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Revision: 1.67
Committed: Fri Sep 25 19:04:13 2009 UTC (14 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.66: +1 -1 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.41 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.22 *
4 root 1.42 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.34 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.22 *
8 root 1.41 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.36 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.22 *
13 root 1.36 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.22 *
18 root 1.36 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.34 *
21 root 1.41 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.22 */
23 elmex 1.1
24     #include <global.h>
25 root 1.18 #include <sproto.h>
26     #include <spells.h>
27     #include <skills.h>
28 elmex 1.1
29 root 1.8 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
30 elmex 1.1
31     /* checks npc->enemy and returns that enemy if still valid,
32     * NULL otherwise.
33     * this is map tile aware.
34     * If this returns an enemy, the range vector rv should also be
35     * set to sane values.
36     */
37 root 1.8 object *
38     check_enemy (object *npc, rv_vector * rv)
39     {
40     /* if this is pet, let him attack the same enemy as his owner
41     * TODO: when there is no ower enemy, try to find a target,
42     * which CAN attack the owner. */
43     if ((npc->attack_movement & HI4) == PETMOVE)
44     {
45     if (npc->owner == NULL)
46     npc->enemy = NULL;
47     else if (npc->enemy == NULL)
48     npc->enemy = npc->owner->enemy;
49     }
50    
51     /* periodically, a monster mayu change its target. Also, if the object
52     * has been destroyed, etc, clear the enemy.
53     * TODO: this should be changed, because it invokes to attack forced or
54     * attacked monsters to leave the attacker alone, before it is destroyed
55     */
56     /* i had removed the random target leave, this invokes problems with friendly
57     * objects, getting attacked and defending herself - they don't try to attack
58     * again then but perhaps get attack on and on
59     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
60     * too. */
61 elmex 1.1
62 root 1.8 if (npc->enemy)
63 elmex 1.1 {
64 root 1.8 /* I broke these if's apart to better be able to see what
65     * the grouping checks are. Code is the same.
66     */
67     if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
68     QUERY_FLAG (npc->enemy, FLAG_FREED) ||
69     !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
70     npc->enemy = NULL;
71    
72     else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
73     && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75     || npc->enemy == npc->owner))
76     npc->enemy = NULL;
77    
78    
79     else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80     npc->enemy = NULL;
81    
82     /* I've noticed that pets could sometimes get an arrow as the
83     * target enemy - this code below makes sure the enemy is something
84     * that should be attacked. My guess is that the arrow hits
85     * the creature/owner, and so the creature then takes that
86     * as the enemy to attack.
87     */
88 root 1.26 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
89     && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90     && npc->enemy->type != PLAYER
91     && npc->enemy->type != GOLEM)
92 root 1.8 npc->enemy = NULL;
93 elmex 1.1
94     }
95 root 1.37
96 root 1.8 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
97 elmex 1.1 }
98    
99     /* Returns the nearest living creature (monster or generator).
100     * Modified to deal with tiled maps properly.
101     * Also fixed logic so that monsters in the lower directions were more
102     * likely to be skipped - instead of just skipping the 'start' number
103     * of direction, revisit them after looking at all the other spaces.
104     *
105     * Note that being this may skip some number of spaces, it will
106     * not necessarily find the nearest living creature - it basically
107     * chooses one from within a 3 space radius, and since it skips
108     * the first few directions, it could very well choose something
109     * 3 spaces away even though something directly north is closer.
110     *
111     * this function is map tile aware.
112     */
113 root 1.8 object *
114     find_nearest_living_creature (object *npc)
115     {
116     int i, mflags;
117     sint16 nx, ny;
118 root 1.12 maptile *m;
119 root 1.8 int search_arr[SIZEOFFREE];
120    
121     get_search_arr (search_arr);
122 root 1.21
123 root 1.8 for (i = 0; i < SIZEOFFREE; i++)
124     {
125     /* modified to implement smart searching using search_arr
126     * guidance array to determine direction of search order
127     */
128     nx = npc->x + freearr_x[search_arr[i]];
129     ny = npc->y + freearr_y[search_arr[i]];
130     m = npc->map;
131    
132     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133 root 1.21
134 root 1.8 if (mflags & P_OUT_OF_MAP)
135     continue;
136    
137     if (mflags & P_IS_ALIVE)
138     {
139 root 1.21 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
140     if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
141 root 1.8 if (can_see_monsterP (m, nx, ny, i))
142     return tmp;
143 root 1.21 }
144 elmex 1.1 }
145 root 1.21
146     return 0;
147 elmex 1.1 }
148    
149 root 1.33 /* Tries to find an enemy for npc. We pass the range vector since
150 elmex 1.1 * our caller will find the information useful.
151     * Currently, only move_monster calls this function.
152     * Fix function so that we always make calls to get_rangevector
153     * if we have a valid target - function as not doing so in
154     * many cases.
155     */
156 root 1.8 object *
157     find_enemy (object *npc, rv_vector * rv)
158 elmex 1.1 {
159 root 1.8 object *attacker, *tmp = NULL;
160    
161     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
162 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
163 elmex 1.1
164 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
165     if (QUERY_FLAG (npc, FLAG_BERSERK))
166     {
167     tmp = find_nearest_living_creature (npc);
168 root 1.9
169 root 1.8 if (tmp)
170     get_rangevector (npc, tmp, rv, 0);
171 root 1.37
172 root 1.8 return tmp;
173     }
174    
175     /* Here is the main enemy selection.
176     * We want this: if there is an enemy, attack him until its not possible or
177     * one of both is dead.
178     * If we have no enemy and we are...
179     * a monster: try to find a player, a pet or a friendly monster
180     * a friendly: only target a monster which is targeting you first or targeting a player
181     * a neutral: fight a attacker (but there should be none), then do nothing
182     * a pet: attack player enemy or a monster
183     */
184    
185     /* pet move */
186     if ((npc->attack_movement & HI4) == PETMOVE)
187     {
188     tmp = get_pet_enemy (npc, rv);
189 root 1.9
190 root 1.8 if (tmp)
191     get_rangevector (npc, tmp, rv, 0);
192 root 1.9
193 root 1.8 return tmp;
194     }
195 elmex 1.1
196 root 1.8 /* we check our old enemy. */
197 root 1.9 if (!(tmp = check_enemy (npc, rv)))
198 elmex 1.1 {
199 root 1.8 if (attacker) /* if we have an attacker, check him */
200 elmex 1.1 {
201 pippijn 1.48 /* TODO: that's not finished */
202 root 1.9 /* we don't want a fight evil vs evil or good against non evil */
203    
204     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 pippijn 1.48 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 elmex 1.1 {
210 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211     npc->enemy = attacker;
212     return attacker; /* yes, we face our attacker! */
213 elmex 1.1 }
214     }
215 root 1.8
216     /* we have no legal enemy or attacker, so we try to target a new one */
217     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
218 elmex 1.1 {
219 root 1.8 npc->enemy = get_nearest_player (npc);
220     if (npc->enemy)
221     tmp = check_enemy (npc, rv);
222 elmex 1.1 }
223 root 1.8
224 elmex 1.1 }
225    
226 root 1.8 return tmp;
227 elmex 1.1 }
228    
229     /* Sees if this monster should wake up.
230     * Currently, this is only called from move_monster, and
231     * if enemy is set, then so should be rv.
232     * returns 1 if the monster should wake up, 0 otherwise.
233     */
234 root 1.8 int
235 root 1.50 check_wakeup (object *op, object *enemy, rv_vector *rv)
236 root 1.8 {
237     /* Trim work - if no enemy, no need to do anything below */
238     if (!enemy)
239     return 0;
240    
241 root 1.58 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 1.64 case PETMOVE:
396 root 1.47 pet_move (op);
397     break;
398    
399 root 1.64 case CIRCLE1:
400 root 1.47 circ1_move (op);
401     break;
402    
403 root 1.64 case CIRCLE2:
404 root 1.47 circ2_move (op);
405     break;
406    
407 root 1.64 case PACEV:
408 root 1.47 pace_movev (op);
409     break;
410    
411 root 1.64 case PACEH:
412 root 1.47 pace_moveh (op);
413     break;
414    
415 root 1.64 case PACEV2:
416 root 1.47 pace2_movev (op);
417     break;
418    
419 root 1.64 case PACEH2:
420 root 1.47 pace2_moveh (op);
421     break;
422    
423 root 1.64 case RANDO:
424 root 1.47 rand_move (op);
425     break;
426    
427 root 1.64 case RANDO2:
428 root 1.47 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 1.62 if (op->race == shstr_doppleganger)
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 root 1.61 if (op->stats.Wis >= 8
517     && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
518 root 1.56 {
519     int sdir = 0;
520 root 1.61 uint32_t &smell = op->ms ().smell;
521 root 1.55
522 root 1.57 for (int ndir = 1; ndir <= 8; ++ndir)
523 root 1.54 {
524 root 1.57 mapxy pos (op); pos.move (ndir);
525    
526 root 1.56 if (pos.normalise ())
527     {
528     mapspace &ms = pos.ms ();
529 root 1.54
530 root 1.61 if (ms.smell > smell)
531 root 1.56 {
532 root 1.57 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
533 root 1.61 if (op->stats.Wis >= 10)
534     smell = ms.smell - 1; // smarter: tell others
535    
536 root 1.57 sdir = ndir;
537 root 1.56
538     // perturbing the path might let the monster lose track,
539 root 1.57 // but it will also widen the actual path, spreading information
540 root 1.61 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
541 root 1.60 sdir = absdir (sdir + 1 - rndm (2) * 2);
542 root 1.56 }
543 root 1.54 }
544     }
545 root 1.56
546     if (sdir)
547     dir = sdir;
548 root 1.61 else if (smell)
549 root 1.57 {
550     // no better smell found, so assume the player jumped, and erase this smell
551     //printf ("erasing smell %d\n", op->ms ().smell);//D
552 root 1.61 unordered_mapwalk (op, -1, -1, 1, 1)
553     m->at (nx, ny).smell = 0;
554 root 1.57 }
555 root 1.54 }
556 root 1.55
557 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
558     dir = absdir (dir + 4);
559 elmex 1.1
560 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
561 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
562 elmex 1.1
563 root 1.8 pre_att_dir = dir; /* remember the original direction */
564 elmex 1.1
565 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
566     {
567     switch (op->attack_movement & LO4)
568     {
569 root 1.47 case DISTATT:
570     dir = dist_att (dir, op, enemy, part, &rv);
571     break;
572 root 1.4
573 root 1.47 case RUNATT:
574     dir = run_att (dir, op, enemy, part, &rv);
575     break;
576 root 1.4
577 root 1.47 case HITRUN:
578     dir = hitrun_att (dir, op, enemy);
579     break;
580 root 1.4
581 root 1.47 case WAITATT:
582     dir = wait_att (dir, op, enemy, part, &rv);
583     break;
584 root 1.4
585 root 1.47 case RUSH: /* default - monster normally moves towards player */
586     case ALLRUN:
587     break;
588 root 1.4
589 root 1.47 case DISTHIT:
590     dir = disthit_att (dir, op, enemy, part, &rv);
591     break;
592 root 1.4
593 root 1.47 case WAIT2:
594     dir = wait_att2 (dir, op, enemy, part, &rv);
595     break;
596 root 1.4
597 root 1.47 default:
598     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
599 root 1.4 }
600 elmex 1.1 }
601    
602 root 1.8 if (!dir)
603     return 0;
604    
605     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
606     {
607     if (move_object (op, dir)) /* Can the monster move directly toward player? */
608     {
609     /* elmex: Turn our monster after it moved if it has DISTATT attack */
610     if ((op->attack_movement & LO4) == DISTATT)
611     op->direction = pre_att_dir;
612 elmex 1.1
613 root 1.8 return 0;
614     }
615    
616     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
617     {
618     /* Try move around corners if !close */
619 root 1.52 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
620 elmex 1.1
621 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
622     {
623     /* try different detours */
624 root 1.52 int m = 1 - rndm (2) * 2; /* Try left or right first? */
625 elmex 1.1
626 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
627 root 1.4 return 0;
628     }
629     }
630 root 1.8 } /* if monster is not standing still */
631 elmex 1.1
632 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
633     if ((op->attack_movement & LO4) == DISTATT)
634     op->direction = pre_att_dir;
635    
636     /*
637     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
638     * direction if they can't move away.
639     */
640     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
641     if (move_randomly (op))
642     return 0;
643    
644     /*
645     * Try giving the monster a new enemy - the player that is closest
646     * to it. In this way, it won't just keep trying to get to a target
647     * that is inaccessible.
648     * This could be more clever - it should go through a list of several
649     * enemies, as it is now, you could perhaps get situations where there
650     * are two players flanking the monster at close distance, but which
651     * the monster can't get to, and a third one at a far distance that
652     * the monster could get to - as it is, the monster won't look at that
653     * third one.
654     */
655     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
656     {
657     object *nearest_player = get_nearest_player (op);
658 elmex 1.1
659 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
660     {
661 root 1.50 op->enemy = 0;
662 root 1.8 enemy = nearest_player;
663 root 1.4 }
664 elmex 1.1 }
665    
666 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
667     {
668     /* The adjustement to wc that was here before looked totally bogus -
669     * since wc can in fact get negative, that would mean by adding
670     * the current wc, the creature gets better? Instead, just
671     * add a fixed amount - nasty creatures that are runny away should
672     * still be pretty nasty.
673     */
674     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
675 elmex 1.1 {
676 root 1.8 part->stats.wc += 10;
677 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
678 root 1.8 part->stats.wc -= 10;
679     }
680     else
681 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
682 root 1.8 } /* if monster is in attack range */
683 elmex 1.1
684 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
685     return 1;
686 elmex 1.1
687 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
688 elmex 1.1 {
689 root 1.44 op->drop_and_destroy ();
690 root 1.8 return 1;
691 elmex 1.1 }
692 root 1.43
693 root 1.8 return 0;
694 elmex 1.1 }
695 root 1.5
696 root 1.8 int
697     can_hit (object *ob1, object *ob2, rv_vector * rv)
698     {
699     object *more;
700     rv_vector rv1;
701 elmex 1.1
702 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
703 root 1.8 return 0;
704 elmex 1.1
705 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
706     return 1;
707 elmex 1.1
708 root 1.8 /* check all the parts of ob2 - just because we can't get to
709     * its head doesn't mean we don't want to pound its feet
710     */
711 root 1.66 for (more = ob2->more; more; more = more->more)
712 root 1.8 {
713     get_rangevector (ob1, more, &rv1, 0);
714     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
715     return 1;
716 elmex 1.1 }
717 root 1.47
718 root 1.8 return 0;
719 elmex 1.1 }
720    
721     /* Returns 1 is monster should cast spell sp at an enemy
722     * Returns 0 if the monster should not cast this spell.
723     *
724     * Note that this function does not check to see if the monster can
725     * in fact cast the spell (sp dependencies and what not.) That is because
726     * this function is also sued to see if the monster should use spell items
727     * (rod/horn/wand/scroll).
728     * Note that there are certainly other offensive spells that could be
729     * included, but I decided to leave out the spells that may kill more
730     * monsters than players (eg, disease).
731     *
732     * This could be a lot smarter - if there are few monsters around,
733     * then disease might not be as bad. Likewise, if the monster is damaged,
734     * the right type of healing spell could be useful.
735     */
736    
737 root 1.8 static int
738     monster_should_cast_spell (object *monster, object *spell_ob)
739 elmex 1.1 {
740 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
741     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
742     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
743     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
744     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
745     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
746     return 1;
747 elmex 1.1
748 root 1.8 return 0;
749 elmex 1.1 }
750    
751     #define MAX_KNOWN_SPELLS 20
752    
753     /* Returns a randomly selected spell. This logic is still
754     * less than ideal. This code also only seems to deal with
755     * wizard spells, as the check is against sp, and not grace.
756     * can mosnters know cleric spells?
757     */
758 root 1.8 object *
759     monster_choose_random_spell (object *monster)
760     {
761     object *altern[MAX_KNOWN_SPELLS];
762     int i = 0;
763    
764 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
765 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
766     {
767     /* Check and see if it's actually a useful spell.
768     * If its a spellbook, the spell is actually the inventory item.
769     * if it is a spell, then it is just the object itself.
770     */
771     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
772     {
773 root 1.47 altern [i++] = tmp;
774    
775 root 1.8 if (i == MAX_KNOWN_SPELLS)
776     break;
777     }
778     }
779 root 1.47
780     return i ? altern [rndm (i)] : 0;
781 elmex 1.1 }
782    
783     /* This checks to see if the monster should cast a spell/ability.
784     * it returns true if the monster casts a spell, 0 if he doesn't.
785     * head is the head of the monster.
786     * part is the part of the monster we are checking against.
787     * pl is the target.
788     * dir is the direction to case.
789     * rv is the vector which describes where the enemy is.
790     */
791 root 1.8 int
792     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
793     {
794     object *spell_item;
795     object *owner;
796     rv_vector rv1;
797    
798     /* If you want monsters to cast spells over friends, this spell should
799     * be removed. It probably should be in most cases, since monsters still
800     * don't care about residual effects (ie, casting a cone which may have a
801     * clear path to the player, the side aspects of the code will still hit
802     * other monsters)
803     */
804     if (!(dir = path_to_player (part, pl, 0)))
805     return 0;
806    
807 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
808 root 1.8 {
809     get_rangevector (head, owner, &rv1, 0x1);
810     if (dirdiff (dir, rv1.direction) < 2)
811 root 1.47 return 0; /* Might hit owner with spell */
812 elmex 1.1 }
813    
814 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
815 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
816 root 1.8
817     /* If the monster hasn't already chosen a spell, choose one
818     * I'm not sure if it really make sense to pre-select spells (events
819     * could be different by the time the monster goes again).
820     */
821     if (head->spellitem == NULL)
822     {
823     if ((spell_item = monster_choose_random_spell (head)) == NULL)
824     {
825     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
826     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
827     return 0;
828 root 1.4 }
829 root 1.47
830 root 1.8 if (spell_item->type == SPELLBOOK)
831     {
832     if (!spell_item->inv)
833     {
834     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
835     return 0;
836 root 1.4 }
837 root 1.47
838 root 1.8 spell_item = spell_item->inv;
839 root 1.4 }
840 elmex 1.1 }
841 root 1.8 else
842     spell_item = head->spellitem;
843 elmex 1.1
844 root 1.8 if (!spell_item)
845     return 0;
846 elmex 1.1
847 root 1.8 /* Best guess this is a defensive/healing spell */
848     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
849     dir = 0;
850    
851     /* Monster doesn't have enough spell-points */
852     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
853     return 0;
854    
855     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
856     return 0;
857 elmex 1.1
858 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
859     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
860 elmex 1.1
861 root 1.8 /* set this to null, so next time monster will choose something different */
862     head->spellitem = NULL;
863 elmex 1.1
864 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
865 elmex 1.1 }
866    
867 root 1.8 int
868     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
869     {
870     object *scroll;
871     object *owner;
872     rv_vector rv1;
873    
874     /* If you want monsters to cast spells over friends, this spell should
875     * be removed. It probably should be in most cases, since monsters still
876     * don't care about residual effects (ie, casting a cone which may have a
877     * clear path to the player, the side aspects of the code will still hit
878     * other monsters)
879     */
880     if (!(dir = path_to_player (part, pl, 0)))
881     return 0;
882    
883 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
884 root 1.8 {
885     get_rangevector (head, owner, &rv1, 0x1);
886     if (dirdiff (dir, rv1.direction) < 2)
887     {
888     return 0; /* Might hit owner with spell */
889 root 1.4 }
890 elmex 1.1 }
891    
892 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
893 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
894 elmex 1.1
895 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
896     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
897     break;
898 elmex 1.1
899 root 1.8 /* Used up all his scrolls, so nothing do to */
900     if (!scroll)
901     {
902     CLEAR_FLAG (head, FLAG_READY_SCROLL);
903     return 0;
904 elmex 1.1 }
905    
906 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
907     if (scroll->inv->range == 0)
908     dir = 0;
909 elmex 1.1
910 root 1.8 apply_scroll (part, scroll, dir);
911     return 1;
912 elmex 1.1 }
913    
914     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
915     * Note that monsters do not need the skills SK_MELEE_WEAPON and
916     * SK_MISSILE_WEAPON to make those respective attacks, if we
917     * required that we would drastically increase the memory
918     * requirements of CF!!
919     *
920     * The skills we are treating here are all but those. -b.t.
921     *
922     * At the moment this is only useful for throwing, perhaps for
923     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
924 root 1.8 */
925     int
926     monster_use_skill (object *head, object *part, object *pl, int dir)
927     {
928     object *skill, *owner;
929 elmex 1.1
930 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
931     return 0;
932    
933 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
934 root 1.8 {
935     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
936    
937     if (dirdiff (dir, dir2) < 1)
938     return 0; /* Might hit owner with skill -thrown rocks for example ? */
939     }
940 root 1.27
941 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
942 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
943 root 1.8
944     /* skill selection - monster will use the next unused skill.
945     * well...the following scenario will allow the monster to
946     * toggle between 2 skills. One day it would be nice to make
947     * more skills available to monsters.
948     */
949 root 1.27 for (skill = head->inv; skill; skill = skill->below)
950 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
951     {
952     head->chosen_skill = skill;
953     break;
954     }
955 elmex 1.1
956 root 1.8 if (!skill && !head->chosen_skill)
957     {
958     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
959     CLEAR_FLAG (head, FLAG_READY_SKILL);
960     return 0;
961 elmex 1.1 }
962 root 1.27
963 root 1.8 /* use skill */
964     return do_skill (head, part, head->chosen_skill, dir, NULL);
965 elmex 1.1 }
966    
967     /* Monster will use a ranged spell attack. */
968 root 1.8 int
969     monster_use_range (object *head, object *part, object *pl, int dir)
970     {
971     object *wand, *owner;
972     int at_least_one = 0;
973    
974     if (!(dir = path_to_player (part, pl, 0)))
975     return 0;
976    
977 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
978 elmex 1.1 {
979 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
980 elmex 1.1
981 root 1.8 if (dirdiff (dir, dir2) < 2)
982     return 0; /* Might hit owner with spell */
983 elmex 1.1 }
984 root 1.31
985 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
986 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
987 elmex 1.1
988 root 1.27 for (wand = head->inv; wand; wand = wand->below)
989 root 1.8 {
990     if (wand->type == WAND)
991 elmex 1.1 {
992 root 1.8 /* Found a wand, let's see if it has charges left */
993     at_least_one = 1;
994     if (wand->stats.food <= 0)
995     continue;
996 elmex 1.1
997 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
998 elmex 1.1
999 root 1.8 if (!(--wand->stats.food))
1000     {
1001     if (wand->arch)
1002 elmex 1.1 {
1003 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
1004 root 1.35 wand->face = wand->arch->face;
1005 root 1.18 wand->set_speed (0);
1006 elmex 1.1 }
1007     }
1008 root 1.8 /* Success */
1009     return 1;
1010     }
1011     else if (wand->type == ROD || wand->type == HORN)
1012     {
1013     /* Found rod/horn, let's use it if possible */
1014     at_least_one = 1;
1015     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1016     continue;
1017 elmex 1.1
1018 root 1.8 /* drain charge before casting spell - can be a case where the
1019     * spell destroys the monster, and rod, so if done after, results
1020     * in crash.
1021     */
1022     drain_rod_charge (wand);
1023     cast_spell (head, wand, dir, wand->inv, NULL);
1024 elmex 1.1
1025 root 1.8 /* Success */
1026     return 1;
1027 elmex 1.1 }
1028 root 1.8 }
1029    
1030     if (at_least_one)
1031     return 0;
1032 elmex 1.1
1033 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1034 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
1035     return 0;
1036     }
1037 elmex 1.1
1038 root 1.8 int
1039     monster_use_bow (object *head, object *part, object *pl, int dir)
1040     {
1041     object *owner;
1042 elmex 1.1
1043 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1044     return 0;
1045 root 1.31
1046 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1047 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1048 elmex 1.1
1049 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1050 root 1.8 {
1051     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1052 elmex 1.1
1053 root 1.8 if (dirdiff (dir, dir2) < 1)
1054     return 0; /* Might hit owner with arrow */
1055 elmex 1.1 }
1056    
1057 root 1.8 /* in server/player.c */
1058     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1059 elmex 1.1
1060     }
1061    
1062     /* Checks if putting on 'item' will make 'who' do more
1063 root 1.31 * damage. This is a very simplistic check - also checking things
1064 elmex 1.1 * like speed and ac are also relevant.
1065     *
1066     * return true if item is a better object.
1067     */
1068 root 1.8 int
1069     check_good_weapon (object *who, object *item)
1070     {
1071     object *other_weap;
1072     int val = 0, i;
1073    
1074 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1075 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1076     break;
1077 elmex 1.1
1078 root 1.31 if (!other_weap) /* No other weapons */
1079 root 1.8 return 1;
1080 elmex 1.1
1081 root 1.8 /* Rather than go through and apply the new one, and see if it is
1082     * better, just do some simple checks
1083     * Put some multipliers for things that hvae several effects,
1084     * eg, magic affects both damage and wc, so it has more weight
1085     */
1086 elmex 1.1
1087 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1088     val += (item->magic - other_weap->magic) * 3;
1089     /* Monsters don't really get benefits from things like regen rates
1090     * from items. But the bonus for their stats are very important.
1091     */
1092     for (i = 0; i < NUM_STATS; i++)
1093 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1094 root 1.8
1095     if (val > 0)
1096     return 1;
1097     else
1098     return 0;
1099 elmex 1.1 }
1100    
1101 root 1.8 int
1102     check_good_armour (object *who, object *item)
1103     {
1104     object *other_armour;
1105     int val = 0, i;
1106    
1107 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1108 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1109     break;
1110 elmex 1.1
1111 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1112     return 1;
1113 elmex 1.1
1114 root 1.8 /* Like above function , see which is better */
1115     val = item->stats.ac - other_armour->stats.ac;
1116     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1117     val += (item->magic - other_armour->magic) * 3;
1118    
1119     /* for the other protections, do weigh them very much in the equation -
1120     * it is the armor protection which is most important, because there is
1121     * no good way to know what the player may attack the monster with.
1122     * So if the new item has better protection than the old, give that higher
1123     * value. If the reverse, then decrease the value of this item some.
1124     */
1125     for (i = 1; i < NROFATTACKS; i++)
1126     {
1127     if (item->resist[i] > other_armour->resist[i])
1128     val++;
1129     else if (item->resist[i] < other_armour->resist[i])
1130     val--;
1131 elmex 1.1 }
1132    
1133 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1134 elmex 1.1
1135 root 1.8 if (val > 0)
1136     return 1;
1137     else
1138     return 0;
1139 elmex 1.1 }
1140    
1141     /*
1142     * monster_check_pickup(): checks for items that monster can pick up.
1143     *
1144     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1145     * Each time the blob passes over some treasure, it will
1146     * grab it a.s.a.p.
1147     *
1148     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1149     * to handle this.
1150     *
1151     * This function was seen be continueing looping at one point (tmp->below
1152     * became a recursive loop. It may be better to call monster_check_apply
1153     * after we pick everything up, since that function may call others which
1154     * affect stacking on this space.
1155     */
1156 root 1.8 void
1157     monster_check_pickup (object *monster)
1158     {
1159     object *tmp, *next;
1160    
1161     for (tmp = monster->below; tmp != NULL; tmp = next)
1162     {
1163     next = tmp->below;
1164     if (monster_can_pick (monster, tmp))
1165     {
1166 root 1.13 tmp->remove ();
1167 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1168     (void) monster_check_apply (monster, tmp);
1169     }
1170     /* We could try to re-establish the cycling, of the space, but probably
1171     * not a big deal to just bail out.
1172     */
1173 root 1.11 if (next && next->destroyed ())
1174 root 1.8 return;
1175 elmex 1.1 }
1176     }
1177    
1178     /*
1179     * monster_can_pick(): If the monster is interested in picking up
1180     * the item, then return 0. Otherwise 0.
1181     * Instead of pick_up, flags for "greed", etc, should be used.
1182     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1183     */
1184 root 1.8 int
1185     monster_can_pick (object *monster, object *item)
1186     {
1187     int flag = 0;
1188     int i;
1189 elmex 1.1
1190 root 1.8 if (!can_pick (monster, item))
1191     return 0;
1192 elmex 1.1
1193 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1194     return 0;
1195 elmex 1.1
1196 root 1.8 if (monster->pick_up & 64) /* All */
1197     flag = 1;
1198 elmex 1.1
1199 root 1.8 else
1200     switch (item->type)
1201     {
1202 root 1.66 case MONEY:
1203     case GEM:
1204     flag = monster->pick_up & 2;
1205     break;
1206    
1207     case FOOD:
1208     flag = monster->pick_up & 4;
1209     break;
1210    
1211     case WEAPON:
1212     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1213     break;
1214    
1215     case ARMOUR:
1216     case SHIELD:
1217     case HELMET:
1218     case BOOTS:
1219     case GLOVES:
1220     case GIRDLE:
1221     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1222     break;
1223    
1224     case SKILL:
1225     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1226     break;
1227    
1228     case RING:
1229     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1230     break;
1231    
1232     case WAND:
1233     case HORN:
1234     case ROD:
1235     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1236     break;
1237    
1238     case SPELLBOOK:
1239     flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1240     break;
1241    
1242     case SCROLL:
1243     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1244     break;
1245    
1246     case BOW:
1247     case ARROW:
1248     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1249     break;
1250 root 1.8 }
1251 root 1.27
1252 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1253     * pick it up. Note that this doesn't handle cases where an item may
1254     * use several locations.
1255     */
1256     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1257     {
1258 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1259 root 1.8 {
1260     flag = 1;
1261     break;
1262 root 1.4 }
1263 elmex 1.1 }
1264    
1265 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1266     return 1;
1267 root 1.47
1268 root 1.8 return 0;
1269 elmex 1.1 }
1270    
1271     /*
1272     * monster_apply_below():
1273     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1274     * eager to apply things, encounters something apply-able,
1275     * then make him apply it
1276     */
1277 root 1.8 void
1278     monster_apply_below (object *monster)
1279     {
1280     object *tmp, *next;
1281 elmex 1.1
1282 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1283     {
1284     next = tmp->below;
1285     switch (tmp->type)
1286     {
1287 root 1.4 case CF_HANDLE:
1288     case TRIGGER:
1289 root 1.8 if (monster->will_apply & 1)
1290     manual_apply (monster, tmp, 0);
1291     break;
1292 root 1.4
1293     case TREASURE:
1294 root 1.8 if (monster->will_apply & 2)
1295     manual_apply (monster, tmp, 0);
1296     break;
1297 root 1.4
1298     }
1299 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1300     break;
1301 elmex 1.1 }
1302     }
1303    
1304     /*
1305     * monster_check_apply() is meant to be called after an item is
1306     * inserted in a monster.
1307     * If an item becomes outdated (monster found a better item),
1308     * a pointer to that object is returned, so it can be dropped.
1309     * (so that other monsters can pick it up and use it)
1310     * Note that as things are now, monsters never drop something -
1311     * they can pick up all that they can use.
1312     */
1313     /* Sept 96, fixed this so skills will be readied -b.t.*/
1314 root 1.8 void
1315     monster_check_apply (object *mon, object *item)
1316     {
1317     int flag = 0;
1318 elmex 1.1
1319 root 1.35 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1320 root 1.8 {
1321     SET_FLAG (mon, FLAG_CAST_SPELL);
1322     return;
1323 elmex 1.1 }
1324    
1325 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1326     if (QUERY_FLAG (item, FLAG_APPLIED))
1327     return;
1328    
1329     /* Might be better not to do this - if the monster can fire a bow,
1330     * it is possible in his wanderings, he will find one to use. In
1331     * which case, it would be nice to have ammo for it.
1332     */
1333     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1334     {
1335     /* Check for the right kind of bow */
1336     object *bow;
1337 elmex 1.1
1338 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1339 root 1.8 if (bow->type == BOW && bow->race == item->race)
1340     {
1341     SET_FLAG (mon, FLAG_READY_BOW);
1342     LOG (llevMonster, "Found correct bow for arrows.\n");
1343     return; /* nothing more to do for arrows */
1344     }
1345 elmex 1.1 }
1346    
1347 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1348     flag = 1;
1349     /* Eating food gets hp back */
1350     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1351     flag = 1;
1352     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1353     {
1354     if (!item->inv)
1355     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1356     else if (monster_should_cast_spell (mon, item->inv))
1357     SET_FLAG (mon, FLAG_READY_SCROLL);
1358     /* Don't use it right now */
1359     return;
1360     }
1361     else if (item->type == WEAPON)
1362     flag = check_good_weapon (mon, item);
1363 root 1.16 else if (item->is_armor ())
1364 root 1.8 flag = check_good_armour (mon, item);
1365     /* Should do something more, like make sure this is a better item */
1366     else if (item->type == RING)
1367     flag = 1;
1368     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1369     {
1370     /* We never really 'ready' the wand/rod/horn, because that would mean the
1371     * weapon would get undone.
1372     */
1373     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1374     {
1375     SET_FLAG (mon, FLAG_READY_RANGE);
1376     SET_FLAG (item, FLAG_APPLIED);
1377     }
1378     return;
1379     }
1380     else if (item->type == BOW)
1381     {
1382     /* We never really 'ready' the bow, because that would mean the
1383     * weapon would get undone.
1384     */
1385     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1386     SET_FLAG (mon, FLAG_READY_BOW);
1387     return;
1388     }
1389     else if (item->type == SKILL)
1390     {
1391     /*
1392     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1393     * else they can't use the skill...
1394     * Skills also don't need to get applied, so return now.
1395     */
1396     SET_FLAG (mon, FLAG_READY_SKILL);
1397     return;
1398 elmex 1.1 }
1399    
1400 root 1.8 /* if we don't match one of the above types, return now.
1401     * can_apply_object will say that we can apply things like flesh,
1402     * bolts, and whatever else, because it only checks against the
1403     * body_info locations.
1404     */
1405     if (!flag)
1406     return;
1407 elmex 1.1
1408 root 1.8 /* Check to see if the monster can use this item. If not, no need
1409     * to do further processing. Note that can_apply_object already checks
1410     * for the CAN_USE flags.
1411     */
1412     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1413 elmex 1.1 return;
1414 root 1.8
1415     /* should only be applying this item, not unapplying it.
1416     * also, ignore status of curse so they can take off old armour.
1417     * monsters have some advantages after all.
1418     */
1419     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1420 elmex 1.1 }
1421    
1422 root 1.8 void
1423     npc_call_help (object *op)
1424     {
1425 root 1.65 unordered_mapwalk (op, -7, -7, 7, 7)
1426     {
1427     mapspace &ms = m->at (nx, ny);
1428    
1429     /* If nothing alive on this space, no need to search the space. */
1430     if (!(ms.flags () & P_IS_ALIVE))
1431     continue;
1432 root 1.8
1433 root 1.65 for (object *npc = ms.bot; npc; npc = npc->above)
1434     if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1435     npc->enemy = op->enemy;
1436     }
1437 elmex 1.1 }
1438    
1439 root 1.8 int
1440 root 1.65 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1441 root 1.8 {
1442     if (can_hit (part, enemy, rv))
1443     return dir;
1444 root 1.47
1445 root 1.8 if (rv->distance < 10)
1446     return absdir (dir + 4);
1447     else if (rv->distance > 18)
1448     return dir;
1449 root 1.27
1450 root 1.8 return 0;
1451 elmex 1.1 }
1452    
1453 root 1.8 int
1454 root 1.65 run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1455 root 1.8 {
1456 root 1.65 if (can_hit (part, enemy, rv))
1457     return dir;
1458     else
1459     return absdir (dir + 4);
1460 elmex 1.1 }
1461    
1462 root 1.8 int
1463     hitrun_att (int dir, object *ob, object *enemy)
1464     {
1465     if (ob->move_status++ < 25)
1466     return dir;
1467     else if (ob->move_status < 50)
1468     return absdir (dir + 4);
1469     else
1470     ob->move_status = 0;
1471 root 1.27
1472 root 1.8 return absdir (dir + 4);
1473 elmex 1.1 }
1474    
1475 root 1.8 int
1476     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1477     {
1478     int inrange = can_hit (part, enemy, rv);
1479 elmex 1.1
1480 root 1.8 if (ob->move_status || inrange)
1481     ob->move_status++;
1482 elmex 1.1
1483 root 1.8 if (ob->move_status == 0)
1484 elmex 1.1 return 0;
1485 root 1.8 else if (ob->move_status < 10)
1486     return dir;
1487     else if (ob->move_status < 15)
1488     return absdir (dir + 4);
1489 root 1.27
1490 root 1.8 ob->move_status = 0;
1491     return 0;
1492 elmex 1.1 }
1493    
1494 root 1.8 int
1495     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1496     {
1497     /* The logic below here looked plain wrong before. Basically, what should
1498     * happen is that if the creatures hp percentage falls below run_away,
1499     * the creature should run away (dir+4)
1500     * I think its wrong for a creature to have a zero maxhp value, but
1501     * at least one map has this set, and whatever the map contains, the
1502     * server should try to be resilant enough to avoid the problem
1503     */
1504 root 1.67 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1505 root 1.8 return absdir (dir + 4);
1506 root 1.27
1507 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1508 elmex 1.1 }
1509    
1510 root 1.8 int
1511     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1512     {
1513     if (rv->distance < 9)
1514     return absdir (dir + 4);
1515 root 1.27
1516 root 1.8 return 0;
1517 elmex 1.1 }
1518    
1519 root 1.8 void
1520     circ1_move (object *ob)
1521     {
1522     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1523 root 1.27
1524 root 1.8 if (++ob->move_status > 11)
1525 elmex 1.1 ob->move_status = 0;
1526 root 1.27
1527 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1528 root 1.27 move_object (ob, rndm (8) + 1);
1529 elmex 1.1 }
1530    
1531 root 1.8 void
1532     circ2_move (object *ob)
1533     {
1534     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1535 root 1.27
1536 root 1.8 if (++ob->move_status > 19)
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     pace_movev (object *ob)
1545     {
1546 elmex 1.1 if (ob->move_status++ > 6)
1547     ob->move_status = 0;
1548 root 1.27
1549 elmex 1.1 if (ob->move_status < 4)
1550 root 1.27 move_object (ob, 5);
1551 elmex 1.1 else
1552 root 1.27 move_object (ob, 1);
1553 elmex 1.1 }
1554    
1555 root 1.8 void
1556     pace_moveh (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, 3);
1563 elmex 1.1 else
1564 root 1.27 move_object (ob, 7);
1565 elmex 1.1 }
1566    
1567 root 1.8 void
1568     pace2_movev (object *ob)
1569     {
1570     if (ob->move_status++ > 16)
1571 elmex 1.1 ob->move_status = 0;
1572 root 1.27
1573 root 1.8 if (ob->move_status < 6)
1574 root 1.27 move_object (ob, 5);
1575 elmex 1.1 else if (ob->move_status < 8)
1576     return;
1577 root 1.8 else if (ob->move_status < 13)
1578 root 1.27 move_object (ob, 1);
1579 root 1.8 else
1580     return;
1581     }
1582 elmex 1.1
1583 root 1.8 void
1584     pace2_moveh (object *ob)
1585     {
1586     if (ob->move_status++ > 16)
1587 elmex 1.1 ob->move_status = 0;
1588 root 1.27
1589 root 1.8 if (ob->move_status < 6)
1590 root 1.27 move_object (ob, 3);
1591 elmex 1.1 else if (ob->move_status < 8)
1592     return;
1593 root 1.8 else if (ob->move_status < 13)
1594 root 1.27 move_object (ob, 7);
1595 root 1.8 else
1596     return;
1597     }
1598 elmex 1.1
1599 root 1.8 void
1600     rand_move (object *ob)
1601     {
1602 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1603 root 1.47 for (int i = 0; i < 5; i++)
1604 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1605 elmex 1.1 return;
1606     }
1607    
1608 root 1.8 void
1609 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1610 root 1.8 {
1611 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1612     if (tmp->type == EARTHWALL)
1613     {
1614     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1615     return;
1616     }
1617 elmex 1.1 }
1618    
1619 root 1.8 void
1620 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1621 root 1.8 {
1622 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1623     if (tmp->type == DOOR)
1624     {
1625     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1626     return;
1627     }
1628 elmex 1.1 }
1629    
1630     /* find_mon_throw_ob() - modeled on find_throw_ob
1631     * This is probably overly simplistic as it is now - We want
1632     * monsters to throw things like chairs and other pieces of
1633     * furniture, even if they are not good throwable objects.
1634     * Probably better to have the monster throw a throwable object
1635     * first, then throw any non equipped weapon.
1636     */
1637 root 1.8 object *
1638     find_mon_throw_ob (object *op)
1639     {
1640     object *tmp = NULL;
1641 elmex 1.1
1642 root 1.8 if (op->head)
1643     tmp = op->head;
1644     else
1645     tmp = op;
1646 elmex 1.1
1647 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1648     * marked item and throw it to the enemy.
1649     */
1650     for (tmp = op->inv; tmp; tmp = tmp->below)
1651     {
1652     /* Can't throw invisible objects or items that are applied */
1653     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1654     continue;
1655    
1656     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1657     break;
1658 elmex 1.1
1659     }
1660    
1661     #ifdef DEBUG_THROW
1662 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1663 elmex 1.1 #endif
1664    
1665 root 1.8 return tmp;
1666 elmex 1.1 }
1667    
1668     /* determine if we can 'detect' the enemy. Check for walls blocking the
1669     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1670     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1671     * modified by MSW to use the get_rangevector so that map tiling works
1672     * properly. I also so odd code in place that checked for x distance
1673     * OR y distance being within some range - that seemed wrong - both should
1674     * be within the valid range. MSW 2001-08-05
1675     * Returns 0 if enemy can not be detected, 1 if it is detected
1676     */
1677 root 1.8 int
1678     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1679     {
1680     /* null detection for any of these condtions always */
1681     if (!op || !enemy || !op->map || !enemy->map)
1682     return 0;
1683 elmex 1.1
1684 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1685     if (!on_same_map (op, enemy))
1686     return 0;
1687 elmex 1.1
1688 root 1.8 get_rangevector (op, enemy, rv, 0);
1689 elmex 1.1
1690 root 1.8 /* Monsters always ignore the DM */
1691 root 1.58 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1692 root 1.8 return 0;
1693 elmex 1.1
1694 root 1.8 /* simple check. Should probably put some range checks in here. */
1695     if (can_see_enemy (op, enemy))
1696     return 1;
1697 elmex 1.1
1698 root 1.8 /* The rest of this is for monsters. Players are on their own for
1699     * finding enemies!
1700     */
1701 root 1.58 if (op->is_player ())
1702 root 1.8 return 0;
1703 elmex 1.1
1704 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1705 root 1.58 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1706 root 1.8 */
1707     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1708     return 0;
1709 elmex 1.1
1710 root 1.58 int radius = MIN_MON_RADIUS;
1711    
1712 root 1.8 /* use this for invis also */
1713 root 1.58 int hide_discovery = op->stats.Int / 5;
1714 elmex 1.1
1715 root 1.8 /* Determine Detection radii */
1716 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1717 root 1.58 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1718 root 1.8 else
1719     { /* a level/INT/Dex adjustment for hiding */
1720 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1721 root 1.8
1722 root 1.52 if (enemy->is_player ())
1723 root 1.8 {
1724 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1725 root 1.8 bonus -= sk_hide->level;
1726     else
1727     {
1728     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1729     make_visible (enemy);
1730     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1731 root 1.4 }
1732     }
1733 root 1.8 else /* enemy is not a player */
1734     bonus -= enemy->level;
1735    
1736     radius += bonus / 5;
1737     hide_discovery += bonus * 5;
1738     } /* else creature has modifiers for hiding */
1739    
1740     /* Radii stealth adjustment. Only if you are stealthy
1741     * will you be able to sneak up closer to creatures */
1742     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1743 root 1.37 {
1744     radius /= 2;
1745     hide_discovery /= 3;
1746     }
1747 root 1.8
1748     /* Radii adjustment for enemy standing in the dark */
1749 root 1.58 if (!stand_in_light (enemy))
1750 root 1.8 {
1751     /* on dark maps body heat can help indicate location with infravision
1752     * undead don't have body heat, so no benefit detecting them.
1753     */
1754     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1755 root 1.51 radius += op->map->darklevel () / 2;
1756 root 1.8 else
1757 root 1.51 radius -= op->map->darklevel () / 2;
1758 root 1.8
1759     /* op next to a monster (and not in complete darkness)
1760     * the monster should have a chance to see you.
1761     */
1762 root 1.58 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1763 root 1.8 radius = MIN_MON_RADIUS;
1764     } /* if on dark map */
1765 elmex 1.1
1766 root 1.8 /* Lets not worry about monsters that have incredible detection
1767     * radii, we only need to worry here about things the player can
1768     * (potentially) see. This is 13, as that is the maximum size the player
1769     * may have for their map - in that way, creatures at the edge will
1770     * do something. Note that the distance field in the
1771     * vector is real distance, so in theory this should be 18 to
1772     * find that.
1773     */
1774 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1775     // we use 25, lets see if we have the cpu time for it
1776     radius = min (25, radius);
1777 root 1.8
1778     /* Enemy in range! Now test for detection */
1779 root 1.38 if (rv->distance <= radius)
1780 root 1.8 {
1781     /* ah, we are within range, detected? take cases */
1782     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1783     return 1;
1784 root 1.4
1785 root 1.8 /* hidden or low-quality invisible */
1786 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1787 root 1.8 {
1788     make_visible (enemy);
1789 root 1.37
1790 root 1.8 /* inform players of new status */
1791     if (enemy->type == PLAYER && player_can_view (enemy, op))
1792     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1793 root 1.37
1794 root 1.8 return 1; /* detected enemy */
1795     }
1796     else if (enemy->invisible)
1797     {
1798     /* Change this around - instead of negating the invisible, just
1799 root 1.37 * return true so that the monster that managed to detect you can
1800     * do something to you. Decreasing the duration of invisible
1801 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1802 root 1.37 * can then basically negate the spell. The spell isn't negated -
1803 root 1.8 * they just know where you are!
1804     */
1805 root 1.37 if (rndm (50) <= hide_discovery)
1806 root 1.8 {
1807     if (enemy->type == PLAYER)
1808 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1809    
1810 root 1.8 return 1;
1811 root 1.4 }
1812     }
1813 root 1.8 } /* within range */
1814 elmex 1.1
1815 root 1.8 /* Wasn't detected above, so still hidden */
1816     return 0;
1817 elmex 1.1 }
1818    
1819     /* determine if op stands in a lighted square. This is not a very
1820 root 1.59 * intelligent algorithm. For one thing, we ignore los here, SO it
1821 elmex 1.1 * is possible for a bright light to illuminate a player on the
1822     * other side of a wall (!).
1823     */
1824 root 1.8 int
1825     stand_in_light (object *op)
1826     {
1827 root 1.49 if (op)
1828     {
1829 root 1.58 if (!op->is_on_map ())
1830     return 0;
1831    
1832     if (op->map->darklevel () <= 0)
1833     return 1;
1834    
1835 root 1.49 if (op->glow_radius > 0)
1836     return 1;
1837 elmex 1.1
1838 root 1.49 if (op->map)
1839     unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1840     {
1841     /* Check the spaces with the max light radius to see if any of them
1842     * have lights, and if any of them light the player enough, then return 1.
1843     */
1844     int light = m->at (nx, ny).light;
1845    
1846     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1847     return 1;
1848     }
1849 elmex 1.1 }
1850 root 1.27
1851 root 1.8 return 0;
1852 elmex 1.1 }
1853    
1854     /* assuming no walls/barriers, lets check to see if its *possible*
1855     * to see an enemy. Note, "detection" is different from "seeing".
1856     * See can_detect_enemy() for more details. -b.t.
1857     * return 0 if can't be seen, 1 if can be
1858     */
1859 root 1.8 int
1860     can_see_enemy (object *op, object *enemy)
1861     {
1862     object *looker = op->head ? op->head : op;
1863    
1864     /* safety */
1865     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1866     return 0;
1867 elmex 1.1
1868 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1869     * see through walls). Should we change the code elsewhere to make you
1870     * blind even if you can xray?
1871     */
1872     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1873     return 0;
1874    
1875     /* checking for invisible things */
1876     if (enemy->invisible)
1877     {
1878     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1879     * However,if you carry any source of light, then the hidden
1880     * creature is seeable (and stupid) */
1881 elmex 1.1
1882 root 1.63 if (enemy->has_carried_lights ())
1883 root 1.8 {
1884 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1885 root 1.8 {
1886     make_visible (enemy);
1887     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1888 root 1.4 }
1889 root 1.39
1890 root 1.8 return 1;
1891     }
1892 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1893 root 1.8 return 0;
1894 root 1.4
1895 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1896 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1897     * and making it a conditional makes the code pretty ugly.
1898     */
1899     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1900 root 1.39 if (makes_invisible_to (enemy, looker))
1901     return 0;
1902 root 1.8 }
1903 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1904 root 1.8 if (player_can_view (looker, enemy))
1905     return 1;
1906 elmex 1.1
1907     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1908     * unless they carry a light or stand in light. Darkness doesnt
1909     * inhibit the undead per se (but we should give their archs
1910     * CAN_SEE_IN_DARK, this is just a safety
1911     * we care about the enemy maps status, not the looker.
1912     * only relevant for tiled maps, but it is possible that the
1913     * enemy is on a bright map and the looker on a dark - in that
1914     * case, the looker can still see the enemy
1915     */
1916 root 1.58 if (!stand_in_light (enemy)
1917 root 1.8 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1918 elmex 1.1 return 0;
1919    
1920     return 1;
1921     }
1922 root 1.40