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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.19 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.55 by root, Sat Dec 27 07:50:05 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <spells.h> 26#include <spells.h>
27#include <skills.h> 27#include <skills.h>
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 {
84 * target enemy - this code below makes sure the enemy is something 83 * target enemy - this code below makes sure the enemy is something
85 * that should be attacked. My guess is that the arrow hits 84 * that should be attacked. My guess is that the arrow hits
86 * the creature/owner, and so the creature then takes that 85 * the creature/owner, and so the creature then takes that
87 * as the enemy to attack. 86 * as the enemy to attack.
88 */ 87 */
89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
90 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM)
91 npc->enemy = NULL; 92 npc->enemy = NULL;
92 93
93 } 94 }
95
94 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
95} 97}
96 98
97/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
98 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
112find_nearest_living_creature (object *npc) 114find_nearest_living_creature (object *npc)
113{ 115{
114 int i, mflags; 116 int i, mflags;
115 sint16 nx, ny; 117 sint16 nx, ny;
116 maptile *m; 118 maptile *m;
117 object *tmp;
118 int search_arr[SIZEOFFREE]; 119 int search_arr[SIZEOFFREE];
119 120
120 get_search_arr (search_arr); 121 get_search_arr (search_arr);
122
121 for (i = 0; i < SIZEOFFREE; i++) 123 for (i = 0; i < SIZEOFFREE; i++)
122 { 124 {
123 /* modified to implement smart searching using search_arr 125 /* modified to implement smart searching using search_arr
124 * guidance array to determine direction of search order 126 * guidance array to determine direction of search order
125 */ 127 */
126 nx = npc->x + freearr_x[search_arr[i]]; 128 nx = npc->x + freearr_x[search_arr[i]];
127 ny = npc->y + freearr_y[search_arr[i]]; 129 ny = npc->y + freearr_y[search_arr[i]];
128 m = npc->map; 130 m = npc->map;
129 131
130 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133
131 if (mflags & P_OUT_OF_MAP) 134 if (mflags & P_OUT_OF_MAP)
132 continue; 135 continue;
133 136
134 if (mflags & P_IS_ALIVE) 137 if (mflags & P_IS_ALIVE)
135 { 138 {
136 tmp = GET_MAP_OB (m, nx, ny); 139 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
137 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 140 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
138 tmp = tmp->above;
139
140 if (!tmp)
141 {
142 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
143 &m->path, nx, ny);
144 }
145 else
146 {
147 if (can_see_monsterP (m, nx, ny, i)) 141 if (can_see_monsterP (m, nx, ny, i))
148 return tmp; 142 return tmp;
149 } 143 }
150 } /* is something living on this space */
151 } 144 }
152 return NULL; /* nothing found */
153}
154 145
146 return 0;
147}
155 148
156/* Tries to find an enmy for npc. We pass the range vector since 149/* Tries to find an enemy for npc. We pass the range vector since
157 * our caller will find the information useful. 150 * our caller will find the information useful.
158 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
159 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
160 * if we have a valid target - function as not doing so in 153 * if we have a valid target - function as not doing so in
161 * many cases. 154 * many cases.
162 */ 155 */
163
164object * 156object *
165find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
166{ 158{
167 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
168 160
174 { 166 {
175 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
176 168
177 if (tmp) 169 if (tmp)
178 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
179 return tmp; 172 return tmp;
180 } 173 }
181 174
182 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
183 * We want this: if there is an enemy, attack him until its not possible or 176 * We want this: if there is an enemy, attack him until its not possible or
203 /* we check our old enemy. */ 196 /* we check our old enemy. */
204 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
205 { 198 {
206 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
207 { 200 {
208 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
209 /* 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 */
210 203
211 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 */
212 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
213 (!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)))
214 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
215 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... */
216 { 209 {
217 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! */
218 npc->enemy = attacker; 211 npc->enemy = attacker;
219 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
220 } 213 }
236/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
237 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
238 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
239 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
240 */ 233 */
241
242int 234int
243check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
244{ 236{
245 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
246
247 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
248 if (!enemy) 238 if (!enemy)
249 return 0; 239 return 0;
250 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
251 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
252 if (QUERY_FLAG (op, FLAG_BLIND))
253 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
254 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
255 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
256 * 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
257 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
258 * 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
259 * the dark. */ 254 * the dark. */
260 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
261 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
262 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
263 {
264 int dark = radius / (op->map->darkness);
265
266 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
267 }
268 else if (!QUERY_FLAG (op, FLAG_SLEEP))
269 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
270 261
271 /* 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
272 * for that. 263 * for that.
273 */ 264 */
274 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
275 { 266 {
276 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
277 return 1; 268 return 1;
278 } 269 }
270
279 return 0; 271 return 0;
280} 272}
281 273
282int 274int
283move_randomly (object *op) 275move_randomly (object *op)
284{ 276{
285 int i;
286
287 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
288 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
289 {
290 if (move_object (op, RANDOM () % 8 + 1)) 279 if (move_object (op, rndm (8) + 1))
291 return 1; 280 return 1;
292 } 281
293 return 0; 282 return 0;
294} 283}
295 284
296/* 285/*
297 * 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.
298 */ 287 */
299
300int 288int
301move_monster (object *op) 289move_monster (object *op)
302{ 290{
303 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
304 object *owner, *enemy, *part, *oph = op; 292 object *owner, *enemy, *part, *oph = op;
321 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
322 310
323 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
324 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
325 { 313 {
326
327 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
328 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
329 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
330 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
331 * 318 *
336 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));
337 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 */
338 op->last_heal %= 32; 325 op->last_heal %= 32;
339 326
340 /* 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 */
341 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))
342 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
343 330
344 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
345 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
346 } 333 }
347 334
348 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
349 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
350 { 337 {
351
352 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
353 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
354 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
355 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
356 * 342 *
357 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
358 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
359 */ 345 */
360 346
361 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));
362 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 */
363 op->last_sp %= 128; 349 op->last_sp %= 128;
364 } 350 }
365 351
366 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
367 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
368 */ 354 */
369 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
370 {
371 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
372 }
373 357
374 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
375 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
376 360
377 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
378 ((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)))
379 {
380 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
381 return 0; 364 return 0;
382 }
383 365
384 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
385 if (op->hide) 367 if (op->flag [FLAG_HIDDEN])
386 do_hidden_move (op); 368 do_hidden_move (op);
387 369
388 if (op->pick_up) 370 if (op->pick_up)
389 monster_check_pickup (op); 371 monster_check_pickup (op);
390 372
394 /* If we don't have an enemy, do special movement or the like */ 376 /* If we don't have an enemy, do special movement or the like */
395 if (!enemy) 377 if (!enemy)
396 { 378 {
397 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
398 { 380 {
399 op->destroy (); 381 op->drop_and_destroy ();
400 return 1; 382 return 1;
401 } 383 }
402 384
403 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
404 * stand still and a movement type set. 386 * stand still and a movement type set.
407 { 389 {
408 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
409 { 391 {
410 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
411 { 393 {
412 case (PETMOVE): 394 case (PETMOVE):
413 pet_move (op); 395 pet_move (op);
414 break; 396 break;
415 397
416 case (CIRCLE1): 398 case (CIRCLE1):
417 circ1_move (op); 399 circ1_move (op);
418 break; 400 break;
419 401
420 case (CIRCLE2): 402 case (CIRCLE2):
421 circ2_move (op); 403 circ2_move (op);
422 break; 404 break;
423 405
424 case (PACEV): 406 case (PACEV):
425 pace_movev (op); 407 pace_movev (op);
426 break; 408 break;
427 409
428 case (PACEH): 410 case (PACEH):
429 pace_moveh (op); 411 pace_moveh (op);
430 break; 412 break;
431 413
432 case (PACEV2): 414 case (PACEV2):
433 pace2_movev (op); 415 pace2_movev (op);
434 break; 416 break;
435 417
436 case (PACEH2): 418 case (PACEH2):
437 pace2_moveh (op); 419 pace2_moveh (op);
438 break; 420 break;
439 421
440 case (RANDO): 422 case (RANDO):
441 rand_move (op); 423 rand_move (op);
442 break; 424 break;
443 425
444 case (RANDO2): 426 case (RANDO2):
445 move_randomly (op); 427 move_randomly (op);
446 break; 428 break;
447 } 429 }
430
448 return 0; 431 return 0;
449 } 432 }
450 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
451 (void) move_randomly (op); 434 move_randomly (op);
452
453 } /* stand still */ 435 } /* stand still */
436
454 return 0; 437 return 0;
455 } /* no enemy */ 438 } /* no enemy */
456 439
457 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
458 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner)) 441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
459 return follow_owner (op, owner); 445 return follow_owner (op, owner);
460 446
461 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
462 * 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
463 * arch set uses it. 449 * arch set uses it.
464 */ 450 */
465 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
466 { 452 {
467 op->face = enemy->face; 453 op->face = enemy->face;
468 op->name = enemy->name; 454 op->name = enemy->name;
469 } 455 }
470 456
482 if (!QUERY_FLAG (op, FLAG_SCARED)) 468 if (!QUERY_FLAG (op, FLAG_SCARED))
483 { 469 {
484 rv_vector rv1; 470 rv_vector rv1;
485 471
486 /* now we test every part of an object .... this is a real ugly piece of code */ 472 /* now we test every part of an object .... this is a real ugly piece of code */
487 for (part = op; part != NULL; part = part->more) 473 for (part = op; part; part = part->more)
488 { 474 {
489 get_rangevector (part, enemy, &rv1, 0x1); 475 get_rangevector (part, enemy, &rv1, 0x1);
490 dir = rv1.direction; 476 dir = rv1.direction;
491 477
492 /* hm, not sure about this part - in original was a scared flag here too 478 /* hm, not sure about this part - in original was a scared flag here too
493 * but that we test above... so can be old code here 479 * but that we test above... so can be old code here
494 */ 480 */
495 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
496 dir = absdir (dir + 4); 482 dir = absdir (dir + 4);
483
497 if (QUERY_FLAG (op, FLAG_CONFUSED)) 484 if (QUERY_FLAG (op, FLAG_CONFUSED))
498 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
499 486
500 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
501 {
502 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
503 return 0; 489 return 0;
504 }
505 490
506 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
507 {
508 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
509 return 0; 493 return 0;
510 }
511 494
512 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
513 {
514 if (monster_use_range (op, part, enemy, dir)) 496 if (monster_use_range (op, part, enemy, dir))
515 return 0; 497 return 0;
516 } 498
517 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
518 {
519 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
520 return 0; 501 return 0;
521 } 502
522 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
523 {
524 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
525 return 0; 505 return 0;
526 }
527 } /* for processing of all parts */ 506 } /* for processing of all parts */
528 } /* If not scared */ 507 } /* If not scared */
529 508
530
531 part = rv.part; 509 part = rv.part;
532 dir = rv.direction; 510 dir = rv.direction;
533 511
512#if DEVEL
513 int sdir = 0;
514
515 for (int dir = 1; dir <= 8; ++dir)
516 {
517 mapxy pos (op); pos.move (dir);
518 if (pos.normalise ())
519 {
520 mapspace &ms = pos.ms ();
521
522 if (ms.smell > op->ms ().smell)
523 {
524 printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
525 op->ms ().smell = ms.smell - 1;
526 sdir = dir;
527
528 // perturbing the path might let the monster lose track,
529 // but it will also wide the actual path, spreading information
530 if (!rndm (20))
531 sdir += absdir (1 - rndm (2) * 2);
532 }
533 }
534 }
535
536 if (sdir)
537 dir = sdir;
538 else
539 // no better smell found, so assume the player jumped, and erase this smell
540 {if (op->ms ().smell) printf ("erasing smell %d\n", op->ms ().smell);//D
541 ordered_mapwalk_begin (op, -1, -1, 1, 1)
542 if (m)
543 m->at (nx, ny).smell = 0;
544 ordered_mapwalk_end
545 }//D
546
547#endif
548
534 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 549 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
535 dir = absdir (dir + 4); 550 dir = absdir (dir + 4);
536 551
537 if (QUERY_FLAG (op, FLAG_CONFUSED)) 552 if (QUERY_FLAG (op, FLAG_CONFUSED))
538 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 553 dir = absdir (dir + rndm (3) + rndm (3) - 2);
539 554
540 pre_att_dir = dir; /* remember the original direction */ 555 pre_att_dir = dir; /* remember the original direction */
541 556
542 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 557 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
543 { 558 {
544 switch (op->attack_movement & LO4) 559 switch (op->attack_movement & LO4)
545 { 560 {
546 case DISTATT: 561 case DISTATT:
547 dir = dist_att (dir, op, enemy, part, &rv); 562 dir = dist_att (dir, op, enemy, part, &rv);
548 break; 563 break;
549 564
550 case RUNATT: 565 case RUNATT:
551 dir = run_att (dir, op, enemy, part, &rv); 566 dir = run_att (dir, op, enemy, part, &rv);
552 break; 567 break;
553 568
554 case HITRUN: 569 case HITRUN:
555 dir = hitrun_att (dir, op, enemy); 570 dir = hitrun_att (dir, op, enemy);
556 break; 571 break;
557 572
558 case WAITATT: 573 case WAITATT:
559 dir = wait_att (dir, op, enemy, part, &rv); 574 dir = wait_att (dir, op, enemy, part, &rv);
560 break; 575 break;
561 576
562 case RUSH: /* default - monster normally moves towards player */ 577 case RUSH: /* default - monster normally moves towards player */
563 case ALLRUN: 578 case ALLRUN:
564 break; 579 break;
565 580
566 case DISTHIT: 581 case DISTHIT:
567 dir = disthit_att (dir, op, enemy, part, &rv); 582 dir = disthit_att (dir, op, enemy, part, &rv);
568 break; 583 break;
569 584
570 case WAIT2: 585 case WAIT2:
571 dir = wait_att2 (dir, op, enemy, part, &rv); 586 dir = wait_att2 (dir, op, enemy, part, &rv);
572 break; 587 break;
573 588
574 default: 589 default:
575 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 590 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
576 } 591 }
577 } 592 }
578 593
579 if (!dir) 594 if (!dir)
580 return 0; 595 return 0;
590 return 0; 605 return 0;
591 } 606 }
592 607
593 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 608 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
594 { 609 {
595
596 /* Try move around corners if !close */ 610 /* Try move around corners if !close */
597 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 611 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
598 612
599 for (diff = 1; diff <= maxdiff; diff++) 613 for (diff = 1; diff <= maxdiff; diff++)
600 { 614 {
601 /* try different detours */ 615 /* try different detours */
602 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 616 int m = 1 - rndm (2) * 2; /* Try left or right first? */
603 617
604 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 618 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
605 return 0; 619 return 0;
606 } 620 }
607 } 621 }
634 { 648 {
635 object *nearest_player = get_nearest_player (op); 649 object *nearest_player = get_nearest_player (op);
636 650
637 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 651 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
638 { 652 {
639 op->enemy = NULL; 653 op->enemy = 0;
640 enemy = nearest_player; 654 enemy = nearest_player;
641 } 655 }
642 } 656 }
643 657
644 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 658 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
650 * still be pretty nasty. 664 * still be pretty nasty.
651 */ 665 */
652 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 666 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
653 { 667 {
654 part->stats.wc += 10; 668 part->stats.wc += 10;
655 (void) skill_attack (enemy, part, 0, NULL, NULL); 669 skill_attack (enemy, part, 0, NULL, NULL);
656 part->stats.wc -= 10; 670 part->stats.wc -= 10;
657 } 671 }
658 else 672 else
659 (void) skill_attack (enemy, part, 0, NULL, NULL); 673 skill_attack (enemy, part, 0, NULL, NULL);
660 } /* if monster is in attack range */ 674 } /* if monster is in attack range */
661 675
662 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 676 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
663 return 1; 677 return 1;
664 678
665 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 679 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
666 { 680 {
667 op->remove ();
668 op->destroy (); 681 op->drop_and_destroy ();
669 return 1; 682 return 1;
670 } 683 }
684
671 return 0; 685 return 0;
672} 686}
673 687
674int 688int
675can_hit (object *ob1, object *ob2, rv_vector * rv) 689can_hit (object *ob1, object *ob2, rv_vector * rv)
676{ 690{
677 object *more; 691 object *more;
678 rv_vector rv1; 692 rv_vector rv1;
679 693
680 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 694 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
681 return 0; 695 return 0;
682 696
683 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 697 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
684 return 1; 698 return 1;
685 699
690 { 704 {
691 get_rangevector (ob1, more, &rv1, 0); 705 get_rangevector (ob1, more, &rv1, 0);
692 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 706 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
693 return 1; 707 return 1;
694 } 708 }
709
695 return 0; 710 return 0;
696
697} 711}
698 712
699/* Returns 1 is monster should cast spell sp at an enemy 713/* Returns 1 is monster should cast spell sp at an enemy
700 * Returns 0 if the monster should not cast this spell. 714 * Returns 0 if the monster should not cast this spell.
701 * 715 *
719 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 733 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
720 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 734 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
721 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 735 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
722 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 736 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
723 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 737 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
724
725 return 1; 738 return 1;
726 739
727 return 0; 740 return 0;
728} 741}
729
730 742
731#define MAX_KNOWN_SPELLS 20 743#define MAX_KNOWN_SPELLS 20
732 744
733/* Returns a randomly selected spell. This logic is still 745/* Returns a randomly selected spell. This logic is still
734 * less than ideal. This code also only seems to deal with 746 * less than ideal. This code also only seems to deal with
737 */ 749 */
738object * 750object *
739monster_choose_random_spell (object *monster) 751monster_choose_random_spell (object *monster)
740{ 752{
741 object *altern[MAX_KNOWN_SPELLS]; 753 object *altern[MAX_KNOWN_SPELLS];
742 object *tmp;
743 int i = 0; 754 int i = 0;
744 755
745 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 756 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
746 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 757 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
747 { 758 {
748 /* Check and see if it's actually a useful spell. 759 /* Check and see if it's actually a useful spell.
749 * If its a spellbook, the spell is actually the inventory item. 760 * If its a spellbook, the spell is actually the inventory item.
750 * if it is a spell, then it is just the object itself. 761 * if it is a spell, then it is just the object itself.
751 */ 762 */
752 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 763 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
753 { 764 {
754 altern[i++] = tmp; 765 altern [i++] = tmp;
766
755 if (i == MAX_KNOWN_SPELLS) 767 if (i == MAX_KNOWN_SPELLS)
756 break; 768 break;
757 } 769 }
758 } 770 }
759 if (!i) 771
760 return NULL; 772 return i ? altern [rndm (i)] : 0;
761 return altern[RANDOM () % i];
762} 773}
763 774
764/* This checks to see if the monster should cast a spell/ability. 775/* This checks to see if the monster should cast a spell/ability.
765 * it returns true if the monster casts a spell, 0 if he doesn't. 776 * it returns true if the monster casts a spell, 0 if he doesn't.
766 * head is the head of the monster. 777 * head is the head of the monster.
767 * part is the part of the monster we are checking against. 778 * part is the part of the monster we are checking against.
768 * pl is the target. 779 * pl is the target.
769 * dir is the direction to case. 780 * dir is the direction to case.
770 * rv is the vector which describes where the enemy is. 781 * rv is the vector which describes where the enemy is.
771 */ 782 */
772
773int 783int
774monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 784monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
775{ 785{
776 object *spell_item; 786 object *spell_item;
777 object *owner; 787 object *owner;
788 798
789 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 799 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
790 { 800 {
791 get_rangevector (head, owner, &rv1, 0x1); 801 get_rangevector (head, owner, &rv1, 0x1);
792 if (dirdiff (dir, rv1.direction) < 2) 802 if (dirdiff (dir, rv1.direction) < 2)
793 {
794 return 0; /* Might hit owner with spell */ 803 return 0; /* Might hit owner with spell */
795 }
796 } 804 }
797 805
798 if (QUERY_FLAG (head, FLAG_CONFUSED)) 806 if (QUERY_FLAG (head, FLAG_CONFUSED))
799 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 807 dir = absdir (dir + rndm (3) + rndm (3) - 2);
800 808
801 /* If the monster hasn't already chosen a spell, choose one 809 /* If the monster hasn't already chosen a spell, choose one
802 * I'm not sure if it really make sense to pre-select spells (events 810 * I'm not sure if it really make sense to pre-select spells (events
803 * could be different by the time the monster goes again). 811 * could be different by the time the monster goes again).
804 */ 812 */
808 { 816 {
809 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 817 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
810 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 818 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
811 return 0; 819 return 0;
812 } 820 }
821
813 if (spell_item->type == SPELLBOOK) 822 if (spell_item->type == SPELLBOOK)
814 { 823 {
815 if (!spell_item->inv) 824 if (!spell_item->inv)
816 { 825 {
817 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 826 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
818 return 0; 827 return 0;
819 } 828 }
829
820 spell_item = spell_item->inv; 830 spell_item = spell_item->inv;
821 } 831 }
822 } 832 }
823 else 833 else
824 spell_item = head->spellitem; 834 spell_item = head->spellitem;
843 /* set this to null, so next time monster will choose something different */ 853 /* set this to null, so next time monster will choose something different */
844 head->spellitem = NULL; 854 head->spellitem = NULL;
845 855
846 return cast_spell (part, part, dir, spell_item, NULL); 856 return cast_spell (part, part, dir, spell_item, NULL);
847} 857}
848
849 858
850int 859int
851monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 860monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
852{ 861{
853 object *scroll; 862 object *scroll;
871 return 0; /* Might hit owner with spell */ 880 return 0; /* Might hit owner with spell */
872 } 881 }
873 } 882 }
874 883
875 if (QUERY_FLAG (head, FLAG_CONFUSED)) 884 if (QUERY_FLAG (head, FLAG_CONFUSED))
876 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 885 dir = absdir (dir + rndm (3) + rndm (3) - 2);
877 886
878 for (scroll = head->inv; scroll; scroll = scroll->below) 887 for (scroll = head->inv; scroll; scroll = scroll->below)
879 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 888 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
880 break; 889 break;
881 890
903 * The skills we are treating here are all but those. -b.t. 912 * The skills we are treating here are all but those. -b.t.
904 * 913 *
905 * At the moment this is only useful for throwing, perhaps for 914 * At the moment this is only useful for throwing, perhaps for
906 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 915 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
907 */ 916 */
908
909int 917int
910monster_use_skill (object *head, object *part, object *pl, int dir) 918monster_use_skill (object *head, object *part, object *pl, int dir)
911{ 919{
912 object *skill, *owner; 920 object *skill, *owner;
913 921
919 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 927 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
920 928
921 if (dirdiff (dir, dir2) < 1) 929 if (dirdiff (dir, dir2) < 1)
922 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 930 return 0; /* Might hit owner with skill -thrown rocks for example ? */
923 } 931 }
932
924 if (QUERY_FLAG (head, FLAG_CONFUSED)) 933 if (QUERY_FLAG (head, FLAG_CONFUSED))
925 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 934 dir = absdir (dir + rndm (3) + rndm (3) - 2);
926 935
927 /* skill selection - monster will use the next unused skill. 936 /* skill selection - monster will use the next unused skill.
928 * well...the following scenario will allow the monster to 937 * well...the following scenario will allow the monster to
929 * toggle between 2 skills. One day it would be nice to make 938 * toggle between 2 skills. One day it would be nice to make
930 * more skills available to monsters. 939 * more skills available to monsters.
931 */ 940 */
932
933 for (skill = head->inv; skill != NULL; skill = skill->below) 941 for (skill = head->inv; skill; skill = skill->below)
934 if (skill->type == SKILL && skill != head->chosen_skill) 942 if (skill->type == SKILL && skill != head->chosen_skill)
935 { 943 {
936 head->chosen_skill = skill; 944 head->chosen_skill = skill;
937 break; 945 break;
938 } 946 }
941 { 949 {
942 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 950 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
943 CLEAR_FLAG (head, FLAG_READY_SKILL); 951 CLEAR_FLAG (head, FLAG_READY_SKILL);
944 return 0; 952 return 0;
945 } 953 }
954
946 /* use skill */ 955 /* use skill */
947 return do_skill (head, part, head->chosen_skill, dir, NULL); 956 return do_skill (head, part, head->chosen_skill, dir, NULL);
948} 957}
949 958
950/* Monster will use a ranged spell attack. */ 959/* Monster will use a ranged spell attack. */
951
952int 960int
953monster_use_range (object *head, object *part, object *pl, int dir) 961monster_use_range (object *head, object *part, object *pl, int dir)
954{ 962{
955 object *wand, *owner; 963 object *wand, *owner;
956 int at_least_one = 0; 964 int at_least_one = 0;
963 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 971 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
964 972
965 if (dirdiff (dir, dir2) < 2) 973 if (dirdiff (dir, dir2) < 2)
966 return 0; /* Might hit owner with spell */ 974 return 0; /* Might hit owner with spell */
967 } 975 }
976
968 if (QUERY_FLAG (head, FLAG_CONFUSED)) 977 if (QUERY_FLAG (head, FLAG_CONFUSED))
969 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 978 dir = absdir (dir + rndm (3) + rndm (3) - 2);
970 979
971 for (wand = head->inv; wand != NULL; wand = wand->below) 980 for (wand = head->inv; wand; wand = wand->below)
972 { 981 {
973 if (wand->type == WAND) 982 if (wand->type == WAND)
974 { 983 {
975 /* Found a wand, let's see if it has charges left */ 984 /* Found a wand, let's see if it has charges left */
976 at_least_one = 1; 985 at_least_one = 1;
982 if (!(--wand->stats.food)) 991 if (!(--wand->stats.food))
983 { 992 {
984 if (wand->arch) 993 if (wand->arch)
985 { 994 {
986 CLEAR_FLAG (wand, FLAG_ANIMATE); 995 CLEAR_FLAG (wand, FLAG_ANIMATE);
987 wand->face = wand->arch->clone.face; 996 wand->face = wand->arch->face;
988 wand->set_speed (0); 997 wand->set_speed (0);
989 } 998 }
990 } 999 }
991 /* Success */ 1000 /* Success */
992 return 1; 1001 return 1;
1011 } 1020 }
1012 1021
1013 if (at_least_one) 1022 if (at_least_one)
1014 return 0; 1023 return 0;
1015 1024
1016 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1025 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1017 CLEAR_FLAG (head, FLAG_READY_RANGE); 1026 CLEAR_FLAG (head, FLAG_READY_RANGE);
1018 return 0; 1027 return 0;
1019} 1028}
1020 1029
1021int 1030int
1023{ 1032{
1024 object *owner; 1033 object *owner;
1025 1034
1026 if (!(dir = path_to_player (part, pl, 0))) 1035 if (!(dir = path_to_player (part, pl, 0)))
1027 return 0; 1036 return 0;
1037
1028 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1038 if (QUERY_FLAG (head, FLAG_CONFUSED))
1029 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1030 1040
1031 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1041 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1032 { 1042 {
1033 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1043 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1034 1044
1040 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1050 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1041 1051
1042} 1052}
1043 1053
1044/* Checks if putting on 'item' will make 'who' do more 1054/* Checks if putting on 'item' will make 'who' do more
1045 * damage. This is a very simplistic check - also checking things 1055 * damage. This is a very simplistic check - also checking things
1046 * like speed and ac are also relevant. 1056 * like speed and ac are also relevant.
1047 * 1057 *
1048 * return true if item is a better object. 1058 * return true if item is a better object.
1049 */ 1059 */
1050
1051int 1060int
1052check_good_weapon (object *who, object *item) 1061check_good_weapon (object *who, object *item)
1053{ 1062{
1054 object *other_weap; 1063 object *other_weap;
1055 int val = 0, i; 1064 int val = 0, i;
1056 1065
1057 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1066 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1058 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 1067 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1059 break; 1068 break;
1060 1069
1061 if (other_weap == NULL) /* No other weapons */ 1070 if (!other_weap) /* No other weapons */
1062 return 1; 1071 return 1;
1063 1072
1064 /* Rather than go through and apply the new one, and see if it is 1073 /* Rather than go through and apply the new one, and see if it is
1065 * better, just do some simple checks 1074 * better, just do some simple checks
1066 * Put some multipliers for things that hvae several effects, 1075 * Put some multipliers for things that hvae several effects,
1071 val += (item->magic - other_weap->magic) * 3; 1080 val += (item->magic - other_weap->magic) * 3;
1072 /* Monsters don't really get benefits from things like regen rates 1081 /* Monsters don't really get benefits from things like regen rates
1073 * from items. But the bonus for their stats are very important. 1082 * from items. But the bonus for their stats are very important.
1074 */ 1083 */
1075 for (i = 0; i < NUM_STATS; i++) 1084 for (i = 0; i < NUM_STATS; i++)
1076 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1085 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1077 1086
1078 if (val > 0) 1087 if (val > 0)
1079 return 1; 1088 return 1;
1080 else 1089 else
1081 return 0; 1090 return 0;
1082
1083} 1091}
1084 1092
1085int 1093int
1086check_good_armour (object *who, object *item) 1094check_good_armour (object *who, object *item)
1087{ 1095{
1088 object *other_armour; 1096 object *other_armour;
1089 int val = 0, i; 1097 int val = 0, i;
1090 1098
1091 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1099 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1092 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 1100 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1093 break; 1101 break;
1094 1102
1095 if (other_armour == NULL) /* No other armour, use the new */ 1103 if (other_armour == NULL) /* No other armour, use the new */
1096 return 1; 1104 return 1;
1118 1126
1119 if (val > 0) 1127 if (val > 0)
1120 return 1; 1128 return 1;
1121 else 1129 else
1122 return 0; 1130 return 0;
1123
1124} 1131}
1125 1132
1126/* 1133/*
1127 * monster_check_pickup(): checks for items that monster can pick up. 1134 * monster_check_pickup(): checks for items that monster can pick up.
1128 * 1135 *
1136 * This function was seen be continueing looping at one point (tmp->below 1143 * This function was seen be continueing looping at one point (tmp->below
1137 * became a recursive loop. It may be better to call monster_check_apply 1144 * became a recursive loop. It may be better to call monster_check_apply
1138 * after we pick everything up, since that function may call others which 1145 * after we pick everything up, since that function may call others which
1139 * affect stacking on this space. 1146 * affect stacking on this space.
1140 */ 1147 */
1141
1142void 1148void
1143monster_check_pickup (object *monster) 1149monster_check_pickup (object *monster)
1144{ 1150{
1145 object *tmp, *next; 1151 object *tmp, *next;
1146 1152
1165 * monster_can_pick(): If the monster is interested in picking up 1171 * monster_can_pick(): If the monster is interested in picking up
1166 * the item, then return 0. Otherwise 0. 1172 * the item, then return 0. Otherwise 0.
1167 * Instead of pick_up, flags for "greed", etc, should be used. 1173 * Instead of pick_up, flags for "greed", etc, should be used.
1168 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1174 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1169 */ 1175 */
1170
1171int 1176int
1172monster_can_pick (object *monster, object *item) 1177monster_can_pick (object *monster, object *item)
1173{ 1178{
1174 int flag = 0; 1179 int flag = 0;
1175 int i; 1180 int i;
1221 case ROD: 1226 case ROD:
1222 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1227 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1223 break; 1228 break;
1224 1229
1225 case SPELLBOOK: 1230 case SPELLBOOK:
1226 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1231 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1227 break; 1232 break;
1228 1233
1229 case SCROLL: 1234 case SCROLL:
1230 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1235 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1231 break; 1236 break;
1233 case BOW: 1238 case BOW:
1234 case ARROW: 1239 case ARROW:
1235 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1240 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1236 break; 1241 break;
1237 } 1242 }
1243
1238 /* Simplistic check - if the monster has a location to equip it, he will 1244 /* Simplistic check - if the monster has a location to equip it, he will
1239 * pick it up. Note that this doesn't handle cases where an item may 1245 * pick it up. Note that this doesn't handle cases where an item may
1240 * use several locations. 1246 * use several locations.
1241 */ 1247 */
1242 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1248 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1243 { 1249 {
1244 if (monster->body_info[i] && item->body_info[i]) 1250 if (monster->slot[i].info && item->slot[i].info)
1245 { 1251 {
1246 flag = 1; 1252 flag = 1;
1247 break; 1253 break;
1248 } 1254 }
1249 } 1255 }
1250 1256
1251 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1257 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1252 return 1; 1258 return 1;
1259
1253 return 0; 1260 return 0;
1254} 1261}
1255 1262
1256/* 1263/*
1257 * monster_apply_below(): 1264 * monster_apply_below():
1258 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1265 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1259 * eager to apply things, encounters something apply-able, 1266 * eager to apply things, encounters something apply-able,
1260 * then make him apply it 1267 * then make him apply it
1261 */ 1268 */
1262
1263void 1269void
1264monster_apply_below (object *monster) 1270monster_apply_below (object *monster)
1265{ 1271{
1266 object *tmp, *next; 1272 object *tmp, *next;
1267 1273
1294 * a pointer to that object is returned, so it can be dropped. 1300 * a pointer to that object is returned, so it can be dropped.
1295 * (so that other monsters can pick it up and use it) 1301 * (so that other monsters can pick it up and use it)
1296 * Note that as things are now, monsters never drop something - 1302 * Note that as things are now, monsters never drop something -
1297 * they can pick up all that they can use. 1303 * they can pick up all that they can use.
1298 */ 1304 */
1299
1300/* Sept 96, fixed this so skills will be readied -b.t.*/ 1305/* Sept 96, fixed this so skills will be readied -b.t.*/
1301
1302void 1306void
1303monster_check_apply (object *mon, object *item) 1307monster_check_apply (object *mon, object *item)
1304{ 1308{
1305
1306 int flag = 0; 1309 int flag = 0;
1307 1310
1308 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1311 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1309 { 1312 {
1310 SET_FLAG (mon, FLAG_CAST_SPELL); 1313 SET_FLAG (mon, FLAG_CAST_SPELL);
1311 return; 1314 return;
1312 } 1315 }
1313 1316
1322 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1325 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1323 { 1326 {
1324 /* Check for the right kind of bow */ 1327 /* Check for the right kind of bow */
1325 object *bow; 1328 object *bow;
1326 1329
1327 for (bow = mon->inv; bow != NULL; bow = bow->below) 1330 for (bow = mon->inv; bow; bow = bow->below)
1328 if (bow->type == BOW && bow->race == item->race) 1331 if (bow->type == BOW && bow->race == item->race)
1329 { 1332 {
1330 SET_FLAG (mon, FLAG_READY_BOW); 1333 SET_FLAG (mon, FLAG_READY_BOW);
1331 LOG (llevMonster, "Found correct bow for arrows.\n"); 1334 LOG (llevMonster, "Found correct bow for arrows.\n");
1332 return; /* nothing more to do for arrows */ 1335 return; /* nothing more to do for arrows */
1384 */ 1387 */
1385 SET_FLAG (mon, FLAG_READY_SKILL); 1388 SET_FLAG (mon, FLAG_READY_SKILL);
1386 return; 1389 return;
1387 } 1390 }
1388 1391
1389
1390 /* if we don't match one of the above types, return now. 1392 /* if we don't match one of the above types, return now.
1391 * can_apply_object will say that we can apply things like flesh, 1393 * can_apply_object will say that we can apply things like flesh,
1392 * bolts, and whatever else, because it only checks against the 1394 * bolts, and whatever else, because it only checks against the
1393 * body_info locations. 1395 * body_info locations.
1394 */ 1396 */
1405 /* should only be applying this item, not unapplying it. 1407 /* should only be applying this item, not unapplying it.
1406 * also, ignore status of curse so they can take off old armour. 1408 * also, ignore status of curse so they can take off old armour.
1407 * monsters have some advantages after all. 1409 * monsters have some advantages after all.
1408 */ 1410 */
1409 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1411 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1410
1411 return;
1412} 1412}
1413 1413
1414void 1414void
1415npc_call_help (object *op) 1415npc_call_help (object *op)
1416{ 1416{
1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1435 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1436 } 1436 }
1437} 1437}
1438 1438
1439
1440int 1439int
1441dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1440dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1442{ 1441{
1443
1444 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1445 return dir; 1443 return dir;
1444
1446 if (rv->distance < 10) 1445 if (rv->distance < 10)
1447 return absdir (dir + 4); 1446 return absdir (dir + 4);
1448 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1449 return dir; 1448 return dir;
1449
1450 return 0; 1450 return 0;
1451} 1451}
1452 1452
1453int 1453int
1454run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1454run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1455{ 1455{
1456
1457 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1456 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1458 { 1457 {
1459 ob->move_status++; 1458 ob->move_status++;
1460 return (dir); 1459 return (dir);
1461 } 1460 }
1462 else if (ob->move_status > 20) 1461 else if (ob->move_status > 20)
1463 ob->move_status = 0; 1462 ob->move_status = 0;
1463
1464 return absdir (dir + 4); 1464 return absdir (dir + 4);
1465} 1465}
1466 1466
1467int 1467int
1468hitrun_att (int dir, object *ob, object *enemy) 1468hitrun_att (int dir, object *ob, object *enemy)
1471 return dir; 1471 return dir;
1472 else if (ob->move_status < 50) 1472 else if (ob->move_status < 50)
1473 return absdir (dir + 4); 1473 return absdir (dir + 4);
1474 else 1474 else
1475 ob->move_status = 0; 1475 ob->move_status = 0;
1476
1476 return absdir (dir + 4); 1477 return absdir (dir + 4);
1477} 1478}
1478 1479
1479int 1480int
1480wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1481wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1489 return 0; 1490 return 0;
1490 else if (ob->move_status < 10) 1491 else if (ob->move_status < 10)
1491 return dir; 1492 return dir;
1492 else if (ob->move_status < 15) 1493 else if (ob->move_status < 15)
1493 return absdir (dir + 4); 1494 return absdir (dir + 4);
1495
1494 ob->move_status = 0; 1496 ob->move_status = 0;
1495 return 0; 1497 return 0;
1496} 1498}
1497 1499
1498int 1500int
1506 * at least one map has this set, and whatever the map contains, the 1508 * at least one map has this set, and whatever the map contains, the
1507 * server should try to be resilant enough to avoid the problem 1509 * server should try to be resilant enough to avoid the problem
1508 */ 1510 */
1509 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1511 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1510 return absdir (dir + 4); 1512 return absdir (dir + 4);
1513
1511 return dist_att (dir, ob, enemy, part, rv); 1514 return dist_att (dir, ob, enemy, part, rv);
1512} 1515}
1513 1516
1514int 1517int
1515wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1518wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1516{ 1519{
1517 if (rv->distance < 9) 1520 if (rv->distance < 9)
1518 return absdir (dir + 4); 1521 return absdir (dir + 4);
1522
1519 return 0; 1523 return 0;
1520} 1524}
1521 1525
1522void 1526void
1523circ1_move (object *ob) 1527circ1_move (object *ob)
1524{ 1528{
1525 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1529 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1530
1526 if (++ob->move_status > 11) 1531 if (++ob->move_status > 11)
1527 ob->move_status = 0; 1532 ob->move_status = 0;
1533
1528 if (!(move_object (ob, circle[ob->move_status]))) 1534 if (!(move_object (ob, circle[ob->move_status])))
1529 (void) move_object (ob, RANDOM () % 8 + 1); 1535 move_object (ob, rndm (8) + 1);
1530} 1536}
1531 1537
1532void 1538void
1533circ2_move (object *ob) 1539circ2_move (object *ob)
1534{ 1540{
1535 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 1541 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1542
1536 if (++ob->move_status > 19) 1543 if (++ob->move_status > 19)
1537 ob->move_status = 0; 1544 ob->move_status = 0;
1545
1538 if (!(move_object (ob, circle[ob->move_status]))) 1546 if (!(move_object (ob, circle[ob->move_status])))
1539 (void) move_object (ob, RANDOM () % 8 + 1); 1547 move_object (ob, rndm (8) + 1);
1540} 1548}
1541 1549
1542void 1550void
1543pace_movev (object *ob) 1551pace_movev (object *ob)
1544{ 1552{
1545 if (ob->move_status++ > 6) 1553 if (ob->move_status++ > 6)
1546 ob->move_status = 0; 1554 ob->move_status = 0;
1555
1547 if (ob->move_status < 4) 1556 if (ob->move_status < 4)
1548 (void) move_object (ob, 5); 1557 move_object (ob, 5);
1549 else 1558 else
1550 (void) move_object (ob, 1); 1559 move_object (ob, 1);
1551} 1560}
1552 1561
1553void 1562void
1554pace_moveh (object *ob) 1563pace_moveh (object *ob)
1555{ 1564{
1556 if (ob->move_status++ > 6) 1565 if (ob->move_status++ > 6)
1557 ob->move_status = 0; 1566 ob->move_status = 0;
1567
1558 if (ob->move_status < 4) 1568 if (ob->move_status < 4)
1559 (void) move_object (ob, 3); 1569 move_object (ob, 3);
1560 else 1570 else
1561 (void) move_object (ob, 7); 1571 move_object (ob, 7);
1562} 1572}
1563 1573
1564void 1574void
1565pace2_movev (object *ob) 1575pace2_movev (object *ob)
1566{ 1576{
1567 if (ob->move_status++ > 16) 1577 if (ob->move_status++ > 16)
1568 ob->move_status = 0; 1578 ob->move_status = 0;
1579
1569 if (ob->move_status < 6) 1580 if (ob->move_status < 6)
1570 (void) move_object (ob, 5); 1581 move_object (ob, 5);
1571 else if (ob->move_status < 8) 1582 else if (ob->move_status < 8)
1572 return; 1583 return;
1573 else if (ob->move_status < 13) 1584 else if (ob->move_status < 13)
1574 (void) move_object (ob, 1); 1585 move_object (ob, 1);
1575 else 1586 else
1576 return; 1587 return;
1577} 1588}
1578 1589
1579void 1590void
1580pace2_moveh (object *ob) 1591pace2_moveh (object *ob)
1581{ 1592{
1582 if (ob->move_status++ > 16) 1593 if (ob->move_status++ > 16)
1583 ob->move_status = 0; 1594 ob->move_status = 0;
1595
1584 if (ob->move_status < 6) 1596 if (ob->move_status < 6)
1585 (void) move_object (ob, 3); 1597 move_object (ob, 3);
1586 else if (ob->move_status < 8) 1598 else if (ob->move_status < 8)
1587 return; 1599 return;
1588 else if (ob->move_status < 13) 1600 else if (ob->move_status < 13)
1589 (void) move_object (ob, 7); 1601 move_object (ob, 7);
1590 else 1602 else
1591 return; 1603 return;
1592} 1604}
1593 1605
1594void 1606void
1595rand_move (object *ob) 1607rand_move (object *ob)
1596{ 1608{
1597 int i;
1598
1599 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1609 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1600 for (i = 0; i < 5; i++) 1610 for (int i = 0; i < 5; i++)
1601 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1611 if (move_object (ob, ob->move_status = rndm (8) + 1))
1602 return; 1612 return;
1603} 1613}
1604 1614
1605void 1615void
1606check_earthwalls (object *op, maptile *m, int x, int y) 1616check_earthwalls (object *op, maptile *m, int x, int y)
1607{ 1617{
1608 object *tmp;
1609
1610 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1618 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1611 {
1612 if (tmp->type == EARTHWALL) 1619 if (tmp->type == EARTHWALL)
1613 { 1620 {
1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1621 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1615 return; 1622 return;
1616 } 1623 }
1617 }
1618} 1624}
1619 1625
1620void 1626void
1621check_doors (object *op, maptile *m, int x, int y) 1627check_doors (object *op, maptile *m, int x, int y)
1622{ 1628{
1623 object *tmp;
1624
1625 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1629 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1626 {
1627 if (tmp->type == DOOR) 1630 if (tmp->type == DOOR)
1628 { 1631 {
1629 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1632 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1630 return; 1633 return;
1631 } 1634 }
1632 }
1633} 1635}
1634 1636
1635/* find_mon_throw_ob() - modeled on find_throw_ob 1637/* find_mon_throw_ob() - modeled on find_throw_ob
1636 * This is probably overly simplistic as it is now - We want 1638 * This is probably overly simplistic as it is now - We want
1637 * monsters to throw things like chairs and other pieces of 1639 * monsters to throw things like chairs and other pieces of
1638 * furniture, even if they are not good throwable objects. 1640 * furniture, even if they are not good throwable objects.
1639 * Probably better to have the monster throw a throwable object 1641 * Probably better to have the monster throw a throwable object
1640 * first, then throw any non equipped weapon. 1642 * first, then throw any non equipped weapon.
1641 */ 1643 */
1642
1643object * 1644object *
1644find_mon_throw_ob (object *op) 1645find_mon_throw_ob (object *op)
1645{ 1646{
1646 object *tmp = NULL; 1647 object *tmp = NULL;
1647 1648
1651 tmp = op; 1652 tmp = op;
1652 1653
1653 /* New throw code: look through the inventory. Grap the first legal is_thrown 1654 /* New throw code: look through the inventory. Grap the first legal is_thrown
1654 * marked item and throw it to the enemy. 1655 * marked item and throw it to the enemy.
1655 */ 1656 */
1656
1657 for (tmp = op->inv; tmp; tmp = tmp->below) 1657 for (tmp = op->inv; tmp; tmp = tmp->below)
1658 { 1658 {
1659
1660 /* Can't throw invisible objects or items that are applied */ 1659 /* Can't throw invisible objects or items that are applied */
1661 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1660 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1662 continue; 1661 continue;
1663 1662
1664 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1663 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1680 * properly. I also so odd code in place that checked for x distance 1679 * properly. I also so odd code in place that checked for x distance
1681 * OR y distance being within some range - that seemed wrong - both should 1680 * OR y distance being within some range - that seemed wrong - both should
1682 * be within the valid range. MSW 2001-08-05 1681 * be within the valid range. MSW 2001-08-05
1683 * Returns 0 if enemy can not be detected, 1 if it is detected 1682 * Returns 0 if enemy can not be detected, 1 if it is detected
1684 */ 1683 */
1685
1686int 1684int
1687can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1685can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1688{ 1686{
1689 int radius = MIN_MON_RADIUS, hide_discovery; 1687 int radius = MIN_MON_RADIUS, hide_discovery;
1690 1688
1697 return 0; 1695 return 0;
1698 1696
1699 get_rangevector (op, enemy, rv, 0); 1697 get_rangevector (op, enemy, rv, 0);
1700 1698
1701 /* Monsters always ignore the DM */ 1699 /* Monsters always ignore the DM */
1702 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1700 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1703 return 0; 1701 return 0;
1704 1702
1705 /* simple check. Should probably put some range checks in here. */ 1703 /* simple check. Should probably put some range checks in here. */
1706 if (can_see_enemy (op, enemy)) 1704 if (can_see_enemy (op, enemy))
1707 return 1; 1705 return 1;
1720 1718
1721 /* use this for invis also */ 1719 /* use this for invis also */
1722 hide_discovery = op->stats.Int / 5; 1720 hide_discovery = op->stats.Int / 5;
1723 1721
1724 /* Determine Detection radii */ 1722 /* Determine Detection radii */
1725 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1723 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1726 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1724 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1727 else 1725 else
1728 { /* a level/INT/Dex adjustment for hiding */ 1726 { /* a level/INT/Dex adjustment for hiding */
1729 object *sk_hide;
1730 int bonus = (op->level / 2) + (op->stats.Int / 5); 1727 int bonus = op->level / 2 + op->stats.Int / 5;
1731 1728
1732 if (enemy->type == PLAYER) 1729 if (enemy->is_player ())
1733 { 1730 {
1734 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1731 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1735 bonus -= sk_hide->level; 1732 bonus -= sk_hide->level;
1736 else 1733 else
1737 { 1734 {
1738 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1735 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1739 make_visible (enemy); 1736 make_visible (enemy);
1748 } /* else creature has modifiers for hiding */ 1745 } /* else creature has modifiers for hiding */
1749 1746
1750 /* Radii stealth adjustment. Only if you are stealthy 1747 /* Radii stealth adjustment. Only if you are stealthy
1751 * will you be able to sneak up closer to creatures */ 1748 * will you be able to sneak up closer to creatures */
1752 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1749 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1753 radius = radius / 2, hide_discovery = hide_discovery / 3; 1750 {
1751 radius /= 2;
1752 hide_discovery /= 3;
1753 }
1754 1754
1755 /* Radii adjustment for enemy standing in the dark */ 1755 /* Radii adjustment for enemy standing in the dark */
1756 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1756 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1757 { 1757 {
1758 /* on dark maps body heat can help indicate location with infravision 1758 /* on dark maps body heat can help indicate location with infravision
1759 * undead don't have body heat, so no benefit detecting them. 1759 * undead don't have body heat, so no benefit detecting them.
1760 */ 1760 */
1761 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1761 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1762 radius += op->map->darkness / 2; 1762 radius += op->map->darklevel () / 2;
1763 else 1763 else
1764 radius -= op->map->darkness / 2; 1764 radius -= op->map->darklevel () / 2;
1765 1765
1766 /* op next to a monster (and not in complete darkness) 1766 /* op next to a monster (and not in complete darkness)
1767 * the monster should have a chance to see you. 1767 * the monster should have a chance to see you.
1768 */ 1768 */
1769 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1769 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1770 radius = MIN_MON_RADIUS; 1770 radius = MIN_MON_RADIUS;
1771 } /* if on dark map */ 1771 } /* if on dark map */
1772 1772
1773 /* Lets not worry about monsters that have incredible detection 1773 /* Lets not worry about monsters that have incredible detection
1774 * radii, we only need to worry here about things the player can 1774 * radii, we only need to worry here about things the player can
1776 * may have for their map - in that way, creatures at the edge will 1776 * may have for their map - in that way, creatures at the edge will
1777 * do something. Note that the distance field in the 1777 * do something. Note that the distance field in the
1778 * vector is real distance, so in theory this should be 18 to 1778 * vector is real distance, so in theory this should be 18 to
1779 * find that. 1779 * find that.
1780 */ 1780 */
1781 if (radius > 13) 1781 // note that the above reasoning was utter bullshit even at the time it was written
1782 radius = 13; 1782 // we use 25, lets see if we have the cpu time for it
1783 radius = min (25, radius);
1783 1784
1784 /* Enemy in range! Now test for detection */ 1785 /* Enemy in range! Now test for detection */
1785 if ((int) rv->distance <= radius) 1786 if (rv->distance <= radius)
1786 { 1787 {
1787 /* ah, we are within range, detected? take cases */ 1788 /* ah, we are within range, detected? take cases */
1788 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1789 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1789 return 1; 1790 return 1;
1790 1791
1791 /* hidden or low-quality invisible */ 1792 /* hidden or low-quality invisible */
1792 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1793 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1793 { 1794 {
1794 make_visible (enemy); 1795 make_visible (enemy);
1796
1795 /* inform players of new status */ 1797 /* inform players of new status */
1796 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1798 if (enemy->type == PLAYER && player_can_view (enemy, op))
1797 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1799 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1800
1798 return 1; /* detected enemy */ 1801 return 1; /* detected enemy */
1799 } 1802 }
1800 else if (enemy->invisible) 1803 else if (enemy->invisible)
1801 { 1804 {
1802 /* Change this around - instead of negating the invisible, just 1805 /* Change this around - instead of negating the invisible, just
1803 * return true so that the mosnter that managed to detect you can 1806 * return true so that the monster that managed to detect you can
1804 * do something to you. Decreasing the duration of invisible 1807 * do something to you. Decreasing the duration of invisible
1805 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1808 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1806 * can then basically negate the spell. The spell isn't negated - 1809 * can then basically negate the spell. The spell isn't negated -
1807 * they just know where you are! 1810 * they just know where you are!
1808 */ 1811 */
1809 if ((RANDOM () % 50) <= hide_discovery) 1812 if (rndm (50) <= hide_discovery)
1810 { 1813 {
1811 if (enemy->type == PLAYER) 1814 if (enemy->type == PLAYER)
1812 {
1813 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1815 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1814 } 1816
1815 return 1; 1817 return 1;
1816 } 1818 }
1817 } 1819 }
1818 } /* within range */ 1820 } /* within range */
1819 1821
1824/* determine if op stands in a lighted square. This is not a very 1826/* determine if op stands in a lighted square. This is not a very
1825 * intellegent algorithm. For one thing, we ignore los here, SO it 1827 * intellegent algorithm. For one thing, we ignore los here, SO it
1826 * is possible for a bright light to illuminate a player on the 1828 * is possible for a bright light to illuminate a player on the
1827 * other side of a wall (!). 1829 * other side of a wall (!).
1828 */ 1830 */
1829
1830int 1831int
1831stand_in_light (object *op) 1832stand_in_light (object *op)
1832{ 1833{
1833 sint16 nx, ny;
1834 maptile *m;
1835
1836
1837 if (!op) 1834 if (op)
1838 return 0; 1835 {
1839 if (op->glow_radius > 0) 1836 if (op->glow_radius > 0)
1840 return 1; 1837 return 1;
1841 1838
1842 if (op->map) 1839 if (op->map)
1843 { 1840 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1844 int x, y, x1, y1; 1841 {
1845
1846
1847
1848 /* Check the spaces with the max light radius to see if any of them 1842 /* Check the spaces with the max light radius to see if any of them
1849 * have lights, and if any of them light the player enough, then return 1. 1843 * have lights, and if any of them light the player enough, then return 1.
1850 */
1851 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1852 {
1853 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1854 { 1844 */
1855 m = op->map; 1845 int light = m->at (nx, ny).light;
1856 nx = x;
1857 ny = y;
1858 1846
1859 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1847 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1860 continue;
1861
1862 x1 = abs (x - op->x) * abs (x - op->x);
1863 y1 = abs (y - op->y) * abs (y - op->y);
1864 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1865 return 1; 1848 return 1;
1866 } 1849 }
1867 }
1868 } 1850 }
1851
1869 return 0; 1852 return 0;
1870} 1853}
1871
1872 1854
1873/* assuming no walls/barriers, lets check to see if its *possible* 1855/* assuming no walls/barriers, lets check to see if its *possible*
1874 * to see an enemy. Note, "detection" is different from "seeing". 1856 * to see an enemy. Note, "detection" is different from "seeing".
1875 * See can_detect_enemy() for more details. -b.t. 1857 * See can_detect_enemy() for more details. -b.t.
1876 * return 0 if can't be seen, 1 if can be 1858 * return 0 if can't be seen, 1 if can be
1877 */ 1859 */
1878
1879int 1860int
1880can_see_enemy (object *op, object *enemy) 1861can_see_enemy (object *op, object *enemy)
1881{ 1862{
1882 object *looker = op->head ? op->head : op; 1863 object *looker = op->head ? op->head : op;
1883 1864
1899 * However,if you carry any source of light, then the hidden 1880 * However,if you carry any source of light, then the hidden
1900 * creature is seeable (and stupid) */ 1881 * creature is seeable (and stupid) */
1901 1882
1902 if (has_carried_lights (enemy)) 1883 if (has_carried_lights (enemy))
1903 { 1884 {
1904 if (enemy->hide) 1885 if (enemy->flag [FLAG_HIDDEN])
1905 { 1886 {
1906 make_visible (enemy); 1887 make_visible (enemy);
1907 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1888 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1908 } 1889 }
1890
1909 return 1; 1891 return 1;
1910 } 1892 }
1911 else if (enemy->hide) 1893 else if (enemy->flag [FLAG_HIDDEN])
1912 return 0; 1894 return 0;
1913 1895
1914 /* Invisible enemy. Break apart the check for invis undead/invis looker 1896 /* Invisible enemy. Break apart the check for invis undead/invis looker
1915 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1897 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1916 * and making it a conditional makes the code pretty ugly. 1898 * and making it a conditional makes the code pretty ugly.
1917 */ 1899 */
1918 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1900 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1919 {
1920 if (makes_invisible_to (enemy, looker)) 1901 if (makes_invisible_to (enemy, looker))
1921 return 0; 1902 return 0;
1922 }
1923 } 1903 }
1924 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1904 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1925 if (player_can_view (looker, enemy)) 1905 if (player_can_view (looker, enemy))
1926 return 1; 1906 return 1;
1927 1907
1928 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1908 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1929 * unless they carry a light or stand in light. Darkness doesnt 1909 * unless they carry a light or stand in light. Darkness doesnt
1932 * we care about the enemy maps status, not the looker. 1912 * we care about the enemy maps status, not the looker.
1933 * only relevant for tiled maps, but it is possible that the 1913 * only relevant for tiled maps, but it is possible that the
1934 * enemy is on a bright map and the looker on a dark - in that 1914 * enemy is on a bright map and the looker on a dark - in that
1935 * case, the looker can still see the enemy 1915 * case, the looker can still see the enemy
1936 */ 1916 */
1937 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1917 if (enemy->map->darklevel () > 0
1918 && !stand_in_light (enemy)
1938 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1919 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1939 return 0; 1920 return 0;
1940 1921
1941 return 1; 1922 return 1;
1942} 1923}
1924

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