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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.26 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.45 by root, Sun Nov 16 03:52:13 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <spells.h> 26#include <spells.h>
92 && npc->enemy->type != PLAYER 91 && npc->enemy->type != PLAYER
93 && npc->enemy->type != GOLEM) 92 && npc->enemy->type != GOLEM)
94 npc->enemy = NULL; 93 npc->enemy = NULL;
95 94
96 } 95 }
96
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
98} 98}
99 99
100/* Returns the nearest living creature (monster or generator). 100/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 101 * Modified to deal with tiled maps properly.
145 } 145 }
146 146
147 return 0; 147 return 0;
148} 148}
149 149
150
151/* 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
152 * our caller will find the information useful. 151 * our caller will find the information useful.
153 * Currently, only move_monster calls this function. 152 * Currently, only move_monster calls this function.
154 * Fix function so that we always make calls to get_rangevector 153 * Fix function so that we always make calls to get_rangevector
155 * 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
156 * many cases. 155 * many cases.
157 */ 156 */
158
159object * 157object *
160find_enemy (object *npc, rv_vector * rv) 158find_enemy (object *npc, rv_vector * rv)
161{ 159{
162 object *attacker, *tmp = NULL; 160 object *attacker, *tmp = NULL;
163 161
169 { 167 {
170 tmp = find_nearest_living_creature (npc); 168 tmp = find_nearest_living_creature (npc);
171 169
172 if (tmp) 170 if (tmp)
173 get_rangevector (npc, tmp, rv, 0); 171 get_rangevector (npc, tmp, rv, 0);
172
174 return tmp; 173 return tmp;
175 } 174 }
176 175
177 /* Here is the main enemy selection. 176 /* Here is the main enemy selection.
178 * 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
231/* Sees if this monster should wake up. 230/* Sees if this monster should wake up.
232 * Currently, this is only called from move_monster, and 231 * Currently, this is only called from move_monster, and
233 * if enemy is set, then so should be rv. 232 * if enemy is set, then so should be rv.
234 * returns 1 if the monster should wake up, 0 otherwise. 233 * returns 1 if the monster should wake up, 0 otherwise.
235 */ 234 */
236
237int 235int
238check_wakeup (object *op, object *enemy, rv_vector * rv) 236check_wakeup (object *op, object *enemy, rv_vector * rv)
239{ 237{
240 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;
241 239
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
295int 292int
296move_monster (object *op) 293move_monster (object *op)
297{ 294{
298 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 */
299 object *owner, *enemy, *part, *oph = op; 296 object *owner, *enemy, *part, *oph = op;
375 if (!check_wakeup (op, enemy, &rv)) 372 if (!check_wakeup (op, enemy, &rv))
376 return 0; 373 return 0;
377 } 374 }
378 375
379 /* check if monster pops out of hidden spot */ 376 /* check if monster pops out of hidden spot */
380 if (op->hide) 377 if (op->flag [FLAG_HIDDEN])
381 do_hidden_move (op); 378 do_hidden_move (op);
382 379
383 if (op->pick_up) 380 if (op->pick_up)
384 monster_check_pickup (op); 381 monster_check_pickup (op);
385 382
389 /* If we don't have an enemy, do special movement or the like */ 386 /* If we don't have an enemy, do special movement or the like */
390 if (!enemy) 387 if (!enemy)
391 { 388 {
392 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
393 { 390 {
394 op->destroy (); 391 op->drop_and_destroy ();
395 return 1; 392 return 1;
396 } 393 }
397 394
398 /* Probably really a bug for a creature to have both 395 /* Probably really a bug for a creature to have both
399 * stand still and a movement type set. 396 * stand still and a movement type set.
480 if (!QUERY_FLAG (op, FLAG_SCARED)) 477 if (!QUERY_FLAG (op, FLAG_SCARED))
481 { 478 {
482 rv_vector rv1; 479 rv_vector rv1;
483 480
484 /* now we test every part of an object .... this is a real ugly piece of code */ 481 /* now we test every part of an object .... this is a real ugly piece of code */
485 for (part = op; part != NULL; part = part->more) 482 for (part = op; part; part = part->more)
486 { 483 {
487 get_rangevector (part, enemy, &rv1, 0x1); 484 get_rangevector (part, enemy, &rv1, 0x1);
488 dir = rv1.direction; 485 dir = rv1.direction;
489 486
490 /* hm, not sure about this part - in original was a scared flag here too 487 /* hm, not sure about this part - in original was a scared flag here too
491 * but that we test above... so can be old code here 488 * but that we test above... so can be old code here
492 */ 489 */
493 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 490 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
494 dir = absdir (dir + 4); 491 dir = absdir (dir + 4);
492
495 if (QUERY_FLAG (op, FLAG_CONFUSED)) 493 if (QUERY_FLAG (op, FLAG_CONFUSED))
496 dir = absdir (dir + rndm (3) + rndm (3) - 2); 494 dir = absdir (dir + rndm (3) + rndm (3) - 2);
497 495
498 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) 496 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
499 {
500 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 497 if (monster_cast_spell (op, part, enemy, dir, &rv1))
501 return 0; 498 return 0;
502 }
503 499
504 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) 500 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
505 {
506 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
507 return 0; 502 return 0;
508 }
509 503
510 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) 504 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
511 {
512 if (monster_use_range (op, part, enemy, dir)) 505 if (monster_use_range (op, part, enemy, dir))
513 return 0; 506 return 0;
514 } 507
515 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) 508 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
516 {
517 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 509 if (monster_use_skill (op, rv.part, enemy, rv.direction))
518 return 0; 510 return 0;
519 } 511
520 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) 512 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
521 {
522 if (monster_use_bow (op, part, enemy, dir)) 513 if (monster_use_bow (op, part, enemy, dir))
523 return 0; 514 return 0;
524 }
525 } /* for processing of all parts */ 515 } /* for processing of all parts */
526 } /* If not scared */ 516 } /* If not scared */
527 517
528 518
529 part = rv.part; 519 part = rv.part;
660 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 */
661 return 1; 651 return 1;
662 652
663 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
664 { 654 {
665 op->remove ();
666 op->destroy (); 655 op->drop_and_destroy ();
667 return 1; 656 return 1;
668 } 657 }
658
669 return 0; 659 return 0;
670} 660}
671 661
672int 662int
673can_hit (object *ob1, object *ob2, rv_vector * rv) 663can_hit (object *ob1, object *ob2, rv_vector * rv)
901 * 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.
902 * 892 *
903 * At the moment this is only useful for throwing, perhaps for 893 * At the moment this is only useful for throwing, perhaps for
904 * 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
905 */ 895 */
906
907int 896int
908monster_use_skill (object *head, object *part, object *pl, int dir) 897monster_use_skill (object *head, object *part, object *pl, int dir)
909{ 898{
910 object *skill, *owner; 899 object *skill, *owner;
911 900
917 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);
918 907
919 if (dirdiff (dir, dir2) < 1) 908 if (dirdiff (dir, dir2) < 1)
920 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 909 return 0; /* Might hit owner with skill -thrown rocks for example ? */
921 } 910 }
911
922 if (QUERY_FLAG (head, FLAG_CONFUSED)) 912 if (QUERY_FLAG (head, FLAG_CONFUSED))
923 dir = absdir (dir + rndm (3) + rndm (3) - 2); 913 dir = absdir (dir + rndm (3) + rndm (3) - 2);
924 914
925 /* skill selection - monster will use the next unused skill. 915 /* skill selection - monster will use the next unused skill.
926 * well...the following scenario will allow the monster to 916 * well...the following scenario will allow the monster to
927 * 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
928 * more skills available to monsters. 918 * more skills available to monsters.
929 */ 919 */
930
931 for (skill = head->inv; skill != NULL; skill = skill->below) 920 for (skill = head->inv; skill; skill = skill->below)
932 if (skill->type == SKILL && skill != head->chosen_skill) 921 if (skill->type == SKILL && skill != head->chosen_skill)
933 { 922 {
934 head->chosen_skill = skill; 923 head->chosen_skill = skill;
935 break; 924 break;
936 } 925 }
939 { 928 {
940 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 929 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
941 CLEAR_FLAG (head, FLAG_READY_SKILL); 930 CLEAR_FLAG (head, FLAG_READY_SKILL);
942 return 0; 931 return 0;
943 } 932 }
933
944 /* use skill */ 934 /* use skill */
945 return do_skill (head, part, head->chosen_skill, dir, NULL); 935 return do_skill (head, part, head->chosen_skill, dir, NULL);
946} 936}
947 937
948/* Monster will use a ranged spell attack. */ 938/* Monster will use a ranged spell attack. */
949
950int 939int
951monster_use_range (object *head, object *part, object *pl, int dir) 940monster_use_range (object *head, object *part, object *pl, int dir)
952{ 941{
953 object *wand, *owner; 942 object *wand, *owner;
954 int at_least_one = 0; 943 int at_least_one = 0;
961 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);
962 951
963 if (dirdiff (dir, dir2) < 2) 952 if (dirdiff (dir, dir2) < 2)
964 return 0; /* Might hit owner with spell */ 953 return 0; /* Might hit owner with spell */
965 } 954 }
955
966 if (QUERY_FLAG (head, FLAG_CONFUSED)) 956 if (QUERY_FLAG (head, FLAG_CONFUSED))
967 dir = absdir (dir + rndm (3) + rndm (3) - 2); 957 dir = absdir (dir + rndm (3) + rndm (3) - 2);
968 958
969 for (wand = head->inv; wand != NULL; wand = wand->below) 959 for (wand = head->inv; wand; wand = wand->below)
970 { 960 {
971 if (wand->type == WAND) 961 if (wand->type == WAND)
972 { 962 {
973 /* Found a wand, let's see if it has charges left */ 963 /* Found a wand, let's see if it has charges left */
974 at_least_one = 1; 964 at_least_one = 1;
980 if (!(--wand->stats.food)) 970 if (!(--wand->stats.food))
981 { 971 {
982 if (wand->arch) 972 if (wand->arch)
983 { 973 {
984 CLEAR_FLAG (wand, FLAG_ANIMATE); 974 CLEAR_FLAG (wand, FLAG_ANIMATE);
985 wand->face = wand->arch->clone.face; 975 wand->face = wand->arch->face;
986 wand->set_speed (0); 976 wand->set_speed (0);
987 } 977 }
988 } 978 }
989 /* Success */ 979 /* Success */
990 return 1; 980 return 1;
1009 } 999 }
1010 1000
1011 if (at_least_one) 1001 if (at_least_one)
1012 return 0; 1002 return 0;
1013 1003
1014 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1004 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1015 CLEAR_FLAG (head, FLAG_READY_RANGE); 1005 CLEAR_FLAG (head, FLAG_READY_RANGE);
1016 return 0; 1006 return 0;
1017} 1007}
1018 1008
1019int 1009int
1021{ 1011{
1022 object *owner; 1012 object *owner;
1023 1013
1024 if (!(dir = path_to_player (part, pl, 0))) 1014 if (!(dir = path_to_player (part, pl, 0)))
1025 return 0; 1015 return 0;
1016
1026 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1017 if (QUERY_FLAG (head, FLAG_CONFUSED))
1027 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1018 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1028 1019
1029 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1020 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1030 { 1021 {
1038 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);
1039 1030
1040} 1031}
1041 1032
1042/* Checks if putting on 'item' will make 'who' do more 1033/* Checks if putting on 'item' will make 'who' do more
1043 * damage. This is a very simplistic check - also checking things 1034 * damage. This is a very simplistic check - also checking things
1044 * like speed and ac are also relevant. 1035 * like speed and ac are also relevant.
1045 * 1036 *
1046 * return true if item is a better object. 1037 * return true if item is a better object.
1047 */ 1038 */
1048
1049int 1039int
1050check_good_weapon (object *who, object *item) 1040check_good_weapon (object *who, object *item)
1051{ 1041{
1052 object *other_weap; 1042 object *other_weap;
1053 int val = 0, i; 1043 int val = 0, i;
1054 1044
1055 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)
1056 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))
1057 break; 1047 break;
1058 1048
1059 if (other_weap == NULL) /* No other weapons */ 1049 if (!other_weap) /* No other weapons */
1060 return 1; 1050 return 1;
1061 1051
1062 /* 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
1063 * better, just do some simple checks 1053 * better, just do some simple checks
1064 * Put some multipliers for things that hvae several effects, 1054 * Put some multipliers for things that hvae several effects,
1069 val += (item->magic - other_weap->magic) * 3; 1059 val += (item->magic - other_weap->magic) * 3;
1070 /* Monsters don't really get benefits from things like regen rates 1060 /* Monsters don't really get benefits from things like regen rates
1071 * from items. But the bonus for their stats are very important. 1061 * from items. But the bonus for their stats are very important.
1072 */ 1062 */
1073 for (i = 0; i < NUM_STATS; i++) 1063 for (i = 0; i < NUM_STATS; i++)
1074 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;
1075 1065
1076 if (val > 0) 1066 if (val > 0)
1077 return 1; 1067 return 1;
1078 else 1068 else
1079 return 0; 1069 return 0;
1080
1081} 1070}
1082 1071
1083int 1072int
1084check_good_armour (object *who, object *item) 1073check_good_armour (object *who, object *item)
1085{ 1074{
1086 object *other_armour; 1075 object *other_armour;
1087 int val = 0, i; 1076 int val = 0, i;
1088 1077
1089 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1078 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1090 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))
1091 break; 1080 break;
1092 1081
1093 if (other_armour == NULL) /* No other armour, use the new */ 1082 if (other_armour == NULL) /* No other armour, use the new */
1094 return 1; 1083 return 1;
1116 1105
1117 if (val > 0) 1106 if (val > 0)
1118 return 1; 1107 return 1;
1119 else 1108 else
1120 return 0; 1109 return 0;
1121
1122} 1110}
1123 1111
1124/* 1112/*
1125 * monster_check_pickup(): checks for items that monster can pick up. 1113 * monster_check_pickup(): checks for items that monster can pick up.
1126 * 1114 *
1134 * 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
1135 * 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
1136 * 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
1137 * affect stacking on this space. 1125 * affect stacking on this space.
1138 */ 1126 */
1139
1140void 1127void
1141monster_check_pickup (object *monster) 1128monster_check_pickup (object *monster)
1142{ 1129{
1143 object *tmp, *next; 1130 object *tmp, *next;
1144 1131
1163 * monster_can_pick(): If the monster is interested in picking up 1150 * monster_can_pick(): If the monster is interested in picking up
1164 * the item, then return 0. Otherwise 0. 1151 * the item, then return 0. Otherwise 0.
1165 * Instead of pick_up, flags for "greed", etc, should be used. 1152 * Instead of pick_up, flags for "greed", etc, should be used.
1166 * 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.
1167 */ 1154 */
1168
1169int 1155int
1170monster_can_pick (object *monster, object *item) 1156monster_can_pick (object *monster, object *item)
1171{ 1157{
1172 int flag = 0; 1158 int flag = 0;
1173 int i; 1159 int i;
1219 case ROD: 1205 case ROD:
1220 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1221 break; 1207 break;
1222 1208
1223 case SPELLBOOK: 1209 case SPELLBOOK:
1224 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1225 break; 1211 break;
1226 1212
1227 case SCROLL: 1213 case SCROLL:
1228 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1229 break; 1215 break;
1231 case BOW: 1217 case BOW:
1232 case ARROW: 1218 case ARROW:
1233 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1219 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1234 break; 1220 break;
1235 } 1221 }
1222
1236 /* 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
1237 * 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
1238 * use several locations. 1225 * use several locations.
1239 */ 1226 */
1240 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1227 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1241 { 1228 {
1242 if (monster->body_info[i] && item->body_info[i]) 1229 if (monster->slot[i].info && item->slot[i].info)
1243 { 1230 {
1244 flag = 1; 1231 flag = 1;
1245 break; 1232 break;
1246 } 1233 }
1247 } 1234 }
1255 * monster_apply_below(): 1242 * monster_apply_below():
1256 * 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
1257 * eager to apply things, encounters something apply-able, 1244 * eager to apply things, encounters something apply-able,
1258 * then make him apply it 1245 * then make him apply it
1259 */ 1246 */
1260
1261void 1247void
1262monster_apply_below (object *monster) 1248monster_apply_below (object *monster)
1263{ 1249{
1264 object *tmp, *next; 1250 object *tmp, *next;
1265 1251
1292 * 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.
1293 * (so that other monsters can pick it up and use it) 1279 * (so that other monsters can pick it up and use it)
1294 * Note that as things are now, monsters never drop something - 1280 * Note that as things are now, monsters never drop something -
1295 * they can pick up all that they can use. 1281 * they can pick up all that they can use.
1296 */ 1282 */
1297
1298/* Sept 96, fixed this so skills will be readied -b.t.*/ 1283/* Sept 96, fixed this so skills will be readied -b.t.*/
1299
1300void 1284void
1301monster_check_apply (object *mon, object *item) 1285monster_check_apply (object *mon, object *item)
1302{ 1286{
1303
1304 int flag = 0; 1287 int flag = 0;
1305 1288
1306 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1289 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1307 { 1290 {
1308 SET_FLAG (mon, FLAG_CAST_SPELL); 1291 SET_FLAG (mon, FLAG_CAST_SPELL);
1309 return; 1292 return;
1310 } 1293 }
1311 1294
1320 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1303 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1321 { 1304 {
1322 /* Check for the right kind of bow */ 1305 /* Check for the right kind of bow */
1323 object *bow; 1306 object *bow;
1324 1307
1325 for (bow = mon->inv; bow != NULL; bow = bow->below) 1308 for (bow = mon->inv; bow; bow = bow->below)
1326 if (bow->type == BOW && bow->race == item->race) 1309 if (bow->type == BOW && bow->race == item->race)
1327 { 1310 {
1328 SET_FLAG (mon, FLAG_READY_BOW); 1311 SET_FLAG (mon, FLAG_READY_BOW);
1329 LOG (llevMonster, "Found correct bow for arrows.\n"); 1312 LOG (llevMonster, "Found correct bow for arrows.\n");
1330 return; /* nothing more to do for arrows */ 1313 return; /* nothing more to do for arrows */
1382 */ 1365 */
1383 SET_FLAG (mon, FLAG_READY_SKILL); 1366 SET_FLAG (mon, FLAG_READY_SKILL);
1384 return; 1367 return;
1385 } 1368 }
1386 1369
1387
1388 /* if we don't match one of the above types, return now. 1370 /* if we don't match one of the above types, return now.
1389 * can_apply_object will say that we can apply things like flesh, 1371 * can_apply_object will say that we can apply things like flesh,
1390 * bolts, and whatever else, because it only checks against the 1372 * bolts, and whatever else, because it only checks against the
1391 * body_info locations. 1373 * body_info locations.
1392 */ 1374 */
1403 /* should only be applying this item, not unapplying it. 1385 /* should only be applying this item, not unapplying it.
1404 * also, ignore status of curse so they can take off old armour. 1386 * also, ignore status of curse so they can take off old armour.
1405 * monsters have some advantages after all. 1387 * monsters have some advantages after all.
1406 */ 1388 */
1407 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1389 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1408
1409 return;
1410} 1390}
1411 1391
1412void 1392void
1413npc_call_help (object *op) 1393npc_call_help (object *op)
1414{ 1394{
1432 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1412 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1433 npc->enemy = op->enemy; 1413 npc->enemy = op->enemy;
1434 } 1414 }
1435} 1415}
1436 1416
1437
1438int 1417int
1439dist_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)
1440{ 1419{
1441
1442 if (can_hit (part, enemy, rv)) 1420 if (can_hit (part, enemy, rv))
1443 return dir; 1421 return dir;
1444 if (rv->distance < 10) 1422 if (rv->distance < 10)
1445 return absdir (dir + 4); 1423 return absdir (dir + 4);
1446 else if (rv->distance > 18) 1424 else if (rv->distance > 18)
1447 return dir; 1425 return dir;
1426
1448 return 0; 1427 return 0;
1449} 1428}
1450 1429
1451int 1430int
1452run_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)
1453{ 1432{
1454
1455 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)
1456 { 1434 {
1457 ob->move_status++; 1435 ob->move_status++;
1458 return (dir); 1436 return (dir);
1459 } 1437 }
1460 else if (ob->move_status > 20) 1438 else if (ob->move_status > 20)
1461 ob->move_status = 0; 1439 ob->move_status = 0;
1440
1462 return absdir (dir + 4); 1441 return absdir (dir + 4);
1463} 1442}
1464 1443
1465int 1444int
1466hitrun_att (int dir, object *ob, object *enemy) 1445hitrun_att (int dir, object *ob, object *enemy)
1469 return dir; 1448 return dir;
1470 else if (ob->move_status < 50) 1449 else if (ob->move_status < 50)
1471 return absdir (dir + 4); 1450 return absdir (dir + 4);
1472 else 1451 else
1473 ob->move_status = 0; 1452 ob->move_status = 0;
1453
1474 return absdir (dir + 4); 1454 return absdir (dir + 4);
1475} 1455}
1476 1456
1477int 1457int
1478wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1458wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1487 return 0; 1467 return 0;
1488 else if (ob->move_status < 10) 1468 else if (ob->move_status < 10)
1489 return dir; 1469 return dir;
1490 else if (ob->move_status < 15) 1470 else if (ob->move_status < 15)
1491 return absdir (dir + 4); 1471 return absdir (dir + 4);
1472
1492 ob->move_status = 0; 1473 ob->move_status = 0;
1493 return 0; 1474 return 0;
1494} 1475}
1495 1476
1496int 1477int
1504 * at least one map has this set, and whatever the map contains, the 1485 * at least one map has this set, and whatever the map contains, the
1505 * server should try to be resilant enough to avoid the problem 1486 * server should try to be resilant enough to avoid the problem
1506 */ 1487 */
1507 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1488 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1508 return absdir (dir + 4); 1489 return absdir (dir + 4);
1490
1509 return dist_att (dir, ob, enemy, part, rv); 1491 return dist_att (dir, ob, enemy, part, rv);
1510} 1492}
1511 1493
1512int 1494int
1513wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1495wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1514{ 1496{
1515 if (rv->distance < 9) 1497 if (rv->distance < 9)
1516 return absdir (dir + 4); 1498 return absdir (dir + 4);
1499
1517 return 0; 1500 return 0;
1518} 1501}
1519 1502
1520void 1503void
1521circ1_move (object *ob) 1504circ1_move (object *ob)
1522{ 1505{
1523 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1506 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1507
1524 if (++ob->move_status > 11) 1508 if (++ob->move_status > 11)
1525 ob->move_status = 0; 1509 ob->move_status = 0;
1510
1526 if (!(move_object (ob, circle[ob->move_status]))) 1511 if (!(move_object (ob, circle[ob->move_status])))
1527 (void) move_object (ob, rndm (8) + 1); 1512 move_object (ob, rndm (8) + 1);
1528} 1513}
1529 1514
1530void 1515void
1531circ2_move (object *ob) 1516circ2_move (object *ob)
1532{ 1517{
1533 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 1518 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1519
1534 if (++ob->move_status > 19) 1520 if (++ob->move_status > 19)
1535 ob->move_status = 0; 1521 ob->move_status = 0;
1522
1536 if (!(move_object (ob, circle[ob->move_status]))) 1523 if (!(move_object (ob, circle[ob->move_status])))
1537 (void) move_object (ob, rndm (8) + 1); 1524 move_object (ob, rndm (8) + 1);
1538} 1525}
1539 1526
1540void 1527void
1541pace_movev (object *ob) 1528pace_movev (object *ob)
1542{ 1529{
1543 if (ob->move_status++ > 6) 1530 if (ob->move_status++ > 6)
1544 ob->move_status = 0; 1531 ob->move_status = 0;
1532
1545 if (ob->move_status < 4) 1533 if (ob->move_status < 4)
1546 (void) move_object (ob, 5); 1534 move_object (ob, 5);
1547 else 1535 else
1548 (void) move_object (ob, 1); 1536 move_object (ob, 1);
1549} 1537}
1550 1538
1551void 1539void
1552pace_moveh (object *ob) 1540pace_moveh (object *ob)
1553{ 1541{
1554 if (ob->move_status++ > 6) 1542 if (ob->move_status++ > 6)
1555 ob->move_status = 0; 1543 ob->move_status = 0;
1544
1556 if (ob->move_status < 4) 1545 if (ob->move_status < 4)
1557 (void) move_object (ob, 3); 1546 move_object (ob, 3);
1558 else 1547 else
1559 (void) move_object (ob, 7); 1548 move_object (ob, 7);
1560} 1549}
1561 1550
1562void 1551void
1563pace2_movev (object *ob) 1552pace2_movev (object *ob)
1564{ 1553{
1565 if (ob->move_status++ > 16) 1554 if (ob->move_status++ > 16)
1566 ob->move_status = 0; 1555 ob->move_status = 0;
1556
1567 if (ob->move_status < 6) 1557 if (ob->move_status < 6)
1568 (void) move_object (ob, 5); 1558 move_object (ob, 5);
1569 else if (ob->move_status < 8) 1559 else if (ob->move_status < 8)
1570 return; 1560 return;
1571 else if (ob->move_status < 13) 1561 else if (ob->move_status < 13)
1572 (void) move_object (ob, 1); 1562 move_object (ob, 1);
1573 else 1563 else
1574 return; 1564 return;
1575} 1565}
1576 1566
1577void 1567void
1578pace2_moveh (object *ob) 1568pace2_moveh (object *ob)
1579{ 1569{
1580 if (ob->move_status++ > 16) 1570 if (ob->move_status++ > 16)
1581 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1582 if (ob->move_status < 6) 1573 if (ob->move_status < 6)
1583 (void) move_object (ob, 3); 1574 move_object (ob, 3);
1584 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1585 return; 1576 return;
1586 else if (ob->move_status < 13) 1577 else if (ob->move_status < 13)
1587 (void) move_object (ob, 7); 1578 move_object (ob, 7);
1588 else 1579 else
1589 return; 1580 return;
1590} 1581}
1591 1582
1592void 1583void
1635 * monsters to throw things like chairs and other pieces of 1626 * monsters to throw things like chairs and other pieces of
1636 * furniture, even if they are not good throwable objects. 1627 * furniture, even if they are not good throwable objects.
1637 * Probably better to have the monster throw a throwable object 1628 * Probably better to have the monster throw a throwable object
1638 * first, then throw any non equipped weapon. 1629 * first, then throw any non equipped weapon.
1639 */ 1630 */
1640
1641object * 1631object *
1642find_mon_throw_ob (object *op) 1632find_mon_throw_ob (object *op)
1643{ 1633{
1644 object *tmp = NULL; 1634 object *tmp = NULL;
1645 1635
1676 * 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
1677 * 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
1678 * be within the valid range. MSW 2001-08-05 1668 * be within the valid range. MSW 2001-08-05
1679 * 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
1680 */ 1670 */
1681
1682int 1671int
1683can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1672can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1684{ 1673{
1685 int radius = MIN_MON_RADIUS, hide_discovery; 1674 int radius = MIN_MON_RADIUS, hide_discovery;
1686 1675
1716 1705
1717 /* use this for invis also */ 1706 /* use this for invis also */
1718 hide_discovery = op->stats.Int / 5; 1707 hide_discovery = op->stats.Int / 5;
1719 1708
1720 /* Determine Detection radii */ 1709 /* Determine Detection radii */
1721 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) */
1722 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);
1723 else 1712 else
1724 { /* a level/INT/Dex adjustment for hiding */ 1713 { /* a level/INT/Dex adjustment for hiding */
1725 object *sk_hide;
1726 int bonus = (op->level / 2) + (op->stats.Int / 5); 1714 int bonus = op->level / 2 + op->stats.Int / 5;
1727 1715
1728 if (enemy->type == PLAYER) 1716 if (enemy->type == PLAYER)
1729 { 1717 {
1730 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1731 bonus -= sk_hide->level; 1719 bonus -= sk_hide->level;
1732 else 1720 else
1733 { 1721 {
1734 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");
1735 make_visible (enemy); 1723 make_visible (enemy);
1744 } /* else creature has modifiers for hiding */ 1732 } /* else creature has modifiers for hiding */
1745 1733
1746 /* Radii stealth adjustment. Only if you are stealthy 1734 /* Radii stealth adjustment. Only if you are stealthy
1747 * will you be able to sneak up closer to creatures */ 1735 * will you be able to sneak up closer to creatures */
1748 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1736 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1749 radius = radius / 2, hide_discovery = hide_discovery / 3; 1737 {
1738 radius /= 2;
1739 hide_discovery /= 3;
1740 }
1750 1741
1751 /* Radii adjustment for enemy standing in the dark */ 1742 /* Radii adjustment for enemy standing in the dark */
1752 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1743 if (op->map->darkness > 0 && !stand_in_light (enemy))
1753 { 1744 {
1754 /* on dark maps body heat can help indicate location with infravision 1745 /* on dark maps body heat can help indicate location with infravision
1772 * 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
1773 * do something. Note that the distance field in the 1764 * do something. Note that the distance field in the
1774 * 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
1775 * find that. 1766 * find that.
1776 */ 1767 */
1777 if (radius > 13) 1768 // note that the above reasoning was utter bullshit even at the time it was written
1778 radius = 13; 1769 // we use 25, lets see if we have the cpu time for it
1770 radius = min (25, radius);
1779 1771
1780 /* Enemy in range! Now test for detection */ 1772 /* Enemy in range! Now test for detection */
1781 if ((int) rv->distance <= radius) 1773 if (rv->distance <= radius)
1782 { 1774 {
1783 /* ah, we are within range, detected? take cases */ 1775 /* ah, we are within range, detected? take cases */
1784 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1785 return 1; 1777 return 1;
1786 1778
1787 /* hidden or low-quality invisible */ 1779 /* hidden or low-quality invisible */
1788 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1780 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1789 { 1781 {
1790 make_visible (enemy); 1782 make_visible (enemy);
1783
1791 /* inform players of new status */ 1784 /* inform players of new status */
1792 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1785 if (enemy->type == PLAYER && player_can_view (enemy, op))
1793 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1786 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1787
1794 return 1; /* detected enemy */ 1788 return 1; /* detected enemy */
1795 } 1789 }
1796 else if (enemy->invisible) 1790 else if (enemy->invisible)
1797 { 1791 {
1798 /* Change this around - instead of negating the invisible, just 1792 /* Change this around - instead of negating the invisible, just
1799 * 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
1800 * do something to you. Decreasing the duration of invisible 1794 * do something to you. Decreasing the duration of invisible
1801 * 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
1802 * can then basically negate the spell. The spell isn't negated - 1796 * can then basically negate the spell. The spell isn't negated -
1803 * they just know where you are! 1797 * they just know where you are!
1804 */ 1798 */
1805 if ((rndm (50)) <= hide_discovery) 1799 if (rndm (50) <= hide_discovery)
1806 { 1800 {
1807 if (enemy->type == PLAYER) 1801 if (enemy->type == PLAYER)
1808 {
1809 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1802 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1810 } 1803
1811 return 1; 1804 return 1;
1812 } 1805 }
1813 } 1806 }
1814 } /* within range */ 1807 } /* within range */
1815 1808
1820/* 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
1821 * intellegent algorithm. For one thing, we ignore los here, SO it 1814 * intellegent algorithm. For one thing, we ignore los here, SO it
1822 * 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
1823 * other side of a wall (!). 1816 * other side of a wall (!).
1824 */ 1817 */
1825
1826int 1818int
1827stand_in_light (object *op) 1819stand_in_light (object *op)
1828{ 1820{
1829 sint16 nx, ny;
1830 maptile *m;
1831
1832
1833 if (!op) 1821 if (!op)
1834 return 0; 1822 return 0;
1823
1835 if (op->glow_radius > 0) 1824 if (op->glow_radius > 0)
1836 return 1; 1825 return 1;
1837 1826
1838 if (op->map) 1827 if (op->map)
1839 { 1828 {
1840 int x, y, x1, y1;
1841
1842
1843
1844 /* 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
1845 * 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.
1846 */ 1831 */
1847 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++)
1848 { 1833 {
1849 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++)
1850 { 1835 {
1851 m = op->map; 1836 maptile *m = op->map;
1852 nx = x; 1837 sint16 nx = x;
1853 ny = y; 1838 sint16 ny = y;
1854 1839
1855 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1840 if (xy_normalise (m, nx, ny))
1856 continue; 1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1857
1858 x1 = abs (x - op->x) * abs (x - op->x);
1859 y1 = abs (y - op->y) * abs (y - op->y);
1860 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1861 return 1; 1842 return 1;
1862 } 1843 }
1863 } 1844 }
1864 } 1845 }
1846
1865 return 0; 1847 return 0;
1866} 1848}
1867
1868 1849
1869/* assuming no walls/barriers, lets check to see if its *possible* 1850/* assuming no walls/barriers, lets check to see if its *possible*
1870 * to see an enemy. Note, "detection" is different from "seeing". 1851 * to see an enemy. Note, "detection" is different from "seeing".
1871 * See can_detect_enemy() for more details. -b.t. 1852 * See can_detect_enemy() for more details. -b.t.
1872 * return 0 if can't be seen, 1 if can be 1853 * return 0 if can't be seen, 1 if can be
1873 */ 1854 */
1874
1875int 1855int
1876can_see_enemy (object *op, object *enemy) 1856can_see_enemy (object *op, object *enemy)
1877{ 1857{
1878 object *looker = op->head ? op->head : op; 1858 object *looker = op->head ? op->head : op;
1879 1859
1895 * However,if you carry any source of light, then the hidden 1875 * However,if you carry any source of light, then the hidden
1896 * creature is seeable (and stupid) */ 1876 * creature is seeable (and stupid) */
1897 1877
1898 if (has_carried_lights (enemy)) 1878 if (has_carried_lights (enemy))
1899 { 1879 {
1900 if (enemy->hide) 1880 if (enemy->flag [FLAG_HIDDEN])
1901 { 1881 {
1902 make_visible (enemy); 1882 make_visible (enemy);
1903 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1904 } 1884 }
1885
1905 return 1; 1886 return 1;
1906 } 1887 }
1907 else if (enemy->hide) 1888 else if (enemy->flag [FLAG_HIDDEN])
1908 return 0; 1889 return 0;
1909 1890
1910 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1911 * 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,
1912 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1913 */ 1894 */
1914 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1895 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1915 {
1916 if (makes_invisible_to (enemy, looker)) 1896 if (makes_invisible_to (enemy, looker))
1917 return 0; 1897 return 0;
1918 }
1919 } 1898 }
1920 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1899 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1921 if (player_can_view (looker, enemy)) 1900 if (player_can_view (looker, enemy))
1922 return 1; 1901 return 1;
1923 1902
1934 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1913 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1935 return 0; 1914 return 0;
1936 1915
1937 return 1; 1916 return 1;
1938} 1917}
1918

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