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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 1.53 by root, Sat Dec 27 03:18:08 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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>
36 * set to sane values. 35 * set to sane values.
37 */ 36 */
38object * 37object *
39check_enemy (object *npc, rv_vector * rv) 38check_enemy (object *npc, rv_vector * rv)
40{ 39{
41
42 /* if this is pet, let him attack the same enemy as his owner 40 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target, 41 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */ 42 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 43 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 44 {
85 * target enemy - this code below makes sure the enemy is something 83 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 84 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 85 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 86 * as the enemy to attack.
89 */ 87 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 92 npc->enemy = NULL;
93 93
94 } 94 }
95
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
96} 97}
97 98
98/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
143 } 144 }
144 145
145 return 0; 146 return 0;
146} 147}
147 148
148
149/* Tries to find an enmy for npc. We pass the range vector since 149/* Tries to find an enemy for npc. We pass the range vector since
150 * our caller will find the information useful. 150 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
153 * 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
154 * many cases. 154 * many cases.
155 */ 155 */
156
157object * 156object *
158find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
159{ 158{
160 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
161 160
167 { 166 {
168 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
169 168
170 if (tmp) 169 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
172 return tmp; 172 return tmp;
173 } 173 }
174 174
175 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
176 * 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
196 /* we check our old enemy. */ 196 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
198 { 198 {
199 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
200 { 200 {
201 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 202 /* we don't want a fight evil vs evil or good against non evil */
203 203
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 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))) 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 */ 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 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 209 {
210 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! */
211 npc->enemy = attacker; 211 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
213 } 213 }
229/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 233 */
234
235int 234int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 236{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 238 if (!enemy)
242 return 0; 239 return 0;
243 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
247 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt 251 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 253 * Remember we already checked to see if the monster can see in
252 * the dark. */ 254 * the dark. */
253 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
263 261
264 /* enemy should already be on this map, so don't really need to check 262 /* enemy should already be on this map, so don't really need to check
265 * for that. 263 * for that.
266 */ 264 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
268 { 266 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 268 return 1;
271 } 269 }
270
272 return 0; 271 return 0;
273} 272}
274 273
275int 274int
276move_randomly (object *op) 275move_randomly (object *op)
277{ 276{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, rndm (8) + 1)) 279 if (move_object (op, rndm (8) + 1))
284 return 1; 280 return 1;
285 } 281
286 return 0; 282 return 0;
287} 283}
288 284
289/* 285/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 286 * Move-monster returns 1 if the object has been freed, otherwise 0.
291 */ 287 */
292
293int 288int
294move_monster (object *op) 289move_monster (object *op)
295{ 290{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph = op; 292 object *owner, *enemy, *part, *oph = op;
314 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
315 310
316 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 { 313 {
319
320 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
321 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
322 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
324 * 318 *
329 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 323 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 */ 324 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; 325 op->last_heal %= 32;
332 326
333 /* So if the monster has gained enough HP that they are no longer afraid */ 327 /* 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)) 328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
335 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
336 330
337 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
338 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
339 } 333 }
340 334
341 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 { 337 {
344
345 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
348 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
349 * 342 *
350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
351 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
352 */ 345 */
353 346
354 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); 347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
355 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
356 op->last_sp %= 128; 349 op->last_sp %= 128;
357 } 350 }
358 351
359 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
360 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
361 */ 354 */
362 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
363 {
364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366 357
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
369 360
370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 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))) 362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
372 {
373 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
374 return 0; 364 return 0;
375 }
376 365
377 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
378 if (op->hide) 367 if (op->flag [FLAG_HIDDEN])
379 do_hidden_move (op); 368 do_hidden_move (op);
380 369
381 if (op->pick_up) 370 if (op->pick_up)
382 monster_check_pickup (op); 371 monster_check_pickup (op);
383 372
387 /* If we don't have an enemy, do special movement or the like */ 376 /* If we don't have an enemy, do special movement or the like */
388 if (!enemy) 377 if (!enemy)
389 { 378 {
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
391 { 380 {
392 op->destroy (); 381 op->drop_and_destroy ();
393 return 1; 382 return 1;
394 } 383 }
395 384
396 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set. 386 * stand still and a movement type set.
400 { 389 {
401 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
402 { 391 {
403 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
404 { 393 {
405 case (PETMOVE): 394 case (PETMOVE):
406 pet_move (op); 395 pet_move (op);
407 break; 396 break;
408 397
409 case (CIRCLE1): 398 case (CIRCLE1):
410 circ1_move (op); 399 circ1_move (op);
411 break; 400 break;
412 401
413 case (CIRCLE2): 402 case (CIRCLE2):
414 circ2_move (op); 403 circ2_move (op);
415 break; 404 break;
416 405
417 case (PACEV): 406 case (PACEV):
418 pace_movev (op); 407 pace_movev (op);
419 break; 408 break;
420 409
421 case (PACEH): 410 case (PACEH):
422 pace_moveh (op); 411 pace_moveh (op);
423 break; 412 break;
424 413
425 case (PACEV2): 414 case (PACEV2):
426 pace2_movev (op); 415 pace2_movev (op);
427 break; 416 break;
428 417
429 case (PACEH2): 418 case (PACEH2):
430 pace2_moveh (op); 419 pace2_moveh (op);
431 break; 420 break;
432 421
433 case (RANDO): 422 case (RANDO):
434 rand_move (op); 423 rand_move (op);
435 break; 424 break;
436 425
437 case (RANDO2): 426 case (RANDO2):
438 move_randomly (op); 427 move_randomly (op);
439 break; 428 break;
440 } 429 }
430
441 return 0; 431 return 0;
442 } 432 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op); 434 move_randomly (op);
445
446 } /* stand still */ 435 } /* stand still */
436
447 return 0; 437 return 0;
448 } /* no enemy */ 438 } /* no enemy */
449 439
450 /* We have an enemy. Block immediately below is for pets */ 440 /* 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)) 441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
452 return follow_owner (op, owner); 445 return follow_owner (op, owner);
453 446
454 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current 448 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it. 449 * arch set uses it.
457 */ 450 */
458 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
459 { 452 {
460 op->face = enemy->face; 453 op->face = enemy->face;
461 op->name = enemy->name; 454 op->name = enemy->name;
462 } 455 }
463 456
475 if (!QUERY_FLAG (op, FLAG_SCARED)) 468 if (!QUERY_FLAG (op, FLAG_SCARED))
476 { 469 {
477 rv_vector rv1; 470 rv_vector rv1;
478 471
479 /* now we test every part of an object .... this is a real ugly piece of code */ 472 /* 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) 473 for (part = op; part; part = part->more)
481 { 474 {
482 get_rangevector (part, enemy, &rv1, 0x1); 475 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction; 476 dir = rv1.direction;
484 477
485 /* hm, not sure about this part - in original was a scared flag here too 478 /* 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 479 * but that we test above... so can be old code here
487 */ 480 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4); 482 dir = absdir (dir + 4);
483
490 if (QUERY_FLAG (op, FLAG_CONFUSED)) 484 if (QUERY_FLAG (op, FLAG_CONFUSED))
491 dir = absdir (dir + rndm (3) + rndm (3) - 2); 485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
492 486
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) 487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
494 {
495 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0; 489 return 0;
497 }
498 490
499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) 491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 {
501 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502 return 0; 493 return 0;
503 }
504 494
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) 495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
506 {
507 if (monster_use_range (op, part, enemy, dir)) 496 if (monster_use_range (op, part, enemy, dir))
508 return 0; 497 return 0;
509 } 498
510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) 499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
511 {
512 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0; 501 return 0;
514 } 502
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) 503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 {
517 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
518 return 0; 505 return 0;
519 }
520 } /* for processing of all parts */ 506 } /* for processing of all parts */
521 } /* If not scared */ 507 } /* If not scared */
522 508
523
524 part = rv.part; 509 part = rv.part;
525 dir = rv.direction; 510 dir = rv.direction;
526 511
527 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 512 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
528 dir = absdir (dir + 4); 513 dir = absdir (dir + 4);
534 519
535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 520 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536 { 521 {
537 switch (op->attack_movement & LO4) 522 switch (op->attack_movement & LO4)
538 { 523 {
539 case DISTATT: 524 case DISTATT:
540 dir = dist_att (dir, op, enemy, part, &rv); 525 dir = dist_att (dir, op, enemy, part, &rv);
541 break; 526 break;
542 527
543 case RUNATT: 528 case RUNATT:
544 dir = run_att (dir, op, enemy, part, &rv); 529 dir = run_att (dir, op, enemy, part, &rv);
545 break; 530 break;
546 531
547 case HITRUN: 532 case HITRUN:
548 dir = hitrun_att (dir, op, enemy); 533 dir = hitrun_att (dir, op, enemy);
549 break; 534 break;
550 535
551 case WAITATT: 536 case WAITATT:
552 dir = wait_att (dir, op, enemy, part, &rv); 537 dir = wait_att (dir, op, enemy, part, &rv);
553 break; 538 break;
554 539
555 case RUSH: /* default - monster normally moves towards player */ 540 case RUSH: /* default - monster normally moves towards player */
556 case ALLRUN: 541 case ALLRUN:
557 break; 542 break;
558 543
559 case DISTHIT: 544 case DISTHIT:
560 dir = disthit_att (dir, op, enemy, part, &rv); 545 dir = disthit_att (dir, op, enemy, part, &rv);
561 break; 546 break;
562 547
563 case WAIT2: 548 case WAIT2:
564 dir = wait_att2 (dir, op, enemy, part, &rv); 549 dir = wait_att2 (dir, op, enemy, part, &rv);
565 break; 550 break;
566 551
567 default: 552 default:
568 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 553 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
569 } 554 }
570 } 555 }
571 556
572 if (!dir) 557 if (!dir)
573 return 0; 558 return 0;
583 return 0; 568 return 0;
584 } 569 }
585 570
586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 571 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587 { 572 {
588
589 /* Try move around corners if !close */ 573 /* Try move around corners if !close */
590 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 574 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
591 575
592 for (diff = 1; diff <= maxdiff; diff++) 576 for (diff = 1; diff <= maxdiff; diff++)
593 { 577 {
594 /* try different detours */ 578 /* try different detours */
595 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 579 int m = 1 - rndm (2) * 2; /* Try left or right first? */
596 580
597 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 581 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
598 return 0; 582 return 0;
599 } 583 }
600 } 584 }
627 { 611 {
628 object *nearest_player = get_nearest_player (op); 612 object *nearest_player = get_nearest_player (op);
629 613
630 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 614 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
631 { 615 {
632 op->enemy = NULL; 616 op->enemy = 0;
633 enemy = nearest_player; 617 enemy = nearest_player;
634 } 618 }
635 } 619 }
636 620
637 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 621 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
643 * still be pretty nasty. 627 * still be pretty nasty.
644 */ 628 */
645 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 629 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
646 { 630 {
647 part->stats.wc += 10; 631 part->stats.wc += 10;
648 (void) skill_attack (enemy, part, 0, NULL, NULL); 632 skill_attack (enemy, part, 0, NULL, NULL);
649 part->stats.wc -= 10; 633 part->stats.wc -= 10;
650 } 634 }
651 else 635 else
652 (void) skill_attack (enemy, part, 0, NULL, NULL); 636 skill_attack (enemy, part, 0, NULL, NULL);
653 } /* if monster is in attack range */ 637 } /* if monster is in attack range */
654 638
655 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 639 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
656 return 1; 640 return 1;
657 641
658 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 642 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 { 643 {
660 op->remove ();
661 op->destroy (); 644 op->drop_and_destroy ();
662 return 1; 645 return 1;
663 } 646 }
647
664 return 0; 648 return 0;
665} 649}
666 650
667int 651int
668can_hit (object *ob1, object *ob2, rv_vector * rv) 652can_hit (object *ob1, object *ob2, rv_vector * rv)
683 { 667 {
684 get_rangevector (ob1, more, &rv1, 0); 668 get_rangevector (ob1, more, &rv1, 0);
685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 669 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686 return 1; 670 return 1;
687 } 671 }
672
688 return 0; 673 return 0;
689
690} 674}
691 675
692/* Returns 1 is monster should cast spell sp at an enemy 676/* Returns 1 is monster should cast spell sp at an enemy
693 * Returns 0 if the monster should not cast this spell. 677 * Returns 0 if the monster should not cast this spell.
694 * 678 *
712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 696 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 697 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
714 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 698 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
715 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 699 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
716 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 700 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
717
718 return 1; 701 return 1;
719 702
720 return 0; 703 return 0;
721} 704}
722
723 705
724#define MAX_KNOWN_SPELLS 20 706#define MAX_KNOWN_SPELLS 20
725 707
726/* Returns a randomly selected spell. This logic is still 708/* Returns a randomly selected spell. This logic is still
727 * less than ideal. This code also only seems to deal with 709 * less than ideal. This code also only seems to deal with
730 */ 712 */
731object * 713object *
732monster_choose_random_spell (object *monster) 714monster_choose_random_spell (object *monster)
733{ 715{
734 object *altern[MAX_KNOWN_SPELLS]; 716 object *altern[MAX_KNOWN_SPELLS];
735 object *tmp;
736 int i = 0; 717 int i = 0;
737 718
738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 719 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
739 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 720 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 { 721 {
741 /* Check and see if it's actually a useful spell. 722 /* Check and see if it's actually a useful spell.
742 * If its a spellbook, the spell is actually the inventory item. 723 * If its a spellbook, the spell is actually the inventory item.
743 * if it is a spell, then it is just the object itself. 724 * if it is a spell, then it is just the object itself.
744 */ 725 */
745 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 726 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
746 { 727 {
747 altern[i++] = tmp; 728 altern [i++] = tmp;
729
748 if (i == MAX_KNOWN_SPELLS) 730 if (i == MAX_KNOWN_SPELLS)
749 break; 731 break;
750 } 732 }
751 } 733 }
752 if (!i) 734
753 return NULL; 735 return i ? altern [rndm (i)] : 0;
754 return altern[RANDOM () % i];
755} 736}
756 737
757/* This checks to see if the monster should cast a spell/ability. 738/* This checks to see if the monster should cast a spell/ability.
758 * it returns true if the monster casts a spell, 0 if he doesn't. 739 * it returns true if the monster casts a spell, 0 if he doesn't.
759 * head is the head of the monster. 740 * head is the head of the monster.
760 * part is the part of the monster we are checking against. 741 * part is the part of the monster we are checking against.
761 * pl is the target. 742 * pl is the target.
762 * dir is the direction to case. 743 * dir is the direction to case.
763 * rv is the vector which describes where the enemy is. 744 * rv is the vector which describes where the enemy is.
764 */ 745 */
765
766int 746int
767monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 747monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
768{ 748{
769 object *spell_item; 749 object *spell_item;
770 object *owner; 750 object *owner;
781 761
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 762 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
783 { 763 {
784 get_rangevector (head, owner, &rv1, 0x1); 764 get_rangevector (head, owner, &rv1, 0x1);
785 if (dirdiff (dir, rv1.direction) < 2) 765 if (dirdiff (dir, rv1.direction) < 2)
786 {
787 return 0; /* Might hit owner with spell */ 766 return 0; /* Might hit owner with spell */
788 }
789 } 767 }
790 768
791 if (QUERY_FLAG (head, FLAG_CONFUSED)) 769 if (QUERY_FLAG (head, FLAG_CONFUSED))
792 dir = absdir (dir + rndm (3) + rndm (3) - 2); 770 dir = absdir (dir + rndm (3) + rndm (3) - 2);
793 771
801 { 779 {
802 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 780 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
803 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 781 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
804 return 0; 782 return 0;
805 } 783 }
784
806 if (spell_item->type == SPELLBOOK) 785 if (spell_item->type == SPELLBOOK)
807 { 786 {
808 if (!spell_item->inv) 787 if (!spell_item->inv)
809 { 788 {
810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 789 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811 return 0; 790 return 0;
812 } 791 }
792
813 spell_item = spell_item->inv; 793 spell_item = spell_item->inv;
814 } 794 }
815 } 795 }
816 else 796 else
817 spell_item = head->spellitem; 797 spell_item = head->spellitem;
836 /* set this to null, so next time monster will choose something different */ 816 /* set this to null, so next time monster will choose something different */
837 head->spellitem = NULL; 817 head->spellitem = NULL;
838 818
839 return cast_spell (part, part, dir, spell_item, NULL); 819 return cast_spell (part, part, dir, spell_item, NULL);
840} 820}
841
842 821
843int 822int
844monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 823monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
845{ 824{
846 object *scroll; 825 object *scroll;
896 * The skills we are treating here are all but those. -b.t. 875 * The skills we are treating here are all but those. -b.t.
897 * 876 *
898 * At the moment this is only useful for throwing, perhaps for 877 * At the moment this is only useful for throwing, perhaps for
899 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 878 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
900 */ 879 */
901
902int 880int
903monster_use_skill (object *head, object *part, object *pl, int dir) 881monster_use_skill (object *head, object *part, object *pl, int dir)
904{ 882{
905 object *skill, *owner; 883 object *skill, *owner;
906 884
912 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 890 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
913 891
914 if (dirdiff (dir, dir2) < 1) 892 if (dirdiff (dir, dir2) < 1)
915 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 893 return 0; /* Might hit owner with skill -thrown rocks for example ? */
916 } 894 }
895
917 if (QUERY_FLAG (head, FLAG_CONFUSED)) 896 if (QUERY_FLAG (head, FLAG_CONFUSED))
918 dir = absdir (dir + rndm (3) + rndm (3) - 2); 897 dir = absdir (dir + rndm (3) + rndm (3) - 2);
919 898
920 /* skill selection - monster will use the next unused skill. 899 /* skill selection - monster will use the next unused skill.
921 * well...the following scenario will allow the monster to 900 * well...the following scenario will allow the monster to
922 * toggle between 2 skills. One day it would be nice to make 901 * toggle between 2 skills. One day it would be nice to make
923 * more skills available to monsters. 902 * more skills available to monsters.
924 */ 903 */
925
926 for (skill = head->inv; skill != NULL; skill = skill->below) 904 for (skill = head->inv; skill; skill = skill->below)
927 if (skill->type == SKILL && skill != head->chosen_skill) 905 if (skill->type == SKILL && skill != head->chosen_skill)
928 { 906 {
929 head->chosen_skill = skill; 907 head->chosen_skill = skill;
930 break; 908 break;
931 } 909 }
934 { 912 {
935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 913 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936 CLEAR_FLAG (head, FLAG_READY_SKILL); 914 CLEAR_FLAG (head, FLAG_READY_SKILL);
937 return 0; 915 return 0;
938 } 916 }
917
939 /* use skill */ 918 /* use skill */
940 return do_skill (head, part, head->chosen_skill, dir, NULL); 919 return do_skill (head, part, head->chosen_skill, dir, NULL);
941} 920}
942 921
943/* Monster will use a ranged spell attack. */ 922/* Monster will use a ranged spell attack. */
944
945int 923int
946monster_use_range (object *head, object *part, object *pl, int dir) 924monster_use_range (object *head, object *part, object *pl, int dir)
947{ 925{
948 object *wand, *owner; 926 object *wand, *owner;
949 int at_least_one = 0; 927 int at_least_one = 0;
956 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 934 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957 935
958 if (dirdiff (dir, dir2) < 2) 936 if (dirdiff (dir, dir2) < 2)
959 return 0; /* Might hit owner with spell */ 937 return 0; /* Might hit owner with spell */
960 } 938 }
939
961 if (QUERY_FLAG (head, FLAG_CONFUSED)) 940 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 dir = absdir (dir + rndm (3) + rndm (3) - 2); 941 dir = absdir (dir + rndm (3) + rndm (3) - 2);
963 942
964 for (wand = head->inv; wand != NULL; wand = wand->below) 943 for (wand = head->inv; wand; wand = wand->below)
965 { 944 {
966 if (wand->type == WAND) 945 if (wand->type == WAND)
967 { 946 {
968 /* Found a wand, let's see if it has charges left */ 947 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1; 948 at_least_one = 1;
975 if (!(--wand->stats.food)) 954 if (!(--wand->stats.food))
976 { 955 {
977 if (wand->arch) 956 if (wand->arch)
978 { 957 {
979 CLEAR_FLAG (wand, FLAG_ANIMATE); 958 CLEAR_FLAG (wand, FLAG_ANIMATE);
980 wand->face = wand->arch->clone.face; 959 wand->face = wand->arch->face;
981 wand->set_speed (0); 960 wand->set_speed (0);
982 } 961 }
983 } 962 }
984 /* Success */ 963 /* Success */
985 return 1; 964 return 1;
1004 } 983 }
1005 984
1006 if (at_least_one) 985 if (at_least_one)
1007 return 0; 986 return 0;
1008 987
1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 988 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); 989 CLEAR_FLAG (head, FLAG_READY_RANGE);
1011 return 0; 990 return 0;
1012} 991}
1013 992
1014int 993int
1016{ 995{
1017 object *owner; 996 object *owner;
1018 997
1019 if (!(dir = path_to_player (part, pl, 0))) 998 if (!(dir = path_to_player (part, pl, 0)))
1020 return 0; 999 return 0;
1000
1021 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1001 if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1002 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1023 1003
1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1004 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 { 1005 {
1033 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1013 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1034 1014
1035} 1015}
1036 1016
1037/* Checks if putting on 'item' will make 'who' do more 1017/* Checks if putting on 'item' will make 'who' do more
1038 * damage. This is a very simplistic check - also checking things 1018 * damage. This is a very simplistic check - also checking things
1039 * like speed and ac are also relevant. 1019 * like speed and ac are also relevant.
1040 * 1020 *
1041 * return true if item is a better object. 1021 * return true if item is a better object.
1042 */ 1022 */
1043
1044int 1023int
1045check_good_weapon (object *who, object *item) 1024check_good_weapon (object *who, object *item)
1046{ 1025{
1047 object *other_weap; 1026 object *other_weap;
1048 int val = 0, i; 1027 int val = 0, i;
1049 1028
1050 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1029 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)) 1030 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1052 break; 1031 break;
1053 1032
1054 if (other_weap == NULL) /* No other weapons */ 1033 if (!other_weap) /* No other weapons */
1055 return 1; 1034 return 1;
1056 1035
1057 /* Rather than go through and apply the new one, and see if it is 1036 /* Rather than go through and apply the new one, and see if it is
1058 * better, just do some simple checks 1037 * better, just do some simple checks
1059 * Put some multipliers for things that hvae several effects, 1038 * Put some multipliers for things that hvae several effects,
1064 val += (item->magic - other_weap->magic) * 3; 1043 val += (item->magic - other_weap->magic) * 3;
1065 /* Monsters don't really get benefits from things like regen rates 1044 /* Monsters don't really get benefits from things like regen rates
1066 * from items. But the bonus for their stats are very important. 1045 * from items. But the bonus for their stats are very important.
1067 */ 1046 */
1068 for (i = 0; i < NUM_STATS; i++) 1047 for (i = 0; i < NUM_STATS; i++)
1069 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1048 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1070 1049
1071 if (val > 0) 1050 if (val > 0)
1072 return 1; 1051 return 1;
1073 else 1052 else
1074 return 0; 1053 return 0;
1075
1076} 1054}
1077 1055
1078int 1056int
1079check_good_armour (object *who, object *item) 1057check_good_armour (object *who, object *item)
1080{ 1058{
1081 object *other_armour; 1059 object *other_armour;
1082 int val = 0, i; 1060 int val = 0, i;
1083 1061
1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1062 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)) 1063 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1086 break; 1064 break;
1087 1065
1088 if (other_armour == NULL) /* No other armour, use the new */ 1066 if (other_armour == NULL) /* No other armour, use the new */
1089 return 1; 1067 return 1;
1111 1089
1112 if (val > 0) 1090 if (val > 0)
1113 return 1; 1091 return 1;
1114 else 1092 else
1115 return 0; 1093 return 0;
1116
1117} 1094}
1118 1095
1119/* 1096/*
1120 * monster_check_pickup(): checks for items that monster can pick up. 1097 * monster_check_pickup(): checks for items that monster can pick up.
1121 * 1098 *
1129 * This function was seen be continueing looping at one point (tmp->below 1106 * 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 1107 * 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 1108 * after we pick everything up, since that function may call others which
1132 * affect stacking on this space. 1109 * affect stacking on this space.
1133 */ 1110 */
1134
1135void 1111void
1136monster_check_pickup (object *monster) 1112monster_check_pickup (object *monster)
1137{ 1113{
1138 object *tmp, *next; 1114 object *tmp, *next;
1139 1115
1158 * monster_can_pick(): If the monster is interested in picking up 1134 * monster_can_pick(): If the monster is interested in picking up
1159 * the item, then return 0. Otherwise 0. 1135 * the item, then return 0. Otherwise 0.
1160 * Instead of pick_up, flags for "greed", etc, should be used. 1136 * Instead of pick_up, flags for "greed", etc, should be used.
1161 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1137 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1162 */ 1138 */
1163
1164int 1139int
1165monster_can_pick (object *monster, object *item) 1140monster_can_pick (object *monster, object *item)
1166{ 1141{
1167 int flag = 0; 1142 int flag = 0;
1168 int i; 1143 int i;
1214 case ROD: 1189 case ROD:
1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1190 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 break; 1191 break;
1217 1192
1218 case SPELLBOOK: 1193 case SPELLBOOK:
1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1194 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1220 break; 1195 break;
1221 1196
1222 case SCROLL: 1197 case SCROLL:
1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1198 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 break; 1199 break;
1226 case BOW: 1201 case BOW:
1227 case ARROW: 1202 case ARROW:
1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1203 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 break; 1204 break;
1230 } 1205 }
1206
1231 /* Simplistic check - if the monster has a location to equip it, he will 1207 /* 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 1208 * pick it up. Note that this doesn't handle cases where an item may
1233 * use several locations. 1209 * use several locations.
1234 */ 1210 */
1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1211 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 { 1212 {
1237 if (monster->body_info[i] && item->body_info[i]) 1213 if (monster->slot[i].info && item->slot[i].info)
1238 { 1214 {
1239 flag = 1; 1215 flag = 1;
1240 break; 1216 break;
1241 } 1217 }
1242 } 1218 }
1243 1219
1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1220 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1245 return 1; 1221 return 1;
1222
1246 return 0; 1223 return 0;
1247} 1224}
1248 1225
1249/* 1226/*
1250 * monster_apply_below(): 1227 * monster_apply_below():
1251 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1228 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1252 * eager to apply things, encounters something apply-able, 1229 * eager to apply things, encounters something apply-able,
1253 * then make him apply it 1230 * then make him apply it
1254 */ 1231 */
1255
1256void 1232void
1257monster_apply_below (object *monster) 1233monster_apply_below (object *monster)
1258{ 1234{
1259 object *tmp, *next; 1235 object *tmp, *next;
1260 1236
1287 * a pointer to that object is returned, so it can be dropped. 1263 * a pointer to that object is returned, so it can be dropped.
1288 * (so that other monsters can pick it up and use it) 1264 * (so that other monsters can pick it up and use it)
1289 * Note that as things are now, monsters never drop something - 1265 * Note that as things are now, monsters never drop something -
1290 * they can pick up all that they can use. 1266 * they can pick up all that they can use.
1291 */ 1267 */
1292
1293/* Sept 96, fixed this so skills will be readied -b.t.*/ 1268/* Sept 96, fixed this so skills will be readied -b.t.*/
1294
1295void 1269void
1296monster_check_apply (object *mon, object *item) 1270monster_check_apply (object *mon, object *item)
1297{ 1271{
1298
1299 int flag = 0; 1272 int flag = 0;
1300 1273
1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1274 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1302 { 1275 {
1303 SET_FLAG (mon, FLAG_CAST_SPELL); 1276 SET_FLAG (mon, FLAG_CAST_SPELL);
1304 return; 1277 return;
1305 } 1278 }
1306 1279
1315 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1288 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1316 { 1289 {
1317 /* Check for the right kind of bow */ 1290 /* Check for the right kind of bow */
1318 object *bow; 1291 object *bow;
1319 1292
1320 for (bow = mon->inv; bow != NULL; bow = bow->below) 1293 for (bow = mon->inv; bow; bow = bow->below)
1321 if (bow->type == BOW && bow->race == item->race) 1294 if (bow->type == BOW && bow->race == item->race)
1322 { 1295 {
1323 SET_FLAG (mon, FLAG_READY_BOW); 1296 SET_FLAG (mon, FLAG_READY_BOW);
1324 LOG (llevMonster, "Found correct bow for arrows.\n"); 1297 LOG (llevMonster, "Found correct bow for arrows.\n");
1325 return; /* nothing more to do for arrows */ 1298 return; /* nothing more to do for arrows */
1377 */ 1350 */
1378 SET_FLAG (mon, FLAG_READY_SKILL); 1351 SET_FLAG (mon, FLAG_READY_SKILL);
1379 return; 1352 return;
1380 } 1353 }
1381 1354
1382
1383 /* if we don't match one of the above types, return now. 1355 /* 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, 1356 * can_apply_object will say that we can apply things like flesh,
1385 * bolts, and whatever else, because it only checks against the 1357 * bolts, and whatever else, because it only checks against the
1386 * body_info locations. 1358 * body_info locations.
1387 */ 1359 */
1398 /* should only be applying this item, not unapplying it. 1370 /* should only be applying this item, not unapplying it.
1399 * also, ignore status of curse so they can take off old armour. 1371 * also, ignore status of curse so they can take off old armour.
1400 * monsters have some advantages after all. 1372 * monsters have some advantages after all.
1401 */ 1373 */
1402 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1374 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1403
1404 return;
1405} 1375}
1406 1376
1407void 1377void
1408npc_call_help (object *op) 1378npc_call_help (object *op)
1409{ 1379{
1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1397 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428 npc->enemy = op->enemy; 1398 npc->enemy = op->enemy;
1429 } 1399 }
1430} 1400}
1431 1401
1432
1433int 1402int
1434dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1403dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1435{ 1404{
1436
1437 if (can_hit (part, enemy, rv)) 1405 if (can_hit (part, enemy, rv))
1438 return dir; 1406 return dir;
1407
1439 if (rv->distance < 10) 1408 if (rv->distance < 10)
1440 return absdir (dir + 4); 1409 return absdir (dir + 4);
1441 else if (rv->distance > 18) 1410 else if (rv->distance > 18)
1442 return dir; 1411 return dir;
1412
1443 return 0; 1413 return 0;
1444} 1414}
1445 1415
1446int 1416int
1447run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1417run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448{ 1418{
1449
1450 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1419 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1451 { 1420 {
1452 ob->move_status++; 1421 ob->move_status++;
1453 return (dir); 1422 return (dir);
1454 } 1423 }
1455 else if (ob->move_status > 20) 1424 else if (ob->move_status > 20)
1456 ob->move_status = 0; 1425 ob->move_status = 0;
1426
1457 return absdir (dir + 4); 1427 return absdir (dir + 4);
1458} 1428}
1459 1429
1460int 1430int
1461hitrun_att (int dir, object *ob, object *enemy) 1431hitrun_att (int dir, object *ob, object *enemy)
1464 return dir; 1434 return dir;
1465 else if (ob->move_status < 50) 1435 else if (ob->move_status < 50)
1466 return absdir (dir + 4); 1436 return absdir (dir + 4);
1467 else 1437 else
1468 ob->move_status = 0; 1438 ob->move_status = 0;
1439
1469 return absdir (dir + 4); 1440 return absdir (dir + 4);
1470} 1441}
1471 1442
1472int 1443int
1473wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1444wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482 return 0; 1453 return 0;
1483 else if (ob->move_status < 10) 1454 else if (ob->move_status < 10)
1484 return dir; 1455 return dir;
1485 else if (ob->move_status < 15) 1456 else if (ob->move_status < 15)
1486 return absdir (dir + 4); 1457 return absdir (dir + 4);
1458
1487 ob->move_status = 0; 1459 ob->move_status = 0;
1488 return 0; 1460 return 0;
1489} 1461}
1490 1462
1491int 1463int
1499 * at least one map has this set, and whatever the map contains, the 1471 * 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 1472 * server should try to be resilant enough to avoid the problem
1501 */ 1473 */
1502 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1474 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1503 return absdir (dir + 4); 1475 return absdir (dir + 4);
1476
1504 return dist_att (dir, ob, enemy, part, rv); 1477 return dist_att (dir, ob, enemy, part, rv);
1505} 1478}
1506 1479
1507int 1480int
1508wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1481wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509{ 1482{
1510 if (rv->distance < 9) 1483 if (rv->distance < 9)
1511 return absdir (dir + 4); 1484 return absdir (dir + 4);
1485
1512 return 0; 1486 return 0;
1513} 1487}
1514 1488
1515void 1489void
1516circ1_move (object *ob) 1490circ1_move (object *ob)
1517{ 1491{
1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1492 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1493
1519 if (++ob->move_status > 11) 1494 if (++ob->move_status > 11)
1520 ob->move_status = 0; 1495 ob->move_status = 0;
1496
1521 if (!(move_object (ob, circle[ob->move_status]))) 1497 if (!(move_object (ob, circle[ob->move_status])))
1522 (void) move_object (ob, rndm (8) + 1); 1498 move_object (ob, rndm (8) + 1);
1523} 1499}
1524 1500
1525void 1501void
1526circ2_move (object *ob) 1502circ2_move (object *ob)
1527{ 1503{
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 }; 1504 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1505
1529 if (++ob->move_status > 19) 1506 if (++ob->move_status > 19)
1530 ob->move_status = 0; 1507 ob->move_status = 0;
1508
1531 if (!(move_object (ob, circle[ob->move_status]))) 1509 if (!(move_object (ob, circle[ob->move_status])))
1532 (void) move_object (ob, rndm (8) + 1); 1510 move_object (ob, rndm (8) + 1);
1533} 1511}
1534 1512
1535void 1513void
1536pace_movev (object *ob) 1514pace_movev (object *ob)
1537{ 1515{
1538 if (ob->move_status++ > 6) 1516 if (ob->move_status++ > 6)
1539 ob->move_status = 0; 1517 ob->move_status = 0;
1518
1540 if (ob->move_status < 4) 1519 if (ob->move_status < 4)
1541 (void) move_object (ob, 5); 1520 move_object (ob, 5);
1542 else 1521 else
1543 (void) move_object (ob, 1); 1522 move_object (ob, 1);
1544} 1523}
1545 1524
1546void 1525void
1547pace_moveh (object *ob) 1526pace_moveh (object *ob)
1548{ 1527{
1549 if (ob->move_status++ > 6) 1528 if (ob->move_status++ > 6)
1550 ob->move_status = 0; 1529 ob->move_status = 0;
1530
1551 if (ob->move_status < 4) 1531 if (ob->move_status < 4)
1552 (void) move_object (ob, 3); 1532 move_object (ob, 3);
1553 else 1533 else
1554 (void) move_object (ob, 7); 1534 move_object (ob, 7);
1555} 1535}
1556 1536
1557void 1537void
1558pace2_movev (object *ob) 1538pace2_movev (object *ob)
1559{ 1539{
1560 if (ob->move_status++ > 16) 1540 if (ob->move_status++ > 16)
1561 ob->move_status = 0; 1541 ob->move_status = 0;
1542
1562 if (ob->move_status < 6) 1543 if (ob->move_status < 6)
1563 (void) move_object (ob, 5); 1544 move_object (ob, 5);
1564 else if (ob->move_status < 8) 1545 else if (ob->move_status < 8)
1565 return; 1546 return;
1566 else if (ob->move_status < 13) 1547 else if (ob->move_status < 13)
1567 (void) move_object (ob, 1); 1548 move_object (ob, 1);
1568 else 1549 else
1569 return; 1550 return;
1570} 1551}
1571 1552
1572void 1553void
1573pace2_moveh (object *ob) 1554pace2_moveh (object *ob)
1574{ 1555{
1575 if (ob->move_status++ > 16) 1556 if (ob->move_status++ > 16)
1576 ob->move_status = 0; 1557 ob->move_status = 0;
1558
1577 if (ob->move_status < 6) 1559 if (ob->move_status < 6)
1578 (void) move_object (ob, 3); 1560 move_object (ob, 3);
1579 else if (ob->move_status < 8) 1561 else if (ob->move_status < 8)
1580 return; 1562 return;
1581 else if (ob->move_status < 13) 1563 else if (ob->move_status < 13)
1582 (void) move_object (ob, 7); 1564 move_object (ob, 7);
1583 else 1565 else
1584 return; 1566 return;
1585} 1567}
1586 1568
1587void 1569void
1588rand_move (object *ob) 1570rand_move (object *ob)
1589{ 1571{
1590 int i;
1591
1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1572 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1593 for (i = 0; i < 5; i++) 1573 for (int i = 0; i < 5; i++)
1594 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1574 if (move_object (ob, ob->move_status = rndm (8) + 1))
1595 return; 1575 return;
1596} 1576}
1597 1577
1598void 1578void
1599check_earthwalls (object *op, maptile *m, int x, int y) 1579check_earthwalls (object *op, maptile *m, int x, int y)
1600{ 1580{
1601 object *tmp;
1602
1603 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1581 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1604 {
1605 if (tmp->type == EARTHWALL) 1582 if (tmp->type == EARTHWALL)
1606 { 1583 {
1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1584 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1608 return; 1585 return;
1609 } 1586 }
1610 }
1611} 1587}
1612 1588
1613void 1589void
1614check_doors (object *op, maptile *m, int x, int y) 1590check_doors (object *op, maptile *m, int x, int y)
1615{ 1591{
1616 object *tmp;
1617
1618 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1592 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1619 {
1620 if (tmp->type == DOOR) 1593 if (tmp->type == DOOR)
1621 { 1594 {
1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1595 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1623 return; 1596 return;
1624 } 1597 }
1625 }
1626} 1598}
1627 1599
1628/* find_mon_throw_ob() - modeled on find_throw_ob 1600/* find_mon_throw_ob() - modeled on find_throw_ob
1629 * This is probably overly simplistic as it is now - We want 1601 * This is probably overly simplistic as it is now - We want
1630 * monsters to throw things like chairs and other pieces of 1602 * monsters to throw things like chairs and other pieces of
1631 * furniture, even if they are not good throwable objects. 1603 * furniture, even if they are not good throwable objects.
1632 * Probably better to have the monster throw a throwable object 1604 * Probably better to have the monster throw a throwable object
1633 * first, then throw any non equipped weapon. 1605 * first, then throw any non equipped weapon.
1634 */ 1606 */
1635
1636object * 1607object *
1637find_mon_throw_ob (object *op) 1608find_mon_throw_ob (object *op)
1638{ 1609{
1639 object *tmp = NULL; 1610 object *tmp = NULL;
1640 1611
1671 * properly. I also so odd code in place that checked for x distance 1642 * 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 1643 * OR y distance being within some range - that seemed wrong - both should
1673 * be within the valid range. MSW 2001-08-05 1644 * be within the valid range. MSW 2001-08-05
1674 * Returns 0 if enemy can not be detected, 1 if it is detected 1645 * Returns 0 if enemy can not be detected, 1 if it is detected
1675 */ 1646 */
1676
1677int 1647int
1678can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1648can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1679{ 1649{
1680 int radius = MIN_MON_RADIUS, hide_discovery; 1650 int radius = MIN_MON_RADIUS, hide_discovery;
1681 1651
1688 return 0; 1658 return 0;
1689 1659
1690 get_rangevector (op, enemy, rv, 0); 1660 get_rangevector (op, enemy, rv, 0);
1691 1661
1692 /* Monsters always ignore the DM */ 1662 /* Monsters always ignore the DM */
1693 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1663 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1694 return 0; 1664 return 0;
1695 1665
1696 /* simple check. Should probably put some range checks in here. */ 1666 /* simple check. Should probably put some range checks in here. */
1697 if (can_see_enemy (op, enemy)) 1667 if (can_see_enemy (op, enemy))
1698 return 1; 1668 return 1;
1711 1681
1712 /* use this for invis also */ 1682 /* use this for invis also */
1713 hide_discovery = op->stats.Int / 5; 1683 hide_discovery = op->stats.Int / 5;
1714 1684
1715 /* Determine Detection radii */ 1685 /* Determine Detection radii */
1716 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1686 if (!enemy->flag [FLAG_HIDDEN]) /* 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; 1687 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1718 else 1688 else
1719 { /* a level/INT/Dex adjustment for hiding */ 1689 { /* a level/INT/Dex adjustment for hiding */
1720 object *sk_hide;
1721 int bonus = (op->level / 2) + (op->stats.Int / 5); 1690 int bonus = op->level / 2 + op->stats.Int / 5;
1722 1691
1723 if (enemy->type == PLAYER) 1692 if (enemy->is_player ())
1724 { 1693 {
1725 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1694 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1726 bonus -= sk_hide->level; 1695 bonus -= sk_hide->level;
1727 else 1696 else
1728 { 1697 {
1729 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1698 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1730 make_visible (enemy); 1699 make_visible (enemy);
1739 } /* else creature has modifiers for hiding */ 1708 } /* else creature has modifiers for hiding */
1740 1709
1741 /* Radii stealth adjustment. Only if you are stealthy 1710 /* Radii stealth adjustment. Only if you are stealthy
1742 * will you be able to sneak up closer to creatures */ 1711 * will you be able to sneak up closer to creatures */
1743 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1712 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1744 radius = radius / 2, hide_discovery = hide_discovery / 3; 1713 {
1714 radius /= 2;
1715 hide_discovery /= 3;
1716 }
1745 1717
1746 /* Radii adjustment for enemy standing in the dark */ 1718 /* Radii adjustment for enemy standing in the dark */
1747 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1719 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1748 { 1720 {
1749 /* on dark maps body heat can help indicate location with infravision 1721 /* on dark maps body heat can help indicate location with infravision
1750 * undead don't have body heat, so no benefit detecting them. 1722 * undead don't have body heat, so no benefit detecting them.
1751 */ 1723 */
1752 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1724 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1753 radius += op->map->darkness / 2; 1725 radius += op->map->darklevel () / 2;
1754 else 1726 else
1755 radius -= op->map->darkness / 2; 1727 radius -= op->map->darklevel () / 2;
1756 1728
1757 /* op next to a monster (and not in complete darkness) 1729 /* op next to a monster (and not in complete darkness)
1758 * the monster should have a chance to see you. 1730 * the monster should have a chance to see you.
1759 */ 1731 */
1760 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1732 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1761 radius = MIN_MON_RADIUS; 1733 radius = MIN_MON_RADIUS;
1762 } /* if on dark map */ 1734 } /* if on dark map */
1763 1735
1764 /* Lets not worry about monsters that have incredible detection 1736 /* Lets not worry about monsters that have incredible detection
1765 * radii, we only need to worry here about things the player can 1737 * radii, we only need to worry here about things the player can
1767 * may have for their map - in that way, creatures at the edge will 1739 * may have for their map - in that way, creatures at the edge will
1768 * do something. Note that the distance field in the 1740 * do something. Note that the distance field in the
1769 * vector is real distance, so in theory this should be 18 to 1741 * vector is real distance, so in theory this should be 18 to
1770 * find that. 1742 * find that.
1771 */ 1743 */
1772 if (radius > 13) 1744 // note that the above reasoning was utter bullshit even at the time it was written
1773 radius = 13; 1745 // we use 25, lets see if we have the cpu time for it
1746 radius = min (25, radius);
1774 1747
1775 /* Enemy in range! Now test for detection */ 1748 /* Enemy in range! Now test for detection */
1776 if ((int) rv->distance <= radius) 1749 if (rv->distance <= radius)
1777 { 1750 {
1778 /* ah, we are within range, detected? take cases */ 1751 /* ah, we are within range, detected? take cases */
1779 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1752 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1780 return 1; 1753 return 1;
1781 1754
1782 /* hidden or low-quality invisible */ 1755 /* hidden or low-quality invisible */
1783 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1756 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1784 { 1757 {
1785 make_visible (enemy); 1758 make_visible (enemy);
1759
1786 /* inform players of new status */ 1760 /* inform players of new status */
1787 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1761 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); 1762 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1763
1789 return 1; /* detected enemy */ 1764 return 1; /* detected enemy */
1790 } 1765 }
1791 else if (enemy->invisible) 1766 else if (enemy->invisible)
1792 { 1767 {
1793 /* Change this around - instead of negating the invisible, just 1768 /* Change this around - instead of negating the invisible, just
1794 * return true so that the mosnter that managed to detect you can 1769 * return true so that the monster that managed to detect you can
1795 * do something to you. Decreasing the duration of invisible 1770 * do something to you. Decreasing the duration of invisible
1796 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1771 * 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 - 1772 * can then basically negate the spell. The spell isn't negated -
1798 * they just know where you are! 1773 * they just know where you are!
1799 */ 1774 */
1800 if ((rndm (50)) <= hide_discovery) 1775 if (rndm (50) <= hide_discovery)
1801 { 1776 {
1802 if (enemy->type == PLAYER) 1777 if (enemy->type == PLAYER)
1803 {
1804 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1778 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1805 } 1779
1806 return 1; 1780 return 1;
1807 } 1781 }
1808 } 1782 }
1809 } /* within range */ 1783 } /* within range */
1810 1784
1815/* determine if op stands in a lighted square. This is not a very 1789/* 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 1790 * intellegent algorithm. For one thing, we ignore los here, SO it
1817 * is possible for a bright light to illuminate a player on the 1791 * is possible for a bright light to illuminate a player on the
1818 * other side of a wall (!). 1792 * other side of a wall (!).
1819 */ 1793 */
1820
1821int 1794int
1822stand_in_light (object *op) 1795stand_in_light (object *op)
1823{ 1796{
1824 sint16 nx, ny;
1825 maptile *m;
1826
1827
1828 if (!op) 1797 if (op)
1829 return 0; 1798 {
1830 if (op->glow_radius > 0) 1799 if (op->glow_radius > 0)
1831 return 1; 1800 return 1;
1832 1801
1833 if (op->map) 1802 if (op->map)
1834 { 1803 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1835 int x, y, x1, y1; 1804 {
1836
1837
1838
1839 /* Check the spaces with the max light radius to see if any of them 1805 /* 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. 1806 * have lights, and if any of them light the player enough, then return 1.
1841 */
1842 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1843 {
1844 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1845 { 1807 */
1846 m = op->map; 1808 int light = m->at (nx, ny).light;
1847 nx = x;
1848 ny = y;
1849 1809
1850 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1810 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1851 continue;
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; 1811 return 1;
1857 } 1812 }
1858 }
1859 } 1813 }
1814
1860 return 0; 1815 return 0;
1861} 1816}
1862
1863 1817
1864/* assuming no walls/barriers, lets check to see if its *possible* 1818/* assuming no walls/barriers, lets check to see if its *possible*
1865 * to see an enemy. Note, "detection" is different from "seeing". 1819 * to see an enemy. Note, "detection" is different from "seeing".
1866 * See can_detect_enemy() for more details. -b.t. 1820 * See can_detect_enemy() for more details. -b.t.
1867 * return 0 if can't be seen, 1 if can be 1821 * return 0 if can't be seen, 1 if can be
1868 */ 1822 */
1869
1870int 1823int
1871can_see_enemy (object *op, object *enemy) 1824can_see_enemy (object *op, object *enemy)
1872{ 1825{
1873 object *looker = op->head ? op->head : op; 1826 object *looker = op->head ? op->head : op;
1874 1827
1890 * However,if you carry any source of light, then the hidden 1843 * However,if you carry any source of light, then the hidden
1891 * creature is seeable (and stupid) */ 1844 * creature is seeable (and stupid) */
1892 1845
1893 if (has_carried_lights (enemy)) 1846 if (has_carried_lights (enemy))
1894 { 1847 {
1895 if (enemy->hide) 1848 if (enemy->flag [FLAG_HIDDEN])
1896 { 1849 {
1897 make_visible (enemy); 1850 make_visible (enemy);
1898 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1851 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1899 } 1852 }
1853
1900 return 1; 1854 return 1;
1901 } 1855 }
1902 else if (enemy->hide) 1856 else if (enemy->flag [FLAG_HIDDEN])
1903 return 0; 1857 return 0;
1904 1858
1905 /* Invisible enemy. Break apart the check for invis undead/invis looker 1859 /* 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, 1860 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1907 * and making it a conditional makes the code pretty ugly. 1861 * and making it a conditional makes the code pretty ugly.
1908 */ 1862 */
1909 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1863 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1910 {
1911 if (makes_invisible_to (enemy, looker)) 1864 if (makes_invisible_to (enemy, looker))
1912 return 0; 1865 return 0;
1913 }
1914 } 1866 }
1915 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1867 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1916 if (player_can_view (looker, enemy)) 1868 if (player_can_view (looker, enemy))
1917 return 1; 1869 return 1;
1918 1870
1919 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1871 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1920 * unless they carry a light or stand in light. Darkness doesnt 1872 * unless they carry a light or stand in light. Darkness doesnt
1923 * we care about the enemy maps status, not the looker. 1875 * we care about the enemy maps status, not the looker.
1924 * only relevant for tiled maps, but it is possible that the 1876 * only relevant for tiled maps, but it is possible that the
1925 * enemy is on a bright map and the looker on a dark - in that 1877 * enemy is on a bright map and the looker on a dark - in that
1926 * case, the looker can still see the enemy 1878 * case, the looker can still see the enemy
1927 */ 1879 */
1928 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1880 if (enemy->map->darklevel () > 0
1881 && !stand_in_light (enemy)
1929 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1882 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1930 return 0; 1883 return 0;
1931 1884
1932 return 1; 1885 return 1;
1933} 1886}
1887

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