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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 1.68 by root, Fri Sep 25 19:09:20 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
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 {
48 npc->enemy = NULL; 46 npc->enemy = NULL;
49 else if (npc->enemy == NULL) 47 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy; 48 npc->enemy = npc->owner->enemy;
51 } 49 }
52 50
53 /* periodically, a monster mayu change its target. Also, if the object 51 /* periodically, a monster may change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy. 52 * has been destroyed, etc, clear the enemy.
55 * TODO: this should be changed, because it invokes to attack forced or 53 * TODO: this should be changed, because it invokes to attack forced or
56 * attacked monsters to leave the attacker alone, before it is destroyed 54 * attacked monsters to leave the attacker alone, before it is destroyed
57 */ 55 */
58 /* i had removed the random target leave, this invokes problems with friendly 56 /* I had removed the random target leave, this invokes problems with friendly
59 * objects, getting attacked and defending herself - they don't try to attack 57 * objects, getting attacked and defending herself - they don't try to attack
60 * again then but perhaps get attack on and on 58 * again then but perhaps get attack on and on
61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 59 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62 * too. */ 60 * too. */
63 61
67 * the grouping checks are. Code is the same. 65 * the grouping checks are. Code is the same.
68 */ 66 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) || 68 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72 npc->enemy = NULL; 70 npc->enemy = 0;
73 71
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 73 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 74 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner)) 75 || npc->enemy == npc->owner))
78 npc->enemy = NULL; 76 npc->enemy = 0;
79 77
80 78
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL; 80 npc->enemy = 0;
83 81
84 /* I've noticed that pets could sometimes get an arrow as the 82 /* I've noticed that pets could sometimes get an arrow as the
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 = 0;
93
94 } 93 }
94
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
96} 96}
97 97
98/* Returns the nearest living creature (monster or generator). 98/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 99 * Modified to deal with tiled maps properly.
100 * Also fixed logic so that monsters in the lower directions were more 100 * Also fixed logic so that monsters in the lower directions were more
143 } 143 }
144 144
145 return 0; 145 return 0;
146} 146}
147 147
148
149/* Tries to find an enmy for npc. We pass the range vector since 148/* Tries to find an enemy for npc. We pass the range vector since
150 * our caller will find the information useful. 149 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 150 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 151 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 152 * if we have a valid target - function as not doing so in
154 * many cases. 153 * many cases.
155 */ 154 */
156
157object * 155object *
158find_enemy (object *npc, rv_vector * rv) 156find_enemy (object *npc, rv_vector * rv)
159{ 157{
160 object *attacker, *tmp = NULL; 158 object *attacker, *tmp = NULL;
161 159
167 { 165 {
168 tmp = find_nearest_living_creature (npc); 166 tmp = find_nearest_living_creature (npc);
169 167
170 if (tmp) 168 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 169 get_rangevector (npc, tmp, rv, 0);
170
172 return tmp; 171 return tmp;
173 } 172 }
174 173
175 /* Here is the main enemy selection. 174 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 175 * We want this: if there is an enemy, attack him until its not possible or
196 /* we check our old enemy. */ 195 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 196 if (!(tmp = check_enemy (npc, rv)))
198 { 197 {
199 if (attacker) /* if we have an attacker, check him */ 198 if (attacker) /* if we have an attacker, check him */
200 { 199 {
201 /* TODO: thats not finished */ 200 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 201 /* we don't want a fight evil vs evil or good against non evil */
203 202
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 203 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 204 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 205 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 206 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... */ 207 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 208 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 209 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker; 210 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 211 return attacker; /* yes, we face our attacker! */
213 } 212 }
229/* Sees if this monster should wake up. 228/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 229 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 230 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 231 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 232 */
234
235int 233int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 234check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 235{
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 */ 236 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 237 if (!enemy)
242 return 0; 238 return 0;
243 239
240 if (!op->flag [FLAG_SLEEP])
241 return 1;
242
243 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
244
245 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 246 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 247 radius = MIN_MON_RADIUS;
247 248 else if (op->map
249 && !enemy->invisible
250 && !stand_in_light (enemy)
251 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 252 /* 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 253 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 254 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 255 * Remember we already checked to see if the monster can see in
252 * the dark. */ 256 * the dark. */
257 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
253 258
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 259 if (enemy->flag [FLAG_STEALTH])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 260 radius = radius / 2 + 1;
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
263 261
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 == shstr_doppleganger)
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
512 // if the enemy is a player, we have los. if los says we
513 // can directly reach the player, we do not deviate.
514 // for non-players, we never deviate
515 if (op->stats.Wis >= 8
516 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519 uint32_t &smell = op->ms ().smell;
520
521 for (int ndir = 1; ndir <= 8; ++ndir)
522 {
523 mapxy pos (op); pos.move (ndir);
524
525 if (pos.normalise ())
526 {
527 mapspace &ms = pos.ms ();
528
529 if (ms.smell > smell)
530 {
531 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
532 if (op->stats.Wis >= 10)
533 smell = ms.smell - 1; // smarter: tell others
534
535 sdir = ndir;
536
537 // perturbing the path might let the monster lose track,
538 // but it will also widen the actual path, spreading information
539 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
540 sdir = absdir (sdir + 1 - rndm (2) * 2);
541 }
542 }
543 }
544
545 if (sdir)
546 dir = sdir;
547 else if (smell)
548 {
549 // no better smell found, so assume the player jumped, and erase this smell
550 //printf ("erasing smell %d\n", op->ms ().smell);//D
551 unordered_mapwalk (op, -1, -1, 1, 1)
552 m->at (nx, ny).smell = 0;
553 }
554 }
555
527 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 556 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
528 dir = absdir (dir + 4); 557 dir = absdir (dir + 4);
529 558
530 if (QUERY_FLAG (op, FLAG_CONFUSED)) 559 if (QUERY_FLAG (op, FLAG_CONFUSED))
531 dir = absdir (dir + rndm (3) + rndm (3) - 2); 560 dir = absdir (dir + rndm (3) + rndm (3) - 2);
534 563
535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 564 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536 { 565 {
537 switch (op->attack_movement & LO4) 566 switch (op->attack_movement & LO4)
538 { 567 {
539 case DISTATT: 568 case DISTATT:
540 dir = dist_att (dir, op, enemy, part, &rv); 569 dir = dist_att (dir, op, enemy, part, &rv);
541 break; 570 break;
542 571
543 case RUNATT: 572 case RUNATT:
544 dir = run_att (dir, op, enemy, part, &rv); 573 dir = run_att (dir, op, enemy, part, &rv);
545 break; 574 break;
546 575
547 case HITRUN: 576 case HITRUN:
548 dir = hitrun_att (dir, op, enemy); 577 dir = hitrun_att (dir, op, enemy);
549 break; 578 break;
550 579
551 case WAITATT: 580 case WAITATT:
552 dir = wait_att (dir, op, enemy, part, &rv); 581 dir = wait_att (dir, op, enemy, part, &rv);
553 break; 582 break;
554 583
555 case RUSH: /* default - monster normally moves towards player */ 584 case RUSH: /* default - monster normally moves towards player */
556 case ALLRUN: 585 case ALLRUN:
557 break; 586 break;
558 587
559 case DISTHIT: 588 case DISTHIT:
560 dir = disthit_att (dir, op, enemy, part, &rv); 589 dir = disthit_att (dir, op, enemy, part, &rv);
561 break; 590 break;
562 591
563 case WAIT2: 592 case WAIT2:
564 dir = wait_att2 (dir, op, enemy, part, &rv); 593 dir = wait_att2 (dir, op, enemy, part, &rv);
565 break; 594 break;
566 595
567 default: 596 default:
568 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 597 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
569 } 598 }
570 } 599 }
571 600
572 if (!dir) 601 if (!dir)
573 return 0; 602 return 0;
583 return 0; 612 return 0;
584 } 613 }
585 614
586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 615 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587 { 616 {
588
589 /* Try move around corners if !close */ 617 /* Try move around corners if !close */
590 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 618 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
591 619
592 for (diff = 1; diff <= maxdiff; diff++) 620 for (diff = 1; diff <= maxdiff; diff++)
593 { 621 {
594 /* try different detours */ 622 /* try different detours */
595 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 623 int m = 1 - rndm (2) * 2; /* Try left or right first? */
596 624
597 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 625 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
598 return 0; 626 return 0;
599 } 627 }
600 } 628 }
627 { 655 {
628 object *nearest_player = get_nearest_player (op); 656 object *nearest_player = get_nearest_player (op);
629 657
630 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 658 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
631 { 659 {
632 op->enemy = NULL; 660 op->enemy = 0;
633 enemy = nearest_player; 661 enemy = nearest_player;
634 } 662 }
635 } 663 }
636 664
637 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 665 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
643 * still be pretty nasty. 671 * still be pretty nasty.
644 */ 672 */
645 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 673 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
646 { 674 {
647 part->stats.wc += 10; 675 part->stats.wc += 10;
648 (void) skill_attack (enemy, part, 0, NULL, NULL); 676 skill_attack (enemy, part, 0, NULL, NULL);
649 part->stats.wc -= 10; 677 part->stats.wc -= 10;
650 } 678 }
651 else 679 else
652 (void) skill_attack (enemy, part, 0, NULL, NULL); 680 skill_attack (enemy, part, 0, NULL, NULL);
653 } /* if monster is in attack range */ 681 } /* if monster is in attack range */
654 682
655 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 683 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
656 return 1; 684 return 1;
657 685
658 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 686 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 { 687 {
660 op->remove ();
661 op->destroy (); 688 op->drop_and_destroy ();
662 return 1; 689 return 1;
663 } 690 }
691
664 return 0; 692 return 0;
665} 693}
666 694
667int 695int
668can_hit (object *ob1, object *ob2, rv_vector * rv) 696can_hit (object *ob1, object *ob2, rv_vector * rv)
677 return 1; 705 return 1;
678 706
679 /* check all the parts of ob2 - just because we can't get to 707 /* check all the parts of ob2 - just because we can't get to
680 * its head doesn't mean we don't want to pound its feet 708 * its head doesn't mean we don't want to pound its feet
681 */ 709 */
682 for (more = ob2->more; more != NULL; more = more->more) 710 for (more = ob2->more; more; more = more->more)
683 { 711 {
684 get_rangevector (ob1, more, &rv1, 0); 712 get_rangevector (ob1, more, &rv1, 0);
685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 713 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686 return 1; 714 return 1;
687 } 715 }
716
688 return 0; 717 return 0;
689
690} 718}
691 719
692/* Returns 1 is monster should cast spell sp at an enemy 720/* Returns 1 is monster should cast spell sp at an enemy
693 * Returns 0 if the monster should not cast this spell. 721 * Returns 0 if the monster should not cast this spell.
694 * 722 *
712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 740 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 741 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
714 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 742 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 || 743 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) 744 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
717
718 return 1; 745 return 1;
719 746
720 return 0; 747 return 0;
721} 748}
722
723 749
724#define MAX_KNOWN_SPELLS 20 750#define MAX_KNOWN_SPELLS 20
725 751
726/* Returns a randomly selected spell. This logic is still 752/* Returns a randomly selected spell. This logic is still
727 * less than ideal. This code also only seems to deal with 753 * less than ideal. This code also only seems to deal with
730 */ 756 */
731object * 757object *
732monster_choose_random_spell (object *monster) 758monster_choose_random_spell (object *monster)
733{ 759{
734 object *altern[MAX_KNOWN_SPELLS]; 760 object *altern[MAX_KNOWN_SPELLS];
735 object *tmp;
736 int i = 0; 761 int i = 0;
737 762
738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 763 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
739 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 764 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 { 765 {
741 /* Check and see if it's actually a useful spell. 766 /* Check and see if it's actually a useful spell.
742 * If its a spellbook, the spell is actually the inventory item. 767 * If its a spellbook, the spell is actually the inventory item.
743 * if it is a spell, then it is just the object itself. 768 * if it is a spell, then it is just the object itself.
744 */ 769 */
745 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 770 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
746 { 771 {
747 altern[i++] = tmp; 772 altern [i++] = tmp;
773
748 if (i == MAX_KNOWN_SPELLS) 774 if (i == MAX_KNOWN_SPELLS)
749 break; 775 break;
750 } 776 }
751 } 777 }
752 if (!i) 778
753 return NULL; 779 return i ? altern [rndm (i)] : 0;
754 return altern[RANDOM () % i];
755} 780}
756 781
757/* This checks to see if the monster should cast a spell/ability. 782/* 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. 783 * it returns true if the monster casts a spell, 0 if he doesn't.
759 * head is the head of the monster. 784 * head is the head of the monster.
760 * part is the part of the monster we are checking against. 785 * part is the part of the monster we are checking against.
761 * pl is the target. 786 * pl is the target.
762 * dir is the direction to case. 787 * dir is the direction to case.
763 * rv is the vector which describes where the enemy is. 788 * rv is the vector which describes where the enemy is.
764 */ 789 */
765
766int 790int
767monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 791monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
768{ 792{
769 object *spell_item; 793 object *spell_item;
770 object *owner; 794 object *owner;
781 805
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 806 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
783 { 807 {
784 get_rangevector (head, owner, &rv1, 0x1); 808 get_rangevector (head, owner, &rv1, 0x1);
785 if (dirdiff (dir, rv1.direction) < 2) 809 if (dirdiff (dir, rv1.direction) < 2)
786 {
787 return 0; /* Might hit owner with spell */ 810 return 0; /* Might hit owner with spell */
788 }
789 } 811 }
790 812
791 if (QUERY_FLAG (head, FLAG_CONFUSED)) 813 if (QUERY_FLAG (head, FLAG_CONFUSED))
792 dir = absdir (dir + rndm (3) + rndm (3) - 2); 814 dir = absdir (dir + rndm (3) + rndm (3) - 2);
793 815
801 { 823 {
802 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 824 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 */ 825 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
804 return 0; 826 return 0;
805 } 827 }
828
806 if (spell_item->type == SPELLBOOK) 829 if (spell_item->type == SPELLBOOK)
807 { 830 {
808 if (!spell_item->inv) 831 if (!spell_item->inv)
809 { 832 {
810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 833 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811 return 0; 834 return 0;
812 } 835 }
836
813 spell_item = spell_item->inv; 837 spell_item = spell_item->inv;
814 } 838 }
815 } 839 }
816 else 840 else
817 spell_item = head->spellitem; 841 spell_item = head->spellitem;
836 /* set this to null, so next time monster will choose something different */ 860 /* set this to null, so next time monster will choose something different */
837 head->spellitem = NULL; 861 head->spellitem = NULL;
838 862
839 return cast_spell (part, part, dir, spell_item, NULL); 863 return cast_spell (part, part, dir, spell_item, NULL);
840} 864}
841
842 865
843int 866int
844monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 867monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
845{ 868{
846 object *scroll; 869 object *scroll;
896 * The skills we are treating here are all but those. -b.t. 919 * The skills we are treating here are all but those. -b.t.
897 * 920 *
898 * At the moment this is only useful for throwing, perhaps for 921 * At the moment this is only useful for throwing, perhaps for
899 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 922 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
900 */ 923 */
901
902int 924int
903monster_use_skill (object *head, object *part, object *pl, int dir) 925monster_use_skill (object *head, object *part, object *pl, int dir)
904{ 926{
905 object *skill, *owner; 927 object *skill, *owner;
906 928
912 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);
913 935
914 if (dirdiff (dir, dir2) < 1) 936 if (dirdiff (dir, dir2) < 1)
915 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 937 return 0; /* Might hit owner with skill -thrown rocks for example ? */
916 } 938 }
939
917 if (QUERY_FLAG (head, FLAG_CONFUSED)) 940 if (QUERY_FLAG (head, FLAG_CONFUSED))
918 dir = absdir (dir + rndm (3) + rndm (3) - 2); 941 dir = absdir (dir + rndm (3) + rndm (3) - 2);
919 942
920 /* skill selection - monster will use the next unused skill. 943 /* skill selection - monster will use the next unused skill.
921 * well...the following scenario will allow the monster to 944 * well...the following scenario will allow the monster to
922 * toggle between 2 skills. One day it would be nice to make 945 * toggle between 2 skills. One day it would be nice to make
923 * more skills available to monsters. 946 * more skills available to monsters.
924 */ 947 */
925
926 for (skill = head->inv; skill != NULL; skill = skill->below) 948 for (skill = head->inv; skill; skill = skill->below)
927 if (skill->type == SKILL && skill != head->chosen_skill) 949 if (skill->type == SKILL && skill != head->chosen_skill)
928 { 950 {
929 head->chosen_skill = skill; 951 head->chosen_skill = skill;
930 break; 952 break;
931 } 953 }
934 { 956 {
935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 957 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936 CLEAR_FLAG (head, FLAG_READY_SKILL); 958 CLEAR_FLAG (head, FLAG_READY_SKILL);
937 return 0; 959 return 0;
938 } 960 }
961
939 /* use skill */ 962 /* use skill */
940 return do_skill (head, part, head->chosen_skill, dir, NULL); 963 return do_skill (head, part, head->chosen_skill, dir, NULL);
941} 964}
942 965
943/* Monster will use a ranged spell attack. */ 966/* Monster will use a ranged spell attack. */
944
945int 967int
946monster_use_range (object *head, object *part, object *pl, int dir) 968monster_use_range (object *head, object *part, object *pl, int dir)
947{ 969{
948 object *wand, *owner; 970 object *wand, *owner;
949 int at_least_one = 0; 971 int at_least_one = 0;
956 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 978 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957 979
958 if (dirdiff (dir, dir2) < 2) 980 if (dirdiff (dir, dir2) < 2)
959 return 0; /* Might hit owner with spell */ 981 return 0; /* Might hit owner with spell */
960 } 982 }
983
961 if (QUERY_FLAG (head, FLAG_CONFUSED)) 984 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 dir = absdir (dir + rndm (3) + rndm (3) - 2); 985 dir = absdir (dir + rndm (3) + rndm (3) - 2);
963 986
964 for (wand = head->inv; wand != NULL; wand = wand->below) 987 for (wand = head->inv; wand; wand = wand->below)
965 { 988 {
966 if (wand->type == WAND) 989 if (wand->type == WAND)
967 { 990 {
968 /* Found a wand, let's see if it has charges left */ 991 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1; 992 at_least_one = 1;
975 if (!(--wand->stats.food)) 998 if (!(--wand->stats.food))
976 { 999 {
977 if (wand->arch) 1000 if (wand->arch)
978 { 1001 {
979 CLEAR_FLAG (wand, FLAG_ANIMATE); 1002 CLEAR_FLAG (wand, FLAG_ANIMATE);
980 wand->face = wand->arch->clone.face; 1003 wand->face = wand->arch->face;
981 wand->set_speed (0); 1004 wand->set_speed (0);
982 } 1005 }
983 } 1006 }
984 /* Success */ 1007 /* Success */
985 return 1; 1008 return 1;
1004 } 1027 }
1005 1028
1006 if (at_least_one) 1029 if (at_least_one)
1007 return 0; 1030 return 0;
1008 1031
1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1032 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); 1033 CLEAR_FLAG (head, FLAG_READY_RANGE);
1011 return 0; 1034 return 0;
1012} 1035}
1013 1036
1014int 1037int
1016{ 1039{
1017 object *owner; 1040 object *owner;
1018 1041
1019 if (!(dir = path_to_player (part, pl, 0))) 1042 if (!(dir = path_to_player (part, pl, 0)))
1020 return 0; 1043 return 0;
1044
1021 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1045 if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1046 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1023 1047
1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1048 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 { 1049 {
1033 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1057 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1034 1058
1035} 1059}
1036 1060
1037/* Checks if putting on 'item' will make 'who' do more 1061/* Checks if putting on 'item' will make 'who' do more
1038 * damage. This is a very simplistic check - also checking things 1062 * damage. This is a very simplistic check - also checking things
1039 * like speed and ac are also relevant. 1063 * like speed and ac are also relevant.
1040 * 1064 *
1041 * return true if item is a better object. 1065 * return true if item is a better object.
1042 */ 1066 */
1043
1044int 1067int
1045check_good_weapon (object *who, object *item) 1068check_good_weapon (object *who, object *item)
1046{ 1069{
1047 object *other_weap; 1070 object *other_weap;
1048 int val = 0, i; 1071 int val = 0, i;
1049 1072
1050 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1073 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)) 1074 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1052 break; 1075 break;
1053 1076
1054 if (other_weap == NULL) /* No other weapons */ 1077 if (!other_weap) /* No other weapons */
1055 return 1; 1078 return 1;
1056 1079
1057 /* Rather than go through and apply the new one, and see if it is 1080 /* Rather than go through and apply the new one, and see if it is
1058 * better, just do some simple checks 1081 * better, just do some simple checks
1059 * Put some multipliers for things that hvae several effects, 1082 * Put some multipliers for things that hvae several effects,
1064 val += (item->magic - other_weap->magic) * 3; 1087 val += (item->magic - other_weap->magic) * 3;
1065 /* Monsters don't really get benefits from things like regen rates 1088 /* Monsters don't really get benefits from things like regen rates
1066 * from items. But the bonus for their stats are very important. 1089 * from items. But the bonus for their stats are very important.
1067 */ 1090 */
1068 for (i = 0; i < NUM_STATS; i++) 1091 for (i = 0; i < NUM_STATS; i++)
1069 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1092 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1070 1093
1071 if (val > 0) 1094 if (val > 0)
1072 return 1; 1095 return 1;
1073 else 1096 else
1074 return 0; 1097 return 0;
1075
1076} 1098}
1077 1099
1078int 1100int
1079check_good_armour (object *who, object *item) 1101check_good_armour (object *who, object *item)
1080{ 1102{
1081 object *other_armour; 1103 object *other_armour;
1082 int val = 0, i; 1104 int val = 0, i;
1083 1105
1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1106 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)) 1107 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1086 break; 1108 break;
1087 1109
1088 if (other_armour == NULL) /* No other armour, use the new */ 1110 if (other_armour == NULL) /* No other armour, use the new */
1089 return 1; 1111 return 1;
1111 1133
1112 if (val > 0) 1134 if (val > 0)
1113 return 1; 1135 return 1;
1114 else 1136 else
1115 return 0; 1137 return 0;
1116
1117} 1138}
1118 1139
1119/* 1140/*
1120 * monster_check_pickup(): checks for items that monster can pick up. 1141 * monster_check_pickup(): checks for items that monster can pick up.
1121 * 1142 *
1129 * This function was seen be continueing looping at one point (tmp->below 1150 * 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 1151 * 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 1152 * after we pick everything up, since that function may call others which
1132 * affect stacking on this space. 1153 * affect stacking on this space.
1133 */ 1154 */
1134
1135void 1155void
1136monster_check_pickup (object *monster) 1156monster_check_pickup (object *monster)
1137{ 1157{
1138 object *tmp, *next; 1158 object *tmp, *next;
1139 1159
1158 * monster_can_pick(): If the monster is interested in picking up 1178 * monster_can_pick(): If the monster is interested in picking up
1159 * the item, then return 0. Otherwise 0. 1179 * the item, then return 0. Otherwise 0.
1160 * Instead of pick_up, flags for "greed", etc, should be used. 1180 * Instead of pick_up, flags for "greed", etc, should be used.
1161 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1181 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1162 */ 1182 */
1163
1164int 1183int
1165monster_can_pick (object *monster, object *item) 1184monster_can_pick (object *monster, object *item)
1166{ 1185{
1167 int flag = 0; 1186 int flag = 0;
1168 int i; 1187 int i;
1177 flag = 1; 1196 flag = 1;
1178 1197
1179 else 1198 else
1180 switch (item->type) 1199 switch (item->type)
1181 { 1200 {
1182 case MONEY: 1201 case MONEY:
1183 case GEM: 1202 case GEM:
1184 flag = monster->pick_up & 2; 1203 flag = monster->pick_up & 2;
1185 break; 1204 break;
1186 1205
1187 case FOOD: 1206 case FOOD:
1188 flag = monster->pick_up & 4; 1207 flag = monster->pick_up & 4;
1189 break; 1208 break;
1190 1209
1191 case WEAPON: 1210 case WEAPON:
1192 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1211 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1193 break; 1212 break;
1194 1213
1195 case ARMOUR: 1214 case ARMOUR:
1196 case SHIELD: 1215 case SHIELD:
1197 case HELMET: 1216 case HELMET:
1198 case BOOTS: 1217 case BOOTS:
1199 case GLOVES: 1218 case GLOVES:
1200 case GIRDLE: 1219 case GIRDLE:
1201 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1220 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1202 break; 1221 break;
1203 1222
1204 case SKILL: 1223 case SKILL:
1205 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1224 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1206 break; 1225 break;
1207 1226
1208 case RING: 1227 case RING:
1209 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1228 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1210 break; 1229 break;
1211 1230
1212 case WAND: 1231 case WAND:
1213 case HORN: 1232 case HORN:
1214 case ROD: 1233 case ROD:
1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1234 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 break; 1235 break;
1217 1236
1218 case SPELLBOOK: 1237 case SPELLBOOK:
1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1238 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1220 break; 1239 break;
1221 1240
1222 case SCROLL: 1241 case SCROLL:
1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1242 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 break; 1243 break;
1225 1244
1226 case BOW: 1245 case BOW:
1227 case ARROW: 1246 case ARROW:
1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1247 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 break; 1248 break;
1230 } 1249 }
1250
1231 /* Simplistic check - if the monster has a location to equip it, he will 1251 /* 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 1252 * pick it up. Note that this doesn't handle cases where an item may
1233 * use several locations. 1253 * use several locations.
1234 */ 1254 */
1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1255 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 { 1256 {
1237 if (monster->body_info[i] && item->body_info[i]) 1257 if (monster->slot[i].info && item->slot[i].info)
1238 { 1258 {
1239 flag = 1; 1259 flag = 1;
1240 break; 1260 break;
1241 } 1261 }
1242 } 1262 }
1243 1263
1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1264 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1245 return 1; 1265 return 1;
1266
1246 return 0; 1267 return 0;
1247} 1268}
1248 1269
1249/* 1270/*
1250 * monster_apply_below(): 1271 * monster_apply_below():
1251 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1272 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1252 * eager to apply things, encounters something apply-able, 1273 * eager to apply things, encounters something apply-able,
1253 * then make him apply it 1274 * then make him apply it
1254 */ 1275 */
1255
1256void 1276void
1257monster_apply_below (object *monster) 1277monster_apply_below (object *monster)
1258{ 1278{
1259 object *tmp, *next; 1279 object *tmp, *next;
1260 1280
1287 * a pointer to that object is returned, so it can be dropped. 1307 * a pointer to that object is returned, so it can be dropped.
1288 * (so that other monsters can pick it up and use it) 1308 * (so that other monsters can pick it up and use it)
1289 * Note that as things are now, monsters never drop something - 1309 * Note that as things are now, monsters never drop something -
1290 * they can pick up all that they can use. 1310 * they can pick up all that they can use.
1291 */ 1311 */
1292
1293/* Sept 96, fixed this so skills will be readied -b.t.*/ 1312/* Sept 96, fixed this so skills will be readied -b.t.*/
1294
1295void 1313void
1296monster_check_apply (object *mon, object *item) 1314monster_check_apply (object *mon, object *item)
1297{ 1315{
1298
1299 int flag = 0; 1316 int flag = 0;
1300 1317
1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1318 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1302 { 1319 {
1303 SET_FLAG (mon, FLAG_CAST_SPELL); 1320 SET_FLAG (mon, FLAG_CAST_SPELL);
1304 return; 1321 return;
1305 } 1322 }
1306 1323
1315 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1332 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1316 { 1333 {
1317 /* Check for the right kind of bow */ 1334 /* Check for the right kind of bow */
1318 object *bow; 1335 object *bow;
1319 1336
1320 for (bow = mon->inv; bow != NULL; bow = bow->below) 1337 for (bow = mon->inv; bow; bow = bow->below)
1321 if (bow->type == BOW && bow->race == item->race) 1338 if (bow->type == BOW && bow->race == item->race)
1322 { 1339 {
1323 SET_FLAG (mon, FLAG_READY_BOW); 1340 SET_FLAG (mon, FLAG_READY_BOW);
1324 LOG (llevMonster, "Found correct bow for arrows.\n"); 1341 LOG (llevMonster, "Found correct bow for arrows.\n");
1325 return; /* nothing more to do for arrows */ 1342 return; /* nothing more to do for arrows */
1377 */ 1394 */
1378 SET_FLAG (mon, FLAG_READY_SKILL); 1395 SET_FLAG (mon, FLAG_READY_SKILL);
1379 return; 1396 return;
1380 } 1397 }
1381 1398
1382
1383 /* if we don't match one of the above types, return now. 1399 /* 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, 1400 * can_apply_object will say that we can apply things like flesh,
1385 * bolts, and whatever else, because it only checks against the 1401 * bolts, and whatever else, because it only checks against the
1386 * body_info locations. 1402 * body_info locations.
1387 */ 1403 */
1398 /* should only be applying this item, not unapplying it. 1414 /* should only be applying this item, not unapplying it.
1399 * also, ignore status of curse so they can take off old armour. 1415 * also, ignore status of curse so they can take off old armour.
1400 * monsters have some advantages after all. 1416 * monsters have some advantages after all.
1401 */ 1417 */
1402 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1418 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1403
1404 return;
1405} 1419}
1406 1420
1407void 1421void
1408npc_call_help (object *op) 1422npc_call_help (object *op)
1409{ 1423{
1410 int x, y, mflags; 1424 unordered_mapwalk (op, -7, -7, 7, 7)
1411 object *npc;
1412 sint16 sx, sy;
1413 maptile *m;
1414
1415 for (x = -3; x < 4; x++)
1416 for (y = -3; y < 4; y++)
1417 { 1425 {
1418 m = op->map; 1426 mapspace &ms = m->at (nx, ny);
1419 sx = op->x + x; 1427
1420 sy = op->y + y;
1421 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1422 /* If nothing alive on this space, no need to search the space. */ 1428 /* If nothing alive on this space, no need to search the space. */
1423 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1429 if (!(ms.flags () & P_IS_ALIVE))
1424 continue; 1430 continue;
1425 1431
1426 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1432 for (object *npc = ms.bot; npc; npc = npc->above)
1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1433 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428 npc->enemy = op->enemy; 1434 npc->enemy = op->enemy;
1429 } 1435 }
1430} 1436}
1431 1437
1432
1433int 1438int
1434dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1439dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1435{ 1440{
1436
1437 if (can_hit (part, enemy, rv)) 1441 if (can_hit (part, enemy, rv))
1438 return dir; 1442 return dir;
1443
1439 if (rv->distance < 10) 1444 if (rv->distance < 10)
1440 return absdir (dir + 4); 1445 return absdir (dir + 4);
1441 else if (rv->distance > 18) 1446 else if (rv->distance > 18)
1442 return dir; 1447 return dir;
1448
1443 return 0; 1449 return 0;
1444} 1450}
1445 1451
1446int 1452int
1447run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1453run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1448{ 1454{
1449 1455 if (can_hit (part, enemy, rv))
1450 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1451 {
1452 ob->move_status++;
1453 return (dir); 1456 return dir;
1454 } 1457 else
1455 else if (ob->move_status > 20)
1456 ob->move_status = 0;
1457 return absdir (dir + 4); 1458 return absdir (dir + 4);
1458} 1459}
1459 1460
1460int 1461int
1461hitrun_att (int dir, object *ob, object *enemy) 1462hitrun_att (int dir, object *ob, object *enemy)
1462{ 1463{
1464 return dir; 1465 return dir;
1465 else if (ob->move_status < 50) 1466 else if (ob->move_status < 50)
1466 return absdir (dir + 4); 1467 return absdir (dir + 4);
1467 else 1468 else
1468 ob->move_status = 0; 1469 ob->move_status = 0;
1470
1469 return absdir (dir + 4); 1471 return absdir (dir + 4);
1470} 1472}
1471 1473
1472int 1474int
1473wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1475wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1474{ 1476{
1475
1476 int inrange = can_hit (part, enemy, rv); 1477 int inrange = can_hit (part, enemy, rv);
1477 1478
1478 if (ob->move_status || inrange) 1479 if (ob->move_status || inrange)
1479 ob->move_status++; 1480 ob->move_status++;
1480 1481
1482 return 0; 1483 return 0;
1483 else if (ob->move_status < 10) 1484 else if (ob->move_status < 10)
1484 return dir; 1485 return dir;
1485 else if (ob->move_status < 15) 1486 else if (ob->move_status < 15)
1486 return absdir (dir + 4); 1487 return absdir (dir + 4);
1488
1487 ob->move_status = 0; 1489 ob->move_status = 0;
1488 return 0; 1490 return 0;
1489} 1491}
1490 1492
1491int 1493int
1492disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1494disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1493{ 1495{
1494
1495 /* The logic below here looked plain wrong before. Basically, what should 1496 /* The logic below here looked plain wrong before. Basically, what should
1496 * happen is that if the creatures hp percentage falls below run_away, 1497 * happen is that if the creatures hp percentage falls below run_away,
1497 * the creature should run away (dir+4) 1498 * the creature should run away (dir+4)
1498 * I think its wrong for a creature to have a zero maxhp value, but 1499 * I think its wrong for a creature to have a zero maxhp value, but
1499 * at least one map has this set, and whatever the map contains, the 1500 * at least one map has this set, and whatever the map contains, the
1500 * server should try to be resilant enough to avoid the problem 1501 * server should try to be resilant enough to avoid the problem
1501 */ 1502 */
1502 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1503 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1503 return absdir (dir + 4); 1504 return absdir (dir + 4);
1505
1504 return dist_att (dir, ob, enemy, part, rv); 1506 return dist_att (dir, ob, enemy, part, rv);
1505} 1507}
1506 1508
1507int 1509int
1508wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1510wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509{ 1511{
1510 if (rv->distance < 9) 1512 if (rv->distance < 9)
1511 return absdir (dir + 4); 1513 return absdir (dir + 4);
1514
1512 return 0; 1515 return 0;
1513} 1516}
1514 1517
1515void 1518void
1516circ1_move (object *ob) 1519circ1_move (object *ob)
1517{ 1520{
1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1521 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1522
1519 if (++ob->move_status > 11) 1523 if (++ob->move_status > 11)
1520 ob->move_status = 0; 1524 ob->move_status = 0;
1525
1521 if (!(move_object (ob, circle[ob->move_status]))) 1526 if (!(move_object (ob, circle[ob->move_status])))
1522 (void) move_object (ob, rndm (8) + 1); 1527 move_object (ob, rndm (8) + 1);
1523} 1528}
1524 1529
1525void 1530void
1526circ2_move (object *ob) 1531circ2_move (object *ob)
1527{ 1532{
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 }; 1533 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1534
1529 if (++ob->move_status > 19) 1535 if (++ob->move_status > 19)
1530 ob->move_status = 0; 1536 ob->move_status = 0;
1537
1531 if (!(move_object (ob, circle[ob->move_status]))) 1538 if (!(move_object (ob, circle[ob->move_status])))
1532 (void) move_object (ob, rndm (8) + 1); 1539 move_object (ob, rndm (8) + 1);
1533} 1540}
1534 1541
1535void 1542void
1536pace_movev (object *ob) 1543pace_movev (object *ob)
1537{ 1544{
1538 if (ob->move_status++ > 6) 1545 if (ob->move_status++ > 6)
1539 ob->move_status = 0; 1546 ob->move_status = 0;
1547
1540 if (ob->move_status < 4) 1548 if (ob->move_status < 4)
1541 (void) move_object (ob, 5); 1549 move_object (ob, 5);
1542 else 1550 else
1543 (void) move_object (ob, 1); 1551 move_object (ob, 1);
1544} 1552}
1545 1553
1546void 1554void
1547pace_moveh (object *ob) 1555pace_moveh (object *ob)
1548{ 1556{
1549 if (ob->move_status++ > 6) 1557 if (ob->move_status++ > 6)
1550 ob->move_status = 0; 1558 ob->move_status = 0;
1559
1551 if (ob->move_status < 4) 1560 if (ob->move_status < 4)
1552 (void) move_object (ob, 3); 1561 move_object (ob, 3);
1553 else 1562 else
1554 (void) move_object (ob, 7); 1563 move_object (ob, 7);
1555} 1564}
1556 1565
1557void 1566void
1558pace2_movev (object *ob) 1567pace2_movev (object *ob)
1559{ 1568{
1560 if (ob->move_status++ > 16) 1569 if (ob->move_status++ > 16)
1561 ob->move_status = 0; 1570 ob->move_status = 0;
1571
1562 if (ob->move_status < 6) 1572 if (ob->move_status < 6)
1563 (void) move_object (ob, 5); 1573 move_object (ob, 5);
1564 else if (ob->move_status < 8) 1574 else if (ob->move_status < 8)
1565 return; 1575 return;
1566 else if (ob->move_status < 13) 1576 else if (ob->move_status < 13)
1567 (void) move_object (ob, 1); 1577 move_object (ob, 1);
1568 else 1578 else
1569 return; 1579 return;
1570} 1580}
1571 1581
1572void 1582void
1573pace2_moveh (object *ob) 1583pace2_moveh (object *ob)
1574{ 1584{
1575 if (ob->move_status++ > 16) 1585 if (ob->move_status++ > 16)
1576 ob->move_status = 0; 1586 ob->move_status = 0;
1587
1577 if (ob->move_status < 6) 1588 if (ob->move_status < 6)
1578 (void) move_object (ob, 3); 1589 move_object (ob, 3);
1579 else if (ob->move_status < 8) 1590 else if (ob->move_status < 8)
1580 return; 1591 return;
1581 else if (ob->move_status < 13) 1592 else if (ob->move_status < 13)
1582 (void) move_object (ob, 7); 1593 move_object (ob, 7);
1583 else 1594 else
1584 return; 1595 return;
1585} 1596}
1586 1597
1587void 1598void
1588rand_move (object *ob) 1599rand_move (object *ob)
1589{ 1600{
1590 int i;
1591
1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1601 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1593 for (i = 0; i < 5; i++) 1602 for (int i = 0; i < 5; i++)
1594 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1603 if (move_object (ob, ob->move_status = rndm (8) + 1))
1595 return; 1604 return;
1596} 1605}
1597 1606
1598void 1607void
1599check_earthwalls (object *op, maptile *m, int x, int y) 1608check_earthwalls (object *op, maptile *m, int x, int y)
1600{ 1609{
1601 object *tmp;
1602
1603 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1610 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1604 {
1605 if (tmp->type == EARTHWALL) 1611 if (tmp->type == EARTHWALL)
1606 { 1612 {
1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1613 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1608 return; 1614 return;
1609 } 1615 }
1610 }
1611} 1616}
1612 1617
1613void 1618void
1614check_doors (object *op, maptile *m, int x, int y) 1619check_doors (object *op, maptile *m, int x, int y)
1615{ 1620{
1616 object *tmp;
1617
1618 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1621 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1619 {
1620 if (tmp->type == DOOR) 1622 if (tmp->type == DOOR)
1621 { 1623 {
1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1624 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1623 return; 1625 return;
1624 } 1626 }
1625 }
1626} 1627}
1627 1628
1628/* find_mon_throw_ob() - modeled on find_throw_ob 1629/* find_mon_throw_ob() - modeled on find_throw_ob
1629 * This is probably overly simplistic as it is now - We want 1630 * This is probably overly simplistic as it is now - We want
1630 * monsters to throw things like chairs and other pieces of 1631 * monsters to throw things like chairs and other pieces of
1631 * furniture, even if they are not good throwable objects. 1632 * furniture, even if they are not good throwable objects.
1632 * Probably better to have the monster throw a throwable object 1633 * Probably better to have the monster throw a throwable object
1633 * first, then throw any non equipped weapon. 1634 * first, then throw any non equipped weapon.
1634 */ 1635 */
1635
1636object * 1636object *
1637find_mon_throw_ob (object *op) 1637find_mon_throw_ob (object *op)
1638{ 1638{
1639 object *tmp = NULL; 1639 object *tmp = NULL;
1640 1640
1671 * properly. I also so odd code in place that checked for x distance 1671 * 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 1672 * OR y distance being within some range - that seemed wrong - both should
1673 * be within the valid range. MSW 2001-08-05 1673 * be within the valid range. MSW 2001-08-05
1674 * Returns 0 if enemy can not be detected, 1 if it is detected 1674 * Returns 0 if enemy can not be detected, 1 if it is detected
1675 */ 1675 */
1676
1677int 1676int
1678can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1677can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1679{ 1678{
1680 int radius = MIN_MON_RADIUS, hide_discovery;
1681
1682 /* null detection for any of these condtions always */ 1679 /* null detection for any of these condtions always */
1683 if (!op || !enemy || !op->map || !enemy->map) 1680 if (!op || !enemy || !op->map || !enemy->map)
1684 return 0; 1681 return 0;
1685 1682
1686 /* If the monster (op) has no way to get to the enemy, do nothing */ 1683 /* If the monster (op) has no way to get to the enemy, do nothing */
1688 return 0; 1685 return 0;
1689 1686
1690 get_rangevector (op, enemy, rv, 0); 1687 get_rangevector (op, enemy, rv, 0);
1691 1688
1692 /* Monsters always ignore the DM */ 1689 /* Monsters always ignore the DM */
1693 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1690 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1694 return 0; 1691 return 0;
1695 1692
1696 /* simple check. Should probably put some range checks in here. */ 1693 /* simple check. Should probably put some range checks in here. */
1697 if (can_see_enemy (op, enemy)) 1694 if (can_see_enemy (op, enemy))
1698 return 1; 1695 return 1;
1699 1696
1700 /* The rest of this is for monsters. Players are on their own for 1697 /* The rest of this is for monsters. Players are on their own for
1701 * finding enemies! 1698 * finding enemies!
1702 */ 1699 */
1703 if (op->type == PLAYER) 1700 if (op->is_player ())
1704 return 0; 1701 return 0;
1705 1702
1706 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1703 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1707 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1704 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1708 */ 1705 */
1709 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1706 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1710 return 0; 1707 return 0;
1711 1708
1709 int radius = MIN_MON_RADIUS;
1710
1712 /* use this for invis also */ 1711 /* use this for invis also */
1713 hide_discovery = op->stats.Int / 5; 1712 int hide_discovery = op->stats.Int / 5;
1714 1713
1715 /* Determine Detection radii */ 1714 /* Determine Detection radii */
1716 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1715 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; 1716 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1718 else 1717 else
1719 { /* a level/INT/Dex adjustment for hiding */ 1718 { /* a level/INT/Dex adjustment for hiding */
1720 object *sk_hide;
1721 int bonus = (op->level / 2) + (op->stats.Int / 5); 1719 int bonus = op->level / 2 + op->stats.Int / 5;
1722 1720
1723 if (enemy->type == PLAYER) 1721 if (enemy->is_player ())
1724 { 1722 {
1725 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1723 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1726 bonus -= sk_hide->level; 1724 bonus -= sk_hide->level;
1727 else 1725 else
1728 { 1726 {
1729 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1727 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1730 make_visible (enemy); 1728 make_visible (enemy);
1739 } /* else creature has modifiers for hiding */ 1737 } /* else creature has modifiers for hiding */
1740 1738
1741 /* Radii stealth adjustment. Only if you are stealthy 1739 /* Radii stealth adjustment. Only if you are stealthy
1742 * will you be able to sneak up closer to creatures */ 1740 * will you be able to sneak up closer to creatures */
1743 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1741 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1744 radius = radius / 2, hide_discovery = hide_discovery / 3; 1742 {
1743 radius /= 2;
1744 hide_discovery /= 3;
1745 }
1745 1746
1746 /* Radii adjustment for enemy standing in the dark */ 1747 /* Radii adjustment for enemy standing in the dark */
1747 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1748 if (!stand_in_light (enemy))
1748 { 1749 {
1749 /* on dark maps body heat can help indicate location with infravision 1750 /* on dark maps body heat can help indicate location with infravision
1750 * undead don't have body heat, so no benefit detecting them. 1751 * undead don't have body heat, so no benefit detecting them.
1751 */ 1752 */
1752 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1753 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1753 radius += op->map->darkness / 2; 1754 radius += op->map->darklevel () / 2;
1754 else 1755 else
1755 radius -= op->map->darkness / 2; 1756 radius -= op->map->darklevel () / 2;
1756 1757
1757 /* op next to a monster (and not in complete darkness) 1758 /* op next to a monster (and not in complete darkness)
1758 * the monster should have a chance to see you. 1759 * the monster should have a chance to see you.
1759 */ 1760 */
1760 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1761 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1761 radius = MIN_MON_RADIUS; 1762 radius = MIN_MON_RADIUS;
1762 } /* if on dark map */ 1763 } /* if on dark map */
1763 1764
1764 /* Lets not worry about monsters that have incredible detection 1765 /* Lets not worry about monsters that have incredible detection
1765 * radii, we only need to worry here about things the player can 1766 * 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 1768 * may have for their map - in that way, creatures at the edge will
1768 * do something. Note that the distance field in the 1769 * do something. Note that the distance field in the
1769 * vector is real distance, so in theory this should be 18 to 1770 * vector is real distance, so in theory this should be 18 to
1770 * find that. 1771 * find that.
1771 */ 1772 */
1772 if (radius > 13) 1773 // note that the above reasoning was utter bullshit even at the time it was written
1773 radius = 13; 1774 // we use 25, lets see if we have the cpu time for it
1775 radius = min (25, radius);
1774 1776
1775 /* Enemy in range! Now test for detection */ 1777 /* Enemy in range! Now test for detection */
1776 if ((int) rv->distance <= radius) 1778 if (rv->distance <= radius)
1777 { 1779 {
1778 /* ah, we are within range, detected? take cases */ 1780 /* ah, we are within range, detected? take cases */
1779 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1781 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1780 return 1; 1782 return 1;
1781 1783
1782 /* hidden or low-quality invisible */ 1784 /* hidden or low-quality invisible */
1783 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1785 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1784 { 1786 {
1785 make_visible (enemy); 1787 make_visible (enemy);
1788
1786 /* inform players of new status */ 1789 /* inform players of new status */
1787 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1790 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); 1791 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1792
1789 return 1; /* detected enemy */ 1793 return 1; /* detected enemy */
1790 } 1794 }
1791 else if (enemy->invisible) 1795 else if (enemy->invisible)
1792 { 1796 {
1793 /* Change this around - instead of negating the invisible, just 1797 /* Change this around - instead of negating the invisible, just
1794 * return true so that the mosnter that managed to detect you can 1798 * return true so that the monster that managed to detect you can
1795 * do something to you. Decreasing the duration of invisible 1799 * do something to you. Decreasing the duration of invisible
1796 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1800 * 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 - 1801 * can then basically negate the spell. The spell isn't negated -
1798 * they just know where you are! 1802 * they just know where you are!
1799 */ 1803 */
1800 if ((rndm (50)) <= hide_discovery) 1804 if (rndm (50) <= hide_discovery)
1801 { 1805 {
1802 if (enemy->type == PLAYER) 1806 if (enemy->type == PLAYER)
1803 {
1804 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1807 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1805 } 1808
1806 return 1; 1809 return 1;
1807 } 1810 }
1808 } 1811 }
1809 } /* within range */ 1812 } /* within range */
1810 1813
1811 /* Wasn't detected above, so still hidden */ 1814 /* Wasn't detected above, so still hidden */
1812 return 0; 1815 return 0;
1813} 1816}
1814 1817
1815/* determine if op stands in a lighted square. This is not a very 1818/* 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 1819 * intelligent algorithm. For one thing, we ignore los here, SO it
1817 * is possible for a bright light to illuminate a player on the 1820 * is possible for a bright light to illuminate a player on the
1818 * other side of a wall (!). 1821 * other side of a wall (!).
1819 */ 1822 */
1820
1821int 1823int
1822stand_in_light (object *op) 1824stand_in_light (object *op)
1823{ 1825{
1824 sint16 nx, ny;
1825 maptile *m;
1826
1827
1828 if (!op) 1826 if (op)
1827 {
1828 if (!op->is_on_map ())
1829 return 0; 1829 return 0;
1830
1831 if (op->map->darklevel () <= 0)
1832 return 1;
1833
1830 if (op->glow_radius > 0) 1834 if (op->glow_radius > 0)
1831 return 1; 1835 return 1;
1832 1836
1833 if (op->map) 1837 if (op->map)
1834 { 1838 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1835 int x, y, x1, y1; 1839 {
1836
1837
1838
1839 /* Check the spaces with the max light radius to see if any of them 1840 /* 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. 1841 * 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 { 1842 */
1846 m = op->map; 1843 int light = m->at (nx, ny).light;
1847 nx = x;
1848 ny = y;
1849 1844
1850 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1845 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; 1846 return 1;
1857 } 1847 }
1858 }
1859 } 1848 }
1849
1860 return 0; 1850 return 0;
1861} 1851}
1862
1863 1852
1864/* assuming no walls/barriers, lets check to see if its *possible* 1853/* assuming no walls/barriers, lets check to see if its *possible*
1865 * to see an enemy. Note, "detection" is different from "seeing". 1854 * to see an enemy. Note, "detection" is different from "seeing".
1866 * See can_detect_enemy() for more details. -b.t. 1855 * See can_detect_enemy() for more details. -b.t.
1867 * return 0 if can't be seen, 1 if can be 1856 * return 0 if can't be seen, 1 if can be
1868 */ 1857 */
1869
1870int 1858int
1871can_see_enemy (object *op, object *enemy) 1859can_see_enemy (object *op, object *enemy)
1872{ 1860{
1873 object *looker = op->head ? op->head : op; 1861 object *looker = op->head ? op->head : op;
1874 1862
1888 { 1876 {
1889 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1877 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1890 * However,if you carry any source of light, then the hidden 1878 * However,if you carry any source of light, then the hidden
1891 * creature is seeable (and stupid) */ 1879 * creature is seeable (and stupid) */
1892 1880
1893 if (has_carried_lights (enemy)) 1881 if (enemy->has_carried_lights ())
1894 { 1882 {
1895 if (enemy->hide) 1883 if (enemy->flag [FLAG_HIDDEN])
1896 { 1884 {
1897 make_visible (enemy); 1885 make_visible (enemy);
1898 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1886 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1899 } 1887 }
1888
1900 return 1; 1889 return 1;
1901 } 1890 }
1902 else if (enemy->hide) 1891 else if (enemy->flag [FLAG_HIDDEN])
1903 return 0; 1892 return 0;
1904 1893
1905 /* Invisible enemy. Break apart the check for invis undead/invis looker 1894 /* 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, 1895 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1907 * and making it a conditional makes the code pretty ugly. 1896 * and making it a conditional makes the code pretty ugly.
1908 */ 1897 */
1909 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1898 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1910 {
1911 if (makes_invisible_to (enemy, looker)) 1899 if (makes_invisible_to (enemy, looker))
1912 return 0; 1900 return 0;
1913 }
1914 } 1901 }
1915 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1902 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1916 if (player_can_view (looker, enemy)) 1903 if (player_can_view (looker, enemy))
1917 return 1; 1904 return 1;
1918 1905
1919 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1906 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1920 * unless they carry a light or stand in light. Darkness doesnt 1907 * unless they carry a light or stand in light. Darkness doesnt
1923 * we care about the enemy maps status, not the looker. 1910 * we care about the enemy maps status, not the looker.
1924 * only relevant for tiled maps, but it is possible that the 1911 * 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 1912 * enemy is on a bright map and the looker on a dark - in that
1926 * case, the looker can still see the enemy 1913 * case, the looker can still see the enemy
1927 */ 1914 */
1928 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1915 if (!stand_in_light (enemy)
1929 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1916 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1930 return 0; 1917 return 0;
1931 1918
1932 return 1; 1919 return 1;
1933} 1920}
1921

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