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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.16 by root, Mon Dec 18 03:00:02 2006 UTC vs.
Revision 1.38 by root, Thu Aug 23 16:46:28 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef __CEXTRACT__
26# include <sproto.h> 25#include <sproto.h>
27# include <spells.h> 26#include <spells.h>
28# include <skills.h> 27#include <skills.h>
29#endif
30
31 28
32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 29#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33
34 30
35/* checks npc->enemy and returns that enemy if still valid, 31/* checks npc->enemy and returns that enemy if still valid,
36 * NULL otherwise. 32 * NULL otherwise.
37 * this is map tile aware. 33 * this is map tile aware.
38 * If this returns an enemy, the range vector rv should also be 34 * If this returns an enemy, the range vector rv should also be
88 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
89 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
90 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
91 * as the enemy to attack. 87 * as the enemy to attack.
92 */ 88 */
93 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
94 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM)
95 npc->enemy = NULL; 93 npc->enemy = NULL;
96 94
97 } 95 }
96
98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
99} 98}
100 99
101/* Returns the nearest living creature (monster or generator). 100/* Returns the nearest living creature (monster or generator).
102 * Modified to deal with tiled maps properly. 101 * Modified to deal with tiled maps properly.
116find_nearest_living_creature (object *npc) 115find_nearest_living_creature (object *npc)
117{ 116{
118 int i, mflags; 117 int i, mflags;
119 sint16 nx, ny; 118 sint16 nx, ny;
120 maptile *m; 119 maptile *m;
121 object *tmp;
122 int search_arr[SIZEOFFREE]; 120 int search_arr[SIZEOFFREE];
123 121
124 get_search_arr (search_arr); 122 get_search_arr (search_arr);
123
125 for (i = 0; i < SIZEOFFREE; i++) 124 for (i = 0; i < SIZEOFFREE; i++)
126 { 125 {
127 /* modified to implement smart searching using search_arr 126 /* modified to implement smart searching using search_arr
128 * guidance array to determine direction of search order 127 * guidance array to determine direction of search order
129 */ 128 */
130 nx = npc->x + freearr_x[search_arr[i]]; 129 nx = npc->x + freearr_x[search_arr[i]];
131 ny = npc->y + freearr_y[search_arr[i]]; 130 ny = npc->y + freearr_y[search_arr[i]];
132 m = npc->map; 131 m = npc->map;
133 132
134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 133 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
134
135 if (mflags & P_OUT_OF_MAP) 135 if (mflags & P_OUT_OF_MAP)
136 continue; 136 continue;
137 137
138 if (mflags & P_IS_ALIVE) 138 if (mflags & P_IS_ALIVE)
139 { 139 {
140 tmp = get_map_ob (m, nx, ny); 140 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
141 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 141 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
142 tmp = tmp->above;
143
144 if (!tmp)
145 {
146 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
147 m->path, nx, ny);
148 }
149 else
150 {
151 if (can_see_monsterP (m, nx, ny, i)) 142 if (can_see_monsterP (m, nx, ny, i))
152 return tmp; 143 return tmp;
153 } 144 }
154 } /* is something living on this space */
155 } 145 }
156 return NULL; /* nothing found */
157}
158 146
147 return 0;
148}
159 149
160/* Tries to find an enmy for npc. We pass the range vector since 150/* Tries to find an enemy for npc. We pass the range vector since
161 * our caller will find the information useful. 151 * our caller will find the information useful.
162 * Currently, only move_monster calls this function. 152 * Currently, only move_monster calls this function.
163 * Fix function so that we always make calls to get_rangevector 153 * Fix function so that we always make calls to get_rangevector
164 * if we have a valid target - function as not doing so in 154 * if we have a valid target - function as not doing so in
165 * many cases. 155 * many cases.
166 */ 156 */
167
168object * 157object *
169find_enemy (object *npc, rv_vector * rv) 158find_enemy (object *npc, rv_vector * rv)
170{ 159{
171 object *attacker, *tmp = NULL; 160 object *attacker, *tmp = NULL;
172 161
178 { 167 {
179 tmp = find_nearest_living_creature (npc); 168 tmp = find_nearest_living_creature (npc);
180 169
181 if (tmp) 170 if (tmp)
182 get_rangevector (npc, tmp, rv, 0); 171 get_rangevector (npc, tmp, rv, 0);
172
183 return tmp; 173 return tmp;
184 } 174 }
185 175
186 /* Here is the main enemy selection. 176 /* Here is the main enemy selection.
187 * We want this: if there is an enemy, attack him until its not possible or 177 * We want this: if there is an enemy, attack him until its not possible or
240/* Sees if this monster should wake up. 230/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 231 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 232 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 233 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 234 */
245
246int 235int
247check_wakeup (object *op, object *enemy, rv_vector * rv) 236check_wakeup (object *op, object *enemy, rv_vector * rv)
248{ 237{
249 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; 238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
250 239
289 int i; 278 int i;
290 279
291 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
292 for (i = 0; i < 15; i++) 281 for (i = 0; i < 15; i++)
293 { 282 {
294 if (move_object (op, RANDOM () % 8 + 1)) 283 if (move_object (op, rndm (8) + 1))
295 return 1; 284 return 1;
296 } 285 }
297 return 0; 286 return 0;
298} 287}
299 288
300/* 289/*
301 * Move-monster returns 1 if the object has been freed, otherwise 0. 290 * Move-monster returns 1 if the object has been freed, otherwise 0.
302 */ 291 */
303
304int 292int
305move_monster (object *op) 293move_monster (object *op)
306{ 294{
307 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 295 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
308 object *owner, *enemy, *part, *oph = op; 296 object *owner, *enemy, *part, *oph = op;
368 } 356 }
369 357
370 /* this should probably get modified by many more values. 358 /* this should probably get modified by many more values.
371 * (eg, creatures resistance to fear, level, etc. ) 359 * (eg, creatures resistance to fear, level, etc. )
372 */ 360 */
373 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
374 { 362 {
375 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
376 } 364 }
377 365
378 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
457 } /* stand still */ 445 } /* stand still */
458 return 0; 446 return 0;
459 } /* no enemy */ 447 } /* no enemy */
460 448
461 /* We have an enemy. Block immediately below is for pets */ 449 /* We have an enemy. Block immediately below is for pets */
462 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner)) 450 if ((op->attack_movement & HI4) == PETMOVE
451 && (owner = op->owner) != NULL
452 && !on_same_map (op, owner)
453 && !owner->flag [FLAG_REMOVED])
463 return follow_owner (op, owner); 454 return follow_owner (op, owner);
464 455
465 /* doppleganger code to change monster facing to that of the nearest 456 /* doppleganger code to change monster facing to that of the nearest
466 * player. Hmm. The code is here, but no monster in the current 457 * player. Hmm. The code is here, but no monster in the current
467 * arch set uses it. 458 * arch set uses it.
486 if (!QUERY_FLAG (op, FLAG_SCARED)) 477 if (!QUERY_FLAG (op, FLAG_SCARED))
487 { 478 {
488 rv_vector rv1; 479 rv_vector rv1;
489 480
490 /* now we test every part of an object .... this is a real ugly piece of code */ 481 /* now we test every part of an object .... this is a real ugly piece of code */
491 for (part = op; part != NULL; part = part->more) 482 for (part = op; part; part = part->more)
492 { 483 {
493 get_rangevector (part, enemy, &rv1, 0x1); 484 get_rangevector (part, enemy, &rv1, 0x1);
494 dir = rv1.direction; 485 dir = rv1.direction;
495 486
496 /* hm, not sure about this part - in original was a scared flag here too 487 /* hm, not sure about this part - in original was a scared flag here too
497 * but that we test above... so can be old code here 488 * but that we test above... so can be old code here
498 */ 489 */
499 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 490 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
500 dir = absdir (dir + 4); 491 dir = absdir (dir + 4);
492
501 if (QUERY_FLAG (op, FLAG_CONFUSED)) 493 if (QUERY_FLAG (op, FLAG_CONFUSED))
502 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 494 dir = absdir (dir + rndm (3) + rndm (3) - 2);
503 495
504 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 496 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
505 {
506 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 497 if (monster_cast_spell (op, part, enemy, dir, &rv1))
507 return 0; 498 return 0;
508 }
509 499
510 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 500 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
511 {
512 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
513 return 0; 502 return 0;
514 }
515 503
516 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 504 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
517 {
518 if (monster_use_range (op, part, enemy, dir)) 505 if (monster_use_range (op, part, enemy, dir))
519 return 0; 506 return 0;
520 } 507
521 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 508 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
522 {
523 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 509 if (monster_use_skill (op, rv.part, enemy, rv.direction))
524 return 0; 510 return 0;
525 } 511
526 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 512 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
527 {
528 if (monster_use_bow (op, part, enemy, dir)) 513 if (monster_use_bow (op, part, enemy, dir))
529 return 0; 514 return 0;
530 }
531 } /* for processing of all parts */ 515 } /* for processing of all parts */
532 } /* If not scared */ 516 } /* If not scared */
533 517
534 518
535 part = rv.part; 519 part = rv.part;
537 521
538 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 522 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
539 dir = absdir (dir + 4); 523 dir = absdir (dir + 4);
540 524
541 if (QUERY_FLAG (op, FLAG_CONFUSED)) 525 if (QUERY_FLAG (op, FLAG_CONFUSED))
542 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
543 527
544 pre_att_dir = dir; /* remember the original direction */ 528 pre_att_dir = dir; /* remember the original direction */
545 529
546 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 530 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
547 { 531 {
679can_hit (object *ob1, object *ob2, rv_vector * rv) 663can_hit (object *ob1, object *ob2, rv_vector * rv)
680{ 664{
681 object *more; 665 object *more;
682 rv_vector rv1; 666 rv_vector rv1;
683 667
684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 668 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
685 return 0; 669 return 0;
686 670
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 671 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1; 672 return 1;
689 673
798 return 0; /* Might hit owner with spell */ 782 return 0; /* Might hit owner with spell */
799 } 783 }
800 } 784 }
801 785
802 if (QUERY_FLAG (head, FLAG_CONFUSED)) 786 if (QUERY_FLAG (head, FLAG_CONFUSED))
803 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 787 dir = absdir (dir + rndm (3) + rndm (3) - 2);
804 788
805 /* If the monster hasn't already chosen a spell, choose one 789 /* If the monster hasn't already chosen a spell, choose one
806 * I'm not sure if it really make sense to pre-select spells (events 790 * I'm not sure if it really make sense to pre-select spells (events
807 * could be different by the time the monster goes again). 791 * could be different by the time the monster goes again).
808 */ 792 */
875 return 0; /* Might hit owner with spell */ 859 return 0; /* Might hit owner with spell */
876 } 860 }
877 } 861 }
878 862
879 if (QUERY_FLAG (head, FLAG_CONFUSED)) 863 if (QUERY_FLAG (head, FLAG_CONFUSED))
880 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 864 dir = absdir (dir + rndm (3) + rndm (3) - 2);
881 865
882 for (scroll = head->inv; scroll; scroll = scroll->below) 866 for (scroll = head->inv; scroll; scroll = scroll->below)
883 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 867 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
884 break; 868 break;
885 869
907 * The skills we are treating here are all but those. -b.t. 891 * The skills we are treating here are all but those. -b.t.
908 * 892 *
909 * At the moment this is only useful for throwing, perhaps for 893 * At the moment this is only useful for throwing, perhaps for
910 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 894 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
911 */ 895 */
912
913int 896int
914monster_use_skill (object *head, object *part, object *pl, int dir) 897monster_use_skill (object *head, object *part, object *pl, int dir)
915{ 898{
916 object *skill, *owner; 899 object *skill, *owner;
917 900
923 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 906 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
924 907
925 if (dirdiff (dir, dir2) < 1) 908 if (dirdiff (dir, dir2) < 1)
926 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 909 return 0; /* Might hit owner with skill -thrown rocks for example ? */
927 } 910 }
911
928 if (QUERY_FLAG (head, FLAG_CONFUSED)) 912 if (QUERY_FLAG (head, FLAG_CONFUSED))
929 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 913 dir = absdir (dir + rndm (3) + rndm (3) - 2);
930 914
931 /* skill selection - monster will use the next unused skill. 915 /* skill selection - monster will use the next unused skill.
932 * well...the following scenario will allow the monster to 916 * well...the following scenario will allow the monster to
933 * toggle between 2 skills. One day it would be nice to make 917 * toggle between 2 skills. One day it would be nice to make
934 * more skills available to monsters. 918 * more skills available to monsters.
935 */ 919 */
936
937 for (skill = head->inv; skill != NULL; skill = skill->below) 920 for (skill = head->inv; skill; skill = skill->below)
938 if (skill->type == SKILL && skill != head->chosen_skill) 921 if (skill->type == SKILL && skill != head->chosen_skill)
939 { 922 {
940 head->chosen_skill = skill; 923 head->chosen_skill = skill;
941 break; 924 break;
942 } 925 }
945 { 928 {
946 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 929 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
947 CLEAR_FLAG (head, FLAG_READY_SKILL); 930 CLEAR_FLAG (head, FLAG_READY_SKILL);
948 return 0; 931 return 0;
949 } 932 }
933
950 /* use skill */ 934 /* use skill */
951 return do_skill (head, part, head->chosen_skill, dir, NULL); 935 return do_skill (head, part, head->chosen_skill, dir, NULL);
952} 936}
953 937
954/* Monster will use a ranged spell attack. */ 938/* Monster will use a ranged spell attack. */
955
956int 939int
957monster_use_range (object *head, object *part, object *pl, int dir) 940monster_use_range (object *head, object *part, object *pl, int dir)
958{ 941{
959 object *wand, *owner; 942 object *wand, *owner;
960 int at_least_one = 0; 943 int at_least_one = 0;
967 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 950 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
968 951
969 if (dirdiff (dir, dir2) < 2) 952 if (dirdiff (dir, dir2) < 2)
970 return 0; /* Might hit owner with spell */ 953 return 0; /* Might hit owner with spell */
971 } 954 }
955
972 if (QUERY_FLAG (head, FLAG_CONFUSED)) 956 if (QUERY_FLAG (head, FLAG_CONFUSED))
973 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 957 dir = absdir (dir + rndm (3) + rndm (3) - 2);
974 958
975 for (wand = head->inv; wand != NULL; wand = wand->below) 959 for (wand = head->inv; wand; wand = wand->below)
976 { 960 {
977 if (wand->type == WAND) 961 if (wand->type == WAND)
978 { 962 {
979 /* Found a wand, let's see if it has charges left */ 963 /* Found a wand, let's see if it has charges left */
980 at_least_one = 1; 964 at_least_one = 1;
986 if (!(--wand->stats.food)) 970 if (!(--wand->stats.food))
987 { 971 {
988 if (wand->arch) 972 if (wand->arch)
989 { 973 {
990 CLEAR_FLAG (wand, FLAG_ANIMATE); 974 CLEAR_FLAG (wand, FLAG_ANIMATE);
991 wand->face = wand->arch->clone.face; 975 wand->face = wand->arch->face;
992 wand->speed = 0; 976 wand->set_speed (0);
993 update_ob_speed (wand);
994 } 977 }
995 } 978 }
996 /* Success */ 979 /* Success */
997 return 1; 980 return 1;
998 } 981 }
1016 } 999 }
1017 1000
1018 if (at_least_one) 1001 if (at_least_one)
1019 return 0; 1002 return 0;
1020 1003
1021 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1004 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1022 CLEAR_FLAG (head, FLAG_READY_RANGE); 1005 CLEAR_FLAG (head, FLAG_READY_RANGE);
1023 return 0; 1006 return 0;
1024} 1007}
1025 1008
1026int 1009int
1028{ 1011{
1029 object *owner; 1012 object *owner;
1030 1013
1031 if (!(dir = path_to_player (part, pl, 0))) 1014 if (!(dir = path_to_player (part, pl, 0)))
1032 return 0; 1015 return 0;
1016
1033 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1017 if (QUERY_FLAG (head, FLAG_CONFUSED))
1034 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1018 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1035 1019
1036 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1020 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1037 { 1021 {
1038 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1022 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1039 1023
1045 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1029 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1046 1030
1047} 1031}
1048 1032
1049/* Checks if putting on 'item' will make 'who' do more 1033/* Checks if putting on 'item' will make 'who' do more
1050 * damage. This is a very simplistic check - also checking things 1034 * damage. This is a very simplistic check - also checking things
1051 * like speed and ac are also relevant. 1035 * like speed and ac are also relevant.
1052 * 1036 *
1053 * return true if item is a better object. 1037 * return true if item is a better object.
1054 */ 1038 */
1055
1056int 1039int
1057check_good_weapon (object *who, object *item) 1040check_good_weapon (object *who, object *item)
1058{ 1041{
1059 object *other_weap; 1042 object *other_weap;
1060 int val = 0, i; 1043 int val = 0, i;
1061 1044
1062 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1045 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1063 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 1046 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1064 break; 1047 break;
1065 1048
1066 if (other_weap == NULL) /* No other weapons */ 1049 if (!other_weap) /* No other weapons */
1067 return 1; 1050 return 1;
1068 1051
1069 /* Rather than go through and apply the new one, and see if it is 1052 /* Rather than go through and apply the new one, and see if it is
1070 * better, just do some simple checks 1053 * better, just do some simple checks
1071 * Put some multipliers for things that hvae several effects, 1054 * Put some multipliers for things that hvae several effects,
1076 val += (item->magic - other_weap->magic) * 3; 1059 val += (item->magic - other_weap->magic) * 3;
1077 /* Monsters don't really get benefits from things like regen rates 1060 /* Monsters don't really get benefits from things like regen rates
1078 * from items. But the bonus for their stats are very important. 1061 * from items. But the bonus for their stats are very important.
1079 */ 1062 */
1080 for (i = 0; i < NUM_STATS; i++) 1063 for (i = 0; i < NUM_STATS; i++)
1081 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1064 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1082 1065
1083 if (val > 0) 1066 if (val > 0)
1084 return 1; 1067 return 1;
1085 else 1068 else
1086 return 0; 1069 return 0;
1087
1088} 1070}
1089 1071
1090int 1072int
1091check_good_armour (object *who, object *item) 1073check_good_armour (object *who, object *item)
1092{ 1074{
1093 object *other_armour; 1075 object *other_armour;
1094 int val = 0, i; 1076 int val = 0, i;
1095 1077
1096 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1078 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1097 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 1079 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1098 break; 1080 break;
1099 1081
1100 if (other_armour == NULL) /* No other armour, use the new */ 1082 if (other_armour == NULL) /* No other armour, use the new */
1101 return 1; 1083 return 1;
1123 1105
1124 if (val > 0) 1106 if (val > 0)
1125 return 1; 1107 return 1;
1126 else 1108 else
1127 return 0; 1109 return 0;
1128
1129} 1110}
1130 1111
1131/* 1112/*
1132 * monster_check_pickup(): checks for items that monster can pick up. 1113 * monster_check_pickup(): checks for items that monster can pick up.
1133 * 1114 *
1141 * This function was seen be continueing looping at one point (tmp->below 1122 * This function was seen be continueing looping at one point (tmp->below
1142 * became a recursive loop. It may be better to call monster_check_apply 1123 * became a recursive loop. It may be better to call monster_check_apply
1143 * after we pick everything up, since that function may call others which 1124 * after we pick everything up, since that function may call others which
1144 * affect stacking on this space. 1125 * affect stacking on this space.
1145 */ 1126 */
1146
1147void 1127void
1148monster_check_pickup (object *monster) 1128monster_check_pickup (object *monster)
1149{ 1129{
1150 object *tmp, *next; 1130 object *tmp, *next;
1151 1131
1170 * monster_can_pick(): If the monster is interested in picking up 1150 * monster_can_pick(): If the monster is interested in picking up
1171 * the item, then return 0. Otherwise 0. 1151 * the item, then return 0. Otherwise 0.
1172 * Instead of pick_up, flags for "greed", etc, should be used. 1152 * Instead of pick_up, flags for "greed", etc, should be used.
1173 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1153 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1174 */ 1154 */
1175
1176int 1155int
1177monster_can_pick (object *monster, object *item) 1156monster_can_pick (object *monster, object *item)
1178{ 1157{
1179 int flag = 0; 1158 int flag = 0;
1180 int i; 1159 int i;
1226 case ROD: 1205 case ROD:
1227 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1228 break; 1207 break;
1229 1208
1230 case SPELLBOOK: 1209 case SPELLBOOK:
1231 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1232 break; 1211 break;
1233 1212
1234 case SCROLL: 1213 case SCROLL:
1235 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1236 break; 1215 break;
1238 case BOW: 1217 case BOW:
1239 case ARROW: 1218 case ARROW:
1240 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1219 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1241 break; 1220 break;
1242 } 1221 }
1222
1243 /* Simplistic check - if the monster has a location to equip it, he will 1223 /* Simplistic check - if the monster has a location to equip it, he will
1244 * pick it up. Note that this doesn't handle cases where an item may 1224 * pick it up. Note that this doesn't handle cases where an item may
1245 * use several locations. 1225 * use several locations.
1246 */ 1226 */
1247 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1227 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1248 { 1228 {
1249 if (monster->body_info[i] && item->body_info[i]) 1229 if (monster->slot[i].info && item->slot[i].info)
1250 { 1230 {
1251 flag = 1; 1231 flag = 1;
1252 break; 1232 break;
1253 } 1233 }
1254 } 1234 }
1262 * monster_apply_below(): 1242 * monster_apply_below():
1263 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1243 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1264 * eager to apply things, encounters something apply-able, 1244 * eager to apply things, encounters something apply-able,
1265 * then make him apply it 1245 * then make him apply it
1266 */ 1246 */
1267
1268void 1247void
1269monster_apply_below (object *monster) 1248monster_apply_below (object *monster)
1270{ 1249{
1271 object *tmp, *next; 1250 object *tmp, *next;
1272 1251
1299 * a pointer to that object is returned, so it can be dropped. 1278 * a pointer to that object is returned, so it can be dropped.
1300 * (so that other monsters can pick it up and use it) 1279 * (so that other monsters can pick it up and use it)
1301 * Note that as things are now, monsters never drop something - 1280 * Note that as things are now, monsters never drop something -
1302 * they can pick up all that they can use. 1281 * they can pick up all that they can use.
1303 */ 1282 */
1304
1305/* Sept 96, fixed this so skills will be readied -b.t.*/ 1283/* Sept 96, fixed this so skills will be readied -b.t.*/
1306
1307void 1284void
1308monster_check_apply (object *mon, object *item) 1285monster_check_apply (object *mon, object *item)
1309{ 1286{
1310
1311 int flag = 0; 1287 int flag = 0;
1312 1288
1313 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1289 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1314 { 1290 {
1315 SET_FLAG (mon, FLAG_CAST_SPELL); 1291 SET_FLAG (mon, FLAG_CAST_SPELL);
1316 return; 1292 return;
1317 } 1293 }
1318 1294
1327 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1303 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1328 { 1304 {
1329 /* Check for the right kind of bow */ 1305 /* Check for the right kind of bow */
1330 object *bow; 1306 object *bow;
1331 1307
1332 for (bow = mon->inv; bow != NULL; bow = bow->below) 1308 for (bow = mon->inv; bow; bow = bow->below)
1333 if (bow->type == BOW && bow->race == item->race) 1309 if (bow->type == BOW && bow->race == item->race)
1334 { 1310 {
1335 SET_FLAG (mon, FLAG_READY_BOW); 1311 SET_FLAG (mon, FLAG_READY_BOW);
1336 LOG (llevMonster, "Found correct bow for arrows.\n"); 1312 LOG (llevMonster, "Found correct bow for arrows.\n");
1337 return; /* nothing more to do for arrows */ 1313 return; /* nothing more to do for arrows */
1389 */ 1365 */
1390 SET_FLAG (mon, FLAG_READY_SKILL); 1366 SET_FLAG (mon, FLAG_READY_SKILL);
1391 return; 1367 return;
1392 } 1368 }
1393 1369
1394
1395 /* if we don't match one of the above types, return now. 1370 /* if we don't match one of the above types, return now.
1396 * can_apply_object will say that we can apply things like flesh, 1371 * can_apply_object will say that we can apply things like flesh,
1397 * bolts, and whatever else, because it only checks against the 1372 * bolts, and whatever else, because it only checks against the
1398 * body_info locations. 1373 * body_info locations.
1399 */ 1374 */
1410 /* should only be applying this item, not unapplying it. 1385 /* should only be applying this item, not unapplying it.
1411 * also, ignore status of curse so they can take off old armour. 1386 * also, ignore status of curse so they can take off old armour.
1412 * monsters have some advantages after all. 1387 * monsters have some advantages after all.
1413 */ 1388 */
1414 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1389 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1415
1416 return;
1417} 1390}
1418 1391
1419void 1392void
1420npc_call_help (object *op) 1393npc_call_help (object *op)
1421{ 1394{
1433 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1406 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1434 /* If nothing alive on this space, no need to search the space. */ 1407 /* If nothing alive on this space, no need to search the space. */
1435 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1408 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1436 continue; 1409 continue;
1437 1410
1438 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) 1411 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1439 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1412 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1440 npc->enemy = op->enemy; 1413 npc->enemy = op->enemy;
1441 } 1414 }
1442} 1415}
1443 1416
1444
1445int 1417int
1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1418dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1447{ 1419{
1448
1449 if (can_hit (part, enemy, rv)) 1420 if (can_hit (part, enemy, rv))
1450 return dir; 1421 return dir;
1451 if (rv->distance < 10) 1422 if (rv->distance < 10)
1452 return absdir (dir + 4); 1423 return absdir (dir + 4);
1453 else if (rv->distance > 18) 1424 else if (rv->distance > 18)
1454 return dir; 1425 return dir;
1426
1455 return 0; 1427 return 0;
1456} 1428}
1457 1429
1458int 1430int
1459run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1431run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1460{ 1432{
1461
1462 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1433 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1463 { 1434 {
1464 ob->move_status++; 1435 ob->move_status++;
1465 return (dir); 1436 return (dir);
1466 } 1437 }
1467 else if (ob->move_status > 20) 1438 else if (ob->move_status > 20)
1468 ob->move_status = 0; 1439 ob->move_status = 0;
1440
1469 return absdir (dir + 4); 1441 return absdir (dir + 4);
1470} 1442}
1471 1443
1472int 1444int
1473hitrun_att (int dir, object *ob, object *enemy) 1445hitrun_att (int dir, object *ob, object *enemy)
1476 return dir; 1448 return dir;
1477 else if (ob->move_status < 50) 1449 else if (ob->move_status < 50)
1478 return absdir (dir + 4); 1450 return absdir (dir + 4);
1479 else 1451 else
1480 ob->move_status = 0; 1452 ob->move_status = 0;
1453
1481 return absdir (dir + 4); 1454 return absdir (dir + 4);
1482} 1455}
1483 1456
1484int 1457int
1485wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1458wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1494 return 0; 1467 return 0;
1495 else if (ob->move_status < 10) 1468 else if (ob->move_status < 10)
1496 return dir; 1469 return dir;
1497 else if (ob->move_status < 15) 1470 else if (ob->move_status < 15)
1498 return absdir (dir + 4); 1471 return absdir (dir + 4);
1472
1499 ob->move_status = 0; 1473 ob->move_status = 0;
1500 return 0; 1474 return 0;
1501} 1475}
1502 1476
1503int 1477int
1511 * at least one map has this set, and whatever the map contains, the 1485 * at least one map has this set, and whatever the map contains, the
1512 * server should try to be resilant enough to avoid the problem 1486 * server should try to be resilant enough to avoid the problem
1513 */ 1487 */
1514 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1488 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1515 return absdir (dir + 4); 1489 return absdir (dir + 4);
1490
1516 return dist_att (dir, ob, enemy, part, rv); 1491 return dist_att (dir, ob, enemy, part, rv);
1517} 1492}
1518 1493
1519int 1494int
1520wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1495wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1521{ 1496{
1522 if (rv->distance < 9) 1497 if (rv->distance < 9)
1523 return absdir (dir + 4); 1498 return absdir (dir + 4);
1499
1524 return 0; 1500 return 0;
1525} 1501}
1526 1502
1527void 1503void
1528circ1_move (object *ob) 1504circ1_move (object *ob)
1529{ 1505{
1530 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1506 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1507
1531 if (++ob->move_status > 11) 1508 if (++ob->move_status > 11)
1532 ob->move_status = 0; 1509 ob->move_status = 0;
1510
1533 if (!(move_object (ob, circle[ob->move_status]))) 1511 if (!(move_object (ob, circle[ob->move_status])))
1534 (void) move_object (ob, RANDOM () % 8 + 1); 1512 move_object (ob, rndm (8) + 1);
1535} 1513}
1536 1514
1537void 1515void
1538circ2_move (object *ob) 1516circ2_move (object *ob)
1539{ 1517{
1540 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 1518 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1519
1541 if (++ob->move_status > 19) 1520 if (++ob->move_status > 19)
1542 ob->move_status = 0; 1521 ob->move_status = 0;
1522
1543 if (!(move_object (ob, circle[ob->move_status]))) 1523 if (!(move_object (ob, circle[ob->move_status])))
1544 (void) move_object (ob, RANDOM () % 8 + 1); 1524 move_object (ob, rndm (8) + 1);
1545} 1525}
1546 1526
1547void 1527void
1548pace_movev (object *ob) 1528pace_movev (object *ob)
1549{ 1529{
1550 if (ob->move_status++ > 6) 1530 if (ob->move_status++ > 6)
1551 ob->move_status = 0; 1531 ob->move_status = 0;
1532
1552 if (ob->move_status < 4) 1533 if (ob->move_status < 4)
1553 (void) move_object (ob, 5); 1534 move_object (ob, 5);
1554 else 1535 else
1555 (void) move_object (ob, 1); 1536 move_object (ob, 1);
1556} 1537}
1557 1538
1558void 1539void
1559pace_moveh (object *ob) 1540pace_moveh (object *ob)
1560{ 1541{
1561 if (ob->move_status++ > 6) 1542 if (ob->move_status++ > 6)
1562 ob->move_status = 0; 1543 ob->move_status = 0;
1544
1563 if (ob->move_status < 4) 1545 if (ob->move_status < 4)
1564 (void) move_object (ob, 3); 1546 move_object (ob, 3);
1565 else 1547 else
1566 (void) move_object (ob, 7); 1548 move_object (ob, 7);
1567} 1549}
1568 1550
1569void 1551void
1570pace2_movev (object *ob) 1552pace2_movev (object *ob)
1571{ 1553{
1572 if (ob->move_status++ > 16) 1554 if (ob->move_status++ > 16)
1573 ob->move_status = 0; 1555 ob->move_status = 0;
1556
1574 if (ob->move_status < 6) 1557 if (ob->move_status < 6)
1575 (void) move_object (ob, 5); 1558 move_object (ob, 5);
1576 else if (ob->move_status < 8) 1559 else if (ob->move_status < 8)
1577 return; 1560 return;
1578 else if (ob->move_status < 13) 1561 else if (ob->move_status < 13)
1579 (void) move_object (ob, 1); 1562 move_object (ob, 1);
1580 else 1563 else
1581 return; 1564 return;
1582} 1565}
1583 1566
1584void 1567void
1585pace2_moveh (object *ob) 1568pace2_moveh (object *ob)
1586{ 1569{
1587 if (ob->move_status++ > 16) 1570 if (ob->move_status++ > 16)
1588 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1589 if (ob->move_status < 6) 1573 if (ob->move_status < 6)
1590 (void) move_object (ob, 3); 1574 move_object (ob, 3);
1591 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1592 return; 1576 return;
1593 else if (ob->move_status < 13) 1577 else if (ob->move_status < 13)
1594 (void) move_object (ob, 7); 1578 move_object (ob, 7);
1595 else 1579 else
1596 return; 1580 return;
1597} 1581}
1598 1582
1599void 1583void
1600rand_move (object *ob) 1584rand_move (object *ob)
1601{ 1585{
1602 int i; 1586 int i;
1603 1587
1604 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1588 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1605 for (i = 0; i < 5; i++) 1589 for (i = 0; i < 5; i++)
1606 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1590 if (move_object (ob, ob->move_status = rndm (8) + 1))
1607 return; 1591 return;
1608} 1592}
1609 1593
1610void 1594void
1611check_earthwalls (object *op, maptile *m, int x, int y) 1595check_earthwalls (object *op, maptile *m, int x, int y)
1612{ 1596{
1613 object *tmp; 1597 object *tmp;
1614 1598
1615 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1599 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1616 { 1600 {
1617 if (tmp->type == EARTHWALL) 1601 if (tmp->type == EARTHWALL)
1618 { 1602 {
1619 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1603 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1620 return; 1604 return;
1625void 1609void
1626check_doors (object *op, maptile *m, int x, int y) 1610check_doors (object *op, maptile *m, int x, int y)
1627{ 1611{
1628 object *tmp; 1612 object *tmp;
1629 1613
1630 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1614 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1631 { 1615 {
1632 if (tmp->type == DOOR) 1616 if (tmp->type == DOOR)
1633 { 1617 {
1634 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1618 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1635 return; 1619 return;
1642 * monsters to throw things like chairs and other pieces of 1626 * monsters to throw things like chairs and other pieces of
1643 * furniture, even if they are not good throwable objects. 1627 * furniture, even if they are not good throwable objects.
1644 * Probably better to have the monster throw a throwable object 1628 * Probably better to have the monster throw a throwable object
1645 * first, then throw any non equipped weapon. 1629 * first, then throw any non equipped weapon.
1646 */ 1630 */
1647
1648object * 1631object *
1649find_mon_throw_ob (object *op) 1632find_mon_throw_ob (object *op)
1650{ 1633{
1651 object *tmp = NULL; 1634 object *tmp = NULL;
1652 1635
1656 tmp = op; 1639 tmp = op;
1657 1640
1658 /* New throw code: look through the inventory. Grap the first legal is_thrown 1641 /* New throw code: look through the inventory. Grap the first legal is_thrown
1659 * marked item and throw it to the enemy. 1642 * marked item and throw it to the enemy.
1660 */ 1643 */
1661
1662 for (tmp = op->inv; tmp; tmp = tmp->below) 1644 for (tmp = op->inv; tmp; tmp = tmp->below)
1663 { 1645 {
1664
1665 /* Can't throw invisible objects or items that are applied */ 1646 /* Can't throw invisible objects or items that are applied */
1666 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1647 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1667 continue; 1648 continue;
1668 1649
1669 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1650 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1685 * properly. I also so odd code in place that checked for x distance 1666 * properly. I also so odd code in place that checked for x distance
1686 * OR y distance being within some range - that seemed wrong - both should 1667 * OR y distance being within some range - that seemed wrong - both should
1687 * be within the valid range. MSW 2001-08-05 1668 * be within the valid range. MSW 2001-08-05
1688 * Returns 0 if enemy can not be detected, 1 if it is detected 1669 * Returns 0 if enemy can not be detected, 1 if it is detected
1689 */ 1670 */
1690
1691int 1671int
1692can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1672can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1693{ 1673{
1694 int radius = MIN_MON_RADIUS, hide_discovery; 1674 int radius = MIN_MON_RADIUS, hide_discovery;
1695 1675
1726 /* use this for invis also */ 1706 /* use this for invis also */
1727 hide_discovery = op->stats.Int / 5; 1707 hide_discovery = op->stats.Int / 5;
1728 1708
1729 /* Determine Detection radii */ 1709 /* Determine Detection radii */
1730 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1710 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1731 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1711 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1732 else 1712 else
1733 { /* a level/INT/Dex adjustment for hiding */ 1713 { /* a level/INT/Dex adjustment for hiding */
1734 object *sk_hide;
1735 int bonus = (op->level / 2) + (op->stats.Int / 5); 1714 int bonus = op->level / 2 + op->stats.Int / 5;
1736 1715
1737 if (enemy->type == PLAYER) 1716 if (enemy->type == PLAYER)
1738 { 1717 {
1739 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1740 bonus -= sk_hide->level; 1719 bonus -= sk_hide->level;
1741 else 1720 else
1742 { 1721 {
1743 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1722 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1744 make_visible (enemy); 1723 make_visible (enemy);
1753 } /* else creature has modifiers for hiding */ 1732 } /* else creature has modifiers for hiding */
1754 1733
1755 /* Radii stealth adjustment. Only if you are stealthy 1734 /* Radii stealth adjustment. Only if you are stealthy
1756 * will you be able to sneak up closer to creatures */ 1735 * will you be able to sneak up closer to creatures */
1757 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1736 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1758 radius = radius / 2, hide_discovery = hide_discovery / 3; 1737 {
1738 radius /= 2;
1739 hide_discovery /= 3;
1740 }
1759 1741
1760 /* Radii adjustment for enemy standing in the dark */ 1742 /* Radii adjustment for enemy standing in the dark */
1761 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1743 if (op->map->darkness > 0 && !stand_in_light (enemy))
1762 { 1744 {
1763 /* on dark maps body heat can help indicate location with infravision 1745 /* on dark maps body heat can help indicate location with infravision
1781 * may have for their map - in that way, creatures at the edge will 1763 * may have for their map - in that way, creatures at the edge will
1782 * do something. Note that the distance field in the 1764 * do something. Note that the distance field in the
1783 * vector is real distance, so in theory this should be 18 to 1765 * vector is real distance, so in theory this should be 18 to
1784 * find that. 1766 * find that.
1785 */ 1767 */
1786 if (radius > 13) 1768 // note that the above reasoning was utter bullshit even at the time it was written
1787 radius = 13; 1769 // we use 25, lets see if we have the cpu time for it
1770 radius = min (25, radius);
1788 1771
1789 /* Enemy in range! Now test for detection */ 1772 /* Enemy in range! Now test for detection */
1790 if ((int) rv->distance <= radius) 1773 if (rv->distance <= radius)
1791 { 1774 {
1792 /* ah, we are within range, detected? take cases */ 1775 /* ah, we are within range, detected? take cases */
1793 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1794 return 1; 1777 return 1;
1795 1778
1796 /* hidden or low-quality invisible */ 1779 /* hidden or low-quality invisible */
1797 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1780 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery)
1798 { 1781 {
1799 make_visible (enemy); 1782 make_visible (enemy);
1783
1800 /* inform players of new status */ 1784 /* inform players of new status */
1801 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1785 if (enemy->type == PLAYER && player_can_view (enemy, op))
1802 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1786 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1787
1803 return 1; /* detected enemy */ 1788 return 1; /* detected enemy */
1804 } 1789 }
1805 else if (enemy->invisible) 1790 else if (enemy->invisible)
1806 { 1791 {
1807 /* Change this around - instead of negating the invisible, just 1792 /* Change this around - instead of negating the invisible, just
1808 * return true so that the mosnter that managed to detect you can 1793 * return true so that the monster that managed to detect you can
1809 * do something to you. Decreasing the duration of invisible 1794 * do something to you. Decreasing the duration of invisible
1810 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1795 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1811 * can then basically negate the spell. The spell isn't negated - 1796 * can then basically negate the spell. The spell isn't negated -
1812 * they just know where you are! 1797 * they just know where you are!
1813 */ 1798 */
1814 if ((RANDOM () % 50) <= hide_discovery) 1799 if (rndm (50) <= hide_discovery)
1815 { 1800 {
1816 if (enemy->type == PLAYER) 1801 if (enemy->type == PLAYER)
1817 {
1818 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1802 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1819 } 1803
1820 return 1; 1804 return 1;
1821 } 1805 }
1822 } 1806 }
1823 } /* within range */ 1807 } /* within range */
1824 1808
1829/* determine if op stands in a lighted square. This is not a very 1813/* determine if op stands in a lighted square. This is not a very
1830 * intellegent algorithm. For one thing, we ignore los here, SO it 1814 * intellegent algorithm. For one thing, we ignore los here, SO it
1831 * is possible for a bright light to illuminate a player on the 1815 * is possible for a bright light to illuminate a player on the
1832 * other side of a wall (!). 1816 * other side of a wall (!).
1833 */ 1817 */
1834
1835int 1818int
1836stand_in_light (object *op) 1819stand_in_light (object *op)
1837{ 1820{
1838 sint16 nx, ny;
1839 maptile *m;
1840
1841
1842 if (!op) 1821 if (!op)
1843 return 0; 1822 return 0;
1823
1844 if (op->glow_radius > 0) 1824 if (op->glow_radius > 0)
1845 return 1; 1825 return 1;
1846 1826
1847 if (op->map) 1827 if (op->map)
1848 { 1828 {
1849 int x, y, x1, y1;
1850
1851
1852
1853 /* Check the spaces with the max light radius to see if any of them 1829 /* Check the spaces with the max light radius to see if any of them
1854 * have lights, and if any of them light the player enough, then return 1. 1830 * have lights, and if any of them light the player enough, then return 1.
1855 */ 1831 */
1856 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) 1832 for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1857 { 1833 {
1858 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) 1834 for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1859 { 1835 {
1860 m = op->map; 1836 maptile *m = op->map;
1861 nx = x; 1837 sint16 nx = x;
1862 ny = y; 1838 sint16 ny = y;
1863 1839
1864 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1840 if (xy_normalise (m, nx, ny))
1865 continue; 1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1866
1867 x1 = abs (x - op->x) * abs (x - op->x);
1868 y1 = abs (y - op->y) * abs (y - op->y);
1869 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1870 return 1; 1842 return 1;
1871 } 1843 }
1872 } 1844 }
1873 } 1845 }
1846
1874 return 0; 1847 return 0;
1875} 1848}
1876
1877 1849
1878/* assuming no walls/barriers, lets check to see if its *possible* 1850/* assuming no walls/barriers, lets check to see if its *possible*
1879 * to see an enemy. Note, "detection" is different from "seeing". 1851 * to see an enemy. Note, "detection" is different from "seeing".
1880 * See can_detect_enemy() for more details. -b.t. 1852 * See can_detect_enemy() for more details. -b.t.
1881 * return 0 if can't be seen, 1 if can be 1853 * return 0 if can't be seen, 1 if can be
1882 */ 1854 */
1883
1884int 1855int
1885can_see_enemy (object *op, object *enemy) 1856can_see_enemy (object *op, object *enemy)
1886{ 1857{
1887 object *looker = op->head ? op->head : op; 1858 object *looker = op->head ? op->head : op;
1888 1859

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