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Revision: 1.68
Committed: Fri Sep 25 19:09:20 2009 UTC (14 years, 7 months ago) by root
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Branch: MAIN
Changes since 1.67: +7 -8 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 root 1.68 /* periodically, a monster may change its target. Also, if the object
52 root 1.8 * 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 root 1.68 /* I had removed the random target leave, this invokes problems with friendly
57 root 1.8 * 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 root 1.68 npc->enemy = 0;
71 root 1.8
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 root 1.68 npc->enemy = 0;
77 root 1.8
78    
79     else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80 root 1.68 npc->enemy = 0;
81 root 1.8
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 1.68 npc->enemy = 0;
93 elmex 1.1 }
94 root 1.37
95 root 1.68 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
96 elmex 1.1 }
97    
98     /* Returns the nearest living creature (monster or generator).
99     * Modified to deal with tiled maps properly.
100     * Also fixed logic so that monsters in the lower directions were more
101     * likely to be skipped - instead of just skipping the 'start' number
102     * of direction, revisit them after looking at all the other spaces.
103     *
104     * Note that being this may skip some number of spaces, it will
105     * not necessarily find the nearest living creature - it basically
106     * chooses one from within a 3 space radius, and since it skips
107     * the first few directions, it could very well choose something
108     * 3 spaces away even though something directly north is closer.
109     *
110     * this function is map tile aware.
111     */
112 root 1.8 object *
113     find_nearest_living_creature (object *npc)
114     {
115     int i, mflags;
116     sint16 nx, ny;
117 root 1.12 maptile *m;
118 root 1.8 int search_arr[SIZEOFFREE];
119    
120     get_search_arr (search_arr);
121 root 1.21
122 root 1.8 for (i = 0; i < SIZEOFFREE; i++)
123     {
124     /* modified to implement smart searching using search_arr
125     * guidance array to determine direction of search order
126     */
127     nx = npc->x + freearr_x[search_arr[i]];
128     ny = npc->y + freearr_y[search_arr[i]];
129     m = npc->map;
130    
131     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
132 root 1.21
133 root 1.8 if (mflags & P_OUT_OF_MAP)
134     continue;
135    
136     if (mflags & P_IS_ALIVE)
137     {
138 root 1.21 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
139     if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
140 root 1.8 if (can_see_monsterP (m, nx, ny, i))
141     return tmp;
142 root 1.21 }
143 elmex 1.1 }
144 root 1.21
145     return 0;
146 elmex 1.1 }
147    
148 root 1.33 /* Tries to find an enemy for npc. We pass the range vector since
149 elmex 1.1 * our caller will find the information useful.
150     * Currently, only move_monster calls this function.
151     * Fix function so that we always make calls to get_rangevector
152     * if we have a valid target - function as not doing so in
153     * many cases.
154     */
155 root 1.8 object *
156     find_enemy (object *npc, rv_vector * rv)
157 elmex 1.1 {
158 root 1.8 object *attacker, *tmp = NULL;
159    
160     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
161 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
162 elmex 1.1
163 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
164     if (QUERY_FLAG (npc, FLAG_BERSERK))
165     {
166     tmp = find_nearest_living_creature (npc);
167 root 1.9
168 root 1.8 if (tmp)
169     get_rangevector (npc, tmp, rv, 0);
170 root 1.37
171 root 1.8 return tmp;
172     }
173    
174     /* Here is the main enemy selection.
175     * We want this: if there is an enemy, attack him until its not possible or
176     * one of both is dead.
177     * If we have no enemy and we are...
178     * a monster: try to find a player, a pet or a friendly monster
179     * a friendly: only target a monster which is targeting you first or targeting a player
180     * a neutral: fight a attacker (but there should be none), then do nothing
181     * a pet: attack player enemy or a monster
182     */
183    
184     /* pet move */
185     if ((npc->attack_movement & HI4) == PETMOVE)
186     {
187     tmp = get_pet_enemy (npc, rv);
188 root 1.9
189 root 1.8 if (tmp)
190     get_rangevector (npc, tmp, rv, 0);
191 root 1.9
192 root 1.8 return tmp;
193     }
194 elmex 1.1
195 root 1.8 /* we check our old enemy. */
196 root 1.9 if (!(tmp = check_enemy (npc, rv)))
197 elmex 1.1 {
198 root 1.8 if (attacker) /* if we have an attacker, check him */
199 elmex 1.1 {
200 pippijn 1.48 /* TODO: that's not finished */
201 root 1.9 /* we don't want a fight evil vs evil or good against non evil */
202    
203     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
204     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
205     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
206     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
207 pippijn 1.48 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
208 elmex 1.1 {
209 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
210     npc->enemy = attacker;
211     return attacker; /* yes, we face our attacker! */
212 elmex 1.1 }
213     }
214 root 1.8
215     /* we have no legal enemy or attacker, so we try to target a new one */
216     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
217 elmex 1.1 {
218 root 1.8 npc->enemy = get_nearest_player (npc);
219     if (npc->enemy)
220     tmp = check_enemy (npc, rv);
221 elmex 1.1 }
222 root 1.8
223 elmex 1.1 }
224    
225 root 1.8 return tmp;
226 elmex 1.1 }
227    
228     /* Sees if this monster should wake up.
229     * Currently, this is only called from move_monster, and
230     * if enemy is set, then so should be rv.
231     * returns 1 if the monster should wake up, 0 otherwise.
232     */
233 root 1.8 int
234 root 1.50 check_wakeup (object *op, object *enemy, rv_vector *rv)
235 root 1.8 {
236     /* Trim work - if no enemy, no need to do anything below */
237     if (!enemy)
238     return 0;
239    
240 root 1.58 if (!op->flag [FLAG_SLEEP])
241     return 1;
242    
243 root 1.50 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
244    
245     if (op->flag [FLAG_BLIND])
246     /* blinded monsters can only find nearby objects to attack */
247 root 1.8 radius = MIN_MON_RADIUS;
248 root 1.50 else if (op->map
249     && !enemy->invisible
250     && !stand_in_light (enemy)
251     && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
252     /* This covers the situation where the monster is in the dark
253     * and has an enemy. If the enemy has no carried light (or isnt
254     * glowing!) then the monster has trouble finding the enemy.
255     * Remember we already checked to see if the monster can see in
256     * the dark. */
257     radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
258 root 1.8
259 root 1.50 if (enemy->flag [FLAG_STEALTH])
260     radius = radius / 2 + 1;
261 elmex 1.1
262 root 1.8 /* enemy should already be on this map, so don't really need to check
263     * for that.
264     */
265 root 1.50 if (rv->distance <= radius)
266 root 1.8 {
267     CLEAR_FLAG (op, FLAG_SLEEP);
268     return 1;
269 elmex 1.1 }
270 root 1.50
271 root 1.8 return 0;
272 elmex 1.1 }
273    
274 root 1.8 int
275     move_randomly (object *op)
276     {
277 root 1.47 /* Give up to 15 chances for a monster to move randomly */
278     for (int i = 0; i < 15; i++)
279     if (move_object (op, rndm (8) + 1))
280     return 1;
281 elmex 1.1
282 root 1.8 return 0;
283 elmex 1.1 }
284    
285     /*
286     * Move-monster returns 1 if the object has been freed, otherwise 0.
287     */
288 root 1.8 int
289     move_monster (object *op)
290     {
291     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
292     object *owner, *enemy, *part, *oph = op;
293     rv_vector rv;
294    
295     /* Monsters not on maps don't do anything. These monsters are things
296     * Like royal guards in city dwellers inventories.
297     */
298     if (!op->map)
299     return 0;
300    
301     /* for target facing, we copy this value here for fast access */
302     if (oph->head) /* force update the head - one arch one pic */
303     oph = oph->head;
304    
305     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
306     enemy = op->enemy = NULL;
307     else if ((enemy = find_enemy (op, &rv)))
308 root 1.9 /* we have an enemy, just tell him we want him dead */
309     enemy->attacked_by = op; /* our ptr */
310 root 1.8
311     /* generate hp, if applicable */
312     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
313     {
314     /* last heal is in funny units. Dividing by speed puts
315     * the regeneration rate on a basis of time instead of
316     * #moves the monster makes. The scaling by 8 is
317     * to capture 8th's of a hp fraction regens
318     *
319     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
320     * overflow might produce monsters with negative hp.
321     */
322    
323     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325     op->last_heal %= 32;
326    
327     /* So if the monster has gained enough HP that they are no longer afraid */
328 root 1.53 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 root 1.8 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330    
331     if (op->stats.hp > op->stats.maxhp)
332     op->stats.hp = op->stats.maxhp;
333     }
334 root 1.4
335 root 1.8 /* generate sp, if applicable */
336     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337     {
338 root 1.53 /* last_sp is in funny units. Dividing by speed puts
339 root 1.8 * the regeneration rate on a basis of time instead of
340 root 1.53 * #moves the monster makes. The scaling by 8 is
341 root 1.8 * to capture 8th's of a sp fraction regens
342     *
343     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
344     * overflow might produce monsters with negative sp.
345     */
346    
347 root 1.53 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
348     op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
349 root 1.8 op->last_sp %= 128;
350 elmex 1.1 }
351    
352 root 1.8 /* this should probably get modified by many more values.
353     * (eg, creatures resistance to fear, level, etc. )
354     */
355 root 1.23 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
356 root 1.47 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
357 elmex 1.1
358 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359     return QUERY_FLAG (op, FLAG_FREED);
360 elmex 1.1
361 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 root 1.51 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 root 1.47 if (!check_wakeup (op, enemy, &rv))
364     return 0;
365 root 1.2
366 root 1.8 /* check if monster pops out of hidden spot */
367 root 1.45 if (op->flag [FLAG_HIDDEN])
368 root 1.8 do_hidden_move (op);
369 root 1.2
370 root 1.8 if (op->pick_up)
371     monster_check_pickup (op);
372 root 1.2
373 root 1.8 if (op->will_apply)
374     monster_apply_below (op); /* Check for items to apply below */
375 root 1.2
376 root 1.8 /* If we don't have an enemy, do special movement or the like */
377     if (!enemy)
378     {
379     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
380     {
381 root 1.44 op->drop_and_destroy ();
382 root 1.8 return 1;
383 root 1.4 }
384 elmex 1.1
385 root 1.8 /* Probably really a bug for a creature to have both
386     * stand still and a movement type set.
387     */
388     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389     {
390     if (op->attack_movement & HI4)
391 elmex 1.1 {
392 root 1.8 switch (op->attack_movement & HI4)
393     {
394 root 1.64 case PETMOVE:
395 root 1.47 pet_move (op);
396     break;
397    
398 root 1.64 case CIRCLE1:
399 root 1.47 circ1_move (op);
400     break;
401    
402 root 1.64 case CIRCLE2:
403 root 1.47 circ2_move (op);
404     break;
405    
406 root 1.64 case PACEV:
407 root 1.47 pace_movev (op);
408     break;
409    
410 root 1.64 case PACEH:
411 root 1.47 pace_moveh (op);
412     break;
413    
414 root 1.64 case PACEV2:
415 root 1.47 pace2_movev (op);
416     break;
417    
418 root 1.64 case PACEH2:
419 root 1.47 pace2_moveh (op);
420     break;
421    
422 root 1.64 case RANDO:
423 root 1.47 rand_move (op);
424     break;
425    
426 root 1.64 case RANDO2:
427 root 1.47 move_randomly (op);
428     break;
429 root 1.4 }
430 root 1.47
431 root 1.8 return 0;
432     }
433     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 root 1.47 move_randomly (op);
435     } /* stand still */
436 root 1.8
437     return 0;
438     } /* no enemy */
439    
440     /* We have an enemy. Block immediately below is for pets */
441 elmex 1.25 if ((op->attack_movement & HI4) == PETMOVE
442     && (owner = op->owner) != NULL
443     && !on_same_map (op, owner)
444     && !owner->flag [FLAG_REMOVED])
445 root 1.8 return follow_owner (op, owner);
446    
447     /* doppleganger code to change monster facing to that of the nearest
448 root 1.50 * player. Hmm. The code is here, but no monster in the current
449 root 1.8 * arch set uses it.
450     */
451 root 1.62 if (op->race == shstr_doppleganger)
452 root 1.8 {
453     op->face = enemy->face;
454     op->name = enemy->name;
455     }
456    
457     /* Calculate range information for closest body part - this
458     * is used for the 'skill' code, which isn't that smart when
459     * it comes to figuring it out - otherwise, giants throw boulders
460     * into themselves.
461     */
462     get_rangevector (op, enemy, &rv, 0);
463    
464     /* Move the check for scared up here - if the monster was scared,
465     * we were not doing any of the logic below, so might as well save
466     * a few cpu cycles.
467     */
468     if (!QUERY_FLAG (op, FLAG_SCARED))
469     {
470     rv_vector rv1;
471    
472     /* now we test every part of an object .... this is a real ugly piece of code */
473 root 1.29 for (part = op; part; part = part->more)
474 root 1.8 {
475     get_rangevector (part, enemy, &rv1, 0x1);
476     dir = rv1.direction;
477    
478     /* hm, not sure about this part - in original was a scared flag here too
479     * but that we test above... so can be old code here
480     */
481     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482     dir = absdir (dir + 4);
483 root 1.31
484 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486 root 1.8
487 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 root 1.31 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489     return 0;
490 elmex 1.1
491 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 root 1.31 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493     return 0;
494 elmex 1.1
495 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 root 1.31 if (monster_use_range (op, part, enemy, dir))
497     return 0;
498    
499 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 root 1.31 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501     return 0;
502    
503 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 root 1.31 if (monster_use_bow (op, part, enemy, dir))
505     return 0;
506 root 1.8 } /* for processing of all parts */
507     } /* If not scared */
508 root 1.4
509 root 1.8 part = rv.part;
510     dir = rv.direction;
511 elmex 1.1
512 root 1.56 // if the enemy is a player, we have los. if los says we
513     // can directly reach the player, we do not deviate.
514     // for non-players, we never deviate
515 root 1.61 if (op->stats.Wis >= 8
516     && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 root 1.56 {
518     int sdir = 0;
519 root 1.61 uint32_t &smell = op->ms ().smell;
520 root 1.55
521 root 1.57 for (int ndir = 1; ndir <= 8; ++ndir)
522 root 1.54 {
523 root 1.57 mapxy pos (op); pos.move (ndir);
524    
525 root 1.56 if (pos.normalise ())
526     {
527     mapspace &ms = pos.ms ();
528 root 1.54
529 root 1.61 if (ms.smell > smell)
530 root 1.56 {
531 root 1.57 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
532 root 1.61 if (op->stats.Wis >= 10)
533     smell = ms.smell - 1; // smarter: tell others
534    
535 root 1.57 sdir = ndir;
536 root 1.56
537     // perturbing the path might let the monster lose track,
538 root 1.57 // but it will also widen the actual path, spreading information
539 root 1.61 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
540 root 1.60 sdir = absdir (sdir + 1 - rndm (2) * 2);
541 root 1.56 }
542 root 1.54 }
543     }
544 root 1.56
545     if (sdir)
546     dir = sdir;
547 root 1.61 else if (smell)
548 root 1.57 {
549     // no better smell found, so assume the player jumped, and erase this smell
550     //printf ("erasing smell %d\n", op->ms ().smell);//D
551 root 1.61 unordered_mapwalk (op, -1, -1, 1, 1)
552     m->at (nx, ny).smell = 0;
553 root 1.57 }
554 root 1.54 }
555 root 1.55
556 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
557     dir = absdir (dir + 4);
558 elmex 1.1
559 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
560 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
561 elmex 1.1
562 root 1.8 pre_att_dir = dir; /* remember the original direction */
563 elmex 1.1
564 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
565     {
566     switch (op->attack_movement & LO4)
567     {
568 root 1.47 case DISTATT:
569     dir = dist_att (dir, op, enemy, part, &rv);
570     break;
571 root 1.4
572 root 1.47 case RUNATT:
573     dir = run_att (dir, op, enemy, part, &rv);
574     break;
575 root 1.4
576 root 1.47 case HITRUN:
577     dir = hitrun_att (dir, op, enemy);
578     break;
579 root 1.4
580 root 1.47 case WAITATT:
581     dir = wait_att (dir, op, enemy, part, &rv);
582     break;
583 root 1.4
584 root 1.47 case RUSH: /* default - monster normally moves towards player */
585     case ALLRUN:
586     break;
587 root 1.4
588 root 1.47 case DISTHIT:
589     dir = disthit_att (dir, op, enemy, part, &rv);
590     break;
591 root 1.4
592 root 1.47 case WAIT2:
593     dir = wait_att2 (dir, op, enemy, part, &rv);
594     break;
595 root 1.4
596 root 1.47 default:
597     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
598 root 1.4 }
599 elmex 1.1 }
600    
601 root 1.8 if (!dir)
602     return 0;
603    
604     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
605     {
606     if (move_object (op, dir)) /* Can the monster move directly toward player? */
607     {
608     /* elmex: Turn our monster after it moved if it has DISTATT attack */
609     if ((op->attack_movement & LO4) == DISTATT)
610     op->direction = pre_att_dir;
611 elmex 1.1
612 root 1.8 return 0;
613     }
614    
615     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
616     {
617     /* Try move around corners if !close */
618 root 1.52 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
619 elmex 1.1
620 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
621     {
622     /* try different detours */
623 root 1.52 int m = 1 - rndm (2) * 2; /* Try left or right first? */
624 elmex 1.1
625 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
626 root 1.4 return 0;
627     }
628     }
629 root 1.8 } /* if monster is not standing still */
630 elmex 1.1
631 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
632     if ((op->attack_movement & LO4) == DISTATT)
633     op->direction = pre_att_dir;
634    
635     /*
636     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
637     * direction if they can't move away.
638     */
639     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
640     if (move_randomly (op))
641     return 0;
642    
643     /*
644     * Try giving the monster a new enemy - the player that is closest
645     * to it. In this way, it won't just keep trying to get to a target
646     * that is inaccessible.
647     * This could be more clever - it should go through a list of several
648     * enemies, as it is now, you could perhaps get situations where there
649     * are two players flanking the monster at close distance, but which
650     * the monster can't get to, and a third one at a far distance that
651     * the monster could get to - as it is, the monster won't look at that
652     * third one.
653     */
654     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
655     {
656     object *nearest_player = get_nearest_player (op);
657 elmex 1.1
658 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
659     {
660 root 1.50 op->enemy = 0;
661 root 1.8 enemy = nearest_player;
662 root 1.4 }
663 elmex 1.1 }
664    
665 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
666     {
667     /* The adjustement to wc that was here before looked totally bogus -
668     * since wc can in fact get negative, that would mean by adding
669     * the current wc, the creature gets better? Instead, just
670     * add a fixed amount - nasty creatures that are runny away should
671     * still be pretty nasty.
672     */
673     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
674 elmex 1.1 {
675 root 1.8 part->stats.wc += 10;
676 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
677 root 1.8 part->stats.wc -= 10;
678     }
679     else
680 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
681 root 1.8 } /* if monster is in attack range */
682 elmex 1.1
683 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
684     return 1;
685 elmex 1.1
686 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
687 elmex 1.1 {
688 root 1.44 op->drop_and_destroy ();
689 root 1.8 return 1;
690 elmex 1.1 }
691 root 1.43
692 root 1.8 return 0;
693 elmex 1.1 }
694 root 1.5
695 root 1.8 int
696     can_hit (object *ob1, object *ob2, rv_vector * rv)
697     {
698     object *more;
699     rv_vector rv1;
700 elmex 1.1
701 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
702 root 1.8 return 0;
703 elmex 1.1
704 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
705     return 1;
706 elmex 1.1
707 root 1.8 /* check all the parts of ob2 - just because we can't get to
708     * its head doesn't mean we don't want to pound its feet
709     */
710 root 1.66 for (more = ob2->more; more; more = more->more)
711 root 1.8 {
712     get_rangevector (ob1, more, &rv1, 0);
713     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
714     return 1;
715 elmex 1.1 }
716 root 1.47
717 root 1.8 return 0;
718 elmex 1.1 }
719    
720     /* Returns 1 is monster should cast spell sp at an enemy
721     * Returns 0 if the monster should not cast this spell.
722     *
723     * Note that this function does not check to see if the monster can
724     * in fact cast the spell (sp dependencies and what not.) That is because
725     * this function is also sued to see if the monster should use spell items
726     * (rod/horn/wand/scroll).
727     * Note that there are certainly other offensive spells that could be
728     * included, but I decided to leave out the spells that may kill more
729     * monsters than players (eg, disease).
730     *
731     * This could be a lot smarter - if there are few monsters around,
732     * then disease might not be as bad. Likewise, if the monster is damaged,
733     * the right type of healing spell could be useful.
734     */
735    
736 root 1.8 static int
737     monster_should_cast_spell (object *monster, object *spell_ob)
738 elmex 1.1 {
739 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
740     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
741     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
742     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
743     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
744     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
745     return 1;
746 elmex 1.1
747 root 1.8 return 0;
748 elmex 1.1 }
749    
750     #define MAX_KNOWN_SPELLS 20
751    
752     /* Returns a randomly selected spell. This logic is still
753     * less than ideal. This code also only seems to deal with
754     * wizard spells, as the check is against sp, and not grace.
755     * can mosnters know cleric spells?
756     */
757 root 1.8 object *
758     monster_choose_random_spell (object *monster)
759     {
760     object *altern[MAX_KNOWN_SPELLS];
761     int i = 0;
762    
763 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
764 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
765     {
766     /* Check and see if it's actually a useful spell.
767     * If its a spellbook, the spell is actually the inventory item.
768     * if it is a spell, then it is just the object itself.
769     */
770     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
771     {
772 root 1.47 altern [i++] = tmp;
773    
774 root 1.8 if (i == MAX_KNOWN_SPELLS)
775     break;
776     }
777     }
778 root 1.47
779     return i ? altern [rndm (i)] : 0;
780 elmex 1.1 }
781    
782     /* This checks to see if the monster should cast a spell/ability.
783     * it returns true if the monster casts a spell, 0 if he doesn't.
784     * head is the head of the monster.
785     * part is the part of the monster we are checking against.
786     * pl is the target.
787     * dir is the direction to case.
788     * rv is the vector which describes where the enemy is.
789     */
790 root 1.8 int
791     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
792     {
793     object *spell_item;
794     object *owner;
795     rv_vector rv1;
796    
797     /* If you want monsters to cast spells over friends, this spell should
798     * be removed. It probably should be in most cases, since monsters still
799     * don't care about residual effects (ie, casting a cone which may have a
800     * clear path to the player, the side aspects of the code will still hit
801     * other monsters)
802     */
803     if (!(dir = path_to_player (part, pl, 0)))
804     return 0;
805    
806 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
807 root 1.8 {
808     get_rangevector (head, owner, &rv1, 0x1);
809     if (dirdiff (dir, rv1.direction) < 2)
810 root 1.47 return 0; /* Might hit owner with spell */
811 elmex 1.1 }
812    
813 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
814 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
815 root 1.8
816     /* If the monster hasn't already chosen a spell, choose one
817     * I'm not sure if it really make sense to pre-select spells (events
818     * could be different by the time the monster goes again).
819     */
820     if (head->spellitem == NULL)
821     {
822     if ((spell_item = monster_choose_random_spell (head)) == NULL)
823     {
824     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
825     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
826     return 0;
827 root 1.4 }
828 root 1.47
829 root 1.8 if (spell_item->type == SPELLBOOK)
830     {
831     if (!spell_item->inv)
832     {
833     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
834     return 0;
835 root 1.4 }
836 root 1.47
837 root 1.8 spell_item = spell_item->inv;
838 root 1.4 }
839 elmex 1.1 }
840 root 1.8 else
841     spell_item = head->spellitem;
842 elmex 1.1
843 root 1.8 if (!spell_item)
844     return 0;
845 elmex 1.1
846 root 1.8 /* Best guess this is a defensive/healing spell */
847     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
848     dir = 0;
849    
850     /* Monster doesn't have enough spell-points */
851     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
852     return 0;
853    
854     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
855     return 0;
856 elmex 1.1
857 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
858     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
859 elmex 1.1
860 root 1.8 /* set this to null, so next time monster will choose something different */
861     head->spellitem = NULL;
862 elmex 1.1
863 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
864 elmex 1.1 }
865    
866 root 1.8 int
867     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
868     {
869     object *scroll;
870     object *owner;
871     rv_vector rv1;
872    
873     /* If you want monsters to cast spells over friends, this spell should
874     * be removed. It probably should be in most cases, since monsters still
875     * don't care about residual effects (ie, casting a cone which may have a
876     * clear path to the player, the side aspects of the code will still hit
877     * other monsters)
878     */
879     if (!(dir = path_to_player (part, pl, 0)))
880     return 0;
881    
882 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
883 root 1.8 {
884     get_rangevector (head, owner, &rv1, 0x1);
885     if (dirdiff (dir, rv1.direction) < 2)
886     {
887     return 0; /* Might hit owner with spell */
888 root 1.4 }
889 elmex 1.1 }
890    
891 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
892 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
893 elmex 1.1
894 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
895     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
896     break;
897 elmex 1.1
898 root 1.8 /* Used up all his scrolls, so nothing do to */
899     if (!scroll)
900     {
901     CLEAR_FLAG (head, FLAG_READY_SCROLL);
902     return 0;
903 elmex 1.1 }
904    
905 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
906     if (scroll->inv->range == 0)
907     dir = 0;
908 elmex 1.1
909 root 1.8 apply_scroll (part, scroll, dir);
910     return 1;
911 elmex 1.1 }
912    
913     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
914     * Note that monsters do not need the skills SK_MELEE_WEAPON and
915     * SK_MISSILE_WEAPON to make those respective attacks, if we
916     * required that we would drastically increase the memory
917     * requirements of CF!!
918     *
919     * The skills we are treating here are all but those. -b.t.
920     *
921     * At the moment this is only useful for throwing, perhaps for
922     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
923 root 1.8 */
924     int
925     monster_use_skill (object *head, object *part, object *pl, int dir)
926     {
927     object *skill, *owner;
928 elmex 1.1
929 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
930     return 0;
931    
932 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
933 root 1.8 {
934     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
935    
936     if (dirdiff (dir, dir2) < 1)
937     return 0; /* Might hit owner with skill -thrown rocks for example ? */
938     }
939 root 1.27
940 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
941 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
942 root 1.8
943     /* skill selection - monster will use the next unused skill.
944     * well...the following scenario will allow the monster to
945     * toggle between 2 skills. One day it would be nice to make
946     * more skills available to monsters.
947     */
948 root 1.27 for (skill = head->inv; skill; skill = skill->below)
949 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
950     {
951     head->chosen_skill = skill;
952     break;
953     }
954 elmex 1.1
955 root 1.8 if (!skill && !head->chosen_skill)
956     {
957     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
958     CLEAR_FLAG (head, FLAG_READY_SKILL);
959     return 0;
960 elmex 1.1 }
961 root 1.27
962 root 1.8 /* use skill */
963     return do_skill (head, part, head->chosen_skill, dir, NULL);
964 elmex 1.1 }
965    
966     /* Monster will use a ranged spell attack. */
967 root 1.8 int
968     monster_use_range (object *head, object *part, object *pl, int dir)
969     {
970     object *wand, *owner;
971     int at_least_one = 0;
972    
973     if (!(dir = path_to_player (part, pl, 0)))
974     return 0;
975    
976 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
977 elmex 1.1 {
978 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
979 elmex 1.1
980 root 1.8 if (dirdiff (dir, dir2) < 2)
981     return 0; /* Might hit owner with spell */
982 elmex 1.1 }
983 root 1.31
984 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
985 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
986 elmex 1.1
987 root 1.27 for (wand = head->inv; wand; wand = wand->below)
988 root 1.8 {
989     if (wand->type == WAND)
990 elmex 1.1 {
991 root 1.8 /* Found a wand, let's see if it has charges left */
992     at_least_one = 1;
993     if (wand->stats.food <= 0)
994     continue;
995 elmex 1.1
996 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
997 elmex 1.1
998 root 1.8 if (!(--wand->stats.food))
999     {
1000     if (wand->arch)
1001 elmex 1.1 {
1002 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
1003 root 1.35 wand->face = wand->arch->face;
1004 root 1.18 wand->set_speed (0);
1005 elmex 1.1 }
1006     }
1007 root 1.8 /* Success */
1008     return 1;
1009     }
1010     else if (wand->type == ROD || wand->type == HORN)
1011     {
1012     /* Found rod/horn, let's use it if possible */
1013     at_least_one = 1;
1014     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1015     continue;
1016 elmex 1.1
1017 root 1.8 /* drain charge before casting spell - can be a case where the
1018     * spell destroys the monster, and rod, so if done after, results
1019     * in crash.
1020     */
1021     drain_rod_charge (wand);
1022     cast_spell (head, wand, dir, wand->inv, NULL);
1023 elmex 1.1
1024 root 1.8 /* Success */
1025     return 1;
1026 elmex 1.1 }
1027 root 1.8 }
1028    
1029     if (at_least_one)
1030     return 0;
1031 elmex 1.1
1032 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1033 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
1034     return 0;
1035     }
1036 elmex 1.1
1037 root 1.8 int
1038     monster_use_bow (object *head, object *part, object *pl, int dir)
1039     {
1040     object *owner;
1041 elmex 1.1
1042 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1043     return 0;
1044 root 1.31
1045 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1046 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1047 elmex 1.1
1048 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1049 root 1.8 {
1050     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1051 elmex 1.1
1052 root 1.8 if (dirdiff (dir, dir2) < 1)
1053     return 0; /* Might hit owner with arrow */
1054 elmex 1.1 }
1055    
1056 root 1.8 /* in server/player.c */
1057     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1058 elmex 1.1
1059     }
1060    
1061     /* Checks if putting on 'item' will make 'who' do more
1062 root 1.31 * damage. This is a very simplistic check - also checking things
1063 elmex 1.1 * like speed and ac are also relevant.
1064     *
1065     * return true if item is a better object.
1066     */
1067 root 1.8 int
1068     check_good_weapon (object *who, object *item)
1069     {
1070     object *other_weap;
1071     int val = 0, i;
1072    
1073 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1074 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1075     break;
1076 elmex 1.1
1077 root 1.31 if (!other_weap) /* No other weapons */
1078 root 1.8 return 1;
1079 elmex 1.1
1080 root 1.8 /* Rather than go through and apply the new one, and see if it is
1081     * better, just do some simple checks
1082     * Put some multipliers for things that hvae several effects,
1083     * eg, magic affects both damage and wc, so it has more weight
1084     */
1085 elmex 1.1
1086 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1087     val += (item->magic - other_weap->magic) * 3;
1088     /* Monsters don't really get benefits from things like regen rates
1089     * from items. But the bonus for their stats are very important.
1090     */
1091     for (i = 0; i < NUM_STATS; i++)
1092 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1093 root 1.8
1094     if (val > 0)
1095     return 1;
1096     else
1097     return 0;
1098 elmex 1.1 }
1099    
1100 root 1.8 int
1101     check_good_armour (object *who, object *item)
1102     {
1103     object *other_armour;
1104     int val = 0, i;
1105    
1106 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1107 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1108     break;
1109 elmex 1.1
1110 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1111     return 1;
1112 elmex 1.1
1113 root 1.8 /* Like above function , see which is better */
1114     val = item->stats.ac - other_armour->stats.ac;
1115     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1116     val += (item->magic - other_armour->magic) * 3;
1117    
1118     /* for the other protections, do weigh them very much in the equation -
1119     * it is the armor protection which is most important, because there is
1120     * no good way to know what the player may attack the monster with.
1121     * So if the new item has better protection than the old, give that higher
1122     * value. If the reverse, then decrease the value of this item some.
1123     */
1124     for (i = 1; i < NROFATTACKS; i++)
1125     {
1126     if (item->resist[i] > other_armour->resist[i])
1127     val++;
1128     else if (item->resist[i] < other_armour->resist[i])
1129     val--;
1130 elmex 1.1 }
1131    
1132 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1133 elmex 1.1
1134 root 1.8 if (val > 0)
1135     return 1;
1136     else
1137     return 0;
1138 elmex 1.1 }
1139    
1140     /*
1141     * monster_check_pickup(): checks for items that monster can pick up.
1142     *
1143     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1144     * Each time the blob passes over some treasure, it will
1145     * grab it a.s.a.p.
1146     *
1147     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1148     * to handle this.
1149     *
1150     * This function was seen be continueing looping at one point (tmp->below
1151     * became a recursive loop. It may be better to call monster_check_apply
1152     * after we pick everything up, since that function may call others which
1153     * affect stacking on this space.
1154     */
1155 root 1.8 void
1156     monster_check_pickup (object *monster)
1157     {
1158     object *tmp, *next;
1159    
1160     for (tmp = monster->below; tmp != NULL; tmp = next)
1161     {
1162     next = tmp->below;
1163     if (monster_can_pick (monster, tmp))
1164     {
1165 root 1.13 tmp->remove ();
1166 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1167     (void) monster_check_apply (monster, tmp);
1168     }
1169     /* We could try to re-establish the cycling, of the space, but probably
1170     * not a big deal to just bail out.
1171     */
1172 root 1.11 if (next && next->destroyed ())
1173 root 1.8 return;
1174 elmex 1.1 }
1175     }
1176    
1177     /*
1178     * monster_can_pick(): If the monster is interested in picking up
1179     * the item, then return 0. Otherwise 0.
1180     * Instead of pick_up, flags for "greed", etc, should be used.
1181     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1182     */
1183 root 1.8 int
1184     monster_can_pick (object *monster, object *item)
1185     {
1186     int flag = 0;
1187     int i;
1188 elmex 1.1
1189 root 1.8 if (!can_pick (monster, item))
1190     return 0;
1191 elmex 1.1
1192 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1193     return 0;
1194 elmex 1.1
1195 root 1.8 if (monster->pick_up & 64) /* All */
1196     flag = 1;
1197 elmex 1.1
1198 root 1.8 else
1199     switch (item->type)
1200     {
1201 root 1.66 case MONEY:
1202     case GEM:
1203     flag = monster->pick_up & 2;
1204     break;
1205    
1206     case FOOD:
1207     flag = monster->pick_up & 4;
1208     break;
1209    
1210     case WEAPON:
1211     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1212     break;
1213    
1214     case ARMOUR:
1215     case SHIELD:
1216     case HELMET:
1217     case BOOTS:
1218     case GLOVES:
1219     case GIRDLE:
1220     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1221     break;
1222    
1223     case SKILL:
1224     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1225     break;
1226    
1227     case RING:
1228     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1229     break;
1230    
1231     case WAND:
1232     case HORN:
1233     case ROD:
1234     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1235     break;
1236    
1237     case SPELLBOOK:
1238     flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1239     break;
1240    
1241     case SCROLL:
1242     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1243     break;
1244    
1245     case BOW:
1246     case ARROW:
1247     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1248     break;
1249 root 1.8 }
1250 root 1.27
1251 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1252     * pick it up. Note that this doesn't handle cases where an item may
1253     * use several locations.
1254     */
1255     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1256     {
1257 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1258 root 1.8 {
1259     flag = 1;
1260     break;
1261 root 1.4 }
1262 elmex 1.1 }
1263    
1264 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1265     return 1;
1266 root 1.47
1267 root 1.8 return 0;
1268 elmex 1.1 }
1269    
1270     /*
1271     * monster_apply_below():
1272     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1273     * eager to apply things, encounters something apply-able,
1274     * then make him apply it
1275     */
1276 root 1.8 void
1277     monster_apply_below (object *monster)
1278     {
1279     object *tmp, *next;
1280 elmex 1.1
1281 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1282     {
1283     next = tmp->below;
1284     switch (tmp->type)
1285     {
1286 root 1.4 case CF_HANDLE:
1287     case TRIGGER:
1288 root 1.8 if (monster->will_apply & 1)
1289     manual_apply (monster, tmp, 0);
1290     break;
1291 root 1.4
1292     case TREASURE:
1293 root 1.8 if (monster->will_apply & 2)
1294     manual_apply (monster, tmp, 0);
1295     break;
1296 root 1.4
1297     }
1298 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1299     break;
1300 elmex 1.1 }
1301     }
1302    
1303     /*
1304     * monster_check_apply() is meant to be called after an item is
1305     * inserted in a monster.
1306     * If an item becomes outdated (monster found a better item),
1307     * a pointer to that object is returned, so it can be dropped.
1308     * (so that other monsters can pick it up and use it)
1309     * Note that as things are now, monsters never drop something -
1310     * they can pick up all that they can use.
1311     */
1312     /* Sept 96, fixed this so skills will be readied -b.t.*/
1313 root 1.8 void
1314     monster_check_apply (object *mon, object *item)
1315     {
1316     int flag = 0;
1317 elmex 1.1
1318 root 1.35 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1319 root 1.8 {
1320     SET_FLAG (mon, FLAG_CAST_SPELL);
1321     return;
1322 elmex 1.1 }
1323    
1324 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1325     if (QUERY_FLAG (item, FLAG_APPLIED))
1326     return;
1327    
1328     /* Might be better not to do this - if the monster can fire a bow,
1329     * it is possible in his wanderings, he will find one to use. In
1330     * which case, it would be nice to have ammo for it.
1331     */
1332     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1333     {
1334     /* Check for the right kind of bow */
1335     object *bow;
1336 elmex 1.1
1337 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1338 root 1.8 if (bow->type == BOW && bow->race == item->race)
1339     {
1340     SET_FLAG (mon, FLAG_READY_BOW);
1341     LOG (llevMonster, "Found correct bow for arrows.\n");
1342     return; /* nothing more to do for arrows */
1343     }
1344 elmex 1.1 }
1345    
1346 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1347     flag = 1;
1348     /* Eating food gets hp back */
1349     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1350     flag = 1;
1351     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1352     {
1353     if (!item->inv)
1354     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1355     else if (monster_should_cast_spell (mon, item->inv))
1356     SET_FLAG (mon, FLAG_READY_SCROLL);
1357     /* Don't use it right now */
1358     return;
1359     }
1360     else if (item->type == WEAPON)
1361     flag = check_good_weapon (mon, item);
1362 root 1.16 else if (item->is_armor ())
1363 root 1.8 flag = check_good_armour (mon, item);
1364     /* Should do something more, like make sure this is a better item */
1365     else if (item->type == RING)
1366     flag = 1;
1367     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1368     {
1369     /* We never really 'ready' the wand/rod/horn, because that would mean the
1370     * weapon would get undone.
1371     */
1372     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1373     {
1374     SET_FLAG (mon, FLAG_READY_RANGE);
1375     SET_FLAG (item, FLAG_APPLIED);
1376     }
1377     return;
1378     }
1379     else if (item->type == BOW)
1380     {
1381     /* We never really 'ready' the bow, because that would mean the
1382     * weapon would get undone.
1383     */
1384     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1385     SET_FLAG (mon, FLAG_READY_BOW);
1386     return;
1387     }
1388     else if (item->type == SKILL)
1389     {
1390     /*
1391     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1392     * else they can't use the skill...
1393     * Skills also don't need to get applied, so return now.
1394     */
1395     SET_FLAG (mon, FLAG_READY_SKILL);
1396     return;
1397 elmex 1.1 }
1398    
1399 root 1.8 /* if we don't match one of the above types, return now.
1400     * can_apply_object will say that we can apply things like flesh,
1401     * bolts, and whatever else, because it only checks against the
1402     * body_info locations.
1403     */
1404     if (!flag)
1405     return;
1406 elmex 1.1
1407 root 1.8 /* Check to see if the monster can use this item. If not, no need
1408     * to do further processing. Note that can_apply_object already checks
1409     * for the CAN_USE flags.
1410     */
1411     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1412 elmex 1.1 return;
1413 root 1.8
1414     /* should only be applying this item, not unapplying it.
1415     * also, ignore status of curse so they can take off old armour.
1416     * monsters have some advantages after all.
1417     */
1418     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1419 elmex 1.1 }
1420    
1421 root 1.8 void
1422     npc_call_help (object *op)
1423     {
1424 root 1.65 unordered_mapwalk (op, -7, -7, 7, 7)
1425     {
1426     mapspace &ms = m->at (nx, ny);
1427    
1428     /* If nothing alive on this space, no need to search the space. */
1429     if (!(ms.flags () & P_IS_ALIVE))
1430     continue;
1431 root 1.8
1432 root 1.65 for (object *npc = ms.bot; npc; npc = npc->above)
1433     if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1434     npc->enemy = op->enemy;
1435     }
1436 elmex 1.1 }
1437    
1438 root 1.8 int
1439 root 1.65 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1440 root 1.8 {
1441     if (can_hit (part, enemy, rv))
1442     return dir;
1443 root 1.47
1444 root 1.8 if (rv->distance < 10)
1445     return absdir (dir + 4);
1446     else if (rv->distance > 18)
1447     return dir;
1448 root 1.27
1449 root 1.8 return 0;
1450 elmex 1.1 }
1451    
1452 root 1.8 int
1453 root 1.65 run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1454 root 1.8 {
1455 root 1.65 if (can_hit (part, enemy, rv))
1456     return dir;
1457     else
1458     return absdir (dir + 4);
1459 elmex 1.1 }
1460    
1461 root 1.8 int
1462     hitrun_att (int dir, object *ob, object *enemy)
1463     {
1464     if (ob->move_status++ < 25)
1465     return dir;
1466     else if (ob->move_status < 50)
1467     return absdir (dir + 4);
1468     else
1469     ob->move_status = 0;
1470 root 1.27
1471 root 1.8 return absdir (dir + 4);
1472 elmex 1.1 }
1473    
1474 root 1.8 int
1475     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1476     {
1477     int inrange = can_hit (part, enemy, rv);
1478 elmex 1.1
1479 root 1.8 if (ob->move_status || inrange)
1480     ob->move_status++;
1481 elmex 1.1
1482 root 1.8 if (ob->move_status == 0)
1483 elmex 1.1 return 0;
1484 root 1.8 else if (ob->move_status < 10)
1485     return dir;
1486     else if (ob->move_status < 15)
1487     return absdir (dir + 4);
1488 root 1.27
1489 root 1.8 ob->move_status = 0;
1490     return 0;
1491 elmex 1.1 }
1492    
1493 root 1.8 int
1494     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1495     {
1496     /* The logic below here looked plain wrong before. Basically, what should
1497     * happen is that if the creatures hp percentage falls below run_away,
1498     * the creature should run away (dir+4)
1499     * I think its wrong for a creature to have a zero maxhp value, but
1500     * at least one map has this set, and whatever the map contains, the
1501     * server should try to be resilant enough to avoid the problem
1502     */
1503 root 1.67 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1504 root 1.8 return absdir (dir + 4);
1505 root 1.27
1506 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1507 elmex 1.1 }
1508    
1509 root 1.8 int
1510     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1511     {
1512     if (rv->distance < 9)
1513     return absdir (dir + 4);
1514 root 1.27
1515 root 1.8 return 0;
1516 elmex 1.1 }
1517    
1518 root 1.8 void
1519     circ1_move (object *ob)
1520     {
1521     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1522 root 1.27
1523 root 1.8 if (++ob->move_status > 11)
1524 elmex 1.1 ob->move_status = 0;
1525 root 1.27
1526 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1527 root 1.27 move_object (ob, rndm (8) + 1);
1528 elmex 1.1 }
1529    
1530 root 1.8 void
1531     circ2_move (object *ob)
1532     {
1533     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1534 root 1.27
1535 root 1.8 if (++ob->move_status > 19)
1536 elmex 1.1 ob->move_status = 0;
1537 root 1.27
1538 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1539 root 1.27 move_object (ob, rndm (8) + 1);
1540 elmex 1.1 }
1541    
1542 root 1.8 void
1543     pace_movev (object *ob)
1544     {
1545 elmex 1.1 if (ob->move_status++ > 6)
1546     ob->move_status = 0;
1547 root 1.27
1548 elmex 1.1 if (ob->move_status < 4)
1549 root 1.27 move_object (ob, 5);
1550 elmex 1.1 else
1551 root 1.27 move_object (ob, 1);
1552 elmex 1.1 }
1553    
1554 root 1.8 void
1555     pace_moveh (object *ob)
1556     {
1557 elmex 1.1 if (ob->move_status++ > 6)
1558     ob->move_status = 0;
1559 root 1.27
1560 elmex 1.1 if (ob->move_status < 4)
1561 root 1.27 move_object (ob, 3);
1562 elmex 1.1 else
1563 root 1.27 move_object (ob, 7);
1564 elmex 1.1 }
1565    
1566 root 1.8 void
1567     pace2_movev (object *ob)
1568     {
1569     if (ob->move_status++ > 16)
1570 elmex 1.1 ob->move_status = 0;
1571 root 1.27
1572 root 1.8 if (ob->move_status < 6)
1573 root 1.27 move_object (ob, 5);
1574 elmex 1.1 else if (ob->move_status < 8)
1575     return;
1576 root 1.8 else if (ob->move_status < 13)
1577 root 1.27 move_object (ob, 1);
1578 root 1.8 else
1579     return;
1580     }
1581 elmex 1.1
1582 root 1.8 void
1583     pace2_moveh (object *ob)
1584     {
1585     if (ob->move_status++ > 16)
1586 elmex 1.1 ob->move_status = 0;
1587 root 1.27
1588 root 1.8 if (ob->move_status < 6)
1589 root 1.27 move_object (ob, 3);
1590 elmex 1.1 else if (ob->move_status < 8)
1591     return;
1592 root 1.8 else if (ob->move_status < 13)
1593 root 1.27 move_object (ob, 7);
1594 root 1.8 else
1595     return;
1596     }
1597 elmex 1.1
1598 root 1.8 void
1599     rand_move (object *ob)
1600     {
1601 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1602 root 1.47 for (int i = 0; i < 5; i++)
1603 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1604 elmex 1.1 return;
1605     }
1606    
1607 root 1.8 void
1608 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1609 root 1.8 {
1610 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1611     if (tmp->type == EARTHWALL)
1612     {
1613     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1614     return;
1615     }
1616 elmex 1.1 }
1617    
1618 root 1.8 void
1619 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1620 root 1.8 {
1621 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1622     if (tmp->type == DOOR)
1623     {
1624     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1625     return;
1626     }
1627 elmex 1.1 }
1628    
1629     /* find_mon_throw_ob() - modeled on find_throw_ob
1630     * This is probably overly simplistic as it is now - We want
1631     * monsters to throw things like chairs and other pieces of
1632     * furniture, even if they are not good throwable objects.
1633     * Probably better to have the monster throw a throwable object
1634     * first, then throw any non equipped weapon.
1635     */
1636 root 1.8 object *
1637     find_mon_throw_ob (object *op)
1638     {
1639     object *tmp = NULL;
1640 elmex 1.1
1641 root 1.8 if (op->head)
1642     tmp = op->head;
1643     else
1644     tmp = op;
1645 elmex 1.1
1646 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1647     * marked item and throw it to the enemy.
1648     */
1649     for (tmp = op->inv; tmp; tmp = tmp->below)
1650     {
1651     /* Can't throw invisible objects or items that are applied */
1652     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1653     continue;
1654    
1655     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1656     break;
1657 elmex 1.1
1658     }
1659    
1660     #ifdef DEBUG_THROW
1661 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1662 elmex 1.1 #endif
1663    
1664 root 1.8 return tmp;
1665 elmex 1.1 }
1666    
1667     /* determine if we can 'detect' the enemy. Check for walls blocking the
1668     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1669     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1670     * modified by MSW to use the get_rangevector so that map tiling works
1671     * properly. I also so odd code in place that checked for x distance
1672     * OR y distance being within some range - that seemed wrong - both should
1673     * be within the valid range. MSW 2001-08-05
1674     * Returns 0 if enemy can not be detected, 1 if it is detected
1675     */
1676 root 1.8 int
1677     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1678     {
1679     /* null detection for any of these condtions always */
1680     if (!op || !enemy || !op->map || !enemy->map)
1681     return 0;
1682 elmex 1.1
1683 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1684     if (!on_same_map (op, enemy))
1685     return 0;
1686 elmex 1.1
1687 root 1.8 get_rangevector (op, enemy, rv, 0);
1688 elmex 1.1
1689 root 1.8 /* Monsters always ignore the DM */
1690 root 1.58 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1691 root 1.8 return 0;
1692 elmex 1.1
1693 root 1.8 /* simple check. Should probably put some range checks in here. */
1694     if (can_see_enemy (op, enemy))
1695     return 1;
1696 elmex 1.1
1697 root 1.8 /* The rest of this is for monsters. Players are on their own for
1698     * finding enemies!
1699     */
1700 root 1.58 if (op->is_player ())
1701 root 1.8 return 0;
1702 elmex 1.1
1703 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1704 root 1.58 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1705 root 1.8 */
1706     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1707     return 0;
1708 elmex 1.1
1709 root 1.58 int radius = MIN_MON_RADIUS;
1710    
1711 root 1.8 /* use this for invis also */
1712 root 1.58 int hide_discovery = op->stats.Int / 5;
1713 elmex 1.1
1714 root 1.8 /* Determine Detection radii */
1715 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1716 root 1.58 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1717 root 1.8 else
1718     { /* a level/INT/Dex adjustment for hiding */
1719 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1720 root 1.8
1721 root 1.52 if (enemy->is_player ())
1722 root 1.8 {
1723 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1724 root 1.8 bonus -= sk_hide->level;
1725     else
1726     {
1727     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1728     make_visible (enemy);
1729     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1730 root 1.4 }
1731     }
1732 root 1.8 else /* enemy is not a player */
1733     bonus -= enemy->level;
1734    
1735     radius += bonus / 5;
1736     hide_discovery += bonus * 5;
1737     } /* else creature has modifiers for hiding */
1738    
1739     /* Radii stealth adjustment. Only if you are stealthy
1740     * will you be able to sneak up closer to creatures */
1741     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1742 root 1.37 {
1743     radius /= 2;
1744     hide_discovery /= 3;
1745     }
1746 root 1.8
1747     /* Radii adjustment for enemy standing in the dark */
1748 root 1.58 if (!stand_in_light (enemy))
1749 root 1.8 {
1750     /* on dark maps body heat can help indicate location with infravision
1751     * undead don't have body heat, so no benefit detecting them.
1752     */
1753     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1754 root 1.51 radius += op->map->darklevel () / 2;
1755 root 1.8 else
1756 root 1.51 radius -= op->map->darklevel () / 2;
1757 root 1.8
1758     /* op next to a monster (and not in complete darkness)
1759     * the monster should have a chance to see you.
1760     */
1761 root 1.58 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1762 root 1.8 radius = MIN_MON_RADIUS;
1763     } /* if on dark map */
1764 elmex 1.1
1765 root 1.8 /* Lets not worry about monsters that have incredible detection
1766     * radii, we only need to worry here about things the player can
1767     * (potentially) see. This is 13, as that is the maximum size the player
1768     * may have for their map - in that way, creatures at the edge will
1769     * do something. Note that the distance field in the
1770     * vector is real distance, so in theory this should be 18 to
1771     * find that.
1772     */
1773 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1774     // we use 25, lets see if we have the cpu time for it
1775     radius = min (25, radius);
1776 root 1.8
1777     /* Enemy in range! Now test for detection */
1778 root 1.38 if (rv->distance <= radius)
1779 root 1.8 {
1780     /* ah, we are within range, detected? take cases */
1781     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1782     return 1;
1783 root 1.4
1784 root 1.8 /* hidden or low-quality invisible */
1785 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1786 root 1.8 {
1787     make_visible (enemy);
1788 root 1.37
1789 root 1.8 /* inform players of new status */
1790     if (enemy->type == PLAYER && player_can_view (enemy, op))
1791     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1792 root 1.37
1793 root 1.8 return 1; /* detected enemy */
1794     }
1795     else if (enemy->invisible)
1796     {
1797     /* Change this around - instead of negating the invisible, just
1798 root 1.37 * return true so that the monster that managed to detect you can
1799     * do something to you. Decreasing the duration of invisible
1800 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1801 root 1.37 * can then basically negate the spell. The spell isn't negated -
1802 root 1.8 * they just know where you are!
1803     */
1804 root 1.37 if (rndm (50) <= hide_discovery)
1805 root 1.8 {
1806     if (enemy->type == PLAYER)
1807 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1808    
1809 root 1.8 return 1;
1810 root 1.4 }
1811     }
1812 root 1.8 } /* within range */
1813 elmex 1.1
1814 root 1.8 /* Wasn't detected above, so still hidden */
1815     return 0;
1816 elmex 1.1 }
1817    
1818     /* determine if op stands in a lighted square. This is not a very
1819 root 1.59 * intelligent algorithm. For one thing, we ignore los here, SO it
1820 elmex 1.1 * is possible for a bright light to illuminate a player on the
1821     * other side of a wall (!).
1822     */
1823 root 1.8 int
1824     stand_in_light (object *op)
1825     {
1826 root 1.49 if (op)
1827     {
1828 root 1.58 if (!op->is_on_map ())
1829     return 0;
1830    
1831     if (op->map->darklevel () <= 0)
1832     return 1;
1833    
1834 root 1.49 if (op->glow_radius > 0)
1835     return 1;
1836 elmex 1.1
1837 root 1.49 if (op->map)
1838     unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1839     {
1840     /* Check the spaces with the max light radius to see if any of them
1841     * have lights, and if any of them light the player enough, then return 1.
1842     */
1843     int light = m->at (nx, ny).light;
1844    
1845     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1846     return 1;
1847     }
1848 elmex 1.1 }
1849 root 1.27
1850 root 1.8 return 0;
1851 elmex 1.1 }
1852    
1853     /* assuming no walls/barriers, lets check to see if its *possible*
1854     * to see an enemy. Note, "detection" is different from "seeing".
1855     * See can_detect_enemy() for more details. -b.t.
1856     * return 0 if can't be seen, 1 if can be
1857     */
1858 root 1.8 int
1859     can_see_enemy (object *op, object *enemy)
1860     {
1861     object *looker = op->head ? op->head : op;
1862    
1863     /* safety */
1864     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1865     return 0;
1866 elmex 1.1
1867 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1868     * see through walls). Should we change the code elsewhere to make you
1869     * blind even if you can xray?
1870     */
1871     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1872     return 0;
1873    
1874     /* checking for invisible things */
1875     if (enemy->invisible)
1876     {
1877     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1878     * However,if you carry any source of light, then the hidden
1879     * creature is seeable (and stupid) */
1880 elmex 1.1
1881 root 1.63 if (enemy->has_carried_lights ())
1882 root 1.8 {
1883 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1884 root 1.8 {
1885     make_visible (enemy);
1886     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1887 root 1.4 }
1888 root 1.39
1889 root 1.8 return 1;
1890     }
1891 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1892 root 1.8 return 0;
1893 root 1.4
1894 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1895 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1896     * and making it a conditional makes the code pretty ugly.
1897     */
1898     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1899 root 1.39 if (makes_invisible_to (enemy, looker))
1900     return 0;
1901 root 1.8 }
1902 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1903 root 1.8 if (player_can_view (looker, enemy))
1904     return 1;
1905 elmex 1.1
1906     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1907     * unless they carry a light or stand in light. Darkness doesnt
1908     * inhibit the undead per se (but we should give their archs
1909     * CAN_SEE_IN_DARK, this is just a safety
1910     * we care about the enemy maps status, not the looker.
1911     * only relevant for tiled maps, but it is possible that the
1912     * enemy is on a bright map and the looker on a dark - in that
1913     * case, the looker can still see the enemy
1914     */
1915 root 1.58 if (!stand_in_light (enemy)
1916 root 1.8 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1917 elmex 1.1 return 0;
1918    
1919     return 1;
1920     }
1921 root 1.40