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 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.24 by root, Thu Jan 18 21:27:19 2007 UTC

1/* 1/*
2 * static char *rcsid_monster_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: monster.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29#include <global.h> 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;
82
83 else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && (
84 (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) ||
85 ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy)))
86 || npc->enemy == npc->owner))
87 npc->enemy = NULL; 72 npc->enemy = NULL;
88 73
89 74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
90 else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && 75 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
91 (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) 76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner))
92 npc->enemy=NULL; 78 npc->enemy = NULL;
93 79
80
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL;
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) && 91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
102 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; 140 if (can_see_monsterP (m, nx, ny, i))
147 141 return tmp;
148 if (!tmp) { 142 }
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 } 143 }
152 else { 144
153 if(can_see_monsterP(m,nx,ny,i)) 145 return 0;
154 return tmp;
155 }
156 } /* is something living on this space */
157 }
158 return NULL; /* nothing found */
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 {
230 npc->enemy = get_nearest_player(npc);
231 if (npc->enemy)
232 tmp = check_enemy(npc,rv);
233 }
234 218 {
235 } 219 npc->enemy = get_nearest_player (npc);
220 if (npc->enemy)
221 tmp = check_enemy (npc, rv);
222 }
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);
275 return 1; 270 return 1;
276 } 271 }
277 return 0; 272 return 0;
278} 273}
279 274
275int
280int move_randomly(object *op) { 276move_randomly (object *op)
277{
281 int i; 278 int i;
282 279
283 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
284 for(i=0;i<15;i++) { 281 for (i = 0; i < 15; i++)
285 if(move_object(op,RANDOM()%8+1)) 282 {
283 if (move_object (op, rndm (8) + 1))
286 return 1; 284 return 1;
287 } 285 }
288 return 0; 286 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 */
316 }
317
318 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) ||
319 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) &&
320 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
321 if(!check_wakeup(op,enemy,&rv))
322 return 0;
323 }
324 315
325 /* check if monster pops out of hidden spot */
326 if(op->hide) do_hidden_move(op);
327
328 if(op->pick_up)
329 monster_check_pickup(op);
330
331 if(op->will_apply)
332 monster_apply_below(op); /* Check for items to apply below */
333
334 /* generate hp, if applicable */ 316 /* generate hp, if applicable */
335 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { 317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 {
336 319
337 /* last heal is in funny units. Dividing by speed puts 320 /* last heal is in funny units. Dividing by speed puts
338 * the regeneration rate on a basis of time instead of
339 * #moves the monster makes. The scaling by 8 is
340 * to capture 8th's of a hp fraction regens
341 *
342 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
343 * overflow might produce monsters with negative hp.
344 */
345
346 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed));
347 op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */
348 op->last_heal%=32;
349
350 /* So if the monster has gained enough HP that they are no longer afraid */
351 if (QUERY_FLAG(op,FLAG_RUN_AWAY) &&
352 op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
353 (float)op->stats.maxhp))
354 CLEAR_FLAG(op, FLAG_RUN_AWAY);
355
356 if(op->stats.hp>op->stats.maxhp)
357 op->stats.hp=op->stats.maxhp;
358 }
359
360 /* generate sp, if applicable */
361 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) {
362
363 /* last_sp is in funny units. Dividing by speed puts
364 * the regeneration rate on a basis of time instead of 321 * the regeneration rate on a basis of time instead of
365 * #moves the monster makes. The scaling by 8 is 322 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens
324 *
325 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
326 * overflow might produce monsters with negative hp.
327 */
328
329 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 */
331 op->last_heal %= 32;
332
333 /* 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))
335 CLEAR_FLAG (op, FLAG_RUN_AWAY);
336
337 if (op->stats.hp > op->stats.maxhp)
338 op->stats.hp = op->stats.maxhp;
339 }
340
341 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 {
344
345 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is
366 * to capture 8th's of a sp fraction regens 348 * to capture 8th's of a sp fraction regens
367 * 349 *
368 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
369 * overflow might produce monsters with negative sp. 351 * overflow might produce monsters with negative sp.
370 */ 352 */
371 353
372 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));
373 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 */
374 op->last_sp%=128; 356 op->last_sp %= 128;
375 } 357 }
376 358
377 /* this should probably get modified by many more values. 359 /* this should probably get modified by many more values.
378 * (eg, creatures resistance to fear, level, etc. ) 360 * (eg, creatures resistance to fear, level, etc. )
379 */ 361 */
380 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { 362 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
363 {
381 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ 364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED);
369
370 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)))
382 } 372 {
373 if (!check_wakeup (op, enemy, &rv))
374 return 0;
375 }
383 376
384 if (execute_event (op, EVENT_MOVE, op->enemy, 0, 0, SCRIPT_FIX_ALL)) 377 /* check if monster pops out of hidden spot */
378 if (op->hide)
379 do_hidden_move (op);
380
381 if (op->pick_up)
382 monster_check_pickup (op);
383
384 if (op->will_apply)
385 monster_apply_below (op); /* Check for items to apply below */
386
387 /* If we don't have an enemy, do special movement or the like */
388 if (!enemy)
389 {
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
391 {
392 op->destroy ();
393 return 1;
394 }
395
396 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set.
398 */
399 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
400 {
401 if (op->attack_movement & HI4)
402 {
403 switch (op->attack_movement & HI4)
404 {
405 case (PETMOVE):
406 pet_move (op);
407 break;
408
409 case (CIRCLE1):
410 circ1_move (op);
411 break;
412
413 case (CIRCLE2):
414 circ2_move (op);
415 break;
416
417 case (PACEV):
418 pace_movev (op);
419 break;
420
421 case (PACEH):
422 pace_moveh (op);
423 break;
424
425 case (PACEV2):
426 pace2_movev (op);
427 break;
428
429 case (PACEH2):
430 pace2_moveh (op);
431 break;
432
433 case (RANDO):
434 rand_move (op);
435 break;
436
437 case (RANDO2):
438 move_randomly (op);
439 break;
440 }
441 return 0;
442 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op);
445
446 } /* stand still */
385 return 0; 447 return 0;
448 } /* no enemy */
386 449
387 /* If we don't have an enemy, do special movement or the like */ 450 /* We have an enemy. Block immediately below is for pets */
388 if(!enemy) { 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 */
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { 488 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
390 remove_ob(op); 489 dir = absdir (dir + 4);
391 free_object(op);
392 return 1;
393 }
394
395 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set.
397 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { 490 if (QUERY_FLAG (op, FLAG_CONFUSED))
399 if (op->attack_movement & HI4) 491 dir = absdir (dir + rndm (3) + rndm (3) - 2);
492
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
400 { 494 {
401 switch (op->attack_movement & HI4) {
402 case (PETMOVE):
403 pet_move (op);
404 break;
405
406 case (CIRCLE1):
407 circ1_move (op);
408 break;
409
410 case (CIRCLE2):
411 circ2_move (op);
412 break;
413
414 case (PACEV):
415 pace_movev(op);
416 break;
417
418 case (PACEH):
419 pace_moveh(op);
420 break;
421
422 case (PACEV2):
423 pace2_movev (op);
424 break;
425
426 case (PACEH2):
427 pace2_moveh (op);
428 break;
429
430 case (RANDO):
431 rand_move (op);
432 break;
433
434 case (RANDO2):
435 move_randomly (op);
436 break;
437 }
438 return 0;
439 }
440 else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
441 (void) move_randomly(op);
442
443 } /* stand still */
444 return 0;
445 } /* no enemy */
446
447 /* We have an enemy. Block immediately below is for pets */
448 if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
449 return follow_owner(op, owner);
450
451 /* doppleganger code to change monster facing to that of the nearest
452 * player. Hmm. The code is here, but no monster in the current
453 * arch set uses it.
454 */
455 if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
456 {
457 op->face = enemy->face;
458 if (op->name)
459 free_string(op->name);
460 add_refcount(op->name = enemy->name);
461 }
462
463 /* Calculate range information for closest body part - this
464 * is used for the 'skill' code, which isn't that smart when
465 * it comes to figuring it out - otherwise, giants throw boulders
466 * into themselves.
467 */
468 get_rangevector(op, enemy, &rv, 0);
469
470 /* Move the check for scared up here - if the monster was scared,
471 * we were not doing any of the logic below, so might as well save
472 * a few cpu cycles.
473 */
474 if (!QUERY_FLAG(op, FLAG_SCARED))
475 {
476 rv_vector rv1;
477
478 /* now we test every part of an object .... this is a real ugly piece of code */
479 for (part=op; part!=NULL; part=part->more) {
480 get_rangevector(part, enemy, &rv1, 0x1);
481 dir=rv1.direction;
482
483 /* hm, not sure about this part - in original was a scared flag here too
484 * but that we test above... so can be old code here
485 */
486 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
487 dir=absdir(dir+4);
488 if(QUERY_FLAG(op,FLAG_CONFUSED))
489 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
490
491 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
492 if(monster_cast_spell(op,part,enemy,dir,&rv1)) 495 if (monster_cast_spell (op, part, enemy, dir, &rv1))
493 return 0; 496 return 0;
494 } 497 }
495 498
496 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { 499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 {
497 if(monster_use_scroll(op,part,enemy,dir,&rv1)) 501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
498 return 0; 502 return 0;
499 } 503 }
500 504
501 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) { 505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
506 {
502 if(monster_use_range(op,part,enemy,dir)) 507 if (monster_use_range (op, part, enemy, dir))
503 return 0; 508 return 0;
504 } 509 }
505 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) { 510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
511 {
506 if(monster_use_skill(op,rv.part,enemy,rv.direction)) 512 if (monster_use_skill (op, rv.part, enemy, rv.direction))
507 return 0; 513 return 0;
508 } 514 }
509 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) { 515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 {
510 if(monster_use_bow(op,part,enemy,dir)) 517 if (monster_use_bow (op, part, enemy, dir))
511 return 0; 518 return 0;
512 } 519 }
513 } /* for processing of all parts */ 520 } /* for processing of all parts */
514 } /* If not scared */ 521 } /* If not scared */
515 522
516 523
517 part = rv.part; 524 part = rv.part;
518 dir=rv.direction; 525 dir = rv.direction;
519 526
520 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY)) 527 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
521 dir=absdir(dir+4); 528 dir = absdir (dir + 4);
522 529
523 if(QUERY_FLAG(op,FLAG_CONFUSED)) 530 if (QUERY_FLAG (op, FLAG_CONFUSED))
524 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 531 dir = absdir (dir + rndm (3) + rndm (3) - 2);
525 532
526 pre_att_dir = dir; /* remember the original direction */ 533 pre_att_dir = dir; /* remember the original direction */
527 534
528 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED)) 535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
529 { 536 {
530 switch (op->attack_movement & LO4) { 537 switch (op->attack_movement & LO4)
538 {
531 case DISTATT: 539 case DISTATT:
532 dir = dist_att (dir,op,enemy,part,&rv); 540 dir = dist_att (dir, op, enemy, part, &rv);
533 break; 541 break;
534 542
535 case RUNATT: 543 case RUNATT:
536 dir = run_att (dir,op,enemy,part,&rv); 544 dir = run_att (dir, op, enemy, part, &rv);
537 break; 545 break;
538 546
539 case HITRUN: 547 case HITRUN:
540 dir = hitrun_att(dir,op,enemy); 548 dir = hitrun_att (dir, op, enemy);
541 break; 549 break;
542 550
543 case WAITATT: 551 case WAITATT:
544 dir = wait_att (dir,op,enemy,part,&rv); 552 dir = wait_att (dir, op, enemy, part, &rv);
545 break; 553 break;
546 554
547 case RUSH: /* default - monster normally moves towards player */ 555 case RUSH: /* default - monster normally moves towards player */
548 case ALLRUN: 556 case ALLRUN:
549 break; 557 break;
550 558
551 case DISTHIT: 559 case DISTHIT:
552 dir = disthit_att (dir,op,enemy,part,&rv); 560 dir = disthit_att (dir, op, enemy, part, &rv);
553 break; 561 break;
554 562
555 case WAIT2: 563 case WAIT2:
556 dir = wait_att2 (dir,op,enemy,part,&rv); 564 dir = wait_att2 (dir, op, enemy, part, &rv);
557 break; 565 break;
558 566
559 default: 567 default:
560 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4); 568 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
561 } 569 }
562 } 570 }
563 571
564 if (!dir) 572 if (!dir)
565 return 0; 573 return 0;
566 574
567 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { 575 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
576 {
568 if(move_object(op,dir)) /* Can the monster move directly toward player? */ 577 if (move_object (op, dir)) /* Can the monster move directly toward player? */
569 { 578 {
570 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 579 /* elmex: Turn our monster after it moved if it has DISTATT attack */
571 if ((op->attack_movement & LO4) == DISTATT) 580 if ((op->attack_movement & LO4) == DISTATT)
572 op->direction = pre_att_dir; 581 op->direction = pre_att_dir;
573 582
574 return 0; 583 return 0;
575 } 584 }
576 585
577 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv) 586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
578 || QUERY_FLAG(op,FLAG_RUN_AWAY)) { 587 {
579 588
580 /* Try move around corners if !close */ 589 /* Try move around corners if !close */
581 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2; 590 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
591
582 for(diff = 1; diff <= maxdiff; diff++) { 592 for (diff = 1; diff <= maxdiff; diff++)
593 {
583 /* try different detours */ 594 /* try different detours */
584 int m = 1-(RANDOM()&2); /* Try left or right first? */ 595 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
585 if(move_object(op,absdir(dir + diff*m)) || 596
586 move_object(op,absdir(dir - diff*m))) 597 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
587 return 0; 598 return 0;
588 } 599 }
589 } 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);
636 part->stats.wc-=10;
637 }
638 else
639 (void)skill_attack(enemy,part,0,NULL, NULL); 648 (void) skill_attack (enemy, part, 0, NULL, NULL);
649 part->stats.wc -= 10;
650 }
651 else
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))
646 {
647 remove_ob(op);
648 free_object(op);
649 return 1;
650 } 659 {
660 op->remove ();
661 op->destroy ();
662 return 1;
663 }
651 return 0; 664 return 0;
652} 665}
666
667int
653int can_hit(object *ob1,object *ob2, rv_vector *rv) { 668can_hit (object *ob1, object *ob2, rv_vector * rv)
669{
654 object *more; 670 object *more;
655 rv_vector rv1; 671 rv_vector rv1;
656 672
657 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) 673 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
658 return 0; 674 return 0;
659 675
660 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; 676 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
677 return 1;
661 678
662 /* check all the parts of ob2 - just because we can't get to 679 /* check all the parts of ob2 - just because we can't get to
663 * its head doesn't mean we don't want to pound its feet 680 * its head doesn't mean we don't want to pound its feet
664 */ 681 */
665 for (more = ob2->more; more!=NULL; more = more->more) { 682 for (more = ob2->more; more != NULL; more = more->more)
683 {
666 get_rangevector(ob1, more, &rv1, 0); 684 get_rangevector (ob1, more, &rv1, 0);
667 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; 685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686 return 1;
668 } 687 }
669 return 0; 688 return 0;
670 689
671} 690}
672 691
673/* Returns 1 is monster should cast spell sp at an enemy 692/* Returns 1 is monster should cast spell sp at an enemy
674 * Returns 0 if the monster should not cast this spell. 693 * Returns 0 if the monster should not cast this spell.
684 * 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,
685 * 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,
686 * the right type of healing spell could be useful. 705 * the right type of healing spell could be useful.
687 */ 706 */
688 707
708static int
689static int monster_should_cast_spell(object *monster, object *spell_ob) 709monster_should_cast_spell (object *monster, object *spell_ob)
690{ 710{
691 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 711 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
692 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
693 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
694 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 ||
695 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 ||
696 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)
697 spell_ob->subtype == SP_INVISIBLE)
698 717
699 return 1;
700
701 return 0; 718 return 1;
719
720 return 0;
702} 721}
703 722
704 723
705#define MAX_KNOWN_SPELLS 20 724#define MAX_KNOWN_SPELLS 20
706 725
707/* Returns a randomly selected spell. This logic is still 726/* Returns a randomly selected spell. This logic is still
708 * less than ideal. This code also only seems to deal with 727 * less than ideal. This code also only seems to deal with
709 * wizard spells, as the check is against sp, and not grace. 728 * wizard spells, as the check is against sp, and not grace.
710 * can mosnters know cleric spells? 729 * can mosnters know cleric spells?
711 */ 730 */
731object *
712object *monster_choose_random_spell(object *monster) { 732monster_choose_random_spell (object *monster)
733{
713 object *altern[MAX_KNOWN_SPELLS]; 734 object *altern[MAX_KNOWN_SPELLS];
714 object *tmp; 735 object *tmp;
715 int i=0; 736 int i = 0;
716 737
717 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
718 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 739 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 {
719 /* Check and see if it's actually a useful spell. 741 /* Check and see if it's actually a useful spell.
720 * If its a spellbook, the spell is actually the inventory item. 742 * If its a spellbook, the spell is actually the inventory item.
721 * 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.
722 */ 744 */
723 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))
724 altern[i++]=tmp; 746 {
725 if(i==MAX_KNOWN_SPELLS) 747 altern[i++] = tmp;
726 break; 748 if (i == MAX_KNOWN_SPELLS)
749 break;
750 }
727 } 751 }
728 }
729 if(!i) 752 if (!i)
730 return NULL; 753 return NULL;
731 return altern[RANDOM()%i]; 754 return altern[RANDOM () % i];
732} 755}
733 756
734/* 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.
735 * 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.
736 * head is the head of the monster. 759 * head is the head of the monster.
738 * pl is the target. 761 * pl is the target.
739 * dir is the direction to case. 762 * dir is the direction to case.
740 * rv is the vector which describes where the enemy is. 763 * rv is the vector which describes where the enemy is.
741 */ 764 */
742 765
766int
743int 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{
744 object *spell_item; 769 object *spell_item;
745 object *owner; 770 object *owner;
746 rv_vector rv1; 771 rv_vector rv1;
747 772
748 /* 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
749 * 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
750 * 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
751 * 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
752 * other monsters) 777 * other monsters)
753 */ 778 */
754 if(!(dir=path_to_player(part,pl,0))) 779 if (!(dir = path_to_player (part, pl, 0)))
755 return 0; 780 return 0;
781
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
756 783 {
757 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
758 get_rangevector(head, owner, &rv1, 0x1); 784 get_rangevector (head, owner, &rv1, 0x1);
759 if(dirdiff(dir,rv1.direction) < 2) { 785 if (dirdiff (dir, rv1.direction) < 2)
786 {
760 return 0; /* Might hit owner with spell */ 787 return 0; /* Might hit owner with spell */
761 } 788 }
762 } 789 }
763 790
764 if(QUERY_FLAG(head,FLAG_CONFUSED)) 791 if (QUERY_FLAG (head, FLAG_CONFUSED))
765 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 792 dir = absdir (dir + rndm (3) + rndm (3) - 2);
766 793
767 /* If the monster hasn't already chosen a spell, choose one 794 /* If the monster hasn't already chosen a spell, choose one
768 * I'm not sure if it really make sense to pre-select spells (events 795 * I'm not sure if it really make sense to pre-select spells (events
769 * could be different by the time the monster goes again). 796 * could be different by the time the monster goes again).
770 */ 797 */
771 if(head->spellitem==NULL) { 798 if (head->spellitem == NULL)
799 {
772 if((spell_item=monster_choose_random_spell(head))==NULL) { 800 if ((spell_item = monster_choose_random_spell (head)) == NULL)
801 {
773 LOG(llevMonster,"Turned off spells in %s\n",head->name); 802 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
774 CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 803 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
804 return 0;
805 }
806 if (spell_item->type == SPELLBOOK)
807 {
808 if (!spell_item->inv)
809 {
810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811 return 0;
812 }
813 spell_item = spell_item->inv;
814 }
815 }
816 else
817 spell_item = head->spellitem;
818
819 if (!spell_item)
775 return 0; 820 return 0;
776 }
777 if (spell_item->type == SPELLBOOK) {
778 if (!spell_item->inv) {
779 LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name);
780 return 0;
781 }
782 spell_item=spell_item->inv;
783 }
784 }
785 else
786 spell_item=head->spellitem;
787 821
788 if (!spell_item) return 0;
789
790 /* Best guess this is a defensive/healing spell */ 822 /* Best guess this is a defensive/healing spell */
791 if (spell_item->range<=1 || spell_item->stats.dam < 0) 823 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
792 dir = 0; 824 dir = 0;
793 825
794 /* Monster doesn't have enough spell-points */ 826 /* Monster doesn't have enough spell-points */
795 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))
796 return 0; 828 return 0;
797 829
798 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))
799 return 0; 831 return 0;
800 832
801 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);
802 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);
803 835
804 /* 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 */
805 head->spellitem = NULL; 837 head->spellitem = NULL;
806 838
807 return cast_spell(part,part,dir, spell_item, NULL); 839 return cast_spell (part, part, dir, spell_item, NULL);
808} 840}
809 841
810 842
843int
811int 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{
812 object *scroll; 846 object *scroll;
813 object *owner; 847 object *owner;
814 rv_vector rv1; 848 rv_vector rv1;
815 849
816 /* 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
817 * 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
818 * 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
819 * 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
820 * other monsters) 854 * other monsters)
821 */ 855 */
822 if(!(dir=path_to_player(part,pl,0))) 856 if (!(dir = path_to_player (part, pl, 0)))
823 return 0; 857 return 0;
858
859 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
824 860 {
825 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
826 get_rangevector(head, owner, &rv1, 0x1); 861 get_rangevector (head, owner, &rv1, 0x1);
827 if(dirdiff(dir,rv1.direction) < 2) { 862 if (dirdiff (dir, rv1.direction) < 2)
863 {
828 return 0; /* Might hit owner with spell */ 864 return 0; /* Might hit owner with spell */
829 } 865 }
830 } 866 }
831 867
832 if(QUERY_FLAG(head,FLAG_CONFUSED)) 868 if (QUERY_FLAG (head, FLAG_CONFUSED))
833 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 869 dir = absdir (dir + rndm (3) + rndm (3) - 2);
834 870
835 for (scroll=head->inv; scroll; scroll=scroll->below) 871 for (scroll = head->inv; scroll; scroll = scroll->below)
836 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;
837 874
838 /* Used up all his scrolls, so nothing do to */ 875 /* Used up all his scrolls, so nothing do to */
839 if (!scroll) { 876 if (!scroll)
877 {
840 CLEAR_FLAG(head, FLAG_READY_SCROLL); 878 CLEAR_FLAG (head, FLAG_READY_SCROLL);
841 return 0; 879 return 0;
842 } 880 }
843 881
844 /* Spell should be cast on caster (ie, heal, strength) */ 882 /* Spell should be cast on caster (ie, heal, strength) */
845 if (scroll->inv->range==0) 883 if (scroll->inv->range == 0)
846 dir = 0; 884 dir = 0;
847 885
848 apply_scroll(part, scroll, dir); 886 apply_scroll (part, scroll, dir);
849 return 1; 887 return 1;
850} 888}
851 889
852/* 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.
853 * 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
854 * SK_MISSILE_WEAPON to make those respective attacks, if we 892 * SK_MISSILE_WEAPON to make those respective attacks, if we
857 * 895 *
858 * 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.
859 * 897 *
860 * At the moment this is only useful for throwing, perhaps for 898 * At the moment this is only useful for throwing, perhaps for
861 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 899 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
862 */ 900 */
863 901
902int
864int monster_use_skill(object *head, object *part, object *pl,int dir) { 903monster_use_skill (object *head, object *part, object *pl, int dir)
904{
865 object *skill, *owner; 905 object *skill, *owner;
866 906
867 if(!(dir=path_to_player(part,pl,0))) 907 if (!(dir = path_to_player (part, pl, 0)))
868 return 0; 908 return 0;
869 909
870 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 910 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
911 {
871 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
872 if(dirdiff(dir,dir2) < 1) 914 if (dirdiff (dir, dir2) < 1)
873 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 915 return 0; /* Might hit owner with skill -thrown rocks for example ? */
874 } 916 }
875 if(QUERY_FLAG(head,FLAG_CONFUSED)) 917 if (QUERY_FLAG (head, FLAG_CONFUSED))
876 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 918 dir = absdir (dir + rndm (3) + rndm (3) - 2);
877 919
878 /* skill selection - monster will use the next unused skill. 920 /* skill selection - monster will use the next unused skill.
879 * well...the following scenario will allow the monster to 921 * well...the following scenario will allow the monster to
880 * 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
881 * more skills available to monsters. 923 * more skills available to monsters.
882 */ 924 */
883 925
884 for(skill=head->inv;skill!=NULL;skill=skill->below) 926 for (skill = head->inv; skill != NULL; skill = skill->below)
885 if(skill->type==SKILL && skill!=head->chosen_skill) { 927 if (skill->type == SKILL && skill != head->chosen_skill)
928 {
886 head->chosen_skill=skill; 929 head->chosen_skill = skill;
887 break; 930 break;
888 } 931 }
889 932
890 if(!skill && !head->chosen_skill) { 933 if (!skill && !head->chosen_skill)
934 {
891 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);
892 head->name,head->count);
893 CLEAR_FLAG(head, FLAG_READY_SKILL); 936 CLEAR_FLAG (head, FLAG_READY_SKILL);
894 return 0; 937 return 0;
895 } 938 }
896 /* use skill */ 939 /* use skill */
897 return do_skill(head, part, head->chosen_skill,dir,NULL); 940 return do_skill (head, part, head->chosen_skill, dir, NULL);
898} 941}
899 942
900/* Monster will use a ranged spell attack. */ 943/* Monster will use a ranged spell attack. */
901 944
945int
902int monster_use_range(object *head,object *part,object *pl,int dir) 946monster_use_range (object *head, object *part, object *pl, int dir)
903 { 947{
904 object *wand, *owner; 948 object *wand, *owner;
905 int at_least_one = 0; 949 int at_least_one = 0;
906 950
907 if(!(dir=path_to_player(part,pl,0))) 951 if (!(dir = path_to_player (part, pl, 0)))
908 return 0; 952 return 0;
909 953
910 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 954 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
955 {
911 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
912 if(dirdiff(dir,dir2) < 2) 958 if (dirdiff (dir, dir2) < 2)
913 return 0; /* Might hit owner with spell */ 959 return 0; /* Might hit owner with spell */
914 } 960 }
915 if(QUERY_FLAG(head,FLAG_CONFUSED)) 961 if (QUERY_FLAG (head, FLAG_CONFUSED))
916 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 962 dir = absdir (dir + rndm (3) + rndm (3) - 2);
917 963
918 for(wand=head->inv;wand!=NULL;wand=wand->below) 964 for (wand = head->inv; wand != NULL; wand = wand->below)
919 { 965 {
920 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))
921 { 976 {
922 /* Found a wand, let's see if it has charges left */ 977 if (wand->arch)
923 at_least_one = 1;
924 if( wand->stats.food<=0 )
925 continue;
926
927 cast_spell( head, wand, dir, wand->inv, NULL );
928
929 if ( !( --wand->stats.food ) )
930 { 978 {
931 if ( wand->arch )
932 {
933 CLEAR_FLAG(wand, FLAG_ANIMATE); 979 CLEAR_FLAG (wand, FLAG_ANIMATE);
934 wand->face = wand->arch->clone.face; 980 wand->face = wand->arch->clone.face;
935 wand->speed = 0; 981 wand->set_speed (0);
936 update_ob_speed(wand);
937 }
938 } 982 }
939 /* Success */
940 return 1;
941 } 983 }
984 /* Success */
985 return 1;
986 }
942 else if ( wand->type == ROD || wand->type==HORN ) { 987 else if (wand->type == ROD || wand->type == HORN)
988 {
943 /* Found rod/horn, let's use it if possible */ 989 /* Found rod/horn, let's use it if possible */
944 at_least_one = 1; 990 at_least_one = 1;
945 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))
946 continue; 992 continue;
947 993
948 /* drain charge before casting spell - can be a case where the 994 /* drain charge before casting spell - can be a case where the
949 * spell destroys the monster, and rod, so if done after, results 995 * spell destroys the monster, and rod, so if done after, results
950 * in crash. 996 * in crash.
951 */ 997 */
952 drain_rod_charge( wand ); 998 drain_rod_charge (wand);
953 cast_spell( head, wand, dir, wand->inv, NULL ); 999 cast_spell (head, wand, dir, wand->inv, NULL);
954 1000
955 /* Success */ 1001 /* Success */
956 return 1; 1002 return 1;
957 } 1003 }
958 } 1004 }
959 1005
960 if ( at_least_one ) 1006 if (at_least_one)
961 return 0; 1007 return 0;
962 1008
963 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);
964 head->name,head->count);
965 CLEAR_FLAG(head, FLAG_READY_RANGE); 1010 CLEAR_FLAG (head, FLAG_READY_RANGE);
966 return 0; 1011 return 0;
967 } 1012}
968 1013
1014int
969int monster_use_bow(object *head, object *part, object *pl, int dir) { 1015monster_use_bow (object *head, object *part, object *pl, int dir)
1016{
970 object *owner; 1017 object *owner;
971 1018
972 if(!(dir=path_to_player(part,pl,0))) 1019 if (!(dir = path_to_player (part, pl, 0)))
973 return 0; 1020 return 0;
974 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1021 if (QUERY_FLAG (head, FLAG_CONFUSED))
975 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1022 dir = absdir (dir + rndm (3) + rndm (3) - 2);
976 1023
977 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 {
978 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
979 if(dirdiff(dir,dir2) < 1) 1028 if (dirdiff (dir, dir2) < 1)
980 return 0; /* Might hit owner with arrow */ 1029 return 0; /* Might hit owner with arrow */
981 } 1030 }
982 1031
983 /* in server/player.c */ 1032 /* in server/player.c */
984 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);
985 1034
986} 1035}
987 1036
988/* Checks if putting on 'item' will make 'who' do more 1037/* Checks if putting on 'item' will make 'who' do more
989 * damage. This is a very simplistic check - also checking things 1038 * damage. This is a very simplistic check - also checking things
990 * like speed and ac are also relevant. 1039 * like speed and ac are also relevant.
991 * 1040 *
992 * return true if item is a better object. 1041 * return true if item is a better object.
993 */ 1042 */
994 1043
1044int
995int check_good_weapon(object *who, object *item) { 1045check_good_weapon (object *who, object *item)
1046{
996 object *other_weap; 1047 object *other_weap;
997 int val=0, i; 1048 int val = 0, i;
998 1049
999 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)
1000 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))
1001 break; 1052 break;
1002 1053
1003 if(other_weap==NULL) /* No other weapons */ 1054 if (other_weap == NULL) /* No other weapons */
1004 return 1; 1055 return 1;
1005 1056
1006 /* 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
1007 * better, just do some simple checks 1058 * better, just do some simple checks
1008 * Put some multipliers for things that hvae several effects, 1059 * Put some multipliers for things that hvae several effects,
1009 * 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
1010 */ 1061 */
1011 1062
1012 val = item->stats.dam - other_weap->stats.dam; 1063 val = item->stats.dam - other_weap->stats.dam;
1013 val += (item->magic - other_weap->magic) * 3; 1064 val += (item->magic - other_weap->magic) * 3;
1014 /* Monsters don't really get benefits from things like regen rates 1065 /* Monsters don't really get benefits from things like regen rates
1015 * from items. But the bonus for their stats are very important. 1066 * from items. But the bonus for their stats are very important.
1016 */ 1067 */
1017 for (i=0; i<NUM_STATS; i++) 1068 for (i = 0; i < NUM_STATS; i++)
1018 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;
1019 1070
1020 if (val > 0) return 1; 1071 if (val > 0)
1072 return 1;
1073 else
1021 else return 0; 1074 return 0;
1022 1075
1023} 1076}
1024 1077
1078int
1025int check_good_armour(object *who, object *item) { 1079check_good_armour (object *who, object *item)
1080{
1026 object *other_armour; 1081 object *other_armour;
1027 int val=0,i; 1082 int val = 0, i;
1028 1083
1029 for (other_armour = who->inv; other_armour != NULL; 1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1030 other_armour = other_armour->below)
1031 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))
1032 break; 1086 break;
1033 1087
1034 if (other_armour == NULL) /* No other armour, use the new */ 1088 if (other_armour == NULL) /* No other armour, use the new */
1035 return 1; 1089 return 1;
1036 1090
1037 /* Like above function , see which is better */ 1091 /* Like above function , see which is better */
1038 val = item->stats.ac - other_armour->stats.ac; 1092 val = item->stats.ac - other_armour->stats.ac;
1039 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; 1093 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1040 val += (item->magic - other_armour->magic) * 3; 1094 val += (item->magic - other_armour->magic) * 3;
1041 1095
1042 /* 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 -
1043 * 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
1044 * 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.
1045 * 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
1046 * 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.
1047 */ 1101 */
1048 for (i=1; i <NROFATTACKS; i++) { 1102 for (i = 1; i < NROFATTACKS; i++)
1103 {
1049 if (item->resist[i] > other_armour->resist[i]) val++; 1104 if (item->resist[i] > other_armour->resist[i])
1105 val++;
1050 else if (item->resist[i] < other_armour->resist[i]) val--; 1106 else if (item->resist[i] < other_armour->resist[i])
1107 val--;
1051 } 1108 }
1052 1109
1053 /* 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. */
1054 1111
1055 if (val > 0) return 1; 1112 if (val > 0)
1113 return 1;
1114 else
1056 else return 0; 1115 return 0;
1057 1116
1058} 1117}
1059 1118
1060/* 1119/*
1061 * monster_check_pickup(): checks for items that monster can pick up. 1120 * monster_check_pickup(): checks for items that monster can pick up.
1071 * 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
1072 * 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
1073 * affect stacking on this space. 1132 * affect stacking on this space.
1074 */ 1133 */
1075 1134
1135void
1076void monster_check_pickup(object *monster) { 1136monster_check_pickup (object *monster)
1137{
1077 object *tmp,*next; 1138 object *tmp, *next;
1078 int next_tag;
1079 1139
1080 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1140 for (tmp = monster->below; tmp != NULL; tmp = next)
1141 {
1081 next=tmp->below; 1142 next = tmp->below;
1082 next_tag = next ? next->count : 0;
1083 if (monster_can_pick(monster,tmp)) { 1143 if (monster_can_pick (monster, tmp))
1084 remove_ob(tmp); 1144 {
1145 tmp->remove ();
1085 tmp = insert_ob_in_ob(tmp,monster); 1146 tmp = insert_ob_in_ob (tmp, monster);
1086 (void) monster_check_apply(monster,tmp); 1147 (void) monster_check_apply (monster, tmp);
1087 } 1148 }
1088 /* 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
1089 * not a big deal to just bail out. 1150 * not a big deal to just bail out.
1090 */ 1151 */
1091 if (next && was_destroyed(next, next_tag)) return; 1152 if (next && next->destroyed ())
1153 return;
1092 } 1154 }
1093} 1155}
1094 1156
1095/* 1157/*
1096 * monster_can_pick(): If the monster is interested in picking up 1158 * monster_can_pick(): If the monster is interested in picking up
1097 * the item, then return 0. Otherwise 0. 1159 * the item, then return 0. Otherwise 0.
1098 * Instead of pick_up, flags for "greed", etc, should be used. 1160 * Instead of pick_up, flags for "greed", etc, should be used.
1099 * 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.
1100 */ 1162 */
1101 1163
1164int
1102int monster_can_pick(object *monster, object *item) { 1165monster_can_pick (object *monster, object *item)
1166{
1103 int flag=0; 1167 int flag = 0;
1104 int i; 1168 int i;
1105 1169
1106 if(!can_pick(monster,item)) 1170 if (!can_pick (monster, item))
1107 return 0; 1171 return 0;
1108 1172
1109 if(QUERY_FLAG(item,FLAG_UNPAID)) 1173 if (QUERY_FLAG (item, FLAG_UNPAID))
1110 return 0; 1174 return 0;
1111 1175
1112 if (monster->pick_up&64) /* All */ 1176 if (monster->pick_up & 64) /* All */
1113 flag=1; 1177 flag = 1;
1114 1178
1179 else
1115 else switch(item->type) { 1180 switch (item->type)
1116 case MONEY: 1181 {
1117 case GEM: 1182 case MONEY:
1183 case GEM:
1118 flag=monster->pick_up&2; 1184 flag = monster->pick_up & 2;
1119 break; 1185 break;
1120 1186
1121 case FOOD: 1187 case FOOD:
1122 flag=monster->pick_up&4; 1188 flag = monster->pick_up & 4;
1123 break; 1189 break;
1124 1190
1125 case WEAPON: 1191 case WEAPON:
1126 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); 1192 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1127 break; 1193 break;
1128 1194
1129 case ARMOUR: 1195 case ARMOUR:
1130 case SHIELD: 1196 case SHIELD:
1131 case HELMET: 1197 case HELMET:
1132 case BOOTS: 1198 case BOOTS:
1133 case GLOVES: 1199 case GLOVES:
1134 case GIRDLE: 1200 case GIRDLE:
1135 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); 1201 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1136 break; 1202 break;
1137 1203
1138 case SKILL: 1204 case SKILL:
1139 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); 1205 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1140 break; 1206 break;
1141 1207
1142 case RING: 1208 case RING:
1143 flag=QUERY_FLAG(monster,FLAG_USE_RING); 1209 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1144 break; 1210 break;
1145 1211
1146 case WAND: 1212 case WAND:
1147 case HORN: 1213 case HORN:
1148 case ROD: 1214 case ROD:
1149 flag=QUERY_FLAG(monster,FLAG_USE_RANGE); 1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1150 break; 1216 break;
1151 1217
1152 case SPELLBOOK: 1218 case SPELLBOOK:
1153 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));
1154 break; 1220 break;
1155 1221
1156 case SCROLL: 1222 case SCROLL:
1157 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); 1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1158 break; 1224 break;
1159 1225
1160 case BOW: 1226 case BOW:
1161 case ARROW: 1227 case ARROW:
1162 flag=QUERY_FLAG(monster,FLAG_USE_BOW); 1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1163 break; 1229 break;
1164 } 1230 }
1165 /* 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
1166 * 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
1167 * use several locations. 1233 * use several locations.
1168 */ 1234 */
1169 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 {
1170 if (monster->body_info[i] && item->body_info[i]) { 1237 if (monster->body_info[i] && item->body_info[i])
1171 flag=1; 1238 {
1172 break; 1239 flag = 1;
1173 } 1240 break;
1241 }
1174 } 1242 }
1175 1243
1176 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) 1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1177 return 1;
1178 return 0; 1245 return 1;
1246 return 0;
1179} 1247}
1180 1248
1181/* 1249/*
1182 * monster_apply_below(): 1250 * monster_apply_below():
1183 * 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
1184 * eager to apply things, encounters something apply-able, 1252 * eager to apply things, encounters something apply-able,
1185 * then make him apply it 1253 * then make him apply it
1186 */ 1254 */
1187 1255
1256void
1188void monster_apply_below(object *monster) { 1257monster_apply_below (object *monster)
1258{
1189 object *tmp, *next; 1259 object *tmp, *next;
1190 1260
1191 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1261 for (tmp = monster->below; tmp != NULL; tmp = next)
1262 {
1192 next=tmp->below; 1263 next = tmp->below;
1193 switch (tmp->type) { 1264 switch (tmp->type)
1265 {
1194 case CF_HANDLE: 1266 case CF_HANDLE:
1195 case TRIGGER: 1267 case TRIGGER:
1196 if (monster->will_apply&1) 1268 if (monster->will_apply & 1)
1197 manual_apply(monster,tmp,0); 1269 manual_apply (monster, tmp, 0);
1198 break; 1270 break;
1199 1271
1200 case TREASURE: 1272 case TREASURE:
1201 if (monster->will_apply&2) 1273 if (monster->will_apply & 2)
1202 manual_apply(monster,tmp,0); 1274 manual_apply (monster, tmp, 0);
1203 break; 1275 break;
1204 1276
1205 } 1277 }
1206 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1278 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1207 break; 1279 break;
1208 } 1280 }
1209} 1281}
1210 1282
1211/* 1283/*
1212 * 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
1218 * they can pick up all that they can use. 1290 * they can pick up all that they can use.
1219 */ 1291 */
1220 1292
1221/* Sept 96, fixed this so skills will be readied -b.t.*/ 1293/* Sept 96, fixed this so skills will be readied -b.t.*/
1222 1294
1295void
1223void monster_check_apply(object *mon, object *item) { 1296monster_check_apply (object *mon, object *item)
1297{
1224 1298
1225 int flag = 0; 1299 int flag = 0;
1226 1300
1227 if(item->type==SPELLBOOK&&
1228 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 {
1229 SET_FLAG(mon, FLAG_CAST_SPELL); 1303 SET_FLAG (mon, FLAG_CAST_SPELL);
1230 return; 1304 return;
1231 } 1305 }
1232 1306
1233 /* 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 */
1234 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1308 if (QUERY_FLAG (item, FLAG_APPLIED))
1235
1236 /* Might be better not to do this - if the monster can fire a bow,
1237 * it is possible in his wanderings, he will find one to use. In
1238 * which case, it would be nice to have ammo for it.
1239 */
1240 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1241 /* Check for the right kind of bow */
1242 object *bow;
1243 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1244 if(bow->type==BOW && bow->race==item->race) {
1245 SET_FLAG(mon, FLAG_READY_BOW);
1246 LOG(llevMonster,"Found correct bow for arrows.\n");
1247 return; /* nothing more to do for arrows */
1248 }
1249 }
1250
1251 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1252 /* Eating food gets hp back */
1253 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1254 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1255 if (!item->inv)
1256 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1257 else if (monster_should_cast_spell(mon, item->inv))
1258 SET_FLAG(mon, FLAG_READY_SCROLL);
1259 /* Don't use it right now */
1260 return;
1261 }
1262 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1263 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1264 /* Should do something more, like make sure this is a better item */
1265 else if (item->type == RING)
1266 flag=1;
1267 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1268 {
1269 /* We never really 'ready' the wand/rod/horn, because that would mean the
1270 * weapon would get undone.
1271 */
1272 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1273 {
1274 SET_FLAG(mon, FLAG_READY_RANGE);
1275 SET_FLAG(item, FLAG_APPLIED);
1276 }
1277 return;
1278 }
1279 else if (item->type == BOW) {
1280 /* We never really 'ready' the bow, because that would mean the
1281 * weapon would get undone.
1282 */
1283 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1284 SET_FLAG(mon, FLAG_READY_BOW);
1285 return;
1286 }
1287 else if ( item->type == SKILL )
1288 {
1289 /*
1290 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1291 * else they can't use the skill...
1292 * Skills also don't need to get applied, so return now.
1293 */
1294 SET_FLAG(mon, FLAG_READY_SKILL);
1295 return;
1296 }
1297
1298
1299 /* if we don't match one of the above types, return now.
1300 * can_apply_object will say that we can apply things like flesh,
1301 * bolts, and whatever else, because it only checks against the
1302 * body_info locations.
1303 */
1304 if (!flag) return;
1305
1306 /* Check to see if the monster can use this item. If not, no need
1307 * to do further processing. Note that can_apply_object already checks
1308 * for the CAN_USE flags.
1309 */
1310 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1311
1312 /* should only be applying this item, not unapplying it.
1313 * also, ignore status of curse so they can take off old armour.
1314 * monsters have some advantages after all.
1315 */
1316 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1317
1318 return; 1309 return;
1319}
1320 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
1321void npc_call_help(object *op) { 1408npc_call_help (object *op)
1409{
1322 int x,y, mflags; 1410 int x, y, mflags;
1323 object *npc; 1411 object *npc;
1324 sint16 sx, sy; 1412 sint16 sx, sy;
1325 mapstruct *m; 1413 maptile *m;
1326 1414
1327 for(x = -3; x < 4; x++) 1415 for (x = -3; x < 4; x++)
1328 for(y = -3; y < 4; y++) { 1416 for (y = -3; y < 4; y++)
1417 {
1329 m = op->map; 1418 m = op->map;
1330 sx = op->x + x; 1419 sx = op->x + x;
1331 sy = op->y + y; 1420 sy = op->y + y;
1332 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1421 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1333 /* 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. */
1334 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1423 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1335 continue; 1424 continue;
1336 1425
1337 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)
1338 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) 1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1339 npc->enemy = op->enemy; 1428 npc->enemy = op->enemy;
1340 } 1429 }
1341} 1430}
1342 1431
1343 1432
1433int
1344int 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{
1345 1436
1346 if (can_hit(part,enemy,rv)) 1437 if (can_hit (part, enemy, rv))
1347 return dir; 1438 return dir;
1348 if (rv->distance < 10) 1439 if (rv->distance < 10)
1349 return absdir(dir+4); 1440 return absdir (dir + 4);
1350 else if (rv->distance>18) 1441 else if (rv->distance > 18)
1351 return dir; 1442 return dir;
1352 return 0; 1443 return 0;
1353} 1444}
1354 1445
1446int
1355int 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{
1356 1449
1357 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 {
1358 ob->move_status++; 1452 ob->move_status++;
1359 return (dir); 1453 return (dir);
1360 } 1454 }
1361 else if (ob->move_status >20) 1455 else if (ob->move_status > 20)
1362 ob->move_status = 0;
1363 return absdir (dir+4);
1364}
1365
1366int hitrun_att (int dir, object *ob,object *enemy) {
1367 if (ob->move_status ++ < 25)
1368 return dir;
1369 else if (ob->move_status <50)
1370 return absdir (dir+4);
1371 else
1372 ob->move_status = 0;
1373 return absdir(dir+4);
1374}
1375
1376int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1377
1378 int inrange = can_hit (part, enemy,rv);
1379
1380 if (ob->move_status || inrange)
1381 ob->move_status++;
1382
1383 if (ob->move_status == 0)
1384 return 0;
1385 else if (ob->move_status <10)
1386 return dir;
1387 else if (ob->move_status <15)
1388 return absdir(dir+4);
1389 ob->move_status = 0; 1456 ob->move_status = 0;
1390 return 0;
1391}
1392
1393int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1394
1395 /* The logic below here looked plain wrong before. Basically, what should
1396 * happen is that if the creatures hp percentage falls below run_away,
1397 * the creature should run away (dir+4)
1398 * I think its wrong for a creature to have a zero maxhp value, but
1399 * at least one map has this set, and whatever the map contains, the
1400 * server should try to be resilant enough to avoid the problem
1401 */
1402 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1403 return absdir(dir+4);
1404 return dist_att (dir,ob,enemy,part,rv);
1405}
1406
1407int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1408 if (rv->distance < 9)
1409 return absdir (dir+4); 1457 return absdir (dir + 4);
1458}
1459
1460int
1461hitrun_att (int dir, object *ob, object *enemy)
1462{
1463 if (ob->move_status++ < 25)
1410 return 0; 1464 return dir;
1411} 1465 else if (ob->move_status < 50)
1412 1466 return absdir (dir + 4);
1413void circ1_move (object *ob) { 1467 else
1414 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1415 if(++ob->move_status > 11)
1416 ob->move_status = 0; 1468 ob->move_status = 0;
1417 if (!(move_object(ob,circle[ob->move_status]))) 1469 return absdir (dir + 4);
1418 (void) move_object(ob,RANDOM()%8+1);
1419} 1470}
1420 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
1421void circ2_move (object *ob) { 1516circ1_move (object *ob)
1517{
1422 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; 1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1423 if(++ob->move_status > 19) 1519 if (++ob->move_status > 11)
1424 ob->move_status = 0; 1520 ob->move_status = 0;
1425 if(!(move_object(ob,circle[ob->move_status]))) 1521 if (!(move_object (ob, circle[ob->move_status])))
1426 (void) move_object(ob,RANDOM()%8+1); 1522 (void) move_object (ob, rndm (8) + 1);
1427} 1523}
1428 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, rndm (8) + 1);
1533}
1534
1535void
1429void pace_movev(object *ob) { 1536pace_movev (object *ob)
1537{
1430 if (ob->move_status++ > 6) 1538 if (ob->move_status++ > 6)
1431 ob->move_status = 0; 1539 ob->move_status = 0;
1432 if (ob->move_status < 4) 1540 if (ob->move_status < 4)
1433 (void) move_object (ob,5); 1541 (void) move_object (ob, 5);
1434 else 1542 else
1435 (void) move_object(ob,1); 1543 (void) move_object (ob, 1);
1436} 1544}
1437 1545
1546void
1438void pace_moveh (object *ob) { 1547pace_moveh (object *ob)
1548{
1439 if (ob->move_status++ > 6) 1549 if (ob->move_status++ > 6)
1440 ob->move_status = 0; 1550 ob->move_status = 0;
1441 if (ob->move_status < 4) 1551 if (ob->move_status < 4)
1442 (void) move_object(ob,3); 1552 (void) move_object (ob, 3);
1443 else 1553 else
1444 (void) move_object(ob,7); 1554 (void) move_object (ob, 7);
1445} 1555}
1446 1556
1557void
1447void pace2_movev (object *ob) { 1558pace2_movev (object *ob)
1559{
1448 if (ob->move_status ++ > 16) 1560 if (ob->move_status++ > 16)
1449 ob->move_status = 0; 1561 ob->move_status = 0;
1450 if (ob->move_status <6) 1562 if (ob->move_status < 6)
1451 (void) move_object (ob,5); 1563 (void) move_object (ob, 5);
1452 else if (ob->move_status < 8) 1564 else if (ob->move_status < 8)
1453 return; 1565 return;
1454 else if (ob->move_status <13) 1566 else if (ob->move_status < 13)
1455 (void) move_object (ob,1); 1567 (void) move_object (ob, 1);
1568 else
1456 else return; 1569 return;
1457} 1570}
1458 1571
1572void
1459void pace2_moveh (object *ob) { 1573pace2_moveh (object *ob)
1574{
1460 if (ob->move_status ++ > 16) 1575 if (ob->move_status++ > 16)
1461 ob->move_status = 0; 1576 ob->move_status = 0;
1462 if (ob->move_status <6) 1577 if (ob->move_status < 6)
1463 (void) move_object (ob,3); 1578 (void) move_object (ob, 3);
1464 else if (ob->move_status < 8) 1579 else if (ob->move_status < 8)
1465 return; 1580 return;
1466 else if (ob->move_status <13) 1581 else if (ob->move_status < 13)
1467 (void) move_object (ob,7); 1582 (void) move_object (ob, 7);
1583 else
1468 else return; 1584 return;
1469} 1585}
1470 1586
1587void
1471void rand_move (object *ob) { 1588rand_move (object *ob)
1589{
1472 int i; 1590 int i;
1473 if (ob->move_status <1 || ob->move_status >8 || 1591
1474 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9)))) 1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1475 for (i = 0; i < 5; i++) 1593 for (i = 0; i < 5; i++)
1476 if (move_object(ob,ob->move_status = RANDOM()%8+1)) 1594 if (move_object (ob, ob->move_status = rndm (8) + 1))
1477 return; 1595 return;
1478} 1596}
1479 1597
1598void
1480void check_earthwalls(object *op, mapstruct *m, int x, int y) { 1599check_earthwalls (object *op, maptile *m, int x, int y)
1600{
1481 object *tmp; 1601 object *tmp;
1602
1482 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 {
1483 if (tmp->type == EARTHWALL) { 1605 if (tmp->type == EARTHWALL)
1606 {
1484 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); 1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1485 return; 1608 return;
1486 } 1609 }
1487 } 1610 }
1488} 1611}
1489 1612
1613void
1490void check_doors(object *op, mapstruct *m, int x, int y) { 1614check_doors (object *op, maptile *m, int x, int y)
1615{
1491 object *tmp; 1616 object *tmp;
1617
1492 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 {
1493 if (tmp->type == DOOR) { 1620 if (tmp->type == DOOR)
1621 {
1494 hit_player(tmp,1000,op,AT_PHYSICAL,1); 1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1495 return; 1623 return;
1496 } 1624 }
1497 }
1498}
1499
1500/* This replaces all the msglang stuff about which seems to be a lot of
1501 * unneeded complication - since the setup of that data is never re-used
1502 * (say 'hi' to monster, then 'yes', it would re-do the entire parse-message)
1503 * it seems to me to make more sense to just have simple function that returns
1504 * the 'text' portion of the message that it matches - this savees us a bunch
1505 * of malloc's and free's, as well as that setup.
1506 * This function takes the message to be parsed in 'msg', the text to
1507 * match in 'match', and returns the portion of the message. This
1508 * returned portion is in a malloc'd buf that should be freed.
1509 * Returns NULL if no match is found.
1510 * The player is passed too, so that quest-related messages can be checked too.
1511 */
1512static char *find_matching_message(object* pl, const char *msg, const char *match)
1513{
1514 const char *cp=msg, *cp1, *cp2;
1515 char *cp3, regex[MAX_BUF], gotmatch=0;
1516
1517 while (1) {
1518 if (strncmp(cp, "@match ", 7)) {
1519 LOG(llevDebug,"find_matching_message: Invalid message %s", msg);
1520 return NULL;
1521 }
1522 else {
1523 /* Find the end of the line, and copy the regex portion into it */
1524 cp2 = strchr(cp+7, '\n');
1525 strncpy(regex, cp+7, (cp2 - cp -7 ));
1526 regex[cp2 - cp -7] = 0;
1527
1528 /* Find the next match command */
1529 cp1 = strstr(cp+6, "\n@match");
1530
1531 /* Got a match - handle * as special case - proper regex would be .*,
1532 * but lots of messages don't use that form.
1533 */
1534 if (regex[0] == '*') gotmatch=1;
1535 else {
1536 char *pipe, *pnext=NULL;
1537 /* need to parse all the | seperators. Our re_cmp isn't
1538 * realy a fully blown regex parser.
1539 */
1540 for (pipe=regex; pipe != NULL; pipe = pnext) {
1541 pnext = strchr(pipe, '|');
1542 if (pnext) {
1543 *pnext = 0;
1544 pnext ++;
1545 }
1546 if (re_cmp(match, pipe)) {
1547 gotmatch = 1;
1548 break;
1549 }
1550 }
1551 } 1625 }
1552 if (gotmatch) {
1553 if (cp1) {
1554 cp3 = (char*) malloc(cp1 - cp2 + 1);
1555 strncpy(cp3, cp2+1, cp1 - cp2);
1556 cp3[cp1 - cp2] = 0;
1557 }
1558 else { /* if no next match, just want the rest of the string */
1559 cp3 = strdup_local(cp2+1);
1560 }
1561 return cp3;
1562 }
1563 gotmatch = 0;
1564 if (cp1) cp = cp1 + 1;
1565 else return NULL;
1566 }
1567 }
1568 /* Should never get reached */
1569}
1570
1571/* This function looks for an object or creature that is listening.
1572 * I've disabled the bit that has only the first npc monster listen -
1573 * we'll see how this works out. only the first npc listens, which
1574 * is sort of bogus since it uses the free_arr which has a preference
1575 * to certain directions.
1576 *
1577 * There is a rare even that the orig_map is used for - basically, if
1578 * a player says the magic word that gets him teleported off the map,
1579 * it can result in the new map putting the object count too high,
1580 * which forces the swap out of some other map. In some cases, the
1581 * map the player was just on now gets swapped out - thus, the
1582 * object on that map are no longer in memory. So check to see if the
1583 * players map changes, and if so, don't process any further.
1584 * If it does change, most likely we don't care about the results
1585 * of further conversation. Also, depending on the value of i,
1586 * the conversation would continue on the new map, which probably isn't
1587 * what is really wanted either.
1588 */
1589void communicate(object *op, const char *txt) {
1590 object *npc;
1591 int i, mflags;
1592 sint16 x, y;
1593 mapstruct *mp, *orig_map = op->map;
1594
1595 int flag=1; /*hasn't spoken to a NPC yet*/
1596 for(i = 0; i <= SIZEOFFREE2; i++) {
1597
1598 mp = op->map;
1599 x = op->x + freearr_x[i];
1600 y = op->y + freearr_y[i];
1601
1602 mflags = get_map_flags(mp, &mp, x, y, &x, &y);
1603 if (mflags & P_OUT_OF_MAP) continue;
1604
1605 for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) {
1606 if (npc->type == MAGIC_EAR) {
1607 (void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */
1608 if (orig_map != op->map) {
1609 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1610 return;
1611 }
1612 }
1613 else if (flag) {
1614#if 0
1615 if (talk_to_npc(op, npc,txt))
1616 flag=0; /* Can be crowded */
1617#else
1618 talk_to_npc(op, npc,txt);
1619#endif
1620 if (orig_map != op->map) {
1621 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1622 return;
1623 }
1624 }
1625 }
1626 }
1627}
1628
1629static int do_talk_npc(object* op, object* npc, object* override, const char* txt)
1630{
1631 char* cp;
1632 char buf[MAX_BUF];
1633
1634 if(override->msg == NULL || *override->msg != '@')
1635 return 0;
1636
1637 cp = find_matching_message(op, override->msg, txt);
1638 if (cp) {
1639 sprintf(buf,"%s says:",query_name(npc));
1640 new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf);
1641 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp);
1642 quest_apply_items(override,op->contr);
1643 free(cp);
1644 return 1;
1645 }
1646 return 0;
1647}
1648
1649int talk_to_npc(object *op, object *npc, const char *txt) {
1650 object *cobj;
1651
1652 /* Move this commone area up here - shouldn't cost much extra cpu
1653 * time, and makes the function more readable */
1654 /* Lauwenmark: Handle for plugin say event */
1655 if (op==npc) return 0;
1656 if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1657 return 0;
1658 /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */
1659 /* This allows the existence of "intelligent" weapons you can discuss with */
1660 for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
1661 {
1662 if (execute_event(cobj, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1663 return 0;
1664 }
1665 for ( cobj = npc->inv; cobj; cobj = cobj->below )
1666 if ( quest_is_override_compatible( cobj, op ) )
1667 if ( do_talk_npc( op, npc, cobj, txt ) )
1668 return 1;
1669 return do_talk_npc( op, npc, npc, txt );
1670}
1671
1672static int do_talk_wall(object* pl, object* npc, object* override, const char* txt)
1673{
1674 char* cp;
1675 if(override->msg == NULL || *override->msg != '@')
1676 return 0;
1677
1678 cp = find_matching_message(pl, override->msg, txt);
1679 if (!cp)
1680 return 0;
1681
1682 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp);
1683 use_trigger(npc);
1684 quest_apply_items(npc, pl->contr);
1685 free(cp);
1686
1687 return 1;
1688}
1689
1690int talk_to_wall(object* pl, object *npc, const char *txt) {
1691
1692 object* inv;
1693
1694 for ( inv = npc->inv; inv; inv = inv->below)
1695 if ( quest_is_override_compatible(inv, pl ) )
1696 if ( do_talk_wall( pl, npc, inv, txt ) )
1697 return 1;
1698
1699 return do_talk_wall( pl, npc, npc, txt );;
1700} 1626}
1701 1627
1702/* find_mon_throw_ob() - modeled on find_throw_ob 1628/* find_mon_throw_ob() - modeled on find_throw_ob
1703 * This is probably overly simplistic as it is now - We want 1629 * This is probably overly simplistic as it is now - We want
1704 * monsters to throw things like chairs and other pieces of 1630 * monsters to throw things like chairs and other pieces of
1705 * furniture, even if they are not good throwable objects. 1631 * furniture, even if they are not good throwable objects.
1706 * Probably better to have the monster throw a throwable object 1632 * Probably better to have the monster throw a throwable object
1707 * first, then throw any non equipped weapon. 1633 * first, then throw any non equipped weapon.
1708 */ 1634 */
1709 1635
1636object *
1710object *find_mon_throw_ob( object *op ) { 1637find_mon_throw_ob (object *op)
1638{
1711 object *tmp = NULL; 1639 object *tmp = NULL;
1712
1713 if(op->head) tmp=op->head; else tmp=op;
1714 1640
1641 if (op->head)
1642 tmp = op->head;
1643 else
1644 tmp = op;
1645
1715 /* 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
1716 * marked item and throw it to the enemy. 1647 * marked item and throw it to the enemy.
1717 */ 1648 */
1718
1719 for(tmp=op->inv;tmp;tmp=tmp->below) { 1649 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 1650 {
1721 /* Can't throw invisible objects or items that are applied */ 1651 /* Can't throw invisible objects or items that are applied */
1722 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1652 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1653 continue;
1723 1654
1724 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1655 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1725 break; 1656 break;
1726 1657
1727 } 1658 }
1728 1659
1729#ifdef DEBUG_THROW 1660#ifdef DEBUG_THROW
1730 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1661 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1731 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1732#endif 1662#endif
1733 1663
1734 return tmp; 1664 return tmp;
1735} 1665}
1736 1666
1737/* determine if we can 'detect' the enemy. Check for walls blocking the 1667/* determine if we can 'detect' the enemy. Check for walls blocking the
1738 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1668 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1739 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1669 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1742 * OR y distance being within some range - that seemed wrong - both should 1672 * OR y distance being within some range - that seemed wrong - both should
1743 * be within the valid range. MSW 2001-08-05 1673 * be within the valid range. MSW 2001-08-05
1744 * Returns 0 if enemy can not be detected, 1 if it is detected 1674 * Returns 0 if enemy can not be detected, 1 if it is detected
1745 */ 1675 */
1746 1676
1677int
1747int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1679{
1748 int radius = MIN_MON_RADIUS, hide_discovery; 1680 int radius = MIN_MON_RADIUS, hide_discovery;
1749 1681
1750 /* null detection for any of these condtions always */ 1682 /* null detection for any of these condtions always */
1751 if(!op || !enemy || !op->map || !enemy->map) 1683 if (!op || !enemy || !op->map || !enemy->map)
1752 return 0; 1684 return 0;
1753 1685
1754 /* If the monster (op) has no way to get to the enemy, do nothing */ 1686 /* If the monster (op) has no way to get to the enemy, do nothing */
1755 if (!on_same_map(op, enemy)) 1687 if (!on_same_map (op, enemy))
1756 return 0; 1688 return 0;
1757 1689
1758 get_rangevector(op, enemy, rv, 0); 1690 get_rangevector (op, enemy, rv, 0);
1759 1691
1760 /* Monsters always ignore the DM */ 1692 /* Monsters always ignore the DM */
1761 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1693 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1762 return 0; 1694 return 0;
1763 1695
1764 /* simple check. Should probably put some range checks in here. */ 1696 /* simple check. Should probably put some range checks in here. */
1765 if(can_see_enemy(op,enemy)) return 1; 1697 if (can_see_enemy (op, enemy))
1698 return 1;
1766 1699
1767 /* The rest of this is for monsters. Players are on their own for 1700 /* The rest of this is for monsters. Players are on their own for
1768 * finding enemies! 1701 * finding enemies!
1769 */ 1702 */
1770 if(op->type==PLAYER) return 0; 1703 if (op->type == PLAYER)
1704 return 0;
1771 1705
1772 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1706 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1773 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1707 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1774 */ 1708 */
1775 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1709 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1776 return 0; 1710 return 0;
1777 1711
1778 /* use this for invis also */ 1712 /* use this for invis also */
1779 hide_discovery = op->stats.Int/5; 1713 hide_discovery = op->stats.Int / 5;
1780 1714
1781 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1782 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1716 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1783 radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; 1717 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1718 else
1784 else { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1785 object *sk_hide; 1720 object *sk_hide;
1786 int bonus = (op->level/2) + (op->stats.Int/5); 1721 int bonus = (op->level / 2) + (op->stats.Int / 5);
1787 1722
1788 if(enemy->type==PLAYER) { 1723 if (enemy->type == PLAYER)
1724 {
1789 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1725 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1790 bonus -= sk_hide->level; 1726 bonus -= sk_hide->level;
1791 else { 1727 else
1728 {
1792 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); 1729 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1793 make_visible(enemy); 1730 make_visible (enemy);
1794 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1731 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1795 } 1732 }
1796 } 1733 }
1797 else /* enemy is not a player */ 1734 else /* enemy is not a player */
1798 bonus -= enemy->level; 1735 bonus -= enemy->level;
1799 1736
1800 radius += bonus/5; 1737 radius += bonus / 5;
1801 hide_discovery += bonus*5; 1738 hide_discovery += bonus * 5;
1802 } /* else creature has modifiers for hiding */ 1739 } /* else creature has modifiers for hiding */
1803 1740
1804 /* Radii stealth adjustment. Only if you are stealthy 1741 /* Radii stealth adjustment. Only if you are stealthy
1805 * will you be able to sneak up closer to creatures */ 1742 * will you be able to sneak up closer to creatures */
1806 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1743 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1807 radius = radius/2, hide_discovery = hide_discovery/3; 1744 radius = radius / 2, hide_discovery = hide_discovery / 3;
1808 1745
1809 /* Radii adjustment for enemy standing in the dark */ 1746 /* Radii adjustment for enemy standing in the dark */
1810 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1747 if (op->map->darkness > 0 && !stand_in_light (enemy))
1748 {
1811 /* on dark maps body heat can help indicate location with infravision 1749 /* on dark maps body heat can help indicate location with infravision
1812 * undead don't have body heat, so no benefit detecting them. 1750 * undead don't have body heat, so no benefit detecting them.
1813 */ 1751 */
1814 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) 1752 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1815 radius += op->map->darkness/2; 1753 radius += op->map->darkness / 2;
1816 else 1754 else
1817 radius -= op->map->darkness/2; 1755 radius -= op->map->darkness / 2;
1818 1756
1819 /* op next to a monster (and not in complete darkness) 1757 /* op next to a monster (and not in complete darkness)
1820 * the monster should have a chance to see you. 1758 * the monster should have a chance to see you.
1821 */ 1759 */
1822 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) 1760 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1823 radius = MIN_MON_RADIUS; 1761 radius = MIN_MON_RADIUS;
1824 } /* if on dark map */ 1762 } /* if on dark map */
1825 1763
1826 /* Lets not worry about monsters that have incredible detection 1764 /* Lets not worry about monsters that have incredible detection
1827 * radii, we only need to worry here about things the player can 1765 * radii, we only need to worry here about things the player can
1828 * (potentially) see. This is 13, as that is the maximum size the player 1766 * (potentially) see. This is 13, as that is the maximum size the player
1829 * may have for their map - in that way, creatures at the edge will 1767 * may have for their map - in that way, creatures at the edge will
1830 * do something. Note that the distance field in the 1768 * do something. Note that the distance field in the
1831 * vector is real distance, so in theory this should be 18 to 1769 * vector is real distance, so in theory this should be 18 to
1832 * find that. 1770 * find that.
1833 */ 1771 */
1834 if(radius>13) radius = 13; 1772 if (radius > 13)
1773 radius = 13;
1835 1774
1836 /* Enemy in range! Now test for detection */ 1775 /* Enemy in range! Now test for detection */
1837 if ((int) rv->distance <= radius) { 1776 if ((int) rv->distance <= radius)
1777 {
1838 /* ah, we are within range, detected? take cases */ 1778 /* ah, we are within range, detected? take cases */
1839 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1779 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1840 return 1; 1780 return 1;
1841 1781
1842 /* hidden or low-quality invisible */ 1782 /* hidden or low-quality invisible */
1843 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1783 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery))
1784 {
1844 make_visible(enemy); 1785 make_visible (enemy);
1845 /* inform players of new status */ 1786 /* inform players of new status */
1846 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1787 if (enemy->type == PLAYER && player_can_view (enemy, op))
1847 new_draw_info_format(NDI_UNIQUE,0, enemy, 1788 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1848 "You are discovered by %s!",op->name); 1789 return 1; /* detected enemy */
1849 return 1; /* detected enemy */ 1790 }
1850 }
1851 else if (enemy->invisible) { 1791 else if (enemy->invisible)
1792 {
1852 /* Change this around - instead of negating the invisible, just 1793 /* Change this around - instead of negating the invisible, just
1853 * return true so that the mosnter that managed to detect you can 1794 * return true so that the mosnter that managed to detect you can
1854 * do something to you. Decreasing the duration of invisible 1795 * do something to you. Decreasing the duration of invisible
1855 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1796 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1856 * can then basically negate the spell. The spell isn't negated - 1797 * can then basically negate the spell. The spell isn't negated -
1857 * they just know where you are! 1798 * they just know where you are!
1858 */ 1799 */
1859 if ((RANDOM() % 50) <= hide_discovery) { 1800 if ((rndm (50)) <= hide_discovery)
1860 if (enemy->type == PLAYER) { 1801 {
1861 new_draw_info_format(NDI_UNIQUE,0, enemy, 1802 if (enemy->type == PLAYER)
1862 "You see %s noticing your position.", query_name(op)); 1803 {
1863 } 1804 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1864 return 1; 1805 }
1865 } 1806 return 1;
1866 } 1807 }
1867 } /* within range */ 1808 }
1809 } /* within range */
1868 1810
1869 /* Wasn't detected above, so still hidden */ 1811 /* Wasn't detected above, so still hidden */
1870 return 0; 1812 return 0;
1871} 1813}
1872 1814
1873/* determine if op stands in a lighted square. This is not a very 1815/* determine if op stands in a lighted square. This is not a very
1874 * intellegent algorithm. For one thing, we ignore los here, SO it 1816 * intellegent algorithm. For one thing, we ignore los here, SO it
1875 * is possible for a bright light to illuminate a player on the 1817 * is possible for a bright light to illuminate a player on the
1876 * other side of a wall (!). 1818 * other side of a wall (!).
1877 */ 1819 */
1878 1820
1821int
1879int stand_in_light( object *op) { 1822stand_in_light (object *op)
1823{
1880 sint16 nx,ny; 1824 sint16 nx, ny;
1881 mapstruct *m; 1825 maptile *m;
1882 1826
1883 1827
1828 if (!op)
1884 if(!op) return 0; 1829 return 0;
1885 if(op->glow_radius > 0) return 1; 1830 if (op->glow_radius > 0)
1831 return 1;
1886 1832
1887 if(op->map) { 1833 if (op->map)
1834 {
1888 int x, y, x1, y1; 1835 int x, y, x1, y1;
1889
1890
1891 1836
1837
1838
1892 /* Check the spaces with the max light radius to see if any of them 1839 /* Check the spaces with the max light radius to see if any of them
1893 * have lights, and if any of them light the player enough, then return 1. 1840 * have lights, and if any of them light the player enough, then return 1.
1894 */ 1841 */
1895 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1842 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1843 {
1896 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { 1844 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1897 m = op->map; 1845 {
1898 nx = x; 1846 m = op->map;
1899 ny = y; 1847 nx = x;
1848 ny = y;
1900 1849
1901 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1850 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1851 continue;
1902 1852
1903 x1 = abs(x - op->x)*abs(x - op->x); 1853 x1 = abs (x - op->x) * abs (x - op->x);
1904 y1 = abs(y - op->y)*abs(y - op->y); 1854 y1 = abs (y - op->y) * abs (y - op->y);
1905 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; 1855 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1856 return 1;
1857 }
1858 }
1906 } 1859 }
1907 }
1908 }
1909 return 0; 1860 return 0;
1910} 1861}
1911 1862
1912 1863
1913/* assuming no walls/barriers, lets check to see if its *possible* 1864/* assuming no walls/barriers, lets check to see if its *possible*
1914 * to see an enemy. Note, "detection" is different from "seeing". 1865 * to see an enemy. Note, "detection" is different from "seeing".
1915 * See can_detect_enemy() for more details. -b.t. 1866 * See can_detect_enemy() for more details. -b.t.
1916 * return 0 if can't be seen, 1 if can be 1867 * return 0 if can't be seen, 1 if can be
1917 */ 1868 */
1918 1869
1870int
1919int can_see_enemy (object *op, object *enemy) { 1871can_see_enemy (object *op, object *enemy)
1872{
1920 object *looker = op->head?op->head:op; 1873 object *looker = op->head ? op->head : op;
1921 1874
1922 /* safety */ 1875 /* safety */
1923 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1876 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1924 return 0; 1877 return 0;
1925 1878
1926 /* we dont give a full treatment of xrays here (shorter range than normal, 1879 /* we dont give a full treatment of xrays here (shorter range than normal,
1927 * see through walls). Should we change the code elsewhere to make you 1880 * see through walls). Should we change the code elsewhere to make you
1928 * blind even if you can xray? 1881 * blind even if you can xray?
1929 */ 1882 */
1930 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1883 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1931 return 0; 1884 return 0;
1932 1885
1933 /* checking for invisible things */ 1886 /* checking for invisible things */
1934 if(enemy->invisible) { 1887 if (enemy->invisible)
1888 {
1935 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1889 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1936 * However,if you carry any source of light, then the hidden 1890 * However,if you carry any source of light, then the hidden
1937 * creature is seeable (and stupid) */ 1891 * creature is seeable (and stupid) */
1938 1892
1939 if(has_carried_lights(enemy)) { 1893 if (has_carried_lights (enemy))
1894 {
1940 if(enemy->hide) { 1895 if (enemy->hide)
1941 make_visible(enemy); 1896 {
1942 new_draw_info(NDI_UNIQUE,0, enemy, 1897 make_visible (enemy);
1943 "Your light reveals your hiding spot!"); 1898 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1944 } 1899 }
1945 return 1; 1900 return 1;
1946 } else if (enemy->hide) return 0; 1901 }
1902 else if (enemy->hide)
1903 return 0;
1947 1904
1948 /* Invisible enemy. Break apart the check for invis undead/invis looker 1905 /* Invisible enemy. Break apart the check for invis undead/invis looker
1949 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1906 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1950 * and making it a conditional makes the code pretty ugly. 1907 * and making it a conditional makes the code pretty ugly.
1951 */ 1908 */
1952 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { 1909 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1910 {
1953 if (makes_invisible_to(enemy, looker)) return 0; 1911 if (makes_invisible_to (enemy, looker))
1954 } 1912 return 0;
1913 }
1914 }
1955 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1915 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1956 if(player_can_view(looker,enemy)) return 1; 1916 if (player_can_view (looker, enemy))
1917 return 1;
1957 1918
1958 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1919 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1959 * unless they carry a light or stand in light. Darkness doesnt 1920 * unless they carry a light or stand in light. Darkness doesnt
1960 * inhibit the undead per se (but we should give their archs 1921 * inhibit the undead per se (but we should give their archs
1961 * CAN_SEE_IN_DARK, this is just a safety 1922 * CAN_SEE_IN_DARK, this is just a safety
1962 * we care about the enemy maps status, not the looker. 1923 * we care about the enemy maps status, not the looker.
1963 * only relevant for tiled maps, but it is possible that the 1924 * only relevant for tiled maps, but it is possible that the
1964 * enemy is on a bright map and the looker on a dark - in that 1925 * enemy is on a bright map and the looker on a dark - in that
1965 * case, the looker can still see the enemy 1926 * case, the looker can still see the enemy
1966 */ 1927 */
1967 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1928 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1968 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1929 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1969 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1970 return 0; 1930 return 0;
1971 1931
1972 return 1; 1932 return 1;
1973} 1933}
1974

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines