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Revision: 1.87
Committed: Thu Apr 29 07:32:34 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.86: +2 -2 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 1.81 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.80 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.22 *
8 root 1.69 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.69 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.34 *
22 root 1.41 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.22 */
24 elmex 1.1
25 root 1.71 //+GPL
26    
27 elmex 1.1 #include <global.h>
28 root 1.18 #include <sproto.h>
29     #include <spells.h>
30     #include <skills.h>
31 elmex 1.1
32 root 1.8 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33 elmex 1.1
34     /* checks npc->enemy and returns that enemy if still valid,
35     * NULL otherwise.
36     * this is map tile aware.
37     * If this returns an enemy, the range vector rv should also be
38     * set to sane values.
39     */
40 root 1.8 object *
41     check_enemy (object *npc, rv_vector * rv)
42     {
43     /* if this is pet, let him attack the same enemy as his owner
44     * TODO: when there is no ower enemy, try to find a target,
45     * which CAN attack the owner. */
46     if ((npc->attack_movement & HI4) == PETMOVE)
47     {
48     if (npc->owner == NULL)
49     npc->enemy = NULL;
50     else if (npc->enemy == NULL)
51     npc->enemy = npc->owner->enemy;
52     }
53    
54 root 1.68 /* periodically, a monster may change its target. Also, if the object
55 root 1.8 * has been destroyed, etc, clear the enemy.
56     * TODO: this should be changed, because it invokes to attack forced or
57     * attacked monsters to leave the attacker alone, before it is destroyed
58     */
59 root 1.68 /* I had removed the random target leave, this invokes problems with friendly
60 root 1.8 * objects, getting attacked and defending herself - they don't try to attack
61     * again then but perhaps get attack on and on
62     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
63     * too. */
64 elmex 1.1
65 root 1.8 if (npc->enemy)
66 elmex 1.1 {
67 root 1.8 /* I broke these if's apart to better be able to see what
68     * the grouping checks are. Code is the same.
69     */
70 root 1.85 if (npc->enemy->flag [FLAG_REMOVED] ||
71     npc->enemy->flag [FLAG_FREED] ||
72     !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
73 root 1.68 npc->enemy = 0;
74 root 1.8
75 root 1.85 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
76 root 1.8 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
78     || npc->enemy == npc->owner))
79 root 1.68 npc->enemy = 0;
80 root 1.8
81    
82 root 1.85 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
83 root 1.68 npc->enemy = 0;
84 root 1.8
85     /* I've noticed that pets could sometimes get an arrow as the
86     * target enemy - this code below makes sure the enemy is something
87     * that should be attacked. My guess is that the arrow hits
88     * the creature/owner, and so the creature then takes that
89     * as the enemy to attack.
90     */
91 root 1.85 else if (!npc->enemy->flag [FLAG_MONSTER]
92     && !npc->enemy->flag [FLAG_GENERATOR]
93 root 1.26 && npc->enemy->type != PLAYER
94     && npc->enemy->type != GOLEM)
95 root 1.68 npc->enemy = 0;
96 elmex 1.1 }
97 root 1.37
98 root 1.68 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
99 elmex 1.1 }
100    
101     /* Returns the nearest living creature (monster or generator).
102     * Modified to deal with tiled maps properly.
103     * Also fixed logic so that monsters in the lower directions were more
104     * likely to be skipped - instead of just skipping the 'start' number
105     * of direction, revisit them after looking at all the other spaces.
106     *
107     * Note that being this may skip some number of spaces, it will
108     * not necessarily find the nearest living creature - it basically
109     * chooses one from within a 3 space radius, and since it skips
110     * the first few directions, it could very well choose something
111     * 3 spaces away even though something directly north is closer.
112     *
113     * this function is map tile aware.
114     */
115 root 1.8 object *
116     find_nearest_living_creature (object *npc)
117     {
118     int i, mflags;
119     sint16 nx, ny;
120 root 1.12 maptile *m;
121 root 1.8 int search_arr[SIZEOFFREE];
122    
123     get_search_arr (search_arr);
124 root 1.21
125 root 1.8 for (i = 0; i < SIZEOFFREE; i++)
126     {
127     /* modified to implement smart searching using search_arr
128     * guidance array to determine direction of search order
129     */
130     nx = npc->x + freearr_x[search_arr[i]];
131     ny = npc->y + freearr_y[search_arr[i]];
132     m = npc->map;
133    
134     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135 root 1.21
136 root 1.8 if (mflags & P_OUT_OF_MAP)
137     continue;
138    
139     if (mflags & P_IS_ALIVE)
140     {
141 root 1.21 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
142     if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
143 root 1.8 if (can_see_monsterP (m, nx, ny, i))
144     return tmp;
145 root 1.21 }
146 elmex 1.1 }
147 root 1.21
148     return 0;
149 elmex 1.1 }
150    
151 root 1.33 /* Tries to find an enemy for npc. We pass the range vector since
152 elmex 1.1 * our caller will find the information useful.
153     * Currently, only move_monster calls this function.
154     * Fix function so that we always make calls to get_rangevector
155     * if we have a valid target - function as not doing so in
156     * many cases.
157     */
158 root 1.73 static object *
159 root 1.8 find_enemy (object *npc, rv_vector * rv)
160 elmex 1.1 {
161 root 1.8 object *attacker, *tmp = NULL;
162    
163     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
164 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
165 elmex 1.1
166 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
167 root 1.85 if (npc->flag [FLAG_BERSERK])
168 root 1.8 {
169     tmp = find_nearest_living_creature (npc);
170 root 1.9
171 root 1.8 if (tmp)
172     get_rangevector (npc, tmp, rv, 0);
173 root 1.37
174 root 1.8 return tmp;
175     }
176    
177     /* Here is the main enemy selection.
178     * We want this: if there is an enemy, attack him until its not possible or
179     * one of both is dead.
180     * If we have no enemy and we are...
181     * a monster: try to find a player, a pet or a friendly monster
182     * a friendly: only target a monster which is targeting you first or targeting a player
183     * a neutral: fight a attacker (but there should be none), then do nothing
184     * a pet: attack player enemy or a monster
185     */
186    
187     /* pet move */
188     if ((npc->attack_movement & HI4) == PETMOVE)
189     {
190     tmp = get_pet_enemy (npc, rv);
191 root 1.9
192 root 1.8 if (tmp)
193     get_rangevector (npc, tmp, rv, 0);
194 root 1.9
195 root 1.8 return tmp;
196     }
197 elmex 1.1
198 root 1.8 /* we check our old enemy. */
199 root 1.9 if (!(tmp = check_enemy (npc, rv)))
200 elmex 1.1 {
201 root 1.8 if (attacker) /* if we have an attacker, check him */
202 elmex 1.1 {
203 pippijn 1.48 /* TODO: that's not finished */
204 root 1.9 /* we don't want a fight evil vs evil or good against non evil */
205    
206 root 1.85 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
207     (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
208     (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
209     npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
210 pippijn 1.48 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
211 elmex 1.1 {
212 root 1.85 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
213 root 1.9 npc->enemy = attacker;
214     return attacker; /* yes, we face our attacker! */
215 elmex 1.1 }
216     }
217 root 1.8
218     /* we have no legal enemy or attacker, so we try to target a new one */
219 root 1.85 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
220 elmex 1.1 {
221 root 1.8 npc->enemy = get_nearest_player (npc);
222     if (npc->enemy)
223     tmp = check_enemy (npc, rv);
224 elmex 1.1 }
225 root 1.8
226 elmex 1.1 }
227    
228 root 1.8 return tmp;
229 elmex 1.1 }
230    
231     /* Sees if this monster should wake up.
232     * Currently, this is only called from move_monster, and
233     * if enemy is set, then so should be rv.
234     * returns 1 if the monster should wake up, 0 otherwise.
235     */
236 root 1.73 static int
237 root 1.50 check_wakeup (object *op, object *enemy, rv_vector *rv)
238 root 1.8 {
239     /* Trim work - if no enemy, no need to do anything below */
240     if (!enemy)
241     return 0;
242    
243 root 1.58 if (!op->flag [FLAG_SLEEP])
244     return 1;
245    
246 root 1.50 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247    
248     if (op->flag [FLAG_BLIND])
249     /* blinded monsters can only find nearby objects to attack */
250 root 1.8 radius = MIN_MON_RADIUS;
251 root 1.50 else if (op->map
252     && !enemy->invisible
253     && !stand_in_light (enemy)
254     && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
255     /* This covers the situation where the monster is in the dark
256     * and has an enemy. If the enemy has no carried light (or isnt
257     * glowing!) then the monster has trouble finding the enemy.
258     * Remember we already checked to see if the monster can see in
259     * the dark. */
260     radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
261 root 1.8
262 root 1.50 if (enemy->flag [FLAG_STEALTH])
263     radius = radius / 2 + 1;
264 elmex 1.1
265 root 1.8 /* enemy should already be on this map, so don't really need to check
266     * for that.
267     */
268 root 1.50 if (rv->distance <= radius)
269 root 1.8 {
270 root 1.85 op->clr_flag (FLAG_SLEEP);
271 root 1.8 return 1;
272 elmex 1.1 }
273 root 1.50
274 root 1.8 return 0;
275 elmex 1.1 }
276    
277 root 1.74 static int
278 root 1.8 move_randomly (object *op)
279     {
280 root 1.47 /* Give up to 15 chances for a monster to move randomly */
281     for (int i = 0; i < 15; i++)
282 root 1.79 if (op->move (rndm (8) + 1))
283 root 1.47 return 1;
284 elmex 1.1
285 root 1.8 return 0;
286 elmex 1.1 }
287    
288     /*
289 root 1.72 * monster_can_pick(): If the monster is interested in picking up
290     * the item, then return 0. Otherwise 0.
291     * Instead of pick_up, flags for "greed", etc, should be used.
292     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 elmex 1.1 */
294 root 1.72 static int
295     monster_can_pick (object *monster, object *item)
296 root 1.8 {
297 root 1.72 int flag = 0;
298     int i;
299 root 1.8
300 root 1.72 if (!can_pick (monster, item))
301 root 1.8 return 0;
302    
303 root 1.85 if (item->flag [FLAG_UNPAID])
304 root 1.72 return 0;
305 root 1.8
306 root 1.72 if (monster->pick_up & 64) /* All */
307     flag = 1;
308 root 1.8
309 root 1.72 else
310     switch (item->type)
311     {
312     case MONEY:
313     case GEM:
314     flag = monster->pick_up & 2;
315     break;
316 root 1.8
317 root 1.72 case FOOD:
318     flag = monster->pick_up & 4;
319     break;
320 root 1.8
321 root 1.72 case WEAPON:
322 root 1.85 flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON];
323 root 1.72 break;
324 root 1.8
325 root 1.72 case ARMOUR:
326     case SHIELD:
327     case HELMET:
328     case BOOTS:
329     case GLOVES:
330     case GIRDLE:
331 root 1.85 flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR];
332 root 1.72 break;
333 root 1.4
334 root 1.72 case SKILL:
335 root 1.85 flag = monster->flag [FLAG_CAN_USE_SKILL];
336 root 1.72 break;
337 root 1.8
338 root 1.72 case RING:
339 root 1.85 flag = monster->flag [FLAG_USE_RING];
340 root 1.72 break;
341 elmex 1.1
342 root 1.72 case WAND:
343     case HORN:
344     case ROD:
345 root 1.85 flag = monster->flag [FLAG_USE_RANGE];
346 root 1.72 break;
347 elmex 1.1
348 root 1.72 case SPELLBOOK:
349 root 1.85 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
350 root 1.72 break;
351 elmex 1.1
352 root 1.72 case SCROLL:
353 root 1.85 flag = monster->flag [FLAG_USE_SCROLL];
354 root 1.72 break;
355 root 1.2
356 root 1.72 case BOW:
357     case ARROW:
358 root 1.85 flag = monster->flag [FLAG_USE_BOW];
359 root 1.72 break;
360     }
361 root 1.2
362 root 1.72 /* Simplistic check - if the monster has a location to equip it, he will
363     * pick it up. Note that this doesn't handle cases where an item may
364     * use several locations.
365     */
366     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 root 1.8 {
368 root 1.72 if (monster->slot[i].info && item->slot[i].info)
369 root 1.8 {
370 root 1.72 flag = 1;
371     break;
372 root 1.4 }
373 root 1.72 }
374 elmex 1.1
375 root 1.72 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
376     return 1;
377 root 1.47
378 root 1.72 return 0;
379     }
380 root 1.47
381 root 1.72 /*
382     * monster_check_pickup(): checks for items that monster can pick up.
383     *
384     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
385     * Each time the blob passes over some treasure, it will
386     * grab it a.s.a.p.
387     *
388     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389     * to handle this.
390     *
391     * This function was seen be continueing looping at one point (tmp->below
392     * became a recursive loop. It may be better to call monster_check_apply
393     * after we pick everything up, since that function may call others which
394     * affect stacking on this space.
395     */
396     static void
397     monster_check_pickup (object *monster)
398     {
399     object *tmp, *next;
400 root 1.47
401 root 1.72 for (tmp = monster->below; tmp != NULL; tmp = next)
402     {
403     next = tmp->below;
404     if (monster_can_pick (monster, tmp))
405     {
406     tmp->remove ();
407     tmp = insert_ob_in_ob (tmp, monster);
408 root 1.77 monster_check_apply (monster, tmp);
409 root 1.72 }
410 root 1.77
411 root 1.72 /* We could try to re-establish the cycling, of the space, but probably
412     * not a big deal to just bail out.
413     */
414     if (next && next->destroyed ())
415     return;
416     }
417     }
418 root 1.47
419 root 1.72 /*
420     * monster_apply_below():
421     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
422     * eager to apply things, encounters something apply-able,
423     * then make him apply it
424     */
425     static void
426     monster_apply_below (object *monster)
427     {
428     object *tmp, *next;
429 root 1.47
430 root 1.72 for (tmp = monster->below; tmp != NULL; tmp = next)
431     {
432     next = tmp->below;
433     switch (tmp->type)
434     {
435     case T_HANDLE:
436     case TRIGGER:
437     if (monster->will_apply & 1)
438 root 1.83 monster->apply (tmp);
439 root 1.72 break;
440 root 1.47
441 root 1.72 case TREASURE:
442     if (monster->will_apply & 2)
443 root 1.83 monster->apply (tmp);
444 root 1.72 break;
445 root 1.47
446 root 1.72 }
447 root 1.85 if (tmp->flag [FLAG_IS_FLOOR])
448 root 1.72 break;
449     }
450     }
451 root 1.47
452 root 1.72 /* Returns 1 is monster should cast spell sp at an enemy
453     * Returns 0 if the monster should not cast this spell.
454     *
455     * Note that this function does not check to see if the monster can
456     * in fact cast the spell (sp dependencies and what not.) That is because
457     * this function is also sued to see if the monster should use spell items
458     * (rod/horn/wand/scroll).
459     * Note that there are certainly other offensive spells that could be
460     * included, but I decided to leave out the spells that may kill more
461     * monsters than players (eg, disease).
462     *
463     * This could be a lot smarter - if there are few monsters around,
464     * then disease might not be as bad. Likewise, if the monster is damaged,
465     * the right type of healing spell could be useful.
466     */
467     static int
468     monster_should_cast_spell (object *monster, object *spell_ob)
469     {
470     if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
471     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
472     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
473     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
474     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
475     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
476     return 1;
477 root 1.47
478 root 1.72 return 0;
479     }
480 root 1.8
481 root 1.72 /* Checks if putting on 'item' will make 'who' do more
482     * damage. This is a very simplistic check - also checking things
483     * like speed and ac are also relevant.
484     *
485     * return true if item is a better object.
486     */
487     static int
488     check_good_weapon (object *who, object *item)
489     {
490     object *other_weap;
491     int val = 0, i;
492 root 1.8
493 root 1.72 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
494 root 1.85 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
495 root 1.72 break;
496 root 1.8
497 root 1.72 if (!other_weap) /* No other weapons */
498     return 1;
499 root 1.8
500 root 1.72 /* Rather than go through and apply the new one, and see if it is
501     * better, just do some simple checks
502     * Put some multipliers for things that hvae several effects,
503     * eg, magic affects both damage and wc, so it has more weight
504 root 1.8 */
505    
506 root 1.72 val = item->stats.dam - other_weap->stats.dam;
507     val += (item->magic - other_weap->magic) * 3;
508     /* Monsters don't really get benefits from things like regen rates
509     * from items. But the bonus for their stats are very important.
510 root 1.8 */
511 root 1.72 for (i = 0; i < NUM_STATS; i++)
512     val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
513 root 1.8
514 root 1.72 if (val > 0)
515     return 1;
516     else
517     return 0;
518     }
519 root 1.8
520 root 1.72 static int
521     check_good_armour (object *who, object *item)
522     {
523     object *other_armour;
524     int val = 0, i;
525 root 1.31
526 root 1.72 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
527 root 1.85 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
528 root 1.72 break;
529 root 1.8
530 root 1.72 if (other_armour == NULL) /* No other armour, use the new */
531     return 1;
532 elmex 1.1
533 root 1.72 /* Like above function , see which is better */
534     val = item->stats.ac - other_armour->stats.ac;
535     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
536     val += (item->magic - other_armour->magic) * 3;
537 elmex 1.1
538 root 1.72 /* for the other protections, do weigh them very much in the equation -
539     * it is the armor protection which is most important, because there is
540     * no good way to know what the player may attack the monster with.
541     * So if the new item has better protection than the old, give that higher
542     * value. If the reverse, then decrease the value of this item some.
543     */
544     for (i = 1; i < NROFATTACKS; i++)
545     {
546     if (item->resist[i] > other_armour->resist[i])
547     val++;
548     else if (item->resist[i] < other_armour->resist[i])
549     val--;
550     }
551 root 1.31
552 root 1.72 /* Very few armours have stats, so not much need to worry about those. */
553 root 1.31
554 root 1.72 if (val > 0)
555     return 1;
556     else
557     return 0;
558     }
559 root 1.4
560 root 1.72 /*
561     * monster_check_apply() is meant to be called after an item is
562     * inserted in a monster.
563     * If an item becomes outdated (monster found a better item),
564     * a pointer to that object is returned, so it can be dropped.
565     * (so that other monsters can pick it up and use it)
566     * Note that as things are now, monsters never drop something -
567     * they can pick up all that they can use.
568     */
569     /* Sept 96, fixed this so skills will be readied -b.t.*/
570     void
571     monster_check_apply (object *mon, object *item)
572     {
573     int flag = 0;
574 elmex 1.1
575 root 1.85 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
576 root 1.56 {
577 root 1.85 mon->set_flag (FLAG_CAST_SPELL);
578 root 1.72 return;
579     }
580 root 1.55
581 root 1.72 /* If for some reason, this item is already applied, no more work to do */
582 root 1.85 if (item->flag [FLAG_APPLIED])
583 root 1.72 return;
584 root 1.57
585 root 1.72 /* Might be better not to do this - if the monster can fire a bow,
586     * it is possible in his wanderings, he will find one to use. In
587     * which case, it would be nice to have ammo for it.
588     */
589 root 1.85 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
590 root 1.72 {
591     /* Check for the right kind of bow */
592     object *bow;
593 root 1.54
594 root 1.72 for (bow = mon->inv; bow; bow = bow->below)
595     if (bow->type == BOW && bow->race == item->race)
596     {
597 root 1.85 mon->set_flag (FLAG_READY_BOW);
598 root 1.87 LOG (llevTrace, "Found correct bow for arrows.\n");
599 root 1.72 return; /* nothing more to do for arrows */
600     }
601     }
602 root 1.61
603 root 1.72 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
604     flag = 1;
605     /* Eating food gets hp back */
606     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
607     flag = 1;
608 root 1.85 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
609 root 1.72 {
610     if (!item->inv)
611     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
612     else if (monster_should_cast_spell (mon, item->inv))
613 root 1.85 mon->set_flag (FLAG_READY_SCROLL);
614 root 1.72 /* Don't use it right now */
615     return;
616     }
617     else if (item->type == WEAPON)
618     flag = check_good_weapon (mon, item);
619     else if (item->is_armor ())
620     flag = check_good_armour (mon, item);
621     /* Should do something more, like make sure this is a better item */
622     else if (item->type == RING)
623     flag = 1;
624     else if (item->type == WAND || item->type == ROD || item->type == HORN)
625     {
626     /* We never really 'ready' the wand/rod/horn, because that would mean the
627     * weapon would get undone.
628     */
629     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
630 root 1.57 {
631 root 1.85 mon->set_flag (FLAG_READY_RANGE);
632     item->set_flag (FLAG_APPLIED);
633 root 1.57 }
634 root 1.72 return;
635     }
636     else if (item->type == BOW)
637     {
638     /* We never really 'ready' the bow, because that would mean the
639     * weapon would get undone.
640     */
641     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
642 root 1.85 mon->set_flag (FLAG_READY_BOW);
643 root 1.72 return;
644     }
645     else if (item->type == SKILL)
646     {
647     /*
648     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
649     * else they can't use the skill...
650     * Skills also don't need to get applied, so return now.
651     */
652 root 1.85 mon->set_flag (FLAG_READY_SKILL);
653 root 1.72 return;
654 root 1.54 }
655 root 1.55
656 root 1.72 /* if we don't match one of the above types, return now.
657     * can_apply_object will say that we can apply things like flesh,
658     * bolts, and whatever else, because it only checks against the
659     * body_info locations.
660     */
661     if (!flag)
662     return;
663 root 1.71
664 root 1.72 /* Check to see if the monster can use this item. If not, no need
665     * to do further processing. Note that can_apply_object already checks
666     * for the CAN_USE flags.
667     */
668     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
669     return;
670 elmex 1.1
671 root 1.72 /* should only be applying this item, not unapplying it.
672     * also, ignore status of curse so they can take off old armour.
673     * monsters have some advantages after all.
674     */
675 root 1.83 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
676 root 1.72 }
677 elmex 1.1
678 root 1.72 static int
679     can_hit (object *ob1, object *ob2, rv_vector * rv)
680     {
681     object *more;
682     rv_vector rv1;
683 elmex 1.1
684 root 1.85 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
685 root 1.72 return 0;
686 root 1.4
687 root 1.72 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688     return 1;
689 root 1.4
690 root 1.72 /* check all the parts of ob2 - just because we can't get to
691     * its head doesn't mean we don't want to pound its feet
692     */
693     for (more = ob2->more; more; more = more->more)
694     {
695     get_rangevector (ob1, more, &rv1, 0);
696     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
697     return 1;
698     }
699 root 1.4
700 root 1.72 return 0;
701     }
702 root 1.4
703 root 1.72 static int
704     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
705     {
706     if (can_hit (part, enemy, rv))
707     return dir;
708 root 1.4
709 root 1.72 if (rv->distance < 10)
710     return absdir (dir + 4);
711     else if (rv->distance > 18)
712     return dir;
713 root 1.4
714 root 1.72 return 0;
715     }
716 root 1.4
717 root 1.72 static int
718     run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
719     {
720     if (can_hit (part, enemy, rv))
721     return dir;
722     else
723     return absdir (dir + 4);
724     }
725 elmex 1.1
726 root 1.72 static int
727     hitrun_att (int dir, object *ob, object *enemy)
728     {
729     if (ob->move_status++ < 25)
730     return dir;
731     else if (ob->move_status < 50)
732     return absdir (dir + 4);
733     else
734     ob->move_status = 0;
735 root 1.8
736 root 1.72 return absdir (dir + 4);
737     }
738 elmex 1.1
739 root 1.72 static int
740     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
741     {
742     int inrange = can_hit (part, enemy, rv);
743 root 1.8
744 root 1.72 if (ob->move_status || inrange)
745     ob->move_status++;
746 elmex 1.1
747 root 1.72 if (ob->move_status == 0)
748     return 0;
749     else if (ob->move_status < 10)
750     return dir;
751     else if (ob->move_status < 15)
752     return absdir (dir + 4);
753 elmex 1.1
754 root 1.72 ob->move_status = 0;
755     return 0;
756     }
757 elmex 1.1
758 root 1.72 static int
759     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
760     {
761     /* The logic below here looked plain wrong before. Basically, what should
762     * happen is that if the creatures hp percentage falls below run_away,
763     * the creature should run away (dir+4)
764     * I think its wrong for a creature to have a zero maxhp value, but
765     * at least one map has this set, and whatever the map contains, the
766     * server should try to be resilant enough to avoid the problem
767 root 1.8 */
768 root 1.72 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
769     return absdir (dir + 4);
770 elmex 1.1
771 root 1.72 return dist_att (dir, ob, enemy, part, rv);
772     }
773 elmex 1.1
774 root 1.72 static int
775     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
776     {
777     if (rv->distance < 9)
778     return absdir (dir + 4);
779 root 1.43
780 root 1.8 return 0;
781 elmex 1.1 }
782 root 1.5
783 root 1.72 static void
784     circ1_move (object *ob)
785     {
786     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
787    
788     if (++ob->move_status > 11)
789     ob->move_status = 0;
790    
791 root 1.79 if (!(ob->move (circle[ob->move_status])))
792     ob->move (rndm (8) + 1);
793 root 1.72 }
794    
795     static void
796     circ2_move (object *ob)
797 root 1.8 {
798 root 1.72 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
799    
800     if (++ob->move_status > 19)
801     ob->move_status = 0;
802    
803 root 1.79 if (!(ob->move (circle[ob->move_status])))
804     ob->move (rndm (8) + 1);
805 root 1.72 }
806 elmex 1.1
807 root 1.72 static void
808     pace_movev (object *ob)
809     {
810     if (ob->move_status++ > 6)
811     ob->move_status = 0;
812 elmex 1.1
813 root 1.72 if (ob->move_status < 4)
814 root 1.79 ob->move (5);
815 root 1.72 else
816 root 1.79 ob->move (1);
817 root 1.72 }
818 elmex 1.1
819 root 1.72 static void
820     pace_moveh (object *ob)
821     {
822     if (ob->move_status++ > 6)
823     ob->move_status = 0;
824 root 1.47
825 root 1.72 if (ob->move_status < 4)
826 root 1.79 ob->move (3);
827 root 1.72 else
828 root 1.79 ob->move (7);
829 elmex 1.1 }
830    
831 root 1.72 static void
832     pace2_movev (object *ob)
833     {
834     if (ob->move_status++ > 16)
835     ob->move_status = 0;
836    
837     if (ob->move_status < 6)
838 root 1.79 ob->move (5);
839 root 1.72 else if (ob->move_status < 8)
840     return;
841     else if (ob->move_status < 13)
842 root 1.79 ob->move (1);
843 root 1.72 else
844     return;
845     }
846 elmex 1.1
847 root 1.72 static void
848     pace2_moveh (object *ob)
849 elmex 1.1 {
850 root 1.72 if (ob->move_status++ > 16)
851     ob->move_status = 0;
852    
853     if (ob->move_status < 6)
854 root 1.79 ob->move (3);
855 root 1.72 else if (ob->move_status < 8)
856     return;
857     else if (ob->move_status < 13)
858 root 1.79 ob->move (7);
859 root 1.72 else
860     return;
861     }
862 elmex 1.1
863 root 1.72 static void
864     rand_move (object *ob)
865     {
866 root 1.79 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 root 1.72 for (int i = 0; i < 5; i++)
868 root 1.79 if (ob->move (ob->move_status = rndm (8) + 1))
869 root 1.72 return;
870 elmex 1.1 }
871    
872     #define MAX_KNOWN_SPELLS 20
873    
874     /* Returns a randomly selected spell. This logic is still
875     * less than ideal. This code also only seems to deal with
876     * wizard spells, as the check is against sp, and not grace.
877     * can mosnters know cleric spells?
878     */
879 root 1.74 static object *
880 root 1.8 monster_choose_random_spell (object *monster)
881     {
882     object *altern[MAX_KNOWN_SPELLS];
883     int i = 0;
884    
885 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
886 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
887     {
888     /* Check and see if it's actually a useful spell.
889     * If its a spellbook, the spell is actually the inventory item.
890     * if it is a spell, then it is just the object itself.
891     */
892     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
893     {
894 root 1.47 altern [i++] = tmp;
895    
896 root 1.8 if (i == MAX_KNOWN_SPELLS)
897     break;
898     }
899     }
900 root 1.47
901     return i ? altern [rndm (i)] : 0;
902 elmex 1.1 }
903    
904     /* This checks to see if the monster should cast a spell/ability.
905     * it returns true if the monster casts a spell, 0 if he doesn't.
906     * head is the head of the monster.
907     * part is the part of the monster we are checking against.
908     * pl is the target.
909     * dir is the direction to case.
910     * rv is the vector which describes where the enemy is.
911     */
912 root 1.74 static int
913 root 1.8 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
914     {
915     object *spell_item;
916     object *owner;
917     rv_vector rv1;
918    
919     /* If you want monsters to cast spells over friends, this spell should
920     * be removed. It probably should be in most cases, since monsters still
921     * don't care about residual effects (ie, casting a cone which may have a
922     * clear path to the player, the side aspects of the code will still hit
923     * other monsters)
924     */
925     if (!(dir = path_to_player (part, pl, 0)))
926     return 0;
927    
928 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
929 root 1.8 {
930     get_rangevector (head, owner, &rv1, 0x1);
931     if (dirdiff (dir, rv1.direction) < 2)
932 root 1.47 return 0; /* Might hit owner with spell */
933 elmex 1.1 }
934    
935 root 1.85 if (head->flag [FLAG_CONFUSED])
936 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937 root 1.8
938     /* If the monster hasn't already chosen a spell, choose one
939     * I'm not sure if it really make sense to pre-select spells (events
940     * could be different by the time the monster goes again).
941     */
942     if (head->spellitem == NULL)
943     {
944     if ((spell_item = monster_choose_random_spell (head)) == NULL)
945     {
946 root 1.87 LOG (llevTrace, "Turned off spells in %s\n", &head->name);
947 root 1.85 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
948 root 1.8 return 0;
949 root 1.4 }
950 root 1.47
951 root 1.8 if (spell_item->type == SPELLBOOK)
952     {
953     if (!spell_item->inv)
954     {
955     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
956     return 0;
957 root 1.4 }
958 root 1.47
959 root 1.8 spell_item = spell_item->inv;
960 root 1.4 }
961 elmex 1.1 }
962 root 1.8 else
963     spell_item = head->spellitem;
964 elmex 1.1
965 root 1.8 if (!spell_item)
966     return 0;
967 elmex 1.1
968 root 1.8 /* Best guess this is a defensive/healing spell */
969     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
970     dir = 0;
971    
972     /* Monster doesn't have enough spell-points */
973     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
974     return 0;
975    
976     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
977     return 0;
978 elmex 1.1
979 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
980     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
981 elmex 1.1
982 root 1.8 /* set this to null, so next time monster will choose something different */
983     head->spellitem = NULL;
984 elmex 1.1
985 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
986 elmex 1.1 }
987    
988 root 1.74 static int
989 root 1.8 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
990     {
991     object *scroll;
992     object *owner;
993     rv_vector rv1;
994    
995     /* If you want monsters to cast spells over friends, this spell should
996     * be removed. It probably should be in most cases, since monsters still
997     * don't care about residual effects (ie, casting a cone which may have a
998     * clear path to the player, the side aspects of the code will still hit
999     * other monsters)
1000     */
1001     if (!(dir = path_to_player (part, pl, 0)))
1002     return 0;
1003    
1004 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1005 root 1.8 {
1006     get_rangevector (head, owner, &rv1, 0x1);
1007     if (dirdiff (dir, rv1.direction) < 2)
1008     {
1009     return 0; /* Might hit owner with spell */
1010 root 1.4 }
1011 elmex 1.1 }
1012    
1013 root 1.85 if (head->flag [FLAG_CONFUSED])
1014 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1015 elmex 1.1
1016 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
1017     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1018     break;
1019 elmex 1.1
1020 root 1.8 /* Used up all his scrolls, so nothing do to */
1021     if (!scroll)
1022     {
1023 root 1.85 head->clr_flag (FLAG_READY_SCROLL);
1024 root 1.8 return 0;
1025 elmex 1.1 }
1026    
1027 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
1028     if (scroll->inv->range == 0)
1029     dir = 0;
1030 elmex 1.1
1031 root 1.8 apply_scroll (part, scroll, dir);
1032     return 1;
1033 elmex 1.1 }
1034    
1035     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1036     * Note that monsters do not need the skills SK_MELEE_WEAPON and
1037     * SK_MISSILE_WEAPON to make those respective attacks, if we
1038     * required that we would drastically increase the memory
1039     * requirements of CF!!
1040     *
1041     * The skills we are treating here are all but those. -b.t.
1042     *
1043     * At the moment this is only useful for throwing, perhaps for
1044     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1045 root 1.8 */
1046 root 1.74 static int
1047 root 1.8 monster_use_skill (object *head, object *part, object *pl, int dir)
1048     {
1049     object *skill, *owner;
1050 elmex 1.1
1051 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1052     return 0;
1053    
1054 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1055 root 1.8 {
1056 root 1.86 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1057 root 1.8
1058     if (dirdiff (dir, dir2) < 1)
1059     return 0; /* Might hit owner with skill -thrown rocks for example ? */
1060     }
1061 root 1.27
1062 root 1.85 if (head->flag [FLAG_CONFUSED])
1063 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1064 root 1.8
1065 root 1.82 object *new_skill = 0;
1066    
1067     // skill selection - monster will use the last unused skill
1068     // and rotate, eventually cycling through all skills.
1069 root 1.27 for (skill = head->inv; skill; skill = skill->below)
1070 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
1071 root 1.82 new_skill = skill;
1072 elmex 1.1
1073 root 1.82 if (new_skill)
1074     splay (head->chosen_skill = new_skill);
1075     else if (!head->chosen_skill)
1076 root 1.8 {
1077     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1078 root 1.85 head->clr_flag (FLAG_READY_SKILL);
1079 root 1.8 return 0;
1080 elmex 1.1 }
1081 root 1.27
1082 root 1.8 /* use skill */
1083     return do_skill (head, part, head->chosen_skill, dir, NULL);
1084 elmex 1.1 }
1085    
1086     /* Monster will use a ranged spell attack. */
1087 root 1.74 static int
1088 root 1.8 monster_use_range (object *head, object *part, object *pl, int dir)
1089     {
1090     object *wand, *owner;
1091     int at_least_one = 0;
1092    
1093     if (!(dir = path_to_player (part, pl, 0)))
1094     return 0;
1095    
1096 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1097 elmex 1.1 {
1098 root 1.86 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1099 elmex 1.1
1100 root 1.8 if (dirdiff (dir, dir2) < 2)
1101     return 0; /* Might hit owner with spell */
1102 elmex 1.1 }
1103 root 1.31
1104 root 1.85 if (head->flag [FLAG_CONFUSED])
1105 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1106 elmex 1.1
1107 root 1.27 for (wand = head->inv; wand; wand = wand->below)
1108 root 1.8 {
1109     if (wand->type == WAND)
1110 elmex 1.1 {
1111 root 1.8 /* Found a wand, let's see if it has charges left */
1112     at_least_one = 1;
1113     if (wand->stats.food <= 0)
1114     continue;
1115 elmex 1.1
1116 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
1117 elmex 1.1
1118 root 1.8 if (!(--wand->stats.food))
1119     {
1120     if (wand->arch)
1121 elmex 1.1 {
1122 root 1.85 wand->clr_flag (FLAG_ANIMATE);
1123 root 1.35 wand->face = wand->arch->face;
1124 root 1.18 wand->set_speed (0);
1125 elmex 1.1 }
1126     }
1127 root 1.8 /* Success */
1128     return 1;
1129     }
1130     else if (wand->type == ROD || wand->type == HORN)
1131     {
1132     /* Found rod/horn, let's use it if possible */
1133     at_least_one = 1;
1134 root 1.75 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1135 root 1.8 continue;
1136 elmex 1.1
1137 root 1.8 /* drain charge before casting spell - can be a case where the
1138     * spell destroys the monster, and rod, so if done after, results
1139     * in crash.
1140     */
1141     drain_rod_charge (wand);
1142     cast_spell (head, wand, dir, wand->inv, NULL);
1143 elmex 1.1
1144 root 1.8 /* Success */
1145     return 1;
1146 elmex 1.1 }
1147 root 1.8 }
1148    
1149     if (at_least_one)
1150     return 0;
1151 elmex 1.1
1152 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1153 root 1.85 head->clr_flag (FLAG_READY_RANGE);
1154 root 1.8 return 0;
1155     }
1156 elmex 1.1
1157 root 1.74 static int
1158 root 1.8 monster_use_bow (object *head, object *part, object *pl, int dir)
1159     {
1160     object *owner;
1161 elmex 1.1
1162 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1163     return 0;
1164 root 1.31
1165 root 1.85 if (head->flag [FLAG_CONFUSED])
1166 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1167 elmex 1.1
1168 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1169 root 1.8 {
1170 root 1.86 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1171 elmex 1.1
1172 root 1.8 if (dirdiff (dir, dir2) < 1)
1173     return 0; /* Might hit owner with arrow */
1174 elmex 1.1 }
1175    
1176 root 1.8 /* in server/player.c */
1177     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1178 elmex 1.1
1179     }
1180    
1181 root 1.72 void
1182     npc_call_help (object *op)
1183 root 1.8 {
1184 root 1.78 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1185 root 1.72 {
1186     mapspace &ms = m->at (nx, ny);
1187 root 1.8
1188 root 1.72 /* If nothing alive on this space, no need to search the space. */
1189     if (!(ms.flags () & P_IS_ALIVE))
1190     continue;
1191 elmex 1.1
1192 root 1.72 for (object *npc = ms.bot; npc; npc = npc->above)
1193 root 1.85 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1194 root 1.72 npc->enemy = op->enemy;
1195     }
1196     }
1197 elmex 1.1
1198 root 1.72 void
1199     check_earthwalls (object *op, maptile *m, int x, int y)
1200     {
1201     for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1202     if (tmp->type == EARTHWALL)
1203     {
1204     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1205     return;
1206     }
1207     }
1208 elmex 1.1
1209 root 1.72 void
1210     check_doors (object *op, maptile *m, int x, int y)
1211     {
1212     for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1213     if (tmp->type == DOOR)
1214     {
1215     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1216     return;
1217     }
1218 elmex 1.1 }
1219    
1220 root 1.72 /* find_mon_throw_ob() - modeled on find_throw_ob
1221     * This is probably overly simplistic as it is now - We want
1222     * monsters to throw things like chairs and other pieces of
1223     * furniture, even if they are not good throwable objects.
1224     * Probably better to have the monster throw a throwable object
1225     * first, then throw any non equipped weapon.
1226     */
1227     object *
1228     find_mon_throw_ob (object *op)
1229 root 1.8 {
1230 root 1.72 object *tmp = NULL;
1231 root 1.8
1232 root 1.72 if (op->head)
1233     tmp = op->head;
1234 root 1.8 else
1235 root 1.72 tmp = op;
1236 root 1.8
1237 root 1.72 /* New throw code: look through the inventory. Grap the first legal is_thrown
1238     * marked item and throw it to the enemy.
1239     */
1240     for (tmp = op->inv; tmp; tmp = tmp->below)
1241 root 1.8 {
1242 root 1.72 /* Can't throw invisible objects or items that are applied */
1243 root 1.85 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1244 root 1.72 continue;
1245    
1246 root 1.85 if (tmp->flag [FLAG_IS_THROWN])
1247 root 1.72 break;
1248    
1249 elmex 1.1 }
1250 root 1.72
1251     #ifdef DEBUG_THROW
1252     LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1253     #endif
1254    
1255     return tmp;
1256 elmex 1.1 }
1257    
1258     /*
1259 root 1.72 * Move-monster returns 1 if the object has been freed, otherwise 0.
1260 elmex 1.1 */
1261 root 1.8 int
1262 root 1.72 move_monster (object *op)
1263 root 1.8 {
1264 root 1.72 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1265     object *owner, *enemy, *part, *oph = op;
1266     rv_vector rv;
1267 elmex 1.1
1268 root 1.72 /* Monsters not on maps don't do anything. These monsters are things
1269     * Like royal guards in city dwellers inventories.
1270     */
1271     if (!op->map)
1272 root 1.8 return 0;
1273 elmex 1.1
1274 root 1.72 /* for target facing, we copy this value here for fast access */
1275     if (oph->head) /* force update the head - one arch one pic */
1276     oph = oph->head;
1277    
1278 root 1.85 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1279 root 1.72 enemy = op->enemy = NULL;
1280     else if ((enemy = find_enemy (op, &rv)))
1281     /* we have an enemy, just tell him we want him dead */
1282     enemy->attacked_by = op; /* our ptr */
1283    
1284     /* generate hp, if applicable */
1285     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1286     {
1287     /* last heal is in funny units. Dividing by speed puts
1288     * the regeneration rate on a basis of time instead of
1289     * #moves the monster makes. The scaling by 8 is
1290     * to capture 8th's of a hp fraction regens
1291     */
1292 root 1.84 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1293     op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1294     op->last_heal = last_heal % 32;
1295 elmex 1.1
1296 root 1.72 /* So if the monster has gained enough HP that they are no longer afraid */
1297 root 1.84 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1298     op->flag [FLAG_RUN_AWAY] = false;
1299 root 1.72 }
1300 root 1.66
1301 root 1.72 /* generate sp, if applicable */
1302     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1303     {
1304     /* last_sp is in funny units. Dividing by speed puts
1305     * the regeneration rate on a basis of time instead of
1306     * #moves the monster makes. The scaling by 8 is
1307     * to capture 8th's of a sp fraction regens
1308     */
1309 root 1.66
1310 root 1.84 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1311     op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1312     op->last_sp = last_sp % 128;
1313 root 1.72 }
1314 root 1.66
1315 root 1.72 /* this should probably get modified by many more values.
1316     * (eg, creatures resistance to fear, level, etc. )
1317     */
1318 root 1.85 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1319     op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1320 root 1.66
1321 root 1.72 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1322 root 1.85 return op->flag [FLAG_FREED];
1323 root 1.66
1324 root 1.85 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1325     ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1326 root 1.72 if (!check_wakeup (op, enemy, &rv))
1327     return 0;
1328 root 1.66
1329 root 1.72 /* check if monster pops out of hidden spot */
1330     if (op->flag [FLAG_HIDDEN])
1331     do_hidden_move (op);
1332 root 1.66
1333 root 1.72 if (op->pick_up)
1334     monster_check_pickup (op);
1335 root 1.66
1336 root 1.72 if (op->will_apply)
1337     monster_apply_below (op); /* Check for items to apply below */
1338 root 1.27
1339 root 1.72 /* If we don't have an enemy, do special movement or the like */
1340     if (!enemy)
1341 root 1.8 {
1342 root 1.85 if (op->flag [FLAG_ONLY_ATTACK])
1343 root 1.8 {
1344 root 1.72 op->drop_and_destroy ();
1345     return 1;
1346 root 1.4 }
1347 elmex 1.1
1348 root 1.72 /* Probably really a bug for a creature to have both
1349     * stand still and a movement type set.
1350     */
1351 root 1.85 if (!op->flag [FLAG_STAND_STILL])
1352 root 1.72 {
1353     if (op->attack_movement & HI4)
1354     {
1355     switch (op->attack_movement & HI4)
1356     {
1357     case PETMOVE:
1358     pet_move (op);
1359     break;
1360    
1361     case CIRCLE1:
1362     circ1_move (op);
1363     break;
1364 root 1.47
1365 root 1.72 case CIRCLE2:
1366     circ2_move (op);
1367     break;
1368 elmex 1.1
1369 root 1.72 case PACEV:
1370     pace_movev (op);
1371     break;
1372 elmex 1.1
1373 root 1.72 case PACEH:
1374     pace_moveh (op);
1375     break;
1376 root 1.4
1377 root 1.72 case PACEV2:
1378     pace2_movev (op);
1379     break;
1380 root 1.4
1381 root 1.72 case PACEH2:
1382     pace2_moveh (op);
1383     break;
1384 elmex 1.1
1385 root 1.72 case RANDO:
1386     rand_move (op);
1387     break;
1388 elmex 1.1
1389 root 1.72 case RANDO2:
1390     move_randomly (op);
1391     break;
1392     }
1393 elmex 1.1
1394 root 1.72 return 0;
1395     }
1396 root 1.85 else if (op->flag [FLAG_RANDOM_MOVE])
1397 root 1.72 move_randomly (op);
1398     } /* stand still */
1399 root 1.8
1400 root 1.72 return 0;
1401     } /* no enemy */
1402 elmex 1.1
1403 root 1.72 /* We have an enemy. Block immediately below is for pets */
1404     if ((op->attack_movement & HI4) == PETMOVE
1405     && (owner = op->owner) != NULL
1406     && !on_same_map (op, owner)
1407     && !owner->flag [FLAG_REMOVED])
1408     return follow_owner (op, owner);
1409 elmex 1.1
1410 root 1.72 /* doppleganger code to change monster facing to that of the nearest
1411     * player. Hmm. The code is here, but no monster in the current
1412     * arch set uses it.
1413     */
1414     if (op->race == shstr_doppleganger)
1415 root 1.8 {
1416 root 1.72 op->face = enemy->face;
1417     op->name = enemy->name;
1418 elmex 1.1 }
1419    
1420 root 1.72 /* Calculate range information for closest body part - this
1421     * is used for the 'skill' code, which isn't that smart when
1422     * it comes to figuring it out - otherwise, giants throw boulders
1423     * into themselves.
1424 root 1.8 */
1425 root 1.72 get_rangevector (op, enemy, &rv, 0);
1426 elmex 1.1
1427 root 1.72 /* Move the check for scared up here - if the monster was scared,
1428     * we were not doing any of the logic below, so might as well save
1429     * a few cpu cycles.
1430 root 1.8 */
1431 root 1.85 if (!op->flag [FLAG_SCARED])
1432 root 1.72 {
1433     rv_vector rv1;
1434    
1435     /* now we test every part of an object .... this is a real ugly piece of code */
1436     for (part = op; part; part = part->more)
1437     {
1438     get_rangevector (part, enemy, &rv1, 0x1);
1439     dir = rv1.direction;
1440 root 1.8
1441 root 1.72 /* hm, not sure about this part - in original was a scared flag here too
1442     * but that we test above... so can be old code here
1443     */
1444 root 1.85 if (op->flag [FLAG_RUN_AWAY])
1445 root 1.72 dir = absdir (dir + 4);
1446 elmex 1.1
1447 root 1.85 if (op->flag [FLAG_CONFUSED])
1448 root 1.72 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1449 root 1.65
1450 root 1.85 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1451 root 1.72 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1452     return 0;
1453 root 1.8
1454 root 1.85 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1455 root 1.72 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1456     return 0;
1457 elmex 1.1
1458 root 1.85 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1459 root 1.72 if (monster_use_range (op, part, enemy, dir))
1460     return 0;
1461 root 1.47
1462 root 1.85 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1463 root 1.72 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1464     return 0;
1465 root 1.27
1466 root 1.85 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1467 root 1.72 if (monster_use_bow (op, part, enemy, dir))
1468     return 0;
1469     } /* for processing of all parts */
1470     } /* If not scared */
1471 elmex 1.1
1472 root 1.72 part = rv.part;
1473     dir = rv.direction;
1474 elmex 1.1
1475 root 1.72 //-GPL
1476 root 1.27
1477 root 1.72 // if the enemy is a player, we have los. if los says we
1478     // can directly reach the player, we do not deviate.
1479     // for non-players, we never deviate
1480     if (op->stats.Wis >= 8
1481     && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1482     {
1483     int sdir = 0;
1484     uint32_t &smell = op->ms ().smell;
1485 elmex 1.1
1486 root 1.72 for (int ndir = 1; ndir <= 8; ++ndir)
1487     {
1488     mapxy pos (op); pos.move (ndir);
1489 elmex 1.1
1490 root 1.72 if (pos.normalise ())
1491     {
1492     mapspace &ms = pos.ms ();
1493 elmex 1.1
1494 root 1.72 if (ms.smell > smell)
1495     {
1496     //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1497     if (op->stats.Wis >= 10)
1498     smell = ms.smell - 1; // smarter: tell others
1499 root 1.27
1500 root 1.72 sdir = ndir;
1501    
1502     // perturbing the path might let the monster lose track,
1503     // but it will also widen the actual path, spreading information
1504     if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1505     sdir = absdir (sdir + 1 - rndm (2) * 2);
1506     }
1507     }
1508     }
1509 elmex 1.1
1510 root 1.72 if (sdir)
1511     dir = sdir;
1512     else if (smell)
1513     {
1514     // no better smell found, so assume the player jumped, and erase this smell
1515     //printf ("erasing smell %d\n", op->ms ().smell);//D
1516 root 1.78 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1517 root 1.72 m->at (nx, ny).smell = 0;
1518     }
1519     }
1520 root 1.27
1521 root 1.72 //+GPL
1522 elmex 1.1
1523 root 1.85 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1524 root 1.72 dir = absdir (dir + 4);
1525 root 1.27
1526 root 1.85 if (op->flag [FLAG_CONFUSED])
1527 root 1.72 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1528 elmex 1.1
1529 root 1.72 pre_att_dir = dir; /* remember the original direction */
1530 root 1.27
1531 root 1.85 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1532 root 1.72 {
1533     switch (op->attack_movement & LO4)
1534     {
1535     case DISTATT:
1536     dir = dist_att (dir, op, enemy, part, &rv);
1537     break;
1538 root 1.27
1539 root 1.72 case RUNATT:
1540     dir = run_att (dir, op, enemy, part, &rv);
1541     break;
1542 elmex 1.1
1543 root 1.72 case HITRUN:
1544     dir = hitrun_att (dir, op, enemy);
1545     break;
1546 root 1.27
1547 root 1.72 case WAITATT:
1548     dir = wait_att (dir, op, enemy, part, &rv);
1549     break;
1550 root 1.27
1551 root 1.72 case RUSH: /* default - monster normally moves towards player */
1552     case ALLRUN:
1553     break;
1554 elmex 1.1
1555 root 1.72 case DISTHIT:
1556     dir = disthit_att (dir, op, enemy, part, &rv);
1557     break;
1558 root 1.27
1559 root 1.72 case WAIT2:
1560     dir = wait_att2 (dir, op, enemy, part, &rv);
1561     break;
1562 elmex 1.1
1563 root 1.72 default:
1564     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1565     }
1566     }
1567 root 1.27
1568 root 1.72 if (!dir)
1569     return 0;
1570 elmex 1.1
1571 root 1.85 if (!op->flag [FLAG_STAND_STILL])
1572 root 1.72 {
1573 root 1.79 if (op->move (dir)) /* Can the monster move directly toward player? */
1574 root 1.72 {
1575     /* elmex: Turn our monster after it moved if it has DISTATT attack */
1576     if ((op->attack_movement & LO4) == DISTATT)
1577     op->direction = pre_att_dir;
1578 root 1.27
1579 root 1.72 return 0;
1580     }
1581 elmex 1.1
1582 root 1.85 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1583 root 1.72 {
1584     /* Try move around corners if !close */
1585 root 1.85 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1586 root 1.27
1587 root 1.72 for (diff = 1; diff <= maxdiff; diff++)
1588     {
1589     /* try different detours */
1590     int m = 1 - rndm (2) * 2; /* Try left or right first? */
1591 elmex 1.1
1592 root 1.79 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1593 root 1.72 return 0;
1594     }
1595     }
1596     } /* if monster is not standing still */
1597 elmex 1.1
1598 root 1.72 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1599     if ((op->attack_movement & LO4) == DISTATT)
1600     op->direction = pre_att_dir;
1601 elmex 1.1
1602 root 1.72 /*
1603     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1604     * direction if they can't move away.
1605     */
1606 root 1.85 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1607 root 1.72 if (move_randomly (op))
1608     return 0;
1609 elmex 1.1
1610 root 1.72 /*
1611     * Try giving the monster a new enemy - the player that is closest
1612     * to it. In this way, it won't just keep trying to get to a target
1613     * that is inaccessible.
1614     * This could be more clever - it should go through a list of several
1615     * enemies, as it is now, you could perhaps get situations where there
1616     * are two players flanking the monster at close distance, but which
1617     * the monster can't get to, and a third one at a far distance that
1618     * the monster could get to - as it is, the monster won't look at that
1619     * third one.
1620     */
1621 root 1.85 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1622 root 1.72 {
1623     object *nearest_player = get_nearest_player (op);
1624 elmex 1.1
1625 root 1.72 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1626     {
1627     op->enemy = 0;
1628     enemy = nearest_player;
1629     }
1630     }
1631 elmex 1.1
1632 root 1.85 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1633 root 1.8 {
1634 root 1.72 /* The adjustement to wc that was here before looked totally bogus -
1635     * since wc can in fact get negative, that would mean by adding
1636     * the current wc, the creature gets better? Instead, just
1637     * add a fixed amount - nasty creatures that are runny away should
1638     * still be pretty nasty.
1639     */
1640 root 1.85 if (op->flag [FLAG_RUN_AWAY])
1641 root 1.72 {
1642     part->stats.wc += 10;
1643     skill_attack (enemy, part, 0, NULL, NULL);
1644     part->stats.wc -= 10;
1645     }
1646     else
1647     skill_attack (enemy, part, 0, NULL, NULL);
1648     } /* if monster is in attack range */
1649 root 1.8
1650 root 1.85 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1651 root 1.72 return 1;
1652 elmex 1.1
1653 root 1.85 if (op->flag [FLAG_ONLY_ATTACK])
1654 root 1.72 {
1655     op->drop_and_destroy ();
1656     return 1;
1657 elmex 1.1 }
1658    
1659 root 1.72 return 0;
1660 elmex 1.1 }
1661    
1662     /* determine if we can 'detect' the enemy. Check for walls blocking the
1663     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1664     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1665     * modified by MSW to use the get_rangevector so that map tiling works
1666     * properly. I also so odd code in place that checked for x distance
1667     * OR y distance being within some range - that seemed wrong - both should
1668     * be within the valid range. MSW 2001-08-05
1669     * Returns 0 if enemy can not be detected, 1 if it is detected
1670     */
1671 root 1.8 int
1672     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1673     {
1674     /* null detection for any of these condtions always */
1675     if (!op || !enemy || !op->map || !enemy->map)
1676     return 0;
1677 elmex 1.1
1678 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1679     if (!on_same_map (op, enemy))
1680     return 0;
1681 elmex 1.1
1682 root 1.8 get_rangevector (op, enemy, rv, 0);
1683 elmex 1.1
1684 root 1.8 /* Monsters always ignore the DM */
1685 root 1.85 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1686 root 1.8 return 0;
1687 elmex 1.1
1688 root 1.8 /* simple check. Should probably put some range checks in here. */
1689     if (can_see_enemy (op, enemy))
1690     return 1;
1691 elmex 1.1
1692 root 1.8 /* The rest of this is for monsters. Players are on their own for
1693     * finding enemies!
1694     */
1695 root 1.58 if (op->is_player ())
1696 root 1.8 return 0;
1697 elmex 1.1
1698 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1699 root 1.58 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1700 root 1.8 */
1701     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1702     return 0;
1703 elmex 1.1
1704 root 1.58 int radius = MIN_MON_RADIUS;
1705    
1706 root 1.8 /* use this for invis also */
1707 root 1.58 int hide_discovery = op->stats.Int / 5;
1708 elmex 1.1
1709 root 1.8 /* Determine Detection radii */
1710 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1711 root 1.58 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1712 root 1.8 else
1713     { /* a level/INT/Dex adjustment for hiding */
1714 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1715 root 1.8
1716 root 1.52 if (enemy->is_player ())
1717 root 1.8 {
1718 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1719 root 1.8 bonus -= sk_hide->level;
1720     else
1721     {
1722     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1723     make_visible (enemy);
1724     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1725 root 1.4 }
1726     }
1727 root 1.8 else /* enemy is not a player */
1728     bonus -= enemy->level;
1729    
1730     radius += bonus / 5;
1731     hide_discovery += bonus * 5;
1732     } /* else creature has modifiers for hiding */
1733    
1734     /* Radii stealth adjustment. Only if you are stealthy
1735     * will you be able to sneak up closer to creatures */
1736 root 1.85 if (enemy->flag [FLAG_STEALTH])
1737 root 1.37 {
1738     radius /= 2;
1739     hide_discovery /= 3;
1740     }
1741 root 1.8
1742     /* Radii adjustment for enemy standing in the dark */
1743 root 1.58 if (!stand_in_light (enemy))
1744 root 1.8 {
1745     /* on dark maps body heat can help indicate location with infravision
1746     * undead don't have body heat, so no benefit detecting them.
1747     */
1748 root 1.85 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1749 root 1.51 radius += op->map->darklevel () / 2;
1750 root 1.8 else
1751 root 1.51 radius -= op->map->darklevel () / 2;
1752 root 1.8
1753     /* op next to a monster (and not in complete darkness)
1754     * the monster should have a chance to see you.
1755     */
1756 root 1.58 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1757 root 1.8 radius = MIN_MON_RADIUS;
1758     } /* if on dark map */
1759 elmex 1.1
1760 root 1.8 /* Lets not worry about monsters that have incredible detection
1761     * radii, we only need to worry here about things the player can
1762     * (potentially) see. This is 13, as that is the maximum size the player
1763     * may have for their map - in that way, creatures at the edge will
1764     * do something. Note that the distance field in the
1765     * vector is real distance, so in theory this should be 18 to
1766     * find that.
1767     */
1768 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1769     // we use 25, lets see if we have the cpu time for it
1770     radius = min (25, radius);
1771 root 1.8
1772     /* Enemy in range! Now test for detection */
1773 root 1.38 if (rv->distance <= radius)
1774 root 1.8 {
1775     /* ah, we are within range, detected? take cases */
1776     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1777     return 1;
1778 root 1.4
1779 root 1.8 /* hidden or low-quality invisible */
1780 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1781 root 1.8 {
1782     make_visible (enemy);
1783 root 1.37
1784 root 1.8 /* inform players of new status */
1785     if (enemy->type == PLAYER && player_can_view (enemy, op))
1786     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1787 root 1.37
1788 root 1.8 return 1; /* detected enemy */
1789     }
1790     else if (enemy->invisible)
1791     {
1792     /* Change this around - instead of negating the invisible, just
1793 root 1.37 * return true so that the monster that managed to detect you can
1794     * do something to you. Decreasing the duration of invisible
1795 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1796 root 1.37 * can then basically negate the spell. The spell isn't negated -
1797 root 1.8 * they just know where you are!
1798     */
1799 root 1.37 if (rndm (50) <= hide_discovery)
1800 root 1.8 {
1801     if (enemy->type == PLAYER)
1802 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1803    
1804 root 1.8 return 1;
1805 root 1.4 }
1806     }
1807 root 1.8 } /* within range */
1808 elmex 1.1
1809 root 1.8 /* Wasn't detected above, so still hidden */
1810     return 0;
1811 elmex 1.1 }
1812    
1813     /* determine if op stands in a lighted square. This is not a very
1814 root 1.59 * intelligent algorithm. For one thing, we ignore los here, SO it
1815 elmex 1.1 * is possible for a bright light to illuminate a player on the
1816     * other side of a wall (!).
1817     */
1818 root 1.8 int
1819     stand_in_light (object *op)
1820     {
1821 root 1.49 if (op)
1822     {
1823 root 1.58 if (!op->is_on_map ())
1824     return 0;
1825    
1826     if (op->map->darklevel () <= 0)
1827     return 1;
1828    
1829 root 1.49 if (op->glow_radius > 0)
1830     return 1;
1831 elmex 1.1
1832 root 1.49 if (op->map)
1833 root 1.78 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1834 root 1.49 {
1835     /* Check the spaces with the max light radius to see if any of them
1836     * have lights, and if any of them light the player enough, then return 1.
1837     */
1838     int light = m->at (nx, ny).light;
1839    
1840     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1841     return 1;
1842     }
1843 elmex 1.1 }
1844 root 1.27
1845 root 1.8 return 0;
1846 elmex 1.1 }
1847    
1848     /* assuming no walls/barriers, lets check to see if its *possible*
1849     * to see an enemy. Note, "detection" is different from "seeing".
1850     * See can_detect_enemy() for more details. -b.t.
1851     * return 0 if can't be seen, 1 if can be
1852     */
1853 root 1.8 int
1854     can_see_enemy (object *op, object *enemy)
1855     {
1856     object *looker = op->head ? op->head : op;
1857    
1858     /* safety */
1859 root 1.85 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1860 root 1.8 return 0;
1861 elmex 1.1
1862 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1863     * see through walls). Should we change the code elsewhere to make you
1864     * blind even if you can xray?
1865     */
1866 root 1.85 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1867 root 1.8 return 0;
1868    
1869     /* checking for invisible things */
1870     if (enemy->invisible)
1871     {
1872     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1873     * However,if you carry any source of light, then the hidden
1874     * creature is seeable (and stupid) */
1875 elmex 1.1
1876 root 1.63 if (enemy->has_carried_lights ())
1877 root 1.8 {
1878 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1879 root 1.8 {
1880     make_visible (enemy);
1881     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1882 root 1.4 }
1883 root 1.39
1884 root 1.8 return 1;
1885     }
1886 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1887 root 1.8 return 0;
1888 root 1.4
1889 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1890 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1891     * and making it a conditional makes the code pretty ugly.
1892     */
1893 root 1.85 if (!looker->flag [FLAG_SEE_INVISIBLE])
1894 root 1.39 if (makes_invisible_to (enemy, looker))
1895     return 0;
1896 root 1.8 }
1897 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1898 root 1.8 if (player_can_view (looker, enemy))
1899     return 1;
1900 elmex 1.1
1901     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1902     * unless they carry a light or stand in light. Darkness doesnt
1903     * inhibit the undead per se (but we should give their archs
1904     * CAN_SEE_IN_DARK, this is just a safety
1905     * we care about the enemy maps status, not the looker.
1906     * only relevant for tiled maps, but it is possible that the
1907     * enemy is on a bright map and the looker on a dark - in that
1908     * case, the looker can still see the enemy
1909     */
1910 root 1.58 if (!stand_in_light (enemy)
1911 root 1.85 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1912 elmex 1.1 return 0;
1913    
1914     return 1;
1915     }
1916 root 1.40
1917 root 1.71 //-GPL