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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.38 by root, Thu Aug 23 16:46:28 2007 UTC vs.
Revision 1.56 by root, Sat Dec 27 08:41:44 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <spells.h> 26#include <spells.h>
35 * set to sane values. 35 * set to sane values.
36 */ 36 */
37object * 37object *
38check_enemy (object *npc, rv_vector * rv) 38check_enemy (object *npc, rv_vector * rv)
39{ 39{
40
41 /* if this is pet, let him attack the same enemy as his owner 40 /* if this is pet, let him attack the same enemy as his owner
42 * TODO: when there is no ower enemy, try to find a target, 41 * TODO: when there is no ower enemy, try to find a target,
43 * which CAN attack the owner. */ 42 * which CAN attack the owner. */
44 if ((npc->attack_movement & HI4) == PETMOVE) 43 if ((npc->attack_movement & HI4) == PETMOVE)
45 { 44 {
197 /* we check our old enemy. */ 196 /* we check our old enemy. */
198 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
199 { 198 {
200 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
201 { 200 {
202 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
203 /* we don't want a fight evil vs evil or good against non evil */ 202 /* we don't want a fight evil vs evil or good against non evil */
204 203
205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
207 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
209 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
210 { 209 {
211 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
212 npc->enemy = attacker; 211 npc->enemy = attacker;
213 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
214 } 213 }
231 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
232 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
233 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
234 */ 233 */
235int 234int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 236{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 238 if (!enemy)
242 return 0; 239 return 0;
243 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
247 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt 251 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 253 * Remember we already checked to see if the monster can see in
252 * the dark. */ 254 * the dark. */
253 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
263 261
264 /* enemy should already be on this map, so don't really need to check 262 /* enemy should already be on this map, so don't really need to check
265 * for that. 263 * for that.
266 */ 264 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
268 { 266 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 268 return 1;
271 } 269 }
270
272 return 0; 271 return 0;
273} 272}
274 273
275int 274int
276move_randomly (object *op) 275move_randomly (object *op)
277{ 276{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, rndm (8) + 1)) 279 if (move_object (op, rndm (8) + 1))
284 return 1; 280 return 1;
285 } 281
286 return 0; 282 return 0;
287} 283}
288 284
289/* 285/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 286 * Move-monster returns 1 if the object has been freed, otherwise 0.
313 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
314 310
315 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
316 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
317 { 313 {
318
319 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
320 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
321 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
322 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
323 * 318 *
328 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
329 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ 324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
330 op->last_heal %= 32; 325 op->last_heal %= 32;
331 326
332 /* So if the monster has gained enough HP that they are no longer afraid */ 327 /* So if the monster has gained enough HP that they are no longer afraid */
333 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
334 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
335 330
336 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
337 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
338 } 333 }
339 334
340 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
341 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
342 { 337 {
343
344 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
345 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
346 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
347 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
348 * 342 *
349 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
350 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
351 */ 345 */
352 346
353 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); 347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
354 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
355 op->last_sp %= 128; 349 op->last_sp %= 128;
356 } 350 }
357 351
358 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
359 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
360 */ 354 */
361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
362 {
363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
364 }
365 357
366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
367 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
368 360
369 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
370 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
371 {
372 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
373 return 0; 364 return 0;
374 }
375 365
376 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
377 if (op->hide) 367 if (op->flag [FLAG_HIDDEN])
378 do_hidden_move (op); 368 do_hidden_move (op);
379 369
380 if (op->pick_up) 370 if (op->pick_up)
381 monster_check_pickup (op); 371 monster_check_pickup (op);
382 372
386 /* If we don't have an enemy, do special movement or the like */ 376 /* If we don't have an enemy, do special movement or the like */
387 if (!enemy) 377 if (!enemy)
388 { 378 {
389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 { 380 {
391 op->destroy (); 381 op->drop_and_destroy ();
392 return 1; 382 return 1;
393 } 383 }
394 384
395 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set. 386 * stand still and a movement type set.
399 { 389 {
400 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
401 { 391 {
402 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
403 { 393 {
404 case (PETMOVE): 394 case (PETMOVE):
405 pet_move (op); 395 pet_move (op);
406 break; 396 break;
407 397
408 case (CIRCLE1): 398 case (CIRCLE1):
409 circ1_move (op); 399 circ1_move (op);
410 break; 400 break;
411 401
412 case (CIRCLE2): 402 case (CIRCLE2):
413 circ2_move (op); 403 circ2_move (op);
414 break; 404 break;
415 405
416 case (PACEV): 406 case (PACEV):
417 pace_movev (op); 407 pace_movev (op);
418 break; 408 break;
419 409
420 case (PACEH): 410 case (PACEH):
421 pace_moveh (op); 411 pace_moveh (op);
422 break; 412 break;
423 413
424 case (PACEV2): 414 case (PACEV2):
425 pace2_movev (op); 415 pace2_movev (op);
426 break; 416 break;
427 417
428 case (PACEH2): 418 case (PACEH2):
429 pace2_moveh (op); 419 pace2_moveh (op);
430 break; 420 break;
431 421
432 case (RANDO): 422 case (RANDO):
433 rand_move (op); 423 rand_move (op);
434 break; 424 break;
435 425
436 case (RANDO2): 426 case (RANDO2):
437 move_randomly (op); 427 move_randomly (op);
438 break; 428 break;
439 } 429 }
430
440 return 0; 431 return 0;
441 } 432 }
442 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
443 (void) move_randomly (op); 434 move_randomly (op);
444
445 } /* stand still */ 435 } /* stand still */
436
446 return 0; 437 return 0;
447 } /* no enemy */ 438 } /* no enemy */
448 439
449 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
450 if ((op->attack_movement & HI4) == PETMOVE 441 if ((op->attack_movement & HI4) == PETMOVE
452 && !on_same_map (op, owner) 443 && !on_same_map (op, owner)
453 && !owner->flag [FLAG_REMOVED]) 444 && !owner->flag [FLAG_REMOVED])
454 return follow_owner (op, owner); 445 return follow_owner (op, owner);
455 446
456 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
457 * player. Hmm. The code is here, but no monster in the current 448 * player. Hmm. The code is here, but no monster in the current
458 * arch set uses it. 449 * arch set uses it.
459 */ 450 */
460 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
461 { 452 {
462 op->face = enemy->face; 453 op->face = enemy->face;
463 op->name = enemy->name; 454 op->name = enemy->name;
464 } 455 }
465 456
513 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
514 return 0; 505 return 0;
515 } /* for processing of all parts */ 506 } /* for processing of all parts */
516 } /* If not scared */ 507 } /* If not scared */
517 508
518
519 part = rv.part; 509 part = rv.part;
520 dir = rv.direction; 510 dir = rv.direction;
521 511
512#if DEVEL
513 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519
520 for (int dir = 1; dir <= 8; ++dir)
521 {
522 mapxy pos (op); pos.move (dir);
523 if (pos.normalise ())
524 {
525 mapspace &ms = pos.ms ();
526
527 if (ms.smell > op->ms ().smell)
528 {
529 printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
530 op->ms ().smell = ms.smell - 1;
531 sdir = dir;
532
533 // perturbing the path might let the monster lose track,
534 // but it will also wide the actual path, spreading information
535 if (!rndm (20))
536 sdir += absdir (1 - rndm (2) * 2);
537 }
538 }
539 }
540
541 if (sdir)
542 dir = sdir;
543 else
544 // no better smell found, so assume the player jumped, and erase this smell
545 {if (op->ms ().smell) printf ("erasing smell %d\n", op->ms ().smell);//D
546 ordered_mapwalk_begin (op, -1, -1, 1, 1)
547 if (m)
548 m->at (nx, ny).smell = 0;
549 ordered_mapwalk_end
550 }//D
551 }
552
553#endif
554
522 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 555 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
523 dir = absdir (dir + 4); 556 dir = absdir (dir + 4);
524 557
525 if (QUERY_FLAG (op, FLAG_CONFUSED)) 558 if (QUERY_FLAG (op, FLAG_CONFUSED))
526 dir = absdir (dir + rndm (3) + rndm (3) - 2); 559 dir = absdir (dir + rndm (3) + rndm (3) - 2);
529 562
530 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 563 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
531 { 564 {
532 switch (op->attack_movement & LO4) 565 switch (op->attack_movement & LO4)
533 { 566 {
534 case DISTATT: 567 case DISTATT:
535 dir = dist_att (dir, op, enemy, part, &rv); 568 dir = dist_att (dir, op, enemy, part, &rv);
536 break; 569 break;
537 570
538 case RUNATT: 571 case RUNATT:
539 dir = run_att (dir, op, enemy, part, &rv); 572 dir = run_att (dir, op, enemy, part, &rv);
540 break; 573 break;
541 574
542 case HITRUN: 575 case HITRUN:
543 dir = hitrun_att (dir, op, enemy); 576 dir = hitrun_att (dir, op, enemy);
544 break; 577 break;
545 578
546 case WAITATT: 579 case WAITATT:
547 dir = wait_att (dir, op, enemy, part, &rv); 580 dir = wait_att (dir, op, enemy, part, &rv);
548 break; 581 break;
549 582
550 case RUSH: /* default - monster normally moves towards player */ 583 case RUSH: /* default - monster normally moves towards player */
551 case ALLRUN: 584 case ALLRUN:
552 break; 585 break;
553 586
554 case DISTHIT: 587 case DISTHIT:
555 dir = disthit_att (dir, op, enemy, part, &rv); 588 dir = disthit_att (dir, op, enemy, part, &rv);
556 break; 589 break;
557 590
558 case WAIT2: 591 case WAIT2:
559 dir = wait_att2 (dir, op, enemy, part, &rv); 592 dir = wait_att2 (dir, op, enemy, part, &rv);
560 break; 593 break;
561 594
562 default: 595 default:
563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 596 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
564 } 597 }
565 } 598 }
566 599
567 if (!dir) 600 if (!dir)
568 return 0; 601 return 0;
578 return 0; 611 return 0;
579 } 612 }
580 613
581 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 614 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
582 { 615 {
583
584 /* Try move around corners if !close */ 616 /* Try move around corners if !close */
585 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 617 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
586 618
587 for (diff = 1; diff <= maxdiff; diff++) 619 for (diff = 1; diff <= maxdiff; diff++)
588 { 620 {
589 /* try different detours */ 621 /* try different detours */
590 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 622 int m = 1 - rndm (2) * 2; /* Try left or right first? */
591 623
592 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 624 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
593 return 0; 625 return 0;
594 } 626 }
595 } 627 }
622 { 654 {
623 object *nearest_player = get_nearest_player (op); 655 object *nearest_player = get_nearest_player (op);
624 656
625 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 657 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
626 { 658 {
627 op->enemy = NULL; 659 op->enemy = 0;
628 enemy = nearest_player; 660 enemy = nearest_player;
629 } 661 }
630 } 662 }
631 663
632 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 664 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
638 * still be pretty nasty. 670 * still be pretty nasty.
639 */ 671 */
640 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 672 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
641 { 673 {
642 part->stats.wc += 10; 674 part->stats.wc += 10;
643 (void) skill_attack (enemy, part, 0, NULL, NULL); 675 skill_attack (enemy, part, 0, NULL, NULL);
644 part->stats.wc -= 10; 676 part->stats.wc -= 10;
645 } 677 }
646 else 678 else
647 (void) skill_attack (enemy, part, 0, NULL, NULL); 679 skill_attack (enemy, part, 0, NULL, NULL);
648 } /* if monster is in attack range */ 680 } /* if monster is in attack range */
649 681
650 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 682 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
651 return 1; 683 return 1;
652 684
653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 685 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
654 { 686 {
655 op->remove ();
656 op->destroy (); 687 op->drop_and_destroy ();
657 return 1; 688 return 1;
658 } 689 }
690
659 return 0; 691 return 0;
660} 692}
661 693
662int 694int
663can_hit (object *ob1, object *ob2, rv_vector * rv) 695can_hit (object *ob1, object *ob2, rv_vector * rv)
678 { 710 {
679 get_rangevector (ob1, more, &rv1, 0); 711 get_rangevector (ob1, more, &rv1, 0);
680 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
681 return 1; 713 return 1;
682 } 714 }
715
683 return 0; 716 return 0;
684
685} 717}
686 718
687/* Returns 1 is monster should cast spell sp at an enemy 719/* Returns 1 is monster should cast spell sp at an enemy
688 * Returns 0 if the monster should not cast this spell. 720 * Returns 0 if the monster should not cast this spell.
689 * 721 *
707 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 739 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
708 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 740 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
709 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 741 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
710 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 742 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
711 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 743 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
712
713 return 1; 744 return 1;
714 745
715 return 0; 746 return 0;
716} 747}
717
718 748
719#define MAX_KNOWN_SPELLS 20 749#define MAX_KNOWN_SPELLS 20
720 750
721/* Returns a randomly selected spell. This logic is still 751/* Returns a randomly selected spell. This logic is still
722 * less than ideal. This code also only seems to deal with 752 * less than ideal. This code also only seems to deal with
725 */ 755 */
726object * 756object *
727monster_choose_random_spell (object *monster) 757monster_choose_random_spell (object *monster)
728{ 758{
729 object *altern[MAX_KNOWN_SPELLS]; 759 object *altern[MAX_KNOWN_SPELLS];
730 object *tmp;
731 int i = 0; 760 int i = 0;
732 761
733 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 762 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
734 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 763 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
735 { 764 {
736 /* Check and see if it's actually a useful spell. 765 /* Check and see if it's actually a useful spell.
737 * If its a spellbook, the spell is actually the inventory item. 766 * If its a spellbook, the spell is actually the inventory item.
738 * if it is a spell, then it is just the object itself. 767 * if it is a spell, then it is just the object itself.
739 */ 768 */
740 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 769 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
741 { 770 {
742 altern[i++] = tmp; 771 altern [i++] = tmp;
772
743 if (i == MAX_KNOWN_SPELLS) 773 if (i == MAX_KNOWN_SPELLS)
744 break; 774 break;
745 } 775 }
746 } 776 }
747 if (!i) 777
748 return NULL; 778 return i ? altern [rndm (i)] : 0;
749 return altern[RANDOM () % i];
750} 779}
751 780
752/* This checks to see if the monster should cast a spell/ability. 781/* This checks to see if the monster should cast a spell/ability.
753 * it returns true if the monster casts a spell, 0 if he doesn't. 782 * it returns true if the monster casts a spell, 0 if he doesn't.
754 * head is the head of the monster. 783 * head is the head of the monster.
755 * part is the part of the monster we are checking against. 784 * part is the part of the monster we are checking against.
756 * pl is the target. 785 * pl is the target.
757 * dir is the direction to case. 786 * dir is the direction to case.
758 * rv is the vector which describes where the enemy is. 787 * rv is the vector which describes where the enemy is.
759 */ 788 */
760
761int 789int
762monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 790monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
763{ 791{
764 object *spell_item; 792 object *spell_item;
765 object *owner; 793 object *owner;
776 804
777 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 805 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
778 { 806 {
779 get_rangevector (head, owner, &rv1, 0x1); 807 get_rangevector (head, owner, &rv1, 0x1);
780 if (dirdiff (dir, rv1.direction) < 2) 808 if (dirdiff (dir, rv1.direction) < 2)
781 {
782 return 0; /* Might hit owner with spell */ 809 return 0; /* Might hit owner with spell */
783 }
784 } 810 }
785 811
786 if (QUERY_FLAG (head, FLAG_CONFUSED)) 812 if (QUERY_FLAG (head, FLAG_CONFUSED))
787 dir = absdir (dir + rndm (3) + rndm (3) - 2); 813 dir = absdir (dir + rndm (3) + rndm (3) - 2);
788 814
796 { 822 {
797 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 823 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
798 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 824 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
799 return 0; 825 return 0;
800 } 826 }
827
801 if (spell_item->type == SPELLBOOK) 828 if (spell_item->type == SPELLBOOK)
802 { 829 {
803 if (!spell_item->inv) 830 if (!spell_item->inv)
804 { 831 {
805 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 832 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
806 return 0; 833 return 0;
807 } 834 }
835
808 spell_item = spell_item->inv; 836 spell_item = spell_item->inv;
809 } 837 }
810 } 838 }
811 else 839 else
812 spell_item = head->spellitem; 840 spell_item = head->spellitem;
831 /* set this to null, so next time monster will choose something different */ 859 /* set this to null, so next time monster will choose something different */
832 head->spellitem = NULL; 860 head->spellitem = NULL;
833 861
834 return cast_spell (part, part, dir, spell_item, NULL); 862 return cast_spell (part, part, dir, spell_item, NULL);
835} 863}
836
837 864
838int 865int
839monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 866monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
840{ 867{
841 object *scroll; 868 object *scroll;
1233 } 1260 }
1234 } 1261 }
1235 1262
1236 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1263 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1237 return 1; 1264 return 1;
1265
1238 return 0; 1266 return 0;
1239} 1267}
1240 1268
1241/* 1269/*
1242 * monster_apply_below(): 1270 * monster_apply_below():
1417int 1445int
1418dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1419{ 1447{
1420 if (can_hit (part, enemy, rv)) 1448 if (can_hit (part, enemy, rv))
1421 return dir; 1449 return dir;
1450
1422 if (rv->distance < 10) 1451 if (rv->distance < 10)
1423 return absdir (dir + 4); 1452 return absdir (dir + 4);
1424 else if (rv->distance > 18) 1453 else if (rv->distance > 18)
1425 return dir; 1454 return dir;
1426 1455
1581} 1610}
1582 1611
1583void 1612void
1584rand_move (object *ob) 1613rand_move (object *ob)
1585{ 1614{
1586 int i;
1587
1588 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1615 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1589 for (i = 0; i < 5; i++) 1616 for (int i = 0; i < 5; i++)
1590 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1617 if (move_object (ob, ob->move_status = rndm (8) + 1))
1591 return; 1618 return;
1592} 1619}
1593 1620
1594void 1621void
1595check_earthwalls (object *op, maptile *m, int x, int y) 1622check_earthwalls (object *op, maptile *m, int x, int y)
1596{ 1623{
1597 object *tmp;
1598
1599 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1624 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1600 {
1601 if (tmp->type == EARTHWALL) 1625 if (tmp->type == EARTHWALL)
1602 { 1626 {
1603 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1627 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1604 return; 1628 return;
1605 } 1629 }
1606 }
1607} 1630}
1608 1631
1609void 1632void
1610check_doors (object *op, maptile *m, int x, int y) 1633check_doors (object *op, maptile *m, int x, int y)
1611{ 1634{
1612 object *tmp;
1613
1614 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1635 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1615 {
1616 if (tmp->type == DOOR) 1636 if (tmp->type == DOOR)
1617 { 1637 {
1618 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1638 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1619 return; 1639 return;
1620 } 1640 }
1621 }
1622} 1641}
1623 1642
1624/* find_mon_throw_ob() - modeled on find_throw_ob 1643/* find_mon_throw_ob() - modeled on find_throw_ob
1625 * This is probably overly simplistic as it is now - We want 1644 * This is probably overly simplistic as it is now - We want
1626 * monsters to throw things like chairs and other pieces of 1645 * monsters to throw things like chairs and other pieces of
1682 return 0; 1701 return 0;
1683 1702
1684 get_rangevector (op, enemy, rv, 0); 1703 get_rangevector (op, enemy, rv, 0);
1685 1704
1686 /* Monsters always ignore the DM */ 1705 /* Monsters always ignore the DM */
1687 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1706 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1688 return 0; 1707 return 0;
1689 1708
1690 /* simple check. Should probably put some range checks in here. */ 1709 /* simple check. Should probably put some range checks in here. */
1691 if (can_see_enemy (op, enemy)) 1710 if (can_see_enemy (op, enemy))
1692 return 1; 1711 return 1;
1705 1724
1706 /* use this for invis also */ 1725 /* use this for invis also */
1707 hide_discovery = op->stats.Int / 5; 1726 hide_discovery = op->stats.Int / 5;
1708 1727
1709 /* Determine Detection radii */ 1728 /* Determine Detection radii */
1710 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1729 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1711 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1730 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1712 else 1731 else
1713 { /* a level/INT/Dex adjustment for hiding */ 1732 { /* a level/INT/Dex adjustment for hiding */
1714 int bonus = op->level / 2 + op->stats.Int / 5; 1733 int bonus = op->level / 2 + op->stats.Int / 5;
1715 1734
1716 if (enemy->type == PLAYER) 1735 if (enemy->is_player ())
1717 { 1736 {
1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) 1737 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1719 bonus -= sk_hide->level; 1738 bonus -= sk_hide->level;
1720 else 1739 else
1721 { 1740 {
1738 radius /= 2; 1757 radius /= 2;
1739 hide_discovery /= 3; 1758 hide_discovery /= 3;
1740 } 1759 }
1741 1760
1742 /* Radii adjustment for enemy standing in the dark */ 1761 /* Radii adjustment for enemy standing in the dark */
1743 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1762 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1744 { 1763 {
1745 /* on dark maps body heat can help indicate location with infravision 1764 /* on dark maps body heat can help indicate location with infravision
1746 * undead don't have body heat, so no benefit detecting them. 1765 * undead don't have body heat, so no benefit detecting them.
1747 */ 1766 */
1748 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1749 radius += op->map->darkness / 2; 1768 radius += op->map->darklevel () / 2;
1750 else 1769 else
1751 radius -= op->map->darkness / 2; 1770 radius -= op->map->darklevel () / 2;
1752 1771
1753 /* op next to a monster (and not in complete darkness) 1772 /* op next to a monster (and not in complete darkness)
1754 * the monster should have a chance to see you. 1773 * the monster should have a chance to see you.
1755 */ 1774 */
1756 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1775 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1757 radius = MIN_MON_RADIUS; 1776 radius = MIN_MON_RADIUS;
1758 } /* if on dark map */ 1777 } /* if on dark map */
1759 1778
1760 /* Lets not worry about monsters that have incredible detection 1779 /* Lets not worry about monsters that have incredible detection
1761 * radii, we only need to worry here about things the player can 1780 * radii, we only need to worry here about things the player can
1775 /* ah, we are within range, detected? take cases */ 1794 /* ah, we are within range, detected? take cases */
1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1795 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1777 return 1; 1796 return 1;
1778 1797
1779 /* hidden or low-quality invisible */ 1798 /* hidden or low-quality invisible */
1780 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery) 1799 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1781 { 1800 {
1782 make_visible (enemy); 1801 make_visible (enemy);
1783 1802
1784 /* inform players of new status */ 1803 /* inform players of new status */
1785 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1804 if (enemy->type == PLAYER && player_can_view (enemy, op))
1816 * other side of a wall (!). 1835 * other side of a wall (!).
1817 */ 1836 */
1818int 1837int
1819stand_in_light (object *op) 1838stand_in_light (object *op)
1820{ 1839{
1821 if (!op) 1840 if (op)
1822 return 0; 1841 {
1823
1824 if (op->glow_radius > 0) 1842 if (op->glow_radius > 0)
1825 return 1; 1843 return 1;
1826 1844
1827 if (op->map) 1845 if (op->map)
1828 { 1846 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1847 {
1829 /* Check the spaces with the max light radius to see if any of them 1848 /* Check the spaces with the max light radius to see if any of them
1830 * have lights, and if any of them light the player enough, then return 1. 1849 * have lights, and if any of them light the player enough, then return 1.
1831 */
1832 for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1833 {
1834 for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1835 { 1850 */
1836 maptile *m = op->map; 1851 int light = m->at (nx, ny).light;
1837 sint16 nx = x;
1838 sint16 ny = y;
1839 1852
1840 if (xy_normalise (m, nx, ny)) 1853 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1842 return 1; 1854 return 1;
1843 } 1855 }
1844 }
1845 } 1856 }
1846 1857
1847 return 0; 1858 return 0;
1848} 1859}
1849 1860
1875 * However,if you carry any source of light, then the hidden 1886 * However,if you carry any source of light, then the hidden
1876 * creature is seeable (and stupid) */ 1887 * creature is seeable (and stupid) */
1877 1888
1878 if (has_carried_lights (enemy)) 1889 if (has_carried_lights (enemy))
1879 { 1890 {
1880 if (enemy->hide) 1891 if (enemy->flag [FLAG_HIDDEN])
1881 { 1892 {
1882 make_visible (enemy); 1893 make_visible (enemy);
1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1894 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1884 } 1895 }
1896
1885 return 1; 1897 return 1;
1886 } 1898 }
1887 else if (enemy->hide) 1899 else if (enemy->flag [FLAG_HIDDEN])
1888 return 0; 1900 return 0;
1889 1901
1890 /* Invisible enemy. Break apart the check for invis undead/invis looker 1902 /* Invisible enemy. Break apart the check for invis undead/invis looker
1891 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1903 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1892 * and making it a conditional makes the code pretty ugly. 1904 * and making it a conditional makes the code pretty ugly.
1893 */ 1905 */
1894 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1906 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1895 {
1896 if (makes_invisible_to (enemy, looker)) 1907 if (makes_invisible_to (enemy, looker))
1897 return 0; 1908 return 0;
1898 }
1899 } 1909 }
1900 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1910 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1901 if (player_can_view (looker, enemy)) 1911 if (player_can_view (looker, enemy))
1902 return 1; 1912 return 1;
1903 1913
1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1914 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1905 * unless they carry a light or stand in light. Darkness doesnt 1915 * unless they carry a light or stand in light. Darkness doesnt
1908 * we care about the enemy maps status, not the looker. 1918 * we care about the enemy maps status, not the looker.
1909 * only relevant for tiled maps, but it is possible that the 1919 * only relevant for tiled maps, but it is possible that the
1910 * enemy is on a bright map and the looker on a dark - in that 1920 * enemy is on a bright map and the looker on a dark - in that
1911 * case, the looker can still see the enemy 1921 * case, the looker can still see the enemy
1912 */ 1922 */
1913 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1923 if (enemy->map->darklevel () > 0
1924 && !stand_in_light (enemy)
1914 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1925 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1915 return 0; 1926 return 0;
1916 1927
1917 return 1; 1928 return 1;
1918} 1929}
1930

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