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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.2 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.45 by root, Sun Nov 16 03:52:13 2008 UTC

1/* 1/*
2 * static char *rcsid_monster_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: monster.C,v 1.2 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 25#include <sproto.h>
32#include <spells.h> 26#include <spells.h>
33#include <skills.h> 27#include <skills.h>
34#endif
35 28
36
37#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 29#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38
39 30
40/* checks npc->enemy and returns that enemy if still valid, 31/* checks npc->enemy and returns that enemy if still valid,
41 * NULL otherwise. 32 * NULL otherwise.
42 * this is map tile aware. 33 * this is map tile aware.
43 * 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
44 * set to sane values. 35 * set to sane values.
45 */ 36 */
37object *
46object *check_enemy(object *npc, rv_vector *rv) { 38check_enemy (object *npc, rv_vector * rv)
47 39{
40
48 /* if this is pet, let him attack the same enemy as his owner 41 /* if this is pet, let him attack the same enemy as his owner
49 * TODO: when there is no ower enemy, try to find a target, 42 * TODO: when there is no ower enemy, try to find a target,
50 * which CAN attack the owner. */ 43 * which CAN attack the owner. */
51 if ((npc->attack_movement & HI4) == PETMOVE) 44 if ((npc->attack_movement & HI4) == PETMOVE)
52 { 45 {
53 if (npc->owner == NULL) 46 if (npc->owner == NULL)
54 npc->enemy = NULL; 47 npc->enemy = NULL;
55 else if (npc->enemy == NULL) 48 else if (npc->enemy == NULL)
56 npc->enemy = npc->owner->enemy; 49 npc->enemy = npc->owner->enemy;
57 } 50 }
58 51
59 /* periodically, a monster mayu change its target. Also, if the object 52 /* periodically, a monster mayu change its target. Also, if the object
60 * has been destroyed, etc, clear the enemy. 53 * has been destroyed, etc, clear the enemy.
61 * TODO: this should be changed, because it invokes to attack forced or 54 * TODO: this should be changed, because it invokes to attack forced or
62 * attacked monsters to leave the attacker alone, before it is destroyed 55 * attacked monsters to leave the attacker alone, before it is destroyed
63 */ 56 */
64 /* i had removed the random target leave, this invokes problems with friendly 57 /* i had removed the random target leave, this invokes problems with friendly
65 * objects, getting attacked and defending herself - they don't try to attack 58 * objects, getting attacked and defending herself - they don't try to attack
66 * again then but perhaps get attack on and on 59 * again then but perhaps get attack on and on
67 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 60 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
68 * too. */ 61 * too. */
69 62
70 if(npc->enemy) 63 if (npc->enemy)
71 { 64 {
72 /* I broke these if's apart to better be able to see what 65 /* I broke these if's apart to better be able to see what
73 * the grouping checks are. Code is the same. 66 * the grouping checks are. Code is the same.
74 */ 67 */
75 if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || 68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
76 QUERY_FLAG(npc->enemy,FLAG_FREED) || 69 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
77 !on_same_map(npc, npc->enemy) || 70 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
78 npc == npc->enemy ||
79 QUERY_FLAG(npc, FLAG_NEUTRAL) ||
80 QUERY_FLAG(npc->enemy, FLAG_NEUTRAL))
81 npc->enemy = NULL;
82
83 else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && (
84 (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) ||
85 ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy)))
86 || npc->enemy == npc->owner))
87 npc->enemy = NULL; 71 npc->enemy = NULL;
88 72
89 73 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
90 else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && 74 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
91 (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) 75 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || npc->enemy == npc->owner))
92 npc->enemy=NULL; 77 npc->enemy = NULL;
93 78
79
80 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
81 npc->enemy = NULL;
82
94 /* I've noticed that pets could sometimes get an arrow as the 83 /* I've noticed that pets could sometimes get an arrow as the
95 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
96 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
97 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
98 * as the enemy to attack. 87 * as the enemy to attack.
99 */ 88 */
100 else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
101 !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && 90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
102 npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) 91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM)
103 npc->enemy=NULL; 93 npc->enemy = NULL;
104 94
105 } 95 }
96
106 return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; 97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
107} 98}
108 99
109/* Returns the nearest living creature (monster or generator). 100/* Returns the nearest living creature (monster or generator).
110 * Modified to deal with tiled maps properly. 101 * Modified to deal with tiled maps properly.
111 * Also fixed logic so that monsters in the lower directions were more 102 * Also fixed logic so that monsters in the lower directions were more
118 * the first few directions, it could very well choose something 109 * the first few directions, it could very well choose something
119 * 3 spaces away even though something directly north is closer. 110 * 3 spaces away even though something directly north is closer.
120 * 111 *
121 * this function is map tile aware. 112 * this function is map tile aware.
122 */ 113 */
114object *
123object *find_nearest_living_creature(object *npc) { 115find_nearest_living_creature (object *npc)
116{
124 int i,mflags; 117 int i, mflags;
125 sint16 nx,ny; 118 sint16 nx, ny;
126 mapstruct *m; 119 maptile *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE]; 120 int search_arr[SIZEOFFREE];
129 121
130 get_search_arr(search_arr); 122 get_search_arr (search_arr);
123
131 for(i=0;i<SIZEOFFREE;i++) { 124 for (i = 0; i < SIZEOFFREE; i++)
125 {
132 /* modified to implement smart searching using search_arr 126 /* modified to implement smart searching using search_arr
133 * guidance array to determine direction of search order 127 * guidance array to determine direction of search order
134 */ 128 */
135 nx = npc->x + freearr_x[search_arr[i]]; 129 nx = npc->x + freearr_x[search_arr[i]];
136 ny = npc->y + freearr_y[search_arr[i]]; 130 ny = npc->y + freearr_y[search_arr[i]];
137 m = npc->map; 131 m = npc->map;
138 132
139 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 133 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
134
140 if (mflags & P_OUT_OF_MAP) continue; 135 if (mflags & P_OUT_OF_MAP)
136 continue;
141 137
142 if (mflags & P_IS_ALIVE) { 138 if (mflags & P_IS_ALIVE)
143 tmp=get_map_ob(m,nx,ny); 139 {
144 while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& 140 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
145 !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) 141 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
146 tmp=tmp->above; 142 if (can_see_monsterP (m, nx, ny, i))
147 143 return tmp;
148 if (!tmp) { 144 }
149 LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
150 m->path, nx, ny);
151 } 145 }
152 else {
153 if(can_see_monsterP(m,nx,ny,i))
154 return tmp;
155 }
156 } /* is something living on this space */
157 }
158 return NULL; /* nothing found */
159}
160 146
147 return 0;
148}
161 149
162/* 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
163 * our caller will find the information useful. 151 * our caller will find the information useful.
164 * Currently, only move_monster calls this function. 152 * Currently, only move_monster calls this function.
165 * Fix function so that we always make calls to get_rangevector 153 * Fix function so that we always make calls to get_rangevector
166 * 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
167 * many cases. 155 * many cases.
168 */ 156 */
169 157object *
170object *find_enemy(object *npc, rv_vector *rv) 158find_enemy (object *npc, rv_vector * rv)
171{ 159{
172 object *attacker, *tmp=NULL; 160 object *attacker, *tmp = NULL;
173 161
174 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 162 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
175 npc->attacked_by = NULL; /* always clear the attacker entry */ 163 npc->attacked_by = 0; /* always clear the attacker entry */
176 164
177 /* if we berserk, we don't care about others - we attack all we can find */ 165 /* if we berserk, we don't care about others - we attack all we can find */
178 if(QUERY_FLAG(npc,FLAG_BERSERK)) { 166 if (QUERY_FLAG (npc, FLAG_BERSERK))
167 {
179 tmp = find_nearest_living_creature(npc); 168 tmp = find_nearest_living_creature (npc);
169
170 if (tmp)
180 if (tmp) get_rangevector(npc, tmp, rv, 0); 171 get_rangevector (npc, tmp, rv, 0);
172
181 return tmp; 173 return tmp;
182 } 174 }
183 175
184 /* Here is the main enemy selection. 176 /* Here is the main enemy selection.
185 * 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
186 * one of both is dead. 178 * one of both is dead.
187 * If we have no enemy and we are... 179 * If we have no enemy and we are...
188 * a monster: try to find a player, a pet or a friendly monster 180 * a monster: try to find a player, a pet or a friendly monster
189 * a friendly: only target a monster which is targeting you first or targeting a player 181 * a friendly: only target a monster which is targeting you first or targeting a player
190 * a neutral: fight a attacker (but there should be none), then do nothing 182 * a neutral: fight a attacker (but there should be none), then do nothing
191 * a pet: attack player enemy or a monster 183 * a pet: attack player enemy or a monster
192 */ 184 */
193 185
194 /* pet move */ 186 /* pet move */
195 if ((npc->attack_movement & HI4) == PETMOVE) { 187 if ((npc->attack_movement & HI4) == PETMOVE)
188 {
196 tmp= get_pet_enemy(npc,rv); 189 tmp = get_pet_enemy (npc, rv);
190
191 if (tmp)
197 if (tmp) get_rangevector(npc, tmp, rv, 0); 192 get_rangevector (npc, tmp, rv, 0);
193
198 return tmp; 194 return tmp;
199 }
200 195 }
196
201 /* we check our old enemy. */ 197 /* we check our old enemy. */
202 if((tmp=check_enemy(npc, rv))==NULL) 198 if (!(tmp = check_enemy (npc, rv)))
203 { 199 {
204 if(attacker) /* if we have an attacker, check him */ 200 if (attacker) /* if we have an attacker, check him */
205 { 201 {
206 /* we want be sure this is the right one! */ 202 /* TODO: thats not finished */
207 if(attacker->count == npc->attacked_by_count) 203 /* we don't want a fight evil vs evil or good against non evil */
204
205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
207 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
209 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
208 { 210 {
209 /* TODO: thats not finished */
210 /* we don't want a fight evil vs evil or good against non evil */
211
212 if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
215 (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
216 CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */
217 else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */
218 {
219 CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */ 211 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
220 npc->enemy = attacker; 212 npc->enemy = attacker;
221 return attacker; /* yes, we face our attacker! */ 213 return attacker; /* yes, we face our attacker! */
222 }
223 } 214 }
224 } 215 }
225 216
226 /* we have no legal enemy or attacker, so we try to target a new one */ 217 /* we have no legal enemy or attacker, so we try to target a new one */
227 if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && 218 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
228 !QUERY_FLAG(npc, FLAG_NEUTRAL))
229 {
230 npc->enemy = get_nearest_player(npc);
231 if (npc->enemy)
232 tmp = check_enemy(npc,rv);
233 }
234 219 {
235 } 220 npc->enemy = get_nearest_player (npc);
221 if (npc->enemy)
222 tmp = check_enemy (npc, rv);
223 }
236 224
225 }
226
237 return tmp; 227 return tmp;
238} 228}
239 229
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 235int
246int check_wakeup(object *op, object *enemy, rv_vector *rv) { 236check_wakeup (object *op, object *enemy, rv_vector * rv)
237{
247 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;
248 239
249 /* Trim work - if no enemy, no need to do anything below */ 240 /* Trim work - if no enemy, no need to do anything below */
250 if (!enemy) return 0; 241 if (!enemy)
242 return 0;
251 243
252 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND)) 245 if (QUERY_FLAG (op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 246 radius = MIN_MON_RADIUS;
255 247
256 /* This covers the situation where the monster is in the dark 248 /* This covers the situation where the monster is in the dark
257 * and has an enemy. If the enemy has no carried light (or isnt 249 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy. 250 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in 251 * Remember we already checked to see if the monster can see in
260 * the dark. */ 252 * the dark. */
261 253
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && 254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
263 !stand_in_light(enemy) &&
264 (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { 255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256 {
265 int dark = radius/(op->map->darkness); 257 int dark = radius / (op->map->darkness);
258
266 radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS; 259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
267 } 260 }
268 else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1; 261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
269 263
270 /* enemy should already be on this map, so don't really need to check 264 /* enemy should already be on this map, so don't really need to check
271 * for that. 265 * for that.
272 */ 266 */
273 if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { 267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
268 {
274 CLEAR_FLAG(op,FLAG_SLEEP); 269 CLEAR_FLAG (op, FLAG_SLEEP);
275 return 1; 270 return 1;
276 } 271 }
277 return 0; 272 return 0;
278} 273}
279 274
275int
280int move_randomly(object *op) { 276move_randomly (object *op)
277{
281 int i; 278 int i;
282 279
283 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
284 for(i=0;i<15;i++) { 281 for (i = 0; i < 15; i++)
285 if(move_object(op,RANDOM()%8+1)) 282 {
283 if (move_object (op, rndm (8) + 1))
286 return 1; 284 return 1;
287 } 285 }
288 return 0; 286 return 0;
289} 287}
290 288
291/* 289/*
292 * 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.
293 */ 291 */
294 292int
295int move_monster(object *op) { 293move_monster (object *op)
294{
296 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 */
297 object *owner, *enemy, *part, *oph=op; 296 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv; 297 rv_vector rv;
299 298
300 /* Monsters not on maps don't do anything. These monsters are things 299 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories. 300 * Like royal guards in city dwellers inventories.
302 */ 301 */
303 if (!op->map) return 0; 302 if (!op->map)
303 return 0;
304 304
305 /* for target facing, we copy this value here for fast access */ 305 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */ 306 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head; 307 oph = oph->head;
308 308
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ 309 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL; 310 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv))) 311 else if ((enemy = find_enemy (op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */ 312 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */ 313 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */ 314
316 }
317
318 /* generate hp, if applicable */ 315 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { 316 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
317 {
320 318
321 /* last heal is in funny units. Dividing by speed puts 319 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens
325 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp.
328 */
329
330 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed));
331 op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */
332 op->last_heal%=32;
333
334 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) &&
336 op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
337 (float)op->stats.maxhp))
338 CLEAR_FLAG(op, FLAG_RUN_AWAY);
339
340 if(op->stats.hp>op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp;
342 }
343
344 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) {
346
347 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 320 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 321 * #moves the monster makes. The scaling by 8 is
322 * to capture 8th's of a hp fraction regens
323 *
324 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
325 * overflow might produce monsters with negative hp.
326 */
327
328 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 */
330 op->last_heal %= 32;
331
332 /* 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))
334 CLEAR_FLAG (op, FLAG_RUN_AWAY);
335
336 if (op->stats.hp > op->stats.maxhp)
337 op->stats.hp = op->stats.maxhp;
338 }
339
340 /* generate sp, if applicable */
341 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
342 {
343
344 /* last_sp is in funny units. Dividing by speed puts
345 * the regeneration rate on a basis of time instead of
346 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens 347 * to capture 8th's of a sp fraction regens
351 * 348 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 349 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp. 350 * overflow might produce monsters with negative sp.
354 */ 351 */
355 352
356 op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); 353 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
357 op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 354 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp%=128; 355 op->last_sp %= 128;
359 } 356 }
360 357
361 /* this should probably get modified by many more values. 358 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. ) 359 * (eg, creatures resistance to fear, level, etc. )
363 */ 360 */
364 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { 361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
362 {
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ 363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
364 }
365
366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
367 return QUERY_FLAG (op, FLAG_FREED);
368
369 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)))
366 } 371 {
372 if (!check_wakeup (op, enemy, &rv))
373 return 0;
374 }
367 375
368 if (INVOKE_OBJECT (MOVE, op, ARG_OBJECT (op->enemy)))//TODO: should go away 376 /* check if monster pops out of hidden spot */
377 if (op->flag [FLAG_HIDDEN])
378 do_hidden_move (op);
379
380 if (op->pick_up)
381 monster_check_pickup (op);
382
383 if (op->will_apply)
384 monster_apply_below (op); /* Check for items to apply below */
385
386 /* If we don't have an enemy, do special movement or the like */
387 if (!enemy)
388 {
389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 {
391 op->drop_and_destroy ();
392 return 1;
393 }
394
395 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set.
397 */
398 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
399 {
400 if (op->attack_movement & HI4)
401 {
402 switch (op->attack_movement & HI4)
403 {
404 case (PETMOVE):
405 pet_move (op);
406 break;
407
408 case (CIRCLE1):
409 circ1_move (op);
410 break;
411
412 case (CIRCLE2):
413 circ2_move (op);
414 break;
415
416 case (PACEV):
417 pace_movev (op);
418 break;
419
420 case (PACEH):
421 pace_moveh (op);
422 break;
423
424 case (PACEV2):
425 pace2_movev (op);
426 break;
427
428 case (PACEH2):
429 pace2_moveh (op);
430 break;
431
432 case (RANDO):
433 rand_move (op);
434 break;
435
436 case (RANDO2):
437 move_randomly (op);
438 break;
439 }
440 return 0;
441 }
442 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
443 (void) move_randomly (op);
444
445 } /* stand still */
369 return 0; 446 return 0;
447 } /* no enemy */
370 448
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || 449 /* We have an enemy. Block immediately below is for pets */
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && 450 if ((op->attack_movement & HI4) == PETMOVE
373 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { 451 && (owner = op->owner) != NULL
374 if(!check_wakeup(op,enemy,&rv)) 452 && !on_same_map (op, owner)
375 return 0; 453 && !owner->flag [FLAG_REMOVED])
454 return follow_owner (op, owner);
455
456 /* doppleganger code to change monster facing to that of the nearest
457 * player. Hmm. The code is here, but no monster in the current
458 * arch set uses it.
459 */
460 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
376 } 461 {
462 op->face = enemy->face;
463 op->name = enemy->name;
464 }
377 465
378 /* check if monster pops out of hidden spot */ 466 /* Calculate range information for closest body part - this
379 if(op->hide) do_hidden_move(op); 467 * is used for the 'skill' code, which isn't that smart when
468 * it comes to figuring it out - otherwise, giants throw boulders
469 * into themselves.
470 */
471 get_rangevector (op, enemy, &rv, 0);
380 472
381 if(op->pick_up) 473 /* Move the check for scared up here - if the monster was scared,
382 monster_check_pickup(op); 474 * we were not doing any of the logic below, so might as well save
475 * a few cpu cycles.
476 */
477 if (!QUERY_FLAG (op, FLAG_SCARED))
478 {
479 rv_vector rv1;
383 480
384 if(op->will_apply) 481 /* now we test every part of an object .... this is a real ugly piece of code */
385 monster_apply_below(op); /* Check for items to apply below */ 482 for (part = op; part; part = part->more)
483 {
484 get_rangevector (part, enemy, &rv1, 0x1);
485 dir = rv1.direction;
386 486
387 /* If we don't have an enemy, do special movement or the like */ 487 /* hm, not sure about this part - in original was a scared flag here too
388 if(!enemy) { 488 * but that we test above... so can be old code here
489 */
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { 490 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
390 remove_ob(op); 491 dir = absdir (dir + 4);
391 free_object(op); 492
493 if (QUERY_FLAG (op, FLAG_CONFUSED))
494 dir = absdir (dir + rndm (3) + rndm (3) - 2);
495
496 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
497 if (monster_cast_spell (op, part, enemy, dir, &rv1))
392 return 1; 498 return 0;
393 }
394 499
395 /* Probably really a bug for a creature to have both 500 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
396 * stand still and a movement type set. 501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
397 */ 502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
505 if (monster_use_range (op, part, enemy, dir))
506 return 0;
507
508 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
509 if (monster_use_skill (op, rv.part, enemy, rv.direction))
510 return 0;
511
512 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
513 if (monster_use_bow (op, part, enemy, dir))
514 return 0;
515 } /* for processing of all parts */
516 } /* If not scared */
517
518
519 part = rv.part;
520 dir = rv.direction;
521
522 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
523 dir = absdir (dir + 4);
524
525 if (QUERY_FLAG (op, FLAG_CONFUSED))
526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
527
528 pre_att_dir = dir; /* remember the original direction */
529
530 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
531 {
532 switch (op->attack_movement & LO4)
533 {
534 case DISTATT:
535 dir = dist_att (dir, op, enemy, part, &rv);
536 break;
537
538 case RUNATT:
539 dir = run_att (dir, op, enemy, part, &rv);
540 break;
541
542 case HITRUN:
543 dir = hitrun_att (dir, op, enemy);
544 break;
545
546 case WAITATT:
547 dir = wait_att (dir, op, enemy, part, &rv);
548 break;
549
550 case RUSH: /* default - monster normally moves towards player */
551 case ALLRUN:
552 break;
553
554 case DISTHIT:
555 dir = disthit_att (dir, op, enemy, part, &rv);
556 break;
557
558 case WAIT2:
559 dir = wait_att2 (dir, op, enemy, part, &rv);
560 break;
561
562 default:
563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
564 }
565 }
566
567 if (!dir)
568 return 0;
569
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { 570 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
571 {
572 if (move_object (op, dir)) /* Can the monster move directly toward player? */
573 {
574 /* elmex: Turn our monster after it moved if it has DISTATT attack */
399 if (op->attack_movement & HI4) 575 if ((op->attack_movement & LO4) == DISTATT)
576 op->direction = pre_att_dir;
577
578 return 0;
579 }
580
581 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
582 {
583
584 /* Try move around corners if !close */
585 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
586
587 for (diff = 1; diff <= maxdiff; diff++)
400 { 588 {
401 switch (op->attack_movement & HI4) { 589 /* try different detours */
402 case (PETMOVE): 590 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
403 pet_move (op);
404 break;
405 591
406 case (CIRCLE1): 592 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
407 circ1_move (op);
408 break;
409
410 case (CIRCLE2):
411 circ2_move (op);
412 break;
413
414 case (PACEV):
415 pace_movev(op);
416 break;
417
418 case (PACEH):
419 pace_moveh(op);
420 break;
421
422 case (PACEV2):
423 pace2_movev (op);
424 break;
425
426 case (PACEH2):
427 pace2_moveh (op);
428 break;
429
430 case (RANDO):
431 rand_move (op);
432 break;
433
434 case (RANDO2):
435 move_randomly (op);
436 break;
437 }
438 return 0;
439 }
440 else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
441 (void) move_randomly(op);
442
443 } /* stand still */
444 return 0; 593 return 0;
445 } /* no enemy */
446
447 /* We have an enemy. Block immediately below is for pets */
448 if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
449 return follow_owner(op, owner);
450
451 /* doppleganger code to change monster facing to that of the nearest
452 * player. Hmm. The code is here, but no monster in the current
453 * arch set uses it.
454 */
455 if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
456 {
457 op->face = enemy->face;
458 if (op->name)
459 free_string(op->name);
460 add_refcount(op->name = enemy->name);
461 }
462
463 /* Calculate range information for closest body part - this
464 * is used for the 'skill' code, which isn't that smart when
465 * it comes to figuring it out - otherwise, giants throw boulders
466 * into themselves.
467 */
468 get_rangevector(op, enemy, &rv, 0);
469
470 /* Move the check for scared up here - if the monster was scared,
471 * we were not doing any of the logic below, so might as well save
472 * a few cpu cycles.
473 */
474 if (!QUERY_FLAG(op, FLAG_SCARED))
475 {
476 rv_vector rv1;
477
478 /* now we test every part of an object .... this is a real ugly piece of code */
479 for (part=op; part!=NULL; part=part->more) {
480 get_rangevector(part, enemy, &rv1, 0x1);
481 dir=rv1.direction;
482
483 /* hm, not sure about this part - in original was a scared flag here too
484 * but that we test above... so can be old code here
485 */
486 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
487 dir=absdir(dir+4);
488 if(QUERY_FLAG(op,FLAG_CONFUSED))
489 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
490
491 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
492 if(monster_cast_spell(op,part,enemy,dir,&rv1))
493 return 0;
494 }
495
496 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
497 if(monster_use_scroll(op,part,enemy,dir,&rv1))
498 return 0;
499 }
500
501 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
502 if(monster_use_range(op,part,enemy,dir))
503 return 0;
504 }
505 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
506 if(monster_use_skill(op,rv.part,enemy,rv.direction))
507 return 0;
508 }
509 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
510 if(monster_use_bow(op,part,enemy,dir))
511 return 0;
512 }
513 } /* for processing of all parts */
514 } /* If not scared */
515
516
517 part = rv.part;
518 dir=rv.direction;
519
520 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
521 dir=absdir(dir+4);
522
523 if(QUERY_FLAG(op,FLAG_CONFUSED))
524 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
525
526 pre_att_dir = dir; /* remember the original direction */
527
528 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
529 {
530 switch (op->attack_movement & LO4) {
531 case DISTATT:
532 dir = dist_att (dir,op,enemy,part,&rv);
533 break;
534
535 case RUNATT:
536 dir = run_att (dir,op,enemy,part,&rv);
537 break;
538
539 case HITRUN:
540 dir = hitrun_att(dir,op,enemy);
541 break;
542
543 case WAITATT:
544 dir = wait_att (dir,op,enemy,part,&rv);
545 break;
546
547 case RUSH: /* default - monster normally moves towards player */
548 case ALLRUN:
549 break;
550
551 case DISTHIT:
552 dir = disthit_att (dir,op,enemy,part,&rv);
553 break;
554
555 case WAIT2:
556 dir = wait_att2 (dir,op,enemy,part,&rv);
557 break;
558
559 default:
560 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
561 }
562 }
563
564 if (!dir)
565 return 0;
566
567 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
568 if(move_object(op,dir)) /* Can the monster move directly toward player? */
569 {
570 /* elmex: Turn our monster after it moved if it has DISTATT attack */
571 if ((op->attack_movement & LO4) == DISTATT)
572 op->direction = pre_att_dir;
573
574 return 0;
575 } 594 }
576 595 }
577 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
578 || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
579
580 /* Try move around corners if !close */
581 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
582 for(diff = 1; diff <= maxdiff; diff++) {
583 /* try different detours */
584 int m = 1-(RANDOM()&2); /* Try left or right first? */
585 if(move_object(op,absdir(dir + diff*m)) ||
586 move_object(op,absdir(dir - diff*m)))
587 return 0;
588 }
589 }
590 } /* if monster is not standing still */ 596 } /* if monster is not standing still */
591 597
592 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 598 /* elmex: Turn our monster after it moved if it has DISTATT attack */
593 if ((op->attack_movement & LO4) == DISTATT) 599 if ((op->attack_movement & LO4) == DISTATT)
594 op->direction = pre_att_dir; 600 op->direction = pre_att_dir;
595 601
596 /* 602 /*
597 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 603 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
598 * direction if they can't move away. 604 * direction if they can't move away.
599 */ 605 */
600 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) 606 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
601 if(move_randomly(op)) 607 if (move_randomly (op))
602 return 0; 608 return 0;
603 609
604 /* 610 /*
605 * Try giving the monster a new enemy - the player that is closest 611 * Try giving the monster a new enemy - the player that is closest
606 * to it. In this way, it won't just keep trying to get to a target 612 * to it. In this way, it won't just keep trying to get to a target
607 * that is inaccessible. 613 * that is inaccessible.
608 * This could be more clever - it should go through a list of several 614 * This could be more clever - it should go through a list of several
609 * enemies, as it is now, you could perhaps get situations where there 615 * enemies, as it is now, you could perhaps get situations where there
610 * are two players flanking the monster at close distance, but which 616 * are two players flanking the monster at close distance, but which
611 * the monster can't get to, and a third one at a far distance that 617 * the monster can't get to, and a third one at a far distance that
612 * the monster could get to - as it is, the monster won't look at that 618 * the monster could get to - as it is, the monster won't look at that
613 * third one. 619 * third one.
614 */ 620 */
615 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) 621 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
616 { 622 {
617 object *nearest_player = get_nearest_player(op); 623 object *nearest_player = get_nearest_player (op);
624
618 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { 625 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
626 {
619 op->enemy = NULL; 627 op->enemy = NULL;
620 enemy = nearest_player; 628 enemy = nearest_player;
621 } 629 }
622 } 630 }
623 631
624 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 632 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
625 { 633 {
626 /* The adjustement to wc that was here before looked totally bogus - 634 /* The adjustement to wc that was here before looked totally bogus -
627 * since wc can in fact get negative, that would mean by adding 635 * since wc can in fact get negative, that would mean by adding
628 * the current wc, the creature gets better? Instead, just 636 * the current wc, the creature gets better? Instead, just
629 * add a fixed amount - nasty creatures that are runny away should 637 * add a fixed amount - nasty creatures that are runny away should
630 * still be pretty nasty. 638 * still be pretty nasty.
631 */ 639 */
632 if(QUERY_FLAG(op,FLAG_RUN_AWAY)) 640 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
633 { 641 {
634 part->stats.wc+=10; 642 part->stats.wc += 10;
635 (void)skill_attack(enemy,part,0,NULL, NULL);
636 part->stats.wc-=10;
637 }
638 else
639 (void)skill_attack(enemy,part,0,NULL, NULL); 643 (void) skill_attack (enemy, part, 0, NULL, NULL);
644 part->stats.wc -= 10;
645 }
646 else
647 (void) skill_attack (enemy, part, 0, NULL, NULL);
640 } /* if monster is in attack range */ 648 } /* if monster is in attack range */
641 649
642 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 */
643 return 1; 651 return 1;
644 652
645 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
646 {
647 remove_ob(op);
648 free_object(op);
649 return 1;
650 } 654 {
655 op->drop_and_destroy ();
656 return 1;
657 }
658
651 return 0; 659 return 0;
652} 660}
661
662int
653int can_hit(object *ob1,object *ob2, rv_vector *rv) { 663can_hit (object *ob1, object *ob2, rv_vector * rv)
664{
654 object *more; 665 object *more;
655 rv_vector rv1; 666 rv_vector rv1;
656 667
657 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) 668 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
658 return 0; 669 return 0;
659 670
660 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; 671 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
672 return 1;
661 673
662 /* check all the parts of ob2 - just because we can't get to 674 /* check all the parts of ob2 - just because we can't get to
663 * its head doesn't mean we don't want to pound its feet 675 * its head doesn't mean we don't want to pound its feet
664 */ 676 */
665 for (more = ob2->more; more!=NULL; more = more->more) { 677 for (more = ob2->more; more != NULL; more = more->more)
678 {
666 get_rangevector(ob1, more, &rv1, 0); 679 get_rangevector (ob1, more, &rv1, 0);
667 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; 680 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
681 return 1;
668 } 682 }
669 return 0; 683 return 0;
670 684
671} 685}
672 686
673/* Returns 1 is monster should cast spell sp at an enemy 687/* Returns 1 is monster should cast spell sp at an enemy
674 * Returns 0 if the monster should not cast this spell. 688 * Returns 0 if the monster should not cast this spell.
684 * This could be a lot smarter - if there are few monsters around, 698 * This could be a lot smarter - if there are few monsters around,
685 * then disease might not be as bad. Likewise, if the monster is damaged, 699 * then disease might not be as bad. Likewise, if the monster is damaged,
686 * the right type of healing spell could be useful. 700 * the right type of healing spell could be useful.
687 */ 701 */
688 702
703static int
689static int monster_should_cast_spell(object *monster, object *spell_ob) 704monster_should_cast_spell (object *monster, object *spell_ob)
690{ 705{
691 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 706 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
692 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 707 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
693 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 708 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
694 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 709 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
695 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 710 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
696 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 711 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
697 spell_ob->subtype == SP_INVISIBLE)
698 712
699 return 1;
700
701 return 0; 713 return 1;
714
715 return 0;
702} 716}
703 717
704 718
705#define MAX_KNOWN_SPELLS 20 719#define MAX_KNOWN_SPELLS 20
706 720
707/* Returns a randomly selected spell. This logic is still 721/* Returns a randomly selected spell. This logic is still
708 * less than ideal. This code also only seems to deal with 722 * less than ideal. This code also only seems to deal with
709 * wizard spells, as the check is against sp, and not grace. 723 * wizard spells, as the check is against sp, and not grace.
710 * can mosnters know cleric spells? 724 * can mosnters know cleric spells?
711 */ 725 */
726object *
712object *monster_choose_random_spell(object *monster) { 727monster_choose_random_spell (object *monster)
728{
713 object *altern[MAX_KNOWN_SPELLS]; 729 object *altern[MAX_KNOWN_SPELLS];
714 object *tmp; 730 object *tmp;
715 int i=0; 731 int i = 0;
716 732
717 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 733 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
718 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 734 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
735 {
719 /* Check and see if it's actually a useful spell. 736 /* Check and see if it's actually a useful spell.
720 * If its a spellbook, the spell is actually the inventory item. 737 * If its a spellbook, the spell is actually the inventory item.
721 * if it is a spell, then it is just the object itself. 738 * if it is a spell, then it is just the object itself.
722 */ 739 */
723 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { 740 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
724 altern[i++]=tmp; 741 {
725 if(i==MAX_KNOWN_SPELLS) 742 altern[i++] = tmp;
726 break; 743 if (i == MAX_KNOWN_SPELLS)
744 break;
745 }
727 } 746 }
728 }
729 if(!i) 747 if (!i)
730 return NULL; 748 return NULL;
731 return altern[RANDOM()%i]; 749 return altern[RANDOM () % i];
732} 750}
733 751
734/* This checks to see if the monster should cast a spell/ability. 752/* This checks to see if the monster should cast a spell/ability.
735 * it returns true if the monster casts a spell, 0 if he doesn't. 753 * it returns true if the monster casts a spell, 0 if he doesn't.
736 * head is the head of the monster. 754 * head is the head of the monster.
738 * pl is the target. 756 * pl is the target.
739 * dir is the direction to case. 757 * dir is the direction to case.
740 * rv is the vector which describes where the enemy is. 758 * rv is the vector which describes where the enemy is.
741 */ 759 */
742 760
761int
743int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { 762monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
763{
744 object *spell_item; 764 object *spell_item;
745 object *owner; 765 object *owner;
746 rv_vector rv1; 766 rv_vector rv1;
747 767
748 /* If you want monsters to cast spells over friends, this spell should 768 /* If you want monsters to cast spells over friends, this spell should
749 * be removed. It probably should be in most cases, since monsters still 769 * be removed. It probably should be in most cases, since monsters still
750 * don't care about residual effects (ie, casting a cone which may have a 770 * don't care about residual effects (ie, casting a cone which may have a
751 * clear path to the player, the side aspects of the code will still hit 771 * clear path to the player, the side aspects of the code will still hit
752 * other monsters) 772 * other monsters)
753 */ 773 */
754 if(!(dir=path_to_player(part,pl,0))) 774 if (!(dir = path_to_player (part, pl, 0)))
755 return 0; 775 return 0;
776
777 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
756 778 {
757 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
758 get_rangevector(head, owner, &rv1, 0x1); 779 get_rangevector (head, owner, &rv1, 0x1);
759 if(dirdiff(dir,rv1.direction) < 2) { 780 if (dirdiff (dir, rv1.direction) < 2)
781 {
760 return 0; /* Might hit owner with spell */ 782 return 0; /* Might hit owner with spell */
761 } 783 }
762 } 784 }
763 785
764 if(QUERY_FLAG(head,FLAG_CONFUSED)) 786 if (QUERY_FLAG (head, FLAG_CONFUSED))
765 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 787 dir = absdir (dir + rndm (3) + rndm (3) - 2);
766 788
767 /* If the monster hasn't already chosen a spell, choose one 789 /* If the monster hasn't already chosen a spell, choose one
768 * 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
769 * could be different by the time the monster goes again). 791 * could be different by the time the monster goes again).
770 */ 792 */
771 if(head->spellitem==NULL) { 793 if (head->spellitem == NULL)
794 {
772 if((spell_item=monster_choose_random_spell(head))==NULL) { 795 if ((spell_item = monster_choose_random_spell (head)) == NULL)
796 {
773 LOG(llevMonster,"Turned off spells in %s\n",head->name); 797 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
774 CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 798 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
799 return 0;
800 }
801 if (spell_item->type == SPELLBOOK)
802 {
803 if (!spell_item->inv)
804 {
805 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
806 return 0;
807 }
808 spell_item = spell_item->inv;
809 }
810 }
811 else
812 spell_item = head->spellitem;
813
814 if (!spell_item)
775 return 0; 815 return 0;
776 }
777 if (spell_item->type == SPELLBOOK) {
778 if (!spell_item->inv) {
779 LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name);
780 return 0;
781 }
782 spell_item=spell_item->inv;
783 }
784 }
785 else
786 spell_item=head->spellitem;
787 816
788 if (!spell_item) return 0;
789
790 /* Best guess this is a defensive/healing spell */ 817 /* Best guess this is a defensive/healing spell */
791 if (spell_item->range<=1 || spell_item->stats.dam < 0) 818 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
792 dir = 0; 819 dir = 0;
793 820
794 /* Monster doesn't have enough spell-points */ 821 /* Monster doesn't have enough spell-points */
795 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 822 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
796 return 0; 823 return 0;
797 824
798 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 825 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
799 return 0; 826 return 0;
800 827
801 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 828 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
802 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); 829 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
803 830
804 /* set this to null, so next time monster will choose something different */ 831 /* set this to null, so next time monster will choose something different */
805 head->spellitem = NULL; 832 head->spellitem = NULL;
806 833
807 return cast_spell(part,part,dir, spell_item, NULL); 834 return cast_spell (part, part, dir, spell_item, NULL);
808} 835}
809 836
810 837
838int
811int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { 839monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
840{
812 object *scroll; 841 object *scroll;
813 object *owner; 842 object *owner;
814 rv_vector rv1; 843 rv_vector rv1;
815 844
816 /* If you want monsters to cast spells over friends, this spell should 845 /* If you want monsters to cast spells over friends, this spell should
817 * be removed. It probably should be in most cases, since monsters still 846 * be removed. It probably should be in most cases, since monsters still
818 * don't care about residual effects (ie, casting a cone which may have a 847 * don't care about residual effects (ie, casting a cone which may have a
819 * clear path to the player, the side aspects of the code will still hit 848 * clear path to the player, the side aspects of the code will still hit
820 * other monsters) 849 * other monsters)
821 */ 850 */
822 if(!(dir=path_to_player(part,pl,0))) 851 if (!(dir = path_to_player (part, pl, 0)))
823 return 0; 852 return 0;
853
854 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
824 855 {
825 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
826 get_rangevector(head, owner, &rv1, 0x1); 856 get_rangevector (head, owner, &rv1, 0x1);
827 if(dirdiff(dir,rv1.direction) < 2) { 857 if (dirdiff (dir, rv1.direction) < 2)
858 {
828 return 0; /* Might hit owner with spell */ 859 return 0; /* Might hit owner with spell */
829 } 860 }
830 } 861 }
831 862
832 if(QUERY_FLAG(head,FLAG_CONFUSED)) 863 if (QUERY_FLAG (head, FLAG_CONFUSED))
833 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 864 dir = absdir (dir + rndm (3) + rndm (3) - 2);
834 865
835 for (scroll=head->inv; scroll; scroll=scroll->below) 866 for (scroll = head->inv; scroll; scroll = scroll->below)
836 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 867 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
868 break;
837 869
838 /* Used up all his scrolls, so nothing do to */ 870 /* Used up all his scrolls, so nothing do to */
839 if (!scroll) { 871 if (!scroll)
872 {
840 CLEAR_FLAG(head, FLAG_READY_SCROLL); 873 CLEAR_FLAG (head, FLAG_READY_SCROLL);
841 return 0; 874 return 0;
842 } 875 }
843 876
844 /* Spell should be cast on caster (ie, heal, strength) */ 877 /* Spell should be cast on caster (ie, heal, strength) */
845 if (scroll->inv->range==0) 878 if (scroll->inv->range == 0)
846 dir = 0; 879 dir = 0;
847 880
848 apply_scroll(part, scroll, dir); 881 apply_scroll (part, scroll, dir);
849 return 1; 882 return 1;
850} 883}
851 884
852/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 885/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
853 * Note that monsters do not need the skills SK_MELEE_WEAPON and 886 * Note that monsters do not need the skills SK_MELEE_WEAPON and
854 * SK_MISSILE_WEAPON to make those respective attacks, if we 887 * SK_MISSILE_WEAPON to make those respective attacks, if we
857 * 890 *
858 * 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.
859 * 892 *
860 * At the moment this is only useful for throwing, perhaps for 893 * At the moment this is only useful for throwing, perhaps for
861 * 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
862 */ 895 */
863 896int
864int monster_use_skill(object *head, object *part, object *pl,int dir) { 897monster_use_skill (object *head, object *part, object *pl, int dir)
898{
865 object *skill, *owner; 899 object *skill, *owner;
866 900
867 if(!(dir=path_to_player(part,pl,0))) 901 if (!(dir = path_to_player (part, pl, 0)))
868 return 0; 902 return 0;
869 903
870 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 904 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
905 {
871 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);
907
872 if(dirdiff(dir,dir2) < 1) 908 if (dirdiff (dir, dir2) < 1)
873 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 909 return 0; /* Might hit owner with skill -thrown rocks for example ? */
874 } 910 }
911
875 if(QUERY_FLAG(head,FLAG_CONFUSED)) 912 if (QUERY_FLAG (head, FLAG_CONFUSED))
876 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 913 dir = absdir (dir + rndm (3) + rndm (3) - 2);
877 914
878 /* skill selection - monster will use the next unused skill. 915 /* skill selection - monster will use the next unused skill.
879 * well...the following scenario will allow the monster to 916 * well...the following scenario will allow the monster to
880 * 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
881 * more skills available to monsters. 918 * more skills available to monsters.
882 */ 919 */
883
884 for(skill=head->inv;skill!=NULL;skill=skill->below) 920 for (skill = head->inv; skill; skill = skill->below)
885 if(skill->type==SKILL && skill!=head->chosen_skill) { 921 if (skill->type == SKILL && skill != head->chosen_skill)
922 {
886 head->chosen_skill=skill; 923 head->chosen_skill = skill;
887 break; 924 break;
888 } 925 }
889 926
890 if(!skill && !head->chosen_skill) { 927 if (!skill && !head->chosen_skill)
928 {
891 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", 929 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
892 head->name,head->count);
893 CLEAR_FLAG(head, FLAG_READY_SKILL); 930 CLEAR_FLAG (head, FLAG_READY_SKILL);
894 return 0; 931 return 0;
895 } 932 }
933
896 /* use skill */ 934 /* use skill */
897 return do_skill(head, part, head->chosen_skill,dir,NULL); 935 return do_skill (head, part, head->chosen_skill, dir, NULL);
898} 936}
899 937
900/* Monster will use a ranged spell attack. */ 938/* Monster will use a ranged spell attack. */
901 939int
902int monster_use_range(object *head,object *part,object *pl,int dir) 940monster_use_range (object *head, object *part, object *pl, int dir)
903 { 941{
904 object *wand, *owner; 942 object *wand, *owner;
905 int at_least_one = 0; 943 int at_least_one = 0;
906 944
907 if(!(dir=path_to_player(part,pl,0))) 945 if (!(dir = path_to_player (part, pl, 0)))
908 return 0; 946 return 0;
909 947
910 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 948 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
949 {
911 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);
951
912 if(dirdiff(dir,dir2) < 2) 952 if (dirdiff (dir, dir2) < 2)
913 return 0; /* Might hit owner with spell */ 953 return 0; /* Might hit owner with spell */
914 } 954 }
955
915 if(QUERY_FLAG(head,FLAG_CONFUSED)) 956 if (QUERY_FLAG (head, FLAG_CONFUSED))
916 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 957 dir = absdir (dir + rndm (3) + rndm (3) - 2);
917 958
918 for(wand=head->inv;wand!=NULL;wand=wand->below) 959 for (wand = head->inv; wand; wand = wand->below)
919 { 960 {
920 if (wand->type == WAND) 961 if (wand->type == WAND)
962 {
963 /* Found a wand, let's see if it has charges left */
964 at_least_one = 1;
965 if (wand->stats.food <= 0)
966 continue;
967
968 cast_spell (head, wand, dir, wand->inv, NULL);
969
970 if (!(--wand->stats.food))
921 { 971 {
922 /* Found a wand, let's see if it has charges left */ 972 if (wand->arch)
923 at_least_one = 1;
924 if( wand->stats.food<=0 )
925 continue;
926
927 cast_spell( head, wand, dir, wand->inv, NULL );
928
929 if ( !( --wand->stats.food ) )
930 { 973 {
931 if ( wand->arch )
932 {
933 CLEAR_FLAG(wand, FLAG_ANIMATE); 974 CLEAR_FLAG (wand, FLAG_ANIMATE);
934 wand->face = wand->arch->clone.face; 975 wand->face = wand->arch->face;
935 wand->speed = 0; 976 wand->set_speed (0);
936 update_ob_speed(wand);
937 }
938 } 977 }
939 /* Success */
940 return 1;
941 } 978 }
979 /* Success */
980 return 1;
981 }
942 else if ( wand->type == ROD || wand->type==HORN ) { 982 else if (wand->type == ROD || wand->type == HORN)
983 {
943 /* Found rod/horn, let's use it if possible */ 984 /* Found rod/horn, let's use it if possible */
944 at_least_one = 1; 985 at_least_one = 1;
945 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) 986 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
946 continue; 987 continue;
947 988
948 /* drain charge before casting spell - can be a case where the 989 /* drain charge before casting spell - can be a case where the
949 * spell destroys the monster, and rod, so if done after, results 990 * spell destroys the monster, and rod, so if done after, results
950 * in crash. 991 * in crash.
951 */ 992 */
952 drain_rod_charge( wand ); 993 drain_rod_charge (wand);
953 cast_spell( head, wand, dir, wand->inv, NULL ); 994 cast_spell (head, wand, dir, wand->inv, NULL);
954 995
955 /* Success */ 996 /* Success */
956 return 1; 997 return 1;
957 } 998 }
958 } 999 }
959 1000
960 if ( at_least_one ) 1001 if (at_least_one)
961 return 0; 1002 return 0;
962 1003
963 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1004 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
964 head->name,head->count);
965 CLEAR_FLAG(head, FLAG_READY_RANGE); 1005 CLEAR_FLAG (head, FLAG_READY_RANGE);
966 return 0; 1006 return 0;
967 } 1007}
968 1008
1009int
969int monster_use_bow(object *head, object *part, object *pl, int dir) { 1010monster_use_bow (object *head, object *part, object *pl, int dir)
1011{
970 object *owner; 1012 object *owner;
971 1013
972 if(!(dir=path_to_player(part,pl,0))) 1014 if (!(dir = path_to_player (part, pl, 0)))
973 return 0; 1015 return 0;
1016
974 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1017 if (QUERY_FLAG (head, FLAG_CONFUSED))
975 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1018 dir = absdir (dir + rndm (3) + rndm (3) - 2);
976 1019
977 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1020 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1021 {
978 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);
1023
979 if(dirdiff(dir,dir2) < 1) 1024 if (dirdiff (dir, dir2) < 1)
980 return 0; /* Might hit owner with arrow */ 1025 return 0; /* Might hit owner with arrow */
981 } 1026 }
982 1027
983 /* in server/player.c */ 1028 /* in server/player.c */
984 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);
985 1030
986} 1031}
987 1032
988/* Checks if putting on 'item' will make 'who' do more 1033/* Checks if putting on 'item' will make 'who' do more
989 * damage. This is a very simplistic check - also checking things 1034 * damage. This is a very simplistic check - also checking things
990 * like speed and ac are also relevant. 1035 * like speed and ac are also relevant.
991 * 1036 *
992 * return true if item is a better object. 1037 * return true if item is a better object.
993 */ 1038 */
994 1039int
995int check_good_weapon(object *who, object *item) { 1040check_good_weapon (object *who, object *item)
1041{
996 object *other_weap; 1042 object *other_weap;
997 int val=0, i; 1043 int val = 0, i;
998 1044
999 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)
1000 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))
1001 break; 1047 break;
1002 1048
1003 if(other_weap==NULL) /* No other weapons */ 1049 if (!other_weap) /* No other weapons */
1004 return 1; 1050 return 1;
1005 1051
1006 /* 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
1007 * better, just do some simple checks 1053 * better, just do some simple checks
1008 * Put some multipliers for things that hvae several effects, 1054 * Put some multipliers for things that hvae several effects,
1009 * eg, magic affects both damage and wc, so it has more weight 1055 * eg, magic affects both damage and wc, so it has more weight
1010 */ 1056 */
1011 1057
1012 val = item->stats.dam - other_weap->stats.dam; 1058 val = item->stats.dam - other_weap->stats.dam;
1013 val += (item->magic - other_weap->magic) * 3; 1059 val += (item->magic - other_weap->magic) * 3;
1014 /* Monsters don't really get benefits from things like regen rates 1060 /* Monsters don't really get benefits from things like regen rates
1015 * from items. But the bonus for their stats are very important. 1061 * from items. But the bonus for their stats are very important.
1016 */ 1062 */
1017 for (i=0; i<NUM_STATS; i++) 1063 for (i = 0; i < NUM_STATS; i++)
1018 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;
1019 1065
1020 if (val > 0) return 1; 1066 if (val > 0)
1067 return 1;
1068 else
1021 else return 0; 1069 return 0;
1022
1023} 1070}
1024 1071
1072int
1025int check_good_armour(object *who, object *item) { 1073check_good_armour (object *who, object *item)
1074{
1026 object *other_armour; 1075 object *other_armour;
1027 int val=0,i; 1076 int val = 0, i;
1028 1077
1029 for (other_armour = who->inv; other_armour != NULL; 1078 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1030 other_armour = other_armour->below)
1031 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))
1032 break; 1080 break;
1033 1081
1034 if (other_armour == NULL) /* No other armour, use the new */ 1082 if (other_armour == NULL) /* No other armour, use the new */
1035 return 1; 1083 return 1;
1036 1084
1037 /* Like above function , see which is better */ 1085 /* Like above function , see which is better */
1038 val = item->stats.ac - other_armour->stats.ac; 1086 val = item->stats.ac - other_armour->stats.ac;
1039 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; 1087 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1040 val += (item->magic - other_armour->magic) * 3; 1088 val += (item->magic - other_armour->magic) * 3;
1041 1089
1042 /* for the other protections, do weigh them very much in the equation - 1090 /* for the other protections, do weigh them very much in the equation -
1043 * it is the armor protection which is most important, because there is 1091 * it is the armor protection which is most important, because there is
1044 * no good way to know what the player may attack the monster with. 1092 * no good way to know what the player may attack the monster with.
1045 * So if the new item has better protection than the old, give that higher 1093 * So if the new item has better protection than the old, give that higher
1046 * value. If the reverse, then decrease the value of this item some. 1094 * value. If the reverse, then decrease the value of this item some.
1047 */ 1095 */
1048 for (i=1; i <NROFATTACKS; i++) { 1096 for (i = 1; i < NROFATTACKS; i++)
1097 {
1049 if (item->resist[i] > other_armour->resist[i]) val++; 1098 if (item->resist[i] > other_armour->resist[i])
1099 val++;
1050 else if (item->resist[i] < other_armour->resist[i]) val--; 1100 else if (item->resist[i] < other_armour->resist[i])
1101 val--;
1051 } 1102 }
1052 1103
1053 /* Very few armours have stats, so not much need to worry about those. */ 1104 /* Very few armours have stats, so not much need to worry about those. */
1054 1105
1055 if (val > 0) return 1; 1106 if (val > 0)
1107 return 1;
1108 else
1056 else return 0; 1109 return 0;
1057
1058} 1110}
1059 1111
1060/* 1112/*
1061 * monster_check_pickup(): checks for items that monster can pick up. 1113 * monster_check_pickup(): checks for items that monster can pick up.
1062 * 1114 *
1070 * 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
1071 * 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
1072 * 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
1073 * affect stacking on this space. 1125 * affect stacking on this space.
1074 */ 1126 */
1075 1127void
1076void monster_check_pickup(object *monster) { 1128monster_check_pickup (object *monster)
1129{
1077 object *tmp,*next; 1130 object *tmp, *next;
1078 int next_tag;
1079 1131
1080 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1132 for (tmp = monster->below; tmp != NULL; tmp = next)
1133 {
1081 next=tmp->below; 1134 next = tmp->below;
1082 next_tag = next ? next->count : 0;
1083 if (monster_can_pick(monster,tmp)) { 1135 if (monster_can_pick (monster, tmp))
1084 remove_ob(tmp); 1136 {
1137 tmp->remove ();
1085 tmp = insert_ob_in_ob(tmp,monster); 1138 tmp = insert_ob_in_ob (tmp, monster);
1086 (void) monster_check_apply(monster,tmp); 1139 (void) monster_check_apply (monster, tmp);
1087 } 1140 }
1088 /* 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
1089 * not a big deal to just bail out. 1142 * not a big deal to just bail out.
1090 */ 1143 */
1091 if (next && was_destroyed(next, next_tag)) return; 1144 if (next && next->destroyed ())
1145 return;
1092 } 1146 }
1093} 1147}
1094 1148
1095/* 1149/*
1096 * monster_can_pick(): If the monster is interested in picking up 1150 * monster_can_pick(): If the monster is interested in picking up
1097 * the item, then return 0. Otherwise 0. 1151 * the item, then return 0. Otherwise 0.
1098 * Instead of pick_up, flags for "greed", etc, should be used. 1152 * Instead of pick_up, flags for "greed", etc, should be used.
1099 * 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.
1100 */ 1154 */
1101 1155int
1102int monster_can_pick(object *monster, object *item) { 1156monster_can_pick (object *monster, object *item)
1157{
1103 int flag=0; 1158 int flag = 0;
1104 int i; 1159 int i;
1105 1160
1106 if(!can_pick(monster,item)) 1161 if (!can_pick (monster, item))
1107 return 0; 1162 return 0;
1108 1163
1109 if(QUERY_FLAG(item,FLAG_UNPAID)) 1164 if (QUERY_FLAG (item, FLAG_UNPAID))
1110 return 0; 1165 return 0;
1111 1166
1112 if (monster->pick_up&64) /* All */ 1167 if (monster->pick_up & 64) /* All */
1113 flag=1; 1168 flag = 1;
1114 1169
1170 else
1115 else switch(item->type) { 1171 switch (item->type)
1116 case MONEY: 1172 {
1117 case GEM: 1173 case MONEY:
1174 case GEM:
1118 flag=monster->pick_up&2; 1175 flag = monster->pick_up & 2;
1119 break; 1176 break;
1120 1177
1121 case FOOD: 1178 case FOOD:
1122 flag=monster->pick_up&4; 1179 flag = monster->pick_up & 4;
1123 break; 1180 break;
1124 1181
1125 case WEAPON: 1182 case WEAPON:
1126 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); 1183 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1127 break; 1184 break;
1128 1185
1129 case ARMOUR: 1186 case ARMOUR:
1130 case SHIELD: 1187 case SHIELD:
1131 case HELMET: 1188 case HELMET:
1132 case BOOTS: 1189 case BOOTS:
1133 case GLOVES: 1190 case GLOVES:
1134 case GIRDLE: 1191 case GIRDLE:
1135 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); 1192 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1136 break; 1193 break;
1137 1194
1138 case SKILL: 1195 case SKILL:
1139 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); 1196 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1140 break; 1197 break;
1141 1198
1142 case RING: 1199 case RING:
1143 flag=QUERY_FLAG(monster,FLAG_USE_RING); 1200 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1144 break; 1201 break;
1145 1202
1146 case WAND: 1203 case WAND:
1147 case HORN: 1204 case HORN:
1148 case ROD: 1205 case ROD:
1149 flag=QUERY_FLAG(monster,FLAG_USE_RANGE); 1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1150 break; 1207 break;
1151 1208
1152 case SPELLBOOK: 1209 case SPELLBOOK:
1153 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); 1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1154 break; 1211 break;
1155 1212
1156 case SCROLL: 1213 case SCROLL:
1157 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); 1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1158 break; 1215 break;
1159 1216
1160 case BOW: 1217 case BOW:
1161 case ARROW: 1218 case ARROW:
1162 flag=QUERY_FLAG(monster,FLAG_USE_BOW); 1219 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1163 break; 1220 break;
1164 } 1221 }
1222
1165 /* 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
1166 * 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
1167 * use several locations. 1225 * use several locations.
1168 */ 1226 */
1169 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1227 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1170 if (monster->body_info[i] && item->body_info[i]) {
1171 flag=1;
1172 break;
1173 }
1174 } 1228 {
1229 if (monster->slot[i].info && item->slot[i].info)
1230 {
1231 flag = 1;
1232 break;
1233 }
1234 }
1175 1235
1176 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) 1236 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1177 return 1;
1178 return 0; 1237 return 1;
1238 return 0;
1179} 1239}
1180 1240
1181/* 1241/*
1182 * monster_apply_below(): 1242 * monster_apply_below():
1183 * 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
1184 * eager to apply things, encounters something apply-able, 1244 * eager to apply things, encounters something apply-able,
1185 * then make him apply it 1245 * then make him apply it
1186 */ 1246 */
1187 1247void
1188void monster_apply_below(object *monster) { 1248monster_apply_below (object *monster)
1249{
1189 object *tmp, *next; 1250 object *tmp, *next;
1190 1251
1191 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1252 for (tmp = monster->below; tmp != NULL; tmp = next)
1253 {
1192 next=tmp->below; 1254 next = tmp->below;
1193 switch (tmp->type) { 1255 switch (tmp->type)
1256 {
1194 case CF_HANDLE: 1257 case CF_HANDLE:
1195 case TRIGGER: 1258 case TRIGGER:
1196 if (monster->will_apply&1) 1259 if (monster->will_apply & 1)
1197 manual_apply(monster,tmp,0); 1260 manual_apply (monster, tmp, 0);
1198 break; 1261 break;
1199 1262
1200 case TREASURE: 1263 case TREASURE:
1201 if (monster->will_apply&2) 1264 if (monster->will_apply & 2)
1202 manual_apply(monster,tmp,0); 1265 manual_apply (monster, tmp, 0);
1203 break; 1266 break;
1204 1267
1205 } 1268 }
1206 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1207 break; 1270 break;
1208 } 1271 }
1209} 1272}
1210 1273
1211/* 1274/*
1212 * monster_check_apply() is meant to be called after an item is 1275 * monster_check_apply() is meant to be called after an item is
1215 * 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.
1216 * (so that other monsters can pick it up and use it) 1279 * (so that other monsters can pick it up and use it)
1217 * Note that as things are now, monsters never drop something - 1280 * Note that as things are now, monsters never drop something -
1218 * they can pick up all that they can use. 1281 * they can pick up all that they can use.
1219 */ 1282 */
1220
1221/* Sept 96, fixed this so skills will be readied -b.t.*/ 1283/* Sept 96, fixed this so skills will be readied -b.t.*/
1222 1284void
1223void monster_check_apply(object *mon, object *item) { 1285monster_check_apply (object *mon, object *item)
1224 1286{
1225 int flag = 0; 1287 int flag = 0;
1226 1288
1227 if(item->type==SPELLBOOK&& 1289 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1228 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { 1290 {
1229 SET_FLAG(mon, FLAG_CAST_SPELL); 1291 SET_FLAG (mon, FLAG_CAST_SPELL);
1230 return; 1292 return;
1231 } 1293 }
1232 1294
1233 /* If for some reason, this item is already applied, no more work to do */ 1295 /* If for some reason, this item is already applied, no more work to do */
1234 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1296 if (QUERY_FLAG (item, FLAG_APPLIED))
1235
1236 /* Might be better not to do this - if the monster can fire a bow,
1237 * it is possible in his wanderings, he will find one to use. In
1238 * which case, it would be nice to have ammo for it.
1239 */
1240 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1241 /* Check for the right kind of bow */
1242 object *bow;
1243 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1244 if(bow->type==BOW && bow->race==item->race) {
1245 SET_FLAG(mon, FLAG_READY_BOW);
1246 LOG(llevMonster,"Found correct bow for arrows.\n");
1247 return; /* nothing more to do for arrows */
1248 }
1249 }
1250
1251 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1252 /* Eating food gets hp back */
1253 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1254 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1255 if (!item->inv)
1256 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1257 else if (monster_should_cast_spell(mon, item->inv))
1258 SET_FLAG(mon, FLAG_READY_SCROLL);
1259 /* Don't use it right now */
1260 return;
1261 }
1262 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1263 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1264 /* Should do something more, like make sure this is a better item */
1265 else if (item->type == RING)
1266 flag=1;
1267 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1268 {
1269 /* We never really 'ready' the wand/rod/horn, because that would mean the
1270 * weapon would get undone.
1271 */
1272 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1273 {
1274 SET_FLAG(mon, FLAG_READY_RANGE);
1275 SET_FLAG(item, FLAG_APPLIED);
1276 }
1277 return;
1278 }
1279 else if (item->type == BOW) {
1280 /* We never really 'ready' the bow, because that would mean the
1281 * weapon would get undone.
1282 */
1283 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1284 SET_FLAG(mon, FLAG_READY_BOW);
1285 return;
1286 }
1287 else if ( item->type == SKILL )
1288 {
1289 /*
1290 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1291 * else they can't use the skill...
1292 * Skills also don't need to get applied, so return now.
1293 */
1294 SET_FLAG(mon, FLAG_READY_SKILL);
1295 return;
1296 }
1297
1298
1299 /* if we don't match one of the above types, return now.
1300 * can_apply_object will say that we can apply things like flesh,
1301 * bolts, and whatever else, because it only checks against the
1302 * body_info locations.
1303 */
1304 if (!flag) return;
1305
1306 /* Check to see if the monster can use this item. If not, no need
1307 * to do further processing. Note that can_apply_object already checks
1308 * for the CAN_USE flags.
1309 */
1310 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1311
1312 /* should only be applying this item, not unapplying it.
1313 * also, ignore status of curse so they can take off old armour.
1314 * monsters have some advantages after all.
1315 */
1316 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1317
1318 return; 1297 return;
1319}
1320 1298
1299 /* Might be better not to do this - if the monster can fire a bow,
1300 * it is possible in his wanderings, he will find one to use. In
1301 * which case, it would be nice to have ammo for it.
1302 */
1303 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1304 {
1305 /* Check for the right kind of bow */
1306 object *bow;
1307
1308 for (bow = mon->inv; bow; bow = bow->below)
1309 if (bow->type == BOW && bow->race == item->race)
1310 {
1311 SET_FLAG (mon, FLAG_READY_BOW);
1312 LOG (llevMonster, "Found correct bow for arrows.\n");
1313 return; /* nothing more to do for arrows */
1314 }
1315 }
1316
1317 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1318 flag = 1;
1319 /* Eating food gets hp back */
1320 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1321 flag = 1;
1322 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1323 {
1324 if (!item->inv)
1325 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1326 else if (monster_should_cast_spell (mon, item->inv))
1327 SET_FLAG (mon, FLAG_READY_SCROLL);
1328 /* Don't use it right now */
1329 return;
1330 }
1331 else if (item->type == WEAPON)
1332 flag = check_good_weapon (mon, item);
1333 else if (item->is_armor ())
1334 flag = check_good_armour (mon, item);
1335 /* Should do something more, like make sure this is a better item */
1336 else if (item->type == RING)
1337 flag = 1;
1338 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1339 {
1340 /* We never really 'ready' the wand/rod/horn, because that would mean the
1341 * weapon would get undone.
1342 */
1343 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1344 {
1345 SET_FLAG (mon, FLAG_READY_RANGE);
1346 SET_FLAG (item, FLAG_APPLIED);
1347 }
1348 return;
1349 }
1350 else if (item->type == BOW)
1351 {
1352 /* We never really 'ready' the bow, because that would mean the
1353 * weapon would get undone.
1354 */
1355 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1356 SET_FLAG (mon, FLAG_READY_BOW);
1357 return;
1358 }
1359 else if (item->type == SKILL)
1360 {
1361 /*
1362 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1363 * else they can't use the skill...
1364 * Skills also don't need to get applied, so return now.
1365 */
1366 SET_FLAG (mon, FLAG_READY_SKILL);
1367 return;
1368 }
1369
1370 /* if we don't match one of the above types, return now.
1371 * can_apply_object will say that we can apply things like flesh,
1372 * bolts, and whatever else, because it only checks against the
1373 * body_info locations.
1374 */
1375 if (!flag)
1376 return;
1377
1378 /* Check to see if the monster can use this item. If not, no need
1379 * to do further processing. Note that can_apply_object already checks
1380 * for the CAN_USE flags.
1381 */
1382 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1383 return;
1384
1385 /* should only be applying this item, not unapplying it.
1386 * also, ignore status of curse so they can take off old armour.
1387 * monsters have some advantages after all.
1388 */
1389 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1390}
1391
1392void
1321void npc_call_help(object *op) { 1393npc_call_help (object *op)
1394{
1322 int x,y, mflags; 1395 int x, y, mflags;
1323 object *npc; 1396 object *npc;
1324 sint16 sx, sy; 1397 sint16 sx, sy;
1325 mapstruct *m; 1398 maptile *m;
1326 1399
1327 for(x = -3; x < 4; x++) 1400 for (x = -3; x < 4; x++)
1328 for(y = -3; y < 4; y++) { 1401 for (y = -3; y < 4; y++)
1402 {
1329 m = op->map; 1403 m = op->map;
1330 sx = op->x + x; 1404 sx = op->x + x;
1331 sy = op->y + y; 1405 sy = op->y + y;
1332 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1406 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1333 /* 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. */
1334 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1408 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1335 continue; 1409 continue;
1336 1410
1337 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)
1338 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) 1412 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1339 npc->enemy = op->enemy; 1413 npc->enemy = op->enemy;
1340 } 1414 }
1341} 1415}
1342 1416
1343 1417int
1344int dist_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)
1345 1419{
1346 if (can_hit(part,enemy,rv)) 1420 if (can_hit (part, enemy, rv))
1347 return dir; 1421 return dir;
1348 if (rv->distance < 10) 1422 if (rv->distance < 10)
1349 return absdir(dir+4); 1423 return absdir (dir + 4);
1350 else if (rv->distance>18) 1424 else if (rv->distance > 18)
1351 return dir; 1425 return dir;
1426
1352 return 0; 1427 return 0;
1353} 1428}
1354 1429
1430int
1355int run_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)
1356 1432{
1357 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)
1434 {
1358 ob->move_status++; 1435 ob->move_status++;
1359 return (dir); 1436 return (dir);
1360 } 1437 }
1361 else if (ob->move_status >20) 1438 else if (ob->move_status > 20)
1362 ob->move_status = 0;
1363 return absdir (dir+4);
1364}
1365
1366int hitrun_att (int dir, object *ob,object *enemy) {
1367 if (ob->move_status ++ < 25)
1368 return dir;
1369 else if (ob->move_status <50)
1370 return absdir (dir+4);
1371 else
1372 ob->move_status = 0;
1373 return absdir(dir+4);
1374}
1375
1376int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1377
1378 int inrange = can_hit (part, enemy,rv);
1379
1380 if (ob->move_status || inrange)
1381 ob->move_status++;
1382
1383 if (ob->move_status == 0)
1384 return 0;
1385 else if (ob->move_status <10)
1386 return dir;
1387 else if (ob->move_status <15)
1388 return absdir(dir+4);
1389 ob->move_status = 0; 1439 ob->move_status = 0;
1390 return 0;
1391}
1392 1440
1393int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1394
1395 /* The logic below here looked plain wrong before. Basically, what should
1396 * happen is that if the creatures hp percentage falls below run_away,
1397 * the creature should run away (dir+4)
1398 * I think its wrong for a creature to have a zero maxhp value, but
1399 * at least one map has this set, and whatever the map contains, the
1400 * server should try to be resilant enough to avoid the problem
1401 */
1402 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1403 return absdir(dir+4);
1404 return dist_att (dir,ob,enemy,part,rv);
1405}
1406
1407int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1408 if (rv->distance < 9)
1409 return absdir (dir+4); 1441 return absdir (dir + 4);
1442}
1443
1444int
1445hitrun_att (int dir, object *ob, object *enemy)
1446{
1447 if (ob->move_status++ < 25)
1410 return 0; 1448 return dir;
1411} 1449 else if (ob->move_status < 50)
1412 1450 return absdir (dir + 4);
1413void circ1_move (object *ob) { 1451 else
1414 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1415 if(++ob->move_status > 11)
1416 ob->move_status = 0; 1452 ob->move_status = 0;
1417 if (!(move_object(ob,circle[ob->move_status])))
1418 (void) move_object(ob,RANDOM()%8+1);
1419}
1420 1453
1454 return absdir (dir + 4);
1455}
1456
1457int
1458wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1459{
1460
1461 int inrange = can_hit (part, enemy, rv);
1462
1463 if (ob->move_status || inrange)
1464 ob->move_status++;
1465
1466 if (ob->move_status == 0)
1467 return 0;
1468 else if (ob->move_status < 10)
1469 return dir;
1470 else if (ob->move_status < 15)
1471 return absdir (dir + 4);
1472
1473 ob->move_status = 0;
1474 return 0;
1475}
1476
1477int
1478disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1479{
1480
1481 /* The logic below here looked plain wrong before. Basically, what should
1482 * happen is that if the creatures hp percentage falls below run_away,
1483 * the creature should run away (dir+4)
1484 * 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
1486 * server should try to be resilant enough to avoid the problem
1487 */
1488 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1489 return absdir (dir + 4);
1490
1491 return dist_att (dir, ob, enemy, part, rv);
1492}
1493
1494int
1495wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1496{
1497 if (rv->distance < 9)
1498 return absdir (dir + 4);
1499
1500 return 0;
1501}
1502
1503void
1421void circ2_move (object *ob) { 1504circ1_move (object *ob)
1505{
1422 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; 1506 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1507
1423 if(++ob->move_status > 19) 1508 if (++ob->move_status > 11)
1424 ob->move_status = 0; 1509 ob->move_status = 0;
1510
1425 if(!(move_object(ob,circle[ob->move_status]))) 1511 if (!(move_object (ob, circle[ob->move_status])))
1426 (void) move_object(ob,RANDOM()%8+1); 1512 move_object (ob, rndm (8) + 1);
1427} 1513}
1428 1514
1515void
1516circ2_move (object *ob)
1517{
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
1520 if (++ob->move_status > 19)
1521 ob->move_status = 0;
1522
1523 if (!(move_object (ob, circle[ob->move_status])))
1524 move_object (ob, rndm (8) + 1);
1525}
1526
1527void
1429void pace_movev(object *ob) { 1528pace_movev (object *ob)
1529{
1430 if (ob->move_status++ > 6) 1530 if (ob->move_status++ > 6)
1431 ob->move_status = 0; 1531 ob->move_status = 0;
1532
1432 if (ob->move_status < 4) 1533 if (ob->move_status < 4)
1433 (void) move_object (ob,5); 1534 move_object (ob, 5);
1434 else 1535 else
1435 (void) move_object(ob,1); 1536 move_object (ob, 1);
1436} 1537}
1437 1538
1539void
1438void pace_moveh (object *ob) { 1540pace_moveh (object *ob)
1541{
1439 if (ob->move_status++ > 6) 1542 if (ob->move_status++ > 6)
1440 ob->move_status = 0; 1543 ob->move_status = 0;
1544
1441 if (ob->move_status < 4) 1545 if (ob->move_status < 4)
1442 (void) move_object(ob,3); 1546 move_object (ob, 3);
1443 else 1547 else
1444 (void) move_object(ob,7); 1548 move_object (ob, 7);
1445} 1549}
1446 1550
1551void
1447void pace2_movev (object *ob) { 1552pace2_movev (object *ob)
1553{
1448 if (ob->move_status ++ > 16) 1554 if (ob->move_status++ > 16)
1449 ob->move_status = 0; 1555 ob->move_status = 0;
1556
1450 if (ob->move_status <6) 1557 if (ob->move_status < 6)
1451 (void) move_object (ob,5); 1558 move_object (ob, 5);
1452 else if (ob->move_status < 8) 1559 else if (ob->move_status < 8)
1453 return; 1560 return;
1454 else if (ob->move_status <13) 1561 else if (ob->move_status < 13)
1455 (void) move_object (ob,1); 1562 move_object (ob, 1);
1563 else
1456 else return; 1564 return;
1457} 1565}
1458 1566
1567void
1459void pace2_moveh (object *ob) { 1568pace2_moveh (object *ob)
1569{
1460 if (ob->move_status ++ > 16) 1570 if (ob->move_status++ > 16)
1461 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1462 if (ob->move_status <6) 1573 if (ob->move_status < 6)
1463 (void) move_object (ob,3); 1574 move_object (ob, 3);
1464 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1465 return; 1576 return;
1466 else if (ob->move_status <13) 1577 else if (ob->move_status < 13)
1467 (void) move_object (ob,7); 1578 move_object (ob, 7);
1579 else
1468 else return; 1580 return;
1469} 1581}
1470 1582
1583void
1471void rand_move (object *ob) { 1584rand_move (object *ob)
1585{
1472 int i; 1586 int i;
1473 if (ob->move_status <1 || ob->move_status >8 || 1587
1474 !(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)))))
1475 for (i = 0; i < 5; i++) 1589 for (i = 0; i < 5; i++)
1476 if (move_object(ob,ob->move_status = RANDOM()%8+1)) 1590 if (move_object (ob, ob->move_status = rndm (8) + 1))
1477 return; 1591 return;
1478} 1592}
1479 1593
1594void
1480void check_earthwalls(object *op, mapstruct *m, int x, int y) { 1595check_earthwalls (object *op, maptile *m, int x, int y)
1596{
1481 object *tmp; 1597 object *tmp;
1598
1482 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)
1600 {
1483 if (tmp->type == EARTHWALL) { 1601 if (tmp->type == EARTHWALL)
1602 {
1484 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); 1603 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1485 return; 1604 return;
1486 } 1605 }
1487 } 1606 }
1488} 1607}
1489 1608
1609void
1490void check_doors(object *op, mapstruct *m, int x, int y) { 1610check_doors (object *op, maptile *m, int x, int y)
1611{
1491 object *tmp; 1612 object *tmp;
1613
1492 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)
1615 {
1493 if (tmp->type == DOOR) { 1616 if (tmp->type == DOOR)
1617 {
1494 hit_player(tmp,1000,op,AT_PHYSICAL,1); 1618 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1495 return; 1619 return;
1496 } 1620 }
1497 }
1498}
1499
1500/* This replaces all the msglang stuff about which seems to be a lot of
1501 * unneeded complication - since the setup of that data is never re-used
1502 * (say 'hi' to monster, then 'yes', it would re-do the entire parse-message)
1503 * it seems to me to make more sense to just have simple function that returns
1504 * the 'text' portion of the message that it matches - this savees us a bunch
1505 * of malloc's and free's, as well as that setup.
1506 * This function takes the message to be parsed in 'msg', the text to
1507 * match in 'match', and returns the portion of the message. This
1508 * returned portion is in a malloc'd buf that should be freed.
1509 * Returns NULL if no match is found.
1510 * The player is passed too, so that quest-related messages can be checked too.
1511 */
1512static char *find_matching_message(object* pl, const char *msg, const char *match)
1513{
1514 const char *cp=msg, *cp1, *cp2;
1515 char *cp3, regex[MAX_BUF], gotmatch=0;
1516
1517 while (1) {
1518 if (strncmp(cp, "@match ", 7)) {
1519 LOG(llevDebug,"find_matching_message: Invalid message %s", msg);
1520 return NULL;
1521 }
1522 else {
1523 /* Find the end of the line, and copy the regex portion into it */
1524 cp2 = strchr(cp+7, '\n');
1525 strncpy(regex, cp+7, (cp2 - cp -7 ));
1526 regex[cp2 - cp -7] = 0;
1527
1528 /* Find the next match command */
1529 cp1 = strstr(cp+6, "\n@match");
1530
1531 /* Got a match - handle * as special case - proper regex would be .*,
1532 * but lots of messages don't use that form.
1533 */
1534 if (regex[0] == '*') gotmatch=1;
1535 else {
1536 char *pipe, *pnext=NULL;
1537 /* need to parse all the | seperators. Our re_cmp isn't
1538 * realy a fully blown regex parser.
1539 */
1540 for (pipe=regex; pipe != NULL; pipe = pnext) {
1541 pnext = strchr(pipe, '|');
1542 if (pnext) {
1543 *pnext = 0;
1544 pnext ++;
1545 }
1546 if (re_cmp(match, pipe)) {
1547 gotmatch = 1;
1548 break;
1549 }
1550 }
1551 } 1621 }
1552 if (gotmatch) {
1553 if (cp1) {
1554 cp3 = (char*) malloc(cp1 - cp2 + 1);
1555 strncpy(cp3, cp2+1, cp1 - cp2);
1556 cp3[cp1 - cp2] = 0;
1557 }
1558 else { /* if no next match, just want the rest of the string */
1559 cp3 = strdup_local(cp2+1);
1560 }
1561 return cp3;
1562 }
1563 gotmatch = 0;
1564 if (cp1) cp = cp1 + 1;
1565 else return NULL;
1566 }
1567 }
1568 /* Should never get reached */
1569}
1570
1571/* This function looks for an object or creature that is listening.
1572 * I've disabled the bit that has only the first npc monster listen -
1573 * we'll see how this works out. only the first npc listens, which
1574 * is sort of bogus since it uses the free_arr which has a preference
1575 * to certain directions.
1576 *
1577 * There is a rare even that the orig_map is used for - basically, if
1578 * a player says the magic word that gets him teleported off the map,
1579 * it can result in the new map putting the object count too high,
1580 * which forces the swap out of some other map. In some cases, the
1581 * map the player was just on now gets swapped out - thus, the
1582 * object on that map are no longer in memory. So check to see if the
1583 * players map changes, and if so, don't process any further.
1584 * If it does change, most likely we don't care about the results
1585 * of further conversation. Also, depending on the value of i,
1586 * the conversation would continue on the new map, which probably isn't
1587 * what is really wanted either.
1588 */
1589void communicate(object *op, const char *txt) {
1590 object *npc;
1591 int i, mflags;
1592 sint16 x, y;
1593 mapstruct *mp, *orig_map = op->map;
1594
1595 int flag=1; /*hasn't spoken to a NPC yet*/
1596 for(i = 0; i <= SIZEOFFREE2; i++) {
1597
1598 mp = op->map;
1599 x = op->x + freearr_x[i];
1600 y = op->y + freearr_y[i];
1601
1602 mflags = get_map_flags(mp, &mp, x, y, &x, &y);
1603 if (mflags & P_OUT_OF_MAP) continue;
1604
1605 for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) {
1606 if (npc->type == MAGIC_EAR) {
1607 (void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */
1608 if (orig_map != op->map) {
1609 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1610 return;
1611 }
1612 }
1613 else if (flag) {
1614#if 0
1615 if (talk_to_npc(op, npc,txt))
1616 flag=0; /* Can be crowded */
1617#else
1618 talk_to_npc(op, npc,txt);
1619#endif
1620 if (orig_map != op->map) {
1621 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1622 return;
1623 }
1624 }
1625 }
1626 }
1627}
1628
1629static int do_talk_npc(object* op, object* npc, object* override, const char* txt)
1630{
1631 char* cp;
1632 char buf[MAX_BUF];
1633
1634 if(override->msg == NULL || *override->msg != '@')
1635 return 0;
1636
1637 cp = find_matching_message(op, override->msg, txt);
1638 if (cp) {
1639 sprintf(buf,"%s says:",query_name(npc));
1640 new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf);
1641 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp);
1642 quest_apply_items(override,op->contr);
1643 free(cp);
1644 return 1;
1645 }
1646 return 0;
1647}
1648
1649int talk_to_npc(object *op, object *npc, const char *txt) {
1650 object *cobj;
1651
1652 /* Move this commone area up here - shouldn't cost much extra cpu
1653 * time, and makes the function more readable */
1654 /* Lauwenmark: Handle for plugin say event */
1655 if (op==npc) return 0;
1656 if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1657 return 0;
1658 /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */
1659 /* This allows the existence of "intelligent" weapons you can discuss with */
1660 for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
1661 {
1662 if (execute_event(cobj, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1663 return 0;
1664 }
1665 for ( cobj = npc->inv; cobj; cobj = cobj->below )
1666 if ( quest_is_override_compatible( cobj, op ) )
1667 if ( do_talk_npc( op, npc, cobj, txt ) )
1668 return 1;
1669 return do_talk_npc( op, npc, npc, txt );
1670}
1671
1672static int do_talk_wall(object* pl, object* npc, object* override, const char* txt)
1673{
1674 char* cp;
1675 if(override->msg == NULL || *override->msg != '@')
1676 return 0;
1677
1678 cp = find_matching_message(pl, override->msg, txt);
1679 if (!cp)
1680 return 0;
1681
1682 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp);
1683 use_trigger(npc);
1684 quest_apply_items(npc, pl->contr);
1685 free(cp);
1686
1687 return 1;
1688}
1689
1690int talk_to_wall(object* pl, object *npc, const char *txt) {
1691
1692 object* inv;
1693
1694 for ( inv = npc->inv; inv; inv = inv->below)
1695 if ( quest_is_override_compatible(inv, pl ) )
1696 if ( do_talk_wall( pl, npc, inv, txt ) )
1697 return 1;
1698
1699 return do_talk_wall( pl, npc, npc, txt );;
1700} 1622}
1701 1623
1702/* find_mon_throw_ob() - modeled on find_throw_ob 1624/* find_mon_throw_ob() - modeled on find_throw_ob
1703 * This is probably overly simplistic as it is now - We want 1625 * This is probably overly simplistic as it is now - We want
1704 * monsters to throw things like chairs and other pieces of 1626 * monsters to throw things like chairs and other pieces of
1705 * furniture, even if they are not good throwable objects. 1627 * furniture, even if they are not good throwable objects.
1706 * Probably better to have the monster throw a throwable object 1628 * Probably better to have the monster throw a throwable object
1707 * first, then throw any non equipped weapon. 1629 * first, then throw any non equipped weapon.
1708 */ 1630 */
1709 1631object *
1710object *find_mon_throw_ob( object *op ) { 1632find_mon_throw_ob (object *op)
1633{
1711 object *tmp = NULL; 1634 object *tmp = NULL;
1712
1713 if(op->head) tmp=op->head; else tmp=op;
1714 1635
1636 if (op->head)
1637 tmp = op->head;
1638 else
1639 tmp = op;
1640
1715 /* 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
1716 * marked item and throw it to the enemy. 1642 * marked item and throw it to the enemy.
1717 */ 1643 */
1718
1719 for(tmp=op->inv;tmp;tmp=tmp->below) { 1644 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 1645 {
1721 /* Can't throw invisible objects or items that are applied */ 1646 /* Can't throw invisible objects or items that are applied */
1722 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1647 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1648 continue;
1723 1649
1724 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1650 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1725 break; 1651 break;
1726 1652
1727 } 1653 }
1728 1654
1729#ifdef DEBUG_THROW 1655#ifdef DEBUG_THROW
1730 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1656 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1731 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1732#endif 1657#endif
1733 1658
1734 return tmp; 1659 return tmp;
1735} 1660}
1736 1661
1737/* determine if we can 'detect' the enemy. Check for walls blocking the 1662/* determine if we can 'detect' the enemy. Check for walls blocking the
1738 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1663 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1739 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1664 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1741 * 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
1742 * 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
1743 * be within the valid range. MSW 2001-08-05 1668 * be within the valid range. MSW 2001-08-05
1744 * 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
1745 */ 1670 */
1746 1671int
1747int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1672can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1673{
1748 int radius = MIN_MON_RADIUS, hide_discovery; 1674 int radius = MIN_MON_RADIUS, hide_discovery;
1749 1675
1750 /* null detection for any of these condtions always */ 1676 /* null detection for any of these condtions always */
1751 if(!op || !enemy || !op->map || !enemy->map) 1677 if (!op || !enemy || !op->map || !enemy->map)
1752 return 0; 1678 return 0;
1753 1679
1754 /* If the monster (op) has no way to get to the enemy, do nothing */ 1680 /* If the monster (op) has no way to get to the enemy, do nothing */
1755 if (!on_same_map(op, enemy)) 1681 if (!on_same_map (op, enemy))
1756 return 0; 1682 return 0;
1757 1683
1758 get_rangevector(op, enemy, rv, 0); 1684 get_rangevector (op, enemy, rv, 0);
1759 1685
1760 /* Monsters always ignore the DM */ 1686 /* Monsters always ignore the DM */
1761 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1687 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1762 return 0; 1688 return 0;
1763 1689
1764 /* simple check. Should probably put some range checks in here. */ 1690 /* simple check. Should probably put some range checks in here. */
1765 if(can_see_enemy(op,enemy)) return 1; 1691 if (can_see_enemy (op, enemy))
1692 return 1;
1766 1693
1767 /* The rest of this is for monsters. Players are on their own for 1694 /* The rest of this is for monsters. Players are on their own for
1768 * finding enemies! 1695 * finding enemies!
1769 */ 1696 */
1770 if(op->type==PLAYER) return 0; 1697 if (op->type == PLAYER)
1698 return 0;
1771 1699
1772 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1700 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1773 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1701 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1774 */ 1702 */
1775 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1703 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1776 return 0; 1704 return 0;
1777 1705
1778 /* use this for invis also */ 1706 /* use this for invis also */
1779 hide_discovery = op->stats.Int/5; 1707 hide_discovery = op->stats.Int / 5;
1780 1708
1781 /* Determine Detection radii */ 1709 /* Determine Detection radii */
1782 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) */
1783 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);
1712 else
1784 else { /* a level/INT/Dex adjustment for hiding */ 1713 { /* a level/INT/Dex adjustment for hiding */
1785 object *sk_hide;
1786 int bonus = (op->level/2) + (op->stats.Int/5); 1714 int bonus = op->level / 2 + op->stats.Int / 5;
1787 1715
1788 if(enemy->type==PLAYER) { 1716 if (enemy->type == PLAYER)
1717 {
1789 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1790 bonus -= sk_hide->level; 1719 bonus -= sk_hide->level;
1791 else { 1720 else
1721 {
1792 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");
1793 make_visible(enemy); 1723 make_visible (enemy);
1794 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1724 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1795 } 1725 }
1796 } 1726 }
1797 else /* enemy is not a player */ 1727 else /* enemy is not a player */
1798 bonus -= enemy->level; 1728 bonus -= enemy->level;
1799 1729
1800 radius += bonus/5; 1730 radius += bonus / 5;
1801 hide_discovery += bonus*5; 1731 hide_discovery += bonus * 5;
1802 } /* else creature has modifiers for hiding */ 1732 } /* else creature has modifiers for hiding */
1803 1733
1804 /* Radii stealth adjustment. Only if you are stealthy 1734 /* Radii stealth adjustment. Only if you are stealthy
1805 * will you be able to sneak up closer to creatures */ 1735 * will you be able to sneak up closer to creatures */
1806 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1736 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1807 radius = radius/2, hide_discovery = hide_discovery/3; 1737 {
1738 radius /= 2;
1739 hide_discovery /= 3;
1740 }
1808 1741
1809 /* Radii adjustment for enemy standing in the dark */ 1742 /* Radii adjustment for enemy standing in the dark */
1810 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1743 if (op->map->darkness > 0 && !stand_in_light (enemy))
1744 {
1811 /* on dark maps body heat can help indicate location with infravision 1745 /* on dark maps body heat can help indicate location with infravision
1812 * undead don't have body heat, so no benefit detecting them. 1746 * undead don't have body heat, so no benefit detecting them.
1813 */ 1747 */
1814 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) 1748 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1815 radius += op->map->darkness/2; 1749 radius += op->map->darkness / 2;
1816 else 1750 else
1817 radius -= op->map->darkness/2; 1751 radius -= op->map->darkness / 2;
1818 1752
1819 /* op next to a monster (and not in complete darkness) 1753 /* op next to a monster (and not in complete darkness)
1820 * the monster should have a chance to see you. 1754 * the monster should have a chance to see you.
1821 */ 1755 */
1822 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) 1756 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1823 radius = MIN_MON_RADIUS; 1757 radius = MIN_MON_RADIUS;
1824 } /* if on dark map */ 1758 } /* if on dark map */
1825 1759
1826 /* Lets not worry about monsters that have incredible detection 1760 /* Lets not worry about monsters that have incredible detection
1827 * radii, we only need to worry here about things the player can 1761 * radii, we only need to worry here about things the player can
1828 * (potentially) see. This is 13, as that is the maximum size the player 1762 * (potentially) see. This is 13, as that is the maximum size the player
1829 * 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
1830 * do something. Note that the distance field in the 1764 * do something. Note that the distance field in the
1831 * 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
1832 * find that. 1766 * find that.
1833 */ 1767 */
1834 if(radius>13) radius = 13; 1768 // note that the above reasoning was utter bullshit even at the time it was written
1769 // we use 25, lets see if we have the cpu time for it
1770 radius = min (25, radius);
1835 1771
1836 /* Enemy in range! Now test for detection */ 1772 /* Enemy in range! Now test for detection */
1837 if ((int) rv->distance <= radius) { 1773 if (rv->distance <= radius)
1774 {
1838 /* ah, we are within range, detected? take cases */ 1775 /* ah, we are within range, detected? take cases */
1839 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1840 return 1; 1777 return 1;
1841 1778
1842 /* hidden or low-quality invisible */ 1779 /* hidden or low-quality invisible */
1843 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1780 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1781 {
1844 make_visible(enemy); 1782 make_visible (enemy);
1783
1845 /* inform players of new status */ 1784 /* inform players of new status */
1846 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1785 if (enemy->type == PLAYER && player_can_view (enemy, op))
1847 new_draw_info_format(NDI_UNIQUE,0, enemy, 1786 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1848 "You are discovered by %s!",op->name); 1787
1849 return 1; /* detected enemy */ 1788 return 1; /* detected enemy */
1850 } 1789 }
1851 else if (enemy->invisible) { 1790 else if (enemy->invisible)
1791 {
1852 /* Change this around - instead of negating the invisible, just 1792 /* Change this around - instead of negating the invisible, just
1853 * 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
1854 * do something to you. Decreasing the duration of invisible 1794 * do something to you. Decreasing the duration of invisible
1855 * 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
1856 * can then basically negate the spell. The spell isn't negated - 1796 * can then basically negate the spell. The spell isn't negated -
1857 * they just know where you are! 1797 * they just know where you are!
1858 */ 1798 */
1859 if ((RANDOM() % 50) <= hide_discovery) { 1799 if (rndm (50) <= hide_discovery)
1860 if (enemy->type == PLAYER) { 1800 {
1861 new_draw_info_format(NDI_UNIQUE,0, enemy, 1801 if (enemy->type == PLAYER)
1862 "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));
1863 }
1864 return 1;
1865 }
1866 }
1867 } /* within range */
1868 1803
1804 return 1;
1805 }
1806 }
1807 } /* within range */
1808
1869 /* Wasn't detected above, so still hidden */ 1809 /* Wasn't detected above, so still hidden */
1870 return 0; 1810 return 0;
1871} 1811}
1872 1812
1873/* 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
1874 * intellegent algorithm. For one thing, we ignore los here, SO it 1814 * intellegent algorithm. For one thing, we ignore los here, SO it
1875 * 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
1876 * other side of a wall (!). 1816 * other side of a wall (!).
1877 */ 1817 */
1878 1818int
1879int stand_in_light( object *op) { 1819stand_in_light (object *op)
1880 sint16 nx,ny; 1820{
1881 mapstruct *m; 1821 if (!op)
1882
1883
1884 if(!op) return 0; 1822 return 0;
1823
1885 if(op->glow_radius > 0) return 1; 1824 if (op->glow_radius > 0)
1825 return 1;
1886 1826
1887 if(op->map) { 1827 if (op->map)
1888 int x, y, x1, y1; 1828 {
1889
1890
1891
1892 /* 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
1893 * 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.
1894 */ 1831 */
1895 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++)
1833 {
1896 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++)
1897 m = op->map; 1835 {
1898 nx = x; 1836 maptile *m = op->map;
1899 ny = y; 1837 sint16 nx = x;
1838 sint16 ny = y;
1900 1839
1901 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1840 if (xy_normalise (m, nx, ny))
1902 1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1903 x1 = abs(x - op->x)*abs(x - op->x); 1842 return 1;
1904 y1 = abs(y - op->y)*abs(y - op->y); 1843 }
1905 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; 1844 }
1906 } 1845 }
1907 } 1846
1908 }
1909 return 0; 1847 return 0;
1910} 1848}
1911
1912 1849
1913/* assuming no walls/barriers, lets check to see if its *possible* 1850/* assuming no walls/barriers, lets check to see if its *possible*
1914 * to see an enemy. Note, "detection" is different from "seeing". 1851 * to see an enemy. Note, "detection" is different from "seeing".
1915 * See can_detect_enemy() for more details. -b.t. 1852 * See can_detect_enemy() for more details. -b.t.
1916 * return 0 if can't be seen, 1 if can be 1853 * return 0 if can't be seen, 1 if can be
1917 */ 1854 */
1918 1855int
1919int can_see_enemy (object *op, object *enemy) { 1856can_see_enemy (object *op, object *enemy)
1857{
1920 object *looker = op->head?op->head:op; 1858 object *looker = op->head ? op->head : op;
1921 1859
1922 /* safety */ 1860 /* safety */
1923 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1861 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1924 return 0; 1862 return 0;
1925 1863
1926 /* we dont give a full treatment of xrays here (shorter range than normal, 1864 /* we dont give a full treatment of xrays here (shorter range than normal,
1927 * see through walls). Should we change the code elsewhere to make you 1865 * see through walls). Should we change the code elsewhere to make you
1928 * blind even if you can xray? 1866 * blind even if you can xray?
1929 */ 1867 */
1930 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1868 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1931 return 0; 1869 return 0;
1932 1870
1933 /* checking for invisible things */ 1871 /* checking for invisible things */
1934 if(enemy->invisible) { 1872 if (enemy->invisible)
1873 {
1935 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1874 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1936 * However,if you carry any source of light, then the hidden 1875 * However,if you carry any source of light, then the hidden
1937 * creature is seeable (and stupid) */ 1876 * creature is seeable (and stupid) */
1938 1877
1939 if(has_carried_lights(enemy)) { 1878 if (has_carried_lights (enemy))
1940 if(enemy->hide) { 1879 {
1941 make_visible(enemy); 1880 if (enemy->flag [FLAG_HIDDEN])
1942 new_draw_info(NDI_UNIQUE,0, enemy, 1881 {
1943 "Your light reveals your hiding spot!"); 1882 make_visible (enemy);
1944 } 1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1884 }
1885
1945 return 1; 1886 return 1;
1946 } else if (enemy->hide) return 0; 1887 }
1888 else if (enemy->flag [FLAG_HIDDEN])
1889 return 0;
1947 1890
1948 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1949 * 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,
1950 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1951 */ 1894 */
1952 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { 1895 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1953 if (makes_invisible_to(enemy, looker)) return 0; 1896 if (makes_invisible_to (enemy, looker))
1954 } 1897 return 0;
1898 }
1955 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1899 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1956 if(player_can_view(looker,enemy)) return 1; 1900 if (player_can_view (looker, enemy))
1901 return 1;
1957 1902
1958 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1903 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1959 * unless they carry a light or stand in light. Darkness doesnt 1904 * unless they carry a light or stand in light. Darkness doesnt
1960 * inhibit the undead per se (but we should give their archs 1905 * inhibit the undead per se (but we should give their archs
1961 * CAN_SEE_IN_DARK, this is just a safety 1906 * CAN_SEE_IN_DARK, this is just a safety
1962 * we care about the enemy maps status, not the looker. 1907 * we care about the enemy maps status, not the looker.
1963 * only relevant for tiled maps, but it is possible that the 1908 * only relevant for tiled maps, but it is possible that the
1964 * enemy is on a bright map and the looker on a dark - in that 1909 * enemy is on a bright map and the looker on a dark - in that
1965 * case, the looker can still see the enemy 1910 * case, the looker can still see the enemy
1966 */ 1911 */
1967 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1912 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1968 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1913 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1969 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1970 return 0; 1914 return 0;
1971 1915
1972 return 1; 1916 return 1;
1973} 1917}
1974 1918

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