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/cvs/deliantra/server/server/monster.c
Revision: 1.8
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.7: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

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, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
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 return follow_owner(op, owner);
450
451 /* doppleganger code to change monster facing to that of the nearest
452 * player. Hmm. The code is here, but no monster in the current
453 * arch set uses it.
454 */
455 if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
456 {
457 op->face = enemy->face;
458 if (op->name)
459 free_string(op->name);
460 add_refcount(op->name = enemy->name);
461 }
462
463 /* Calculate range information for closest body part - this
464 * is used for the 'skill' code, which isn't that smart when
465 * it comes to figuring it out - otherwise, giants throw boulders
466 * into themselves.
467 */
468 get_rangevector(op, enemy, &rv, 0);
469
470 /* Move the check for scared up here - if the monster was scared,
471 * we were not doing any of the logic below, so might as well save
472 * a few cpu cycles.
473 */
474 if (!QUERY_FLAG(op, FLAG_SCARED))
475 {
476 rv_vector rv1;
477
478 /* now we test every part of an object .... this is a real ugly piece of code */
479 for (part=op; part!=NULL; part=part->more) {
480 get_rangevector(part, enemy, &rv1, 0x1);
481 dir=rv1.direction;
482
483 /* hm, not sure about this part - in original was a scared flag here too
484 * but that we test above... so can be old code here
485 */
486 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
487 dir=absdir(dir+4);
488 if(QUERY_FLAG(op,FLAG_CONFUSED))
489 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
490
491 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
492 if(monster_cast_spell(op,part,enemy,dir,&rv1))
493 return 0;
494 }
495
496 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
497 if(monster_use_scroll(op,part,enemy,dir,&rv1))
498 return 0;
499 }
500
501 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
502 if(monster_use_range(op,part,enemy,dir))
503 return 0;
504 }
505 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
506 if(monster_use_skill(op,rv.part,enemy,rv.direction))
507 return 0;
508 }
509 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
510 if(monster_use_bow(op,part,enemy,dir))
511 return 0;
512 }
513 } /* for processing of all parts */
514 } /* If not scared */
515
516
517 part = rv.part;
518 dir=rv.direction;
519
520 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
521 dir=absdir(dir+4);
522
523 if(QUERY_FLAG(op,FLAG_CONFUSED))
524 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
525
526 pre_att_dir = dir; /* remember the original direction */
527
528 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
529 {
530 switch (op->attack_movement & LO4) {
531 case DISTATT:
532 dir = dist_att (dir,op,enemy,part,&rv);
533 break;
534
535 case RUNATT:
536 dir = run_att (dir,op,enemy,part,&rv);
537 break;
538
539 case HITRUN:
540 dir = hitrun_att(dir,op,enemy);
541 break;
542
543 case WAITATT:
544 dir = wait_att (dir,op,enemy,part,&rv);
545 break;
546
547 case RUSH: /* default - monster normally moves towards player */
548 case ALLRUN:
549 break;
550
551 case DISTHIT:
552 dir = disthit_att (dir,op,enemy,part,&rv);
553 break;
554
555 case WAIT2:
556 dir = wait_att2 (dir,op,enemy,part,&rv);
557 break;
558
559 default:
560 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
561 }
562 }
563
564 if (!dir)
565 return 0;
566
567 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
568 if(move_object(op,dir)) /* Can the monster move directly toward player? */
569 {
570 /* elmex: Turn our monster after it moved if it has DISTATT attack */
571 if ((op->attack_movement & LO4) == DISTATT)
572 op->direction = pre_att_dir;
573
574 return 0;
575 }
576
577 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
578 || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
579
580 /* Try move around corners if !close */
581 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
582 for(diff = 1; diff <= maxdiff; diff++) {
583 /* try different detours */
584 int m = 1-(RANDOM()&2); /* Try left or right first? */
585 if(move_object(op,absdir(dir + diff*m)) ||
586 move_object(op,absdir(dir - diff*m)))
587 return 0;
588 }
589 }
590 } /* if monster is not standing still */
591
592 /* elmex: Turn our monster after it moved if it has DISTATT attack */
593 if ((op->attack_movement & LO4) == DISTATT)
594 op->direction = pre_att_dir;
595
596 /*
597 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
598 * direction if they can't move away.
599 */
600 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED)))
601 if(move_randomly(op))
602 return 0;
603
604 /*
605 * Try giving the monster a new enemy - the player that is closest
606 * to it. In this way, it won't just keep trying to get to a target
607 * that is inaccessible.
608 * This could be more clever - it should go through a list of several
609 * enemies, as it is now, you could perhaps get situations where there
610 * are two players flanking the monster at close distance, but which
611 * the monster can't get to, and a third one at a far distance that
612 * the monster could get to - as it is, the monster won't look at that
613 * third one.
614 */
615 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy)
616 {
617 object *nearest_player = get_nearest_player(op);
618 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) {
619 op->enemy = NULL;
620 enemy = nearest_player;
621 }
622 }
623
624 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv))
625 {
626 /* The adjustement to wc that was here before looked totally bogus -
627 * since wc can in fact get negative, that would mean by adding
628 * the current wc, the creature gets better? Instead, just
629 * add a fixed amount - nasty creatures that are runny away should
630 * still be pretty nasty.
631 */
632 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
633 {
634 part->stats.wc+=10;
635 (void)skill_attack(enemy,part,0,NULL, NULL);
636 part->stats.wc-=10;
637 }
638 else
639 (void)skill_attack(enemy,part,0,NULL, NULL);
640 } /* if monster is in attack range */
641
642 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
643 return 1;
644
645 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK))
646 {
647 remove_ob(op);
648 free_object(op);
649 return 1;
650 }
651 return 0;
652 }
653 int can_hit(object *ob1,object *ob2, rv_vector *rv) {
654 object *more;
655 rv_vector rv1;
656
657 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
658 return 0;
659
660 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
661
662 /* check all the parts of ob2 - just because we can't get to
663 * its head doesn't mean we don't want to pound its feet
664 */
665 for (more = ob2->more; more!=NULL; more = more->more) {
666 get_rangevector(ob1, more, &rv1, 0);
667 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
668 }
669 return 0;
670
671 }
672
673 /* Returns 1 is monster should cast spell sp at an enemy
674 * Returns 0 if the monster should not cast this spell.
675 *
676 * Note that this function does not check to see if the monster can
677 * in fact cast the spell (sp dependencies and what not.) That is because
678 * this function is also sued to see if the monster should use spell items
679 * (rod/horn/wand/scroll).
680 * Note that there are certainly other offensive spells that could be
681 * included, but I decided to leave out the spells that may kill more
682 * monsters than players (eg, disease).
683 *
684 * This could be a lot smarter - if there are few monsters around,
685 * then disease might not be as bad. Likewise, if the monster is damaged,
686 * the right type of healing spell could be useful.
687 */
688
689 static int monster_should_cast_spell(object *monster, object *spell_ob)
690 {
691 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
692 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
693 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
694 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
695 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
696 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM ||
697 spell_ob->subtype == SP_INVISIBLE)
698
699 return 1;
700
701 return 0;
702 }
703
704
705 #define MAX_KNOWN_SPELLS 20
706
707 /* Returns a randomly selected spell. This logic is still
708 * less than ideal. This code also only seems to deal with
709 * wizard spells, as the check is against sp, and not grace.
710 * can mosnters know cleric spells?
711 */
712 object *monster_choose_random_spell(object *monster) {
713 object *altern[MAX_KNOWN_SPELLS];
714 object *tmp;
715 int i=0;
716
717 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below)
718 if (tmp->type==SPELLBOOK || tmp->type==SPELL) {
719 /* Check and see if it's actually a useful spell.
720 * If its a spellbook, the spell is actually the inventory item.
721 * if it is a spell, then it is just the object itself.
722 */
723 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) {
724 altern[i++]=tmp;
725 if(i==MAX_KNOWN_SPELLS)
726 break;
727 }
728 }
729 if(!i)
730 return NULL;
731 return altern[RANDOM()%i];
732 }
733
734 /* This checks to see if the monster should cast a spell/ability.
735 * it returns true if the monster casts a spell, 0 if he doesn't.
736 * head is the head of the monster.
737 * part is the part of the monster we are checking against.
738 * pl is the target.
739 * dir is the direction to case.
740 * rv is the vector which describes where the enemy is.
741 */
742
743 int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) {
744 object *spell_item;
745 object *owner;
746 rv_vector rv1;
747
748 /* If you want monsters to cast spells over friends, this spell should
749 * be removed. It probably should be in most cases, since monsters still
750 * don't care about residual effects (ie, casting a cone which may have a
751 * clear path to the player, the side aspects of the code will still hit
752 * other monsters)
753 */
754 if(!(dir=path_to_player(part,pl,0)))
755 return 0;
756
757 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
758 get_rangevector(head, owner, &rv1, 0x1);
759 if(dirdiff(dir,rv1.direction) < 2) {
760 return 0; /* Might hit owner with spell */
761 }
762 }
763
764 if(QUERY_FLAG(head,FLAG_CONFUSED))
765 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
766
767 /* If the monster hasn't already chosen a spell, choose one
768 * I'm not sure if it really make sense to pre-select spells (events
769 * could be different by the time the monster goes again).
770 */
771 if(head->spellitem==NULL) {
772 if((spell_item=monster_choose_random_spell(head))==NULL) {
773 LOG(llevMonster,"Turned off spells in %s\n",head->name);
774 CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
775 return 0;
776 }
777 if (spell_item->type == SPELLBOOK) {
778 if (!spell_item->inv) {
779 LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name);
780 return 0;
781 }
782 spell_item=spell_item->inv;
783 }
784 }
785 else
786 spell_item=head->spellitem;
787
788 if (!spell_item) return 0;
789
790 /* Best guess this is a defensive/healing spell */
791 if (spell_item->range<=1 || spell_item->stats.dam < 0)
792 dir = 0;
793
794 /* Monster doesn't have enough spell-points */
795 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA))
796 return 0;
797
798 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE))
799 return 0;
800
801 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA);
802 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE);
803
804 /* set this to null, so next time monster will choose something different */
805 head->spellitem = NULL;
806
807 return cast_spell(part,part,dir, spell_item, NULL);
808 }
809
810
811 int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) {
812 object *scroll;
813 object *owner;
814 rv_vector rv1;
815
816 /* If you want monsters to cast spells over friends, this spell should
817 * be removed. It probably should be in most cases, since monsters still
818 * don't care about residual effects (ie, casting a cone which may have a
819 * clear path to the player, the side aspects of the code will still hit
820 * other monsters)
821 */
822 if(!(dir=path_to_player(part,pl,0)))
823 return 0;
824
825 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
826 get_rangevector(head, owner, &rv1, 0x1);
827 if(dirdiff(dir,rv1.direction) < 2) {
828 return 0; /* Might hit owner with spell */
829 }
830 }
831
832 if(QUERY_FLAG(head,FLAG_CONFUSED))
833 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
834
835 for (scroll=head->inv; scroll; scroll=scroll->below)
836 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break;
837
838 /* Used up all his scrolls, so nothing do to */
839 if (!scroll) {
840 CLEAR_FLAG(head, FLAG_READY_SCROLL);
841 return 0;
842 }
843
844 /* Spell should be cast on caster (ie, heal, strength) */
845 if (scroll->inv->range==0)
846 dir = 0;
847
848 apply_scroll(part, scroll, dir);
849 return 1;
850 }
851
852 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
853 * Note that monsters do not need the skills SK_MELEE_WEAPON and
854 * SK_MISSILE_WEAPON to make those respective attacks, if we
855 * required that we would drastically increase the memory
856 * requirements of CF!!
857 *
858 * The skills we are treating here are all but those. -b.t.
859 *
860 * At the moment this is only useful for throwing, perhaps for
861 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
862 */
863
864 int monster_use_skill(object *head, object *part, object *pl,int dir) {
865 object *skill, *owner;
866
867 if(!(dir=path_to_player(part,pl,0)))
868 return 0;
869
870 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
871 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
872 if(dirdiff(dir,dir2) < 1)
873 return 0; /* Might hit owner with skill -thrown rocks for example ?*/
874 }
875 if(QUERY_FLAG(head,FLAG_CONFUSED))
876 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
877
878 /* skill selection - monster will use the next unused skill.
879 * well...the following scenario will allow the monster to
880 * toggle between 2 skills. One day it would be nice to make
881 * more skills available to monsters.
882 */
883
884 for(skill=head->inv;skill!=NULL;skill=skill->below)
885 if(skill->type==SKILL && skill!=head->chosen_skill) {
886 head->chosen_skill=skill;
887 break;
888 }
889
890 if(!skill && !head->chosen_skill) {
891 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n",
892 head->name,head->count);
893 CLEAR_FLAG(head, FLAG_READY_SKILL);
894 return 0;
895 }
896 /* use skill */
897 return do_skill(head, part, head->chosen_skill,dir,NULL);
898 }
899
900 /* Monster will use a ranged spell attack. */
901
902 int monster_use_range(object *head,object *part,object *pl,int dir)
903 {
904 object *wand, *owner;
905 int at_least_one = 0;
906
907 if(!(dir=path_to_player(part,pl,0)))
908 return 0;
909
910 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
911 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
912 if(dirdiff(dir,dir2) < 2)
913 return 0; /* Might hit owner with spell */
914 }
915 if(QUERY_FLAG(head,FLAG_CONFUSED))
916 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
917
918 for(wand=head->inv;wand!=NULL;wand=wand->below)
919 {
920 if (wand->type == WAND)
921 {
922 /* Found a wand, let's see if it has charges left */
923 at_least_one = 1;
924 if( wand->stats.food<=0 )
925 continue;
926
927 cast_spell( head, wand, dir, wand->inv, NULL );
928
929 if ( !( --wand->stats.food ) )
930 {
931 if ( wand->arch )
932 {
933 CLEAR_FLAG(wand, FLAG_ANIMATE);
934 wand->face = wand->arch->clone.face;
935 wand->speed = 0;
936 update_ob_speed(wand);
937 }
938 }
939 /* Success */
940 return 1;
941 }
942 else if ( wand->type == ROD || wand->type==HORN ) {
943 /* Found rod/horn, let's use it if possible */
944 at_least_one = 1;
945 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) )
946 continue;
947
948 /* drain charge before casting spell - can be a case where the
949 * spell destroys the monster, and rod, so if done after, results
950 * in crash.
951 */
952 drain_rod_charge( wand );
953 cast_spell( head, wand, dir, wand->inv, NULL );
954
955 /* Success */
956 return 1;
957 }
958 }
959
960 if ( at_least_one )
961 return 0;
962
963 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n",
964 head->name,head->count);
965 CLEAR_FLAG(head, FLAG_READY_RANGE);
966 return 0;
967 }
968
969 int monster_use_bow(object *head, object *part, object *pl, int dir) {
970 object *owner;
971
972 if(!(dir=path_to_player(part,pl,0)))
973 return 0;
974 if(QUERY_FLAG(head,FLAG_CONFUSED))
975 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
976
977 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
978 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
979 if(dirdiff(dir,dir2) < 1)
980 return 0; /* Might hit owner with arrow */
981 }
982
983 /* in server/player.c */
984 return fire_bow(head, part, NULL, dir, 0, part->x, part->y);
985
986 }
987
988 /* Checks if putting on 'item' will make 'who' do more
989 * damage. This is a very simplistic check - also checking things
990 * like speed and ac are also relevant.
991 *
992 * return true if item is a better object.
993 */
994
995 int check_good_weapon(object *who, object *item) {
996 object *other_weap;
997 int val=0, i;
998
999 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below)
1000 if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED))
1001 break;
1002
1003 if(other_weap==NULL) /* No other weapons */
1004 return 1;
1005
1006 /* Rather than go through and apply the new one, and see if it is
1007 * better, just do some simple checks
1008 * Put some multipliers for things that hvae several effects,
1009 * eg, magic affects both damage and wc, so it has more weight
1010 */
1011
1012 val = item->stats.dam - other_weap->stats.dam;
1013 val += (item->magic - other_weap->magic) * 3;
1014 /* Monsters don't really get benefits from things like regen rates
1015 * from items. But the bonus for their stats are very important.
1016 */
1017 for (i=0; i<NUM_STATS; i++)
1018 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2;
1019
1020 if (val > 0) return 1;
1021 else return 0;
1022
1023 }
1024
1025 int check_good_armour(object *who, object *item) {
1026 object *other_armour;
1027 int val=0,i;
1028
1029 for (other_armour = who->inv; other_armour != NULL;
1030 other_armour = other_armour->below)
1031 if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED))
1032 break;
1033
1034 if (other_armour == NULL) /* No other armour, use the new */
1035 return 1;
1036
1037 /* Like above function , see which is better */
1038 val = item->stats.ac - other_armour->stats.ac;
1039 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5;
1040 val += (item->magic - other_armour->magic) * 3;
1041
1042 /* for the other protections, do weigh them very much in the equation -
1043 * it is the armor protection which is most important, because there is
1044 * no good way to know what the player may attack the monster with.
1045 * So if the new item has better protection than the old, give that higher
1046 * value. If the reverse, then decrease the value of this item some.
1047 */
1048 for (i=1; i <NROFATTACKS; i++) {
1049 if (item->resist[i] > other_armour->resist[i]) val++;
1050 else if (item->resist[i] < other_armour->resist[i]) val--;
1051 }
1052
1053 /* Very few armours have stats, so not much need to worry about those. */
1054
1055 if (val > 0) return 1;
1056 else return 0;
1057
1058 }
1059
1060 /*
1061 * monster_check_pickup(): checks for items that monster can pick up.
1062 *
1063 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1064 * Each time the blob passes over some treasure, it will
1065 * grab it a.s.a.p.
1066 *
1067 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1068 * to handle this.
1069 *
1070 * This function was seen be continueing looping at one point (tmp->below
1071 * became a recursive loop. It may be better to call monster_check_apply
1072 * after we pick everything up, since that function may call others which
1073 * affect stacking on this space.
1074 */
1075
1076 void monster_check_pickup(object *monster) {
1077 object *tmp,*next;
1078 int next_tag;
1079
1080 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1081 next=tmp->below;
1082 next_tag = next ? next->count : 0;
1083 if (monster_can_pick(monster,tmp)) {
1084 remove_ob(tmp);
1085 tmp = insert_ob_in_ob(tmp,monster);
1086 (void) monster_check_apply(monster,tmp);
1087 }
1088 /* We could try to re-establish the cycling, of the space, but probably
1089 * not a big deal to just bail out.
1090 */
1091 if (next && was_destroyed(next, next_tag)) return;
1092 }
1093 }
1094
1095 /*
1096 * monster_can_pick(): If the monster is interested in picking up
1097 * the item, then return 0. Otherwise 0.
1098 * Instead of pick_up, flags for "greed", etc, should be used.
1099 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1100 */
1101
1102 int monster_can_pick(object *monster, object *item) {
1103 int flag=0;
1104 int i;
1105
1106 if(!can_pick(monster,item))
1107 return 0;
1108
1109 if(QUERY_FLAG(item,FLAG_UNPAID))
1110 return 0;
1111
1112 if (monster->pick_up&64) /* All */
1113 flag=1;
1114
1115 else switch(item->type) {
1116 case MONEY:
1117 case GEM:
1118 flag=monster->pick_up&2;
1119 break;
1120
1121 case FOOD:
1122 flag=monster->pick_up&4;
1123 break;
1124
1125 case WEAPON:
1126 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON);
1127 break;
1128
1129 case ARMOUR:
1130 case SHIELD:
1131 case HELMET:
1132 case BOOTS:
1133 case GLOVES:
1134 case GIRDLE:
1135 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR);
1136 break;
1137
1138 case SKILL:
1139 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL);
1140 break;
1141
1142 case RING:
1143 flag=QUERY_FLAG(monster,FLAG_USE_RING);
1144 break;
1145
1146 case WAND:
1147 case HORN:
1148 case ROD:
1149 flag=QUERY_FLAG(monster,FLAG_USE_RANGE);
1150 break;
1151
1152 case SPELLBOOK:
1153 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL));
1154 break;
1155
1156 case SCROLL:
1157 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL);
1158 break;
1159
1160 case BOW:
1161 case ARROW:
1162 flag=QUERY_FLAG(monster,FLAG_USE_BOW);
1163 break;
1164 }
1165 /* Simplistic check - if the monster has a location to equip it, he will
1166 * pick it up. Note that this doesn't handle cases where an item may
1167 * use several locations.
1168 */
1169 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1170 if (monster->body_info[i] && item->body_info[i]) {
1171 flag=1;
1172 break;
1173 }
1174 }
1175
1176 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag)))
1177 return 1;
1178 return 0;
1179 }
1180
1181 /*
1182 * monster_apply_below():
1183 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1184 * eager to apply things, encounters something apply-able,
1185 * then make him apply it
1186 */
1187
1188 void monster_apply_below(object *monster) {
1189 object *tmp, *next;
1190
1191 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1192 next=tmp->below;
1193 switch (tmp->type) {
1194 case CF_HANDLE:
1195 case TRIGGER:
1196 if (monster->will_apply&1)
1197 manual_apply(monster,tmp,0);
1198 break;
1199
1200 case TREASURE:
1201 if (monster->will_apply&2)
1202 manual_apply(monster,tmp,0);
1203 break;
1204
1205 }
1206 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1207 break;
1208 }
1209 }
1210
1211 /*
1212 * monster_check_apply() is meant to be called after an item is
1213 * inserted in a monster.
1214 * If an item becomes outdated (monster found a better item),
1215 * a pointer to that object is returned, so it can be dropped.
1216 * (so that other monsters can pick it up and use it)
1217 * Note that as things are now, monsters never drop something -
1218 * they can pick up all that they can use.
1219 */
1220
1221 /* Sept 96, fixed this so skills will be readied -b.t.*/
1222
1223 void monster_check_apply(object *mon, object *item) {
1224
1225 int flag = 0;
1226
1227 if(item->type==SPELLBOOK&&
1228 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) {
1229 SET_FLAG(mon, FLAG_CAST_SPELL);
1230 return;
1231 }
1232
1233 /* If for some reason, this item is already applied, no more work to do */
1234 if(QUERY_FLAG(item,FLAG_APPLIED)) return;
1235
1236 /* Might be better not to do this - if the monster can fire a bow,
1237 * it is possible in his wanderings, he will find one to use. In
1238 * which case, it would be nice to have ammo for it.
1239 */
1240 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1241 /* Check for the right kind of bow */
1242 object *bow;
1243 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1244 if(bow->type==BOW && bow->race==item->race) {
1245 SET_FLAG(mon, FLAG_READY_BOW);
1246 LOG(llevMonster,"Found correct bow for arrows.\n");
1247 return; /* nothing more to do for arrows */
1248 }
1249 }
1250
1251 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1252 /* Eating food gets hp back */
1253 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1254 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1255 if (!item->inv)
1256 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1257 else if (monster_should_cast_spell(mon, item->inv))
1258 SET_FLAG(mon, FLAG_READY_SCROLL);
1259 /* Don't use it right now */
1260 return;
1261 }
1262 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1263 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1264 /* Should do something more, like make sure this is a better item */
1265 else if (item->type == RING)
1266 flag=1;
1267 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1268 {
1269 /* We never really 'ready' the wand/rod/horn, because that would mean the
1270 * weapon would get undone.
1271 */
1272 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1273 {
1274 SET_FLAG(mon, FLAG_READY_RANGE);
1275 SET_FLAG(item, FLAG_APPLIED);
1276 }
1277 return;
1278 }
1279 else if (item->type == BOW) {
1280 /* We never really 'ready' the bow, because that would mean the
1281 * weapon would get undone.
1282 */
1283 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1284 SET_FLAG(mon, FLAG_READY_BOW);
1285 return;
1286 }
1287 else if ( item->type == SKILL )
1288 {
1289 /*
1290 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1291 * else they can't use the skill...
1292 * Skills also don't need to get applied, so return now.
1293 */
1294 SET_FLAG(mon, FLAG_READY_SKILL);
1295 return;
1296 }
1297
1298
1299 /* if we don't match one of the above types, return now.
1300 * can_apply_object will say that we can apply things like flesh,
1301 * bolts, and whatever else, because it only checks against the
1302 * body_info locations.
1303 */
1304 if (!flag) return;
1305
1306 /* Check to see if the monster can use this item. If not, no need
1307 * to do further processing. Note that can_apply_object already checks
1308 * for the CAN_USE flags.
1309 */
1310 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1311
1312 /* should only be applying this item, not unapplying it.
1313 * also, ignore status of curse so they can take off old armour.
1314 * monsters have some advantages after all.
1315 */
1316 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1317
1318 return;
1319 }
1320
1321 void npc_call_help(object *op) {
1322 int x,y, mflags;
1323 object *npc;
1324 sint16 sx, sy;
1325 mapstruct *m;
1326
1327 for(x = -3; x < 4; x++)
1328 for(y = -3; y < 4; y++) {
1329 m = op->map;
1330 sx = op->x + x;
1331 sy = op->y + y;
1332 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1333 /* If nothing alive on this space, no need to search the space. */
1334 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1335 continue;
1336
1337 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above)
1338 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE))
1339 npc->enemy = op->enemy;
1340 }
1341 }
1342
1343
1344 int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) {
1345
1346 if (can_hit(part,enemy,rv))
1347 return dir;
1348 if (rv->distance < 10)
1349 return absdir(dir+4);
1350 else if (rv->distance>18)
1351 return dir;
1352 return 0;
1353 }
1354
1355 int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) {
1356
1357 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) {
1358 ob->move_status++;
1359 return (dir);
1360 }
1361 else if (ob->move_status >20)
1362 ob->move_status = 0;
1363 return absdir (dir+4);
1364 }
1365
1366 int hitrun_att (int dir, object *ob,object *enemy) {
1367 if (ob->move_status ++ < 25)
1368 return dir;
1369 else if (ob->move_status <50)
1370 return absdir (dir+4);
1371 else
1372 ob->move_status = 0;
1373 return absdir(dir+4);
1374 }
1375
1376 int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1377
1378 int inrange = can_hit (part, enemy,rv);
1379
1380 if (ob->move_status || inrange)
1381 ob->move_status++;
1382
1383 if (ob->move_status == 0)
1384 return 0;
1385 else if (ob->move_status <10)
1386 return dir;
1387 else if (ob->move_status <15)
1388 return absdir(dir+4);
1389 ob->move_status = 0;
1390 return 0;
1391 }
1392
1393 int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1394
1395 /* The logic below here looked plain wrong before. Basically, what should
1396 * happen is that if the creatures hp percentage falls below run_away,
1397 * the creature should run away (dir+4)
1398 * I think its wrong for a creature to have a zero maxhp value, but
1399 * at least one map has this set, and whatever the map contains, the
1400 * server should try to be resilant enough to avoid the problem
1401 */
1402 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1403 return absdir(dir+4);
1404 return dist_att (dir,ob,enemy,part,rv);
1405 }
1406
1407 int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1408 if (rv->distance < 9)
1409 return absdir (dir+4);
1410 return 0;
1411 }
1412
1413 void circ1_move (object *ob) {
1414 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1415 if(++ob->move_status > 11)
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 circ2_move (object *ob) {
1422 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2};
1423 if(++ob->move_status > 19)
1424 ob->move_status = 0;
1425 if(!(move_object(ob,circle[ob->move_status])))
1426 (void) move_object(ob,RANDOM()%8+1);
1427 }
1428
1429 void pace_movev(object *ob) {
1430 if (ob->move_status++ > 6)
1431 ob->move_status = 0;
1432 if (ob->move_status < 4)
1433 (void) move_object (ob,5);
1434 else
1435 (void) move_object(ob,1);
1436 }
1437
1438 void pace_moveh (object *ob) {
1439 if (ob->move_status++ > 6)
1440 ob->move_status = 0;
1441 if (ob->move_status < 4)
1442 (void) move_object(ob,3);
1443 else
1444 (void) move_object(ob,7);
1445 }
1446
1447 void pace2_movev (object *ob) {
1448 if (ob->move_status ++ > 16)
1449 ob->move_status = 0;
1450 if (ob->move_status <6)
1451 (void) move_object (ob,5);
1452 else if (ob->move_status < 8)
1453 return;
1454 else if (ob->move_status <13)
1455 (void) move_object (ob,1);
1456 else return;
1457 }
1458
1459 void pace2_moveh (object *ob) {
1460 if (ob->move_status ++ > 16)
1461 ob->move_status = 0;
1462 if (ob->move_status <6)
1463 (void) move_object (ob,3);
1464 else if (ob->move_status < 8)
1465 return;
1466 else if (ob->move_status <13)
1467 (void) move_object (ob,7);
1468 else return;
1469 }
1470
1471 void rand_move (object *ob) {
1472 int i;
1473 if (ob->move_status <1 || ob->move_status >8 ||
1474 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1475 for (i = 0; i < 5; i++)
1476 if (move_object(ob,ob->move_status = RANDOM()%8+1))
1477 return;
1478 }
1479
1480 void check_earthwalls(object *op, mapstruct *m, int x, int y) {
1481 object *tmp;
1482 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1483 if (tmp->type == EARTHWALL) {
1484 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1);
1485 return;
1486 }
1487 }
1488 }
1489
1490 void check_doors(object *op, mapstruct *m, int x, int y) {
1491 object *tmp;
1492 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1493 if (tmp->type == DOOR) {
1494 hit_player(tmp,1000,op,AT_PHYSICAL,1);
1495 return;
1496 }
1497 }
1498 }
1499
1500 /* This replaces all the msglang stuff about which seems to be a lot of
1501 * unneeded complication - since the setup of that data is never re-used
1502 * (say 'hi' to monster, then 'yes', it would re-do the entire parse-message)
1503 * it seems to me to make more sense to just have simple function that returns
1504 * the 'text' portion of the message that it matches - this savees us a bunch
1505 * of malloc's and free's, as well as that setup.
1506 * This function takes the message to be parsed in 'msg', the text to
1507 * match in 'match', and returns the portion of the message. This
1508 * returned portion is in a malloc'd buf that should be freed.
1509 * Returns NULL if no match is found.
1510 * The player is passed too, so that quest-related messages can be checked too.
1511 */
1512 static char *find_matching_message(object* pl, const char *msg, const char *match)
1513 {
1514 const char *cp=msg, *cp1, *cp2;
1515 char *cp3, regex[MAX_BUF], gotmatch=0;
1516
1517 while (1) {
1518 if (strncmp(cp, "@match ", 7)) {
1519 LOG(llevDebug,"find_matching_message: Invalid message %s", msg);
1520 return NULL;
1521 }
1522 else {
1523 /* Find the end of the line, and copy the regex portion into it */
1524 cp2 = strchr(cp+7, '\n');
1525 strncpy(regex, cp+7, (cp2 - cp -7 ));
1526 regex[cp2 - cp -7] = 0;
1527
1528 /* Find the next match command */
1529 cp1 = strstr(cp+6, "\n@match");
1530
1531 /* Got a match - handle * as special case - proper regex would be .*,
1532 * but lots of messages don't use that form.
1533 */
1534 if (regex[0] == '*') gotmatch=1;
1535 else {
1536 char *pipe, *pnext=NULL;
1537 /* need to parse all the | seperators. Our re_cmp isn't
1538 * realy a fully blown regex parser.
1539 */
1540 for (pipe=regex; pipe != NULL; pipe = pnext) {
1541 pnext = strchr(pipe, '|');
1542 if (pnext) {
1543 *pnext = 0;
1544 pnext ++;
1545 }
1546 if (re_cmp(match, pipe)) {
1547 gotmatch = 1;
1548 break;
1549 }
1550 }
1551 }
1552 if (gotmatch) {
1553 if (cp1) {
1554 cp3 = malloc(cp1 - cp2 + 1);
1555 strncpy(cp3, cp2+1, cp1 - cp2);
1556 cp3[cp1 - cp2] = 0;
1557 }
1558 else { /* if no next match, just want the rest of the string */
1559 cp3 = strdup_local(cp2+1);
1560 }
1561 return cp3;
1562 }
1563 gotmatch = 0;
1564 if (cp1) cp = cp1 + 1;
1565 else return NULL;
1566 }
1567 }
1568 /* Should never get reached */
1569 }
1570
1571 /* This function looks for an object or creature that is listening.
1572 * I've disabled the bit that has only the first npc monster listen -
1573 * we'll see how this works out. only the first npc listens, which
1574 * is sort of bogus since it uses the free_arr which has a preference
1575 * to certain directions.
1576 *
1577 * There is a rare even that the orig_map is used for - basically, if
1578 * a player says the magic word that gets him teleported off the map,
1579 * it can result in the new map putting the object count too high,
1580 * which forces the swap out of some other map. In some cases, the
1581 * map the player was just on now gets swapped out - thus, the
1582 * object on that map are no longer in memory. So check to see if the
1583 * players map changes, and if so, don't process any further.
1584 * If it does change, most likely we don't care about the results
1585 * of further conversation. Also, depending on the value of i,
1586 * the conversation would continue on the new map, which probably isn't
1587 * what is really wanted either.
1588 */
1589 void communicate(object *op, const char *txt) {
1590 object *npc;
1591 int i, mflags;
1592 sint16 x, y;
1593 mapstruct *mp, *orig_map = op->map;
1594
1595 int flag=1; /*hasn't spoken to a NPC yet*/
1596 for(i = 0; i <= SIZEOFFREE2; i++) {
1597
1598 mp = op->map;
1599 x = op->x + freearr_x[i];
1600 y = op->y + freearr_y[i];
1601
1602 mflags = get_map_flags(mp, &mp, x, y, &x, &y);
1603 if (mflags & P_OUT_OF_MAP) continue;
1604
1605 for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) {
1606 if (npc->type == MAGIC_EAR) {
1607 (void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */
1608 if (orig_map != op->map) {
1609 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1610 return;
1611 }
1612 }
1613 else if (flag) {
1614 #if 0
1615 if (talk_to_npc(op, npc,txt))
1616 flag=0; /* Can be crowded */
1617 #else
1618 talk_to_npc(op, npc,txt);
1619 #endif
1620 if (orig_map != op->map) {
1621 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1622 return;
1623 }
1624 }
1625 }
1626 }
1627 }
1628
1629 static int do_talk_npc(object* op, object* npc, object* override, const char* txt)
1630 {
1631 char* cp;
1632 char buf[MAX_BUF];
1633
1634 if(override->msg == NULL || *override->msg != '@')
1635 return 0;
1636
1637 cp = find_matching_message(op, override->msg, txt);
1638 if (cp) {
1639 sprintf(buf,"%s says:",query_name(npc));
1640 new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf);
1641 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp);
1642 quest_apply_items(override,op->contr);
1643 free(cp);
1644 return 1;
1645 }
1646 return 0;
1647 }
1648
1649 int talk_to_npc(object *op, object *npc, const char *txt) {
1650 object *cobj;
1651
1652 /* Move this commone area up here - shouldn't cost much extra cpu
1653 * time, and makes the function more readable */
1654 /* Lauwenmark: Handle for plugin say event */
1655 if (op==npc) return 0;
1656 if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1657 return 0;
1658 /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */
1659 /* This allows the existence of "intelligent" weapons you can discuss with */
1660 for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
1661 {
1662 if (execute_event(cobj, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1663 return 0;
1664 }
1665 for ( cobj = npc->inv; cobj; cobj = cobj->below )
1666 if ( quest_is_override_compatible( cobj, op ) )
1667 if ( do_talk_npc( op, npc, cobj, txt ) )
1668 return 1;
1669 return do_talk_npc( op, npc, npc, txt );
1670 }
1671
1672 static int do_talk_wall(object* pl, object* npc, object* override, const char* txt)
1673 {
1674 char* cp;
1675 if(override->msg == NULL || *override->msg != '@')
1676 return 0;
1677
1678 cp = find_matching_message(pl, override->msg, txt);
1679 if (!cp)
1680 return 0;
1681
1682 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp);
1683 use_trigger(npc);
1684 quest_apply_items(npc, pl->contr);
1685 free(cp);
1686
1687 return 1;
1688 }
1689
1690 int talk_to_wall(object* pl, object *npc, const char *txt) {
1691
1692 object* inv;
1693
1694 for ( inv = npc->inv; inv; inv = inv->below)
1695 if ( quest_is_override_compatible(inv, pl ) )
1696 if ( do_talk_wall( pl, npc, inv, txt ) )
1697 return 1;
1698
1699 return do_talk_wall( pl, npc, npc, txt );;
1700 }
1701
1702 /* find_mon_throw_ob() - modeled on find_throw_ob
1703 * This is probably overly simplistic as it is now - We want
1704 * monsters to throw things like chairs and other pieces of
1705 * furniture, even if they are not good throwable objects.
1706 * Probably better to have the monster throw a throwable object
1707 * first, then throw any non equipped weapon.
1708 */
1709
1710 object *find_mon_throw_ob( object *op ) {
1711 object *tmp = NULL;
1712
1713 if(op->head) tmp=op->head; else tmp=op;
1714
1715 /* New throw code: look through the inventory. Grap the first legal is_thrown
1716 * marked item and throw it to the enemy.
1717 */
1718
1719 for(tmp=op->inv;tmp;tmp=tmp->below) {
1720
1721 /* Can't throw invisible objects or items that are applied */
1722 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue;
1723
1724 if(QUERY_FLAG(tmp,FLAG_IS_THROWN))
1725 break;
1726
1727 }
1728
1729 #ifdef DEBUG_THROW
1730 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name,
1731 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1732 #endif
1733
1734 return tmp;
1735 }
1736
1737 /* determine if we can 'detect' the enemy. Check for walls blocking the
1738 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1739 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1740 * modified by MSW to use the get_rangevector so that map tiling works
1741 * properly. I also so odd code in place that checked for x distance
1742 * OR y distance being within some range - that seemed wrong - both should
1743 * be within the valid range. MSW 2001-08-05
1744 * Returns 0 if enemy can not be detected, 1 if it is detected
1745 */
1746
1747 int can_detect_enemy (object *op, object *enemy, rv_vector *rv) {
1748 int radius = MIN_MON_RADIUS, hide_discovery;
1749
1750 /* null detection for any of these condtions always */
1751 if(!op || !enemy || !op->map || !enemy->map)
1752 return 0;
1753
1754 /* If the monster (op) has no way to get to the enemy, do nothing */
1755 if (!on_same_map(op, enemy))
1756 return 0;
1757
1758 get_rangevector(op, enemy, rv, 0);
1759
1760 /* Monsters always ignore the DM */
1761 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) )
1762 return 0;
1763
1764 /* simple check. Should probably put some range checks in here. */
1765 if(can_see_enemy(op,enemy)) return 1;
1766
1767 /* The rest of this is for monsters. Players are on their own for
1768 * finding enemies!
1769 */
1770 if(op->type==PLAYER) return 0;
1771
1772 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1773 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1774 */
1775 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1776 return 0;
1777
1778 /* use this for invis also */
1779 hide_discovery = op->stats.Int/5;
1780
1781 /* Determine Detection radii */
1782 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1783 radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS;
1784 else { /* a level/INT/Dex adjustment for hiding */
1785 object *sk_hide;
1786 int bonus = (op->level/2) + (op->stats.Int/5);
1787
1788 if(enemy->type==PLAYER) {
1789 if((sk_hide = find_skill_by_number(enemy,SK_HIDING)))
1790 bonus -= sk_hide->level;
1791 else {
1792 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n");
1793 make_visible(enemy);
1794 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius;
1795 }
1796 }
1797 else /* enemy is not a player */
1798 bonus -= enemy->level;
1799
1800 radius += bonus/5;
1801 hide_discovery += bonus*5;
1802 } /* else creature has modifiers for hiding */
1803
1804 /* Radii stealth adjustment. Only if you are stealthy
1805 * will you be able to sneak up closer to creatures */
1806 if(QUERY_FLAG(enemy,FLAG_STEALTH))
1807 radius = radius/2, hide_discovery = hide_discovery/3;
1808
1809 /* Radii adjustment for enemy standing in the dark */
1810 if(op->map->darkness>0 && !stand_in_light(enemy)) {
1811 /* on dark maps body heat can help indicate location with infravision
1812 * undead don't have body heat, so no benefit detecting them.
1813 */
1814 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy))
1815 radius += op->map->darkness/2;
1816 else
1817 radius -= op->map->darkness/2;
1818
1819 /* op next to a monster (and not in complete darkness)
1820 * the monster should have a chance to see you.
1821 */
1822 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1)
1823 radius = MIN_MON_RADIUS;
1824 } /* if on dark map */
1825
1826 /* Lets not worry about monsters that have incredible detection
1827 * radii, we only need to worry here about things the player can
1828 * (potentially) see. This is 13, as that is the maximum size the player
1829 * may have for their map - in that way, creatures at the edge will
1830 * do something. Note that the distance field in the
1831 * vector is real distance, so in theory this should be 18 to
1832 * find that.
1833 */
1834 if(radius>13) radius = 13;
1835
1836 /* Enemy in range! Now test for detection */
1837 if ((int) rv->distance <= radius) {
1838 /* ah, we are within range, detected? take cases */
1839 if(!enemy->invisible) /* enemy in dark squares... are seen! */
1840 return 1;
1841
1842 /* hidden or low-quality invisible */
1843 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) {
1844 make_visible(enemy);
1845 /* inform players of new status */
1846 if(enemy->type==PLAYER && player_can_view(enemy,op))
1847 new_draw_info_format(NDI_UNIQUE,0, enemy,
1848 "You are discovered by %s!",op->name);
1849 return 1; /* detected enemy */
1850 }
1851 else if (enemy->invisible) {
1852 /* Change this around - instead of negating the invisible, just
1853 * return true so that the mosnter that managed to detect you can
1854 * do something to you. Decreasing the duration of invisible
1855 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1856 * can then basically negate the spell. The spell isn't negated -
1857 * they just know where you are!
1858 */
1859 if ((RANDOM() % 50) <= hide_discovery) {
1860 if (enemy->type == PLAYER) {
1861 new_draw_info_format(NDI_UNIQUE,0, enemy,
1862 "You see %s noticing your position.", query_name(op));
1863 }
1864 return 1;
1865 }
1866 }
1867 } /* within range */
1868
1869 /* Wasn't detected above, so still hidden */
1870 return 0;
1871 }
1872
1873 /* determine if op stands in a lighted square. This is not a very
1874 * intellegent algorithm. For one thing, we ignore los here, SO it
1875 * is possible for a bright light to illuminate a player on the
1876 * other side of a wall (!).
1877 */
1878
1879 int stand_in_light( object *op) {
1880 sint16 nx,ny;
1881 mapstruct *m;
1882
1883
1884 if(!op) return 0;
1885 if(op->glow_radius > 0) return 1;
1886
1887 if(op->map) {
1888 int x, y, x1, y1;
1889
1890
1891
1892 /* Check the spaces with the max light radius to see if any of them
1893 * have lights, and if any of them light the player enough, then return 1.
1894 */
1895 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) {
1896 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1897 m = op->map;
1898 nx = x;
1899 ny = y;
1900
1901 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue;
1902
1903 x1 = abs(x - op->x)*abs(x - op->x);
1904 y1 = abs(y - op->y)*abs(y - op->y);
1905 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1906 }
1907 }
1908 }
1909 return 0;
1910 }
1911
1912
1913 /* assuming no walls/barriers, lets check to see if its *possible*
1914 * to see an enemy. Note, "detection" is different from "seeing".
1915 * See can_detect_enemy() for more details. -b.t.
1916 * return 0 if can't be seen, 1 if can be
1917 */
1918
1919 int can_see_enemy (object *op, object *enemy) {
1920 object *looker = op->head?op->head:op;
1921
1922 /* safety */
1923 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE))
1924 return 0;
1925
1926 /* we dont give a full treatment of xrays here (shorter range than normal,
1927 * see through walls). Should we change the code elsewhere to make you
1928 * blind even if you can xray?
1929 */
1930 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS))
1931 return 0;
1932
1933 /* checking for invisible things */
1934 if(enemy->invisible) {
1935 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1936 * However,if you carry any source of light, then the hidden
1937 * creature is seeable (and stupid) */
1938
1939 if(has_carried_lights(enemy)) {
1940 if(enemy->hide) {
1941 make_visible(enemy);
1942 new_draw_info(NDI_UNIQUE,0, enemy,
1943 "Your light reveals your hiding spot!");
1944 }
1945 return 1;
1946 } else if (enemy->hide) return 0;
1947
1948 /* Invisible enemy. Break apart the check for invis undead/invis looker
1949 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1950 * and making it a conditional makes the code pretty ugly.
1951 */
1952 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) {
1953 if (makes_invisible_to(enemy, looker)) return 0;
1954 }
1955 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */
1956 if(player_can_view(looker,enemy)) return 1;
1957
1958 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1959 * unless they carry a light or stand in light. Darkness doesnt
1960 * inhibit the undead per se (but we should give their archs
1961 * CAN_SEE_IN_DARK, this is just a safety
1962 * we care about the enemy maps status, not the looker.
1963 * only relevant for tiled maps, but it is possible that the
1964 * enemy is on a bright map and the looker on a dark - in that
1965 * case, the looker can still see the enemy
1966 */
1967 if(enemy->map->darkness>0&&!stand_in_light(enemy)
1968 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)||
1969 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1970 return 0;
1971
1972 return 1;
1973 }
1974