ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.C
Revision: 1.60
Committed: Sun Dec 28 17:09:24 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +1 -1 lines
Log Message:
*** empty log message ***

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 1.58 if (!op->flag [FLAG_SLEEP])
242     return 1;
243    
244 root 1.50 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
245    
246     if (op->flag [FLAG_BLIND])
247     /* blinded monsters can only find nearby objects to attack */
248 root 1.8 radius = MIN_MON_RADIUS;
249 root 1.50 else if (op->map
250     && !enemy->invisible
251     && !stand_in_light (enemy)
252     && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
253     /* This covers the situation where the monster is in the dark
254     * and has an enemy. If the enemy has no carried light (or isnt
255     * glowing!) then the monster has trouble finding the enemy.
256     * Remember we already checked to see if the monster can see in
257     * the dark. */
258     radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
259 root 1.8
260 root 1.50 if (enemy->flag [FLAG_STEALTH])
261     radius = radius / 2 + 1;
262 elmex 1.1
263 root 1.8 /* enemy should already be on this map, so don't really need to check
264     * for that.
265     */
266 root 1.50 if (rv->distance <= radius)
267 root 1.8 {
268     CLEAR_FLAG (op, FLAG_SLEEP);
269     return 1;
270 elmex 1.1 }
271 root 1.50
272 root 1.8 return 0;
273 elmex 1.1 }
274    
275 root 1.8 int
276     move_randomly (object *op)
277     {
278 root 1.47 /* Give up to 15 chances for a monster to move randomly */
279     for (int i = 0; i < 15; i++)
280     if (move_object (op, rndm (8) + 1))
281     return 1;
282 elmex 1.1
283 root 1.8 return 0;
284 elmex 1.1 }
285    
286     /*
287     * Move-monster returns 1 if the object has been freed, otherwise 0.
288     */
289 root 1.8 int
290     move_monster (object *op)
291     {
292     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
293     object *owner, *enemy, *part, *oph = op;
294     rv_vector rv;
295    
296     /* Monsters not on maps don't do anything. These monsters are things
297     * Like royal guards in city dwellers inventories.
298     */
299     if (!op->map)
300     return 0;
301    
302     /* for target facing, we copy this value here for fast access */
303     if (oph->head) /* force update the head - one arch one pic */
304     oph = oph->head;
305    
306     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
307     enemy = op->enemy = NULL;
308     else if ((enemy = find_enemy (op, &rv)))
309 root 1.9 /* we have an enemy, just tell him we want him dead */
310     enemy->attacked_by = op; /* our ptr */
311 root 1.8
312     /* generate hp, if applicable */
313     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
314     {
315     /* last heal is in funny units. Dividing by speed puts
316     * the regeneration rate on a basis of time instead of
317     * #moves the monster makes. The scaling by 8 is
318     * to capture 8th's of a hp fraction regens
319     *
320     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
321     * overflow might produce monsters with negative hp.
322     */
323    
324     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
325     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
326     op->last_heal %= 32;
327    
328     /* So if the monster has gained enough HP that they are no longer afraid */
329 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))
330 root 1.8 CLEAR_FLAG (op, FLAG_RUN_AWAY);
331    
332     if (op->stats.hp > op->stats.maxhp)
333     op->stats.hp = op->stats.maxhp;
334     }
335 root 1.4
336 root 1.8 /* generate sp, if applicable */
337     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338     {
339 root 1.53 /* last_sp is in funny units. Dividing by speed puts
340 root 1.8 * the regeneration rate on a basis of time instead of
341 root 1.53 * #moves the monster makes. The scaling by 8 is
342 root 1.8 * to capture 8th's of a sp fraction regens
343     *
344     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345     * overflow might produce monsters with negative sp.
346     */
347    
348 root 1.53 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
349     op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
350 root 1.8 op->last_sp %= 128;
351 elmex 1.1 }
352    
353 root 1.8 /* this should probably get modified by many more values.
354     * (eg, creatures resistance to fear, level, etc. )
355     */
356 root 1.23 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
357 root 1.47 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
358 elmex 1.1
359 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360     return QUERY_FLAG (op, FLAG_FREED);
361 elmex 1.1
362 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363 root 1.51 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 root 1.47 if (!check_wakeup (op, enemy, &rv))
365     return 0;
366 root 1.2
367 root 1.8 /* check if monster pops out of hidden spot */
368 root 1.45 if (op->flag [FLAG_HIDDEN])
369 root 1.8 do_hidden_move (op);
370 root 1.2
371 root 1.8 if (op->pick_up)
372     monster_check_pickup (op);
373 root 1.2
374 root 1.8 if (op->will_apply)
375     monster_apply_below (op); /* Check for items to apply below */
376 root 1.2
377 root 1.8 /* If we don't have an enemy, do special movement or the like */
378     if (!enemy)
379     {
380     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
381     {
382 root 1.44 op->drop_and_destroy ();
383 root 1.8 return 1;
384 root 1.4 }
385 elmex 1.1
386 root 1.8 /* Probably really a bug for a creature to have both
387     * stand still and a movement type set.
388     */
389     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390     {
391     if (op->attack_movement & HI4)
392 elmex 1.1 {
393 root 1.8 switch (op->attack_movement & HI4)
394     {
395 root 1.47 case (PETMOVE):
396     pet_move (op);
397     break;
398    
399     case (CIRCLE1):
400     circ1_move (op);
401     break;
402    
403     case (CIRCLE2):
404     circ2_move (op);
405     break;
406    
407     case (PACEV):
408     pace_movev (op);
409     break;
410    
411     case (PACEH):
412     pace_moveh (op);
413     break;
414    
415     case (PACEV2):
416     pace2_movev (op);
417     break;
418    
419     case (PACEH2):
420     pace2_moveh (op);
421     break;
422    
423     case (RANDO):
424     rand_move (op);
425     break;
426    
427     case (RANDO2):
428     move_randomly (op);
429     break;
430 root 1.4 }
431 root 1.47
432 root 1.8 return 0;
433     }
434     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 root 1.47 move_randomly (op);
436     } /* stand still */
437 root 1.8
438     return 0;
439     } /* no enemy */
440    
441     /* We have an enemy. Block immediately below is for pets */
442 elmex 1.25 if ((op->attack_movement & HI4) == PETMOVE
443     && (owner = op->owner) != NULL
444     && !on_same_map (op, owner)
445     && !owner->flag [FLAG_REMOVED])
446 root 1.8 return follow_owner (op, owner);
447    
448     /* doppleganger code to change monster facing to that of the nearest
449 root 1.50 * player. Hmm. The code is here, but no monster in the current
450 root 1.8 * arch set uses it.
451     */
452 root 1.50 if (op->race && strcmp (op->race, "doppleganger") == 0)
453 root 1.8 {
454     op->face = enemy->face;
455     op->name = enemy->name;
456     }
457    
458     /* Calculate range information for closest body part - this
459     * is used for the 'skill' code, which isn't that smart when
460     * it comes to figuring it out - otherwise, giants throw boulders
461     * into themselves.
462     */
463     get_rangevector (op, enemy, &rv, 0);
464    
465     /* Move the check for scared up here - if the monster was scared,
466     * we were not doing any of the logic below, so might as well save
467     * a few cpu cycles.
468     */
469     if (!QUERY_FLAG (op, FLAG_SCARED))
470     {
471     rv_vector rv1;
472    
473     /* now we test every part of an object .... this is a real ugly piece of code */
474 root 1.29 for (part = op; part; part = part->more)
475 root 1.8 {
476     get_rangevector (part, enemy, &rv1, 0x1);
477     dir = rv1.direction;
478    
479     /* hm, not sure about this part - in original was a scared flag here too
480     * but that we test above... so can be old code here
481     */
482     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483     dir = absdir (dir + 4);
484 root 1.31
485 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487 root 1.8
488 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 root 1.31 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490     return 0;
491 elmex 1.1
492 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 root 1.31 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494     return 0;
495 elmex 1.1
496 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 root 1.31 if (monster_use_range (op, part, enemy, dir))
498     return 0;
499    
500 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 root 1.31 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502     return 0;
503    
504 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 root 1.31 if (monster_use_bow (op, part, enemy, dir))
506     return 0;
507 root 1.8 } /* for processing of all parts */
508     } /* If not scared */
509 root 1.4
510 root 1.8 part = rv.part;
511     dir = rv.direction;
512 elmex 1.1
513 root 1.56 // if the enemy is a player, we have los. if los says we
514     // can directly reach the player, we do not deviate.
515     // for non-players, we never deviate
516     if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517     {
518     int sdir = 0;
519 root 1.55
520 root 1.57 for (int ndir = 1; ndir <= 8; ++ndir)
521 root 1.54 {
522 root 1.57 mapxy pos (op); pos.move (ndir);
523    
524 root 1.56 if (pos.normalise ())
525     {
526     mapspace &ms = pos.ms ();
527 root 1.54
528 root 1.56 if (ms.smell > op->ms ().smell)
529     {
530 root 1.57 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
531     op->ms ().smell = ms.smell - 1; // smarter: tell others
532     sdir = ndir;
533 root 1.56
534     // perturbing the path might let the monster lose track,
535 root 1.57 // but it will also widen the actual path, spreading information
536     if (!rndm (20)) // even smarter, deviate and spread?
537 root 1.60 sdir = absdir (sdir + 1 - rndm (2) * 2);
538 root 1.56 }
539 root 1.54 }
540     }
541 root 1.56
542     if (sdir)
543     dir = sdir;
544 root 1.57 else if (op->ms ().smell)
545     {
546     // no better smell found, so assume the player jumped, and erase this smell
547     //printf ("erasing smell %d\n", op->ms ().smell);//D
548 root 1.56 ordered_mapwalk_begin (op, -1, -1, 1, 1)
549     if (m)
550     m->at (nx, ny).smell = 0;
551     ordered_mapwalk_end
552 root 1.57 }
553 root 1.54 }
554 root 1.55
555 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
556     dir = absdir (dir + 4);
557 elmex 1.1
558 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
559 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
560 elmex 1.1
561 root 1.8 pre_att_dir = dir; /* remember the original direction */
562 elmex 1.1
563 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
564     {
565     switch (op->attack_movement & LO4)
566     {
567 root 1.47 case DISTATT:
568     dir = dist_att (dir, op, enemy, part, &rv);
569     break;
570 root 1.4
571 root 1.47 case RUNATT:
572     dir = run_att (dir, op, enemy, part, &rv);
573     break;
574 root 1.4
575 root 1.47 case HITRUN:
576     dir = hitrun_att (dir, op, enemy);
577     break;
578 root 1.4
579 root 1.47 case WAITATT:
580     dir = wait_att (dir, op, enemy, part, &rv);
581     break;
582 root 1.4
583 root 1.47 case RUSH: /* default - monster normally moves towards player */
584     case ALLRUN:
585     break;
586 root 1.4
587 root 1.47 case DISTHIT:
588     dir = disthit_att (dir, op, enemy, part, &rv);
589     break;
590 root 1.4
591 root 1.47 case WAIT2:
592     dir = wait_att2 (dir, op, enemy, part, &rv);
593     break;
594 root 1.4
595 root 1.47 default:
596     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
597 root 1.4 }
598 elmex 1.1 }
599    
600 root 1.8 if (!dir)
601     return 0;
602    
603     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
604     {
605     if (move_object (op, dir)) /* Can the monster move directly toward player? */
606     {
607     /* elmex: Turn our monster after it moved if it has DISTATT attack */
608     if ((op->attack_movement & LO4) == DISTATT)
609     op->direction = pre_att_dir;
610 elmex 1.1
611 root 1.8 return 0;
612     }
613    
614     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
615     {
616     /* Try move around corners if !close */
617 root 1.52 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
618 elmex 1.1
619 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
620     {
621     /* try different detours */
622 root 1.52 int m = 1 - rndm (2) * 2; /* Try left or right first? */
623 elmex 1.1
624 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
625 root 1.4 return 0;
626     }
627     }
628 root 1.8 } /* if monster is not standing still */
629 elmex 1.1
630 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
631     if ((op->attack_movement & LO4) == DISTATT)
632     op->direction = pre_att_dir;
633    
634     /*
635     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
636     * direction if they can't move away.
637     */
638     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
639     if (move_randomly (op))
640     return 0;
641    
642     /*
643     * Try giving the monster a new enemy - the player that is closest
644     * to it. In this way, it won't just keep trying to get to a target
645     * that is inaccessible.
646     * This could be more clever - it should go through a list of several
647     * enemies, as it is now, you could perhaps get situations where there
648     * are two players flanking the monster at close distance, but which
649     * the monster can't get to, and a third one at a far distance that
650     * the monster could get to - as it is, the monster won't look at that
651     * third one.
652     */
653     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
654     {
655     object *nearest_player = get_nearest_player (op);
656 elmex 1.1
657 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
658     {
659 root 1.50 op->enemy = 0;
660 root 1.8 enemy = nearest_player;
661 root 1.4 }
662 elmex 1.1 }
663    
664 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
665     {
666     /* The adjustement to wc that was here before looked totally bogus -
667     * since wc can in fact get negative, that would mean by adding
668     * the current wc, the creature gets better? Instead, just
669     * add a fixed amount - nasty creatures that are runny away should
670     * still be pretty nasty.
671     */
672     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
673 elmex 1.1 {
674 root 1.8 part->stats.wc += 10;
675 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
676 root 1.8 part->stats.wc -= 10;
677     }
678     else
679 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
680 root 1.8 } /* if monster is in attack range */
681 elmex 1.1
682 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
683     return 1;
684 elmex 1.1
685 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
686 elmex 1.1 {
687 root 1.44 op->drop_and_destroy ();
688 root 1.8 return 1;
689 elmex 1.1 }
690 root 1.43
691 root 1.8 return 0;
692 elmex 1.1 }
693 root 1.5
694 root 1.8 int
695     can_hit (object *ob1, object *ob2, rv_vector * rv)
696     {
697     object *more;
698     rv_vector rv1;
699 elmex 1.1
700 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
701 root 1.8 return 0;
702 elmex 1.1
703 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
704     return 1;
705 elmex 1.1
706 root 1.8 /* check all the parts of ob2 - just because we can't get to
707     * its head doesn't mean we don't want to pound its feet
708     */
709     for (more = ob2->more; more != NULL; more = more->more)
710     {
711     get_rangevector (ob1, more, &rv1, 0);
712     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
713     return 1;
714 elmex 1.1 }
715 root 1.47
716 root 1.8 return 0;
717 elmex 1.1 }
718    
719     /* Returns 1 is monster should cast spell sp at an enemy
720     * Returns 0 if the monster should not cast this spell.
721     *
722     * Note that this function does not check to see if the monster can
723     * in fact cast the spell (sp dependencies and what not.) That is because
724     * this function is also sued to see if the monster should use spell items
725     * (rod/horn/wand/scroll).
726     * Note that there are certainly other offensive spells that could be
727     * included, but I decided to leave out the spells that may kill more
728     * monsters than players (eg, disease).
729     *
730     * This could be a lot smarter - if there are few monsters around,
731     * then disease might not be as bad. Likewise, if the monster is damaged,
732     * the right type of healing spell could be useful.
733     */
734    
735 root 1.8 static int
736     monster_should_cast_spell (object *monster, object *spell_ob)
737 elmex 1.1 {
738 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
739     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
740     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
741     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
742     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
743     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
744     return 1;
745 elmex 1.1
746 root 1.8 return 0;
747 elmex 1.1 }
748    
749     #define MAX_KNOWN_SPELLS 20
750    
751     /* Returns a randomly selected spell. This logic is still
752     * less than ideal. This code also only seems to deal with
753     * wizard spells, as the check is against sp, and not grace.
754     * can mosnters know cleric spells?
755     */
756 root 1.8 object *
757     monster_choose_random_spell (object *monster)
758     {
759     object *altern[MAX_KNOWN_SPELLS];
760     int i = 0;
761    
762 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
763 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
764     {
765     /* Check and see if it's actually a useful spell.
766     * If its a spellbook, the spell is actually the inventory item.
767     * if it is a spell, then it is just the object itself.
768     */
769     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
770     {
771 root 1.47 altern [i++] = tmp;
772    
773 root 1.8 if (i == MAX_KNOWN_SPELLS)
774     break;
775     }
776     }
777 root 1.47
778     return i ? altern [rndm (i)] : 0;
779 elmex 1.1 }
780    
781     /* This checks to see if the monster should cast a spell/ability.
782     * it returns true if the monster casts a spell, 0 if he doesn't.
783     * head is the head of the monster.
784     * part is the part of the monster we are checking against.
785     * pl is the target.
786     * dir is the direction to case.
787     * rv is the vector which describes where the enemy is.
788     */
789 root 1.8 int
790     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
791     {
792     object *spell_item;
793     object *owner;
794     rv_vector rv1;
795    
796     /* If you want monsters to cast spells over friends, this spell should
797     * be removed. It probably should be in most cases, since monsters still
798     * don't care about residual effects (ie, casting a cone which may have a
799     * clear path to the player, the side aspects of the code will still hit
800     * other monsters)
801     */
802     if (!(dir = path_to_player (part, pl, 0)))
803     return 0;
804    
805 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
806 root 1.8 {
807     get_rangevector (head, owner, &rv1, 0x1);
808     if (dirdiff (dir, rv1.direction) < 2)
809 root 1.47 return 0; /* Might hit owner with spell */
810 elmex 1.1 }
811    
812 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
813 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
814 root 1.8
815     /* If the monster hasn't already chosen a spell, choose one
816     * I'm not sure if it really make sense to pre-select spells (events
817     * could be different by the time the monster goes again).
818     */
819     if (head->spellitem == NULL)
820     {
821     if ((spell_item = monster_choose_random_spell (head)) == NULL)
822     {
823     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
824     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
825     return 0;
826 root 1.4 }
827 root 1.47
828 root 1.8 if (spell_item->type == SPELLBOOK)
829     {
830     if (!spell_item->inv)
831     {
832     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
833     return 0;
834 root 1.4 }
835 root 1.47
836 root 1.8 spell_item = spell_item->inv;
837 root 1.4 }
838 elmex 1.1 }
839 root 1.8 else
840     spell_item = head->spellitem;
841 elmex 1.1
842 root 1.8 if (!spell_item)
843     return 0;
844 elmex 1.1
845 root 1.8 /* Best guess this is a defensive/healing spell */
846     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
847     dir = 0;
848    
849     /* Monster doesn't have enough spell-points */
850     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
851     return 0;
852    
853     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
854     return 0;
855 elmex 1.1
856 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
857     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
858 elmex 1.1
859 root 1.8 /* set this to null, so next time monster will choose something different */
860     head->spellitem = NULL;
861 elmex 1.1
862 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
863 elmex 1.1 }
864    
865 root 1.8 int
866     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
867     {
868     object *scroll;
869     object *owner;
870     rv_vector rv1;
871    
872     /* If you want monsters to cast spells over friends, this spell should
873     * be removed. It probably should be in most cases, since monsters still
874     * don't care about residual effects (ie, casting a cone which may have a
875     * clear path to the player, the side aspects of the code will still hit
876     * other monsters)
877     */
878     if (!(dir = path_to_player (part, pl, 0)))
879     return 0;
880    
881 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
882 root 1.8 {
883     get_rangevector (head, owner, &rv1, 0x1);
884     if (dirdiff (dir, rv1.direction) < 2)
885     {
886     return 0; /* Might hit owner with spell */
887 root 1.4 }
888 elmex 1.1 }
889    
890 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
891 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
892 elmex 1.1
893 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
894     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
895     break;
896 elmex 1.1
897 root 1.8 /* Used up all his scrolls, so nothing do to */
898     if (!scroll)
899     {
900     CLEAR_FLAG (head, FLAG_READY_SCROLL);
901     return 0;
902 elmex 1.1 }
903    
904 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
905     if (scroll->inv->range == 0)
906     dir = 0;
907 elmex 1.1
908 root 1.8 apply_scroll (part, scroll, dir);
909     return 1;
910 elmex 1.1 }
911    
912     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
913     * Note that monsters do not need the skills SK_MELEE_WEAPON and
914     * SK_MISSILE_WEAPON to make those respective attacks, if we
915     * required that we would drastically increase the memory
916     * requirements of CF!!
917     *
918     * The skills we are treating here are all but those. -b.t.
919     *
920     * At the moment this is only useful for throwing, perhaps for
921     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
922 root 1.8 */
923     int
924     monster_use_skill (object *head, object *part, object *pl, int dir)
925     {
926     object *skill, *owner;
927 elmex 1.1
928 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
929     return 0;
930    
931 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
932 root 1.8 {
933     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
934    
935     if (dirdiff (dir, dir2) < 1)
936     return 0; /* Might hit owner with skill -thrown rocks for example ? */
937     }
938 root 1.27
939 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
940 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
941 root 1.8
942     /* skill selection - monster will use the next unused skill.
943     * well...the following scenario will allow the monster to
944     * toggle between 2 skills. One day it would be nice to make
945     * more skills available to monsters.
946     */
947 root 1.27 for (skill = head->inv; skill; skill = skill->below)
948 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
949     {
950     head->chosen_skill = skill;
951     break;
952     }
953 elmex 1.1
954 root 1.8 if (!skill && !head->chosen_skill)
955     {
956     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
957     CLEAR_FLAG (head, FLAG_READY_SKILL);
958     return 0;
959 elmex 1.1 }
960 root 1.27
961 root 1.8 /* use skill */
962     return do_skill (head, part, head->chosen_skill, dir, NULL);
963 elmex 1.1 }
964    
965     /* Monster will use a ranged spell attack. */
966 root 1.8 int
967     monster_use_range (object *head, object *part, object *pl, int dir)
968     {
969     object *wand, *owner;
970     int at_least_one = 0;
971    
972     if (!(dir = path_to_player (part, pl, 0)))
973     return 0;
974    
975 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
976 elmex 1.1 {
977 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
978 elmex 1.1
979 root 1.8 if (dirdiff (dir, dir2) < 2)
980     return 0; /* Might hit owner with spell */
981 elmex 1.1 }
982 root 1.31
983 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
984 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
985 elmex 1.1
986 root 1.27 for (wand = head->inv; wand; wand = wand->below)
987 root 1.8 {
988     if (wand->type == WAND)
989 elmex 1.1 {
990 root 1.8 /* Found a wand, let's see if it has charges left */
991     at_least_one = 1;
992     if (wand->stats.food <= 0)
993     continue;
994 elmex 1.1
995 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
996 elmex 1.1
997 root 1.8 if (!(--wand->stats.food))
998     {
999     if (wand->arch)
1000 elmex 1.1 {
1001 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
1002 root 1.35 wand->face = wand->arch->face;
1003 root 1.18 wand->set_speed (0);
1004 elmex 1.1 }
1005     }
1006 root 1.8 /* Success */
1007     return 1;
1008     }
1009     else if (wand->type == ROD || wand->type == HORN)
1010     {
1011     /* Found rod/horn, let's use it if possible */
1012     at_least_one = 1;
1013     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1014     continue;
1015 elmex 1.1
1016 root 1.8 /* drain charge before casting spell - can be a case where the
1017     * spell destroys the monster, and rod, so if done after, results
1018     * in crash.
1019     */
1020     drain_rod_charge (wand);
1021     cast_spell (head, wand, dir, wand->inv, NULL);
1022 elmex 1.1
1023 root 1.8 /* Success */
1024     return 1;
1025 elmex 1.1 }
1026 root 1.8 }
1027    
1028     if (at_least_one)
1029     return 0;
1030 elmex 1.1
1031 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1032 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
1033     return 0;
1034     }
1035 elmex 1.1
1036 root 1.8 int
1037     monster_use_bow (object *head, object *part, object *pl, int dir)
1038     {
1039     object *owner;
1040 elmex 1.1
1041 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1042     return 0;
1043 root 1.31
1044 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1045 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1046 elmex 1.1
1047 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1048 root 1.8 {
1049     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1050 elmex 1.1
1051 root 1.8 if (dirdiff (dir, dir2) < 1)
1052     return 0; /* Might hit owner with arrow */
1053 elmex 1.1 }
1054    
1055 root 1.8 /* in server/player.c */
1056     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1057 elmex 1.1
1058     }
1059    
1060     /* Checks if putting on 'item' will make 'who' do more
1061 root 1.31 * damage. This is a very simplistic check - also checking things
1062 elmex 1.1 * like speed and ac are also relevant.
1063     *
1064     * return true if item is a better object.
1065     */
1066 root 1.8 int
1067     check_good_weapon (object *who, object *item)
1068     {
1069     object *other_weap;
1070     int val = 0, i;
1071    
1072 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1073 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1074     break;
1075 elmex 1.1
1076 root 1.31 if (!other_weap) /* No other weapons */
1077 root 1.8 return 1;
1078 elmex 1.1
1079 root 1.8 /* Rather than go through and apply the new one, and see if it is
1080     * better, just do some simple checks
1081     * Put some multipliers for things that hvae several effects,
1082     * eg, magic affects both damage and wc, so it has more weight
1083     */
1084 elmex 1.1
1085 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1086     val += (item->magic - other_weap->magic) * 3;
1087     /* Monsters don't really get benefits from things like regen rates
1088     * from items. But the bonus for their stats are very important.
1089     */
1090     for (i = 0; i < NUM_STATS; i++)
1091 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1092 root 1.8
1093     if (val > 0)
1094     return 1;
1095     else
1096     return 0;
1097 elmex 1.1 }
1098    
1099 root 1.8 int
1100     check_good_armour (object *who, object *item)
1101     {
1102     object *other_armour;
1103     int val = 0, i;
1104    
1105 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1106 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1107     break;
1108 elmex 1.1
1109 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1110     return 1;
1111 elmex 1.1
1112 root 1.8 /* Like above function , see which is better */
1113     val = item->stats.ac - other_armour->stats.ac;
1114     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1115     val += (item->magic - other_armour->magic) * 3;
1116    
1117     /* for the other protections, do weigh them very much in the equation -
1118     * it is the armor protection which is most important, because there is
1119     * no good way to know what the player may attack the monster with.
1120     * So if the new item has better protection than the old, give that higher
1121     * value. If the reverse, then decrease the value of this item some.
1122     */
1123     for (i = 1; i < NROFATTACKS; i++)
1124     {
1125     if (item->resist[i] > other_armour->resist[i])
1126     val++;
1127     else if (item->resist[i] < other_armour->resist[i])
1128     val--;
1129 elmex 1.1 }
1130    
1131 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1132 elmex 1.1
1133 root 1.8 if (val > 0)
1134     return 1;
1135     else
1136     return 0;
1137 elmex 1.1 }
1138    
1139     /*
1140     * monster_check_pickup(): checks for items that monster can pick up.
1141     *
1142     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1143     * Each time the blob passes over some treasure, it will
1144     * grab it a.s.a.p.
1145     *
1146     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1147     * to handle this.
1148     *
1149     * This function was seen be continueing looping at one point (tmp->below
1150     * became a recursive loop. It may be better to call monster_check_apply
1151     * after we pick everything up, since that function may call others which
1152     * affect stacking on this space.
1153     */
1154 root 1.8 void
1155     monster_check_pickup (object *monster)
1156     {
1157     object *tmp, *next;
1158    
1159     for (tmp = monster->below; tmp != NULL; tmp = next)
1160     {
1161     next = tmp->below;
1162     if (monster_can_pick (monster, tmp))
1163     {
1164 root 1.13 tmp->remove ();
1165 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1166     (void) monster_check_apply (monster, tmp);
1167     }
1168     /* We could try to re-establish the cycling, of the space, but probably
1169     * not a big deal to just bail out.
1170     */
1171 root 1.11 if (next && next->destroyed ())
1172 root 1.8 return;
1173 elmex 1.1 }
1174     }
1175    
1176     /*
1177     * monster_can_pick(): If the monster is interested in picking up
1178     * the item, then return 0. Otherwise 0.
1179     * Instead of pick_up, flags for "greed", etc, should be used.
1180     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1181     */
1182 root 1.8 int
1183     monster_can_pick (object *monster, object *item)
1184     {
1185     int flag = 0;
1186     int i;
1187 elmex 1.1
1188 root 1.8 if (!can_pick (monster, item))
1189     return 0;
1190 elmex 1.1
1191 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1192     return 0;
1193 elmex 1.1
1194 root 1.8 if (monster->pick_up & 64) /* All */
1195     flag = 1;
1196 elmex 1.1
1197 root 1.8 else
1198     switch (item->type)
1199     {
1200     case MONEY:
1201     case GEM:
1202     flag = monster->pick_up & 2;
1203 root 1.4 break;
1204    
1205 root 1.8 case FOOD:
1206     flag = monster->pick_up & 4;
1207 root 1.4 break;
1208    
1209 root 1.8 case WEAPON:
1210     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1211 root 1.4 break;
1212    
1213 root 1.8 case ARMOUR:
1214     case SHIELD:
1215     case HELMET:
1216     case BOOTS:
1217     case GLOVES:
1218     case GIRDLE:
1219     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1220 root 1.4 break;
1221    
1222 root 1.8 case SKILL:
1223     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1224 root 1.4 break;
1225    
1226 root 1.8 case RING:
1227     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1228 root 1.4 break;
1229    
1230 root 1.8 case WAND:
1231     case HORN:
1232     case ROD:
1233     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1234 root 1.4 break;
1235    
1236 root 1.8 case SPELLBOOK:
1237 root 1.35 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1238 root 1.4 break;
1239    
1240 root 1.8 case SCROLL:
1241     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1242 root 1.4 break;
1243    
1244 root 1.8 case BOW:
1245     case ARROW:
1246     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1247 root 1.4 break;
1248 root 1.8 }
1249 root 1.27
1250 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1251     * pick it up. Note that this doesn't handle cases where an item may
1252     * use several locations.
1253     */
1254     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1255     {
1256 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1257 root 1.8 {
1258     flag = 1;
1259     break;
1260 root 1.4 }
1261 elmex 1.1 }
1262    
1263 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1264     return 1;
1265 root 1.47
1266 root 1.8 return 0;
1267 elmex 1.1 }
1268    
1269     /*
1270     * monster_apply_below():
1271     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1272     * eager to apply things, encounters something apply-able,
1273     * then make him apply it
1274     */
1275 root 1.8 void
1276     monster_apply_below (object *monster)
1277     {
1278     object *tmp, *next;
1279 elmex 1.1
1280 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1281     {
1282     next = tmp->below;
1283     switch (tmp->type)
1284     {
1285 root 1.4 case CF_HANDLE:
1286     case TRIGGER:
1287 root 1.8 if (monster->will_apply & 1)
1288     manual_apply (monster, tmp, 0);
1289     break;
1290 root 1.4
1291     case TREASURE:
1292 root 1.8 if (monster->will_apply & 2)
1293     manual_apply (monster, tmp, 0);
1294     break;
1295 root 1.4
1296     }
1297 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1298     break;
1299 elmex 1.1 }
1300     }
1301    
1302     /*
1303     * monster_check_apply() is meant to be called after an item is
1304     * inserted in a monster.
1305     * If an item becomes outdated (monster found a better item),
1306     * a pointer to that object is returned, so it can be dropped.
1307     * (so that other monsters can pick it up and use it)
1308     * Note that as things are now, monsters never drop something -
1309     * they can pick up all that they can use.
1310     */
1311     /* Sept 96, fixed this so skills will be readied -b.t.*/
1312 root 1.8 void
1313     monster_check_apply (object *mon, object *item)
1314     {
1315     int flag = 0;
1316 elmex 1.1
1317 root 1.35 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1318 root 1.8 {
1319     SET_FLAG (mon, FLAG_CAST_SPELL);
1320     return;
1321 elmex 1.1 }
1322    
1323 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1324     if (QUERY_FLAG (item, FLAG_APPLIED))
1325     return;
1326    
1327     /* Might be better not to do this - if the monster can fire a bow,
1328     * it is possible in his wanderings, he will find one to use. In
1329     * which case, it would be nice to have ammo for it.
1330     */
1331     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1332     {
1333     /* Check for the right kind of bow */
1334     object *bow;
1335 elmex 1.1
1336 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1337 root 1.8 if (bow->type == BOW && bow->race == item->race)
1338     {
1339     SET_FLAG (mon, FLAG_READY_BOW);
1340     LOG (llevMonster, "Found correct bow for arrows.\n");
1341     return; /* nothing more to do for arrows */
1342     }
1343 elmex 1.1 }
1344    
1345 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1346     flag = 1;
1347     /* Eating food gets hp back */
1348     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1349     flag = 1;
1350     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1351     {
1352     if (!item->inv)
1353     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1354     else if (monster_should_cast_spell (mon, item->inv))
1355     SET_FLAG (mon, FLAG_READY_SCROLL);
1356     /* Don't use it right now */
1357     return;
1358     }
1359     else if (item->type == WEAPON)
1360     flag = check_good_weapon (mon, item);
1361 root 1.16 else if (item->is_armor ())
1362 root 1.8 flag = check_good_armour (mon, item);
1363     /* Should do something more, like make sure this is a better item */
1364     else if (item->type == RING)
1365     flag = 1;
1366     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1367     {
1368     /* We never really 'ready' the wand/rod/horn, because that would mean the
1369     * weapon would get undone.
1370     */
1371     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1372     {
1373     SET_FLAG (mon, FLAG_READY_RANGE);
1374     SET_FLAG (item, FLAG_APPLIED);
1375     }
1376     return;
1377     }
1378     else if (item->type == BOW)
1379     {
1380     /* We never really 'ready' the bow, because that would mean the
1381     * weapon would get undone.
1382     */
1383     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1384     SET_FLAG (mon, FLAG_READY_BOW);
1385     return;
1386     }
1387     else if (item->type == SKILL)
1388     {
1389     /*
1390     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1391     * else they can't use the skill...
1392     * Skills also don't need to get applied, so return now.
1393     */
1394     SET_FLAG (mon, FLAG_READY_SKILL);
1395     return;
1396 elmex 1.1 }
1397    
1398 root 1.8 /* if we don't match one of the above types, return now.
1399     * can_apply_object will say that we can apply things like flesh,
1400     * bolts, and whatever else, because it only checks against the
1401     * body_info locations.
1402     */
1403     if (!flag)
1404     return;
1405 elmex 1.1
1406 root 1.8 /* Check to see if the monster can use this item. If not, no need
1407     * to do further processing. Note that can_apply_object already checks
1408     * for the CAN_USE flags.
1409     */
1410     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1411 elmex 1.1 return;
1412 root 1.8
1413     /* should only be applying this item, not unapplying it.
1414     * also, ignore status of curse so they can take off old armour.
1415     * monsters have some advantages after all.
1416     */
1417     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1418 elmex 1.1 }
1419    
1420 root 1.8 void
1421     npc_call_help (object *op)
1422     {
1423     int x, y, mflags;
1424     object *npc;
1425     sint16 sx, sy;
1426 root 1.12 maptile *m;
1427 root 1.8
1428     for (x = -3; x < 4; x++)
1429     for (y = -3; y < 4; y++)
1430     {
1431     m = op->map;
1432     sx = op->x + x;
1433     sy = op->y + y;
1434     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435     /* If nothing alive on this space, no need to search the space. */
1436     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1437     continue;
1438    
1439 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1440 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441     npc->enemy = op->enemy;
1442     }
1443 elmex 1.1 }
1444    
1445 root 1.8 int
1446     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1447     {
1448     if (can_hit (part, enemy, rv))
1449     return dir;
1450 root 1.47
1451 root 1.8 if (rv->distance < 10)
1452     return absdir (dir + 4);
1453     else if (rv->distance > 18)
1454     return dir;
1455 root 1.27
1456 root 1.8 return 0;
1457 elmex 1.1 }
1458    
1459 root 1.8 int
1460     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1461     {
1462     if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1463     {
1464     ob->move_status++;
1465     return (dir);
1466 elmex 1.1 }
1467 root 1.8 else if (ob->move_status > 20)
1468     ob->move_status = 0;
1469 root 1.27
1470 root 1.8 return absdir (dir + 4);
1471 elmex 1.1 }
1472    
1473 root 1.8 int
1474     hitrun_att (int dir, object *ob, object *enemy)
1475     {
1476     if (ob->move_status++ < 25)
1477     return dir;
1478     else if (ob->move_status < 50)
1479     return absdir (dir + 4);
1480     else
1481     ob->move_status = 0;
1482 root 1.27
1483 root 1.8 return absdir (dir + 4);
1484 elmex 1.1 }
1485    
1486 root 1.8 int
1487     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1488     {
1489    
1490     int inrange = can_hit (part, enemy, rv);
1491 elmex 1.1
1492 root 1.8 if (ob->move_status || inrange)
1493     ob->move_status++;
1494 elmex 1.1
1495 root 1.8 if (ob->move_status == 0)
1496 elmex 1.1 return 0;
1497 root 1.8 else if (ob->move_status < 10)
1498     return dir;
1499     else if (ob->move_status < 15)
1500     return absdir (dir + 4);
1501 root 1.27
1502 root 1.8 ob->move_status = 0;
1503     return 0;
1504 elmex 1.1 }
1505    
1506 root 1.8 int
1507     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1508     {
1509 elmex 1.1
1510 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1511     * happen is that if the creatures hp percentage falls below run_away,
1512     * the creature should run away (dir+4)
1513     * I think its wrong for a creature to have a zero maxhp value, but
1514     * at least one map has this set, and whatever the map contains, the
1515     * server should try to be resilant enough to avoid the problem
1516     */
1517     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1518     return absdir (dir + 4);
1519 root 1.27
1520 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1521 elmex 1.1 }
1522    
1523 root 1.8 int
1524     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1525     {
1526     if (rv->distance < 9)
1527     return absdir (dir + 4);
1528 root 1.27
1529 root 1.8 return 0;
1530 elmex 1.1 }
1531    
1532 root 1.8 void
1533     circ1_move (object *ob)
1534     {
1535     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1536 root 1.27
1537 root 1.8 if (++ob->move_status > 11)
1538 elmex 1.1 ob->move_status = 0;
1539 root 1.27
1540 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1541 root 1.27 move_object (ob, rndm (8) + 1);
1542 elmex 1.1 }
1543    
1544 root 1.8 void
1545     circ2_move (object *ob)
1546     {
1547     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1548 root 1.27
1549 root 1.8 if (++ob->move_status > 19)
1550 elmex 1.1 ob->move_status = 0;
1551 root 1.27
1552 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1553 root 1.27 move_object (ob, rndm (8) + 1);
1554 elmex 1.1 }
1555    
1556 root 1.8 void
1557     pace_movev (object *ob)
1558     {
1559 elmex 1.1 if (ob->move_status++ > 6)
1560     ob->move_status = 0;
1561 root 1.27
1562 elmex 1.1 if (ob->move_status < 4)
1563 root 1.27 move_object (ob, 5);
1564 elmex 1.1 else
1565 root 1.27 move_object (ob, 1);
1566 elmex 1.1 }
1567    
1568 root 1.8 void
1569     pace_moveh (object *ob)
1570     {
1571 elmex 1.1 if (ob->move_status++ > 6)
1572     ob->move_status = 0;
1573 root 1.27
1574 elmex 1.1 if (ob->move_status < 4)
1575 root 1.27 move_object (ob, 3);
1576 elmex 1.1 else
1577 root 1.27 move_object (ob, 7);
1578 elmex 1.1 }
1579    
1580 root 1.8 void
1581     pace2_movev (object *ob)
1582     {
1583     if (ob->move_status++ > 16)
1584 elmex 1.1 ob->move_status = 0;
1585 root 1.27
1586 root 1.8 if (ob->move_status < 6)
1587 root 1.27 move_object (ob, 5);
1588 elmex 1.1 else if (ob->move_status < 8)
1589     return;
1590 root 1.8 else if (ob->move_status < 13)
1591 root 1.27 move_object (ob, 1);
1592 root 1.8 else
1593     return;
1594     }
1595 elmex 1.1
1596 root 1.8 void
1597     pace2_moveh (object *ob)
1598     {
1599     if (ob->move_status++ > 16)
1600 elmex 1.1 ob->move_status = 0;
1601 root 1.27
1602 root 1.8 if (ob->move_status < 6)
1603 root 1.27 move_object (ob, 3);
1604 elmex 1.1 else if (ob->move_status < 8)
1605     return;
1606 root 1.8 else if (ob->move_status < 13)
1607 root 1.27 move_object (ob, 7);
1608 root 1.8 else
1609     return;
1610     }
1611 elmex 1.1
1612 root 1.8 void
1613     rand_move (object *ob)
1614     {
1615 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1616 root 1.47 for (int i = 0; i < 5; i++)
1617 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1618 elmex 1.1 return;
1619     }
1620    
1621 root 1.8 void
1622 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1623 root 1.8 {
1624 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1625     if (tmp->type == EARTHWALL)
1626     {
1627     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1628     return;
1629     }
1630 elmex 1.1 }
1631    
1632 root 1.8 void
1633 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1634 root 1.8 {
1635 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1636     if (tmp->type == DOOR)
1637     {
1638     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1639     return;
1640     }
1641 elmex 1.1 }
1642    
1643     /* find_mon_throw_ob() - modeled on find_throw_ob
1644     * This is probably overly simplistic as it is now - We want
1645     * monsters to throw things like chairs and other pieces of
1646     * furniture, even if they are not good throwable objects.
1647     * Probably better to have the monster throw a throwable object
1648     * first, then throw any non equipped weapon.
1649     */
1650 root 1.8 object *
1651     find_mon_throw_ob (object *op)
1652     {
1653     object *tmp = NULL;
1654 elmex 1.1
1655 root 1.8 if (op->head)
1656     tmp = op->head;
1657     else
1658     tmp = op;
1659 elmex 1.1
1660 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1661     * marked item and throw it to the enemy.
1662     */
1663     for (tmp = op->inv; tmp; tmp = tmp->below)
1664     {
1665     /* Can't throw invisible objects or items that are applied */
1666     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1667     continue;
1668    
1669     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1670     break;
1671 elmex 1.1
1672     }
1673    
1674     #ifdef DEBUG_THROW
1675 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1676 elmex 1.1 #endif
1677    
1678 root 1.8 return tmp;
1679 elmex 1.1 }
1680    
1681     /* determine if we can 'detect' the enemy. Check for walls blocking the
1682     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1683     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1684     * modified by MSW to use the get_rangevector so that map tiling works
1685     * properly. I also so odd code in place that checked for x distance
1686     * OR y distance being within some range - that seemed wrong - both should
1687     * be within the valid range. MSW 2001-08-05
1688     * Returns 0 if enemy can not be detected, 1 if it is detected
1689     */
1690 root 1.8 int
1691     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1692     {
1693     /* null detection for any of these condtions always */
1694     if (!op || !enemy || !op->map || !enemy->map)
1695     return 0;
1696 elmex 1.1
1697 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1698     if (!on_same_map (op, enemy))
1699     return 0;
1700 elmex 1.1
1701 root 1.8 get_rangevector (op, enemy, rv, 0);
1702 elmex 1.1
1703 root 1.8 /* Monsters always ignore the DM */
1704 root 1.58 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1705 root 1.8 return 0;
1706 elmex 1.1
1707 root 1.8 /* simple check. Should probably put some range checks in here. */
1708     if (can_see_enemy (op, enemy))
1709     return 1;
1710 elmex 1.1
1711 root 1.8 /* The rest of this is for monsters. Players are on their own for
1712     * finding enemies!
1713     */
1714 root 1.58 if (op->is_player ())
1715 root 1.8 return 0;
1716 elmex 1.1
1717 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1718 root 1.58 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1719 root 1.8 */
1720     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1721     return 0;
1722 elmex 1.1
1723 root 1.58 int radius = MIN_MON_RADIUS;
1724    
1725 root 1.8 /* use this for invis also */
1726 root 1.58 int hide_discovery = op->stats.Int / 5;
1727 elmex 1.1
1728 root 1.8 /* Determine Detection radii */
1729 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1730 root 1.58 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1731 root 1.8 else
1732     { /* a level/INT/Dex adjustment for hiding */
1733 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1734 root 1.8
1735 root 1.52 if (enemy->is_player ())
1736 root 1.8 {
1737 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1738 root 1.8 bonus -= sk_hide->level;
1739     else
1740     {
1741     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1742     make_visible (enemy);
1743     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1744 root 1.4 }
1745     }
1746 root 1.8 else /* enemy is not a player */
1747     bonus -= enemy->level;
1748    
1749     radius += bonus / 5;
1750     hide_discovery += bonus * 5;
1751     } /* else creature has modifiers for hiding */
1752    
1753     /* Radii stealth adjustment. Only if you are stealthy
1754     * will you be able to sneak up closer to creatures */
1755     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1756 root 1.37 {
1757     radius /= 2;
1758     hide_discovery /= 3;
1759     }
1760 root 1.8
1761     /* Radii adjustment for enemy standing in the dark */
1762 root 1.58 if (!stand_in_light (enemy))
1763 root 1.8 {
1764     /* on dark maps body heat can help indicate location with infravision
1765     * undead don't have body heat, so no benefit detecting them.
1766     */
1767     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1768 root 1.51 radius += op->map->darklevel () / 2;
1769 root 1.8 else
1770 root 1.51 radius -= op->map->darklevel () / 2;
1771 root 1.8
1772     /* op next to a monster (and not in complete darkness)
1773     * the monster should have a chance to see you.
1774     */
1775 root 1.58 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1776 root 1.8 radius = MIN_MON_RADIUS;
1777     } /* if on dark map */
1778 elmex 1.1
1779 root 1.8 /* Lets not worry about monsters that have incredible detection
1780     * radii, we only need to worry here about things the player can
1781     * (potentially) see. This is 13, as that is the maximum size the player
1782     * may have for their map - in that way, creatures at the edge will
1783     * do something. Note that the distance field in the
1784     * vector is real distance, so in theory this should be 18 to
1785     * find that.
1786     */
1787 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1788     // we use 25, lets see if we have the cpu time for it
1789     radius = min (25, radius);
1790 root 1.8
1791     /* Enemy in range! Now test for detection */
1792 root 1.38 if (rv->distance <= radius)
1793 root 1.8 {
1794     /* ah, we are within range, detected? take cases */
1795     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1796     return 1;
1797 root 1.4
1798 root 1.8 /* hidden or low-quality invisible */
1799 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1800 root 1.8 {
1801     make_visible (enemy);
1802 root 1.37
1803 root 1.8 /* inform players of new status */
1804     if (enemy->type == PLAYER && player_can_view (enemy, op))
1805     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1806 root 1.37
1807 root 1.8 return 1; /* detected enemy */
1808     }
1809     else if (enemy->invisible)
1810     {
1811     /* Change this around - instead of negating the invisible, just
1812 root 1.37 * return true so that the monster that managed to detect you can
1813     * do something to you. Decreasing the duration of invisible
1814 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1815 root 1.37 * can then basically negate the spell. The spell isn't negated -
1816 root 1.8 * they just know where you are!
1817     */
1818 root 1.37 if (rndm (50) <= hide_discovery)
1819 root 1.8 {
1820     if (enemy->type == PLAYER)
1821 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1822    
1823 root 1.8 return 1;
1824 root 1.4 }
1825     }
1826 root 1.8 } /* within range */
1827 elmex 1.1
1828 root 1.8 /* Wasn't detected above, so still hidden */
1829     return 0;
1830 elmex 1.1 }
1831    
1832     /* determine if op stands in a lighted square. This is not a very
1833 root 1.59 * intelligent algorithm. For one thing, we ignore los here, SO it
1834 elmex 1.1 * is possible for a bright light to illuminate a player on the
1835     * other side of a wall (!).
1836     */
1837 root 1.8 int
1838     stand_in_light (object *op)
1839     {
1840 root 1.49 if (op)
1841     {
1842 root 1.58 if (!op->is_on_map ())
1843     return 0;
1844    
1845     if (op->map->darklevel () <= 0)
1846     return 1;
1847    
1848 root 1.49 if (op->glow_radius > 0)
1849     return 1;
1850 elmex 1.1
1851 root 1.49 if (op->map)
1852     unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1853     {
1854     /* Check the spaces with the max light radius to see if any of them
1855     * have lights, and if any of them light the player enough, then return 1.
1856     */
1857     int light = m->at (nx, ny).light;
1858    
1859     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1860     return 1;
1861     }
1862 elmex 1.1 }
1863 root 1.27
1864 root 1.8 return 0;
1865 elmex 1.1 }
1866    
1867     /* assuming no walls/barriers, lets check to see if its *possible*
1868     * to see an enemy. Note, "detection" is different from "seeing".
1869     * See can_detect_enemy() for more details. -b.t.
1870     * return 0 if can't be seen, 1 if can be
1871     */
1872 root 1.8 int
1873     can_see_enemy (object *op, object *enemy)
1874     {
1875     object *looker = op->head ? op->head : op;
1876    
1877     /* safety */
1878     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1879     return 0;
1880 elmex 1.1
1881 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1882     * see through walls). Should we change the code elsewhere to make you
1883     * blind even if you can xray?
1884     */
1885     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1886     return 0;
1887    
1888     /* checking for invisible things */
1889     if (enemy->invisible)
1890     {
1891     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1892     * However,if you carry any source of light, then the hidden
1893     * creature is seeable (and stupid) */
1894 elmex 1.1
1895 root 1.8 if (has_carried_lights (enemy))
1896     {
1897 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1898 root 1.8 {
1899     make_visible (enemy);
1900     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1901 root 1.4 }
1902 root 1.39
1903 root 1.8 return 1;
1904     }
1905 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1906 root 1.8 return 0;
1907 root 1.4
1908 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1909 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1910     * and making it a conditional makes the code pretty ugly.
1911     */
1912     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1913 root 1.39 if (makes_invisible_to (enemy, looker))
1914     return 0;
1915 root 1.8 }
1916 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1917 root 1.8 if (player_can_view (looker, enemy))
1918     return 1;
1919 elmex 1.1
1920     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1921     * unless they carry a light or stand in light. Darkness doesnt
1922     * inhibit the undead per se (but we should give their archs
1923     * CAN_SEE_IN_DARK, this is just a safety
1924     * we care about the enemy maps status, not the looker.
1925     * only relevant for tiled maps, but it is possible that the
1926     * enemy is on a bright map and the looker on a dark - in that
1927     * case, the looker can still see the enemy
1928     */
1929 root 1.58 if (!stand_in_light (enemy)
1930 root 1.8 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1931 elmex 1.1 return 0;
1932    
1933     return 1;
1934     }
1935 root 1.40