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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 1.98 by root, Sun Jan 29 02:47:05 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
36 * set to sane values. 38 * set to sane values.
37 */ 39 */
38object * 40object *
39check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
40{ 42{
41
42 /* if this is pet, let him attack the same enemy as his owner 43 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target, 44 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 47 {
48 npc->enemy = NULL; 49 npc->enemy = NULL;
49 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
51 } 52 }
52 53
53 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
55 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
56 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
57 */ 58 */
58 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
59 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
60 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62 * too. */ 63 * too. */
63 64
64 if (npc->enemy) 65 if (npc->enemy)
65 { 66 {
66 /* I broke these if's apart to better be able to see what 67 /* I broke these if's apart to better be able to see what
67 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
68 */ 69 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (npc->enemy->flag [FLAG_REMOVED] ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 npc->enemy->flag [FLAG_FREED] ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
72 npc->enemy = NULL; 73 npc->enemy = 0;
73 74
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
75 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
78 npc->enemy = NULL; 79 npc->enemy = 0;
79 80
80 81
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
82 npc->enemy = NULL; 83 npc->enemy = 0;
83 84
84 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
85 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 89 * as the enemy to attack.
89 */ 90 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 91 else if (!npc->enemy->flag [FLAG_MONSTER]
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 92 && !npc->enemy->flag [FLAG_GENERATOR]
93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
97
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
96} 99}
97 100
98/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
100 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
102 * of direction, revisit them after looking at all the other spaces. 105 * of direction, revisit them after looking at all the other spaces.
103 * 106 *
104 * Note that being this may skip some number of spaces, it will 107 * Note that being this may skip some number of spaces, it will
105 * not necessarily find the nearest living creature - it basically 108 * not necessarily find the nearest living creature - it basically
106 * chooses one from within a 3 space radius, and since it skips 109 * chooses one from within a 3 space radius, and since it skips
107 * the first few directions, it could very well choose something 110 * the first few directions, it could very well choose something
108 * 3 spaces away even though something directly north is closer. 111 * 3 spaces away even though something directly north is closer.
109 * 112 *
110 * this function is map tile aware. 113 * this function is map tile aware.
111 */ 114 */
112object * 115object *
143 } 146 }
144 147
145 return 0; 148 return 0;
146} 149}
147 150
148
149/* Tries to find an enmy for npc. We pass the range vector since 151/* Tries to find an enemy for npc. We pass the range vector since
150 * our caller will find the information useful. 152 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
154 * many cases. 156 * many cases.
155 */ 157 */
156 158static object *
157object *
158find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
159{ 160{
160 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
161 162
162 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
163 npc->attacked_by = 0; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
164 165
165 /* if we berserk, we don't care about others - we attack all we can find */ 166 /* if we berserk, we don't care about others - we attack all we can find */
166 if (QUERY_FLAG (npc, FLAG_BERSERK)) 167 if (npc->flag [FLAG_BERSERK])
167 { 168 {
168 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
169 170
170 if (tmp) 171 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
172 return tmp; 174 return tmp;
173 } 175 }
174 176
175 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 178 * We want this: if there is an enemy, attack him until its not possible or
177 * one of both is dead. 179 * one of both is dead.
178 * If we have no enemy and we are... 180 * If we have no enemy and we are...
179 * a monster: try to find a player, a pet or a friendly monster 181 * a monster: try to find a player, a pet or a friendly monster
180 * a friendly: only target a monster which is targeting you first or targeting a player 182 * a friendly: only target a monster which is targeting you first or targeting a player
181 * a neutral: fight a attacker (but there should be none), then do nothing 183 * a neutral: fight a attacker (but there should be none), then do nothing
196 /* we check our old enemy. */ 198 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
198 { 200 {
199 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
200 { 202 {
201 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
203 205
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 211 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker; 213 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
213 } 215 }
214 } 216 }
215 217
216 /* we have no legal enemy or attacker, so we try to target a new one */ 218 /* we have no legal enemy or attacker, so we try to target a new one */
217 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) 219 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
218 { 220 {
219 npc->enemy = get_nearest_player (npc); 221 npc->enemy = get_nearest_player (npc);
220 if (npc->enemy) 222 if (npc->enemy)
221 tmp = check_enemy (npc, rv); 223 tmp = check_enemy (npc, rv);
222 } 224 }
229/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 235 */
234 236static int
235int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 238{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 240 if (!enemy)
242 return 0; 241 return 0;
243 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
248 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
247 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
252 * the dark. */ 259 * the dark. */
260 min_it (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
253 261
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
263 264
264 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
265 * for that. 266 * for that.
266 */ 267 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
268 { 269 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 270 op->clr_flag (FLAG_SLEEP);
270 return 1; 271 return 1;
271 } 272 }
273
272 return 0; 274 return 0;
273} 275}
274 276
275int 277static int
276move_randomly (object *op) 278move_randomly (object *op)
277{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (op->move (rndm (8) + 1))
283 return 1;
284
285 return 0;
286}
287
288/*
289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
278 int i; 298 int i;
279 299
280 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
281 for (i = 0; i < 15; i++) 301 return 0;
302
303 if (item->flag [FLAG_UNPAID])
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
282 { 311 {
283 if (move_object (op, rndm (8) + 1)) 312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON];
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR];
332 break;
333
334 case SKILL:
335 flag = monster->flag [FLAG_CAN_USE_SKILL];
336 break;
337
338 case RING:
339 flag = monster->flag [FLAG_USE_RING];
340 break;
341
342 case RANGED:
343 case WAND:
344 case HORN:
345 case ROD:
346 flag = monster->flag [FLAG_USE_RANGE];
347 break;
348
349 case SPELLBOOK:
350 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
351 break;
352
353 case SCROLL:
354 flag = monster->flag [FLAG_USE_SCROLL];
355 break;
356
357 case BOW:
358 case ARROW:
359 flag = monster->flag [FLAG_USE_BOW];
360 break;
361 }
362
363 /* Simplistic check - if the monster has a location to equip it, he will
364 * pick it up. Note that this doesn't handle cases where an item may
365 * use several locations.
366 */
367 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
368 {
369 if (monster->slot[i].info && item->slot[i].info)
370 {
371 flag = 1;
372 break;
373 }
374 }
375
376 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && !flag))
284 return 1; 377 return 1;
285 } 378
286 return 0; 379 return 0;
287} 380}
288 381
289/* 382/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 383 * monster_check_pickup(): checks for items that monster can pick up.
384 *
385 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
386 * Each time the blob passes over some treasure, it will
387 * grab it a.s.a.p.
388 *
389 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
390 * to handle this.
391 *
392 * This function was seen be continueing looping at one point (tmp->below
393 * became a recursive loop. It may be better to call monster_check_apply
394 * after we pick everything up, since that function may call others which
395 * affect stacking on this space.
291 */ 396 */
292 397static void
293int 398monster_check_pickup (object *monster)
294move_monster (object *op)
295{ 399{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 400 for (object *next, *tmp = monster->below; tmp; tmp = next)
297 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv;
299
300 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories.
302 */
303 if (!op->map)
304 return 0;
305
306 /* for target facing, we copy this value here for fast access */
307 if (oph->head) /* force update the head - one arch one pic */
308 oph = oph->head;
309
310 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
311 enemy = op->enemy = NULL;
312 else if ((enemy = find_enemy (op, &rv)))
313 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */
315
316 /* generate hp, if applicable */
317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 { 401 {
402 next = tmp->below;
319 403
320 /* last heal is in funny units. Dividing by speed puts 404 if (monster_can_pick (monster, tmp))
321 * the regeneration rate on a basis of time instead of
322 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens
324 * 405 {
325 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
326 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 monster_check_apply (monster, tmp);
409 }
410
411 /* We could try to re-establish the cycling, of the space, but probably
412 * not a big deal to just bail out.
327 */ 413 */
328 414 if (next && next->destroyed ())
329 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
330 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
331 op->last_heal %= 32;
332
333 /* So if the monster has gained enough HP that they are no longer afraid */
334 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
335 CLEAR_FLAG (op, FLAG_RUN_AWAY);
336
337 if (op->stats.hp > op->stats.maxhp)
338 op->stats.hp = op->stats.maxhp;
339 }
340
341 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 {
344
345 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is
348 * to capture 8th's of a sp fraction regens
349 *
350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
351 * overflow might produce monsters with negative sp.
352 */
353
354 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
355 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
356 op->last_sp %= 128;
357 }
358
359 /* this should probably get modified by many more values.
360 * (eg, creatures resistance to fear, level, etc. )
361 */
362 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
363 {
364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED);
369
370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
371 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
372 {
373 if (!check_wakeup (op, enemy, &rv))
374 return 0; 415 return;
375 }
376
377 /* check if monster pops out of hidden spot */
378 if (op->hide)
379 do_hidden_move (op);
380
381 if (op->pick_up)
382 monster_check_pickup (op);
383
384 if (op->will_apply)
385 monster_apply_below (op); /* Check for items to apply below */
386
387 /* If we don't have an enemy, do special movement or the like */
388 if (!enemy)
389 { 416 }
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 417}
391 { 418
392 op->destroy (); 419/*
393 return 1; 420 * monster_apply_below():
421 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
422 * eager to apply things, encounters something apply-able,
423 * then make him apply it
424 */
425static void
426monster_apply_below (object *monster)
427{
428 object *tmp, *next;
429
430 for (tmp = monster->below; tmp != NULL; tmp = next)
431 {
432 next = tmp->below;
433 switch (tmp->type)
394 } 434 {
395 435 case T_HANDLE:
396 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set.
398 */
399 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
400 {
401 if (op->attack_movement & HI4)
402 {
403 switch (op->attack_movement & HI4)
404 {
405 case (PETMOVE):
406 pet_move (op);
407 break;
408
409 case (CIRCLE1):
410 circ1_move (op);
411 break;
412
413 case (CIRCLE2):
414 circ2_move (op);
415 break;
416
417 case (PACEV):
418 pace_movev (op);
419 break;
420
421 case (PACEH):
422 pace_moveh (op);
423 break;
424
425 case (PACEV2):
426 pace2_movev (op);
427 break;
428
429 case (PACEH2):
430 pace2_moveh (op);
431 break;
432
433 case (RANDO):
434 rand_move (op);
435 break;
436
437 case (RANDO2):
438 move_randomly (op);
439 break;
440 }
441 return 0;
442 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op);
445
446 } /* stand still */
447 return 0;
448 } /* no enemy */
449
450 /* 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))
452 return follow_owner (op, owner);
453
454 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it.
457 */
458 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
459 {
460 op->face = enemy->face;
461 op->name = enemy->name;
462 }
463
464 /* Calculate range information for closest body part - this
465 * is used for the 'skill' code, which isn't that smart when
466 * it comes to figuring it out - otherwise, giants throw boulders
467 * into themselves.
468 */
469 get_rangevector (op, enemy, &rv, 0);
470
471 /* Move the check for scared up here - if the monster was scared,
472 * we were not doing any of the logic below, so might as well save
473 * a few cpu cycles.
474 */
475 if (!QUERY_FLAG (op, FLAG_SCARED))
476 {
477 rv_vector rv1;
478
479 /* now we test every part of an object .... this is a real ugly piece of code */
480 for (part = op; part != NULL; part = part->more)
481 {
482 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction;
484
485 /* hm, not sure about this part - in original was a scared flag here too
486 * but that we test above... so can be old code here
487 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4);
490 if (QUERY_FLAG (op, FLAG_CONFUSED))
491 dir = absdir (dir + rndm (3) + rndm (3) - 2);
492
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
494 {
495 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0;
497 }
498
499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 {
501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502 return 0;
503 }
504
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
506 {
507 if (monster_use_range (op, part, enemy, dir))
508 return 0;
509 }
510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
511 {
512 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0;
514 }
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 {
517 if (monster_use_bow (op, part, enemy, dir))
518 return 0;
519 }
520 } /* for processing of all parts */
521 } /* If not scared */
522
523
524 part = rv.part;
525 dir = rv.direction;
526
527 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
528 dir = absdir (dir + 4);
529
530 if (QUERY_FLAG (op, FLAG_CONFUSED))
531 dir = absdir (dir + rndm (3) + rndm (3) - 2);
532
533 pre_att_dir = dir; /* remember the original direction */
534
535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536 {
537 switch (op->attack_movement & LO4)
538 {
539 case DISTATT: 436 case TRIGGER:
540 dir = dist_att (dir, op, enemy, part, &rv); 437 if (monster->will_apply & 1)
438 monster->apply (tmp);
541 break; 439 break;
542 440
543 case RUNATT: 441 case TREASURE:
544 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 monster->apply (tmp);
545 break; 444 break;
546 445
547 case HITRUN:
548 dir = hitrun_att (dir, op, enemy);
549 break;
550
551 case WAITATT:
552 dir = wait_att (dir, op, enemy, part, &rv);
553 break;
554
555 case RUSH: /* default - monster normally moves towards player */
556 case ALLRUN:
557 break;
558
559 case DISTHIT:
560 dir = disthit_att (dir, op, enemy, part, &rv);
561 break;
562
563 case WAIT2:
564 dir = wait_att2 (dir, op, enemy, part, &rv);
565 break;
566
567 default:
568 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
569 }
570 }
571
572 if (!dir)
573 return 0;
574
575 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
576 {
577 if (move_object (op, dir)) /* Can the monster move directly toward player? */
578 { 446 }
579 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (tmp->flag [FLAG_IS_FLOOR])
580 if ((op->attack_movement & LO4) == DISTATT) 448 break;
581 op->direction = pre_att_dir;
582
583 return 0;
584 }
585
586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587 {
588
589 /* Try move around corners if !close */
590 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
591
592 for (diff = 1; diff <= maxdiff; diff++)
593 {
594 /* try different detours */
595 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
596
597 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
598 return 0;
599 }
600 }
601 } /* if monster is not standing still */
602
603 /* elmex: Turn our monster after it moved if it has DISTATT attack */
604 if ((op->attack_movement & LO4) == DISTATT)
605 op->direction = pre_att_dir;
606
607 /*
608 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
609 * direction if they can't move away.
610 */
611 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
612 if (move_randomly (op))
613 return 0;
614
615 /*
616 * Try giving the monster a new enemy - the player that is closest
617 * to it. In this way, it won't just keep trying to get to a target
618 * that is inaccessible.
619 * This could be more clever - it should go through a list of several
620 * enemies, as it is now, you could perhaps get situations where there
621 * are two players flanking the monster at close distance, but which
622 * the monster can't get to, and a third one at a far distance that
623 * the monster could get to - as it is, the monster won't look at that
624 * third one.
625 */
626 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
627 { 449 }
628 object *nearest_player = get_nearest_player (op);
629
630 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
631 {
632 op->enemy = NULL;
633 enemy = nearest_player;
634 }
635 }
636
637 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
638 {
639 /* The adjustement to wc that was here before looked totally bogus -
640 * since wc can in fact get negative, that would mean by adding
641 * the current wc, the creature gets better? Instead, just
642 * add a fixed amount - nasty creatures that are runny away should
643 * still be pretty nasty.
644 */
645 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
646 {
647 part->stats.wc += 10;
648 (void) skill_attack (enemy, part, 0, NULL, NULL);
649 part->stats.wc -= 10;
650 }
651 else
652 (void) skill_attack (enemy, part, 0, NULL, NULL);
653 } /* if monster is in attack range */
654
655 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
656 return 1;
657
658 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 {
660 op->remove ();
661 op->destroy ();
662 return 1;
663 }
664 return 0;
665}
666
667int
668can_hit (object *ob1, object *ob2, rv_vector * rv)
669{
670 object *more;
671 rv_vector rv1;
672
673 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
674 return 0;
675
676 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
677 return 1;
678
679 /* 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
681 */
682 for (more = ob2->more; more != NULL; more = more->more)
683 {
684 get_rangevector (ob1, more, &rv1, 0);
685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686 return 1;
687 }
688 return 0;
689
690} 450}
691 451
692/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
693 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
694 * 454 *
702 * 462 *
703 * This could be a lot smarter - if there are few monsters around, 463 * This could be a lot smarter - if there are few monsters around,
704 * then disease might not be as bad. Likewise, if the monster is damaged, 464 * then disease might not be as bad. Likewise, if the monster is damaged,
705 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
706 */ 466 */
707
708static int 467static int
709monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
710{ 469{
711 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 472 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
714 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 473 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 || 474 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) 475 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
717
718 return 1; 476 return 1;
719 477
720 return 0; 478 return 0;
721} 479}
722 480
723
724#define MAX_KNOWN_SPELLS 20
725
726/* Returns a randomly selected spell. This logic is still
727 * less than ideal. This code also only seems to deal with
728 * wizard spells, as the check is against sp, and not grace.
729 * can mosnters know cleric spells?
730 */
731object *
732monster_choose_random_spell (object *monster)
733{
734 object *altern[MAX_KNOWN_SPELLS];
735 object *tmp;
736 int i = 0;
737
738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
739 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 {
741 /* Check and see if it's actually a useful spell.
742 * If its a spellbook, the spell is actually the inventory item.
743 * if it is a spell, then it is just the object itself.
744 */
745 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
746 {
747 altern[i++] = tmp;
748 if (i == MAX_KNOWN_SPELLS)
749 break;
750 }
751 }
752 if (!i)
753 return NULL;
754 return altern[RANDOM () % i];
755}
756
757/* 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.
759 * head is the head of the monster.
760 * part is the part of the monster we are checking against.
761 * pl is the target.
762 * dir is the direction to case.
763 * rv is the vector which describes where the enemy is.
764 */
765
766int
767monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
768{
769 object *spell_item;
770 object *owner;
771 rv_vector rv1;
772
773 /* If you want monsters to cast spells over friends, this spell should
774 * be removed. It probably should be in most cases, since monsters still
775 * don't care about residual effects (ie, casting a cone which may have a
776 * clear path to the player, the side aspects of the code will still hit
777 * other monsters)
778 */
779 if (!(dir = path_to_player (part, pl, 0)))
780 return 0;
781
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
783 {
784 get_rangevector (head, owner, &rv1, 0x1);
785 if (dirdiff (dir, rv1.direction) < 2)
786 {
787 return 0; /* Might hit owner with spell */
788 }
789 }
790
791 if (QUERY_FLAG (head, FLAG_CONFUSED))
792 dir = absdir (dir + rndm (3) + rndm (3) - 2);
793
794 /* If the monster hasn't already chosen a spell, choose one
795 * I'm not sure if it really make sense to pre-select spells (events
796 * could be different by the time the monster goes again).
797 */
798 if (head->spellitem == NULL)
799 {
800 if ((spell_item = monster_choose_random_spell (head)) == NULL)
801 {
802 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 */
804 return 0;
805 }
806 if (spell_item->type == SPELLBOOK)
807 {
808 if (!spell_item->inv)
809 {
810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811 return 0;
812 }
813 spell_item = spell_item->inv;
814 }
815 }
816 else
817 spell_item = head->spellitem;
818
819 if (!spell_item)
820 return 0;
821
822 /* Best guess this is a defensive/healing spell */
823 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
824 dir = 0;
825
826 /* Monster doesn't have enough spell-points */
827 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
828 return 0;
829
830 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
831 return 0;
832
833 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
834 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
835
836 /* set this to null, so next time monster will choose something different */
837 head->spellitem = NULL;
838
839 return cast_spell (part, part, dir, spell_item, NULL);
840}
841
842
843int
844monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
845{
846 object *scroll;
847 object *owner;
848 rv_vector rv1;
849
850 /* If you want monsters to cast spells over friends, this spell should
851 * be removed. It probably should be in most cases, since monsters still
852 * don't care about residual effects (ie, casting a cone which may have a
853 * clear path to the player, the side aspects of the code will still hit
854 * other monsters)
855 */
856 if (!(dir = path_to_player (part, pl, 0)))
857 return 0;
858
859 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
860 {
861 get_rangevector (head, owner, &rv1, 0x1);
862 if (dirdiff (dir, rv1.direction) < 2)
863 {
864 return 0; /* Might hit owner with spell */
865 }
866 }
867
868 if (QUERY_FLAG (head, FLAG_CONFUSED))
869 dir = absdir (dir + rndm (3) + rndm (3) - 2);
870
871 for (scroll = head->inv; scroll; scroll = scroll->below)
872 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
873 break;
874
875 /* Used up all his scrolls, so nothing do to */
876 if (!scroll)
877 {
878 CLEAR_FLAG (head, FLAG_READY_SCROLL);
879 return 0;
880 }
881
882 /* Spell should be cast on caster (ie, heal, strength) */
883 if (scroll->inv->range == 0)
884 dir = 0;
885
886 apply_scroll (part, scroll, dir);
887 return 1;
888}
889
890/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
891 * Note that monsters do not need the skills SK_MELEE_WEAPON and
892 * SK_MISSILE_WEAPON to make those respective attacks, if we
893 * required that we would drastically increase the memory
894 * requirements of CF!!
895 *
896 * The skills we are treating here are all but those. -b.t.
897 *
898 * 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
900 */
901
902int
903monster_use_skill (object *head, object *part, object *pl, int dir)
904{
905 object *skill, *owner;
906
907 if (!(dir = path_to_player (part, pl, 0)))
908 return 0;
909
910 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
911 {
912 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
913
914 if (dirdiff (dir, dir2) < 1)
915 return 0; /* Might hit owner with skill -thrown rocks for example ? */
916 }
917 if (QUERY_FLAG (head, FLAG_CONFUSED))
918 dir = absdir (dir + rndm (3) + rndm (3) - 2);
919
920 /* skill selection - monster will use the next unused skill.
921 * well...the following scenario will allow the monster to
922 * toggle between 2 skills. One day it would be nice to make
923 * more skills available to monsters.
924 */
925
926 for (skill = head->inv; skill != NULL; skill = skill->below)
927 if (skill->type == SKILL && skill != head->chosen_skill)
928 {
929 head->chosen_skill = skill;
930 break;
931 }
932
933 if (!skill && !head->chosen_skill)
934 {
935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936 CLEAR_FLAG (head, FLAG_READY_SKILL);
937 return 0;
938 }
939 /* use skill */
940 return do_skill (head, part, head->chosen_skill, dir, NULL);
941}
942
943/* Monster will use a ranged spell attack. */
944
945int
946monster_use_range (object *head, object *part, object *pl, int dir)
947{
948 object *wand, *owner;
949 int at_least_one = 0;
950
951 if (!(dir = path_to_player (part, pl, 0)))
952 return 0;
953
954 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
955 {
956 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957
958 if (dirdiff (dir, dir2) < 2)
959 return 0; /* Might hit owner with spell */
960 }
961 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 dir = absdir (dir + rndm (3) + rndm (3) - 2);
963
964 for (wand = head->inv; wand != NULL; wand = wand->below)
965 {
966 if (wand->type == WAND)
967 {
968 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1;
970 if (wand->stats.food <= 0)
971 continue;
972
973 cast_spell (head, wand, dir, wand->inv, NULL);
974
975 if (!(--wand->stats.food))
976 {
977 if (wand->arch)
978 {
979 CLEAR_FLAG (wand, FLAG_ANIMATE);
980 wand->face = wand->arch->clone.face;
981 wand->set_speed (0);
982 }
983 }
984 /* Success */
985 return 1;
986 }
987 else if (wand->type == ROD || wand->type == HORN)
988 {
989 /* Found rod/horn, let's use it if possible */
990 at_least_one = 1;
991 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
992 continue;
993
994 /* drain charge before casting spell - can be a case where the
995 * spell destroys the monster, and rod, so if done after, results
996 * in crash.
997 */
998 drain_rod_charge (wand);
999 cast_spell (head, wand, dir, wand->inv, NULL);
1000
1001 /* Success */
1002 return 1;
1003 }
1004 }
1005
1006 if (at_least_one)
1007 return 0;
1008
1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1010 CLEAR_FLAG (head, FLAG_READY_RANGE);
1011 return 0;
1012}
1013
1014int
1015monster_use_bow (object *head, object *part, object *pl, int dir)
1016{
1017 object *owner;
1018
1019 if (!(dir = path_to_player (part, pl, 0)))
1020 return 0;
1021 if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1023
1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 {
1026 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1027
1028 if (dirdiff (dir, dir2) < 1)
1029 return 0; /* Might hit owner with arrow */
1030 }
1031
1032 /* in server/player.c */
1033 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1034
1035}
1036
1037/* Checks if putting on 'item' will make 'who' do more 481/* Checks if putting on 'item' will make 'who' do more
1038 * damage. This is a very simplistic check - also checking things 482 * damage. This is a very simplistic check - also checking things
1039 * like speed and ac are also relevant. 483 * like speed and ac are also relevant.
1040 * 484 *
1041 * return true if item is a better object. 485 * return true if item is a better object.
1042 */ 486 */
1043 487static int
1044int
1045check_good_weapon (object *who, object *item) 488check_good_weapon (object *who, object *item)
1046{ 489{
1047 object *other_weap; 490 object *other_weap;
1048 int val = 0, i; 491 int val = 0, i;
1049 492
1050 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 493 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)) 494 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
1052 break; 495 break;
1053 496
1054 if (other_weap == NULL) /* No other weapons */ 497 if (!other_weap) /* No other weapons */
1055 return 1; 498 return 1;
1056 499
1057 /* Rather than go through and apply the new one, and see if it is 500 /* Rather than go through and apply the new one, and see if it is
1058 * better, just do some simple checks 501 * better, just do some simple checks
1059 * Put some multipliers for things that hvae several effects, 502 * Put some multipliers for things that hvae several effects,
1064 val += (item->magic - other_weap->magic) * 3; 507 val += (item->magic - other_weap->magic) * 3;
1065 /* Monsters don't really get benefits from things like regen rates 508 /* Monsters don't really get benefits from things like regen rates
1066 * from items. But the bonus for their stats are very important. 509 * from items. But the bonus for their stats are very important.
1067 */ 510 */
1068 for (i = 0; i < NUM_STATS; i++) 511 for (i = 0; i < NUM_STATS; i++)
1069 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 512 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1070 513
1071 if (val > 0) 514 if (val > 0)
1072 return 1; 515 return 1;
1073 else 516 else
1074 return 0; 517 return 0;
1075
1076} 518}
1077 519
1078int 520static int
1079check_good_armour (object *who, object *item) 521check_good_armour (object *who, object *item)
1080{ 522{
1081 object *other_armour; 523 object *other_armour;
1082 int val = 0, i; 524 int val = 0, i;
1083 525
1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 526 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)) 527 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
1086 break; 528 break;
1087 529
1088 if (other_armour == NULL) /* No other armour, use the new */ 530 if (other_armour == NULL) /* No other armour, use the new */
1089 return 1; 531 return 1;
1090 532
1093 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; 535 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1094 val += (item->magic - other_armour->magic) * 3; 536 val += (item->magic - other_armour->magic) * 3;
1095 537
1096 /* for the other protections, do weigh them very much in the equation - 538 /* for the other protections, do weigh them very much in the equation -
1097 * it is the armor protection which is most important, because there is 539 * it is the armor protection which is most important, because there is
1098 * no good way to know what the player may attack the monster with. 540 * no good way to know what the player may attack the monster with.
1099 * So if the new item has better protection than the old, give that higher 541 * So if the new item has better protection than the old, give that higher
1100 * value. If the reverse, then decrease the value of this item some. 542 * value. If the reverse, then decrease the value of this item some.
1101 */ 543 */
1102 for (i = 1; i < NROFATTACKS; i++) 544 for (i = 1; i < NROFATTACKS; i++)
1103 { 545 {
1111 553
1112 if (val > 0) 554 if (val > 0)
1113 return 1; 555 return 1;
1114 else 556 else
1115 return 0; 557 return 0;
1116
1117}
1118
1119/*
1120 * monster_check_pickup(): checks for items that monster can pick up.
1121 *
1122 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1123 * Each time the blob passes over some treasure, it will
1124 * grab it a.s.a.p.
1125 *
1126 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1127 * to handle this.
1128 *
1129 * 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
1131 * after we pick everything up, since that function may call others which
1132 * affect stacking on this space.
1133 */
1134
1135void
1136monster_check_pickup (object *monster)
1137{
1138 object *tmp, *next;
1139
1140 for (tmp = monster->below; tmp != NULL; tmp = next)
1141 {
1142 next = tmp->below;
1143 if (monster_can_pick (monster, tmp))
1144 {
1145 tmp->remove ();
1146 tmp = insert_ob_in_ob (tmp, monster);
1147 (void) monster_check_apply (monster, tmp);
1148 }
1149 /* We could try to re-establish the cycling, of the space, but probably
1150 * not a big deal to just bail out.
1151 */
1152 if (next && next->destroyed ())
1153 return;
1154 }
1155}
1156
1157/*
1158 * monster_can_pick(): If the monster is interested in picking up
1159 * the item, then return 0. Otherwise 0.
1160 * Instead of pick_up, flags for "greed", etc, should be used.
1161 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1162 */
1163
1164int
1165monster_can_pick (object *monster, object *item)
1166{
1167 int flag = 0;
1168 int i;
1169
1170 if (!can_pick (monster, item))
1171 return 0;
1172
1173 if (QUERY_FLAG (item, FLAG_UNPAID))
1174 return 0;
1175
1176 if (monster->pick_up & 64) /* All */
1177 flag = 1;
1178
1179 else
1180 switch (item->type)
1181 {
1182 case MONEY:
1183 case GEM:
1184 flag = monster->pick_up & 2;
1185 break;
1186
1187 case FOOD:
1188 flag = monster->pick_up & 4;
1189 break;
1190
1191 case WEAPON:
1192 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1193 break;
1194
1195 case ARMOUR:
1196 case SHIELD:
1197 case HELMET:
1198 case BOOTS:
1199 case GLOVES:
1200 case GIRDLE:
1201 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1202 break;
1203
1204 case SKILL:
1205 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1206 break;
1207
1208 case RING:
1209 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1210 break;
1211
1212 case WAND:
1213 case HORN:
1214 case ROD:
1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 break;
1217
1218 case SPELLBOOK:
1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1220 break;
1221
1222 case SCROLL:
1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 break;
1225
1226 case BOW:
1227 case ARROW:
1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 break;
1230 }
1231 /* 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
1233 * use several locations.
1234 */
1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 {
1237 if (monster->body_info[i] && item->body_info[i])
1238 {
1239 flag = 1;
1240 break;
1241 }
1242 }
1243
1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1245 return 1;
1246 return 0;
1247}
1248
1249/*
1250 * monster_apply_below():
1251 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1252 * eager to apply things, encounters something apply-able,
1253 * then make him apply it
1254 */
1255
1256void
1257monster_apply_below (object *monster)
1258{
1259 object *tmp, *next;
1260
1261 for (tmp = monster->below; tmp != NULL; tmp = next)
1262 {
1263 next = tmp->below;
1264 switch (tmp->type)
1265 {
1266 case CF_HANDLE:
1267 case TRIGGER:
1268 if (monster->will_apply & 1)
1269 manual_apply (monster, tmp, 0);
1270 break;
1271
1272 case TREASURE:
1273 if (monster->will_apply & 2)
1274 manual_apply (monster, tmp, 0);
1275 break;
1276
1277 }
1278 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1279 break;
1280 }
1281} 558}
1282 559
1283/* 560/*
1284 * monster_check_apply() is meant to be called after an item is 561 * monster_check_apply() is meant to be called after an item is
1285 * inserted in a monster. 562 * inserted in a monster.
1287 * a pointer to that object is returned, so it can be dropped. 564 * a pointer to that object is returned, so it can be dropped.
1288 * (so that other monsters can pick it up and use it) 565 * (so that other monsters can pick it up and use it)
1289 * Note that as things are now, monsters never drop something - 566 * Note that as things are now, monsters never drop something -
1290 * they can pick up all that they can use. 567 * they can pick up all that they can use.
1291 */ 568 */
1292
1293/* Sept 96, fixed this so skills will be readied -b.t.*/ 569/* Sept 96, fixed this so skills will be readied -b.t.*/
1294
1295void 570void
1296monster_check_apply (object *mon, object *item) 571monster_check_apply (object *mon, object *item)
1297{ 572{
1298
1299 int flag = 0; 573 int flag = 0;
1300 574
1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 575 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
1302 { 576 {
1303 SET_FLAG (mon, FLAG_CAST_SPELL); 577 mon->set_flag (FLAG_CAST_SPELL);
1304 return; 578 return;
1305 } 579 }
1306 580
1307 /* If for some reason, this item is already applied, no more work to do */ 581 /* If for some reason, this item is already applied, no more work to do */
1308 if (QUERY_FLAG (item, FLAG_APPLIED)) 582 if (item->flag [FLAG_APPLIED])
1309 return; 583 return;
1310 584
1311 /* Might be better not to do this - if the monster can fire a bow, 585 /* Might be better not to do this - if the monster can fire a bow,
1312 * it is possible in his wanderings, he will find one to use. In 586 * it is possible in his wanderings, he will find one to use. In
1313 * which case, it would be nice to have ammo for it. 587 * which case, it would be nice to have ammo for it.
1314 */ 588 */
1315 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 589 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
1316 { 590 {
1317 /* Check for the right kind of bow */ 591 /* Check for the right kind of bow */
1318 object *bow; 592 object *bow;
1319 593
1320 for (bow = mon->inv; bow != NULL; bow = bow->below) 594 for (bow = mon->inv; bow; bow = bow->below)
1321 if (bow->type == BOW && bow->race == item->race) 595 if (bow->type == BOW && bow->race == item->race)
1322 { 596 {
1323 SET_FLAG (mon, FLAG_READY_BOW); 597 mon->set_flag (FLAG_READY_BOW);
1324 LOG (llevMonster, "Found correct bow for arrows.\n");
1325 return; /* nothing more to do for arrows */ 598 return; /* nothing more to do for arrows */
1326 } 599 }
1327 } 600 }
1328 601
1329 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) 602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1330 flag = 1; 603 flag = 1;
1331 /* Eating food gets hp back */ 604 /* Eating food gets hp back */
1332 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) 605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1333 flag = 1; 606 flag = 1;
1334 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) 607 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
1335 { 608 {
1336 if (!item->inv) 609 if (!item->inv)
1337 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); 610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1338 else if (monster_should_cast_spell (mon, item->inv)) 611 else if (monster_should_cast_spell (mon, item->inv))
1339 SET_FLAG (mon, FLAG_READY_SCROLL); 612 mon->set_flag (FLAG_READY_SCROLL);
1340 /* Don't use it right now */ 613 /* Don't use it right now */
1341 return; 614 return;
1342 } 615 }
1343 else if (item->type == WEAPON) 616 else if (item->type == WEAPON)
1344 flag = check_good_weapon (mon, item); 617 flag = check_good_weapon (mon, item);
1352 /* We never really 'ready' the wand/rod/horn, because that would mean the 625 /* We never really 'ready' the wand/rod/horn, because that would mean the
1353 * weapon would get undone. 626 * weapon would get undone.
1354 */ 627 */
1355 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1356 { 629 {
1357 SET_FLAG (mon, FLAG_READY_RANGE); 630 mon->set_flag (FLAG_READY_RANGE);
1358 SET_FLAG (item, FLAG_APPLIED); 631 item->set_flag (FLAG_APPLIED);
1359 } 632 }
1360 return; 633 return;
1361 } 634 }
1362 else if (item->type == BOW) 635 else if (item->type == BOW)
1363 { 636 {
1364 /* We never really 'ready' the bow, because that would mean the 637 /* We never really 'ready' the bow, because that would mean the
1365 * weapon would get undone. 638 * weapon would get undone.
1366 */ 639 */
1367 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1368 SET_FLAG (mon, FLAG_READY_BOW); 641 mon->set_flag (FLAG_READY_BOW);
1369 return; 642 return;
1370 } 643 }
1371 else if (item->type == SKILL) 644 else if (item->type == SKILL)
1372 { 645 {
1373 /* 646 /*
1374 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, 647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1375 * else they can't use the skill... 648 * else they can't use the skill...
1376 * Skills also don't need to get applied, so return now. 649 * Skills also don't need to get applied, so return now.
1377 */ 650 */
1378 SET_FLAG (mon, FLAG_READY_SKILL); 651 mon->set_flag (FLAG_READY_SKILL);
1379 return; 652 return;
1380 } 653 }
1381 654
1382
1383 /* if we don't match one of the above types, return now. 655 /* 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, 656 * can_apply_object will say that we can apply things like flesh,
1385 * bolts, and whatever else, because it only checks against the 657 * bolts, and whatever else, because it only checks against the
1386 * body_info locations. 658 * body_info locations.
1387 */ 659 */
1388 if (!flag) 660 if (!flag)
1389 return; 661 return;
1397 669
1398 /* should only be applying this item, not unapplying it. 670 /* should only be applying this item, not unapplying it.
1399 * also, ignore status of curse so they can take off old armour. 671 * also, ignore status of curse so they can take off old armour.
1400 * monsters have some advantages after all. 672 * monsters have some advantages after all.
1401 */ 673 */
1402 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 674 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
675}
1403 676
677static int
678can_hit (object *ob1, object *ob2, rv_vector * rv)
679{
680 object *more;
681 rv_vector rv1;
682
683 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
684 return 0;
685
686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687 return 1;
688
689 /* check all the parts of ob2 - just because we can't get to
690 * its head doesn't mean we don't want to pound its feet
691 */
692 for (more = ob2->more; more; more = more->more)
693 {
694 get_rangevector (ob1, more, &rv1, 0);
695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
696 return 1;
697 }
698
1404 return; 699 return 0;
1405} 700}
1406 701
1407void 702static int
1408npc_call_help (object *op)
1409{
1410 int x, y, mflags;
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 {
1418 m = op->map;
1419 sx = op->x + x;
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. */
1423 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1424 continue;
1425
1426 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428 npc->enemy = op->enemy;
1429 }
1430}
1431
1432
1433int
1434dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 703dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1435{ 704{
1436
1437 if (can_hit (part, enemy, rv)) 705 if (can_hit (part, enemy, rv))
1438 return dir; 706 return dir;
707
1439 if (rv->distance < 10) 708 if (rv->distance < 10)
1440 return absdir (dir + 4); 709 return absdir (dir + 4);
1441 else if (rv->distance > 18) 710 else if (rv->distance > 18)
1442 return dir; 711 return dir;
712
1443 return 0; 713 return 0;
1444} 714}
1445 715
1446int 716static int
1447run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 717run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1448{ 718{
1449 719 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); 720 return dir;
1454 } 721 else
1455 else if (ob->move_status > 20)
1456 ob->move_status = 0;
1457 return absdir (dir + 4); 722 return absdir (dir + 4);
1458} 723}
1459 724
1460int 725static int
1461hitrun_att (int dir, object *ob, object *enemy) 726hitrun_att (int dir, object *ob, object *enemy)
1462{ 727{
1463 if (ob->move_status++ < 25) 728 if (ob->move_status++ < 25)
1464 return dir; 729 return dir;
1465 else if (ob->move_status < 50) 730 else if (ob->move_status < 50)
1466 return absdir (dir + 4); 731 return absdir (dir + 4);
1467 else 732 else
1468 ob->move_status = 0; 733 ob->move_status = 0;
734
1469 return absdir (dir + 4); 735 return absdir (dir + 4);
1470} 736}
1471 737
1472int 738static int
1473wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 739wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1474{ 740{
1475
1476 int inrange = can_hit (part, enemy, rv); 741 int inrange = can_hit (part, enemy, rv);
1477 742
1478 if (ob->move_status || inrange) 743 if (ob->move_status || inrange)
1479 ob->move_status++; 744 ob->move_status++;
1480 745
1482 return 0; 747 return 0;
1483 else if (ob->move_status < 10) 748 else if (ob->move_status < 10)
1484 return dir; 749 return dir;
1485 else if (ob->move_status < 15) 750 else if (ob->move_status < 15)
1486 return absdir (dir + 4); 751 return absdir (dir + 4);
752
1487 ob->move_status = 0; 753 ob->move_status = 0;
1488 return 0; 754 return 0;
1489} 755}
1490 756
1491int 757static int
1492disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 758disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1493{ 759{
1494
1495 /* The logic below here looked plain wrong before. Basically, what should 760 /* The logic below here looked plain wrong before. Basically, what should
1496 * happen is that if the creatures hp percentage falls below run_away, 761 * happen is that if the creatures hp percentage falls below run_away,
1497 * the creature should run away (dir+4) 762 * the creature should run away (dir+4)
1498 * I think its wrong for a creature to have a zero maxhp value, but 763 * 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 764 * 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 765 * server should try to be resilant enough to avoid the problem
1501 */ 766 */
1502 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1503 return absdir (dir + 4); 768 return absdir (dir + 4);
769
1504 return dist_att (dir, ob, enemy, part, rv); 770 return dist_att (dir, ob, enemy, part, rv);
1505} 771}
1506 772
1507int 773static int
1508wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 774wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509{ 775{
1510 if (rv->distance < 9) 776 if (rv->distance < 9)
1511 return absdir (dir + 4); 777 return absdir (dir + 4);
778
1512 return 0; 779 return 0;
1513} 780}
1514 781
1515void 782static void
1516circ1_move (object *ob) 783circ1_move (object *ob)
1517{ 784{
1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
786
1519 if (++ob->move_status > 11) 787 if (++ob->move_status > 11)
1520 ob->move_status = 0; 788 ob->move_status = 0;
789
1521 if (!(move_object (ob, circle[ob->move_status]))) 790 if (!(ob->move (circle[ob->move_status])))
1522 (void) move_object (ob, rndm (8) + 1); 791 ob->move (rndm (8) + 1);
1523} 792}
1524 793
1525void 794static void
1526circ2_move (object *ob) 795circ2_move (object *ob)
1527{ 796{
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 }; 797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
798
1529 if (++ob->move_status > 19) 799 if (++ob->move_status > 19)
1530 ob->move_status = 0; 800 ob->move_status = 0;
801
1531 if (!(move_object (ob, circle[ob->move_status]))) 802 if (!(ob->move (circle[ob->move_status])))
1532 (void) move_object (ob, rndm (8) + 1); 803 ob->move (rndm (8) + 1);
1533} 804}
1534 805
1535void 806static void
1536pace_movev (object *ob) 807pace_movev (object *ob)
1537{ 808{
1538 if (ob->move_status++ > 6) 809 if (ob->move_status++ > 6)
1539 ob->move_status = 0; 810 ob->move_status = 0;
811
1540 if (ob->move_status < 4) 812 if (ob->move_status < 4)
1541 (void) move_object (ob, 5); 813 ob->move (5);
1542 else 814 else
1543 (void) move_object (ob, 1); 815 ob->move (1);
1544} 816}
1545 817
1546void 818static void
1547pace_moveh (object *ob) 819pace_moveh (object *ob)
1548{ 820{
1549 if (ob->move_status++ > 6) 821 if (ob->move_status++ > 6)
1550 ob->move_status = 0; 822 ob->move_status = 0;
823
1551 if (ob->move_status < 4) 824 if (ob->move_status < 4)
1552 (void) move_object (ob, 3); 825 ob->move (3);
1553 else 826 else
1554 (void) move_object (ob, 7); 827 ob->move (7);
1555} 828}
1556 829
1557void 830static void
1558pace2_movev (object *ob) 831pace2_movev (object *ob)
1559{ 832{
1560 if (ob->move_status++ > 16) 833 if (ob->move_status++ > 16)
1561 ob->move_status = 0; 834 ob->move_status = 0;
835
1562 if (ob->move_status < 6) 836 if (ob->move_status < 6)
1563 (void) move_object (ob, 5); 837 ob->move (5);
1564 else if (ob->move_status < 8) 838 else if (ob->move_status < 8)
1565 return; 839 return;
1566 else if (ob->move_status < 13) 840 else if (ob->move_status < 13)
1567 (void) move_object (ob, 1); 841 ob->move (1);
1568 else 842 else
1569 return; 843 return;
1570} 844}
1571 845
1572void 846static void
1573pace2_moveh (object *ob) 847pace2_moveh (object *ob)
1574{ 848{
1575 if (ob->move_status++ > 16) 849 if (ob->move_status++ > 16)
1576 ob->move_status = 0; 850 ob->move_status = 0;
851
1577 if (ob->move_status < 6) 852 if (ob->move_status < 6)
1578 (void) move_object (ob, 3); 853 ob->move (3);
1579 else if (ob->move_status < 8) 854 else if (ob->move_status < 8)
1580 return; 855 return;
1581 else if (ob->move_status < 13) 856 else if (ob->move_status < 13)
1582 (void) move_object (ob, 7); 857 ob->move (7);
1583 else 858 else
1584 return; 859 return;
1585} 860}
1586 861
862static void
863rand_move (object *ob)
864{
865 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++)
867 if (ob->move (ob->move_status = rndm (8) + 1))
868 return;
869}
870
871#define MAX_KNOWN_SPELLS 20
872
873/* Returns a randomly selected spell. This logic is still
874 * less than ideal. This code also only seems to deal with
875 * wizard spells, as the check is against sp, and not grace.
876 * can mosnters know cleric spells?
877 */
878static object *
879monster_choose_random_spell (object *monster)
880{
881 object *altern[MAX_KNOWN_SPELLS];
882 int i = 0;
883
884 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
885 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
886 {
887 /* Check and see if it's actually a useful spell.
888 * If its a spellbook, the spell is actually the inventory item.
889 * if it is a spell, then it is just the object itself.
890 */
891 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
892 {
893 altern [i++] = tmp;
894
895 if (i == MAX_KNOWN_SPELLS)
896 break;
897 }
898 }
899
900 return i ? altern [rndm (i)] : 0;
901}
902
903/* This checks to see if the monster should cast a spell/ability.
904 * it returns true if the monster casts a spell, 0 if he doesn't.
905 * head is the head of the monster.
906 * part is the part of the monster we are checking against.
907 * pl is the target.
908 * dir is the direction to case.
909 * rv is the vector which describes where the enemy is.
910 */
911static int
912monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
913{
914 object *spell_item;
915 object *owner;
916 rv_vector rv1;
917
918 /* If you want monsters to cast spells over friends, this spell should
919 * be removed. It probably should be in most cases, since monsters still
920 * don't care about residual effects (ie, casting a cone which may have a
921 * clear path to the player, the side aspects of the code will still hit
922 * other monsters)
923 */
924 if (!(dir = path_to_player (part, pl, 0)))
925 return 0;
926
927 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
928 {
929 get_rangevector (head, owner, &rv1, 0x1);
930 if (dirdiff (dir, rv1.direction) < 2)
931 return 0; /* Might hit owner with spell */
932 }
933
934 if (head->flag [FLAG_CONFUSED])
935 dir = absdir (dir + rndm (3) + rndm (3) - 2);
936
937 /* If the monster hasn't already chosen a spell, choose one
938 * I'm not sure if it really make sense to pre-select spells (events
939 * could be different by the time the monster goes again).
940 */
941 if (head->spellitem == NULL)
942 {
943 if ((spell_item = monster_choose_random_spell (head)) == NULL)
944 {
945 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
946 return 0;
947 }
948
949 if (spell_item->type == SPELLBOOK)
950 {
951 if (!spell_item->inv)
952 {
953 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
954 return 0;
955 }
956
957 spell_item = spell_item->inv;
958 }
959 }
960 else
961 spell_item = head->spellitem;
962
963 if (!spell_item)
964 return 0;
965
966 /* Best guess this is a defensive/healing spell */
967 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
968 dir = 0;
969
970 /* Monster doesn't have enough spell-points */
971 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
972 return 0;
973
974 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
975 return 0;
976
977 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
978 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
979
980 /* set this to null, so next time monster will choose something different */
981 head->spellitem = NULL;
982
983 return cast_spell (part, part, dir, spell_item, NULL);
984}
985
986static int
987monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
988{
989 object *scroll;
990 object *owner;
991 rv_vector rv1;
992
993 /* If you want monsters to cast spells over friends, this spell should
994 * be removed. It probably should be in most cases, since monsters still
995 * don't care about residual effects (ie, casting a cone which may have a
996 * clear path to the player, the side aspects of the code will still hit
997 * other monsters)
998 */
999 if (!(dir = path_to_player (part, pl, 0)))
1000 return 0;
1001
1002 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1003 {
1004 get_rangevector (head, owner, &rv1, 0x1);
1005 if (dirdiff (dir, rv1.direction) < 2)
1006 {
1007 return 0; /* Might hit owner with spell */
1008 }
1009 }
1010
1011 if (head->flag [FLAG_CONFUSED])
1012 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1013
1014 for (scroll = head->inv; scroll; scroll = scroll->below)
1015 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1016 break;
1017
1018 /* Used up all his scrolls, so nothing do to */
1019 if (!scroll)
1020 {
1021 head->clr_flag (FLAG_READY_SCROLL);
1022 return 0;
1023 }
1024
1025 /* Spell should be cast on caster (ie, heal, strength) */
1026 if (scroll->inv->range == 0)
1027 dir = 0;
1028
1029 apply_scroll (part, scroll, dir);
1030 return 1;
1031}
1032
1033/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1034 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1035 * SK_MISSILE_WEAPON to make those respective attacks, if we
1036 * required that we would drastically increase the memory
1037 * requirements of CF!!
1038 *
1039 * The skills we are treating here are all but those. -b.t.
1040 *
1041 * At the moment this is only useful for throwing, perhaps for
1042 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1043 */
1044static int
1045monster_use_skill (object *head, object *part, object *pl, int dir)
1046{
1047 object *skill, *owner;
1048
1049 if (!(dir = path_to_player (part, pl, 0)))
1050 return 0;
1051
1052 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1053 {
1054 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1055
1056 if (dirdiff (dir, dir2) < 1)
1057 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1058 }
1059
1060 if (head->flag [FLAG_CONFUSED])
1061 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1062
1063 object *new_skill = 0;
1064
1065 // skill selection - monster will use the last unused skill
1066 // and rotate, eventually cycling through all skills.
1067 for (skill = head->inv; skill; skill = skill->below)
1068 if (skill->type == SKILL && skill != head->chosen_skill)
1069 new_skill = skill;
1070
1071 if (new_skill)
1072 splay (head->chosen_skill = new_skill);
1073 else if (!head->chosen_skill)
1074 {
1075 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1076 head->clr_flag (FLAG_READY_SKILL);
1077 return 0;
1078 }
1079
1080 /* use skill */
1081 return do_skill (head, part, head->chosen_skill, dir, NULL);
1082}
1083
1084/* Monster will use a ranged spell attack. */
1085static int
1086monster_use_range (object *head, object *part, object *pl, int dir)
1087{
1088 object *wand, *owner;
1089 int at_least_one = 0;
1090
1091 if (!(dir = path_to_player (part, pl, 0)))
1092 return 0;
1093
1094 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1095 {
1096 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1097
1098 if (dirdiff (dir, dir2) < 2)
1099 return 0; /* Might hit owner with spell */
1100 }
1101
1102 if (head->flag [FLAG_CONFUSED])
1103 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1104
1105 for (wand = head->inv; wand; wand = wand->below)
1106 {
1107 if (wand->type == WAND)
1108 {
1109 /* Found a wand, let's see if it has charges left */
1110 at_least_one = 1;
1111 if (wand->stats.food <= 0)
1112 continue;
1113
1114 cast_spell (head, wand, dir, wand->inv, NULL);
1115
1116 if (!(--wand->stats.food))
1117 {
1118 if (wand->arch)
1119 {
1120 wand->clr_flag (FLAG_ANIMATE);
1121 wand->face = wand->arch->face;
1122 wand->set_speed (0);
1123 }
1124 }
1125 /* Success */
1126 return 1;
1127 }
1128 else if (wand->type == ROD || wand->type == HORN)
1129 {
1130 /* Found rod/horn, let's use it if possible */
1131 at_least_one = 1;
1132 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1133 continue;
1134
1135 /* drain charge before casting spell - can be a case where the
1136 * spell destroys the monster, and rod, so if done after, results
1137 * in crash.
1138 */
1139 drain_rod_charge (wand);
1140 cast_spell (head, wand, dir, wand->inv, NULL);
1141
1142 /* Success */
1143 return 1;
1144 }
1145 }
1146
1147 if (at_least_one)
1148 return 0;
1149
1150 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1151 head->clr_flag (FLAG_READY_RANGE);
1152 return 0;
1153}
1154
1155static int
1156monster_use_bow (object *head, object *part, object *pl, int dir)
1157{
1158 object *owner;
1159
1160 if (!(dir = path_to_player (part, pl, 0)))
1161 return 0;
1162
1163 if (head->flag [FLAG_CONFUSED])
1164 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1165
1166 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1167 {
1168 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1169
1170 if (dirdiff (dir, dir2) < 1)
1171 return 0; /* Might hit owner with arrow */
1172 }
1173
1174 /* in server/player.c */
1175 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1176
1177}
1178
1587void 1179void
1588rand_move (object *ob) 1180npc_call_help (object *op)
1589{ 1181{
1590 int i; 1182 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1183 {
1184 mapspace &ms = m->at (nx, ny);
1591 1185
1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1186 /* If nothing alive on this space, no need to search the space. */
1593 for (i = 0; i < 5; i++) 1187 if (!(ms.flags () & P_IS_ALIVE))
1594 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1188 continue;
1595 return; 1189
1190 for (object *npc = ms.bot; npc; npc = npc->above)
1191 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1192 npc->enemy = op->enemy;
1193 }
1596} 1194}
1597 1195
1598void 1196void
1599check_earthwalls (object *op, maptile *m, int x, int y) 1197check_earthwalls (object *op, maptile *m, int x, int y)
1600{ 1198{
1601 object *tmp;
1602
1603 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1199 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1604 {
1605 if (tmp->type == EARTHWALL) 1200 if (tmp->type == EARTHWALL)
1606 { 1201 {
1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1202 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1608 return; 1203 return;
1609 } 1204 }
1610 }
1611} 1205}
1612 1206
1613void 1207void
1614check_doors (object *op, maptile *m, int x, int y) 1208check_doors (object *op, maptile *m, int x, int y)
1615{ 1209{
1616 object *tmp;
1617
1618 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1210 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1619 {
1620 if (tmp->type == DOOR) 1211 if (tmp->type == DOOR)
1621 { 1212 {
1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1213 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1623 return; 1214 return;
1624 } 1215 }
1625 }
1626} 1216}
1627 1217
1628/* find_mon_throw_ob() - modeled on find_throw_ob 1218/* find_mon_throw_ob() - modeled on find_throw_ob
1629 * This is probably overly simplistic as it is now - We want 1219 * This is probably overly simplistic as it is now - We want
1630 * monsters to throw things like chairs and other pieces of 1220 * monsters to throw things like chairs and other pieces of
1631 * furniture, even if they are not good throwable objects. 1221 * furniture, even if they are not good throwable objects.
1632 * Probably better to have the monster throw a throwable object 1222 * Probably better to have the monster throw a throwable object
1633 * first, then throw any non equipped weapon. 1223 * first, then throw any non equipped weapon.
1634 */ 1224 */
1635
1636object * 1225object *
1637find_mon_throw_ob (object *op) 1226find_mon_throw_ob (object *op)
1638{ 1227{
1639 object *tmp = NULL; 1228 object *tmp = NULL;
1640 1229
1647 * marked item and throw it to the enemy. 1236 * marked item and throw it to the enemy.
1648 */ 1237 */
1649 for (tmp = op->inv; tmp; tmp = tmp->below) 1238 for (tmp = op->inv; tmp; tmp = tmp->below)
1650 { 1239 {
1651 /* Can't throw invisible objects or items that are applied */ 1240 /* Can't throw invisible objects or items that are applied */
1652 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1241 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1653 continue; 1242 continue;
1654 1243
1655 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1244 if (tmp->flag [FLAG_IS_THROWN])
1656 break; 1245 break;
1657 1246
1658 } 1247 }
1659 1248
1660#ifdef DEBUG_THROW 1249#ifdef DEBUG_THROW
1662#endif 1251#endif
1663 1252
1664 return tmp; 1253 return tmp;
1665} 1254}
1666 1255
1256/*
1257 * Move-monster returns 1 if the object has been freed, otherwise 0.
1258 */
1259int
1260move_monster (object *op)
1261{
1262 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1263 object *owner, *enemy, *part, *oph = op;
1264 rv_vector rv;
1265
1266 /* Monsters not on maps don't do anything. These monsters are things
1267 * Like royal guards in city dwellers inventories.
1268 */
1269 if (!op->map)
1270 return 0;
1271
1272 /* for target facing, we copy this value here for fast access */
1273 if (oph->head) /* force update the head - one arch one pic */
1274 oph = oph->head;
1275
1276 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1277 enemy = op->enemy = 0;
1278 else if ((enemy = find_enemy (op, &rv)))
1279 /* we have an enemy, just tell him we want him dead */
1280 enemy->attacked_by = op; /* our ptr */
1281
1282 /* generate hp, if applicable */
1283 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1284 {
1285 /* last heal is in funny units. Dividing by speed puts
1286 * the regeneration rate on a basis of time instead of
1287 * #moves the monster makes. The scaling by 8 is
1288 * to capture 8th's of a hp fraction regens
1289 */
1290 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1291 op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1292 op->last_heal = last_heal % 32;
1293
1294 /* So if the monster has gained enough HP that they are no longer afraid */
1295 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1296 op->flag [FLAG_RUN_AWAY] = false;
1297 }
1298
1299 /* generate sp, if applicable */
1300 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1301 {
1302 /* last_sp is in funny units. Dividing by speed puts
1303 * the regeneration rate on a basis of time instead of
1304 * #moves the monster makes. The scaling by 8 is
1305 * to capture 8th's of a sp fraction regens
1306 */
1307
1308 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1309 op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1310 op->last_sp = last_sp % 128;
1311 }
1312
1313 /* this should probably get modified by many more values.
1314 * (eg, creatures resistance to fear, level, etc. )
1315 */
1316 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1317 op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1318
1319 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1320 return op->flag [FLAG_FREED];
1321
1322 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1323 ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1324 if (!check_wakeup (op, enemy, &rv))
1325 return 0;
1326
1327 /* check if monster pops out of hidden spot */
1328 if (op->flag [FLAG_HIDDEN])
1329 do_hidden_move (op);
1330
1331 if (op->pick_up)
1332 monster_check_pickup (op);
1333
1334 if (op->will_apply)
1335 monster_apply_below (op); /* Check for items to apply below */
1336
1337 /* If we don't have an enemy, do special movement or the like */
1338 if (!enemy)
1339 {
1340 if (op->flag [FLAG_ONLY_ATTACK])
1341 {
1342 op->drop_and_destroy ();
1343 return 1;
1344 }
1345
1346 /* Probably really a bug for a creature to have both
1347 * stand still and a movement type set.
1348 */
1349 if (!op->flag [FLAG_STAND_STILL])
1350 {
1351 if (op->attack_movement & HI4)
1352 {
1353 switch (op->attack_movement & HI4)
1354 {
1355 case PETMOVE:
1356 pet_move (op);
1357 break;
1358
1359 case CIRCLE1:
1360 circ1_move (op);
1361 break;
1362
1363 case CIRCLE2:
1364 circ2_move (op);
1365 break;
1366
1367 case PACEV:
1368 pace_movev (op);
1369 break;
1370
1371 case PACEH:
1372 pace_moveh (op);
1373 break;
1374
1375 case PACEV2:
1376 pace2_movev (op);
1377 break;
1378
1379 case PACEH2:
1380 pace2_moveh (op);
1381 break;
1382
1383 case RANDO:
1384 rand_move (op);
1385 break;
1386
1387 case RANDO2:
1388 move_randomly (op);
1389 break;
1390 }
1391
1392 return 0;
1393 }
1394 else if (op->flag [FLAG_RANDOM_MOVE])
1395 move_randomly (op);
1396 } /* stand still */
1397
1398 return 0;
1399 } /* no enemy */
1400
1401 /* We have an enemy. Block immediately below is for pets */
1402 if ((op->attack_movement & HI4) == PETMOVE
1403 && (owner = op->owner) != NULL
1404 && !on_same_map (op, owner)
1405 && !owner->flag [FLAG_REMOVED])
1406 return follow_owner (op, owner);
1407
1408 /* doppleganger code to change monster facing to that of the nearest
1409 * player. Hmm. The code is here, but no monster in the current
1410 * arch set uses it.
1411 */
1412 if (op->race == shstr_doppleganger)
1413 {
1414 op->face = enemy->face;
1415 op->name = enemy->name;
1416 }
1417
1418 /* Calculate range information for closest body part - this
1419 * is used for the 'skill' code, which isn't that smart when
1420 * it comes to figuring it out - otherwise, giants throw boulders
1421 * into themselves.
1422 */
1423 get_rangevector (op, enemy, &rv, 0);
1424
1425 /* Move the check for scared up here - if the monster was scared,
1426 * we were not doing any of the logic below, so might as well save
1427 * a few cpu cycles.
1428 */
1429 if (!op->flag [FLAG_SCARED])
1430 {
1431 rv_vector rv1;
1432
1433 /* now we test every part of an object .... this is a real ugly piece of code */
1434 for (part = op; part; part = part->more)
1435 {
1436 get_rangevector (part, enemy, &rv1, 0x1);
1437 dir = rv1.direction;
1438
1439 /* hm, not sure about this part - in original was a scared flag here too
1440 * but that we test above... so can be old code here
1441 */
1442 if (op->flag [FLAG_RUN_AWAY])
1443 dir = absdir (dir + 4);
1444
1445 if (op->flag [FLAG_CONFUSED])
1446 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1447
1448 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1449 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1450 return 0;
1451
1452 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1453 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1454 return 0;
1455
1456 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1457 if (monster_use_range (op, part, enemy, dir))
1458 return 0;
1459
1460 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1461 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1462 return 0;
1463
1464 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1465 if (monster_use_bow (op, part, enemy, dir))
1466 return 0;
1467 } /* for processing of all parts */
1468 } /* If not scared */
1469
1470 part = rv.part;
1471 dir = rv.direction;
1472
1473//-GPL
1474
1475 // if the enemy is a player, we have los. if los says we
1476 // can directly reach the player, we do not deviate.
1477 // for non-players, we never deviate
1478 if (op->stats.Wis >= 8
1479 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1480 {
1481 int sdir = 0;
1482 uint32_t &smell = op->ms ().smell;
1483
1484 for (int ndir = 1; ndir <= 8; ++ndir)
1485 {
1486 mapxy pos (op); pos.move (ndir);
1487
1488 if (pos.normalise ())
1489 {
1490 mapspace &ms = pos.ms ();
1491
1492 if (ms.smell > smell)
1493 {
1494 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1495 if (op->stats.Wis >= 10)
1496 smell = ms.smell - 1; // smarter: tell others
1497
1498 sdir = ndir;
1499
1500 // perturbing the path might let the monster lose track,
1501 // but it will also widen the actual path, spreading information
1502 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1503 sdir = absdir (sdir + 1 - rndm (2) * 2);
1504 }
1505 }
1506 }
1507
1508 if (sdir)
1509 dir = sdir;
1510 else if (smell)
1511 {
1512 // no better smell found, so assume the player jumped, and erase this smell
1513 //printf ("erasing smell %d\n", op->ms ().smell);//D
1514 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1515 m->at (nx, ny).smell = 0;
1516 }
1517 }
1518
1519//+GPL
1520
1521 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1522 dir = absdir (dir + 4);
1523
1524 if (op->flag [FLAG_CONFUSED])
1525 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1526
1527 pre_att_dir = dir; /* remember the original direction */
1528
1529 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1530 {
1531 switch (op->attack_movement & LO4)
1532 {
1533 case DISTATT:
1534 dir = dist_att (dir, op, enemy, part, &rv);
1535 break;
1536
1537 case RUNATT:
1538 dir = run_att (dir, op, enemy, part, &rv);
1539 break;
1540
1541 case HITRUN:
1542 dir = hitrun_att (dir, op, enemy);
1543 break;
1544
1545 case WAITATT:
1546 dir = wait_att (dir, op, enemy, part, &rv);
1547 break;
1548
1549 case RUSH: /* default - monster normally moves towards player */
1550 case ALLRUN:
1551 break;
1552
1553 case DISTHIT:
1554 dir = disthit_att (dir, op, enemy, part, &rv);
1555 break;
1556
1557 case WAIT2:
1558 dir = wait_att2 (dir, op, enemy, part, &rv);
1559 break;
1560
1561 default:
1562 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1563 }
1564 }
1565
1566 if (!dir)
1567 return 0;
1568
1569 if (!op->flag [FLAG_STAND_STILL])
1570 {
1571 if (op->move (dir)) /* Can the monster move directly toward player? */
1572 {
1573 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1574 if ((op->attack_movement & LO4) == DISTATT)
1575 op->direction = pre_att_dir;
1576
1577 return 0;
1578 }
1579
1580 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1581 {
1582 /* Try move around corners if !close */
1583 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1584
1585 for (diff = 1; diff <= maxdiff; diff++)
1586 {
1587 /* try different detours */
1588 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1589
1590 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1591 return 0;
1592 }
1593 }
1594 } /* if monster is not standing still */
1595
1596 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1597 if ((op->attack_movement & LO4) == DISTATT)
1598 op->direction = pre_att_dir;
1599
1600 /*
1601 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1602 * direction if they can't move away.
1603 */
1604 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1605 if (move_randomly (op))
1606 return 0;
1607
1608 /*
1609 * Try giving the monster a new enemy - the player that is closest
1610 * to it. In this way, it won't just keep trying to get to a target
1611 * that is inaccessible.
1612 * This could be more clever - it should go through a list of several
1613 * enemies, as it is now, you could perhaps get situations where there
1614 * are two players flanking the monster at close distance, but which
1615 * the monster can't get to, and a third one at a far distance that
1616 * the monster could get to - as it is, the monster won't look at that
1617 * third one.
1618 */
1619 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1620 {
1621 object *nearest_player = get_nearest_player (op);
1622
1623 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1624 {
1625 op->enemy = 0;
1626 enemy = nearest_player;
1627 }
1628 }
1629
1630 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1631 {
1632 /* The adjustement to wc that was here before looked totally bogus -
1633 * since wc can in fact get negative, that would mean by adding
1634 * the current wc, the creature gets better? Instead, just
1635 * add a fixed amount - nasty creatures that are runny away should
1636 * still be pretty nasty.
1637 */
1638 if (op->flag [FLAG_RUN_AWAY])
1639 {
1640 part->stats.wc += 10;
1641 skill_attack (enemy, part, 0, NULL, NULL);
1642 part->stats.wc -= 10;
1643 }
1644 else
1645 skill_attack (enemy, part, 0, NULL, NULL);
1646 } /* if monster is in attack range */
1647
1648 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1649 return 1;
1650
1651 if (op->flag [FLAG_ONLY_ATTACK])
1652 {
1653 op->drop_and_destroy ();
1654 return 1;
1655 }
1656
1657 return 0;
1658}
1659
1667/* determine if we can 'detect' the enemy. Check for walls blocking the 1660/* determine if we can 'detect' the enemy. Check for walls blocking the
1668 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1661 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1669 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1662 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1670 * modified by MSW to use the get_rangevector so that map tiling works 1663 * modified by MSW to use the get_rangevector so that map tiling works
1671 * properly. I also so odd code in place that checked for x distance 1664 * 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 1665 * OR y distance being within some range - that seemed wrong - both should
1673 * be within the valid range. MSW 2001-08-05 1666 * be within the valid range. MSW 2001-08-05
1674 * Returns 0 if enemy can not be detected, 1 if it is detected 1667 * Returns 0 if enemy can not be detected, 1 if it is detected
1675 */ 1668 */
1676
1677int 1669int
1678can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1670can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1679{ 1671{
1680 int radius = MIN_MON_RADIUS, hide_discovery;
1681
1682 /* null detection for any of these condtions always */ 1672 /* null detection for any of these condtions always */
1683 if (!op || !enemy || !op->map || !enemy->map) 1673 if (!op || !enemy || !op->map || !enemy->map)
1684 return 0; 1674 return 0;
1685 1675
1686 /* If the monster (op) has no way to get to the enemy, do nothing */ 1676 /* If the monster (op) has no way to get to the enemy, do nothing */
1688 return 0; 1678 return 0;
1689 1679
1690 get_rangevector (op, enemy, rv, 0); 1680 get_rangevector (op, enemy, rv, 0);
1691 1681
1692 /* Monsters always ignore the DM */ 1682 /* Monsters always ignore the DM */
1693 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1683 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1694 return 0; 1684 return 0;
1695 1685
1696 /* simple check. Should probably put some range checks in here. */ 1686 /* simple check. Should probably put some range checks in here. */
1697 if (can_see_enemy (op, enemy)) 1687 if (can_see_enemy (op, enemy))
1698 return 1; 1688 return 1;
1699 1689
1700 /* The rest of this is for monsters. Players are on their own for 1690 /* The rest of this is for monsters. Players are on their own for
1701 * finding enemies! 1691 * finding enemies!
1702 */ 1692 */
1703 if (op->type == PLAYER) 1693 if (op->is_player ())
1704 return 0; 1694 return 0;
1705 1695
1706 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1696 /* 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 1697 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1708 */ 1698 */
1709 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1699 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1710 return 0; 1700 return 0;
1711 1701
1702 int radius = MIN_MON_RADIUS;
1703
1712 /* use this for invis also */ 1704 /* use this for invis also */
1713 hide_discovery = op->stats.Int / 5; 1705 int hide_discovery = op->stats.Int / 5;
1714 1706
1715 /* Determine Detection radii */ 1707 /* Determine Detection radii */
1716 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1708 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; 1709 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1718 else 1710 else
1719 { /* a level/INT/Dex adjustment for hiding */ 1711 { /* a level/INT/Dex adjustment for hiding */
1720 object *sk_hide;
1721 int bonus = (op->level / 2) + (op->stats.Int / 5); 1712 int bonus = op->level / 2 + op->stats.Int / 5;
1722 1713
1723 if (enemy->type == PLAYER) 1714 if (enemy->is_player ())
1724 { 1715 {
1725 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1716 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1726 bonus -= sk_hide->level; 1717 bonus -= sk_hide->level;
1727 else 1718 else
1728 { 1719 {
1729 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1720 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1730 make_visible (enemy); 1721 make_visible (enemy);
1736 1727
1737 radius += bonus / 5; 1728 radius += bonus / 5;
1738 hide_discovery += bonus * 5; 1729 hide_discovery += bonus * 5;
1739 } /* else creature has modifiers for hiding */ 1730 } /* else creature has modifiers for hiding */
1740 1731
1741 /* Radii stealth adjustment. Only if you are stealthy 1732 /* Radii stealth adjustment. Only if you are stealthy
1742 * will you be able to sneak up closer to creatures */ 1733 * will you be able to sneak up closer to creatures */
1743 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1734 if (enemy->flag [FLAG_STEALTH])
1744 radius = radius / 2, hide_discovery = hide_discovery / 3; 1735 {
1736 radius /= 2;
1737 hide_discovery /= 3;
1738 }
1745 1739
1746 /* Radii adjustment for enemy standing in the dark */ 1740 /* Radii adjustment for enemy standing in the dark */
1747 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1741 if (!stand_in_light (enemy))
1748 { 1742 {
1749 /* on dark maps body heat can help indicate location with infravision 1743 /* on dark maps body heat can help indicate location with infravision
1750 * undead don't have body heat, so no benefit detecting them. 1744 * undead don't have body heat, so no benefit detecting them.
1751 */ 1745 */
1752 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1746 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1753 radius += op->map->darkness / 2; 1747 radius += op->map->darklevel () / 2;
1754 else 1748 else
1755 radius -= op->map->darkness / 2; 1749 radius -= op->map->darklevel () / 2;
1756 1750
1757 /* op next to a monster (and not in complete darkness) 1751 /* op next to a monster (and not in complete darkness)
1758 * the monster should have a chance to see you. 1752 * the monster should have a chance to see you.
1759 */ 1753 */
1760 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1754 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1761 radius = MIN_MON_RADIUS; 1755 radius = MIN_MON_RADIUS;
1762 } /* if on dark map */ 1756 } /* if on dark map */
1763 1757
1764 /* Lets not worry about monsters that have incredible detection 1758 /* Lets not worry about monsters that have incredible detection
1765 * radii, we only need to worry here about things the player can 1759 * 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 1761 * may have for their map - in that way, creatures at the edge will
1768 * do something. Note that the distance field in the 1762 * do something. Note that the distance field in the
1769 * vector is real distance, so in theory this should be 18 to 1763 * vector is real distance, so in theory this should be 18 to
1770 * find that. 1764 * find that.
1771 */ 1765 */
1772 if (radius > 13) 1766 // note that the above reasoning was utter bullshit even at the time it was written
1773 radius = 13; 1767 // we use 25, lets see if we have the cpu time for it
1768 min_it (radius, 25);
1774 1769
1775 /* Enemy in range! Now test for detection */ 1770 /* Enemy in range! Now test for detection */
1776 if ((int) rv->distance <= radius) 1771 if (rv->distance <= radius)
1777 { 1772 {
1778 /* ah, we are within range, detected? take cases */ 1773 /* ah, we are within range, detected? take cases */
1779 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1774 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1780 return 1; 1775 return 1;
1781 1776
1782 /* hidden or low-quality invisible */ 1777 /* hidden or low-quality invisible */
1783 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1778 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1784 { 1779 {
1785 make_visible (enemy); 1780 make_visible (enemy);
1781
1786 /* inform players of new status */ 1782 /* inform players of new status */
1787 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1783 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); 1784 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1785
1789 return 1; /* detected enemy */ 1786 return 1; /* detected enemy */
1790 } 1787 }
1791 else if (enemy->invisible) 1788 else if (enemy->invisible)
1792 { 1789 {
1793 /* Change this around - instead of negating the invisible, just 1790 /* Change this around - instead of negating the invisible, just
1794 * return true so that the mosnter that managed to detect you can 1791 * return true so that the monster that managed to detect you can
1795 * do something to you. Decreasing the duration of invisible 1792 * do something to you. Decreasing the duration of invisible
1796 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1793 * 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 - 1794 * can then basically negate the spell. The spell isn't negated -
1798 * they just know where you are! 1795 * they just know where you are!
1799 */ 1796 */
1800 if ((rndm (50)) <= hide_discovery) 1797 if (rndm (50) <= hide_discovery)
1801 { 1798 {
1802 if (enemy->type == PLAYER) 1799 if (enemy->type == PLAYER)
1803 {
1804 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1800 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1805 } 1801
1806 return 1; 1802 return 1;
1807 } 1803 }
1808 } 1804 }
1809 } /* within range */ 1805 } /* within range */
1810 1806
1811 /* Wasn't detected above, so still hidden */ 1807 /* Wasn't detected above, so still hidden */
1812 return 0; 1808 return 0;
1813} 1809}
1814 1810
1815/* determine if op stands in a lighted square. This is not a very 1811/* 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 1812 * intelligent algorithm. For one thing, we ignore los here, SO it
1817 * is possible for a bright light to illuminate a player on the 1813 * is possible for a bright light to illuminate a player on the
1818 * other side of a wall (!). 1814 * other side of a wall (!).
1819 */ 1815 */
1820
1821int 1816int
1822stand_in_light (object *op) 1817stand_in_light (object *op)
1823{ 1818{
1824 sint16 nx, ny;
1825 maptile *m;
1826
1827
1828 if (!op) 1819 if (op)
1820 {
1821 if (!op->is_on_map ())
1829 return 0; 1822 return 0;
1823
1824 if (op->map->darklevel () <= 0)
1825 return 1;
1826
1830 if (op->glow_radius > 0) 1827 if (op->glow_radius > 0)
1831 return 1; 1828 return 1;
1832 1829
1833 if (op->map) 1830 if (op->map)
1834 { 1831 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1835 int x, y, x1, y1; 1832 {
1833 mapspace &ms = m->at (nx, ny);
1836 1834
1835 ms.update ();
1837 1836
1838
1839 /* Check the spaces with the max light radius to see if any of them 1837 /* 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. 1838 * 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 { 1839 */
1846 m = op->map; 1840 int light = ms.light;
1847 nx = x;
1848 ny = y;
1849 1841
1850 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1842 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; 1843 return 1;
1857 } 1844 }
1858 }
1859 } 1845 }
1846
1860 return 0; 1847 return 0;
1861} 1848}
1862 1849
1863
1864/* assuming no walls/barriers, lets check to see if its *possible* 1850/* assuming no walls/barriers, lets check to see if its *possible*
1865 * to see an enemy. Note, "detection" is different from "seeing". 1851 * to see an enemy. Note, "detection" is different from "seeing".
1866 * See can_detect_enemy() for more details. -b.t. 1852 * See can_detect_enemy() for more details. -b.t.
1867 * return 0 if can't be seen, 1 if can be 1853 * return 0 if can't be seen, 1 if can be
1868 */ 1854 */
1869
1870int 1855int
1871can_see_enemy (object *op, object *enemy) 1856can_see_enemy (object *op, object *enemy)
1872{ 1857{
1873 object *looker = op->head ? op->head : op; 1858 object *looker = op->head ? op->head : op;
1874 1859
1875 /* safety */ 1860 /* safety */
1876 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1861 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1877 return 0; 1862 return 0;
1878 1863
1879 /* we dont give a full treatment of xrays here (shorter range than normal, 1864 /* we dont give a full treatment of xrays here (shorter range than normal,
1880 * see through walls). Should we change the code elsewhere to make you 1865 * see through walls). Should we change the code elsewhere to make you
1881 * blind even if you can xray? 1866 * blind even if you can xray?
1882 */ 1867 */
1883 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1868 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1884 return 0; 1869 return 0;
1885 1870
1886 /* checking for invisible things */ 1871 /* checking for invisible things */
1887 if (enemy->invisible) 1872 if (enemy->invisible)
1888 { 1873 {
1889 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1874 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1890 * However,if you carry any source of light, then the hidden 1875 * However,if you carry any source of light, then the hidden
1891 * creature is seeable (and stupid) */ 1876 * creature is seeable (and stupid) */
1892 1877
1893 if (has_carried_lights (enemy)) 1878 if (enemy->has_carried_lights ())
1894 { 1879 {
1895 if (enemy->hide) 1880 if (enemy->flag [FLAG_HIDDEN])
1896 { 1881 {
1897 make_visible (enemy); 1882 make_visible (enemy);
1898 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1899 } 1884 }
1885
1900 return 1; 1886 return 1;
1901 } 1887 }
1902 else if (enemy->hide) 1888 else if (enemy->flag [FLAG_HIDDEN])
1903 return 0; 1889 return 0;
1904 1890
1905 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1906 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1907 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1908 */ 1894 */
1909 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1895 if (!looker->flag [FLAG_SEE_INVISIBLE])
1910 {
1911 if (makes_invisible_to (enemy, looker)) 1896 if (makes_invisible_to (enemy, looker))
1912 return 0; 1897 return 0;
1913 }
1914 } 1898 }
1915 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1899 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1916 if (player_can_view (looker, enemy)) 1900 if (player_can_view (looker, enemy))
1917 return 1; 1901 return 1;
1918 1902
1919 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1903 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1920 * unless they carry a light or stand in light. Darkness doesnt 1904 * unless they carry a light or stand in light. Darkness doesnt
1921 * inhibit the undead per se (but we should give their archs 1905 * inhibit the undead per se (but we should give their archs
1922 * CAN_SEE_IN_DARK, this is just a safety 1906 * CAN_SEE_IN_DARK, this is just a safety
1923 * we care about the enemy maps status, not the looker. 1907 * we care about the enemy maps status, not the looker.
1924 * only relevant for tiled maps, but it is possible that the 1908 * 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 1909 * enemy is on a bright map and the looker on a dark - in that
1926 * case, the looker can still see the enemy 1910 * case, the looker can still see the enemy
1927 */ 1911 */
1928 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1912 if (!stand_in_light (enemy)
1929 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1913 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1930 return 0; 1914 return 0;
1931 1915
1932 return 1; 1916 return 1;
1933} 1917}
1918
1919//-GPL

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