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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.9 by root, Thu Sep 14 17:10:25 2006 UTC vs.
Revision 1.45 by root, Sun Nov 16 03:52:13 2008 UTC

1
2/* 1/*
3 * static char *rcsid_monster_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: monster.C,v 1.9 2006/09/14 17:10:25 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>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30#include <global.h> 24#include <global.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 25#include <sproto.h>
33# include <spells.h> 26#include <spells.h>
34# include <skills.h> 27#include <skills.h>
35#endif
36
37 28
38#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 29#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
39
40 30
41/* checks npc->enemy and returns that enemy if still valid, 31/* checks npc->enemy and returns that enemy if still valid,
42 * NULL otherwise. 32 * NULL otherwise.
43 * this is map tile aware. 33 * this is map tile aware.
44 * 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
94 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
95 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
96 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
97 * as the enemy to attack. 87 * as the enemy to attack.
98 */ 88 */
99 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
100 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM)
101 npc->enemy = NULL; 93 npc->enemy = NULL;
102 94
103 } 95 }
96
104 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
105} 98}
106 99
107/* Returns the nearest living creature (monster or generator). 100/* Returns the nearest living creature (monster or generator).
108 * Modified to deal with tiled maps properly. 101 * Modified to deal with tiled maps properly.
121object * 114object *
122find_nearest_living_creature (object *npc) 115find_nearest_living_creature (object *npc)
123{ 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++)
132 { 125 {
133 /* modified to implement smart searching using search_arr 126 /* modified to implement smart searching using search_arr
134 * guidance array to determine direction of search order 127 * guidance array to determine direction of search order
135 */ 128 */
136 nx = npc->x + freearr_x[search_arr[i]]; 129 nx = npc->x + freearr_x[search_arr[i]];
137 ny = npc->y + freearr_y[search_arr[i]]; 130 ny = npc->y + freearr_y[search_arr[i]];
138 m = npc->map; 131 m = npc->map;
139 132
140 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 133 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
134
141 if (mflags & P_OUT_OF_MAP) 135 if (mflags & P_OUT_OF_MAP)
142 continue; 136 continue;
143 137
144 if (mflags & P_IS_ALIVE) 138 if (mflags & P_IS_ALIVE)
145 { 139 {
146 tmp = get_map_ob (m, nx, ny); 140 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
147 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 141 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
148 tmp = tmp->above;
149
150 if (!tmp)
151 {
152 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
153 m->path, nx, ny);
154 }
155 else
156 {
157 if (can_see_monsterP (m, nx, ny, i)) 142 if (can_see_monsterP (m, nx, ny, i))
158 return tmp; 143 return tmp;
159 } 144 }
160 } /* is something living on this space */
161 } 145 }
162 return NULL; /* nothing found */
163}
164 146
147 return 0;
148}
165 149
166/* 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
167 * our caller will find the information useful. 151 * our caller will find the information useful.
168 * Currently, only move_monster calls this function. 152 * Currently, only move_monster calls this function.
169 * Fix function so that we always make calls to get_rangevector 153 * Fix function so that we always make calls to get_rangevector
170 * 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
171 * many cases. 155 * many cases.
172 */ 156 */
173
174object * 157object *
175find_enemy (object *npc, rv_vector * rv) 158find_enemy (object *npc, rv_vector * rv)
176{ 159{
177 object *attacker, *tmp = NULL; 160 object *attacker, *tmp = NULL;
178 161
184 { 167 {
185 tmp = find_nearest_living_creature (npc); 168 tmp = find_nearest_living_creature (npc);
186 169
187 if (tmp) 170 if (tmp)
188 get_rangevector (npc, tmp, rv, 0); 171 get_rangevector (npc, tmp, rv, 0);
172
189 return tmp; 173 return tmp;
190 } 174 }
191 175
192 /* Here is the main enemy selection. 176 /* Here is the main enemy selection.
193 * 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
246/* Sees if this monster should wake up. 230/* Sees if this monster should wake up.
247 * Currently, this is only called from move_monster, and 231 * Currently, this is only called from move_monster, and
248 * if enemy is set, then so should be rv. 232 * if enemy is set, then so should be rv.
249 * returns 1 if the monster should wake up, 0 otherwise. 233 * returns 1 if the monster should wake up, 0 otherwise.
250 */ 234 */
251
252int 235int
253check_wakeup (object *op, object *enemy, rv_vector * rv) 236check_wakeup (object *op, object *enemy, rv_vector * rv)
254{ 237{
255 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;
256 239
295 int i; 278 int i;
296 279
297 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
298 for (i = 0; i < 15; i++) 281 for (i = 0; i < 15; i++)
299 { 282 {
300 if (move_object (op, RANDOM () % 8 + 1)) 283 if (move_object (op, rndm (8) + 1))
301 return 1; 284 return 1;
302 } 285 }
303 return 0; 286 return 0;
304} 287}
305 288
306/* 289/*
307 * 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.
308 */ 291 */
309
310int 292int
311move_monster (object *op) 293move_monster (object *op)
312{ 294{
313 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 */
314 object *owner, *enemy, *part, *oph = op; 296 object *owner, *enemy, *part, *oph = op;
374 } 356 }
375 357
376 /* this should probably get modified by many more values. 358 /* this should probably get modified by many more values.
377 * (eg, creatures resistance to fear, level, etc. ) 359 * (eg, creatures resistance to fear, level, etc. )
378 */ 360 */
379 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
380 { 362 {
381 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
382 } 364 }
383 365
384 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
390 if (!check_wakeup (op, enemy, &rv)) 372 if (!check_wakeup (op, enemy, &rv))
391 return 0; 373 return 0;
392 } 374 }
393 375
394 /* check if monster pops out of hidden spot */ 376 /* check if monster pops out of hidden spot */
395 if (op->hide) 377 if (op->flag [FLAG_HIDDEN])
396 do_hidden_move (op); 378 do_hidden_move (op);
397 379
398 if (op->pick_up) 380 if (op->pick_up)
399 monster_check_pickup (op); 381 monster_check_pickup (op);
400 382
404 /* 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 */
405 if (!enemy) 387 if (!enemy)
406 { 388 {
407 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
408 { 390 {
409 remove_ob (op); 391 op->drop_and_destroy ();
410 free_object (op);
411 return 1; 392 return 1;
412 } 393 }
413 394
414 /* Probably really a bug for a creature to have both 395 /* Probably really a bug for a creature to have both
415 * stand still and a movement type set. 396 * stand still and a movement type set.
464 } /* stand still */ 445 } /* stand still */
465 return 0; 446 return 0;
466 } /* no enemy */ 447 } /* no enemy */
467 448
468 /* We have an enemy. Block immediately below is for pets */ 449 /* We have an enemy. Block immediately below is for pets */
469 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner)) 450 if ((op->attack_movement & HI4) == PETMOVE
451 && (owner = op->owner) != NULL
452 && !on_same_map (op, owner)
453 && !owner->flag [FLAG_REMOVED])
470 return follow_owner (op, owner); 454 return follow_owner (op, owner);
471 455
472 /* doppleganger code to change monster facing to that of the nearest 456 /* doppleganger code to change monster facing to that of the nearest
473 * player. Hmm. The code is here, but no monster in the current 457 * player. Hmm. The code is here, but no monster in the current
474 * arch set uses it. 458 * arch set uses it.
493 if (!QUERY_FLAG (op, FLAG_SCARED)) 477 if (!QUERY_FLAG (op, FLAG_SCARED))
494 { 478 {
495 rv_vector rv1; 479 rv_vector rv1;
496 480
497 /* 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 */
498 for (part = op; part != NULL; part = part->more) 482 for (part = op; part; part = part->more)
499 { 483 {
500 get_rangevector (part, enemy, &rv1, 0x1); 484 get_rangevector (part, enemy, &rv1, 0x1);
501 dir = rv1.direction; 485 dir = rv1.direction;
502 486
503 /* 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
504 * but that we test above... so can be old code here 488 * but that we test above... so can be old code here
505 */ 489 */
506 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 490 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
507 dir = absdir (dir + 4); 491 dir = absdir (dir + 4);
492
508 if (QUERY_FLAG (op, FLAG_CONFUSED)) 493 if (QUERY_FLAG (op, FLAG_CONFUSED))
509 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 494 dir = absdir (dir + rndm (3) + rndm (3) - 2);
510 495
511 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 496 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
512 {
513 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 497 if (monster_cast_spell (op, part, enemy, dir, &rv1))
514 return 0; 498 return 0;
515 }
516 499
517 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 500 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
518 {
519 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
520 return 0; 502 return 0;
521 }
522 503
523 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 504 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
524 {
525 if (monster_use_range (op, part, enemy, dir)) 505 if (monster_use_range (op, part, enemy, dir))
526 return 0; 506 return 0;
527 } 507
528 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 508 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
529 {
530 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 509 if (monster_use_skill (op, rv.part, enemy, rv.direction))
531 return 0; 510 return 0;
532 } 511
533 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 512 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
534 {
535 if (monster_use_bow (op, part, enemy, dir)) 513 if (monster_use_bow (op, part, enemy, dir))
536 return 0; 514 return 0;
537 }
538 } /* for processing of all parts */ 515 } /* for processing of all parts */
539 } /* If not scared */ 516 } /* If not scared */
540 517
541 518
542 part = rv.part; 519 part = rv.part;
544 521
545 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 522 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
546 dir = absdir (dir + 4); 523 dir = absdir (dir + 4);
547 524
548 if (QUERY_FLAG (op, FLAG_CONFUSED)) 525 if (QUERY_FLAG (op, FLAG_CONFUSED))
549 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
550 527
551 pre_att_dir = dir; /* remember the original direction */ 528 pre_att_dir = dir; /* remember the original direction */
552 529
553 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 530 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
554 { 531 {
673 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 */
674 return 1; 651 return 1;
675 652
676 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
677 { 654 {
678 remove_ob (op); 655 op->drop_and_destroy ();
679 free_object (op);
680 return 1; 656 return 1;
681 } 657 }
658
682 return 0; 659 return 0;
683} 660}
684 661
685int 662int
686can_hit (object *ob1, object *ob2, rv_vector * rv) 663can_hit (object *ob1, object *ob2, rv_vector * rv)
687{ 664{
688 object *more; 665 object *more;
689 rv_vector rv1; 666 rv_vector rv1;
690 667
691 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 668 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
692 return 0; 669 return 0;
693 670
694 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 671 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
695 return 1; 672 return 1;
696 673
795 * other monsters) 772 * other monsters)
796 */ 773 */
797 if (!(dir = path_to_player (part, pl, 0))) 774 if (!(dir = path_to_player (part, pl, 0)))
798 return 0; 775 return 0;
799 776
800 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 777 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
801 { 778 {
802 get_rangevector (head, owner, &rv1, 0x1); 779 get_rangevector (head, owner, &rv1, 0x1);
803 if (dirdiff (dir, rv1.direction) < 2) 780 if (dirdiff (dir, rv1.direction) < 2)
804 { 781 {
805 return 0; /* Might hit owner with spell */ 782 return 0; /* Might hit owner with spell */
806 } 783 }
807 } 784 }
808 785
809 if (QUERY_FLAG (head, FLAG_CONFUSED)) 786 if (QUERY_FLAG (head, FLAG_CONFUSED))
810 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 787 dir = absdir (dir + rndm (3) + rndm (3) - 2);
811 788
812 /* If the monster hasn't already chosen a spell, choose one 789 /* If the monster hasn't already chosen a spell, choose one
813 * 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
814 * could be different by the time the monster goes again). 791 * could be different by the time the monster goes again).
815 */ 792 */
872 * other monsters) 849 * other monsters)
873 */ 850 */
874 if (!(dir = path_to_player (part, pl, 0))) 851 if (!(dir = path_to_player (part, pl, 0)))
875 return 0; 852 return 0;
876 853
877 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 854 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
878 { 855 {
879 get_rangevector (head, owner, &rv1, 0x1); 856 get_rangevector (head, owner, &rv1, 0x1);
880 if (dirdiff (dir, rv1.direction) < 2) 857 if (dirdiff (dir, rv1.direction) < 2)
881 { 858 {
882 return 0; /* Might hit owner with spell */ 859 return 0; /* Might hit owner with spell */
883 } 860 }
884 } 861 }
885 862
886 if (QUERY_FLAG (head, FLAG_CONFUSED)) 863 if (QUERY_FLAG (head, FLAG_CONFUSED))
887 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 864 dir = absdir (dir + rndm (3) + rndm (3) - 2);
888 865
889 for (scroll = head->inv; scroll; scroll = scroll->below) 866 for (scroll = head->inv; scroll; scroll = scroll->below)
890 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 867 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
891 break; 868 break;
892 869
914 * 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.
915 * 892 *
916 * At the moment this is only useful for throwing, perhaps for 893 * At the moment this is only useful for throwing, perhaps for
917 * 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
918 */ 895 */
919
920int 896int
921monster_use_skill (object *head, object *part, object *pl, int dir) 897monster_use_skill (object *head, object *part, object *pl, int dir)
922{ 898{
923 object *skill, *owner; 899 object *skill, *owner;
924 900
925 if (!(dir = path_to_player (part, pl, 0))) 901 if (!(dir = path_to_player (part, pl, 0)))
926 return 0; 902 return 0;
927 903
928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 904 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
929 { 905 {
930 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);
931 907
932 if (dirdiff (dir, dir2) < 1) 908 if (dirdiff (dir, dir2) < 1)
933 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 909 return 0; /* Might hit owner with skill -thrown rocks for example ? */
934 } 910 }
911
935 if (QUERY_FLAG (head, FLAG_CONFUSED)) 912 if (QUERY_FLAG (head, FLAG_CONFUSED))
936 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 913 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937 914
938 /* skill selection - monster will use the next unused skill. 915 /* skill selection - monster will use the next unused skill.
939 * well...the following scenario will allow the monster to 916 * well...the following scenario will allow the monster to
940 * 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
941 * more skills available to monsters. 918 * more skills available to monsters.
942 */ 919 */
943
944 for (skill = head->inv; skill != NULL; skill = skill->below) 920 for (skill = head->inv; skill; skill = skill->below)
945 if (skill->type == SKILL && skill != head->chosen_skill) 921 if (skill->type == SKILL && skill != head->chosen_skill)
946 { 922 {
947 head->chosen_skill = skill; 923 head->chosen_skill = skill;
948 break; 924 break;
949 } 925 }
952 { 928 {
953 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);
954 CLEAR_FLAG (head, FLAG_READY_SKILL); 930 CLEAR_FLAG (head, FLAG_READY_SKILL);
955 return 0; 931 return 0;
956 } 932 }
933
957 /* use skill */ 934 /* use skill */
958 return do_skill (head, part, head->chosen_skill, dir, NULL); 935 return do_skill (head, part, head->chosen_skill, dir, NULL);
959} 936}
960 937
961/* Monster will use a ranged spell attack. */ 938/* Monster will use a ranged spell attack. */
962
963int 939int
964monster_use_range (object *head, object *part, object *pl, int dir) 940monster_use_range (object *head, object *part, object *pl, int dir)
965{ 941{
966 object *wand, *owner; 942 object *wand, *owner;
967 int at_least_one = 0; 943 int at_least_one = 0;
968 944
969 if (!(dir = path_to_player (part, pl, 0))) 945 if (!(dir = path_to_player (part, pl, 0)))
970 return 0; 946 return 0;
971 947
972 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 948 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
973 { 949 {
974 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);
975 951
976 if (dirdiff (dir, dir2) < 2) 952 if (dirdiff (dir, dir2) < 2)
977 return 0; /* Might hit owner with spell */ 953 return 0; /* Might hit owner with spell */
978 } 954 }
955
979 if (QUERY_FLAG (head, FLAG_CONFUSED)) 956 if (QUERY_FLAG (head, FLAG_CONFUSED))
980 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 957 dir = absdir (dir + rndm (3) + rndm (3) - 2);
981 958
982 for (wand = head->inv; wand != NULL; wand = wand->below) 959 for (wand = head->inv; wand; wand = wand->below)
983 { 960 {
984 if (wand->type == WAND) 961 if (wand->type == WAND)
985 { 962 {
986 /* Found a wand, let's see if it has charges left */ 963 /* Found a wand, let's see if it has charges left */
987 at_least_one = 1; 964 at_least_one = 1;
993 if (!(--wand->stats.food)) 970 if (!(--wand->stats.food))
994 { 971 {
995 if (wand->arch) 972 if (wand->arch)
996 { 973 {
997 CLEAR_FLAG (wand, FLAG_ANIMATE); 974 CLEAR_FLAG (wand, FLAG_ANIMATE);
998 wand->face = wand->arch->clone.face; 975 wand->face = wand->arch->face;
999 wand->speed = 0; 976 wand->set_speed (0);
1000 update_ob_speed (wand);
1001 } 977 }
1002 } 978 }
1003 /* Success */ 979 /* Success */
1004 return 1; 980 return 1;
1005 } 981 }
1023 } 999 }
1024 1000
1025 if (at_least_one) 1001 if (at_least_one)
1026 return 0; 1002 return 0;
1027 1003
1028 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);
1029 CLEAR_FLAG (head, FLAG_READY_RANGE); 1005 CLEAR_FLAG (head, FLAG_READY_RANGE);
1030 return 0; 1006 return 0;
1031} 1007}
1032 1008
1033int 1009int
1035{ 1011{
1036 object *owner; 1012 object *owner;
1037 1013
1038 if (!(dir = path_to_player (part, pl, 0))) 1014 if (!(dir = path_to_player (part, pl, 0)))
1039 return 0; 1015 return 0;
1016
1040 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1017 if (QUERY_FLAG (head, FLAG_CONFUSED))
1041 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1018 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1042 1019
1043 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 1020 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1044 { 1021 {
1045 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);
1046 1023
1047 if (dirdiff (dir, dir2) < 1) 1024 if (dirdiff (dir, dir2) < 1)
1048 return 0; /* Might hit owner with arrow */ 1025 return 0; /* Might hit owner with arrow */
1052 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);
1053 1030
1054} 1031}
1055 1032
1056/* Checks if putting on 'item' will make 'who' do more 1033/* Checks if putting on 'item' will make 'who' do more
1057 * damage. This is a very simplistic check - also checking things 1034 * damage. This is a very simplistic check - also checking things
1058 * like speed and ac are also relevant. 1035 * like speed and ac are also relevant.
1059 * 1036 *
1060 * return true if item is a better object. 1037 * return true if item is a better object.
1061 */ 1038 */
1062
1063int 1039int
1064check_good_weapon (object *who, object *item) 1040check_good_weapon (object *who, object *item)
1065{ 1041{
1066 object *other_weap; 1042 object *other_weap;
1067 int val = 0, i; 1043 int val = 0, i;
1068 1044
1069 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)
1070 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))
1071 break; 1047 break;
1072 1048
1073 if (other_weap == NULL) /* No other weapons */ 1049 if (!other_weap) /* No other weapons */
1074 return 1; 1050 return 1;
1075 1051
1076 /* 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
1077 * better, just do some simple checks 1053 * better, just do some simple checks
1078 * Put some multipliers for things that hvae several effects, 1054 * Put some multipliers for things that hvae several effects,
1083 val += (item->magic - other_weap->magic) * 3; 1059 val += (item->magic - other_weap->magic) * 3;
1084 /* Monsters don't really get benefits from things like regen rates 1060 /* Monsters don't really get benefits from things like regen rates
1085 * from items. But the bonus for their stats are very important. 1061 * from items. But the bonus for their stats are very important.
1086 */ 1062 */
1087 for (i = 0; i < NUM_STATS; i++) 1063 for (i = 0; i < NUM_STATS; i++)
1088 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;
1089 1065
1090 if (val > 0) 1066 if (val > 0)
1091 return 1; 1067 return 1;
1092 else 1068 else
1093 return 0; 1069 return 0;
1094
1095} 1070}
1096 1071
1097int 1072int
1098check_good_armour (object *who, object *item) 1073check_good_armour (object *who, object *item)
1099{ 1074{
1100 object *other_armour; 1075 object *other_armour;
1101 int val = 0, i; 1076 int val = 0, i;
1102 1077
1103 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)
1104 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))
1105 break; 1080 break;
1106 1081
1107 if (other_armour == NULL) /* No other armour, use the new */ 1082 if (other_armour == NULL) /* No other armour, use the new */
1108 return 1; 1083 return 1;
1130 1105
1131 if (val > 0) 1106 if (val > 0)
1132 return 1; 1107 return 1;
1133 else 1108 else
1134 return 0; 1109 return 0;
1135
1136} 1110}
1137 1111
1138/* 1112/*
1139 * monster_check_pickup(): checks for items that monster can pick up. 1113 * monster_check_pickup(): checks for items that monster can pick up.
1140 * 1114 *
1148 * 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
1149 * 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
1150 * 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
1151 * affect stacking on this space. 1125 * affect stacking on this space.
1152 */ 1126 */
1153
1154void 1127void
1155monster_check_pickup (object *monster) 1128monster_check_pickup (object *monster)
1156{ 1129{
1157 object *tmp, *next; 1130 object *tmp, *next;
1158 int next_tag;
1159 1131
1160 for (tmp = monster->below; tmp != NULL; tmp = next) 1132 for (tmp = monster->below; tmp != NULL; tmp = next)
1161 { 1133 {
1162 next = tmp->below; 1134 next = tmp->below;
1163 next_tag = next ? next->count : 0;
1164 if (monster_can_pick (monster, tmp)) 1135 if (monster_can_pick (monster, tmp))
1165 { 1136 {
1166 remove_ob (tmp); 1137 tmp->remove ();
1167 tmp = insert_ob_in_ob (tmp, monster); 1138 tmp = insert_ob_in_ob (tmp, monster);
1168 (void) monster_check_apply (monster, tmp); 1139 (void) monster_check_apply (monster, tmp);
1169 } 1140 }
1170 /* 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
1171 * not a big deal to just bail out. 1142 * not a big deal to just bail out.
1172 */ 1143 */
1173 if (next && was_destroyed (next, next_tag)) 1144 if (next && next->destroyed ())
1174 return; 1145 return;
1175 } 1146 }
1176} 1147}
1177 1148
1178/* 1149/*
1179 * monster_can_pick(): If the monster is interested in picking up 1150 * monster_can_pick(): If the monster is interested in picking up
1180 * the item, then return 0. Otherwise 0. 1151 * the item, then return 0. Otherwise 0.
1181 * Instead of pick_up, flags for "greed", etc, should be used. 1152 * Instead of pick_up, flags for "greed", etc, should be used.
1182 * 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.
1183 */ 1154 */
1184
1185int 1155int
1186monster_can_pick (object *monster, object *item) 1156monster_can_pick (object *monster, object *item)
1187{ 1157{
1188 int flag = 0; 1158 int flag = 0;
1189 int i; 1159 int i;
1235 case ROD: 1205 case ROD:
1236 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1237 break; 1207 break;
1238 1208
1239 case SPELLBOOK: 1209 case SPELLBOOK:
1240 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1241 break; 1211 break;
1242 1212
1243 case SCROLL: 1213 case SCROLL:
1244 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1245 break; 1215 break;
1247 case BOW: 1217 case BOW:
1248 case ARROW: 1218 case ARROW:
1249 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1219 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1250 break; 1220 break;
1251 } 1221 }
1222
1252 /* 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
1253 * 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
1254 * use several locations. 1225 * use several locations.
1255 */ 1226 */
1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1227 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1257 { 1228 {
1258 if (monster->body_info[i] && item->body_info[i]) 1229 if (monster->slot[i].info && item->slot[i].info)
1259 { 1230 {
1260 flag = 1; 1231 flag = 1;
1261 break; 1232 break;
1262 } 1233 }
1263 } 1234 }
1271 * monster_apply_below(): 1242 * monster_apply_below():
1272 * 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
1273 * eager to apply things, encounters something apply-able, 1244 * eager to apply things, encounters something apply-able,
1274 * then make him apply it 1245 * then make him apply it
1275 */ 1246 */
1276
1277void 1247void
1278monster_apply_below (object *monster) 1248monster_apply_below (object *monster)
1279{ 1249{
1280 object *tmp, *next; 1250 object *tmp, *next;
1281 1251
1308 * 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.
1309 * (so that other monsters can pick it up and use it) 1279 * (so that other monsters can pick it up and use it)
1310 * Note that as things are now, monsters never drop something - 1280 * Note that as things are now, monsters never drop something -
1311 * they can pick up all that they can use. 1281 * they can pick up all that they can use.
1312 */ 1282 */
1313
1314/* Sept 96, fixed this so skills will be readied -b.t.*/ 1283/* Sept 96, fixed this so skills will be readied -b.t.*/
1315
1316void 1284void
1317monster_check_apply (object *mon, object *item) 1285monster_check_apply (object *mon, object *item)
1318{ 1286{
1319
1320 int flag = 0; 1287 int flag = 0;
1321 1288
1322 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)))
1323 { 1290 {
1324 SET_FLAG (mon, FLAG_CAST_SPELL); 1291 SET_FLAG (mon, FLAG_CAST_SPELL);
1325 return; 1292 return;
1326 } 1293 }
1327 1294
1336 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1303 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1337 { 1304 {
1338 /* Check for the right kind of bow */ 1305 /* Check for the right kind of bow */
1339 object *bow; 1306 object *bow;
1340 1307
1341 for (bow = mon->inv; bow != NULL; bow = bow->below) 1308 for (bow = mon->inv; bow; bow = bow->below)
1342 if (bow->type == BOW && bow->race == item->race) 1309 if (bow->type == BOW && bow->race == item->race)
1343 { 1310 {
1344 SET_FLAG (mon, FLAG_READY_BOW); 1311 SET_FLAG (mon, FLAG_READY_BOW);
1345 LOG (llevMonster, "Found correct bow for arrows.\n"); 1312 LOG (llevMonster, "Found correct bow for arrows.\n");
1346 return; /* nothing more to do for arrows */ 1313 return; /* nothing more to do for arrows */
1361 /* Don't use it right now */ 1328 /* Don't use it right now */
1362 return; 1329 return;
1363 } 1330 }
1364 else if (item->type == WEAPON) 1331 else if (item->type == WEAPON)
1365 flag = check_good_weapon (mon, item); 1332 flag = check_good_weapon (mon, item);
1366 else if (IS_ARMOR (item)) 1333 else if (item->is_armor ())
1367 flag = check_good_armour (mon, item); 1334 flag = check_good_armour (mon, item);
1368 /* Should do something more, like make sure this is a better item */ 1335 /* Should do something more, like make sure this is a better item */
1369 else if (item->type == RING) 1336 else if (item->type == RING)
1370 flag = 1; 1337 flag = 1;
1371 else if (item->type == WAND || item->type == ROD || item->type == HORN) 1338 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1398 */ 1365 */
1399 SET_FLAG (mon, FLAG_READY_SKILL); 1366 SET_FLAG (mon, FLAG_READY_SKILL);
1400 return; 1367 return;
1401 } 1368 }
1402 1369
1403
1404 /* 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.
1405 * 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,
1406 * bolts, and whatever else, because it only checks against the 1372 * bolts, and whatever else, because it only checks against the
1407 * body_info locations. 1373 * body_info locations.
1408 */ 1374 */
1419 /* should only be applying this item, not unapplying it. 1385 /* should only be applying this item, not unapplying it.
1420 * 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.
1421 * monsters have some advantages after all. 1387 * monsters have some advantages after all.
1422 */ 1388 */
1423 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1389 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1424
1425 return;
1426} 1390}
1427 1391
1428void 1392void
1429npc_call_help (object *op) 1393npc_call_help (object *op)
1430{ 1394{
1431 int x, y, mflags; 1395 int x, y, mflags;
1432 object *npc; 1396 object *npc;
1433 sint16 sx, sy; 1397 sint16 sx, sy;
1434 mapstruct *m; 1398 maptile *m;
1435 1399
1436 for (x = -3; x < 4; x++) 1400 for (x = -3; x < 4; x++)
1437 for (y = -3; y < 4; y++) 1401 for (y = -3; y < 4; y++)
1438 { 1402 {
1439 m = op->map; 1403 m = op->map;
1442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1406 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1443 /* 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. */
1444 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1408 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1445 continue; 1409 continue;
1446 1410
1447 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)
1448 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1412 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1449 npc->enemy = op->enemy; 1413 npc->enemy = op->enemy;
1450 } 1414 }
1451} 1415}
1452 1416
1453
1454int 1417int
1455dist_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)
1456{ 1419{
1457
1458 if (can_hit (part, enemy, rv)) 1420 if (can_hit (part, enemy, rv))
1459 return dir; 1421 return dir;
1460 if (rv->distance < 10) 1422 if (rv->distance < 10)
1461 return absdir (dir + 4); 1423 return absdir (dir + 4);
1462 else if (rv->distance > 18) 1424 else if (rv->distance > 18)
1463 return dir; 1425 return dir;
1426
1464 return 0; 1427 return 0;
1465} 1428}
1466 1429
1467int 1430int
1468run_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)
1469{ 1432{
1470
1471 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)
1472 { 1434 {
1473 ob->move_status++; 1435 ob->move_status++;
1474 return (dir); 1436 return (dir);
1475 } 1437 }
1476 else if (ob->move_status > 20) 1438 else if (ob->move_status > 20)
1477 ob->move_status = 0; 1439 ob->move_status = 0;
1440
1478 return absdir (dir + 4); 1441 return absdir (dir + 4);
1479} 1442}
1480 1443
1481int 1444int
1482hitrun_att (int dir, object *ob, object *enemy) 1445hitrun_att (int dir, object *ob, object *enemy)
1485 return dir; 1448 return dir;
1486 else if (ob->move_status < 50) 1449 else if (ob->move_status < 50)
1487 return absdir (dir + 4); 1450 return absdir (dir + 4);
1488 else 1451 else
1489 ob->move_status = 0; 1452 ob->move_status = 0;
1453
1490 return absdir (dir + 4); 1454 return absdir (dir + 4);
1491} 1455}
1492 1456
1493int 1457int
1494wait_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)
1503 return 0; 1467 return 0;
1504 else if (ob->move_status < 10) 1468 else if (ob->move_status < 10)
1505 return dir; 1469 return dir;
1506 else if (ob->move_status < 15) 1470 else if (ob->move_status < 15)
1507 return absdir (dir + 4); 1471 return absdir (dir + 4);
1472
1508 ob->move_status = 0; 1473 ob->move_status = 0;
1509 return 0; 1474 return 0;
1510} 1475}
1511 1476
1512int 1477int
1520 * 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
1521 * server should try to be resilant enough to avoid the problem 1486 * server should try to be resilant enough to avoid the problem
1522 */ 1487 */
1523 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)
1524 return absdir (dir + 4); 1489 return absdir (dir + 4);
1490
1525 return dist_att (dir, ob, enemy, part, rv); 1491 return dist_att (dir, ob, enemy, part, rv);
1526} 1492}
1527 1493
1528int 1494int
1529wait_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)
1530{ 1496{
1531 if (rv->distance < 9) 1497 if (rv->distance < 9)
1532 return absdir (dir + 4); 1498 return absdir (dir + 4);
1499
1533 return 0; 1500 return 0;
1534} 1501}
1535 1502
1536void 1503void
1537circ1_move (object *ob) 1504circ1_move (object *ob)
1538{ 1505{
1539 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
1540 if (++ob->move_status > 11) 1508 if (++ob->move_status > 11)
1541 ob->move_status = 0; 1509 ob->move_status = 0;
1510
1542 if (!(move_object (ob, circle[ob->move_status]))) 1511 if (!(move_object (ob, circle[ob->move_status])))
1543 (void) move_object (ob, RANDOM () % 8 + 1); 1512 move_object (ob, rndm (8) + 1);
1544} 1513}
1545 1514
1546void 1515void
1547circ2_move (object *ob) 1516circ2_move (object *ob)
1548{ 1517{
1549 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
1550 if (++ob->move_status > 19) 1520 if (++ob->move_status > 19)
1551 ob->move_status = 0; 1521 ob->move_status = 0;
1522
1552 if (!(move_object (ob, circle[ob->move_status]))) 1523 if (!(move_object (ob, circle[ob->move_status])))
1553 (void) move_object (ob, RANDOM () % 8 + 1); 1524 move_object (ob, rndm (8) + 1);
1554} 1525}
1555 1526
1556void 1527void
1557pace_movev (object *ob) 1528pace_movev (object *ob)
1558{ 1529{
1559 if (ob->move_status++ > 6) 1530 if (ob->move_status++ > 6)
1560 ob->move_status = 0; 1531 ob->move_status = 0;
1532
1561 if (ob->move_status < 4) 1533 if (ob->move_status < 4)
1562 (void) move_object (ob, 5); 1534 move_object (ob, 5);
1563 else 1535 else
1564 (void) move_object (ob, 1); 1536 move_object (ob, 1);
1565} 1537}
1566 1538
1567void 1539void
1568pace_moveh (object *ob) 1540pace_moveh (object *ob)
1569{ 1541{
1570 if (ob->move_status++ > 6) 1542 if (ob->move_status++ > 6)
1571 ob->move_status = 0; 1543 ob->move_status = 0;
1544
1572 if (ob->move_status < 4) 1545 if (ob->move_status < 4)
1573 (void) move_object (ob, 3); 1546 move_object (ob, 3);
1574 else 1547 else
1575 (void) move_object (ob, 7); 1548 move_object (ob, 7);
1576} 1549}
1577 1550
1578void 1551void
1579pace2_movev (object *ob) 1552pace2_movev (object *ob)
1580{ 1553{
1581 if (ob->move_status++ > 16) 1554 if (ob->move_status++ > 16)
1582 ob->move_status = 0; 1555 ob->move_status = 0;
1556
1583 if (ob->move_status < 6) 1557 if (ob->move_status < 6)
1584 (void) move_object (ob, 5); 1558 move_object (ob, 5);
1585 else if (ob->move_status < 8) 1559 else if (ob->move_status < 8)
1586 return; 1560 return;
1587 else if (ob->move_status < 13) 1561 else if (ob->move_status < 13)
1588 (void) move_object (ob, 1); 1562 move_object (ob, 1);
1589 else 1563 else
1590 return; 1564 return;
1591} 1565}
1592 1566
1593void 1567void
1594pace2_moveh (object *ob) 1568pace2_moveh (object *ob)
1595{ 1569{
1596 if (ob->move_status++ > 16) 1570 if (ob->move_status++ > 16)
1597 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1598 if (ob->move_status < 6) 1573 if (ob->move_status < 6)
1599 (void) move_object (ob, 3); 1574 move_object (ob, 3);
1600 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1601 return; 1576 return;
1602 else if (ob->move_status < 13) 1577 else if (ob->move_status < 13)
1603 (void) move_object (ob, 7); 1578 move_object (ob, 7);
1604 else 1579 else
1605 return; 1580 return;
1606} 1581}
1607 1582
1608void 1583void
1609rand_move (object *ob) 1584rand_move (object *ob)
1610{ 1585{
1611 int i; 1586 int i;
1612 1587
1613 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1588 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1614 for (i = 0; i < 5; i++) 1589 for (i = 0; i < 5; i++)
1615 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1590 if (move_object (ob, ob->move_status = rndm (8) + 1))
1616 return; 1591 return;
1617} 1592}
1618 1593
1619void 1594void
1620check_earthwalls (object *op, mapstruct *m, int x, int y) 1595check_earthwalls (object *op, maptile *m, int x, int y)
1621{ 1596{
1622 object *tmp; 1597 object *tmp;
1623 1598
1624 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)
1625 { 1600 {
1626 if (tmp->type == EARTHWALL) 1601 if (tmp->type == EARTHWALL)
1627 { 1602 {
1628 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1603 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1629 return; 1604 return;
1630 } 1605 }
1631 } 1606 }
1632} 1607}
1633 1608
1634void 1609void
1635check_doors (object *op, mapstruct *m, int x, int y) 1610check_doors (object *op, maptile *m, int x, int y)
1636{ 1611{
1637 object *tmp; 1612 object *tmp;
1638 1613
1639 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)
1640 { 1615 {
1641 if (tmp->type == DOOR) 1616 if (tmp->type == DOOR)
1642 { 1617 {
1643 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1618 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1644 return; 1619 return;
1651 * monsters to throw things like chairs and other pieces of 1626 * monsters to throw things like chairs and other pieces of
1652 * furniture, even if they are not good throwable objects. 1627 * furniture, even if they are not good throwable objects.
1653 * Probably better to have the monster throw a throwable object 1628 * Probably better to have the monster throw a throwable object
1654 * first, then throw any non equipped weapon. 1629 * first, then throw any non equipped weapon.
1655 */ 1630 */
1656
1657object * 1631object *
1658find_mon_throw_ob (object *op) 1632find_mon_throw_ob (object *op)
1659{ 1633{
1660 object *tmp = NULL; 1634 object *tmp = NULL;
1661 1635
1665 tmp = op; 1639 tmp = op;
1666 1640
1667 /* 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
1668 * marked item and throw it to the enemy. 1642 * marked item and throw it to the enemy.
1669 */ 1643 */
1670
1671 for (tmp = op->inv; tmp; tmp = tmp->below) 1644 for (tmp = op->inv; tmp; tmp = tmp->below)
1672 { 1645 {
1673
1674 /* Can't throw invisible objects or items that are applied */ 1646 /* Can't throw invisible objects or items that are applied */
1675 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1647 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1676 continue; 1648 continue;
1677 1649
1678 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1650 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1694 * 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
1695 * 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
1696 * be within the valid range. MSW 2001-08-05 1668 * be within the valid range. MSW 2001-08-05
1697 * 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
1698 */ 1670 */
1699
1700int 1671int
1701can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1672can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1702{ 1673{
1703 int radius = MIN_MON_RADIUS, hide_discovery; 1674 int radius = MIN_MON_RADIUS, hide_discovery;
1704 1675
1734 1705
1735 /* use this for invis also */ 1706 /* use this for invis also */
1736 hide_discovery = op->stats.Int / 5; 1707 hide_discovery = op->stats.Int / 5;
1737 1708
1738 /* Determine Detection radii */ 1709 /* Determine Detection radii */
1739 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) */
1740 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);
1741 else 1712 else
1742 { /* a level/INT/Dex adjustment for hiding */ 1713 { /* a level/INT/Dex adjustment for hiding */
1743 object *sk_hide;
1744 int bonus = (op->level / 2) + (op->stats.Int / 5); 1714 int bonus = op->level / 2 + op->stats.Int / 5;
1745 1715
1746 if (enemy->type == PLAYER) 1716 if (enemy->type == PLAYER)
1747 { 1717 {
1748 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1749 bonus -= sk_hide->level; 1719 bonus -= sk_hide->level;
1750 else 1720 else
1751 { 1721 {
1752 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");
1753 make_visible (enemy); 1723 make_visible (enemy);
1762 } /* else creature has modifiers for hiding */ 1732 } /* else creature has modifiers for hiding */
1763 1733
1764 /* Radii stealth adjustment. Only if you are stealthy 1734 /* Radii stealth adjustment. Only if you are stealthy
1765 * will you be able to sneak up closer to creatures */ 1735 * will you be able to sneak up closer to creatures */
1766 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1736 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1767 radius = radius / 2, hide_discovery = hide_discovery / 3; 1737 {
1738 radius /= 2;
1739 hide_discovery /= 3;
1740 }
1768 1741
1769 /* Radii adjustment for enemy standing in the dark */ 1742 /* Radii adjustment for enemy standing in the dark */
1770 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1743 if (op->map->darkness > 0 && !stand_in_light (enemy))
1771 { 1744 {
1772 /* on dark maps body heat can help indicate location with infravision 1745 /* on dark maps body heat can help indicate location with infravision
1790 * 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
1791 * do something. Note that the distance field in the 1764 * do something. Note that the distance field in the
1792 * 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
1793 * find that. 1766 * find that.
1794 */ 1767 */
1795 if (radius > 13) 1768 // note that the above reasoning was utter bullshit even at the time it was written
1796 radius = 13; 1769 // we use 25, lets see if we have the cpu time for it
1770 radius = min (25, radius);
1797 1771
1798 /* Enemy in range! Now test for detection */ 1772 /* Enemy in range! Now test for detection */
1799 if ((int) rv->distance <= radius) 1773 if (rv->distance <= radius)
1800 { 1774 {
1801 /* ah, we are within range, detected? take cases */ 1775 /* ah, we are within range, detected? take cases */
1802 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1803 return 1; 1777 return 1;
1804 1778
1805 /* hidden or low-quality invisible */ 1779 /* hidden or low-quality invisible */
1806 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1780 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1807 { 1781 {
1808 make_visible (enemy); 1782 make_visible (enemy);
1783
1809 /* inform players of new status */ 1784 /* inform players of new status */
1810 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1785 if (enemy->type == PLAYER && player_can_view (enemy, op))
1811 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
1812 return 1; /* detected enemy */ 1788 return 1; /* detected enemy */
1813 } 1789 }
1814 else if (enemy->invisible) 1790 else if (enemy->invisible)
1815 { 1791 {
1816 /* Change this around - instead of negating the invisible, just 1792 /* Change this around - instead of negating the invisible, just
1817 * 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
1818 * do something to you. Decreasing the duration of invisible 1794 * do something to you. Decreasing the duration of invisible
1819 * 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
1820 * can then basically negate the spell. The spell isn't negated - 1796 * can then basically negate the spell. The spell isn't negated -
1821 * they just know where you are! 1797 * they just know where you are!
1822 */ 1798 */
1823 if ((RANDOM () % 50) <= hide_discovery) 1799 if (rndm (50) <= hide_discovery)
1824 { 1800 {
1825 if (enemy->type == PLAYER) 1801 if (enemy->type == PLAYER)
1826 {
1827 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));
1828 } 1803
1829 return 1; 1804 return 1;
1830 } 1805 }
1831 } 1806 }
1832 } /* within range */ 1807 } /* within range */
1833 1808
1838/* 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
1839 * intellegent algorithm. For one thing, we ignore los here, SO it 1814 * intellegent algorithm. For one thing, we ignore los here, SO it
1840 * 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
1841 * other side of a wall (!). 1816 * other side of a wall (!).
1842 */ 1817 */
1843
1844int 1818int
1845stand_in_light (object *op) 1819stand_in_light (object *op)
1846{ 1820{
1847 sint16 nx, ny;
1848 mapstruct *m;
1849
1850
1851 if (!op) 1821 if (!op)
1852 return 0; 1822 return 0;
1823
1853 if (op->glow_radius > 0) 1824 if (op->glow_radius > 0)
1854 return 1; 1825 return 1;
1855 1826
1856 if (op->map) 1827 if (op->map)
1857 { 1828 {
1858 int x, y, x1, y1;
1859
1860
1861
1862 /* 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
1863 * 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.
1864 */ 1831 */
1865 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++)
1866 { 1833 {
1867 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++)
1868 { 1835 {
1869 m = op->map; 1836 maptile *m = op->map;
1870 nx = x; 1837 sint16 nx = x;
1871 ny = y; 1838 sint16 ny = y;
1872 1839
1873 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1840 if (xy_normalise (m, nx, ny))
1874 continue; 1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1875
1876 x1 = abs (x - op->x) * abs (x - op->x);
1877 y1 = abs (y - op->y) * abs (y - op->y);
1878 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1879 return 1; 1842 return 1;
1880 } 1843 }
1881 } 1844 }
1882 } 1845 }
1846
1883 return 0; 1847 return 0;
1884} 1848}
1885
1886 1849
1887/* assuming no walls/barriers, lets check to see if its *possible* 1850/* assuming no walls/barriers, lets check to see if its *possible*
1888 * to see an enemy. Note, "detection" is different from "seeing". 1851 * to see an enemy. Note, "detection" is different from "seeing".
1889 * See can_detect_enemy() for more details. -b.t. 1852 * See can_detect_enemy() for more details. -b.t.
1890 * return 0 if can't be seen, 1 if can be 1853 * return 0 if can't be seen, 1 if can be
1891 */ 1854 */
1892
1893int 1855int
1894can_see_enemy (object *op, object *enemy) 1856can_see_enemy (object *op, object *enemy)
1895{ 1857{
1896 object *looker = op->head ? op->head : op; 1858 object *looker = op->head ? op->head : op;
1897 1859
1913 * However,if you carry any source of light, then the hidden 1875 * However,if you carry any source of light, then the hidden
1914 * creature is seeable (and stupid) */ 1876 * creature is seeable (and stupid) */
1915 1877
1916 if (has_carried_lights (enemy)) 1878 if (has_carried_lights (enemy))
1917 { 1879 {
1918 if (enemy->hide) 1880 if (enemy->flag [FLAG_HIDDEN])
1919 { 1881 {
1920 make_visible (enemy); 1882 make_visible (enemy);
1921 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!");
1922 } 1884 }
1885
1923 return 1; 1886 return 1;
1924 } 1887 }
1925 else if (enemy->hide) 1888 else if (enemy->flag [FLAG_HIDDEN])
1926 return 0; 1889 return 0;
1927 1890
1928 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1929 * 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,
1930 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1931 */ 1894 */
1932 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1895 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1933 {
1934 if (makes_invisible_to (enemy, looker)) 1896 if (makes_invisible_to (enemy, looker))
1935 return 0; 1897 return 0;
1936 }
1937 } 1898 }
1938 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1899 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1939 if (player_can_view (looker, enemy)) 1900 if (player_can_view (looker, enemy))
1940 return 1; 1901 return 1;
1941 1902
1952 && (!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)))
1953 return 0; 1914 return 0;
1954 1915
1955 return 1; 1916 return 1;
1956} 1917}
1918

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