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/cvs/deliantra/server/server/monster.C
Revision: 1.9
Committed: Thu Sep 14 17:10:25 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +19 -23 lines
Log Message:
removed now obsolete generation counter checks - further slimmed down sizeof(objetc) to 616 bytes

File Contents

# User Rev Content
1 root 1.8
2 elmex 1.1 /*
3     * static char *rcsid_monster_c =
4 root 1.9 * "$Id: monster.C,v 1.8 2006-09-10 15:59:57 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31     #ifndef __CEXTRACT__
32 root 1.8 # include <sproto.h>
33     # include <spells.h>
34     # include <skills.h>
35 elmex 1.1 #endif
36    
37    
38 root 1.8 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
39 elmex 1.1
40    
41     /* checks npc->enemy and returns that enemy if still valid,
42     * NULL otherwise.
43     * this is map tile aware.
44     * If this returns an enemy, the range vector rv should also be
45     * set to sane values.
46     */
47 root 1.8 object *
48     check_enemy (object *npc, rv_vector * rv)
49     {
50    
51     /* if this is pet, let him attack the same enemy as his owner
52     * TODO: when there is no ower enemy, try to find a target,
53     * which CAN attack the owner. */
54     if ((npc->attack_movement & HI4) == PETMOVE)
55     {
56     if (npc->owner == NULL)
57     npc->enemy = NULL;
58     else if (npc->enemy == NULL)
59     npc->enemy = npc->owner->enemy;
60     }
61    
62     /* periodically, a monster mayu change its target. Also, if the object
63     * has been destroyed, etc, clear the enemy.
64     * TODO: this should be changed, because it invokes to attack forced or
65     * attacked monsters to leave the attacker alone, before it is destroyed
66     */
67     /* i had removed the random target leave, this invokes problems with friendly
68     * objects, getting attacked and defending herself - they don't try to attack
69     * again then but perhaps get attack on and on
70     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
71     * too. */
72 elmex 1.1
73 root 1.8 if (npc->enemy)
74 elmex 1.1 {
75 root 1.8 /* I broke these if's apart to better be able to see what
76     * the grouping checks are. Code is the same.
77     */
78     if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
79     QUERY_FLAG (npc->enemy, FLAG_FREED) ||
80     !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
81     npc->enemy = NULL;
82    
83     else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
84     && !(should_arena_attack (npc, npc->owner, npc->enemy)))
85     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
86     || npc->enemy == npc->owner))
87     npc->enemy = NULL;
88    
89    
90     else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
91     npc->enemy = NULL;
92    
93     /* I've noticed that pets could sometimes get an arrow as the
94     * target enemy - this code below makes sure the enemy is something
95     * that should be attacked. My guess is that the arrow hits
96     * the creature/owner, and so the creature then takes that
97     * as the enemy to attack.
98     */
99     else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
100     !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
101     npc->enemy = NULL;
102 elmex 1.1
103     }
104 root 1.8 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
105 elmex 1.1 }
106    
107     /* Returns the nearest living creature (monster or generator).
108     * Modified to deal with tiled maps properly.
109     * Also fixed logic so that monsters in the lower directions were more
110     * likely to be skipped - instead of just skipping the 'start' number
111     * of direction, revisit them after looking at all the other spaces.
112     *
113     * Note that being this may skip some number of spaces, it will
114     * not necessarily find the nearest living creature - it basically
115     * chooses one from within a 3 space radius, and since it skips
116     * the first few directions, it could very well choose something
117     * 3 spaces away even though something directly north is closer.
118     *
119     * this function is map tile aware.
120     */
121 root 1.8 object *
122     find_nearest_living_creature (object *npc)
123     {
124     int i, mflags;
125     sint16 nx, ny;
126     mapstruct *m;
127     object *tmp;
128     int search_arr[SIZEOFFREE];
129    
130     get_search_arr (search_arr);
131     for (i = 0; i < SIZEOFFREE; i++)
132     {
133     /* modified to implement smart searching using search_arr
134     * guidance array to determine direction of search order
135     */
136     nx = npc->x + freearr_x[search_arr[i]];
137     ny = npc->y + freearr_y[search_arr[i]];
138     m = npc->map;
139    
140     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
141     if (mflags & P_OUT_OF_MAP)
142     continue;
143    
144     if (mflags & P_IS_ALIVE)
145     {
146     tmp = get_map_ob (m, nx, ny);
147     while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER)
148     tmp = tmp->above;
149    
150     if (!tmp)
151     {
152     LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
153     m->path, nx, ny);
154 root 1.4 }
155 root 1.8 else
156     {
157     if (can_see_monsterP (m, nx, ny, i))
158     return tmp;
159 root 1.4 }
160 root 1.8 } /* is something living on this space */
161 elmex 1.1 }
162 root 1.8 return NULL; /* nothing found */
163 elmex 1.1 }
164    
165    
166     /* Tries to find an enmy for npc. We pass the range vector since
167     * our caller will find the information useful.
168     * Currently, only move_monster calls this function.
169     * Fix function so that we always make calls to get_rangevector
170     * if we have a valid target - function as not doing so in
171     * many cases.
172     */
173    
174 root 1.8 object *
175     find_enemy (object *npc, rv_vector * rv)
176 elmex 1.1 {
177 root 1.8 object *attacker, *tmp = NULL;
178    
179     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
180 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
181 elmex 1.1
182 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
183     if (QUERY_FLAG (npc, FLAG_BERSERK))
184     {
185     tmp = find_nearest_living_creature (npc);
186 root 1.9
187 root 1.8 if (tmp)
188     get_rangevector (npc, tmp, rv, 0);
189     return tmp;
190     }
191    
192     /* Here is the main enemy selection.
193     * We want this: if there is an enemy, attack him until its not possible or
194     * one of both is dead.
195     * If we have no enemy and we are...
196     * a monster: try to find a player, a pet or a friendly monster
197     * a friendly: only target a monster which is targeting you first or targeting a player
198     * a neutral: fight a attacker (but there should be none), then do nothing
199     * a pet: attack player enemy or a monster
200     */
201    
202     /* pet move */
203     if ((npc->attack_movement & HI4) == PETMOVE)
204     {
205     tmp = get_pet_enemy (npc, rv);
206 root 1.9
207 root 1.8 if (tmp)
208     get_rangevector (npc, tmp, rv, 0);
209 root 1.9
210 root 1.8 return tmp;
211     }
212 elmex 1.1
213 root 1.8 /* we check our old enemy. */
214 root 1.9 if (!(tmp = check_enemy (npc, rv)))
215 elmex 1.1 {
216 root 1.8 if (attacker) /* if we have an attacker, check him */
217 elmex 1.1 {
218 root 1.9 /* TODO: thats not finished */
219     /* we don't want a fight evil vs evil or good against non evil */
220    
221     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
222     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
223     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
224     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
225     else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
226 elmex 1.1 {
227 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
228     npc->enemy = attacker;
229     return attacker; /* yes, we face our attacker! */
230 elmex 1.1 }
231     }
232 root 1.8
233     /* we have no legal enemy or attacker, so we try to target a new one */
234     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
235 elmex 1.1 {
236 root 1.8 npc->enemy = get_nearest_player (npc);
237     if (npc->enemy)
238     tmp = check_enemy (npc, rv);
239 elmex 1.1 }
240 root 1.8
241 elmex 1.1 }
242    
243 root 1.8 return tmp;
244 elmex 1.1 }
245    
246     /* Sees if this monster should wake up.
247     * Currently, this is only called from move_monster, and
248     * if enemy is set, then so should be rv.
249     * returns 1 if the monster should wake up, 0 otherwise.
250     */
251    
252 root 1.8 int
253     check_wakeup (object *op, object *enemy, rv_vector * rv)
254     {
255     int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
256 elmex 1.1
257 root 1.8 /* Trim work - if no enemy, no need to do anything below */
258     if (!enemy)
259     return 0;
260    
261     /* blinded monsters can only find nearby objects to attack */
262     if (QUERY_FLAG (op, FLAG_BLIND))
263     radius = MIN_MON_RADIUS;
264    
265     /* This covers the situation where the monster is in the dark
266     * and has an enemy. If the enemy has no carried light (or isnt
267     * glowing!) then the monster has trouble finding the enemy.
268     * Remember we already checked to see if the monster can see in
269     * the dark. */
270    
271     else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
272     !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
273     {
274     int dark = radius / (op->map->darkness);
275 elmex 1.1
276 root 1.8 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
277     }
278     else if (!QUERY_FLAG (op, FLAG_SLEEP))
279     return 1;
280 elmex 1.1
281 root 1.8 /* enemy should already be on this map, so don't really need to check
282     * for that.
283     */
284     if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
285     {
286     CLEAR_FLAG (op, FLAG_SLEEP);
287     return 1;
288 elmex 1.1 }
289 root 1.8 return 0;
290 elmex 1.1 }
291    
292 root 1.8 int
293     move_randomly (object *op)
294     {
295     int i;
296 elmex 1.1
297 root 1.8 /* Give up to 15 chances for a monster to move randomly */
298     for (i = 0; i < 15; i++)
299     {
300     if (move_object (op, RANDOM () % 8 + 1))
301     return 1;
302 elmex 1.1 }
303 root 1.8 return 0;
304 elmex 1.1 }
305    
306     /*
307     * Move-monster returns 1 if the object has been freed, otherwise 0.
308     */
309    
310 root 1.8 int
311     move_monster (object *op)
312     {
313     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
314     object *owner, *enemy, *part, *oph = op;
315     rv_vector rv;
316    
317     /* Monsters not on maps don't do anything. These monsters are things
318     * Like royal guards in city dwellers inventories.
319     */
320     if (!op->map)
321     return 0;
322    
323     /* for target facing, we copy this value here for fast access */
324     if (oph->head) /* force update the head - one arch one pic */
325     oph = oph->head;
326    
327     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
328     enemy = op->enemy = NULL;
329     else if ((enemy = find_enemy (op, &rv)))
330 root 1.9 /* we have an enemy, just tell him we want him dead */
331     enemy->attacked_by = op; /* our ptr */
332 root 1.8
333     /* generate hp, if applicable */
334     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
335     {
336    
337     /* last heal is in funny units. Dividing by speed puts
338     * the regeneration rate on a basis of time instead of
339     * #moves the monster makes. The scaling by 8 is
340     * to capture 8th's of a hp fraction regens
341     *
342     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
343     * overflow might produce monsters with negative hp.
344     */
345    
346     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
347     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
348     op->last_heal %= 32;
349    
350     /* So if the monster has gained enough HP that they are no longer afraid */
351     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
352     CLEAR_FLAG (op, FLAG_RUN_AWAY);
353    
354     if (op->stats.hp > op->stats.maxhp)
355     op->stats.hp = op->stats.maxhp;
356     }
357 root 1.4
358 root 1.8 /* generate sp, if applicable */
359     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
360     {
361 root 1.4
362 root 1.8 /* last_sp is in funny units. Dividing by speed puts
363     * the regeneration rate on a basis of time instead of
364     * #moves the monster makes. The scaling by 8 is
365     * to capture 8th's of a sp fraction regens
366     *
367     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
368     * overflow might produce monsters with negative sp.
369     */
370    
371     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
372     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
373     op->last_sp %= 128;
374 elmex 1.1 }
375    
376 root 1.8 /* this should probably get modified by many more values.
377     * (eg, creatures resistance to fear, level, etc. )
378     */
379     if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
380     {
381     CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
382 elmex 1.1 }
383    
384 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
385     return QUERY_FLAG (op, FLAG_FREED);
386 elmex 1.1
387 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
388     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
389     {
390     if (!check_wakeup (op, enemy, &rv))
391     return 0;
392 root 1.2 }
393    
394 root 1.8 /* check if monster pops out of hidden spot */
395     if (op->hide)
396     do_hidden_move (op);
397 root 1.2
398 root 1.8 if (op->pick_up)
399     monster_check_pickup (op);
400 root 1.2
401 root 1.8 if (op->will_apply)
402     monster_apply_below (op); /* Check for items to apply below */
403 root 1.2
404 root 1.8 /* If we don't have an enemy, do special movement or the like */
405     if (!enemy)
406     {
407     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
408     {
409     remove_ob (op);
410     free_object (op);
411     return 1;
412 root 1.4 }
413 elmex 1.1
414 root 1.8 /* Probably really a bug for a creature to have both
415     * stand still and a movement type set.
416     */
417     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
418     {
419     if (op->attack_movement & HI4)
420 elmex 1.1 {
421 root 1.8 switch (op->attack_movement & HI4)
422     {
423 root 1.4 case (PETMOVE):
424 root 1.8 pet_move (op);
425     break;
426 root 1.4
427     case (CIRCLE1):
428 root 1.8 circ1_move (op);
429     break;
430 root 1.4
431     case (CIRCLE2):
432 root 1.8 circ2_move (op);
433     break;
434 root 1.4
435     case (PACEV):
436 root 1.8 pace_movev (op);
437     break;
438 root 1.4
439     case (PACEH):
440 root 1.8 pace_moveh (op);
441     break;
442 root 1.4
443     case (PACEV2):
444 root 1.8 pace2_movev (op);
445     break;
446 root 1.4
447     case (PACEH2):
448 root 1.8 pace2_moveh (op);
449     break;
450 root 1.4
451     case (RANDO):
452 root 1.8 rand_move (op);
453     break;
454 root 1.4
455     case (RANDO2):
456 root 1.8 move_randomly (op);
457     break;
458 root 1.4 }
459 root 1.8 return 0;
460     }
461     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
462     (void) move_randomly (op);
463    
464     } /* stand still */
465     return 0;
466     } /* no enemy */
467    
468     /* We have an enemy. Block immediately below is for pets */
469     if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner))
470     return follow_owner (op, owner);
471    
472     /* doppleganger code to change monster facing to that of the nearest
473     * player. Hmm. The code is here, but no monster in the current
474     * arch set uses it.
475     */
476     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
477     {
478     op->face = enemy->face;
479     op->name = enemy->name;
480     }
481    
482     /* Calculate range information for closest body part - this
483     * is used for the 'skill' code, which isn't that smart when
484     * it comes to figuring it out - otherwise, giants throw boulders
485     * into themselves.
486     */
487     get_rangevector (op, enemy, &rv, 0);
488    
489     /* Move the check for scared up here - if the monster was scared,
490     * we were not doing any of the logic below, so might as well save
491     * a few cpu cycles.
492     */
493     if (!QUERY_FLAG (op, FLAG_SCARED))
494     {
495     rv_vector rv1;
496    
497     /* now we test every part of an object .... this is a real ugly piece of code */
498     for (part = op; part != NULL; part = part->more)
499     {
500     get_rangevector (part, enemy, &rv1, 0x1);
501     dir = rv1.direction;
502    
503     /* hm, not sure about this part - in original was a scared flag here too
504     * but that we test above... so can be old code here
505     */
506     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
507     dir = absdir (dir + 4);
508     if (QUERY_FLAG (op, FLAG_CONFUSED))
509     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
510    
511     if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
512     {
513     if (monster_cast_spell (op, part, enemy, dir, &rv1))
514 root 1.4 return 0;
515     }
516 elmex 1.1
517 root 1.8 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
518     {
519     if (monster_use_scroll (op, part, enemy, dir, &rv1))
520     return 0;
521     }
522 elmex 1.1
523 root 1.8 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
524     {
525     if (monster_use_range (op, part, enemy, dir))
526     return 0;
527     }
528     if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
529     {
530     if (monster_use_skill (op, rv.part, enemy, rv.direction))
531     return 0;
532     }
533     if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
534     {
535     if (monster_use_bow (op, part, enemy, dir))
536     return 0;
537     }
538     } /* for processing of all parts */
539     } /* If not scared */
540 root 1.4
541 elmex 1.1
542 root 1.8 part = rv.part;
543     dir = rv.direction;
544 elmex 1.1
545 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
546     dir = absdir (dir + 4);
547 elmex 1.1
548 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
549     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
550 elmex 1.1
551 root 1.8 pre_att_dir = dir; /* remember the original direction */
552 elmex 1.1
553 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
554     {
555     switch (op->attack_movement & LO4)
556     {
557 root 1.4 case DISTATT:
558 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
559     break;
560 root 1.4
561     case RUNATT:
562 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
563     break;
564 root 1.4
565     case HITRUN:
566 root 1.8 dir = hitrun_att (dir, op, enemy);
567     break;
568 root 1.4
569     case WAITATT:
570 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
571     break;
572 root 1.4
573 root 1.8 case RUSH: /* default - monster normally moves towards player */
574 root 1.4 case ALLRUN:
575 root 1.8 break;
576 root 1.4
577     case DISTHIT:
578 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
579     break;
580 root 1.4
581     case WAIT2:
582 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
583     break;
584 root 1.4
585     default:
586 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
587 root 1.4 }
588 elmex 1.1 }
589    
590 root 1.8 if (!dir)
591     return 0;
592    
593     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
594     {
595     if (move_object (op, dir)) /* Can the monster move directly toward player? */
596     {
597     /* elmex: Turn our monster after it moved if it has DISTATT attack */
598     if ((op->attack_movement & LO4) == DISTATT)
599     op->direction = pre_att_dir;
600 elmex 1.1
601 root 1.8 return 0;
602     }
603    
604     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
605     {
606 elmex 1.1
607 root 1.8 /* Try move around corners if !close */
608     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
609 elmex 1.1
610 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
611     {
612     /* try different detours */
613     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
614 elmex 1.1
615 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
616 root 1.4 return 0;
617     }
618     }
619 root 1.8 } /* if monster is not standing still */
620 elmex 1.1
621 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
622     if ((op->attack_movement & LO4) == DISTATT)
623     op->direction = pre_att_dir;
624    
625     /*
626     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
627     * direction if they can't move away.
628     */
629     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
630     if (move_randomly (op))
631     return 0;
632    
633     /*
634     * Try giving the monster a new enemy - the player that is closest
635     * to it. In this way, it won't just keep trying to get to a target
636     * that is inaccessible.
637     * This could be more clever - it should go through a list of several
638     * enemies, as it is now, you could perhaps get situations where there
639     * are two players flanking the monster at close distance, but which
640     * the monster can't get to, and a third one at a far distance that
641     * the monster could get to - as it is, the monster won't look at that
642     * third one.
643     */
644     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
645     {
646     object *nearest_player = get_nearest_player (op);
647 elmex 1.1
648 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
649     {
650     op->enemy = NULL;
651     enemy = nearest_player;
652 root 1.4 }
653 elmex 1.1 }
654    
655 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
656     {
657     /* The adjustement to wc that was here before looked totally bogus -
658     * since wc can in fact get negative, that would mean by adding
659     * the current wc, the creature gets better? Instead, just
660     * add a fixed amount - nasty creatures that are runny away should
661     * still be pretty nasty.
662     */
663     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
664 elmex 1.1 {
665 root 1.8 part->stats.wc += 10;
666     (void) skill_attack (enemy, part, 0, NULL, NULL);
667     part->stats.wc -= 10;
668     }
669     else
670     (void) skill_attack (enemy, part, 0, NULL, NULL);
671     } /* if monster is in attack range */
672 elmex 1.1
673 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
674     return 1;
675 elmex 1.1
676 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
677 elmex 1.1 {
678 root 1.8 remove_ob (op);
679     free_object (op);
680     return 1;
681 elmex 1.1 }
682 root 1.8 return 0;
683 elmex 1.1 }
684 root 1.5
685 root 1.8 int
686     can_hit (object *ob1, object *ob2, rv_vector * rv)
687     {
688     object *more;
689     rv_vector rv1;
690 elmex 1.1
691 root 1.8 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
692     return 0;
693 elmex 1.1
694 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
695     return 1;
696 elmex 1.1
697 root 1.8 /* check all the parts of ob2 - just because we can't get to
698     * its head doesn't mean we don't want to pound its feet
699     */
700     for (more = ob2->more; more != NULL; more = more->more)
701     {
702     get_rangevector (ob1, more, &rv1, 0);
703     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
704     return 1;
705 elmex 1.1 }
706 root 1.8 return 0;
707 elmex 1.1
708     }
709    
710     /* Returns 1 is monster should cast spell sp at an enemy
711     * Returns 0 if the monster should not cast this spell.
712     *
713     * Note that this function does not check to see if the monster can
714     * in fact cast the spell (sp dependencies and what not.) That is because
715     * this function is also sued to see if the monster should use spell items
716     * (rod/horn/wand/scroll).
717     * Note that there are certainly other offensive spells that could be
718     * included, but I decided to leave out the spells that may kill more
719     * monsters than players (eg, disease).
720     *
721     * This could be a lot smarter - if there are few monsters around,
722     * then disease might not be as bad. Likewise, if the monster is damaged,
723     * the right type of healing spell could be useful.
724     */
725    
726 root 1.8 static int
727     monster_should_cast_spell (object *monster, object *spell_ob)
728 elmex 1.1 {
729 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
730     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
731     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
732     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
733     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
734     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
735 elmex 1.1
736 root 1.8 return 1;
737 elmex 1.1
738 root 1.8 return 0;
739 elmex 1.1 }
740    
741    
742     #define MAX_KNOWN_SPELLS 20
743    
744     /* Returns a randomly selected spell. This logic is still
745     * less than ideal. This code also only seems to deal with
746     * wizard spells, as the check is against sp, and not grace.
747     * can mosnters know cleric spells?
748     */
749 root 1.8 object *
750     monster_choose_random_spell (object *monster)
751     {
752     object *altern[MAX_KNOWN_SPELLS];
753     object *tmp;
754     int i = 0;
755    
756     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
757     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
758     {
759     /* Check and see if it's actually a useful spell.
760     * If its a spellbook, the spell is actually the inventory item.
761     * if it is a spell, then it is just the object itself.
762     */
763     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
764     {
765     altern[i++] = tmp;
766     if (i == MAX_KNOWN_SPELLS)
767     break;
768     }
769     }
770     if (!i)
771     return NULL;
772     return altern[RANDOM () % i];
773 elmex 1.1 }
774    
775     /* This checks to see if the monster should cast a spell/ability.
776     * it returns true if the monster casts a spell, 0 if he doesn't.
777     * head is the head of the monster.
778     * part is the part of the monster we are checking against.
779     * pl is the target.
780     * dir is the direction to case.
781     * rv is the vector which describes where the enemy is.
782     */
783    
784 root 1.8 int
785     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
786     {
787     object *spell_item;
788     object *owner;
789     rv_vector rv1;
790    
791     /* If you want monsters to cast spells over friends, this spell should
792     * be removed. It probably should be in most cases, since monsters still
793     * don't care about residual effects (ie, casting a cone which may have a
794     * clear path to the player, the side aspects of the code will still hit
795     * other monsters)
796     */
797     if (!(dir = path_to_player (part, pl, 0)))
798     return 0;
799    
800     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
801     {
802     get_rangevector (head, owner, &rv1, 0x1);
803     if (dirdiff (dir, rv1.direction) < 2)
804     {
805     return 0; /* Might hit owner with spell */
806 root 1.4 }
807 elmex 1.1 }
808    
809 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
810     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
811    
812     /* If the monster hasn't already chosen a spell, choose one
813     * I'm not sure if it really make sense to pre-select spells (events
814     * could be different by the time the monster goes again).
815     */
816     if (head->spellitem == NULL)
817     {
818     if ((spell_item = monster_choose_random_spell (head)) == NULL)
819     {
820     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
821     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
822     return 0;
823 root 1.4 }
824 root 1.8 if (spell_item->type == SPELLBOOK)
825     {
826     if (!spell_item->inv)
827     {
828     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
829     return 0;
830 root 1.4 }
831 root 1.8 spell_item = spell_item->inv;
832 root 1.4 }
833 elmex 1.1 }
834 root 1.8 else
835     spell_item = head->spellitem;
836 elmex 1.1
837 root 1.8 if (!spell_item)
838     return 0;
839 elmex 1.1
840 root 1.8 /* Best guess this is a defensive/healing spell */
841     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
842     dir = 0;
843    
844     /* Monster doesn't have enough spell-points */
845     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
846     return 0;
847    
848     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
849     return 0;
850 elmex 1.1
851 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
852     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
853 elmex 1.1
854 root 1.8 /* set this to null, so next time monster will choose something different */
855     head->spellitem = NULL;
856 elmex 1.1
857 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
858 elmex 1.1 }
859    
860    
861 root 1.8 int
862     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
863     {
864     object *scroll;
865     object *owner;
866     rv_vector rv1;
867    
868     /* If you want monsters to cast spells over friends, this spell should
869     * be removed. It probably should be in most cases, since monsters still
870     * don't care about residual effects (ie, casting a cone which may have a
871     * clear path to the player, the side aspects of the code will still hit
872     * other monsters)
873     */
874     if (!(dir = path_to_player (part, pl, 0)))
875     return 0;
876    
877     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
878     {
879     get_rangevector (head, owner, &rv1, 0x1);
880     if (dirdiff (dir, rv1.direction) < 2)
881     {
882     return 0; /* Might hit owner with spell */
883 root 1.4 }
884 elmex 1.1 }
885    
886 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
887     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
888 elmex 1.1
889 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
890     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
891     break;
892 elmex 1.1
893 root 1.8 /* Used up all his scrolls, so nothing do to */
894     if (!scroll)
895     {
896     CLEAR_FLAG (head, FLAG_READY_SCROLL);
897     return 0;
898 elmex 1.1 }
899    
900 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
901     if (scroll->inv->range == 0)
902     dir = 0;
903 elmex 1.1
904 root 1.8 apply_scroll (part, scroll, dir);
905     return 1;
906 elmex 1.1 }
907    
908     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
909     * Note that monsters do not need the skills SK_MELEE_WEAPON and
910     * SK_MISSILE_WEAPON to make those respective attacks, if we
911     * required that we would drastically increase the memory
912     * requirements of CF!!
913     *
914     * The skills we are treating here are all but those. -b.t.
915     *
916     * At the moment this is only useful for throwing, perhaps for
917     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
918 root 1.8 */
919 elmex 1.1
920 root 1.8 int
921     monster_use_skill (object *head, object *part, object *pl, int dir)
922     {
923     object *skill, *owner;
924 elmex 1.1
925 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
926     return 0;
927    
928     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
929     {
930     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
931    
932     if (dirdiff (dir, dir2) < 1)
933     return 0; /* Might hit owner with skill -thrown rocks for example ? */
934     }
935     if (QUERY_FLAG (head, FLAG_CONFUSED))
936     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
937    
938     /* skill selection - monster will use the next unused skill.
939     * well...the following scenario will allow the monster to
940     * toggle between 2 skills. One day it would be nice to make
941     * more skills available to monsters.
942     */
943 elmex 1.1
944 root 1.8 for (skill = head->inv; skill != NULL; skill = skill->below)
945     if (skill->type == SKILL && skill != head->chosen_skill)
946     {
947     head->chosen_skill = skill;
948     break;
949     }
950 elmex 1.1
951 root 1.8 if (!skill && !head->chosen_skill)
952     {
953     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
954     CLEAR_FLAG (head, FLAG_READY_SKILL);
955     return 0;
956 elmex 1.1 }
957 root 1.8 /* use skill */
958     return do_skill (head, part, head->chosen_skill, dir, NULL);
959 elmex 1.1 }
960    
961     /* Monster will use a ranged spell attack. */
962    
963 root 1.8 int
964     monster_use_range (object *head, object *part, object *pl, int dir)
965     {
966     object *wand, *owner;
967     int at_least_one = 0;
968    
969     if (!(dir = path_to_player (part, pl, 0)))
970     return 0;
971    
972     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
973 elmex 1.1 {
974 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
975 elmex 1.1
976 root 1.8 if (dirdiff (dir, dir2) < 2)
977     return 0; /* Might hit owner with spell */
978 elmex 1.1 }
979 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
980     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
981 elmex 1.1
982 root 1.8 for (wand = head->inv; wand != NULL; wand = wand->below)
983     {
984     if (wand->type == WAND)
985 elmex 1.1 {
986 root 1.8 /* Found a wand, let's see if it has charges left */
987     at_least_one = 1;
988     if (wand->stats.food <= 0)
989     continue;
990 elmex 1.1
991 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
992 elmex 1.1
993 root 1.8 if (!(--wand->stats.food))
994     {
995     if (wand->arch)
996 elmex 1.1 {
997 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
998     wand->face = wand->arch->clone.face;
999     wand->speed = 0;
1000     update_ob_speed (wand);
1001 elmex 1.1 }
1002     }
1003 root 1.8 /* Success */
1004     return 1;
1005     }
1006     else if (wand->type == ROD || wand->type == HORN)
1007     {
1008     /* Found rod/horn, let's use it if possible */
1009     at_least_one = 1;
1010     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1011     continue;
1012 elmex 1.1
1013 root 1.8 /* drain charge before casting spell - can be a case where the
1014     * spell destroys the monster, and rod, so if done after, results
1015     * in crash.
1016     */
1017     drain_rod_charge (wand);
1018     cast_spell (head, wand, dir, wand->inv, NULL);
1019 elmex 1.1
1020 root 1.8 /* Success */
1021     return 1;
1022 elmex 1.1 }
1023 root 1.8 }
1024    
1025     if (at_least_one)
1026     return 0;
1027 elmex 1.1
1028 root 1.8 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1029     CLEAR_FLAG (head, FLAG_READY_RANGE);
1030     return 0;
1031     }
1032 elmex 1.1
1033 root 1.8 int
1034     monster_use_bow (object *head, object *part, object *pl, int dir)
1035     {
1036     object *owner;
1037 elmex 1.1
1038 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1039     return 0;
1040     if (QUERY_FLAG (head, FLAG_CONFUSED))
1041     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1042 elmex 1.1
1043 root 1.8 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
1044     {
1045     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1046 elmex 1.1
1047 root 1.8 if (dirdiff (dir, dir2) < 1)
1048     return 0; /* Might hit owner with arrow */
1049 elmex 1.1 }
1050    
1051 root 1.8 /* in server/player.c */
1052     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1053 elmex 1.1
1054     }
1055    
1056     /* Checks if putting on 'item' will make 'who' do more
1057     * damage. This is a very simplistic check - also checking things
1058     * like speed and ac are also relevant.
1059     *
1060     * return true if item is a better object.
1061     */
1062    
1063 root 1.8 int
1064     check_good_weapon (object *who, object *item)
1065     {
1066     object *other_weap;
1067     int val = 0, i;
1068    
1069     for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1070     if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1071     break;
1072 elmex 1.1
1073 root 1.8 if (other_weap == NULL) /* No other weapons */
1074     return 1;
1075 elmex 1.1
1076 root 1.8 /* Rather than go through and apply the new one, and see if it is
1077     * better, just do some simple checks
1078     * Put some multipliers for things that hvae several effects,
1079     * eg, magic affects both damage and wc, so it has more weight
1080     */
1081 elmex 1.1
1082 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1083     val += (item->magic - other_weap->magic) * 3;
1084     /* Monsters don't really get benefits from things like regen rates
1085     * from items. But the bonus for their stats are very important.
1086     */
1087     for (i = 0; i < NUM_STATS; i++)
1088     val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1089    
1090     if (val > 0)
1091     return 1;
1092     else
1093     return 0;
1094 elmex 1.1
1095     }
1096    
1097 root 1.8 int
1098     check_good_armour (object *who, object *item)
1099     {
1100     object *other_armour;
1101     int val = 0, i;
1102    
1103     for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1104     if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1105     break;
1106 elmex 1.1
1107 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1108     return 1;
1109 elmex 1.1
1110 root 1.8 /* Like above function , see which is better */
1111     val = item->stats.ac - other_armour->stats.ac;
1112     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1113     val += (item->magic - other_armour->magic) * 3;
1114    
1115     /* for the other protections, do weigh them very much in the equation -
1116     * it is the armor protection which is most important, because there is
1117     * no good way to know what the player may attack the monster with.
1118     * So if the new item has better protection than the old, give that higher
1119     * value. If the reverse, then decrease the value of this item some.
1120     */
1121     for (i = 1; i < NROFATTACKS; i++)
1122     {
1123     if (item->resist[i] > other_armour->resist[i])
1124     val++;
1125     else if (item->resist[i] < other_armour->resist[i])
1126     val--;
1127 elmex 1.1 }
1128    
1129 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1130 elmex 1.1
1131 root 1.8 if (val > 0)
1132     return 1;
1133     else
1134     return 0;
1135 elmex 1.1
1136     }
1137    
1138     /*
1139     * monster_check_pickup(): checks for items that monster can pick up.
1140     *
1141     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1142     * Each time the blob passes over some treasure, it will
1143     * grab it a.s.a.p.
1144     *
1145     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1146     * to handle this.
1147     *
1148     * This function was seen be continueing looping at one point (tmp->below
1149     * became a recursive loop. It may be better to call monster_check_apply
1150     * after we pick everything up, since that function may call others which
1151     * affect stacking on this space.
1152     */
1153    
1154 root 1.8 void
1155     monster_check_pickup (object *monster)
1156     {
1157     object *tmp, *next;
1158     int next_tag;
1159    
1160     for (tmp = monster->below; tmp != NULL; tmp = next)
1161     {
1162     next = tmp->below;
1163     next_tag = next ? next->count : 0;
1164     if (monster_can_pick (monster, tmp))
1165     {
1166     remove_ob (tmp);
1167     tmp = insert_ob_in_ob (tmp, monster);
1168     (void) monster_check_apply (monster, tmp);
1169     }
1170     /* We could try to re-establish the cycling, of the space, but probably
1171     * not a big deal to just bail out.
1172     */
1173     if (next && was_destroyed (next, next_tag))
1174     return;
1175 elmex 1.1 }
1176     }
1177    
1178     /*
1179     * monster_can_pick(): If the monster is interested in picking up
1180     * the item, then return 0. Otherwise 0.
1181     * Instead of pick_up, flags for "greed", etc, should be used.
1182     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1183     */
1184    
1185 root 1.8 int
1186     monster_can_pick (object *monster, object *item)
1187     {
1188     int flag = 0;
1189     int i;
1190 elmex 1.1
1191 root 1.8 if (!can_pick (monster, item))
1192     return 0;
1193 elmex 1.1
1194 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1195     return 0;
1196 elmex 1.1
1197 root 1.8 if (monster->pick_up & 64) /* All */
1198     flag = 1;
1199 elmex 1.1
1200 root 1.8 else
1201     switch (item->type)
1202     {
1203     case MONEY:
1204     case GEM:
1205     flag = monster->pick_up & 2;
1206 root 1.4 break;
1207    
1208 root 1.8 case FOOD:
1209     flag = monster->pick_up & 4;
1210 root 1.4 break;
1211    
1212 root 1.8 case WEAPON:
1213     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1214 root 1.4 break;
1215    
1216 root 1.8 case ARMOUR:
1217     case SHIELD:
1218     case HELMET:
1219     case BOOTS:
1220     case GLOVES:
1221     case GIRDLE:
1222     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1223 root 1.4 break;
1224    
1225 root 1.8 case SKILL:
1226     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1227 root 1.4 break;
1228    
1229 root 1.8 case RING:
1230     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1231 root 1.4 break;
1232    
1233 root 1.8 case WAND:
1234     case HORN:
1235     case ROD:
1236     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1237 root 1.4 break;
1238    
1239 root 1.8 case SPELLBOOK:
1240     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1241 root 1.4 break;
1242    
1243 root 1.8 case SCROLL:
1244     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1245 root 1.4 break;
1246    
1247 root 1.8 case BOW:
1248     case ARROW:
1249     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1250 root 1.4 break;
1251 root 1.8 }
1252     /* Simplistic check - if the monster has a location to equip it, he will
1253     * pick it up. Note that this doesn't handle cases where an item may
1254     * use several locations.
1255     */
1256     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1257     {
1258     if (monster->body_info[i] && item->body_info[i])
1259     {
1260     flag = 1;
1261     break;
1262 root 1.4 }
1263 elmex 1.1 }
1264    
1265 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1266     return 1;
1267     return 0;
1268 elmex 1.1 }
1269    
1270     /*
1271     * monster_apply_below():
1272     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1273     * eager to apply things, encounters something apply-able,
1274     * then make him apply it
1275     */
1276    
1277 root 1.8 void
1278     monster_apply_below (object *monster)
1279     {
1280     object *tmp, *next;
1281 elmex 1.1
1282 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1283     {
1284     next = tmp->below;
1285     switch (tmp->type)
1286     {
1287 root 1.4 case CF_HANDLE:
1288     case TRIGGER:
1289 root 1.8 if (monster->will_apply & 1)
1290     manual_apply (monster, tmp, 0);
1291     break;
1292 root 1.4
1293     case TREASURE:
1294 root 1.8 if (monster->will_apply & 2)
1295     manual_apply (monster, tmp, 0);
1296     break;
1297 root 1.4
1298     }
1299 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1300     break;
1301 elmex 1.1 }
1302     }
1303    
1304     /*
1305     * monster_check_apply() is meant to be called after an item is
1306     * inserted in a monster.
1307     * If an item becomes outdated (monster found a better item),
1308     * a pointer to that object is returned, so it can be dropped.
1309     * (so that other monsters can pick it up and use it)
1310     * Note that as things are now, monsters never drop something -
1311     * they can pick up all that they can use.
1312     */
1313    
1314     /* Sept 96, fixed this so skills will be readied -b.t.*/
1315    
1316 root 1.8 void
1317     monster_check_apply (object *mon, object *item)
1318     {
1319 elmex 1.1
1320 root 1.8 int flag = 0;
1321 elmex 1.1
1322 root 1.8 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1323     {
1324     SET_FLAG (mon, FLAG_CAST_SPELL);
1325     return;
1326 elmex 1.1 }
1327    
1328 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1329     if (QUERY_FLAG (item, FLAG_APPLIED))
1330     return;
1331    
1332     /* Might be better not to do this - if the monster can fire a bow,
1333     * it is possible in his wanderings, he will find one to use. In
1334     * which case, it would be nice to have ammo for it.
1335     */
1336     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1337     {
1338     /* Check for the right kind of bow */
1339     object *bow;
1340 elmex 1.1
1341 root 1.8 for (bow = mon->inv; bow != NULL; bow = bow->below)
1342     if (bow->type == BOW && bow->race == item->race)
1343     {
1344     SET_FLAG (mon, FLAG_READY_BOW);
1345     LOG (llevMonster, "Found correct bow for arrows.\n");
1346     return; /* nothing more to do for arrows */
1347     }
1348 elmex 1.1 }
1349    
1350 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1351     flag = 1;
1352     /* Eating food gets hp back */
1353     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1354     flag = 1;
1355     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1356     {
1357     if (!item->inv)
1358     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1359     else if (monster_should_cast_spell (mon, item->inv))
1360     SET_FLAG (mon, FLAG_READY_SCROLL);
1361     /* Don't use it right now */
1362     return;
1363     }
1364     else if (item->type == WEAPON)
1365     flag = check_good_weapon (mon, item);
1366     else if (IS_ARMOR (item))
1367     flag = check_good_armour (mon, item);
1368     /* Should do something more, like make sure this is a better item */
1369     else if (item->type == RING)
1370     flag = 1;
1371     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1372     {
1373     /* We never really 'ready' the wand/rod/horn, because that would mean the
1374     * weapon would get undone.
1375     */
1376     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1377     {
1378     SET_FLAG (mon, FLAG_READY_RANGE);
1379     SET_FLAG (item, FLAG_APPLIED);
1380     }
1381     return;
1382     }
1383     else if (item->type == BOW)
1384     {
1385     /* We never really 'ready' the bow, because that would mean the
1386     * weapon would get undone.
1387     */
1388     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1389     SET_FLAG (mon, FLAG_READY_BOW);
1390     return;
1391     }
1392     else if (item->type == SKILL)
1393     {
1394     /*
1395     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1396     * else they can't use the skill...
1397     * Skills also don't need to get applied, so return now.
1398     */
1399     SET_FLAG (mon, FLAG_READY_SKILL);
1400     return;
1401 elmex 1.1 }
1402    
1403    
1404 root 1.8 /* if we don't match one of the above types, return now.
1405     * can_apply_object will say that we can apply things like flesh,
1406     * bolts, and whatever else, because it only checks against the
1407     * body_info locations.
1408     */
1409     if (!flag)
1410     return;
1411 elmex 1.1
1412 root 1.8 /* Check to see if the monster can use this item. If not, no need
1413     * to do further processing. Note that can_apply_object already checks
1414     * for the CAN_USE flags.
1415     */
1416     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1417 elmex 1.1 return;
1418 root 1.8
1419     /* should only be applying this item, not unapplying it.
1420     * also, ignore status of curse so they can take off old armour.
1421     * monsters have some advantages after all.
1422     */
1423     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1424    
1425     return;
1426 elmex 1.1 }
1427    
1428 root 1.8 void
1429     npc_call_help (object *op)
1430     {
1431     int x, y, mflags;
1432     object *npc;
1433     sint16 sx, sy;
1434     mapstruct *m;
1435    
1436     for (x = -3; x < 4; x++)
1437     for (y = -3; y < 4; y++)
1438     {
1439     m = op->map;
1440     sx = op->x + x;
1441     sy = op->y + y;
1442     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1443     /* If nothing alive on this space, no need to search the space. */
1444     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1445     continue;
1446    
1447     for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above)
1448     if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1449     npc->enemy = op->enemy;
1450     }
1451 elmex 1.1 }
1452    
1453    
1454 root 1.8 int
1455     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1456     {
1457 elmex 1.1
1458 root 1.8 if (can_hit (part, enemy, rv))
1459     return dir;
1460     if (rv->distance < 10)
1461     return absdir (dir + 4);
1462     else if (rv->distance > 18)
1463     return dir;
1464     return 0;
1465 elmex 1.1 }
1466    
1467 root 1.8 int
1468     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1469     {
1470 elmex 1.1
1471 root 1.8 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1472     {
1473     ob->move_status++;
1474     return (dir);
1475 elmex 1.1 }
1476 root 1.8 else if (ob->move_status > 20)
1477     ob->move_status = 0;
1478     return absdir (dir + 4);
1479 elmex 1.1 }
1480    
1481 root 1.8 int
1482     hitrun_att (int dir, object *ob, object *enemy)
1483     {
1484     if (ob->move_status++ < 25)
1485     return dir;
1486     else if (ob->move_status < 50)
1487     return absdir (dir + 4);
1488     else
1489     ob->move_status = 0;
1490     return absdir (dir + 4);
1491 elmex 1.1 }
1492    
1493 root 1.8 int
1494     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1495     {
1496    
1497     int inrange = can_hit (part, enemy, rv);
1498 elmex 1.1
1499 root 1.8 if (ob->move_status || inrange)
1500     ob->move_status++;
1501 elmex 1.1
1502 root 1.8 if (ob->move_status == 0)
1503 elmex 1.1 return 0;
1504 root 1.8 else if (ob->move_status < 10)
1505     return dir;
1506     else if (ob->move_status < 15)
1507     return absdir (dir + 4);
1508     ob->move_status = 0;
1509     return 0;
1510 elmex 1.1 }
1511    
1512 root 1.8 int
1513     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1514     {
1515 elmex 1.1
1516 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1517     * happen is that if the creatures hp percentage falls below run_away,
1518     * the creature should run away (dir+4)
1519     * I think its wrong for a creature to have a zero maxhp value, but
1520     * at least one map has this set, and whatever the map contains, the
1521     * server should try to be resilant enough to avoid the problem
1522     */
1523     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1524     return absdir (dir + 4);
1525     return dist_att (dir, ob, enemy, part, rv);
1526 elmex 1.1 }
1527    
1528 root 1.8 int
1529     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1530     {
1531     if (rv->distance < 9)
1532     return absdir (dir + 4);
1533     return 0;
1534 elmex 1.1 }
1535    
1536 root 1.8 void
1537     circ1_move (object *ob)
1538     {
1539     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1540     if (++ob->move_status > 11)
1541 elmex 1.1 ob->move_status = 0;
1542 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1543     (void) move_object (ob, RANDOM () % 8 + 1);
1544 elmex 1.1 }
1545    
1546 root 1.8 void
1547     circ2_move (object *ob)
1548     {
1549     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1550     if (++ob->move_status > 19)
1551 elmex 1.1 ob->move_status = 0;
1552 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1553     (void) move_object (ob, RANDOM () % 8 + 1);
1554 elmex 1.1 }
1555    
1556 root 1.8 void
1557     pace_movev (object *ob)
1558     {
1559 elmex 1.1 if (ob->move_status++ > 6)
1560     ob->move_status = 0;
1561     if (ob->move_status < 4)
1562 root 1.8 (void) move_object (ob, 5);
1563 elmex 1.1 else
1564 root 1.8 (void) move_object (ob, 1);
1565 elmex 1.1 }
1566    
1567 root 1.8 void
1568     pace_moveh (object *ob)
1569     {
1570 elmex 1.1 if (ob->move_status++ > 6)
1571     ob->move_status = 0;
1572     if (ob->move_status < 4)
1573 root 1.8 (void) move_object (ob, 3);
1574 elmex 1.1 else
1575 root 1.8 (void) move_object (ob, 7);
1576 elmex 1.1 }
1577    
1578 root 1.8 void
1579     pace2_movev (object *ob)
1580     {
1581     if (ob->move_status++ > 16)
1582 elmex 1.1 ob->move_status = 0;
1583 root 1.8 if (ob->move_status < 6)
1584     (void) move_object (ob, 5);
1585 elmex 1.1 else if (ob->move_status < 8)
1586     return;
1587 root 1.8 else if (ob->move_status < 13)
1588     (void) move_object (ob, 1);
1589     else
1590     return;
1591     }
1592 elmex 1.1
1593 root 1.8 void
1594     pace2_moveh (object *ob)
1595     {
1596     if (ob->move_status++ > 16)
1597 elmex 1.1 ob->move_status = 0;
1598 root 1.8 if (ob->move_status < 6)
1599     (void) move_object (ob, 3);
1600 elmex 1.1 else if (ob->move_status < 8)
1601     return;
1602 root 1.8 else if (ob->move_status < 13)
1603     (void) move_object (ob, 7);
1604     else
1605     return;
1606     }
1607 elmex 1.1
1608 root 1.8 void
1609     rand_move (object *ob)
1610     {
1611 elmex 1.1 int i;
1612 root 1.8
1613     if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1614 elmex 1.1 for (i = 0; i < 5; i++)
1615 root 1.8 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1616 elmex 1.1 return;
1617     }
1618    
1619 root 1.8 void
1620     check_earthwalls (object *op, mapstruct *m, int x, int y)
1621     {
1622     object *tmp;
1623    
1624     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1625     {
1626     if (tmp->type == EARTHWALL)
1627     {
1628     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1629     return;
1630 root 1.4 }
1631 elmex 1.1 }
1632     }
1633    
1634 root 1.8 void
1635     check_doors (object *op, mapstruct *m, int x, int y)
1636     {
1637     object *tmp;
1638    
1639     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1640     {
1641     if (tmp->type == DOOR)
1642     {
1643     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1644     return;
1645 root 1.4 }
1646 elmex 1.1 }
1647     }
1648    
1649     /* find_mon_throw_ob() - modeled on find_throw_ob
1650     * This is probably overly simplistic as it is now - We want
1651     * monsters to throw things like chairs and other pieces of
1652     * furniture, even if they are not good throwable objects.
1653     * Probably better to have the monster throw a throwable object
1654     * first, then throw any non equipped weapon.
1655     */
1656    
1657 root 1.8 object *
1658     find_mon_throw_ob (object *op)
1659     {
1660     object *tmp = NULL;
1661 elmex 1.1
1662 root 1.8 if (op->head)
1663     tmp = op->head;
1664     else
1665     tmp = op;
1666 elmex 1.1
1667 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1668     * marked item and throw it to the enemy.
1669     */
1670 elmex 1.1
1671 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1672     {
1673    
1674     /* Can't throw invisible objects or items that are applied */
1675     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1676     continue;
1677    
1678     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1679     break;
1680 elmex 1.1
1681     }
1682    
1683     #ifdef DEBUG_THROW
1684 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1685 elmex 1.1 #endif
1686    
1687 root 1.8 return tmp;
1688 elmex 1.1 }
1689    
1690     /* determine if we can 'detect' the enemy. Check for walls blocking the
1691     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1692     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1693     * modified by MSW to use the get_rangevector so that map tiling works
1694     * properly. I also so odd code in place that checked for x distance
1695     * OR y distance being within some range - that seemed wrong - both should
1696     * be within the valid range. MSW 2001-08-05
1697     * Returns 0 if enemy can not be detected, 1 if it is detected
1698     */
1699    
1700 root 1.8 int
1701     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1702     {
1703     int radius = MIN_MON_RADIUS, hide_discovery;
1704    
1705     /* null detection for any of these condtions always */
1706     if (!op || !enemy || !op->map || !enemy->map)
1707     return 0;
1708 elmex 1.1
1709 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1710     if (!on_same_map (op, enemy))
1711     return 0;
1712 elmex 1.1
1713 root 1.8 get_rangevector (op, enemy, rv, 0);
1714 elmex 1.1
1715 root 1.8 /* Monsters always ignore the DM */
1716     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1717     return 0;
1718 elmex 1.1
1719 root 1.8 /* simple check. Should probably put some range checks in here. */
1720     if (can_see_enemy (op, enemy))
1721     return 1;
1722 elmex 1.1
1723 root 1.8 /* The rest of this is for monsters. Players are on their own for
1724     * finding enemies!
1725     */
1726     if (op->type == PLAYER)
1727     return 0;
1728 elmex 1.1
1729 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1730     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1731     */
1732     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1733     return 0;
1734 elmex 1.1
1735 root 1.8 /* use this for invis also */
1736     hide_discovery = op->stats.Int / 5;
1737 elmex 1.1
1738 root 1.8 /* Determine Detection radii */
1739     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1740     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1741     else
1742     { /* a level/INT/Dex adjustment for hiding */
1743     object *sk_hide;
1744     int bonus = (op->level / 2) + (op->stats.Int / 5);
1745    
1746     if (enemy->type == PLAYER)
1747     {
1748     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1749     bonus -= sk_hide->level;
1750     else
1751     {
1752     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1753     make_visible (enemy);
1754     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1755 root 1.4 }
1756     }
1757 root 1.8 else /* enemy is not a player */
1758     bonus -= enemy->level;
1759    
1760     radius += bonus / 5;
1761     hide_discovery += bonus * 5;
1762     } /* else creature has modifiers for hiding */
1763    
1764     /* Radii stealth adjustment. Only if you are stealthy
1765     * will you be able to sneak up closer to creatures */
1766     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1767     radius = radius / 2, hide_discovery = hide_discovery / 3;
1768    
1769     /* Radii adjustment for enemy standing in the dark */
1770     if (op->map->darkness > 0 && !stand_in_light (enemy))
1771     {
1772     /* on dark maps body heat can help indicate location with infravision
1773     * undead don't have body heat, so no benefit detecting them.
1774     */
1775     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1776     radius += op->map->darkness / 2;
1777     else
1778     radius -= op->map->darkness / 2;
1779    
1780     /* op next to a monster (and not in complete darkness)
1781     * the monster should have a chance to see you.
1782     */
1783     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1784     radius = MIN_MON_RADIUS;
1785     } /* if on dark map */
1786 elmex 1.1
1787 root 1.8 /* Lets not worry about monsters that have incredible detection
1788     * radii, we only need to worry here about things the player can
1789     * (potentially) see. This is 13, as that is the maximum size the player
1790     * may have for their map - in that way, creatures at the edge will
1791     * do something. Note that the distance field in the
1792     * vector is real distance, so in theory this should be 18 to
1793     * find that.
1794     */
1795     if (radius > 13)
1796     radius = 13;
1797    
1798     /* Enemy in range! Now test for detection */
1799     if ((int) rv->distance <= radius)
1800     {
1801     /* ah, we are within range, detected? take cases */
1802     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1803     return 1;
1804 root 1.4
1805 root 1.8 /* hidden or low-quality invisible */
1806     if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1807     {
1808     make_visible (enemy);
1809     /* inform players of new status */
1810     if (enemy->type == PLAYER && player_can_view (enemy, op))
1811     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1812     return 1; /* detected enemy */
1813     }
1814     else if (enemy->invisible)
1815     {
1816     /* Change this around - instead of negating the invisible, just
1817     * return true so that the mosnter that managed to detect you can
1818     * do something to you. Decreasing the duration of invisible
1819     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1820     * can then basically negate the spell. The spell isn't negated -
1821     * they just know where you are!
1822     */
1823     if ((RANDOM () % 50) <= hide_discovery)
1824     {
1825     if (enemy->type == PLAYER)
1826     {
1827     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1828 root 1.4 }
1829 root 1.8 return 1;
1830 root 1.4 }
1831     }
1832 root 1.8 } /* within range */
1833 elmex 1.1
1834 root 1.8 /* Wasn't detected above, so still hidden */
1835     return 0;
1836 elmex 1.1 }
1837    
1838     /* determine if op stands in a lighted square. This is not a very
1839     * intellegent algorithm. For one thing, we ignore los here, SO it
1840     * is possible for a bright light to illuminate a player on the
1841     * other side of a wall (!).
1842     */
1843    
1844 root 1.8 int
1845     stand_in_light (object *op)
1846     {
1847     sint16 nx, ny;
1848     mapstruct *m;
1849    
1850    
1851     if (!op)
1852     return 0;
1853     if (op->glow_radius > 0)
1854     return 1;
1855 elmex 1.1
1856 root 1.8 if (op->map)
1857     {
1858     int x, y, x1, y1;
1859 elmex 1.1
1860    
1861 root 1.4
1862 root 1.8 /* Check the spaces with the max light radius to see if any of them
1863     * have lights, and if any of them light the player enough, then return 1.
1864     */
1865     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1866     {
1867     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1868     {
1869     m = op->map;
1870     nx = x;
1871     ny = y;
1872    
1873     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1874     continue;
1875    
1876     x1 = abs (x - op->x) * abs (x - op->x);
1877     y1 = abs (y - op->y) * abs (y - op->y);
1878     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1879     return 1;
1880 root 1.4 }
1881     }
1882 elmex 1.1 }
1883 root 1.8 return 0;
1884 elmex 1.1 }
1885    
1886    
1887     /* assuming no walls/barriers, lets check to see if its *possible*
1888     * to see an enemy. Note, "detection" is different from "seeing".
1889     * See can_detect_enemy() for more details. -b.t.
1890     * return 0 if can't be seen, 1 if can be
1891     */
1892    
1893 root 1.8 int
1894     can_see_enemy (object *op, object *enemy)
1895     {
1896     object *looker = op->head ? op->head : op;
1897    
1898     /* safety */
1899     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1900     return 0;
1901 elmex 1.1
1902 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1903     * see through walls). Should we change the code elsewhere to make you
1904     * blind even if you can xray?
1905     */
1906     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1907     return 0;
1908    
1909     /* checking for invisible things */
1910     if (enemy->invisible)
1911     {
1912     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1913     * However,if you carry any source of light, then the hidden
1914     * creature is seeable (and stupid) */
1915 elmex 1.1
1916 root 1.8 if (has_carried_lights (enemy))
1917     {
1918     if (enemy->hide)
1919     {
1920     make_visible (enemy);
1921     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1922 root 1.4 }
1923 root 1.8 return 1;
1924     }
1925     else if (enemy->hide)
1926     return 0;
1927 root 1.4
1928 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1929     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1930     * and making it a conditional makes the code pretty ugly.
1931     */
1932     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1933     {
1934     if (makes_invisible_to (enemy, looker))
1935     return 0;
1936 root 1.4 }
1937 root 1.8 }
1938     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1939     if (player_can_view (looker, enemy))
1940     return 1;
1941 elmex 1.1
1942     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1943     * unless they carry a light or stand in light. Darkness doesnt
1944     * inhibit the undead per se (but we should give their archs
1945     * CAN_SEE_IN_DARK, this is just a safety
1946     * we care about the enemy maps status, not the looker.
1947     * only relevant for tiled maps, but it is possible that the
1948     * enemy is on a bright map and the looker on a dark - in that
1949     * case, the looker can still see the enemy
1950     */
1951 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1952     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1953 elmex 1.1 return 0;
1954    
1955     return 1;
1956     }