ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.c
Revision: 1.4
Committed: Wed Mar 15 15:35:52 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.3: +6 -4 lines
Log Message:
UPSTREAM merge from 15.03.2006

File Contents

# Content
1 /*
2 * static char *rcsid_monster_c =
3 * "$Id$";
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 (execute_event (op, EVENT_MOVE, op->enemy, 0, 0, SCRIPT_FIX_ALL))
385 return 0;
386
387 /* If we don't have an enemy, do special movement or the like */
388 if(!enemy) {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) {
390 remove_ob(op);
391 free_object(op);
392 return 1;
393 }
394
395 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set.
397 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) {
399 if (op->attack_movement & HI4)
400 {
401 switch (op->attack_movement & HI4) {
402 case (PETMOVE):
403 pet_move (op);
404 break;
405
406 case (CIRCLE1):
407 circ1_move (op);
408 break;
409
410 case (CIRCLE2):
411 circ2_move (op);
412 break;
413
414 case (PACEV):
415 pace_movev(op);
416 break;
417
418 case (PACEH):
419 pace_moveh(op);
420 break;
421
422 case (PACEV2):
423 pace2_movev (op);
424 break;
425
426 case (PACEH2):
427 pace2_moveh (op);
428 break;
429
430 case (RANDO):
431 rand_move (op);
432 break;
433
434 case (RANDO2):
435 move_randomly (op);
436 break;
437 }
438 return 0;
439 }
440 else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
441 (void) move_randomly(op);
442
443 } /* stand still */
444 return 0;
445 } /* no enemy */
446
447 /* We have an enemy. Block immediately below is for pets */
448 if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
449 {
450 follow_owner(op, owner);
451 /* If the pet was unable to follow the owner, free it */
452 if(QUERY_FLAG(op, FLAG_REMOVED) && FABS(op->speed) > MIN_ACTIVE_SPEED) {
453 remove_friendly_object(op);
454 free_object(op);
455 return 1;
456 }
457 return 0;
458 }
459
460 /* doppleganger code to change monster facing to that of the nearest
461 * player. Hmm. The code is here, but no monster in the current
462 * arch set uses it.
463 */
464 if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
465 {
466 op->face = enemy->face;
467 if (op->name)
468 free_string(op->name);
469 add_refcount(op->name = enemy->name);
470 }
471
472 /* Calculate range information for closest body part - this
473 * is used for the 'skill' code, which isn't that smart when
474 * it comes to figuring it out - otherwise, giants throw boulders
475 * into themselves.
476 */
477 get_rangevector(op, enemy, &rv, 0);
478
479 /* Move the check for scared up here - if the monster was scared,
480 * we were not doing any of the logic below, so might as well save
481 * a few cpu cycles.
482 */
483 if (!QUERY_FLAG(op, FLAG_SCARED))
484 {
485 rv_vector rv1;
486
487 /* now we test every part of an object .... this is a real ugly piece of code */
488 for (part=op; part!=NULL; part=part->more) {
489 get_rangevector(part, enemy, &rv1, 0x1);
490 dir=rv1.direction;
491
492 /* hm, not sure about this part - in original was a scared flag here too
493 * but that we test above... so can be old code here
494 */
495 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
496 dir=absdir(dir+4);
497 if(QUERY_FLAG(op,FLAG_CONFUSED))
498 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
499
500 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
501 if(monster_cast_spell(op,part,enemy,dir,&rv1))
502 return 0;
503 }
504
505 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
506 if(monster_use_scroll(op,part,enemy,dir,&rv1))
507 return 0;
508 }
509
510 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
511 if(monster_use_range(op,part,enemy,dir))
512 return 0;
513 }
514 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
515 if(monster_use_skill(op,rv.part,enemy,rv.direction))
516 return 0;
517 }
518 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
519 if(monster_use_bow(op,part,enemy,dir))
520 return 0;
521 }
522 } /* for processing of all parts */
523 } /* If not scared */
524
525
526 part = rv.part;
527 dir=rv.direction;
528
529 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
530 dir=absdir(dir+4);
531
532 if(QUERY_FLAG(op,FLAG_CONFUSED))
533 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
534
535 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
536 {
537 switch (op->attack_movement & LO4) {
538 case DISTATT:
539 dir = dist_att (dir,op,enemy,part,&rv);
540 break;
541
542 case RUNATT:
543 dir = run_att (dir,op,enemy,part,&rv);
544 break;
545
546 case HITRUN:
547 dir = hitrun_att(dir,op,enemy);
548 break;
549
550 case WAITATT:
551 dir = wait_att (dir,op,enemy,part,&rv);
552 break;
553
554 case RUSH: /* default - monster normally moves towards player */
555 case ALLRUN:
556 break;
557
558 case DISTHIT:
559 dir = disthit_att (dir,op,enemy,part,&rv);
560 break;
561
562 case WAIT2:
563 dir = wait_att2 (dir,op,enemy,part,&rv);
564 break;
565
566 default:
567 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
568 }
569 }
570
571 if (!dir)
572 return 0;
573
574 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
575 if(move_object(op,dir)) /* Can the monster move directly toward player? */
576 return 0;
577
578 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
579 || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
580
581 /* Try move around corners if !close */
582 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
583 for(diff = 1; diff <= maxdiff; diff++) {
584 /* try different detours */
585 int m = 1-(RANDOM()&2); /* Try left or right first? */
586 if(move_object(op,absdir(dir + diff*m)) ||
587 move_object(op,absdir(dir - diff*m)))
588 return 0;
589 }
590 }
591 } /* if monster is not standing still */
592
593 /*
594 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
595 * direction if they can't move away.
596 */
597 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED)))
598 if(move_randomly(op))
599 return 0;
600
601 /*
602 * Try giving the monster a new enemy - the player that is closest
603 * to it. In this way, it won't just keep trying to get to a target
604 * that is inaccessible.
605 * This could be more clever - it should go through a list of several
606 * enemies, as it is now, you could perhaps get situations where there
607 * are two players flanking the monster at close distance, but which
608 * the monster can't get to, and a third one at a far distance that
609 * the monster could get to - as it is, the monster won't look at that
610 * third one.
611 */
612 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy)
613 {
614 object *nearest_player = get_nearest_player(op);
615 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) {
616 op->enemy = NULL;
617 enemy = nearest_player;
618 }
619 }
620
621 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv))
622 {
623 /* The adjustement to wc that was here before looked totally bogus -
624 * since wc can in fact get negative, that would mean by adding
625 * the current wc, the creature gets better? Instead, just
626 * add a fixed amount - nasty creatures that are runny away should
627 * still be pretty nasty.
628 */
629 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
630 {
631 part->stats.wc+=10;
632 (void)skill_attack(enemy,part,0,NULL, NULL);
633 part->stats.wc-=10;
634 }
635 else
636 (void)skill_attack(enemy,part,0,NULL, NULL);
637 } /* if monster is in attack range */
638
639 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
640 return 1;
641
642 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK))
643 {
644 remove_ob(op);
645 free_object(op);
646 return 1;
647 }
648 return 0;
649 }
650 int can_hit(object *ob1,object *ob2, rv_vector *rv) {
651 object *more;
652 rv_vector rv1;
653
654 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
655 return 0;
656
657 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
658
659 /* check all the parts of ob2 - just because we can't get to
660 * its head doesn't mean we don't want to pound its feet
661 */
662 for (more = ob2->more; more!=NULL; more = more->more) {
663 get_rangevector(ob1, more, &rv1, 0);
664 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
665 }
666 return 0;
667
668 }
669
670 /* Returns 1 is monster should cast spell sp at an enemy
671 * Returns 0 if the monster should not cast this spell.
672 *
673 * Note that this function does not check to see if the monster can
674 * in fact cast the spell (sp dependencies and what not.) That is because
675 * this function is also sued to see if the monster should use spell items
676 * (rod/horn/wand/scroll).
677 * Note that there are certainly other offensive spells that could be
678 * included, but I decided to leave out the spells that may kill more
679 * monsters than players (eg, disease).
680 *
681 * This could be a lot smarter - if there are few monsters around,
682 * then disease might not be as bad. Likewise, if the monster is damaged,
683 * the right type of healing spell could be useful.
684 */
685
686 static int monster_should_cast_spell(object *monster, object *spell_ob)
687 {
688 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
689 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
690 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
691 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
692 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
693 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM ||
694 spell_ob->subtype == SP_INVISIBLE)
695
696 return 1;
697
698 return 0;
699 }
700
701
702 #define MAX_KNOWN_SPELLS 20
703
704 /* Returns a randomly selected spell. This logic is still
705 * less than ideal. This code also only seems to deal with
706 * wizard spells, as the check is against sp, and not grace.
707 * can mosnters know cleric spells?
708 */
709 object *monster_choose_random_spell(object *monster) {
710 object *altern[MAX_KNOWN_SPELLS];
711 object *tmp;
712 int i=0;
713
714 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below)
715 if (tmp->type==SPELLBOOK || tmp->type==SPELL) {
716 /* Check and see if it's actually a useful spell.
717 * If its a spellbook, the spell is actually the inventory item.
718 * if it is a spell, then it is just the object itself.
719 */
720 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) {
721 altern[i++]=tmp;
722 if(i==MAX_KNOWN_SPELLS)
723 break;
724 }
725 }
726 if(!i)
727 return NULL;
728 return altern[RANDOM()%i];
729 }
730
731 /* This checks to see if the monster should cast a spell/ability.
732 * it returns true if the monster casts a spell, 0 if he doesn't.
733 * head is the head of the monster.
734 * part is the part of the monster we are checking against.
735 * pl is the target.
736 * dir is the direction to case.
737 * rv is the vector which describes where the enemy is.
738 */
739
740 int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) {
741 object *spell_item;
742 object *owner;
743 rv_vector rv1;
744
745 /* If you want monsters to cast spells over friends, this spell should
746 * be removed. It probably should be in most cases, since monsters still
747 * don't care about residual effects (ie, casting a cone which may have a
748 * clear path to the player, the side aspects of the code will still hit
749 * other monsters)
750 */
751 if(!(dir=path_to_player(part,pl,0)))
752 return 0;
753
754 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
755 get_rangevector(head, owner, &rv1, 0x1);
756 if(dirdiff(dir,rv1.direction) < 2) {
757 return 0; /* Might hit owner with spell */
758 }
759 }
760
761 if(QUERY_FLAG(head,FLAG_CONFUSED))
762 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
763
764 /* If the monster hasn't already chosen a spell, choose one
765 * I'm not sure if it really make sense to pre-select spells (events
766 * could be different by the time the monster goes again).
767 */
768 if(head->spellitem==NULL) {
769 if((spell_item=monster_choose_random_spell(head))==NULL) {
770 LOG(llevMonster,"Turned off spells in %s\n",head->name);
771 CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
772 return 0;
773 }
774 if (spell_item->type == SPELLBOOK) {
775 if (!spell_item->inv) {
776 LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name);
777 return 0;
778 }
779 spell_item=spell_item->inv;
780 }
781 }
782 else
783 spell_item=head->spellitem;
784
785 if (!spell_item) return 0;
786
787 /* Best guess this is a defensive/healing spell */
788 if (spell_item->range<=1 || spell_item->stats.dam < 0)
789 dir = 0;
790
791 /* Monster doesn't have enough spell-points */
792 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA))
793 return 0;
794
795 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE))
796 return 0;
797
798 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA);
799 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE);
800
801 /* set this to null, so next time monster will choose something different */
802 head->spellitem = NULL;
803
804 return cast_spell(part,part,dir, spell_item, NULL);
805 }
806
807
808 int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) {
809 object *scroll;
810 object *owner;
811 rv_vector rv1;
812
813 /* If you want monsters to cast spells over friends, this spell should
814 * be removed. It probably should be in most cases, since monsters still
815 * don't care about residual effects (ie, casting a cone which may have a
816 * clear path to the player, the side aspects of the code will still hit
817 * other monsters)
818 */
819 if(!(dir=path_to_player(part,pl,0)))
820 return 0;
821
822 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
823 get_rangevector(head, owner, &rv1, 0x1);
824 if(dirdiff(dir,rv1.direction) < 2) {
825 return 0; /* Might hit owner with spell */
826 }
827 }
828
829 if(QUERY_FLAG(head,FLAG_CONFUSED))
830 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
831
832 for (scroll=head->inv; scroll; scroll=scroll->below)
833 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break;
834
835 /* Used up all his scrolls, so nothing do to */
836 if (!scroll) {
837 CLEAR_FLAG(head, FLAG_READY_SCROLL);
838 return 0;
839 }
840
841 /* Spell should be cast on caster (ie, heal, strength) */
842 if (scroll->inv->range==0)
843 dir = 0;
844
845 apply_scroll(part, scroll, dir);
846 return 1;
847 }
848
849 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
850 * Note that monsters do not need the skills SK_MELEE_WEAPON and
851 * SK_MISSILE_WEAPON to make those respective attacks, if we
852 * required that we would drastically increase the memory
853 * requirements of CF!!
854 *
855 * The skills we are treating here are all but those. -b.t.
856 *
857 * At the moment this is only useful for throwing, perhaps for
858 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
859 */
860
861 int monster_use_skill(object *head, object *part, object *pl,int dir) {
862 object *skill, *owner;
863
864 if(!(dir=path_to_player(part,pl,0)))
865 return 0;
866
867 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
868 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
869 if(dirdiff(dir,dir2) < 1)
870 return 0; /* Might hit owner with skill -thrown rocks for example ?*/
871 }
872 if(QUERY_FLAG(head,FLAG_CONFUSED))
873 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
874
875 /* skill selection - monster will use the next unused skill.
876 * well...the following scenario will allow the monster to
877 * toggle between 2 skills. One day it would be nice to make
878 * more skills available to monsters.
879 */
880
881 for(skill=head->inv;skill!=NULL;skill=skill->below)
882 if(skill->type==SKILL && skill!=head->chosen_skill) {
883 head->chosen_skill=skill;
884 break;
885 }
886
887 if(!skill && !head->chosen_skill) {
888 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n",
889 head->name,head->count);
890 CLEAR_FLAG(head, FLAG_READY_SKILL);
891 return 0;
892 }
893 /* use skill */
894 return do_skill(head, part, head->chosen_skill,dir,NULL);
895 }
896
897 /* Monster will use a ranged spell attack. */
898
899 int monster_use_range(object *head,object *part,object *pl,int dir)
900 {
901 object *wand, *owner;
902 int at_least_one = 0;
903
904 if(!(dir=path_to_player(part,pl,0)))
905 return 0;
906
907 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
908 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
909 if(dirdiff(dir,dir2) < 2)
910 return 0; /* Might hit owner with spell */
911 }
912 if(QUERY_FLAG(head,FLAG_CONFUSED))
913 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
914
915 for(wand=head->inv;wand!=NULL;wand=wand->below)
916 {
917 if (wand->type == WAND)
918 {
919 /* Found a wand, let's see if it has charges left */
920 at_least_one = 1;
921 if( wand->stats.food<=0 )
922 continue;
923
924 cast_spell( head, wand, dir, wand->inv, NULL );
925
926 if ( !( --wand->stats.food ) )
927 {
928 if ( wand->arch )
929 {
930 CLEAR_FLAG(wand, FLAG_ANIMATE);
931 wand->face = wand->arch->clone.face;
932 wand->speed = 0;
933 update_ob_speed(wand);
934 }
935 }
936 /* Success */
937 return 1;
938 }
939 else if ( wand->type == ROD || wand->type==HORN ) {
940 /* Found rod/horn, let's use it if possible */
941 at_least_one = 1;
942 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) )
943 continue;
944
945 /* drain charge before casting spell - can be a case where the
946 * spell destroys the monster, and rod, so if done after, results
947 * in crash.
948 */
949 drain_rod_charge( wand );
950 cast_spell( head, wand, dir, wand->inv, NULL );
951
952 /* Success */
953 return 1;
954 }
955 }
956
957 if ( at_least_one )
958 return 0;
959
960 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n",
961 head->name,head->count);
962 CLEAR_FLAG(head, FLAG_READY_RANGE);
963 return 0;
964 }
965
966 int monster_use_bow(object *head, object *part, object *pl, int dir) {
967 object *owner;
968
969 if(!(dir=path_to_player(part,pl,0)))
970 return 0;
971 if(QUERY_FLAG(head,FLAG_CONFUSED))
972 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
973
974 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
975 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
976 if(dirdiff(dir,dir2) < 1)
977 return 0; /* Might hit owner with arrow */
978 }
979
980 /* in server/player.c */
981 return fire_bow(head, part, NULL, dir, 0, part->x, part->y);
982
983 }
984
985 /* Checks if putting on 'item' will make 'who' do more
986 * damage. This is a very simplistic check - also checking things
987 * like speed and ac are also relevant.
988 *
989 * return true if item is a better object.
990 */
991
992 int check_good_weapon(object *who, object *item) {
993 object *other_weap;
994 int val=0, i;
995
996 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below)
997 if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED))
998 break;
999
1000 if(other_weap==NULL) /* No other weapons */
1001 return 1;
1002
1003 /* Rather than go through and apply the new one, and see if it is
1004 * better, just do some simple checks
1005 * Put some multipliers for things that hvae several effects,
1006 * eg, magic affects both damage and wc, so it has more weight
1007 */
1008
1009 val = item->stats.dam - other_weap->stats.dam;
1010 val += (item->magic - other_weap->magic) * 3;
1011 /* Monsters don't really get benefits from things like regen rates
1012 * from items. But the bonus for their stats are very important.
1013 */
1014 for (i=0; i<NUM_STATS; i++)
1015 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2;
1016
1017 if (val > 0) return 1;
1018 else return 0;
1019
1020 }
1021
1022 int check_good_armour(object *who, object *item) {
1023 object *other_armour;
1024 int val=0,i;
1025
1026 for (other_armour = who->inv; other_armour != NULL;
1027 other_armour = other_armour->below)
1028 if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED))
1029 break;
1030
1031 if (other_armour == NULL) /* No other armour, use the new */
1032 return 1;
1033
1034 /* Like above function , see which is better */
1035 val = item->stats.ac - other_armour->stats.ac;
1036 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5;
1037 val += (item->magic - other_armour->magic) * 3;
1038
1039 /* for the other protections, do weigh them very much in the equation -
1040 * it is the armor protection which is most important, because there is
1041 * no good way to know what the player may attack the monster with.
1042 * So if the new item has better protection than the old, give that higher
1043 * value. If the reverse, then decrease the value of this item some.
1044 */
1045 for (i=1; i <NROFATTACKS; i++) {
1046 if (item->resist[i] > other_armour->resist[i]) val++;
1047 else if (item->resist[i] < other_armour->resist[i]) val--;
1048 }
1049
1050 /* Very few armours have stats, so not much need to worry about those. */
1051
1052 if (val > 0) return 1;
1053 else return 0;
1054
1055 }
1056
1057 /*
1058 * monster_check_pickup(): checks for items that monster can pick up.
1059 *
1060 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1061 * Each time the blob passes over some treasure, it will
1062 * grab it a.s.a.p.
1063 *
1064 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1065 * to handle this.
1066 *
1067 * This function was seen be continueing looping at one point (tmp->below
1068 * became a recursive loop. It may be better to call monster_check_apply
1069 * after we pick everything up, since that function may call others which
1070 * affect stacking on this space.
1071 */
1072
1073 void monster_check_pickup(object *monster) {
1074 object *tmp,*next;
1075 int next_tag;
1076
1077 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1078 next=tmp->below;
1079 next_tag = next ? next->count : 0;
1080 if (monster_can_pick(monster,tmp)) {
1081 remove_ob(tmp);
1082 tmp = insert_ob_in_ob(tmp,monster);
1083 (void) monster_check_apply(monster,tmp);
1084 }
1085 /* We could try to re-establish the cycling, of the space, but probably
1086 * not a big deal to just bail out.
1087 */
1088 if (next && was_destroyed(next, next_tag)) return;
1089 }
1090 }
1091
1092 /*
1093 * monster_can_pick(): If the monster is interested in picking up
1094 * the item, then return 0. Otherwise 0.
1095 * Instead of pick_up, flags for "greed", etc, should be used.
1096 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1097 */
1098
1099 int monster_can_pick(object *monster, object *item) {
1100 int flag=0;
1101 int i;
1102
1103 if(!can_pick(monster,item))
1104 return 0;
1105
1106 if(QUERY_FLAG(item,FLAG_UNPAID))
1107 return 0;
1108
1109 if (monster->pick_up&64) /* All */
1110 flag=1;
1111
1112 else switch(item->type) {
1113 case MONEY:
1114 case GEM:
1115 flag=monster->pick_up&2;
1116 break;
1117
1118 case FOOD:
1119 flag=monster->pick_up&4;
1120 break;
1121
1122 case WEAPON:
1123 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON);
1124 break;
1125
1126 case ARMOUR:
1127 case SHIELD:
1128 case HELMET:
1129 case BOOTS:
1130 case GLOVES:
1131 case GIRDLE:
1132 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR);
1133 break;
1134
1135 case SKILL:
1136 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL);
1137 break;
1138
1139 case RING:
1140 flag=QUERY_FLAG(monster,FLAG_USE_RING);
1141 break;
1142
1143 case WAND:
1144 case HORN:
1145 case ROD:
1146 flag=QUERY_FLAG(monster,FLAG_USE_RANGE);
1147 break;
1148
1149 case SPELLBOOK:
1150 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL));
1151 break;
1152
1153 case SCROLL:
1154 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL);
1155 break;
1156
1157 case BOW:
1158 case ARROW:
1159 flag=QUERY_FLAG(monster,FLAG_USE_BOW);
1160 break;
1161 }
1162 /* Simplistic check - if the monster has a location to equip it, he will
1163 * pick it up. Note that this doesn't handle cases where an item may
1164 * use several locations.
1165 */
1166 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1167 if (monster->body_info[i] && item->body_info[i]) {
1168 flag=1;
1169 break;
1170 }
1171 }
1172
1173 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag)))
1174 return 1;
1175 return 0;
1176 }
1177
1178 /*
1179 * monster_apply_below():
1180 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1181 * eager to apply things, encounters something apply-able,
1182 * then make him apply it
1183 */
1184
1185 void monster_apply_below(object *monster) {
1186 object *tmp, *next;
1187
1188 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1189 next=tmp->below;
1190 switch (tmp->type) {
1191 case CF_HANDLE:
1192 case TRIGGER:
1193 if (monster->will_apply&1)
1194 manual_apply(monster,tmp,0);
1195 break;
1196
1197 case TREASURE:
1198 if (monster->will_apply&2)
1199 manual_apply(monster,tmp,0);
1200 break;
1201
1202 }
1203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1204 break;
1205 }
1206 }
1207
1208 /*
1209 * monster_check_apply() is meant to be called after an item is
1210 * inserted in a monster.
1211 * If an item becomes outdated (monster found a better item),
1212 * a pointer to that object is returned, so it can be dropped.
1213 * (so that other monsters can pick it up and use it)
1214 * Note that as things are now, monsters never drop something -
1215 * they can pick up all that they can use.
1216 */
1217
1218 /* Sept 96, fixed this so skills will be readied -b.t.*/
1219
1220 void monster_check_apply(object *mon, object *item) {
1221
1222 int flag = 0;
1223
1224 if(item->type==SPELLBOOK&&
1225 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) {
1226 SET_FLAG(mon, FLAG_CAST_SPELL);
1227 return;
1228 }
1229
1230 /* If for some reason, this item is already applied, no more work to do */
1231 if(QUERY_FLAG(item,FLAG_APPLIED)) return;
1232
1233 /* Might be better not to do this - if the monster can fire a bow,
1234 * it is possible in his wanderings, he will find one to use. In
1235 * which case, it would be nice to have ammo for it.
1236 */
1237 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1238 /* Check for the right kind of bow */
1239 object *bow;
1240 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1241 if(bow->type==BOW && bow->race==item->race) {
1242 SET_FLAG(mon, FLAG_READY_BOW);
1243 LOG(llevMonster,"Found correct bow for arrows.\n");
1244 return; /* nothing more to do for arrows */
1245 }
1246 }
1247
1248 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1249 /* Eating food gets hp back */
1250 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1251 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1252 if (!item->inv)
1253 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1254 else if (monster_should_cast_spell(mon, item->inv))
1255 SET_FLAG(mon, FLAG_READY_SCROLL);
1256 /* Don't use it right now */
1257 return;
1258 }
1259 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1260 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1261 /* Should do something more, like make sure this is a better item */
1262 else if (item->type == RING)
1263 flag=1;
1264 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1265 {
1266 /* We never really 'ready' the wand/rod/horn, because that would mean the
1267 * weapon would get undone.
1268 */
1269 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1270 {
1271 SET_FLAG(mon, FLAG_READY_RANGE);
1272 SET_FLAG(item, FLAG_APPLIED);
1273 }
1274 return;
1275 }
1276 else if (item->type == BOW) {
1277 /* We never really 'ready' the bow, because that would mean the
1278 * weapon would get undone.
1279 */
1280 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1281 SET_FLAG(mon, FLAG_READY_BOW);
1282 return;
1283 }
1284 else if ( item->type == SKILL )
1285 {
1286 /*
1287 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1288 * else they can't use the skill...
1289 * Skills also don't need to get applied, so return now.
1290 */
1291 SET_FLAG(mon, FLAG_READY_SKILL);
1292 return;
1293 }
1294
1295
1296 /* if we don't match one of the above types, return now.
1297 * can_apply_object will say that we can apply things like flesh,
1298 * bolts, and whatever else, because it only checks against the
1299 * body_info locations.
1300 */
1301 if (!flag) return;
1302
1303 /* Check to see if the monster can use this item. If not, no need
1304 * to do further processing. Note that can_apply_object already checks
1305 * for the CAN_USE flags.
1306 */
1307 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1308
1309 /* should only be applying this item, not unapplying it.
1310 * also, ignore status of curse so they can take off old armour.
1311 * monsters have some advantages after all.
1312 */
1313 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1314
1315 return;
1316 }
1317
1318 void npc_call_help(object *op) {
1319 int x,y, mflags;
1320 object *npc;
1321 sint16 sx, sy;
1322 mapstruct *m;
1323
1324 for(x = -3; x < 4; x++)
1325 for(y = -3; y < 4; y++) {
1326 m = op->map;
1327 sx = op->x + x;
1328 sy = op->y + y;
1329 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1330 /* If nothing alive on this space, no need to search the space. */
1331 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1332 continue;
1333
1334 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above)
1335 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE))
1336 npc->enemy = op->enemy;
1337 }
1338 }
1339
1340
1341 int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) {
1342
1343 if (can_hit(part,enemy,rv))
1344 return dir;
1345 if (rv->distance < 10)
1346 return absdir(dir+4);
1347 else if (rv->distance>18)
1348 return dir;
1349 return 0;
1350 }
1351
1352 int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) {
1353
1354 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) {
1355 ob->move_status++;
1356 return (dir);
1357 }
1358 else if (ob->move_status >20)
1359 ob->move_status = 0;
1360 return absdir (dir+4);
1361 }
1362
1363 int hitrun_att (int dir, object *ob,object *enemy) {
1364 if (ob->move_status ++ < 25)
1365 return dir;
1366 else if (ob->move_status <50)
1367 return absdir (dir+4);
1368 else
1369 ob->move_status = 0;
1370 return absdir(dir+4);
1371 }
1372
1373 int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1374
1375 int inrange = can_hit (part, enemy,rv);
1376
1377 if (ob->move_status || inrange)
1378 ob->move_status++;
1379
1380 if (ob->move_status == 0)
1381 return 0;
1382 else if (ob->move_status <10)
1383 return dir;
1384 else if (ob->move_status <15)
1385 return absdir(dir+4);
1386 ob->move_status = 0;
1387 return 0;
1388 }
1389
1390 int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1391
1392 /* The logic below here looked plain wrong before. Basically, what should
1393 * happen is that if the creatures hp percentage falls below run_away,
1394 * the creature should run away (dir+4)
1395 * I think its wrong for a creature to have a zero maxhp value, but
1396 * at least one map has this set, and whatever the map contains, the
1397 * server should try to be resilant enough to avoid the problem
1398 */
1399 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1400 return absdir(dir+4);
1401 return dist_att (dir,ob,enemy,part,rv);
1402 }
1403
1404 int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1405 if (rv->distance < 9)
1406 return absdir (dir+4);
1407 return 0;
1408 }
1409
1410 void circ1_move (object *ob) {
1411 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1412 if(++ob->move_status > 11)
1413 ob->move_status = 0;
1414 if (!(move_object(ob,circle[ob->move_status])))
1415 (void) move_object(ob,RANDOM()%8+1);
1416 }
1417
1418 void circ2_move (object *ob) {
1419 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2};
1420 if(++ob->move_status > 19)
1421 ob->move_status = 0;
1422 if(!(move_object(ob,circle[ob->move_status])))
1423 (void) move_object(ob,RANDOM()%8+1);
1424 }
1425
1426 void pace_movev(object *ob) {
1427 if (ob->move_status++ > 6)
1428 ob->move_status = 0;
1429 if (ob->move_status < 4)
1430 (void) move_object (ob,5);
1431 else
1432 (void) move_object(ob,1);
1433 }
1434
1435 void pace_moveh (object *ob) {
1436 if (ob->move_status++ > 6)
1437 ob->move_status = 0;
1438 if (ob->move_status < 4)
1439 (void) move_object(ob,3);
1440 else
1441 (void) move_object(ob,7);
1442 }
1443
1444 void pace2_movev (object *ob) {
1445 if (ob->move_status ++ > 16)
1446 ob->move_status = 0;
1447 if (ob->move_status <6)
1448 (void) move_object (ob,5);
1449 else if (ob->move_status < 8)
1450 return;
1451 else if (ob->move_status <13)
1452 (void) move_object (ob,1);
1453 else return;
1454 }
1455
1456 void pace2_moveh (object *ob) {
1457 if (ob->move_status ++ > 16)
1458 ob->move_status = 0;
1459 if (ob->move_status <6)
1460 (void) move_object (ob,3);
1461 else if (ob->move_status < 8)
1462 return;
1463 else if (ob->move_status <13)
1464 (void) move_object (ob,7);
1465 else return;
1466 }
1467
1468 void rand_move (object *ob) {
1469 int i;
1470 if (ob->move_status <1 || ob->move_status >8 ||
1471 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1472 for (i = 0; i < 5; i++)
1473 if (move_object(ob,ob->move_status = RANDOM()%8+1))
1474 return;
1475 }
1476
1477 void check_earthwalls(object *op, mapstruct *m, int x, int y) {
1478 object *tmp;
1479 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1480 if (tmp->type == EARTHWALL) {
1481 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1);
1482 return;
1483 }
1484 }
1485 }
1486
1487 void check_doors(object *op, mapstruct *m, int x, int y) {
1488 object *tmp;
1489 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1490 if (tmp->type == DOOR) {
1491 hit_player(tmp,1000,op,AT_PHYSICAL,1);
1492 return;
1493 }
1494 }
1495 }
1496
1497 /* This replaces all the msglang stuff about which seems to be a lot of
1498 * unneeded complication - since the setup of that data is never re-used
1499 * (say 'hi' to monster, then 'yes', it would re-do the entire parse-message)
1500 * it seems to me to make more sense to just have simple function that returns
1501 * the 'text' portion of the message that it matches - this savees us a bunch
1502 * of malloc's and free's, as well as that setup.
1503 * This function takes the message to be parsed in 'msg', the text to
1504 * match in 'match', and returns the portion of the message. This
1505 * returned portion is in a malloc'd buf that should be freed.
1506 * Returns NULL if no match is found.
1507 * The player is passed too, so that quest-related messages can be checked too.
1508 */
1509 static char *find_matching_message(object* pl, const char *msg, const char *match)
1510 {
1511 const char *cp=msg, *cp1, *cp2;
1512 char *cp3, regex[MAX_BUF], gotmatch=0;
1513
1514 while (1) {
1515 if (strncmp(cp, "@match ", 7)) {
1516 LOG(llevDebug,"find_matching_message: Invalid message %s", msg);
1517 return NULL;
1518 }
1519 else {
1520 /* Find the end of the line, and copy the regex portion into it */
1521 cp2 = strchr(cp+7, '\n');
1522 strncpy(regex, cp+7, (cp2 - cp -7 ));
1523 regex[cp2 - cp -7] = 0;
1524
1525 /* Find the next match command */
1526 cp1 = strstr(cp+6, "\n@match");
1527
1528 /* Got a match - handle * as special case - proper regex would be .*,
1529 * but lots of messages don't use that form.
1530 */
1531 if (regex[0] == '*') gotmatch=1;
1532 else {
1533 char *pipe, *pnext=NULL;
1534 /* need to parse all the | seperators. Our re_cmp isn't
1535 * realy a fully blown regex parser.
1536 */
1537 for (pipe=regex; pipe != NULL; pipe = pnext) {
1538 pnext = strchr(pipe, '|');
1539 if (pnext) {
1540 *pnext = 0;
1541 pnext ++;
1542 }
1543 if (re_cmp(match, pipe)) {
1544 gotmatch = 1;
1545 break;
1546 }
1547 }
1548 }
1549 if (gotmatch) {
1550 if (cp1) {
1551 cp3 = malloc(cp1 - cp2 + 1);
1552 strncpy(cp3, cp2+1, cp1 - cp2);
1553 cp3[cp1 - cp2] = 0;
1554 }
1555 else { /* if no next match, just want the rest of the string */
1556 cp3 = strdup_local(cp2+1);
1557 }
1558 return cp3;
1559 }
1560 gotmatch = 0;
1561 if (cp1) cp = cp1 + 1;
1562 else return NULL;
1563 }
1564 }
1565 /* Should never get reached */
1566 }
1567
1568 /* This function looks for an object or creature that is listening.
1569 * I've disabled the bit that has only the first npc monster listen -
1570 * we'll see how this works out. only the first npc listens, which
1571 * is sort of bogus since it uses the free_arr which has a preference
1572 * to certain directions.
1573 *
1574 * There is a rare even that the orig_map is used for - basically, if
1575 * a player says the magic word that gets him teleported off the map,
1576 * it can result in the new map putting the object count too high,
1577 * which forces the swap out of some other map. In some cases, the
1578 * map the player was just on now gets swapped out - thus, the
1579 * object on that map are no longer in memory. So check to see if the
1580 * players map changes, and if so, don't process any further.
1581 * If it does change, most likely we don't care about the results
1582 * of further conversation. Also, depending on the value of i,
1583 * the conversation would continue on the new map, which probably isn't
1584 * what is really wanted either.
1585 */
1586 void communicate(object *op, const char *txt) {
1587 object *npc;
1588 int i, mflags;
1589 sint16 x, y;
1590 mapstruct *mp, *orig_map = op->map;
1591
1592 int flag=1; /*hasn't spoken to a NPC yet*/
1593 for(i = 0; i <= SIZEOFFREE2; i++) {
1594
1595 mp = op->map;
1596 x = op->x + freearr_x[i];
1597 y = op->y + freearr_y[i];
1598
1599 mflags = get_map_flags(mp, &mp, x, y, &x, &y);
1600 if (mflags & P_OUT_OF_MAP) continue;
1601
1602 for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) {
1603 if (npc->type == MAGIC_EAR) {
1604 (void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */
1605 if (orig_map != op->map) {
1606 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1607 return;
1608 }
1609 }
1610 else if (flag) {
1611 #if 0
1612 if (talk_to_npc(op, npc,txt))
1613 flag=0; /* Can be crowded */
1614 #else
1615 talk_to_npc(op, npc,txt);
1616 #endif
1617 if (orig_map != op->map) {
1618 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1619 return;
1620 }
1621 }
1622 }
1623 }
1624 }
1625
1626 static int do_talk_npc(object* op, object* npc, object* override, const char* txt)
1627 {
1628 char* cp;
1629 char buf[MAX_BUF];
1630
1631 if(override->msg == NULL || *override->msg != '@')
1632 return 0;
1633
1634 cp = find_matching_message(op, override->msg, txt);
1635 if (cp) {
1636 sprintf(buf,"%s says:",query_name(npc));
1637 new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf);
1638 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp);
1639 quest_apply_items(override,op->contr);
1640 free(cp);
1641 return 1;
1642 }
1643 return 0;
1644 }
1645
1646 int talk_to_npc(object *op, object *npc, const char *txt) {
1647 object *cobj;
1648
1649 /* Move this commone area up here - shouldn't cost much extra cpu
1650 * time, and makes the function more readable */
1651 /* Lauwenmark: Handle for plugin say event */
1652 if (op==npc) return 0;
1653 if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1654 return 0;
1655 /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */
1656 /* This allows the existence of "intelligent" weapons you can discuss with */
1657 for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
1658 {
1659 if (execute_event(cobj, EVENT_SAY,npc,NULL,txt,SCRIPT_FIX_ALL)!=0)
1660 return 0;
1661 }
1662 for ( cobj = npc->inv; cobj; cobj = cobj->below )
1663 if ( quest_is_override_compatible( cobj, op ) )
1664 if ( do_talk_npc( op, npc, cobj, txt ) )
1665 return 1;
1666 return do_talk_npc( op, npc, npc, txt );
1667 }
1668
1669 static int do_talk_wall(object* pl, object* npc, object* override, const char* txt)
1670 {
1671 char* cp;
1672 if(override->msg == NULL || *override->msg != '@')
1673 return 0;
1674
1675 cp = find_matching_message(pl, override->msg, txt);
1676 if (!cp)
1677 return 0;
1678
1679 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp);
1680 use_trigger(npc);
1681 quest_apply_items(npc, pl->contr);
1682 free(cp);
1683
1684 return 1;
1685 }
1686
1687 int talk_to_wall(object* pl, object *npc, const char *txt) {
1688
1689 object* inv;
1690
1691 for ( inv = npc->inv; inv; inv = inv->below)
1692 if ( quest_is_override_compatible(inv, pl ) )
1693 if ( do_talk_wall( pl, npc, inv, txt ) )
1694 return 1;
1695
1696 return do_talk_wall( pl, npc, npc, txt );;
1697 }
1698
1699 /* find_mon_throw_ob() - modeled on find_throw_ob
1700 * This is probably overly simplistic as it is now - We want
1701 * monsters to throw things like chairs and other pieces of
1702 * furniture, even if they are not good throwable objects.
1703 * Probably better to have the monster throw a throwable object
1704 * first, then throw any non equipped weapon.
1705 */
1706
1707 object *find_mon_throw_ob( object *op ) {
1708 object *tmp = NULL;
1709
1710 if(op->head) tmp=op->head; else tmp=op;
1711
1712 /* New throw code: look through the inventory. Grap the first legal is_thrown
1713 * marked item and throw it to the enemy.
1714 */
1715
1716 for(tmp=op->inv;tmp;tmp=tmp->below) {
1717
1718 /* Can't throw invisible objects or items that are applied */
1719 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue;
1720
1721 if(QUERY_FLAG(tmp,FLAG_IS_THROWN))
1722 break;
1723
1724 }
1725
1726 #ifdef DEBUG_THROW
1727 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name,
1728 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1729 #endif
1730
1731 return tmp;
1732 }
1733
1734 /* determine if we can 'detect' the enemy. Check for walls blocking the
1735 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1736 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1737 * modified by MSW to use the get_rangevector so that map tiling works
1738 * properly. I also so odd code in place that checked for x distance
1739 * OR y distance being within some range - that seemed wrong - both should
1740 * be within the valid range. MSW 2001-08-05
1741 * Returns 0 if enemy can not be detected, 1 if it is detected
1742 */
1743
1744 int can_detect_enemy (object *op, object *enemy, rv_vector *rv) {
1745 int radius = MIN_MON_RADIUS, hide_discovery;
1746
1747 /* null detection for any of these condtions always */
1748 if(!op || !enemy || !op->map || !enemy->map)
1749 return 0;
1750
1751 /* If the monster (op) has no way to get to the enemy, do nothing */
1752 if (!on_same_map(op, enemy))
1753 return 0;
1754
1755 get_rangevector(op, enemy, rv, 0);
1756
1757 /* Monsters always ignore the DM */
1758 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) )
1759 return 0;
1760
1761 /* simple check. Should probably put some range checks in here. */
1762 if(can_see_enemy(op,enemy)) return 1;
1763
1764 /* The rest of this is for monsters. Players are on their own for
1765 * finding enemies!
1766 */
1767 if(op->type==PLAYER) return 0;
1768
1769 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1770 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1771 */
1772 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1773 return 0;
1774
1775 /* use this for invis also */
1776 hide_discovery = op->stats.Int/5;
1777
1778 /* Determine Detection radii */
1779 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1780 radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS;
1781 else { /* a level/INT/Dex adjustment for hiding */
1782 object *sk_hide;
1783 int bonus = (op->level/2) + (op->stats.Int/5);
1784
1785 if(enemy->type==PLAYER) {
1786 if((sk_hide = find_skill_by_number(enemy,SK_HIDING)))
1787 bonus -= sk_hide->level;
1788 else {
1789 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n");
1790 make_visible(enemy);
1791 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius;
1792 }
1793 }
1794 else /* enemy is not a player */
1795 bonus -= enemy->level;
1796
1797 radius += bonus/5;
1798 hide_discovery += bonus*5;
1799 } /* else creature has modifiers for hiding */
1800
1801 /* Radii stealth adjustment. Only if you are stealthy
1802 * will you be able to sneak up closer to creatures */
1803 if(QUERY_FLAG(enemy,FLAG_STEALTH))
1804 radius = radius/2, hide_discovery = hide_discovery/3;
1805
1806 /* Radii adjustment for enemy standing in the dark */
1807 if(op->map->darkness>0 && !stand_in_light(enemy)) {
1808 /* on dark maps body heat can help indicate location with infravision
1809 * undead don't have body heat, so no benefit detecting them.
1810 */
1811 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy))
1812 radius += op->map->darkness/2;
1813 else
1814 radius -= op->map->darkness/2;
1815
1816 /* op next to a monster (and not in complete darkness)
1817 * the monster should have a chance to see you.
1818 */
1819 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1)
1820 radius = MIN_MON_RADIUS;
1821 } /* if on dark map */
1822
1823 /* Lets not worry about monsters that have incredible detection
1824 * radii, we only need to worry here about things the player can
1825 * (potentially) see. This is 13, as that is the maximum size the player
1826 * may have for their map - in that way, creatures at the edge will
1827 * do something. Note that the distance field in the
1828 * vector is real distance, so in theory this should be 18 to
1829 * find that.
1830 */
1831 if(radius>13) radius = 13;
1832
1833 /* Enemy in range! Now test for detection */
1834 if ((int) rv->distance <= radius) {
1835 /* ah, we are within range, detected? take cases */
1836 if(!enemy->invisible) /* enemy in dark squares... are seen! */
1837 return 1;
1838
1839 /* hidden or low-quality invisible */
1840 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) {
1841 make_visible(enemy);
1842 /* inform players of new status */
1843 if(enemy->type==PLAYER && player_can_view(enemy,op))
1844 new_draw_info_format(NDI_UNIQUE,0, enemy,
1845 "You are discovered by %s!",op->name);
1846 return 1; /* detected enemy */
1847 }
1848 else if (enemy->invisible) {
1849 /* Change this around - instead of negating the invisible, just
1850 * return true so that the mosnter that managed to detect you can
1851 * do something to you. Decreasing the duration of invisible
1852 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1853 * can then basically negate the spell. The spell isn't negated -
1854 * they just know where you are!
1855 */
1856 if ((RANDOM() % 50) <= hide_discovery) {
1857 if (enemy->type == PLAYER) {
1858 new_draw_info_format(NDI_UNIQUE,0, enemy,
1859 "You see %s noticing your position.", query_name(op));
1860 }
1861 return 1;
1862 }
1863 }
1864 } /* within range */
1865
1866 /* Wasn't detected above, so still hidden */
1867 return 0;
1868 }
1869
1870 /* determine if op stands in a lighted square. This is not a very
1871 * intellegent algorithm. For one thing, we ignore los here, SO it
1872 * is possible for a bright light to illuminate a player on the
1873 * other side of a wall (!).
1874 */
1875
1876 int stand_in_light( object *op) {
1877 sint16 nx,ny;
1878 mapstruct *m;
1879
1880
1881 if(!op) return 0;
1882 if(op->glow_radius > 0) return 1;
1883
1884 if(op->map) {
1885 int x, y, x1, y1;
1886
1887
1888
1889 /* Check the spaces with the max light radius to see if any of them
1890 * have lights, and if any of them light the player enough, then return 1.
1891 */
1892 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) {
1893 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1894 m = op->map;
1895 nx = x;
1896 ny = y;
1897
1898 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue;
1899
1900 x1 = abs(x - op->x)*abs(x - op->x);
1901 y1 = abs(y - op->y)*abs(y - op->y);
1902 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1903 }
1904 }
1905 }
1906 return 0;
1907 }
1908
1909
1910 /* assuming no walls/barriers, lets check to see if its *possible*
1911 * to see an enemy. Note, "detection" is different from "seeing".
1912 * See can_detect_enemy() for more details. -b.t.
1913 * return 0 if can't be seen, 1 if can be
1914 */
1915
1916 int can_see_enemy (object *op, object *enemy) {
1917 object *looker = op->head?op->head:op;
1918
1919 /* safety */
1920 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE))
1921 return 0;
1922
1923 /* we dont give a full treatment of xrays here (shorter range than normal,
1924 * see through walls). Should we change the code elsewhere to make you
1925 * blind even if you can xray?
1926 */
1927 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS))
1928 return 0;
1929
1930 /* checking for invisible things */
1931 if(enemy->invisible) {
1932 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1933 * However,if you carry any source of light, then the hidden
1934 * creature is seeable (and stupid) */
1935
1936 if(has_carried_lights(enemy)) {
1937 if(enemy->hide) {
1938 make_visible(enemy);
1939 new_draw_info(NDI_UNIQUE,0, enemy,
1940 "Your light reveals your hiding spot!");
1941 }
1942 return 1;
1943 } else if (enemy->hide) return 0;
1944
1945 /* Invisible enemy. Break apart the check for invis undead/invis looker
1946 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1947 * and making it a conditional makes the code pretty ugly.
1948 */
1949 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) {
1950 if (makes_invisible_to(enemy, looker)) return 0;
1951 }
1952 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */
1953 if(player_can_view(looker,enemy)) return 1;
1954
1955 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1956 * unless they carry a light or stand in light. Darkness doesnt
1957 * inhibit the undead per se (but we should give their archs
1958 * CAN_SEE_IN_DARK, this is just a safety
1959 * we care about the enemy maps status, not the looker.
1960 * only relevant for tiled maps, but it is possible that the
1961 * enemy is on a bright map and the looker on a dark - in that
1962 * case, the looker can still see the enemy
1963 */
1964 if(enemy->map->darkness>0&&!stand_in_light(enemy)
1965 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)||
1966 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1967 return 0;
1968
1969 return 1;
1970 }
1971