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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.21 by root, Sun Jan 14 23:35:04 2007 UTC vs.
Revision 1.71 by root, Thu Nov 5 16:09:51 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
36 * set to sane values. 38 * set to sane values.
37 */ 39 */
38object * 40object *
39check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
40{ 42{
41
42 /* if this is pet, let him attack the same enemy as his owner 43 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target, 44 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 47 {
48 npc->enemy = NULL; 49 npc->enemy = NULL;
49 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
51 } 52 }
52 53
53 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
55 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
56 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
57 */ 58 */
58 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
59 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
60 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62 * too. */ 63 * too. */
63 64
67 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
68 */ 69 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72 npc->enemy = NULL; 73 npc->enemy = 0;
73 74
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
78 npc->enemy = NULL; 79 npc->enemy = 0;
79 80
80 81
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL; 83 npc->enemy = 0;
83 84
84 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
85 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 89 * as the enemy to attack.
89 */ 90 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
97
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
96} 99}
97 100
98/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
100 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
143 } 146 }
144 147
145 return 0; 148 return 0;
146} 149}
147 150
148
149/* Tries to find an enmy for npc. We pass the range vector since 151/* Tries to find an enemy for npc. We pass the range vector since
150 * our caller will find the information useful. 152 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
154 * many cases. 156 * many cases.
155 */ 157 */
156
157object * 158object *
158find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
159{ 160{
160 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
161 162
167 { 168 {
168 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
169 170
170 if (tmp) 171 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
172 return tmp; 174 return tmp;
173 } 175 }
174 176
175 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 178 * We want this: if there is an enemy, attack him until its not possible or
196 /* we check our old enemy. */ 198 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
198 { 200 {
199 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
200 { 202 {
201 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
203 205
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 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... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 211 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker; 213 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
213 } 215 }
229/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 235 */
234
235int 236int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 238{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 240 if (!enemy)
242 return 0; 241 return 0;
243 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
248 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
247 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
252 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
253 261
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
263 264
264 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
265 * for that. 266 * for that.
266 */ 267 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
268 { 269 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 270 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 271 return 1;
271 } 272 }
273
272 return 0; 274 return 0;
273} 275}
274 276
275int 277int
276move_randomly (object *op) 278move_randomly (object *op)
277{ 279{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, RANDOM () % 8 + 1)) 282 if (move_object (op, rndm (8) + 1))
284 return 1; 283 return 1;
285 } 284
286 return 0; 285 return 0;
287} 286}
288 287
289/* 288/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 289 * Move-monster returns 1 if the object has been freed, otherwise 0.
291 */ 290 */
292
293int 291int
294move_monster (object *op) 292move_monster (object *op)
295{ 293{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 294 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph = op; 295 object *owner, *enemy, *part, *oph = op;
314 enemy->attacked_by = op; /* our ptr */ 312 enemy->attacked_by = op; /* our ptr */
315 313
316 /* generate hp, if applicable */ 314 /* generate hp, if applicable */
317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 315 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 { 316 {
319
320 /* last heal is in funny units. Dividing by speed puts 317 /* last heal is in funny units. Dividing by speed puts
321 * the regeneration rate on a basis of time instead of 318 * the regeneration rate on a basis of time instead of
322 * #moves the monster makes. The scaling by 8 is 319 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens 320 * to capture 8th's of a hp fraction regens
324 * 321 *
329 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 326 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
330 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ 327 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
331 op->last_heal %= 32; 328 op->last_heal %= 32;
332 329
333 /* So if the monster has gained enough HP that they are no longer afraid */ 330 /* So if the monster has gained enough HP that they are no longer afraid */
334 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 331 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
335 CLEAR_FLAG (op, FLAG_RUN_AWAY); 332 CLEAR_FLAG (op, FLAG_RUN_AWAY);
336 333
337 if (op->stats.hp > op->stats.maxhp) 334 if (op->stats.hp > op->stats.maxhp)
338 op->stats.hp = op->stats.maxhp; 335 op->stats.hp = op->stats.maxhp;
339 } 336 }
340 337
341 /* generate sp, if applicable */ 338 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 339 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 { 340 {
344
345 /* last_sp is in funny units. Dividing by speed puts 341 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of 342 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is 343 * #moves the monster makes. The scaling by 8 is
348 * to capture 8th's of a sp fraction regens 344 * to capture 8th's of a sp fraction regens
349 * 345 *
350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 346 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
351 * overflow might produce monsters with negative sp. 347 * overflow might produce monsters with negative sp.
352 */ 348 */
353 349
354 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); 350 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
355 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 351 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
356 op->last_sp %= 128; 352 op->last_sp %= 128;
357 } 353 }
358 354
359 /* this should probably get modified by many more values. 355 /* this should probably get modified by many more values.
360 * (eg, creatures resistance to fear, level, etc. ) 356 * (eg, creatures resistance to fear, level, etc. )
361 */ 357 */
362 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 358 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
363 {
364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 359 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366 360
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 361 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED); 362 return QUERY_FLAG (op, FLAG_FREED);
369 363
370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 364 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
371 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 365 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
372 {
373 if (!check_wakeup (op, enemy, &rv)) 366 if (!check_wakeup (op, enemy, &rv))
374 return 0; 367 return 0;
375 }
376 368
377 /* check if monster pops out of hidden spot */ 369 /* check if monster pops out of hidden spot */
378 if (op->hide) 370 if (op->flag [FLAG_HIDDEN])
379 do_hidden_move (op); 371 do_hidden_move (op);
380 372
381 if (op->pick_up) 373 if (op->pick_up)
382 monster_check_pickup (op); 374 monster_check_pickup (op);
383 375
387 /* If we don't have an enemy, do special movement or the like */ 379 /* If we don't have an enemy, do special movement or the like */
388 if (!enemy) 380 if (!enemy)
389 { 381 {
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 382 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
391 { 383 {
392 op->destroy (); 384 op->drop_and_destroy ();
393 return 1; 385 return 1;
394 } 386 }
395 387
396 /* Probably really a bug for a creature to have both 388 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set. 389 * stand still and a movement type set.
400 { 392 {
401 if (op->attack_movement & HI4) 393 if (op->attack_movement & HI4)
402 { 394 {
403 switch (op->attack_movement & HI4) 395 switch (op->attack_movement & HI4)
404 { 396 {
405 case (PETMOVE): 397 case PETMOVE:
406 pet_move (op); 398 pet_move (op);
407 break; 399 break;
408 400
409 case (CIRCLE1): 401 case CIRCLE1:
410 circ1_move (op); 402 circ1_move (op);
411 break; 403 break;
412 404
413 case (CIRCLE2): 405 case CIRCLE2:
414 circ2_move (op); 406 circ2_move (op);
415 break; 407 break;
416 408
417 case (PACEV): 409 case PACEV:
418 pace_movev (op); 410 pace_movev (op);
419 break; 411 break;
420 412
421 case (PACEH): 413 case PACEH:
422 pace_moveh (op); 414 pace_moveh (op);
423 break; 415 break;
424 416
425 case (PACEV2): 417 case PACEV2:
426 pace2_movev (op); 418 pace2_movev (op);
427 break; 419 break;
428 420
429 case (PACEH2): 421 case PACEH2:
430 pace2_moveh (op); 422 pace2_moveh (op);
431 break; 423 break;
432 424
433 case (RANDO): 425 case RANDO:
434 rand_move (op); 426 rand_move (op);
435 break; 427 break;
436 428
437 case (RANDO2): 429 case RANDO2:
438 move_randomly (op); 430 move_randomly (op);
439 break; 431 break;
440 } 432 }
433
441 return 0; 434 return 0;
442 } 435 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 436 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op); 437 move_randomly (op);
445
446 } /* stand still */ 438 } /* stand still */
439
447 return 0; 440 return 0;
448 } /* no enemy */ 441 } /* no enemy */
449 442
450 /* We have an enemy. Block immediately below is for pets */ 443 /* 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)) 444 if ((op->attack_movement & HI4) == PETMOVE
445 && (owner = op->owner) != NULL
446 && !on_same_map (op, owner)
447 && !owner->flag [FLAG_REMOVED])
452 return follow_owner (op, owner); 448 return follow_owner (op, owner);
453 449
454 /* doppleganger code to change monster facing to that of the nearest 450 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current 451 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it. 452 * arch set uses it.
457 */ 453 */
458 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 454 if (op->race == shstr_doppleganger)
459 { 455 {
460 op->face = enemy->face; 456 op->face = enemy->face;
461 op->name = enemy->name; 457 op->name = enemy->name;
462 } 458 }
463 459
475 if (!QUERY_FLAG (op, FLAG_SCARED)) 471 if (!QUERY_FLAG (op, FLAG_SCARED))
476 { 472 {
477 rv_vector rv1; 473 rv_vector rv1;
478 474
479 /* now we test every part of an object .... this is a real ugly piece of code */ 475 /* 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) 476 for (part = op; part; part = part->more)
481 { 477 {
482 get_rangevector (part, enemy, &rv1, 0x1); 478 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction; 479 dir = rv1.direction;
484 480
485 /* hm, not sure about this part - in original was a scared flag here too 481 /* 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 482 * but that we test above... so can be old code here
487 */ 483 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 484 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4); 485 dir = absdir (dir + 4);
486
490 if (QUERY_FLAG (op, FLAG_CONFUSED)) 487 if (QUERY_FLAG (op, FLAG_CONFUSED))
491 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 488 dir = absdir (dir + rndm (3) + rndm (3) - 2);
492 489
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 490 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
494 {
495 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 491 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0; 492 return 0;
497 }
498 493
499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 494 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 {
501 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 495 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502 return 0; 496 return 0;
503 }
504 497
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 498 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
506 {
507 if (monster_use_range (op, part, enemy, dir)) 499 if (monster_use_range (op, part, enemy, dir))
508 return 0; 500 return 0;
509 } 501
510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 502 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
511 {
512 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 503 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0; 504 return 0;
514 } 505
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 506 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 {
517 if (monster_use_bow (op, part, enemy, dir)) 507 if (monster_use_bow (op, part, enemy, dir))
518 return 0; 508 return 0;
519 }
520 } /* for processing of all parts */ 509 } /* for processing of all parts */
521 } /* If not scared */ 510 } /* If not scared */
522 511
523
524 part = rv.part; 512 part = rv.part;
525 dir = rv.direction; 513 dir = rv.direction;
526 514
515//-GPL
516
517 // if the enemy is a player, we have los. if los says we
518 // can directly reach the player, we do not deviate.
519 // for non-players, we never deviate
520 if (op->stats.Wis >= 8
521 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
522 {
523 int sdir = 0;
524 uint32_t &smell = op->ms ().smell;
525
526 for (int ndir = 1; ndir <= 8; ++ndir)
527 {
528 mapxy pos (op); pos.move (ndir);
529
530 if (pos.normalise ())
531 {
532 mapspace &ms = pos.ms ();
533
534 if (ms.smell > smell)
535 {
536 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
537 if (op->stats.Wis >= 10)
538 smell = ms.smell - 1; // smarter: tell others
539
540 sdir = ndir;
541
542 // perturbing the path might let the monster lose track,
543 // but it will also widen the actual path, spreading information
544 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
545 sdir = absdir (sdir + 1 - rndm (2) * 2);
546 }
547 }
548 }
549
550 if (sdir)
551 dir = sdir;
552 else if (smell)
553 {
554 // no better smell found, so assume the player jumped, and erase this smell
555 //printf ("erasing smell %d\n", op->ms ().smell);//D
556 unordered_mapwalk (op, -1, -1, 1, 1)
557 m->at (nx, ny).smell = 0;
558 }
559 }
560
561//+GPL
562
527 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 563 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
528 dir = absdir (dir + 4); 564 dir = absdir (dir + 4);
529 565
530 if (QUERY_FLAG (op, FLAG_CONFUSED)) 566 if (QUERY_FLAG (op, FLAG_CONFUSED))
531 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 567 dir = absdir (dir + rndm (3) + rndm (3) - 2);
532 568
533 pre_att_dir = dir; /* remember the original direction */ 569 pre_att_dir = dir; /* remember the original direction */
534 570
535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 571 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536 { 572 {
537 switch (op->attack_movement & LO4) 573 switch (op->attack_movement & LO4)
538 { 574 {
539 case DISTATT: 575 case DISTATT:
540 dir = dist_att (dir, op, enemy, part, &rv); 576 dir = dist_att (dir, op, enemy, part, &rv);
541 break; 577 break;
542 578
543 case RUNATT: 579 case RUNATT:
544 dir = run_att (dir, op, enemy, part, &rv); 580 dir = run_att (dir, op, enemy, part, &rv);
545 break; 581 break;
546 582
547 case HITRUN: 583 case HITRUN:
548 dir = hitrun_att (dir, op, enemy); 584 dir = hitrun_att (dir, op, enemy);
549 break; 585 break;
550 586
551 case WAITATT: 587 case WAITATT:
552 dir = wait_att (dir, op, enemy, part, &rv); 588 dir = wait_att (dir, op, enemy, part, &rv);
553 break; 589 break;
554 590
555 case RUSH: /* default - monster normally moves towards player */ 591 case RUSH: /* default - monster normally moves towards player */
556 case ALLRUN: 592 case ALLRUN:
557 break; 593 break;
558 594
559 case DISTHIT: 595 case DISTHIT:
560 dir = disthit_att (dir, op, enemy, part, &rv); 596 dir = disthit_att (dir, op, enemy, part, &rv);
561 break; 597 break;
562 598
563 case WAIT2: 599 case WAIT2:
564 dir = wait_att2 (dir, op, enemy, part, &rv); 600 dir = wait_att2 (dir, op, enemy, part, &rv);
565 break; 601 break;
566 602
567 default: 603 default:
568 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 604 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
569 } 605 }
570 } 606 }
571 607
572 if (!dir) 608 if (!dir)
573 return 0; 609 return 0;
583 return 0; 619 return 0;
584 } 620 }
585 621
586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 622 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587 { 623 {
588
589 /* Try move around corners if !close */ 624 /* Try move around corners if !close */
590 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 625 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
591 626
592 for (diff = 1; diff <= maxdiff; diff++) 627 for (diff = 1; diff <= maxdiff; diff++)
593 { 628 {
594 /* try different detours */ 629 /* try different detours */
595 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 630 int m = 1 - rndm (2) * 2; /* Try left or right first? */
596 631
597 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 632 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
598 return 0; 633 return 0;
599 } 634 }
600 } 635 }
627 { 662 {
628 object *nearest_player = get_nearest_player (op); 663 object *nearest_player = get_nearest_player (op);
629 664
630 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 665 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
631 { 666 {
632 op->enemy = NULL; 667 op->enemy = 0;
633 enemy = nearest_player; 668 enemy = nearest_player;
634 } 669 }
635 } 670 }
636 671
637 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 672 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
643 * still be pretty nasty. 678 * still be pretty nasty.
644 */ 679 */
645 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 680 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
646 { 681 {
647 part->stats.wc += 10; 682 part->stats.wc += 10;
648 (void) skill_attack (enemy, part, 0, NULL, NULL); 683 skill_attack (enemy, part, 0, NULL, NULL);
649 part->stats.wc -= 10; 684 part->stats.wc -= 10;
650 } 685 }
651 else 686 else
652 (void) skill_attack (enemy, part, 0, NULL, NULL); 687 skill_attack (enemy, part, 0, NULL, NULL);
653 } /* if monster is in attack range */ 688 } /* if monster is in attack range */
654 689
655 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 690 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
656 return 1; 691 return 1;
657 692
658 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 693 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 { 694 {
660 op->remove ();
661 op->destroy (); 695 op->drop_and_destroy ();
662 return 1; 696 return 1;
663 } 697 }
698
664 return 0; 699 return 0;
665} 700}
666 701
667int 702int
668can_hit (object *ob1, object *ob2, rv_vector * rv) 703can_hit (object *ob1, object *ob2, rv_vector * rv)
669{ 704{
670 object *more; 705 object *more;
671 rv_vector rv1; 706 rv_vector rv1;
672 707
673 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 708 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
674 return 0; 709 return 0;
675 710
676 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 711 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
677 return 1; 712 return 1;
678 713
679 /* check all the parts of ob2 - just because we can't get to 714 /* 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 715 * its head doesn't mean we don't want to pound its feet
681 */ 716 */
682 for (more = ob2->more; more != NULL; more = more->more) 717 for (more = ob2->more; more; more = more->more)
683 { 718 {
684 get_rangevector (ob1, more, &rv1, 0); 719 get_rangevector (ob1, more, &rv1, 0);
685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 720 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686 return 1; 721 return 1;
687 } 722 }
723
688 return 0; 724 return 0;
689
690} 725}
691 726
692/* Returns 1 is monster should cast spell sp at an enemy 727/* Returns 1 is monster should cast spell sp at an enemy
693 * Returns 0 if the monster should not cast this spell. 728 * Returns 0 if the monster should not cast this spell.
694 * 729 *
712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 747 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 748 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
714 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 749 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
715 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 750 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
716 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 751 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
717
718 return 1; 752 return 1;
719 753
720 return 0; 754 return 0;
721} 755}
722
723 756
724#define MAX_KNOWN_SPELLS 20 757#define MAX_KNOWN_SPELLS 20
725 758
726/* Returns a randomly selected spell. This logic is still 759/* Returns a randomly selected spell. This logic is still
727 * less than ideal. This code also only seems to deal with 760 * less than ideal. This code also only seems to deal with
730 */ 763 */
731object * 764object *
732monster_choose_random_spell (object *monster) 765monster_choose_random_spell (object *monster)
733{ 766{
734 object *altern[MAX_KNOWN_SPELLS]; 767 object *altern[MAX_KNOWN_SPELLS];
735 object *tmp;
736 int i = 0; 768 int i = 0;
737 769
738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 770 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
739 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 771 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 { 772 {
741 /* Check and see if it's actually a useful spell. 773 /* Check and see if it's actually a useful spell.
742 * If its a spellbook, the spell is actually the inventory item. 774 * If its a spellbook, the spell is actually the inventory item.
743 * if it is a spell, then it is just the object itself. 775 * if it is a spell, then it is just the object itself.
744 */ 776 */
745 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 777 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
746 { 778 {
747 altern[i++] = tmp; 779 altern [i++] = tmp;
780
748 if (i == MAX_KNOWN_SPELLS) 781 if (i == MAX_KNOWN_SPELLS)
749 break; 782 break;
750 } 783 }
751 } 784 }
752 if (!i) 785
753 return NULL; 786 return i ? altern [rndm (i)] : 0;
754 return altern[RANDOM () % i];
755} 787}
756 788
757/* This checks to see if the monster should cast a spell/ability. 789/* This checks to see if the monster should cast a spell/ability.
758 * it returns true if the monster casts a spell, 0 if he doesn't. 790 * it returns true if the monster casts a spell, 0 if he doesn't.
759 * head is the head of the monster. 791 * head is the head of the monster.
760 * part is the part of the monster we are checking against. 792 * part is the part of the monster we are checking against.
761 * pl is the target. 793 * pl is the target.
762 * dir is the direction to case. 794 * dir is the direction to case.
763 * rv is the vector which describes where the enemy is. 795 * rv is the vector which describes where the enemy is.
764 */ 796 */
765
766int 797int
767monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 798monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
768{ 799{
769 object *spell_item; 800 object *spell_item;
770 object *owner; 801 object *owner;
781 812
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 813 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
783 { 814 {
784 get_rangevector (head, owner, &rv1, 0x1); 815 get_rangevector (head, owner, &rv1, 0x1);
785 if (dirdiff (dir, rv1.direction) < 2) 816 if (dirdiff (dir, rv1.direction) < 2)
786 {
787 return 0; /* Might hit owner with spell */ 817 return 0; /* Might hit owner with spell */
788 }
789 } 818 }
790 819
791 if (QUERY_FLAG (head, FLAG_CONFUSED)) 820 if (QUERY_FLAG (head, FLAG_CONFUSED))
792 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 821 dir = absdir (dir + rndm (3) + rndm (3) - 2);
793 822
794 /* If the monster hasn't already chosen a spell, choose one 823 /* If the monster hasn't already chosen a spell, choose one
795 * I'm not sure if it really make sense to pre-select spells (events 824 * I'm not sure if it really make sense to pre-select spells (events
796 * could be different by the time the monster goes again). 825 * could be different by the time the monster goes again).
797 */ 826 */
801 { 830 {
802 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 831 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
803 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 832 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
804 return 0; 833 return 0;
805 } 834 }
835
806 if (spell_item->type == SPELLBOOK) 836 if (spell_item->type == SPELLBOOK)
807 { 837 {
808 if (!spell_item->inv) 838 if (!spell_item->inv)
809 { 839 {
810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 840 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811 return 0; 841 return 0;
812 } 842 }
843
813 spell_item = spell_item->inv; 844 spell_item = spell_item->inv;
814 } 845 }
815 } 846 }
816 else 847 else
817 spell_item = head->spellitem; 848 spell_item = head->spellitem;
836 /* set this to null, so next time monster will choose something different */ 867 /* set this to null, so next time monster will choose something different */
837 head->spellitem = NULL; 868 head->spellitem = NULL;
838 869
839 return cast_spell (part, part, dir, spell_item, NULL); 870 return cast_spell (part, part, dir, spell_item, NULL);
840} 871}
841
842 872
843int 873int
844monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 874monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
845{ 875{
846 object *scroll; 876 object *scroll;
864 return 0; /* Might hit owner with spell */ 894 return 0; /* Might hit owner with spell */
865 } 895 }
866 } 896 }
867 897
868 if (QUERY_FLAG (head, FLAG_CONFUSED)) 898 if (QUERY_FLAG (head, FLAG_CONFUSED))
869 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 899 dir = absdir (dir + rndm (3) + rndm (3) - 2);
870 900
871 for (scroll = head->inv; scroll; scroll = scroll->below) 901 for (scroll = head->inv; scroll; scroll = scroll->below)
872 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 902 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
873 break; 903 break;
874 904
896 * The skills we are treating here are all but those. -b.t. 926 * The skills we are treating here are all but those. -b.t.
897 * 927 *
898 * At the moment this is only useful for throwing, perhaps for 928 * At the moment this is only useful for throwing, perhaps for
899 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 929 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
900 */ 930 */
901
902int 931int
903monster_use_skill (object *head, object *part, object *pl, int dir) 932monster_use_skill (object *head, object *part, object *pl, int dir)
904{ 933{
905 object *skill, *owner; 934 object *skill, *owner;
906 935
912 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 941 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
913 942
914 if (dirdiff (dir, dir2) < 1) 943 if (dirdiff (dir, dir2) < 1)
915 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 944 return 0; /* Might hit owner with skill -thrown rocks for example ? */
916 } 945 }
946
917 if (QUERY_FLAG (head, FLAG_CONFUSED)) 947 if (QUERY_FLAG (head, FLAG_CONFUSED))
918 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 948 dir = absdir (dir + rndm (3) + rndm (3) - 2);
919 949
920 /* skill selection - monster will use the next unused skill. 950 /* skill selection - monster will use the next unused skill.
921 * well...the following scenario will allow the monster to 951 * well...the following scenario will allow the monster to
922 * toggle between 2 skills. One day it would be nice to make 952 * toggle between 2 skills. One day it would be nice to make
923 * more skills available to monsters. 953 * more skills available to monsters.
924 */ 954 */
925
926 for (skill = head->inv; skill != NULL; skill = skill->below) 955 for (skill = head->inv; skill; skill = skill->below)
927 if (skill->type == SKILL && skill != head->chosen_skill) 956 if (skill->type == SKILL && skill != head->chosen_skill)
928 { 957 {
929 head->chosen_skill = skill; 958 head->chosen_skill = skill;
930 break; 959 break;
931 } 960 }
934 { 963 {
935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 964 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936 CLEAR_FLAG (head, FLAG_READY_SKILL); 965 CLEAR_FLAG (head, FLAG_READY_SKILL);
937 return 0; 966 return 0;
938 } 967 }
968
939 /* use skill */ 969 /* use skill */
940 return do_skill (head, part, head->chosen_skill, dir, NULL); 970 return do_skill (head, part, head->chosen_skill, dir, NULL);
941} 971}
942 972
943/* Monster will use a ranged spell attack. */ 973/* Monster will use a ranged spell attack. */
944
945int 974int
946monster_use_range (object *head, object *part, object *pl, int dir) 975monster_use_range (object *head, object *part, object *pl, int dir)
947{ 976{
948 object *wand, *owner; 977 object *wand, *owner;
949 int at_least_one = 0; 978 int at_least_one = 0;
956 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 985 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957 986
958 if (dirdiff (dir, dir2) < 2) 987 if (dirdiff (dir, dir2) < 2)
959 return 0; /* Might hit owner with spell */ 988 return 0; /* Might hit owner with spell */
960 } 989 }
990
961 if (QUERY_FLAG (head, FLAG_CONFUSED)) 991 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 992 dir = absdir (dir + rndm (3) + rndm (3) - 2);
963 993
964 for (wand = head->inv; wand != NULL; wand = wand->below) 994 for (wand = head->inv; wand; wand = wand->below)
965 { 995 {
966 if (wand->type == WAND) 996 if (wand->type == WAND)
967 { 997 {
968 /* Found a wand, let's see if it has charges left */ 998 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1; 999 at_least_one = 1;
975 if (!(--wand->stats.food)) 1005 if (!(--wand->stats.food))
976 { 1006 {
977 if (wand->arch) 1007 if (wand->arch)
978 { 1008 {
979 CLEAR_FLAG (wand, FLAG_ANIMATE); 1009 CLEAR_FLAG (wand, FLAG_ANIMATE);
980 wand->face = wand->arch->clone.face; 1010 wand->face = wand->arch->face;
981 wand->set_speed (0); 1011 wand->set_speed (0);
982 } 1012 }
983 } 1013 }
984 /* Success */ 1014 /* Success */
985 return 1; 1015 return 1;
1004 } 1034 }
1005 1035
1006 if (at_least_one) 1036 if (at_least_one)
1007 return 0; 1037 return 0;
1008 1038
1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1039 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1010 CLEAR_FLAG (head, FLAG_READY_RANGE); 1040 CLEAR_FLAG (head, FLAG_READY_RANGE);
1011 return 0; 1041 return 0;
1012} 1042}
1013 1043
1014int 1044int
1016{ 1046{
1017 object *owner; 1047 object *owner;
1018 1048
1019 if (!(dir = path_to_player (part, pl, 0))) 1049 if (!(dir = path_to_player (part, pl, 0)))
1020 return 0; 1050 return 0;
1051
1021 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1052 if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1023 1054
1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1055 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 { 1056 {
1026 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1057 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1027 1058
1033 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1064 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1034 1065
1035} 1066}
1036 1067
1037/* Checks if putting on 'item' will make 'who' do more 1068/* Checks if putting on 'item' will make 'who' do more
1038 * damage. This is a very simplistic check - also checking things 1069 * damage. This is a very simplistic check - also checking things
1039 * like speed and ac are also relevant. 1070 * like speed and ac are also relevant.
1040 * 1071 *
1041 * return true if item is a better object. 1072 * return true if item is a better object.
1042 */ 1073 */
1043
1044int 1074int
1045check_good_weapon (object *who, object *item) 1075check_good_weapon (object *who, object *item)
1046{ 1076{
1047 object *other_weap; 1077 object *other_weap;
1048 int val = 0, i; 1078 int val = 0, i;
1049 1079
1050 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1080 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1051 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 1081 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1052 break; 1082 break;
1053 1083
1054 if (other_weap == NULL) /* No other weapons */ 1084 if (!other_weap) /* No other weapons */
1055 return 1; 1085 return 1;
1056 1086
1057 /* Rather than go through and apply the new one, and see if it is 1087 /* Rather than go through and apply the new one, and see if it is
1058 * better, just do some simple checks 1088 * better, just do some simple checks
1059 * Put some multipliers for things that hvae several effects, 1089 * Put some multipliers for things that hvae several effects,
1064 val += (item->magic - other_weap->magic) * 3; 1094 val += (item->magic - other_weap->magic) * 3;
1065 /* Monsters don't really get benefits from things like regen rates 1095 /* Monsters don't really get benefits from things like regen rates
1066 * from items. But the bonus for their stats are very important. 1096 * from items. But the bonus for their stats are very important.
1067 */ 1097 */
1068 for (i = 0; i < NUM_STATS; i++) 1098 for (i = 0; i < NUM_STATS; i++)
1069 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1099 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1070 1100
1071 if (val > 0) 1101 if (val > 0)
1072 return 1; 1102 return 1;
1073 else 1103 else
1074 return 0; 1104 return 0;
1075
1076} 1105}
1077 1106
1078int 1107int
1079check_good_armour (object *who, object *item) 1108check_good_armour (object *who, object *item)
1080{ 1109{
1081 object *other_armour; 1110 object *other_armour;
1082 int val = 0, i; 1111 int val = 0, i;
1083 1112
1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1113 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1085 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 1114 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1086 break; 1115 break;
1087 1116
1088 if (other_armour == NULL) /* No other armour, use the new */ 1117 if (other_armour == NULL) /* No other armour, use the new */
1089 return 1; 1118 return 1;
1111 1140
1112 if (val > 0) 1141 if (val > 0)
1113 return 1; 1142 return 1;
1114 else 1143 else
1115 return 0; 1144 return 0;
1116
1117} 1145}
1118 1146
1119/* 1147/*
1120 * monster_check_pickup(): checks for items that monster can pick up. 1148 * monster_check_pickup(): checks for items that monster can pick up.
1121 * 1149 *
1129 * This function was seen be continueing looping at one point (tmp->below 1157 * This function was seen be continueing looping at one point (tmp->below
1130 * became a recursive loop. It may be better to call monster_check_apply 1158 * became a recursive loop. It may be better to call monster_check_apply
1131 * after we pick everything up, since that function may call others which 1159 * after we pick everything up, since that function may call others which
1132 * affect stacking on this space. 1160 * affect stacking on this space.
1133 */ 1161 */
1134
1135void 1162void
1136monster_check_pickup (object *monster) 1163monster_check_pickup (object *monster)
1137{ 1164{
1138 object *tmp, *next; 1165 object *tmp, *next;
1139 1166
1158 * monster_can_pick(): If the monster is interested in picking up 1185 * monster_can_pick(): If the monster is interested in picking up
1159 * the item, then return 0. Otherwise 0. 1186 * the item, then return 0. Otherwise 0.
1160 * Instead of pick_up, flags for "greed", etc, should be used. 1187 * Instead of pick_up, flags for "greed", etc, should be used.
1161 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1188 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1162 */ 1189 */
1163
1164int 1190int
1165monster_can_pick (object *monster, object *item) 1191monster_can_pick (object *monster, object *item)
1166{ 1192{
1167 int flag = 0; 1193 int flag = 0;
1168 int i; 1194 int i;
1177 flag = 1; 1203 flag = 1;
1178 1204
1179 else 1205 else
1180 switch (item->type) 1206 switch (item->type)
1181 { 1207 {
1182 case MONEY: 1208 case MONEY:
1183 case GEM: 1209 case GEM:
1184 flag = monster->pick_up & 2; 1210 flag = monster->pick_up & 2;
1185 break; 1211 break;
1186 1212
1187 case FOOD: 1213 case FOOD:
1188 flag = monster->pick_up & 4; 1214 flag = monster->pick_up & 4;
1189 break; 1215 break;
1190 1216
1191 case WEAPON: 1217 case WEAPON:
1192 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1218 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1193 break; 1219 break;
1194 1220
1195 case ARMOUR: 1221 case ARMOUR:
1196 case SHIELD: 1222 case SHIELD:
1197 case HELMET: 1223 case HELMET:
1198 case BOOTS: 1224 case BOOTS:
1199 case GLOVES: 1225 case GLOVES:
1200 case GIRDLE: 1226 case GIRDLE:
1201 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1227 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1202 break; 1228 break;
1203 1229
1204 case SKILL: 1230 case SKILL:
1205 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1231 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1206 break; 1232 break;
1207 1233
1208 case RING: 1234 case RING:
1209 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1210 break; 1236 break;
1211 1237
1212 case WAND: 1238 case WAND:
1213 case HORN: 1239 case HORN:
1214 case ROD: 1240 case ROD:
1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1241 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 break; 1242 break;
1217 1243
1218 case SPELLBOOK: 1244 case SPELLBOOK:
1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1245 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1220 break; 1246 break;
1221 1247
1222 case SCROLL: 1248 case SCROLL:
1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1249 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 break; 1250 break;
1225 1251
1226 case BOW: 1252 case BOW:
1227 case ARROW: 1253 case ARROW:
1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1254 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 break; 1255 break;
1230 } 1256 }
1257
1231 /* Simplistic check - if the monster has a location to equip it, he will 1258 /* Simplistic check - if the monster has a location to equip it, he will
1232 * pick it up. Note that this doesn't handle cases where an item may 1259 * pick it up. Note that this doesn't handle cases where an item may
1233 * use several locations. 1260 * use several locations.
1234 */ 1261 */
1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1262 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 { 1263 {
1237 if (monster->body_info[i] && item->body_info[i]) 1264 if (monster->slot[i].info && item->slot[i].info)
1238 { 1265 {
1239 flag = 1; 1266 flag = 1;
1240 break; 1267 break;
1241 } 1268 }
1242 } 1269 }
1243 1270
1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1271 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1245 return 1; 1272 return 1;
1273
1246 return 0; 1274 return 0;
1247} 1275}
1248 1276
1249/* 1277/*
1250 * monster_apply_below(): 1278 * monster_apply_below():
1251 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1279 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1252 * eager to apply things, encounters something apply-able, 1280 * eager to apply things, encounters something apply-able,
1253 * then make him apply it 1281 * then make him apply it
1254 */ 1282 */
1255
1256void 1283void
1257monster_apply_below (object *monster) 1284monster_apply_below (object *monster)
1258{ 1285{
1259 object *tmp, *next; 1286 object *tmp, *next;
1260 1287
1261 for (tmp = monster->below; tmp != NULL; tmp = next) 1288 for (tmp = monster->below; tmp != NULL; tmp = next)
1262 { 1289 {
1263 next = tmp->below; 1290 next = tmp->below;
1264 switch (tmp->type) 1291 switch (tmp->type)
1265 { 1292 {
1266 case CF_HANDLE: 1293 case T_HANDLE:
1267 case TRIGGER: 1294 case TRIGGER:
1268 if (monster->will_apply & 1) 1295 if (monster->will_apply & 1)
1269 manual_apply (monster, tmp, 0); 1296 manual_apply (monster, tmp, 0);
1270 break; 1297 break;
1271 1298
1287 * a pointer to that object is returned, so it can be dropped. 1314 * a pointer to that object is returned, so it can be dropped.
1288 * (so that other monsters can pick it up and use it) 1315 * (so that other monsters can pick it up and use it)
1289 * Note that as things are now, monsters never drop something - 1316 * Note that as things are now, monsters never drop something -
1290 * they can pick up all that they can use. 1317 * they can pick up all that they can use.
1291 */ 1318 */
1292
1293/* Sept 96, fixed this so skills will be readied -b.t.*/ 1319/* Sept 96, fixed this so skills will be readied -b.t.*/
1294
1295void 1320void
1296monster_check_apply (object *mon, object *item) 1321monster_check_apply (object *mon, object *item)
1297{ 1322{
1298
1299 int flag = 0; 1323 int flag = 0;
1300 1324
1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1325 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1302 { 1326 {
1303 SET_FLAG (mon, FLAG_CAST_SPELL); 1327 SET_FLAG (mon, FLAG_CAST_SPELL);
1304 return; 1328 return;
1305 } 1329 }
1306 1330
1315 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1339 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1316 { 1340 {
1317 /* Check for the right kind of bow */ 1341 /* Check for the right kind of bow */
1318 object *bow; 1342 object *bow;
1319 1343
1320 for (bow = mon->inv; bow != NULL; bow = bow->below) 1344 for (bow = mon->inv; bow; bow = bow->below)
1321 if (bow->type == BOW && bow->race == item->race) 1345 if (bow->type == BOW && bow->race == item->race)
1322 { 1346 {
1323 SET_FLAG (mon, FLAG_READY_BOW); 1347 SET_FLAG (mon, FLAG_READY_BOW);
1324 LOG (llevMonster, "Found correct bow for arrows.\n"); 1348 LOG (llevMonster, "Found correct bow for arrows.\n");
1325 return; /* nothing more to do for arrows */ 1349 return; /* nothing more to do for arrows */
1377 */ 1401 */
1378 SET_FLAG (mon, FLAG_READY_SKILL); 1402 SET_FLAG (mon, FLAG_READY_SKILL);
1379 return; 1403 return;
1380 } 1404 }
1381 1405
1382
1383 /* if we don't match one of the above types, return now. 1406 /* 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, 1407 * can_apply_object will say that we can apply things like flesh,
1385 * bolts, and whatever else, because it only checks against the 1408 * bolts, and whatever else, because it only checks against the
1386 * body_info locations. 1409 * body_info locations.
1387 */ 1410 */
1398 /* should only be applying this item, not unapplying it. 1421 /* should only be applying this item, not unapplying it.
1399 * also, ignore status of curse so they can take off old armour. 1422 * also, ignore status of curse so they can take off old armour.
1400 * monsters have some advantages after all. 1423 * monsters have some advantages after all.
1401 */ 1424 */
1402 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1425 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1403
1404 return;
1405} 1426}
1406 1427
1407void 1428void
1408npc_call_help (object *op) 1429npc_call_help (object *op)
1409{ 1430{
1410 int x, y, mflags; 1431 unordered_mapwalk (op, -7, -7, 7, 7)
1411 object *npc;
1412 sint16 sx, sy;
1413 maptile *m;
1414
1415 for (x = -3; x < 4; x++)
1416 for (y = -3; y < 4; y++)
1417 { 1432 {
1418 m = op->map; 1433 mapspace &ms = m->at (nx, ny);
1419 sx = op->x + x; 1434
1420 sy = op->y + y;
1421 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1422 /* If nothing alive on this space, no need to search the space. */ 1435 /* If nothing alive on this space, no need to search the space. */
1423 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1436 if (!(ms.flags () & P_IS_ALIVE))
1424 continue; 1437 continue;
1425 1438
1426 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1439 for (object *npc = ms.bot; npc; npc = npc->above)
1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428 npc->enemy = op->enemy; 1441 npc->enemy = op->enemy;
1429 } 1442 }
1430} 1443}
1431 1444
1432
1433int 1445int
1434dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1435{ 1447{
1436
1437 if (can_hit (part, enemy, rv)) 1448 if (can_hit (part, enemy, rv))
1438 return dir; 1449 return dir;
1450
1439 if (rv->distance < 10) 1451 if (rv->distance < 10)
1440 return absdir (dir + 4); 1452 return absdir (dir + 4);
1441 else if (rv->distance > 18) 1453 else if (rv->distance > 18)
1442 return dir; 1454 return dir;
1455
1443 return 0; 1456 return 0;
1444} 1457}
1445 1458
1446int 1459int
1447run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1448{ 1461{
1449 1462 if (can_hit (part, enemy, rv))
1450 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1451 {
1452 ob->move_status++;
1453 return (dir); 1463 return dir;
1454 } 1464 else
1455 else if (ob->move_status > 20)
1456 ob->move_status = 0;
1457 return absdir (dir + 4); 1465 return absdir (dir + 4);
1458} 1466}
1459 1467
1460int 1468int
1461hitrun_att (int dir, object *ob, object *enemy) 1469hitrun_att (int dir, object *ob, object *enemy)
1462{ 1470{
1464 return dir; 1472 return dir;
1465 else if (ob->move_status < 50) 1473 else if (ob->move_status < 50)
1466 return absdir (dir + 4); 1474 return absdir (dir + 4);
1467 else 1475 else
1468 ob->move_status = 0; 1476 ob->move_status = 0;
1477
1469 return absdir (dir + 4); 1478 return absdir (dir + 4);
1470} 1479}
1471 1480
1472int 1481int
1473wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1482wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1474{ 1483{
1475
1476 int inrange = can_hit (part, enemy, rv); 1484 int inrange = can_hit (part, enemy, rv);
1477 1485
1478 if (ob->move_status || inrange) 1486 if (ob->move_status || inrange)
1479 ob->move_status++; 1487 ob->move_status++;
1480 1488
1482 return 0; 1490 return 0;
1483 else if (ob->move_status < 10) 1491 else if (ob->move_status < 10)
1484 return dir; 1492 return dir;
1485 else if (ob->move_status < 15) 1493 else if (ob->move_status < 15)
1486 return absdir (dir + 4); 1494 return absdir (dir + 4);
1495
1487 ob->move_status = 0; 1496 ob->move_status = 0;
1488 return 0; 1497 return 0;
1489} 1498}
1490 1499
1491int 1500int
1492disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1501disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1493{ 1502{
1494
1495 /* The logic below here looked plain wrong before. Basically, what should 1503 /* The logic below here looked plain wrong before. Basically, what should
1496 * happen is that if the creatures hp percentage falls below run_away, 1504 * happen is that if the creatures hp percentage falls below run_away,
1497 * the creature should run away (dir+4) 1505 * the creature should run away (dir+4)
1498 * I think its wrong for a creature to have a zero maxhp value, but 1506 * 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 1507 * 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 1508 * server should try to be resilant enough to avoid the problem
1501 */ 1509 */
1502 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1510 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1503 return absdir (dir + 4); 1511 return absdir (dir + 4);
1512
1504 return dist_att (dir, ob, enemy, part, rv); 1513 return dist_att (dir, ob, enemy, part, rv);
1505} 1514}
1506 1515
1507int 1516int
1508wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1517wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509{ 1518{
1510 if (rv->distance < 9) 1519 if (rv->distance < 9)
1511 return absdir (dir + 4); 1520 return absdir (dir + 4);
1521
1512 return 0; 1522 return 0;
1513} 1523}
1514 1524
1515void 1525void
1516circ1_move (object *ob) 1526circ1_move (object *ob)
1517{ 1527{
1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1528 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1529
1519 if (++ob->move_status > 11) 1530 if (++ob->move_status > 11)
1520 ob->move_status = 0; 1531 ob->move_status = 0;
1532
1521 if (!(move_object (ob, circle[ob->move_status]))) 1533 if (!(move_object (ob, circle[ob->move_status])))
1522 (void) move_object (ob, RANDOM () % 8 + 1); 1534 move_object (ob, rndm (8) + 1);
1523} 1535}
1524 1536
1525void 1537void
1526circ2_move (object *ob) 1538circ2_move (object *ob)
1527{ 1539{
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 }; 1540 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1541
1529 if (++ob->move_status > 19) 1542 if (++ob->move_status > 19)
1530 ob->move_status = 0; 1543 ob->move_status = 0;
1544
1531 if (!(move_object (ob, circle[ob->move_status]))) 1545 if (!(move_object (ob, circle[ob->move_status])))
1532 (void) move_object (ob, RANDOM () % 8 + 1); 1546 move_object (ob, rndm (8) + 1);
1533} 1547}
1534 1548
1535void 1549void
1536pace_movev (object *ob) 1550pace_movev (object *ob)
1537{ 1551{
1538 if (ob->move_status++ > 6) 1552 if (ob->move_status++ > 6)
1539 ob->move_status = 0; 1553 ob->move_status = 0;
1554
1540 if (ob->move_status < 4) 1555 if (ob->move_status < 4)
1541 (void) move_object (ob, 5); 1556 move_object (ob, 5);
1542 else 1557 else
1543 (void) move_object (ob, 1); 1558 move_object (ob, 1);
1544} 1559}
1545 1560
1546void 1561void
1547pace_moveh (object *ob) 1562pace_moveh (object *ob)
1548{ 1563{
1549 if (ob->move_status++ > 6) 1564 if (ob->move_status++ > 6)
1550 ob->move_status = 0; 1565 ob->move_status = 0;
1566
1551 if (ob->move_status < 4) 1567 if (ob->move_status < 4)
1552 (void) move_object (ob, 3); 1568 move_object (ob, 3);
1553 else 1569 else
1554 (void) move_object (ob, 7); 1570 move_object (ob, 7);
1555} 1571}
1556 1572
1557void 1573void
1558pace2_movev (object *ob) 1574pace2_movev (object *ob)
1559{ 1575{
1560 if (ob->move_status++ > 16) 1576 if (ob->move_status++ > 16)
1561 ob->move_status = 0; 1577 ob->move_status = 0;
1578
1562 if (ob->move_status < 6) 1579 if (ob->move_status < 6)
1563 (void) move_object (ob, 5); 1580 move_object (ob, 5);
1564 else if (ob->move_status < 8) 1581 else if (ob->move_status < 8)
1565 return; 1582 return;
1566 else if (ob->move_status < 13) 1583 else if (ob->move_status < 13)
1567 (void) move_object (ob, 1); 1584 move_object (ob, 1);
1568 else 1585 else
1569 return; 1586 return;
1570} 1587}
1571 1588
1572void 1589void
1573pace2_moveh (object *ob) 1590pace2_moveh (object *ob)
1574{ 1591{
1575 if (ob->move_status++ > 16) 1592 if (ob->move_status++ > 16)
1576 ob->move_status = 0; 1593 ob->move_status = 0;
1594
1577 if (ob->move_status < 6) 1595 if (ob->move_status < 6)
1578 (void) move_object (ob, 3); 1596 move_object (ob, 3);
1579 else if (ob->move_status < 8) 1597 else if (ob->move_status < 8)
1580 return; 1598 return;
1581 else if (ob->move_status < 13) 1599 else if (ob->move_status < 13)
1582 (void) move_object (ob, 7); 1600 move_object (ob, 7);
1583 else 1601 else
1584 return; 1602 return;
1585} 1603}
1586 1604
1587void 1605void
1588rand_move (object *ob) 1606rand_move (object *ob)
1589{ 1607{
1590 int i;
1591
1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1608 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1593 for (i = 0; i < 5; i++) 1609 for (int i = 0; i < 5; i++)
1594 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1610 if (move_object (ob, ob->move_status = rndm (8) + 1))
1595 return; 1611 return;
1596} 1612}
1597 1613
1598void 1614void
1599check_earthwalls (object *op, maptile *m, int x, int y) 1615check_earthwalls (object *op, maptile *m, int x, int y)
1600{ 1616{
1601 object *tmp;
1602
1603 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1617 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1604 {
1605 if (tmp->type == EARTHWALL) 1618 if (tmp->type == EARTHWALL)
1606 { 1619 {
1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1620 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1608 return; 1621 return;
1609 } 1622 }
1610 }
1611} 1623}
1612 1624
1613void 1625void
1614check_doors (object *op, maptile *m, int x, int y) 1626check_doors (object *op, maptile *m, int x, int y)
1615{ 1627{
1616 object *tmp;
1617
1618 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1628 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1619 {
1620 if (tmp->type == DOOR) 1629 if (tmp->type == DOOR)
1621 { 1630 {
1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1631 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1623 return; 1632 return;
1624 } 1633 }
1625 }
1626} 1634}
1627 1635
1628/* find_mon_throw_ob() - modeled on find_throw_ob 1636/* find_mon_throw_ob() - modeled on find_throw_ob
1629 * This is probably overly simplistic as it is now - We want 1637 * This is probably overly simplistic as it is now - We want
1630 * monsters to throw things like chairs and other pieces of 1638 * monsters to throw things like chairs and other pieces of
1631 * furniture, even if they are not good throwable objects. 1639 * furniture, even if they are not good throwable objects.
1632 * Probably better to have the monster throw a throwable object 1640 * Probably better to have the monster throw a throwable object
1633 * first, then throw any non equipped weapon. 1641 * first, then throw any non equipped weapon.
1634 */ 1642 */
1635
1636object * 1643object *
1637find_mon_throw_ob (object *op) 1644find_mon_throw_ob (object *op)
1638{ 1645{
1639 object *tmp = NULL; 1646 object *tmp = NULL;
1640 1647
1644 tmp = op; 1651 tmp = op;
1645 1652
1646 /* New throw code: look through the inventory. Grap the first legal is_thrown 1653 /* New throw code: look through the inventory. Grap the first legal is_thrown
1647 * marked item and throw it to the enemy. 1654 * marked item and throw it to the enemy.
1648 */ 1655 */
1649
1650 for (tmp = op->inv; tmp; tmp = tmp->below) 1656 for (tmp = op->inv; tmp; tmp = tmp->below)
1651 { 1657 {
1652
1653 /* Can't throw invisible objects or items that are applied */ 1658 /* Can't throw invisible objects or items that are applied */
1654 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1659 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1655 continue; 1660 continue;
1656 1661
1657 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1662 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1673 * properly. I also so odd code in place that checked for x distance 1678 * properly. I also so odd code in place that checked for x distance
1674 * OR y distance being within some range - that seemed wrong - both should 1679 * OR y distance being within some range - that seemed wrong - both should
1675 * be within the valid range. MSW 2001-08-05 1680 * be within the valid range. MSW 2001-08-05
1676 * Returns 0 if enemy can not be detected, 1 if it is detected 1681 * Returns 0 if enemy can not be detected, 1 if it is detected
1677 */ 1682 */
1678
1679int 1683int
1680can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1684can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1681{ 1685{
1682 int radius = MIN_MON_RADIUS, hide_discovery;
1683
1684 /* null detection for any of these condtions always */ 1686 /* null detection for any of these condtions always */
1685 if (!op || !enemy || !op->map || !enemy->map) 1687 if (!op || !enemy || !op->map || !enemy->map)
1686 return 0; 1688 return 0;
1687 1689
1688 /* If the monster (op) has no way to get to the enemy, do nothing */ 1690 /* If the monster (op) has no way to get to the enemy, do nothing */
1690 return 0; 1692 return 0;
1691 1693
1692 get_rangevector (op, enemy, rv, 0); 1694 get_rangevector (op, enemy, rv, 0);
1693 1695
1694 /* Monsters always ignore the DM */ 1696 /* Monsters always ignore the DM */
1695 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1696 return 0; 1698 return 0;
1697 1699
1698 /* simple check. Should probably put some range checks in here. */ 1700 /* simple check. Should probably put some range checks in here. */
1699 if (can_see_enemy (op, enemy)) 1701 if (can_see_enemy (op, enemy))
1700 return 1; 1702 return 1;
1701 1703
1702 /* The rest of this is for monsters. Players are on their own for 1704 /* The rest of this is for monsters. Players are on their own for
1703 * finding enemies! 1705 * finding enemies!
1704 */ 1706 */
1705 if (op->type == PLAYER) 1707 if (op->is_player ())
1706 return 0; 1708 return 0;
1707 1709
1708 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1710 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1709 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1711 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1710 */ 1712 */
1711 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1713 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1712 return 0; 1714 return 0;
1713 1715
1716 int radius = MIN_MON_RADIUS;
1717
1714 /* use this for invis also */ 1718 /* use this for invis also */
1715 hide_discovery = op->stats.Int / 5; 1719 int hide_discovery = op->stats.Int / 5;
1716 1720
1717 /* Determine Detection radii */ 1721 /* Determine Detection radii */
1718 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1722 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1719 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1723 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1720 else 1724 else
1721 { /* a level/INT/Dex adjustment for hiding */ 1725 { /* a level/INT/Dex adjustment for hiding */
1722 object *sk_hide;
1723 int bonus = (op->level / 2) + (op->stats.Int / 5); 1726 int bonus = op->level / 2 + op->stats.Int / 5;
1724 1727
1725 if (enemy->type == PLAYER) 1728 if (enemy->is_player ())
1726 { 1729 {
1727 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1730 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1728 bonus -= sk_hide->level; 1731 bonus -= sk_hide->level;
1729 else 1732 else
1730 { 1733 {
1731 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1734 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1732 make_visible (enemy); 1735 make_visible (enemy);
1741 } /* else creature has modifiers for hiding */ 1744 } /* else creature has modifiers for hiding */
1742 1745
1743 /* Radii stealth adjustment. Only if you are stealthy 1746 /* Radii stealth adjustment. Only if you are stealthy
1744 * will you be able to sneak up closer to creatures */ 1747 * will you be able to sneak up closer to creatures */
1745 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1748 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1746 radius = radius / 2, hide_discovery = hide_discovery / 3; 1749 {
1750 radius /= 2;
1751 hide_discovery /= 3;
1752 }
1747 1753
1748 /* Radii adjustment for enemy standing in the dark */ 1754 /* Radii adjustment for enemy standing in the dark */
1749 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1755 if (!stand_in_light (enemy))
1750 { 1756 {
1751 /* on dark maps body heat can help indicate location with infravision 1757 /* on dark maps body heat can help indicate location with infravision
1752 * undead don't have body heat, so no benefit detecting them. 1758 * undead don't have body heat, so no benefit detecting them.
1753 */ 1759 */
1754 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1760 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1755 radius += op->map->darkness / 2; 1761 radius += op->map->darklevel () / 2;
1756 else 1762 else
1757 radius -= op->map->darkness / 2; 1763 radius -= op->map->darklevel () / 2;
1758 1764
1759 /* op next to a monster (and not in complete darkness) 1765 /* op next to a monster (and not in complete darkness)
1760 * the monster should have a chance to see you. 1766 * the monster should have a chance to see you.
1761 */ 1767 */
1762 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1768 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1763 radius = MIN_MON_RADIUS; 1769 radius = MIN_MON_RADIUS;
1764 } /* if on dark map */ 1770 } /* if on dark map */
1765 1771
1766 /* Lets not worry about monsters that have incredible detection 1772 /* Lets not worry about monsters that have incredible detection
1767 * radii, we only need to worry here about things the player can 1773 * radii, we only need to worry here about things the player can
1769 * may have for their map - in that way, creatures at the edge will 1775 * may have for their map - in that way, creatures at the edge will
1770 * do something. Note that the distance field in the 1776 * do something. Note that the distance field in the
1771 * vector is real distance, so in theory this should be 18 to 1777 * vector is real distance, so in theory this should be 18 to
1772 * find that. 1778 * find that.
1773 */ 1779 */
1774 if (radius > 13) 1780 // note that the above reasoning was utter bullshit even at the time it was written
1775 radius = 13; 1781 // we use 25, lets see if we have the cpu time for it
1782 radius = min (25, radius);
1776 1783
1777 /* Enemy in range! Now test for detection */ 1784 /* Enemy in range! Now test for detection */
1778 if ((int) rv->distance <= radius) 1785 if (rv->distance <= radius)
1779 { 1786 {
1780 /* ah, we are within range, detected? take cases */ 1787 /* ah, we are within range, detected? take cases */
1781 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1788 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1782 return 1; 1789 return 1;
1783 1790
1784 /* hidden or low-quality invisible */ 1791 /* hidden or low-quality invisible */
1785 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1792 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1786 { 1793 {
1787 make_visible (enemy); 1794 make_visible (enemy);
1795
1788 /* inform players of new status */ 1796 /* inform players of new status */
1789 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1797 if (enemy->type == PLAYER && player_can_view (enemy, op))
1790 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1798 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1799
1791 return 1; /* detected enemy */ 1800 return 1; /* detected enemy */
1792 } 1801 }
1793 else if (enemy->invisible) 1802 else if (enemy->invisible)
1794 { 1803 {
1795 /* Change this around - instead of negating the invisible, just 1804 /* Change this around - instead of negating the invisible, just
1796 * return true so that the mosnter that managed to detect you can 1805 * return true so that the monster that managed to detect you can
1797 * do something to you. Decreasing the duration of invisible 1806 * do something to you. Decreasing the duration of invisible
1798 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1807 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1799 * can then basically negate the spell. The spell isn't negated - 1808 * can then basically negate the spell. The spell isn't negated -
1800 * they just know where you are! 1809 * they just know where you are!
1801 */ 1810 */
1802 if ((RANDOM () % 50) <= hide_discovery) 1811 if (rndm (50) <= hide_discovery)
1803 { 1812 {
1804 if (enemy->type == PLAYER) 1813 if (enemy->type == PLAYER)
1805 {
1806 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1814 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1807 } 1815
1808 return 1; 1816 return 1;
1809 } 1817 }
1810 } 1818 }
1811 } /* within range */ 1819 } /* within range */
1812 1820
1813 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1814 return 0; 1822 return 0;
1815} 1823}
1816 1824
1817/* determine if op stands in a lighted square. This is not a very 1825/* determine if op stands in a lighted square. This is not a very
1818 * intellegent algorithm. For one thing, we ignore los here, SO it 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1819 * is possible for a bright light to illuminate a player on the 1827 * is possible for a bright light to illuminate a player on the
1820 * other side of a wall (!). 1828 * other side of a wall (!).
1821 */ 1829 */
1822
1823int 1830int
1824stand_in_light (object *op) 1831stand_in_light (object *op)
1825{ 1832{
1826 sint16 nx, ny;
1827 maptile *m;
1828
1829
1830 if (!op) 1833 if (op)
1834 {
1835 if (!op->is_on_map ())
1831 return 0; 1836 return 0;
1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1840
1832 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1833 return 1; 1842 return 1;
1834 1843
1835 if (op->map) 1844 if (op->map)
1836 { 1845 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1837 int x, y, x1, y1; 1846 {
1838
1839
1840
1841 /* Check the spaces with the max light radius to see if any of them 1847 /* Check the spaces with the max light radius to see if any of them
1842 * have lights, and if any of them light the player enough, then return 1. 1848 * have lights, and if any of them light the player enough, then return 1.
1843 */
1844 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1845 {
1846 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1847 { 1849 */
1848 m = op->map; 1850 int light = m->at (nx, ny).light;
1849 nx = x;
1850 ny = y;
1851 1851
1852 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1852 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1853 continue;
1854
1855 x1 = abs (x - op->x) * abs (x - op->x);
1856 y1 = abs (y - op->y) * abs (y - op->y);
1857 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1858 return 1; 1853 return 1;
1859 } 1854 }
1860 }
1861 } 1855 }
1856
1862 return 0; 1857 return 0;
1863} 1858}
1864
1865 1859
1866/* assuming no walls/barriers, lets check to see if its *possible* 1860/* assuming no walls/barriers, lets check to see if its *possible*
1867 * to see an enemy. Note, "detection" is different from "seeing". 1861 * to see an enemy. Note, "detection" is different from "seeing".
1868 * See can_detect_enemy() for more details. -b.t. 1862 * See can_detect_enemy() for more details. -b.t.
1869 * return 0 if can't be seen, 1 if can be 1863 * return 0 if can't be seen, 1 if can be
1870 */ 1864 */
1871
1872int 1865int
1873can_see_enemy (object *op, object *enemy) 1866can_see_enemy (object *op, object *enemy)
1874{ 1867{
1875 object *looker = op->head ? op->head : op; 1868 object *looker = op->head ? op->head : op;
1876 1869
1890 { 1883 {
1891 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1892 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1893 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1894 1887
1895 if (has_carried_lights (enemy)) 1888 if (enemy->has_carried_lights ())
1896 { 1889 {
1897 if (enemy->hide) 1890 if (enemy->flag [FLAG_HIDDEN])
1898 { 1891 {
1899 make_visible (enemy); 1892 make_visible (enemy);
1900 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1893 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1901 } 1894 }
1895
1902 return 1; 1896 return 1;
1903 } 1897 }
1904 else if (enemy->hide) 1898 else if (enemy->flag [FLAG_HIDDEN])
1905 return 0; 1899 return 0;
1906 1900
1907 /* Invisible enemy. Break apart the check for invis undead/invis looker 1901 /* 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, 1902 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1909 * and making it a conditional makes the code pretty ugly. 1903 * and making it a conditional makes the code pretty ugly.
1910 */ 1904 */
1911 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1912 {
1913 if (makes_invisible_to (enemy, looker)) 1906 if (makes_invisible_to (enemy, looker))
1914 return 0; 1907 return 0;
1915 }
1916 } 1908 }
1917 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1918 if (player_can_view (looker, enemy)) 1910 if (player_can_view (looker, enemy))
1919 return 1; 1911 return 1;
1920 1912
1921 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1922 * unless they carry a light or stand in light. Darkness doesnt 1914 * unless they carry a light or stand in light. Darkness doesnt
1925 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1926 * only relevant for tiled maps, but it is possible that the 1918 * only relevant for tiled maps, but it is possible that the
1927 * enemy is on a bright map and the looker on a dark - in that 1919 * enemy is on a bright map and the looker on a dark - in that
1928 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1929 */ 1921 */
1930 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1922 if (!stand_in_light (enemy)
1931 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1923 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1932 return 0; 1924 return 0;
1933 1925
1934 return 1; 1926 return 1;
1935} 1927}
1928
1929//-GPL

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