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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.45 by root, Sun Nov 16 03:52:13 2008 UTC vs.
Revision 1.54 by root, Sat Dec 27 04:07:44 2008 UTC

35 * set to sane values. 35 * set to sane values.
36 */ 36 */
37object * 37object *
38check_enemy (object *npc, rv_vector * rv) 38check_enemy (object *npc, rv_vector * rv)
39{ 39{
40
41 /* if this is pet, let him attack the same enemy as his owner 40 /* if this is pet, let him attack the same enemy as his owner
42 * TODO: when there is no ower enemy, try to find a target, 41 * TODO: when there is no ower enemy, try to find a target,
43 * which CAN attack the owner. */ 42 * which CAN attack the owner. */
44 if ((npc->attack_movement & HI4) == PETMOVE) 43 if ((npc->attack_movement & HI4) == PETMOVE)
45 { 44 {
197 /* we check our old enemy. */ 196 /* we check our old enemy. */
198 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
199 { 198 {
200 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
201 { 200 {
202 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
203 /* we don't want a fight evil vs evil or good against non evil */ 202 /* we don't want a fight evil vs evil or good against non evil */
204 203
205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
207 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
209 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
210 { 209 {
211 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
212 npc->enemy = attacker; 211 npc->enemy = attacker;
213 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
214 } 213 }
231 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
232 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
233 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
234 */ 233 */
235int 234int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 236{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 238 if (!enemy)
242 return 0; 239 return 0;
243 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
247 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt 251 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 253 * Remember we already checked to see if the monster can see in
252 * the dark. */ 254 * the dark. */
253 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
263 261
264 /* enemy should already be on this map, so don't really need to check 262 /* enemy should already be on this map, so don't really need to check
265 * for that. 263 * for that.
266 */ 264 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
268 { 266 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 268 return 1;
271 } 269 }
270
272 return 0; 271 return 0;
273} 272}
274 273
275int 274int
276move_randomly (object *op) 275move_randomly (object *op)
277{ 276{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, rndm (8) + 1)) 279 if (move_object (op, rndm (8) + 1))
284 return 1; 280 return 1;
285 } 281
286 return 0; 282 return 0;
287} 283}
288 284
289/* 285/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 286 * Move-monster returns 1 if the object has been freed, otherwise 0.
313 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
314 310
315 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
316 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
317 { 313 {
318
319 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
320 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
321 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
322 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
323 * 318 *
328 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
329 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ 324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
330 op->last_heal %= 32; 325 op->last_heal %= 32;
331 326
332 /* So if the monster has gained enough HP that they are no longer afraid */ 327 /* So if the monster has gained enough HP that they are no longer afraid */
333 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
334 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
335 330
336 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
337 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
338 } 333 }
339 334
340 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
341 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
342 { 337 {
343
344 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
345 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
346 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
347 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
348 * 342 *
349 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
350 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
351 */ 345 */
352 346
353 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); 347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
354 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
355 op->last_sp %= 128; 349 op->last_sp %= 128;
356 } 350 }
357 351
358 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
359 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
360 */ 354 */
361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
362 {
363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
364 }
365 357
366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
367 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
368 360
369 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
370 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
371 {
372 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
373 return 0; 364 return 0;
374 }
375 365
376 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
377 if (op->flag [FLAG_HIDDEN]) 367 if (op->flag [FLAG_HIDDEN])
378 do_hidden_move (op); 368 do_hidden_move (op);
379 369
399 { 389 {
400 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
401 { 391 {
402 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
403 { 393 {
404 case (PETMOVE): 394 case (PETMOVE):
405 pet_move (op); 395 pet_move (op);
406 break; 396 break;
407 397
408 case (CIRCLE1): 398 case (CIRCLE1):
409 circ1_move (op); 399 circ1_move (op);
410 break; 400 break;
411 401
412 case (CIRCLE2): 402 case (CIRCLE2):
413 circ2_move (op); 403 circ2_move (op);
414 break; 404 break;
415 405
416 case (PACEV): 406 case (PACEV):
417 pace_movev (op); 407 pace_movev (op);
418 break; 408 break;
419 409
420 case (PACEH): 410 case (PACEH):
421 pace_moveh (op); 411 pace_moveh (op);
422 break; 412 break;
423 413
424 case (PACEV2): 414 case (PACEV2):
425 pace2_movev (op); 415 pace2_movev (op);
426 break; 416 break;
427 417
428 case (PACEH2): 418 case (PACEH2):
429 pace2_moveh (op); 419 pace2_moveh (op);
430 break; 420 break;
431 421
432 case (RANDO): 422 case (RANDO):
433 rand_move (op); 423 rand_move (op);
434 break; 424 break;
435 425
436 case (RANDO2): 426 case (RANDO2):
437 move_randomly (op); 427 move_randomly (op);
438 break; 428 break;
439 } 429 }
430
440 return 0; 431 return 0;
441 } 432 }
442 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
443 (void) move_randomly (op); 434 move_randomly (op);
444
445 } /* stand still */ 435 } /* stand still */
436
446 return 0; 437 return 0;
447 } /* no enemy */ 438 } /* no enemy */
448 439
449 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
450 if ((op->attack_movement & HI4) == PETMOVE 441 if ((op->attack_movement & HI4) == PETMOVE
452 && !on_same_map (op, owner) 443 && !on_same_map (op, owner)
453 && !owner->flag [FLAG_REMOVED]) 444 && !owner->flag [FLAG_REMOVED])
454 return follow_owner (op, owner); 445 return follow_owner (op, owner);
455 446
456 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
457 * player. Hmm. The code is here, but no monster in the current 448 * player. Hmm. The code is here, but no monster in the current
458 * arch set uses it. 449 * arch set uses it.
459 */ 450 */
460 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
461 { 452 {
462 op->face = enemy->face; 453 op->face = enemy->face;
463 op->name = enemy->name; 454 op->name = enemy->name;
464 } 455 }
465 456
513 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
514 return 0; 505 return 0;
515 } /* for processing of all parts */ 506 } /* for processing of all parts */
516 } /* If not scared */ 507 } /* If not scared */
517 508
518
519 part = rv.part; 509 part = rv.part;
520 dir = rv.direction; 510 dir = rv.direction;
521 511
512#if DEVEL
513 for (int sdir = 1; sdir <= 8; ++sdir)
514 {
515 mapxy pos (op); pos.move (sdir);
516 if (pos.normalise ())
517 {
518 mapspace &ms = pos.ms ();
519
520 if (ms.smell > op->ms ().smell)
521 {
522 printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
523 op->ms ().smell = ms.smell - 1;
524 dir = sdir;
525 }
526 }
527 }
528#endif
529
522 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 530 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
523 dir = absdir (dir + 4); 531 dir = absdir (dir + 4);
524 532
525 if (QUERY_FLAG (op, FLAG_CONFUSED)) 533 if (QUERY_FLAG (op, FLAG_CONFUSED))
526 dir = absdir (dir + rndm (3) + rndm (3) - 2); 534 dir = absdir (dir + rndm (3) + rndm (3) - 2);
529 537
530 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 538 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
531 { 539 {
532 switch (op->attack_movement & LO4) 540 switch (op->attack_movement & LO4)
533 { 541 {
534 case DISTATT: 542 case DISTATT:
535 dir = dist_att (dir, op, enemy, part, &rv); 543 dir = dist_att (dir, op, enemy, part, &rv);
536 break; 544 break;
537 545
538 case RUNATT: 546 case RUNATT:
539 dir = run_att (dir, op, enemy, part, &rv); 547 dir = run_att (dir, op, enemy, part, &rv);
540 break; 548 break;
541 549
542 case HITRUN: 550 case HITRUN:
543 dir = hitrun_att (dir, op, enemy); 551 dir = hitrun_att (dir, op, enemy);
544 break; 552 break;
545 553
546 case WAITATT: 554 case WAITATT:
547 dir = wait_att (dir, op, enemy, part, &rv); 555 dir = wait_att (dir, op, enemy, part, &rv);
548 break; 556 break;
549 557
550 case RUSH: /* default - monster normally moves towards player */ 558 case RUSH: /* default - monster normally moves towards player */
551 case ALLRUN: 559 case ALLRUN:
552 break; 560 break;
553 561
554 case DISTHIT: 562 case DISTHIT:
555 dir = disthit_att (dir, op, enemy, part, &rv); 563 dir = disthit_att (dir, op, enemy, part, &rv);
556 break; 564 break;
557 565
558 case WAIT2: 566 case WAIT2:
559 dir = wait_att2 (dir, op, enemy, part, &rv); 567 dir = wait_att2 (dir, op, enemy, part, &rv);
560 break; 568 break;
561 569
562 default: 570 default:
563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 571 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
564 } 572 }
565 } 573 }
566 574
567 if (!dir) 575 if (!dir)
568 return 0; 576 return 0;
578 return 0; 586 return 0;
579 } 587 }
580 588
581 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 589 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
582 { 590 {
583
584 /* Try move around corners if !close */ 591 /* Try move around corners if !close */
585 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 592 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
586 593
587 for (diff = 1; diff <= maxdiff; diff++) 594 for (diff = 1; diff <= maxdiff; diff++)
588 { 595 {
589 /* try different detours */ 596 /* try different detours */
590 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 597 int m = 1 - rndm (2) * 2; /* Try left or right first? */
591 598
592 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 599 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
593 return 0; 600 return 0;
594 } 601 }
595 } 602 }
622 { 629 {
623 object *nearest_player = get_nearest_player (op); 630 object *nearest_player = get_nearest_player (op);
624 631
625 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 632 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
626 { 633 {
627 op->enemy = NULL; 634 op->enemy = 0;
628 enemy = nearest_player; 635 enemy = nearest_player;
629 } 636 }
630 } 637 }
631 638
632 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 639 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
638 * still be pretty nasty. 645 * still be pretty nasty.
639 */ 646 */
640 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 647 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
641 { 648 {
642 part->stats.wc += 10; 649 part->stats.wc += 10;
643 (void) skill_attack (enemy, part, 0, NULL, NULL); 650 skill_attack (enemy, part, 0, NULL, NULL);
644 part->stats.wc -= 10; 651 part->stats.wc -= 10;
645 } 652 }
646 else 653 else
647 (void) skill_attack (enemy, part, 0, NULL, NULL); 654 skill_attack (enemy, part, 0, NULL, NULL);
648 } /* if monster is in attack range */ 655 } /* if monster is in attack range */
649 656
650 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 657 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
651 return 1; 658 return 1;
652 659
678 { 685 {
679 get_rangevector (ob1, more, &rv1, 0); 686 get_rangevector (ob1, more, &rv1, 0);
680 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 687 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
681 return 1; 688 return 1;
682 } 689 }
690
683 return 0; 691 return 0;
684
685} 692}
686 693
687/* Returns 1 is monster should cast spell sp at an enemy 694/* Returns 1 is monster should cast spell sp at an enemy
688 * Returns 0 if the monster should not cast this spell. 695 * Returns 0 if the monster should not cast this spell.
689 * 696 *
707 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 714 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
708 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 715 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
709 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 716 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
710 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 717 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
711 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 718 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
712
713 return 1; 719 return 1;
714 720
715 return 0; 721 return 0;
716} 722}
717
718 723
719#define MAX_KNOWN_SPELLS 20 724#define MAX_KNOWN_SPELLS 20
720 725
721/* Returns a randomly selected spell. This logic is still 726/* Returns a randomly selected spell. This logic is still
722 * less than ideal. This code also only seems to deal with 727 * less than ideal. This code also only seems to deal with
725 */ 730 */
726object * 731object *
727monster_choose_random_spell (object *monster) 732monster_choose_random_spell (object *monster)
728{ 733{
729 object *altern[MAX_KNOWN_SPELLS]; 734 object *altern[MAX_KNOWN_SPELLS];
730 object *tmp;
731 int i = 0; 735 int i = 0;
732 736
733 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 737 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
734 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 738 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
735 { 739 {
736 /* Check and see if it's actually a useful spell. 740 /* Check and see if it's actually a useful spell.
737 * If its a spellbook, the spell is actually the inventory item. 741 * If its a spellbook, the spell is actually the inventory item.
738 * if it is a spell, then it is just the object itself. 742 * if it is a spell, then it is just the object itself.
739 */ 743 */
740 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 744 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
741 { 745 {
742 altern[i++] = tmp; 746 altern [i++] = tmp;
747
743 if (i == MAX_KNOWN_SPELLS) 748 if (i == MAX_KNOWN_SPELLS)
744 break; 749 break;
745 } 750 }
746 } 751 }
747 if (!i) 752
748 return NULL; 753 return i ? altern [rndm (i)] : 0;
749 return altern[RANDOM () % i];
750} 754}
751 755
752/* This checks to see if the monster should cast a spell/ability. 756/* This checks to see if the monster should cast a spell/ability.
753 * it returns true if the monster casts a spell, 0 if he doesn't. 757 * it returns true if the monster casts a spell, 0 if he doesn't.
754 * head is the head of the monster. 758 * head is the head of the monster.
755 * part is the part of the monster we are checking against. 759 * part is the part of the monster we are checking against.
756 * pl is the target. 760 * pl is the target.
757 * dir is the direction to case. 761 * dir is the direction to case.
758 * rv is the vector which describes where the enemy is. 762 * rv is the vector which describes where the enemy is.
759 */ 763 */
760
761int 764int
762monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 765monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
763{ 766{
764 object *spell_item; 767 object *spell_item;
765 object *owner; 768 object *owner;
776 779
777 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 780 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
778 { 781 {
779 get_rangevector (head, owner, &rv1, 0x1); 782 get_rangevector (head, owner, &rv1, 0x1);
780 if (dirdiff (dir, rv1.direction) < 2) 783 if (dirdiff (dir, rv1.direction) < 2)
781 {
782 return 0; /* Might hit owner with spell */ 784 return 0; /* Might hit owner with spell */
783 }
784 } 785 }
785 786
786 if (QUERY_FLAG (head, FLAG_CONFUSED)) 787 if (QUERY_FLAG (head, FLAG_CONFUSED))
787 dir = absdir (dir + rndm (3) + rndm (3) - 2); 788 dir = absdir (dir + rndm (3) + rndm (3) - 2);
788 789
796 { 797 {
797 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 798 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
798 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 799 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
799 return 0; 800 return 0;
800 } 801 }
802
801 if (spell_item->type == SPELLBOOK) 803 if (spell_item->type == SPELLBOOK)
802 { 804 {
803 if (!spell_item->inv) 805 if (!spell_item->inv)
804 { 806 {
805 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 807 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
806 return 0; 808 return 0;
807 } 809 }
810
808 spell_item = spell_item->inv; 811 spell_item = spell_item->inv;
809 } 812 }
810 } 813 }
811 else 814 else
812 spell_item = head->spellitem; 815 spell_item = head->spellitem;
831 /* set this to null, so next time monster will choose something different */ 834 /* set this to null, so next time monster will choose something different */
832 head->spellitem = NULL; 835 head->spellitem = NULL;
833 836
834 return cast_spell (part, part, dir, spell_item, NULL); 837 return cast_spell (part, part, dir, spell_item, NULL);
835} 838}
836
837 839
838int 840int
839monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 841monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
840{ 842{
841 object *scroll; 843 object *scroll;
1233 } 1235 }
1234 } 1236 }
1235 1237
1236 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1238 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1237 return 1; 1239 return 1;
1240
1238 return 0; 1241 return 0;
1239} 1242}
1240 1243
1241/* 1244/*
1242 * monster_apply_below(): 1245 * monster_apply_below():
1417int 1420int
1418dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1421dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1419{ 1422{
1420 if (can_hit (part, enemy, rv)) 1423 if (can_hit (part, enemy, rv))
1421 return dir; 1424 return dir;
1425
1422 if (rv->distance < 10) 1426 if (rv->distance < 10)
1423 return absdir (dir + 4); 1427 return absdir (dir + 4);
1424 else if (rv->distance > 18) 1428 else if (rv->distance > 18)
1425 return dir; 1429 return dir;
1426 1430
1581} 1585}
1582 1586
1583void 1587void
1584rand_move (object *ob) 1588rand_move (object *ob)
1585{ 1589{
1586 int i;
1587
1588 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1590 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1589 for (i = 0; i < 5; i++) 1591 for (int i = 0; i < 5; i++)
1590 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1592 if (move_object (ob, ob->move_status = rndm (8) + 1))
1591 return; 1593 return;
1592} 1594}
1593 1595
1594void 1596void
1595check_earthwalls (object *op, maptile *m, int x, int y) 1597check_earthwalls (object *op, maptile *m, int x, int y)
1596{ 1598{
1597 object *tmp;
1598
1599 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1599 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1600 {
1601 if (tmp->type == EARTHWALL) 1600 if (tmp->type == EARTHWALL)
1602 { 1601 {
1603 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1602 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1604 return; 1603 return;
1605 } 1604 }
1606 }
1607} 1605}
1608 1606
1609void 1607void
1610check_doors (object *op, maptile *m, int x, int y) 1608check_doors (object *op, maptile *m, int x, int y)
1611{ 1609{
1612 object *tmp;
1613
1614 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1610 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1615 {
1616 if (tmp->type == DOOR) 1611 if (tmp->type == DOOR)
1617 { 1612 {
1618 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1613 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1619 return; 1614 return;
1620 } 1615 }
1621 }
1622} 1616}
1623 1617
1624/* find_mon_throw_ob() - modeled on find_throw_ob 1618/* find_mon_throw_ob() - modeled on find_throw_ob
1625 * This is probably overly simplistic as it is now - We want 1619 * This is probably overly simplistic as it is now - We want
1626 * monsters to throw things like chairs and other pieces of 1620 * monsters to throw things like chairs and other pieces of
1682 return 0; 1676 return 0;
1683 1677
1684 get_rangevector (op, enemy, rv, 0); 1678 get_rangevector (op, enemy, rv, 0);
1685 1679
1686 /* Monsters always ignore the DM */ 1680 /* Monsters always ignore the DM */
1687 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1681 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1688 return 0; 1682 return 0;
1689 1683
1690 /* simple check. Should probably put some range checks in here. */ 1684 /* simple check. Should probably put some range checks in here. */
1691 if (can_see_enemy (op, enemy)) 1685 if (can_see_enemy (op, enemy))
1692 return 1; 1686 return 1;
1711 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1705 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1712 else 1706 else
1713 { /* a level/INT/Dex adjustment for hiding */ 1707 { /* a level/INT/Dex adjustment for hiding */
1714 int bonus = op->level / 2 + op->stats.Int / 5; 1708 int bonus = op->level / 2 + op->stats.Int / 5;
1715 1709
1716 if (enemy->type == PLAYER) 1710 if (enemy->is_player ())
1717 { 1711 {
1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) 1712 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1719 bonus -= sk_hide->level; 1713 bonus -= sk_hide->level;
1720 else 1714 else
1721 { 1715 {
1738 radius /= 2; 1732 radius /= 2;
1739 hide_discovery /= 3; 1733 hide_discovery /= 3;
1740 } 1734 }
1741 1735
1742 /* Radii adjustment for enemy standing in the dark */ 1736 /* Radii adjustment for enemy standing in the dark */
1743 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1737 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1744 { 1738 {
1745 /* on dark maps body heat can help indicate location with infravision 1739 /* on dark maps body heat can help indicate location with infravision
1746 * undead don't have body heat, so no benefit detecting them. 1740 * undead don't have body heat, so no benefit detecting them.
1747 */ 1741 */
1748 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1742 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1749 radius += op->map->darkness / 2; 1743 radius += op->map->darklevel () / 2;
1750 else 1744 else
1751 radius -= op->map->darkness / 2; 1745 radius -= op->map->darklevel () / 2;
1752 1746
1753 /* op next to a monster (and not in complete darkness) 1747 /* op next to a monster (and not in complete darkness)
1754 * the monster should have a chance to see you. 1748 * the monster should have a chance to see you.
1755 */ 1749 */
1756 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1750 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1757 radius = MIN_MON_RADIUS; 1751 radius = MIN_MON_RADIUS;
1758 } /* if on dark map */ 1752 } /* if on dark map */
1759 1753
1760 /* Lets not worry about monsters that have incredible detection 1754 /* Lets not worry about monsters that have incredible detection
1761 * radii, we only need to worry here about things the player can 1755 * radii, we only need to worry here about things the player can
1816 * other side of a wall (!). 1810 * other side of a wall (!).
1817 */ 1811 */
1818int 1812int
1819stand_in_light (object *op) 1813stand_in_light (object *op)
1820{ 1814{
1821 if (!op) 1815 if (op)
1822 return 0; 1816 {
1823
1824 if (op->glow_radius > 0) 1817 if (op->glow_radius > 0)
1825 return 1; 1818 return 1;
1826 1819
1827 if (op->map) 1820 if (op->map)
1828 { 1821 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1822 {
1829 /* Check the spaces with the max light radius to see if any of them 1823 /* Check the spaces with the max light radius to see if any of them
1830 * have lights, and if any of them light the player enough, then return 1. 1824 * have lights, and if any of them light the player enough, then return 1.
1831 */
1832 for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1833 {
1834 for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1835 { 1825 */
1836 maptile *m = op->map; 1826 int light = m->at (nx, ny).light;
1837 sint16 nx = x;
1838 sint16 ny = y;
1839 1827
1840 if (xy_normalise (m, nx, ny)) 1828 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1842 return 1; 1829 return 1;
1843 } 1830 }
1844 }
1845 } 1831 }
1846 1832
1847 return 0; 1833 return 0;
1848} 1834}
1849 1835
1886 return 1; 1872 return 1;
1887 } 1873 }
1888 else if (enemy->flag [FLAG_HIDDEN]) 1874 else if (enemy->flag [FLAG_HIDDEN])
1889 return 0; 1875 return 0;
1890 1876
1891 /* Invisible enemy. Break apart the check for invis undead/invis looker 1877 /* Invisible enemy. Break apart the check for invis undead/invis looker
1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1878 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1893 * and making it a conditional makes the code pretty ugly. 1879 * and making it a conditional makes the code pretty ugly.
1894 */ 1880 */
1895 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1881 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1896 if (makes_invisible_to (enemy, looker)) 1882 if (makes_invisible_to (enemy, looker))
1897 return 0; 1883 return 0;
1898 } 1884 }
1899 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1885 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1900 if (player_can_view (looker, enemy)) 1886 if (player_can_view (looker, enemy))
1901 return 1; 1887 return 1;
1902 1888
1903 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1889 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1904 * unless they carry a light or stand in light. Darkness doesnt 1890 * unless they carry a light or stand in light. Darkness doesnt
1907 * we care about the enemy maps status, not the looker. 1893 * we care about the enemy maps status, not the looker.
1908 * only relevant for tiled maps, but it is possible that the 1894 * only relevant for tiled maps, but it is possible that the
1909 * enemy is on a bright map and the looker on a dark - in that 1895 * enemy is on a bright map and the looker on a dark - in that
1910 * case, the looker can still see the enemy 1896 * case, the looker can still see the enemy
1911 */ 1897 */
1912 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1898 if (enemy->map->darklevel () > 0
1899 && !stand_in_light (enemy)
1913 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1900 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1914 return 0; 1901 return 0;
1915 1902
1916 return 1; 1903 return 1;
1917} 1904}

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