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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.21 by root, Sun Jan 14 23:35:04 2007 UTC vs.
Revision 1.48 by pippijn, Tue Dec 23 18:52:58 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <spells.h> 26#include <spells.h>
28#include <skills.h> 27#include <skills.h>
85 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 87 * as the enemy to attack.
89 */ 88 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 93 npc->enemy = NULL;
93 94
94 } 95 }
96
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
96} 98}
97 99
98/* Returns the nearest living creature (monster or generator). 100/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 101 * Modified to deal with tiled maps properly.
143 } 145 }
144 146
145 return 0; 147 return 0;
146} 148}
147 149
148
149/* Tries to find an enmy for npc. We pass the range vector since 150/* Tries to find an enemy for npc. We pass the range vector since
150 * our caller will find the information useful. 151 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 152 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 153 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 154 * if we have a valid target - function as not doing so in
154 * many cases. 155 * many cases.
155 */ 156 */
156
157object * 157object *
158find_enemy (object *npc, rv_vector * rv) 158find_enemy (object *npc, rv_vector * rv)
159{ 159{
160 object *attacker, *tmp = NULL; 160 object *attacker, *tmp = NULL;
161 161
167 { 167 {
168 tmp = find_nearest_living_creature (npc); 168 tmp = find_nearest_living_creature (npc);
169 169
170 if (tmp) 170 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 171 get_rangevector (npc, tmp, rv, 0);
172
172 return tmp; 173 return tmp;
173 } 174 }
174 175
175 /* Here is the main enemy selection. 176 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 177 * We want this: if there is an enemy, attack him until its not possible or
196 /* we check our old enemy. */ 197 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 198 if (!(tmp = check_enemy (npc, rv)))
198 { 199 {
199 if (attacker) /* if we have an attacker, check him */ 200 if (attacker) /* if we have an attacker, check him */
200 { 201 {
201 /* TODO: thats not finished */ 202 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 203 /* we don't want a fight evil vs evil or good against non evil */
203 204
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 207 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 209 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 210 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 211 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker; 212 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 213 return attacker; /* yes, we face our attacker! */
213 } 214 }
229/* Sees if this monster should wake up. 230/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 231 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 232 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 233 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 234 */
234
235int 235int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 236check_wakeup (object *op, object *enemy, rv_vector * rv)
237{ 237{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; 238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239 239
273} 273}
274 274
275int 275int
276move_randomly (object *op) 276move_randomly (object *op)
277{ 277{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 278 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 279 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, RANDOM () % 8 + 1)) 280 if (move_object (op, rndm (8) + 1))
284 return 1; 281 return 1;
285 } 282
286 return 0; 283 return 0;
287} 284}
288 285
289/* 286/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 287 * Move-monster returns 1 if the object has been freed, otherwise 0.
291 */ 288 */
292
293int 289int
294move_monster (object *op) 290move_monster (object *op)
295{ 291{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph = op; 293 object *owner, *enemy, *part, *oph = op;
314 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
315 311
316 /* generate hp, if applicable */ 312 /* generate hp, if applicable */
317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 { 314 {
319
320 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
321 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
322 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
324 * 319 *
339 } 334 }
340 335
341 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 { 338 {
344
345 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
348 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
349 * 343 *
357 } 351 }
358 352
359 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
360 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
361 */ 355 */
362 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
363 {
364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366 358
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED); 360 return QUERY_FLAG (op, FLAG_FREED);
369 361
370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
371 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 363 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
372 {
373 if (!check_wakeup (op, enemy, &rv)) 364 if (!check_wakeup (op, enemy, &rv))
374 return 0; 365 return 0;
375 }
376 366
377 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
378 if (op->hide) 368 if (op->flag [FLAG_HIDDEN])
379 do_hidden_move (op); 369 do_hidden_move (op);
380 370
381 if (op->pick_up) 371 if (op->pick_up)
382 monster_check_pickup (op); 372 monster_check_pickup (op);
383 373
387 /* If we don't have an enemy, do special movement or the like */ 377 /* If we don't have an enemy, do special movement or the like */
388 if (!enemy) 378 if (!enemy)
389 { 379 {
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
391 { 381 {
392 op->destroy (); 382 op->drop_and_destroy ();
393 return 1; 383 return 1;
394 } 384 }
395 385
396 /* Probably really a bug for a creature to have both 386 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set. 387 * stand still and a movement type set.
400 { 390 {
401 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
402 { 392 {
403 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
404 { 394 {
405 case (PETMOVE): 395 case (PETMOVE):
406 pet_move (op); 396 pet_move (op);
407 break; 397 break;
408 398
409 case (CIRCLE1): 399 case (CIRCLE1):
410 circ1_move (op); 400 circ1_move (op);
411 break; 401 break;
412 402
413 case (CIRCLE2): 403 case (CIRCLE2):
414 circ2_move (op); 404 circ2_move (op);
415 break; 405 break;
416 406
417 case (PACEV): 407 case (PACEV):
418 pace_movev (op); 408 pace_movev (op);
419 break; 409 break;
420 410
421 case (PACEH): 411 case (PACEH):
422 pace_moveh (op); 412 pace_moveh (op);
423 break; 413 break;
424 414
425 case (PACEV2): 415 case (PACEV2):
426 pace2_movev (op); 416 pace2_movev (op);
427 break; 417 break;
428 418
429 case (PACEH2): 419 case (PACEH2):
430 pace2_moveh (op); 420 pace2_moveh (op);
431 break; 421 break;
432 422
433 case (RANDO): 423 case (RANDO):
434 rand_move (op); 424 rand_move (op);
435 break; 425 break;
436 426
437 case (RANDO2): 427 case (RANDO2):
438 move_randomly (op); 428 move_randomly (op);
439 break; 429 break;
440 } 430 }
431
441 return 0; 432 return 0;
442 } 433 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op); 435 move_randomly (op);
445
446 } /* stand still */ 436 } /* stand still */
437
447 return 0; 438 return 0;
448 } /* no enemy */ 439 } /* no enemy */
449 440
450 /* We have an enemy. Block immediately below is for pets */ 441 /* We have an enemy. Block immediately below is for pets */
451 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner)) 442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
452 return follow_owner (op, owner); 446 return follow_owner (op, owner);
453 447
454 /* doppleganger code to change monster facing to that of the nearest 448 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current 449 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it. 450 * arch set uses it.
475 if (!QUERY_FLAG (op, FLAG_SCARED)) 469 if (!QUERY_FLAG (op, FLAG_SCARED))
476 { 470 {
477 rv_vector rv1; 471 rv_vector rv1;
478 472
479 /* now we test every part of an object .... this is a real ugly piece of code */ 473 /* now we test every part of an object .... this is a real ugly piece of code */
480 for (part = op; part != NULL; part = part->more) 474 for (part = op; part; part = part->more)
481 { 475 {
482 get_rangevector (part, enemy, &rv1, 0x1); 476 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction; 477 dir = rv1.direction;
484 478
485 /* hm, not sure about this part - in original was a scared flag here too 479 /* hm, not sure about this part - in original was a scared flag here too
486 * but that we test above... so can be old code here 480 * but that we test above... so can be old code here
487 */ 481 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4); 483 dir = absdir (dir + 4);
484
490 if (QUERY_FLAG (op, FLAG_CONFUSED)) 485 if (QUERY_FLAG (op, FLAG_CONFUSED))
491 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
492 487
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
494 {
495 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0; 490 return 0;
497 }
498 491
499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 {
501 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502 return 0; 494 return 0;
503 }
504 495
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
506 {
507 if (monster_use_range (op, part, enemy, dir)) 497 if (monster_use_range (op, part, enemy, dir))
508 return 0; 498 return 0;
509 } 499
510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
511 {
512 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0; 502 return 0;
514 } 503
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 {
517 if (monster_use_bow (op, part, enemy, dir)) 505 if (monster_use_bow (op, part, enemy, dir))
518 return 0; 506 return 0;
519 }
520 } /* for processing of all parts */ 507 } /* for processing of all parts */
521 } /* If not scared */ 508 } /* If not scared */
522 509
523 510
524 part = rv.part; 511 part = rv.part;
526 513
527 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 514 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
528 dir = absdir (dir + 4); 515 dir = absdir (dir + 4);
529 516
530 if (QUERY_FLAG (op, FLAG_CONFUSED)) 517 if (QUERY_FLAG (op, FLAG_CONFUSED))
531 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 518 dir = absdir (dir + rndm (3) + rndm (3) - 2);
532 519
533 pre_att_dir = dir; /* remember the original direction */ 520 pre_att_dir = dir; /* remember the original direction */
534 521
535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 522 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536 { 523 {
537 switch (op->attack_movement & LO4) 524 switch (op->attack_movement & LO4)
538 { 525 {
539 case DISTATT: 526 case DISTATT:
540 dir = dist_att (dir, op, enemy, part, &rv); 527 dir = dist_att (dir, op, enemy, part, &rv);
541 break; 528 break;
542 529
543 case RUNATT: 530 case RUNATT:
544 dir = run_att (dir, op, enemy, part, &rv); 531 dir = run_att (dir, op, enemy, part, &rv);
545 break; 532 break;
546 533
547 case HITRUN: 534 case HITRUN:
548 dir = hitrun_att (dir, op, enemy); 535 dir = hitrun_att (dir, op, enemy);
549 break; 536 break;
550 537
551 case WAITATT: 538 case WAITATT:
552 dir = wait_att (dir, op, enemy, part, &rv); 539 dir = wait_att (dir, op, enemy, part, &rv);
553 break; 540 break;
554 541
555 case RUSH: /* default - monster normally moves towards player */ 542 case RUSH: /* default - monster normally moves towards player */
556 case ALLRUN: 543 case ALLRUN:
557 break; 544 break;
558 545
559 case DISTHIT: 546 case DISTHIT:
560 dir = disthit_att (dir, op, enemy, part, &rv); 547 dir = disthit_att (dir, op, enemy, part, &rv);
561 break; 548 break;
562 549
563 case WAIT2: 550 case WAIT2:
564 dir = wait_att2 (dir, op, enemy, part, &rv); 551 dir = wait_att2 (dir, op, enemy, part, &rv);
565 break; 552 break;
566 553
567 default: 554 default:
568 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 555 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
569 } 556 }
570 } 557 }
571 558
572 if (!dir) 559 if (!dir)
573 return 0; 560 return 0;
583 return 0; 570 return 0;
584 } 571 }
585 572
586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 573 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587 { 574 {
588
589 /* Try move around corners if !close */ 575 /* Try move around corners if !close */
590 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 576 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
591 577
592 for (diff = 1; diff <= maxdiff; diff++) 578 for (diff = 1; diff <= maxdiff; diff++)
593 { 579 {
643 * still be pretty nasty. 629 * still be pretty nasty.
644 */ 630 */
645 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 631 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
646 { 632 {
647 part->stats.wc += 10; 633 part->stats.wc += 10;
648 (void) skill_attack (enemy, part, 0, NULL, NULL); 634 skill_attack (enemy, part, 0, NULL, NULL);
649 part->stats.wc -= 10; 635 part->stats.wc -= 10;
650 } 636 }
651 else 637 else
652 (void) skill_attack (enemy, part, 0, NULL, NULL); 638 skill_attack (enemy, part, 0, NULL, NULL);
653 } /* if monster is in attack range */ 639 } /* if monster is in attack range */
654 640
655 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 641 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
656 return 1; 642 return 1;
657 643
658 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 644 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 { 645 {
660 op->remove ();
661 op->destroy (); 646 op->drop_and_destroy ();
662 return 1; 647 return 1;
663 } 648 }
649
664 return 0; 650 return 0;
665} 651}
666 652
667int 653int
668can_hit (object *ob1, object *ob2, rv_vector * rv) 654can_hit (object *ob1, object *ob2, rv_vector * rv)
669{ 655{
670 object *more; 656 object *more;
671 rv_vector rv1; 657 rv_vector rv1;
672 658
673 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 659 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
674 return 0; 660 return 0;
675 661
676 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 662 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
677 return 1; 663 return 1;
678 664
683 { 669 {
684 get_rangevector (ob1, more, &rv1, 0); 670 get_rangevector (ob1, more, &rv1, 0);
685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 671 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686 return 1; 672 return 1;
687 } 673 }
674
688 return 0; 675 return 0;
689
690} 676}
691 677
692/* Returns 1 is monster should cast spell sp at an enemy 678/* Returns 1 is monster should cast spell sp at an enemy
693 * Returns 0 if the monster should not cast this spell. 679 * Returns 0 if the monster should not cast this spell.
694 * 680 *
712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 698 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 699 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
714 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 700 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
715 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 701 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
716 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 702 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
717
718 return 1; 703 return 1;
719 704
720 return 0; 705 return 0;
721} 706}
722
723 707
724#define MAX_KNOWN_SPELLS 20 708#define MAX_KNOWN_SPELLS 20
725 709
726/* Returns a randomly selected spell. This logic is still 710/* Returns a randomly selected spell. This logic is still
727 * less than ideal. This code also only seems to deal with 711 * less than ideal. This code also only seems to deal with
730 */ 714 */
731object * 715object *
732monster_choose_random_spell (object *monster) 716monster_choose_random_spell (object *monster)
733{ 717{
734 object *altern[MAX_KNOWN_SPELLS]; 718 object *altern[MAX_KNOWN_SPELLS];
735 object *tmp;
736 int i = 0; 719 int i = 0;
737 720
738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 721 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
739 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 722 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 { 723 {
741 /* Check and see if it's actually a useful spell. 724 /* Check and see if it's actually a useful spell.
742 * If its a spellbook, the spell is actually the inventory item. 725 * If its a spellbook, the spell is actually the inventory item.
743 * if it is a spell, then it is just the object itself. 726 * if it is a spell, then it is just the object itself.
744 */ 727 */
745 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 728 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
746 { 729 {
747 altern[i++] = tmp; 730 altern [i++] = tmp;
731
748 if (i == MAX_KNOWN_SPELLS) 732 if (i == MAX_KNOWN_SPELLS)
749 break; 733 break;
750 } 734 }
751 } 735 }
752 if (!i) 736
753 return NULL; 737 return i ? altern [rndm (i)] : 0;
754 return altern[RANDOM () % i];
755} 738}
756 739
757/* This checks to see if the monster should cast a spell/ability. 740/* This checks to see if the monster should cast a spell/ability.
758 * it returns true if the monster casts a spell, 0 if he doesn't. 741 * it returns true if the monster casts a spell, 0 if he doesn't.
759 * head is the head of the monster. 742 * head is the head of the monster.
760 * part is the part of the monster we are checking against. 743 * part is the part of the monster we are checking against.
761 * pl is the target. 744 * pl is the target.
762 * dir is the direction to case. 745 * dir is the direction to case.
763 * rv is the vector which describes where the enemy is. 746 * rv is the vector which describes where the enemy is.
764 */ 747 */
765
766int 748int
767monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 749monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
768{ 750{
769 object *spell_item; 751 object *spell_item;
770 object *owner; 752 object *owner;
781 763
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 764 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
783 { 765 {
784 get_rangevector (head, owner, &rv1, 0x1); 766 get_rangevector (head, owner, &rv1, 0x1);
785 if (dirdiff (dir, rv1.direction) < 2) 767 if (dirdiff (dir, rv1.direction) < 2)
786 {
787 return 0; /* Might hit owner with spell */ 768 return 0; /* Might hit owner with spell */
788 }
789 } 769 }
790 770
791 if (QUERY_FLAG (head, FLAG_CONFUSED)) 771 if (QUERY_FLAG (head, FLAG_CONFUSED))
792 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 772 dir = absdir (dir + rndm (3) + rndm (3) - 2);
793 773
794 /* If the monster hasn't already chosen a spell, choose one 774 /* If the monster hasn't already chosen a spell, choose one
795 * I'm not sure if it really make sense to pre-select spells (events 775 * I'm not sure if it really make sense to pre-select spells (events
796 * could be different by the time the monster goes again). 776 * could be different by the time the monster goes again).
797 */ 777 */
801 { 781 {
802 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 782 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
803 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 783 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
804 return 0; 784 return 0;
805 } 785 }
786
806 if (spell_item->type == SPELLBOOK) 787 if (spell_item->type == SPELLBOOK)
807 { 788 {
808 if (!spell_item->inv) 789 if (!spell_item->inv)
809 { 790 {
810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 791 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811 return 0; 792 return 0;
812 } 793 }
794
813 spell_item = spell_item->inv; 795 spell_item = spell_item->inv;
814 } 796 }
815 } 797 }
816 else 798 else
817 spell_item = head->spellitem; 799 spell_item = head->spellitem;
836 /* set this to null, so next time monster will choose something different */ 818 /* set this to null, so next time monster will choose something different */
837 head->spellitem = NULL; 819 head->spellitem = NULL;
838 820
839 return cast_spell (part, part, dir, spell_item, NULL); 821 return cast_spell (part, part, dir, spell_item, NULL);
840} 822}
841
842 823
843int 824int
844monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 825monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
845{ 826{
846 object *scroll; 827 object *scroll;
864 return 0; /* Might hit owner with spell */ 845 return 0; /* Might hit owner with spell */
865 } 846 }
866 } 847 }
867 848
868 if (QUERY_FLAG (head, FLAG_CONFUSED)) 849 if (QUERY_FLAG (head, FLAG_CONFUSED))
869 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 850 dir = absdir (dir + rndm (3) + rndm (3) - 2);
870 851
871 for (scroll = head->inv; scroll; scroll = scroll->below) 852 for (scroll = head->inv; scroll; scroll = scroll->below)
872 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 853 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
873 break; 854 break;
874 855
896 * The skills we are treating here are all but those. -b.t. 877 * The skills we are treating here are all but those. -b.t.
897 * 878 *
898 * At the moment this is only useful for throwing, perhaps for 879 * At the moment this is only useful for throwing, perhaps for
899 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 880 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
900 */ 881 */
901
902int 882int
903monster_use_skill (object *head, object *part, object *pl, int dir) 883monster_use_skill (object *head, object *part, object *pl, int dir)
904{ 884{
905 object *skill, *owner; 885 object *skill, *owner;
906 886
912 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 892 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
913 893
914 if (dirdiff (dir, dir2) < 1) 894 if (dirdiff (dir, dir2) < 1)
915 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 895 return 0; /* Might hit owner with skill -thrown rocks for example ? */
916 } 896 }
897
917 if (QUERY_FLAG (head, FLAG_CONFUSED)) 898 if (QUERY_FLAG (head, FLAG_CONFUSED))
918 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 899 dir = absdir (dir + rndm (3) + rndm (3) - 2);
919 900
920 /* skill selection - monster will use the next unused skill. 901 /* skill selection - monster will use the next unused skill.
921 * well...the following scenario will allow the monster to 902 * well...the following scenario will allow the monster to
922 * toggle between 2 skills. One day it would be nice to make 903 * toggle between 2 skills. One day it would be nice to make
923 * more skills available to monsters. 904 * more skills available to monsters.
924 */ 905 */
925
926 for (skill = head->inv; skill != NULL; skill = skill->below) 906 for (skill = head->inv; skill; skill = skill->below)
927 if (skill->type == SKILL && skill != head->chosen_skill) 907 if (skill->type == SKILL && skill != head->chosen_skill)
928 { 908 {
929 head->chosen_skill = skill; 909 head->chosen_skill = skill;
930 break; 910 break;
931 } 911 }
934 { 914 {
935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 915 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936 CLEAR_FLAG (head, FLAG_READY_SKILL); 916 CLEAR_FLAG (head, FLAG_READY_SKILL);
937 return 0; 917 return 0;
938 } 918 }
919
939 /* use skill */ 920 /* use skill */
940 return do_skill (head, part, head->chosen_skill, dir, NULL); 921 return do_skill (head, part, head->chosen_skill, dir, NULL);
941} 922}
942 923
943/* Monster will use a ranged spell attack. */ 924/* Monster will use a ranged spell attack. */
944
945int 925int
946monster_use_range (object *head, object *part, object *pl, int dir) 926monster_use_range (object *head, object *part, object *pl, int dir)
947{ 927{
948 object *wand, *owner; 928 object *wand, *owner;
949 int at_least_one = 0; 929 int at_least_one = 0;
956 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 936 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957 937
958 if (dirdiff (dir, dir2) < 2) 938 if (dirdiff (dir, dir2) < 2)
959 return 0; /* Might hit owner with spell */ 939 return 0; /* Might hit owner with spell */
960 } 940 }
941
961 if (QUERY_FLAG (head, FLAG_CONFUSED)) 942 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 943 dir = absdir (dir + rndm (3) + rndm (3) - 2);
963 944
964 for (wand = head->inv; wand != NULL; wand = wand->below) 945 for (wand = head->inv; wand; wand = wand->below)
965 { 946 {
966 if (wand->type == WAND) 947 if (wand->type == WAND)
967 { 948 {
968 /* Found a wand, let's see if it has charges left */ 949 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1; 950 at_least_one = 1;
975 if (!(--wand->stats.food)) 956 if (!(--wand->stats.food))
976 { 957 {
977 if (wand->arch) 958 if (wand->arch)
978 { 959 {
979 CLEAR_FLAG (wand, FLAG_ANIMATE); 960 CLEAR_FLAG (wand, FLAG_ANIMATE);
980 wand->face = wand->arch->clone.face; 961 wand->face = wand->arch->face;
981 wand->set_speed (0); 962 wand->set_speed (0);
982 } 963 }
983 } 964 }
984 /* Success */ 965 /* Success */
985 return 1; 966 return 1;
1004 } 985 }
1005 986
1006 if (at_least_one) 987 if (at_least_one)
1007 return 0; 988 return 0;
1008 989
1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 990 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1010 CLEAR_FLAG (head, FLAG_READY_RANGE); 991 CLEAR_FLAG (head, FLAG_READY_RANGE);
1011 return 0; 992 return 0;
1012} 993}
1013 994
1014int 995int
1016{ 997{
1017 object *owner; 998 object *owner;
1018 999
1019 if (!(dir = path_to_player (part, pl, 0))) 1000 if (!(dir = path_to_player (part, pl, 0)))
1020 return 0; 1001 return 0;
1002
1021 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1003 if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1004 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1023 1005
1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1006 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 { 1007 {
1026 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1008 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1027 1009
1033 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1015 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1034 1016
1035} 1017}
1036 1018
1037/* Checks if putting on 'item' will make 'who' do more 1019/* Checks if putting on 'item' will make 'who' do more
1038 * damage. This is a very simplistic check - also checking things 1020 * damage. This is a very simplistic check - also checking things
1039 * like speed and ac are also relevant. 1021 * like speed and ac are also relevant.
1040 * 1022 *
1041 * return true if item is a better object. 1023 * return true if item is a better object.
1042 */ 1024 */
1043
1044int 1025int
1045check_good_weapon (object *who, object *item) 1026check_good_weapon (object *who, object *item)
1046{ 1027{
1047 object *other_weap; 1028 object *other_weap;
1048 int val = 0, i; 1029 int val = 0, i;
1049 1030
1050 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1031 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1051 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 1032 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1052 break; 1033 break;
1053 1034
1054 if (other_weap == NULL) /* No other weapons */ 1035 if (!other_weap) /* No other weapons */
1055 return 1; 1036 return 1;
1056 1037
1057 /* Rather than go through and apply the new one, and see if it is 1038 /* Rather than go through and apply the new one, and see if it is
1058 * better, just do some simple checks 1039 * better, just do some simple checks
1059 * Put some multipliers for things that hvae several effects, 1040 * Put some multipliers for things that hvae several effects,
1064 val += (item->magic - other_weap->magic) * 3; 1045 val += (item->magic - other_weap->magic) * 3;
1065 /* Monsters don't really get benefits from things like regen rates 1046 /* Monsters don't really get benefits from things like regen rates
1066 * from items. But the bonus for their stats are very important. 1047 * from items. But the bonus for their stats are very important.
1067 */ 1048 */
1068 for (i = 0; i < NUM_STATS; i++) 1049 for (i = 0; i < NUM_STATS; i++)
1069 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1050 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1070 1051
1071 if (val > 0) 1052 if (val > 0)
1072 return 1; 1053 return 1;
1073 else 1054 else
1074 return 0; 1055 return 0;
1075
1076} 1056}
1077 1057
1078int 1058int
1079check_good_armour (object *who, object *item) 1059check_good_armour (object *who, object *item)
1080{ 1060{
1081 object *other_armour; 1061 object *other_armour;
1082 int val = 0, i; 1062 int val = 0, i;
1083 1063
1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1064 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1085 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 1065 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1086 break; 1066 break;
1087 1067
1088 if (other_armour == NULL) /* No other armour, use the new */ 1068 if (other_armour == NULL) /* No other armour, use the new */
1089 return 1; 1069 return 1;
1111 1091
1112 if (val > 0) 1092 if (val > 0)
1113 return 1; 1093 return 1;
1114 else 1094 else
1115 return 0; 1095 return 0;
1116
1117} 1096}
1118 1097
1119/* 1098/*
1120 * monster_check_pickup(): checks for items that monster can pick up. 1099 * monster_check_pickup(): checks for items that monster can pick up.
1121 * 1100 *
1129 * This function was seen be continueing looping at one point (tmp->below 1108 * This function was seen be continueing looping at one point (tmp->below
1130 * became a recursive loop. It may be better to call monster_check_apply 1109 * became a recursive loop. It may be better to call monster_check_apply
1131 * after we pick everything up, since that function may call others which 1110 * after we pick everything up, since that function may call others which
1132 * affect stacking on this space. 1111 * affect stacking on this space.
1133 */ 1112 */
1134
1135void 1113void
1136monster_check_pickup (object *monster) 1114monster_check_pickup (object *monster)
1137{ 1115{
1138 object *tmp, *next; 1116 object *tmp, *next;
1139 1117
1158 * monster_can_pick(): If the monster is interested in picking up 1136 * monster_can_pick(): If the monster is interested in picking up
1159 * the item, then return 0. Otherwise 0. 1137 * the item, then return 0. Otherwise 0.
1160 * Instead of pick_up, flags for "greed", etc, should be used. 1138 * Instead of pick_up, flags for "greed", etc, should be used.
1161 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1139 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1162 */ 1140 */
1163
1164int 1141int
1165monster_can_pick (object *monster, object *item) 1142monster_can_pick (object *monster, object *item)
1166{ 1143{
1167 int flag = 0; 1144 int flag = 0;
1168 int i; 1145 int i;
1214 case ROD: 1191 case ROD:
1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1192 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 break; 1193 break;
1217 1194
1218 case SPELLBOOK: 1195 case SPELLBOOK:
1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1196 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1220 break; 1197 break;
1221 1198
1222 case SCROLL: 1199 case SCROLL:
1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1200 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 break; 1201 break;
1226 case BOW: 1203 case BOW:
1227 case ARROW: 1204 case ARROW:
1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1205 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 break; 1206 break;
1230 } 1207 }
1208
1231 /* Simplistic check - if the monster has a location to equip it, he will 1209 /* Simplistic check - if the monster has a location to equip it, he will
1232 * pick it up. Note that this doesn't handle cases where an item may 1210 * pick it up. Note that this doesn't handle cases where an item may
1233 * use several locations. 1211 * use several locations.
1234 */ 1212 */
1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1213 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 { 1214 {
1237 if (monster->body_info[i] && item->body_info[i]) 1215 if (monster->slot[i].info && item->slot[i].info)
1238 { 1216 {
1239 flag = 1; 1217 flag = 1;
1240 break; 1218 break;
1241 } 1219 }
1242 } 1220 }
1243 1221
1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1222 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1245 return 1; 1223 return 1;
1224
1246 return 0; 1225 return 0;
1247} 1226}
1248 1227
1249/* 1228/*
1250 * monster_apply_below(): 1229 * monster_apply_below():
1251 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1230 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1252 * eager to apply things, encounters something apply-able, 1231 * eager to apply things, encounters something apply-able,
1253 * then make him apply it 1232 * then make him apply it
1254 */ 1233 */
1255
1256void 1234void
1257monster_apply_below (object *monster) 1235monster_apply_below (object *monster)
1258{ 1236{
1259 object *tmp, *next; 1237 object *tmp, *next;
1260 1238
1287 * a pointer to that object is returned, so it can be dropped. 1265 * a pointer to that object is returned, so it can be dropped.
1288 * (so that other monsters can pick it up and use it) 1266 * (so that other monsters can pick it up and use it)
1289 * Note that as things are now, monsters never drop something - 1267 * Note that as things are now, monsters never drop something -
1290 * they can pick up all that they can use. 1268 * they can pick up all that they can use.
1291 */ 1269 */
1292
1293/* Sept 96, fixed this so skills will be readied -b.t.*/ 1270/* Sept 96, fixed this so skills will be readied -b.t.*/
1294
1295void 1271void
1296monster_check_apply (object *mon, object *item) 1272monster_check_apply (object *mon, object *item)
1297{ 1273{
1298
1299 int flag = 0; 1274 int flag = 0;
1300 1275
1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1276 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1302 { 1277 {
1303 SET_FLAG (mon, FLAG_CAST_SPELL); 1278 SET_FLAG (mon, FLAG_CAST_SPELL);
1304 return; 1279 return;
1305 } 1280 }
1306 1281
1315 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1290 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1316 { 1291 {
1317 /* Check for the right kind of bow */ 1292 /* Check for the right kind of bow */
1318 object *bow; 1293 object *bow;
1319 1294
1320 for (bow = mon->inv; bow != NULL; bow = bow->below) 1295 for (bow = mon->inv; bow; bow = bow->below)
1321 if (bow->type == BOW && bow->race == item->race) 1296 if (bow->type == BOW && bow->race == item->race)
1322 { 1297 {
1323 SET_FLAG (mon, FLAG_READY_BOW); 1298 SET_FLAG (mon, FLAG_READY_BOW);
1324 LOG (llevMonster, "Found correct bow for arrows.\n"); 1299 LOG (llevMonster, "Found correct bow for arrows.\n");
1325 return; /* nothing more to do for arrows */ 1300 return; /* nothing more to do for arrows */
1377 */ 1352 */
1378 SET_FLAG (mon, FLAG_READY_SKILL); 1353 SET_FLAG (mon, FLAG_READY_SKILL);
1379 return; 1354 return;
1380 } 1355 }
1381 1356
1382
1383 /* if we don't match one of the above types, return now. 1357 /* if we don't match one of the above types, return now.
1384 * can_apply_object will say that we can apply things like flesh, 1358 * can_apply_object will say that we can apply things like flesh,
1385 * bolts, and whatever else, because it only checks against the 1359 * bolts, and whatever else, because it only checks against the
1386 * body_info locations. 1360 * body_info locations.
1387 */ 1361 */
1398 /* should only be applying this item, not unapplying it. 1372 /* should only be applying this item, not unapplying it.
1399 * also, ignore status of curse so they can take off old armour. 1373 * also, ignore status of curse so they can take off old armour.
1400 * monsters have some advantages after all. 1374 * monsters have some advantages after all.
1401 */ 1375 */
1402 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1376 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1403
1404 return;
1405} 1377}
1406 1378
1407void 1379void
1408npc_call_help (object *op) 1380npc_call_help (object *op)
1409{ 1381{
1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1399 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428 npc->enemy = op->enemy; 1400 npc->enemy = op->enemy;
1429 } 1401 }
1430} 1402}
1431 1403
1432
1433int 1404int
1434dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1405dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1435{ 1406{
1436
1437 if (can_hit (part, enemy, rv)) 1407 if (can_hit (part, enemy, rv))
1438 return dir; 1408 return dir;
1409
1439 if (rv->distance < 10) 1410 if (rv->distance < 10)
1440 return absdir (dir + 4); 1411 return absdir (dir + 4);
1441 else if (rv->distance > 18) 1412 else if (rv->distance > 18)
1442 return dir; 1413 return dir;
1414
1443 return 0; 1415 return 0;
1444} 1416}
1445 1417
1446int 1418int
1447run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1419run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448{ 1420{
1449
1450 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1421 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1451 { 1422 {
1452 ob->move_status++; 1423 ob->move_status++;
1453 return (dir); 1424 return (dir);
1454 } 1425 }
1455 else if (ob->move_status > 20) 1426 else if (ob->move_status > 20)
1456 ob->move_status = 0; 1427 ob->move_status = 0;
1428
1457 return absdir (dir + 4); 1429 return absdir (dir + 4);
1458} 1430}
1459 1431
1460int 1432int
1461hitrun_att (int dir, object *ob, object *enemy) 1433hitrun_att (int dir, object *ob, object *enemy)
1464 return dir; 1436 return dir;
1465 else if (ob->move_status < 50) 1437 else if (ob->move_status < 50)
1466 return absdir (dir + 4); 1438 return absdir (dir + 4);
1467 else 1439 else
1468 ob->move_status = 0; 1440 ob->move_status = 0;
1441
1469 return absdir (dir + 4); 1442 return absdir (dir + 4);
1470} 1443}
1471 1444
1472int 1445int
1473wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1446wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482 return 0; 1455 return 0;
1483 else if (ob->move_status < 10) 1456 else if (ob->move_status < 10)
1484 return dir; 1457 return dir;
1485 else if (ob->move_status < 15) 1458 else if (ob->move_status < 15)
1486 return absdir (dir + 4); 1459 return absdir (dir + 4);
1460
1487 ob->move_status = 0; 1461 ob->move_status = 0;
1488 return 0; 1462 return 0;
1489} 1463}
1490 1464
1491int 1465int
1499 * at least one map has this set, and whatever the map contains, the 1473 * at least one map has this set, and whatever the map contains, the
1500 * server should try to be resilant enough to avoid the problem 1474 * server should try to be resilant enough to avoid the problem
1501 */ 1475 */
1502 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1476 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1503 return absdir (dir + 4); 1477 return absdir (dir + 4);
1478
1504 return dist_att (dir, ob, enemy, part, rv); 1479 return dist_att (dir, ob, enemy, part, rv);
1505} 1480}
1506 1481
1507int 1482int
1508wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1483wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509{ 1484{
1510 if (rv->distance < 9) 1485 if (rv->distance < 9)
1511 return absdir (dir + 4); 1486 return absdir (dir + 4);
1487
1512 return 0; 1488 return 0;
1513} 1489}
1514 1490
1515void 1491void
1516circ1_move (object *ob) 1492circ1_move (object *ob)
1517{ 1493{
1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1494 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1495
1519 if (++ob->move_status > 11) 1496 if (++ob->move_status > 11)
1520 ob->move_status = 0; 1497 ob->move_status = 0;
1498
1521 if (!(move_object (ob, circle[ob->move_status]))) 1499 if (!(move_object (ob, circle[ob->move_status])))
1522 (void) move_object (ob, RANDOM () % 8 + 1); 1500 move_object (ob, rndm (8) + 1);
1523} 1501}
1524 1502
1525void 1503void
1526circ2_move (object *ob) 1504circ2_move (object *ob)
1527{ 1505{
1528 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 1506 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1507
1529 if (++ob->move_status > 19) 1508 if (++ob->move_status > 19)
1530 ob->move_status = 0; 1509 ob->move_status = 0;
1510
1531 if (!(move_object (ob, circle[ob->move_status]))) 1511 if (!(move_object (ob, circle[ob->move_status])))
1532 (void) move_object (ob, RANDOM () % 8 + 1); 1512 move_object (ob, rndm (8) + 1);
1533} 1513}
1534 1514
1535void 1515void
1536pace_movev (object *ob) 1516pace_movev (object *ob)
1537{ 1517{
1538 if (ob->move_status++ > 6) 1518 if (ob->move_status++ > 6)
1539 ob->move_status = 0; 1519 ob->move_status = 0;
1520
1540 if (ob->move_status < 4) 1521 if (ob->move_status < 4)
1541 (void) move_object (ob, 5); 1522 move_object (ob, 5);
1542 else 1523 else
1543 (void) move_object (ob, 1); 1524 move_object (ob, 1);
1544} 1525}
1545 1526
1546void 1527void
1547pace_moveh (object *ob) 1528pace_moveh (object *ob)
1548{ 1529{
1549 if (ob->move_status++ > 6) 1530 if (ob->move_status++ > 6)
1550 ob->move_status = 0; 1531 ob->move_status = 0;
1532
1551 if (ob->move_status < 4) 1533 if (ob->move_status < 4)
1552 (void) move_object (ob, 3); 1534 move_object (ob, 3);
1553 else 1535 else
1554 (void) move_object (ob, 7); 1536 move_object (ob, 7);
1555} 1537}
1556 1538
1557void 1539void
1558pace2_movev (object *ob) 1540pace2_movev (object *ob)
1559{ 1541{
1560 if (ob->move_status++ > 16) 1542 if (ob->move_status++ > 16)
1561 ob->move_status = 0; 1543 ob->move_status = 0;
1544
1562 if (ob->move_status < 6) 1545 if (ob->move_status < 6)
1563 (void) move_object (ob, 5); 1546 move_object (ob, 5);
1564 else if (ob->move_status < 8) 1547 else if (ob->move_status < 8)
1565 return; 1548 return;
1566 else if (ob->move_status < 13) 1549 else if (ob->move_status < 13)
1567 (void) move_object (ob, 1); 1550 move_object (ob, 1);
1568 else 1551 else
1569 return; 1552 return;
1570} 1553}
1571 1554
1572void 1555void
1573pace2_moveh (object *ob) 1556pace2_moveh (object *ob)
1574{ 1557{
1575 if (ob->move_status++ > 16) 1558 if (ob->move_status++ > 16)
1576 ob->move_status = 0; 1559 ob->move_status = 0;
1560
1577 if (ob->move_status < 6) 1561 if (ob->move_status < 6)
1578 (void) move_object (ob, 3); 1562 move_object (ob, 3);
1579 else if (ob->move_status < 8) 1563 else if (ob->move_status < 8)
1580 return; 1564 return;
1581 else if (ob->move_status < 13) 1565 else if (ob->move_status < 13)
1582 (void) move_object (ob, 7); 1566 move_object (ob, 7);
1583 else 1567 else
1584 return; 1568 return;
1585} 1569}
1586 1570
1587void 1571void
1588rand_move (object *ob) 1572rand_move (object *ob)
1589{ 1573{
1590 int i;
1591
1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1574 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1593 for (i = 0; i < 5; i++) 1575 for (int i = 0; i < 5; i++)
1594 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1576 if (move_object (ob, ob->move_status = rndm (8) + 1))
1595 return; 1577 return;
1596} 1578}
1597 1579
1598void 1580void
1599check_earthwalls (object *op, maptile *m, int x, int y) 1581check_earthwalls (object *op, maptile *m, int x, int y)
1600{ 1582{
1601 object *tmp;
1602
1603 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1583 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1604 {
1605 if (tmp->type == EARTHWALL) 1584 if (tmp->type == EARTHWALL)
1606 { 1585 {
1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1586 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1608 return; 1587 return;
1609 } 1588 }
1610 }
1611} 1589}
1612 1590
1613void 1591void
1614check_doors (object *op, maptile *m, int x, int y) 1592check_doors (object *op, maptile *m, int x, int y)
1615{ 1593{
1616 object *tmp;
1617
1618 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1594 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1619 {
1620 if (tmp->type == DOOR) 1595 if (tmp->type == DOOR)
1621 { 1596 {
1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1597 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1623 return; 1598 return;
1624 } 1599 }
1625 }
1626} 1600}
1627 1601
1628/* find_mon_throw_ob() - modeled on find_throw_ob 1602/* find_mon_throw_ob() - modeled on find_throw_ob
1629 * This is probably overly simplistic as it is now - We want 1603 * This is probably overly simplistic as it is now - We want
1630 * monsters to throw things like chairs and other pieces of 1604 * monsters to throw things like chairs and other pieces of
1631 * furniture, even if they are not good throwable objects. 1605 * furniture, even if they are not good throwable objects.
1632 * Probably better to have the monster throw a throwable object 1606 * Probably better to have the monster throw a throwable object
1633 * first, then throw any non equipped weapon. 1607 * first, then throw any non equipped weapon.
1634 */ 1608 */
1635
1636object * 1609object *
1637find_mon_throw_ob (object *op) 1610find_mon_throw_ob (object *op)
1638{ 1611{
1639 object *tmp = NULL; 1612 object *tmp = NULL;
1640 1613
1644 tmp = op; 1617 tmp = op;
1645 1618
1646 /* New throw code: look through the inventory. Grap the first legal is_thrown 1619 /* New throw code: look through the inventory. Grap the first legal is_thrown
1647 * marked item and throw it to the enemy. 1620 * marked item and throw it to the enemy.
1648 */ 1621 */
1649
1650 for (tmp = op->inv; tmp; tmp = tmp->below) 1622 for (tmp = op->inv; tmp; tmp = tmp->below)
1651 { 1623 {
1652
1653 /* Can't throw invisible objects or items that are applied */ 1624 /* Can't throw invisible objects or items that are applied */
1654 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1625 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1655 continue; 1626 continue;
1656 1627
1657 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1628 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1673 * properly. I also so odd code in place that checked for x distance 1644 * properly. I also so odd code in place that checked for x distance
1674 * OR y distance being within some range - that seemed wrong - both should 1645 * OR y distance being within some range - that seemed wrong - both should
1675 * be within the valid range. MSW 2001-08-05 1646 * be within the valid range. MSW 2001-08-05
1676 * Returns 0 if enemy can not be detected, 1 if it is detected 1647 * Returns 0 if enemy can not be detected, 1 if it is detected
1677 */ 1648 */
1678
1679int 1649int
1680can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1650can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1681{ 1651{
1682 int radius = MIN_MON_RADIUS, hide_discovery; 1652 int radius = MIN_MON_RADIUS, hide_discovery;
1683 1653
1690 return 0; 1660 return 0;
1691 1661
1692 get_rangevector (op, enemy, rv, 0); 1662 get_rangevector (op, enemy, rv, 0);
1693 1663
1694 /* Monsters always ignore the DM */ 1664 /* Monsters always ignore the DM */
1695 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1665 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1696 return 0; 1666 return 0;
1697 1667
1698 /* simple check. Should probably put some range checks in here. */ 1668 /* simple check. Should probably put some range checks in here. */
1699 if (can_see_enemy (op, enemy)) 1669 if (can_see_enemy (op, enemy))
1700 return 1; 1670 return 1;
1713 1683
1714 /* use this for invis also */ 1684 /* use this for invis also */
1715 hide_discovery = op->stats.Int / 5; 1685 hide_discovery = op->stats.Int / 5;
1716 1686
1717 /* Determine Detection radii */ 1687 /* Determine Detection radii */
1718 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1688 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1719 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1689 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1720 else 1690 else
1721 { /* a level/INT/Dex adjustment for hiding */ 1691 { /* a level/INT/Dex adjustment for hiding */
1722 object *sk_hide;
1723 int bonus = (op->level / 2) + (op->stats.Int / 5); 1692 int bonus = op->level / 2 + op->stats.Int / 5;
1724 1693
1725 if (enemy->type == PLAYER) 1694 if (enemy->type == PLAYER)
1726 { 1695 {
1727 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1696 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1728 bonus -= sk_hide->level; 1697 bonus -= sk_hide->level;
1729 else 1698 else
1730 { 1699 {
1731 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1700 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1732 make_visible (enemy); 1701 make_visible (enemy);
1741 } /* else creature has modifiers for hiding */ 1710 } /* else creature has modifiers for hiding */
1742 1711
1743 /* Radii stealth adjustment. Only if you are stealthy 1712 /* Radii stealth adjustment. Only if you are stealthy
1744 * will you be able to sneak up closer to creatures */ 1713 * will you be able to sneak up closer to creatures */
1745 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1714 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1746 radius = radius / 2, hide_discovery = hide_discovery / 3; 1715 {
1716 radius /= 2;
1717 hide_discovery /= 3;
1718 }
1747 1719
1748 /* Radii adjustment for enemy standing in the dark */ 1720 /* Radii adjustment for enemy standing in the dark */
1749 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1721 if (op->map->darkness > 0 && !stand_in_light (enemy))
1750 { 1722 {
1751 /* on dark maps body heat can help indicate location with infravision 1723 /* on dark maps body heat can help indicate location with infravision
1769 * may have for their map - in that way, creatures at the edge will 1741 * may have for their map - in that way, creatures at the edge will
1770 * do something. Note that the distance field in the 1742 * do something. Note that the distance field in the
1771 * vector is real distance, so in theory this should be 18 to 1743 * vector is real distance, so in theory this should be 18 to
1772 * find that. 1744 * find that.
1773 */ 1745 */
1774 if (radius > 13) 1746 // note that the above reasoning was utter bullshit even at the time it was written
1775 radius = 13; 1747 // we use 25, lets see if we have the cpu time for it
1748 radius = min (25, radius);
1776 1749
1777 /* Enemy in range! Now test for detection */ 1750 /* Enemy in range! Now test for detection */
1778 if ((int) rv->distance <= radius) 1751 if (rv->distance <= radius)
1779 { 1752 {
1780 /* ah, we are within range, detected? take cases */ 1753 /* ah, we are within range, detected? take cases */
1781 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1754 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1782 return 1; 1755 return 1;
1783 1756
1784 /* hidden or low-quality invisible */ 1757 /* hidden or low-quality invisible */
1785 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1758 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1786 { 1759 {
1787 make_visible (enemy); 1760 make_visible (enemy);
1761
1788 /* inform players of new status */ 1762 /* inform players of new status */
1789 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1763 if (enemy->type == PLAYER && player_can_view (enemy, op))
1790 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1764 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1765
1791 return 1; /* detected enemy */ 1766 return 1; /* detected enemy */
1792 } 1767 }
1793 else if (enemy->invisible) 1768 else if (enemy->invisible)
1794 { 1769 {
1795 /* Change this around - instead of negating the invisible, just 1770 /* Change this around - instead of negating the invisible, just
1796 * return true so that the mosnter that managed to detect you can 1771 * return true so that the monster that managed to detect you can
1797 * do something to you. Decreasing the duration of invisible 1772 * do something to you. Decreasing the duration of invisible
1798 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1773 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1799 * can then basically negate the spell. The spell isn't negated - 1774 * can then basically negate the spell. The spell isn't negated -
1800 * they just know where you are! 1775 * they just know where you are!
1801 */ 1776 */
1802 if ((RANDOM () % 50) <= hide_discovery) 1777 if (rndm (50) <= hide_discovery)
1803 { 1778 {
1804 if (enemy->type == PLAYER) 1779 if (enemy->type == PLAYER)
1805 {
1806 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1780 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1807 } 1781
1808 return 1; 1782 return 1;
1809 } 1783 }
1810 } 1784 }
1811 } /* within range */ 1785 } /* within range */
1812 1786
1817/* determine if op stands in a lighted square. This is not a very 1791/* determine if op stands in a lighted square. This is not a very
1818 * intellegent algorithm. For one thing, we ignore los here, SO it 1792 * intellegent algorithm. For one thing, we ignore los here, SO it
1819 * is possible for a bright light to illuminate a player on the 1793 * is possible for a bright light to illuminate a player on the
1820 * other side of a wall (!). 1794 * other side of a wall (!).
1821 */ 1795 */
1822
1823int 1796int
1824stand_in_light (object *op) 1797stand_in_light (object *op)
1825{ 1798{
1826 sint16 nx, ny;
1827 maptile *m;
1828
1829
1830 if (!op) 1799 if (!op)
1831 return 0; 1800 return 0;
1801
1832 if (op->glow_radius > 0) 1802 if (op->glow_radius > 0)
1833 return 1; 1803 return 1;
1834 1804
1835 if (op->map) 1805 if (op->map)
1836 { 1806 {
1837 int x, y, x1, y1;
1838
1839
1840
1841 /* Check the spaces with the max light radius to see if any of them 1807 /* Check the spaces with the max light radius to see if any of them
1842 * have lights, and if any of them light the player enough, then return 1. 1808 * have lights, and if any of them light the player enough, then return 1.
1843 */ 1809 */
1844 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) 1810 for (int x = op->x - MAX_LIGHT_RADIUS; x <= op->x + MAX_LIGHT_RADIUS; x++)
1845 { 1811 {
1846 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) 1812 for (int y = op->y - MAX_LIGHT_RADIUS; y <= op->y + MAX_LIGHT_RADIUS; y++)
1847 { 1813 {
1848 m = op->map; 1814 maptile *m = op->map;
1849 nx = x; 1815 sint16 nx = x;
1850 ny = y; 1816 sint16 ny = y;
1851 1817
1852 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1818 if (xy_normalise (m, nx, ny))
1853 continue; 1819 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1854
1855 x1 = abs (x - op->x) * abs (x - op->x);
1856 y1 = abs (y - op->y) * abs (y - op->y);
1857 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1858 return 1; 1820 return 1;
1859 } 1821 }
1860 } 1822 }
1861 } 1823 }
1824
1862 return 0; 1825 return 0;
1863} 1826}
1864
1865 1827
1866/* assuming no walls/barriers, lets check to see if its *possible* 1828/* assuming no walls/barriers, lets check to see if its *possible*
1867 * to see an enemy. Note, "detection" is different from "seeing". 1829 * to see an enemy. Note, "detection" is different from "seeing".
1868 * See can_detect_enemy() for more details. -b.t. 1830 * See can_detect_enemy() for more details. -b.t.
1869 * return 0 if can't be seen, 1 if can be 1831 * return 0 if can't be seen, 1 if can be
1870 */ 1832 */
1871
1872int 1833int
1873can_see_enemy (object *op, object *enemy) 1834can_see_enemy (object *op, object *enemy)
1874{ 1835{
1875 object *looker = op->head ? op->head : op; 1836 object *looker = op->head ? op->head : op;
1876 1837
1892 * However,if you carry any source of light, then the hidden 1853 * However,if you carry any source of light, then the hidden
1893 * creature is seeable (and stupid) */ 1854 * creature is seeable (and stupid) */
1894 1855
1895 if (has_carried_lights (enemy)) 1856 if (has_carried_lights (enemy))
1896 { 1857 {
1897 if (enemy->hide) 1858 if (enemy->flag [FLAG_HIDDEN])
1898 { 1859 {
1899 make_visible (enemy); 1860 make_visible (enemy);
1900 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1861 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1901 } 1862 }
1863
1902 return 1; 1864 return 1;
1903 } 1865 }
1904 else if (enemy->hide) 1866 else if (enemy->flag [FLAG_HIDDEN])
1905 return 0; 1867 return 0;
1906 1868
1907 /* Invisible enemy. Break apart the check for invis undead/invis looker 1869 /* Invisible enemy. Break apart the check for invis undead/invis looker
1908 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1870 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1909 * and making it a conditional makes the code pretty ugly. 1871 * and making it a conditional makes the code pretty ugly.
1910 */ 1872 */
1911 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1873 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1912 {
1913 if (makes_invisible_to (enemy, looker)) 1874 if (makes_invisible_to (enemy, looker))
1914 return 0; 1875 return 0;
1915 }
1916 } 1876 }
1917 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1877 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1918 if (player_can_view (looker, enemy)) 1878 if (player_can_view (looker, enemy))
1919 return 1; 1879 return 1;
1920 1880
1931 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1891 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1932 return 0; 1892 return 0;
1933 1893
1934 return 1; 1894 return 1;
1935} 1895}
1896

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