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Revision: 1.89
Committed: Sun May 2 11:52:56 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.88: +5 -1 lines
Log Message:
correctly update mapspace lights for stand_in_light

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.41 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.22 *
4 root 1.81 * 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 1.72 return; /* nothing more to do for arrows */
599     }
600     }
601 root 1.61
602 root 1.72 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
603     flag = 1;
604     /* Eating food gets hp back */
605     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
606     flag = 1;
607 root 1.85 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
608 root 1.72 {
609     if (!item->inv)
610     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
611     else if (monster_should_cast_spell (mon, item->inv))
612 root 1.85 mon->set_flag (FLAG_READY_SCROLL);
613 root 1.72 /* Don't use it right now */
614     return;
615     }
616     else if (item->type == WEAPON)
617     flag = check_good_weapon (mon, item);
618     else if (item->is_armor ())
619     flag = check_good_armour (mon, item);
620     /* Should do something more, like make sure this is a better item */
621     else if (item->type == RING)
622     flag = 1;
623     else if (item->type == WAND || item->type == ROD || item->type == HORN)
624     {
625     /* We never really 'ready' the wand/rod/horn, because that would mean the
626     * weapon would get undone.
627     */
628     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
629 root 1.57 {
630 root 1.85 mon->set_flag (FLAG_READY_RANGE);
631     item->set_flag (FLAG_APPLIED);
632 root 1.57 }
633 root 1.72 return;
634     }
635     else if (item->type == BOW)
636     {
637     /* We never really 'ready' the bow, because that would mean the
638     * weapon would get undone.
639     */
640     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
641 root 1.85 mon->set_flag (FLAG_READY_BOW);
642 root 1.72 return;
643     }
644     else if (item->type == SKILL)
645     {
646     /*
647     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
648     * else they can't use the skill...
649     * Skills also don't need to get applied, so return now.
650     */
651 root 1.85 mon->set_flag (FLAG_READY_SKILL);
652 root 1.72 return;
653 root 1.54 }
654 root 1.55
655 root 1.72 /* if we don't match one of the above types, return now.
656     * can_apply_object will say that we can apply things like flesh,
657     * bolts, and whatever else, because it only checks against the
658     * body_info locations.
659     */
660     if (!flag)
661     return;
662 root 1.71
663 root 1.72 /* Check to see if the monster can use this item. If not, no need
664     * to do further processing. Note that can_apply_object already checks
665     * for the CAN_USE flags.
666     */
667     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
668     return;
669 elmex 1.1
670 root 1.72 /* should only be applying this item, not unapplying it.
671     * also, ignore status of curse so they can take off old armour.
672     * monsters have some advantages after all.
673     */
674 root 1.83 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
675 root 1.72 }
676 elmex 1.1
677 root 1.72 static int
678     can_hit (object *ob1, object *ob2, rv_vector * rv)
679     {
680     object *more;
681     rv_vector rv1;
682 elmex 1.1
683 root 1.85 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
684 root 1.72 return 0;
685 root 1.4
686 root 1.72 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687     return 1;
688 root 1.4
689 root 1.72 /* check all the parts of ob2 - just because we can't get to
690     * its head doesn't mean we don't want to pound its feet
691     */
692     for (more = ob2->more; more; more = more->more)
693     {
694     get_rangevector (ob1, more, &rv1, 0);
695     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
696     return 1;
697     }
698 root 1.4
699 root 1.72 return 0;
700     }
701 root 1.4
702 root 1.72 static int
703     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
704     {
705     if (can_hit (part, enemy, rv))
706     return dir;
707 root 1.4
708 root 1.72 if (rv->distance < 10)
709     return absdir (dir + 4);
710     else if (rv->distance > 18)
711     return dir;
712 root 1.4
713 root 1.72 return 0;
714     }
715 root 1.4
716 root 1.72 static int
717     run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
718     {
719     if (can_hit (part, enemy, rv))
720     return dir;
721     else
722     return absdir (dir + 4);
723     }
724 elmex 1.1
725 root 1.72 static int
726     hitrun_att (int dir, object *ob, object *enemy)
727     {
728     if (ob->move_status++ < 25)
729     return dir;
730     else if (ob->move_status < 50)
731     return absdir (dir + 4);
732     else
733     ob->move_status = 0;
734 root 1.8
735 root 1.72 return absdir (dir + 4);
736     }
737 elmex 1.1
738 root 1.72 static int
739     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
740     {
741     int inrange = can_hit (part, enemy, rv);
742 root 1.8
743 root 1.72 if (ob->move_status || inrange)
744     ob->move_status++;
745 elmex 1.1
746 root 1.72 if (ob->move_status == 0)
747     return 0;
748     else if (ob->move_status < 10)
749     return dir;
750     else if (ob->move_status < 15)
751     return absdir (dir + 4);
752 elmex 1.1
753 root 1.72 ob->move_status = 0;
754     return 0;
755     }
756 elmex 1.1
757 root 1.72 static int
758     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
759     {
760     /* The logic below here looked plain wrong before. Basically, what should
761     * happen is that if the creatures hp percentage falls below run_away,
762     * the creature should run away (dir+4)
763     * I think its wrong for a creature to have a zero maxhp value, but
764     * at least one map has this set, and whatever the map contains, the
765     * server should try to be resilant enough to avoid the problem
766 root 1.8 */
767 root 1.72 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
768     return absdir (dir + 4);
769 elmex 1.1
770 root 1.72 return dist_att (dir, ob, enemy, part, rv);
771     }
772 elmex 1.1
773 root 1.72 static int
774     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
775     {
776     if (rv->distance < 9)
777     return absdir (dir + 4);
778 root 1.43
779 root 1.8 return 0;
780 elmex 1.1 }
781 root 1.5
782 root 1.72 static void
783     circ1_move (object *ob)
784     {
785     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
786    
787     if (++ob->move_status > 11)
788     ob->move_status = 0;
789    
790 root 1.79 if (!(ob->move (circle[ob->move_status])))
791     ob->move (rndm (8) + 1);
792 root 1.72 }
793    
794     static void
795     circ2_move (object *ob)
796 root 1.8 {
797 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 };
798    
799     if (++ob->move_status > 19)
800     ob->move_status = 0;
801    
802 root 1.79 if (!(ob->move (circle[ob->move_status])))
803     ob->move (rndm (8) + 1);
804 root 1.72 }
805 elmex 1.1
806 root 1.72 static void
807     pace_movev (object *ob)
808     {
809     if (ob->move_status++ > 6)
810     ob->move_status = 0;
811 elmex 1.1
812 root 1.72 if (ob->move_status < 4)
813 root 1.79 ob->move (5);
814 root 1.72 else
815 root 1.79 ob->move (1);
816 root 1.72 }
817 elmex 1.1
818 root 1.72 static void
819     pace_moveh (object *ob)
820     {
821     if (ob->move_status++ > 6)
822     ob->move_status = 0;
823 root 1.47
824 root 1.72 if (ob->move_status < 4)
825 root 1.79 ob->move (3);
826 root 1.72 else
827 root 1.79 ob->move (7);
828 elmex 1.1 }
829    
830 root 1.72 static void
831     pace2_movev (object *ob)
832     {
833     if (ob->move_status++ > 16)
834     ob->move_status = 0;
835    
836     if (ob->move_status < 6)
837 root 1.79 ob->move (5);
838 root 1.72 else if (ob->move_status < 8)
839     return;
840     else if (ob->move_status < 13)
841 root 1.79 ob->move (1);
842 root 1.72 else
843     return;
844     }
845 elmex 1.1
846 root 1.72 static void
847     pace2_moveh (object *ob)
848 elmex 1.1 {
849 root 1.72 if (ob->move_status++ > 16)
850     ob->move_status = 0;
851    
852     if (ob->move_status < 6)
853 root 1.79 ob->move (3);
854 root 1.72 else if (ob->move_status < 8)
855     return;
856     else if (ob->move_status < 13)
857 root 1.79 ob->move (7);
858 root 1.72 else
859     return;
860     }
861 elmex 1.1
862 root 1.72 static void
863     rand_move (object *ob)
864     {
865 root 1.79 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
866 root 1.72 for (int i = 0; i < 5; i++)
867 root 1.79 if (ob->move (ob->move_status = rndm (8) + 1))
868 root 1.72 return;
869 elmex 1.1 }
870    
871     #define MAX_KNOWN_SPELLS 20
872    
873     /* Returns a randomly selected spell. This logic is still
874     * less than ideal. This code also only seems to deal with
875     * wizard spells, as the check is against sp, and not grace.
876     * can mosnters know cleric spells?
877     */
878 root 1.74 static object *
879 root 1.8 monster_choose_random_spell (object *monster)
880     {
881     object *altern[MAX_KNOWN_SPELLS];
882     int i = 0;
883    
884 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
885 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
886     {
887     /* Check and see if it's actually a useful spell.
888     * If its a spellbook, the spell is actually the inventory item.
889     * if it is a spell, then it is just the object itself.
890     */
891     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
892     {
893 root 1.47 altern [i++] = tmp;
894    
895 root 1.8 if (i == MAX_KNOWN_SPELLS)
896     break;
897     }
898     }
899 root 1.47
900     return i ? altern [rndm (i)] : 0;
901 elmex 1.1 }
902    
903     /* This checks to see if the monster should cast a spell/ability.
904     * it returns true if the monster casts a spell, 0 if he doesn't.
905     * head is the head of the monster.
906     * part is the part of the monster we are checking against.
907     * pl is the target.
908     * dir is the direction to case.
909     * rv is the vector which describes where the enemy is.
910     */
911 root 1.74 static int
912 root 1.8 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
913     {
914     object *spell_item;
915     object *owner;
916     rv_vector rv1;
917    
918     /* If you want monsters to cast spells over friends, this spell should
919     * be removed. It probably should be in most cases, since monsters still
920     * don't care about residual effects (ie, casting a cone which may have a
921     * clear path to the player, the side aspects of the code will still hit
922     * other monsters)
923     */
924     if (!(dir = path_to_player (part, pl, 0)))
925     return 0;
926    
927 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
928 root 1.8 {
929     get_rangevector (head, owner, &rv1, 0x1);
930     if (dirdiff (dir, rv1.direction) < 2)
931 root 1.47 return 0; /* Might hit owner with spell */
932 elmex 1.1 }
933    
934 root 1.85 if (head->flag [FLAG_CONFUSED])
935 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
936 root 1.8
937     /* If the monster hasn't already chosen a spell, choose one
938     * I'm not sure if it really make sense to pre-select spells (events
939     * could be different by the time the monster goes again).
940     */
941     if (head->spellitem == NULL)
942     {
943     if ((spell_item = monster_choose_random_spell (head)) == NULL)
944     {
945 root 1.85 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
946 root 1.8 return 0;
947 root 1.4 }
948 root 1.47
949 root 1.8 if (spell_item->type == SPELLBOOK)
950     {
951     if (!spell_item->inv)
952     {
953     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
954     return 0;
955 root 1.4 }
956 root 1.47
957 root 1.8 spell_item = spell_item->inv;
958 root 1.4 }
959 elmex 1.1 }
960 root 1.8 else
961     spell_item = head->spellitem;
962 elmex 1.1
963 root 1.8 if (!spell_item)
964     return 0;
965 elmex 1.1
966 root 1.8 /* Best guess this is a defensive/healing spell */
967     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
968     dir = 0;
969    
970     /* Monster doesn't have enough spell-points */
971     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
972     return 0;
973    
974     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
975     return 0;
976 elmex 1.1
977 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
978     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
979 elmex 1.1
980 root 1.8 /* set this to null, so next time monster will choose something different */
981     head->spellitem = NULL;
982 elmex 1.1
983 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
984 elmex 1.1 }
985    
986 root 1.74 static int
987 root 1.8 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
988     {
989     object *scroll;
990     object *owner;
991     rv_vector rv1;
992    
993     /* If you want monsters to cast spells over friends, this spell should
994     * be removed. It probably should be in most cases, since monsters still
995     * don't care about residual effects (ie, casting a cone which may have a
996     * clear path to the player, the side aspects of the code will still hit
997     * other monsters)
998     */
999     if (!(dir = path_to_player (part, pl, 0)))
1000     return 0;
1001    
1002 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1003 root 1.8 {
1004     get_rangevector (head, owner, &rv1, 0x1);
1005     if (dirdiff (dir, rv1.direction) < 2)
1006     {
1007     return 0; /* Might hit owner with spell */
1008 root 1.4 }
1009 elmex 1.1 }
1010    
1011 root 1.85 if (head->flag [FLAG_CONFUSED])
1012 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1013 elmex 1.1
1014 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
1015     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1016     break;
1017 elmex 1.1
1018 root 1.8 /* Used up all his scrolls, so nothing do to */
1019     if (!scroll)
1020     {
1021 root 1.85 head->clr_flag (FLAG_READY_SCROLL);
1022 root 1.8 return 0;
1023 elmex 1.1 }
1024    
1025 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
1026     if (scroll->inv->range == 0)
1027     dir = 0;
1028 elmex 1.1
1029 root 1.8 apply_scroll (part, scroll, dir);
1030     return 1;
1031 elmex 1.1 }
1032    
1033     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1034     * Note that monsters do not need the skills SK_MELEE_WEAPON and
1035     * SK_MISSILE_WEAPON to make those respective attacks, if we
1036     * required that we would drastically increase the memory
1037     * requirements of CF!!
1038     *
1039     * The skills we are treating here are all but those. -b.t.
1040     *
1041     * At the moment this is only useful for throwing, perhaps for
1042     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1043 root 1.8 */
1044 root 1.74 static int
1045 root 1.8 monster_use_skill (object *head, object *part, object *pl, int dir)
1046     {
1047     object *skill, *owner;
1048 elmex 1.1
1049 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1050     return 0;
1051    
1052 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1053 root 1.8 {
1054 root 1.86 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1055 root 1.8
1056     if (dirdiff (dir, dir2) < 1)
1057     return 0; /* Might hit owner with skill -thrown rocks for example ? */
1058     }
1059 root 1.27
1060 root 1.85 if (head->flag [FLAG_CONFUSED])
1061 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1062 root 1.8
1063 root 1.82 object *new_skill = 0;
1064    
1065     // skill selection - monster will use the last unused skill
1066     // and rotate, eventually cycling through all skills.
1067 root 1.27 for (skill = head->inv; skill; skill = skill->below)
1068 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
1069 root 1.82 new_skill = skill;
1070 elmex 1.1
1071 root 1.82 if (new_skill)
1072     splay (head->chosen_skill = new_skill);
1073     else if (!head->chosen_skill)
1074 root 1.8 {
1075     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1076 root 1.85 head->clr_flag (FLAG_READY_SKILL);
1077 root 1.8 return 0;
1078 elmex 1.1 }
1079 root 1.27
1080 root 1.8 /* use skill */
1081     return do_skill (head, part, head->chosen_skill, dir, NULL);
1082 elmex 1.1 }
1083    
1084     /* Monster will use a ranged spell attack. */
1085 root 1.74 static int
1086 root 1.8 monster_use_range (object *head, object *part, object *pl, int dir)
1087     {
1088     object *wand, *owner;
1089     int at_least_one = 0;
1090    
1091     if (!(dir = path_to_player (part, pl, 0)))
1092     return 0;
1093    
1094 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1095 elmex 1.1 {
1096 root 1.86 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1097 elmex 1.1
1098 root 1.8 if (dirdiff (dir, dir2) < 2)
1099     return 0; /* Might hit owner with spell */
1100 elmex 1.1 }
1101 root 1.31
1102 root 1.85 if (head->flag [FLAG_CONFUSED])
1103 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1104 elmex 1.1
1105 root 1.27 for (wand = head->inv; wand; wand = wand->below)
1106 root 1.8 {
1107     if (wand->type == WAND)
1108 elmex 1.1 {
1109 root 1.8 /* Found a wand, let's see if it has charges left */
1110     at_least_one = 1;
1111     if (wand->stats.food <= 0)
1112     continue;
1113 elmex 1.1
1114 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
1115 elmex 1.1
1116 root 1.8 if (!(--wand->stats.food))
1117     {
1118     if (wand->arch)
1119 elmex 1.1 {
1120 root 1.85 wand->clr_flag (FLAG_ANIMATE);
1121 root 1.35 wand->face = wand->arch->face;
1122 root 1.18 wand->set_speed (0);
1123 elmex 1.1 }
1124     }
1125 root 1.8 /* Success */
1126     return 1;
1127     }
1128     else if (wand->type == ROD || wand->type == HORN)
1129     {
1130     /* Found rod/horn, let's use it if possible */
1131     at_least_one = 1;
1132 root 1.75 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1133 root 1.8 continue;
1134 elmex 1.1
1135 root 1.8 /* drain charge before casting spell - can be a case where the
1136     * spell destroys the monster, and rod, so if done after, results
1137     * in crash.
1138     */
1139     drain_rod_charge (wand);
1140     cast_spell (head, wand, dir, wand->inv, NULL);
1141 elmex 1.1
1142 root 1.8 /* Success */
1143     return 1;
1144 elmex 1.1 }
1145 root 1.8 }
1146    
1147     if (at_least_one)
1148     return 0;
1149 elmex 1.1
1150 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1151 root 1.85 head->clr_flag (FLAG_READY_RANGE);
1152 root 1.8 return 0;
1153     }
1154 elmex 1.1
1155 root 1.74 static int
1156 root 1.8 monster_use_bow (object *head, object *part, object *pl, int dir)
1157     {
1158     object *owner;
1159 elmex 1.1
1160 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1161     return 0;
1162 root 1.31
1163 root 1.85 if (head->flag [FLAG_CONFUSED])
1164 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1165 elmex 1.1
1166 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1167 root 1.8 {
1168 root 1.86 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1169 elmex 1.1
1170 root 1.8 if (dirdiff (dir, dir2) < 1)
1171     return 0; /* Might hit owner with arrow */
1172 elmex 1.1 }
1173    
1174 root 1.8 /* in server/player.c */
1175     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1176 elmex 1.1
1177     }
1178    
1179 root 1.72 void
1180     npc_call_help (object *op)
1181 root 1.8 {
1182 root 1.78 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1183 root 1.72 {
1184     mapspace &ms = m->at (nx, ny);
1185 root 1.8
1186 root 1.72 /* If nothing alive on this space, no need to search the space. */
1187     if (!(ms.flags () & P_IS_ALIVE))
1188     continue;
1189 elmex 1.1
1190 root 1.72 for (object *npc = ms.bot; npc; npc = npc->above)
1191 root 1.85 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1192 root 1.72 npc->enemy = op->enemy;
1193     }
1194     }
1195 elmex 1.1
1196 root 1.72 void
1197     check_earthwalls (object *op, maptile *m, int x, int y)
1198     {
1199     for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1200     if (tmp->type == EARTHWALL)
1201     {
1202     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1203     return;
1204     }
1205     }
1206 elmex 1.1
1207 root 1.72 void
1208     check_doors (object *op, maptile *m, int x, int y)
1209     {
1210     for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1211     if (tmp->type == DOOR)
1212     {
1213     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1214     return;
1215     }
1216 elmex 1.1 }
1217    
1218 root 1.72 /* find_mon_throw_ob() - modeled on find_throw_ob
1219     * This is probably overly simplistic as it is now - We want
1220     * monsters to throw things like chairs and other pieces of
1221     * furniture, even if they are not good throwable objects.
1222     * Probably better to have the monster throw a throwable object
1223     * first, then throw any non equipped weapon.
1224     */
1225     object *
1226     find_mon_throw_ob (object *op)
1227 root 1.8 {
1228 root 1.72 object *tmp = NULL;
1229 root 1.8
1230 root 1.72 if (op->head)
1231     tmp = op->head;
1232 root 1.8 else
1233 root 1.72 tmp = op;
1234 root 1.8
1235 root 1.72 /* New throw code: look through the inventory. Grap the first legal is_thrown
1236     * marked item and throw it to the enemy.
1237     */
1238     for (tmp = op->inv; tmp; tmp = tmp->below)
1239 root 1.8 {
1240 root 1.72 /* Can't throw invisible objects or items that are applied */
1241 root 1.85 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1242 root 1.72 continue;
1243    
1244 root 1.85 if (tmp->flag [FLAG_IS_THROWN])
1245 root 1.72 break;
1246    
1247 elmex 1.1 }
1248 root 1.72
1249     #ifdef DEBUG_THROW
1250     LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1251     #endif
1252    
1253     return tmp;
1254 elmex 1.1 }
1255    
1256     /*
1257 root 1.72 * Move-monster returns 1 if the object has been freed, otherwise 0.
1258 elmex 1.1 */
1259 root 1.8 int
1260 root 1.72 move_monster (object *op)
1261 root 1.8 {
1262 root 1.72 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1263     object *owner, *enemy, *part, *oph = op;
1264     rv_vector rv;
1265 elmex 1.1
1266 root 1.72 /* Monsters not on maps don't do anything. These monsters are things
1267     * Like royal guards in city dwellers inventories.
1268     */
1269     if (!op->map)
1270 root 1.8 return 0;
1271 elmex 1.1
1272 root 1.72 /* for target facing, we copy this value here for fast access */
1273     if (oph->head) /* force update the head - one arch one pic */
1274     oph = oph->head;
1275    
1276 root 1.85 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1277 root 1.72 enemy = op->enemy = NULL;
1278     else if ((enemy = find_enemy (op, &rv)))
1279     /* we have an enemy, just tell him we want him dead */
1280     enemy->attacked_by = op; /* our ptr */
1281    
1282     /* generate hp, if applicable */
1283     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1284     {
1285     /* last heal is in funny units. Dividing by speed puts
1286     * the regeneration rate on a basis of time instead of
1287     * #moves the monster makes. The scaling by 8 is
1288     * to capture 8th's of a hp fraction regens
1289     */
1290 root 1.84 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1291     op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1292     op->last_heal = last_heal % 32;
1293 elmex 1.1
1294 root 1.72 /* So if the monster has gained enough HP that they are no longer afraid */
1295 root 1.84 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1296     op->flag [FLAG_RUN_AWAY] = false;
1297 root 1.72 }
1298 root 1.66
1299 root 1.72 /* generate sp, if applicable */
1300     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1301     {
1302     /* last_sp is in funny units. Dividing by speed puts
1303     * the regeneration rate on a basis of time instead of
1304     * #moves the monster makes. The scaling by 8 is
1305     * to capture 8th's of a sp fraction regens
1306     */
1307 root 1.66
1308 root 1.84 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1309     op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1310     op->last_sp = last_sp % 128;
1311 root 1.72 }
1312 root 1.66
1313 root 1.72 /* this should probably get modified by many more values.
1314     * (eg, creatures resistance to fear, level, etc. )
1315     */
1316 root 1.85 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1317     op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1318 root 1.66
1319 root 1.72 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1320 root 1.85 return op->flag [FLAG_FREED];
1321 root 1.66
1322 root 1.85 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1323     ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1324 root 1.72 if (!check_wakeup (op, enemy, &rv))
1325     return 0;
1326 root 1.66
1327 root 1.72 /* check if monster pops out of hidden spot */
1328     if (op->flag [FLAG_HIDDEN])
1329     do_hidden_move (op);
1330 root 1.66
1331 root 1.72 if (op->pick_up)
1332     monster_check_pickup (op);
1333 root 1.66
1334 root 1.72 if (op->will_apply)
1335     monster_apply_below (op); /* Check for items to apply below */
1336 root 1.27
1337 root 1.72 /* If we don't have an enemy, do special movement or the like */
1338     if (!enemy)
1339 root 1.8 {
1340 root 1.85 if (op->flag [FLAG_ONLY_ATTACK])
1341 root 1.8 {
1342 root 1.72 op->drop_and_destroy ();
1343     return 1;
1344 root 1.4 }
1345 elmex 1.1
1346 root 1.72 /* Probably really a bug for a creature to have both
1347     * stand still and a movement type set.
1348     */
1349 root 1.85 if (!op->flag [FLAG_STAND_STILL])
1350 root 1.72 {
1351     if (op->attack_movement & HI4)
1352     {
1353     switch (op->attack_movement & HI4)
1354     {
1355     case PETMOVE:
1356     pet_move (op);
1357     break;
1358    
1359     case CIRCLE1:
1360     circ1_move (op);
1361     break;
1362 root 1.47
1363 root 1.72 case CIRCLE2:
1364     circ2_move (op);
1365     break;
1366 elmex 1.1
1367 root 1.72 case PACEV:
1368     pace_movev (op);
1369     break;
1370 elmex 1.1
1371 root 1.72 case PACEH:
1372     pace_moveh (op);
1373     break;
1374 root 1.4
1375 root 1.72 case PACEV2:
1376     pace2_movev (op);
1377     break;
1378 root 1.4
1379 root 1.72 case PACEH2:
1380     pace2_moveh (op);
1381     break;
1382 elmex 1.1
1383 root 1.72 case RANDO:
1384     rand_move (op);
1385     break;
1386 elmex 1.1
1387 root 1.72 case RANDO2:
1388     move_randomly (op);
1389     break;
1390     }
1391 elmex 1.1
1392 root 1.72 return 0;
1393     }
1394 root 1.85 else if (op->flag [FLAG_RANDOM_MOVE])
1395 root 1.72 move_randomly (op);
1396     } /* stand still */
1397 root 1.8
1398 root 1.72 return 0;
1399     } /* no enemy */
1400 elmex 1.1
1401 root 1.72 /* We have an enemy. Block immediately below is for pets */
1402     if ((op->attack_movement & HI4) == PETMOVE
1403     && (owner = op->owner) != NULL
1404     && !on_same_map (op, owner)
1405     && !owner->flag [FLAG_REMOVED])
1406     return follow_owner (op, owner);
1407 elmex 1.1
1408 root 1.72 /* doppleganger code to change monster facing to that of the nearest
1409     * player. Hmm. The code is here, but no monster in the current
1410     * arch set uses it.
1411     */
1412     if (op->race == shstr_doppleganger)
1413 root 1.8 {
1414 root 1.72 op->face = enemy->face;
1415     op->name = enemy->name;
1416 elmex 1.1 }
1417    
1418 root 1.72 /* Calculate range information for closest body part - this
1419     * is used for the 'skill' code, which isn't that smart when
1420     * it comes to figuring it out - otherwise, giants throw boulders
1421     * into themselves.
1422 root 1.8 */
1423 root 1.72 get_rangevector (op, enemy, &rv, 0);
1424 elmex 1.1
1425 root 1.72 /* Move the check for scared up here - if the monster was scared,
1426     * we were not doing any of the logic below, so might as well save
1427     * a few cpu cycles.
1428 root 1.8 */
1429 root 1.85 if (!op->flag [FLAG_SCARED])
1430 root 1.72 {
1431     rv_vector rv1;
1432    
1433     /* now we test every part of an object .... this is a real ugly piece of code */
1434     for (part = op; part; part = part->more)
1435     {
1436     get_rangevector (part, enemy, &rv1, 0x1);
1437     dir = rv1.direction;
1438 root 1.8
1439 root 1.72 /* hm, not sure about this part - in original was a scared flag here too
1440     * but that we test above... so can be old code here
1441     */
1442 root 1.85 if (op->flag [FLAG_RUN_AWAY])
1443 root 1.72 dir = absdir (dir + 4);
1444 elmex 1.1
1445 root 1.85 if (op->flag [FLAG_CONFUSED])
1446 root 1.72 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1447 root 1.65
1448 root 1.85 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1449 root 1.72 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1450     return 0;
1451 root 1.8
1452 root 1.85 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1453 root 1.72 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1454     return 0;
1455 elmex 1.1
1456 root 1.85 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1457 root 1.72 if (monster_use_range (op, part, enemy, dir))
1458     return 0;
1459 root 1.47
1460 root 1.85 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1461 root 1.72 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1462     return 0;
1463 root 1.27
1464 root 1.85 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1465 root 1.72 if (monster_use_bow (op, part, enemy, dir))
1466     return 0;
1467     } /* for processing of all parts */
1468     } /* If not scared */
1469 elmex 1.1
1470 root 1.72 part = rv.part;
1471     dir = rv.direction;
1472 elmex 1.1
1473 root 1.72 //-GPL
1474 root 1.27
1475 root 1.72 // if the enemy is a player, we have los. if los says we
1476     // can directly reach the player, we do not deviate.
1477     // for non-players, we never deviate
1478     if (op->stats.Wis >= 8
1479     && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1480     {
1481     int sdir = 0;
1482     uint32_t &smell = op->ms ().smell;
1483 elmex 1.1
1484 root 1.72 for (int ndir = 1; ndir <= 8; ++ndir)
1485     {
1486     mapxy pos (op); pos.move (ndir);
1487 elmex 1.1
1488 root 1.72 if (pos.normalise ())
1489     {
1490     mapspace &ms = pos.ms ();
1491 elmex 1.1
1492 root 1.72 if (ms.smell > smell)
1493     {
1494     //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1495     if (op->stats.Wis >= 10)
1496     smell = ms.smell - 1; // smarter: tell others
1497 root 1.27
1498 root 1.72 sdir = ndir;
1499    
1500     // perturbing the path might let the monster lose track,
1501     // but it will also widen the actual path, spreading information
1502     if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1503     sdir = absdir (sdir + 1 - rndm (2) * 2);
1504     }
1505     }
1506     }
1507 elmex 1.1
1508 root 1.72 if (sdir)
1509     dir = sdir;
1510     else if (smell)
1511     {
1512     // no better smell found, so assume the player jumped, and erase this smell
1513     //printf ("erasing smell %d\n", op->ms ().smell);//D
1514 root 1.78 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1515 root 1.72 m->at (nx, ny).smell = 0;
1516     }
1517     }
1518 root 1.27
1519 root 1.72 //+GPL
1520 elmex 1.1
1521 root 1.85 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1522 root 1.72 dir = absdir (dir + 4);
1523 root 1.27
1524 root 1.85 if (op->flag [FLAG_CONFUSED])
1525 root 1.72 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1526 elmex 1.1
1527 root 1.72 pre_att_dir = dir; /* remember the original direction */
1528 root 1.27
1529 root 1.85 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1530 root 1.72 {
1531     switch (op->attack_movement & LO4)
1532     {
1533     case DISTATT:
1534     dir = dist_att (dir, op, enemy, part, &rv);
1535     break;
1536 root 1.27
1537 root 1.72 case RUNATT:
1538     dir = run_att (dir, op, enemy, part, &rv);
1539     break;
1540 elmex 1.1
1541 root 1.72 case HITRUN:
1542     dir = hitrun_att (dir, op, enemy);
1543     break;
1544 root 1.27
1545 root 1.72 case WAITATT:
1546     dir = wait_att (dir, op, enemy, part, &rv);
1547     break;
1548 root 1.27
1549 root 1.72 case RUSH: /* default - monster normally moves towards player */
1550     case ALLRUN:
1551     break;
1552 elmex 1.1
1553 root 1.72 case DISTHIT:
1554     dir = disthit_att (dir, op, enemy, part, &rv);
1555     break;
1556 root 1.27
1557 root 1.72 case WAIT2:
1558     dir = wait_att2 (dir, op, enemy, part, &rv);
1559     break;
1560 elmex 1.1
1561 root 1.72 default:
1562     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1563     }
1564     }
1565 root 1.27
1566 root 1.72 if (!dir)
1567     return 0;
1568 elmex 1.1
1569 root 1.85 if (!op->flag [FLAG_STAND_STILL])
1570 root 1.72 {
1571 root 1.79 if (op->move (dir)) /* Can the monster move directly toward player? */
1572 root 1.72 {
1573     /* elmex: Turn our monster after it moved if it has DISTATT attack */
1574     if ((op->attack_movement & LO4) == DISTATT)
1575     op->direction = pre_att_dir;
1576 root 1.27
1577 root 1.72 return 0;
1578     }
1579 elmex 1.1
1580 root 1.85 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1581 root 1.72 {
1582     /* Try move around corners if !close */
1583 root 1.85 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1584 root 1.27
1585 root 1.72 for (diff = 1; diff <= maxdiff; diff++)
1586     {
1587     /* try different detours */
1588     int m = 1 - rndm (2) * 2; /* Try left or right first? */
1589 elmex 1.1
1590 root 1.79 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1591 root 1.72 return 0;
1592     }
1593     }
1594     } /* if monster is not standing still */
1595 elmex 1.1
1596 root 1.72 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1597     if ((op->attack_movement & LO4) == DISTATT)
1598     op->direction = pre_att_dir;
1599 elmex 1.1
1600 root 1.72 /*
1601     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1602     * direction if they can't move away.
1603     */
1604 root 1.85 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1605 root 1.72 if (move_randomly (op))
1606     return 0;
1607 elmex 1.1
1608 root 1.72 /*
1609     * Try giving the monster a new enemy - the player that is closest
1610     * to it. In this way, it won't just keep trying to get to a target
1611     * that is inaccessible.
1612     * This could be more clever - it should go through a list of several
1613     * enemies, as it is now, you could perhaps get situations where there
1614     * are two players flanking the monster at close distance, but which
1615     * the monster can't get to, and a third one at a far distance that
1616     * the monster could get to - as it is, the monster won't look at that
1617     * third one.
1618     */
1619 root 1.85 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1620 root 1.72 {
1621     object *nearest_player = get_nearest_player (op);
1622 elmex 1.1
1623 root 1.72 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1624     {
1625     op->enemy = 0;
1626     enemy = nearest_player;
1627     }
1628     }
1629 elmex 1.1
1630 root 1.85 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1631 root 1.8 {
1632 root 1.72 /* The adjustement to wc that was here before looked totally bogus -
1633     * since wc can in fact get negative, that would mean by adding
1634     * the current wc, the creature gets better? Instead, just
1635     * add a fixed amount - nasty creatures that are runny away should
1636     * still be pretty nasty.
1637     */
1638 root 1.85 if (op->flag [FLAG_RUN_AWAY])
1639 root 1.72 {
1640     part->stats.wc += 10;
1641     skill_attack (enemy, part, 0, NULL, NULL);
1642     part->stats.wc -= 10;
1643     }
1644     else
1645     skill_attack (enemy, part, 0, NULL, NULL);
1646     } /* if monster is in attack range */
1647 root 1.8
1648 root 1.85 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1649 root 1.72 return 1;
1650 elmex 1.1
1651 root 1.85 if (op->flag [FLAG_ONLY_ATTACK])
1652 root 1.72 {
1653     op->drop_and_destroy ();
1654     return 1;
1655 elmex 1.1 }
1656    
1657 root 1.72 return 0;
1658 elmex 1.1 }
1659    
1660     /* determine if we can 'detect' the enemy. Check for walls blocking the
1661     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1662     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1663     * modified by MSW to use the get_rangevector so that map tiling works
1664     * properly. I also so odd code in place that checked for x distance
1665     * OR y distance being within some range - that seemed wrong - both should
1666     * be within the valid range. MSW 2001-08-05
1667     * Returns 0 if enemy can not be detected, 1 if it is detected
1668     */
1669 root 1.8 int
1670     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1671     {
1672     /* null detection for any of these condtions always */
1673     if (!op || !enemy || !op->map || !enemy->map)
1674     return 0;
1675 elmex 1.1
1676 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1677     if (!on_same_map (op, enemy))
1678     return 0;
1679 elmex 1.1
1680 root 1.8 get_rangevector (op, enemy, rv, 0);
1681 elmex 1.1
1682 root 1.8 /* Monsters always ignore the DM */
1683 root 1.85 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1684 root 1.8 return 0;
1685 elmex 1.1
1686 root 1.8 /* simple check. Should probably put some range checks in here. */
1687     if (can_see_enemy (op, enemy))
1688     return 1;
1689 elmex 1.1
1690 root 1.8 /* The rest of this is for monsters. Players are on their own for
1691     * finding enemies!
1692     */
1693 root 1.58 if (op->is_player ())
1694 root 1.8 return 0;
1695 elmex 1.1
1696 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1697 root 1.58 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1698 root 1.8 */
1699     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1700     return 0;
1701 elmex 1.1
1702 root 1.58 int radius = MIN_MON_RADIUS;
1703    
1704 root 1.8 /* use this for invis also */
1705 root 1.58 int hide_discovery = op->stats.Int / 5;
1706 elmex 1.1
1707 root 1.8 /* Determine Detection radii */
1708 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1709 root 1.58 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1710 root 1.8 else
1711     { /* a level/INT/Dex adjustment for hiding */
1712 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1713 root 1.8
1714 root 1.52 if (enemy->is_player ())
1715 root 1.8 {
1716 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1717 root 1.8 bonus -= sk_hide->level;
1718     else
1719     {
1720     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1721     make_visible (enemy);
1722     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1723 root 1.4 }
1724     }
1725 root 1.8 else /* enemy is not a player */
1726     bonus -= enemy->level;
1727    
1728     radius += bonus / 5;
1729     hide_discovery += bonus * 5;
1730     } /* else creature has modifiers for hiding */
1731    
1732     /* Radii stealth adjustment. Only if you are stealthy
1733     * will you be able to sneak up closer to creatures */
1734 root 1.85 if (enemy->flag [FLAG_STEALTH])
1735 root 1.37 {
1736     radius /= 2;
1737     hide_discovery /= 3;
1738     }
1739 root 1.8
1740     /* Radii adjustment for enemy standing in the dark */
1741 root 1.58 if (!stand_in_light (enemy))
1742 root 1.8 {
1743     /* on dark maps body heat can help indicate location with infravision
1744     * undead don't have body heat, so no benefit detecting them.
1745     */
1746 root 1.85 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1747 root 1.51 radius += op->map->darklevel () / 2;
1748 root 1.8 else
1749 root 1.51 radius -= op->map->darklevel () / 2;
1750 root 1.8
1751     /* op next to a monster (and not in complete darkness)
1752     * the monster should have a chance to see you.
1753     */
1754 root 1.58 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1755 root 1.8 radius = MIN_MON_RADIUS;
1756     } /* if on dark map */
1757 elmex 1.1
1758 root 1.8 /* Lets not worry about monsters that have incredible detection
1759     * radii, we only need to worry here about things the player can
1760     * (potentially) see. This is 13, as that is the maximum size the player
1761     * may have for their map - in that way, creatures at the edge will
1762     * do something. Note that the distance field in the
1763     * vector is real distance, so in theory this should be 18 to
1764     * find that.
1765     */
1766 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1767     // we use 25, lets see if we have the cpu time for it
1768     radius = min (25, radius);
1769 root 1.8
1770     /* Enemy in range! Now test for detection */
1771 root 1.38 if (rv->distance <= radius)
1772 root 1.8 {
1773     /* ah, we are within range, detected? take cases */
1774     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1775     return 1;
1776 root 1.4
1777 root 1.8 /* hidden or low-quality invisible */
1778 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1779 root 1.8 {
1780     make_visible (enemy);
1781 root 1.37
1782 root 1.8 /* inform players of new status */
1783     if (enemy->type == PLAYER && player_can_view (enemy, op))
1784     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1785 root 1.37
1786 root 1.8 return 1; /* detected enemy */
1787     }
1788     else if (enemy->invisible)
1789     {
1790     /* Change this around - instead of negating the invisible, just
1791 root 1.37 * return true so that the monster that managed to detect you can
1792     * do something to you. Decreasing the duration of invisible
1793 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1794 root 1.37 * can then basically negate the spell. The spell isn't negated -
1795 root 1.8 * they just know where you are!
1796     */
1797 root 1.37 if (rndm (50) <= hide_discovery)
1798 root 1.8 {
1799     if (enemy->type == PLAYER)
1800 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1801    
1802 root 1.8 return 1;
1803 root 1.4 }
1804     }
1805 root 1.8 } /* within range */
1806 elmex 1.1
1807 root 1.8 /* Wasn't detected above, so still hidden */
1808     return 0;
1809 elmex 1.1 }
1810    
1811     /* determine if op stands in a lighted square. This is not a very
1812 root 1.59 * intelligent algorithm. For one thing, we ignore los here, SO it
1813 elmex 1.1 * is possible for a bright light to illuminate a player on the
1814     * other side of a wall (!).
1815     */
1816 root 1.8 int
1817     stand_in_light (object *op)
1818     {
1819 root 1.49 if (op)
1820     {
1821 root 1.58 if (!op->is_on_map ())
1822     return 0;
1823    
1824     if (op->map->darklevel () <= 0)
1825     return 1;
1826    
1827 root 1.49 if (op->glow_radius > 0)
1828     return 1;
1829 elmex 1.1
1830 root 1.49 if (op->map)
1831 root 1.78 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1832 root 1.49 {
1833 root 1.89 mapspace &ms = m->at (nx, ny);
1834    
1835     ms.update ();
1836    
1837 root 1.49 /* Check the spaces with the max light radius to see if any of them
1838     * have lights, and if any of them light the player enough, then return 1.
1839     */
1840 root 1.89 int light = ms.light;
1841 root 1.49
1842     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1843     return 1;
1844     }
1845 elmex 1.1 }
1846 root 1.27
1847 root 1.8 return 0;
1848 elmex 1.1 }
1849    
1850     /* assuming no walls/barriers, lets check to see if its *possible*
1851     * to see an enemy. Note, "detection" is different from "seeing".
1852     * See can_detect_enemy() for more details. -b.t.
1853     * return 0 if can't be seen, 1 if can be
1854     */
1855 root 1.8 int
1856     can_see_enemy (object *op, object *enemy)
1857     {
1858     object *looker = op->head ? op->head : op;
1859    
1860     /* safety */
1861 root 1.85 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1862 root 1.8 return 0;
1863 elmex 1.1
1864 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1865     * see through walls). Should we change the code elsewhere to make you
1866     * blind even if you can xray?
1867     */
1868 root 1.85 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1869 root 1.8 return 0;
1870    
1871     /* checking for invisible things */
1872     if (enemy->invisible)
1873     {
1874     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1875     * However,if you carry any source of light, then the hidden
1876     * creature is seeable (and stupid) */
1877 elmex 1.1
1878 root 1.63 if (enemy->has_carried_lights ())
1879 root 1.8 {
1880 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1881 root 1.8 {
1882     make_visible (enemy);
1883     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1884 root 1.4 }
1885 root 1.39
1886 root 1.8 return 1;
1887     }
1888 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1889 root 1.8 return 0;
1890 root 1.4
1891 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1892 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1893     * and making it a conditional makes the code pretty ugly.
1894     */
1895 root 1.85 if (!looker->flag [FLAG_SEE_INVISIBLE])
1896 root 1.39 if (makes_invisible_to (enemy, looker))
1897     return 0;
1898 root 1.8 }
1899 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1900 root 1.8 if (player_can_view (looker, enemy))
1901     return 1;
1902 elmex 1.1
1903     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1904     * unless they carry a light or stand in light. Darkness doesnt
1905     * inhibit the undead per se (but we should give their archs
1906     * CAN_SEE_IN_DARK, this is just a safety
1907     * we care about the enemy maps status, not the looker.
1908     * only relevant for tiled maps, but it is possible that the
1909     * enemy is on a bright map and the looker on a dark - in that
1910     * case, the looker can still see the enemy
1911     */
1912 root 1.58 if (!stand_in_light (enemy)
1913 root 1.85 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1914 elmex 1.1 return 0;
1915    
1916     return 1;
1917     }
1918 root 1.40
1919 root 1.71 //-GPL