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/cvs/deliantra/server/server/monster.c
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:14:33 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_22, UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# Content
1 /*
2 * static char *rcsid_monster_c =
3 * "$Id: monster.c,v 1.96 2006/01/07 18:30:05 akirschbaum Exp $";
4 */
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 if (monster_should_cast_spell(mon, item->inv))
1250 SET_FLAG(mon, FLAG_READY_SCROLL);
1251 /* Don't use it right now */
1252 return;
1253 }
1254 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1255 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1256 /* Should do something more, like make sure this is a better item */
1257 else if (item->type == RING)
1258 flag=1;
1259 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1260 {
1261 /* We never really 'ready' the wand/rod/horn, because that would mean the
1262 * weapon would get undone.
1263 */
1264 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1265 {
1266 SET_FLAG(mon, FLAG_READY_RANGE);
1267 SET_FLAG(item, FLAG_APPLIED);
1268 }
1269 return;
1270 }
1271 else if (item->type == BOW) {
1272 /* We never really 'ready' the bow, because that would mean the
1273 * weapon would get undone.
1274 */
1275 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1276 SET_FLAG(mon, FLAG_READY_BOW);
1277 return;
1278 }
1279 else if ( item->type == SKILL )
1280 {
1281 /*
1282 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1283 * else they can't use the skill...
1284 * Skills also don't need to get applied, so return now.
1285 */
1286 SET_FLAG(mon, FLAG_READY_SKILL);
1287 return;
1288 }
1289
1290
1291 /* if we don't match one of the above types, return now.
1292 * can_apply_object will say that we can apply things like flesh,
1293 * bolts, and whatever else, because it only checks against the
1294 * body_info locations.
1295 */
1296 if (!flag) return;
1297
1298 /* Check to see if the monster can use this item. If not, no need
1299 * to do further processing. Note that can_apply_object already checks
1300 * for the CAN_USE flags.
1301 */
1302 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1303
1304 /* should only be applying this item, not unapplying it.
1305 * also, ignore status of curse so they can take off old armour.
1306 * monsters have some advantages after all.
1307 */
1308 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1309
1310 return;
1311 }
1312
1313 void npc_call_help(object *op) {
1314 int x,y, mflags;
1315 object *npc;
1316 sint16 sx, sy;
1317 mapstruct *m;
1318
1319 for(x = -3; x < 4; x++)
1320 for(y = -3; y < 4; y++) {
1321 m = op->map;
1322 sx = op->x + x;
1323 sy = op->y + y;
1324 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1325 /* If nothing alive on this space, no need to search the space. */
1326 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1327 continue;
1328
1329 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above)
1330 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE))
1331 npc->enemy = op->enemy;
1332 }
1333 }
1334
1335
1336 int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) {
1337
1338 if (can_hit(part,enemy,rv))
1339 return dir;
1340 if (rv->distance < 10)
1341 return absdir(dir+4);
1342 else if (rv->distance>18)
1343 return dir;
1344 return 0;
1345 }
1346
1347 int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) {
1348
1349 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) {
1350 ob->move_status++;
1351 return (dir);
1352 }
1353 else if (ob->move_status >20)
1354 ob->move_status = 0;
1355 return absdir (dir+4);
1356 }
1357
1358 int hitrun_att (int dir, object *ob,object *enemy) {
1359 if (ob->move_status ++ < 25)
1360 return dir;
1361 else if (ob->move_status <50)
1362 return absdir (dir+4);
1363 else
1364 ob->move_status = 0;
1365 return absdir(dir+4);
1366 }
1367
1368 int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1369
1370 int inrange = can_hit (part, enemy,rv);
1371
1372 if (ob->move_status || inrange)
1373 ob->move_status++;
1374
1375 if (ob->move_status == 0)
1376 return 0;
1377 else if (ob->move_status <10)
1378 return dir;
1379 else if (ob->move_status <15)
1380 return absdir(dir+4);
1381 ob->move_status = 0;
1382 return 0;
1383 }
1384
1385 int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1386
1387 /* The logic below here looked plain wrong before. Basically, what should
1388 * happen is that if the creatures hp percentage falls below run_away,
1389 * the creature should run away (dir+4)
1390 * I think its wrong for a creature to have a zero maxhp value, but
1391 * at least one map has this set, and whatever the map contains, the
1392 * server should try to be resilant enough to avoid the problem
1393 */
1394 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1395 return absdir(dir+4);
1396 return dist_att (dir,ob,enemy,part,rv);
1397 }
1398
1399 int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1400 if (rv->distance < 9)
1401 return absdir (dir+4);
1402 return 0;
1403 }
1404
1405 void circ1_move (object *ob) {
1406 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1407 if(++ob->move_status > 11)
1408 ob->move_status = 0;
1409 if (!(move_object(ob,circle[ob->move_status])))
1410 (void) move_object(ob,RANDOM()%8+1);
1411 }
1412
1413 void circ2_move (object *ob) {
1414 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2};
1415 if(++ob->move_status > 19)
1416 ob->move_status = 0;
1417 if(!(move_object(ob,circle[ob->move_status])))
1418 (void) move_object(ob,RANDOM()%8+1);
1419 }
1420
1421 void pace_movev(object *ob) {
1422 if (ob->move_status++ > 6)
1423 ob->move_status = 0;
1424 if (ob->move_status < 4)
1425 (void) move_object (ob,5);
1426 else
1427 (void) move_object(ob,1);
1428 }
1429
1430 void pace_moveh (object *ob) {
1431 if (ob->move_status++ > 6)
1432 ob->move_status = 0;
1433 if (ob->move_status < 4)
1434 (void) move_object(ob,3);
1435 else
1436 (void) move_object(ob,7);
1437 }
1438
1439 void pace2_movev (object *ob) {
1440 if (ob->move_status ++ > 16)
1441 ob->move_status = 0;
1442 if (ob->move_status <6)
1443 (void) move_object (ob,5);
1444 else if (ob->move_status < 8)
1445 return;
1446 else if (ob->move_status <13)
1447 (void) move_object (ob,1);
1448 else return;
1449 }
1450
1451 void pace2_moveh (object *ob) {
1452 if (ob->move_status ++ > 16)
1453 ob->move_status = 0;
1454 if (ob->move_status <6)
1455 (void) move_object (ob,3);
1456 else if (ob->move_status < 8)
1457 return;
1458 else if (ob->move_status <13)
1459 (void) move_object (ob,7);
1460 else return;
1461 }
1462
1463 void rand_move (object *ob) {
1464 int i;
1465 if (ob->move_status <1 || ob->move_status >8 ||
1466 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1467 for (i = 0; i < 5; i++)
1468 if (move_object(ob,ob->move_status = RANDOM()%8+1))
1469 return;
1470 }
1471
1472 void check_earthwalls(object *op, mapstruct *m, int x, int y) {
1473 object *tmp;
1474 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1475 if (tmp->type == EARTHWALL) {
1476 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1);
1477 return;
1478 }
1479 }
1480 }
1481
1482 void check_doors(object *op, mapstruct *m, int x, int y) {
1483 object *tmp;
1484 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1485 if (tmp->type == DOOR) {
1486 hit_player(tmp,1000,op,AT_PHYSICAL,1);
1487 return;
1488 }
1489 }
1490 }
1491
1492 /* This replaces all the msglang stuff about which seems to be a lot of
1493 * unneeded complication - since the setup of that data is never re-used
1494 * (say 'hi' to monster, then 'yes', it would re-do the entire parse-message)
1495 * it seems to me to make more sense to just have simple function that returns
1496 * the 'text' portion of the message that it matches - this savees us a bunch
1497 * of malloc's and free's, as well as that setup.
1498 * This function takes the message to be parsed in 'msg', the text to
1499 * match in 'match', and returns the portion of the message. This
1500 * returned portion is in a malloc'd buf that should be freed.
1501 * Returns NULL if no match is found.
1502 * The player is passed too, so that quest-related messages can be checked too.
1503 */
1504 static char *find_matching_message(object* pl, const char *msg, const char *match)
1505 {
1506 const char *cp=msg, *cp1, *cp2;
1507 char *cp3, regex[MAX_BUF], gotmatch=0;
1508
1509 while (1) {
1510 if (strncmp(cp, "@match ", 7)) {
1511 LOG(llevDebug,"find_matching_message: Invalid message %s", msg);
1512 return NULL;
1513 }
1514 else {
1515 /* Find the end of the line, and copy the regex portion into it */
1516 cp2 = strchr(cp+7, '\n');
1517 strncpy(regex, cp+7, (cp2 - cp -7 ));
1518 regex[cp2 - cp -7] = 0;
1519
1520 /* Find the next match command */
1521 cp1 = strstr(cp+6, "\n@match");
1522
1523 /* Got a match - handle * as special case - proper regex would be .*,
1524 * but lots of messages don't use that form.
1525 */
1526 if (regex[0] == '*') gotmatch=1;
1527 else {
1528 char *pipe, *pnext=NULL;
1529 /* need to parse all the | seperators. Our re_cmp isn't
1530 * realy a fully blown regex parser.
1531 */
1532 for (pipe=regex; pipe != NULL; pipe = pnext) {
1533 pnext = strchr(pipe, '|');
1534 if (pnext) {
1535 *pnext = 0;
1536 pnext ++;
1537 }
1538 if (re_cmp(match, pipe)) {
1539 gotmatch = 1;
1540 break;
1541 }
1542 }
1543 }
1544 if (gotmatch) {
1545 if (cp1) {
1546 cp3 = malloc(cp1 - cp2 + 1);
1547 strncpy(cp3, cp2+1, cp1 - cp2);
1548 cp3[cp1 - cp2] = 0;
1549 }
1550 else { /* if no next match, just want the rest of the string */
1551 cp3 = strdup_local(cp2+1);
1552 }
1553 return cp3;
1554 }
1555 gotmatch = 0;
1556 if (cp1) cp = cp1 + 1;
1557 else return NULL;
1558 }
1559 }
1560 /* Should never get reached */
1561 }
1562
1563 /* This function looks for an object or creature that is listening.
1564 * I've disabled the bit that has only the first npc monster listen -
1565 * we'll see how this works out. only the first npc listens, which
1566 * is sort of bogus since it uses the free_arr which has a preference
1567 * to certain directions.
1568 *
1569 * There is a rare even that the orig_map is used for - basically, if
1570 * a player says the magic word that gets him teleported off the map,
1571 * it can result in the new map putting the object count too high,
1572 * which forces the swap out of some other map. In some cases, the
1573 * map the player was just on now gets swapped out - thus, the
1574 * object on that map are no longer in memory. So check to see if the
1575 * players map changes, and if so, don't process any further.
1576 * If it does change, most likely we don't care about the results
1577 * of further conversation. Also, depending on the value of i,
1578 * the conversation would continue on the new map, which probably isn't
1579 * what is really wanted either.
1580 */
1581 void communicate(object *op, const char *txt) {
1582 object *npc;
1583 int i, mflags;
1584 sint16 x, y;
1585 mapstruct *mp, *orig_map = op->map;
1586
1587 int flag=1; /*hasn't spoken to a NPC yet*/
1588 for(i = 0; i <= SIZEOFFREE2; i++) {
1589
1590 mp = op->map;
1591 x = op->x + freearr_x[i];
1592 y = op->y + freearr_y[i];
1593
1594 mflags = get_map_flags(mp, &mp, x, y, &x, &y);
1595 if (mflags & P_OUT_OF_MAP) continue;
1596
1597 for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) {
1598 if (npc->type == MAGIC_EAR) {
1599 (void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */
1600 if (orig_map != op->map) {
1601 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1602 return;
1603 }
1604 }
1605 else if (flag) {
1606 #if 0
1607 if (talk_to_npc(op, npc,txt))
1608 flag=0; /* Can be crowded */
1609 #else
1610 talk_to_npc(op, npc,txt);
1611 #endif
1612 if (orig_map != op->map) {
1613 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1614 return;
1615 }
1616 }
1617 }
1618 }
1619 }
1620
1621 static int do_talk_npc(object* op, object* npc, object* override, const char* txt)
1622 {
1623 char* cp;
1624 char buf[MAX_BUF];
1625
1626 if(override->msg == NULL || *override->msg != '@')
1627 return 0;
1628
1629 cp = find_matching_message(op, override->msg, txt);
1630 if (cp) {
1631 sprintf(buf,"%s says:",query_name(npc));
1632 new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf);
1633 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp);
1634 quest_apply_items(override,op->contr);
1635 free(cp);
1636 return 1;
1637 }
1638 return 0;
1639 }
1640
1641 int talk_to_npc(object *op, object *npc, const char *txt) {
1642 object *cobj;
1643
1644 /* Move this commone area up here - shouldn't cost much extra cpu
1645 * time, and makes the function more readable */
1646 /* Lauwenmark: Handle for plugin say event */
1647 if (op==npc) return 0;
1648 if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1649 return 0;
1650 /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */
1651 /* This allows the existence of "intelligent" weapons you can discuss with */
1652 for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
1653 {
1654 if (execute_event(cobj, EVENT_SAY,npc,NULL,txt,SCRIPT_FIX_ALL)!=0)
1655 return 0;
1656 }
1657 for ( cobj = npc->inv; cobj; cobj = cobj->below )
1658 if ( quest_is_override_compatible( cobj, op ) )
1659 if ( do_talk_npc( op, npc, cobj, txt ) )
1660 return 1;
1661 return do_talk_npc( op, npc, npc, txt );
1662 }
1663
1664 static int do_talk_wall(object* pl, object* npc, object* override, const char* txt)
1665 {
1666 char* cp;
1667 if(override->msg == NULL || *override->msg != '@')
1668 return 0;
1669
1670 cp = find_matching_message(pl, override->msg, txt);
1671 if (!cp)
1672 return 0;
1673
1674 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp);
1675 use_trigger(npc);
1676 quest_apply_items(npc, pl->contr);
1677 free(cp);
1678
1679 return 1;
1680 }
1681
1682 int talk_to_wall(object* pl, object *npc, const char *txt) {
1683
1684 object* inv;
1685
1686 for ( inv = npc->inv; inv; inv = inv->below)
1687 if ( quest_is_override_compatible(inv, pl ) )
1688 if ( do_talk_wall( pl, npc, inv, txt ) )
1689 return 1;
1690
1691 return do_talk_wall( pl, npc, npc, txt );;
1692 }
1693
1694 /* find_mon_throw_ob() - modeled on find_throw_ob
1695 * This is probably overly simplistic as it is now - We want
1696 * monsters to throw things like chairs and other pieces of
1697 * furniture, even if they are not good throwable objects.
1698 * Probably better to have the monster throw a throwable object
1699 * first, then throw any non equipped weapon.
1700 */
1701
1702 object *find_mon_throw_ob( object *op ) {
1703 object *tmp = NULL;
1704
1705 if(op->head) tmp=op->head; else tmp=op;
1706
1707 /* New throw code: look through the inventory. Grap the first legal is_thrown
1708 * marked item and throw it to the enemy.
1709 */
1710
1711 for(tmp=op->inv;tmp;tmp=tmp->below) {
1712
1713 /* Can't throw invisible objects or items that are applied */
1714 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue;
1715
1716 if(QUERY_FLAG(tmp,FLAG_IS_THROWN))
1717 break;
1718
1719 }
1720
1721 #ifdef DEBUG_THROW
1722 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name,
1723 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1724 #endif
1725
1726 return tmp;
1727 }
1728
1729 /* determine if we can 'detect' the enemy. Check for walls blocking the
1730 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1731 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1732 * modified by MSW to use the get_rangevector so that map tiling works
1733 * properly. I also so odd code in place that checked for x distance
1734 * OR y distance being within some range - that seemed wrong - both should
1735 * be within the valid range. MSW 2001-08-05
1736 * Returns 0 if enemy can not be detected, 1 if it is detected
1737 */
1738
1739 int can_detect_enemy (object *op, object *enemy, rv_vector *rv) {
1740 int radius = MIN_MON_RADIUS, hide_discovery;
1741
1742 /* null detection for any of these condtions always */
1743 if(!op || !enemy || !op->map || !enemy->map)
1744 return 0;
1745
1746 /* If the monster (op) has no way to get to the enemy, do nothing */
1747 if (!on_same_map(op, enemy))
1748 return 0;
1749
1750 get_rangevector(op, enemy, rv, 0);
1751
1752 /* Monsters always ignore the DM */
1753 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) )
1754 return 0;
1755
1756 /* simple check. Should probably put some range checks in here. */
1757 if(can_see_enemy(op,enemy)) return 1;
1758
1759 /* The rest of this is for monsters. Players are on their own for
1760 * finding enemies!
1761 */
1762 if(op->type==PLAYER) return 0;
1763
1764 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1765 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1766 */
1767 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1768 return 0;
1769
1770 /* use this for invis also */
1771 hide_discovery = op->stats.Int/5;
1772
1773 /* Determine Detection radii */
1774 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1775 radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS;
1776 else { /* a level/INT/Dex adjustment for hiding */
1777 object *sk_hide;
1778 int bonus = (op->level/2) + (op->stats.Int/5);
1779
1780 if(enemy->type==PLAYER) {
1781 if((sk_hide = find_skill_by_number(enemy,SK_HIDING)))
1782 bonus -= sk_hide->level;
1783 else {
1784 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n");
1785 make_visible(enemy);
1786 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius;
1787 }
1788 }
1789 else /* enemy is not a player */
1790 bonus -= enemy->level;
1791
1792 radius += bonus/5;
1793 hide_discovery += bonus*5;
1794 } /* else creature has modifiers for hiding */
1795
1796 /* Radii stealth adjustment. Only if you are stealthy
1797 * will you be able to sneak up closer to creatures */
1798 if(QUERY_FLAG(enemy,FLAG_STEALTH))
1799 radius = radius/2, hide_discovery = hide_discovery/3;
1800
1801 /* Radii adjustment for enemy standing in the dark */
1802 if(op->map->darkness>0 && !stand_in_light(enemy)) {
1803 /* on dark maps body heat can help indicate location with infravision
1804 * undead don't have body heat, so no benefit detecting them.
1805 */
1806 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy))
1807 radius += op->map->darkness/2;
1808 else
1809 radius -= op->map->darkness/2;
1810
1811 /* op next to a monster (and not in complete darkness)
1812 * the monster should have a chance to see you.
1813 */
1814 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1)
1815 radius = MIN_MON_RADIUS;
1816 } /* if on dark map */
1817
1818 /* Lets not worry about monsters that have incredible detection
1819 * radii, we only need to worry here about things the player can
1820 * (potentially) see. This is 13, as that is the maximum size the player
1821 * may have for their map - in that way, creatures at the edge will
1822 * do something. Note that the distance field in the
1823 * vector is real distance, so in theory this should be 18 to
1824 * find that.
1825 */
1826 if(radius>13) radius = 13;
1827
1828 /* Enemy in range! Now test for detection */
1829 if ((int) rv->distance <= radius) {
1830 /* ah, we are within range, detected? take cases */
1831 if(!enemy->invisible) /* enemy in dark squares... are seen! */
1832 return 1;
1833
1834 /* hidden or low-quality invisible */
1835 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) {
1836 make_visible(enemy);
1837 /* inform players of new status */
1838 if(enemy->type==PLAYER && player_can_view(enemy,op))
1839 new_draw_info_format(NDI_UNIQUE,0, enemy,
1840 "You are discovered by %s!",op->name);
1841 return 1; /* detected enemy */
1842 }
1843 else if (enemy->invisible) {
1844 /* Change this around - instead of negating the invisible, just
1845 * return true so that the mosnter that managed to detect you can
1846 * do something to you. Decreasing the duration of invisible
1847 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1848 * can then basically negate the spell. The spell isn't negated -
1849 * they just know where you are!
1850 */
1851 if ((RANDOM() % 50) <= hide_discovery) {
1852 if (enemy->type == PLAYER) {
1853 new_draw_info_format(NDI_UNIQUE,0, enemy,
1854 "You see %s noticing your position.", query_name(op));
1855 }
1856 return 1;
1857 }
1858 }
1859 } /* within range */
1860
1861 /* Wasn't detected above, so still hidden */
1862 return 0;
1863 }
1864
1865 /* determine if op stands in a lighted square. This is not a very
1866 * intellegent algorithm. For one thing, we ignore los here, SO it
1867 * is possible for a bright light to illuminate a player on the
1868 * other side of a wall (!).
1869 */
1870
1871 int stand_in_light( object *op) {
1872 sint16 nx,ny;
1873 mapstruct *m;
1874
1875
1876 if(!op) return 0;
1877 if(op->glow_radius > 0) return 1;
1878
1879 if(op->map) {
1880 int x, y, x1, y1;
1881
1882
1883
1884 /* Check the spaces with the max light radius to see if any of them
1885 * have lights, and if any of them light the player enough, then return 1.
1886 */
1887 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) {
1888 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1889 m = op->map;
1890 nx = x;
1891 ny = y;
1892
1893 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue;
1894
1895 x1 = abs(x - op->x)*abs(x - op->x);
1896 y1 = abs(y - op->y)*abs(y - op->y);
1897 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1898 }
1899 }
1900 }
1901 return 0;
1902 }
1903
1904
1905 /* assuming no walls/barriers, lets check to see if its *possible*
1906 * to see an enemy. Note, "detection" is different from "seeing".
1907 * See can_detect_enemy() for more details. -b.t.
1908 * return 0 if can't be seen, 1 if can be
1909 */
1910
1911 int can_see_enemy (object *op, object *enemy) {
1912 object *looker = op->head?op->head:op;
1913
1914 /* safety */
1915 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE))
1916 return 0;
1917
1918 /* we dont give a full treatment of xrays here (shorter range than normal,
1919 * see through walls). Should we change the code elsewhere to make you
1920 * blind even if you can xray?
1921 */
1922 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS))
1923 return 0;
1924
1925 /* checking for invisible things */
1926 if(enemy->invisible) {
1927 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1928 * However,if you carry any source of light, then the hidden
1929 * creature is seeable (and stupid) */
1930
1931 if(has_carried_lights(enemy)) {
1932 if(enemy->hide) {
1933 make_visible(enemy);
1934 new_draw_info(NDI_UNIQUE,0, enemy,
1935 "Your light reveals your hiding spot!");
1936 }
1937 return 1;
1938 } else if (enemy->hide) return 0;
1939
1940 /* Invisible enemy. Break apart the check for invis undead/invis looker
1941 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1942 * and making it a conditional makes the code pretty ugly.
1943 */
1944 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) {
1945 if (makes_invisible_to(enemy, looker)) return 0;
1946 }
1947 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */
1948 if(player_can_view(looker,enemy)) return 1;
1949
1950 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1951 * unless they carry a light or stand in light. Darkness doesnt
1952 * inhibit the undead per se (but we should give their archs
1953 * CAN_SEE_IN_DARK, this is just a safety
1954 * we care about the enemy maps status, not the looker.
1955 * only relevant for tiled maps, but it is possible that the
1956 * enemy is on a bright map and the looker on a dark - in that
1957 * case, the looker can still see the enemy
1958 */
1959 if(enemy->map->darkness>0&&!stand_in_light(enemy)
1960 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)||
1961 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1962 return 0;
1963
1964 return 1;
1965 }
1966