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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.12 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.45 by root, Sun Nov 16 03:52:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef __CEXTRACT__
26# include <sproto.h> 25#include <sproto.h>
27# include <spells.h> 26#include <spells.h>
28# include <skills.h> 27#include <skills.h>
29#endif
30
31 28
32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 29#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33
34 30
35/* checks npc->enemy and returns that enemy if still valid, 31/* checks npc->enemy and returns that enemy if still valid,
36 * NULL otherwise. 32 * NULL otherwise.
37 * this is map tile aware. 33 * this is map tile aware.
38 * If this returns an enemy, the range vector rv should also be 34 * If this returns an enemy, the range vector rv should also be
88 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
89 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
90 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
91 * as the enemy to attack. 87 * as the enemy to attack.
92 */ 88 */
93 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
94 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM)
95 npc->enemy = NULL; 93 npc->enemy = NULL;
96 94
97 } 95 }
96
98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
99} 98}
100 99
101/* Returns the nearest living creature (monster or generator). 100/* Returns the nearest living creature (monster or generator).
102 * Modified to deal with tiled maps properly. 101 * Modified to deal with tiled maps properly.
116find_nearest_living_creature (object *npc) 115find_nearest_living_creature (object *npc)
117{ 116{
118 int i, mflags; 117 int i, mflags;
119 sint16 nx, ny; 118 sint16 nx, ny;
120 maptile *m; 119 maptile *m;
121 object *tmp;
122 int search_arr[SIZEOFFREE]; 120 int search_arr[SIZEOFFREE];
123 121
124 get_search_arr (search_arr); 122 get_search_arr (search_arr);
123
125 for (i = 0; i < SIZEOFFREE; i++) 124 for (i = 0; i < SIZEOFFREE; i++)
126 { 125 {
127 /* modified to implement smart searching using search_arr 126 /* modified to implement smart searching using search_arr
128 * guidance array to determine direction of search order 127 * guidance array to determine direction of search order
129 */ 128 */
130 nx = npc->x + freearr_x[search_arr[i]]; 129 nx = npc->x + freearr_x[search_arr[i]];
131 ny = npc->y + freearr_y[search_arr[i]]; 130 ny = npc->y + freearr_y[search_arr[i]];
132 m = npc->map; 131 m = npc->map;
133 132
134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 133 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
134
135 if (mflags & P_OUT_OF_MAP) 135 if (mflags & P_OUT_OF_MAP)
136 continue; 136 continue;
137 137
138 if (mflags & P_IS_ALIVE) 138 if (mflags & P_IS_ALIVE)
139 { 139 {
140 tmp = get_map_ob (m, nx, ny); 140 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
141 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 141 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
142 tmp = tmp->above;
143
144 if (!tmp)
145 {
146 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
147 m->path, nx, ny);
148 }
149 else
150 {
151 if (can_see_monsterP (m, nx, ny, i)) 142 if (can_see_monsterP (m, nx, ny, i))
152 return tmp; 143 return tmp;
153 } 144 }
154 } /* is something living on this space */
155 } 145 }
156 return NULL; /* nothing found */
157}
158 146
147 return 0;
148}
159 149
160/* Tries to find an enmy for npc. We pass the range vector since 150/* Tries to find an enemy for npc. We pass the range vector since
161 * our caller will find the information useful. 151 * our caller will find the information useful.
162 * Currently, only move_monster calls this function. 152 * Currently, only move_monster calls this function.
163 * Fix function so that we always make calls to get_rangevector 153 * Fix function so that we always make calls to get_rangevector
164 * if we have a valid target - function as not doing so in 154 * if we have a valid target - function as not doing so in
165 * many cases. 155 * many cases.
166 */ 156 */
167
168object * 157object *
169find_enemy (object *npc, rv_vector * rv) 158find_enemy (object *npc, rv_vector * rv)
170{ 159{
171 object *attacker, *tmp = NULL; 160 object *attacker, *tmp = NULL;
172 161
178 { 167 {
179 tmp = find_nearest_living_creature (npc); 168 tmp = find_nearest_living_creature (npc);
180 169
181 if (tmp) 170 if (tmp)
182 get_rangevector (npc, tmp, rv, 0); 171 get_rangevector (npc, tmp, rv, 0);
172
183 return tmp; 173 return tmp;
184 } 174 }
185 175
186 /* Here is the main enemy selection. 176 /* Here is the main enemy selection.
187 * We want this: if there is an enemy, attack him until its not possible or 177 * We want this: if there is an enemy, attack him until its not possible or
240/* Sees if this monster should wake up. 230/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 231 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 232 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 233 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 234 */
245
246int 235int
247check_wakeup (object *op, object *enemy, rv_vector * rv) 236check_wakeup (object *op, object *enemy, rv_vector * rv)
248{ 237{
249 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; 238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
250 239
289 int i; 278 int i;
290 279
291 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
292 for (i = 0; i < 15; i++) 281 for (i = 0; i < 15; i++)
293 { 282 {
294 if (move_object (op, RANDOM () % 8 + 1)) 283 if (move_object (op, rndm (8) + 1))
295 return 1; 284 return 1;
296 } 285 }
297 return 0; 286 return 0;
298} 287}
299 288
300/* 289/*
301 * Move-monster returns 1 if the object has been freed, otherwise 0. 290 * Move-monster returns 1 if the object has been freed, otherwise 0.
302 */ 291 */
303
304int 292int
305move_monster (object *op) 293move_monster (object *op)
306{ 294{
307 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 295 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
308 object *owner, *enemy, *part, *oph = op; 296 object *owner, *enemy, *part, *oph = op;
368 } 356 }
369 357
370 /* this should probably get modified by many more values. 358 /* this should probably get modified by many more values.
371 * (eg, creatures resistance to fear, level, etc. ) 359 * (eg, creatures resistance to fear, level, etc. )
372 */ 360 */
373 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
374 { 362 {
375 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
376 } 364 }
377 365
378 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
384 if (!check_wakeup (op, enemy, &rv)) 372 if (!check_wakeup (op, enemy, &rv))
385 return 0; 373 return 0;
386 } 374 }
387 375
388 /* check if monster pops out of hidden spot */ 376 /* check if monster pops out of hidden spot */
389 if (op->hide) 377 if (op->flag [FLAG_HIDDEN])
390 do_hidden_move (op); 378 do_hidden_move (op);
391 379
392 if (op->pick_up) 380 if (op->pick_up)
393 monster_check_pickup (op); 381 monster_check_pickup (op);
394 382
398 /* If we don't have an enemy, do special movement or the like */ 386 /* If we don't have an enemy, do special movement or the like */
399 if (!enemy) 387 if (!enemy)
400 { 388 {
401 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
402 { 390 {
403 remove_ob (op); 391 op->drop_and_destroy ();
404 free_object (op);
405 return 1; 392 return 1;
406 } 393 }
407 394
408 /* Probably really a bug for a creature to have both 395 /* Probably really a bug for a creature to have both
409 * stand still and a movement type set. 396 * stand still and a movement type set.
458 } /* stand still */ 445 } /* stand still */
459 return 0; 446 return 0;
460 } /* no enemy */ 447 } /* no enemy */
461 448
462 /* We have an enemy. Block immediately below is for pets */ 449 /* We have an enemy. Block immediately below is for pets */
463 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner)) 450 if ((op->attack_movement & HI4) == PETMOVE
451 && (owner = op->owner) != NULL
452 && !on_same_map (op, owner)
453 && !owner->flag [FLAG_REMOVED])
464 return follow_owner (op, owner); 454 return follow_owner (op, owner);
465 455
466 /* doppleganger code to change monster facing to that of the nearest 456 /* doppleganger code to change monster facing to that of the nearest
467 * player. Hmm. The code is here, but no monster in the current 457 * player. Hmm. The code is here, but no monster in the current
468 * arch set uses it. 458 * arch set uses it.
487 if (!QUERY_FLAG (op, FLAG_SCARED)) 477 if (!QUERY_FLAG (op, FLAG_SCARED))
488 { 478 {
489 rv_vector rv1; 479 rv_vector rv1;
490 480
491 /* now we test every part of an object .... this is a real ugly piece of code */ 481 /* now we test every part of an object .... this is a real ugly piece of code */
492 for (part = op; part != NULL; part = part->more) 482 for (part = op; part; part = part->more)
493 { 483 {
494 get_rangevector (part, enemy, &rv1, 0x1); 484 get_rangevector (part, enemy, &rv1, 0x1);
495 dir = rv1.direction; 485 dir = rv1.direction;
496 486
497 /* hm, not sure about this part - in original was a scared flag here too 487 /* hm, not sure about this part - in original was a scared flag here too
498 * but that we test above... so can be old code here 488 * but that we test above... so can be old code here
499 */ 489 */
500 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 490 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
501 dir = absdir (dir + 4); 491 dir = absdir (dir + 4);
492
502 if (QUERY_FLAG (op, FLAG_CONFUSED)) 493 if (QUERY_FLAG (op, FLAG_CONFUSED))
503 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 494 dir = absdir (dir + rndm (3) + rndm (3) - 2);
504 495
505 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 496 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
506 {
507 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 497 if (monster_cast_spell (op, part, enemy, dir, &rv1))
508 return 0; 498 return 0;
509 }
510 499
511 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 500 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
512 {
513 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
514 return 0; 502 return 0;
515 }
516 503
517 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 504 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
518 {
519 if (monster_use_range (op, part, enemy, dir)) 505 if (monster_use_range (op, part, enemy, dir))
520 return 0; 506 return 0;
521 } 507
522 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 508 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
523 {
524 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 509 if (monster_use_skill (op, rv.part, enemy, rv.direction))
525 return 0; 510 return 0;
526 } 511
527 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 512 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
528 {
529 if (monster_use_bow (op, part, enemy, dir)) 513 if (monster_use_bow (op, part, enemy, dir))
530 return 0; 514 return 0;
531 }
532 } /* for processing of all parts */ 515 } /* for processing of all parts */
533 } /* If not scared */ 516 } /* If not scared */
534 517
535 518
536 part = rv.part; 519 part = rv.part;
538 521
539 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 522 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
540 dir = absdir (dir + 4); 523 dir = absdir (dir + 4);
541 524
542 if (QUERY_FLAG (op, FLAG_CONFUSED)) 525 if (QUERY_FLAG (op, FLAG_CONFUSED))
543 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
544 527
545 pre_att_dir = dir; /* remember the original direction */ 528 pre_att_dir = dir; /* remember the original direction */
546 529
547 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 530 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
548 { 531 {
667 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 650 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
668 return 1; 651 return 1;
669 652
670 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
671 { 654 {
672 remove_ob (op); 655 op->drop_and_destroy ();
673 free_object (op);
674 return 1; 656 return 1;
675 } 657 }
658
676 return 0; 659 return 0;
677} 660}
678 661
679int 662int
680can_hit (object *ob1, object *ob2, rv_vector * rv) 663can_hit (object *ob1, object *ob2, rv_vector * rv)
681{ 664{
682 object *more; 665 object *more;
683 rv_vector rv1; 666 rv_vector rv1;
684 667
685 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 668 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
686 return 0; 669 return 0;
687 670
688 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 671 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
689 return 1; 672 return 1;
690 673
789 * other monsters) 772 * other monsters)
790 */ 773 */
791 if (!(dir = path_to_player (part, pl, 0))) 774 if (!(dir = path_to_player (part, pl, 0)))
792 return 0; 775 return 0;
793 776
794 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 777 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
795 { 778 {
796 get_rangevector (head, owner, &rv1, 0x1); 779 get_rangevector (head, owner, &rv1, 0x1);
797 if (dirdiff (dir, rv1.direction) < 2) 780 if (dirdiff (dir, rv1.direction) < 2)
798 { 781 {
799 return 0; /* Might hit owner with spell */ 782 return 0; /* Might hit owner with spell */
800 } 783 }
801 } 784 }
802 785
803 if (QUERY_FLAG (head, FLAG_CONFUSED)) 786 if (QUERY_FLAG (head, FLAG_CONFUSED))
804 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 787 dir = absdir (dir + rndm (3) + rndm (3) - 2);
805 788
806 /* If the monster hasn't already chosen a spell, choose one 789 /* If the monster hasn't already chosen a spell, choose one
807 * I'm not sure if it really make sense to pre-select spells (events 790 * I'm not sure if it really make sense to pre-select spells (events
808 * could be different by the time the monster goes again). 791 * could be different by the time the monster goes again).
809 */ 792 */
866 * other monsters) 849 * other monsters)
867 */ 850 */
868 if (!(dir = path_to_player (part, pl, 0))) 851 if (!(dir = path_to_player (part, pl, 0)))
869 return 0; 852 return 0;
870 853
871 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 854 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
872 { 855 {
873 get_rangevector (head, owner, &rv1, 0x1); 856 get_rangevector (head, owner, &rv1, 0x1);
874 if (dirdiff (dir, rv1.direction) < 2) 857 if (dirdiff (dir, rv1.direction) < 2)
875 { 858 {
876 return 0; /* Might hit owner with spell */ 859 return 0; /* Might hit owner with spell */
877 } 860 }
878 } 861 }
879 862
880 if (QUERY_FLAG (head, FLAG_CONFUSED)) 863 if (QUERY_FLAG (head, FLAG_CONFUSED))
881 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 864 dir = absdir (dir + rndm (3) + rndm (3) - 2);
882 865
883 for (scroll = head->inv; scroll; scroll = scroll->below) 866 for (scroll = head->inv; scroll; scroll = scroll->below)
884 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 867 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
885 break; 868 break;
886 869
908 * The skills we are treating here are all but those. -b.t. 891 * The skills we are treating here are all but those. -b.t.
909 * 892 *
910 * At the moment this is only useful for throwing, perhaps for 893 * At the moment this is only useful for throwing, perhaps for
911 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 894 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
912 */ 895 */
913
914int 896int
915monster_use_skill (object *head, object *part, object *pl, int dir) 897monster_use_skill (object *head, object *part, object *pl, int dir)
916{ 898{
917 object *skill, *owner; 899 object *skill, *owner;
918 900
919 if (!(dir = path_to_player (part, pl, 0))) 901 if (!(dir = path_to_player (part, pl, 0)))
920 return 0; 902 return 0;
921 903
922 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 904 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
923 { 905 {
924 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 906 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
925 907
926 if (dirdiff (dir, dir2) < 1) 908 if (dirdiff (dir, dir2) < 1)
927 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 909 return 0; /* Might hit owner with skill -thrown rocks for example ? */
928 } 910 }
911
929 if (QUERY_FLAG (head, FLAG_CONFUSED)) 912 if (QUERY_FLAG (head, FLAG_CONFUSED))
930 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 913 dir = absdir (dir + rndm (3) + rndm (3) - 2);
931 914
932 /* skill selection - monster will use the next unused skill. 915 /* skill selection - monster will use the next unused skill.
933 * well...the following scenario will allow the monster to 916 * well...the following scenario will allow the monster to
934 * toggle between 2 skills. One day it would be nice to make 917 * toggle between 2 skills. One day it would be nice to make
935 * more skills available to monsters. 918 * more skills available to monsters.
936 */ 919 */
937
938 for (skill = head->inv; skill != NULL; skill = skill->below) 920 for (skill = head->inv; skill; skill = skill->below)
939 if (skill->type == SKILL && skill != head->chosen_skill) 921 if (skill->type == SKILL && skill != head->chosen_skill)
940 { 922 {
941 head->chosen_skill = skill; 923 head->chosen_skill = skill;
942 break; 924 break;
943 } 925 }
946 { 928 {
947 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 929 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
948 CLEAR_FLAG (head, FLAG_READY_SKILL); 930 CLEAR_FLAG (head, FLAG_READY_SKILL);
949 return 0; 931 return 0;
950 } 932 }
933
951 /* use skill */ 934 /* use skill */
952 return do_skill (head, part, head->chosen_skill, dir, NULL); 935 return do_skill (head, part, head->chosen_skill, dir, NULL);
953} 936}
954 937
955/* Monster will use a ranged spell attack. */ 938/* Monster will use a ranged spell attack. */
956
957int 939int
958monster_use_range (object *head, object *part, object *pl, int dir) 940monster_use_range (object *head, object *part, object *pl, int dir)
959{ 941{
960 object *wand, *owner; 942 object *wand, *owner;
961 int at_least_one = 0; 943 int at_least_one = 0;
962 944
963 if (!(dir = path_to_player (part, pl, 0))) 945 if (!(dir = path_to_player (part, pl, 0)))
964 return 0; 946 return 0;
965 947
966 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 948 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
967 { 949 {
968 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 950 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
969 951
970 if (dirdiff (dir, dir2) < 2) 952 if (dirdiff (dir, dir2) < 2)
971 return 0; /* Might hit owner with spell */ 953 return 0; /* Might hit owner with spell */
972 } 954 }
955
973 if (QUERY_FLAG (head, FLAG_CONFUSED)) 956 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 957 dir = absdir (dir + rndm (3) + rndm (3) - 2);
975 958
976 for (wand = head->inv; wand != NULL; wand = wand->below) 959 for (wand = head->inv; wand; wand = wand->below)
977 { 960 {
978 if (wand->type == WAND) 961 if (wand->type == WAND)
979 { 962 {
980 /* Found a wand, let's see if it has charges left */ 963 /* Found a wand, let's see if it has charges left */
981 at_least_one = 1; 964 at_least_one = 1;
987 if (!(--wand->stats.food)) 970 if (!(--wand->stats.food))
988 { 971 {
989 if (wand->arch) 972 if (wand->arch)
990 { 973 {
991 CLEAR_FLAG (wand, FLAG_ANIMATE); 974 CLEAR_FLAG (wand, FLAG_ANIMATE);
992 wand->face = wand->arch->clone.face; 975 wand->face = wand->arch->face;
993 wand->speed = 0; 976 wand->set_speed (0);
994 update_ob_speed (wand);
995 } 977 }
996 } 978 }
997 /* Success */ 979 /* Success */
998 return 1; 980 return 1;
999 } 981 }
1017 } 999 }
1018 1000
1019 if (at_least_one) 1001 if (at_least_one)
1020 return 0; 1002 return 0;
1021 1003
1022 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1004 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1023 CLEAR_FLAG (head, FLAG_READY_RANGE); 1005 CLEAR_FLAG (head, FLAG_READY_RANGE);
1024 return 0; 1006 return 0;
1025} 1007}
1026 1008
1027int 1009int
1029{ 1011{
1030 object *owner; 1012 object *owner;
1031 1013
1032 if (!(dir = path_to_player (part, pl, 0))) 1014 if (!(dir = path_to_player (part, pl, 0)))
1033 return 0; 1015 return 0;
1016
1034 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1017 if (QUERY_FLAG (head, FLAG_CONFUSED))
1035 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1018 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1036 1019
1037 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 1020 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1038 { 1021 {
1039 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1022 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1040 1023
1041 if (dirdiff (dir, dir2) < 1) 1024 if (dirdiff (dir, dir2) < 1)
1042 return 0; /* Might hit owner with arrow */ 1025 return 0; /* Might hit owner with arrow */
1046 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1029 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1047 1030
1048} 1031}
1049 1032
1050/* Checks if putting on 'item' will make 'who' do more 1033/* Checks if putting on 'item' will make 'who' do more
1051 * damage. This is a very simplistic check - also checking things 1034 * damage. This is a very simplistic check - also checking things
1052 * like speed and ac are also relevant. 1035 * like speed and ac are also relevant.
1053 * 1036 *
1054 * return true if item is a better object. 1037 * return true if item is a better object.
1055 */ 1038 */
1056
1057int 1039int
1058check_good_weapon (object *who, object *item) 1040check_good_weapon (object *who, object *item)
1059{ 1041{
1060 object *other_weap; 1042 object *other_weap;
1061 int val = 0, i; 1043 int val = 0, i;
1062 1044
1063 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1045 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1064 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 1046 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1065 break; 1047 break;
1066 1048
1067 if (other_weap == NULL) /* No other weapons */ 1049 if (!other_weap) /* No other weapons */
1068 return 1; 1050 return 1;
1069 1051
1070 /* Rather than go through and apply the new one, and see if it is 1052 /* Rather than go through and apply the new one, and see if it is
1071 * better, just do some simple checks 1053 * better, just do some simple checks
1072 * Put some multipliers for things that hvae several effects, 1054 * Put some multipliers for things that hvae several effects,
1077 val += (item->magic - other_weap->magic) * 3; 1059 val += (item->magic - other_weap->magic) * 3;
1078 /* Monsters don't really get benefits from things like regen rates 1060 /* Monsters don't really get benefits from things like regen rates
1079 * from items. But the bonus for their stats are very important. 1061 * from items. But the bonus for their stats are very important.
1080 */ 1062 */
1081 for (i = 0; i < NUM_STATS; i++) 1063 for (i = 0; i < NUM_STATS; i++)
1082 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1064 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1083 1065
1084 if (val > 0) 1066 if (val > 0)
1085 return 1; 1067 return 1;
1086 else 1068 else
1087 return 0; 1069 return 0;
1088
1089} 1070}
1090 1071
1091int 1072int
1092check_good_armour (object *who, object *item) 1073check_good_armour (object *who, object *item)
1093{ 1074{
1094 object *other_armour; 1075 object *other_armour;
1095 int val = 0, i; 1076 int val = 0, i;
1096 1077
1097 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1078 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1098 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 1079 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1099 break; 1080 break;
1100 1081
1101 if (other_armour == NULL) /* No other armour, use the new */ 1082 if (other_armour == NULL) /* No other armour, use the new */
1102 return 1; 1083 return 1;
1124 1105
1125 if (val > 0) 1106 if (val > 0)
1126 return 1; 1107 return 1;
1127 else 1108 else
1128 return 0; 1109 return 0;
1129
1130} 1110}
1131 1111
1132/* 1112/*
1133 * monster_check_pickup(): checks for items that monster can pick up. 1113 * monster_check_pickup(): checks for items that monster can pick up.
1134 * 1114 *
1142 * This function was seen be continueing looping at one point (tmp->below 1122 * This function was seen be continueing looping at one point (tmp->below
1143 * became a recursive loop. It may be better to call monster_check_apply 1123 * became a recursive loop. It may be better to call monster_check_apply
1144 * after we pick everything up, since that function may call others which 1124 * after we pick everything up, since that function may call others which
1145 * affect stacking on this space. 1125 * affect stacking on this space.
1146 */ 1126 */
1147
1148void 1127void
1149monster_check_pickup (object *monster) 1128monster_check_pickup (object *monster)
1150{ 1129{
1151 object *tmp, *next; 1130 object *tmp, *next;
1152 1131
1153 for (tmp = monster->below; tmp != NULL; tmp = next) 1132 for (tmp = monster->below; tmp != NULL; tmp = next)
1154 { 1133 {
1155 next = tmp->below; 1134 next = tmp->below;
1156 if (monster_can_pick (monster, tmp)) 1135 if (monster_can_pick (monster, tmp))
1157 { 1136 {
1158 remove_ob (tmp); 1137 tmp->remove ();
1159 tmp = insert_ob_in_ob (tmp, monster); 1138 tmp = insert_ob_in_ob (tmp, monster);
1160 (void) monster_check_apply (monster, tmp); 1139 (void) monster_check_apply (monster, tmp);
1161 } 1140 }
1162 /* We could try to re-establish the cycling, of the space, but probably 1141 /* We could try to re-establish the cycling, of the space, but probably
1163 * not a big deal to just bail out. 1142 * not a big deal to just bail out.
1171 * monster_can_pick(): If the monster is interested in picking up 1150 * monster_can_pick(): If the monster is interested in picking up
1172 * the item, then return 0. Otherwise 0. 1151 * the item, then return 0. Otherwise 0.
1173 * Instead of pick_up, flags for "greed", etc, should be used. 1152 * Instead of pick_up, flags for "greed", etc, should be used.
1174 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1153 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1175 */ 1154 */
1176
1177int 1155int
1178monster_can_pick (object *monster, object *item) 1156monster_can_pick (object *monster, object *item)
1179{ 1157{
1180 int flag = 0; 1158 int flag = 0;
1181 int i; 1159 int i;
1227 case ROD: 1205 case ROD:
1228 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1229 break; 1207 break;
1230 1208
1231 case SPELLBOOK: 1209 case SPELLBOOK:
1232 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1233 break; 1211 break;
1234 1212
1235 case SCROLL: 1213 case SCROLL:
1236 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1237 break; 1215 break;
1239 case BOW: 1217 case BOW:
1240 case ARROW: 1218 case ARROW:
1241 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1219 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1242 break; 1220 break;
1243 } 1221 }
1222
1244 /* Simplistic check - if the monster has a location to equip it, he will 1223 /* Simplistic check - if the monster has a location to equip it, he will
1245 * pick it up. Note that this doesn't handle cases where an item may 1224 * pick it up. Note that this doesn't handle cases where an item may
1246 * use several locations. 1225 * use several locations.
1247 */ 1226 */
1248 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1227 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1249 { 1228 {
1250 if (monster->body_info[i] && item->body_info[i]) 1229 if (monster->slot[i].info && item->slot[i].info)
1251 { 1230 {
1252 flag = 1; 1231 flag = 1;
1253 break; 1232 break;
1254 } 1233 }
1255 } 1234 }
1263 * monster_apply_below(): 1242 * monster_apply_below():
1264 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1243 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1265 * eager to apply things, encounters something apply-able, 1244 * eager to apply things, encounters something apply-able,
1266 * then make him apply it 1245 * then make him apply it
1267 */ 1246 */
1268
1269void 1247void
1270monster_apply_below (object *monster) 1248monster_apply_below (object *monster)
1271{ 1249{
1272 object *tmp, *next; 1250 object *tmp, *next;
1273 1251
1300 * a pointer to that object is returned, so it can be dropped. 1278 * a pointer to that object is returned, so it can be dropped.
1301 * (so that other monsters can pick it up and use it) 1279 * (so that other monsters can pick it up and use it)
1302 * Note that as things are now, monsters never drop something - 1280 * Note that as things are now, monsters never drop something -
1303 * they can pick up all that they can use. 1281 * they can pick up all that they can use.
1304 */ 1282 */
1305
1306/* Sept 96, fixed this so skills will be readied -b.t.*/ 1283/* Sept 96, fixed this so skills will be readied -b.t.*/
1307
1308void 1284void
1309monster_check_apply (object *mon, object *item) 1285monster_check_apply (object *mon, object *item)
1310{ 1286{
1311
1312 int flag = 0; 1287 int flag = 0;
1313 1288
1314 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1289 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1315 { 1290 {
1316 SET_FLAG (mon, FLAG_CAST_SPELL); 1291 SET_FLAG (mon, FLAG_CAST_SPELL);
1317 return; 1292 return;
1318 } 1293 }
1319 1294
1328 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1303 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1329 { 1304 {
1330 /* Check for the right kind of bow */ 1305 /* Check for the right kind of bow */
1331 object *bow; 1306 object *bow;
1332 1307
1333 for (bow = mon->inv; bow != NULL; bow = bow->below) 1308 for (bow = mon->inv; bow; bow = bow->below)
1334 if (bow->type == BOW && bow->race == item->race) 1309 if (bow->type == BOW && bow->race == item->race)
1335 { 1310 {
1336 SET_FLAG (mon, FLAG_READY_BOW); 1311 SET_FLAG (mon, FLAG_READY_BOW);
1337 LOG (llevMonster, "Found correct bow for arrows.\n"); 1312 LOG (llevMonster, "Found correct bow for arrows.\n");
1338 return; /* nothing more to do for arrows */ 1313 return; /* nothing more to do for arrows */
1353 /* Don't use it right now */ 1328 /* Don't use it right now */
1354 return; 1329 return;
1355 } 1330 }
1356 else if (item->type == WEAPON) 1331 else if (item->type == WEAPON)
1357 flag = check_good_weapon (mon, item); 1332 flag = check_good_weapon (mon, item);
1358 else if (IS_ARMOR (item)) 1333 else if (item->is_armor ())
1359 flag = check_good_armour (mon, item); 1334 flag = check_good_armour (mon, item);
1360 /* Should do something more, like make sure this is a better item */ 1335 /* Should do something more, like make sure this is a better item */
1361 else if (item->type == RING) 1336 else if (item->type == RING)
1362 flag = 1; 1337 flag = 1;
1363 else if (item->type == WAND || item->type == ROD || item->type == HORN) 1338 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1390 */ 1365 */
1391 SET_FLAG (mon, FLAG_READY_SKILL); 1366 SET_FLAG (mon, FLAG_READY_SKILL);
1392 return; 1367 return;
1393 } 1368 }
1394 1369
1395
1396 /* if we don't match one of the above types, return now. 1370 /* if we don't match one of the above types, return now.
1397 * can_apply_object will say that we can apply things like flesh, 1371 * can_apply_object will say that we can apply things like flesh,
1398 * bolts, and whatever else, because it only checks against the 1372 * bolts, and whatever else, because it only checks against the
1399 * body_info locations. 1373 * body_info locations.
1400 */ 1374 */
1411 /* should only be applying this item, not unapplying it. 1385 /* should only be applying this item, not unapplying it.
1412 * also, ignore status of curse so they can take off old armour. 1386 * also, ignore status of curse so they can take off old armour.
1413 * monsters have some advantages after all. 1387 * monsters have some advantages after all.
1414 */ 1388 */
1415 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1389 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1416
1417 return;
1418} 1390}
1419 1391
1420void 1392void
1421npc_call_help (object *op) 1393npc_call_help (object *op)
1422{ 1394{
1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1406 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435 /* If nothing alive on this space, no need to search the space. */ 1407 /* If nothing alive on this space, no need to search the space. */
1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1408 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1437 continue; 1409 continue;
1438 1410
1439 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) 1411 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1412 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy; 1413 npc->enemy = op->enemy;
1442 } 1414 }
1443} 1415}
1444 1416
1445
1446int 1417int
1447dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1418dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448{ 1419{
1449
1450 if (can_hit (part, enemy, rv)) 1420 if (can_hit (part, enemy, rv))
1451 return dir; 1421 return dir;
1452 if (rv->distance < 10) 1422 if (rv->distance < 10)
1453 return absdir (dir + 4); 1423 return absdir (dir + 4);
1454 else if (rv->distance > 18) 1424 else if (rv->distance > 18)
1455 return dir; 1425 return dir;
1426
1456 return 0; 1427 return 0;
1457} 1428}
1458 1429
1459int 1430int
1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1431run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1461{ 1432{
1462
1463 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1433 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1464 { 1434 {
1465 ob->move_status++; 1435 ob->move_status++;
1466 return (dir); 1436 return (dir);
1467 } 1437 }
1468 else if (ob->move_status > 20) 1438 else if (ob->move_status > 20)
1469 ob->move_status = 0; 1439 ob->move_status = 0;
1440
1470 return absdir (dir + 4); 1441 return absdir (dir + 4);
1471} 1442}
1472 1443
1473int 1444int
1474hitrun_att (int dir, object *ob, object *enemy) 1445hitrun_att (int dir, object *ob, object *enemy)
1477 return dir; 1448 return dir;
1478 else if (ob->move_status < 50) 1449 else if (ob->move_status < 50)
1479 return absdir (dir + 4); 1450 return absdir (dir + 4);
1480 else 1451 else
1481 ob->move_status = 0; 1452 ob->move_status = 0;
1453
1482 return absdir (dir + 4); 1454 return absdir (dir + 4);
1483} 1455}
1484 1456
1485int 1457int
1486wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1458wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1495 return 0; 1467 return 0;
1496 else if (ob->move_status < 10) 1468 else if (ob->move_status < 10)
1497 return dir; 1469 return dir;
1498 else if (ob->move_status < 15) 1470 else if (ob->move_status < 15)
1499 return absdir (dir + 4); 1471 return absdir (dir + 4);
1472
1500 ob->move_status = 0; 1473 ob->move_status = 0;
1501 return 0; 1474 return 0;
1502} 1475}
1503 1476
1504int 1477int
1512 * at least one map has this set, and whatever the map contains, the 1485 * at least one map has this set, and whatever the map contains, the
1513 * server should try to be resilant enough to avoid the problem 1486 * server should try to be resilant enough to avoid the problem
1514 */ 1487 */
1515 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1488 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1516 return absdir (dir + 4); 1489 return absdir (dir + 4);
1490
1517 return dist_att (dir, ob, enemy, part, rv); 1491 return dist_att (dir, ob, enemy, part, rv);
1518} 1492}
1519 1493
1520int 1494int
1521wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1495wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1522{ 1496{
1523 if (rv->distance < 9) 1497 if (rv->distance < 9)
1524 return absdir (dir + 4); 1498 return absdir (dir + 4);
1499
1525 return 0; 1500 return 0;
1526} 1501}
1527 1502
1528void 1503void
1529circ1_move (object *ob) 1504circ1_move (object *ob)
1530{ 1505{
1531 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1506 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1507
1532 if (++ob->move_status > 11) 1508 if (++ob->move_status > 11)
1533 ob->move_status = 0; 1509 ob->move_status = 0;
1510
1534 if (!(move_object (ob, circle[ob->move_status]))) 1511 if (!(move_object (ob, circle[ob->move_status])))
1535 (void) move_object (ob, RANDOM () % 8 + 1); 1512 move_object (ob, rndm (8) + 1);
1536} 1513}
1537 1514
1538void 1515void
1539circ2_move (object *ob) 1516circ2_move (object *ob)
1540{ 1517{
1541 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 1518 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1519
1542 if (++ob->move_status > 19) 1520 if (++ob->move_status > 19)
1543 ob->move_status = 0; 1521 ob->move_status = 0;
1522
1544 if (!(move_object (ob, circle[ob->move_status]))) 1523 if (!(move_object (ob, circle[ob->move_status])))
1545 (void) move_object (ob, RANDOM () % 8 + 1); 1524 move_object (ob, rndm (8) + 1);
1546} 1525}
1547 1526
1548void 1527void
1549pace_movev (object *ob) 1528pace_movev (object *ob)
1550{ 1529{
1551 if (ob->move_status++ > 6) 1530 if (ob->move_status++ > 6)
1552 ob->move_status = 0; 1531 ob->move_status = 0;
1532
1553 if (ob->move_status < 4) 1533 if (ob->move_status < 4)
1554 (void) move_object (ob, 5); 1534 move_object (ob, 5);
1555 else 1535 else
1556 (void) move_object (ob, 1); 1536 move_object (ob, 1);
1557} 1537}
1558 1538
1559void 1539void
1560pace_moveh (object *ob) 1540pace_moveh (object *ob)
1561{ 1541{
1562 if (ob->move_status++ > 6) 1542 if (ob->move_status++ > 6)
1563 ob->move_status = 0; 1543 ob->move_status = 0;
1544
1564 if (ob->move_status < 4) 1545 if (ob->move_status < 4)
1565 (void) move_object (ob, 3); 1546 move_object (ob, 3);
1566 else 1547 else
1567 (void) move_object (ob, 7); 1548 move_object (ob, 7);
1568} 1549}
1569 1550
1570void 1551void
1571pace2_movev (object *ob) 1552pace2_movev (object *ob)
1572{ 1553{
1573 if (ob->move_status++ > 16) 1554 if (ob->move_status++ > 16)
1574 ob->move_status = 0; 1555 ob->move_status = 0;
1556
1575 if (ob->move_status < 6) 1557 if (ob->move_status < 6)
1576 (void) move_object (ob, 5); 1558 move_object (ob, 5);
1577 else if (ob->move_status < 8) 1559 else if (ob->move_status < 8)
1578 return; 1560 return;
1579 else if (ob->move_status < 13) 1561 else if (ob->move_status < 13)
1580 (void) move_object (ob, 1); 1562 move_object (ob, 1);
1581 else 1563 else
1582 return; 1564 return;
1583} 1565}
1584 1566
1585void 1567void
1586pace2_moveh (object *ob) 1568pace2_moveh (object *ob)
1587{ 1569{
1588 if (ob->move_status++ > 16) 1570 if (ob->move_status++ > 16)
1589 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1590 if (ob->move_status < 6) 1573 if (ob->move_status < 6)
1591 (void) move_object (ob, 3); 1574 move_object (ob, 3);
1592 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1593 return; 1576 return;
1594 else if (ob->move_status < 13) 1577 else if (ob->move_status < 13)
1595 (void) move_object (ob, 7); 1578 move_object (ob, 7);
1596 else 1579 else
1597 return; 1580 return;
1598} 1581}
1599 1582
1600void 1583void
1601rand_move (object *ob) 1584rand_move (object *ob)
1602{ 1585{
1603 int i; 1586 int i;
1604 1587
1605 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1588 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1606 for (i = 0; i < 5; i++) 1589 for (i = 0; i < 5; i++)
1607 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1590 if (move_object (ob, ob->move_status = rndm (8) + 1))
1608 return; 1591 return;
1609} 1592}
1610 1593
1611void 1594void
1612check_earthwalls (object *op, maptile *m, int x, int y) 1595check_earthwalls (object *op, maptile *m, int x, int y)
1613{ 1596{
1614 object *tmp; 1597 object *tmp;
1615 1598
1616 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1599 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1617 { 1600 {
1618 if (tmp->type == EARTHWALL) 1601 if (tmp->type == EARTHWALL)
1619 { 1602 {
1620 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1603 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1621 return; 1604 return;
1626void 1609void
1627check_doors (object *op, maptile *m, int x, int y) 1610check_doors (object *op, maptile *m, int x, int y)
1628{ 1611{
1629 object *tmp; 1612 object *tmp;
1630 1613
1631 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1614 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1632 { 1615 {
1633 if (tmp->type == DOOR) 1616 if (tmp->type == DOOR)
1634 { 1617 {
1635 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1618 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1636 return; 1619 return;
1643 * monsters to throw things like chairs and other pieces of 1626 * monsters to throw things like chairs and other pieces of
1644 * furniture, even if they are not good throwable objects. 1627 * furniture, even if they are not good throwable objects.
1645 * Probably better to have the monster throw a throwable object 1628 * Probably better to have the monster throw a throwable object
1646 * first, then throw any non equipped weapon. 1629 * first, then throw any non equipped weapon.
1647 */ 1630 */
1648
1649object * 1631object *
1650find_mon_throw_ob (object *op) 1632find_mon_throw_ob (object *op)
1651{ 1633{
1652 object *tmp = NULL; 1634 object *tmp = NULL;
1653 1635
1657 tmp = op; 1639 tmp = op;
1658 1640
1659 /* New throw code: look through the inventory. Grap the first legal is_thrown 1641 /* New throw code: look through the inventory. Grap the first legal is_thrown
1660 * marked item and throw it to the enemy. 1642 * marked item and throw it to the enemy.
1661 */ 1643 */
1662
1663 for (tmp = op->inv; tmp; tmp = tmp->below) 1644 for (tmp = op->inv; tmp; tmp = tmp->below)
1664 { 1645 {
1665
1666 /* Can't throw invisible objects or items that are applied */ 1646 /* Can't throw invisible objects or items that are applied */
1667 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1647 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1668 continue; 1648 continue;
1669 1649
1670 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1650 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1686 * properly. I also so odd code in place that checked for x distance 1666 * properly. I also so odd code in place that checked for x distance
1687 * OR y distance being within some range - that seemed wrong - both should 1667 * OR y distance being within some range - that seemed wrong - both should
1688 * be within the valid range. MSW 2001-08-05 1668 * be within the valid range. MSW 2001-08-05
1689 * Returns 0 if enemy can not be detected, 1 if it is detected 1669 * Returns 0 if enemy can not be detected, 1 if it is detected
1690 */ 1670 */
1691
1692int 1671int
1693can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1672can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1694{ 1673{
1695 int radius = MIN_MON_RADIUS, hide_discovery; 1674 int radius = MIN_MON_RADIUS, hide_discovery;
1696 1675
1726 1705
1727 /* use this for invis also */ 1706 /* use this for invis also */
1728 hide_discovery = op->stats.Int / 5; 1707 hide_discovery = op->stats.Int / 5;
1729 1708
1730 /* Determine Detection radii */ 1709 /* Determine Detection radii */
1731 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1710 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1732 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1711 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1733 else 1712 else
1734 { /* a level/INT/Dex adjustment for hiding */ 1713 { /* a level/INT/Dex adjustment for hiding */
1735 object *sk_hide;
1736 int bonus = (op->level / 2) + (op->stats.Int / 5); 1714 int bonus = op->level / 2 + op->stats.Int / 5;
1737 1715
1738 if (enemy->type == PLAYER) 1716 if (enemy->type == PLAYER)
1739 { 1717 {
1740 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1741 bonus -= sk_hide->level; 1719 bonus -= sk_hide->level;
1742 else 1720 else
1743 { 1721 {
1744 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1722 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1745 make_visible (enemy); 1723 make_visible (enemy);
1754 } /* else creature has modifiers for hiding */ 1732 } /* else creature has modifiers for hiding */
1755 1733
1756 /* Radii stealth adjustment. Only if you are stealthy 1734 /* Radii stealth adjustment. Only if you are stealthy
1757 * will you be able to sneak up closer to creatures */ 1735 * will you be able to sneak up closer to creatures */
1758 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1736 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1759 radius = radius / 2, hide_discovery = hide_discovery / 3; 1737 {
1738 radius /= 2;
1739 hide_discovery /= 3;
1740 }
1760 1741
1761 /* Radii adjustment for enemy standing in the dark */ 1742 /* Radii adjustment for enemy standing in the dark */
1762 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1743 if (op->map->darkness > 0 && !stand_in_light (enemy))
1763 { 1744 {
1764 /* on dark maps body heat can help indicate location with infravision 1745 /* on dark maps body heat can help indicate location with infravision
1782 * may have for their map - in that way, creatures at the edge will 1763 * may have for their map - in that way, creatures at the edge will
1783 * do something. Note that the distance field in the 1764 * do something. Note that the distance field in the
1784 * vector is real distance, so in theory this should be 18 to 1765 * vector is real distance, so in theory this should be 18 to
1785 * find that. 1766 * find that.
1786 */ 1767 */
1787 if (radius > 13) 1768 // note that the above reasoning was utter bullshit even at the time it was written
1788 radius = 13; 1769 // we use 25, lets see if we have the cpu time for it
1770 radius = min (25, radius);
1789 1771
1790 /* Enemy in range! Now test for detection */ 1772 /* Enemy in range! Now test for detection */
1791 if ((int) rv->distance <= radius) 1773 if (rv->distance <= radius)
1792 { 1774 {
1793 /* ah, we are within range, detected? take cases */ 1775 /* ah, we are within range, detected? take cases */
1794 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1795 return 1; 1777 return 1;
1796 1778
1797 /* hidden or low-quality invisible */ 1779 /* hidden or low-quality invisible */
1798 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1780 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1799 { 1781 {
1800 make_visible (enemy); 1782 make_visible (enemy);
1783
1801 /* inform players of new status */ 1784 /* inform players of new status */
1802 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1785 if (enemy->type == PLAYER && player_can_view (enemy, op))
1803 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1786 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1787
1804 return 1; /* detected enemy */ 1788 return 1; /* detected enemy */
1805 } 1789 }
1806 else if (enemy->invisible) 1790 else if (enemy->invisible)
1807 { 1791 {
1808 /* Change this around - instead of negating the invisible, just 1792 /* Change this around - instead of negating the invisible, just
1809 * return true so that the mosnter that managed to detect you can 1793 * return true so that the monster that managed to detect you can
1810 * do something to you. Decreasing the duration of invisible 1794 * do something to you. Decreasing the duration of invisible
1811 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1795 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1812 * can then basically negate the spell. The spell isn't negated - 1796 * can then basically negate the spell. The spell isn't negated -
1813 * they just know where you are! 1797 * they just know where you are!
1814 */ 1798 */
1815 if ((RANDOM () % 50) <= hide_discovery) 1799 if (rndm (50) <= hide_discovery)
1816 { 1800 {
1817 if (enemy->type == PLAYER) 1801 if (enemy->type == PLAYER)
1818 {
1819 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1802 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1820 } 1803
1821 return 1; 1804 return 1;
1822 } 1805 }
1823 } 1806 }
1824 } /* within range */ 1807 } /* within range */
1825 1808
1830/* determine if op stands in a lighted square. This is not a very 1813/* determine if op stands in a lighted square. This is not a very
1831 * intellegent algorithm. For one thing, we ignore los here, SO it 1814 * intellegent algorithm. For one thing, we ignore los here, SO it
1832 * is possible for a bright light to illuminate a player on the 1815 * is possible for a bright light to illuminate a player on the
1833 * other side of a wall (!). 1816 * other side of a wall (!).
1834 */ 1817 */
1835
1836int 1818int
1837stand_in_light (object *op) 1819stand_in_light (object *op)
1838{ 1820{
1839 sint16 nx, ny;
1840 maptile *m;
1841
1842
1843 if (!op) 1821 if (!op)
1844 return 0; 1822 return 0;
1823
1845 if (op->glow_radius > 0) 1824 if (op->glow_radius > 0)
1846 return 1; 1825 return 1;
1847 1826
1848 if (op->map) 1827 if (op->map)
1849 { 1828 {
1850 int x, y, x1, y1;
1851
1852
1853
1854 /* Check the spaces with the max light radius to see if any of them 1829 /* Check the spaces with the max light radius to see if any of them
1855 * have lights, and if any of them light the player enough, then return 1. 1830 * have lights, and if any of them light the player enough, then return 1.
1856 */ 1831 */
1857 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) 1832 for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1858 { 1833 {
1859 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) 1834 for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1860 { 1835 {
1861 m = op->map; 1836 maptile *m = op->map;
1862 nx = x; 1837 sint16 nx = x;
1863 ny = y; 1838 sint16 ny = y;
1864 1839
1865 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1840 if (xy_normalise (m, nx, ny))
1866 continue; 1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1867
1868 x1 = abs (x - op->x) * abs (x - op->x);
1869 y1 = abs (y - op->y) * abs (y - op->y);
1870 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1871 return 1; 1842 return 1;
1872 } 1843 }
1873 } 1844 }
1874 } 1845 }
1846
1875 return 0; 1847 return 0;
1876} 1848}
1877
1878 1849
1879/* assuming no walls/barriers, lets check to see if its *possible* 1850/* assuming no walls/barriers, lets check to see if its *possible*
1880 * to see an enemy. Note, "detection" is different from "seeing". 1851 * to see an enemy. Note, "detection" is different from "seeing".
1881 * See can_detect_enemy() for more details. -b.t. 1852 * See can_detect_enemy() for more details. -b.t.
1882 * return 0 if can't be seen, 1 if can be 1853 * return 0 if can't be seen, 1 if can be
1883 */ 1854 */
1884
1885int 1855int
1886can_see_enemy (object *op, object *enemy) 1856can_see_enemy (object *op, object *enemy)
1887{ 1857{
1888 object *looker = op->head ? op->head : op; 1858 object *looker = op->head ? op->head : op;
1889 1859
1905 * However,if you carry any source of light, then the hidden 1875 * However,if you carry any source of light, then the hidden
1906 * creature is seeable (and stupid) */ 1876 * creature is seeable (and stupid) */
1907 1877
1908 if (has_carried_lights (enemy)) 1878 if (has_carried_lights (enemy))
1909 { 1879 {
1910 if (enemy->hide) 1880 if (enemy->flag [FLAG_HIDDEN])
1911 { 1881 {
1912 make_visible (enemy); 1882 make_visible (enemy);
1913 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1914 } 1884 }
1885
1915 return 1; 1886 return 1;
1916 } 1887 }
1917 else if (enemy->hide) 1888 else if (enemy->flag [FLAG_HIDDEN])
1918 return 0; 1889 return 0;
1919 1890
1920 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1921 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1922 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1923 */ 1894 */
1924 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1895 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1925 {
1926 if (makes_invisible_to (enemy, looker)) 1896 if (makes_invisible_to (enemy, looker))
1927 return 0; 1897 return 0;
1928 }
1929 } 1898 }
1930 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1899 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1931 if (player_can_view (looker, enemy)) 1900 if (player_can_view (looker, enemy))
1932 return 1; 1901 return 1;
1933 1902
1944 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1913 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1945 return 0; 1914 return 0;
1946 1915
1947 return 1; 1916 return 1;
1948} 1917}
1918

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