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/cvs/deliantra/server/server/monster.c
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Mar 15 14:05:37 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15
Changes since 1.1.1.1: +7 -5 lines
Log Message:
cvs -z9 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_03_15

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_monster_c =
3 elmex 1.1.1.2 * "$Id: monster.c,v 1.97 2006/03/14 15:33:28 ryo_saeba Exp $";
4 root 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef __CEXTRACT__
31     #include <sproto.h>
32     #include <spells.h>
33     #include <skills.h>
34     #endif
35    
36    
37     #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38    
39    
40     /* checks npc->enemy and returns that enemy if still valid,
41     * NULL otherwise.
42     * this is map tile aware.
43     * If this returns an enemy, the range vector rv should also be
44     * set to sane values.
45     */
46     object *check_enemy(object *npc, rv_vector *rv) {
47    
48     /* if this is pet, let him attack the same enemy as his owner
49     * TODO: when there is no ower enemy, try to find a target,
50     * which CAN attack the owner. */
51     if ((npc->attack_movement & HI4) == PETMOVE)
52     {
53     if (npc->owner == NULL)
54     npc->enemy = NULL;
55     else if (npc->enemy == NULL)
56     npc->enemy = npc->owner->enemy;
57     }
58    
59     /* periodically, a monster mayu change its target. Also, if the object
60     * has been destroyed, etc, clear the enemy.
61     * TODO: this should be changed, because it invokes to attack forced or
62     * attacked monsters to leave the attacker alone, before it is destroyed
63     */
64     /* i had removed the random target leave, this invokes problems with friendly
65     * objects, getting attacked and defending herself - they don't try to attack
66     * again then but perhaps get attack on and on
67     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
68     * too. */
69    
70     if(npc->enemy)
71     {
72     /* I broke these if's apart to better be able to see what
73     * the grouping checks are. Code is the same.
74     */
75     if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) ||
76     QUERY_FLAG(npc->enemy,FLAG_FREED) ||
77     !on_same_map(npc, npc->enemy) ||
78     npc == npc->enemy ||
79     QUERY_FLAG(npc, FLAG_NEUTRAL) ||
80     QUERY_FLAG(npc->enemy, FLAG_NEUTRAL))
81     npc->enemy = NULL;
82    
83     else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && (
84     (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(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) &&
91     (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER))
92     npc->enemy=NULL;
93    
94     /* I've noticed that pets could sometimes get an arrow as the
95     * target enemy - this code below makes sure the enemy is something
96     * that should be attacked. My guess is that the arrow hits
97     * the creature/owner, and so the creature then takes that
98     * as the enemy to attack.
99     */
100     else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) &&
101     !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) &&
102     npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM)
103     npc->enemy=NULL;
104    
105     }
106     return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL;
107     }
108    
109     /* Returns the nearest living creature (monster or generator).
110     * Modified to deal with tiled maps properly.
111     * Also fixed logic so that monsters in the lower directions were more
112     * likely to be skipped - instead of just skipping the 'start' number
113     * of direction, revisit them after looking at all the other spaces.
114     *
115     * Note that being this may skip some number of spaces, it will
116     * not necessarily find the nearest living creature - it basically
117     * chooses one from within a 3 space radius, and since it skips
118     * the first few directions, it could very well choose something
119     * 3 spaces away even though something directly north is closer.
120     *
121     * this function is map tile aware.
122     */
123     object *find_nearest_living_creature(object *npc) {
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     /* modified to implement smart searching using search_arr
133     * guidance array to determine direction of search order
134     */
135     nx = npc->x + freearr_x[search_arr[i]];
136     ny = npc->y + freearr_y[search_arr[i]];
137     m = npc->map;
138    
139     mflags = get_map_flags(m, &m, nx, ny, &nx, &ny);
140     if (mflags & P_OUT_OF_MAP) continue;
141    
142     if (mflags & P_IS_ALIVE) {
143     tmp=get_map_ob(m,nx,ny);
144     while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&&
145     !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER)
146     tmp=tmp->above;
147    
148     if (!tmp) {
149     LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
150     m->path, nx, ny);
151     }
152     else {
153     if(can_see_monsterP(m,nx,ny,i))
154     return tmp;
155     }
156     } /* is something living on this space */
157     }
158     return NULL; /* nothing found */
159     }
160    
161    
162     /* Tries to find an enmy for npc. We pass the range vector since
163     * our caller will find the information useful.
164     * Currently, only move_monster calls this function.
165     * Fix function so that we always make calls to get_rangevector
166     * if we have a valid target - function as not doing so in
167     * many cases.
168     */
169    
170     object *find_enemy(object *npc, rv_vector *rv)
171     {
172     object *attacker, *tmp=NULL;
173    
174     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
175     npc->attacked_by = NULL; /* always clear the attacker entry */
176    
177     /* if we berserk, we don't care about others - we attack all we can find */
178     if(QUERY_FLAG(npc,FLAG_BERSERK)) {
179     tmp = find_nearest_living_creature(npc);
180     if (tmp) get_rangevector(npc, tmp, rv, 0);
181     return tmp;
182     }
183    
184     /* Here is the main enemy selection.
185     * We want this: if there is an enemy, attack him until its not possible or
186     * one of both is dead.
187     * If we have no enemy and we are...
188     * a monster: try to find a player, a pet or a friendly monster
189     * a friendly: only target a monster which is targeting you first or targeting a player
190     * a neutral: fight a attacker (but there should be none), then do nothing
191     * a pet: attack player enemy or a monster
192     */
193    
194     /* pet move */
195     if ((npc->attack_movement & HI4) == PETMOVE) {
196     tmp= get_pet_enemy(npc,rv);
197     if (tmp) get_rangevector(npc, tmp, rv, 0);
198     return tmp;
199     }
200    
201     /* we check our old enemy. */
202     if((tmp=check_enemy(npc, rv))==NULL)
203     {
204     if(attacker) /* if we have an attacker, check him */
205     {
206     /* we want be sure this is the right one! */
207     if(attacker->count == npc->attacked_by_count)
208     {
209     /* TODO: thats not finished */
210     /* we don't want a fight evil vs evil or good against non evil */
211    
212     if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */
213     (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) ||
214     (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
215     (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
216     CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */
217     else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */
218     {
219     CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */
220     npc->enemy = attacker;
221     return attacker; /* yes, we face our attacker! */
222     }
223     }
224     }
225    
226     /* we have no legal enemy or attacker, so we try to target a new one */
227     if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) &&
228     !QUERY_FLAG(npc, FLAG_NEUTRAL))
229     {
230     npc->enemy = get_nearest_player(npc);
231     if (npc->enemy)
232     tmp = check_enemy(npc,rv);
233     }
234    
235     }
236    
237     return tmp;
238     }
239    
240     /* Sees if this monster should wake up.
241     * Currently, this is only called from move_monster, and
242     * if enemy is set, then so should be rv.
243     * returns 1 if the monster should wake up, 0 otherwise.
244     */
245    
246     int check_wakeup(object *op, object *enemy, rv_vector *rv) {
247     int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS;
248    
249     /* Trim work - if no enemy, no need to do anything below */
250     if (!enemy) return 0;
251    
252     /* blinded monsters can only find nearby objects to attack */
253     if(QUERY_FLAG(op, FLAG_BLIND))
254     radius = MIN_MON_RADIUS;
255    
256     /* This covers the situation where the monster is in the dark
257     * and has an enemy. If the enemy has no carried light (or isnt
258     * glowing!) then the monster has trouble finding the enemy.
259     * Remember we already checked to see if the monster can see in
260     * the dark. */
261    
262     else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible &&
263     !stand_in_light(enemy) &&
264     (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
265     int dark = radius/(op->map->darkness);
266     radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS;
267     }
268     else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1;
269    
270     /* enemy should already be on this map, so don't really need to check
271     * for that.
272     */
273     if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) {
274     CLEAR_FLAG(op,FLAG_SLEEP);
275     return 1;
276     }
277     return 0;
278     }
279    
280     int move_randomly(object *op) {
281     int i;
282    
283     /* Give up to 15 chances for a monster to move randomly */
284     for(i=0;i<15;i++) {
285     if(move_object(op,RANDOM()%8+1))
286     return 1;
287     }
288     return 0;
289     }
290    
291     /*
292     * Move-monster returns 1 if the object has been freed, otherwise 0.
293     */
294    
295     int move_monster(object *op) {
296     int dir, diff;
297     object *owner, *enemy, *part, *oph=op;
298     rv_vector rv;
299    
300     /* Monsters not on maps don't do anything. These monsters are things
301     * Like royal guards in city dwellers inventories.
302     */
303     if (!op->map) return 0;
304    
305     /* for target facing, we copy this value here for fast access */
306     if(oph->head) /* force update the head - one arch one pic */
307     oph = oph->head;
308    
309     if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */
310     enemy = op->enemy = NULL;
311     else if((enemy= find_enemy(op, &rv)))
312     {
313     /* we have an enemy, just tell him we want him dead */
314     enemy->attacked_by = op; /* our ptr */
315     enemy->attacked_by_count = op->count; /* our tag */
316     }
317    
318     if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) ||
319     ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) &&
320     !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
321     if(!check_wakeup(op,enemy,&rv))
322     return 0;
323     }
324    
325     /* check if monster pops out of hidden spot */
326     if(op->hide) do_hidden_move(op);
327    
328     if(op->pick_up)
329     monster_check_pickup(op);
330    
331     if(op->will_apply)
332     monster_apply_below(op); /* Check for items to apply below */
333    
334     /* generate hp, if applicable */
335     if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) {
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) &&
352     op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
353     (float)op->stats.maxhp))
354     CLEAR_FLAG(op, FLAG_RUN_AWAY);
355    
356     if(op->stats.hp>op->stats.maxhp)
357     op->stats.hp=op->stats.maxhp;
358     }
359    
360     /* generate sp, if applicable */
361     if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) {
362    
363     /* last_sp is in funny units. Dividing by speed puts
364     * the regeneration rate on a basis of time instead of
365     * #moves the monster makes. The scaling by 8 is
366     * to capture 8th's of a sp fraction regens
367     *
368     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
369     * overflow might produce monsters with negative sp.
370     */
371    
372     op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed));
373     op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */
374     op->last_sp%=128;
375     }
376    
377     /* this should probably get modified by many more values.
378     * (eg, creatures resistance to fear, level, etc. )
379     */
380     if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) {
381     CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */
382     }
383    
384     /* If we don't have an enemy, do special movement or the like */
385     if(!enemy) {
386     if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) {
387     remove_ob(op);
388     free_object(op);
389     return 1;
390     }
391    
392     /* Probably really a bug for a creature to have both
393     * stand still and a movement type set.
394     */
395     if(!QUERY_FLAG(op, FLAG_STAND_STILL)) {
396     if (op->attack_movement & HI4)
397     {
398     switch (op->attack_movement & HI4) {
399     case (PETMOVE):
400     pet_move (op);
401     break;
402    
403     case (CIRCLE1):
404     circ1_move (op);
405     break;
406    
407     case (CIRCLE2):
408     circ2_move (op);
409     break;
410    
411     case (PACEV):
412     pace_movev(op);
413     break;
414    
415     case (PACEH):
416     pace_moveh(op);
417     break;
418    
419     case (PACEV2):
420     pace2_movev (op);
421     break;
422    
423     case (PACEH2):
424     pace2_moveh (op);
425     break;
426    
427     case (RANDO):
428     rand_move (op);
429     break;
430    
431     case (RANDO2):
432     move_randomly (op);
433     break;
434     }
435     return 0;
436     }
437     else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
438     (void) move_randomly(op);
439    
440     } /* stand still */
441     return 0;
442     } /* no enemy */
443    
444     /* We have an enemy. Block immediately below is for pets */
445     if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
446     {
447     follow_owner(op, owner);
448     /* If the pet was unable to follow the owner, free it */
449     if(QUERY_FLAG(op, FLAG_REMOVED) && FABS(op->speed) > MIN_ACTIVE_SPEED) {
450     remove_friendly_object(op);
451     free_object(op);
452     return 1;
453     }
454     return 0;
455     }
456    
457     /* doppleganger code to change monster facing to that of the nearest
458     * player. Hmm. The code is here, but no monster in the current
459     * arch set uses it.
460     */
461     if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
462     {
463     op->face = enemy->face;
464     if (op->name)
465     free_string(op->name);
466     add_refcount(op->name = enemy->name);
467     }
468    
469     /* Calculate range information for closest body part - this
470     * is used for the 'skill' code, which isn't that smart when
471     * it comes to figuring it out - otherwise, giants throw boulders
472     * into themselves.
473     */
474     get_rangevector(op, enemy, &rv, 0);
475    
476     /* Move the check for scared up here - if the monster was scared,
477     * we were not doing any of the logic below, so might as well save
478     * a few cpu cycles.
479     */
480     if (!QUERY_FLAG(op, FLAG_SCARED))
481     {
482     rv_vector rv1;
483    
484     /* now we test every part of an object .... this is a real ugly piece of code */
485     for (part=op; part!=NULL; part=part->more) {
486     get_rangevector(part, enemy, &rv1, 0x1);
487     dir=rv1.direction;
488    
489     /* hm, not sure about this part - in original was a scared flag here too
490     * but that we test above... so can be old code here
491     */
492     if(QUERY_FLAG(op,FLAG_RUN_AWAY))
493     dir=absdir(dir+4);
494     if(QUERY_FLAG(op,FLAG_CONFUSED))
495     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
496    
497     if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
498     if(monster_cast_spell(op,part,enemy,dir,&rv1))
499     return 0;
500     }
501    
502     if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
503     if(monster_use_scroll(op,part,enemy,dir,&rv1))
504     return 0;
505     }
506    
507     if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
508     if(monster_use_range(op,part,enemy,dir))
509     return 0;
510     }
511     if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
512     if(monster_use_skill(op,rv.part,enemy,rv.direction))
513     return 0;
514     }
515     if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
516     if(monster_use_bow(op,part,enemy,dir))
517     return 0;
518     }
519     } /* for processing of all parts */
520     } /* If not scared */
521    
522    
523     part = rv.part;
524     dir=rv.direction;
525    
526     if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
527     dir=absdir(dir+4);
528    
529     if(QUERY_FLAG(op,FLAG_CONFUSED))
530     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
531    
532     if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
533     {
534     switch (op->attack_movement & LO4) {
535     case DISTATT:
536     dir = dist_att (dir,op,enemy,part,&rv);
537     break;
538    
539     case RUNATT:
540     dir = run_att (dir,op,enemy,part,&rv);
541     break;
542    
543     case HITRUN:
544     dir = hitrun_att(dir,op,enemy);
545     break;
546    
547     case WAITATT:
548     dir = wait_att (dir,op,enemy,part,&rv);
549     break;
550    
551     case RUSH: /* default - monster normally moves towards player */
552     case ALLRUN:
553     break;
554    
555     case DISTHIT:
556     dir = disthit_att (dir,op,enemy,part,&rv);
557     break;
558    
559     case WAIT2:
560     dir = wait_att2 (dir,op,enemy,part,&rv);
561     break;
562    
563     default:
564     LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
565     }
566     }
567    
568     if (!dir)
569     return 0;
570    
571     if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
572     if(move_object(op,dir)) /* Can the monster move directly toward player? */
573     return 0;
574    
575     if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
576     || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
577    
578     /* Try move around corners if !close */
579     int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
580     for(diff = 1; diff <= maxdiff; diff++) {
581     /* try different detours */
582     int m = 1-(RANDOM()&2); /* Try left or right first? */
583     if(move_object(op,absdir(dir + diff*m)) ||
584     move_object(op,absdir(dir - diff*m)))
585     return 0;
586     }
587     }
588     } /* if monster is not standing still */
589    
590     /*
591     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
592     * direction if they can't move away.
593     */
594     if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED)))
595     if(move_randomly(op))
596     return 0;
597    
598     /*
599     * Try giving the monster a new enemy - the player that is closest
600     * to it. In this way, it won't just keep trying to get to a target
601     * that is inaccessible.
602     * This could be more clever - it should go through a list of several
603     * enemies, as it is now, you could perhaps get situations where there
604     * are two players flanking the monster at close distance, but which
605     * the monster can't get to, and a third one at a far distance that
606     * the monster could get to - as it is, the monster won't look at that
607     * third one.
608     */
609     if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy)
610     {
611     object *nearest_player = get_nearest_player(op);
612     if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) {
613     op->enemy = NULL;
614     enemy = nearest_player;
615     }
616     }
617    
618     if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv))
619     {
620     /* The adjustement to wc that was here before looked totally bogus -
621     * since wc can in fact get negative, that would mean by adding
622     * the current wc, the creature gets better? Instead, just
623     * add a fixed amount - nasty creatures that are runny away should
624     * still be pretty nasty.
625     */
626     if(QUERY_FLAG(op,FLAG_RUN_AWAY))
627     {
628     part->stats.wc+=10;
629     (void)skill_attack(enemy,part,0,NULL, NULL);
630     part->stats.wc-=10;
631     }
632     else
633     (void)skill_attack(enemy,part,0,NULL, NULL);
634     } /* if monster is in attack range */
635    
636     if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
637     return 1;
638    
639     if(QUERY_FLAG(op, FLAG_ONLY_ATTACK))
640     {
641     remove_ob(op);
642     free_object(op);
643     return 1;
644     }
645     return 0;
646     }
647     int can_hit(object *ob1,object *ob2, rv_vector *rv) {
648     object *more;
649     rv_vector rv1;
650    
651     if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
652     return 0;
653    
654     if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
655    
656     /* check all the parts of ob2 - just because we can't get to
657     * its head doesn't mean we don't want to pound its feet
658     */
659     for (more = ob2->more; more!=NULL; more = more->more) {
660     get_rangevector(ob1, more, &rv1, 0);
661     if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
662     }
663     return 0;
664    
665     }
666    
667     /* Returns 1 is monster should cast spell sp at an enemy
668     * Returns 0 if the monster should not cast this spell.
669     *
670     * Note that this function does not check to see if the monster can
671     * in fact cast the spell (sp dependencies and what not.) That is because
672     * this function is also sued to see if the monster should use spell items
673     * (rod/horn/wand/scroll).
674     * Note that there are certainly other offensive spells that could be
675     * included, but I decided to leave out the spells that may kill more
676     * monsters than players (eg, disease).
677     *
678     * This could be a lot smarter - if there are few monsters around,
679     * then disease might not be as bad. Likewise, if the monster is damaged,
680     * the right type of healing spell could be useful.
681     */
682    
683     static int monster_should_cast_spell(object *monster, object *spell_ob)
684     {
685     if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
686     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
687     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
688     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
689     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
690     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM ||
691     spell_ob->subtype == SP_INVISIBLE)
692    
693     return 1;
694    
695     return 0;
696     }
697    
698    
699     #define MAX_KNOWN_SPELLS 20
700    
701     /* Returns a randomly selected spell. This logic is still
702     * less than ideal. This code also only seems to deal with
703     * wizard spells, as the check is against sp, and not grace.
704     * can mosnters know cleric spells?
705     */
706     object *monster_choose_random_spell(object *monster) {
707     object *altern[MAX_KNOWN_SPELLS];
708     object *tmp;
709     int i=0;
710    
711     for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below)
712     if (tmp->type==SPELLBOOK || tmp->type==SPELL) {
713     /* Check and see if it's actually a useful spell.
714     * If its a spellbook, the spell is actually the inventory item.
715     * if it is a spell, then it is just the object itself.
716     */
717     if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) {
718     altern[i++]=tmp;
719     if(i==MAX_KNOWN_SPELLS)
720     break;
721     }
722     }
723     if(!i)
724     return NULL;
725     return altern[RANDOM()%i];
726     }
727    
728     /* This checks to see if the monster should cast a spell/ability.
729     * it returns true if the monster casts a spell, 0 if he doesn't.
730     * head is the head of the monster.
731     * part is the part of the monster we are checking against.
732     * pl is the target.
733     * dir is the direction to case.
734     * rv is the vector which describes where the enemy is.
735     */
736    
737     int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) {
738     object *spell_item;
739     object *owner;
740     rv_vector rv1;
741    
742     /* If you want monsters to cast spells over friends, this spell should
743     * be removed. It probably should be in most cases, since monsters still
744     * don't care about residual effects (ie, casting a cone which may have a
745     * clear path to the player, the side aspects of the code will still hit
746     * other monsters)
747     */
748     if(!(dir=path_to_player(part,pl,0)))
749     return 0;
750    
751     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
752     get_rangevector(head, owner, &rv1, 0x1);
753     if(dirdiff(dir,rv1.direction) < 2) {
754     return 0; /* Might hit owner with spell */
755     }
756     }
757    
758     if(QUERY_FLAG(head,FLAG_CONFUSED))
759     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
760    
761     /* If the monster hasn't already chosen a spell, choose one
762     * I'm not sure if it really make sense to pre-select spells (events
763     * could be different by the time the monster goes again).
764     */
765     if(head->spellitem==NULL) {
766     if((spell_item=monster_choose_random_spell(head))==NULL) {
767     LOG(llevMonster,"Turned off spells in %s\n",head->name);
768     CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
769     return 0;
770     }
771     if (spell_item->type == SPELLBOOK) {
772     if (!spell_item->inv) {
773     LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name);
774     return 0;
775     }
776     spell_item=spell_item->inv;
777     }
778     }
779     else
780     spell_item=head->spellitem;
781    
782     if (!spell_item) return 0;
783    
784     /* Best guess this is a defensive/healing spell */
785     if (spell_item->range<=1 || spell_item->stats.dam < 0)
786     dir = 0;
787    
788     /* Monster doesn't have enough spell-points */
789     if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA))
790     return 0;
791    
792     if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE))
793     return 0;
794    
795     head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA);
796     head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE);
797    
798     /* set this to null, so next time monster will choose something different */
799     head->spellitem = NULL;
800    
801     return cast_spell(part,part,dir, spell_item, NULL);
802     }
803    
804    
805     int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) {
806     object *scroll;
807     object *owner;
808     rv_vector rv1;
809    
810     /* If you want monsters to cast spells over friends, this spell should
811     * be removed. It probably should be in most cases, since monsters still
812     * don't care about residual effects (ie, casting a cone which may have a
813     * clear path to the player, the side aspects of the code will still hit
814     * other monsters)
815     */
816     if(!(dir=path_to_player(part,pl,0)))
817     return 0;
818    
819     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
820     get_rangevector(head, owner, &rv1, 0x1);
821     if(dirdiff(dir,rv1.direction) < 2) {
822     return 0; /* Might hit owner with spell */
823     }
824     }
825    
826     if(QUERY_FLAG(head,FLAG_CONFUSED))
827     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
828    
829     for (scroll=head->inv; scroll; scroll=scroll->below)
830     if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break;
831    
832     /* Used up all his scrolls, so nothing do to */
833     if (!scroll) {
834     CLEAR_FLAG(head, FLAG_READY_SCROLL);
835     return 0;
836     }
837    
838     /* Spell should be cast on caster (ie, heal, strength) */
839     if (scroll->inv->range==0)
840     dir = 0;
841    
842     apply_scroll(part, scroll, dir);
843     return 1;
844     }
845    
846     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
847     * Note that monsters do not need the skills SK_MELEE_WEAPON and
848     * SK_MISSILE_WEAPON to make those respective attacks, if we
849     * required that we would drastically increase the memory
850     * requirements of CF!!
851     *
852     * The skills we are treating here are all but those. -b.t.
853     *
854     * At the moment this is only useful for throwing, perhaps for
855     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
856     */
857    
858     int monster_use_skill(object *head, object *part, object *pl,int dir) {
859     object *skill, *owner;
860    
861     if(!(dir=path_to_player(part,pl,0)))
862     return 0;
863    
864     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
865     int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
866     if(dirdiff(dir,dir2) < 1)
867     return 0; /* Might hit owner with skill -thrown rocks for example ?*/
868     }
869     if(QUERY_FLAG(head,FLAG_CONFUSED))
870     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
871    
872     /* skill selection - monster will use the next unused skill.
873     * well...the following scenario will allow the monster to
874     * toggle between 2 skills. One day it would be nice to make
875     * more skills available to monsters.
876     */
877    
878     for(skill=head->inv;skill!=NULL;skill=skill->below)
879     if(skill->type==SKILL && skill!=head->chosen_skill) {
880     head->chosen_skill=skill;
881     break;
882     }
883    
884     if(!skill && !head->chosen_skill) {
885     LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n",
886     head->name,head->count);
887     CLEAR_FLAG(head, FLAG_READY_SKILL);
888     return 0;
889     }
890     /* use skill */
891     return do_skill(head, part, head->chosen_skill,dir,NULL);
892     }
893    
894     /* Monster will use a ranged spell attack. */
895    
896     int monster_use_range(object *head,object *part,object *pl,int dir)
897     {
898     object *wand, *owner;
899     int at_least_one = 0;
900    
901     if(!(dir=path_to_player(part,pl,0)))
902     return 0;
903    
904     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
905     int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
906     if(dirdiff(dir,dir2) < 2)
907     return 0; /* Might hit owner with spell */
908     }
909     if(QUERY_FLAG(head,FLAG_CONFUSED))
910     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
911    
912     for(wand=head->inv;wand!=NULL;wand=wand->below)
913     {
914     if (wand->type == WAND)
915     {
916     /* Found a wand, let's see if it has charges left */
917     at_least_one = 1;
918     if( wand->stats.food<=0 )
919     continue;
920    
921     cast_spell( head, wand, dir, wand->inv, NULL );
922    
923     if ( !( --wand->stats.food ) )
924     {
925     if ( wand->arch )
926     {
927     CLEAR_FLAG(wand, FLAG_ANIMATE);
928     wand->face = wand->arch->clone.face;
929     wand->speed = 0;
930     update_ob_speed(wand);
931     }
932     }
933     /* Success */
934     return 1;
935     }
936     else if ( wand->type == ROD || wand->type==HORN ) {
937     /* Found rod/horn, let's use it if possible */
938     at_least_one = 1;
939     if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) )
940     continue;
941    
942     /* drain charge before casting spell - can be a case where the
943     * spell destroys the monster, and rod, so if done after, results
944     * in crash.
945     */
946     drain_rod_charge( wand );
947     cast_spell( head, wand, dir, wand->inv, NULL );
948    
949     /* Success */
950     return 1;
951     }
952     }
953    
954     if ( at_least_one )
955     return 0;
956    
957     LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n",
958     head->name,head->count);
959     CLEAR_FLAG(head, FLAG_READY_RANGE);
960     return 0;
961     }
962    
963     int monster_use_bow(object *head, object *part, object *pl, int dir) {
964     object *owner;
965    
966     if(!(dir=path_to_player(part,pl,0)))
967     return 0;
968     if(QUERY_FLAG(head,FLAG_CONFUSED))
969     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
970    
971     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
972     int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
973     if(dirdiff(dir,dir2) < 1)
974     return 0; /* Might hit owner with arrow */
975     }
976    
977     /* in server/player.c */
978     return fire_bow(head, part, NULL, dir, 0, part->x, part->y);
979    
980     }
981    
982     /* Checks if putting on 'item' will make 'who' do more
983     * damage. This is a very simplistic check - also checking things
984     * like speed and ac are also relevant.
985     *
986     * return true if item is a better object.
987     */
988    
989     int check_good_weapon(object *who, object *item) {
990     object *other_weap;
991     int val=0, i;
992    
993     for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below)
994     if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED))
995     break;
996    
997     if(other_weap==NULL) /* No other weapons */
998     return 1;
999    
1000     /* Rather than go through and apply the new one, and see if it is
1001     * better, just do some simple checks
1002     * Put some multipliers for things that hvae several effects,
1003     * eg, magic affects both damage and wc, so it has more weight
1004     */
1005    
1006     val = item->stats.dam - other_weap->stats.dam;
1007     val += (item->magic - other_weap->magic) * 3;
1008     /* Monsters don't really get benefits from things like regen rates
1009     * from items. But the bonus for their stats are very important.
1010     */
1011     for (i=0; i<NUM_STATS; i++)
1012     val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2;
1013    
1014     if (val > 0) return 1;
1015     else return 0;
1016    
1017     }
1018    
1019     int check_good_armour(object *who, object *item) {
1020     object *other_armour;
1021     int val=0,i;
1022    
1023     for (other_armour = who->inv; other_armour != NULL;
1024     other_armour = other_armour->below)
1025     if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED))
1026     break;
1027    
1028     if (other_armour == NULL) /* No other armour, use the new */
1029     return 1;
1030    
1031     /* Like above function , see which is better */
1032     val = item->stats.ac - other_armour->stats.ac;
1033     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5;
1034     val += (item->magic - other_armour->magic) * 3;
1035    
1036     /* for the other protections, do weigh them very much in the equation -
1037     * it is the armor protection which is most important, because there is
1038     * no good way to know what the player may attack the monster with.
1039     * So if the new item has better protection than the old, give that higher
1040     * value. If the reverse, then decrease the value of this item some.
1041     */
1042     for (i=1; i <NROFATTACKS; i++) {
1043     if (item->resist[i] > other_armour->resist[i]) val++;
1044     else if (item->resist[i] < other_armour->resist[i]) val--;
1045     }
1046    
1047     /* Very few armours have stats, so not much need to worry about those. */
1048    
1049     if (val > 0) return 1;
1050     else return 0;
1051    
1052     }
1053    
1054     /*
1055     * monster_check_pickup(): checks for items that monster can pick up.
1056     *
1057     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1058     * Each time the blob passes over some treasure, it will
1059     * grab it a.s.a.p.
1060     *
1061     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1062     * to handle this.
1063     *
1064     * This function was seen be continueing looping at one point (tmp->below
1065     * became a recursive loop. It may be better to call monster_check_apply
1066     * after we pick everything up, since that function may call others which
1067     * affect stacking on this space.
1068     */
1069    
1070     void monster_check_pickup(object *monster) {
1071     object *tmp,*next;
1072     int next_tag;
1073    
1074     for(tmp=monster->below;tmp!=NULL;tmp=next) {
1075     next=tmp->below;
1076     next_tag = next ? next->count : 0;
1077     if (monster_can_pick(monster,tmp)) {
1078     remove_ob(tmp);
1079     tmp = insert_ob_in_ob(tmp,monster);
1080     (void) monster_check_apply(monster,tmp);
1081     }
1082     /* We could try to re-establish the cycling, of the space, but probably
1083     * not a big deal to just bail out.
1084     */
1085     if (next && was_destroyed(next, next_tag)) return;
1086     }
1087     }
1088    
1089     /*
1090     * monster_can_pick(): If the monster is interested in picking up
1091     * the item, then return 0. Otherwise 0.
1092     * Instead of pick_up, flags for "greed", etc, should be used.
1093     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1094     */
1095    
1096     int monster_can_pick(object *monster, object *item) {
1097     int flag=0;
1098     int i;
1099    
1100     if(!can_pick(monster,item))
1101     return 0;
1102    
1103     if(QUERY_FLAG(item,FLAG_UNPAID))
1104     return 0;
1105    
1106     if (monster->pick_up&64) /* All */
1107     flag=1;
1108    
1109     else switch(item->type) {
1110     case MONEY:
1111     case GEM:
1112     flag=monster->pick_up&2;
1113     break;
1114    
1115     case FOOD:
1116     flag=monster->pick_up&4;
1117     break;
1118    
1119     case WEAPON:
1120     flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON);
1121     break;
1122    
1123     case ARMOUR:
1124     case SHIELD:
1125     case HELMET:
1126     case BOOTS:
1127     case GLOVES:
1128     case GIRDLE:
1129     flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR);
1130     break;
1131    
1132     case SKILL:
1133     flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL);
1134     break;
1135    
1136     case RING:
1137     flag=QUERY_FLAG(monster,FLAG_USE_RING);
1138     break;
1139    
1140     case WAND:
1141     case HORN:
1142     case ROD:
1143     flag=QUERY_FLAG(monster,FLAG_USE_RANGE);
1144     break;
1145    
1146     case SPELLBOOK:
1147     flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL));
1148     break;
1149    
1150     case SCROLL:
1151     flag = QUERY_FLAG(monster,FLAG_USE_SCROLL);
1152     break;
1153    
1154     case BOW:
1155     case ARROW:
1156     flag=QUERY_FLAG(monster,FLAG_USE_BOW);
1157     break;
1158     }
1159     /* Simplistic check - if the monster has a location to equip it, he will
1160     * pick it up. Note that this doesn't handle cases where an item may
1161     * use several locations.
1162     */
1163     for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1164     if (monster->body_info[i] && item->body_info[i]) {
1165     flag=1;
1166     break;
1167     }
1168     }
1169    
1170     if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag)))
1171     return 1;
1172     return 0;
1173     }
1174    
1175     /*
1176     * monster_apply_below():
1177     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1178     * eager to apply things, encounters something apply-able,
1179     * then make him apply it
1180     */
1181    
1182     void monster_apply_below(object *monster) {
1183     object *tmp, *next;
1184    
1185     for(tmp=monster->below;tmp!=NULL;tmp=next) {
1186     next=tmp->below;
1187     switch (tmp->type) {
1188     case CF_HANDLE:
1189     case TRIGGER:
1190     if (monster->will_apply&1)
1191     manual_apply(monster,tmp,0);
1192     break;
1193    
1194     case TREASURE:
1195     if (monster->will_apply&2)
1196     manual_apply(monster,tmp,0);
1197     break;
1198    
1199     }
1200     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1201     break;
1202     }
1203     }
1204    
1205     /*
1206     * monster_check_apply() is meant to be called after an item is
1207     * inserted in a monster.
1208     * If an item becomes outdated (monster found a better item),
1209     * a pointer to that object is returned, so it can be dropped.
1210     * (so that other monsters can pick it up and use it)
1211     * Note that as things are now, monsters never drop something -
1212     * they can pick up all that they can use.
1213     */
1214    
1215     /* Sept 96, fixed this so skills will be readied -b.t.*/
1216    
1217     void monster_check_apply(object *mon, object *item) {
1218    
1219     int flag = 0;
1220    
1221     if(item->type==SPELLBOOK&&
1222     mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) {
1223     SET_FLAG(mon, FLAG_CAST_SPELL);
1224     return;
1225     }
1226    
1227     /* If for some reason, this item is already applied, no more work to do */
1228     if(QUERY_FLAG(item,FLAG_APPLIED)) return;
1229    
1230     /* Might be better not to do this - if the monster can fire a bow,
1231     * it is possible in his wanderings, he will find one to use. In
1232     * which case, it would be nice to have ammo for it.
1233     */
1234     if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1235     /* Check for the right kind of bow */
1236     object *bow;
1237     for(bow=mon->inv;bow!=NULL;bow=bow->below)
1238     if(bow->type==BOW && bow->race==item->race) {
1239     SET_FLAG(mon, FLAG_READY_BOW);
1240     LOG(llevMonster,"Found correct bow for arrows.\n");
1241     return; /* nothing more to do for arrows */
1242     }
1243     }
1244    
1245     if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1246     /* Eating food gets hp back */
1247     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1248     else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1249 elmex 1.1.1.2 if (!item->inv)
1250     LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1251     else if (monster_should_cast_spell(mon, item->inv))
1252     SET_FLAG(mon, FLAG_READY_SCROLL);
1253     /* Don't use it right now */
1254     return;
1255 root 1.1 }
1256     else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1257     else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1258     /* Should do something more, like make sure this is a better item */
1259     else if (item->type == RING)
1260     flag=1;
1261     else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1262     {
1263     /* We never really 'ready' the wand/rod/horn, because that would mean the
1264     * weapon would get undone.
1265     */
1266     if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1267     {
1268     SET_FLAG(mon, FLAG_READY_RANGE);
1269     SET_FLAG(item, FLAG_APPLIED);
1270     }
1271     return;
1272     }
1273     else if (item->type == BOW) {
1274     /* We never really 'ready' the bow, because that would mean the
1275     * weapon would get undone.
1276     */
1277     if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1278     SET_FLAG(mon, FLAG_READY_BOW);
1279     return;
1280     }
1281     else if ( item->type == SKILL )
1282     {
1283     /*
1284     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1285     * else they can't use the skill...
1286     * Skills also don't need to get applied, so return now.
1287     */
1288     SET_FLAG(mon, FLAG_READY_SKILL);
1289     return;
1290     }
1291    
1292    
1293     /* if we don't match one of the above types, return now.
1294     * can_apply_object will say that we can apply things like flesh,
1295     * bolts, and whatever else, because it only checks against the
1296     * body_info locations.
1297     */
1298     if (!flag) return;
1299    
1300     /* Check to see if the monster can use this item. If not, no need
1301     * to do further processing. Note that can_apply_object already checks
1302     * for the CAN_USE flags.
1303     */
1304     if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1305    
1306     /* should only be applying this item, not unapplying it.
1307     * also, ignore status of curse so they can take off old armour.
1308     * monsters have some advantages after all.
1309     */
1310     manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1311    
1312     return;
1313     }
1314    
1315     void npc_call_help(object *op) {
1316     int x,y, mflags;
1317     object *npc;
1318     sint16 sx, sy;
1319     mapstruct *m;
1320    
1321     for(x = -3; x < 4; x++)
1322     for(y = -3; y < 4; y++) {
1323     m = op->map;
1324     sx = op->x + x;
1325     sy = op->y + y;
1326     mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1327     /* If nothing alive on this space, no need to search the space. */
1328     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1329     continue;
1330    
1331     for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above)
1332     if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE))
1333     npc->enemy = op->enemy;
1334     }
1335     }
1336    
1337    
1338     int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) {
1339    
1340     if (can_hit(part,enemy,rv))
1341     return dir;
1342     if (rv->distance < 10)
1343     return absdir(dir+4);
1344     else if (rv->distance>18)
1345     return dir;
1346     return 0;
1347     }
1348    
1349     int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) {
1350    
1351     if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) {
1352     ob->move_status++;
1353     return (dir);
1354     }
1355     else if (ob->move_status >20)
1356     ob->move_status = 0;
1357     return absdir (dir+4);
1358     }
1359    
1360     int hitrun_att (int dir, object *ob,object *enemy) {
1361     if (ob->move_status ++ < 25)
1362     return dir;
1363     else if (ob->move_status <50)
1364     return absdir (dir+4);
1365     else
1366     ob->move_status = 0;
1367     return absdir(dir+4);
1368     }
1369    
1370     int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1371    
1372     int inrange = can_hit (part, enemy,rv);
1373    
1374     if (ob->move_status || inrange)
1375     ob->move_status++;
1376    
1377     if (ob->move_status == 0)
1378     return 0;
1379     else if (ob->move_status <10)
1380     return dir;
1381     else if (ob->move_status <15)
1382     return absdir(dir+4);
1383     ob->move_status = 0;
1384     return 0;
1385     }
1386    
1387     int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1388    
1389     /* The logic below here looked plain wrong before. Basically, what should
1390     * happen is that if the creatures hp percentage falls below run_away,
1391     * the creature should run away (dir+4)
1392     * I think its wrong for a creature to have a zero maxhp value, but
1393     * at least one map has this set, and whatever the map contains, the
1394     * server should try to be resilant enough to avoid the problem
1395     */
1396     if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1397     return absdir(dir+4);
1398     return dist_att (dir,ob,enemy,part,rv);
1399     }
1400    
1401     int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1402     if (rv->distance < 9)
1403     return absdir (dir+4);
1404     return 0;
1405     }
1406    
1407     void circ1_move (object *ob) {
1408     static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1409     if(++ob->move_status > 11)
1410     ob->move_status = 0;
1411     if (!(move_object(ob,circle[ob->move_status])))
1412     (void) move_object(ob,RANDOM()%8+1);
1413     }
1414    
1415     void circ2_move (object *ob) {
1416     static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2};
1417     if(++ob->move_status > 19)
1418     ob->move_status = 0;
1419     if(!(move_object(ob,circle[ob->move_status])))
1420     (void) move_object(ob,RANDOM()%8+1);
1421     }
1422    
1423     void pace_movev(object *ob) {
1424     if (ob->move_status++ > 6)
1425     ob->move_status = 0;
1426     if (ob->move_status < 4)
1427     (void) move_object (ob,5);
1428     else
1429     (void) move_object(ob,1);
1430     }
1431    
1432     void pace_moveh (object *ob) {
1433     if (ob->move_status++ > 6)
1434     ob->move_status = 0;
1435     if (ob->move_status < 4)
1436     (void) move_object(ob,3);
1437     else
1438     (void) move_object(ob,7);
1439     }
1440    
1441     void pace2_movev (object *ob) {
1442     if (ob->move_status ++ > 16)
1443     ob->move_status = 0;
1444     if (ob->move_status <6)
1445     (void) move_object (ob,5);
1446     else if (ob->move_status < 8)
1447     return;
1448     else if (ob->move_status <13)
1449     (void) move_object (ob,1);
1450     else return;
1451     }
1452    
1453     void pace2_moveh (object *ob) {
1454     if (ob->move_status ++ > 16)
1455     ob->move_status = 0;
1456     if (ob->move_status <6)
1457     (void) move_object (ob,3);
1458     else if (ob->move_status < 8)
1459     return;
1460     else if (ob->move_status <13)
1461     (void) move_object (ob,7);
1462     else return;
1463     }
1464    
1465     void rand_move (object *ob) {
1466     int i;
1467     if (ob->move_status <1 || ob->move_status >8 ||
1468     !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1469     for (i = 0; i < 5; i++)
1470     if (move_object(ob,ob->move_status = RANDOM()%8+1))
1471     return;
1472     }
1473    
1474     void check_earthwalls(object *op, mapstruct *m, int x, int y) {
1475     object *tmp;
1476     for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1477     if (tmp->type == EARTHWALL) {
1478     hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1);
1479     return;
1480     }
1481     }
1482     }
1483    
1484     void check_doors(object *op, mapstruct *m, int x, int y) {
1485     object *tmp;
1486     for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1487     if (tmp->type == DOOR) {
1488     hit_player(tmp,1000,op,AT_PHYSICAL,1);
1489     return;
1490     }
1491     }
1492     }
1493    
1494     /* This replaces all the msglang stuff about which seems to be a lot of
1495     * unneeded complication - since the setup of that data is never re-used
1496     * (say 'hi' to monster, then 'yes', it would re-do the entire parse-message)
1497     * it seems to me to make more sense to just have simple function that returns
1498     * the 'text' portion of the message that it matches - this savees us a bunch
1499     * of malloc's and free's, as well as that setup.
1500     * This function takes the message to be parsed in 'msg', the text to
1501     * match in 'match', and returns the portion of the message. This
1502     * returned portion is in a malloc'd buf that should be freed.
1503     * Returns NULL if no match is found.
1504     * The player is passed too, so that quest-related messages can be checked too.
1505     */
1506     static char *find_matching_message(object* pl, const char *msg, const char *match)
1507     {
1508     const char *cp=msg, *cp1, *cp2;
1509     char *cp3, regex[MAX_BUF], gotmatch=0;
1510    
1511     while (1) {
1512     if (strncmp(cp, "@match ", 7)) {
1513     LOG(llevDebug,"find_matching_message: Invalid message %s", msg);
1514     return NULL;
1515     }
1516     else {
1517     /* Find the end of the line, and copy the regex portion into it */
1518     cp2 = strchr(cp+7, '\n');
1519     strncpy(regex, cp+7, (cp2 - cp -7 ));
1520     regex[cp2 - cp -7] = 0;
1521    
1522     /* Find the next match command */
1523     cp1 = strstr(cp+6, "\n@match");
1524    
1525     /* Got a match - handle * as special case - proper regex would be .*,
1526     * but lots of messages don't use that form.
1527     */
1528     if (regex[0] == '*') gotmatch=1;
1529     else {
1530     char *pipe, *pnext=NULL;
1531     /* need to parse all the | seperators. Our re_cmp isn't
1532     * realy a fully blown regex parser.
1533     */
1534     for (pipe=regex; pipe != NULL; pipe = pnext) {
1535     pnext = strchr(pipe, '|');
1536     if (pnext) {
1537     *pnext = 0;
1538     pnext ++;
1539     }
1540     if (re_cmp(match, pipe)) {
1541     gotmatch = 1;
1542     break;
1543     }
1544     }
1545     }
1546     if (gotmatch) {
1547     if (cp1) {
1548     cp3 = malloc(cp1 - cp2 + 1);
1549     strncpy(cp3, cp2+1, cp1 - cp2);
1550     cp3[cp1 - cp2] = 0;
1551     }
1552     else { /* if no next match, just want the rest of the string */
1553     cp3 = strdup_local(cp2+1);
1554     }
1555     return cp3;
1556     }
1557     gotmatch = 0;
1558     if (cp1) cp = cp1 + 1;
1559     else return NULL;
1560     }
1561     }
1562     /* Should never get reached */
1563     }
1564    
1565     /* This function looks for an object or creature that is listening.
1566     * I've disabled the bit that has only the first npc monster listen -
1567     * we'll see how this works out. only the first npc listens, which
1568     * is sort of bogus since it uses the free_arr which has a preference
1569     * to certain directions.
1570     *
1571     * There is a rare even that the orig_map is used for - basically, if
1572     * a player says the magic word that gets him teleported off the map,
1573     * it can result in the new map putting the object count too high,
1574     * which forces the swap out of some other map. In some cases, the
1575     * map the player was just on now gets swapped out - thus, the
1576     * object on that map are no longer in memory. So check to see if the
1577     * players map changes, and if so, don't process any further.
1578     * If it does change, most likely we don't care about the results
1579     * of further conversation. Also, depending on the value of i,
1580     * the conversation would continue on the new map, which probably isn't
1581     * what is really wanted either.
1582     */
1583     void communicate(object *op, const char *txt) {
1584     object *npc;
1585     int i, mflags;
1586     sint16 x, y;
1587     mapstruct *mp, *orig_map = op->map;
1588    
1589     int flag=1; /*hasn't spoken to a NPC yet*/
1590     for(i = 0; i <= SIZEOFFREE2; i++) {
1591    
1592     mp = op->map;
1593     x = op->x + freearr_x[i];
1594     y = op->y + freearr_y[i];
1595    
1596     mflags = get_map_flags(mp, &mp, x, y, &x, &y);
1597     if (mflags & P_OUT_OF_MAP) continue;
1598    
1599     for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) {
1600     if (npc->type == MAGIC_EAR) {
1601     (void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */
1602     if (orig_map != op->map) {
1603     LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1604     return;
1605     }
1606     }
1607     else if (flag) {
1608     #if 0
1609     if (talk_to_npc(op, npc,txt))
1610     flag=0; /* Can be crowded */
1611     #else
1612     talk_to_npc(op, npc,txt);
1613     #endif
1614     if (orig_map != op->map) {
1615     LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1616     return;
1617     }
1618     }
1619     }
1620     }
1621     }
1622    
1623     static int do_talk_npc(object* op, object* npc, object* override, const char* txt)
1624     {
1625     char* cp;
1626     char buf[MAX_BUF];
1627    
1628     if(override->msg == NULL || *override->msg != '@')
1629     return 0;
1630    
1631     cp = find_matching_message(op, override->msg, txt);
1632     if (cp) {
1633     sprintf(buf,"%s says:",query_name(npc));
1634     new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf);
1635     new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp);
1636     quest_apply_items(override,op->contr);
1637     free(cp);
1638     return 1;
1639     }
1640     return 0;
1641     }
1642    
1643     int talk_to_npc(object *op, object *npc, const char *txt) {
1644     object *cobj;
1645    
1646     /* Move this commone area up here - shouldn't cost much extra cpu
1647     * time, and makes the function more readable */
1648     /* Lauwenmark: Handle for plugin say event */
1649     if (op==npc) return 0;
1650     if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1651     return 0;
1652     /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */
1653     /* This allows the existence of "intelligent" weapons you can discuss with */
1654     for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
1655     {
1656     if (execute_event(cobj, EVENT_SAY,npc,NULL,txt,SCRIPT_FIX_ALL)!=0)
1657     return 0;
1658     }
1659     for ( cobj = npc->inv; cobj; cobj = cobj->below )
1660     if ( quest_is_override_compatible( cobj, op ) )
1661     if ( do_talk_npc( op, npc, cobj, txt ) )
1662     return 1;
1663     return do_talk_npc( op, npc, npc, txt );
1664     }
1665    
1666     static int do_talk_wall(object* pl, object* npc, object* override, const char* txt)
1667     {
1668     char* cp;
1669     if(override->msg == NULL || *override->msg != '@')
1670     return 0;
1671    
1672     cp = find_matching_message(pl, override->msg, txt);
1673     if (!cp)
1674     return 0;
1675    
1676     new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp);
1677     use_trigger(npc);
1678     quest_apply_items(npc, pl->contr);
1679     free(cp);
1680    
1681     return 1;
1682     }
1683    
1684     int talk_to_wall(object* pl, object *npc, const char *txt) {
1685    
1686     object* inv;
1687    
1688     for ( inv = npc->inv; inv; inv = inv->below)
1689     if ( quest_is_override_compatible(inv, pl ) )
1690     if ( do_talk_wall( pl, npc, inv, txt ) )
1691     return 1;
1692    
1693     return do_talk_wall( pl, npc, npc, txt );;
1694     }
1695    
1696     /* find_mon_throw_ob() - modeled on find_throw_ob
1697     * This is probably overly simplistic as it is now - We want
1698     * monsters to throw things like chairs and other pieces of
1699     * furniture, even if they are not good throwable objects.
1700     * Probably better to have the monster throw a throwable object
1701     * first, then throw any non equipped weapon.
1702     */
1703    
1704     object *find_mon_throw_ob( object *op ) {
1705     object *tmp = NULL;
1706    
1707     if(op->head) tmp=op->head; else tmp=op;
1708    
1709     /* New throw code: look through the inventory. Grap the first legal is_thrown
1710     * marked item and throw it to the enemy.
1711     */
1712    
1713     for(tmp=op->inv;tmp;tmp=tmp->below) {
1714    
1715     /* Can't throw invisible objects or items that are applied */
1716     if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue;
1717    
1718     if(QUERY_FLAG(tmp,FLAG_IS_THROWN))
1719     break;
1720    
1721     }
1722    
1723     #ifdef DEBUG_THROW
1724     LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name,
1725     !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1726     #endif
1727    
1728     return tmp;
1729     }
1730    
1731     /* determine if we can 'detect' the enemy. Check for walls blocking the
1732     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1733     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1734     * modified by MSW to use the get_rangevector so that map tiling works
1735     * properly. I also so odd code in place that checked for x distance
1736     * OR y distance being within some range - that seemed wrong - both should
1737     * be within the valid range. MSW 2001-08-05
1738     * Returns 0 if enemy can not be detected, 1 if it is detected
1739     */
1740    
1741     int can_detect_enemy (object *op, object *enemy, rv_vector *rv) {
1742     int radius = MIN_MON_RADIUS, hide_discovery;
1743    
1744     /* null detection for any of these condtions always */
1745     if(!op || !enemy || !op->map || !enemy->map)
1746     return 0;
1747    
1748     /* If the monster (op) has no way to get to the enemy, do nothing */
1749     if (!on_same_map(op, enemy))
1750     return 0;
1751    
1752     get_rangevector(op, enemy, rv, 0);
1753    
1754     /* Monsters always ignore the DM */
1755     if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) )
1756     return 0;
1757    
1758     /* simple check. Should probably put some range checks in here. */
1759     if(can_see_enemy(op,enemy)) return 1;
1760    
1761     /* The rest of this is for monsters. Players are on their own for
1762     * finding enemies!
1763     */
1764     if(op->type==PLAYER) return 0;
1765    
1766     /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1767     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1768     */
1769     if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1770     return 0;
1771    
1772     /* use this for invis also */
1773     hide_discovery = op->stats.Int/5;
1774    
1775     /* Determine Detection radii */
1776     if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1777     radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS;
1778     else { /* a level/INT/Dex adjustment for hiding */
1779     object *sk_hide;
1780     int bonus = (op->level/2) + (op->stats.Int/5);
1781    
1782     if(enemy->type==PLAYER) {
1783     if((sk_hide = find_skill_by_number(enemy,SK_HIDING)))
1784     bonus -= sk_hide->level;
1785     else {
1786     LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n");
1787     make_visible(enemy);
1788     radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius;
1789     }
1790     }
1791     else /* enemy is not a player */
1792     bonus -= enemy->level;
1793    
1794     radius += bonus/5;
1795     hide_discovery += bonus*5;
1796     } /* else creature has modifiers for hiding */
1797    
1798     /* Radii stealth adjustment. Only if you are stealthy
1799     * will you be able to sneak up closer to creatures */
1800     if(QUERY_FLAG(enemy,FLAG_STEALTH))
1801     radius = radius/2, hide_discovery = hide_discovery/3;
1802    
1803     /* Radii adjustment for enemy standing in the dark */
1804     if(op->map->darkness>0 && !stand_in_light(enemy)) {
1805     /* on dark maps body heat can help indicate location with infravision
1806     * undead don't have body heat, so no benefit detecting them.
1807     */
1808     if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy))
1809     radius += op->map->darkness/2;
1810     else
1811     radius -= op->map->darkness/2;
1812    
1813     /* op next to a monster (and not in complete darkness)
1814     * the monster should have a chance to see you.
1815     */
1816     if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1)
1817     radius = MIN_MON_RADIUS;
1818     } /* if on dark map */
1819    
1820     /* Lets not worry about monsters that have incredible detection
1821     * radii, we only need to worry here about things the player can
1822     * (potentially) see. This is 13, as that is the maximum size the player
1823     * may have for their map - in that way, creatures at the edge will
1824     * do something. Note that the distance field in the
1825     * vector is real distance, so in theory this should be 18 to
1826     * find that.
1827     */
1828     if(radius>13) radius = 13;
1829    
1830     /* Enemy in range! Now test for detection */
1831     if ((int) rv->distance <= radius) {
1832     /* ah, we are within range, detected? take cases */
1833     if(!enemy->invisible) /* enemy in dark squares... are seen! */
1834     return 1;
1835    
1836     /* hidden or low-quality invisible */
1837     if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) {
1838     make_visible(enemy);
1839     /* inform players of new status */
1840     if(enemy->type==PLAYER && player_can_view(enemy,op))
1841     new_draw_info_format(NDI_UNIQUE,0, enemy,
1842     "You are discovered by %s!",op->name);
1843     return 1; /* detected enemy */
1844     }
1845     else if (enemy->invisible) {
1846     /* Change this around - instead of negating the invisible, just
1847     * return true so that the mosnter that managed to detect you can
1848     * do something to you. Decreasing the duration of invisible
1849     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1850     * can then basically negate the spell. The spell isn't negated -
1851     * they just know where you are!
1852     */
1853     if ((RANDOM() % 50) <= hide_discovery) {
1854     if (enemy->type == PLAYER) {
1855     new_draw_info_format(NDI_UNIQUE,0, enemy,
1856     "You see %s noticing your position.", query_name(op));
1857     }
1858     return 1;
1859     }
1860     }
1861     } /* within range */
1862    
1863     /* Wasn't detected above, so still hidden */
1864     return 0;
1865     }
1866    
1867     /* determine if op stands in a lighted square. This is not a very
1868     * intellegent algorithm. For one thing, we ignore los here, SO it
1869     * is possible for a bright light to illuminate a player on the
1870     * other side of a wall (!).
1871     */
1872    
1873     int stand_in_light( object *op) {
1874     sint16 nx,ny;
1875     mapstruct *m;
1876    
1877    
1878     if(!op) return 0;
1879     if(op->glow_radius > 0) return 1;
1880    
1881     if(op->map) {
1882     int x, y, x1, y1;
1883    
1884    
1885    
1886     /* Check the spaces with the max light radius to see if any of them
1887     * have lights, and if any of them light the player enough, then return 1.
1888     */
1889     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) {
1890     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1891     m = op->map;
1892     nx = x;
1893     ny = y;
1894    
1895     if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue;
1896    
1897     x1 = abs(x - op->x)*abs(x - op->x);
1898     y1 = abs(y - op->y)*abs(y - op->y);
1899     if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1900     }
1901     }
1902     }
1903     return 0;
1904     }
1905    
1906    
1907     /* assuming no walls/barriers, lets check to see if its *possible*
1908     * to see an enemy. Note, "detection" is different from "seeing".
1909     * See can_detect_enemy() for more details. -b.t.
1910     * return 0 if can't be seen, 1 if can be
1911     */
1912    
1913     int can_see_enemy (object *op, object *enemy) {
1914     object *looker = op->head?op->head:op;
1915    
1916     /* safety */
1917     if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE))
1918     return 0;
1919    
1920     /* we dont give a full treatment of xrays here (shorter range than normal,
1921     * see through walls). Should we change the code elsewhere to make you
1922     * blind even if you can xray?
1923     */
1924     if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS))
1925     return 0;
1926    
1927     /* checking for invisible things */
1928     if(enemy->invisible) {
1929     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1930     * However,if you carry any source of light, then the hidden
1931     * creature is seeable (and stupid) */
1932    
1933     if(has_carried_lights(enemy)) {
1934     if(enemy->hide) {
1935     make_visible(enemy);
1936     new_draw_info(NDI_UNIQUE,0, enemy,
1937     "Your light reveals your hiding spot!");
1938     }
1939     return 1;
1940     } else if (enemy->hide) return 0;
1941    
1942     /* Invisible enemy. Break apart the check for invis undead/invis looker
1943     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1944     * and making it a conditional makes the code pretty ugly.
1945     */
1946     if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) {
1947     if (makes_invisible_to(enemy, looker)) return 0;
1948     }
1949     } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */
1950     if(player_can_view(looker,enemy)) return 1;
1951    
1952     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1953     * unless they carry a light or stand in light. Darkness doesnt
1954     * inhibit the undead per se (but we should give their archs
1955     * CAN_SEE_IN_DARK, this is just a safety
1956     * we care about the enemy maps status, not the looker.
1957     * only relevant for tiled maps, but it is possible that the
1958     * enemy is on a bright map and the looker on a dark - in that
1959     * case, the looker can still see the enemy
1960     */
1961     if(enemy->map->darkness>0&&!stand_in_light(enemy)
1962     &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)||
1963     !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1964     return 0;
1965    
1966     return 1;
1967     }
1968