ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.C
(Generate patch)

Comparing deliantra/server/server/monster.C (file contents):
Revision 1.5 by root, Wed Aug 30 06:06:27 2006 UTC vs.
Revision 1.21 by root, Sun Jan 14 23:35:04 2007 UTC

1/*
2 * static char *rcsid_monster_c =
3 * "$Id: monster.C,v 1.5 2006/08/30 06:06:27 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 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
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29#include <global.h> 25#include <global.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 26#include <sproto.h>
32#include <spells.h> 27#include <spells.h>
33#include <skills.h> 28#include <skills.h>
34#endif
35 29
36
37#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 30#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38
39 31
40/* checks npc->enemy and returns that enemy if still valid, 32/* checks npc->enemy and returns that enemy if still valid,
41 * NULL otherwise. 33 * NULL otherwise.
42 * this is map tile aware. 34 * this is map tile aware.
43 * If this returns an enemy, the range vector rv should also be 35 * If this returns an enemy, the range vector rv should also be
44 * set to sane values. 36 * set to sane values.
45 */ 37 */
38object *
46object *check_enemy(object *npc, rv_vector *rv) { 39check_enemy (object *npc, rv_vector * rv)
47 40{
41
48 /* if this is pet, let him attack the same enemy as his owner 42 /* 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, 43 * TODO: when there is no ower enemy, try to find a target,
50 * which CAN attack the owner. */ 44 * which CAN attack the owner. */
51 if ((npc->attack_movement & HI4) == PETMOVE) 45 if ((npc->attack_movement & HI4) == PETMOVE)
52 { 46 {
53 if (npc->owner == NULL) 47 if (npc->owner == NULL)
54 npc->enemy = NULL; 48 npc->enemy = NULL;
55 else if (npc->enemy == NULL) 49 else if (npc->enemy == NULL)
56 npc->enemy = npc->owner->enemy; 50 npc->enemy = npc->owner->enemy;
57 } 51 }
58 52
59 /* periodically, a monster mayu change its target. Also, if the object 53 /* periodically, a monster mayu change its target. Also, if the object
60 * has been destroyed, etc, clear the enemy. 54 * has been destroyed, etc, clear the enemy.
61 * TODO: this should be changed, because it invokes to attack forced or 55 * TODO: this should be changed, because it invokes to attack forced or
62 * attacked monsters to leave the attacker alone, before it is destroyed 56 * attacked monsters to leave the attacker alone, before it is destroyed
63 */ 57 */
64 /* i had removed the random target leave, this invokes problems with friendly 58 /* 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 59 * objects, getting attacked and defending herself - they don't try to attack
66 * again then but perhaps get attack on and on 60 * 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 61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
68 * too. */ 62 * too. */
69 63
70 if(npc->enemy) 64 if (npc->enemy)
71 { 65 {
72 /* I broke these if's apart to better be able to see what 66 /* I broke these if's apart to better be able to see what
73 * the grouping checks are. Code is the same. 67 * the grouping checks are. Code is the same.
74 */ 68 */
75 if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || 69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
76 QUERY_FLAG(npc->enemy,FLAG_FREED) || 70 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
77 !on_same_map(npc, npc->enemy) || 71 !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; 72 npc->enemy = NULL;
82 73
83 else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( 74 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))) || 75 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
85 ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy))) 76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
86 || npc->enemy == npc->owner)) 77 || npc->enemy == npc->owner))
87 npc->enemy = NULL; 78 npc->enemy = NULL;
88 79
89 80
90 else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && 81 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; 82 npc->enemy = NULL;
93 83
94 /* I've noticed that pets could sometimes get an arrow as the 84 /* I've noticed that pets could sometimes get an arrow as the
95 * target enemy - this code below makes sure the enemy is something 85 * target enemy - this code below makes sure the enemy is something
96 * that should be attacked. My guess is that the arrow hits 86 * that should be attacked. My guess is that the arrow hits
97 * the creature/owner, and so the creature then takes that 87 * the creature/owner, and so the creature then takes that
98 * as the enemy to attack. 88 * as the enemy to attack.
99 */ 89 */
100 else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && 90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
101 !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) &&
102 npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) 91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
103 npc->enemy=NULL; 92 npc->enemy = NULL;
104 93
105 } 94 }
106 return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; 95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
107} 96}
108 97
109/* Returns the nearest living creature (monster or generator). 98/* Returns the nearest living creature (monster or generator).
110 * Modified to deal with tiled maps properly. 99 * Modified to deal with tiled maps properly.
111 * Also fixed logic so that monsters in the lower directions were more 100 * Also fixed logic so that monsters in the lower directions were more
118 * the first few directions, it could very well choose something 107 * the first few directions, it could very well choose something
119 * 3 spaces away even though something directly north is closer. 108 * 3 spaces away even though something directly north is closer.
120 * 109 *
121 * this function is map tile aware. 110 * this function is map tile aware.
122 */ 111 */
112object *
123object *find_nearest_living_creature(object *npc) { 113find_nearest_living_creature (object *npc)
114{
124 int i,mflags; 115 int i, mflags;
125 sint16 nx,ny; 116 sint16 nx, ny;
126 mapstruct *m; 117 maptile *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE]; 118 int search_arr[SIZEOFFREE];
129 119
130 get_search_arr(search_arr); 120 get_search_arr (search_arr);
121
131 for(i=0;i<SIZEOFFREE;i++) { 122 for (i = 0; i < SIZEOFFREE; i++)
123 {
132 /* modified to implement smart searching using search_arr 124 /* modified to implement smart searching using search_arr
133 * guidance array to determine direction of search order 125 * guidance array to determine direction of search order
134 */ 126 */
135 nx = npc->x + freearr_x[search_arr[i]]; 127 nx = npc->x + freearr_x[search_arr[i]];
136 ny = npc->y + freearr_y[search_arr[i]]; 128 ny = npc->y + freearr_y[search_arr[i]];
137 m = npc->map; 129 m = npc->map;
138 130
139 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 131 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
132
140 if (mflags & P_OUT_OF_MAP) continue; 133 if (mflags & P_OUT_OF_MAP)
134 continue;
141 135
142 if (mflags & P_IS_ALIVE) { 136 if (mflags & P_IS_ALIVE)
143 tmp=get_map_ob(m,nx,ny); 137 {
144 while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& 138 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
145 !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) 139 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
146 tmp=tmp->above;
147
148 if (!tmp) {
149 LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
150 m->path, nx, ny);
151 }
152 else {
153 if(can_see_monsterP(m,nx,ny,i)) 140 if (can_see_monsterP (m, nx, ny, i))
154 return tmp; 141 return tmp;
155 } 142 }
156 } /* is something living on this space */
157 } 143 }
158 return NULL; /* nothing found */ 144
145 return 0;
159} 146}
160 147
161 148
162/* Tries to find an enmy for npc. We pass the range vector since 149/* Tries to find an enmy for npc. We pass the range vector since
163 * our caller will find the information useful. 150 * our caller will find the information useful.
165 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
166 * if we have a valid target - function as not doing so in 153 * if we have a valid target - function as not doing so in
167 * many cases. 154 * many cases.
168 */ 155 */
169 156
157object *
170object *find_enemy(object *npc, rv_vector *rv) 158find_enemy (object *npc, rv_vector * rv)
171{ 159{
172 object *attacker, *tmp=NULL; 160 object *attacker, *tmp = NULL;
173 161
174 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 162 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
175 npc->attacked_by = NULL; /* always clear the attacker entry */ 163 npc->attacked_by = 0; /* always clear the attacker entry */
176 164
177 /* if we berserk, we don't care about others - we attack all we can find */ 165 /* if we berserk, we don't care about others - we attack all we can find */
178 if(QUERY_FLAG(npc,FLAG_BERSERK)) { 166 if (QUERY_FLAG (npc, FLAG_BERSERK))
167 {
179 tmp = find_nearest_living_creature(npc); 168 tmp = find_nearest_living_creature (npc);
169
170 if (tmp)
180 if (tmp) get_rangevector(npc, tmp, rv, 0); 171 get_rangevector (npc, tmp, rv, 0);
181 return tmp; 172 return tmp;
182 } 173 }
183 174
184 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
185 * We want this: if there is an enemy, attack him until its not possible or 176 * We want this: if there is an enemy, attack him until its not possible or
186 * one of both is dead. 177 * one of both is dead.
187 * If we have no enemy and we are... 178 * If we have no enemy and we are...
188 * a monster: try to find a player, a pet or a friendly monster 179 * 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 180 * 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 181 * a neutral: fight a attacker (but there should be none), then do nothing
191 * a pet: attack player enemy or a monster 182 * a pet: attack player enemy or a monster
192 */ 183 */
193 184
194 /* pet move */ 185 /* pet move */
195 if ((npc->attack_movement & HI4) == PETMOVE) { 186 if ((npc->attack_movement & HI4) == PETMOVE)
187 {
196 tmp= get_pet_enemy(npc,rv); 188 tmp = get_pet_enemy (npc, rv);
189
190 if (tmp)
197 if (tmp) get_rangevector(npc, tmp, rv, 0); 191 get_rangevector (npc, tmp, rv, 0);
192
198 return tmp; 193 return tmp;
199 }
200 194 }
195
201 /* we check our old enemy. */ 196 /* we check our old enemy. */
202 if((tmp=check_enemy(npc, rv))==NULL) 197 if (!(tmp = check_enemy (npc, rv)))
203 { 198 {
204 if(attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
205 { 200 {
206 /* we want be sure this is the right one! */ 201 /* TODO: thats not finished */
207 if(attacker->count == npc->attacked_by_count) 202 /* we don't want a fight evil vs evil or good against non evil */
203
204 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) && attacker->type != PLAYER)))
207 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... */
208 { 209 {
209 /* TODO: thats not finished */
210 /* we don't want a fight evil vs evil or good against non evil */
211
212 if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
215 (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
216 CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */
217 else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */
218 {
219 CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */ 210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
220 npc->enemy = attacker; 211 npc->enemy = attacker;
221 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
222 }
223 } 213 }
224 } 214 }
225 215
226 /* we have no legal enemy or attacker, so we try to target a new one */ 216 /* 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) && 217 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
228 !QUERY_FLAG(npc, FLAG_NEUTRAL))
229 { 218 {
230 npc->enemy = get_nearest_player(npc); 219 npc->enemy = get_nearest_player (npc);
231 if (npc->enemy) 220 if (npc->enemy)
232 tmp = check_enemy(npc,rv); 221 tmp = check_enemy (npc, rv);
233 }
234 222 }
235 }
236 223
224 }
225
237 return tmp; 226 return tmp;
238} 227}
239 228
240/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 233 */
245 234
235int
246int check_wakeup(object *op, object *enemy, rv_vector *rv) { 236check_wakeup (object *op, object *enemy, rv_vector * rv)
237{
247 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;
248 239
249 /* Trim work - if no enemy, no need to do anything below */ 240 /* Trim work - if no enemy, no need to do anything below */
250 if (!enemy) return 0; 241 if (!enemy)
242 return 0;
251 243
252 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND)) 245 if (QUERY_FLAG (op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 246 radius = MIN_MON_RADIUS;
255 247
256 /* This covers the situation where the monster is in the dark 248 /* 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 249 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy. 250 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in 251 * Remember we already checked to see if the monster can see in
260 * the dark. */ 252 * the dark. */
261 253
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && 254 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))) { 255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256 {
265 int dark = radius/(op->map->darkness); 257 int dark = radius / (op->map->darkness);
258
266 radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS; 259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
267 } 260 }
268 else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1; 261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
269 263
270 /* enemy should already be on this map, so don't really need to check 264 /* enemy should already be on this map, so don't really need to check
271 * for that. 265 * for that.
272 */ 266 */
273 if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { 267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
268 {
274 CLEAR_FLAG(op,FLAG_SLEEP); 269 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1;
271 }
272 return 0;
273}
274
275int
276move_randomly (object *op)
277{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++)
282 {
283 if (move_object (op, RANDOM () % 8 + 1))
275 return 1; 284 return 1;
276 } 285 }
277 return 0; 286 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} 287}
290 288
291/* 289/*
292 * Move-monster returns 1 if the object has been freed, otherwise 0. 290 * Move-monster returns 1 if the object has been freed, otherwise 0.
293 */ 291 */
294 292
293int
295int move_monster(object *op) { 294move_monster (object *op)
295{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph=op; 297 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv; 298 rv_vector rv;
299 299
300 /* Monsters not on maps don't do anything. These monsters are things 300 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories. 301 * Like royal guards in city dwellers inventories.
302 */ 302 */
303 if (!op->map) return 0; 303 if (!op->map)
304 return 0;
304 305
305 /* for target facing, we copy this value here for fast access */ 306 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */ 307 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head; 308 oph = oph->head;
308 309
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ 310 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL; 311 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv))) 312 else if ((enemy = find_enemy (op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */ 313 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */ 314 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */ 315
316 }
317
318 /* generate hp, if applicable */ 316 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { 317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 {
320 319
321 /* last heal is in funny units. Dividing by speed puts 320 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of 321 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is 322 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens 323 * to capture 8th's of a hp fraction regens
325 * 324 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 325 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp. 326 * overflow might produce monsters with negative hp.
328 */ 327 */
329 328
330 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); 329 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 */ 330 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; 331 op->last_heal %= 32;
333 332
334 /* So if the monster has gained enough HP that they are no longer afraid */ 333 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) && 334 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); 335 CLEAR_FLAG (op, FLAG_RUN_AWAY);
339 336
340 if(op->stats.hp>op->stats.maxhp) 337 if (op->stats.hp > op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp; 338 op->stats.hp = op->stats.maxhp;
342 } 339 }
343 340
344 /* generate sp, if applicable */ 341 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { 342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 {
346 344
347 /* last_sp is in funny units. Dividing by speed puts 345 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 346 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 347 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens 348 * to capture 8th's of a sp fraction regens
351 * 349 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp. 351 * overflow might produce monsters with negative sp.
354 */ 352 */
355 353
356 op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); 354 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 */ 355 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp%=128; 356 op->last_sp %= 128;
359 } 357 }
360 358
361 /* this should probably get modified by many more values. 359 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. ) 360 * (eg, creatures resistance to fear, level, etc. )
363 */ 361 */
364 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { 362 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
363 {
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ 364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
366 } 365 }
367 366
368 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
369 return QUERY_FLAG (op, FLAG_FREED); 368 return QUERY_FLAG (op, FLAG_FREED);
370 369
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || 370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && 371 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
373 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { 372 {
374 if(!check_wakeup(op,enemy,&rv)) 373 if (!check_wakeup (op, enemy, &rv))
375 return 0; 374 return 0;
376 } 375 }
377 376
378 /* check if monster pops out of hidden spot */ 377 /* check if monster pops out of hidden spot */
378 if (op->hide)
379 if(op->hide) do_hidden_move(op); 379 do_hidden_move (op);
380 380
381 if(op->pick_up) 381 if (op->pick_up)
382 monster_check_pickup(op); 382 monster_check_pickup (op);
383 383
384 if(op->will_apply) 384 if (op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */ 385 monster_apply_below (op); /* Check for items to apply below */
386 386
387 /* If we don't have an enemy, do special movement or the like */ 387 /* If we don't have an enemy, do special movement or the like */
388 if(!enemy) { 388 if (!enemy)
389 {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { 390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 remove_ob(op); 391 {
391 free_object(op); 392 op->destroy ();
392 return 1; 393 return 1;
393 } 394 }
394 395
395 /* Probably really a bug for a creature to have both 396 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set. 397 * stand still and a movement type set.
397 */ 398 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { 399 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
400 {
399 if (op->attack_movement & HI4) 401 if (op->attack_movement & HI4)
400 { 402 {
401 switch (op->attack_movement & HI4) { 403 switch (op->attack_movement & HI4)
404 {
402 case (PETMOVE): 405 case (PETMOVE):
403 pet_move (op); 406 pet_move (op);
404 break; 407 break;
405 408
406 case (CIRCLE1): 409 case (CIRCLE1):
407 circ1_move (op); 410 circ1_move (op);
408 break; 411 break;
409 412
410 case (CIRCLE2): 413 case (CIRCLE2):
411 circ2_move (op); 414 circ2_move (op);
412 break; 415 break;
413 416
414 case (PACEV): 417 case (PACEV):
415 pace_movev(op); 418 pace_movev (op);
416 break; 419 break;
417 420
418 case (PACEH): 421 case (PACEH):
419 pace_moveh(op); 422 pace_moveh (op);
420 break; 423 break;
421 424
422 case (PACEV2): 425 case (PACEV2):
423 pace2_movev (op); 426 pace2_movev (op);
424 break; 427 break;
425 428
426 case (PACEH2): 429 case (PACEH2):
427 pace2_moveh (op); 430 pace2_moveh (op);
428 break; 431 break;
429 432
430 case (RANDO): 433 case (RANDO):
431 rand_move (op); 434 rand_move (op);
432 break; 435 break;
433 436
434 case (RANDO2): 437 case (RANDO2):
435 move_randomly (op); 438 move_randomly (op);
436 break; 439 break;
437 } 440 }
441 return 0;
442 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op);
445
446 } /* stand still */
447 return 0;
448 } /* no enemy */
449
450 /* 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))
452 return follow_owner (op, owner);
453
454 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it.
457 */
458 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
459 {
460 op->face = enemy->face;
461 op->name = enemy->name;
462 }
463
464 /* Calculate range information for closest body part - this
465 * is used for the 'skill' code, which isn't that smart when
466 * it comes to figuring it out - otherwise, giants throw boulders
467 * into themselves.
468 */
469 get_rangevector (op, enemy, &rv, 0);
470
471 /* Move the check for scared up here - if the monster was scared,
472 * we were not doing any of the logic below, so might as well save
473 * a few cpu cycles.
474 */
475 if (!QUERY_FLAG (op, FLAG_SCARED))
476 {
477 rv_vector rv1;
478
479 /* 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)
481 {
482 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction;
484
485 /* 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
487 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4);
490 if (QUERY_FLAG (op, FLAG_CONFUSED))
491 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
492
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
494 {
495 if (monster_cast_spell (op, part, enemy, dir, &rv1))
438 return 0; 496 return 0;
439 } 497 }
440 else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
441 (void) move_randomly(op);
442 498
443 } /* stand still */
444 return 0;
445 } /* no enemy */
446
447 /* We have an enemy. Block immediately below is for pets */
448 if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
449 return follow_owner(op, owner);
450
451 /* doppleganger code to change monster facing to that of the nearest
452 * player. Hmm. The code is here, but no monster in the current
453 * arch set uses it.
454 */
455 if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
456 {
457 op->face = enemy->face;
458 if (op->name)
459 free_string(op->name);
460 add_refcount(op->name = enemy->name);
461 }
462
463 /* Calculate range information for closest body part - this
464 * is used for the 'skill' code, which isn't that smart when
465 * it comes to figuring it out - otherwise, giants throw boulders
466 * into themselves.
467 */
468 get_rangevector(op, enemy, &rv, 0);
469
470 /* Move the check for scared up here - if the monster was scared,
471 * we were not doing any of the logic below, so might as well save
472 * a few cpu cycles.
473 */
474 if (!QUERY_FLAG(op, FLAG_SCARED))
475 {
476 rv_vector rv1;
477
478 /* now we test every part of an object .... this is a real ugly piece of code */
479 for (part=op; part!=NULL; part=part->more) {
480 get_rangevector(part, enemy, &rv1, 0x1);
481 dir=rv1.direction;
482
483 /* hm, not sure about this part - in original was a scared flag here too
484 * but that we test above... so can be old code here
485 */
486 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
487 dir=absdir(dir+4);
488 if(QUERY_FLAG(op,FLAG_CONFUSED))
489 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
490
491 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
492 if(monster_cast_spell(op,part,enemy,dir,&rv1))
493 return 0;
494 }
495
496 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { 499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
497 if(monster_use_scroll(op,part,enemy,dir,&rv1))
498 return 0;
499 }
500
501 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
502 if(monster_use_range(op,part,enemy,dir))
503 return 0;
504 }
505 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
506 if(monster_use_skill(op,rv.part,enemy,rv.direction))
507 return 0;
508 }
509 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
510 if(monster_use_bow(op,part,enemy,dir))
511 return 0;
512 }
513 } /* for processing of all parts */
514 } /* If not scared */
515
516
517 part = rv.part;
518 dir=rv.direction;
519
520 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
521 dir=absdir(dir+4);
522
523 if(QUERY_FLAG(op,FLAG_CONFUSED))
524 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
525
526 pre_att_dir = dir; /* remember the original direction */
527
528 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
529 {
530 switch (op->attack_movement & LO4) {
531 case DISTATT:
532 dir = dist_att (dir,op,enemy,part,&rv);
533 break;
534
535 case RUNATT:
536 dir = run_att (dir,op,enemy,part,&rv);
537 break;
538
539 case HITRUN:
540 dir = hitrun_att(dir,op,enemy);
541 break;
542
543 case WAITATT:
544 dir = wait_att (dir,op,enemy,part,&rv);
545 break;
546
547 case RUSH: /* default - monster normally moves towards player */
548 case ALLRUN:
549 break;
550
551 case DISTHIT:
552 dir = disthit_att (dir,op,enemy,part,&rv);
553 break;
554
555 case WAIT2:
556 dir = wait_att2 (dir,op,enemy,part,&rv);
557 break;
558
559 default:
560 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
561 }
562 }
563
564 if (!dir)
565 return 0;
566
567 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
568 if(move_object(op,dir)) /* Can the monster move directly toward player? */
569 { 500 {
570 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
571 if ((op->attack_movement & LO4) == DISTATT)
572 op->direction = pre_att_dir;
573
574 return 0;
575 }
576
577 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
578 || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
579
580 /* Try move around corners if !close */
581 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
582 for(diff = 1; diff <= maxdiff; diff++) {
583 /* try different detours */
584 int m = 1-(RANDOM()&2); /* Try left or right first? */
585 if(move_object(op,absdir(dir + diff*m)) ||
586 move_object(op,absdir(dir - diff*m)))
587 return 0; 502 return 0;
588 } 503 }
504
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
506 {
507 if (monster_use_range (op, part, enemy, dir))
508 return 0;
509 }
510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
511 {
512 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0;
514 }
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
516 {
517 if (monster_use_bow (op, part, enemy, dir))
518 return 0;
519 }
520 } /* for processing of all parts */
521 } /* If not scared */
522
523
524 part = rv.part;
525 dir = rv.direction;
526
527 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
528 dir = absdir (dir + 4);
529
530 if (QUERY_FLAG (op, FLAG_CONFUSED))
531 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
532
533 pre_att_dir = dir; /* remember the original direction */
534
535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536 {
537 switch (op->attack_movement & LO4)
589 } 538 {
539 case DISTATT:
540 dir = dist_att (dir, op, enemy, part, &rv);
541 break;
542
543 case RUNATT:
544 dir = run_att (dir, op, enemy, part, &rv);
545 break;
546
547 case HITRUN:
548 dir = hitrun_att (dir, op, enemy);
549 break;
550
551 case WAITATT:
552 dir = wait_att (dir, op, enemy, part, &rv);
553 break;
554
555 case RUSH: /* default - monster normally moves towards player */
556 case ALLRUN:
557 break;
558
559 case DISTHIT:
560 dir = disthit_att (dir, op, enemy, part, &rv);
561 break;
562
563 case WAIT2:
564 dir = wait_att2 (dir, op, enemy, part, &rv);
565 break;
566
567 default:
568 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
569 }
570 }
571
572 if (!dir)
573 return 0;
574
575 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
576 {
577 if (move_object (op, dir)) /* Can the monster move directly toward player? */
578 {
579 /* elmex: Turn our monster after it moved if it has DISTATT attack */
580 if ((op->attack_movement & LO4) == DISTATT)
581 op->direction = pre_att_dir;
582
583 return 0;
584 }
585
586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587 {
588
589 /* Try move around corners if !close */
590 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
591
592 for (diff = 1; diff <= maxdiff; diff++)
593 {
594 /* try different detours */
595 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
596
597 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
598 return 0;
599 }
600 }
590 } /* if monster is not standing still */ 601 } /* if monster is not standing still */
591 602
592 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 603 /* elmex: Turn our monster after it moved if it has DISTATT attack */
593 if ((op->attack_movement & LO4) == DISTATT) 604 if ((op->attack_movement & LO4) == DISTATT)
594 op->direction = pre_att_dir; 605 op->direction = pre_att_dir;
595 606
596 /* 607 /*
597 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 608 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
598 * direction if they can't move away. 609 * direction if they can't move away.
599 */ 610 */
600 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) 611 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
601 if(move_randomly(op)) 612 if (move_randomly (op))
602 return 0; 613 return 0;
603 614
604 /* 615 /*
605 * Try giving the monster a new enemy - the player that is closest 616 * Try giving the monster a new enemy - the player that is closest
606 * to it. In this way, it won't just keep trying to get to a target 617 * to it. In this way, it won't just keep trying to get to a target
607 * that is inaccessible. 618 * that is inaccessible.
608 * This could be more clever - it should go through a list of several 619 * This could be more clever - it should go through a list of several
609 * enemies, as it is now, you could perhaps get situations where there 620 * enemies, as it is now, you could perhaps get situations where there
610 * are two players flanking the monster at close distance, but which 621 * are two players flanking the monster at close distance, but which
611 * the monster can't get to, and a third one at a far distance that 622 * the monster can't get to, and a third one at a far distance that
612 * the monster could get to - as it is, the monster won't look at that 623 * the monster could get to - as it is, the monster won't look at that
613 * third one. 624 * third one.
614 */ 625 */
615 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) 626 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
616 { 627 {
617 object *nearest_player = get_nearest_player(op); 628 object *nearest_player = get_nearest_player (op);
629
618 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { 630 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
631 {
619 op->enemy = NULL; 632 op->enemy = NULL;
620 enemy = nearest_player; 633 enemy = nearest_player;
621 } 634 }
622 } 635 }
623 636
624 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 637 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
625 { 638 {
626 /* The adjustement to wc that was here before looked totally bogus - 639 /* The adjustement to wc that was here before looked totally bogus -
627 * since wc can in fact get negative, that would mean by adding 640 * since wc can in fact get negative, that would mean by adding
628 * the current wc, the creature gets better? Instead, just 641 * the current wc, the creature gets better? Instead, just
629 * add a fixed amount - nasty creatures that are runny away should 642 * add a fixed amount - nasty creatures that are runny away should
630 * still be pretty nasty. 643 * still be pretty nasty.
631 */ 644 */
632 if(QUERY_FLAG(op,FLAG_RUN_AWAY)) 645 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
633 { 646 {
634 part->stats.wc+=10; 647 part->stats.wc += 10;
635 (void)skill_attack(enemy,part,0,NULL, NULL); 648 (void) skill_attack (enemy, part, 0, NULL, NULL);
636 part->stats.wc-=10; 649 part->stats.wc -= 10;
637 } 650 }
638 else 651 else
639 (void)skill_attack(enemy,part,0,NULL, NULL); 652 (void) skill_attack (enemy, part, 0, NULL, NULL);
640 } /* if monster is in attack range */ 653 } /* if monster is in attack range */
641 654
642 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 655 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
643 return 1; 656 return 1;
644 657
645 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 658 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 {
660 op->remove ();
661 op->destroy ();
662 return 1;
646 { 663 }
647 remove_ob(op); 664 return 0;
648 free_object(op); 665}
666
667int
668can_hit (object *ob1, object *ob2, rv_vector * rv)
669{
670 object *more;
671 rv_vector rv1;
672
673 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
674 return 0;
675
676 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
677 return 1;
678
679 /* check all the parts of ob2 - just because we can't get to
680 * its head doesn't mean we don't want to pound its feet
681 */
682 for (more = ob2->more; more != NULL; more = more->more)
683 {
684 get_rangevector (ob1, more, &rv1, 0);
685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
649 return 1; 686 return 1;
650 } 687 }
651 return 0; 688 return 0;
652}
653
654int can_hit(object *ob1,object *ob2, rv_vector *rv) {
655 object *more;
656 rv_vector rv1;
657
658 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
659 return 0;
660
661 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
662
663 /* check all the parts of ob2 - just because we can't get to
664 * its head doesn't mean we don't want to pound its feet
665 */
666 for (more = ob2->more; more!=NULL; more = more->more) {
667 get_rangevector(ob1, more, &rv1, 0);
668 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
669 }
670 return 0;
671 689
672} 690}
673 691
674/* Returns 1 is monster should cast spell sp at an enemy 692/* Returns 1 is monster should cast spell sp at an enemy
675 * Returns 0 if the monster should not cast this spell. 693 * Returns 0 if the monster should not cast this spell.
685 * This could be a lot smarter - if there are few monsters around, 703 * This could be a lot smarter - if there are few monsters around,
686 * then disease might not be as bad. Likewise, if the monster is damaged, 704 * then disease might not be as bad. Likewise, if the monster is damaged,
687 * the right type of healing spell could be useful. 705 * the right type of healing spell could be useful.
688 */ 706 */
689 707
708static int
690static int monster_should_cast_spell(object *monster, object *spell_ob) 709monster_should_cast_spell (object *monster, object *spell_ob)
691{ 710{
692 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 711 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
693 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
694 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
695 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 714 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
696 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 715 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
697 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 716 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
698 spell_ob->subtype == SP_INVISIBLE)
699 717
700 return 1;
701
702 return 0; 718 return 1;
719
720 return 0;
703} 721}
704 722
705 723
706#define MAX_KNOWN_SPELLS 20 724#define MAX_KNOWN_SPELLS 20
707 725
708/* Returns a randomly selected spell. This logic is still 726/* Returns a randomly selected spell. This logic is still
709 * less than ideal. This code also only seems to deal with 727 * less than ideal. This code also only seems to deal with
710 * wizard spells, as the check is against sp, and not grace. 728 * wizard spells, as the check is against sp, and not grace.
711 * can mosnters know cleric spells? 729 * can mosnters know cleric spells?
712 */ 730 */
731object *
713object *monster_choose_random_spell(object *monster) { 732monster_choose_random_spell (object *monster)
733{
714 object *altern[MAX_KNOWN_SPELLS]; 734 object *altern[MAX_KNOWN_SPELLS];
715 object *tmp; 735 object *tmp;
716 int i=0; 736 int i = 0;
717 737
718 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
719 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 739 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 {
720 /* Check and see if it's actually a useful spell. 741 /* Check and see if it's actually a useful spell.
721 * If its a spellbook, the spell is actually the inventory item. 742 * If its a spellbook, the spell is actually the inventory item.
722 * if it is a spell, then it is just the object itself. 743 * if it is a spell, then it is just the object itself.
723 */ 744 */
724 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { 745 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
746 {
725 altern[i++]=tmp; 747 altern[i++] = tmp;
726 if(i==MAX_KNOWN_SPELLS) 748 if (i == MAX_KNOWN_SPELLS)
727 break; 749 break;
728 } 750 }
729 } 751 }
730 if(!i) 752 if (!i)
731 return NULL; 753 return NULL;
732 return altern[RANDOM()%i]; 754 return altern[RANDOM () % i];
733} 755}
734 756
735/* This checks to see if the monster should cast a spell/ability. 757/* This checks to see if the monster should cast a spell/ability.
736 * it returns true if the monster casts a spell, 0 if he doesn't. 758 * it returns true if the monster casts a spell, 0 if he doesn't.
737 * head is the head of the monster. 759 * head is the head of the monster.
739 * pl is the target. 761 * pl is the target.
740 * dir is the direction to case. 762 * dir is the direction to case.
741 * rv is the vector which describes where the enemy is. 763 * rv is the vector which describes where the enemy is.
742 */ 764 */
743 765
766int
744int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { 767monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
768{
745 object *spell_item; 769 object *spell_item;
746 object *owner; 770 object *owner;
747 rv_vector rv1; 771 rv_vector rv1;
748 772
749 /* If you want monsters to cast spells over friends, this spell should 773 /* If you want monsters to cast spells over friends, this spell should
750 * be removed. It probably should be in most cases, since monsters still 774 * be removed. It probably should be in most cases, since monsters still
751 * don't care about residual effects (ie, casting a cone which may have a 775 * don't care about residual effects (ie, casting a cone which may have a
752 * clear path to the player, the side aspects of the code will still hit 776 * clear path to the player, the side aspects of the code will still hit
753 * other monsters) 777 * other monsters)
754 */ 778 */
755 if(!(dir=path_to_player(part,pl,0))) 779 if (!(dir = path_to_player (part, pl, 0)))
756 return 0; 780 return 0;
781
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
757 783 {
758 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
759 get_rangevector(head, owner, &rv1, 0x1); 784 get_rangevector (head, owner, &rv1, 0x1);
760 if(dirdiff(dir,rv1.direction) < 2) { 785 if (dirdiff (dir, rv1.direction) < 2)
761 return 0; /* Might hit owner with spell */
762 } 786 {
787 return 0; /* Might hit owner with spell */
788 }
763 } 789 }
764 790
765 if(QUERY_FLAG(head,FLAG_CONFUSED)) 791 if (QUERY_FLAG (head, FLAG_CONFUSED))
766 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 792 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
767 793
768 /* If the monster hasn't already chosen a spell, choose one 794 /* If the monster hasn't already chosen a spell, choose one
769 * I'm not sure if it really make sense to pre-select spells (events 795 * I'm not sure if it really make sense to pre-select spells (events
770 * could be different by the time the monster goes again). 796 * could be different by the time the monster goes again).
771 */ 797 */
772 if(head->spellitem==NULL) { 798 if (head->spellitem == NULL)
799 {
773 if((spell_item=monster_choose_random_spell(head))==NULL) { 800 if ((spell_item = monster_choose_random_spell (head)) == NULL)
801 {
774 LOG(llevMonster,"Turned off spells in %s\n",head->name); 802 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
775 CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 803 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
776 return 0; 804 return 0;
777 } 805 }
778 if (spell_item->type == SPELLBOOK) { 806 if (spell_item->type == SPELLBOOK)
807 {
779 if (!spell_item->inv) { 808 if (!spell_item->inv)
809 {
780 LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name); 810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
781 return 0; 811 return 0;
782 } 812 }
783 spell_item=spell_item->inv; 813 spell_item = spell_item->inv;
784 } 814 }
785 } 815 }
786 else 816 else
787 spell_item=head->spellitem; 817 spell_item = head->spellitem;
788 818
789 if (!spell_item) return 0; 819 if (!spell_item)
820 return 0;
790 821
791 /* Best guess this is a defensive/healing spell */ 822 /* Best guess this is a defensive/healing spell */
792 if (spell_item->range<=1 || spell_item->stats.dam < 0) 823 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
793 dir = 0; 824 dir = 0;
794 825
795 /* Monster doesn't have enough spell-points */ 826 /* Monster doesn't have enough spell-points */
796 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 827 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
797 return 0; 828 return 0;
798 829
799 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 830 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
800 return 0; 831 return 0;
801 832
802 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 833 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
803 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); 834 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
804 835
805 /* set this to null, so next time monster will choose something different */ 836 /* set this to null, so next time monster will choose something different */
806 head->spellitem = NULL; 837 head->spellitem = NULL;
807 838
808 return cast_spell(part,part,dir, spell_item, NULL); 839 return cast_spell (part, part, dir, spell_item, NULL);
809} 840}
810 841
811 842
843int
812int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { 844monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
845{
813 object *scroll; 846 object *scroll;
814 object *owner; 847 object *owner;
815 rv_vector rv1; 848 rv_vector rv1;
816 849
817 /* If you want monsters to cast spells over friends, this spell should 850 /* If you want monsters to cast spells over friends, this spell should
818 * be removed. It probably should be in most cases, since monsters still 851 * be removed. It probably should be in most cases, since monsters still
819 * don't care about residual effects (ie, casting a cone which may have a 852 * don't care about residual effects (ie, casting a cone which may have a
820 * clear path to the player, the side aspects of the code will still hit 853 * clear path to the player, the side aspects of the code will still hit
821 * other monsters) 854 * other monsters)
822 */ 855 */
823 if(!(dir=path_to_player(part,pl,0))) 856 if (!(dir = path_to_player (part, pl, 0)))
824 return 0; 857 return 0;
858
859 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
825 860 {
826 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
827 get_rangevector(head, owner, &rv1, 0x1); 861 get_rangevector (head, owner, &rv1, 0x1);
828 if(dirdiff(dir,rv1.direction) < 2) { 862 if (dirdiff (dir, rv1.direction) < 2)
829 return 0; /* Might hit owner with spell */
830 } 863 {
864 return 0; /* Might hit owner with spell */
865 }
831 } 866 }
832 867
833 if(QUERY_FLAG(head,FLAG_CONFUSED)) 868 if (QUERY_FLAG (head, FLAG_CONFUSED))
834 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 869 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
835 870
836 for (scroll=head->inv; scroll; scroll=scroll->below) 871 for (scroll = head->inv; scroll; scroll = scroll->below)
837 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 872 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
873 break;
838 874
839 /* Used up all his scrolls, so nothing do to */ 875 /* Used up all his scrolls, so nothing do to */
840 if (!scroll) { 876 if (!scroll)
877 {
841 CLEAR_FLAG(head, FLAG_READY_SCROLL); 878 CLEAR_FLAG (head, FLAG_READY_SCROLL);
842 return 0; 879 return 0;
843 } 880 }
844 881
845 /* Spell should be cast on caster (ie, heal, strength) */ 882 /* Spell should be cast on caster (ie, heal, strength) */
846 if (scroll->inv->range==0) 883 if (scroll->inv->range == 0)
847 dir = 0; 884 dir = 0;
848 885
849 apply_scroll(part, scroll, dir); 886 apply_scroll (part, scroll, dir);
850 return 1; 887 return 1;
851} 888}
852 889
853/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 890/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
854 * Note that monsters do not need the skills SK_MELEE_WEAPON and 891 * Note that monsters do not need the skills SK_MELEE_WEAPON and
855 * SK_MISSILE_WEAPON to make those respective attacks, if we 892 * SK_MISSILE_WEAPON to make those respective attacks, if we
858 * 895 *
859 * The skills we are treating here are all but those. -b.t. 896 * The skills we are treating here are all but those. -b.t.
860 * 897 *
861 * At the moment this is only useful for throwing, perhaps for 898 * At the moment this is only useful for throwing, perhaps for
862 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 899 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
863 */ 900 */
864 901
902int
865int monster_use_skill(object *head, object *part, object *pl,int dir) { 903monster_use_skill (object *head, object *part, object *pl, int dir)
904{
866 object *skill, *owner; 905 object *skill, *owner;
867 906
868 if(!(dir=path_to_player(part,pl,0))) 907 if (!(dir = path_to_player (part, pl, 0)))
869 return 0; 908 return 0;
870 909
871 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 910 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
911 {
872 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 912 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
913
873 if(dirdiff(dir,dir2) < 1) 914 if (dirdiff (dir, dir2) < 1)
874 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 915 return 0; /* Might hit owner with skill -thrown rocks for example ? */
875 } 916 }
876 if(QUERY_FLAG(head,FLAG_CONFUSED)) 917 if (QUERY_FLAG (head, FLAG_CONFUSED))
877 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 918 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
878 919
879 /* skill selection - monster will use the next unused skill. 920 /* skill selection - monster will use the next unused skill.
880 * well...the following scenario will allow the monster to 921 * well...the following scenario will allow the monster to
881 * toggle between 2 skills. One day it would be nice to make 922 * toggle between 2 skills. One day it would be nice to make
882 * more skills available to monsters. 923 * more skills available to monsters.
883 */ 924 */
884 925
885 for(skill=head->inv;skill!=NULL;skill=skill->below) 926 for (skill = head->inv; skill != NULL; skill = skill->below)
886 if(skill->type==SKILL && skill!=head->chosen_skill) { 927 if (skill->type == SKILL && skill != head->chosen_skill)
928 {
887 head->chosen_skill=skill; 929 head->chosen_skill = skill;
888 break; 930 break;
889 } 931 }
890 932
891 if(!skill && !head->chosen_skill) { 933 if (!skill && !head->chosen_skill)
934 {
892 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", 935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
893 head->name,head->count);
894 CLEAR_FLAG(head, FLAG_READY_SKILL); 936 CLEAR_FLAG (head, FLAG_READY_SKILL);
895 return 0; 937 return 0;
896 } 938 }
897 /* use skill */ 939 /* use skill */
898 return do_skill(head, part, head->chosen_skill,dir,NULL); 940 return do_skill (head, part, head->chosen_skill, dir, NULL);
899} 941}
900 942
901/* Monster will use a ranged spell attack. */ 943/* Monster will use a ranged spell attack. */
902 944
945int
903int monster_use_range(object *head,object *part,object *pl,int dir) 946monster_use_range (object *head, object *part, object *pl, int dir)
904 { 947{
905 object *wand, *owner; 948 object *wand, *owner;
906 int at_least_one = 0; 949 int at_least_one = 0;
907 950
908 if(!(dir=path_to_player(part,pl,0))) 951 if (!(dir = path_to_player (part, pl, 0)))
909 return 0; 952 return 0;
910 953
911 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 954 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
955 {
912 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 956 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957
913 if(dirdiff(dir,dir2) < 2) 958 if (dirdiff (dir, dir2) < 2)
914 return 0; /* Might hit owner with spell */ 959 return 0; /* Might hit owner with spell */
915 } 960 }
916 if(QUERY_FLAG(head,FLAG_CONFUSED)) 961 if (QUERY_FLAG (head, FLAG_CONFUSED))
917 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 962 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
918 963
919 for(wand=head->inv;wand!=NULL;wand=wand->below) 964 for (wand = head->inv; wand != NULL; wand = wand->below)
920 { 965 {
921 if (wand->type == WAND) 966 if (wand->type == WAND)
967 {
968 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1;
970 if (wand->stats.food <= 0)
971 continue;
972
973 cast_spell (head, wand, dir, wand->inv, NULL);
974
975 if (!(--wand->stats.food))
922 { 976 {
923 /* Found a wand, let's see if it has charges left */ 977 if (wand->arch)
924 at_least_one = 1;
925 if( wand->stats.food<=0 )
926 continue;
927
928 cast_spell( head, wand, dir, wand->inv, NULL );
929
930 if ( !( --wand->stats.food ) )
931 { 978 {
932 if ( wand->arch )
933 {
934 CLEAR_FLAG(wand, FLAG_ANIMATE); 979 CLEAR_FLAG (wand, FLAG_ANIMATE);
935 wand->face = wand->arch->clone.face; 980 wand->face = wand->arch->clone.face;
936 wand->speed = 0; 981 wand->set_speed (0);
937 update_ob_speed(wand);
938 }
939 } 982 }
940 /* Success */
941 return 1;
942 } 983 }
984 /* Success */
985 return 1;
986 }
943 else if ( wand->type == ROD || wand->type==HORN ) { 987 else if (wand->type == ROD || wand->type == HORN)
988 {
944 /* Found rod/horn, let's use it if possible */ 989 /* Found rod/horn, let's use it if possible */
945 at_least_one = 1; 990 at_least_one = 1;
946 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) 991 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
947 continue; 992 continue;
948 993
949 /* drain charge before casting spell - can be a case where the 994 /* drain charge before casting spell - can be a case where the
950 * spell destroys the monster, and rod, so if done after, results 995 * spell destroys the monster, and rod, so if done after, results
951 * in crash. 996 * in crash.
952 */ 997 */
953 drain_rod_charge( wand ); 998 drain_rod_charge (wand);
954 cast_spell( head, wand, dir, wand->inv, NULL ); 999 cast_spell (head, wand, dir, wand->inv, NULL);
955 1000
956 /* Success */ 1001 /* Success */
957 return 1; 1002 return 1;
958 } 1003 }
959 } 1004 }
960 1005
961 if ( at_least_one ) 1006 if (at_least_one)
962 return 0; 1007 return 0;
963 1008
964 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
965 head->name,head->count);
966 CLEAR_FLAG(head, FLAG_READY_RANGE); 1010 CLEAR_FLAG (head, FLAG_READY_RANGE);
967 return 0; 1011 return 0;
968 } 1012}
969 1013
1014int
970int monster_use_bow(object *head, object *part, object *pl, int dir) { 1015monster_use_bow (object *head, object *part, object *pl, int dir)
1016{
971 object *owner; 1017 object *owner;
972 1018
973 if(!(dir=path_to_player(part,pl,0))) 1019 if (!(dir = path_to_player (part, pl, 0)))
974 return 0; 1020 return 0;
975 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1021 if (QUERY_FLAG (head, FLAG_CONFUSED))
976 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1022 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
977 1023
978 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 {
979 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 1026 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1027
980 if(dirdiff(dir,dir2) < 1) 1028 if (dirdiff (dir, dir2) < 1)
981 return 0; /* Might hit owner with arrow */ 1029 return 0; /* Might hit owner with arrow */
982 } 1030 }
983 1031
984 /* in server/player.c */ 1032 /* in server/player.c */
985 return fire_bow(head, part, NULL, dir, 0, part->x, part->y); 1033 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
986 1034
987} 1035}
988 1036
989/* Checks if putting on 'item' will make 'who' do more 1037/* Checks if putting on 'item' will make 'who' do more
990 * damage. This is a very simplistic check - also checking things 1038 * damage. This is a very simplistic check - also checking things
991 * like speed and ac are also relevant. 1039 * like speed and ac are also relevant.
992 * 1040 *
993 * return true if item is a better object. 1041 * return true if item is a better object.
994 */ 1042 */
995 1043
1044int
996int check_good_weapon(object *who, object *item) { 1045check_good_weapon (object *who, object *item)
1046{
997 object *other_weap; 1047 object *other_weap;
998 int val=0, i; 1048 int val = 0, i;
999 1049
1000 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) 1050 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1001 if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) 1051 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1002 break; 1052 break;
1003 1053
1004 if(other_weap==NULL) /* No other weapons */ 1054 if (other_weap == NULL) /* No other weapons */
1005 return 1; 1055 return 1;
1006 1056
1007 /* Rather than go through and apply the new one, and see if it is 1057 /* Rather than go through and apply the new one, and see if it is
1008 * better, just do some simple checks 1058 * better, just do some simple checks
1009 * Put some multipliers for things that hvae several effects, 1059 * Put some multipliers for things that hvae several effects,
1010 * eg, magic affects both damage and wc, so it has more weight 1060 * eg, magic affects both damage and wc, so it has more weight
1011 */ 1061 */
1012 1062
1013 val = item->stats.dam - other_weap->stats.dam; 1063 val = item->stats.dam - other_weap->stats.dam;
1014 val += (item->magic - other_weap->magic) * 3; 1064 val += (item->magic - other_weap->magic) * 3;
1015 /* Monsters don't really get benefits from things like regen rates 1065 /* Monsters don't really get benefits from things like regen rates
1016 * from items. But the bonus for their stats are very important. 1066 * from items. But the bonus for their stats are very important.
1017 */ 1067 */
1018 for (i=0; i<NUM_STATS; i++) 1068 for (i = 0; i < NUM_STATS; i++)
1019 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; 1069 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1020 1070
1021 if (val > 0) return 1; 1071 if (val > 0)
1072 return 1;
1073 else
1022 else return 0; 1074 return 0;
1023 1075
1024} 1076}
1025 1077
1078int
1026int check_good_armour(object *who, object *item) { 1079check_good_armour (object *who, object *item)
1080{
1027 object *other_armour; 1081 object *other_armour;
1028 int val=0,i; 1082 int val = 0, i;
1029 1083
1030 for (other_armour = who->inv; other_armour != NULL; 1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1031 other_armour = other_armour->below)
1032 if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) 1085 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1033 break; 1086 break;
1034 1087
1035 if (other_armour == NULL) /* No other armour, use the new */ 1088 if (other_armour == NULL) /* No other armour, use the new */
1036 return 1; 1089 return 1;
1037 1090
1038 /* Like above function , see which is better */ 1091 /* Like above function , see which is better */
1039 val = item->stats.ac - other_armour->stats.ac; 1092 val = item->stats.ac - other_armour->stats.ac;
1040 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; 1093 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1041 val += (item->magic - other_armour->magic) * 3; 1094 val += (item->magic - other_armour->magic) * 3;
1042 1095
1043 /* for the other protections, do weigh them very much in the equation - 1096 /* for the other protections, do weigh them very much in the equation -
1044 * it is the armor protection which is most important, because there is 1097 * it is the armor protection which is most important, because there is
1045 * no good way to know what the player may attack the monster with. 1098 * no good way to know what the player may attack the monster with.
1046 * So if the new item has better protection than the old, give that higher 1099 * So if the new item has better protection than the old, give that higher
1047 * value. If the reverse, then decrease the value of this item some. 1100 * value. If the reverse, then decrease the value of this item some.
1048 */ 1101 */
1049 for (i=1; i <NROFATTACKS; i++) { 1102 for (i = 1; i < NROFATTACKS; i++)
1103 {
1050 if (item->resist[i] > other_armour->resist[i]) val++; 1104 if (item->resist[i] > other_armour->resist[i])
1105 val++;
1051 else if (item->resist[i] < other_armour->resist[i]) val--; 1106 else if (item->resist[i] < other_armour->resist[i])
1107 val--;
1052 } 1108 }
1053 1109
1054 /* Very few armours have stats, so not much need to worry about those. */ 1110 /* Very few armours have stats, so not much need to worry about those. */
1055 1111
1056 if (val > 0) return 1; 1112 if (val > 0)
1113 return 1;
1114 else
1057 else return 0; 1115 return 0;
1058 1116
1059} 1117}
1060 1118
1061/* 1119/*
1062 * monster_check_pickup(): checks for items that monster can pick up. 1120 * monster_check_pickup(): checks for items that monster can pick up.
1072 * became a recursive loop. It may be better to call monster_check_apply 1130 * became a recursive loop. It may be better to call monster_check_apply
1073 * after we pick everything up, since that function may call others which 1131 * after we pick everything up, since that function may call others which
1074 * affect stacking on this space. 1132 * affect stacking on this space.
1075 */ 1133 */
1076 1134
1135void
1077void monster_check_pickup(object *monster) { 1136monster_check_pickup (object *monster)
1137{
1078 object *tmp,*next; 1138 object *tmp, *next;
1079 int next_tag;
1080 1139
1081 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1140 for (tmp = monster->below; tmp != NULL; tmp = next)
1141 {
1082 next=tmp->below; 1142 next = tmp->below;
1083 next_tag = next ? next->count : 0;
1084 if (monster_can_pick(monster,tmp)) { 1143 if (monster_can_pick (monster, tmp))
1085 remove_ob(tmp); 1144 {
1145 tmp->remove ();
1086 tmp = insert_ob_in_ob(tmp,monster); 1146 tmp = insert_ob_in_ob (tmp, monster);
1087 (void) monster_check_apply(monster,tmp); 1147 (void) monster_check_apply (monster, tmp);
1088 } 1148 }
1089 /* We could try to re-establish the cycling, of the space, but probably 1149 /* We could try to re-establish the cycling, of the space, but probably
1090 * not a big deal to just bail out. 1150 * not a big deal to just bail out.
1091 */ 1151 */
1092 if (next && was_destroyed(next, next_tag)) return; 1152 if (next && next->destroyed ())
1153 return;
1093 } 1154 }
1094} 1155}
1095 1156
1096/* 1157/*
1097 * monster_can_pick(): If the monster is interested in picking up 1158 * monster_can_pick(): If the monster is interested in picking up
1098 * the item, then return 0. Otherwise 0. 1159 * the item, then return 0. Otherwise 0.
1099 * Instead of pick_up, flags for "greed", etc, should be used. 1160 * Instead of pick_up, flags for "greed", etc, should be used.
1100 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1161 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1101 */ 1162 */
1102 1163
1164int
1103int monster_can_pick(object *monster, object *item) { 1165monster_can_pick (object *monster, object *item)
1166{
1104 int flag=0; 1167 int flag = 0;
1105 int i; 1168 int i;
1106 1169
1107 if(!can_pick(monster,item)) 1170 if (!can_pick (monster, item))
1108 return 0; 1171 return 0;
1109 1172
1110 if(QUERY_FLAG(item,FLAG_UNPAID)) 1173 if (QUERY_FLAG (item, FLAG_UNPAID))
1111 return 0; 1174 return 0;
1112 1175
1113 if (monster->pick_up&64) /* All */ 1176 if (monster->pick_up & 64) /* All */
1114 flag=1; 1177 flag = 1;
1115 1178
1179 else
1116 else switch(item->type) { 1180 switch (item->type)
1181 {
1117 case MONEY: 1182 case MONEY:
1118 case GEM: 1183 case GEM:
1119 flag=monster->pick_up&2; 1184 flag = monster->pick_up & 2;
1120 break; 1185 break;
1121 1186
1122 case FOOD: 1187 case FOOD:
1123 flag=monster->pick_up&4; 1188 flag = monster->pick_up & 4;
1124 break; 1189 break;
1125 1190
1126 case WEAPON: 1191 case WEAPON:
1127 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); 1192 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1128 break; 1193 break;
1129 1194
1130 case ARMOUR: 1195 case ARMOUR:
1131 case SHIELD: 1196 case SHIELD:
1132 case HELMET: 1197 case HELMET:
1133 case BOOTS: 1198 case BOOTS:
1134 case GLOVES: 1199 case GLOVES:
1135 case GIRDLE: 1200 case GIRDLE:
1136 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); 1201 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1137 break; 1202 break;
1138 1203
1139 case SKILL: 1204 case SKILL:
1140 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); 1205 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1141 break; 1206 break;
1142 1207
1143 case RING: 1208 case RING:
1144 flag=QUERY_FLAG(monster,FLAG_USE_RING); 1209 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1145 break; 1210 break;
1146 1211
1147 case WAND: 1212 case WAND:
1148 case HORN: 1213 case HORN:
1149 case ROD: 1214 case ROD:
1150 flag=QUERY_FLAG(monster,FLAG_USE_RANGE); 1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1151 break; 1216 break;
1152 1217
1153 case SPELLBOOK: 1218 case SPELLBOOK:
1154 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); 1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1155 break; 1220 break;
1156 1221
1157 case SCROLL: 1222 case SCROLL:
1158 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); 1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1159 break; 1224 break;
1160 1225
1161 case BOW: 1226 case BOW:
1162 case ARROW: 1227 case ARROW:
1163 flag=QUERY_FLAG(monster,FLAG_USE_BOW); 1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1164 break; 1229 break;
1165 } 1230 }
1166 /* Simplistic check - if the monster has a location to equip it, he will 1231 /* Simplistic check - if the monster has a location to equip it, he will
1167 * pick it up. Note that this doesn't handle cases where an item may 1232 * pick it up. Note that this doesn't handle cases where an item may
1168 * use several locations. 1233 * use several locations.
1169 */ 1234 */
1170 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 {
1171 if (monster->body_info[i] && item->body_info[i]) { 1237 if (monster->body_info[i] && item->body_info[i])
1238 {
1172 flag=1; 1239 flag = 1;
1173 break; 1240 break;
1174 } 1241 }
1175 } 1242 }
1176 1243
1177 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) 1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1178 return 1;
1179 return 0; 1245 return 1;
1246 return 0;
1180} 1247}
1181 1248
1182/* 1249/*
1183 * monster_apply_below(): 1250 * monster_apply_below():
1184 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1251 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1185 * eager to apply things, encounters something apply-able, 1252 * eager to apply things, encounters something apply-able,
1186 * then make him apply it 1253 * then make him apply it
1187 */ 1254 */
1188 1255
1256void
1189void monster_apply_below(object *monster) { 1257monster_apply_below (object *monster)
1258{
1190 object *tmp, *next; 1259 object *tmp, *next;
1191 1260
1192 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1261 for (tmp = monster->below; tmp != NULL; tmp = next)
1262 {
1193 next=tmp->below; 1263 next = tmp->below;
1194 switch (tmp->type) { 1264 switch (tmp->type)
1265 {
1195 case CF_HANDLE: 1266 case CF_HANDLE:
1196 case TRIGGER: 1267 case TRIGGER:
1197 if (monster->will_apply&1) 1268 if (monster->will_apply & 1)
1198 manual_apply(monster,tmp,0); 1269 manual_apply (monster, tmp, 0);
1199 break; 1270 break;
1200 1271
1201 case TREASURE: 1272 case TREASURE:
1202 if (monster->will_apply&2) 1273 if (monster->will_apply & 2)
1203 manual_apply(monster,tmp,0); 1274 manual_apply (monster, tmp, 0);
1204 break; 1275 break;
1205 1276
1206 } 1277 }
1207 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1278 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1208 break; 1279 break;
1209 } 1280 }
1210} 1281}
1211 1282
1212/* 1283/*
1213 * monster_check_apply() is meant to be called after an item is 1284 * monster_check_apply() is meant to be called after an item is
1219 * they can pick up all that they can use. 1290 * they can pick up all that they can use.
1220 */ 1291 */
1221 1292
1222/* Sept 96, fixed this so skills will be readied -b.t.*/ 1293/* Sept 96, fixed this so skills will be readied -b.t.*/
1223 1294
1295void
1224void monster_check_apply(object *mon, object *item) { 1296monster_check_apply (object *mon, object *item)
1297{
1225 1298
1226 int flag = 0; 1299 int flag = 0;
1227 1300
1228 if(item->type==SPELLBOOK&&
1229 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { 1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1302 {
1230 SET_FLAG(mon, FLAG_CAST_SPELL); 1303 SET_FLAG (mon, FLAG_CAST_SPELL);
1231 return; 1304 return;
1232 } 1305 }
1233 1306
1234 /* If for some reason, this item is already applied, no more work to do */ 1307 /* If for some reason, this item is already applied, no more work to do */
1235 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1308 if (QUERY_FLAG (item, FLAG_APPLIED))
1236
1237 /* Might be better not to do this - if the monster can fire a bow,
1238 * it is possible in his wanderings, he will find one to use. In
1239 * which case, it would be nice to have ammo for it.
1240 */
1241 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1242 /* Check for the right kind of bow */
1243 object *bow;
1244 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1245 if(bow->type==BOW && bow->race==item->race) {
1246 SET_FLAG(mon, FLAG_READY_BOW);
1247 LOG(llevMonster,"Found correct bow for arrows.\n");
1248 return; /* nothing more to do for arrows */
1249 }
1250 }
1251
1252 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1253 /* Eating food gets hp back */
1254 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1255 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1256 if (!item->inv)
1257 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1258 else if (monster_should_cast_spell(mon, item->inv))
1259 SET_FLAG(mon, FLAG_READY_SCROLL);
1260 /* Don't use it right now */
1261 return;
1262 }
1263 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1264 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1265 /* Should do something more, like make sure this is a better item */
1266 else if (item->type == RING)
1267 flag=1;
1268 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1269 {
1270 /* We never really 'ready' the wand/rod/horn, because that would mean the
1271 * weapon would get undone.
1272 */
1273 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1274 {
1275 SET_FLAG(mon, FLAG_READY_RANGE);
1276 SET_FLAG(item, FLAG_APPLIED);
1277 }
1278 return;
1279 }
1280 else if (item->type == BOW) {
1281 /* We never really 'ready' the bow, because that would mean the
1282 * weapon would get undone.
1283 */
1284 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1285 SET_FLAG(mon, FLAG_READY_BOW);
1286 return;
1287 }
1288 else if ( item->type == SKILL )
1289 {
1290 /*
1291 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1292 * else they can't use the skill...
1293 * Skills also don't need to get applied, so return now.
1294 */
1295 SET_FLAG(mon, FLAG_READY_SKILL);
1296 return;
1297 }
1298
1299
1300 /* if we don't match one of the above types, return now.
1301 * can_apply_object will say that we can apply things like flesh,
1302 * bolts, and whatever else, because it only checks against the
1303 * body_info locations.
1304 */
1305 if (!flag) return;
1306
1307 /* Check to see if the monster can use this item. If not, no need
1308 * to do further processing. Note that can_apply_object already checks
1309 * for the CAN_USE flags.
1310 */
1311 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1312
1313 /* should only be applying this item, not unapplying it.
1314 * also, ignore status of curse so they can take off old armour.
1315 * monsters have some advantages after all.
1316 */
1317 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1318
1319 return; 1309 return;
1320}
1321 1310
1311 /* Might be better not to do this - if the monster can fire a bow,
1312 * it is possible in his wanderings, he will find one to use. In
1313 * which case, it would be nice to have ammo for it.
1314 */
1315 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1316 {
1317 /* Check for the right kind of bow */
1318 object *bow;
1319
1320 for (bow = mon->inv; bow != NULL; bow = bow->below)
1321 if (bow->type == BOW && bow->race == item->race)
1322 {
1323 SET_FLAG (mon, FLAG_READY_BOW);
1324 LOG (llevMonster, "Found correct bow for arrows.\n");
1325 return; /* nothing more to do for arrows */
1326 }
1327 }
1328
1329 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1330 flag = 1;
1331 /* Eating food gets hp back */
1332 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1333 flag = 1;
1334 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1335 {
1336 if (!item->inv)
1337 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1338 else if (monster_should_cast_spell (mon, item->inv))
1339 SET_FLAG (mon, FLAG_READY_SCROLL);
1340 /* Don't use it right now */
1341 return;
1342 }
1343 else if (item->type == WEAPON)
1344 flag = check_good_weapon (mon, item);
1345 else if (item->is_armor ())
1346 flag = check_good_armour (mon, item);
1347 /* Should do something more, like make sure this is a better item */
1348 else if (item->type == RING)
1349 flag = 1;
1350 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1351 {
1352 /* We never really 'ready' the wand/rod/horn, because that would mean the
1353 * weapon would get undone.
1354 */
1355 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1356 {
1357 SET_FLAG (mon, FLAG_READY_RANGE);
1358 SET_FLAG (item, FLAG_APPLIED);
1359 }
1360 return;
1361 }
1362 else if (item->type == BOW)
1363 {
1364 /* We never really 'ready' the bow, because that would mean the
1365 * weapon would get undone.
1366 */
1367 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1368 SET_FLAG (mon, FLAG_READY_BOW);
1369 return;
1370 }
1371 else if (item->type == SKILL)
1372 {
1373 /*
1374 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1375 * else they can't use the skill...
1376 * Skills also don't need to get applied, so return now.
1377 */
1378 SET_FLAG (mon, FLAG_READY_SKILL);
1379 return;
1380 }
1381
1382
1383 /* 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,
1385 * bolts, and whatever else, because it only checks against the
1386 * body_info locations.
1387 */
1388 if (!flag)
1389 return;
1390
1391 /* Check to see if the monster can use this item. If not, no need
1392 * to do further processing. Note that can_apply_object already checks
1393 * for the CAN_USE flags.
1394 */
1395 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1396 return;
1397
1398 /* should only be applying this item, not unapplying it.
1399 * also, ignore status of curse so they can take off old armour.
1400 * monsters have some advantages after all.
1401 */
1402 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1403
1404 return;
1405}
1406
1407void
1322void npc_call_help(object *op) { 1408npc_call_help (object *op)
1409{
1323 int x,y, mflags; 1410 int x, y, mflags;
1324 object *npc; 1411 object *npc;
1325 sint16 sx, sy; 1412 sint16 sx, sy;
1326 mapstruct *m; 1413 maptile *m;
1327 1414
1328 for(x = -3; x < 4; x++) 1415 for (x = -3; x < 4; x++)
1329 for(y = -3; y < 4; y++) { 1416 for (y = -3; y < 4; y++)
1417 {
1330 m = op->map; 1418 m = op->map;
1331 sx = op->x + x; 1419 sx = op->x + x;
1332 sy = op->y + y; 1420 sy = op->y + y;
1333 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1421 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1334 /* If nothing alive on this space, no need to search the space. */ 1422 /* If nothing alive on this space, no need to search the space. */
1335 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1423 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1336 continue; 1424 continue;
1337 1425
1338 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) 1426 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1339 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) 1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1340 npc->enemy = op->enemy; 1428 npc->enemy = op->enemy;
1341 } 1429 }
1342} 1430}
1343 1431
1344 1432
1433int
1345int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { 1434dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1435{
1346 1436
1347 if (can_hit(part,enemy,rv)) 1437 if (can_hit (part, enemy, rv))
1348 return dir; 1438 return dir;
1349 if (rv->distance < 10) 1439 if (rv->distance < 10)
1350 return absdir(dir+4); 1440 return absdir (dir + 4);
1351 else if (rv->distance>18) 1441 else if (rv->distance > 18)
1352 return dir; 1442 return dir;
1353 return 0; 1443 return 0;
1354} 1444}
1355 1445
1446int
1356int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { 1447run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448{
1357 1449
1358 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { 1450 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1451 {
1359 ob->move_status++; 1452 ob->move_status++;
1360 return (dir); 1453 return (dir);
1361 } 1454 }
1362 else if (ob->move_status >20) 1455 else if (ob->move_status > 20)
1363 ob->move_status = 0;
1364 return absdir (dir+4);
1365}
1366
1367int hitrun_att (int dir, object *ob,object *enemy) {
1368 if (ob->move_status ++ < 25)
1369 return dir;
1370 else if (ob->move_status <50)
1371 return absdir (dir+4);
1372 else
1373 ob->move_status = 0;
1374 return absdir(dir+4);
1375}
1376
1377int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1378
1379 int inrange = can_hit (part, enemy,rv);
1380
1381 if (ob->move_status || inrange)
1382 ob->move_status++;
1383
1384 if (ob->move_status == 0)
1385 return 0;
1386 else if (ob->move_status <10)
1387 return dir;
1388 else if (ob->move_status <15)
1389 return absdir(dir+4);
1390 ob->move_status = 0; 1456 ob->move_status = 0;
1457 return absdir (dir + 4);
1458}
1459
1460int
1461hitrun_att (int dir, object *ob, object *enemy)
1462{
1463 if (ob->move_status++ < 25)
1391 return 0; 1464 return dir;
1392} 1465 else if (ob->move_status < 50)
1393
1394int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1395
1396 /* The logic below here looked plain wrong before. Basically, what should
1397 * happen is that if the creatures hp percentage falls below run_away,
1398 * the creature should run away (dir+4)
1399 * I think its wrong for a creature to have a zero maxhp value, but
1400 * at least one map has this set, and whatever the map contains, the
1401 * server should try to be resilant enough to avoid the problem
1402 */
1403 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1404 return absdir(dir+4);
1405 return dist_att (dir,ob,enemy,part,rv);
1406}
1407
1408int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1409 if (rv->distance < 9)
1410 return absdir (dir+4); 1466 return absdir (dir + 4);
1411 return 0; 1467 else
1412}
1413
1414void circ1_move (object *ob) {
1415 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1416 if(++ob->move_status > 11)
1417 ob->move_status = 0; 1468 ob->move_status = 0;
1418 if (!(move_object(ob,circle[ob->move_status]))) 1469 return absdir (dir + 4);
1419 (void) move_object(ob,RANDOM()%8+1);
1420} 1470}
1421 1471
1472int
1473wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1474{
1475
1476 int inrange = can_hit (part, enemy, rv);
1477
1478 if (ob->move_status || inrange)
1479 ob->move_status++;
1480
1481 if (ob->move_status == 0)
1482 return 0;
1483 else if (ob->move_status < 10)
1484 return dir;
1485 else if (ob->move_status < 15)
1486 return absdir (dir + 4);
1487 ob->move_status = 0;
1488 return 0;
1489}
1490
1491int
1492disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1493{
1494
1495 /* The logic below here looked plain wrong before. Basically, what should
1496 * happen is that if the creatures hp percentage falls below run_away,
1497 * the creature should run away (dir+4)
1498 * I think its wrong for a creature to have a zero maxhp value, but
1499 * 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
1501 */
1502 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1503 return absdir (dir + 4);
1504 return dist_att (dir, ob, enemy, part, rv);
1505}
1506
1507int
1508wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509{
1510 if (rv->distance < 9)
1511 return absdir (dir + 4);
1512 return 0;
1513}
1514
1515void
1422void circ2_move (object *ob) { 1516circ1_move (object *ob)
1517{
1423 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; 1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1424 if(++ob->move_status > 19) 1519 if (++ob->move_status > 11)
1425 ob->move_status = 0; 1520 ob->move_status = 0;
1426 if(!(move_object(ob,circle[ob->move_status]))) 1521 if (!(move_object (ob, circle[ob->move_status])))
1427 (void) move_object(ob,RANDOM()%8+1); 1522 (void) move_object (ob, RANDOM () % 8 + 1);
1428} 1523}
1429 1524
1525void
1526circ2_move (object *ob)
1527{
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 };
1529 if (++ob->move_status > 19)
1530 ob->move_status = 0;
1531 if (!(move_object (ob, circle[ob->move_status])))
1532 (void) move_object (ob, RANDOM () % 8 + 1);
1533}
1534
1535void
1430void pace_movev(object *ob) { 1536pace_movev (object *ob)
1537{
1431 if (ob->move_status++ > 6) 1538 if (ob->move_status++ > 6)
1432 ob->move_status = 0; 1539 ob->move_status = 0;
1433 if (ob->move_status < 4) 1540 if (ob->move_status < 4)
1434 (void) move_object (ob,5); 1541 (void) move_object (ob, 5);
1435 else 1542 else
1436 (void) move_object(ob,1); 1543 (void) move_object (ob, 1);
1437} 1544}
1438 1545
1546void
1439void pace_moveh (object *ob) { 1547pace_moveh (object *ob)
1548{
1440 if (ob->move_status++ > 6) 1549 if (ob->move_status++ > 6)
1441 ob->move_status = 0; 1550 ob->move_status = 0;
1442 if (ob->move_status < 4) 1551 if (ob->move_status < 4)
1443 (void) move_object(ob,3); 1552 (void) move_object (ob, 3);
1444 else 1553 else
1445 (void) move_object(ob,7); 1554 (void) move_object (ob, 7);
1446} 1555}
1447 1556
1557void
1448void pace2_movev (object *ob) { 1558pace2_movev (object *ob)
1559{
1449 if (ob->move_status ++ > 16) 1560 if (ob->move_status++ > 16)
1450 ob->move_status = 0; 1561 ob->move_status = 0;
1451 if (ob->move_status <6) 1562 if (ob->move_status < 6)
1452 (void) move_object (ob,5); 1563 (void) move_object (ob, 5);
1453 else if (ob->move_status < 8) 1564 else if (ob->move_status < 8)
1454 return; 1565 return;
1455 else if (ob->move_status <13) 1566 else if (ob->move_status < 13)
1456 (void) move_object (ob,1); 1567 (void) move_object (ob, 1);
1568 else
1457 else return; 1569 return;
1458} 1570}
1459 1571
1572void
1460void pace2_moveh (object *ob) { 1573pace2_moveh (object *ob)
1574{
1461 if (ob->move_status ++ > 16) 1575 if (ob->move_status++ > 16)
1462 ob->move_status = 0; 1576 ob->move_status = 0;
1463 if (ob->move_status <6) 1577 if (ob->move_status < 6)
1464 (void) move_object (ob,3); 1578 (void) move_object (ob, 3);
1465 else if (ob->move_status < 8) 1579 else if (ob->move_status < 8)
1466 return; 1580 return;
1467 else if (ob->move_status <13) 1581 else if (ob->move_status < 13)
1468 (void) move_object (ob,7); 1582 (void) move_object (ob, 7);
1583 else
1469 else return; 1584 return;
1470} 1585}
1471 1586
1587void
1472void rand_move (object *ob) { 1588rand_move (object *ob)
1589{
1473 int i; 1590 int i;
1474 if (ob->move_status <1 || ob->move_status >8 || 1591
1475 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9)))) 1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1476 for (i = 0; i < 5; i++) 1593 for (i = 0; i < 5; i++)
1477 if (move_object(ob,ob->move_status = RANDOM()%8+1)) 1594 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1478 return; 1595 return;
1479} 1596}
1480 1597
1598void
1481void check_earthwalls(object *op, mapstruct *m, int x, int y) { 1599check_earthwalls (object *op, maptile *m, int x, int y)
1600{
1482 object *tmp; 1601 object *tmp;
1602
1483 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1603 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1604 {
1484 if (tmp->type == EARTHWALL) { 1605 if (tmp->type == EARTHWALL)
1606 {
1485 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); 1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1486 return; 1608 return;
1487 } 1609 }
1488 } 1610 }
1489} 1611}
1490 1612
1613void
1491void check_doors(object *op, mapstruct *m, int x, int y) { 1614check_doors (object *op, maptile *m, int x, int y)
1615{
1492 object *tmp; 1616 object *tmp;
1617
1493 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1618 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1619 {
1494 if (tmp->type == DOOR) { 1620 if (tmp->type == DOOR)
1621 {
1495 hit_player(tmp,1000,op,AT_PHYSICAL,1); 1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1496 return; 1623 return;
1497 } 1624 }
1498 } 1625 }
1499} 1626}
1500 1627
1501/* find_mon_throw_ob() - modeled on find_throw_ob 1628/* find_mon_throw_ob() - modeled on find_throw_ob
1504 * furniture, even if they are not good throwable objects. 1631 * furniture, even if they are not good throwable objects.
1505 * Probably better to have the monster throw a throwable object 1632 * Probably better to have the monster throw a throwable object
1506 * first, then throw any non equipped weapon. 1633 * first, then throw any non equipped weapon.
1507 */ 1634 */
1508 1635
1636object *
1509object *find_mon_throw_ob( object *op ) { 1637find_mon_throw_ob (object *op)
1638{
1510 object *tmp = NULL; 1639 object *tmp = NULL;
1511
1512 if(op->head) tmp=op->head; else tmp=op;
1513 1640
1641 if (op->head)
1642 tmp = op->head;
1643 else
1644 tmp = op;
1645
1514 /* New throw code: look through the inventory. Grap the first legal is_thrown 1646 /* New throw code: look through the inventory. Grap the first legal is_thrown
1515 * marked item and throw it to the enemy. 1647 * marked item and throw it to the enemy.
1516 */ 1648 */
1517 1649
1518 for(tmp=op->inv;tmp;tmp=tmp->below) { 1650 for (tmp = op->inv; tmp; tmp = tmp->below)
1651 {
1519 1652
1520 /* Can't throw invisible objects or items that are applied */ 1653 /* Can't throw invisible objects or items that are applied */
1521 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1654 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1655 continue;
1522 1656
1523 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1657 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1524 break; 1658 break;
1525 1659
1526 } 1660 }
1527 1661
1528#ifdef DEBUG_THROW 1662#ifdef DEBUG_THROW
1529 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1663 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1530 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1531#endif 1664#endif
1532 1665
1533 return tmp; 1666 return tmp;
1534} 1667}
1535 1668
1536/* determine if we can 'detect' the enemy. Check for walls blocking the 1669/* determine if we can 'detect' the enemy. Check for walls blocking the
1537 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1670 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1538 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1671 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1541 * OR y distance being within some range - that seemed wrong - both should 1674 * OR y distance being within some range - that seemed wrong - both should
1542 * be within the valid range. MSW 2001-08-05 1675 * be within the valid range. MSW 2001-08-05
1543 * Returns 0 if enemy can not be detected, 1 if it is detected 1676 * Returns 0 if enemy can not be detected, 1 if it is detected
1544 */ 1677 */
1545 1678
1679int
1546int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1680can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1681{
1547 int radius = MIN_MON_RADIUS, hide_discovery; 1682 int radius = MIN_MON_RADIUS, hide_discovery;
1548 1683
1549 /* null detection for any of these condtions always */ 1684 /* null detection for any of these condtions always */
1550 if(!op || !enemy || !op->map || !enemy->map) 1685 if (!op || !enemy || !op->map || !enemy->map)
1551 return 0; 1686 return 0;
1552 1687
1553 /* If the monster (op) has no way to get to the enemy, do nothing */ 1688 /* If the monster (op) has no way to get to the enemy, do nothing */
1554 if (!on_same_map(op, enemy)) 1689 if (!on_same_map (op, enemy))
1555 return 0; 1690 return 0;
1556 1691
1557 get_rangevector(op, enemy, rv, 0); 1692 get_rangevector (op, enemy, rv, 0);
1558 1693
1559 /* Monsters always ignore the DM */ 1694 /* Monsters always ignore the DM */
1560 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1695 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1561 return 0; 1696 return 0;
1562 1697
1563 /* simple check. Should probably put some range checks in here. */ 1698 /* simple check. Should probably put some range checks in here. */
1564 if(can_see_enemy(op,enemy)) return 1; 1699 if (can_see_enemy (op, enemy))
1700 return 1;
1565 1701
1566 /* The rest of this is for monsters. Players are on their own for 1702 /* The rest of this is for monsters. Players are on their own for
1567 * finding enemies! 1703 * finding enemies!
1568 */ 1704 */
1569 if(op->type==PLAYER) return 0; 1705 if (op->type == PLAYER)
1706 return 0;
1570 1707
1571 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1708 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1572 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1709 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1573 */ 1710 */
1574 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1711 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1575 return 0; 1712 return 0;
1576 1713
1577 /* use this for invis also */ 1714 /* use this for invis also */
1578 hide_discovery = op->stats.Int/5; 1715 hide_discovery = op->stats.Int / 5;
1579 1716
1580 /* Determine Detection radii */ 1717 /* Determine Detection radii */
1581 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1718 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1582 radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; 1719 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1720 else
1583 else { /* a level/INT/Dex adjustment for hiding */ 1721 { /* a level/INT/Dex adjustment for hiding */
1584 object *sk_hide; 1722 object *sk_hide;
1585 int bonus = (op->level/2) + (op->stats.Int/5); 1723 int bonus = (op->level / 2) + (op->stats.Int / 5);
1586 1724
1587 if(enemy->type==PLAYER) { 1725 if (enemy->type == PLAYER)
1726 {
1588 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1727 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1589 bonus -= sk_hide->level; 1728 bonus -= sk_hide->level;
1590 else { 1729 else
1730 {
1591 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); 1731 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1592 make_visible(enemy); 1732 make_visible (enemy);
1593 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1733 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1594 } 1734 }
1595 } 1735 }
1596 else /* enemy is not a player */ 1736 else /* enemy is not a player */
1597 bonus -= enemy->level; 1737 bonus -= enemy->level;
1598 1738
1599 radius += bonus/5; 1739 radius += bonus / 5;
1600 hide_discovery += bonus*5; 1740 hide_discovery += bonus * 5;
1601 } /* else creature has modifiers for hiding */ 1741 } /* else creature has modifiers for hiding */
1602 1742
1603 /* Radii stealth adjustment. Only if you are stealthy 1743 /* Radii stealth adjustment. Only if you are stealthy
1604 * will you be able to sneak up closer to creatures */ 1744 * will you be able to sneak up closer to creatures */
1605 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1745 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1606 radius = radius/2, hide_discovery = hide_discovery/3; 1746 radius = radius / 2, hide_discovery = hide_discovery / 3;
1607 1747
1608 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1609 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1749 if (op->map->darkness > 0 && !stand_in_light (enemy))
1750 {
1610 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1611 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1612 */ 1753 */
1613 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) 1754 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1614 radius += op->map->darkness/2; 1755 radius += op->map->darkness / 2;
1615 else 1756 else
1616 radius -= op->map->darkness/2; 1757 radius -= op->map->darkness / 2;
1617 1758
1618 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1619 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1620 */ 1761 */
1621 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) 1762 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1622 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1623 } /* if on dark map */ 1764 } /* if on dark map */
1624 1765
1625 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1626 * radii, we only need to worry here about things the player can 1767 * radii, we only need to worry here about things the player can
1627 * (potentially) see. This is 13, as that is the maximum size the player 1768 * (potentially) see. This is 13, as that is the maximum size the player
1628 * may have for their map - in that way, creatures at the edge will 1769 * may have for their map - in that way, creatures at the edge will
1629 * do something. Note that the distance field in the 1770 * do something. Note that the distance field in the
1630 * vector is real distance, so in theory this should be 18 to 1771 * vector is real distance, so in theory this should be 18 to
1631 * find that. 1772 * find that.
1632 */ 1773 */
1633 if(radius>13) radius = 13; 1774 if (radius > 13)
1775 radius = 13;
1634 1776
1635 /* Enemy in range! Now test for detection */ 1777 /* Enemy in range! Now test for detection */
1636 if ((int) rv->distance <= radius) { 1778 if ((int) rv->distance <= radius)
1779 {
1637 /* ah, we are within range, detected? take cases */ 1780 /* ah, we are within range, detected? take cases */
1638 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1781 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1639 return 1; 1782 return 1;
1640 1783
1641 /* hidden or low-quality invisible */ 1784 /* hidden or low-quality invisible */
1642 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1785 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1786 {
1643 make_visible(enemy); 1787 make_visible (enemy);
1644 /* inform players of new status */ 1788 /* inform players of new status */
1645 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1789 if (enemy->type == PLAYER && player_can_view (enemy, op))
1646 new_draw_info_format(NDI_UNIQUE,0, enemy, 1790 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1647 "You are discovered by %s!",op->name);
1648 return 1; /* detected enemy */ 1791 return 1; /* detected enemy */
1649 } 1792 }
1650 else if (enemy->invisible) { 1793 else if (enemy->invisible)
1794 {
1651 /* Change this around - instead of negating the invisible, just 1795 /* Change this around - instead of negating the invisible, just
1652 * return true so that the mosnter that managed to detect you can 1796 * return true so that the mosnter that managed to detect you can
1653 * do something to you. Decreasing the duration of invisible 1797 * do something to you. Decreasing the duration of invisible
1654 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1798 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1655 * can then basically negate the spell. The spell isn't negated - 1799 * can then basically negate the spell. The spell isn't negated -
1656 * they just know where you are! 1800 * they just know where you are!
1657 */ 1801 */
1658 if ((RANDOM() % 50) <= hide_discovery) { 1802 if ((RANDOM () % 50) <= hide_discovery)
1803 {
1659 if (enemy->type == PLAYER) { 1804 if (enemy->type == PLAYER)
1660 new_draw_info_format(NDI_UNIQUE,0, enemy, 1805 {
1661 "You see %s noticing your position.", query_name(op)); 1806 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1662 } 1807 }
1663 return 1; 1808 return 1;
1664 } 1809 }
1665 } 1810 }
1666 } /* within range */ 1811 } /* within range */
1667 1812
1668 /* Wasn't detected above, so still hidden */ 1813 /* Wasn't detected above, so still hidden */
1669 return 0; 1814 return 0;
1670} 1815}
1671 1816
1672/* determine if op stands in a lighted square. This is not a very 1817/* determine if op stands in a lighted square. This is not a very
1673 * intellegent algorithm. For one thing, we ignore los here, SO it 1818 * intellegent algorithm. For one thing, we ignore los here, SO it
1674 * is possible for a bright light to illuminate a player on the 1819 * is possible for a bright light to illuminate a player on the
1675 * other side of a wall (!). 1820 * other side of a wall (!).
1676 */ 1821 */
1677 1822
1823int
1678int stand_in_light( object *op) { 1824stand_in_light (object *op)
1825{
1679 sint16 nx,ny; 1826 sint16 nx, ny;
1680 mapstruct *m; 1827 maptile *m;
1681 1828
1682 1829
1830 if (!op)
1683 if(!op) return 0; 1831 return 0;
1684 if(op->glow_radius > 0) return 1; 1832 if (op->glow_radius > 0)
1833 return 1;
1685 1834
1686 if(op->map) { 1835 if (op->map)
1836 {
1687 int x, y, x1, y1; 1837 int x, y, x1, y1;
1688
1689
1690 1838
1839
1840
1691 /* Check the spaces with the max light radius to see if any of them 1841 /* Check the spaces with the max light radius to see if any of them
1692 * have lights, and if any of them light the player enough, then return 1. 1842 * have lights, and if any of them light the player enough, then return 1.
1693 */ 1843 */
1694 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1844 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1845 {
1695 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { 1846 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1847 {
1696 m = op->map; 1848 m = op->map;
1697 nx = x; 1849 nx = x;
1698 ny = y; 1850 ny = y;
1699 1851
1700 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1852 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1853 continue;
1701 1854
1702 x1 = abs(x - op->x)*abs(x - op->x); 1855 x1 = abs (x - op->x) * abs (x - op->x);
1703 y1 = abs(y - op->y)*abs(y - op->y); 1856 y1 = abs (y - op->y) * abs (y - op->y);
1704 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; 1857 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1858 return 1;
1705 } 1859 }
1706 } 1860 }
1707 } 1861 }
1708 return 0; 1862 return 0;
1709} 1863}
1710 1864
1711 1865
1712/* assuming no walls/barriers, lets check to see if its *possible* 1866/* assuming no walls/barriers, lets check to see if its *possible*
1713 * to see an enemy. Note, "detection" is different from "seeing". 1867 * to see an enemy. Note, "detection" is different from "seeing".
1714 * See can_detect_enemy() for more details. -b.t. 1868 * See can_detect_enemy() for more details. -b.t.
1715 * return 0 if can't be seen, 1 if can be 1869 * return 0 if can't be seen, 1 if can be
1716 */ 1870 */
1717 1871
1872int
1718int can_see_enemy (object *op, object *enemy) { 1873can_see_enemy (object *op, object *enemy)
1874{
1719 object *looker = op->head?op->head:op; 1875 object *looker = op->head ? op->head : op;
1720 1876
1721 /* safety */ 1877 /* safety */
1722 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1878 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1723 return 0; 1879 return 0;
1724 1880
1725 /* we dont give a full treatment of xrays here (shorter range than normal, 1881 /* we dont give a full treatment of xrays here (shorter range than normal,
1726 * see through walls). Should we change the code elsewhere to make you 1882 * see through walls). Should we change the code elsewhere to make you
1727 * blind even if you can xray? 1883 * blind even if you can xray?
1728 */ 1884 */
1729 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1885 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1886 return 0;
1887
1888 /* checking for invisible things */
1889 if (enemy->invisible)
1890 {
1891 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1892 * However,if you carry any source of light, then the hidden
1893 * creature is seeable (and stupid) */
1894
1895 if (has_carried_lights (enemy))
1896 {
1897 if (enemy->hide)
1898 {
1899 make_visible (enemy);
1900 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1901 }
1902 return 1;
1903 }
1904 else if (enemy->hide)
1905 return 0;
1906
1907 /* 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,
1909 * and making it a conditional makes the code pretty ugly.
1910 */
1911 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1912 {
1913 if (makes_invisible_to (enemy, looker))
1730 return 0; 1914 return 0;
1731
1732 /* checking for invisible things */
1733 if(enemy->invisible) {
1734 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1735 * However,if you carry any source of light, then the hidden
1736 * creature is seeable (and stupid) */
1737
1738 if(has_carried_lights(enemy)) {
1739 if(enemy->hide) {
1740 make_visible(enemy);
1741 new_draw_info(NDI_UNIQUE,0, enemy,
1742 "Your light reveals your hiding spot!");
1743 } 1915 }
1744 return 1; 1916 }
1745 } else if (enemy->hide) return 0;
1746
1747 /* Invisible enemy. Break apart the check for invis undead/invis looker
1748 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1749 * and making it a conditional makes the code pretty ugly.
1750 */
1751 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) {
1752 if (makes_invisible_to(enemy, looker)) return 0;
1753 }
1754 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1917 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1755 if(player_can_view(looker,enemy)) return 1; 1918 if (player_can_view (looker, enemy))
1919 return 1;
1756 1920
1757 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1921 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1758 * unless they carry a light or stand in light. Darkness doesnt 1922 * unless they carry a light or stand in light. Darkness doesnt
1759 * inhibit the undead per se (but we should give their archs 1923 * inhibit the undead per se (but we should give their archs
1760 * CAN_SEE_IN_DARK, this is just a safety 1924 * CAN_SEE_IN_DARK, this is just a safety
1761 * we care about the enemy maps status, not the looker. 1925 * we care about the enemy maps status, not the looker.
1762 * only relevant for tiled maps, but it is possible that the 1926 * only relevant for tiled maps, but it is possible that the
1763 * enemy is on a bright map and the looker on a dark - in that 1927 * enemy is on a bright map and the looker on a dark - in that
1764 * case, the looker can still see the enemy 1928 * case, the looker can still see the enemy
1765 */ 1929 */
1766 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1930 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1767 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1931 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1768 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1769 return 0; 1932 return 0;
1770 1933
1771 return 1; 1934 return 1;
1772} 1935}
1773

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines