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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.7 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.8 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_monster_c = 3 * static char *rcsid_monster_c =
3 * "$Id: monster.C,v 1.7 2006/09/07 10:01:58 pippijn Exp $"; 4 * "$Id: monster.C,v 1.8 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 27 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 28*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef __CEXTRACT__ 31#ifndef __CEXTRACT__
31#include <sproto.h> 32# include <sproto.h>
32#include <spells.h> 33# include <spells.h>
33#include <skills.h> 34# include <skills.h>
34#endif 35#endif
35 36
36 37
37#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 38#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38 39
39 40
40/* checks npc->enemy and returns that enemy if still valid, 41/* checks npc->enemy and returns that enemy if still valid,
41 * NULL otherwise. 42 * NULL otherwise.
42 * this is map tile aware. 43 * this is map tile aware.
43 * If this returns an enemy, the range vector rv should also be 44 * If this returns an enemy, the range vector rv should also be
44 * set to sane values. 45 * set to sane values.
45 */ 46 */
47object *
46object *check_enemy(object *npc, rv_vector *rv) { 48check_enemy (object *npc, rv_vector * rv)
47 49{
50
48 /* if this is pet, let him attack the same enemy as his owner 51 /* 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, 52 * TODO: when there is no ower enemy, try to find a target,
50 * which CAN attack the owner. */ 53 * which CAN attack the owner. */
51 if ((npc->attack_movement & HI4) == PETMOVE) 54 if ((npc->attack_movement & HI4) == PETMOVE)
52 { 55 {
53 if (npc->owner == NULL) 56 if (npc->owner == NULL)
54 npc->enemy = NULL; 57 npc->enemy = NULL;
55 else if (npc->enemy == NULL) 58 else if (npc->enemy == NULL)
56 npc->enemy = npc->owner->enemy; 59 npc->enemy = npc->owner->enemy;
57 } 60 }
58 61
59 /* periodically, a monster mayu change its target. Also, if the object 62 /* periodically, a monster mayu change its target. Also, if the object
60 * has been destroyed, etc, clear the enemy. 63 * has been destroyed, etc, clear the enemy.
61 * TODO: this should be changed, because it invokes to attack forced or 64 * TODO: this should be changed, because it invokes to attack forced or
62 * attacked monsters to leave the attacker alone, before it is destroyed 65 * attacked monsters to leave the attacker alone, before it is destroyed
63 */ 66 */
64 /* i had removed the random target leave, this invokes problems with friendly 67 /* 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 68 * objects, getting attacked and defending herself - they don't try to attack
66 * again then but perhaps get attack on and on 69 * 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 70 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
68 * too. */ 71 * too. */
69 72
70 if(npc->enemy) 73 if (npc->enemy)
71 { 74 {
72 /* I broke these if's apart to better be able to see what 75 /* I broke these if's apart to better be able to see what
73 * the grouping checks are. Code is the same. 76 * the grouping checks are. Code is the same.
74 */ 77 */
75 if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || 78 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
76 QUERY_FLAG(npc->enemy,FLAG_FREED) || 79 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
77 !on_same_map(npc, npc->enemy) || 80 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
78 npc == npc->enemy ||
79 QUERY_FLAG(npc, FLAG_NEUTRAL) ||
80 QUERY_FLAG(npc->enemy, FLAG_NEUTRAL))
81 npc->enemy = NULL; 81 npc->enemy = NULL;
82 82
83 else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( 83 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
84 (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) || 84 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
85 ((npc->enemy->type == PLAYER) && !(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)) 86 || npc->enemy == npc->owner))
87 npc->enemy = NULL; 87 npc->enemy = NULL;
88 88
89 89
90 else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && 90 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
91 (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER))
92 npc->enemy=NULL; 91 npc->enemy = NULL;
93 92
94 /* I've noticed that pets could sometimes get an arrow as the 93 /* I've noticed that pets could sometimes get an arrow as the
95 * target enemy - this code below makes sure the enemy is something 94 * target enemy - this code below makes sure the enemy is something
96 * that should be attacked. My guess is that the arrow hits 95 * that should be attacked. My guess is that the arrow hits
97 * the creature/owner, and so the creature then takes that 96 * the creature/owner, and so the creature then takes that
98 * as the enemy to attack. 97 * as the enemy to attack.
99 */ 98 */
100 else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && 99 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
101 !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) &&
102 npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) 100 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
103 npc->enemy=NULL; 101 npc->enemy = NULL;
104 102
105 } 103 }
106 return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; 104 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
107} 105}
108 106
109/* Returns the nearest living creature (monster or generator). 107/* Returns the nearest living creature (monster or generator).
110 * Modified to deal with tiled maps properly. 108 * Modified to deal with tiled maps properly.
111 * Also fixed logic so that monsters in the lower directions were more 109 * Also fixed logic so that monsters in the lower directions were more
118 * the first few directions, it could very well choose something 116 * the first few directions, it could very well choose something
119 * 3 spaces away even though something directly north is closer. 117 * 3 spaces away even though something directly north is closer.
120 * 118 *
121 * this function is map tile aware. 119 * this function is map tile aware.
122 */ 120 */
121object *
123object *find_nearest_living_creature(object *npc) { 122find_nearest_living_creature (object *npc)
123{
124 int i,mflags; 124 int i, mflags;
125 sint16 nx,ny; 125 sint16 nx, ny;
126 mapstruct *m; 126 mapstruct *m;
127 object *tmp; 127 object *tmp;
128 int search_arr[SIZEOFFREE]; 128 int search_arr[SIZEOFFREE];
129 129
130 get_search_arr(search_arr); 130 get_search_arr (search_arr);
131 for(i=0;i<SIZEOFFREE;i++) { 131 for (i = 0; i < SIZEOFFREE; i++)
132 {
132 /* modified to implement smart searching using search_arr 133 /* modified to implement smart searching using search_arr
133 * guidance array to determine direction of search order 134 * guidance array to determine direction of search order
134 */ 135 */
135 nx = npc->x + freearr_x[search_arr[i]]; 136 nx = npc->x + freearr_x[search_arr[i]];
136 ny = npc->y + freearr_y[search_arr[i]]; 137 ny = npc->y + freearr_y[search_arr[i]];
137 m = npc->map; 138 m = npc->map;
138 139
139 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 140 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
140 if (mflags & P_OUT_OF_MAP) continue; 141 if (mflags & P_OUT_OF_MAP)
142 continue;
141 143
142 if (mflags & P_IS_ALIVE) { 144 if (mflags & P_IS_ALIVE)
145 {
143 tmp=get_map_ob(m,nx,ny); 146 tmp = get_map_ob (m, nx, ny);
144 while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& 147 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER)
145 !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER)
146 tmp=tmp->above; 148 tmp = tmp->above;
147 149
148 if (!tmp) { 150 if (!tmp)
151 {
149 LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n", 152 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); 153 m->path, nx, ny);
151 } 154 }
152 else { 155 else
156 {
153 if(can_see_monsterP(m,nx,ny,i)) 157 if (can_see_monsterP (m, nx, ny, i))
154 return tmp; 158 return tmp;
155 } 159 }
156 } /* is something living on this space */ 160 } /* is something living on this space */
157 } 161 }
158 return NULL; /* nothing found */ 162 return NULL; /* nothing found */
159} 163}
160 164
161 165
162/* Tries to find an enmy for npc. We pass the range vector since 166/* Tries to find an enmy for npc. We pass the range vector since
163 * our caller will find the information useful. 167 * our caller will find the information useful.
165 * Fix function so that we always make calls to get_rangevector 169 * Fix function so that we always make calls to get_rangevector
166 * if we have a valid target - function as not doing so in 170 * if we have a valid target - function as not doing so in
167 * many cases. 171 * many cases.
168 */ 172 */
169 173
174object *
170object *find_enemy(object *npc, rv_vector *rv) 175find_enemy (object *npc, rv_vector * rv)
171{ 176{
172 object *attacker, *tmp=NULL; 177 object *attacker, *tmp = NULL;
173 178
174 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 179 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
175 npc->attacked_by = NULL; /* always clear the attacker entry */ 180 npc->attacked_by = NULL; /* always clear the attacker entry */
176 181
177 /* if we berserk, we don't care about others - we attack all we can find */ 182 /* if we berserk, we don't care about others - we attack all we can find */
178 if(QUERY_FLAG(npc,FLAG_BERSERK)) { 183 if (QUERY_FLAG (npc, FLAG_BERSERK))
184 {
179 tmp = find_nearest_living_creature(npc); 185 tmp = find_nearest_living_creature (npc);
186 if (tmp)
180 if (tmp) get_rangevector(npc, tmp, rv, 0); 187 get_rangevector (npc, tmp, rv, 0);
181 return tmp; 188 return tmp;
182 } 189 }
183 190
184 /* Here is the main enemy selection. 191 /* Here is the main enemy selection.
185 * We want this: if there is an enemy, attack him until its not possible or 192 * We want this: if there is an enemy, attack him until its not possible or
186 * one of both is dead. 193 * one of both is dead.
187 * If we have no enemy and we are... 194 * If we have no enemy and we are...
188 * a monster: try to find a player, a pet or a friendly monster 195 * 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 196 * 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 197 * a neutral: fight a attacker (but there should be none), then do nothing
191 * a pet: attack player enemy or a monster 198 * a pet: attack player enemy or a monster
192 */ 199 */
193 200
194 /* pet move */ 201 /* pet move */
195 if ((npc->attack_movement & HI4) == PETMOVE) { 202 if ((npc->attack_movement & HI4) == PETMOVE)
203 {
196 tmp= get_pet_enemy(npc,rv); 204 tmp = get_pet_enemy (npc, rv);
205 if (tmp)
197 if (tmp) get_rangevector(npc, tmp, rv, 0); 206 get_rangevector (npc, tmp, rv, 0);
198 return tmp; 207 return tmp;
199 }
200 208 }
209
201 /* we check our old enemy. */ 210 /* we check our old enemy. */
202 if((tmp=check_enemy(npc, rv))==NULL) 211 if ((tmp = check_enemy (npc, rv)) == NULL)
203 { 212 {
204 if(attacker) /* if we have an attacker, check him */ 213 if (attacker) /* if we have an attacker, check him */
205 { 214 {
206 /* we want be sure this is the right one! */ 215 /* we want be sure this is the right one! */
207 if(attacker->count == npc->attacked_by_count) 216 if (attacker->count == npc->attacked_by_count)
208 { 217 {
209 /* TODO: thats not finished */ 218 /* TODO: thats not finished */
210 /* we don't want a fight evil vs evil or good against non evil */ 219 /* we don't want a fight evil vs evil or good against non evil */
211 220
212 if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */ 221 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) || 222 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG(npc, FLAG_FRIENDLY) && 223 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
215 (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
216 CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */ 224 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... */ 225 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
218 { 226 {
219 CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */ 227 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
220 npc->enemy = attacker; 228 npc->enemy = attacker;
221 return attacker; /* yes, we face our attacker! */ 229 return attacker; /* yes, we face our attacker! */
222 } 230 }
223 } 231 }
224 } 232 }
225 233
226 /* we have no legal enemy or attacker, so we try to target a new one */ 234 /* 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) && 235 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
228 !QUERY_FLAG(npc, FLAG_NEUTRAL))
229 { 236 {
230 npc->enemy = get_nearest_player(npc); 237 npc->enemy = get_nearest_player (npc);
231 if (npc->enemy) 238 if (npc->enemy)
232 tmp = check_enemy(npc,rv); 239 tmp = check_enemy (npc, rv);
233 }
234 240 }
235 }
236 241
242 }
243
237 return tmp; 244 return tmp;
238} 245}
239 246
240/* Sees if this monster should wake up. 247/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 248 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 249 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 250 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 251 */
245 252
253int
246int check_wakeup(object *op, object *enemy, rv_vector *rv) { 254check_wakeup (object *op, object *enemy, rv_vector * rv)
255{
247 int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; 256 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
248 257
249 /* Trim work - if no enemy, no need to do anything below */ 258 /* Trim work - if no enemy, no need to do anything below */
250 if (!enemy) return 0; 259 if (!enemy)
260 return 0;
251 261
252 /* blinded monsters can only find nearby objects to attack */ 262 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND)) 263 if (QUERY_FLAG (op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 264 radius = MIN_MON_RADIUS;
255 265
256 /* This covers the situation where the monster is in the dark 266 /* 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 267 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy. 268 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in 269 * Remember we already checked to see if the monster can see in
260 * the dark. */ 270 * the dark. */
261 271
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && 272 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))) { 273 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
274 {
265 int dark = radius/(op->map->darkness); 275 int dark = radius / (op->map->darkness);
276
266 radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS; 277 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
267 } 278 }
268 else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1; 279 else if (!QUERY_FLAG (op, FLAG_SLEEP))
280 return 1;
269 281
270 /* enemy should already be on this map, so don't really need to check 282 /* enemy should already be on this map, so don't really need to check
271 * for that. 283 * for that.
272 */ 284 */
273 if (rv->distance < (unsigned int) (QUERY_FLAG(enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) { 285 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
286 {
274 CLEAR_FLAG(op,FLAG_SLEEP); 287 CLEAR_FLAG (op, FLAG_SLEEP);
288 return 1;
289 }
290 return 0;
291}
292
293int
294move_randomly (object *op)
295{
296 int i;
297
298 /* Give up to 15 chances for a monster to move randomly */
299 for (i = 0; i < 15; i++)
300 {
301 if (move_object (op, RANDOM () % 8 + 1))
275 return 1; 302 return 1;
276 } 303 }
277 return 0; 304 return 0;
278}
279
280int 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} 305}
290 306
291/* 307/*
292 * Move-monster returns 1 if the object has been freed, otherwise 0. 308 * Move-monster returns 1 if the object has been freed, otherwise 0.
293 */ 309 */
294 310
311int
295int move_monster(object *op) { 312move_monster (object *op)
313{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 314 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph=op; 315 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv; 316 rv_vector rv;
299 317
300 /* Monsters not on maps don't do anything. These monsters are things 318 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories. 319 * Like royal guards in city dwellers inventories.
302 */ 320 */
303 if (!op->map) return 0; 321 if (!op->map)
322 return 0;
304 323
305 /* for target facing, we copy this value here for fast access */ 324 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */ 325 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head; 326 oph = oph->head;
308 327
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ 328 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL; 329 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv))) 330 else if ((enemy = find_enemy (op, &rv)))
312 { 331 {
313 /* we have an enemy, just tell him we want him dead */ 332 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */ 333 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */ 334 enemy->attacked_by_count = op->count; /* our tag */
316 }
317 335 }
336
318 /* generate hp, if applicable */ 337 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { 338 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
339 {
320 340
321 /* last heal is in funny units. Dividing by speed puts 341 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of 342 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is 343 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens 344 * to capture 8th's of a hp fraction regens
325 * 345 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 346 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp. 347 * overflow might produce monsters with negative hp.
328 */ 348 */
329 349
330 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); 350 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
331 op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */ 351 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
332 op->last_heal%=32; 352 op->last_heal %= 32;
333 353
334 /* So if the monster has gained enough HP that they are no longer afraid */ 354 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) && 355 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
336 op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
337 (float)op->stats.maxhp))
338 CLEAR_FLAG(op, FLAG_RUN_AWAY); 356 CLEAR_FLAG (op, FLAG_RUN_AWAY);
339 357
340 if(op->stats.hp>op->stats.maxhp) 358 if (op->stats.hp > op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp; 359 op->stats.hp = op->stats.maxhp;
342 } 360 }
343 361
344 /* generate sp, if applicable */ 362 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { 363 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
364 {
346 365
347 /* last_sp is in funny units. Dividing by speed puts 366 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 367 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 368 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens 369 * to capture 8th's of a sp fraction regens
351 * 370 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 371 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp. 372 * overflow might produce monsters with negative sp.
354 */ 373 */
355 374
356 op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); 375 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
357 op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 376 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp%=128; 377 op->last_sp %= 128;
359 } 378 }
360 379
361 /* this should probably get modified by many more values. 380 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. ) 381 * (eg, creatures resistance to fear, level, etc. )
363 */ 382 */
364 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { 383 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
384 {
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ 385 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
366 } 386 }
367 387
368 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 388 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
369 return QUERY_FLAG (op, FLAG_FREED); 389 return QUERY_FLAG (op, FLAG_FREED);
370 390
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || 391 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && 392 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
373 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { 393 {
374 if(!check_wakeup(op,enemy,&rv)) 394 if (!check_wakeup (op, enemy, &rv))
375 return 0; 395 return 0;
376 } 396 }
377 397
378 /* check if monster pops out of hidden spot */ 398 /* check if monster pops out of hidden spot */
399 if (op->hide)
379 if(op->hide) do_hidden_move(op); 400 do_hidden_move (op);
380 401
381 if(op->pick_up) 402 if (op->pick_up)
382 monster_check_pickup(op); 403 monster_check_pickup (op);
383 404
384 if(op->will_apply) 405 if (op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */ 406 monster_apply_below (op); /* Check for items to apply below */
386 407
387 /* If we don't have an enemy, do special movement or the like */ 408 /* If we don't have an enemy, do special movement or the like */
388 if(!enemy) { 409 if (!enemy)
410 {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { 411 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
412 {
390 remove_ob(op); 413 remove_ob (op);
391 free_object(op); 414 free_object (op);
392 return 1; 415 return 1;
393 } 416 }
394 417
395 /* Probably really a bug for a creature to have both 418 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set. 419 * stand still and a movement type set.
397 */ 420 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { 421 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
422 {
399 if (op->attack_movement & HI4) 423 if (op->attack_movement & HI4)
400 { 424 {
401 switch (op->attack_movement & HI4) { 425 switch (op->attack_movement & HI4)
426 {
402 case (PETMOVE): 427 case (PETMOVE):
403 pet_move (op); 428 pet_move (op);
404 break; 429 break;
405 430
406 case (CIRCLE1): 431 case (CIRCLE1):
407 circ1_move (op); 432 circ1_move (op);
408 break; 433 break;
409 434
410 case (CIRCLE2): 435 case (CIRCLE2):
411 circ2_move (op); 436 circ2_move (op);
412 break; 437 break;
413 438
414 case (PACEV): 439 case (PACEV):
415 pace_movev(op); 440 pace_movev (op);
416 break; 441 break;
417 442
418 case (PACEH): 443 case (PACEH):
419 pace_moveh(op); 444 pace_moveh (op);
420 break; 445 break;
421 446
422 case (PACEV2): 447 case (PACEV2):
423 pace2_movev (op); 448 pace2_movev (op);
424 break; 449 break;
425 450
426 case (PACEH2): 451 case (PACEH2):
427 pace2_moveh (op); 452 pace2_moveh (op);
428 break; 453 break;
429 454
430 case (RANDO): 455 case (RANDO):
431 rand_move (op); 456 rand_move (op);
432 break; 457 break;
433 458
434 case (RANDO2): 459 case (RANDO2):
435 move_randomly (op); 460 move_randomly (op);
436 break; 461 break;
437 } 462 }
463 return 0;
464 }
465 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
466 (void) move_randomly (op);
467
468 } /* stand still */
469 return 0;
470 } /* no enemy */
471
472 /* We have an enemy. Block immediately below is for pets */
473 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner))
474 return follow_owner (op, owner);
475
476 /* doppleganger code to change monster facing to that of the nearest
477 * player. Hmm. The code is here, but no monster in the current
478 * arch set uses it.
479 */
480 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
481 {
482 op->face = enemy->face;
483 op->name = enemy->name;
484 }
485
486 /* Calculate range information for closest body part - this
487 * is used for the 'skill' code, which isn't that smart when
488 * it comes to figuring it out - otherwise, giants throw boulders
489 * into themselves.
490 */
491 get_rangevector (op, enemy, &rv, 0);
492
493 /* Move the check for scared up here - if the monster was scared,
494 * we were not doing any of the logic below, so might as well save
495 * a few cpu cycles.
496 */
497 if (!QUERY_FLAG (op, FLAG_SCARED))
498 {
499 rv_vector rv1;
500
501 /* now we test every part of an object .... this is a real ugly piece of code */
502 for (part = op; part != NULL; part = part->more)
503 {
504 get_rangevector (part, enemy, &rv1, 0x1);
505 dir = rv1.direction;
506
507 /* hm, not sure about this part - in original was a scared flag here too
508 * but that we test above... so can be old code here
509 */
510 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
511 dir = absdir (dir + 4);
512 if (QUERY_FLAG (op, FLAG_CONFUSED))
513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
514
515 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
516 {
517 if (monster_cast_spell (op, part, enemy, dir, &rv1))
438 return 0; 518 return 0;
439 } 519 }
440 else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
441 (void) move_randomly(op);
442 520
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 op->name = enemy->name;
459 }
460
461 /* Calculate range information for closest body part - this
462 * is used for the 'skill' code, which isn't that smart when
463 * it comes to figuring it out - otherwise, giants throw boulders
464 * into themselves.
465 */
466 get_rangevector(op, enemy, &rv, 0);
467
468 /* Move the check for scared up here - if the monster was scared,
469 * we were not doing any of the logic below, so might as well save
470 * a few cpu cycles.
471 */
472 if (!QUERY_FLAG(op, FLAG_SCARED))
473 {
474 rv_vector rv1;
475
476 /* now we test every part of an object .... this is a real ugly piece of code */
477 for (part=op; part!=NULL; part=part->more) {
478 get_rangevector(part, enemy, &rv1, 0x1);
479 dir=rv1.direction;
480
481 /* hm, not sure about this part - in original was a scared flag here too
482 * but that we test above... so can be old code here
483 */
484 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
485 dir=absdir(dir+4);
486 if(QUERY_FLAG(op,FLAG_CONFUSED))
487 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
488
489 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
490 if(monster_cast_spell(op,part,enemy,dir,&rv1))
491 return 0;
492 }
493
494 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { 521 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
495 if(monster_use_scroll(op,part,enemy,dir,&rv1))
496 return 0;
497 }
498
499 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
500 if(monster_use_range(op,part,enemy,dir))
501 return 0;
502 }
503 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
504 if(monster_use_skill(op,rv.part,enemy,rv.direction))
505 return 0;
506 }
507 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
508 if(monster_use_bow(op,part,enemy,dir))
509 return 0;
510 }
511 } /* for processing of all parts */
512 } /* If not scared */
513
514
515 part = rv.part;
516 dir=rv.direction;
517
518 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
519 dir=absdir(dir+4);
520
521 if(QUERY_FLAG(op,FLAG_CONFUSED))
522 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
523
524 pre_att_dir = dir; /* remember the original direction */
525
526 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
527 {
528 switch (op->attack_movement & LO4) {
529 case DISTATT:
530 dir = dist_att (dir,op,enemy,part,&rv);
531 break;
532
533 case RUNATT:
534 dir = run_att (dir,op,enemy,part,&rv);
535 break;
536
537 case HITRUN:
538 dir = hitrun_att(dir,op,enemy);
539 break;
540
541 case WAITATT:
542 dir = wait_att (dir,op,enemy,part,&rv);
543 break;
544
545 case RUSH: /* default - monster normally moves towards player */
546 case ALLRUN:
547 break;
548
549 case DISTHIT:
550 dir = disthit_att (dir,op,enemy,part,&rv);
551 break;
552
553 case WAIT2:
554 dir = wait_att2 (dir,op,enemy,part,&rv);
555 break;
556
557 default:
558 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
559 }
560 }
561
562 if (!dir)
563 return 0;
564
565 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
566 if(move_object(op,dir)) /* Can the monster move directly toward player? */
567 { 522 {
568 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 523 if (monster_use_scroll (op, part, enemy, dir, &rv1))
569 if ((op->attack_movement & LO4) == DISTATT)
570 op->direction = pre_att_dir;
571
572 return 0;
573 }
574
575 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
576 || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
577
578 /* Try move around corners if !close */
579 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
580 for(diff = 1; diff <= maxdiff; diff++) {
581 /* try different detours */
582 int m = 1-(RANDOM()&2); /* Try left or right first? */
583 if(move_object(op,absdir(dir + diff*m)) ||
584 move_object(op,absdir(dir - diff*m)))
585 return 0; 524 return 0;
586 } 525 }
526
527 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
528 {
529 if (monster_use_range (op, part, enemy, dir))
530 return 0;
531 }
532 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
533 {
534 if (monster_use_skill (op, rv.part, enemy, rv.direction))
535 return 0;
536 }
537 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
538 {
539 if (monster_use_bow (op, part, enemy, dir))
540 return 0;
541 }
542 } /* for processing of all parts */
543 } /* If not scared */
544
545
546 part = rv.part;
547 dir = rv.direction;
548
549 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
550 dir = absdir (dir + 4);
551
552 if (QUERY_FLAG (op, FLAG_CONFUSED))
553 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
554
555 pre_att_dir = dir; /* remember the original direction */
556
557 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
558 {
559 switch (op->attack_movement & LO4)
587 } 560 {
561 case DISTATT:
562 dir = dist_att (dir, op, enemy, part, &rv);
563 break;
564
565 case RUNATT:
566 dir = run_att (dir, op, enemy, part, &rv);
567 break;
568
569 case HITRUN:
570 dir = hitrun_att (dir, op, enemy);
571 break;
572
573 case WAITATT:
574 dir = wait_att (dir, op, enemy, part, &rv);
575 break;
576
577 case RUSH: /* default - monster normally moves towards player */
578 case ALLRUN:
579 break;
580
581 case DISTHIT:
582 dir = disthit_att (dir, op, enemy, part, &rv);
583 break;
584
585 case WAIT2:
586 dir = wait_att2 (dir, op, enemy, part, &rv);
587 break;
588
589 default:
590 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
591 }
592 }
593
594 if (!dir)
595 return 0;
596
597 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
598 {
599 if (move_object (op, dir)) /* Can the monster move directly toward player? */
600 {
601 /* elmex: Turn our monster after it moved if it has DISTATT attack */
602 if ((op->attack_movement & LO4) == DISTATT)
603 op->direction = pre_att_dir;
604
605 return 0;
606 }
607
608 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
609 {
610
611 /* Try move around corners if !close */
612 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
613
614 for (diff = 1; diff <= maxdiff; diff++)
615 {
616 /* try different detours */
617 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
618
619 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
620 return 0;
621 }
622 }
588 } /* if monster is not standing still */ 623 } /* if monster is not standing still */
589 624
590 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 625 /* elmex: Turn our monster after it moved if it has DISTATT attack */
591 if ((op->attack_movement & LO4) == DISTATT) 626 if ((op->attack_movement & LO4) == DISTATT)
592 op->direction = pre_att_dir; 627 op->direction = pre_att_dir;
593 628
594 /* 629 /*
595 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 630 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
596 * direction if they can't move away. 631 * direction if they can't move away.
597 */ 632 */
598 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) 633 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
599 if(move_randomly(op)) 634 if (move_randomly (op))
600 return 0; 635 return 0;
601 636
602 /* 637 /*
603 * Try giving the monster a new enemy - the player that is closest 638 * Try giving the monster a new enemy - the player that is closest
604 * to it. In this way, it won't just keep trying to get to a target 639 * to it. In this way, it won't just keep trying to get to a target
605 * that is inaccessible. 640 * that is inaccessible.
606 * This could be more clever - it should go through a list of several 641 * This could be more clever - it should go through a list of several
607 * enemies, as it is now, you could perhaps get situations where there 642 * enemies, as it is now, you could perhaps get situations where there
608 * are two players flanking the monster at close distance, but which 643 * are two players flanking the monster at close distance, but which
609 * the monster can't get to, and a third one at a far distance that 644 * the monster can't get to, and a third one at a far distance that
610 * the monster could get to - as it is, the monster won't look at that 645 * the monster could get to - as it is, the monster won't look at that
611 * third one. 646 * third one.
612 */ 647 */
613 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) 648 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
614 { 649 {
615 object *nearest_player = get_nearest_player(op); 650 object *nearest_player = get_nearest_player (op);
651
616 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { 652 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
653 {
617 op->enemy = NULL; 654 op->enemy = NULL;
618 enemy = nearest_player; 655 enemy = nearest_player;
619 } 656 }
620 } 657 }
621 658
622 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 659 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
623 { 660 {
624 /* The adjustement to wc that was here before looked totally bogus - 661 /* The adjustement to wc that was here before looked totally bogus -
625 * since wc can in fact get negative, that would mean by adding 662 * since wc can in fact get negative, that would mean by adding
626 * the current wc, the creature gets better? Instead, just 663 * the current wc, the creature gets better? Instead, just
627 * add a fixed amount - nasty creatures that are runny away should 664 * add a fixed amount - nasty creatures that are runny away should
628 * still be pretty nasty. 665 * still be pretty nasty.
629 */ 666 */
630 if(QUERY_FLAG(op,FLAG_RUN_AWAY)) 667 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
631 { 668 {
632 part->stats.wc+=10; 669 part->stats.wc += 10;
633 (void)skill_attack(enemy,part,0,NULL, NULL); 670 (void) skill_attack (enemy, part, 0, NULL, NULL);
634 part->stats.wc-=10; 671 part->stats.wc -= 10;
635 } 672 }
636 else 673 else
637 (void)skill_attack(enemy,part,0,NULL, NULL); 674 (void) skill_attack (enemy, part, 0, NULL, NULL);
638 } /* if monster is in attack range */ 675 } /* if monster is in attack range */
639 676
640 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 677 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
641 return 1; 678 return 1;
642 679
643 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 680 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
644 { 681 {
645 remove_ob(op); 682 remove_ob (op);
646 free_object(op); 683 free_object (op);
684 return 1;
685 }
686 return 0;
687}
688
689int
690can_hit (object *ob1, object *ob2, rv_vector * rv)
691{
692 object *more;
693 rv_vector rv1;
694
695 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
696 return 0;
697
698 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
699 return 1;
700
701 /* check all the parts of ob2 - just because we can't get to
702 * its head doesn't mean we don't want to pound its feet
703 */
704 for (more = ob2->more; more != NULL; more = more->more)
705 {
706 get_rangevector (ob1, more, &rv1, 0);
707 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
647 return 1; 708 return 1;
648 } 709 }
649 return 0; 710 return 0;
650}
651
652int can_hit(object *ob1,object *ob2, rv_vector *rv) {
653 object *more;
654 rv_vector rv1;
655
656 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
657 return 0;
658
659 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
660
661 /* check all the parts of ob2 - just because we can't get to
662 * its head doesn't mean we don't want to pound its feet
663 */
664 for (more = ob2->more; more!=NULL; more = more->more) {
665 get_rangevector(ob1, more, &rv1, 0);
666 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
667 }
668 return 0;
669 711
670} 712}
671 713
672/* Returns 1 is monster should cast spell sp at an enemy 714/* Returns 1 is monster should cast spell sp at an enemy
673 * Returns 0 if the monster should not cast this spell. 715 * Returns 0 if the monster should not cast this spell.
683 * This could be a lot smarter - if there are few monsters around, 725 * This could be a lot smarter - if there are few monsters around,
684 * then disease might not be as bad. Likewise, if the monster is damaged, 726 * then disease might not be as bad. Likewise, if the monster is damaged,
685 * the right type of healing spell could be useful. 727 * the right type of healing spell could be useful.
686 */ 728 */
687 729
730static int
688static int monster_should_cast_spell(object *monster, object *spell_ob) 731monster_should_cast_spell (object *monster, object *spell_ob)
689{ 732{
690 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 733 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
691 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 734 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
692 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 735 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
693 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 736 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
694 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 737 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
695 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 738 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
696 spell_ob->subtype == SP_INVISIBLE)
697 739
698 return 1;
699
700 return 0; 740 return 1;
741
742 return 0;
701} 743}
702 744
703 745
704#define MAX_KNOWN_SPELLS 20 746#define MAX_KNOWN_SPELLS 20
705 747
706/* Returns a randomly selected spell. This logic is still 748/* Returns a randomly selected spell. This logic is still
707 * less than ideal. This code also only seems to deal with 749 * less than ideal. This code also only seems to deal with
708 * wizard spells, as the check is against sp, and not grace. 750 * wizard spells, as the check is against sp, and not grace.
709 * can mosnters know cleric spells? 751 * can mosnters know cleric spells?
710 */ 752 */
753object *
711object *monster_choose_random_spell(object *monster) { 754monster_choose_random_spell (object *monster)
755{
712 object *altern[MAX_KNOWN_SPELLS]; 756 object *altern[MAX_KNOWN_SPELLS];
713 object *tmp; 757 object *tmp;
714 int i=0; 758 int i = 0;
715 759
716 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 760 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
717 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 761 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
762 {
718 /* Check and see if it's actually a useful spell. 763 /* Check and see if it's actually a useful spell.
719 * If its a spellbook, the spell is actually the inventory item. 764 * If its a spellbook, the spell is actually the inventory item.
720 * if it is a spell, then it is just the object itself. 765 * if it is a spell, then it is just the object itself.
721 */ 766 */
722 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { 767 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
768 {
723 altern[i++]=tmp; 769 altern[i++] = tmp;
724 if(i==MAX_KNOWN_SPELLS) 770 if (i == MAX_KNOWN_SPELLS)
725 break; 771 break;
726 } 772 }
727 } 773 }
728 if(!i) 774 if (!i)
729 return NULL; 775 return NULL;
730 return altern[RANDOM()%i]; 776 return altern[RANDOM () % i];
731} 777}
732 778
733/* This checks to see if the monster should cast a spell/ability. 779/* This checks to see if the monster should cast a spell/ability.
734 * it returns true if the monster casts a spell, 0 if he doesn't. 780 * it returns true if the monster casts a spell, 0 if he doesn't.
735 * head is the head of the monster. 781 * head is the head of the monster.
737 * pl is the target. 783 * pl is the target.
738 * dir is the direction to case. 784 * dir is the direction to case.
739 * rv is the vector which describes where the enemy is. 785 * rv is the vector which describes where the enemy is.
740 */ 786 */
741 787
788int
742int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { 789monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
790{
743 object *spell_item; 791 object *spell_item;
744 object *owner; 792 object *owner;
745 rv_vector rv1; 793 rv_vector rv1;
746 794
747 /* If you want monsters to cast spells over friends, this spell should 795 /* If you want monsters to cast spells over friends, this spell should
748 * be removed. It probably should be in most cases, since monsters still 796 * be removed. It probably should be in most cases, since monsters still
749 * don't care about residual effects (ie, casting a cone which may have a 797 * don't care about residual effects (ie, casting a cone which may have a
750 * clear path to the player, the side aspects of the code will still hit 798 * clear path to the player, the side aspects of the code will still hit
751 * other monsters) 799 * other monsters)
752 */ 800 */
753 if(!(dir=path_to_player(part,pl,0))) 801 if (!(dir = path_to_player (part, pl, 0)))
754 return 0; 802 return 0;
755 803
756 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 804 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
805 {
757 get_rangevector(head, owner, &rv1, 0x1); 806 get_rangevector (head, owner, &rv1, 0x1);
758 if(dirdiff(dir,rv1.direction) < 2) { 807 if (dirdiff (dir, rv1.direction) < 2)
759 return 0; /* Might hit owner with spell */
760 } 808 {
809 return 0; /* Might hit owner with spell */
810 }
761 } 811 }
762 812
763 if(QUERY_FLAG(head,FLAG_CONFUSED)) 813 if (QUERY_FLAG (head, FLAG_CONFUSED))
764 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 814 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
765 815
766 /* If the monster hasn't already chosen a spell, choose one 816 /* If the monster hasn't already chosen a spell, choose one
767 * I'm not sure if it really make sense to pre-select spells (events 817 * I'm not sure if it really make sense to pre-select spells (events
768 * could be different by the time the monster goes again). 818 * could be different by the time the monster goes again).
769 */ 819 */
770 if(head->spellitem==NULL) { 820 if (head->spellitem == NULL)
821 {
771 if((spell_item=monster_choose_random_spell(head))==NULL) { 822 if ((spell_item = monster_choose_random_spell (head)) == NULL)
823 {
772 LOG(llevMonster,"Turned off spells in %s\n",&head->name); 824 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
773 CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 825 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
774 return 0; 826 return 0;
775 } 827 }
776 if (spell_item->type == SPELLBOOK) { 828 if (spell_item->type == SPELLBOOK)
829 {
777 if (!spell_item->inv) { 830 if (!spell_item->inv)
831 {
778 LOG(llevError,"spellbook %s does not contain a spell?\n", &spell_item->name); 832 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
779 return 0; 833 return 0;
780 } 834 }
781 spell_item=spell_item->inv; 835 spell_item = spell_item->inv;
782 } 836 }
783 } 837 }
784 else 838 else
785 spell_item=head->spellitem; 839 spell_item = head->spellitem;
786 840
787 if (!spell_item) return 0; 841 if (!spell_item)
842 return 0;
788 843
789 /* Best guess this is a defensive/healing spell */ 844 /* Best guess this is a defensive/healing spell */
790 if (spell_item->range<=1 || spell_item->stats.dam < 0) 845 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
791 dir = 0; 846 dir = 0;
792 847
793 /* Monster doesn't have enough spell-points */ 848 /* Monster doesn't have enough spell-points */
794 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 849 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
795 return 0; 850 return 0;
796 851
797 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 852 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
798 return 0; 853 return 0;
799 854
800 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 855 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
801 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); 856 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
802 857
803 /* set this to null, so next time monster will choose something different */ 858 /* set this to null, so next time monster will choose something different */
804 head->spellitem = NULL; 859 head->spellitem = NULL;
805 860
806 return cast_spell(part,part,dir, spell_item, NULL); 861 return cast_spell (part, part, dir, spell_item, NULL);
807} 862}
808 863
809 864
865int
810int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { 866monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
867{
811 object *scroll; 868 object *scroll;
812 object *owner; 869 object *owner;
813 rv_vector rv1; 870 rv_vector rv1;
814 871
815 /* If you want monsters to cast spells over friends, this spell should 872 /* If you want monsters to cast spells over friends, this spell should
816 * be removed. It probably should be in most cases, since monsters still 873 * be removed. It probably should be in most cases, since monsters still
817 * don't care about residual effects (ie, casting a cone which may have a 874 * don't care about residual effects (ie, casting a cone which may have a
818 * clear path to the player, the side aspects of the code will still hit 875 * clear path to the player, the side aspects of the code will still hit
819 * other monsters) 876 * other monsters)
820 */ 877 */
821 if(!(dir=path_to_player(part,pl,0))) 878 if (!(dir = path_to_player (part, pl, 0)))
822 return 0; 879 return 0;
823 880
824 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 881 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
882 {
825 get_rangevector(head, owner, &rv1, 0x1); 883 get_rangevector (head, owner, &rv1, 0x1);
826 if(dirdiff(dir,rv1.direction) < 2) { 884 if (dirdiff (dir, rv1.direction) < 2)
827 return 0; /* Might hit owner with spell */
828 } 885 {
886 return 0; /* Might hit owner with spell */
887 }
829 } 888 }
830 889
831 if(QUERY_FLAG(head,FLAG_CONFUSED)) 890 if (QUERY_FLAG (head, FLAG_CONFUSED))
832 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 891 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
833 892
834 for (scroll=head->inv; scroll; scroll=scroll->below) 893 for (scroll = head->inv; scroll; scroll = scroll->below)
835 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 894 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
895 break;
836 896
837 /* Used up all his scrolls, so nothing do to */ 897 /* Used up all his scrolls, so nothing do to */
838 if (!scroll) { 898 if (!scroll)
899 {
839 CLEAR_FLAG(head, FLAG_READY_SCROLL); 900 CLEAR_FLAG (head, FLAG_READY_SCROLL);
840 return 0; 901 return 0;
841 } 902 }
842 903
843 /* Spell should be cast on caster (ie, heal, strength) */ 904 /* Spell should be cast on caster (ie, heal, strength) */
844 if (scroll->inv->range==0) 905 if (scroll->inv->range == 0)
845 dir = 0; 906 dir = 0;
846 907
847 apply_scroll(part, scroll, dir); 908 apply_scroll (part, scroll, dir);
848 return 1; 909 return 1;
849} 910}
850 911
851/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 912/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
852 * Note that monsters do not need the skills SK_MELEE_WEAPON and 913 * Note that monsters do not need the skills SK_MELEE_WEAPON and
853 * SK_MISSILE_WEAPON to make those respective attacks, if we 914 * SK_MISSILE_WEAPON to make those respective attacks, if we
856 * 917 *
857 * The skills we are treating here are all but those. -b.t. 918 * The skills we are treating here are all but those. -b.t.
858 * 919 *
859 * At the moment this is only useful for throwing, perhaps for 920 * At the moment this is only useful for throwing, perhaps for
860 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 921 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
861 */ 922 */
862 923
924int
863int monster_use_skill(object *head, object *part, object *pl,int dir) { 925monster_use_skill (object *head, object *part, object *pl, int dir)
926{
864 object *skill, *owner; 927 object *skill, *owner;
865 928
866 if(!(dir=path_to_player(part,pl,0))) 929 if (!(dir = path_to_player (part, pl, 0)))
867 return 0; 930 return 0;
868 931
869 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 932 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
933 {
870 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 934 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
935
871 if(dirdiff(dir,dir2) < 1) 936 if (dirdiff (dir, dir2) < 1)
872 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 937 return 0; /* Might hit owner with skill -thrown rocks for example ? */
873 } 938 }
874 if(QUERY_FLAG(head,FLAG_CONFUSED)) 939 if (QUERY_FLAG (head, FLAG_CONFUSED))
875 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 940 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
876 941
877 /* skill selection - monster will use the next unused skill. 942 /* skill selection - monster will use the next unused skill.
878 * well...the following scenario will allow the monster to 943 * well...the following scenario will allow the monster to
879 * toggle between 2 skills. One day it would be nice to make 944 * toggle between 2 skills. One day it would be nice to make
880 * more skills available to monsters. 945 * more skills available to monsters.
881 */ 946 */
882 947
883 for(skill=head->inv;skill!=NULL;skill=skill->below) 948 for (skill = head->inv; skill != NULL; skill = skill->below)
884 if(skill->type==SKILL && skill!=head->chosen_skill) { 949 if (skill->type == SKILL && skill != head->chosen_skill)
950 {
885 head->chosen_skill=skill; 951 head->chosen_skill = skill;
886 break; 952 break;
887 } 953 }
888 954
889 if(!skill && !head->chosen_skill) { 955 if (!skill && !head->chosen_skill)
956 {
890 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", 957 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
891 &head->name,head->count);
892 CLEAR_FLAG(head, FLAG_READY_SKILL); 958 CLEAR_FLAG (head, FLAG_READY_SKILL);
893 return 0; 959 return 0;
894 } 960 }
895 /* use skill */ 961 /* use skill */
896 return do_skill(head, part, head->chosen_skill,dir,NULL); 962 return do_skill (head, part, head->chosen_skill, dir, NULL);
897} 963}
898 964
899/* Monster will use a ranged spell attack. */ 965/* Monster will use a ranged spell attack. */
900 966
967int
901int monster_use_range(object *head,object *part,object *pl,int dir) 968monster_use_range (object *head, object *part, object *pl, int dir)
902 { 969{
903 object *wand, *owner; 970 object *wand, *owner;
904 int at_least_one = 0; 971 int at_least_one = 0;
905 972
906 if(!(dir=path_to_player(part,pl,0))) 973 if (!(dir = path_to_player (part, pl, 0)))
907 return 0; 974 return 0;
908 975
909 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 976 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
977 {
910 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 978 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
979
911 if(dirdiff(dir,dir2) < 2) 980 if (dirdiff (dir, dir2) < 2)
912 return 0; /* Might hit owner with spell */ 981 return 0; /* Might hit owner with spell */
913 } 982 }
914 if(QUERY_FLAG(head,FLAG_CONFUSED)) 983 if (QUERY_FLAG (head, FLAG_CONFUSED))
915 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 984 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
916 985
917 for(wand=head->inv;wand!=NULL;wand=wand->below) 986 for (wand = head->inv; wand != NULL; wand = wand->below)
918 { 987 {
919 if (wand->type == WAND) 988 if (wand->type == WAND)
989 {
990 /* Found a wand, let's see if it has charges left */
991 at_least_one = 1;
992 if (wand->stats.food <= 0)
993 continue;
994
995 cast_spell (head, wand, dir, wand->inv, NULL);
996
997 if (!(--wand->stats.food))
920 { 998 {
921 /* Found a wand, let's see if it has charges left */ 999 if (wand->arch)
922 at_least_one = 1;
923 if( wand->stats.food<=0 )
924 continue;
925
926 cast_spell( head, wand, dir, wand->inv, NULL );
927
928 if ( !( --wand->stats.food ) )
929 { 1000 {
930 if ( wand->arch )
931 {
932 CLEAR_FLAG(wand, FLAG_ANIMATE); 1001 CLEAR_FLAG (wand, FLAG_ANIMATE);
933 wand->face = wand->arch->clone.face; 1002 wand->face = wand->arch->clone.face;
934 wand->speed = 0; 1003 wand->speed = 0;
935 update_ob_speed(wand); 1004 update_ob_speed (wand);
936 }
937 } 1005 }
938 /* Success */
939 return 1;
940 } 1006 }
1007 /* Success */
1008 return 1;
1009 }
941 else if ( wand->type == ROD || wand->type==HORN ) { 1010 else if (wand->type == ROD || wand->type == HORN)
1011 {
942 /* Found rod/horn, let's use it if possible */ 1012 /* Found rod/horn, let's use it if possible */
943 at_least_one = 1; 1013 at_least_one = 1;
944 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) 1014 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
945 continue; 1015 continue;
946 1016
947 /* drain charge before casting spell - can be a case where the 1017 /* drain charge before casting spell - can be a case where the
948 * spell destroys the monster, and rod, so if done after, results 1018 * spell destroys the monster, and rod, so if done after, results
949 * in crash. 1019 * in crash.
950 */ 1020 */
951 drain_rod_charge( wand ); 1021 drain_rod_charge (wand);
952 cast_spell( head, wand, dir, wand->inv, NULL ); 1022 cast_spell (head, wand, dir, wand->inv, NULL);
953 1023
954 /* Success */ 1024 /* Success */
955 return 1; 1025 return 1;
956 } 1026 }
957 } 1027 }
958 1028
959 if ( at_least_one ) 1029 if (at_least_one)
960 return 0; 1030 return 0;
961 1031
962 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1032 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
963 &head->name,head->count);
964 CLEAR_FLAG(head, FLAG_READY_RANGE); 1033 CLEAR_FLAG (head, FLAG_READY_RANGE);
965 return 0; 1034 return 0;
966 } 1035}
967 1036
1037int
968int monster_use_bow(object *head, object *part, object *pl, int dir) { 1038monster_use_bow (object *head, object *part, object *pl, int dir)
1039{
969 object *owner; 1040 object *owner;
970 1041
971 if(!(dir=path_to_player(part,pl,0))) 1042 if (!(dir = path_to_player (part, pl, 0)))
972 return 0; 1043 return 0;
973 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1044 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1045 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
975 1046
976 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
1048 {
977 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 1049 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1050
978 if(dirdiff(dir,dir2) < 1) 1051 if (dirdiff (dir, dir2) < 1)
979 return 0; /* Might hit owner with arrow */ 1052 return 0; /* Might hit owner with arrow */
980 } 1053 }
981 1054
982 /* in server/player.c */ 1055 /* in server/player.c */
983 return fire_bow(head, part, NULL, dir, 0, part->x, part->y); 1056 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
984 1057
985} 1058}
986 1059
987/* Checks if putting on 'item' will make 'who' do more 1060/* Checks if putting on 'item' will make 'who' do more
988 * damage. This is a very simplistic check - also checking things 1061 * damage. This is a very simplistic check - also checking things
989 * like speed and ac are also relevant. 1062 * like speed and ac are also relevant.
990 * 1063 *
991 * return true if item is a better object. 1064 * return true if item is a better object.
992 */ 1065 */
993 1066
1067int
994int check_good_weapon(object *who, object *item) { 1068check_good_weapon (object *who, object *item)
1069{
995 object *other_weap; 1070 object *other_weap;
996 int val=0, i; 1071 int val = 0, i;
997 1072
998 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) 1073 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
999 if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) 1074 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1000 break; 1075 break;
1001 1076
1002 if(other_weap==NULL) /* No other weapons */ 1077 if (other_weap == NULL) /* No other weapons */
1003 return 1; 1078 return 1;
1004 1079
1005 /* Rather than go through and apply the new one, and see if it is 1080 /* Rather than go through and apply the new one, and see if it is
1006 * better, just do some simple checks 1081 * better, just do some simple checks
1007 * Put some multipliers for things that hvae several effects, 1082 * Put some multipliers for things that hvae several effects,
1008 * eg, magic affects both damage and wc, so it has more weight 1083 * eg, magic affects both damage and wc, so it has more weight
1009 */ 1084 */
1010 1085
1011 val = item->stats.dam - other_weap->stats.dam; 1086 val = item->stats.dam - other_weap->stats.dam;
1012 val += (item->magic - other_weap->magic) * 3; 1087 val += (item->magic - other_weap->magic) * 3;
1013 /* Monsters don't really get benefits from things like regen rates 1088 /* Monsters don't really get benefits from things like regen rates
1014 * from items. But the bonus for their stats are very important. 1089 * from items. But the bonus for their stats are very important.
1015 */ 1090 */
1016 for (i=0; i<NUM_STATS; i++) 1091 for (i = 0; i < NUM_STATS; i++)
1017 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; 1092 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1018 1093
1019 if (val > 0) return 1; 1094 if (val > 0)
1095 return 1;
1096 else
1020 else return 0; 1097 return 0;
1021 1098
1022} 1099}
1023 1100
1101int
1024int check_good_armour(object *who, object *item) { 1102check_good_armour (object *who, object *item)
1103{
1025 object *other_armour; 1104 object *other_armour;
1026 int val=0,i; 1105 int val = 0, i;
1027 1106
1028 for (other_armour = who->inv; other_armour != NULL; 1107 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1029 other_armour = other_armour->below)
1030 if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) 1108 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1031 break; 1109 break;
1032 1110
1033 if (other_armour == NULL) /* No other armour, use the new */ 1111 if (other_armour == NULL) /* No other armour, use the new */
1034 return 1; 1112 return 1;
1035 1113
1036 /* Like above function , see which is better */ 1114 /* Like above function , see which is better */
1037 val = item->stats.ac - other_armour->stats.ac; 1115 val = item->stats.ac - other_armour->stats.ac;
1038 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; 1116 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1039 val += (item->magic - other_armour->magic) * 3; 1117 val += (item->magic - other_armour->magic) * 3;
1040 1118
1041 /* for the other protections, do weigh them very much in the equation - 1119 /* for the other protections, do weigh them very much in the equation -
1042 * it is the armor protection which is most important, because there is 1120 * it is the armor protection which is most important, because there is
1043 * no good way to know what the player may attack the monster with. 1121 * no good way to know what the player may attack the monster with.
1044 * So if the new item has better protection than the old, give that higher 1122 * So if the new item has better protection than the old, give that higher
1045 * value. If the reverse, then decrease the value of this item some. 1123 * value. If the reverse, then decrease the value of this item some.
1046 */ 1124 */
1047 for (i=1; i <NROFATTACKS; i++) { 1125 for (i = 1; i < NROFATTACKS; i++)
1126 {
1048 if (item->resist[i] > other_armour->resist[i]) val++; 1127 if (item->resist[i] > other_armour->resist[i])
1128 val++;
1049 else if (item->resist[i] < other_armour->resist[i]) val--; 1129 else if (item->resist[i] < other_armour->resist[i])
1130 val--;
1050 } 1131 }
1051 1132
1052 /* Very few armours have stats, so not much need to worry about those. */ 1133 /* Very few armours have stats, so not much need to worry about those. */
1053 1134
1054 if (val > 0) return 1; 1135 if (val > 0)
1136 return 1;
1137 else
1055 else return 0; 1138 return 0;
1056 1139
1057} 1140}
1058 1141
1059/* 1142/*
1060 * monster_check_pickup(): checks for items that monster can pick up. 1143 * monster_check_pickup(): checks for items that monster can pick up.
1070 * became a recursive loop. It may be better to call monster_check_apply 1153 * became a recursive loop. It may be better to call monster_check_apply
1071 * after we pick everything up, since that function may call others which 1154 * after we pick everything up, since that function may call others which
1072 * affect stacking on this space. 1155 * affect stacking on this space.
1073 */ 1156 */
1074 1157
1158void
1075void monster_check_pickup(object *monster) { 1159monster_check_pickup (object *monster)
1160{
1076 object *tmp,*next; 1161 object *tmp, *next;
1077 int next_tag; 1162 int next_tag;
1078 1163
1079 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1164 for (tmp = monster->below; tmp != NULL; tmp = next)
1165 {
1080 next=tmp->below; 1166 next = tmp->below;
1081 next_tag = next ? next->count : 0; 1167 next_tag = next ? next->count : 0;
1082 if (monster_can_pick(monster,tmp)) { 1168 if (monster_can_pick (monster, tmp))
1169 {
1083 remove_ob(tmp); 1170 remove_ob (tmp);
1084 tmp = insert_ob_in_ob(tmp,monster); 1171 tmp = insert_ob_in_ob (tmp, monster);
1085 (void) monster_check_apply(monster,tmp); 1172 (void) monster_check_apply (monster, tmp);
1086 } 1173 }
1087 /* We could try to re-establish the cycling, of the space, but probably 1174 /* We could try to re-establish the cycling, of the space, but probably
1088 * not a big deal to just bail out. 1175 * not a big deal to just bail out.
1089 */ 1176 */
1090 if (next && was_destroyed(next, next_tag)) return; 1177 if (next && was_destroyed (next, next_tag))
1178 return;
1091 } 1179 }
1092} 1180}
1093 1181
1094/* 1182/*
1095 * monster_can_pick(): If the monster is interested in picking up 1183 * monster_can_pick(): If the monster is interested in picking up
1096 * the item, then return 0. Otherwise 0. 1184 * the item, then return 0. Otherwise 0.
1097 * Instead of pick_up, flags for "greed", etc, should be used. 1185 * Instead of pick_up, flags for "greed", etc, should be used.
1098 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1186 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1099 */ 1187 */
1100 1188
1189int
1101int monster_can_pick(object *monster, object *item) { 1190monster_can_pick (object *monster, object *item)
1191{
1102 int flag=0; 1192 int flag = 0;
1103 int i; 1193 int i;
1104 1194
1105 if(!can_pick(monster,item)) 1195 if (!can_pick (monster, item))
1106 return 0; 1196 return 0;
1107 1197
1108 if(QUERY_FLAG(item,FLAG_UNPAID)) 1198 if (QUERY_FLAG (item, FLAG_UNPAID))
1109 return 0; 1199 return 0;
1110 1200
1111 if (monster->pick_up&64) /* All */ 1201 if (monster->pick_up & 64) /* All */
1112 flag=1; 1202 flag = 1;
1113 1203
1204 else
1114 else switch(item->type) { 1205 switch (item->type)
1206 {
1115 case MONEY: 1207 case MONEY:
1116 case GEM: 1208 case GEM:
1117 flag=monster->pick_up&2; 1209 flag = monster->pick_up & 2;
1118 break; 1210 break;
1119 1211
1120 case FOOD: 1212 case FOOD:
1121 flag=monster->pick_up&4; 1213 flag = monster->pick_up & 4;
1122 break; 1214 break;
1123 1215
1124 case WEAPON: 1216 case WEAPON:
1125 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); 1217 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1126 break; 1218 break;
1127 1219
1128 case ARMOUR: 1220 case ARMOUR:
1129 case SHIELD: 1221 case SHIELD:
1130 case HELMET: 1222 case HELMET:
1131 case BOOTS: 1223 case BOOTS:
1132 case GLOVES: 1224 case GLOVES:
1133 case GIRDLE: 1225 case GIRDLE:
1134 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); 1226 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1135 break; 1227 break;
1136 1228
1137 case SKILL: 1229 case SKILL:
1138 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); 1230 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1139 break; 1231 break;
1140 1232
1141 case RING: 1233 case RING:
1142 flag=QUERY_FLAG(monster,FLAG_USE_RING); 1234 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1143 break; 1235 break;
1144 1236
1145 case WAND: 1237 case WAND:
1146 case HORN: 1238 case HORN:
1147 case ROD: 1239 case ROD:
1148 flag=QUERY_FLAG(monster,FLAG_USE_RANGE); 1240 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1149 break; 1241 break;
1150 1242
1151 case SPELLBOOK: 1243 case SPELLBOOK:
1152 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); 1244 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1153 break; 1245 break;
1154 1246
1155 case SCROLL: 1247 case SCROLL:
1156 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); 1248 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1157 break; 1249 break;
1158 1250
1159 case BOW: 1251 case BOW:
1160 case ARROW: 1252 case ARROW:
1161 flag=QUERY_FLAG(monster,FLAG_USE_BOW); 1253 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1162 break; 1254 break;
1163 } 1255 }
1164 /* Simplistic check - if the monster has a location to equip it, he will 1256 /* Simplistic check - if the monster has a location to equip it, he will
1165 * pick it up. Note that this doesn't handle cases where an item may 1257 * pick it up. Note that this doesn't handle cases where an item may
1166 * use several locations. 1258 * use several locations.
1167 */ 1259 */
1168 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1260 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1261 {
1169 if (monster->body_info[i] && item->body_info[i]) { 1262 if (monster->body_info[i] && item->body_info[i])
1263 {
1170 flag=1; 1264 flag = 1;
1171 break; 1265 break;
1172 } 1266 }
1173 } 1267 }
1174 1268
1175 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) 1269 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1176 return 1;
1177 return 0; 1270 return 1;
1271 return 0;
1178} 1272}
1179 1273
1180/* 1274/*
1181 * monster_apply_below(): 1275 * monster_apply_below():
1182 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1276 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1183 * eager to apply things, encounters something apply-able, 1277 * eager to apply things, encounters something apply-able,
1184 * then make him apply it 1278 * then make him apply it
1185 */ 1279 */
1186 1280
1281void
1187void monster_apply_below(object *monster) { 1282monster_apply_below (object *monster)
1283{
1188 object *tmp, *next; 1284 object *tmp, *next;
1189 1285
1190 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1286 for (tmp = monster->below; tmp != NULL; tmp = next)
1287 {
1191 next=tmp->below; 1288 next = tmp->below;
1192 switch (tmp->type) { 1289 switch (tmp->type)
1290 {
1193 case CF_HANDLE: 1291 case CF_HANDLE:
1194 case TRIGGER: 1292 case TRIGGER:
1195 if (monster->will_apply&1) 1293 if (monster->will_apply & 1)
1196 manual_apply(monster,tmp,0); 1294 manual_apply (monster, tmp, 0);
1197 break; 1295 break;
1198 1296
1199 case TREASURE: 1297 case TREASURE:
1200 if (monster->will_apply&2) 1298 if (monster->will_apply & 2)
1201 manual_apply(monster,tmp,0); 1299 manual_apply (monster, tmp, 0);
1202 break; 1300 break;
1203 1301
1204 } 1302 }
1205 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1303 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1206 break; 1304 break;
1207 } 1305 }
1208} 1306}
1209 1307
1210/* 1308/*
1211 * monster_check_apply() is meant to be called after an item is 1309 * monster_check_apply() is meant to be called after an item is
1217 * they can pick up all that they can use. 1315 * they can pick up all that they can use.
1218 */ 1316 */
1219 1317
1220/* Sept 96, fixed this so skills will be readied -b.t.*/ 1318/* Sept 96, fixed this so skills will be readied -b.t.*/
1221 1319
1320void
1222void monster_check_apply(object *mon, object *item) { 1321monster_check_apply (object *mon, object *item)
1322{
1223 1323
1224 int flag = 0; 1324 int flag = 0;
1225 1325
1226 if(item->type==SPELLBOOK&&
1227 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { 1326 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1327 {
1228 SET_FLAG(mon, FLAG_CAST_SPELL); 1328 SET_FLAG (mon, FLAG_CAST_SPELL);
1229 return; 1329 return;
1230 } 1330 }
1231 1331
1232 /* If for some reason, this item is already applied, no more work to do */ 1332 /* If for some reason, this item is already applied, no more work to do */
1233 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1333 if (QUERY_FLAG (item, FLAG_APPLIED))
1234
1235 /* Might be better not to do this - if the monster can fire a bow,
1236 * it is possible in his wanderings, he will find one to use. In
1237 * which case, it would be nice to have ammo for it.
1238 */
1239 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1240 /* Check for the right kind of bow */
1241 object *bow;
1242 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1243 if(bow->type==BOW && bow->race==item->race) {
1244 SET_FLAG(mon, FLAG_READY_BOW);
1245 LOG(llevMonster,"Found correct bow for arrows.\n");
1246 return; /* nothing more to do for arrows */
1247 }
1248 }
1249
1250 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1251 /* Eating food gets hp back */
1252 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1253 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1254 if (!item->inv)
1255 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1256 else if (monster_should_cast_spell(mon, item->inv))
1257 SET_FLAG(mon, FLAG_READY_SCROLL);
1258 /* Don't use it right now */
1259 return;
1260 }
1261 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1262 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1263 /* Should do something more, like make sure this is a better item */
1264 else if (item->type == RING)
1265 flag=1;
1266 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1267 {
1268 /* We never really 'ready' the wand/rod/horn, because that would mean the
1269 * weapon would get undone.
1270 */
1271 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1272 {
1273 SET_FLAG(mon, FLAG_READY_RANGE);
1274 SET_FLAG(item, FLAG_APPLIED);
1275 }
1276 return;
1277 }
1278 else if (item->type == BOW) {
1279 /* We never really 'ready' the bow, because that would mean the
1280 * weapon would get undone.
1281 */
1282 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1283 SET_FLAG(mon, FLAG_READY_BOW);
1284 return;
1285 }
1286 else if ( item->type == SKILL )
1287 {
1288 /*
1289 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1290 * else they can't use the skill...
1291 * Skills also don't need to get applied, so return now.
1292 */
1293 SET_FLAG(mon, FLAG_READY_SKILL);
1294 return;
1295 }
1296
1297
1298 /* if we don't match one of the above types, return now.
1299 * can_apply_object will say that we can apply things like flesh,
1300 * bolts, and whatever else, because it only checks against the
1301 * body_info locations.
1302 */
1303 if (!flag) return;
1304
1305 /* Check to see if the monster can use this item. If not, no need
1306 * to do further processing. Note that can_apply_object already checks
1307 * for the CAN_USE flags.
1308 */
1309 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1310
1311 /* should only be applying this item, not unapplying it.
1312 * also, ignore status of curse so they can take off old armour.
1313 * monsters have some advantages after all.
1314 */
1315 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1316
1317 return; 1334 return;
1318}
1319 1335
1336 /* Might be better not to do this - if the monster can fire a bow,
1337 * it is possible in his wanderings, he will find one to use. In
1338 * which case, it would be nice to have ammo for it.
1339 */
1340 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1341 {
1342 /* Check for the right kind of bow */
1343 object *bow;
1344
1345 for (bow = mon->inv; bow != NULL; bow = bow->below)
1346 if (bow->type == BOW && bow->race == item->race)
1347 {
1348 SET_FLAG (mon, FLAG_READY_BOW);
1349 LOG (llevMonster, "Found correct bow for arrows.\n");
1350 return; /* nothing more to do for arrows */
1351 }
1352 }
1353
1354 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1355 flag = 1;
1356 /* Eating food gets hp back */
1357 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1358 flag = 1;
1359 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1360 {
1361 if (!item->inv)
1362 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1363 else if (monster_should_cast_spell (mon, item->inv))
1364 SET_FLAG (mon, FLAG_READY_SCROLL);
1365 /* Don't use it right now */
1366 return;
1367 }
1368 else if (item->type == WEAPON)
1369 flag = check_good_weapon (mon, item);
1370 else if (IS_ARMOR (item))
1371 flag = check_good_armour (mon, item);
1372 /* Should do something more, like make sure this is a better item */
1373 else if (item->type == RING)
1374 flag = 1;
1375 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1376 {
1377 /* We never really 'ready' the wand/rod/horn, because that would mean the
1378 * weapon would get undone.
1379 */
1380 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1381 {
1382 SET_FLAG (mon, FLAG_READY_RANGE);
1383 SET_FLAG (item, FLAG_APPLIED);
1384 }
1385 return;
1386 }
1387 else if (item->type == BOW)
1388 {
1389 /* We never really 'ready' the bow, because that would mean the
1390 * weapon would get undone.
1391 */
1392 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1393 SET_FLAG (mon, FLAG_READY_BOW);
1394 return;
1395 }
1396 else if (item->type == SKILL)
1397 {
1398 /*
1399 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1400 * else they can't use the skill...
1401 * Skills also don't need to get applied, so return now.
1402 */
1403 SET_FLAG (mon, FLAG_READY_SKILL);
1404 return;
1405 }
1406
1407
1408 /* if we don't match one of the above types, return now.
1409 * can_apply_object will say that we can apply things like flesh,
1410 * bolts, and whatever else, because it only checks against the
1411 * body_info locations.
1412 */
1413 if (!flag)
1414 return;
1415
1416 /* Check to see if the monster can use this item. If not, no need
1417 * to do further processing. Note that can_apply_object already checks
1418 * for the CAN_USE flags.
1419 */
1420 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1421 return;
1422
1423 /* should only be applying this item, not unapplying it.
1424 * also, ignore status of curse so they can take off old armour.
1425 * monsters have some advantages after all.
1426 */
1427 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1428
1429 return;
1430}
1431
1432void
1320void npc_call_help(object *op) { 1433npc_call_help (object *op)
1434{
1321 int x,y, mflags; 1435 int x, y, mflags;
1322 object *npc; 1436 object *npc;
1323 sint16 sx, sy; 1437 sint16 sx, sy;
1324 mapstruct *m; 1438 mapstruct *m;
1325 1439
1326 for(x = -3; x < 4; x++) 1440 for (x = -3; x < 4; x++)
1327 for(y = -3; y < 4; y++) { 1441 for (y = -3; y < 4; y++)
1442 {
1328 m = op->map; 1443 m = op->map;
1329 sx = op->x + x; 1444 sx = op->x + x;
1330 sy = op->y + y; 1445 sy = op->y + y;
1331 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1332 /* If nothing alive on this space, no need to search the space. */ 1447 /* If nothing alive on this space, no need to search the space. */
1333 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1448 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1334 continue; 1449 continue;
1335 1450
1336 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) 1451 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above)
1337 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) 1452 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1338 npc->enemy = op->enemy; 1453 npc->enemy = op->enemy;
1339 } 1454 }
1340} 1455}
1341 1456
1342 1457
1458int
1343int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { 1459dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1460{
1344 1461
1345 if (can_hit(part,enemy,rv)) 1462 if (can_hit (part, enemy, rv))
1346 return dir; 1463 return dir;
1347 if (rv->distance < 10) 1464 if (rv->distance < 10)
1348 return absdir(dir+4); 1465 return absdir (dir + 4);
1349 else if (rv->distance>18) 1466 else if (rv->distance > 18)
1350 return dir; 1467 return dir;
1351 return 0; 1468 return 0;
1352} 1469}
1353 1470
1471int
1354int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { 1472run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1473{
1355 1474
1356 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { 1475 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1476 {
1357 ob->move_status++; 1477 ob->move_status++;
1358 return (dir); 1478 return (dir);
1359 } 1479 }
1360 else if (ob->move_status >20) 1480 else if (ob->move_status > 20)
1361 ob->move_status = 0;
1362 return absdir (dir+4);
1363}
1364
1365int hitrun_att (int dir, object *ob,object *enemy) {
1366 if (ob->move_status ++ < 25)
1367 return dir;
1368 else if (ob->move_status <50)
1369 return absdir (dir+4);
1370 else
1371 ob->move_status = 0;
1372 return absdir(dir+4);
1373}
1374
1375int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1376
1377 int inrange = can_hit (part, enemy,rv);
1378
1379 if (ob->move_status || inrange)
1380 ob->move_status++;
1381
1382 if (ob->move_status == 0)
1383 return 0;
1384 else if (ob->move_status <10)
1385 return dir;
1386 else if (ob->move_status <15)
1387 return absdir(dir+4);
1388 ob->move_status = 0; 1481 ob->move_status = 0;
1482 return absdir (dir + 4);
1483}
1484
1485int
1486hitrun_att (int dir, object *ob, object *enemy)
1487{
1488 if (ob->move_status++ < 25)
1389 return 0; 1489 return dir;
1390} 1490 else if (ob->move_status < 50)
1391
1392int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1393
1394 /* The logic below here looked plain wrong before. Basically, what should
1395 * happen is that if the creatures hp percentage falls below run_away,
1396 * the creature should run away (dir+4)
1397 * I think its wrong for a creature to have a zero maxhp value, but
1398 * at least one map has this set, and whatever the map contains, the
1399 * server should try to be resilant enough to avoid the problem
1400 */
1401 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1402 return absdir(dir+4);
1403 return dist_att (dir,ob,enemy,part,rv);
1404}
1405
1406int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1407 if (rv->distance < 9)
1408 return absdir (dir+4); 1491 return absdir (dir + 4);
1409 return 0; 1492 else
1410}
1411
1412void circ1_move (object *ob) {
1413 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1414 if(++ob->move_status > 11)
1415 ob->move_status = 0; 1493 ob->move_status = 0;
1416 if (!(move_object(ob,circle[ob->move_status]))) 1494 return absdir (dir + 4);
1417 (void) move_object(ob,RANDOM()%8+1);
1418} 1495}
1419 1496
1497int
1498wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1499{
1500
1501 int inrange = can_hit (part, enemy, rv);
1502
1503 if (ob->move_status || inrange)
1504 ob->move_status++;
1505
1506 if (ob->move_status == 0)
1507 return 0;
1508 else if (ob->move_status < 10)
1509 return dir;
1510 else if (ob->move_status < 15)
1511 return absdir (dir + 4);
1512 ob->move_status = 0;
1513 return 0;
1514}
1515
1516int
1517disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1518{
1519
1520 /* The logic below here looked plain wrong before. Basically, what should
1521 * happen is that if the creatures hp percentage falls below run_away,
1522 * the creature should run away (dir+4)
1523 * I think its wrong for a creature to have a zero maxhp value, but
1524 * at least one map has this set, and whatever the map contains, the
1525 * server should try to be resilant enough to avoid the problem
1526 */
1527 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1528 return absdir (dir + 4);
1529 return dist_att (dir, ob, enemy, part, rv);
1530}
1531
1532int
1533wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1534{
1535 if (rv->distance < 9)
1536 return absdir (dir + 4);
1537 return 0;
1538}
1539
1540void
1420void circ2_move (object *ob) { 1541circ1_move (object *ob)
1542{
1421 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; 1543 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1422 if(++ob->move_status > 19) 1544 if (++ob->move_status > 11)
1423 ob->move_status = 0; 1545 ob->move_status = 0;
1424 if(!(move_object(ob,circle[ob->move_status]))) 1546 if (!(move_object (ob, circle[ob->move_status])))
1425 (void) move_object(ob,RANDOM()%8+1); 1547 (void) move_object (ob, RANDOM () % 8 + 1);
1426} 1548}
1427 1549
1550void
1551circ2_move (object *ob)
1552{
1553 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1554 if (++ob->move_status > 19)
1555 ob->move_status = 0;
1556 if (!(move_object (ob, circle[ob->move_status])))
1557 (void) move_object (ob, RANDOM () % 8 + 1);
1558}
1559
1560void
1428void pace_movev(object *ob) { 1561pace_movev (object *ob)
1562{
1429 if (ob->move_status++ > 6) 1563 if (ob->move_status++ > 6)
1430 ob->move_status = 0; 1564 ob->move_status = 0;
1431 if (ob->move_status < 4) 1565 if (ob->move_status < 4)
1432 (void) move_object (ob,5); 1566 (void) move_object (ob, 5);
1433 else 1567 else
1434 (void) move_object(ob,1); 1568 (void) move_object (ob, 1);
1435} 1569}
1436 1570
1571void
1437void pace_moveh (object *ob) { 1572pace_moveh (object *ob)
1573{
1438 if (ob->move_status++ > 6) 1574 if (ob->move_status++ > 6)
1439 ob->move_status = 0; 1575 ob->move_status = 0;
1440 if (ob->move_status < 4) 1576 if (ob->move_status < 4)
1441 (void) move_object(ob,3); 1577 (void) move_object (ob, 3);
1442 else 1578 else
1443 (void) move_object(ob,7); 1579 (void) move_object (ob, 7);
1444} 1580}
1445 1581
1582void
1446void pace2_movev (object *ob) { 1583pace2_movev (object *ob)
1584{
1447 if (ob->move_status ++ > 16) 1585 if (ob->move_status++ > 16)
1448 ob->move_status = 0; 1586 ob->move_status = 0;
1449 if (ob->move_status <6) 1587 if (ob->move_status < 6)
1450 (void) move_object (ob,5); 1588 (void) move_object (ob, 5);
1451 else if (ob->move_status < 8) 1589 else if (ob->move_status < 8)
1452 return; 1590 return;
1453 else if (ob->move_status <13) 1591 else if (ob->move_status < 13)
1454 (void) move_object (ob,1); 1592 (void) move_object (ob, 1);
1593 else
1455 else return; 1594 return;
1456} 1595}
1457 1596
1597void
1458void pace2_moveh (object *ob) { 1598pace2_moveh (object *ob)
1599{
1459 if (ob->move_status ++ > 16) 1600 if (ob->move_status++ > 16)
1460 ob->move_status = 0; 1601 ob->move_status = 0;
1461 if (ob->move_status <6) 1602 if (ob->move_status < 6)
1462 (void) move_object (ob,3); 1603 (void) move_object (ob, 3);
1463 else if (ob->move_status < 8) 1604 else if (ob->move_status < 8)
1464 return; 1605 return;
1465 else if (ob->move_status <13) 1606 else if (ob->move_status < 13)
1466 (void) move_object (ob,7); 1607 (void) move_object (ob, 7);
1608 else
1467 else return; 1609 return;
1468} 1610}
1469 1611
1612void
1470void rand_move (object *ob) { 1613rand_move (object *ob)
1614{
1471 int i; 1615 int i;
1472 if (ob->move_status <1 || ob->move_status >8 || 1616
1473 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9)))) 1617 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1474 for (i = 0; i < 5; i++) 1618 for (i = 0; i < 5; i++)
1475 if (move_object(ob,ob->move_status = RANDOM()%8+1)) 1619 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1476 return; 1620 return;
1477} 1621}
1478 1622
1623void
1479void check_earthwalls(object *op, mapstruct *m, int x, int y) { 1624check_earthwalls (object *op, mapstruct *m, int x, int y)
1625{
1480 object *tmp; 1626 object *tmp;
1627
1481 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1628 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1629 {
1482 if (tmp->type == EARTHWALL) { 1630 if (tmp->type == EARTHWALL)
1631 {
1483 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); 1632 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1484 return; 1633 return;
1485 } 1634 }
1486 } 1635 }
1487} 1636}
1488 1637
1638void
1489void check_doors(object *op, mapstruct *m, int x, int y) { 1639check_doors (object *op, mapstruct *m, int x, int y)
1640{
1490 object *tmp; 1641 object *tmp;
1642
1491 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1643 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1644 {
1492 if (tmp->type == DOOR) { 1645 if (tmp->type == DOOR)
1646 {
1493 hit_player(tmp,1000,op,AT_PHYSICAL,1); 1647 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1494 return; 1648 return;
1495 } 1649 }
1496 } 1650 }
1497} 1651}
1498 1652
1499/* find_mon_throw_ob() - modeled on find_throw_ob 1653/* find_mon_throw_ob() - modeled on find_throw_ob
1502 * furniture, even if they are not good throwable objects. 1656 * furniture, even if they are not good throwable objects.
1503 * Probably better to have the monster throw a throwable object 1657 * Probably better to have the monster throw a throwable object
1504 * first, then throw any non equipped weapon. 1658 * first, then throw any non equipped weapon.
1505 */ 1659 */
1506 1660
1661object *
1507object *find_mon_throw_ob( object *op ) { 1662find_mon_throw_ob (object *op)
1663{
1508 object *tmp = NULL; 1664 object *tmp = NULL;
1509
1510 if(op->head) tmp=op->head; else tmp=op;
1511 1665
1666 if (op->head)
1667 tmp = op->head;
1668 else
1669 tmp = op;
1670
1512 /* New throw code: look through the inventory. Grap the first legal is_thrown 1671 /* New throw code: look through the inventory. Grap the first legal is_thrown
1513 * marked item and throw it to the enemy. 1672 * marked item and throw it to the enemy.
1514 */ 1673 */
1515 1674
1516 for(tmp=op->inv;tmp;tmp=tmp->below) { 1675 for (tmp = op->inv; tmp; tmp = tmp->below)
1676 {
1517 1677
1518 /* Can't throw invisible objects or items that are applied */ 1678 /* Can't throw invisible objects or items that are applied */
1519 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1679 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1680 continue;
1520 1681
1521 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1682 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1522 break; 1683 break;
1523 1684
1524 } 1685 }
1525 1686
1526#ifdef DEBUG_THROW 1687#ifdef DEBUG_THROW
1527 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1688 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1528 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1529#endif 1689#endif
1530 1690
1531 return tmp; 1691 return tmp;
1532} 1692}
1533 1693
1534/* determine if we can 'detect' the enemy. Check for walls blocking the 1694/* determine if we can 'detect' the enemy. Check for walls blocking the
1535 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1695 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1536 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1696 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1539 * OR y distance being within some range - that seemed wrong - both should 1699 * OR y distance being within some range - that seemed wrong - both should
1540 * be within the valid range. MSW 2001-08-05 1700 * be within the valid range. MSW 2001-08-05
1541 * Returns 0 if enemy can not be detected, 1 if it is detected 1701 * Returns 0 if enemy can not be detected, 1 if it is detected
1542 */ 1702 */
1543 1703
1704int
1544int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1705can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1706{
1545 int radius = MIN_MON_RADIUS, hide_discovery; 1707 int radius = MIN_MON_RADIUS, hide_discovery;
1546 1708
1547 /* null detection for any of these condtions always */ 1709 /* null detection for any of these condtions always */
1548 if(!op || !enemy || !op->map || !enemy->map) 1710 if (!op || !enemy || !op->map || !enemy->map)
1549 return 0; 1711 return 0;
1550 1712
1551 /* If the monster (op) has no way to get to the enemy, do nothing */ 1713 /* If the monster (op) has no way to get to the enemy, do nothing */
1552 if (!on_same_map(op, enemy)) 1714 if (!on_same_map (op, enemy))
1553 return 0; 1715 return 0;
1554 1716
1555 get_rangevector(op, enemy, rv, 0); 1717 get_rangevector (op, enemy, rv, 0);
1556 1718
1557 /* Monsters always ignore the DM */ 1719 /* Monsters always ignore the DM */
1558 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1720 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1559 return 0; 1721 return 0;
1560 1722
1561 /* simple check. Should probably put some range checks in here. */ 1723 /* simple check. Should probably put some range checks in here. */
1562 if(can_see_enemy(op,enemy)) return 1; 1724 if (can_see_enemy (op, enemy))
1725 return 1;
1563 1726
1564 /* The rest of this is for monsters. Players are on their own for 1727 /* The rest of this is for monsters. Players are on their own for
1565 * finding enemies! 1728 * finding enemies!
1566 */ 1729 */
1567 if(op->type==PLAYER) return 0; 1730 if (op->type == PLAYER)
1731 return 0;
1568 1732
1569 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1733 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1570 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1734 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1571 */ 1735 */
1572 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1736 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1573 return 0; 1737 return 0;
1574 1738
1575 /* use this for invis also */ 1739 /* use this for invis also */
1576 hide_discovery = op->stats.Int/5; 1740 hide_discovery = op->stats.Int / 5;
1577 1741
1578 /* Determine Detection radii */ 1742 /* Determine Detection radii */
1579 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1743 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1580 radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; 1744 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1745 else
1581 else { /* a level/INT/Dex adjustment for hiding */ 1746 { /* a level/INT/Dex adjustment for hiding */
1582 object *sk_hide; 1747 object *sk_hide;
1583 int bonus = (op->level/2) + (op->stats.Int/5); 1748 int bonus = (op->level / 2) + (op->stats.Int / 5);
1584 1749
1585 if(enemy->type==PLAYER) { 1750 if (enemy->type == PLAYER)
1751 {
1586 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1752 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1587 bonus -= sk_hide->level; 1753 bonus -= sk_hide->level;
1588 else { 1754 else
1755 {
1589 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); 1756 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1590 make_visible(enemy); 1757 make_visible (enemy);
1591 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1758 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1592 } 1759 }
1593 } 1760 }
1594 else /* enemy is not a player */ 1761 else /* enemy is not a player */
1595 bonus -= enemy->level; 1762 bonus -= enemy->level;
1596 1763
1597 radius += bonus/5; 1764 radius += bonus / 5;
1598 hide_discovery += bonus*5; 1765 hide_discovery += bonus * 5;
1599 } /* else creature has modifiers for hiding */ 1766 } /* else creature has modifiers for hiding */
1600 1767
1601 /* Radii stealth adjustment. Only if you are stealthy 1768 /* Radii stealth adjustment. Only if you are stealthy
1602 * will you be able to sneak up closer to creatures */ 1769 * will you be able to sneak up closer to creatures */
1603 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1770 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1604 radius = radius/2, hide_discovery = hide_discovery/3; 1771 radius = radius / 2, hide_discovery = hide_discovery / 3;
1605 1772
1606 /* Radii adjustment for enemy standing in the dark */ 1773 /* Radii adjustment for enemy standing in the dark */
1607 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1774 if (op->map->darkness > 0 && !stand_in_light (enemy))
1775 {
1608 /* on dark maps body heat can help indicate location with infravision 1776 /* on dark maps body heat can help indicate location with infravision
1609 * undead don't have body heat, so no benefit detecting them. 1777 * undead don't have body heat, so no benefit detecting them.
1610 */ 1778 */
1611 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) 1779 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1612 radius += op->map->darkness/2; 1780 radius += op->map->darkness / 2;
1613 else 1781 else
1614 radius -= op->map->darkness/2; 1782 radius -= op->map->darkness / 2;
1615 1783
1616 /* op next to a monster (and not in complete darkness) 1784 /* op next to a monster (and not in complete darkness)
1617 * the monster should have a chance to see you. 1785 * the monster should have a chance to see you.
1618 */ 1786 */
1619 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) 1787 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1620 radius = MIN_MON_RADIUS; 1788 radius = MIN_MON_RADIUS;
1621 } /* if on dark map */ 1789 } /* if on dark map */
1622 1790
1623 /* Lets not worry about monsters that have incredible detection 1791 /* Lets not worry about monsters that have incredible detection
1624 * radii, we only need to worry here about things the player can 1792 * radii, we only need to worry here about things the player can
1625 * (potentially) see. This is 13, as that is the maximum size the player 1793 * (potentially) see. This is 13, as that is the maximum size the player
1626 * may have for their map - in that way, creatures at the edge will 1794 * may have for their map - in that way, creatures at the edge will
1627 * do something. Note that the distance field in the 1795 * do something. Note that the distance field in the
1628 * vector is real distance, so in theory this should be 18 to 1796 * vector is real distance, so in theory this should be 18 to
1629 * find that. 1797 * find that.
1630 */ 1798 */
1631 if(radius>13) radius = 13; 1799 if (radius > 13)
1800 radius = 13;
1632 1801
1633 /* Enemy in range! Now test for detection */ 1802 /* Enemy in range! Now test for detection */
1634 if ((int) rv->distance <= radius) { 1803 if ((int) rv->distance <= radius)
1804 {
1635 /* ah, we are within range, detected? take cases */ 1805 /* ah, we are within range, detected? take cases */
1636 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1806 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1637 return 1; 1807 return 1;
1638 1808
1639 /* hidden or low-quality invisible */ 1809 /* hidden or low-quality invisible */
1640 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1810 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1811 {
1641 make_visible(enemy); 1812 make_visible (enemy);
1642 /* inform players of new status */ 1813 /* inform players of new status */
1643 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1814 if (enemy->type == PLAYER && player_can_view (enemy, op))
1644 new_draw_info_format(NDI_UNIQUE,0, enemy, 1815 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1645 "You are discovered by %s!",&op->name);
1646 return 1; /* detected enemy */ 1816 return 1; /* detected enemy */
1647 } 1817 }
1648 else if (enemy->invisible) { 1818 else if (enemy->invisible)
1819 {
1649 /* Change this around - instead of negating the invisible, just 1820 /* Change this around - instead of negating the invisible, just
1650 * return true so that the mosnter that managed to detect you can 1821 * return true so that the mosnter that managed to detect you can
1651 * do something to you. Decreasing the duration of invisible 1822 * do something to you. Decreasing the duration of invisible
1652 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1823 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1653 * can then basically negate the spell. The spell isn't negated - 1824 * can then basically negate the spell. The spell isn't negated -
1654 * they just know where you are! 1825 * they just know where you are!
1655 */ 1826 */
1656 if ((RANDOM() % 50) <= hide_discovery) { 1827 if ((RANDOM () % 50) <= hide_discovery)
1828 {
1657 if (enemy->type == PLAYER) { 1829 if (enemy->type == PLAYER)
1658 new_draw_info_format(NDI_UNIQUE,0, enemy, 1830 {
1659 "You see %s noticing your position.", query_name(op)); 1831 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1660 } 1832 }
1661 return 1; 1833 return 1;
1662 } 1834 }
1663 } 1835 }
1664 } /* within range */ 1836 } /* within range */
1665 1837
1666 /* Wasn't detected above, so still hidden */ 1838 /* Wasn't detected above, so still hidden */
1667 return 0; 1839 return 0;
1668} 1840}
1669 1841
1670/* determine if op stands in a lighted square. This is not a very 1842/* determine if op stands in a lighted square. This is not a very
1671 * intellegent algorithm. For one thing, we ignore los here, SO it 1843 * intellegent algorithm. For one thing, we ignore los here, SO it
1672 * is possible for a bright light to illuminate a player on the 1844 * is possible for a bright light to illuminate a player on the
1673 * other side of a wall (!). 1845 * other side of a wall (!).
1674 */ 1846 */
1675 1847
1848int
1676int stand_in_light( object *op) { 1849stand_in_light (object *op)
1850{
1677 sint16 nx,ny; 1851 sint16 nx, ny;
1678 mapstruct *m; 1852 mapstruct *m;
1679 1853
1680 1854
1855 if (!op)
1681 if(!op) return 0; 1856 return 0;
1682 if(op->glow_radius > 0) return 1; 1857 if (op->glow_radius > 0)
1858 return 1;
1683 1859
1684 if(op->map) { 1860 if (op->map)
1861 {
1685 int x, y, x1, y1; 1862 int x, y, x1, y1;
1686
1687
1688 1863
1864
1865
1689 /* Check the spaces with the max light radius to see if any of them 1866 /* Check the spaces with the max light radius to see if any of them
1690 * have lights, and if any of them light the player enough, then return 1. 1867 * have lights, and if any of them light the player enough, then return 1.
1691 */ 1868 */
1692 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1869 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1870 {
1693 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { 1871 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1872 {
1694 m = op->map; 1873 m = op->map;
1695 nx = x; 1874 nx = x;
1696 ny = y; 1875 ny = y;
1697 1876
1698 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1877 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1878 continue;
1699 1879
1700 x1 = abs(x - op->x)*abs(x - op->x); 1880 x1 = abs (x - op->x) * abs (x - op->x);
1701 y1 = abs(y - op->y)*abs(y - op->y); 1881 y1 = abs (y - op->y) * abs (y - op->y);
1702 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; 1882 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1883 return 1;
1703 } 1884 }
1704 } 1885 }
1705 } 1886 }
1706 return 0; 1887 return 0;
1707} 1888}
1708 1889
1709 1890
1710/* assuming no walls/barriers, lets check to see if its *possible* 1891/* assuming no walls/barriers, lets check to see if its *possible*
1711 * to see an enemy. Note, "detection" is different from "seeing". 1892 * to see an enemy. Note, "detection" is different from "seeing".
1712 * See can_detect_enemy() for more details. -b.t. 1893 * See can_detect_enemy() for more details. -b.t.
1713 * return 0 if can't be seen, 1 if can be 1894 * return 0 if can't be seen, 1 if can be
1714 */ 1895 */
1715 1896
1897int
1716int can_see_enemy (object *op, object *enemy) { 1898can_see_enemy (object *op, object *enemy)
1899{
1717 object *looker = op->head?op->head:op; 1900 object *looker = op->head ? op->head : op;
1718 1901
1719 /* safety */ 1902 /* safety */
1720 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1903 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1721 return 0; 1904 return 0;
1722 1905
1723 /* we dont give a full treatment of xrays here (shorter range than normal, 1906 /* we dont give a full treatment of xrays here (shorter range than normal,
1724 * see through walls). Should we change the code elsewhere to make you 1907 * see through walls). Should we change the code elsewhere to make you
1725 * blind even if you can xray? 1908 * blind even if you can xray?
1726 */ 1909 */
1727 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1910 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1911 return 0;
1912
1913 /* checking for invisible things */
1914 if (enemy->invisible)
1915 {
1916 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1917 * However,if you carry any source of light, then the hidden
1918 * creature is seeable (and stupid) */
1919
1920 if (has_carried_lights (enemy))
1921 {
1922 if (enemy->hide)
1923 {
1924 make_visible (enemy);
1925 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1926 }
1927 return 1;
1928 }
1929 else if (enemy->hide)
1930 return 0;
1931
1932 /* Invisible enemy. Break apart the check for invis undead/invis looker
1933 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1934 * and making it a conditional makes the code pretty ugly.
1935 */
1936 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1937 {
1938 if (makes_invisible_to (enemy, looker))
1728 return 0; 1939 return 0;
1729
1730 /* checking for invisible things */
1731 if(enemy->invisible) {
1732 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1733 * However,if you carry any source of light, then the hidden
1734 * creature is seeable (and stupid) */
1735
1736 if(has_carried_lights(enemy)) {
1737 if(enemy->hide) {
1738 make_visible(enemy);
1739 new_draw_info(NDI_UNIQUE,0, enemy,
1740 "Your light reveals your hiding spot!");
1741 } 1940 }
1742 return 1; 1941 }
1743 } else if (enemy->hide) return 0;
1744
1745 /* Invisible enemy. Break apart the check for invis undead/invis looker
1746 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1747 * and making it a conditional makes the code pretty ugly.
1748 */
1749 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) {
1750 if (makes_invisible_to(enemy, looker)) return 0;
1751 }
1752 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1942 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1753 if(player_can_view(looker,enemy)) return 1; 1943 if (player_can_view (looker, enemy))
1944 return 1;
1754 1945
1755 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1946 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1756 * unless they carry a light or stand in light. Darkness doesnt 1947 * unless they carry a light or stand in light. Darkness doesnt
1757 * inhibit the undead per se (but we should give their archs 1948 * inhibit the undead per se (but we should give their archs
1758 * CAN_SEE_IN_DARK, this is just a safety 1949 * CAN_SEE_IN_DARK, this is just a safety
1759 * we care about the enemy maps status, not the looker. 1950 * we care about the enemy maps status, not the looker.
1760 * only relevant for tiled maps, but it is possible that the 1951 * only relevant for tiled maps, but it is possible that the
1761 * enemy is on a bright map and the looker on a dark - in that 1952 * enemy is on a bright map and the looker on a dark - in that
1762 * case, the looker can still see the enemy 1953 * case, the looker can still see the enemy
1763 */ 1954 */
1764 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1955 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1765 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1956 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1766 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1767 return 0; 1957 return 0;
1768 1958
1769 return 1; 1959 return 1;
1770} 1960}
1771

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