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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.2 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.55 by root, Sat Dec 27 07:50:05 2008 UTC

1/* 1/*
2 * static char *rcsid_monster_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: monster.C,v 1.2 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 25#include <sproto.h>
32#include <spells.h> 26#include <spells.h>
33#include <skills.h> 27#include <skills.h>
34#endif
35 28
36
37#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 29#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38
39 30
40/* checks npc->enemy and returns that enemy if still valid, 31/* checks npc->enemy and returns that enemy if still valid,
41 * NULL otherwise. 32 * NULL otherwise.
42 * this is map tile aware. 33 * this is map tile aware.
43 * If this returns an enemy, the range vector rv should also be 34 * If this returns an enemy, the range vector rv should also be
44 * set to sane values. 35 * set to sane values.
45 */ 36 */
37object *
46object *check_enemy(object *npc, rv_vector *rv) { 38check_enemy (object *npc, rv_vector * rv)
47 39{
48 /* 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
49 * 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,
50 * which CAN attack the owner. */ 42 * which CAN attack the owner. */
51 if ((npc->attack_movement & HI4) == PETMOVE) 43 if ((npc->attack_movement & HI4) == PETMOVE)
52 { 44 {
53 if (npc->owner == NULL) 45 if (npc->owner == NULL)
54 npc->enemy = NULL; 46 npc->enemy = NULL;
55 else if (npc->enemy == NULL) 47 else if (npc->enemy == NULL)
56 npc->enemy = npc->owner->enemy; 48 npc->enemy = npc->owner->enemy;
57 } 49 }
58 50
59 /* periodically, a monster mayu change its target. Also, if the object 51 /* periodically, a monster mayu change its target. Also, if the object
60 * has been destroyed, etc, clear the enemy. 52 * has been destroyed, etc, clear the enemy.
61 * TODO: this should be changed, because it invokes to attack forced or 53 * TODO: this should be changed, because it invokes to attack forced or
62 * attacked monsters to leave the attacker alone, before it is destroyed 54 * attacked monsters to leave the attacker alone, before it is destroyed
63 */ 55 */
64 /* i had removed the random target leave, this invokes problems with friendly 56 /* i had removed the random target leave, this invokes problems with friendly
65 * objects, getting attacked and defending herself - they don't try to attack 57 * objects, getting attacked and defending herself - they don't try to attack
66 * again then but perhaps get attack on and on 58 * again then but perhaps get attack on and on
67 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 59 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
68 * too. */ 60 * too. */
69 61
70 if(npc->enemy) 62 if (npc->enemy)
71 { 63 {
72 /* I broke these if's apart to better be able to see what 64 /* I broke these if's apart to better be able to see what
73 * the grouping checks are. Code is the same. 65 * the grouping checks are. Code is the same.
74 */ 66 */
75 if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || 67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
76 QUERY_FLAG(npc->enemy,FLAG_FREED) || 68 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
77 !on_same_map(npc, npc->enemy) || 69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
78 npc == npc->enemy ||
79 QUERY_FLAG(npc, FLAG_NEUTRAL) ||
80 QUERY_FLAG(npc->enemy, FLAG_NEUTRAL))
81 npc->enemy = NULL;
82
83 else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && (
84 (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) ||
85 ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy)))
86 || npc->enemy == npc->owner))
87 npc->enemy = NULL; 70 npc->enemy = NULL;
88 71
89 72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
90 else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && 73 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
91 (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) 74 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || npc->enemy == npc->owner))
92 npc->enemy=NULL; 76 npc->enemy = NULL;
93 77
78
79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80 npc->enemy = NULL;
81
94 /* I've noticed that pets could sometimes get an arrow as the 82 /* I've noticed that pets could sometimes get an arrow as the
95 * target enemy - this code below makes sure the enemy is something 83 * target enemy - this code below makes sure the enemy is something
96 * that should be attacked. My guess is that the arrow hits 84 * that should be attacked. My guess is that the arrow hits
97 * the creature/owner, and so the creature then takes that 85 * the creature/owner, and so the creature then takes that
98 * as the enemy to attack. 86 * as the enemy to attack.
99 */ 87 */
100 else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && 88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
101 !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && 89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
102 npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) 90 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM)
103 npc->enemy=NULL; 92 npc->enemy = NULL;
104 93
105 } 94 }
95
106 return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
107} 97}
108 98
109/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
110 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
111 * Also fixed logic so that monsters in the lower directions were more 101 * Also fixed logic so that monsters in the lower directions were more
118 * the first few directions, it could very well choose something 108 * the first few directions, it could very well choose something
119 * 3 spaces away even though something directly north is closer. 109 * 3 spaces away even though something directly north is closer.
120 * 110 *
121 * this function is map tile aware. 111 * this function is map tile aware.
122 */ 112 */
113object *
123object *find_nearest_living_creature(object *npc) { 114find_nearest_living_creature (object *npc)
115{
124 int i,mflags; 116 int i, mflags;
125 sint16 nx,ny; 117 sint16 nx, ny;
126 mapstruct *m; 118 maptile *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE]; 119 int search_arr[SIZEOFFREE];
129 120
130 get_search_arr(search_arr); 121 get_search_arr (search_arr);
122
131 for(i=0;i<SIZEOFFREE;i++) { 123 for (i = 0; i < SIZEOFFREE; i++)
124 {
132 /* modified to implement smart searching using search_arr 125 /* modified to implement smart searching using search_arr
133 * guidance array to determine direction of search order 126 * guidance array to determine direction of search order
134 */ 127 */
135 nx = npc->x + freearr_x[search_arr[i]]; 128 nx = npc->x + freearr_x[search_arr[i]];
136 ny = npc->y + freearr_y[search_arr[i]]; 129 ny = npc->y + freearr_y[search_arr[i]];
137 m = npc->map; 130 m = npc->map;
138 131
139 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133
140 if (mflags & P_OUT_OF_MAP) continue; 134 if (mflags & P_OUT_OF_MAP)
135 continue;
141 136
142 if (mflags & P_IS_ALIVE) { 137 if (mflags & P_IS_ALIVE)
143 tmp=get_map_ob(m,nx,ny); 138 {
144 while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& 139 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
145 !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) 140 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
146 tmp=tmp->above; 141 if (can_see_monsterP (m, nx, ny, i))
147 142 return tmp;
148 if (!tmp) { 143 }
149 LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
150 m->path, nx, ny);
151 } 144 }
152 else {
153 if(can_see_monsterP(m,nx,ny,i))
154 return tmp;
155 }
156 } /* is something living on this space */
157 }
158 return NULL; /* nothing found */
159}
160 145
146 return 0;
147}
161 148
162/* 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
163 * our caller will find the information useful. 150 * our caller will find the information useful.
164 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
165 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
166 * 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
167 * many cases. 154 * many cases.
168 */ 155 */
169 156object *
170object *find_enemy(object *npc, rv_vector *rv) 157find_enemy (object *npc, rv_vector * rv)
171{ 158{
172 object *attacker, *tmp=NULL; 159 object *attacker, *tmp = NULL;
173 160
174 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 161 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
175 npc->attacked_by = NULL; /* always clear the attacker entry */ 162 npc->attacked_by = 0; /* always clear the attacker entry */
176 163
177 /* if we berserk, we don't care about others - we attack all we can find */ 164 /* if we berserk, we don't care about others - we attack all we can find */
178 if(QUERY_FLAG(npc,FLAG_BERSERK)) { 165 if (QUERY_FLAG (npc, FLAG_BERSERK))
166 {
179 tmp = find_nearest_living_creature(npc); 167 tmp = find_nearest_living_creature (npc);
168
169 if (tmp)
180 if (tmp) get_rangevector(npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
181 return tmp; 172 return tmp;
182 } 173 }
183 174
184 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
185 * 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
186 * one of both is dead. 177 * one of both is dead.
187 * If we have no enemy and we are... 178 * If we have no enemy and we are...
188 * a monster: try to find a player, a pet or a friendly monster 179 * a monster: try to find a player, a pet or a friendly monster
189 * a friendly: only target a monster which is targeting you first or targeting a player 180 * a friendly: only target a monster which is targeting you first or targeting a player
190 * a neutral: fight a attacker (but there should be none), then do nothing 181 * a neutral: fight a attacker (but there should be none), then do nothing
191 * a pet: attack player enemy or a monster 182 * a pet: attack player enemy or a monster
192 */ 183 */
193 184
194 /* pet move */ 185 /* pet move */
195 if ((npc->attack_movement & HI4) == PETMOVE) { 186 if ((npc->attack_movement & HI4) == PETMOVE)
187 {
196 tmp= get_pet_enemy(npc,rv); 188 tmp = get_pet_enemy (npc, rv);
189
190 if (tmp)
197 if (tmp) get_rangevector(npc, tmp, rv, 0); 191 get_rangevector (npc, tmp, rv, 0);
192
198 return tmp; 193 return tmp;
199 }
200 194 }
195
201 /* we check our old enemy. */ 196 /* we check our old enemy. */
202 if((tmp=check_enemy(npc, rv))==NULL) 197 if (!(tmp = check_enemy (npc, rv)))
203 { 198 {
204 if(attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
205 { 200 {
206 /* we want be sure this is the right one! */ 201 /* TODO: that's not finished */
207 if(attacker->count == npc->attacked_by_count) 202 /* we don't want a fight evil vs evil or good against non evil */
203
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
208 { 209 {
209 /* TODO: thats not finished */
210 /* we don't want a fight evil vs evil or good against non evil */
211
212 if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
215 (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
216 CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */
217 else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */
218 {
219 CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */ 210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
220 npc->enemy = attacker; 211 npc->enemy = attacker;
221 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
222 }
223 } 213 }
224 } 214 }
225 215
226 /* we have no legal enemy or attacker, so we try to target a new one */ 216 /* we have no legal enemy or attacker, so we try to target a new one */
227 if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && 217 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
228 !QUERY_FLAG(npc, FLAG_NEUTRAL))
229 {
230 npc->enemy = get_nearest_player(npc);
231 if (npc->enemy)
232 tmp = check_enemy(npc,rv);
233 }
234 218 {
235 } 219 npc->enemy = get_nearest_player (npc);
220 if (npc->enemy)
221 tmp = check_enemy (npc, rv);
222 }
236 223
224 }
225
237 return tmp; 226 return tmp;
238} 227}
239 228
240/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 233 */
245 234int
246int check_wakeup(object *op, object *enemy, rv_vector *rv) { 235check_wakeup (object *op, object *enemy, rv_vector *rv)
247 int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; 236{
248
249 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
250 if (!enemy) return 0; 238 if (!enemy)
239 return 0;
251 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
252 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
255 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
256 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
257 * and has an enemy. If the enemy has no carried light (or isnt 251 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
259 * 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
260 * the dark. */ 254 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
261 258
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && 259 if (enemy->flag [FLAG_STEALTH])
263 !stand_in_light(enemy) && 260 radius = radius / 2 + 1;
264 (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
265 int dark = radius/(op->map->darkness);
266 radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS;
267 }
268 else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1;
269 261
270 /* 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
271 * for that. 263 * for that.
272 */ 264 */
273 if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { 265 if (rv->distance <= radius)
266 {
274 CLEAR_FLAG(op,FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
275 return 1; 268 return 1;
276 } 269 }
270
277 return 0; 271 return 0;
278} 272}
279 273
274int
280int move_randomly(object *op) { 275move_randomly (object *op)
281 int i; 276{
282
283 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
284 for(i=0;i<15;i++) { 278 for (int i = 0; i < 15; i++)
285 if(move_object(op,RANDOM()%8+1)) 279 if (move_object (op, rndm (8) + 1))
286 return 1; 280 return 1;
287 } 281
288 return 0; 282 return 0;
289} 283}
290 284
291/* 285/*
292 * 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.
293 */ 287 */
294 288int
295int move_monster(object *op) { 289move_monster (object *op)
290{
296 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 */
297 object *owner, *enemy, *part, *oph=op; 292 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv; 293 rv_vector rv;
299 294
300 /* Monsters not on maps don't do anything. These monsters are things 295 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories. 296 * Like royal guards in city dwellers inventories.
302 */ 297 */
303 if (!op->map) return 0; 298 if (!op->map)
299 return 0;
304 300
305 /* for target facing, we copy this value here for fast access */ 301 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */ 302 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head; 303 oph = oph->head;
308 304
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ 305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL; 306 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv))) 307 else if ((enemy = find_enemy (op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */ 308 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */ 310
316 }
317
318 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
320 313 {
321 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens
325 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp.
328 */
329
330 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed));
331 op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */
332 op->last_heal%=32;
333
334 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) &&
336 op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
337 (float)op->stats.maxhp))
338 CLEAR_FLAG(op, FLAG_RUN_AWAY);
339
340 if(op->stats.hp>op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp;
342 }
343
344 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) {
346
347 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
317 * to capture 8th's of a hp fraction regens
318 *
319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
320 * overflow might produce monsters with negative hp.
321 */
322
323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325 op->last_heal %= 32;
326
327 /* So if the monster has gained enough HP that they are no longer afraid */
328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330
331 if (op->stats.hp > op->stats.maxhp)
332 op->stats.hp = op->stats.maxhp;
333 }
334
335 /* generate sp, if applicable */
336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337 {
338 /* last_sp is in funny units. Dividing by speed puts
339 * the regeneration rate on a basis of time instead of
340 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
351 * 342 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
354 */ 345 */
355 346
356 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));
357 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 */
358 op->last_sp%=128; 349 op->last_sp %= 128;
359 } 350 }
360 351
361 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
363 */ 354 */
364 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
366 }
367 357
368 if (INVOKE_OBJECT (MOVE, op, ARG_OBJECT (op->enemy)))//TODO: should go away 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359 return QUERY_FLAG (op, FLAG_FREED);
360
361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 if (!check_wakeup (op, enemy, &rv))
369 return 0; 364 return 0;
370 365
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) &&
373 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
374 if(!check_wakeup(op,enemy,&rv))
375 return 0;
376 }
377
378 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
367 if (op->flag [FLAG_HIDDEN])
379 if(op->hide) do_hidden_move(op); 368 do_hidden_move (op);
380 369
381 if(op->pick_up) 370 if (op->pick_up)
382 monster_check_pickup(op); 371 monster_check_pickup (op);
383 372
384 if(op->will_apply) 373 if (op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */ 374 monster_apply_below (op); /* Check for items to apply below */
386 375
387 /* 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 */
388 if(!enemy) { 377 if (!enemy)
378 {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 remove_ob(op); 380 {
391 free_object(op); 381 op->drop_and_destroy ();
392 return 1; 382 return 1;
393 } 383 }
394 384
395 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set. 386 * stand still and a movement type set.
397 */ 387 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { 388 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389 {
399 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
400 { 391 {
401 switch (op->attack_movement & HI4) { 392 switch (op->attack_movement & HI4)
402 case (PETMOVE): 393 {
403 pet_move (op); 394 case (PETMOVE):
404 break; 395 pet_move (op);
396 break;
405 397
406 case (CIRCLE1): 398 case (CIRCLE1):
407 circ1_move (op); 399 circ1_move (op);
408 break; 400 break;
409 401
410 case (CIRCLE2): 402 case (CIRCLE2):
411 circ2_move (op); 403 circ2_move (op);
412 break; 404 break;
413 405
414 case (PACEV): 406 case (PACEV):
415 pace_movev(op); 407 pace_movev (op);
416 break; 408 break;
417 409
418 case (PACEH): 410 case (PACEH):
419 pace_moveh(op); 411 pace_moveh (op);
420 break; 412 break;
421 413
422 case (PACEV2): 414 case (PACEV2):
423 pace2_movev (op); 415 pace2_movev (op);
424 break; 416 break;
425 417
426 case (PACEH2): 418 case (PACEH2):
427 pace2_moveh (op); 419 pace2_moveh (op);
428 break; 420 break;
429 421
430 case (RANDO): 422 case (RANDO):
431 rand_move (op); 423 rand_move (op);
432 break; 424 break;
433 425
434 case (RANDO2): 426 case (RANDO2):
435 move_randomly (op); 427 move_randomly (op);
436 break; 428 break;
437 } 429 }
438 return 0; 430
439 } 431 return 0;
432 }
440 else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
441 (void) move_randomly(op); 434 move_randomly (op);
435 } /* stand still */
442 436
443 } /* stand still */
444 return 0; 437 return 0;
445 } /* no enemy */ 438 } /* no enemy */
446 439
447 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
448 if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner)) 441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
449 return follow_owner(op, owner); 445 return follow_owner (op, owner);
450 446
451 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
452 * 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
453 * arch set uses it. 449 * arch set uses it.
454 */ 450 */
455 if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
456 { 452 {
457 op->face = enemy->face; 453 op->face = enemy->face;
458 if (op->name) 454 op->name = enemy->name;
459 free_string(op->name);
460 add_refcount(op->name = enemy->name);
461 } 455 }
462 456
463 /* Calculate range information for closest body part - this 457 /* Calculate range information for closest body part - this
464 * is used for the 'skill' code, which isn't that smart when 458 * is used for the 'skill' code, which isn't that smart when
465 * it comes to figuring it out - otherwise, giants throw boulders 459 * it comes to figuring it out - otherwise, giants throw boulders
466 * into themselves. 460 * into themselves.
467 */ 461 */
468 get_rangevector(op, enemy, &rv, 0); 462 get_rangevector (op, enemy, &rv, 0);
469 463
470 /* Move the check for scared up here - if the monster was scared, 464 /* Move the check for scared up here - if the monster was scared,
471 * we were not doing any of the logic below, so might as well save 465 * we were not doing any of the logic below, so might as well save
472 * a few cpu cycles. 466 * a few cpu cycles.
473 */ 467 */
474 if (!QUERY_FLAG(op, FLAG_SCARED)) 468 if (!QUERY_FLAG (op, FLAG_SCARED))
475 { 469 {
476 rv_vector rv1; 470 rv_vector rv1;
477 471
478 /* 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 */
479 for (part=op; part!=NULL; part=part->more) { 473 for (part = op; part; part = part->more)
474 {
480 get_rangevector(part, enemy, &rv1, 0x1); 475 get_rangevector (part, enemy, &rv1, 0x1);
481 dir=rv1.direction; 476 dir = rv1.direction;
482 477
483 /* 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
484 * but that we test above... so can be old code here 479 * but that we test above... so can be old code here
485 */ 480 */
486 if(QUERY_FLAG(op,FLAG_RUN_AWAY)) 481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
487 dir=absdir(dir+4); 482 dir = absdir (dir + 4);
483
488 if(QUERY_FLAG(op,FLAG_CONFUSED)) 484 if (QUERY_FLAG (op, FLAG_CONFUSED))
489 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
490 486
491 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) { 487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
492 if(monster_cast_spell(op,part,enemy,dir,&rv1)) 488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
493 return 0; 489 return 0;
494 }
495 490
496 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { 491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
497 if(monster_use_scroll(op,part,enemy,dir,&rv1)) 492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
498 return 0; 493 return 0;
499 }
500 494
501 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) { 495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
502 if(monster_use_range(op,part,enemy,dir)) 496 if (monster_use_range (op, part, enemy, dir))
503 return 0; 497 return 0;
504 } 498
505 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) { 499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
506 if(monster_use_skill(op,rv.part,enemy,rv.direction)) 500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
507 return 0; 501 return 0;
508 } 502
509 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) { 503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
510 if(monster_use_bow(op,part,enemy,dir)) 504 if (monster_use_bow (op, part, enemy, dir))
511 return 0; 505 return 0;
512 } 506 } /* for processing of all parts */
513 } /* for processing of all parts */ 507 } /* If not scared */
514 } /* If not scared */
515 508
516
517 part = rv.part; 509 part = rv.part;
518 dir=rv.direction; 510 dir = rv.direction;
519 511
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
520 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))
521 dir=absdir(dir+4); 550 dir = absdir (dir + 4);
522 551
523 if(QUERY_FLAG(op,FLAG_CONFUSED)) 552 if (QUERY_FLAG (op, FLAG_CONFUSED))
524 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 553 dir = absdir (dir + rndm (3) + rndm (3) - 2);
525 554
526 pre_att_dir = dir; /* remember the original direction */ 555 pre_att_dir = dir; /* remember the original direction */
527 556
528 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED)) 557 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
529 { 558 {
530 switch (op->attack_movement & LO4) { 559 switch (op->attack_movement & LO4)
560 {
531 case DISTATT: 561 case DISTATT:
532 dir = dist_att (dir,op,enemy,part,&rv); 562 dir = dist_att (dir, op, enemy, part, &rv);
533 break; 563 break;
534 564
535 case RUNATT: 565 case RUNATT:
536 dir = run_att (dir,op,enemy,part,&rv); 566 dir = run_att (dir, op, enemy, part, &rv);
537 break; 567 break;
538 568
539 case HITRUN: 569 case HITRUN:
540 dir = hitrun_att(dir,op,enemy); 570 dir = hitrun_att (dir, op, enemy);
541 break; 571 break;
542 572
543 case WAITATT: 573 case WAITATT:
544 dir = wait_att (dir,op,enemy,part,&rv); 574 dir = wait_att (dir, op, enemy, part, &rv);
545 break; 575 break;
546 576
547 case RUSH: /* default - monster normally moves towards player */ 577 case RUSH: /* default - monster normally moves towards player */
548 case ALLRUN: 578 case ALLRUN:
549 break; 579 break;
550 580
551 case DISTHIT: 581 case DISTHIT:
552 dir = disthit_att (dir,op,enemy,part,&rv); 582 dir = disthit_att (dir, op, enemy, part, &rv);
553 break; 583 break;
554 584
555 case WAIT2: 585 case WAIT2:
556 dir = wait_att2 (dir,op,enemy,part,&rv); 586 dir = wait_att2 (dir, op, enemy, part, &rv);
557 break; 587 break;
558 588
559 default: 589 default:
560 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);
561 } 591 }
562 } 592 }
563 593
564 if (!dir) 594 if (!dir)
565 return 0; 595 return 0;
566 596
567 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { 597 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
598 {
568 if(move_object(op,dir)) /* Can the monster move directly toward player? */ 599 if (move_object (op, dir)) /* Can the monster move directly toward player? */
569 { 600 {
570 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 601 /* elmex: Turn our monster after it moved if it has DISTATT attack */
571 if ((op->attack_movement & LO4) == DISTATT) 602 if ((op->attack_movement & LO4) == DISTATT)
572 op->direction = pre_att_dir; 603 op->direction = pre_att_dir;
573 604
574 return 0; 605 return 0;
575 } 606 }
576 607
577 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv) 608 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
578 || QUERY_FLAG(op,FLAG_RUN_AWAY)) { 609 {
579
580 /* Try move around corners if !close */ 610 /* Try move around corners if !close */
581 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;
612
582 for(diff = 1; diff <= maxdiff; diff++) { 613 for (diff = 1; diff <= maxdiff; diff++)
614 {
583 /* try different detours */ 615 /* try different detours */
584 int m = 1-(RANDOM()&2); /* Try left or right first? */ 616 int m = 1 - rndm (2) * 2; /* Try left or right first? */
585 if(move_object(op,absdir(dir + diff*m)) || 617
586 move_object(op,absdir(dir - diff*m))) 618 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
587 return 0; 619 return 0;
588 } 620 }
589 } 621 }
590 } /* if monster is not standing still */ 622 } /* if monster is not standing still */
591 623
592 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 624 /* elmex: Turn our monster after it moved if it has DISTATT attack */
593 if ((op->attack_movement & LO4) == DISTATT) 625 if ((op->attack_movement & LO4) == DISTATT)
594 op->direction = pre_att_dir; 626 op->direction = pre_att_dir;
595 627
596 /* 628 /*
597 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 629 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
598 * direction if they can't move away. 630 * direction if they can't move away.
599 */ 631 */
600 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) 632 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
601 if(move_randomly(op)) 633 if (move_randomly (op))
602 return 0; 634 return 0;
603 635
604 /* 636 /*
605 * Try giving the monster a new enemy - the player that is closest 637 * Try giving the monster a new enemy - the player that is closest
606 * to it. In this way, it won't just keep trying to get to a target 638 * to it. In this way, it won't just keep trying to get to a target
607 * that is inaccessible. 639 * that is inaccessible.
608 * This could be more clever - it should go through a list of several 640 * This could be more clever - it should go through a list of several
609 * enemies, as it is now, you could perhaps get situations where there 641 * enemies, as it is now, you could perhaps get situations where there
610 * are two players flanking the monster at close distance, but which 642 * are two players flanking the monster at close distance, but which
611 * the monster can't get to, and a third one at a far distance that 643 * the monster can't get to, and a third one at a far distance that
612 * the monster could get to - as it is, the monster won't look at that 644 * the monster could get to - as it is, the monster won't look at that
613 * third one. 645 * third one.
614 */ 646 */
615 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) 647 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
616 { 648 {
617 object *nearest_player = get_nearest_player(op); 649 object *nearest_player = get_nearest_player (op);
650
618 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { 651 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
619 op->enemy = NULL; 652 {
653 op->enemy = 0;
620 enemy = nearest_player; 654 enemy = nearest_player;
621 } 655 }
622 } 656 }
623 657
624 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 658 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
625 { 659 {
626 /* The adjustement to wc that was here before looked totally bogus - 660 /* The adjustement to wc that was here before looked totally bogus -
627 * since wc can in fact get negative, that would mean by adding 661 * since wc can in fact get negative, that would mean by adding
628 * the current wc, the creature gets better? Instead, just 662 * the current wc, the creature gets better? Instead, just
629 * add a fixed amount - nasty creatures that are runny away should 663 * add a fixed amount - nasty creatures that are runny away should
630 * still be pretty nasty. 664 * still be pretty nasty.
631 */ 665 */
632 if(QUERY_FLAG(op,FLAG_RUN_AWAY)) 666 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
667 {
668 part->stats.wc += 10;
669 skill_attack (enemy, part, 0, NULL, NULL);
670 part->stats.wc -= 10;
633 { 671 }
634 part->stats.wc+=10;
635 (void)skill_attack(enemy,part,0,NULL, NULL);
636 part->stats.wc-=10;
637 }
638 else 672 else
639 (void)skill_attack(enemy,part,0,NULL, NULL); 673 skill_attack (enemy, part, 0, NULL, NULL);
640 } /* if monster is in attack range */ 674 } /* if monster is in attack range */
641 675
642 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 */
643 return 1; 677 return 1;
644 678
645 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 679 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
646 {
647 remove_ob(op);
648 free_object(op);
649 return 1;
650 } 680 {
681 op->drop_and_destroy ();
682 return 1;
683 }
684
651 return 0; 685 return 0;
652} 686}
687
688int
653int can_hit(object *ob1,object *ob2, rv_vector *rv) { 689can_hit (object *ob1, object *ob2, rv_vector * rv)
690{
654 object *more; 691 object *more;
655 rv_vector rv1; 692 rv_vector rv1;
656 693
657 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) 694 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
658 return 0; 695 return 0;
659 696
660 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; 697 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
698 return 1;
661 699
662 /* check all the parts of ob2 - just because we can't get to 700 /* check all the parts of ob2 - just because we can't get to
663 * its head doesn't mean we don't want to pound its feet 701 * its head doesn't mean we don't want to pound its feet
664 */ 702 */
665 for (more = ob2->more; more!=NULL; more = more->more) { 703 for (more = ob2->more; more != NULL; more = more->more)
704 {
666 get_rangevector(ob1, more, &rv1, 0); 705 get_rangevector (ob1, more, &rv1, 0);
667 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; 706 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
707 return 1;
668 } 708 }
709
669 return 0; 710 return 0;
670
671} 711}
672 712
673/* Returns 1 is monster should cast spell sp at an enemy 713/* Returns 1 is monster should cast spell sp at an enemy
674 * Returns 0 if the monster should not cast this spell. 714 * Returns 0 if the monster should not cast this spell.
675 * 715 *
684 * This could be a lot smarter - if there are few monsters around, 724 * This could be a lot smarter - if there are few monsters around,
685 * then disease might not be as bad. Likewise, if the monster is damaged, 725 * then disease might not be as bad. Likewise, if the monster is damaged,
686 * the right type of healing spell could be useful. 726 * the right type of healing spell could be useful.
687 */ 727 */
688 728
729static int
689static int monster_should_cast_spell(object *monster, object *spell_ob) 730monster_should_cast_spell (object *monster, object *spell_ob)
690{ 731{
691 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 732 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
692 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 733 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
693 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 734 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
694 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 ||
695 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 ||
696 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 737 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
697 spell_ob->subtype == SP_INVISIBLE)
698
699 return 1;
700
701 return 0; 738 return 1;
702}
703 739
740 return 0;
741}
704 742
705#define MAX_KNOWN_SPELLS 20 743#define MAX_KNOWN_SPELLS 20
706 744
707/* Returns a randomly selected spell. This logic is still 745/* Returns a randomly selected spell. This logic is still
708 * less than ideal. This code also only seems to deal with 746 * less than ideal. This code also only seems to deal with
709 * wizard spells, as the check is against sp, and not grace. 747 * wizard spells, as the check is against sp, and not grace.
710 * can mosnters know cleric spells? 748 * can mosnters know cleric spells?
711 */ 749 */
750object *
712object *monster_choose_random_spell(object *monster) { 751monster_choose_random_spell (object *monster)
752{
713 object *altern[MAX_KNOWN_SPELLS]; 753 object *altern[MAX_KNOWN_SPELLS];
714 object *tmp;
715 int i=0; 754 int i = 0;
716 755
717 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 756 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
718 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 757 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
758 {
719 /* Check and see if it's actually a useful spell. 759 /* Check and see if it's actually a useful spell.
720 * If its a spellbook, the spell is actually the inventory item. 760 * If its a spellbook, the spell is actually the inventory item.
721 * 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.
722 */ 762 */
723 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))
724 altern[i++]=tmp; 764 {
725 if(i==MAX_KNOWN_SPELLS) 765 altern [i++] = tmp;
726 break; 766
767 if (i == MAX_KNOWN_SPELLS)
768 break;
769 }
727 } 770 }
728 } 771
729 if(!i) 772 return i ? altern [rndm (i)] : 0;
730 return NULL;
731 return altern[RANDOM()%i];
732} 773}
733 774
734/* 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.
735 * 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.
736 * head is the head of the monster. 777 * head is the head of the monster.
737 * part is the part of the monster we are checking against. 778 * part is the part of the monster we are checking against.
738 * pl is the target. 779 * pl is the target.
739 * dir is the direction to case. 780 * dir is the direction to case.
740 * rv is the vector which describes where the enemy is. 781 * rv is the vector which describes where the enemy is.
741 */ 782 */
742 783int
743int monster_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)
785{
744 object *spell_item; 786 object *spell_item;
745 object *owner; 787 object *owner;
746 rv_vector rv1; 788 rv_vector rv1;
747 789
748 /* If you want monsters to cast spells over friends, this spell should 790 /* If you want monsters to cast spells over friends, this spell should
749 * be removed. It probably should be in most cases, since monsters still 791 * be removed. It probably should be in most cases, since monsters still
750 * don't care about residual effects (ie, casting a cone which may have a 792 * don't care about residual effects (ie, casting a cone which may have a
751 * clear path to the player, the side aspects of the code will still hit 793 * clear path to the player, the side aspects of the code will still hit
752 * other monsters) 794 * other monsters)
753 */ 795 */
754 if(!(dir=path_to_player(part,pl,0))) 796 if (!(dir = path_to_player (part, pl, 0)))
755 return 0; 797 return 0;
798
799 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
756 800 {
757 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
758 get_rangevector(head, owner, &rv1, 0x1); 801 get_rangevector (head, owner, &rv1, 0x1);
759 if(dirdiff(dir,rv1.direction) < 2) { 802 if (dirdiff (dir, rv1.direction) < 2)
760 return 0; /* Might hit owner with spell */ 803 return 0; /* Might hit owner with spell */
761 }
762 } 804 }
763 805
764 if(QUERY_FLAG(head,FLAG_CONFUSED)) 806 if (QUERY_FLAG (head, FLAG_CONFUSED))
765 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 807 dir = absdir (dir + rndm (3) + rndm (3) - 2);
766 808
767 /* If the monster hasn't already chosen a spell, choose one 809 /* If the monster hasn't already chosen a spell, choose one
768 * I'm not sure if it really make sense to pre-select spells (events 810 * I'm not sure if it really make sense to pre-select spells (events
769 * could be different by the time the monster goes again). 811 * could be different by the time the monster goes again).
770 */ 812 */
771 if(head->spellitem==NULL) { 813 if (head->spellitem == NULL)
814 {
772 if((spell_item=monster_choose_random_spell(head))==NULL) { 815 if ((spell_item = monster_choose_random_spell (head)) == NULL)
816 {
773 LOG(llevMonster,"Turned off spells in %s\n",head->name); 817 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
774 CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 818 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
819 return 0;
820 }
821
822 if (spell_item->type == SPELLBOOK)
823 {
824 if (!spell_item->inv)
825 {
826 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
827 return 0;
828 }
829
830 spell_item = spell_item->inv;
831 }
832 }
833 else
834 spell_item = head->spellitem;
835
836 if (!spell_item)
775 return 0; 837 return 0;
776 }
777 if (spell_item->type == SPELLBOOK) {
778 if (!spell_item->inv) {
779 LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name);
780 return 0;
781 }
782 spell_item=spell_item->inv;
783 }
784 }
785 else
786 spell_item=head->spellitem;
787 838
788 if (!spell_item) return 0;
789
790 /* Best guess this is a defensive/healing spell */ 839 /* Best guess this is a defensive/healing spell */
791 if (spell_item->range<=1 || spell_item->stats.dam < 0) 840 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
792 dir = 0; 841 dir = 0;
793 842
794 /* Monster doesn't have enough spell-points */ 843 /* Monster doesn't have enough spell-points */
795 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 844 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
796 return 0; 845 return 0;
797 846
798 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 847 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
799 return 0; 848 return 0;
800 849
801 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 850 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
802 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); 851 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
803 852
804 /* 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 */
805 head->spellitem = NULL; 854 head->spellitem = NULL;
806 855
807 return cast_spell(part,part,dir, spell_item, NULL); 856 return cast_spell (part, part, dir, spell_item, NULL);
808} 857}
809 858
810 859int
811int monster_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)
861{
812 object *scroll; 862 object *scroll;
813 object *owner; 863 object *owner;
814 rv_vector rv1; 864 rv_vector rv1;
815 865
816 /* If you want monsters to cast spells over friends, this spell should 866 /* If you want monsters to cast spells over friends, this spell should
817 * be removed. It probably should be in most cases, since monsters still 867 * be removed. It probably should be in most cases, since monsters still
818 * don't care about residual effects (ie, casting a cone which may have a 868 * don't care about residual effects (ie, casting a cone which may have a
819 * clear path to the player, the side aspects of the code will still hit 869 * clear path to the player, the side aspects of the code will still hit
820 * other monsters) 870 * other monsters)
821 */ 871 */
822 if(!(dir=path_to_player(part,pl,0))) 872 if (!(dir = path_to_player (part, pl, 0)))
823 return 0; 873 return 0;
874
875 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
824 876 {
825 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
826 get_rangevector(head, owner, &rv1, 0x1); 877 get_rangevector (head, owner, &rv1, 0x1);
827 if(dirdiff(dir,rv1.direction) < 2) { 878 if (dirdiff (dir, rv1.direction) < 2)
879 {
828 return 0; /* Might hit owner with spell */ 880 return 0; /* Might hit owner with spell */
829 } 881 }
830 } 882 }
831 883
832 if(QUERY_FLAG(head,FLAG_CONFUSED)) 884 if (QUERY_FLAG (head, FLAG_CONFUSED))
833 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 885 dir = absdir (dir + rndm (3) + rndm (3) - 2);
834 886
835 for (scroll=head->inv; scroll; scroll=scroll->below) 887 for (scroll = head->inv; scroll; scroll = scroll->below)
836 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 888 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
889 break;
837 890
838 /* Used up all his scrolls, so nothing do to */ 891 /* Used up all his scrolls, so nothing do to */
839 if (!scroll) { 892 if (!scroll)
893 {
840 CLEAR_FLAG(head, FLAG_READY_SCROLL); 894 CLEAR_FLAG (head, FLAG_READY_SCROLL);
841 return 0; 895 return 0;
842 } 896 }
843 897
844 /* Spell should be cast on caster (ie, heal, strength) */ 898 /* Spell should be cast on caster (ie, heal, strength) */
845 if (scroll->inv->range==0) 899 if (scroll->inv->range == 0)
846 dir = 0; 900 dir = 0;
847 901
848 apply_scroll(part, scroll, dir); 902 apply_scroll (part, scroll, dir);
849 return 1; 903 return 1;
850} 904}
851 905
852/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 906/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
853 * Note that monsters do not need the skills SK_MELEE_WEAPON and 907 * Note that monsters do not need the skills SK_MELEE_WEAPON and
854 * SK_MISSILE_WEAPON to make those respective attacks, if we 908 * SK_MISSILE_WEAPON to make those respective attacks, if we
857 * 911 *
858 * 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.
859 * 913 *
860 * At the moment this is only useful for throwing, perhaps for 914 * At the moment this is only useful for throwing, perhaps for
861 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 915 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
862 */ 916 */
863 917int
864int monster_use_skill(object *head, object *part, object *pl,int dir) { 918monster_use_skill (object *head, object *part, object *pl, int dir)
919{
865 object *skill, *owner; 920 object *skill, *owner;
866 921
867 if(!(dir=path_to_player(part,pl,0))) 922 if (!(dir = path_to_player (part, pl, 0)))
868 return 0; 923 return 0;
869 924
870 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 925 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
926 {
871 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);
928
872 if(dirdiff(dir,dir2) < 1) 929 if (dirdiff (dir, dir2) < 1)
873 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 930 return 0; /* Might hit owner with skill -thrown rocks for example ? */
874 } 931 }
932
875 if(QUERY_FLAG(head,FLAG_CONFUSED)) 933 if (QUERY_FLAG (head, FLAG_CONFUSED))
876 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 934 dir = absdir (dir + rndm (3) + rndm (3) - 2);
877 935
878 /* skill selection - monster will use the next unused skill. 936 /* skill selection - monster will use the next unused skill.
879 * well...the following scenario will allow the monster to 937 * well...the following scenario will allow the monster to
880 * 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
881 * more skills available to monsters. 939 * more skills available to monsters.
882 */ 940 */
883
884 for(skill=head->inv;skill!=NULL;skill=skill->below) 941 for (skill = head->inv; skill; skill = skill->below)
885 if(skill->type==SKILL && skill!=head->chosen_skill) { 942 if (skill->type == SKILL && skill != head->chosen_skill)
943 {
886 head->chosen_skill=skill; 944 head->chosen_skill = skill;
887 break; 945 break;
888 } 946 }
889 947
890 if(!skill && !head->chosen_skill) { 948 if (!skill && !head->chosen_skill)
949 {
891 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", 950 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
892 head->name,head->count);
893 CLEAR_FLAG(head, FLAG_READY_SKILL); 951 CLEAR_FLAG (head, FLAG_READY_SKILL);
894 return 0; 952 return 0;
895 } 953 }
954
896 /* use skill */ 955 /* use skill */
897 return do_skill(head, part, head->chosen_skill,dir,NULL); 956 return do_skill (head, part, head->chosen_skill, dir, NULL);
898} 957}
899 958
900/* Monster will use a ranged spell attack. */ 959/* Monster will use a ranged spell attack. */
901 960int
902int monster_use_range(object *head,object *part,object *pl,int dir) 961monster_use_range (object *head, object *part, object *pl, int dir)
903 { 962{
904 object *wand, *owner; 963 object *wand, *owner;
905 int at_least_one = 0; 964 int at_least_one = 0;
906 965
907 if(!(dir=path_to_player(part,pl,0))) 966 if (!(dir = path_to_player (part, pl, 0)))
908 return 0; 967 return 0;
909 968
910 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 969 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
970 {
911 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);
972
912 if(dirdiff(dir,dir2) < 2) 973 if (dirdiff (dir, dir2) < 2)
913 return 0; /* Might hit owner with spell */ 974 return 0; /* Might hit owner with spell */
914 } 975 }
976
915 if(QUERY_FLAG(head,FLAG_CONFUSED)) 977 if (QUERY_FLAG (head, FLAG_CONFUSED))
916 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 978 dir = absdir (dir + rndm (3) + rndm (3) - 2);
917 979
918 for(wand=head->inv;wand!=NULL;wand=wand->below) 980 for (wand = head->inv; wand; wand = wand->below)
919 { 981 {
920 if (wand->type == WAND) 982 if (wand->type == WAND)
983 {
984 /* Found a wand, let's see if it has charges left */
985 at_least_one = 1;
986 if (wand->stats.food <= 0)
987 continue;
988
989 cast_spell (head, wand, dir, wand->inv, NULL);
990
991 if (!(--wand->stats.food))
921 { 992 {
922 /* Found a wand, let's see if it has charges left */ 993 if (wand->arch)
923 at_least_one = 1;
924 if( wand->stats.food<=0 )
925 continue;
926
927 cast_spell( head, wand, dir, wand->inv, NULL );
928
929 if ( !( --wand->stats.food ) )
930 { 994 {
931 if ( wand->arch )
932 {
933 CLEAR_FLAG(wand, FLAG_ANIMATE); 995 CLEAR_FLAG (wand, FLAG_ANIMATE);
934 wand->face = wand->arch->clone.face; 996 wand->face = wand->arch->face;
935 wand->speed = 0; 997 wand->set_speed (0);
936 update_ob_speed(wand);
937 }
938 } 998 }
939 /* Success */
940 return 1;
941 } 999 }
1000 /* Success */
1001 return 1;
1002 }
942 else if ( wand->type == ROD || wand->type==HORN ) { 1003 else if (wand->type == ROD || wand->type == HORN)
1004 {
943 /* Found rod/horn, let's use it if possible */ 1005 /* Found rod/horn, let's use it if possible */
944 at_least_one = 1; 1006 at_least_one = 1;
945 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) 1007 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
946 continue; 1008 continue;
947 1009
948 /* drain charge before casting spell - can be a case where the 1010 /* drain charge before casting spell - can be a case where the
949 * spell destroys the monster, and rod, so if done after, results 1011 * spell destroys the monster, and rod, so if done after, results
950 * in crash. 1012 * in crash.
951 */ 1013 */
952 drain_rod_charge( wand ); 1014 drain_rod_charge (wand);
953 cast_spell( head, wand, dir, wand->inv, NULL ); 1015 cast_spell (head, wand, dir, wand->inv, NULL);
954 1016
955 /* Success */ 1017 /* Success */
956 return 1; 1018 return 1;
957 } 1019 }
958 } 1020 }
959 1021
960 if ( at_least_one ) 1022 if (at_least_one)
961 return 0; 1023 return 0;
962 1024
963 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1025 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
964 head->name,head->count);
965 CLEAR_FLAG(head, FLAG_READY_RANGE); 1026 CLEAR_FLAG (head, FLAG_READY_RANGE);
966 return 0; 1027 return 0;
967 } 1028}
968 1029
1030int
969int monster_use_bow(object *head, object *part, object *pl, int dir) { 1031monster_use_bow (object *head, object *part, object *pl, int dir)
1032{
970 object *owner; 1033 object *owner;
971 1034
972 if(!(dir=path_to_player(part,pl,0))) 1035 if (!(dir = path_to_player (part, pl, 0)))
973 return 0; 1036 return 0;
1037
974 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1038 if (QUERY_FLAG (head, FLAG_CONFUSED))
975 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
976 1040
977 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1041 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1042 {
978 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);
1044
979 if(dirdiff(dir,dir2) < 1) 1045 if (dirdiff (dir, dir2) < 1)
980 return 0; /* Might hit owner with arrow */ 1046 return 0; /* Might hit owner with arrow */
981 } 1047 }
982 1048
983 /* in server/player.c */ 1049 /* in server/player.c */
984 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);
985 1051
986} 1052}
987 1053
988/* Checks if putting on 'item' will make 'who' do more 1054/* Checks if putting on 'item' will make 'who' do more
989 * damage. This is a very simplistic check - also checking things 1055 * damage. This is a very simplistic check - also checking things
990 * like speed and ac are also relevant. 1056 * like speed and ac are also relevant.
991 * 1057 *
992 * return true if item is a better object. 1058 * return true if item is a better object.
993 */ 1059 */
994 1060int
995int check_good_weapon(object *who, object *item) { 1061check_good_weapon (object *who, object *item)
1062{
996 object *other_weap; 1063 object *other_weap;
997 int val=0, i; 1064 int val = 0, i;
998 1065
999 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)
1000 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))
1001 break; 1068 break;
1002 1069
1003 if(other_weap==NULL) /* No other weapons */ 1070 if (!other_weap) /* No other weapons */
1004 return 1; 1071 return 1;
1005 1072
1006 /* 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
1007 * better, just do some simple checks 1074 * better, just do some simple checks
1008 * Put some multipliers for things that hvae several effects, 1075 * Put some multipliers for things that hvae several effects,
1009 * eg, magic affects both damage and wc, so it has more weight 1076 * eg, magic affects both damage and wc, so it has more weight
1010 */ 1077 */
1011 1078
1012 val = item->stats.dam - other_weap->stats.dam; 1079 val = item->stats.dam - other_weap->stats.dam;
1013 val += (item->magic - other_weap->magic) * 3; 1080 val += (item->magic - other_weap->magic) * 3;
1014 /* Monsters don't really get benefits from things like regen rates 1081 /* Monsters don't really get benefits from things like regen rates
1015 * from items. But the bonus for their stats are very important. 1082 * from items. But the bonus for their stats are very important.
1016 */ 1083 */
1017 for (i=0; i<NUM_STATS; i++) 1084 for (i = 0; i < NUM_STATS; i++)
1018 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;
1019 1086
1020 if (val > 0) return 1; 1087 if (val > 0)
1088 return 1;
1089 else
1021 else return 0; 1090 return 0;
1022
1023} 1091}
1024 1092
1093int
1025int check_good_armour(object *who, object *item) { 1094check_good_armour (object *who, object *item)
1095{
1026 object *other_armour; 1096 object *other_armour;
1027 int val=0,i; 1097 int val = 0, i;
1028 1098
1029 for (other_armour = who->inv; other_armour != NULL; 1099 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1030 other_armour = other_armour->below)
1031 if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) 1100 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1032 break; 1101 break;
1033 1102
1034 if (other_armour == NULL) /* No other armour, use the new */ 1103 if (other_armour == NULL) /* No other armour, use the new */
1035 return 1; 1104 return 1;
1036 1105
1037 /* Like above function , see which is better */ 1106 /* Like above function , see which is better */
1038 val = item->stats.ac - other_armour->stats.ac; 1107 val = item->stats.ac - other_armour->stats.ac;
1039 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; 1108 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1040 val += (item->magic - other_armour->magic) * 3; 1109 val += (item->magic - other_armour->magic) * 3;
1041 1110
1042 /* for the other protections, do weigh them very much in the equation - 1111 /* for the other protections, do weigh them very much in the equation -
1043 * it is the armor protection which is most important, because there is 1112 * it is the armor protection which is most important, because there is
1044 * no good way to know what the player may attack the monster with. 1113 * no good way to know what the player may attack the monster with.
1045 * So if the new item has better protection than the old, give that higher 1114 * So if the new item has better protection than the old, give that higher
1046 * value. If the reverse, then decrease the value of this item some. 1115 * value. If the reverse, then decrease the value of this item some.
1047 */ 1116 */
1048 for (i=1; i <NROFATTACKS; i++) { 1117 for (i = 1; i < NROFATTACKS; i++)
1118 {
1049 if (item->resist[i] > other_armour->resist[i]) val++; 1119 if (item->resist[i] > other_armour->resist[i])
1120 val++;
1050 else if (item->resist[i] < other_armour->resist[i]) val--; 1121 else if (item->resist[i] < other_armour->resist[i])
1122 val--;
1051 } 1123 }
1052 1124
1053 /* Very few armours have stats, so not much need to worry about those. */ 1125 /* Very few armours have stats, so not much need to worry about those. */
1054 1126
1055 if (val > 0) return 1; 1127 if (val > 0)
1128 return 1;
1129 else
1056 else return 0; 1130 return 0;
1057
1058} 1131}
1059 1132
1060/* 1133/*
1061 * monster_check_pickup(): checks for items that monster can pick up. 1134 * monster_check_pickup(): checks for items that monster can pick up.
1062 * 1135 *
1070 * 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
1071 * 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
1072 * 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
1073 * affect stacking on this space. 1146 * affect stacking on this space.
1074 */ 1147 */
1075 1148void
1076void monster_check_pickup(object *monster) { 1149monster_check_pickup (object *monster)
1150{
1077 object *tmp,*next; 1151 object *tmp, *next;
1078 int next_tag;
1079 1152
1080 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1153 for (tmp = monster->below; tmp != NULL; tmp = next)
1154 {
1081 next=tmp->below; 1155 next = tmp->below;
1082 next_tag = next ? next->count : 0;
1083 if (monster_can_pick(monster,tmp)) { 1156 if (monster_can_pick (monster, tmp))
1084 remove_ob(tmp); 1157 {
1158 tmp->remove ();
1085 tmp = insert_ob_in_ob(tmp,monster); 1159 tmp = insert_ob_in_ob (tmp, monster);
1086 (void) monster_check_apply(monster,tmp); 1160 (void) monster_check_apply (monster, tmp);
1087 } 1161 }
1088 /* We could try to re-establish the cycling, of the space, but probably 1162 /* We could try to re-establish the cycling, of the space, but probably
1089 * not a big deal to just bail out. 1163 * not a big deal to just bail out.
1090 */ 1164 */
1091 if (next && was_destroyed(next, next_tag)) return; 1165 if (next && next->destroyed ())
1166 return;
1092 } 1167 }
1093} 1168}
1094 1169
1095/* 1170/*
1096 * monster_can_pick(): If the monster is interested in picking up 1171 * monster_can_pick(): If the monster is interested in picking up
1097 * the item, then return 0. Otherwise 0. 1172 * the item, then return 0. Otherwise 0.
1098 * Instead of pick_up, flags for "greed", etc, should be used. 1173 * Instead of pick_up, flags for "greed", etc, should be used.
1099 * 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.
1100 */ 1175 */
1101 1176int
1102int monster_can_pick(object *monster, object *item) { 1177monster_can_pick (object *monster, object *item)
1178{
1103 int flag=0; 1179 int flag = 0;
1104 int i; 1180 int i;
1105 1181
1106 if(!can_pick(monster,item)) 1182 if (!can_pick (monster, item))
1107 return 0; 1183 return 0;
1108 1184
1109 if(QUERY_FLAG(item,FLAG_UNPAID)) 1185 if (QUERY_FLAG (item, FLAG_UNPAID))
1110 return 0; 1186 return 0;
1111 1187
1112 if (monster->pick_up&64) /* All */ 1188 if (monster->pick_up & 64) /* All */
1113 flag=1; 1189 flag = 1;
1114 1190
1191 else
1115 else switch(item->type) { 1192 switch (item->type)
1116 case MONEY: 1193 {
1117 case GEM: 1194 case MONEY:
1195 case GEM:
1118 flag=monster->pick_up&2; 1196 flag = monster->pick_up & 2;
1119 break; 1197 break;
1120 1198
1121 case FOOD: 1199 case FOOD:
1122 flag=monster->pick_up&4; 1200 flag = monster->pick_up & 4;
1123 break; 1201 break;
1124 1202
1125 case WEAPON: 1203 case WEAPON:
1126 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); 1204 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1127 break; 1205 break;
1128 1206
1129 case ARMOUR: 1207 case ARMOUR:
1130 case SHIELD: 1208 case SHIELD:
1131 case HELMET: 1209 case HELMET:
1132 case BOOTS: 1210 case BOOTS:
1133 case GLOVES: 1211 case GLOVES:
1134 case GIRDLE: 1212 case GIRDLE:
1135 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); 1213 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1136 break; 1214 break;
1137 1215
1138 case SKILL: 1216 case SKILL:
1139 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); 1217 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1140 break; 1218 break;
1141 1219
1142 case RING: 1220 case RING:
1143 flag=QUERY_FLAG(monster,FLAG_USE_RING); 1221 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1144 break; 1222 break;
1145 1223
1146 case WAND: 1224 case WAND:
1147 case HORN: 1225 case HORN:
1148 case ROD: 1226 case ROD:
1149 flag=QUERY_FLAG(monster,FLAG_USE_RANGE); 1227 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1150 break; 1228 break;
1151 1229
1152 case SPELLBOOK: 1230 case SPELLBOOK:
1153 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); 1231 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1154 break; 1232 break;
1155 1233
1156 case SCROLL: 1234 case SCROLL:
1157 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); 1235 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1158 break; 1236 break;
1159 1237
1160 case BOW: 1238 case BOW:
1161 case ARROW: 1239 case ARROW:
1162 flag=QUERY_FLAG(monster,FLAG_USE_BOW); 1240 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1163 break; 1241 break;
1164 } 1242 }
1243
1165 /* 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
1166 * 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
1167 * use several locations. 1246 * use several locations.
1168 */ 1247 */
1169 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1248 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1170 if (monster->body_info[i] && item->body_info[i]) {
1171 flag=1;
1172 break;
1173 }
1174 } 1249 {
1250 if (monster->slot[i].info && item->slot[i].info)
1251 {
1252 flag = 1;
1253 break;
1254 }
1255 }
1175 1256
1176 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) 1257 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1177 return 1;
1178 return 0; 1258 return 1;
1259
1260 return 0;
1179} 1261}
1180 1262
1181/* 1263/*
1182 * monster_apply_below(): 1264 * monster_apply_below():
1183 * 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
1184 * eager to apply things, encounters something apply-able, 1266 * eager to apply things, encounters something apply-able,
1185 * then make him apply it 1267 * then make him apply it
1186 */ 1268 */
1187 1269void
1188void monster_apply_below(object *monster) { 1270monster_apply_below (object *monster)
1271{
1189 object *tmp, *next; 1272 object *tmp, *next;
1190 1273
1191 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1274 for (tmp = monster->below; tmp != NULL; tmp = next)
1275 {
1192 next=tmp->below; 1276 next = tmp->below;
1193 switch (tmp->type) { 1277 switch (tmp->type)
1278 {
1194 case CF_HANDLE: 1279 case CF_HANDLE:
1195 case TRIGGER: 1280 case TRIGGER:
1196 if (monster->will_apply&1) 1281 if (monster->will_apply & 1)
1197 manual_apply(monster,tmp,0); 1282 manual_apply (monster, tmp, 0);
1198 break; 1283 break;
1199 1284
1200 case TREASURE: 1285 case TREASURE:
1201 if (monster->will_apply&2) 1286 if (monster->will_apply & 2)
1202 manual_apply(monster,tmp,0); 1287 manual_apply (monster, tmp, 0);
1203 break; 1288 break;
1204 1289
1205 } 1290 }
1206 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1291 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1207 break; 1292 break;
1208 } 1293 }
1209} 1294}
1210 1295
1211/* 1296/*
1212 * monster_check_apply() is meant to be called after an item is 1297 * monster_check_apply() is meant to be called after an item is
1215 * a pointer to that object is returned, so it can be dropped. 1300 * a pointer to that object is returned, so it can be dropped.
1216 * (so that other monsters can pick it up and use it) 1301 * (so that other monsters can pick it up and use it)
1217 * Note that as things are now, monsters never drop something - 1302 * Note that as things are now, monsters never drop something -
1218 * they can pick up all that they can use. 1303 * they can pick up all that they can use.
1219 */ 1304 */
1220
1221/* Sept 96, fixed this so skills will be readied -b.t.*/ 1305/* Sept 96, fixed this so skills will be readied -b.t.*/
1222 1306void
1223void monster_check_apply(object *mon, object *item) { 1307monster_check_apply (object *mon, object *item)
1224 1308{
1225 int flag = 0; 1309 int flag = 0;
1226 1310
1227 if(item->type==SPELLBOOK&& 1311 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1228 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { 1312 {
1229 SET_FLAG(mon, FLAG_CAST_SPELL); 1313 SET_FLAG (mon, FLAG_CAST_SPELL);
1230 return; 1314 return;
1231 } 1315 }
1232 1316
1233 /* If for some reason, this item is already applied, no more work to do */ 1317 /* If for some reason, this item is already applied, no more work to do */
1234 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1318 if (QUERY_FLAG (item, FLAG_APPLIED))
1235
1236 /* Might be better not to do this - if the monster can fire a bow,
1237 * it is possible in his wanderings, he will find one to use. In
1238 * which case, it would be nice to have ammo for it.
1239 */
1240 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1241 /* Check for the right kind of bow */
1242 object *bow;
1243 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1244 if(bow->type==BOW && bow->race==item->race) {
1245 SET_FLAG(mon, FLAG_READY_BOW);
1246 LOG(llevMonster,"Found correct bow for arrows.\n");
1247 return; /* nothing more to do for arrows */
1248 }
1249 }
1250
1251 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1252 /* Eating food gets hp back */
1253 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1254 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1255 if (!item->inv)
1256 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1257 else if (monster_should_cast_spell(mon, item->inv))
1258 SET_FLAG(mon, FLAG_READY_SCROLL);
1259 /* Don't use it right now */
1260 return;
1261 }
1262 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1263 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1264 /* Should do something more, like make sure this is a better item */
1265 else if (item->type == RING)
1266 flag=1;
1267 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1268 {
1269 /* We never really 'ready' the wand/rod/horn, because that would mean the
1270 * weapon would get undone.
1271 */
1272 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1273 {
1274 SET_FLAG(mon, FLAG_READY_RANGE);
1275 SET_FLAG(item, FLAG_APPLIED);
1276 }
1277 return;
1278 }
1279 else if (item->type == BOW) {
1280 /* We never really 'ready' the bow, because that would mean the
1281 * weapon would get undone.
1282 */
1283 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1284 SET_FLAG(mon, FLAG_READY_BOW);
1285 return;
1286 }
1287 else if ( item->type == SKILL )
1288 {
1289 /*
1290 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1291 * else they can't use the skill...
1292 * Skills also don't need to get applied, so return now.
1293 */
1294 SET_FLAG(mon, FLAG_READY_SKILL);
1295 return;
1296 }
1297
1298
1299 /* if we don't match one of the above types, return now.
1300 * can_apply_object will say that we can apply things like flesh,
1301 * bolts, and whatever else, because it only checks against the
1302 * body_info locations.
1303 */
1304 if (!flag) return;
1305
1306 /* Check to see if the monster can use this item. If not, no need
1307 * to do further processing. Note that can_apply_object already checks
1308 * for the CAN_USE flags.
1309 */
1310 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1311
1312 /* should only be applying this item, not unapplying it.
1313 * also, ignore status of curse so they can take off old armour.
1314 * monsters have some advantages after all.
1315 */
1316 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1317
1318 return; 1319 return;
1319}
1320 1320
1321 /* Might be better not to do this - if the monster can fire a bow,
1322 * it is possible in his wanderings, he will find one to use. In
1323 * which case, it would be nice to have ammo for it.
1324 */
1325 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1326 {
1327 /* Check for the right kind of bow */
1328 object *bow;
1329
1330 for (bow = mon->inv; bow; bow = bow->below)
1331 if (bow->type == BOW && bow->race == item->race)
1332 {
1333 SET_FLAG (mon, FLAG_READY_BOW);
1334 LOG (llevMonster, "Found correct bow for arrows.\n");
1335 return; /* nothing more to do for arrows */
1336 }
1337 }
1338
1339 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1340 flag = 1;
1341 /* Eating food gets hp back */
1342 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1343 flag = 1;
1344 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1345 {
1346 if (!item->inv)
1347 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1348 else if (monster_should_cast_spell (mon, item->inv))
1349 SET_FLAG (mon, FLAG_READY_SCROLL);
1350 /* Don't use it right now */
1351 return;
1352 }
1353 else if (item->type == WEAPON)
1354 flag = check_good_weapon (mon, item);
1355 else if (item->is_armor ())
1356 flag = check_good_armour (mon, item);
1357 /* Should do something more, like make sure this is a better item */
1358 else if (item->type == RING)
1359 flag = 1;
1360 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1361 {
1362 /* We never really 'ready' the wand/rod/horn, because that would mean the
1363 * weapon would get undone.
1364 */
1365 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1366 {
1367 SET_FLAG (mon, FLAG_READY_RANGE);
1368 SET_FLAG (item, FLAG_APPLIED);
1369 }
1370 return;
1371 }
1372 else if (item->type == BOW)
1373 {
1374 /* We never really 'ready' the bow, because that would mean the
1375 * weapon would get undone.
1376 */
1377 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1378 SET_FLAG (mon, FLAG_READY_BOW);
1379 return;
1380 }
1381 else if (item->type == SKILL)
1382 {
1383 /*
1384 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1385 * else they can't use the skill...
1386 * Skills also don't need to get applied, so return now.
1387 */
1388 SET_FLAG (mon, FLAG_READY_SKILL);
1389 return;
1390 }
1391
1392 /* if we don't match one of the above types, return now.
1393 * can_apply_object will say that we can apply things like flesh,
1394 * bolts, and whatever else, because it only checks against the
1395 * body_info locations.
1396 */
1397 if (!flag)
1398 return;
1399
1400 /* Check to see if the monster can use this item. If not, no need
1401 * to do further processing. Note that can_apply_object already checks
1402 * for the CAN_USE flags.
1403 */
1404 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1405 return;
1406
1407 /* should only be applying this item, not unapplying it.
1408 * also, ignore status of curse so they can take off old armour.
1409 * monsters have some advantages after all.
1410 */
1411 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1412}
1413
1414void
1321void npc_call_help(object *op) { 1415npc_call_help (object *op)
1416{
1322 int x,y, mflags; 1417 int x, y, mflags;
1323 object *npc; 1418 object *npc;
1324 sint16 sx, sy; 1419 sint16 sx, sy;
1325 mapstruct *m; 1420 maptile *m;
1326 1421
1327 for(x = -3; x < 4; x++) 1422 for (x = -3; x < 4; x++)
1328 for(y = -3; y < 4; y++) { 1423 for (y = -3; y < 4; y++)
1424 {
1329 m = op->map; 1425 m = op->map;
1330 sx = op->x + x; 1426 sx = op->x + x;
1331 sy = op->y + y; 1427 sy = op->y + y;
1332 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1333 /* If nothing alive on this space, no need to search the space. */ 1429 /* If nothing alive on this space, no need to search the space. */
1334 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1335 continue; 1431 continue;
1336 1432
1337 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) 1433 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1338 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1339 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1340 } 1436 }
1341} 1437}
1342 1438
1343 1439int
1344int dist_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)
1345 1441{
1346 if (can_hit(part,enemy,rv)) 1442 if (can_hit (part, enemy, rv))
1347 return dir; 1443 return dir;
1444
1348 if (rv->distance < 10) 1445 if (rv->distance < 10)
1349 return absdir(dir+4); 1446 return absdir (dir + 4);
1350 else if (rv->distance>18) 1447 else if (rv->distance > 18)
1351 return dir; 1448 return dir;
1449
1352 return 0; 1450 return 0;
1353} 1451}
1354 1452
1453int
1355int run_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)
1356 1455{
1357 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)
1457 {
1358 ob->move_status++; 1458 ob->move_status++;
1359 return (dir); 1459 return (dir);
1360 } 1460 }
1361 else if (ob->move_status >20) 1461 else if (ob->move_status > 20)
1362 ob->move_status = 0;
1363 return absdir (dir+4);
1364}
1365
1366int hitrun_att (int dir, object *ob,object *enemy) {
1367 if (ob->move_status ++ < 25)
1368 return dir;
1369 else if (ob->move_status <50)
1370 return absdir (dir+4);
1371 else
1372 ob->move_status = 0;
1373 return absdir(dir+4);
1374}
1375
1376int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1377
1378 int inrange = can_hit (part, enemy,rv);
1379
1380 if (ob->move_status || inrange)
1381 ob->move_status++;
1382
1383 if (ob->move_status == 0)
1384 return 0;
1385 else if (ob->move_status <10)
1386 return dir;
1387 else if (ob->move_status <15)
1388 return absdir(dir+4);
1389 ob->move_status = 0; 1462 ob->move_status = 0;
1390 return 0;
1391}
1392 1463
1393int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1394
1395 /* The logic below here looked plain wrong before. Basically, what should
1396 * happen is that if the creatures hp percentage falls below run_away,
1397 * the creature should run away (dir+4)
1398 * I think its wrong for a creature to have a zero maxhp value, but
1399 * at least one map has this set, and whatever the map contains, the
1400 * server should try to be resilant enough to avoid the problem
1401 */
1402 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1403 return absdir(dir+4);
1404 return dist_att (dir,ob,enemy,part,rv);
1405}
1406
1407int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1408 if (rv->distance < 9)
1409 return absdir (dir+4); 1464 return absdir (dir + 4);
1465}
1466
1467int
1468hitrun_att (int dir, object *ob, object *enemy)
1469{
1470 if (ob->move_status++ < 25)
1410 return 0; 1471 return dir;
1411} 1472 else if (ob->move_status < 50)
1412 1473 return absdir (dir + 4);
1413void circ1_move (object *ob) { 1474 else
1414 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1415 if(++ob->move_status > 11)
1416 ob->move_status = 0; 1475 ob->move_status = 0;
1417 if (!(move_object(ob,circle[ob->move_status])))
1418 (void) move_object(ob,RANDOM()%8+1);
1419}
1420 1476
1477 return absdir (dir + 4);
1478}
1479
1480int
1481wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482{
1483
1484 int inrange = can_hit (part, enemy, rv);
1485
1486 if (ob->move_status || inrange)
1487 ob->move_status++;
1488
1489 if (ob->move_status == 0)
1490 return 0;
1491 else if (ob->move_status < 10)
1492 return dir;
1493 else if (ob->move_status < 15)
1494 return absdir (dir + 4);
1495
1496 ob->move_status = 0;
1497 return 0;
1498}
1499
1500int
1501disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1502{
1503
1504 /* The logic below here looked plain wrong before. Basically, what should
1505 * happen is that if the creatures hp percentage falls below run_away,
1506 * the creature should run away (dir+4)
1507 * I think its wrong for a creature to have a zero maxhp value, but
1508 * at least one map has this set, and whatever the map contains, the
1509 * server should try to be resilant enough to avoid the problem
1510 */
1511 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1512 return absdir (dir + 4);
1513
1514 return dist_att (dir, ob, enemy, part, rv);
1515}
1516
1517int
1518wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1519{
1520 if (rv->distance < 9)
1521 return absdir (dir + 4);
1522
1523 return 0;
1524}
1525
1526void
1421void circ2_move (object *ob) { 1527circ1_move (object *ob)
1528{
1422 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; 1529 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1530
1423 if(++ob->move_status > 19) 1531 if (++ob->move_status > 11)
1424 ob->move_status = 0; 1532 ob->move_status = 0;
1533
1425 if(!(move_object(ob,circle[ob->move_status]))) 1534 if (!(move_object (ob, circle[ob->move_status])))
1426 (void) move_object(ob,RANDOM()%8+1); 1535 move_object (ob, rndm (8) + 1);
1427} 1536}
1428 1537
1538void
1539circ2_move (object *ob)
1540{
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
1543 if (++ob->move_status > 19)
1544 ob->move_status = 0;
1545
1546 if (!(move_object (ob, circle[ob->move_status])))
1547 move_object (ob, rndm (8) + 1);
1548}
1549
1550void
1429void pace_movev(object *ob) { 1551pace_movev (object *ob)
1552{
1430 if (ob->move_status++ > 6) 1553 if (ob->move_status++ > 6)
1431 ob->move_status = 0; 1554 ob->move_status = 0;
1555
1432 if (ob->move_status < 4) 1556 if (ob->move_status < 4)
1433 (void) move_object (ob,5); 1557 move_object (ob, 5);
1434 else 1558 else
1435 (void) move_object(ob,1); 1559 move_object (ob, 1);
1436} 1560}
1437 1561
1562void
1438void pace_moveh (object *ob) { 1563pace_moveh (object *ob)
1564{
1439 if (ob->move_status++ > 6) 1565 if (ob->move_status++ > 6)
1440 ob->move_status = 0; 1566 ob->move_status = 0;
1567
1441 if (ob->move_status < 4) 1568 if (ob->move_status < 4)
1442 (void) move_object(ob,3); 1569 move_object (ob, 3);
1443 else 1570 else
1444 (void) move_object(ob,7); 1571 move_object (ob, 7);
1445} 1572}
1446 1573
1574void
1447void pace2_movev (object *ob) { 1575pace2_movev (object *ob)
1576{
1448 if (ob->move_status ++ > 16) 1577 if (ob->move_status++ > 16)
1449 ob->move_status = 0; 1578 ob->move_status = 0;
1579
1450 if (ob->move_status <6) 1580 if (ob->move_status < 6)
1451 (void) move_object (ob,5); 1581 move_object (ob, 5);
1452 else if (ob->move_status < 8) 1582 else if (ob->move_status < 8)
1453 return; 1583 return;
1454 else if (ob->move_status <13) 1584 else if (ob->move_status < 13)
1455 (void) move_object (ob,1); 1585 move_object (ob, 1);
1586 else
1456 else return; 1587 return;
1457} 1588}
1458 1589
1590void
1459void pace2_moveh (object *ob) { 1591pace2_moveh (object *ob)
1592{
1460 if (ob->move_status ++ > 16) 1593 if (ob->move_status++ > 16)
1461 ob->move_status = 0; 1594 ob->move_status = 0;
1595
1462 if (ob->move_status <6) 1596 if (ob->move_status < 6)
1463 (void) move_object (ob,3); 1597 move_object (ob, 3);
1464 else if (ob->move_status < 8) 1598 else if (ob->move_status < 8)
1465 return; 1599 return;
1466 else if (ob->move_status <13) 1600 else if (ob->move_status < 13)
1467 (void) move_object (ob,7); 1601 move_object (ob, 7);
1602 else
1468 else return; 1603 return;
1469} 1604}
1470 1605
1606void
1471void rand_move (object *ob) { 1607rand_move (object *ob)
1472 int i; 1608{
1473 if (ob->move_status <1 || ob->move_status >8 || 1609 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1474 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1475 for (i = 0; i < 5; i++) 1610 for (int i = 0; i < 5; i++)
1476 if (move_object(ob,ob->move_status = RANDOM()%8+1)) 1611 if (move_object (ob, ob->move_status = rndm (8) + 1))
1477 return; 1612 return;
1478} 1613}
1479 1614
1615void
1480void check_earthwalls(object *op, mapstruct *m, int x, int y) { 1616check_earthwalls (object *op, maptile *m, int x, int y)
1481 object *tmp; 1617{
1482 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)
1483 if (tmp->type == EARTHWALL) { 1619 if (tmp->type == EARTHWALL)
1620 {
1484 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); 1621 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1485 return;
1486 }
1487 }
1488}
1489
1490void check_doors(object *op, mapstruct *m, int x, int y) {
1491 object *tmp;
1492 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1493 if (tmp->type == DOOR) {
1494 hit_player(tmp,1000,op,AT_PHYSICAL,1);
1495 return;
1496 }
1497 }
1498}
1499
1500/* This replaces all the msglang stuff about which seems to be a lot of
1501 * unneeded complication - since the setup of that data is never re-used
1502 * (say 'hi' to monster, then 'yes', it would re-do the entire parse-message)
1503 * it seems to me to make more sense to just have simple function that returns
1504 * the 'text' portion of the message that it matches - this savees us a bunch
1505 * of malloc's and free's, as well as that setup.
1506 * This function takes the message to be parsed in 'msg', the text to
1507 * match in 'match', and returns the portion of the message. This
1508 * returned portion is in a malloc'd buf that should be freed.
1509 * Returns NULL if no match is found.
1510 * The player is passed too, so that quest-related messages can be checked too.
1511 */
1512static char *find_matching_message(object* pl, const char *msg, const char *match)
1513{
1514 const char *cp=msg, *cp1, *cp2;
1515 char *cp3, regex[MAX_BUF], gotmatch=0;
1516
1517 while (1) {
1518 if (strncmp(cp, "@match ", 7)) {
1519 LOG(llevDebug,"find_matching_message: Invalid message %s", msg);
1520 return NULL;
1521 }
1522 else {
1523 /* Find the end of the line, and copy the regex portion into it */
1524 cp2 = strchr(cp+7, '\n');
1525 strncpy(regex, cp+7, (cp2 - cp -7 ));
1526 regex[cp2 - cp -7] = 0;
1527
1528 /* Find the next match command */
1529 cp1 = strstr(cp+6, "\n@match");
1530
1531 /* Got a match - handle * as special case - proper regex would be .*,
1532 * but lots of messages don't use that form.
1533 */
1534 if (regex[0] == '*') gotmatch=1;
1535 else {
1536 char *pipe, *pnext=NULL;
1537 /* need to parse all the | seperators. Our re_cmp isn't
1538 * realy a fully blown regex parser.
1539 */
1540 for (pipe=regex; pipe != NULL; pipe = pnext) {
1541 pnext = strchr(pipe, '|');
1542 if (pnext) {
1543 *pnext = 0;
1544 pnext ++;
1545 }
1546 if (re_cmp(match, pipe)) {
1547 gotmatch = 1;
1548 break;
1549 }
1550 }
1551 }
1552 if (gotmatch) {
1553 if (cp1) {
1554 cp3 = (char*) malloc(cp1 - cp2 + 1);
1555 strncpy(cp3, cp2+1, cp1 - cp2);
1556 cp3[cp1 - cp2] = 0;
1557 }
1558 else { /* if no next match, just want the rest of the string */
1559 cp3 = strdup_local(cp2+1);
1560 }
1561 return cp3;
1562 }
1563 gotmatch = 0;
1564 if (cp1) cp = cp1 + 1;
1565 else return NULL;
1566 }
1567 }
1568 /* Should never get reached */
1569}
1570
1571/* This function looks for an object or creature that is listening.
1572 * I've disabled the bit that has only the first npc monster listen -
1573 * we'll see how this works out. only the first npc listens, which
1574 * is sort of bogus since it uses the free_arr which has a preference
1575 * to certain directions.
1576 *
1577 * There is a rare even that the orig_map is used for - basically, if
1578 * a player says the magic word that gets him teleported off the map,
1579 * it can result in the new map putting the object count too high,
1580 * which forces the swap out of some other map. In some cases, the
1581 * map the player was just on now gets swapped out - thus, the
1582 * object on that map are no longer in memory. So check to see if the
1583 * players map changes, and if so, don't process any further.
1584 * If it does change, most likely we don't care about the results
1585 * of further conversation. Also, depending on the value of i,
1586 * the conversation would continue on the new map, which probably isn't
1587 * what is really wanted either.
1588 */
1589void communicate(object *op, const char *txt) {
1590 object *npc;
1591 int i, mflags;
1592 sint16 x, y;
1593 mapstruct *mp, *orig_map = op->map;
1594
1595 int flag=1; /*hasn't spoken to a NPC yet*/
1596 for(i = 0; i <= SIZEOFFREE2; i++) {
1597
1598 mp = op->map;
1599 x = op->x + freearr_x[i];
1600 y = op->y + freearr_y[i];
1601
1602 mflags = get_map_flags(mp, &mp, x, y, &x, &y);
1603 if (mflags & P_OUT_OF_MAP) continue;
1604
1605 for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) {
1606 if (npc->type == MAGIC_EAR) {
1607 (void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */
1608 if (orig_map != op->map) {
1609 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1610 return;
1611 }
1612 }
1613 else if (flag) {
1614#if 0
1615 if (talk_to_npc(op, npc,txt))
1616 flag=0; /* Can be crowded */
1617#else
1618 talk_to_npc(op, npc,txt);
1619#endif
1620 if (orig_map != op->map) {
1621 LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1622 return;
1623 }
1624 }
1625 }
1626 }
1627}
1628
1629static int do_talk_npc(object* op, object* npc, object* override, const char* txt)
1630{
1631 char* cp;
1632 char buf[MAX_BUF];
1633
1634 if(override->msg == NULL || *override->msg != '@')
1635 return 0;
1636
1637 cp = find_matching_message(op, override->msg, txt);
1638 if (cp) {
1639 sprintf(buf,"%s says:",query_name(npc));
1640 new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf);
1641 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp);
1642 quest_apply_items(override,op->contr);
1643 free(cp);
1644 return 1; 1622 return;
1645 } 1623 }
1646 return 0;
1647} 1624}
1648 1625
1649int talk_to_npc(object *op, object *npc, const char *txt) { 1626void
1650 object *cobj; 1627check_doors (object *op, maptile *m, int x, int y)
1651 1628{
1652 /* Move this commone area up here - shouldn't cost much extra cpu 1629 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1653 * time, and makes the function more readable */ 1630 if (tmp->type == DOOR)
1654 /* Lauwenmark: Handle for plugin say event */
1655 if (op==npc) return 0;
1656 if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1657 return 0;
1658 /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */
1659 /* This allows the existence of "intelligent" weapons you can discuss with */
1660 for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
1661 { 1631 {
1662 if (execute_event(cobj, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0) 1632 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1663 return 0;
1664 }
1665 for ( cobj = npc->inv; cobj; cobj = cobj->below )
1666 if ( quest_is_override_compatible( cobj, op ) )
1667 if ( do_talk_npc( op, npc, cobj, txt ) )
1668 return 1;
1669 return do_talk_npc( op, npc, npc, txt );
1670}
1671
1672static int do_talk_wall(object* pl, object* npc, object* override, const char* txt)
1673{
1674 char* cp;
1675 if(override->msg == NULL || *override->msg != '@')
1676 return 0;
1677
1678 cp = find_matching_message(pl, override->msg, txt);
1679 if (!cp)
1680 return 0;
1681
1682 new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp);
1683 use_trigger(npc);
1684 quest_apply_items(npc, pl->contr);
1685 free(cp);
1686
1687 return 1; 1633 return;
1688} 1634 }
1689
1690int talk_to_wall(object* pl, object *npc, const char *txt) {
1691
1692 object* inv;
1693
1694 for ( inv = npc->inv; inv; inv = inv->below)
1695 if ( quest_is_override_compatible(inv, pl ) )
1696 if ( do_talk_wall( pl, npc, inv, txt ) )
1697 return 1;
1698
1699 return do_talk_wall( pl, npc, npc, txt );;
1700} 1635}
1701 1636
1702/* find_mon_throw_ob() - modeled on find_throw_ob 1637/* find_mon_throw_ob() - modeled on find_throw_ob
1703 * This is probably overly simplistic as it is now - We want 1638 * This is probably overly simplistic as it is now - We want
1704 * monsters to throw things like chairs and other pieces of 1639 * monsters to throw things like chairs and other pieces of
1705 * furniture, even if they are not good throwable objects. 1640 * furniture, even if they are not good throwable objects.
1706 * Probably better to have the monster throw a throwable object 1641 * Probably better to have the monster throw a throwable object
1707 * first, then throw any non equipped weapon. 1642 * first, then throw any non equipped weapon.
1708 */ 1643 */
1709 1644object *
1710object *find_mon_throw_ob( object *op ) { 1645find_mon_throw_ob (object *op)
1646{
1711 object *tmp = NULL; 1647 object *tmp = NULL;
1712
1713 if(op->head) tmp=op->head; else tmp=op;
1714 1648
1649 if (op->head)
1650 tmp = op->head;
1651 else
1652 tmp = op;
1653
1715 /* 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
1716 * marked item and throw it to the enemy. 1655 * marked item and throw it to the enemy.
1717 */ 1656 */
1718
1719 for(tmp=op->inv;tmp;tmp=tmp->below) { 1657 for (tmp = op->inv; tmp; tmp = tmp->below)
1720 1658 {
1721 /* Can't throw invisible objects or items that are applied */ 1659 /* Can't throw invisible objects or items that are applied */
1722 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1660 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1661 continue;
1723 1662
1724 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1663 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1725 break; 1664 break;
1726 1665
1727 } 1666 }
1728 1667
1729#ifdef DEBUG_THROW 1668#ifdef DEBUG_THROW
1730 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1669 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1731 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1732#endif 1670#endif
1733 1671
1734 return tmp; 1672 return tmp;
1735} 1673}
1736 1674
1737/* determine if we can 'detect' the enemy. Check for walls blocking the 1675/* determine if we can 'detect' the enemy. Check for walls blocking the
1738 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1676 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1739 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1677 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1741 * properly. I also so odd code in place that checked for x distance 1679 * properly. I also so odd code in place that checked for x distance
1742 * OR y distance being within some range - that seemed wrong - both should 1680 * OR y distance being within some range - that seemed wrong - both should
1743 * be within the valid range. MSW 2001-08-05 1681 * be within the valid range. MSW 2001-08-05
1744 * 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
1745 */ 1683 */
1746 1684int
1747int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1685can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1686{
1748 int radius = MIN_MON_RADIUS, hide_discovery; 1687 int radius = MIN_MON_RADIUS, hide_discovery;
1749 1688
1750 /* null detection for any of these condtions always */ 1689 /* null detection for any of these condtions always */
1751 if(!op || !enemy || !op->map || !enemy->map) 1690 if (!op || !enemy || !op->map || !enemy->map)
1752 return 0; 1691 return 0;
1753 1692
1754 /* If the monster (op) has no way to get to the enemy, do nothing */ 1693 /* If the monster (op) has no way to get to the enemy, do nothing */
1755 if (!on_same_map(op, enemy)) 1694 if (!on_same_map (op, enemy))
1756 return 0; 1695 return 0;
1757 1696
1758 get_rangevector(op, enemy, rv, 0); 1697 get_rangevector (op, enemy, rv, 0);
1759 1698
1760 /* Monsters always ignore the DM */ 1699 /* Monsters always ignore the DM */
1761 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1700 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1762 return 0; 1701 return 0;
1763 1702
1764 /* simple check. Should probably put some range checks in here. */ 1703 /* simple check. Should probably put some range checks in here. */
1765 if(can_see_enemy(op,enemy)) return 1; 1704 if (can_see_enemy (op, enemy))
1705 return 1;
1766 1706
1767 /* The rest of this is for monsters. Players are on their own for 1707 /* The rest of this is for monsters. Players are on their own for
1768 * finding enemies! 1708 * finding enemies!
1769 */ 1709 */
1770 if(op->type==PLAYER) return 0; 1710 if (op->type == PLAYER)
1711 return 0;
1771 1712
1772 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1713 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1773 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1714 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1774 */ 1715 */
1775 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1716 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1776 return 0; 1717 return 0;
1777 1718
1778 /* use this for invis also */ 1719 /* use this for invis also */
1779 hide_discovery = op->stats.Int/5; 1720 hide_discovery = op->stats.Int / 5;
1780 1721
1781 /* Determine Detection radii */ 1722 /* Determine Detection radii */
1782 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) */
1783 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);
1725 else
1784 else { /* a level/INT/Dex adjustment for hiding */ 1726 { /* a level/INT/Dex adjustment for hiding */
1785 object *sk_hide;
1786 int bonus = (op->level/2) + (op->stats.Int/5); 1727 int bonus = op->level / 2 + op->stats.Int / 5;
1787 1728
1788 if(enemy->type==PLAYER) { 1729 if (enemy->is_player ())
1730 {
1789 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1731 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1790 bonus -= sk_hide->level; 1732 bonus -= sk_hide->level;
1791 else { 1733 else
1734 {
1792 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");
1793 make_visible(enemy); 1736 make_visible (enemy);
1794 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1737 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1795 } 1738 }
1796 } 1739 }
1797 else /* enemy is not a player */ 1740 else /* enemy is not a player */
1798 bonus -= enemy->level; 1741 bonus -= enemy->level;
1799 1742
1800 radius += bonus/5; 1743 radius += bonus / 5;
1801 hide_discovery += bonus*5; 1744 hide_discovery += bonus * 5;
1802 } /* else creature has modifiers for hiding */ 1745 } /* else creature has modifiers for hiding */
1803 1746
1804 /* Radii stealth adjustment. Only if you are stealthy 1747 /* Radii stealth adjustment. Only if you are stealthy
1805 * will you be able to sneak up closer to creatures */ 1748 * will you be able to sneak up closer to creatures */
1806 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1749 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1807 radius = radius/2, hide_discovery = hide_discovery/3; 1750 {
1751 radius /= 2;
1752 hide_discovery /= 3;
1753 }
1808 1754
1809 /* Radii adjustment for enemy standing in the dark */ 1755 /* Radii adjustment for enemy standing in the dark */
1810 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1756 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1757 {
1811 /* on dark maps body heat can help indicate location with infravision 1758 /* on dark maps body heat can help indicate location with infravision
1812 * undead don't have body heat, so no benefit detecting them. 1759 * undead don't have body heat, so no benefit detecting them.
1813 */ 1760 */
1814 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))
1815 radius += op->map->darkness/2; 1762 radius += op->map->darklevel () / 2;
1816 else 1763 else
1817 radius -= op->map->darkness/2; 1764 radius -= op->map->darklevel () / 2;
1818 1765
1819 /* op next to a monster (and not in complete darkness) 1766 /* op next to a monster (and not in complete darkness)
1820 * the monster should have a chance to see you. 1767 * the monster should have a chance to see you.
1821 */ 1768 */
1822 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)
1823 radius = MIN_MON_RADIUS; 1770 radius = MIN_MON_RADIUS;
1824 } /* if on dark map */ 1771 } /* if on dark map */
1825 1772
1826 /* Lets not worry about monsters that have incredible detection 1773 /* Lets not worry about monsters that have incredible detection
1827 * 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
1828 * (potentially) see. This is 13, as that is the maximum size the player 1775 * (potentially) see. This is 13, as that is the maximum size the player
1829 * may have for their map - in that way, creatures at the edge will 1776 * may have for their map - in that way, creatures at the edge will
1830 * do something. Note that the distance field in the 1777 * do something. Note that the distance field in the
1831 * 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
1832 * find that. 1779 * find that.
1833 */ 1780 */
1834 if(radius>13) radius = 13; 1781 // note that the above reasoning was utter bullshit even at the time it was written
1782 // we use 25, lets see if we have the cpu time for it
1783 radius = min (25, radius);
1835 1784
1836 /* Enemy in range! Now test for detection */ 1785 /* Enemy in range! Now test for detection */
1837 if ((int) rv->distance <= radius) { 1786 if (rv->distance <= radius)
1787 {
1838 /* ah, we are within range, detected? take cases */ 1788 /* ah, we are within range, detected? take cases */
1839 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1789 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1840 return 1; 1790 return 1;
1841 1791
1842 /* hidden or low-quality invisible */ 1792 /* hidden or low-quality invisible */
1843 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1793 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1794 {
1844 make_visible(enemy); 1795 make_visible (enemy);
1796
1845 /* inform players of new status */ 1797 /* inform players of new status */
1846 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1798 if (enemy->type == PLAYER && player_can_view (enemy, op))
1847 new_draw_info_format(NDI_UNIQUE,0, enemy, 1799 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1848 "You are discovered by %s!",op->name); 1800
1849 return 1; /* detected enemy */ 1801 return 1; /* detected enemy */
1850 } 1802 }
1851 else if (enemy->invisible) { 1803 else if (enemy->invisible)
1804 {
1852 /* Change this around - instead of negating the invisible, just 1805 /* Change this around - instead of negating the invisible, just
1853 * 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
1854 * do something to you. Decreasing the duration of invisible 1807 * do something to you. Decreasing the duration of invisible
1855 * 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
1856 * can then basically negate the spell. The spell isn't negated - 1809 * can then basically negate the spell. The spell isn't negated -
1857 * they just know where you are! 1810 * they just know where you are!
1858 */ 1811 */
1859 if ((RANDOM() % 50) <= hide_discovery) { 1812 if (rndm (50) <= hide_discovery)
1860 if (enemy->type == PLAYER) { 1813 {
1861 new_draw_info_format(NDI_UNIQUE,0, enemy, 1814 if (enemy->type == PLAYER)
1862 "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));
1863 }
1864 return 1;
1865 }
1866 }
1867 } /* within range */
1868 1816
1817 return 1;
1818 }
1819 }
1820 } /* within range */
1821
1869 /* Wasn't detected above, so still hidden */ 1822 /* Wasn't detected above, so still hidden */
1870 return 0; 1823 return 0;
1871} 1824}
1872 1825
1873/* 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
1874 * intellegent algorithm. For one thing, we ignore los here, SO it 1827 * intellegent algorithm. For one thing, we ignore los here, SO it
1875 * 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
1876 * other side of a wall (!). 1829 * other side of a wall (!).
1877 */ 1830 */
1878 1831int
1879int stand_in_light( object *op) { 1832stand_in_light (object *op)
1880 sint16 nx,ny; 1833{
1881 mapstruct *m; 1834 if (op)
1882 1835 {
1883
1884 if(!op) return 0;
1885 if(op->glow_radius > 0) return 1; 1836 if (op->glow_radius > 0)
1837 return 1;
1886 1838
1887 if(op->map) { 1839 if (op->map)
1888 int x, y, x1, y1; 1840 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1889 1841 {
1890
1891
1892 /* 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
1893 * 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.
1894 */ 1844 */
1895 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1845 int light = m->at (nx, ny).light;
1896 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1897 m = op->map;
1898 nx = x;
1899 ny = y;
1900 1846
1901 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1847 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1902 1848 return 1;
1903 x1 = abs(x - op->x)*abs(x - op->x); 1849 }
1904 y1 = abs(y - op->y)*abs(y - op->y);
1905 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1906 } 1850 }
1907 } 1851
1908 }
1909 return 0; 1852 return 0;
1910} 1853}
1911
1912 1854
1913/* assuming no walls/barriers, lets check to see if its *possible* 1855/* assuming no walls/barriers, lets check to see if its *possible*
1914 * to see an enemy. Note, "detection" is different from "seeing". 1856 * to see an enemy. Note, "detection" is different from "seeing".
1915 * See can_detect_enemy() for more details. -b.t. 1857 * See can_detect_enemy() for more details. -b.t.
1916 * return 0 if can't be seen, 1 if can be 1858 * return 0 if can't be seen, 1 if can be
1917 */ 1859 */
1918 1860int
1919int can_see_enemy (object *op, object *enemy) { 1861can_see_enemy (object *op, object *enemy)
1862{
1920 object *looker = op->head?op->head:op; 1863 object *looker = op->head ? op->head : op;
1921 1864
1922 /* safety */ 1865 /* safety */
1923 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1866 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1924 return 0; 1867 return 0;
1925 1868
1926 /* we dont give a full treatment of xrays here (shorter range than normal, 1869 /* we dont give a full treatment of xrays here (shorter range than normal,
1927 * see through walls). Should we change the code elsewhere to make you 1870 * see through walls). Should we change the code elsewhere to make you
1928 * blind even if you can xray? 1871 * blind even if you can xray?
1929 */ 1872 */
1930 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1873 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1931 return 0; 1874 return 0;
1932 1875
1933 /* checking for invisible things */ 1876 /* checking for invisible things */
1934 if(enemy->invisible) { 1877 if (enemy->invisible)
1878 {
1935 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1879 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1936 * However,if you carry any source of light, then the hidden 1880 * However,if you carry any source of light, then the hidden
1937 * creature is seeable (and stupid) */ 1881 * creature is seeable (and stupid) */
1938 1882
1939 if(has_carried_lights(enemy)) { 1883 if (has_carried_lights (enemy))
1940 if(enemy->hide) { 1884 {
1941 make_visible(enemy); 1885 if (enemy->flag [FLAG_HIDDEN])
1942 new_draw_info(NDI_UNIQUE,0, enemy, 1886 {
1943 "Your light reveals your hiding spot!"); 1887 make_visible (enemy);
1944 } 1888 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1889 }
1890
1945 return 1; 1891 return 1;
1946 } else if (enemy->hide) return 0; 1892 }
1893 else if (enemy->flag [FLAG_HIDDEN])
1894 return 0;
1947 1895
1948 /* Invisible enemy. Break apart the check for invis undead/invis looker 1896 /* Invisible enemy. Break apart the check for invis undead/invis looker
1949 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1897 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1950 * and making it a conditional makes the code pretty ugly. 1898 * and making it a conditional makes the code pretty ugly.
1951 */ 1899 */
1952 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { 1900 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1953 if (makes_invisible_to(enemy, looker)) return 0; 1901 if (makes_invisible_to (enemy, looker))
1954 } 1902 return 0;
1903 }
1955 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1904 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1956 if(player_can_view(looker,enemy)) return 1; 1905 if (player_can_view (looker, enemy))
1906 return 1;
1957 1907
1958 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1908 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1959 * unless they carry a light or stand in light. Darkness doesnt 1909 * unless they carry a light or stand in light. Darkness doesnt
1960 * inhibit the undead per se (but we should give their archs 1910 * inhibit the undead per se (but we should give their archs
1961 * CAN_SEE_IN_DARK, this is just a safety 1911 * CAN_SEE_IN_DARK, this is just a safety
1962 * we care about the enemy maps status, not the looker. 1912 * we care about the enemy maps status, not the looker.
1963 * only relevant for tiled maps, but it is possible that the 1913 * only relevant for tiled maps, but it is possible that the
1964 * enemy is on a bright map and the looker on a dark - in that 1914 * enemy is on a bright map and the looker on a dark - in that
1965 * case, the looker can still see the enemy 1915 * case, the looker can still see the enemy
1966 */ 1916 */
1967 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1917 if (enemy->map->darklevel () > 0
1968 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1918 && !stand_in_light (enemy)
1969 !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)))
1970 return 0; 1920 return 0;
1971 1921
1972 return 1; 1922 return 1;
1973} 1923}
1974 1924

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