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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.24 by root, Thu Jan 18 21:27:19 2007 UTC vs.
Revision 1.41 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <spells.h> 26#include <spells.h>
85 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 87 * as the enemy to attack.
89 */ 88 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 93 npc->enemy = NULL;
93 94
94 } 95 }
96
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
96} 98}
97 99
98/* Returns the nearest living creature (monster or generator). 100/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 101 * Modified to deal with tiled maps properly.
143 } 145 }
144 146
145 return 0; 147 return 0;
146} 148}
147 149
148
149/* Tries to find an enmy for npc. We pass the range vector since 150/* Tries to find an enemy for npc. We pass the range vector since
150 * our caller will find the information useful. 151 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 152 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 153 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 154 * if we have a valid target - function as not doing so in
154 * many cases. 155 * many cases.
155 */ 156 */
156
157object * 157object *
158find_enemy (object *npc, rv_vector * rv) 158find_enemy (object *npc, rv_vector * rv)
159{ 159{
160 object *attacker, *tmp = NULL; 160 object *attacker, *tmp = NULL;
161 161
167 { 167 {
168 tmp = find_nearest_living_creature (npc); 168 tmp = find_nearest_living_creature (npc);
169 169
170 if (tmp) 170 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 171 get_rangevector (npc, tmp, rv, 0);
172
172 return tmp; 173 return tmp;
173 } 174 }
174 175
175 /* Here is the main enemy selection. 176 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 177 * We want this: if there is an enemy, attack him until its not possible or
229/* Sees if this monster should wake up. 230/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 231 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 232 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 233 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 234 */
234
235int 235int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 236check_wakeup (object *op, object *enemy, rv_vector * rv)
237{ 237{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; 238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239 239
287} 287}
288 288
289/* 289/*
290 * 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.
291 */ 291 */
292
293int 292int
294move_monster (object *op) 293move_monster (object *op)
295{ 294{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 295 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph = op; 296 object *owner, *enemy, *part, *oph = op;
446 } /* stand still */ 445 } /* stand still */
447 return 0; 446 return 0;
448 } /* no enemy */ 447 } /* no enemy */
449 448
450 /* We have an enemy. Block immediately below is for pets */ 449 /* We have an enemy. Block immediately below is for pets */
451 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner)) 450 if ((op->attack_movement & HI4) == PETMOVE
451 && (owner = op->owner) != NULL
452 && !on_same_map (op, owner)
453 && !owner->flag [FLAG_REMOVED])
452 return follow_owner (op, owner); 454 return follow_owner (op, owner);
453 455
454 /* doppleganger code to change monster facing to that of the nearest 456 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current 457 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it. 458 * arch set uses it.
475 if (!QUERY_FLAG (op, FLAG_SCARED)) 477 if (!QUERY_FLAG (op, FLAG_SCARED))
476 { 478 {
477 rv_vector rv1; 479 rv_vector rv1;
478 480
479 /* now we test every part of an object .... this is a real ugly piece of code */ 481 /* 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) 482 for (part = op; part; part = part->more)
481 { 483 {
482 get_rangevector (part, enemy, &rv1, 0x1); 484 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction; 485 dir = rv1.direction;
484 486
485 /* hm, not sure about this part - in original was a scared flag here too 487 /* 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 488 * but that we test above... so can be old code here
487 */ 489 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 490 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4); 491 dir = absdir (dir + 4);
492
490 if (QUERY_FLAG (op, FLAG_CONFUSED)) 493 if (QUERY_FLAG (op, FLAG_CONFUSED))
491 dir = absdir (dir + rndm (3) + rndm (3) - 2); 494 dir = absdir (dir + rndm (3) + rndm (3) - 2);
492 495
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) 496 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
494 {
495 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 497 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0; 498 return 0;
497 }
498 499
499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) 500 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 {
501 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502 return 0; 502 return 0;
503 }
504 503
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) 504 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
506 {
507 if (monster_use_range (op, part, enemy, dir)) 505 if (monster_use_range (op, part, enemy, dir))
508 return 0; 506 return 0;
509 } 507
510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) 508 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
511 {
512 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 509 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0; 510 return 0;
514 } 511
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) 512 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 {
517 if (monster_use_bow (op, part, enemy, dir)) 513 if (monster_use_bow (op, part, enemy, dir))
518 return 0; 514 return 0;
519 }
520 } /* for processing of all parts */ 515 } /* for processing of all parts */
521 } /* If not scared */ 516 } /* If not scared */
522 517
523 518
524 part = rv.part; 519 part = rv.part;
896 * The skills we are treating here are all but those. -b.t. 891 * The skills we are treating here are all but those. -b.t.
897 * 892 *
898 * At the moment this is only useful for throwing, perhaps for 893 * At the moment this is only useful for throwing, perhaps for
899 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 894 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
900 */ 895 */
901
902int 896int
903monster_use_skill (object *head, object *part, object *pl, int dir) 897monster_use_skill (object *head, object *part, object *pl, int dir)
904{ 898{
905 object *skill, *owner; 899 object *skill, *owner;
906 900
912 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 906 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
913 907
914 if (dirdiff (dir, dir2) < 1) 908 if (dirdiff (dir, dir2) < 1)
915 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 909 return 0; /* Might hit owner with skill -thrown rocks for example ? */
916 } 910 }
911
917 if (QUERY_FLAG (head, FLAG_CONFUSED)) 912 if (QUERY_FLAG (head, FLAG_CONFUSED))
918 dir = absdir (dir + rndm (3) + rndm (3) - 2); 913 dir = absdir (dir + rndm (3) + rndm (3) - 2);
919 914
920 /* skill selection - monster will use the next unused skill. 915 /* skill selection - monster will use the next unused skill.
921 * well...the following scenario will allow the monster to 916 * well...the following scenario will allow the monster to
922 * toggle between 2 skills. One day it would be nice to make 917 * toggle between 2 skills. One day it would be nice to make
923 * more skills available to monsters. 918 * more skills available to monsters.
924 */ 919 */
925
926 for (skill = head->inv; skill != NULL; skill = skill->below) 920 for (skill = head->inv; skill; skill = skill->below)
927 if (skill->type == SKILL && skill != head->chosen_skill) 921 if (skill->type == SKILL && skill != head->chosen_skill)
928 { 922 {
929 head->chosen_skill = skill; 923 head->chosen_skill = skill;
930 break; 924 break;
931 } 925 }
934 { 928 {
935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 929 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936 CLEAR_FLAG (head, FLAG_READY_SKILL); 930 CLEAR_FLAG (head, FLAG_READY_SKILL);
937 return 0; 931 return 0;
938 } 932 }
933
939 /* use skill */ 934 /* use skill */
940 return do_skill (head, part, head->chosen_skill, dir, NULL); 935 return do_skill (head, part, head->chosen_skill, dir, NULL);
941} 936}
942 937
943/* Monster will use a ranged spell attack. */ 938/* Monster will use a ranged spell attack. */
944
945int 939int
946monster_use_range (object *head, object *part, object *pl, int dir) 940monster_use_range (object *head, object *part, object *pl, int dir)
947{ 941{
948 object *wand, *owner; 942 object *wand, *owner;
949 int at_least_one = 0; 943 int at_least_one = 0;
956 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 950 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957 951
958 if (dirdiff (dir, dir2) < 2) 952 if (dirdiff (dir, dir2) < 2)
959 return 0; /* Might hit owner with spell */ 953 return 0; /* Might hit owner with spell */
960 } 954 }
955
961 if (QUERY_FLAG (head, FLAG_CONFUSED)) 956 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 dir = absdir (dir + rndm (3) + rndm (3) - 2); 957 dir = absdir (dir + rndm (3) + rndm (3) - 2);
963 958
964 for (wand = head->inv; wand != NULL; wand = wand->below) 959 for (wand = head->inv; wand; wand = wand->below)
965 { 960 {
966 if (wand->type == WAND) 961 if (wand->type == WAND)
967 { 962 {
968 /* Found a wand, let's see if it has charges left */ 963 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1; 964 at_least_one = 1;
975 if (!(--wand->stats.food)) 970 if (!(--wand->stats.food))
976 { 971 {
977 if (wand->arch) 972 if (wand->arch)
978 { 973 {
979 CLEAR_FLAG (wand, FLAG_ANIMATE); 974 CLEAR_FLAG (wand, FLAG_ANIMATE);
980 wand->face = wand->arch->clone.face; 975 wand->face = wand->arch->face;
981 wand->set_speed (0); 976 wand->set_speed (0);
982 } 977 }
983 } 978 }
984 /* Success */ 979 /* Success */
985 return 1; 980 return 1;
1004 } 999 }
1005 1000
1006 if (at_least_one) 1001 if (at_least_one)
1007 return 0; 1002 return 0;
1008 1003
1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1004 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1010 CLEAR_FLAG (head, FLAG_READY_RANGE); 1005 CLEAR_FLAG (head, FLAG_READY_RANGE);
1011 return 0; 1006 return 0;
1012} 1007}
1013 1008
1014int 1009int
1016{ 1011{
1017 object *owner; 1012 object *owner;
1018 1013
1019 if (!(dir = path_to_player (part, pl, 0))) 1014 if (!(dir = path_to_player (part, pl, 0)))
1020 return 0; 1015 return 0;
1016
1021 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1017 if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1018 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1023 1019
1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1020 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 { 1021 {
1033 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1029 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1034 1030
1035} 1031}
1036 1032
1037/* Checks if putting on 'item' will make 'who' do more 1033/* Checks if putting on 'item' will make 'who' do more
1038 * damage. This is a very simplistic check - also checking things 1034 * damage. This is a very simplistic check - also checking things
1039 * like speed and ac are also relevant. 1035 * like speed and ac are also relevant.
1040 * 1036 *
1041 * return true if item is a better object. 1037 * return true if item is a better object.
1042 */ 1038 */
1043
1044int 1039int
1045check_good_weapon (object *who, object *item) 1040check_good_weapon (object *who, object *item)
1046{ 1041{
1047 object *other_weap; 1042 object *other_weap;
1048 int val = 0, i; 1043 int val = 0, i;
1049 1044
1050 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1045 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1051 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 1046 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1052 break; 1047 break;
1053 1048
1054 if (other_weap == NULL) /* No other weapons */ 1049 if (!other_weap) /* No other weapons */
1055 return 1; 1050 return 1;
1056 1051
1057 /* Rather than go through and apply the new one, and see if it is 1052 /* Rather than go through and apply the new one, and see if it is
1058 * better, just do some simple checks 1053 * better, just do some simple checks
1059 * Put some multipliers for things that hvae several effects, 1054 * Put some multipliers for things that hvae several effects,
1064 val += (item->magic - other_weap->magic) * 3; 1059 val += (item->magic - other_weap->magic) * 3;
1065 /* Monsters don't really get benefits from things like regen rates 1060 /* Monsters don't really get benefits from things like regen rates
1066 * from items. But the bonus for their stats are very important. 1061 * from items. But the bonus for their stats are very important.
1067 */ 1062 */
1068 for (i = 0; i < NUM_STATS; i++) 1063 for (i = 0; i < NUM_STATS; i++)
1069 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1064 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1070 1065
1071 if (val > 0) 1066 if (val > 0)
1072 return 1; 1067 return 1;
1073 else 1068 else
1074 return 0; 1069 return 0;
1075
1076} 1070}
1077 1071
1078int 1072int
1079check_good_armour (object *who, object *item) 1073check_good_armour (object *who, object *item)
1080{ 1074{
1081 object *other_armour; 1075 object *other_armour;
1082 int val = 0, i; 1076 int val = 0, i;
1083 1077
1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1078 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1085 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 1079 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1086 break; 1080 break;
1087 1081
1088 if (other_armour == NULL) /* No other armour, use the new */ 1082 if (other_armour == NULL) /* No other armour, use the new */
1089 return 1; 1083 return 1;
1111 1105
1112 if (val > 0) 1106 if (val > 0)
1113 return 1; 1107 return 1;
1114 else 1108 else
1115 return 0; 1109 return 0;
1116
1117} 1110}
1118 1111
1119/* 1112/*
1120 * monster_check_pickup(): checks for items that monster can pick up. 1113 * monster_check_pickup(): checks for items that monster can pick up.
1121 * 1114 *
1129 * This function was seen be continueing looping at one point (tmp->below 1122 * This function was seen be continueing looping at one point (tmp->below
1130 * became a recursive loop. It may be better to call monster_check_apply 1123 * became a recursive loop. It may be better to call monster_check_apply
1131 * after we pick everything up, since that function may call others which 1124 * after we pick everything up, since that function may call others which
1132 * affect stacking on this space. 1125 * affect stacking on this space.
1133 */ 1126 */
1134
1135void 1127void
1136monster_check_pickup (object *monster) 1128monster_check_pickup (object *monster)
1137{ 1129{
1138 object *tmp, *next; 1130 object *tmp, *next;
1139 1131
1158 * monster_can_pick(): If the monster is interested in picking up 1150 * monster_can_pick(): If the monster is interested in picking up
1159 * the item, then return 0. Otherwise 0. 1151 * the item, then return 0. Otherwise 0.
1160 * Instead of pick_up, flags for "greed", etc, should be used. 1152 * Instead of pick_up, flags for "greed", etc, should be used.
1161 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1153 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1162 */ 1154 */
1163
1164int 1155int
1165monster_can_pick (object *monster, object *item) 1156monster_can_pick (object *monster, object *item)
1166{ 1157{
1167 int flag = 0; 1158 int flag = 0;
1168 int i; 1159 int i;
1214 case ROD: 1205 case ROD:
1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 break; 1207 break;
1217 1208
1218 case SPELLBOOK: 1209 case SPELLBOOK:
1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1220 break; 1211 break;
1221 1212
1222 case SCROLL: 1213 case SCROLL:
1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 break; 1215 break;
1226 case BOW: 1217 case BOW:
1227 case ARROW: 1218 case ARROW:
1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1219 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 break; 1220 break;
1230 } 1221 }
1222
1231 /* Simplistic check - if the monster has a location to equip it, he will 1223 /* Simplistic check - if the monster has a location to equip it, he will
1232 * pick it up. Note that this doesn't handle cases where an item may 1224 * pick it up. Note that this doesn't handle cases where an item may
1233 * use several locations. 1225 * use several locations.
1234 */ 1226 */
1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1227 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 { 1228 {
1237 if (monster->body_info[i] && item->body_info[i]) 1229 if (monster->slot[i].info && item->slot[i].info)
1238 { 1230 {
1239 flag = 1; 1231 flag = 1;
1240 break; 1232 break;
1241 } 1233 }
1242 } 1234 }
1250 * monster_apply_below(): 1242 * monster_apply_below():
1251 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1243 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1252 * eager to apply things, encounters something apply-able, 1244 * eager to apply things, encounters something apply-able,
1253 * then make him apply it 1245 * then make him apply it
1254 */ 1246 */
1255
1256void 1247void
1257monster_apply_below (object *monster) 1248monster_apply_below (object *monster)
1258{ 1249{
1259 object *tmp, *next; 1250 object *tmp, *next;
1260 1251
1287 * a pointer to that object is returned, so it can be dropped. 1278 * a pointer to that object is returned, so it can be dropped.
1288 * (so that other monsters can pick it up and use it) 1279 * (so that other monsters can pick it up and use it)
1289 * Note that as things are now, monsters never drop something - 1280 * Note that as things are now, monsters never drop something -
1290 * they can pick up all that they can use. 1281 * they can pick up all that they can use.
1291 */ 1282 */
1292
1293/* Sept 96, fixed this so skills will be readied -b.t.*/ 1283/* Sept 96, fixed this so skills will be readied -b.t.*/
1294
1295void 1284void
1296monster_check_apply (object *mon, object *item) 1285monster_check_apply (object *mon, object *item)
1297{ 1286{
1298
1299 int flag = 0; 1287 int flag = 0;
1300 1288
1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1289 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1302 { 1290 {
1303 SET_FLAG (mon, FLAG_CAST_SPELL); 1291 SET_FLAG (mon, FLAG_CAST_SPELL);
1304 return; 1292 return;
1305 } 1293 }
1306 1294
1315 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1303 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1316 { 1304 {
1317 /* Check for the right kind of bow */ 1305 /* Check for the right kind of bow */
1318 object *bow; 1306 object *bow;
1319 1307
1320 for (bow = mon->inv; bow != NULL; bow = bow->below) 1308 for (bow = mon->inv; bow; bow = bow->below)
1321 if (bow->type == BOW && bow->race == item->race) 1309 if (bow->type == BOW && bow->race == item->race)
1322 { 1310 {
1323 SET_FLAG (mon, FLAG_READY_BOW); 1311 SET_FLAG (mon, FLAG_READY_BOW);
1324 LOG (llevMonster, "Found correct bow for arrows.\n"); 1312 LOG (llevMonster, "Found correct bow for arrows.\n");
1325 return; /* nothing more to do for arrows */ 1313 return; /* nothing more to do for arrows */
1377 */ 1365 */
1378 SET_FLAG (mon, FLAG_READY_SKILL); 1366 SET_FLAG (mon, FLAG_READY_SKILL);
1379 return; 1367 return;
1380 } 1368 }
1381 1369
1382
1383 /* if we don't match one of the above types, return now. 1370 /* 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, 1371 * can_apply_object will say that we can apply things like flesh,
1385 * bolts, and whatever else, because it only checks against the 1372 * bolts, and whatever else, because it only checks against the
1386 * body_info locations. 1373 * body_info locations.
1387 */ 1374 */
1398 /* should only be applying this item, not unapplying it. 1385 /* should only be applying this item, not unapplying it.
1399 * also, ignore status of curse so they can take off old armour. 1386 * also, ignore status of curse so they can take off old armour.
1400 * monsters have some advantages after all. 1387 * monsters have some advantages after all.
1401 */ 1388 */
1402 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1389 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1403
1404 return;
1405} 1390}
1406 1391
1407void 1392void
1408npc_call_help (object *op) 1393npc_call_help (object *op)
1409{ 1394{
1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1412 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428 npc->enemy = op->enemy; 1413 npc->enemy = op->enemy;
1429 } 1414 }
1430} 1415}
1431 1416
1432
1433int 1417int
1434dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1418dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1435{ 1419{
1436
1437 if (can_hit (part, enemy, rv)) 1420 if (can_hit (part, enemy, rv))
1438 return dir; 1421 return dir;
1439 if (rv->distance < 10) 1422 if (rv->distance < 10)
1440 return absdir (dir + 4); 1423 return absdir (dir + 4);
1441 else if (rv->distance > 18) 1424 else if (rv->distance > 18)
1442 return dir; 1425 return dir;
1426
1443 return 0; 1427 return 0;
1444} 1428}
1445 1429
1446int 1430int
1447run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1431run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448{ 1432{
1449
1450 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1433 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1451 { 1434 {
1452 ob->move_status++; 1435 ob->move_status++;
1453 return (dir); 1436 return (dir);
1454 } 1437 }
1455 else if (ob->move_status > 20) 1438 else if (ob->move_status > 20)
1456 ob->move_status = 0; 1439 ob->move_status = 0;
1440
1457 return absdir (dir + 4); 1441 return absdir (dir + 4);
1458} 1442}
1459 1443
1460int 1444int
1461hitrun_att (int dir, object *ob, object *enemy) 1445hitrun_att (int dir, object *ob, object *enemy)
1464 return dir; 1448 return dir;
1465 else if (ob->move_status < 50) 1449 else if (ob->move_status < 50)
1466 return absdir (dir + 4); 1450 return absdir (dir + 4);
1467 else 1451 else
1468 ob->move_status = 0; 1452 ob->move_status = 0;
1453
1469 return absdir (dir + 4); 1454 return absdir (dir + 4);
1470} 1455}
1471 1456
1472int 1457int
1473wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1458wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482 return 0; 1467 return 0;
1483 else if (ob->move_status < 10) 1468 else if (ob->move_status < 10)
1484 return dir; 1469 return dir;
1485 else if (ob->move_status < 15) 1470 else if (ob->move_status < 15)
1486 return absdir (dir + 4); 1471 return absdir (dir + 4);
1472
1487 ob->move_status = 0; 1473 ob->move_status = 0;
1488 return 0; 1474 return 0;
1489} 1475}
1490 1476
1491int 1477int
1499 * at least one map has this set, and whatever the map contains, the 1485 * 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 1486 * server should try to be resilant enough to avoid the problem
1501 */ 1487 */
1502 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1488 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1503 return absdir (dir + 4); 1489 return absdir (dir + 4);
1490
1504 return dist_att (dir, ob, enemy, part, rv); 1491 return dist_att (dir, ob, enemy, part, rv);
1505} 1492}
1506 1493
1507int 1494int
1508wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1495wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509{ 1496{
1510 if (rv->distance < 9) 1497 if (rv->distance < 9)
1511 return absdir (dir + 4); 1498 return absdir (dir + 4);
1499
1512 return 0; 1500 return 0;
1513} 1501}
1514 1502
1515void 1503void
1516circ1_move (object *ob) 1504circ1_move (object *ob)
1517{ 1505{
1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1506 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1507
1519 if (++ob->move_status > 11) 1508 if (++ob->move_status > 11)
1520 ob->move_status = 0; 1509 ob->move_status = 0;
1510
1521 if (!(move_object (ob, circle[ob->move_status]))) 1511 if (!(move_object (ob, circle[ob->move_status])))
1522 (void) move_object (ob, rndm (8) + 1); 1512 move_object (ob, rndm (8) + 1);
1523} 1513}
1524 1514
1525void 1515void
1526circ2_move (object *ob) 1516circ2_move (object *ob)
1527{ 1517{
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 }; 1518 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1519
1529 if (++ob->move_status > 19) 1520 if (++ob->move_status > 19)
1530 ob->move_status = 0; 1521 ob->move_status = 0;
1522
1531 if (!(move_object (ob, circle[ob->move_status]))) 1523 if (!(move_object (ob, circle[ob->move_status])))
1532 (void) move_object (ob, rndm (8) + 1); 1524 move_object (ob, rndm (8) + 1);
1533} 1525}
1534 1526
1535void 1527void
1536pace_movev (object *ob) 1528pace_movev (object *ob)
1537{ 1529{
1538 if (ob->move_status++ > 6) 1530 if (ob->move_status++ > 6)
1539 ob->move_status = 0; 1531 ob->move_status = 0;
1532
1540 if (ob->move_status < 4) 1533 if (ob->move_status < 4)
1541 (void) move_object (ob, 5); 1534 move_object (ob, 5);
1542 else 1535 else
1543 (void) move_object (ob, 1); 1536 move_object (ob, 1);
1544} 1537}
1545 1538
1546void 1539void
1547pace_moveh (object *ob) 1540pace_moveh (object *ob)
1548{ 1541{
1549 if (ob->move_status++ > 6) 1542 if (ob->move_status++ > 6)
1550 ob->move_status = 0; 1543 ob->move_status = 0;
1544
1551 if (ob->move_status < 4) 1545 if (ob->move_status < 4)
1552 (void) move_object (ob, 3); 1546 move_object (ob, 3);
1553 else 1547 else
1554 (void) move_object (ob, 7); 1548 move_object (ob, 7);
1555} 1549}
1556 1550
1557void 1551void
1558pace2_movev (object *ob) 1552pace2_movev (object *ob)
1559{ 1553{
1560 if (ob->move_status++ > 16) 1554 if (ob->move_status++ > 16)
1561 ob->move_status = 0; 1555 ob->move_status = 0;
1556
1562 if (ob->move_status < 6) 1557 if (ob->move_status < 6)
1563 (void) move_object (ob, 5); 1558 move_object (ob, 5);
1564 else if (ob->move_status < 8) 1559 else if (ob->move_status < 8)
1565 return; 1560 return;
1566 else if (ob->move_status < 13) 1561 else if (ob->move_status < 13)
1567 (void) move_object (ob, 1); 1562 move_object (ob, 1);
1568 else 1563 else
1569 return; 1564 return;
1570} 1565}
1571 1566
1572void 1567void
1573pace2_moveh (object *ob) 1568pace2_moveh (object *ob)
1574{ 1569{
1575 if (ob->move_status++ > 16) 1570 if (ob->move_status++ > 16)
1576 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1577 if (ob->move_status < 6) 1573 if (ob->move_status < 6)
1578 (void) move_object (ob, 3); 1574 move_object (ob, 3);
1579 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1580 return; 1576 return;
1581 else if (ob->move_status < 13) 1577 else if (ob->move_status < 13)
1582 (void) move_object (ob, 7); 1578 move_object (ob, 7);
1583 else 1579 else
1584 return; 1580 return;
1585} 1581}
1586 1582
1587void 1583void
1630 * monsters to throw things like chairs and other pieces of 1626 * monsters to throw things like chairs and other pieces of
1631 * furniture, even if they are not good throwable objects. 1627 * furniture, even if they are not good throwable objects.
1632 * Probably better to have the monster throw a throwable object 1628 * Probably better to have the monster throw a throwable object
1633 * first, then throw any non equipped weapon. 1629 * first, then throw any non equipped weapon.
1634 */ 1630 */
1635
1636object * 1631object *
1637find_mon_throw_ob (object *op) 1632find_mon_throw_ob (object *op)
1638{ 1633{
1639 object *tmp = NULL; 1634 object *tmp = NULL;
1640 1635
1671 * properly. I also so odd code in place that checked for x distance 1666 * properly. I also so odd code in place that checked for x distance
1672 * OR y distance being within some range - that seemed wrong - both should 1667 * OR y distance being within some range - that seemed wrong - both should
1673 * be within the valid range. MSW 2001-08-05 1668 * be within the valid range. MSW 2001-08-05
1674 * Returns 0 if enemy can not be detected, 1 if it is detected 1669 * Returns 0 if enemy can not be detected, 1 if it is detected
1675 */ 1670 */
1676
1677int 1671int
1678can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1672can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1679{ 1673{
1680 int radius = MIN_MON_RADIUS, hide_discovery; 1674 int radius = MIN_MON_RADIUS, hide_discovery;
1681 1675
1712 /* use this for invis also */ 1706 /* use this for invis also */
1713 hide_discovery = op->stats.Int / 5; 1707 hide_discovery = op->stats.Int / 5;
1714 1708
1715 /* Determine Detection radii */ 1709 /* Determine Detection radii */
1716 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1710 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1717 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1711 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1718 else 1712 else
1719 { /* a level/INT/Dex adjustment for hiding */ 1713 { /* a level/INT/Dex adjustment for hiding */
1720 object *sk_hide;
1721 int bonus = (op->level / 2) + (op->stats.Int / 5); 1714 int bonus = op->level / 2 + op->stats.Int / 5;
1722 1715
1723 if (enemy->type == PLAYER) 1716 if (enemy->type == PLAYER)
1724 { 1717 {
1725 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1726 bonus -= sk_hide->level; 1719 bonus -= sk_hide->level;
1727 else 1720 else
1728 { 1721 {
1729 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1722 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1730 make_visible (enemy); 1723 make_visible (enemy);
1739 } /* else creature has modifiers for hiding */ 1732 } /* else creature has modifiers for hiding */
1740 1733
1741 /* Radii stealth adjustment. Only if you are stealthy 1734 /* Radii stealth adjustment. Only if you are stealthy
1742 * will you be able to sneak up closer to creatures */ 1735 * will you be able to sneak up closer to creatures */
1743 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1736 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1744 radius = radius / 2, hide_discovery = hide_discovery / 3; 1737 {
1738 radius /= 2;
1739 hide_discovery /= 3;
1740 }
1745 1741
1746 /* Radii adjustment for enemy standing in the dark */ 1742 /* Radii adjustment for enemy standing in the dark */
1747 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1743 if (op->map->darkness > 0 && !stand_in_light (enemy))
1748 { 1744 {
1749 /* on dark maps body heat can help indicate location with infravision 1745 /* on dark maps body heat can help indicate location with infravision
1767 * may have for their map - in that way, creatures at the edge will 1763 * may have for their map - in that way, creatures at the edge will
1768 * do something. Note that the distance field in the 1764 * do something. Note that the distance field in the
1769 * vector is real distance, so in theory this should be 18 to 1765 * vector is real distance, so in theory this should be 18 to
1770 * find that. 1766 * find that.
1771 */ 1767 */
1772 if (radius > 13) 1768 // note that the above reasoning was utter bullshit even at the time it was written
1773 radius = 13; 1769 // we use 25, lets see if we have the cpu time for it
1770 radius = min (25, radius);
1774 1771
1775 /* Enemy in range! Now test for detection */ 1772 /* Enemy in range! Now test for detection */
1776 if ((int) rv->distance <= radius) 1773 if (rv->distance <= radius)
1777 { 1774 {
1778 /* ah, we are within range, detected? take cases */ 1775 /* ah, we are within range, detected? take cases */
1779 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1780 return 1; 1777 return 1;
1781 1778
1782 /* hidden or low-quality invisible */ 1779 /* hidden or low-quality invisible */
1783 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1780 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery)
1784 { 1781 {
1785 make_visible (enemy); 1782 make_visible (enemy);
1783
1786 /* inform players of new status */ 1784 /* inform players of new status */
1787 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1785 if (enemy->type == PLAYER && player_can_view (enemy, op))
1788 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1786 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1787
1789 return 1; /* detected enemy */ 1788 return 1; /* detected enemy */
1790 } 1789 }
1791 else if (enemy->invisible) 1790 else if (enemy->invisible)
1792 { 1791 {
1793 /* Change this around - instead of negating the invisible, just 1792 /* Change this around - instead of negating the invisible, just
1794 * return true so that the mosnter that managed to detect you can 1793 * return true so that the monster that managed to detect you can
1795 * do something to you. Decreasing the duration of invisible 1794 * do something to you. Decreasing the duration of invisible
1796 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1795 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1797 * can then basically negate the spell. The spell isn't negated - 1796 * can then basically negate the spell. The spell isn't negated -
1798 * they just know where you are! 1797 * they just know where you are!
1799 */ 1798 */
1800 if ((rndm (50)) <= hide_discovery) 1799 if (rndm (50) <= hide_discovery)
1801 { 1800 {
1802 if (enemy->type == PLAYER) 1801 if (enemy->type == PLAYER)
1803 {
1804 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1802 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1805 } 1803
1806 return 1; 1804 return 1;
1807 } 1805 }
1808 } 1806 }
1809 } /* within range */ 1807 } /* within range */
1810 1808
1815/* determine if op stands in a lighted square. This is not a very 1813/* determine if op stands in a lighted square. This is not a very
1816 * intellegent algorithm. For one thing, we ignore los here, SO it 1814 * intellegent algorithm. For one thing, we ignore los here, SO it
1817 * is possible for a bright light to illuminate a player on the 1815 * is possible for a bright light to illuminate a player on the
1818 * other side of a wall (!). 1816 * other side of a wall (!).
1819 */ 1817 */
1820
1821int 1818int
1822stand_in_light (object *op) 1819stand_in_light (object *op)
1823{ 1820{
1824 sint16 nx, ny;
1825 maptile *m;
1826
1827
1828 if (!op) 1821 if (!op)
1829 return 0; 1822 return 0;
1823
1830 if (op->glow_radius > 0) 1824 if (op->glow_radius > 0)
1831 return 1; 1825 return 1;
1832 1826
1833 if (op->map) 1827 if (op->map)
1834 { 1828 {
1835 int x, y, x1, y1;
1836
1837
1838
1839 /* Check the spaces with the max light radius to see if any of them 1829 /* Check the spaces with the max light radius to see if any of them
1840 * have lights, and if any of them light the player enough, then return 1. 1830 * have lights, and if any of them light the player enough, then return 1.
1841 */ 1831 */
1842 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) 1832 for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1843 { 1833 {
1844 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) 1834 for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1845 { 1835 {
1846 m = op->map; 1836 maptile *m = op->map;
1847 nx = x; 1837 sint16 nx = x;
1848 ny = y; 1838 sint16 ny = y;
1849 1839
1850 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1840 if (xy_normalise (m, nx, ny))
1851 continue; 1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1852
1853 x1 = abs (x - op->x) * abs (x - op->x);
1854 y1 = abs (y - op->y) * abs (y - op->y);
1855 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1856 return 1; 1842 return 1;
1857 } 1843 }
1858 } 1844 }
1859 } 1845 }
1846
1860 return 0; 1847 return 0;
1861} 1848}
1862
1863 1849
1864/* assuming no walls/barriers, lets check to see if its *possible* 1850/* assuming no walls/barriers, lets check to see if its *possible*
1865 * to see an enemy. Note, "detection" is different from "seeing". 1851 * to see an enemy. Note, "detection" is different from "seeing".
1866 * See can_detect_enemy() for more details. -b.t. 1852 * See can_detect_enemy() for more details. -b.t.
1867 * return 0 if can't be seen, 1 if can be 1853 * return 0 if can't be seen, 1 if can be
1868 */ 1854 */
1869
1870int 1855int
1871can_see_enemy (object *op, object *enemy) 1856can_see_enemy (object *op, object *enemy)
1872{ 1857{
1873 object *looker = op->head ? op->head : op; 1858 object *looker = op->head ? op->head : op;
1874 1859
1895 if (enemy->hide) 1880 if (enemy->hide)
1896 { 1881 {
1897 make_visible (enemy); 1882 make_visible (enemy);
1898 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1899 } 1884 }
1885
1900 return 1; 1886 return 1;
1901 } 1887 }
1902 else if (enemy->hide) 1888 else if (enemy->hide)
1903 return 0; 1889 return 0;
1904 1890
1905 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1906 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1907 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1908 */ 1894 */
1909 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1895 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1910 {
1911 if (makes_invisible_to (enemy, looker)) 1896 if (makes_invisible_to (enemy, looker))
1912 return 0; 1897 return 0;
1913 }
1914 } 1898 }
1915 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1899 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1916 if (player_can_view (looker, enemy)) 1900 if (player_can_view (looker, enemy))
1917 return 1; 1901 return 1;
1918 1902
1929 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1913 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1930 return 0; 1914 return 0;
1931 1915
1932 return 1; 1916 return 1;
1933} 1917}
1918

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