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/cvs/deliantra/server/server/monster.C
Revision: 1.8
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +1388 -1199 lines
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File Contents

# User Rev Content
1 root 1.8
2 elmex 1.1 /*
3     * static char *rcsid_monster_c =
4 root 1.8 * "$Id: monster.C,v 1.7 2006-09-07 10:01:58 pippijn Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31     #ifndef __CEXTRACT__
32 root 1.8 # include <sproto.h>
33     # include <spells.h>
34     # include <skills.h>
35 elmex 1.1 #endif
36    
37    
38 root 1.8 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
39 elmex 1.1
40    
41     /* checks npc->enemy and returns that enemy if still valid,
42     * NULL otherwise.
43     * this is map tile aware.
44     * If this returns an enemy, the range vector rv should also be
45     * set to sane values.
46     */
47 root 1.8 object *
48     check_enemy (object *npc, rv_vector * rv)
49     {
50    
51     /* if this is pet, let him attack the same enemy as his owner
52     * TODO: when there is no ower enemy, try to find a target,
53     * which CAN attack the owner. */
54     if ((npc->attack_movement & HI4) == PETMOVE)
55     {
56     if (npc->owner == NULL)
57     npc->enemy = NULL;
58     else if (npc->enemy == NULL)
59     npc->enemy = npc->owner->enemy;
60     }
61    
62     /* periodically, a monster mayu change its target. Also, if the object
63     * has been destroyed, etc, clear the enemy.
64     * TODO: this should be changed, because it invokes to attack forced or
65     * attacked monsters to leave the attacker alone, before it is destroyed
66     */
67     /* i had removed the random target leave, this invokes problems with friendly
68     * objects, getting attacked and defending herself - they don't try to attack
69     * again then but perhaps get attack on and on
70     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
71     * too. */
72 elmex 1.1
73 root 1.8 if (npc->enemy)
74 elmex 1.1 {
75 root 1.8 /* I broke these if's apart to better be able to see what
76     * the grouping checks are. Code is the same.
77     */
78     if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
79     QUERY_FLAG (npc->enemy, FLAG_FREED) ||
80     !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
81     npc->enemy = NULL;
82    
83     else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
84     && !(should_arena_attack (npc, npc->owner, npc->enemy)))
85     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
86     || npc->enemy == npc->owner))
87     npc->enemy = NULL;
88    
89    
90     else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
91     npc->enemy = NULL;
92    
93     /* I've noticed that pets could sometimes get an arrow as the
94     * target enemy - this code below makes sure the enemy is something
95     * that should be attacked. My guess is that the arrow hits
96     * the creature/owner, and so the creature then takes that
97     * as the enemy to attack.
98     */
99     else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
100     !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
101     npc->enemy = NULL;
102 elmex 1.1
103     }
104 root 1.8 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
105 elmex 1.1 }
106    
107     /* Returns the nearest living creature (monster or generator).
108     * Modified to deal with tiled maps properly.
109     * Also fixed logic so that monsters in the lower directions were more
110     * likely to be skipped - instead of just skipping the 'start' number
111     * of direction, revisit them after looking at all the other spaces.
112     *
113     * Note that being this may skip some number of spaces, it will
114     * not necessarily find the nearest living creature - it basically
115     * chooses one from within a 3 space radius, and since it skips
116     * the first few directions, it could very well choose something
117     * 3 spaces away even though something directly north is closer.
118     *
119     * this function is map tile aware.
120     */
121 root 1.8 object *
122     find_nearest_living_creature (object *npc)
123     {
124     int i, mflags;
125     sint16 nx, ny;
126     mapstruct *m;
127     object *tmp;
128     int search_arr[SIZEOFFREE];
129    
130     get_search_arr (search_arr);
131     for (i = 0; i < SIZEOFFREE; i++)
132     {
133     /* modified to implement smart searching using search_arr
134     * guidance array to determine direction of search order
135     */
136     nx = npc->x + freearr_x[search_arr[i]];
137     ny = npc->y + freearr_y[search_arr[i]];
138     m = npc->map;
139    
140     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
141     if (mflags & P_OUT_OF_MAP)
142     continue;
143    
144     if (mflags & P_IS_ALIVE)
145     {
146     tmp = get_map_ob (m, nx, ny);
147     while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER)
148     tmp = tmp->above;
149    
150     if (!tmp)
151     {
152     LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
153     m->path, nx, ny);
154 root 1.4 }
155 root 1.8 else
156     {
157     if (can_see_monsterP (m, nx, ny, i))
158     return tmp;
159 root 1.4 }
160 root 1.8 } /* is something living on this space */
161 elmex 1.1 }
162 root 1.8 return NULL; /* nothing found */
163 elmex 1.1 }
164    
165    
166     /* Tries to find an enmy for npc. We pass the range vector since
167     * our caller will find the information useful.
168     * Currently, only move_monster calls this function.
169     * Fix function so that we always make calls to get_rangevector
170     * if we have a valid target - function as not doing so in
171     * many cases.
172     */
173    
174 root 1.8 object *
175     find_enemy (object *npc, rv_vector * rv)
176 elmex 1.1 {
177 root 1.8 object *attacker, *tmp = NULL;
178    
179     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
180     npc->attacked_by = NULL; /* always clear the attacker entry */
181 elmex 1.1
182 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
183     if (QUERY_FLAG (npc, FLAG_BERSERK))
184     {
185     tmp = find_nearest_living_creature (npc);
186     if (tmp)
187     get_rangevector (npc, tmp, rv, 0);
188     return tmp;
189     }
190    
191     /* Here is the main enemy selection.
192     * We want this: if there is an enemy, attack him until its not possible or
193     * one of both is dead.
194     * If we have no enemy and we are...
195     * a monster: try to find a player, a pet or a friendly monster
196     * a friendly: only target a monster which is targeting you first or targeting a player
197     * a neutral: fight a attacker (but there should be none), then do nothing
198     * a pet: attack player enemy or a monster
199     */
200    
201     /* pet move */
202     if ((npc->attack_movement & HI4) == PETMOVE)
203     {
204     tmp = get_pet_enemy (npc, rv);
205     if (tmp)
206     get_rangevector (npc, tmp, rv, 0);
207     return tmp;
208     }
209 elmex 1.1
210 root 1.8 /* we check our old enemy. */
211     if ((tmp = check_enemy (npc, rv)) == NULL)
212 elmex 1.1 {
213 root 1.8 if (attacker) /* if we have an attacker, check him */
214 elmex 1.1 {
215 root 1.8 /* we want be sure this is the right one! */
216     if (attacker->count == npc->attacked_by_count)
217 elmex 1.1 {
218 root 1.8 /* TODO: thats not finished */
219     /* we don't want a fight evil vs evil or good against non evil */
220 elmex 1.1
221 root 1.8 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
222     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
223     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
224     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
225     else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
226 elmex 1.1 {
227 root 1.8 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
228     npc->enemy = attacker;
229     return attacker; /* yes, we face our attacker! */
230 elmex 1.1 }
231     }
232     }
233 root 1.8
234     /* we have no legal enemy or attacker, so we try to target a new one */
235     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
236 elmex 1.1 {
237 root 1.8 npc->enemy = get_nearest_player (npc);
238     if (npc->enemy)
239     tmp = check_enemy (npc, rv);
240 elmex 1.1 }
241 root 1.8
242 elmex 1.1 }
243    
244 root 1.8 return tmp;
245 elmex 1.1 }
246    
247     /* Sees if this monster should wake up.
248     * Currently, this is only called from move_monster, and
249     * if enemy is set, then so should be rv.
250     * returns 1 if the monster should wake up, 0 otherwise.
251     */
252    
253 root 1.8 int
254     check_wakeup (object *op, object *enemy, rv_vector * rv)
255     {
256     int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
257 elmex 1.1
258 root 1.8 /* Trim work - if no enemy, no need to do anything below */
259     if (!enemy)
260     return 0;
261    
262     /* blinded monsters can only find nearby objects to attack */
263     if (QUERY_FLAG (op, FLAG_BLIND))
264     radius = MIN_MON_RADIUS;
265    
266     /* This covers the situation where the monster is in the dark
267     * and has an enemy. If the enemy has no carried light (or isnt
268     * glowing!) then the monster has trouble finding the enemy.
269     * Remember we already checked to see if the monster can see in
270     * the dark. */
271    
272     else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
273     !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
274     {
275     int dark = radius / (op->map->darkness);
276 elmex 1.1
277 root 1.8 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
278     }
279     else if (!QUERY_FLAG (op, FLAG_SLEEP))
280     return 1;
281 elmex 1.1
282 root 1.8 /* enemy should already be on this map, so don't really need to check
283     * for that.
284     */
285     if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
286     {
287     CLEAR_FLAG (op, FLAG_SLEEP);
288     return 1;
289 elmex 1.1 }
290 root 1.8 return 0;
291 elmex 1.1 }
292    
293 root 1.8 int
294     move_randomly (object *op)
295     {
296     int i;
297 elmex 1.1
298 root 1.8 /* Give up to 15 chances for a monster to move randomly */
299     for (i = 0; i < 15; i++)
300     {
301     if (move_object (op, RANDOM () % 8 + 1))
302     return 1;
303 elmex 1.1 }
304 root 1.8 return 0;
305 elmex 1.1 }
306    
307     /*
308     * Move-monster returns 1 if the object has been freed, otherwise 0.
309     */
310    
311 root 1.8 int
312     move_monster (object *op)
313     {
314     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
315     object *owner, *enemy, *part, *oph = op;
316     rv_vector rv;
317    
318     /* Monsters not on maps don't do anything. These monsters are things
319     * Like royal guards in city dwellers inventories.
320     */
321     if (!op->map)
322     return 0;
323    
324     /* for target facing, we copy this value here for fast access */
325     if (oph->head) /* force update the head - one arch one pic */
326     oph = oph->head;
327    
328     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
329     enemy = op->enemy = NULL;
330     else if ((enemy = find_enemy (op, &rv)))
331     {
332     /* we have an enemy, just tell him we want him dead */
333     enemy->attacked_by = op; /* our ptr */
334     enemy->attacked_by_count = op->count; /* our tag */
335     }
336    
337     /* generate hp, if applicable */
338     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
339     {
340    
341     /* last heal is in funny units. Dividing by speed puts
342     * the regeneration rate on a basis of time instead of
343     * #moves the monster makes. The scaling by 8 is
344     * to capture 8th's of a hp fraction regens
345     *
346     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
347     * overflow might produce monsters with negative hp.
348     */
349    
350     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
351     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
352     op->last_heal %= 32;
353    
354     /* So if the monster has gained enough HP that they are no longer afraid */
355     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
356     CLEAR_FLAG (op, FLAG_RUN_AWAY);
357    
358     if (op->stats.hp > op->stats.maxhp)
359     op->stats.hp = op->stats.maxhp;
360     }
361 root 1.4
362 root 1.8 /* generate sp, if applicable */
363     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
364     {
365 root 1.4
366 root 1.8 /* last_sp is in funny units. Dividing by speed puts
367     * the regeneration rate on a basis of time instead of
368     * #moves the monster makes. The scaling by 8 is
369     * to capture 8th's of a sp fraction regens
370     *
371     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
372     * overflow might produce monsters with negative sp.
373     */
374    
375     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
376     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
377     op->last_sp %= 128;
378 elmex 1.1 }
379    
380 root 1.8 /* this should probably get modified by many more values.
381     * (eg, creatures resistance to fear, level, etc. )
382     */
383     if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
384     {
385     CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
386 elmex 1.1 }
387    
388 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
389     return QUERY_FLAG (op, FLAG_FREED);
390 elmex 1.1
391 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
392     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
393     {
394     if (!check_wakeup (op, enemy, &rv))
395     return 0;
396 root 1.2 }
397    
398 root 1.8 /* check if monster pops out of hidden spot */
399     if (op->hide)
400     do_hidden_move (op);
401 root 1.2
402 root 1.8 if (op->pick_up)
403     monster_check_pickup (op);
404 root 1.2
405 root 1.8 if (op->will_apply)
406     monster_apply_below (op); /* Check for items to apply below */
407 root 1.2
408 root 1.8 /* If we don't have an enemy, do special movement or the like */
409     if (!enemy)
410     {
411     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
412     {
413     remove_ob (op);
414     free_object (op);
415     return 1;
416 root 1.4 }
417 elmex 1.1
418 root 1.8 /* Probably really a bug for a creature to have both
419     * stand still and a movement type set.
420     */
421     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
422     {
423     if (op->attack_movement & HI4)
424 elmex 1.1 {
425 root 1.8 switch (op->attack_movement & HI4)
426     {
427 root 1.4 case (PETMOVE):
428 root 1.8 pet_move (op);
429     break;
430 root 1.4
431     case (CIRCLE1):
432 root 1.8 circ1_move (op);
433     break;
434 root 1.4
435     case (CIRCLE2):
436 root 1.8 circ2_move (op);
437     break;
438 root 1.4
439     case (PACEV):
440 root 1.8 pace_movev (op);
441     break;
442 root 1.4
443     case (PACEH):
444 root 1.8 pace_moveh (op);
445     break;
446 root 1.4
447     case (PACEV2):
448 root 1.8 pace2_movev (op);
449     break;
450 root 1.4
451     case (PACEH2):
452 root 1.8 pace2_moveh (op);
453     break;
454 root 1.4
455     case (RANDO):
456 root 1.8 rand_move (op);
457     break;
458 root 1.4
459     case (RANDO2):
460 root 1.8 move_randomly (op);
461     break;
462 root 1.4 }
463 root 1.8 return 0;
464     }
465     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
466     (void) move_randomly (op);
467    
468     } /* stand still */
469     return 0;
470     } /* no enemy */
471    
472     /* We have an enemy. Block immediately below is for pets */
473     if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner))
474     return follow_owner (op, owner);
475    
476     /* doppleganger code to change monster facing to that of the nearest
477     * player. Hmm. The code is here, but no monster in the current
478     * arch set uses it.
479     */
480     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
481     {
482     op->face = enemy->face;
483     op->name = enemy->name;
484     }
485    
486     /* Calculate range information for closest body part - this
487     * is used for the 'skill' code, which isn't that smart when
488     * it comes to figuring it out - otherwise, giants throw boulders
489     * into themselves.
490     */
491     get_rangevector (op, enemy, &rv, 0);
492    
493     /* Move the check for scared up here - if the monster was scared,
494     * we were not doing any of the logic below, so might as well save
495     * a few cpu cycles.
496     */
497     if (!QUERY_FLAG (op, FLAG_SCARED))
498     {
499     rv_vector rv1;
500    
501     /* now we test every part of an object .... this is a real ugly piece of code */
502     for (part = op; part != NULL; part = part->more)
503     {
504     get_rangevector (part, enemy, &rv1, 0x1);
505     dir = rv1.direction;
506    
507     /* hm, not sure about this part - in original was a scared flag here too
508     * but that we test above... so can be old code here
509     */
510     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
511     dir = absdir (dir + 4);
512     if (QUERY_FLAG (op, FLAG_CONFUSED))
513     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
514    
515     if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
516     {
517     if (monster_cast_spell (op, part, enemy, dir, &rv1))
518 root 1.4 return 0;
519     }
520 elmex 1.1
521 root 1.8 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
522     {
523     if (monster_use_scroll (op, part, enemy, dir, &rv1))
524     return 0;
525     }
526 elmex 1.1
527 root 1.8 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
528     {
529     if (monster_use_range (op, part, enemy, dir))
530     return 0;
531     }
532     if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
533     {
534     if (monster_use_skill (op, rv.part, enemy, rv.direction))
535     return 0;
536     }
537     if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
538     {
539     if (monster_use_bow (op, part, enemy, dir))
540     return 0;
541     }
542     } /* for processing of all parts */
543     } /* If not scared */
544 root 1.4
545 elmex 1.1
546 root 1.8 part = rv.part;
547     dir = rv.direction;
548 elmex 1.1
549 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
550     dir = absdir (dir + 4);
551 elmex 1.1
552 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
553     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
554 elmex 1.1
555 root 1.8 pre_att_dir = dir; /* remember the original direction */
556 elmex 1.1
557 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
558     {
559     switch (op->attack_movement & LO4)
560     {
561 root 1.4 case DISTATT:
562 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
563     break;
564 root 1.4
565     case RUNATT:
566 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
567     break;
568 root 1.4
569     case HITRUN:
570 root 1.8 dir = hitrun_att (dir, op, enemy);
571     break;
572 root 1.4
573     case WAITATT:
574 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
575     break;
576 root 1.4
577 root 1.8 case RUSH: /* default - monster normally moves towards player */
578 root 1.4 case ALLRUN:
579 root 1.8 break;
580 root 1.4
581     case DISTHIT:
582 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
583     break;
584 root 1.4
585     case WAIT2:
586 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
587     break;
588 root 1.4
589     default:
590 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
591 root 1.4 }
592 elmex 1.1 }
593    
594 root 1.8 if (!dir)
595     return 0;
596    
597     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
598     {
599     if (move_object (op, dir)) /* Can the monster move directly toward player? */
600     {
601     /* elmex: Turn our monster after it moved if it has DISTATT attack */
602     if ((op->attack_movement & LO4) == DISTATT)
603     op->direction = pre_att_dir;
604 elmex 1.1
605 root 1.8 return 0;
606     }
607    
608     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
609     {
610 elmex 1.1
611 root 1.8 /* Try move around corners if !close */
612     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
613 elmex 1.1
614 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
615     {
616     /* try different detours */
617     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
618 elmex 1.1
619 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
620 root 1.4 return 0;
621     }
622     }
623 root 1.8 } /* if monster is not standing still */
624 elmex 1.1
625 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
626     if ((op->attack_movement & LO4) == DISTATT)
627     op->direction = pre_att_dir;
628    
629     /*
630     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
631     * direction if they can't move away.
632     */
633     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
634     if (move_randomly (op))
635     return 0;
636    
637     /*
638     * Try giving the monster a new enemy - the player that is closest
639     * to it. In this way, it won't just keep trying to get to a target
640     * that is inaccessible.
641     * This could be more clever - it should go through a list of several
642     * enemies, as it is now, you could perhaps get situations where there
643     * are two players flanking the monster at close distance, but which
644     * the monster can't get to, and a third one at a far distance that
645     * the monster could get to - as it is, the monster won't look at that
646     * third one.
647     */
648     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
649     {
650     object *nearest_player = get_nearest_player (op);
651 elmex 1.1
652 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
653     {
654     op->enemy = NULL;
655     enemy = nearest_player;
656 root 1.4 }
657 elmex 1.1 }
658    
659 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
660     {
661     /* The adjustement to wc that was here before looked totally bogus -
662     * since wc can in fact get negative, that would mean by adding
663     * the current wc, the creature gets better? Instead, just
664     * add a fixed amount - nasty creatures that are runny away should
665     * still be pretty nasty.
666     */
667     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
668 elmex 1.1 {
669 root 1.8 part->stats.wc += 10;
670     (void) skill_attack (enemy, part, 0, NULL, NULL);
671     part->stats.wc -= 10;
672     }
673     else
674     (void) skill_attack (enemy, part, 0, NULL, NULL);
675     } /* if monster is in attack range */
676 elmex 1.1
677 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
678     return 1;
679 elmex 1.1
680 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
681 elmex 1.1 {
682 root 1.8 remove_ob (op);
683     free_object (op);
684     return 1;
685 elmex 1.1 }
686 root 1.8 return 0;
687 elmex 1.1 }
688 root 1.5
689 root 1.8 int
690     can_hit (object *ob1, object *ob2, rv_vector * rv)
691     {
692     object *more;
693     rv_vector rv1;
694 elmex 1.1
695 root 1.8 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
696     return 0;
697 elmex 1.1
698 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
699     return 1;
700 elmex 1.1
701 root 1.8 /* check all the parts of ob2 - just because we can't get to
702     * its head doesn't mean we don't want to pound its feet
703     */
704     for (more = ob2->more; more != NULL; more = more->more)
705     {
706     get_rangevector (ob1, more, &rv1, 0);
707     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
708     return 1;
709 elmex 1.1 }
710 root 1.8 return 0;
711 elmex 1.1
712     }
713    
714     /* Returns 1 is monster should cast spell sp at an enemy
715     * Returns 0 if the monster should not cast this spell.
716     *
717     * Note that this function does not check to see if the monster can
718     * in fact cast the spell (sp dependencies and what not.) That is because
719     * this function is also sued to see if the monster should use spell items
720     * (rod/horn/wand/scroll).
721     * Note that there are certainly other offensive spells that could be
722     * included, but I decided to leave out the spells that may kill more
723     * monsters than players (eg, disease).
724     *
725     * This could be a lot smarter - if there are few monsters around,
726     * then disease might not be as bad. Likewise, if the monster is damaged,
727     * the right type of healing spell could be useful.
728     */
729    
730 root 1.8 static int
731     monster_should_cast_spell (object *monster, object *spell_ob)
732 elmex 1.1 {
733 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
734     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
735     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
736     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
737     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
738     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
739 elmex 1.1
740 root 1.8 return 1;
741 elmex 1.1
742 root 1.8 return 0;
743 elmex 1.1 }
744    
745    
746     #define MAX_KNOWN_SPELLS 20
747    
748     /* Returns a randomly selected spell. This logic is still
749     * less than ideal. This code also only seems to deal with
750     * wizard spells, as the check is against sp, and not grace.
751     * can mosnters know cleric spells?
752     */
753 root 1.8 object *
754     monster_choose_random_spell (object *monster)
755     {
756     object *altern[MAX_KNOWN_SPELLS];
757     object *tmp;
758     int i = 0;
759    
760     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
761     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
762     {
763     /* Check and see if it's actually a useful spell.
764     * If its a spellbook, the spell is actually the inventory item.
765     * if it is a spell, then it is just the object itself.
766     */
767     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
768     {
769     altern[i++] = tmp;
770     if (i == MAX_KNOWN_SPELLS)
771     break;
772     }
773     }
774     if (!i)
775     return NULL;
776     return altern[RANDOM () % i];
777 elmex 1.1 }
778    
779     /* This checks to see if the monster should cast a spell/ability.
780     * it returns true if the monster casts a spell, 0 if he doesn't.
781     * head is the head of the monster.
782     * part is the part of the monster we are checking against.
783     * pl is the target.
784     * dir is the direction to case.
785     * rv is the vector which describes where the enemy is.
786     */
787    
788 root 1.8 int
789     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
790     {
791     object *spell_item;
792     object *owner;
793     rv_vector rv1;
794    
795     /* If you want monsters to cast spells over friends, this spell should
796     * be removed. It probably should be in most cases, since monsters still
797     * don't care about residual effects (ie, casting a cone which may have a
798     * clear path to the player, the side aspects of the code will still hit
799     * other monsters)
800     */
801     if (!(dir = path_to_player (part, pl, 0)))
802     return 0;
803    
804     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
805     {
806     get_rangevector (head, owner, &rv1, 0x1);
807     if (dirdiff (dir, rv1.direction) < 2)
808     {
809     return 0; /* Might hit owner with spell */
810 root 1.4 }
811 elmex 1.1 }
812    
813 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
814     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
815    
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 1.8 if (spell_item->type == SPELLBOOK)
829     {
830     if (!spell_item->inv)
831     {
832     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
833     return 0;
834 root 1.4 }
835 root 1.8 spell_item = spell_item->inv;
836 root 1.4 }
837 elmex 1.1 }
838 root 1.8 else
839     spell_item = head->spellitem;
840 elmex 1.1
841 root 1.8 if (!spell_item)
842     return 0;
843 elmex 1.1
844 root 1.8 /* Best guess this is a defensive/healing spell */
845     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
846     dir = 0;
847    
848     /* Monster doesn't have enough spell-points */
849     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
850     return 0;
851    
852     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
853     return 0;
854 elmex 1.1
855 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
856     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
857 elmex 1.1
858 root 1.8 /* set this to null, so next time monster will choose something different */
859     head->spellitem = NULL;
860 elmex 1.1
861 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
862 elmex 1.1 }
863    
864    
865 root 1.8 int
866     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
867     {
868     object *scroll;
869     object *owner;
870     rv_vector rv1;
871    
872     /* If you want monsters to cast spells over friends, this spell should
873     * be removed. It probably should be in most cases, since monsters still
874     * don't care about residual effects (ie, casting a cone which may have a
875     * clear path to the player, the side aspects of the code will still hit
876     * other monsters)
877     */
878     if (!(dir = path_to_player (part, pl, 0)))
879     return 0;
880    
881     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
882     {
883     get_rangevector (head, owner, &rv1, 0x1);
884     if (dirdiff (dir, rv1.direction) < 2)
885     {
886     return 0; /* Might hit owner with spell */
887 root 1.4 }
888 elmex 1.1 }
889    
890 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
891     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
892 elmex 1.1
893 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
894     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
895     break;
896 elmex 1.1
897 root 1.8 /* Used up all his scrolls, so nothing do to */
898     if (!scroll)
899     {
900     CLEAR_FLAG (head, FLAG_READY_SCROLL);
901     return 0;
902 elmex 1.1 }
903    
904 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
905     if (scroll->inv->range == 0)
906     dir = 0;
907 elmex 1.1
908 root 1.8 apply_scroll (part, scroll, dir);
909     return 1;
910 elmex 1.1 }
911    
912     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
913     * Note that monsters do not need the skills SK_MELEE_WEAPON and
914     * SK_MISSILE_WEAPON to make those respective attacks, if we
915     * required that we would drastically increase the memory
916     * requirements of CF!!
917     *
918     * The skills we are treating here are all but those. -b.t.
919     *
920     * At the moment this is only useful for throwing, perhaps for
921     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
922 root 1.8 */
923 elmex 1.1
924 root 1.8 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     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
933     {
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     if (QUERY_FLAG (head, FLAG_CONFUSED))
940     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
941    
942     /* skill selection - monster will use the next unused skill.
943     * well...the following scenario will allow the monster to
944     * toggle between 2 skills. One day it would be nice to make
945     * more skills available to monsters.
946     */
947 elmex 1.1
948 root 1.8 for (skill = head->inv; skill != NULL; skill = skill->below)
949     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 1.8 /* use skill */
962     return do_skill (head, part, head->chosen_skill, dir, NULL);
963 elmex 1.1 }
964    
965     /* Monster will use a ranged spell attack. */
966    
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     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != 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 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
984     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
985 elmex 1.1
986 root 1.8 for (wand = head->inv; wand != NULL; wand = wand->below)
987     {
988     if (wand->type == WAND)
989 elmex 1.1 {
990 root 1.8 /* Found a wand, let's see if it has charges left */
991     at_least_one = 1;
992     if (wand->stats.food <= 0)
993     continue;
994 elmex 1.1
995 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
996 elmex 1.1
997 root 1.8 if (!(--wand->stats.food))
998     {
999     if (wand->arch)
1000 elmex 1.1 {
1001 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
1002     wand->face = wand->arch->clone.face;
1003     wand->speed = 0;
1004     update_ob_speed (wand);
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 1.8 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1033     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     if (QUERY_FLAG (head, FLAG_CONFUSED))
1045     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1046 elmex 1.1
1047 root 1.8 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
1048     {
1049     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1050 elmex 1.1
1051 root 1.8 if (dirdiff (dir, dir2) < 1)
1052     return 0; /* Might hit owner with arrow */
1053 elmex 1.1 }
1054    
1055 root 1.8 /* in server/player.c */
1056     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1057 elmex 1.1
1058     }
1059    
1060     /* Checks if putting on 'item' will make 'who' do more
1061     * damage. This is a very simplistic check - also checking things
1062     * like speed and ac are also relevant.
1063     *
1064     * return true if item is a better object.
1065     */
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     for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1074     if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1075     break;
1076 elmex 1.1
1077 root 1.8 if (other_weap == NULL) /* No other weapons */
1078     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     val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1093    
1094     if (val > 0)
1095     return 1;
1096     else
1097     return 0;
1098 elmex 1.1
1099     }
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     for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1108     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     /*
1143     * monster_check_pickup(): checks for items that monster can pick up.
1144     *
1145     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1146     * Each time the blob passes over some treasure, it will
1147     * grab it a.s.a.p.
1148     *
1149     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1150     * to handle this.
1151     *
1152     * This function was seen be continueing looping at one point (tmp->below
1153     * became a recursive loop. It may be better to call monster_check_apply
1154     * after we pick everything up, since that function may call others which
1155     * affect stacking on this space.
1156     */
1157    
1158 root 1.8 void
1159     monster_check_pickup (object *monster)
1160     {
1161     object *tmp, *next;
1162     int next_tag;
1163    
1164     for (tmp = monster->below; tmp != NULL; tmp = next)
1165     {
1166     next = tmp->below;
1167     next_tag = next ? next->count : 0;
1168     if (monster_can_pick (monster, tmp))
1169     {
1170     remove_ob (tmp);
1171     tmp = insert_ob_in_ob (tmp, monster);
1172     (void) monster_check_apply (monster, tmp);
1173     }
1174     /* We could try to re-establish the cycling, of the space, but probably
1175     * not a big deal to just bail out.
1176     */
1177     if (next && was_destroyed (next, next_tag))
1178     return;
1179 elmex 1.1 }
1180     }
1181    
1182     /*
1183     * monster_can_pick(): If the monster is interested in picking up
1184     * the item, then return 0. Otherwise 0.
1185     * Instead of pick_up, flags for "greed", etc, should be used.
1186     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1187     */
1188    
1189 root 1.8 int
1190     monster_can_pick (object *monster, object *item)
1191     {
1192     int flag = 0;
1193     int i;
1194 elmex 1.1
1195 root 1.8 if (!can_pick (monster, item))
1196     return 0;
1197 elmex 1.1
1198 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1199     return 0;
1200 elmex 1.1
1201 root 1.8 if (monster->pick_up & 64) /* All */
1202     flag = 1;
1203 elmex 1.1
1204 root 1.8 else
1205     switch (item->type)
1206     {
1207     case MONEY:
1208     case GEM:
1209     flag = monster->pick_up & 2;
1210 root 1.4 break;
1211    
1212 root 1.8 case FOOD:
1213     flag = monster->pick_up & 4;
1214 root 1.4 break;
1215    
1216 root 1.8 case WEAPON:
1217     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1218 root 1.4 break;
1219    
1220 root 1.8 case ARMOUR:
1221     case SHIELD:
1222     case HELMET:
1223     case BOOTS:
1224     case GLOVES:
1225     case GIRDLE:
1226     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1227 root 1.4 break;
1228    
1229 root 1.8 case SKILL:
1230     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1231 root 1.4 break;
1232    
1233 root 1.8 case RING:
1234     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1235 root 1.4 break;
1236    
1237 root 1.8 case WAND:
1238     case HORN:
1239     case ROD:
1240     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1241 root 1.4 break;
1242    
1243 root 1.8 case SPELLBOOK:
1244     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1245 root 1.4 break;
1246    
1247 root 1.8 case SCROLL:
1248     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1249 root 1.4 break;
1250    
1251 root 1.8 case BOW:
1252     case ARROW:
1253     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1254 root 1.4 break;
1255 root 1.8 }
1256     /* Simplistic check - if the monster has a location to equip it, he will
1257     * pick it up. Note that this doesn't handle cases where an item may
1258     * use several locations.
1259     */
1260     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1261     {
1262     if (monster->body_info[i] && item->body_info[i])
1263     {
1264     flag = 1;
1265     break;
1266 root 1.4 }
1267 elmex 1.1 }
1268    
1269 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1270     return 1;
1271     return 0;
1272 elmex 1.1 }
1273    
1274     /*
1275     * monster_apply_below():
1276     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1277     * eager to apply things, encounters something apply-able,
1278     * then make him apply it
1279     */
1280    
1281 root 1.8 void
1282     monster_apply_below (object *monster)
1283     {
1284     object *tmp, *next;
1285 elmex 1.1
1286 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1287     {
1288     next = tmp->below;
1289     switch (tmp->type)
1290     {
1291 root 1.4 case CF_HANDLE:
1292     case TRIGGER:
1293 root 1.8 if (monster->will_apply & 1)
1294     manual_apply (monster, tmp, 0);
1295     break;
1296 root 1.4
1297     case TREASURE:
1298 root 1.8 if (monster->will_apply & 2)
1299     manual_apply (monster, tmp, 0);
1300     break;
1301 root 1.4
1302     }
1303 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1304     break;
1305 elmex 1.1 }
1306     }
1307    
1308     /*
1309     * monster_check_apply() is meant to be called after an item is
1310     * inserted in a monster.
1311     * If an item becomes outdated (monster found a better item),
1312     * a pointer to that object is returned, so it can be dropped.
1313     * (so that other monsters can pick it up and use it)
1314     * Note that as things are now, monsters never drop something -
1315     * they can pick up all that they can use.
1316     */
1317    
1318     /* Sept 96, fixed this so skills will be readied -b.t.*/
1319    
1320 root 1.8 void
1321     monster_check_apply (object *mon, object *item)
1322     {
1323 elmex 1.1
1324 root 1.8 int flag = 0;
1325 elmex 1.1
1326 root 1.8 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1327     {
1328     SET_FLAG (mon, FLAG_CAST_SPELL);
1329     return;
1330 elmex 1.1 }
1331    
1332 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1333     if (QUERY_FLAG (item, FLAG_APPLIED))
1334     return;
1335    
1336     /* Might be better not to do this - if the monster can fire a bow,
1337     * it is possible in his wanderings, he will find one to use. In
1338     * which case, it would be nice to have ammo for it.
1339     */
1340     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1341     {
1342     /* Check for the right kind of bow */
1343     object *bow;
1344 elmex 1.1
1345 root 1.8 for (bow = mon->inv; bow != NULL; bow = bow->below)
1346     if (bow->type == BOW && bow->race == item->race)
1347     {
1348     SET_FLAG (mon, FLAG_READY_BOW);
1349     LOG (llevMonster, "Found correct bow for arrows.\n");
1350     return; /* nothing more to do for arrows */
1351     }
1352 elmex 1.1 }
1353    
1354 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1355     flag = 1;
1356     /* Eating food gets hp back */
1357     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1358     flag = 1;
1359     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1360     {
1361     if (!item->inv)
1362     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1363     else if (monster_should_cast_spell (mon, item->inv))
1364     SET_FLAG (mon, FLAG_READY_SCROLL);
1365     /* Don't use it right now */
1366     return;
1367     }
1368     else if (item->type == WEAPON)
1369     flag = check_good_weapon (mon, item);
1370     else if (IS_ARMOR (item))
1371     flag = check_good_armour (mon, item);
1372     /* Should do something more, like make sure this is a better item */
1373     else if (item->type == RING)
1374     flag = 1;
1375     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1376     {
1377     /* We never really 'ready' the wand/rod/horn, because that would mean the
1378     * weapon would get undone.
1379     */
1380     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1381     {
1382     SET_FLAG (mon, FLAG_READY_RANGE);
1383     SET_FLAG (item, FLAG_APPLIED);
1384     }
1385     return;
1386     }
1387     else if (item->type == BOW)
1388     {
1389     /* We never really 'ready' the bow, because that would mean the
1390     * weapon would get undone.
1391     */
1392     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1393     SET_FLAG (mon, FLAG_READY_BOW);
1394     return;
1395     }
1396     else if (item->type == SKILL)
1397     {
1398     /*
1399     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1400     * else they can't use the skill...
1401     * Skills also don't need to get applied, so return now.
1402     */
1403     SET_FLAG (mon, FLAG_READY_SKILL);
1404     return;
1405 elmex 1.1 }
1406    
1407    
1408 root 1.8 /* if we don't match one of the above types, return now.
1409     * can_apply_object will say that we can apply things like flesh,
1410     * bolts, and whatever else, because it only checks against the
1411     * body_info locations.
1412     */
1413     if (!flag)
1414     return;
1415 elmex 1.1
1416 root 1.8 /* Check to see if the monster can use this item. If not, no need
1417     * to do further processing. Note that can_apply_object already checks
1418     * for the CAN_USE flags.
1419     */
1420     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1421 elmex 1.1 return;
1422 root 1.8
1423     /* should only be applying this item, not unapplying it.
1424     * also, ignore status of curse so they can take off old armour.
1425     * monsters have some advantages after all.
1426     */
1427     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1428    
1429     return;
1430 elmex 1.1 }
1431    
1432 root 1.8 void
1433     npc_call_help (object *op)
1434     {
1435     int x, y, mflags;
1436     object *npc;
1437     sint16 sx, sy;
1438     mapstruct *m;
1439    
1440     for (x = -3; x < 4; x++)
1441     for (y = -3; y < 4; y++)
1442     {
1443     m = op->map;
1444     sx = op->x + x;
1445     sy = op->y + y;
1446     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1447     /* If nothing alive on this space, no need to search the space. */
1448     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1449     continue;
1450    
1451     for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above)
1452     if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1453     npc->enemy = op->enemy;
1454     }
1455 elmex 1.1 }
1456    
1457    
1458 root 1.8 int
1459     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1460     {
1461 elmex 1.1
1462 root 1.8 if (can_hit (part, enemy, rv))
1463     return dir;
1464     if (rv->distance < 10)
1465     return absdir (dir + 4);
1466     else if (rv->distance > 18)
1467     return dir;
1468     return 0;
1469 elmex 1.1 }
1470    
1471 root 1.8 int
1472     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1473     {
1474 elmex 1.1
1475 root 1.8 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1476     {
1477     ob->move_status++;
1478     return (dir);
1479 elmex 1.1 }
1480 root 1.8 else if (ob->move_status > 20)
1481     ob->move_status = 0;
1482     return absdir (dir + 4);
1483 elmex 1.1 }
1484    
1485 root 1.8 int
1486     hitrun_att (int dir, object *ob, object *enemy)
1487     {
1488     if (ob->move_status++ < 25)
1489     return dir;
1490     else if (ob->move_status < 50)
1491     return absdir (dir + 4);
1492     else
1493     ob->move_status = 0;
1494     return absdir (dir + 4);
1495 elmex 1.1 }
1496    
1497 root 1.8 int
1498     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1499     {
1500    
1501     int inrange = can_hit (part, enemy, rv);
1502 elmex 1.1
1503 root 1.8 if (ob->move_status || inrange)
1504     ob->move_status++;
1505 elmex 1.1
1506 root 1.8 if (ob->move_status == 0)
1507 elmex 1.1 return 0;
1508 root 1.8 else if (ob->move_status < 10)
1509     return dir;
1510     else if (ob->move_status < 15)
1511     return absdir (dir + 4);
1512     ob->move_status = 0;
1513     return 0;
1514 elmex 1.1 }
1515    
1516 root 1.8 int
1517     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1518     {
1519 elmex 1.1
1520 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1521     * happen is that if the creatures hp percentage falls below run_away,
1522     * the creature should run away (dir+4)
1523     * I think its wrong for a creature to have a zero maxhp value, but
1524     * at least one map has this set, and whatever the map contains, the
1525     * server should try to be resilant enough to avoid the problem
1526     */
1527     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1528     return absdir (dir + 4);
1529     return dist_att (dir, ob, enemy, part, rv);
1530 elmex 1.1 }
1531    
1532 root 1.8 int
1533     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1534     {
1535     if (rv->distance < 9)
1536     return absdir (dir + 4);
1537     return 0;
1538 elmex 1.1 }
1539    
1540 root 1.8 void
1541     circ1_move (object *ob)
1542     {
1543     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1544     if (++ob->move_status > 11)
1545 elmex 1.1 ob->move_status = 0;
1546 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1547     (void) move_object (ob, RANDOM () % 8 + 1);
1548 elmex 1.1 }
1549    
1550 root 1.8 void
1551     circ2_move (object *ob)
1552     {
1553     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1554     if (++ob->move_status > 19)
1555 elmex 1.1 ob->move_status = 0;
1556 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1557     (void) move_object (ob, RANDOM () % 8 + 1);
1558 elmex 1.1 }
1559    
1560 root 1.8 void
1561     pace_movev (object *ob)
1562     {
1563 elmex 1.1 if (ob->move_status++ > 6)
1564     ob->move_status = 0;
1565     if (ob->move_status < 4)
1566 root 1.8 (void) move_object (ob, 5);
1567 elmex 1.1 else
1568 root 1.8 (void) move_object (ob, 1);
1569 elmex 1.1 }
1570    
1571 root 1.8 void
1572     pace_moveh (object *ob)
1573     {
1574 elmex 1.1 if (ob->move_status++ > 6)
1575     ob->move_status = 0;
1576     if (ob->move_status < 4)
1577 root 1.8 (void) move_object (ob, 3);
1578 elmex 1.1 else
1579 root 1.8 (void) move_object (ob, 7);
1580 elmex 1.1 }
1581    
1582 root 1.8 void
1583     pace2_movev (object *ob)
1584     {
1585     if (ob->move_status++ > 16)
1586 elmex 1.1 ob->move_status = 0;
1587 root 1.8 if (ob->move_status < 6)
1588     (void) move_object (ob, 5);
1589 elmex 1.1 else if (ob->move_status < 8)
1590     return;
1591 root 1.8 else if (ob->move_status < 13)
1592     (void) move_object (ob, 1);
1593     else
1594     return;
1595     }
1596 elmex 1.1
1597 root 1.8 void
1598     pace2_moveh (object *ob)
1599     {
1600     if (ob->move_status++ > 16)
1601 elmex 1.1 ob->move_status = 0;
1602 root 1.8 if (ob->move_status < 6)
1603     (void) move_object (ob, 3);
1604 elmex 1.1 else if (ob->move_status < 8)
1605     return;
1606 root 1.8 else if (ob->move_status < 13)
1607     (void) move_object (ob, 7);
1608     else
1609     return;
1610     }
1611 elmex 1.1
1612 root 1.8 void
1613     rand_move (object *ob)
1614     {
1615 elmex 1.1 int i;
1616 root 1.8
1617     if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1618 elmex 1.1 for (i = 0; i < 5; i++)
1619 root 1.8 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1620 elmex 1.1 return;
1621     }
1622    
1623 root 1.8 void
1624     check_earthwalls (object *op, mapstruct *m, int x, int y)
1625     {
1626     object *tmp;
1627    
1628     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1629     {
1630     if (tmp->type == EARTHWALL)
1631     {
1632     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1633     return;
1634 root 1.4 }
1635 elmex 1.1 }
1636     }
1637    
1638 root 1.8 void
1639     check_doors (object *op, mapstruct *m, int x, int y)
1640     {
1641     object *tmp;
1642    
1643     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1644     {
1645     if (tmp->type == DOOR)
1646     {
1647     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1648     return;
1649 root 1.4 }
1650 elmex 1.1 }
1651     }
1652    
1653     /* find_mon_throw_ob() - modeled on find_throw_ob
1654     * This is probably overly simplistic as it is now - We want
1655     * monsters to throw things like chairs and other pieces of
1656     * furniture, even if they are not good throwable objects.
1657     * Probably better to have the monster throw a throwable object
1658     * first, then throw any non equipped weapon.
1659     */
1660    
1661 root 1.8 object *
1662     find_mon_throw_ob (object *op)
1663     {
1664     object *tmp = NULL;
1665 elmex 1.1
1666 root 1.8 if (op->head)
1667     tmp = op->head;
1668     else
1669     tmp = op;
1670 elmex 1.1
1671 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1672     * marked item and throw it to the enemy.
1673     */
1674 elmex 1.1
1675 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1676     {
1677    
1678     /* Can't throw invisible objects or items that are applied */
1679     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1680     continue;
1681    
1682     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1683     break;
1684 elmex 1.1
1685     }
1686    
1687     #ifdef DEBUG_THROW
1688 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1689 elmex 1.1 #endif
1690    
1691 root 1.8 return tmp;
1692 elmex 1.1 }
1693    
1694     /* determine if we can 'detect' the enemy. Check for walls blocking the
1695     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1696     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1697     * modified by MSW to use the get_rangevector so that map tiling works
1698     * properly. I also so odd code in place that checked for x distance
1699     * OR y distance being within some range - that seemed wrong - both should
1700     * be within the valid range. MSW 2001-08-05
1701     * Returns 0 if enemy can not be detected, 1 if it is detected
1702     */
1703    
1704 root 1.8 int
1705     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1706     {
1707     int radius = MIN_MON_RADIUS, hide_discovery;
1708    
1709     /* null detection for any of these condtions always */
1710     if (!op || !enemy || !op->map || !enemy->map)
1711     return 0;
1712 elmex 1.1
1713 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1714     if (!on_same_map (op, enemy))
1715     return 0;
1716 elmex 1.1
1717 root 1.8 get_rangevector (op, enemy, rv, 0);
1718 elmex 1.1
1719 root 1.8 /* Monsters always ignore the DM */
1720     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1721     return 0;
1722 elmex 1.1
1723 root 1.8 /* simple check. Should probably put some range checks in here. */
1724     if (can_see_enemy (op, enemy))
1725     return 1;
1726 elmex 1.1
1727 root 1.8 /* The rest of this is for monsters. Players are on their own for
1728     * finding enemies!
1729     */
1730     if (op->type == PLAYER)
1731     return 0;
1732 elmex 1.1
1733 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1734     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1735     */
1736     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1737     return 0;
1738 elmex 1.1
1739 root 1.8 /* use this for invis also */
1740     hide_discovery = op->stats.Int / 5;
1741 elmex 1.1
1742 root 1.8 /* Determine Detection radii */
1743     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1744     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1745     else
1746     { /* a level/INT/Dex adjustment for hiding */
1747     object *sk_hide;
1748     int bonus = (op->level / 2) + (op->stats.Int / 5);
1749    
1750     if (enemy->type == PLAYER)
1751     {
1752     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1753     bonus -= sk_hide->level;
1754     else
1755     {
1756     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1757     make_visible (enemy);
1758     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1759 root 1.4 }
1760     }
1761 root 1.8 else /* enemy is not a player */
1762     bonus -= enemy->level;
1763    
1764     radius += bonus / 5;
1765     hide_discovery += bonus * 5;
1766     } /* else creature has modifiers for hiding */
1767    
1768     /* Radii stealth adjustment. Only if you are stealthy
1769     * will you be able to sneak up closer to creatures */
1770     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1771     radius = radius / 2, hide_discovery = hide_discovery / 3;
1772    
1773     /* Radii adjustment for enemy standing in the dark */
1774     if (op->map->darkness > 0 && !stand_in_light (enemy))
1775     {
1776     /* on dark maps body heat can help indicate location with infravision
1777     * undead don't have body heat, so no benefit detecting them.
1778     */
1779     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1780     radius += op->map->darkness / 2;
1781     else
1782     radius -= op->map->darkness / 2;
1783    
1784     /* op next to a monster (and not in complete darkness)
1785     * the monster should have a chance to see you.
1786     */
1787     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1788     radius = MIN_MON_RADIUS;
1789     } /* if on dark map */
1790 elmex 1.1
1791 root 1.8 /* Lets not worry about monsters that have incredible detection
1792     * radii, we only need to worry here about things the player can
1793     * (potentially) see. This is 13, as that is the maximum size the player
1794     * may have for their map - in that way, creatures at the edge will
1795     * do something. Note that the distance field in the
1796     * vector is real distance, so in theory this should be 18 to
1797     * find that.
1798     */
1799     if (radius > 13)
1800     radius = 13;
1801    
1802     /* Enemy in range! Now test for detection */
1803     if ((int) rv->distance <= radius)
1804     {
1805     /* ah, we are within range, detected? take cases */
1806     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1807     return 1;
1808 root 1.4
1809 root 1.8 /* hidden or low-quality invisible */
1810     if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1811     {
1812     make_visible (enemy);
1813     /* inform players of new status */
1814     if (enemy->type == PLAYER && player_can_view (enemy, op))
1815     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1816     return 1; /* detected enemy */
1817     }
1818     else if (enemy->invisible)
1819     {
1820     /* Change this around - instead of negating the invisible, just
1821     * return true so that the mosnter that managed to detect you can
1822     * do something to you. Decreasing the duration of invisible
1823     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1824     * can then basically negate the spell. The spell isn't negated -
1825     * they just know where you are!
1826     */
1827     if ((RANDOM () % 50) <= hide_discovery)
1828     {
1829     if (enemy->type == PLAYER)
1830     {
1831     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1832 root 1.4 }
1833 root 1.8 return 1;
1834 root 1.4 }
1835     }
1836 root 1.8 } /* within range */
1837 elmex 1.1
1838 root 1.8 /* Wasn't detected above, so still hidden */
1839     return 0;
1840 elmex 1.1 }
1841    
1842     /* determine if op stands in a lighted square. This is not a very
1843     * intellegent algorithm. For one thing, we ignore los here, SO it
1844     * is possible for a bright light to illuminate a player on the
1845     * other side of a wall (!).
1846     */
1847    
1848 root 1.8 int
1849     stand_in_light (object *op)
1850     {
1851     sint16 nx, ny;
1852     mapstruct *m;
1853    
1854    
1855     if (!op)
1856     return 0;
1857     if (op->glow_radius > 0)
1858     return 1;
1859 elmex 1.1
1860 root 1.8 if (op->map)
1861     {
1862     int x, y, x1, y1;
1863 elmex 1.1
1864    
1865 root 1.4
1866 root 1.8 /* Check the spaces with the max light radius to see if any of them
1867     * have lights, and if any of them light the player enough, then return 1.
1868     */
1869     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1870     {
1871     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1872     {
1873     m = op->map;
1874     nx = x;
1875     ny = y;
1876    
1877     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1878     continue;
1879    
1880     x1 = abs (x - op->x) * abs (x - op->x);
1881     y1 = abs (y - op->y) * abs (y - op->y);
1882     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1883     return 1;
1884 root 1.4 }
1885     }
1886 elmex 1.1 }
1887 root 1.8 return 0;
1888 elmex 1.1 }
1889    
1890    
1891     /* assuming no walls/barriers, lets check to see if its *possible*
1892     * to see an enemy. Note, "detection" is different from "seeing".
1893     * See can_detect_enemy() for more details. -b.t.
1894     * return 0 if can't be seen, 1 if can be
1895     */
1896    
1897 root 1.8 int
1898     can_see_enemy (object *op, object *enemy)
1899     {
1900     object *looker = op->head ? op->head : op;
1901    
1902     /* safety */
1903     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1904     return 0;
1905 elmex 1.1
1906 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1907     * see through walls). Should we change the code elsewhere to make you
1908     * blind even if you can xray?
1909     */
1910     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1911     return 0;
1912    
1913     /* checking for invisible things */
1914     if (enemy->invisible)
1915     {
1916     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1917     * However,if you carry any source of light, then the hidden
1918     * creature is seeable (and stupid) */
1919 elmex 1.1
1920 root 1.8 if (has_carried_lights (enemy))
1921     {
1922     if (enemy->hide)
1923     {
1924     make_visible (enemy);
1925     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1926 root 1.4 }
1927 root 1.8 return 1;
1928     }
1929     else if (enemy->hide)
1930     return 0;
1931 root 1.4
1932 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1933     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1934     * and making it a conditional makes the code pretty ugly.
1935     */
1936     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1937     {
1938     if (makes_invisible_to (enemy, looker))
1939     return 0;
1940 root 1.4 }
1941 root 1.8 }
1942     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1943     if (player_can_view (looker, enemy))
1944     return 1;
1945 elmex 1.1
1946     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1947     * unless they carry a light or stand in light. Darkness doesnt
1948     * inhibit the undead per se (but we should give their archs
1949     * CAN_SEE_IN_DARK, this is just a safety
1950     * we care about the enemy maps status, not the looker.
1951     * only relevant for tiled maps, but it is possible that the
1952     * enemy is on a bright map and the looker on a dark - in that
1953     * case, the looker can still see the enemy
1954     */
1955 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1956     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1957 elmex 1.1 return 0;
1958    
1959     return 1;
1960     }