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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 1.68 by root, Fri Sep 25 19:09:20 2009 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 {
47 npc->enemy = NULL; 46 npc->enemy = NULL;
48 else if (npc->enemy == NULL) 47 else if (npc->enemy == NULL)
49 npc->enemy = npc->owner->enemy; 48 npc->enemy = npc->owner->enemy;
50 } 49 }
51 50
52 /* periodically, a monster mayu change its target. Also, if the object 51 /* periodically, a monster may change its target. Also, if the object
53 * has been destroyed, etc, clear the enemy. 52 * has been destroyed, etc, clear the enemy.
54 * TODO: this should be changed, because it invokes to attack forced or 53 * TODO: this should be changed, because it invokes to attack forced or
55 * attacked monsters to leave the attacker alone, before it is destroyed 54 * attacked monsters to leave the attacker alone, before it is destroyed
56 */ 55 */
57 /* i had removed the random target leave, this invokes problems with friendly 56 /* I had removed the random target leave, this invokes problems with friendly
58 * objects, getting attacked and defending herself - they don't try to attack 57 * objects, getting attacked and defending herself - they don't try to attack
59 * again then but perhaps get attack on and on 58 * again then but perhaps get attack on and on
60 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 59 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
61 * too. */ 60 * too. */
62 61
66 * the grouping checks are. Code is the same. 65 * the grouping checks are. Code is the same.
67 */ 66 */
68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
69 QUERY_FLAG (npc->enemy, FLAG_FREED) || 68 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
70 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
71 npc->enemy = NULL; 70 npc->enemy = 0;
72 71
73 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
74 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 73 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 74 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || npc->enemy == npc->owner)) 75 || npc->enemy == npc->owner))
77 npc->enemy = NULL; 76 npc->enemy = 0;
78 77
79 78
80 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
81 npc->enemy = NULL; 80 npc->enemy = 0;
82 81
83 /* I've noticed that pets could sometimes get an arrow as the 82 /* I've noticed that pets could sometimes get an arrow as the
84 * target enemy - this code below makes sure the enemy is something 83 * target enemy - this code below makes sure the enemy is something
85 * that should be attacked. My guess is that the arrow hits 84 * that should be attacked. My guess is that the arrow hits
86 * the creature/owner, and so the creature then takes that 85 * the creature/owner, and so the creature then takes that
88 */ 87 */
89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER 90 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM) 91 && npc->enemy->type != GOLEM)
93 npc->enemy = NULL; 92 npc->enemy = 0;
94
95 } 93 }
96 94
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
98} 96}
99 97
100/* Returns the nearest living creature (monster or generator). 98/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 99 * Modified to deal with tiled maps properly.
102 * Also fixed logic so that monsters in the lower directions were more 100 * Also fixed logic so that monsters in the lower directions were more
197 /* we check our old enemy. */ 195 /* we check our old enemy. */
198 if (!(tmp = check_enemy (npc, rv))) 196 if (!(tmp = check_enemy (npc, rv)))
199 { 197 {
200 if (attacker) /* if we have an attacker, check him */ 198 if (attacker) /* if we have an attacker, check him */
201 { 199 {
202 /* TODO: thats not finished */ 200 /* TODO: that's not finished */
203 /* we don't want a fight evil vs evil or good against non evil */ 201 /* we don't want a fight evil vs evil or good against non evil */
204 202
205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 203 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 204 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
207 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 205 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 206 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... */ 207 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
210 { 208 {
211 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 209 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
212 npc->enemy = attacker; 210 npc->enemy = attacker;
213 return attacker; /* yes, we face our attacker! */ 211 return attacker; /* yes, we face our attacker! */
214 } 212 }
231 * Currently, this is only called from move_monster, and 229 * Currently, this is only called from move_monster, and
232 * if enemy is set, then so should be rv. 230 * if enemy is set, then so should be rv.
233 * returns 1 if the monster should wake up, 0 otherwise. 231 * returns 1 if the monster should wake up, 0 otherwise.
234 */ 232 */
235int 233int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 234check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 235{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 236 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 237 if (!enemy)
242 return 0; 238 return 0;
243 239
240 if (!op->flag [FLAG_SLEEP])
241 return 1;
242
243 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
244
245 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 246 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 247 radius = MIN_MON_RADIUS;
247 248 else if (op->map
249 && !enemy->invisible
250 && !stand_in_light (enemy)
251 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 252 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt 253 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 254 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 255 * Remember we already checked to see if the monster can see in
252 * the dark. */ 256 * the dark. */
257 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
253 258
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 259 if (enemy->flag [FLAG_STEALTH])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 260 radius = radius / 2 + 1;
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
263 261
264 /* enemy should already be on this map, so don't really need to check 262 /* enemy should already be on this map, so don't really need to check
265 * for that. 263 * for that.
266 */ 264 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
268 { 266 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 268 return 1;
271 } 269 }
270
272 return 0; 271 return 0;
273} 272}
274 273
275int 274int
276move_randomly (object *op) 275move_randomly (object *op)
277{ 276{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, rndm (8) + 1)) 279 if (move_object (op, rndm (8) + 1))
284 return 1; 280 return 1;
285 } 281
286 return 0; 282 return 0;
287} 283}
288 284
289/* 285/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 286 * Move-monster returns 1 if the object has been freed, otherwise 0.
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 == shstr_doppleganger)
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 the enemy is a player, we have los. if los says we
513 // can directly reach the player, we do not deviate.
514 // for non-players, we never deviate
515 if (op->stats.Wis >= 8
516 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519 uint32_t &smell = op->ms ().smell;
520
521 for (int ndir = 1; ndir <= 8; ++ndir)
522 {
523 mapxy pos (op); pos.move (ndir);
524
525 if (pos.normalise ())
526 {
527 mapspace &ms = pos.ms ();
528
529 if (ms.smell > smell)
530 {
531 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
532 if (op->stats.Wis >= 10)
533 smell = ms.smell - 1; // smarter: tell others
534
535 sdir = ndir;
536
537 // perturbing the path might let the monster lose track,
538 // but it will also widen the actual path, spreading information
539 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
540 sdir = absdir (sdir + 1 - rndm (2) * 2);
541 }
542 }
543 }
544
545 if (sdir)
546 dir = sdir;
547 else if (smell)
548 {
549 // no better smell found, so assume the player jumped, and erase this smell
550 //printf ("erasing smell %d\n", op->ms ().smell);//D
551 unordered_mapwalk (op, -1, -1, 1, 1)
552 m->at (nx, ny).smell = 0;
553 }
554 }
555
522 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 556 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
523 dir = absdir (dir + 4); 557 dir = absdir (dir + 4);
524 558
525 if (QUERY_FLAG (op, FLAG_CONFUSED)) 559 if (QUERY_FLAG (op, FLAG_CONFUSED))
526 dir = absdir (dir + rndm (3) + rndm (3) - 2); 560 dir = absdir (dir + rndm (3) + rndm (3) - 2);
529 563
530 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 564 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
531 { 565 {
532 switch (op->attack_movement & LO4) 566 switch (op->attack_movement & LO4)
533 { 567 {
534 case DISTATT: 568 case DISTATT:
535 dir = dist_att (dir, op, enemy, part, &rv); 569 dir = dist_att (dir, op, enemy, part, &rv);
536 break; 570 break;
537 571
538 case RUNATT: 572 case RUNATT:
539 dir = run_att (dir, op, enemy, part, &rv); 573 dir = run_att (dir, op, enemy, part, &rv);
540 break; 574 break;
541 575
542 case HITRUN: 576 case HITRUN:
543 dir = hitrun_att (dir, op, enemy); 577 dir = hitrun_att (dir, op, enemy);
544 break; 578 break;
545 579
546 case WAITATT: 580 case WAITATT:
547 dir = wait_att (dir, op, enemy, part, &rv); 581 dir = wait_att (dir, op, enemy, part, &rv);
548 break; 582 break;
549 583
550 case RUSH: /* default - monster normally moves towards player */ 584 case RUSH: /* default - monster normally moves towards player */
551 case ALLRUN: 585 case ALLRUN:
552 break; 586 break;
553 587
554 case DISTHIT: 588 case DISTHIT:
555 dir = disthit_att (dir, op, enemy, part, &rv); 589 dir = disthit_att (dir, op, enemy, part, &rv);
556 break; 590 break;
557 591
558 case WAIT2: 592 case WAIT2:
559 dir = wait_att2 (dir, op, enemy, part, &rv); 593 dir = wait_att2 (dir, op, enemy, part, &rv);
560 break; 594 break;
561 595
562 default: 596 default:
563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 597 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
564 } 598 }
565 } 599 }
566 600
567 if (!dir) 601 if (!dir)
568 return 0; 602 return 0;
578 return 0; 612 return 0;
579 } 613 }
580 614
581 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 615 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
582 { 616 {
583
584 /* Try move around corners if !close */ 617 /* Try move around corners if !close */
585 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 618 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
586 619
587 for (diff = 1; diff <= maxdiff; diff++) 620 for (diff = 1; diff <= maxdiff; diff++)
588 { 621 {
589 /* try different detours */ 622 /* try different detours */
590 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 623 int m = 1 - rndm (2) * 2; /* Try left or right first? */
591 624
592 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 625 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
593 return 0; 626 return 0;
594 } 627 }
595 } 628 }
622 { 655 {
623 object *nearest_player = get_nearest_player (op); 656 object *nearest_player = get_nearest_player (op);
624 657
625 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 658 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
626 { 659 {
627 op->enemy = NULL; 660 op->enemy = 0;
628 enemy = nearest_player; 661 enemy = nearest_player;
629 } 662 }
630 } 663 }
631 664
632 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 665 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
638 * still be pretty nasty. 671 * still be pretty nasty.
639 */ 672 */
640 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 673 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
641 { 674 {
642 part->stats.wc += 10; 675 part->stats.wc += 10;
643 (void) skill_attack (enemy, part, 0, NULL, NULL); 676 skill_attack (enemy, part, 0, NULL, NULL);
644 part->stats.wc -= 10; 677 part->stats.wc -= 10;
645 } 678 }
646 else 679 else
647 (void) skill_attack (enemy, part, 0, NULL, NULL); 680 skill_attack (enemy, part, 0, NULL, NULL);
648 } /* if monster is in attack range */ 681 } /* if monster is in attack range */
649 682
650 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 683 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
651 return 1; 684 return 1;
652 685
653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 686 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
654 { 687 {
655 op->remove ();
656 op->destroy (); 688 op->drop_and_destroy ();
657 return 1; 689 return 1;
658 } 690 }
691
659 return 0; 692 return 0;
660} 693}
661 694
662int 695int
663can_hit (object *ob1, object *ob2, rv_vector * rv) 696can_hit (object *ob1, object *ob2, rv_vector * rv)
672 return 1; 705 return 1;
673 706
674 /* check all the parts of ob2 - just because we can't get to 707 /* check all the parts of ob2 - just because we can't get to
675 * its head doesn't mean we don't want to pound its feet 708 * its head doesn't mean we don't want to pound its feet
676 */ 709 */
677 for (more = ob2->more; more != NULL; more = more->more) 710 for (more = ob2->more; more; more = more->more)
678 { 711 {
679 get_rangevector (ob1, more, &rv1, 0); 712 get_rangevector (ob1, more, &rv1, 0);
680 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 713 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
681 return 1; 714 return 1;
682 } 715 }
716
683 return 0; 717 return 0;
684
685} 718}
686 719
687/* Returns 1 is monster should cast spell sp at an enemy 720/* Returns 1 is monster should cast spell sp at an enemy
688 * Returns 0 if the monster should not cast this spell. 721 * Returns 0 if the monster should not cast this spell.
689 * 722 *
707 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 740 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
708 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 741 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
709 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 742 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
710 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 743 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
711 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 744 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
712
713 return 1; 745 return 1;
714 746
715 return 0; 747 return 0;
716} 748}
717
718 749
719#define MAX_KNOWN_SPELLS 20 750#define MAX_KNOWN_SPELLS 20
720 751
721/* Returns a randomly selected spell. This logic is still 752/* Returns a randomly selected spell. This logic is still
722 * less than ideal. This code also only seems to deal with 753 * less than ideal. This code also only seems to deal with
725 */ 756 */
726object * 757object *
727monster_choose_random_spell (object *monster) 758monster_choose_random_spell (object *monster)
728{ 759{
729 object *altern[MAX_KNOWN_SPELLS]; 760 object *altern[MAX_KNOWN_SPELLS];
730 object *tmp;
731 int i = 0; 761 int i = 0;
732 762
733 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 763 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
734 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 764 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
735 { 765 {
736 /* Check and see if it's actually a useful spell. 766 /* Check and see if it's actually a useful spell.
737 * If its a spellbook, the spell is actually the inventory item. 767 * If its a spellbook, the spell is actually the inventory item.
738 * if it is a spell, then it is just the object itself. 768 * if it is a spell, then it is just the object itself.
739 */ 769 */
740 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 770 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
741 { 771 {
742 altern[i++] = tmp; 772 altern [i++] = tmp;
773
743 if (i == MAX_KNOWN_SPELLS) 774 if (i == MAX_KNOWN_SPELLS)
744 break; 775 break;
745 } 776 }
746 } 777 }
747 if (!i) 778
748 return NULL; 779 return i ? altern [rndm (i)] : 0;
749 return altern[RANDOM () % i];
750} 780}
751 781
752/* This checks to see if the monster should cast a spell/ability. 782/* This checks to see if the monster should cast a spell/ability.
753 * it returns true if the monster casts a spell, 0 if he doesn't. 783 * it returns true if the monster casts a spell, 0 if he doesn't.
754 * head is the head of the monster. 784 * head is the head of the monster.
755 * part is the part of the monster we are checking against. 785 * part is the part of the monster we are checking against.
756 * pl is the target. 786 * pl is the target.
757 * dir is the direction to case. 787 * dir is the direction to case.
758 * rv is the vector which describes where the enemy is. 788 * rv is the vector which describes where the enemy is.
759 */ 789 */
760
761int 790int
762monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 791monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
763{ 792{
764 object *spell_item; 793 object *spell_item;
765 object *owner; 794 object *owner;
776 805
777 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 806 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
778 { 807 {
779 get_rangevector (head, owner, &rv1, 0x1); 808 get_rangevector (head, owner, &rv1, 0x1);
780 if (dirdiff (dir, rv1.direction) < 2) 809 if (dirdiff (dir, rv1.direction) < 2)
781 {
782 return 0; /* Might hit owner with spell */ 810 return 0; /* Might hit owner with spell */
783 }
784 } 811 }
785 812
786 if (QUERY_FLAG (head, FLAG_CONFUSED)) 813 if (QUERY_FLAG (head, FLAG_CONFUSED))
787 dir = absdir (dir + rndm (3) + rndm (3) - 2); 814 dir = absdir (dir + rndm (3) + rndm (3) - 2);
788 815
796 { 823 {
797 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 824 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 */ 825 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
799 return 0; 826 return 0;
800 } 827 }
828
801 if (spell_item->type == SPELLBOOK) 829 if (spell_item->type == SPELLBOOK)
802 { 830 {
803 if (!spell_item->inv) 831 if (!spell_item->inv)
804 { 832 {
805 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 833 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
806 return 0; 834 return 0;
807 } 835 }
836
808 spell_item = spell_item->inv; 837 spell_item = spell_item->inv;
809 } 838 }
810 } 839 }
811 else 840 else
812 spell_item = head->spellitem; 841 spell_item = head->spellitem;
831 /* set this to null, so next time monster will choose something different */ 860 /* set this to null, so next time monster will choose something different */
832 head->spellitem = NULL; 861 head->spellitem = NULL;
833 862
834 return cast_spell (part, part, dir, spell_item, NULL); 863 return cast_spell (part, part, dir, spell_item, NULL);
835} 864}
836
837 865
838int 866int
839monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 867monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
840{ 868{
841 object *scroll; 869 object *scroll;
1168 flag = 1; 1196 flag = 1;
1169 1197
1170 else 1198 else
1171 switch (item->type) 1199 switch (item->type)
1172 { 1200 {
1173 case MONEY: 1201 case MONEY:
1174 case GEM: 1202 case GEM:
1175 flag = monster->pick_up & 2; 1203 flag = monster->pick_up & 2;
1176 break; 1204 break;
1177 1205
1178 case FOOD: 1206 case FOOD:
1179 flag = monster->pick_up & 4; 1207 flag = monster->pick_up & 4;
1180 break; 1208 break;
1181 1209
1182 case WEAPON: 1210 case WEAPON:
1183 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1211 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1184 break; 1212 break;
1185 1213
1186 case ARMOUR: 1214 case ARMOUR:
1187 case SHIELD: 1215 case SHIELD:
1188 case HELMET: 1216 case HELMET:
1189 case BOOTS: 1217 case BOOTS:
1190 case GLOVES: 1218 case GLOVES:
1191 case GIRDLE: 1219 case GIRDLE:
1192 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1220 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1193 break; 1221 break;
1194 1222
1195 case SKILL: 1223 case SKILL:
1196 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1224 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1197 break; 1225 break;
1198 1226
1199 case RING: 1227 case RING:
1200 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1228 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1201 break; 1229 break;
1202 1230
1203 case WAND: 1231 case WAND:
1204 case HORN: 1232 case HORN:
1205 case ROD: 1233 case ROD:
1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1234 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1207 break; 1235 break;
1208 1236
1209 case SPELLBOOK: 1237 case SPELLBOOK:
1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); 1238 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1211 break; 1239 break;
1212 1240
1213 case SCROLL: 1241 case SCROLL:
1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1242 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1215 break; 1243 break;
1216 1244
1217 case BOW: 1245 case BOW:
1218 case ARROW: 1246 case ARROW:
1219 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1247 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1220 break; 1248 break;
1221 } 1249 }
1222 1250
1223 /* Simplistic check - if the monster has a location to equip it, he will 1251 /* Simplistic check - if the monster has a location to equip it, he will
1224 * pick it up. Note that this doesn't handle cases where an item may 1252 * pick it up. Note that this doesn't handle cases where an item may
1225 * use several locations. 1253 * use several locations.
1233 } 1261 }
1234 } 1262 }
1235 1263
1236 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1264 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1237 return 1; 1265 return 1;
1266
1238 return 0; 1267 return 0;
1239} 1268}
1240 1269
1241/* 1270/*
1242 * monster_apply_below(): 1271 * monster_apply_below():
1390} 1419}
1391 1420
1392void 1421void
1393npc_call_help (object *op) 1422npc_call_help (object *op)
1394{ 1423{
1395 int x, y, mflags; 1424 unordered_mapwalk (op, -7, -7, 7, 7)
1396 object *npc;
1397 sint16 sx, sy;
1398 maptile *m;
1399
1400 for (x = -3; x < 4; x++)
1401 for (y = -3; y < 4; y++)
1402 { 1425 {
1403 m = op->map; 1426 mapspace &ms = m->at (nx, ny);
1404 sx = op->x + x; 1427
1405 sy = op->y + y;
1406 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1407 /* If nothing alive on this space, no need to search the space. */ 1428 /* If nothing alive on this space, no need to search the space. */
1408 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1429 if (!(ms.flags () & P_IS_ALIVE))
1409 continue; 1430 continue;
1410 1431
1411 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1432 for (object *npc = ms.bot; npc; npc = npc->above)
1412 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1433 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1413 npc->enemy = op->enemy; 1434 npc->enemy = op->enemy;
1414 } 1435 }
1415} 1436}
1416 1437
1417int 1438int
1418dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1439dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1419{ 1440{
1420 if (can_hit (part, enemy, rv)) 1441 if (can_hit (part, enemy, rv))
1421 return dir; 1442 return dir;
1443
1422 if (rv->distance < 10) 1444 if (rv->distance < 10)
1423 return absdir (dir + 4); 1445 return absdir (dir + 4);
1424 else if (rv->distance > 18) 1446 else if (rv->distance > 18)
1425 return dir; 1447 return dir;
1426 1448
1427 return 0; 1449 return 0;
1428} 1450}
1429 1451
1430int 1452int
1431run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1453run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1432{ 1454{
1433 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1455 if (can_hit (part, enemy, rv))
1434 {
1435 ob->move_status++;
1436 return (dir); 1456 return dir;
1437 } 1457 else
1438 else if (ob->move_status > 20)
1439 ob->move_status = 0;
1440
1441 return absdir (dir + 4); 1458 return absdir (dir + 4);
1442} 1459}
1443 1460
1444int 1461int
1445hitrun_att (int dir, object *ob, object *enemy) 1462hitrun_att (int dir, object *ob, object *enemy)
1446{ 1463{
1455} 1472}
1456 1473
1457int 1474int
1458wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1475wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1459{ 1476{
1460
1461 int inrange = can_hit (part, enemy, rv); 1477 int inrange = can_hit (part, enemy, rv);
1462 1478
1463 if (ob->move_status || inrange) 1479 if (ob->move_status || inrange)
1464 ob->move_status++; 1480 ob->move_status++;
1465 1481
1475} 1491}
1476 1492
1477int 1493int
1478disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1494disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1479{ 1495{
1480
1481 /* The logic below here looked plain wrong before. Basically, what should 1496 /* The logic below here looked plain wrong before. Basically, what should
1482 * happen is that if the creatures hp percentage falls below run_away, 1497 * happen is that if the creatures hp percentage falls below run_away,
1483 * the creature should run away (dir+4) 1498 * the creature should run away (dir+4)
1484 * I think its wrong for a creature to have a zero maxhp value, but 1499 * I think its wrong for a creature to have a zero maxhp value, but
1485 * at least one map has this set, and whatever the map contains, the 1500 * at least one map has this set, and whatever the map contains, the
1486 * server should try to be resilant enough to avoid the problem 1501 * server should try to be resilant enough to avoid the problem
1487 */ 1502 */
1488 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1503 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1489 return absdir (dir + 4); 1504 return absdir (dir + 4);
1490 1505
1491 return dist_att (dir, ob, enemy, part, rv); 1506 return dist_att (dir, ob, enemy, part, rv);
1492} 1507}
1493 1508
1581} 1596}
1582 1597
1583void 1598void
1584rand_move (object *ob) 1599rand_move (object *ob)
1585{ 1600{
1586 int i;
1587
1588 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1601 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1589 for (i = 0; i < 5; i++) 1602 for (int i = 0; i < 5; i++)
1590 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1603 if (move_object (ob, ob->move_status = rndm (8) + 1))
1591 return; 1604 return;
1592} 1605}
1593 1606
1594void 1607void
1595check_earthwalls (object *op, maptile *m, int x, int y) 1608check_earthwalls (object *op, maptile *m, int x, int y)
1596{ 1609{
1597 object *tmp;
1598
1599 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1610 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1600 {
1601 if (tmp->type == EARTHWALL) 1611 if (tmp->type == EARTHWALL)
1602 { 1612 {
1603 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1613 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1604 return; 1614 return;
1605 } 1615 }
1606 }
1607} 1616}
1608 1617
1609void 1618void
1610check_doors (object *op, maptile *m, int x, int y) 1619check_doors (object *op, maptile *m, int x, int y)
1611{ 1620{
1612 object *tmp;
1613
1614 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1621 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1615 {
1616 if (tmp->type == DOOR) 1622 if (tmp->type == DOOR)
1617 { 1623 {
1618 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1624 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1619 return; 1625 return;
1620 } 1626 }
1621 }
1622} 1627}
1623 1628
1624/* find_mon_throw_ob() - modeled on find_throw_ob 1629/* find_mon_throw_ob() - modeled on find_throw_ob
1625 * This is probably overly simplistic as it is now - We want 1630 * This is probably overly simplistic as it is now - We want
1626 * monsters to throw things like chairs and other pieces of 1631 * monsters to throw things like chairs and other pieces of
1669 * Returns 0 if enemy can not be detected, 1 if it is detected 1674 * Returns 0 if enemy can not be detected, 1 if it is detected
1670 */ 1675 */
1671int 1676int
1672can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1677can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1673{ 1678{
1674 int radius = MIN_MON_RADIUS, hide_discovery;
1675
1676 /* null detection for any of these condtions always */ 1679 /* null detection for any of these condtions always */
1677 if (!op || !enemy || !op->map || !enemy->map) 1680 if (!op || !enemy || !op->map || !enemy->map)
1678 return 0; 1681 return 0;
1679 1682
1680 /* If the monster (op) has no way to get to the enemy, do nothing */ 1683 /* If the monster (op) has no way to get to the enemy, do nothing */
1682 return 0; 1685 return 0;
1683 1686
1684 get_rangevector (op, enemy, rv, 0); 1687 get_rangevector (op, enemy, rv, 0);
1685 1688
1686 /* Monsters always ignore the DM */ 1689 /* Monsters always ignore the DM */
1687 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1690 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1688 return 0; 1691 return 0;
1689 1692
1690 /* simple check. Should probably put some range checks in here. */ 1693 /* simple check. Should probably put some range checks in here. */
1691 if (can_see_enemy (op, enemy)) 1694 if (can_see_enemy (op, enemy))
1692 return 1; 1695 return 1;
1693 1696
1694 /* The rest of this is for monsters. Players are on their own for 1697 /* The rest of this is for monsters. Players are on their own for
1695 * finding enemies! 1698 * finding enemies!
1696 */ 1699 */
1697 if (op->type == PLAYER) 1700 if (op->is_player ())
1698 return 0; 1701 return 0;
1699 1702
1700 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1703 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1701 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1704 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1702 */ 1705 */
1703 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1706 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1704 return 0; 1707 return 0;
1705 1708
1709 int radius = MIN_MON_RADIUS;
1710
1706 /* use this for invis also */ 1711 /* use this for invis also */
1707 hide_discovery = op->stats.Int / 5; 1712 int hide_discovery = op->stats.Int / 5;
1708 1713
1709 /* Determine Detection radii */ 1714 /* Determine Detection radii */
1710 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1715 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1711 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1716 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1712 else 1717 else
1713 { /* a level/INT/Dex adjustment for hiding */ 1718 { /* a level/INT/Dex adjustment for hiding */
1714 int bonus = op->level / 2 + op->stats.Int / 5; 1719 int bonus = op->level / 2 + op->stats.Int / 5;
1715 1720
1716 if (enemy->type == PLAYER) 1721 if (enemy->is_player ())
1717 { 1722 {
1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) 1723 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1719 bonus -= sk_hide->level; 1724 bonus -= sk_hide->level;
1720 else 1725 else
1721 { 1726 {
1738 radius /= 2; 1743 radius /= 2;
1739 hide_discovery /= 3; 1744 hide_discovery /= 3;
1740 } 1745 }
1741 1746
1742 /* Radii adjustment for enemy standing in the dark */ 1747 /* Radii adjustment for enemy standing in the dark */
1743 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1748 if (!stand_in_light (enemy))
1744 { 1749 {
1745 /* on dark maps body heat can help indicate location with infravision 1750 /* on dark maps body heat can help indicate location with infravision
1746 * undead don't have body heat, so no benefit detecting them. 1751 * undead don't have body heat, so no benefit detecting them.
1747 */ 1752 */
1748 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1753 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1749 radius += op->map->darkness / 2; 1754 radius += op->map->darklevel () / 2;
1750 else 1755 else
1751 radius -= op->map->darkness / 2; 1756 radius -= op->map->darklevel () / 2;
1752 1757
1753 /* op next to a monster (and not in complete darkness) 1758 /* op next to a monster (and not in complete darkness)
1754 * the monster should have a chance to see you. 1759 * the monster should have a chance to see you.
1755 */ 1760 */
1756 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1761 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1757 radius = MIN_MON_RADIUS; 1762 radius = MIN_MON_RADIUS;
1758 } /* if on dark map */ 1763 } /* if on dark map */
1759 1764
1760 /* Lets not worry about monsters that have incredible detection 1765 /* Lets not worry about monsters that have incredible detection
1761 * radii, we only need to worry here about things the player can 1766 * radii, we only need to worry here about things the player can
1775 /* ah, we are within range, detected? take cases */ 1780 /* ah, we are within range, detected? take cases */
1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1781 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1777 return 1; 1782 return 1;
1778 1783
1779 /* hidden or low-quality invisible */ 1784 /* hidden or low-quality invisible */
1780 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery) 1785 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1781 { 1786 {
1782 make_visible (enemy); 1787 make_visible (enemy);
1783 1788
1784 /* inform players of new status */ 1789 /* inform players of new status */
1785 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1790 if (enemy->type == PLAYER && player_can_view (enemy, op))
1809 /* Wasn't detected above, so still hidden */ 1814 /* Wasn't detected above, so still hidden */
1810 return 0; 1815 return 0;
1811} 1816}
1812 1817
1813/* determine if op stands in a lighted square. This is not a very 1818/* determine if op stands in a lighted square. This is not a very
1814 * intellegent algorithm. For one thing, we ignore los here, SO it 1819 * intelligent algorithm. For one thing, we ignore los here, SO it
1815 * is possible for a bright light to illuminate a player on the 1820 * is possible for a bright light to illuminate a player on the
1816 * other side of a wall (!). 1821 * other side of a wall (!).
1817 */ 1822 */
1818int 1823int
1819stand_in_light (object *op) 1824stand_in_light (object *op)
1820{ 1825{
1821 if (!op) 1826 if (op)
1827 {
1828 if (!op->is_on_map ())
1822 return 0; 1829 return 0;
1823 1830
1831 if (op->map->darklevel () <= 0)
1832 return 1;
1833
1824 if (op->glow_radius > 0) 1834 if (op->glow_radius > 0)
1825 return 1; 1835 return 1;
1826 1836
1827 if (op->map) 1837 if (op->map)
1828 { 1838 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1839 {
1829 /* Check the spaces with the max light radius to see if any of them 1840 /* Check the spaces with the max light radius to see if any of them
1830 * have lights, and if any of them light the player enough, then return 1. 1841 * have lights, and if any of them light the player enough, then return 1.
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 { 1842 */
1836 maptile *m = op->map; 1843 int light = m->at (nx, ny).light;
1837 sint16 nx = x;
1838 sint16 ny = y;
1839 1844
1840 if (xy_normalise (m, nx, ny)) 1845 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; 1846 return 1;
1843 } 1847 }
1844 }
1845 } 1848 }
1846 1849
1847 return 0; 1850 return 0;
1848} 1851}
1849 1852
1873 { 1876 {
1874 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1877 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1875 * However,if you carry any source of light, then the hidden 1878 * However,if you carry any source of light, then the hidden
1876 * creature is seeable (and stupid) */ 1879 * creature is seeable (and stupid) */
1877 1880
1878 if (has_carried_lights (enemy)) 1881 if (enemy->has_carried_lights ())
1879 { 1882 {
1880 if (enemy->hide) 1883 if (enemy->flag [FLAG_HIDDEN])
1881 { 1884 {
1882 make_visible (enemy); 1885 make_visible (enemy);
1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1886 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1884 } 1887 }
1888
1885 return 1; 1889 return 1;
1886 } 1890 }
1887 else if (enemy->hide) 1891 else if (enemy->flag [FLAG_HIDDEN])
1888 return 0; 1892 return 0;
1889 1893
1890 /* Invisible enemy. Break apart the check for invis undead/invis looker 1894 /* 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, 1895 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1892 * and making it a conditional makes the code pretty ugly. 1896 * and making it a conditional makes the code pretty ugly.
1893 */ 1897 */
1894 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1898 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1895 {
1896 if (makes_invisible_to (enemy, looker)) 1899 if (makes_invisible_to (enemy, looker))
1897 return 0; 1900 return 0;
1898 }
1899 } 1901 }
1900 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1902 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1901 if (player_can_view (looker, enemy)) 1903 if (player_can_view (looker, enemy))
1902 return 1; 1904 return 1;
1903 1905
1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1906 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1905 * unless they carry a light or stand in light. Darkness doesnt 1907 * unless they carry a light or stand in light. Darkness doesnt
1908 * we care about the enemy maps status, not the looker. 1910 * we care about the enemy maps status, not the looker.
1909 * only relevant for tiled maps, but it is possible that the 1911 * 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 1912 * enemy is on a bright map and the looker on a dark - in that
1911 * case, the looker can still see the enemy 1913 * case, the looker can still see the enemy
1912 */ 1914 */
1913 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1915 if (!stand_in_light (enemy)
1914 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1916 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1915 return 0; 1917 return 0;
1916 1918
1917 return 1; 1919 return 1;
1918} 1920}
1921

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