ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.C
Revision: 1.57
Committed: Sun Dec 28 06:59:27 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +13 -14 lines
Log Message:
smell, remove gcfclient support, material fixes, cfpod parse fixes, refactoring

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 1.56 // if the enemy is a player, we have los. if los says we
513     // can directly reach the player, we do not deviate.
514     // for non-players, we never deviate
515     if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
516     {
517     int sdir = 0;
518 root 1.55
519 root 1.57 for (int ndir = 1; ndir <= 8; ++ndir)
520 root 1.54 {
521 root 1.57 mapxy pos (op); pos.move (ndir);
522    
523 root 1.56 if (pos.normalise ())
524     {
525     mapspace &ms = pos.ms ();
526 root 1.54
527 root 1.56 if (ms.smell > op->ms ().smell)
528     {
529 root 1.57 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
530     op->ms ().smell = ms.smell - 1; // smarter: tell others
531     sdir = ndir;
532 root 1.56
533     // perturbing the path might let the monster lose track,
534 root 1.57 // but it will also widen the actual path, spreading information
535     if (!rndm (20)) // even smarter, deviate and spread?
536 root 1.56 sdir += absdir (1 - rndm (2) * 2);
537     }
538 root 1.54 }
539     }
540 root 1.56
541     if (sdir)
542     dir = sdir;
543 root 1.57 else if (op->ms ().smell)
544     {
545     // no better smell found, so assume the player jumped, and erase this smell
546     //printf ("erasing smell %d\n", op->ms ().smell);//D
547 root 1.56 ordered_mapwalk_begin (op, -1, -1, 1, 1)
548     if (m)
549     m->at (nx, ny).smell = 0;
550     ordered_mapwalk_end
551 root 1.57 }
552 root 1.54 }
553 root 1.55
554 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
555     dir = absdir (dir + 4);
556 elmex 1.1
557 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
558 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
559 elmex 1.1
560 root 1.8 pre_att_dir = dir; /* remember the original direction */
561 elmex 1.1
562 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
563     {
564     switch (op->attack_movement & LO4)
565     {
566 root 1.47 case DISTATT:
567     dir = dist_att (dir, op, enemy, part, &rv);
568     break;
569 root 1.4
570 root 1.47 case RUNATT:
571     dir = run_att (dir, op, enemy, part, &rv);
572     break;
573 root 1.4
574 root 1.47 case HITRUN:
575     dir = hitrun_att (dir, op, enemy);
576     break;
577 root 1.4
578 root 1.47 case WAITATT:
579     dir = wait_att (dir, op, enemy, part, &rv);
580     break;
581 root 1.4
582 root 1.47 case RUSH: /* default - monster normally moves towards player */
583     case ALLRUN:
584     break;
585 root 1.4
586 root 1.47 case DISTHIT:
587     dir = disthit_att (dir, op, enemy, part, &rv);
588     break;
589 root 1.4
590 root 1.47 case WAIT2:
591     dir = wait_att2 (dir, op, enemy, part, &rv);
592     break;
593 root 1.4
594 root 1.47 default:
595     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
596 root 1.4 }
597 elmex 1.1 }
598    
599 root 1.8 if (!dir)
600     return 0;
601    
602     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
603     {
604     if (move_object (op, dir)) /* Can the monster move directly toward player? */
605     {
606     /* elmex: Turn our monster after it moved if it has DISTATT attack */
607     if ((op->attack_movement & LO4) == DISTATT)
608     op->direction = pre_att_dir;
609 elmex 1.1
610 root 1.8 return 0;
611     }
612    
613     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
614     {
615     /* Try move around corners if !close */
616 root 1.52 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
617 elmex 1.1
618 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
619     {
620     /* try different detours */
621 root 1.52 int m = 1 - rndm (2) * 2; /* Try left or right first? */
622 elmex 1.1
623 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
624 root 1.4 return 0;
625     }
626     }
627 root 1.8 } /* if monster is not standing still */
628 elmex 1.1
629 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
630     if ((op->attack_movement & LO4) == DISTATT)
631     op->direction = pre_att_dir;
632    
633     /*
634     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
635     * direction if they can't move away.
636     */
637     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
638     if (move_randomly (op))
639     return 0;
640    
641     /*
642     * Try giving the monster a new enemy - the player that is closest
643     * to it. In this way, it won't just keep trying to get to a target
644     * that is inaccessible.
645     * This could be more clever - it should go through a list of several
646     * enemies, as it is now, you could perhaps get situations where there
647     * are two players flanking the monster at close distance, but which
648     * the monster can't get to, and a third one at a far distance that
649     * the monster could get to - as it is, the monster won't look at that
650     * third one.
651     */
652     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
653     {
654     object *nearest_player = get_nearest_player (op);
655 elmex 1.1
656 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
657     {
658 root 1.50 op->enemy = 0;
659 root 1.8 enemy = nearest_player;
660 root 1.4 }
661 elmex 1.1 }
662    
663 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
664     {
665     /* The adjustement to wc that was here before looked totally bogus -
666     * since wc can in fact get negative, that would mean by adding
667     * the current wc, the creature gets better? Instead, just
668     * add a fixed amount - nasty creatures that are runny away should
669     * still be pretty nasty.
670     */
671     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
672 elmex 1.1 {
673 root 1.8 part->stats.wc += 10;
674 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
675 root 1.8 part->stats.wc -= 10;
676     }
677     else
678 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
679 root 1.8 } /* if monster is in attack range */
680 elmex 1.1
681 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
682     return 1;
683 elmex 1.1
684 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
685 elmex 1.1 {
686 root 1.44 op->drop_and_destroy ();
687 root 1.8 return 1;
688 elmex 1.1 }
689 root 1.43
690 root 1.8 return 0;
691 elmex 1.1 }
692 root 1.5
693 root 1.8 int
694     can_hit (object *ob1, object *ob2, rv_vector * rv)
695     {
696     object *more;
697     rv_vector rv1;
698 elmex 1.1
699 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
700 root 1.8 return 0;
701 elmex 1.1
702 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
703     return 1;
704 elmex 1.1
705 root 1.8 /* check all the parts of ob2 - just because we can't get to
706     * its head doesn't mean we don't want to pound its feet
707     */
708     for (more = ob2->more; more != NULL; more = more->more)
709     {
710     get_rangevector (ob1, more, &rv1, 0);
711     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
712     return 1;
713 elmex 1.1 }
714 root 1.47
715 root 1.8 return 0;
716 elmex 1.1 }
717    
718     /* Returns 1 is monster should cast spell sp at an enemy
719     * Returns 0 if the monster should not cast this spell.
720     *
721     * Note that this function does not check to see if the monster can
722     * in fact cast the spell (sp dependencies and what not.) That is because
723     * this function is also sued to see if the monster should use spell items
724     * (rod/horn/wand/scroll).
725     * Note that there are certainly other offensive spells that could be
726     * included, but I decided to leave out the spells that may kill more
727     * monsters than players (eg, disease).
728     *
729     * This could be a lot smarter - if there are few monsters around,
730     * then disease might not be as bad. Likewise, if the monster is damaged,
731     * the right type of healing spell could be useful.
732     */
733    
734 root 1.8 static int
735     monster_should_cast_spell (object *monster, object *spell_ob)
736 elmex 1.1 {
737 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
738     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
739     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
740     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
741     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
742     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
743     return 1;
744 elmex 1.1
745 root 1.8 return 0;
746 elmex 1.1 }
747    
748     #define MAX_KNOWN_SPELLS 20
749    
750     /* Returns a randomly selected spell. This logic is still
751     * less than ideal. This code also only seems to deal with
752     * wizard spells, as the check is against sp, and not grace.
753     * can mosnters know cleric spells?
754     */
755 root 1.8 object *
756     monster_choose_random_spell (object *monster)
757     {
758     object *altern[MAX_KNOWN_SPELLS];
759     int i = 0;
760    
761 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
762 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
763     {
764     /* Check and see if it's actually a useful spell.
765     * If its a spellbook, the spell is actually the inventory item.
766     * if it is a spell, then it is just the object itself.
767     */
768     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
769     {
770 root 1.47 altern [i++] = tmp;
771    
772 root 1.8 if (i == MAX_KNOWN_SPELLS)
773     break;
774     }
775     }
776 root 1.47
777     return i ? altern [rndm (i)] : 0;
778 elmex 1.1 }
779    
780     /* This checks to see if the monster should cast a spell/ability.
781     * it returns true if the monster casts a spell, 0 if he doesn't.
782     * head is the head of the monster.
783     * part is the part of the monster we are checking against.
784     * pl is the target.
785     * dir is the direction to case.
786     * rv is the vector which describes where the enemy is.
787     */
788 root 1.8 int
789     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
790     {
791     object *spell_item;
792     object *owner;
793     rv_vector rv1;
794    
795     /* If you want monsters to cast spells over friends, this spell should
796     * be removed. It probably should be in most cases, since monsters still
797     * don't care about residual effects (ie, casting a cone which may have a
798     * clear path to the player, the side aspects of the code will still hit
799     * other monsters)
800     */
801     if (!(dir = path_to_player (part, pl, 0)))
802     return 0;
803    
804 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
805 root 1.8 {
806     get_rangevector (head, owner, &rv1, 0x1);
807     if (dirdiff (dir, rv1.direction) < 2)
808 root 1.47 return 0; /* Might hit owner with spell */
809 elmex 1.1 }
810    
811 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
812 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
813 root 1.8
814     /* If the monster hasn't already chosen a spell, choose one
815     * I'm not sure if it really make sense to pre-select spells (events
816     * could be different by the time the monster goes again).
817     */
818     if (head->spellitem == NULL)
819     {
820     if ((spell_item = monster_choose_random_spell (head)) == NULL)
821     {
822     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
823     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
824     return 0;
825 root 1.4 }
826 root 1.47
827 root 1.8 if (spell_item->type == SPELLBOOK)
828     {
829     if (!spell_item->inv)
830     {
831     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
832     return 0;
833 root 1.4 }
834 root 1.47
835 root 1.8 spell_item = spell_item->inv;
836 root 1.4 }
837 elmex 1.1 }
838 root 1.8 else
839     spell_item = head->spellitem;
840 elmex 1.1
841 root 1.8 if (!spell_item)
842     return 0;
843 elmex 1.1
844 root 1.8 /* Best guess this is a defensive/healing spell */
845     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
846     dir = 0;
847    
848     /* Monster doesn't have enough spell-points */
849     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
850     return 0;
851    
852     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
853     return 0;
854 elmex 1.1
855 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
856     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
857 elmex 1.1
858 root 1.8 /* set this to null, so next time monster will choose something different */
859     head->spellitem = NULL;
860 elmex 1.1
861 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
862 elmex 1.1 }
863    
864 root 1.8 int
865     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
866     {
867     object *scroll;
868     object *owner;
869     rv_vector rv1;
870    
871     /* If you want monsters to cast spells over friends, this spell should
872     * be removed. It probably should be in most cases, since monsters still
873     * don't care about residual effects (ie, casting a cone which may have a
874     * clear path to the player, the side aspects of the code will still hit
875     * other monsters)
876     */
877     if (!(dir = path_to_player (part, pl, 0)))
878     return 0;
879    
880 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
881 root 1.8 {
882     get_rangevector (head, owner, &rv1, 0x1);
883     if (dirdiff (dir, rv1.direction) < 2)
884     {
885     return 0; /* Might hit owner with spell */
886 root 1.4 }
887 elmex 1.1 }
888    
889 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
890 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
891 elmex 1.1
892 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
893     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
894     break;
895 elmex 1.1
896 root 1.8 /* Used up all his scrolls, so nothing do to */
897     if (!scroll)
898     {
899     CLEAR_FLAG (head, FLAG_READY_SCROLL);
900     return 0;
901 elmex 1.1 }
902    
903 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
904     if (scroll->inv->range == 0)
905     dir = 0;
906 elmex 1.1
907 root 1.8 apply_scroll (part, scroll, dir);
908     return 1;
909 elmex 1.1 }
910    
911     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
912     * Note that monsters do not need the skills SK_MELEE_WEAPON and
913     * SK_MISSILE_WEAPON to make those respective attacks, if we
914     * required that we would drastically increase the memory
915     * requirements of CF!!
916     *
917     * The skills we are treating here are all but those. -b.t.
918     *
919     * At the moment this is only useful for throwing, perhaps for
920     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
921 root 1.8 */
922     int
923     monster_use_skill (object *head, object *part, object *pl, int dir)
924     {
925     object *skill, *owner;
926 elmex 1.1
927 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
928     return 0;
929    
930 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
931 root 1.8 {
932     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
933    
934     if (dirdiff (dir, dir2) < 1)
935     return 0; /* Might hit owner with skill -thrown rocks for example ? */
936     }
937 root 1.27
938 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
939 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
940 root 1.8
941     /* skill selection - monster will use the next unused skill.
942     * well...the following scenario will allow the monster to
943     * toggle between 2 skills. One day it would be nice to make
944     * more skills available to monsters.
945     */
946 root 1.27 for (skill = head->inv; skill; skill = skill->below)
947 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
948     {
949     head->chosen_skill = skill;
950     break;
951     }
952 elmex 1.1
953 root 1.8 if (!skill && !head->chosen_skill)
954     {
955     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
956     CLEAR_FLAG (head, FLAG_READY_SKILL);
957     return 0;
958 elmex 1.1 }
959 root 1.27
960 root 1.8 /* use skill */
961     return do_skill (head, part, head->chosen_skill, dir, NULL);
962 elmex 1.1 }
963    
964     /* Monster will use a ranged spell attack. */
965 root 1.8 int
966     monster_use_range (object *head, object *part, object *pl, int dir)
967     {
968     object *wand, *owner;
969     int at_least_one = 0;
970    
971     if (!(dir = path_to_player (part, pl, 0)))
972     return 0;
973    
974 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
975 elmex 1.1 {
976 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
977 elmex 1.1
978 root 1.8 if (dirdiff (dir, dir2) < 2)
979     return 0; /* Might hit owner with spell */
980 elmex 1.1 }
981 root 1.31
982 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
983 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
984 elmex 1.1
985 root 1.27 for (wand = head->inv; wand; wand = wand->below)
986 root 1.8 {
987     if (wand->type == WAND)
988 elmex 1.1 {
989 root 1.8 /* Found a wand, let's see if it has charges left */
990     at_least_one = 1;
991     if (wand->stats.food <= 0)
992     continue;
993 elmex 1.1
994 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
995 elmex 1.1
996 root 1.8 if (!(--wand->stats.food))
997     {
998     if (wand->arch)
999 elmex 1.1 {
1000 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
1001 root 1.35 wand->face = wand->arch->face;
1002 root 1.18 wand->set_speed (0);
1003 elmex 1.1 }
1004     }
1005 root 1.8 /* Success */
1006     return 1;
1007     }
1008     else if (wand->type == ROD || wand->type == HORN)
1009     {
1010     /* Found rod/horn, let's use it if possible */
1011     at_least_one = 1;
1012     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1013     continue;
1014 elmex 1.1
1015 root 1.8 /* drain charge before casting spell - can be a case where the
1016     * spell destroys the monster, and rod, so if done after, results
1017     * in crash.
1018     */
1019     drain_rod_charge (wand);
1020     cast_spell (head, wand, dir, wand->inv, NULL);
1021 elmex 1.1
1022 root 1.8 /* Success */
1023     return 1;
1024 elmex 1.1 }
1025 root 1.8 }
1026    
1027     if (at_least_one)
1028     return 0;
1029 elmex 1.1
1030 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1031 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
1032     return 0;
1033     }
1034 elmex 1.1
1035 root 1.8 int
1036     monster_use_bow (object *head, object *part, object *pl, int dir)
1037     {
1038     object *owner;
1039 elmex 1.1
1040 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1041     return 0;
1042 root 1.31
1043 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1044 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1045 elmex 1.1
1046 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1047 root 1.8 {
1048     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1049 elmex 1.1
1050 root 1.8 if (dirdiff (dir, dir2) < 1)
1051     return 0; /* Might hit owner with arrow */
1052 elmex 1.1 }
1053    
1054 root 1.8 /* in server/player.c */
1055     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1056 elmex 1.1
1057     }
1058    
1059     /* Checks if putting on 'item' will make 'who' do more
1060 root 1.31 * damage. This is a very simplistic check - also checking things
1061 elmex 1.1 * like speed and ac are also relevant.
1062     *
1063     * return true if item is a better object.
1064     */
1065 root 1.8 int
1066     check_good_weapon (object *who, object *item)
1067     {
1068     object *other_weap;
1069     int val = 0, i;
1070    
1071 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1072 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1073     break;
1074 elmex 1.1
1075 root 1.31 if (!other_weap) /* No other weapons */
1076 root 1.8 return 1;
1077 elmex 1.1
1078 root 1.8 /* Rather than go through and apply the new one, and see if it is
1079     * better, just do some simple checks
1080     * Put some multipliers for things that hvae several effects,
1081     * eg, magic affects both damage and wc, so it has more weight
1082     */
1083 elmex 1.1
1084 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1085     val += (item->magic - other_weap->magic) * 3;
1086     /* Monsters don't really get benefits from things like regen rates
1087     * from items. But the bonus for their stats are very important.
1088     */
1089     for (i = 0; i < NUM_STATS; i++)
1090 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1091 root 1.8
1092     if (val > 0)
1093     return 1;
1094     else
1095     return 0;
1096 elmex 1.1 }
1097    
1098 root 1.8 int
1099     check_good_armour (object *who, object *item)
1100     {
1101     object *other_armour;
1102     int val = 0, i;
1103    
1104 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1105 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1106     break;
1107 elmex 1.1
1108 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1109     return 1;
1110 elmex 1.1
1111 root 1.8 /* Like above function , see which is better */
1112     val = item->stats.ac - other_armour->stats.ac;
1113     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1114     val += (item->magic - other_armour->magic) * 3;
1115    
1116     /* for the other protections, do weigh them very much in the equation -
1117     * it is the armor protection which is most important, because there is
1118     * no good way to know what the player may attack the monster with.
1119     * So if the new item has better protection than the old, give that higher
1120     * value. If the reverse, then decrease the value of this item some.
1121     */
1122     for (i = 1; i < NROFATTACKS; i++)
1123     {
1124     if (item->resist[i] > other_armour->resist[i])
1125     val++;
1126     else if (item->resist[i] < other_armour->resist[i])
1127     val--;
1128 elmex 1.1 }
1129    
1130 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1131 elmex 1.1
1132 root 1.8 if (val > 0)
1133     return 1;
1134     else
1135     return 0;
1136 elmex 1.1 }
1137    
1138     /*
1139     * monster_check_pickup(): checks for items that monster can pick up.
1140     *
1141     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1142     * Each time the blob passes over some treasure, it will
1143     * grab it a.s.a.p.
1144     *
1145     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1146     * to handle this.
1147     *
1148     * This function was seen be continueing looping at one point (tmp->below
1149     * became a recursive loop. It may be better to call monster_check_apply
1150     * after we pick everything up, since that function may call others which
1151     * affect stacking on this space.
1152     */
1153 root 1.8 void
1154     monster_check_pickup (object *monster)
1155     {
1156     object *tmp, *next;
1157    
1158     for (tmp = monster->below; tmp != NULL; tmp = next)
1159     {
1160     next = tmp->below;
1161     if (monster_can_pick (monster, tmp))
1162     {
1163 root 1.13 tmp->remove ();
1164 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1165     (void) monster_check_apply (monster, tmp);
1166     }
1167     /* We could try to re-establish the cycling, of the space, but probably
1168     * not a big deal to just bail out.
1169     */
1170 root 1.11 if (next && next->destroyed ())
1171 root 1.8 return;
1172 elmex 1.1 }
1173     }
1174    
1175     /*
1176     * monster_can_pick(): If the monster is interested in picking up
1177     * the item, then return 0. Otherwise 0.
1178     * Instead of pick_up, flags for "greed", etc, should be used.
1179     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1180     */
1181 root 1.8 int
1182     monster_can_pick (object *monster, object *item)
1183     {
1184     int flag = 0;
1185     int i;
1186 elmex 1.1
1187 root 1.8 if (!can_pick (monster, item))
1188     return 0;
1189 elmex 1.1
1190 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1191     return 0;
1192 elmex 1.1
1193 root 1.8 if (monster->pick_up & 64) /* All */
1194     flag = 1;
1195 elmex 1.1
1196 root 1.8 else
1197     switch (item->type)
1198     {
1199     case MONEY:
1200     case GEM:
1201     flag = monster->pick_up & 2;
1202 root 1.4 break;
1203    
1204 root 1.8 case FOOD:
1205     flag = monster->pick_up & 4;
1206 root 1.4 break;
1207    
1208 root 1.8 case WEAPON:
1209     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1210 root 1.4 break;
1211    
1212 root 1.8 case ARMOUR:
1213     case SHIELD:
1214     case HELMET:
1215     case BOOTS:
1216     case GLOVES:
1217     case GIRDLE:
1218     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1219 root 1.4 break;
1220    
1221 root 1.8 case SKILL:
1222     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1223 root 1.4 break;
1224    
1225 root 1.8 case RING:
1226     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1227 root 1.4 break;
1228    
1229 root 1.8 case WAND:
1230     case HORN:
1231     case ROD:
1232     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1233 root 1.4 break;
1234    
1235 root 1.8 case SPELLBOOK:
1236 root 1.35 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1237 root 1.4 break;
1238    
1239 root 1.8 case SCROLL:
1240     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1241 root 1.4 break;
1242    
1243 root 1.8 case BOW:
1244     case ARROW:
1245     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1246 root 1.4 break;
1247 root 1.8 }
1248 root 1.27
1249 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1250     * pick it up. Note that this doesn't handle cases where an item may
1251     * use several locations.
1252     */
1253     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1254     {
1255 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1256 root 1.8 {
1257     flag = 1;
1258     break;
1259 root 1.4 }
1260 elmex 1.1 }
1261    
1262 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1263     return 1;
1264 root 1.47
1265 root 1.8 return 0;
1266 elmex 1.1 }
1267    
1268     /*
1269     * monster_apply_below():
1270     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1271     * eager to apply things, encounters something apply-able,
1272     * then make him apply it
1273     */
1274 root 1.8 void
1275     monster_apply_below (object *monster)
1276     {
1277     object *tmp, *next;
1278 elmex 1.1
1279 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1280     {
1281     next = tmp->below;
1282     switch (tmp->type)
1283     {
1284 root 1.4 case CF_HANDLE:
1285     case TRIGGER:
1286 root 1.8 if (monster->will_apply & 1)
1287     manual_apply (monster, tmp, 0);
1288     break;
1289 root 1.4
1290     case TREASURE:
1291 root 1.8 if (monster->will_apply & 2)
1292     manual_apply (monster, tmp, 0);
1293     break;
1294 root 1.4
1295     }
1296 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1297     break;
1298 elmex 1.1 }
1299     }
1300    
1301     /*
1302     * monster_check_apply() is meant to be called after an item is
1303     * inserted in a monster.
1304     * If an item becomes outdated (monster found a better item),
1305     * a pointer to that object is returned, so it can be dropped.
1306     * (so that other monsters can pick it up and use it)
1307     * Note that as things are now, monsters never drop something -
1308     * they can pick up all that they can use.
1309     */
1310     /* Sept 96, fixed this so skills will be readied -b.t.*/
1311 root 1.8 void
1312     monster_check_apply (object *mon, object *item)
1313     {
1314     int flag = 0;
1315 elmex 1.1
1316 root 1.35 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1317 root 1.8 {
1318     SET_FLAG (mon, FLAG_CAST_SPELL);
1319     return;
1320 elmex 1.1 }
1321    
1322 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1323     if (QUERY_FLAG (item, FLAG_APPLIED))
1324     return;
1325    
1326     /* Might be better not to do this - if the monster can fire a bow,
1327     * it is possible in his wanderings, he will find one to use. In
1328     * which case, it would be nice to have ammo for it.
1329     */
1330     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1331     {
1332     /* Check for the right kind of bow */
1333     object *bow;
1334 elmex 1.1
1335 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1336 root 1.8 if (bow->type == BOW && bow->race == item->race)
1337     {
1338     SET_FLAG (mon, FLAG_READY_BOW);
1339     LOG (llevMonster, "Found correct bow for arrows.\n");
1340     return; /* nothing more to do for arrows */
1341     }
1342 elmex 1.1 }
1343    
1344 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1345     flag = 1;
1346     /* Eating food gets hp back */
1347     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1348     flag = 1;
1349     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1350     {
1351     if (!item->inv)
1352     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1353     else if (monster_should_cast_spell (mon, item->inv))
1354     SET_FLAG (mon, FLAG_READY_SCROLL);
1355     /* Don't use it right now */
1356     return;
1357     }
1358     else if (item->type == WEAPON)
1359     flag = check_good_weapon (mon, item);
1360 root 1.16 else if (item->is_armor ())
1361 root 1.8 flag = check_good_armour (mon, item);
1362     /* Should do something more, like make sure this is a better item */
1363     else if (item->type == RING)
1364     flag = 1;
1365     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1366     {
1367     /* We never really 'ready' the wand/rod/horn, because that would mean the
1368     * weapon would get undone.
1369     */
1370     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1371     {
1372     SET_FLAG (mon, FLAG_READY_RANGE);
1373     SET_FLAG (item, FLAG_APPLIED);
1374     }
1375     return;
1376     }
1377     else if (item->type == BOW)
1378     {
1379     /* We never really 'ready' the bow, because that would mean the
1380     * weapon would get undone.
1381     */
1382     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1383     SET_FLAG (mon, FLAG_READY_BOW);
1384     return;
1385     }
1386     else if (item->type == SKILL)
1387     {
1388     /*
1389     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1390     * else they can't use the skill...
1391     * Skills also don't need to get applied, so return now.
1392     */
1393     SET_FLAG (mon, FLAG_READY_SKILL);
1394     return;
1395 elmex 1.1 }
1396    
1397 root 1.8 /* if we don't match one of the above types, return now.
1398     * can_apply_object will say that we can apply things like flesh,
1399     * bolts, and whatever else, because it only checks against the
1400     * body_info locations.
1401     */
1402     if (!flag)
1403     return;
1404 elmex 1.1
1405 root 1.8 /* Check to see if the monster can use this item. If not, no need
1406     * to do further processing. Note that can_apply_object already checks
1407     * for the CAN_USE flags.
1408     */
1409     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1410 elmex 1.1 return;
1411 root 1.8
1412     /* should only be applying this item, not unapplying it.
1413     * also, ignore status of curse so they can take off old armour.
1414     * monsters have some advantages after all.
1415     */
1416     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1417 elmex 1.1 }
1418    
1419 root 1.8 void
1420     npc_call_help (object *op)
1421     {
1422     int x, y, mflags;
1423     object *npc;
1424     sint16 sx, sy;
1425 root 1.12 maptile *m;
1426 root 1.8
1427     for (x = -3; x < 4; x++)
1428     for (y = -3; y < 4; y++)
1429     {
1430     m = op->map;
1431     sx = op->x + x;
1432     sy = op->y + y;
1433     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1434     /* If nothing alive on this space, no need to search the space. */
1435     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1436     continue;
1437    
1438 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1439 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1440     npc->enemy = op->enemy;
1441     }
1442 elmex 1.1 }
1443    
1444 root 1.8 int
1445     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1446     {
1447     if (can_hit (part, enemy, rv))
1448     return dir;
1449 root 1.47
1450 root 1.8 if (rv->distance < 10)
1451     return absdir (dir + 4);
1452     else if (rv->distance > 18)
1453     return dir;
1454 root 1.27
1455 root 1.8 return 0;
1456 elmex 1.1 }
1457    
1458 root 1.8 int
1459     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1460     {
1461     if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1462     {
1463     ob->move_status++;
1464     return (dir);
1465 elmex 1.1 }
1466 root 1.8 else if (ob->move_status > 20)
1467     ob->move_status = 0;
1468 root 1.27
1469 root 1.8 return absdir (dir + 4);
1470 elmex 1.1 }
1471    
1472 root 1.8 int
1473     hitrun_att (int dir, object *ob, object *enemy)
1474     {
1475     if (ob->move_status++ < 25)
1476     return dir;
1477     else if (ob->move_status < 50)
1478     return absdir (dir + 4);
1479     else
1480     ob->move_status = 0;
1481 root 1.27
1482 root 1.8 return absdir (dir + 4);
1483 elmex 1.1 }
1484    
1485 root 1.8 int
1486     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1487     {
1488    
1489     int inrange = can_hit (part, enemy, rv);
1490 elmex 1.1
1491 root 1.8 if (ob->move_status || inrange)
1492     ob->move_status++;
1493 elmex 1.1
1494 root 1.8 if (ob->move_status == 0)
1495 elmex 1.1 return 0;
1496 root 1.8 else if (ob->move_status < 10)
1497     return dir;
1498     else if (ob->move_status < 15)
1499     return absdir (dir + 4);
1500 root 1.27
1501 root 1.8 ob->move_status = 0;
1502     return 0;
1503 elmex 1.1 }
1504    
1505 root 1.8 int
1506     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1507     {
1508 elmex 1.1
1509 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1510     * happen is that if the creatures hp percentage falls below run_away,
1511     * the creature should run away (dir+4)
1512     * I think its wrong for a creature to have a zero maxhp value, but
1513     * at least one map has this set, and whatever the map contains, the
1514     * server should try to be resilant enough to avoid the problem
1515     */
1516     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1517     return absdir (dir + 4);
1518 root 1.27
1519 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1520 elmex 1.1 }
1521    
1522 root 1.8 int
1523     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1524     {
1525     if (rv->distance < 9)
1526     return absdir (dir + 4);
1527 root 1.27
1528 root 1.8 return 0;
1529 elmex 1.1 }
1530    
1531 root 1.8 void
1532     circ1_move (object *ob)
1533     {
1534     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1535 root 1.27
1536 root 1.8 if (++ob->move_status > 11)
1537 elmex 1.1 ob->move_status = 0;
1538 root 1.27
1539 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1540 root 1.27 move_object (ob, rndm (8) + 1);
1541 elmex 1.1 }
1542    
1543 root 1.8 void
1544     circ2_move (object *ob)
1545     {
1546     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1547 root 1.27
1548 root 1.8 if (++ob->move_status > 19)
1549 elmex 1.1 ob->move_status = 0;
1550 root 1.27
1551 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1552 root 1.27 move_object (ob, rndm (8) + 1);
1553 elmex 1.1 }
1554    
1555 root 1.8 void
1556     pace_movev (object *ob)
1557     {
1558 elmex 1.1 if (ob->move_status++ > 6)
1559     ob->move_status = 0;
1560 root 1.27
1561 elmex 1.1 if (ob->move_status < 4)
1562 root 1.27 move_object (ob, 5);
1563 elmex 1.1 else
1564 root 1.27 move_object (ob, 1);
1565 elmex 1.1 }
1566    
1567 root 1.8 void
1568     pace_moveh (object *ob)
1569     {
1570 elmex 1.1 if (ob->move_status++ > 6)
1571     ob->move_status = 0;
1572 root 1.27
1573 elmex 1.1 if (ob->move_status < 4)
1574 root 1.27 move_object (ob, 3);
1575 elmex 1.1 else
1576 root 1.27 move_object (ob, 7);
1577 elmex 1.1 }
1578    
1579 root 1.8 void
1580     pace2_movev (object *ob)
1581     {
1582     if (ob->move_status++ > 16)
1583 elmex 1.1 ob->move_status = 0;
1584 root 1.27
1585 root 1.8 if (ob->move_status < 6)
1586 root 1.27 move_object (ob, 5);
1587 elmex 1.1 else if (ob->move_status < 8)
1588     return;
1589 root 1.8 else if (ob->move_status < 13)
1590 root 1.27 move_object (ob, 1);
1591 root 1.8 else
1592     return;
1593     }
1594 elmex 1.1
1595 root 1.8 void
1596     pace2_moveh (object *ob)
1597     {
1598     if (ob->move_status++ > 16)
1599 elmex 1.1 ob->move_status = 0;
1600 root 1.27
1601 root 1.8 if (ob->move_status < 6)
1602 root 1.27 move_object (ob, 3);
1603 elmex 1.1 else if (ob->move_status < 8)
1604     return;
1605 root 1.8 else if (ob->move_status < 13)
1606 root 1.27 move_object (ob, 7);
1607 root 1.8 else
1608     return;
1609     }
1610 elmex 1.1
1611 root 1.8 void
1612     rand_move (object *ob)
1613     {
1614 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1615 root 1.47 for (int i = 0; i < 5; i++)
1616 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1617 elmex 1.1 return;
1618     }
1619    
1620 root 1.8 void
1621 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1622 root 1.8 {
1623 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1624     if (tmp->type == EARTHWALL)
1625     {
1626     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1627     return;
1628     }
1629 elmex 1.1 }
1630    
1631 root 1.8 void
1632 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1633 root 1.8 {
1634 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1635     if (tmp->type == DOOR)
1636     {
1637     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1638     return;
1639     }
1640 elmex 1.1 }
1641    
1642     /* find_mon_throw_ob() - modeled on find_throw_ob
1643     * This is probably overly simplistic as it is now - We want
1644     * monsters to throw things like chairs and other pieces of
1645     * furniture, even if they are not good throwable objects.
1646     * Probably better to have the monster throw a throwable object
1647     * first, then throw any non equipped weapon.
1648     */
1649 root 1.8 object *
1650     find_mon_throw_ob (object *op)
1651     {
1652     object *tmp = NULL;
1653 elmex 1.1
1654 root 1.8 if (op->head)
1655     tmp = op->head;
1656     else
1657     tmp = op;
1658 elmex 1.1
1659 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1660     * marked item and throw it to the enemy.
1661     */
1662     for (tmp = op->inv; tmp; tmp = tmp->below)
1663     {
1664     /* Can't throw invisible objects or items that are applied */
1665     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1666     continue;
1667    
1668     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1669     break;
1670 elmex 1.1
1671     }
1672    
1673     #ifdef DEBUG_THROW
1674 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1675 elmex 1.1 #endif
1676    
1677 root 1.8 return tmp;
1678 elmex 1.1 }
1679    
1680     /* determine if we can 'detect' the enemy. Check for walls blocking the
1681     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1682     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1683     * modified by MSW to use the get_rangevector so that map tiling works
1684     * properly. I also so odd code in place that checked for x distance
1685     * OR y distance being within some range - that seemed wrong - both should
1686     * be within the valid range. MSW 2001-08-05
1687     * Returns 0 if enemy can not be detected, 1 if it is detected
1688     */
1689 root 1.8 int
1690     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1691     {
1692     int radius = MIN_MON_RADIUS, hide_discovery;
1693    
1694     /* null detection for any of these condtions always */
1695     if (!op || !enemy || !op->map || !enemy->map)
1696     return 0;
1697 elmex 1.1
1698 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1699     if (!on_same_map (op, enemy))
1700     return 0;
1701 elmex 1.1
1702 root 1.8 get_rangevector (op, enemy, rv, 0);
1703 elmex 1.1
1704 root 1.8 /* Monsters always ignore the DM */
1705 root 1.47 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1706 root 1.8 return 0;
1707 elmex 1.1
1708 root 1.8 /* simple check. Should probably put some range checks in here. */
1709     if (can_see_enemy (op, enemy))
1710     return 1;
1711 elmex 1.1
1712 root 1.8 /* The rest of this is for monsters. Players are on their own for
1713     * finding enemies!
1714     */
1715     if (op->type == PLAYER)
1716     return 0;
1717 elmex 1.1
1718 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1719     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1720     */
1721     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1722     return 0;
1723 elmex 1.1
1724 root 1.8 /* use this for invis also */
1725     hide_discovery = op->stats.Int / 5;
1726 elmex 1.1
1727 root 1.8 /* Determine Detection radii */
1728 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1729 root 1.37 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1730 root 1.8 else
1731     { /* a level/INT/Dex adjustment for hiding */
1732 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1733 root 1.8
1734 root 1.52 if (enemy->is_player ())
1735 root 1.8 {
1736 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1737 root 1.8 bonus -= sk_hide->level;
1738     else
1739     {
1740     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1741     make_visible (enemy);
1742     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1743 root 1.4 }
1744     }
1745 root 1.8 else /* enemy is not a player */
1746     bonus -= enemy->level;
1747    
1748     radius += bonus / 5;
1749     hide_discovery += bonus * 5;
1750     } /* else creature has modifiers for hiding */
1751    
1752     /* Radii stealth adjustment. Only if you are stealthy
1753     * will you be able to sneak up closer to creatures */
1754     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1755 root 1.37 {
1756     radius /= 2;
1757     hide_discovery /= 3;
1758     }
1759 root 1.8
1760     /* Radii adjustment for enemy standing in the dark */
1761 root 1.51 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1762 root 1.8 {
1763     /* on dark maps body heat can help indicate location with infravision
1764     * undead don't have body heat, so no benefit detecting them.
1765     */
1766     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1767 root 1.51 radius += op->map->darklevel () / 2;
1768 root 1.8 else
1769 root 1.51 radius -= op->map->darklevel () / 2;
1770 root 1.8
1771     /* op next to a monster (and not in complete darkness)
1772     * the monster should have a chance to see you.
1773     */
1774 root 1.51 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1775 root 1.8 radius = MIN_MON_RADIUS;
1776     } /* if on dark map */
1777 elmex 1.1
1778 root 1.8 /* Lets not worry about monsters that have incredible detection
1779     * radii, we only need to worry here about things the player can
1780     * (potentially) see. This is 13, as that is the maximum size the player
1781     * may have for their map - in that way, creatures at the edge will
1782     * do something. Note that the distance field in the
1783     * vector is real distance, so in theory this should be 18 to
1784     * find that.
1785     */
1786 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1787     // we use 25, lets see if we have the cpu time for it
1788     radius = min (25, radius);
1789 root 1.8
1790     /* Enemy in range! Now test for detection */
1791 root 1.38 if (rv->distance <= radius)
1792 root 1.8 {
1793     /* ah, we are within range, detected? take cases */
1794     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1795     return 1;
1796 root 1.4
1797 root 1.8 /* hidden or low-quality invisible */
1798 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1799 root 1.8 {
1800     make_visible (enemy);
1801 root 1.37
1802 root 1.8 /* inform players of new status */
1803     if (enemy->type == PLAYER && player_can_view (enemy, op))
1804     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1805 root 1.37
1806 root 1.8 return 1; /* detected enemy */
1807     }
1808     else if (enemy->invisible)
1809     {
1810     /* Change this around - instead of negating the invisible, just
1811 root 1.37 * return true so that the monster that managed to detect you can
1812     * do something to you. Decreasing the duration of invisible
1813 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1814 root 1.37 * can then basically negate the spell. The spell isn't negated -
1815 root 1.8 * they just know where you are!
1816     */
1817 root 1.37 if (rndm (50) <= hide_discovery)
1818 root 1.8 {
1819     if (enemy->type == PLAYER)
1820 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1821    
1822 root 1.8 return 1;
1823 root 1.4 }
1824     }
1825 root 1.8 } /* within range */
1826 elmex 1.1
1827 root 1.8 /* Wasn't detected above, so still hidden */
1828     return 0;
1829 elmex 1.1 }
1830    
1831     /* determine if op stands in a lighted square. This is not a very
1832     * intellegent algorithm. For one thing, we ignore los here, SO it
1833     * is possible for a bright light to illuminate a player on the
1834     * other side of a wall (!).
1835     */
1836 root 1.8 int
1837     stand_in_light (object *op)
1838     {
1839 root 1.49 if (op)
1840     {
1841     if (op->glow_radius > 0)
1842     return 1;
1843 elmex 1.1
1844 root 1.49 if (op->map)
1845     unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1846     {
1847     /* Check the spaces with the max light radius to see if any of them
1848     * have lights, and if any of them light the player enough, then return 1.
1849     */
1850     int light = m->at (nx, ny).light;
1851    
1852     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1853     return 1;
1854     }
1855 elmex 1.1 }
1856 root 1.27
1857 root 1.8 return 0;
1858 elmex 1.1 }
1859    
1860     /* assuming no walls/barriers, lets check to see if its *possible*
1861     * to see an enemy. Note, "detection" is different from "seeing".
1862     * See can_detect_enemy() for more details. -b.t.
1863     * return 0 if can't be seen, 1 if can be
1864     */
1865 root 1.8 int
1866     can_see_enemy (object *op, object *enemy)
1867     {
1868     object *looker = op->head ? op->head : op;
1869    
1870     /* safety */
1871     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1872     return 0;
1873 elmex 1.1
1874 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1875     * see through walls). Should we change the code elsewhere to make you
1876     * blind even if you can xray?
1877     */
1878     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1879     return 0;
1880    
1881     /* checking for invisible things */
1882     if (enemy->invisible)
1883     {
1884     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1885     * However,if you carry any source of light, then the hidden
1886     * creature is seeable (and stupid) */
1887 elmex 1.1
1888 root 1.8 if (has_carried_lights (enemy))
1889     {
1890 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1891 root 1.8 {
1892     make_visible (enemy);
1893     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1894 root 1.4 }
1895 root 1.39
1896 root 1.8 return 1;
1897     }
1898 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1899 root 1.8 return 0;
1900 root 1.4
1901 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1902 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1903     * and making it a conditional makes the code pretty ugly.
1904     */
1905     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1906 root 1.39 if (makes_invisible_to (enemy, looker))
1907     return 0;
1908 root 1.8 }
1909 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1910 root 1.8 if (player_can_view (looker, enemy))
1911     return 1;
1912 elmex 1.1
1913     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1914     * unless they carry a light or stand in light. Darkness doesnt
1915     * inhibit the undead per se (but we should give their archs
1916     * CAN_SEE_IN_DARK, this is just a safety
1917     * we care about the enemy maps status, not the looker.
1918     * only relevant for tiled maps, but it is possible that the
1919     * enemy is on a bright map and the looker on a dark - in that
1920     * case, the looker can still see the enemy
1921     */
1922 root 1.51 if (enemy->map->darklevel () > 0
1923     && !stand_in_light (enemy)
1924 root 1.8 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1925 elmex 1.1 return 0;
1926    
1927     return 1;
1928     }
1929 root 1.40