ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.C
(Generate patch)

Comparing deliantra/server/server/monster.C (file contents):
Revision 1.22 by pippijn, Mon Jan 15 21:06:20 2007 UTC vs.
Revision 1.55 by root, Sat Dec 27 07:50:05 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <spells.h> 26#include <spells.h>
36 * set to sane values. 35 * set to sane values.
37 */ 36 */
38object * 37object *
39check_enemy (object *npc, rv_vector * rv) 38check_enemy (object *npc, rv_vector * rv)
40{ 39{
41
42 /* 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
43 * 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,
44 * which CAN attack the owner. */ 42 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 43 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 44 {
85 * target enemy - this code below makes sure the enemy is something 83 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 84 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 85 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 86 * as the enemy to attack.
89 */ 87 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 92 npc->enemy = NULL;
93 93
94 } 94 }
95
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
96} 97}
97 98
98/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
143 } 144 }
144 145
145 return 0; 146 return 0;
146} 147}
147 148
148
149/* 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
150 * our caller will find the information useful. 150 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
153 * 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
154 * many cases. 154 * many cases.
155 */ 155 */
156
157object * 156object *
158find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
159{ 158{
160 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
161 160
167 { 166 {
168 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
169 168
170 if (tmp) 169 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
172 return tmp; 172 return tmp;
173 } 173 }
174 174
175 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
176 * 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
196 /* we check our old enemy. */ 196 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
198 { 198 {
199 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
200 { 200 {
201 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 202 /* we don't want a fight evil vs evil or good against non evil */
203 203
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 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))) 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 */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 209 {
210 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! */
211 npc->enemy = attacker; 211 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
213 } 213 }
229/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 233 */
234
235int 234int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 236{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 238 if (!enemy)
242 return 0; 239 return 0;
243 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
247 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt 251 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 253 * Remember we already checked to see if the monster can see in
252 * the dark. */ 254 * the dark. */
253 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
263 261
264 /* enemy should already be on this map, so don't really need to check 262 /* enemy should already be on this map, so don't really need to check
265 * for that. 263 * for that.
266 */ 264 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
268 { 266 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 268 return 1;
271 } 269 }
270
272 return 0; 271 return 0;
273} 272}
274 273
275int 274int
276move_randomly (object *op) 275move_randomly (object *op)
277{ 276{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, RANDOM () % 8 + 1)) 279 if (move_object (op, rndm (8) + 1))
284 return 1; 280 return 1;
285 } 281
286 return 0; 282 return 0;
287} 283}
288 284
289/* 285/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 286 * Move-monster returns 1 if the object has been freed, otherwise 0.
291 */ 287 */
292
293int 288int
294move_monster (object *op) 289move_monster (object *op)
295{ 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;
314 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
315 310
316 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 { 313 {
319
320 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
321 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
322 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
324 * 318 *
329 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
330 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ 324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
331 op->last_heal %= 32; 325 op->last_heal %= 32;
332 326
333 /* So if the monster has gained enough HP that they are no longer afraid */ 327 /* So if the monster has gained enough HP that they are no longer afraid */
334 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
335 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
336 330
337 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
338 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
339 } 333 }
340 334
341 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 { 337 {
344
345 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
348 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
349 * 342 *
350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
351 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
352 */ 345 */
353 346
354 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));
355 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 */
356 op->last_sp %= 128; 349 op->last_sp %= 128;
357 } 350 }
358 351
359 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
360 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
361 */ 354 */
362 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
363 {
364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366 357
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
369 360
370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
371 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
372 {
373 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
374 return 0; 364 return 0;
375 }
376 365
377 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
378 if (op->hide) 367 if (op->flag [FLAG_HIDDEN])
379 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
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)
389 { 378 {
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
391 { 380 {
392 op->destroy (); 381 op->drop_and_destroy ();
393 return 1; 382 return 1;
394 } 383 }
395 384
396 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set. 386 * stand still and a movement type set.
400 { 389 {
401 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
402 { 391 {
403 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
404 { 393 {
405 case (PETMOVE): 394 case (PETMOVE):
406 pet_move (op); 395 pet_move (op);
407 break; 396 break;
408 397
409 case (CIRCLE1): 398 case (CIRCLE1):
410 circ1_move (op); 399 circ1_move (op);
411 break; 400 break;
412 401
413 case (CIRCLE2): 402 case (CIRCLE2):
414 circ2_move (op); 403 circ2_move (op);
415 break; 404 break;
416 405
417 case (PACEV): 406 case (PACEV):
418 pace_movev (op); 407 pace_movev (op);
419 break; 408 break;
420 409
421 case (PACEH): 410 case (PACEH):
422 pace_moveh (op); 411 pace_moveh (op);
423 break; 412 break;
424 413
425 case (PACEV2): 414 case (PACEV2):
426 pace2_movev (op); 415 pace2_movev (op);
427 break; 416 break;
428 417
429 case (PACEH2): 418 case (PACEH2):
430 pace2_moveh (op); 419 pace2_moveh (op);
431 break; 420 break;
432 421
433 case (RANDO): 422 case (RANDO):
434 rand_move (op); 423 rand_move (op);
435 break; 424 break;
436 425
437 case (RANDO2): 426 case (RANDO2):
438 move_randomly (op); 427 move_randomly (op);
439 break; 428 break;
440 } 429 }
430
441 return 0; 431 return 0;
442 } 432 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op); 434 move_randomly (op);
445
446 } /* stand still */ 435 } /* stand still */
436
447 return 0; 437 return 0;
448 } /* no enemy */ 438 } /* no enemy */
449 439
450 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
451 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner)) 441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
452 return follow_owner (op, owner); 445 return follow_owner (op, owner);
453 446
454 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
455 * 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
456 * arch set uses it. 449 * arch set uses it.
457 */ 450 */
458 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
459 { 452 {
460 op->face = enemy->face; 453 op->face = enemy->face;
461 op->name = enemy->name; 454 op->name = enemy->name;
462 } 455 }
463 456
475 if (!QUERY_FLAG (op, FLAG_SCARED)) 468 if (!QUERY_FLAG (op, FLAG_SCARED))
476 { 469 {
477 rv_vector rv1; 470 rv_vector rv1;
478 471
479 /* 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 */
480 for (part = op; part != NULL; part = part->more) 473 for (part = op; part; part = part->more)
481 { 474 {
482 get_rangevector (part, enemy, &rv1, 0x1); 475 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction; 476 dir = rv1.direction;
484 477
485 /* 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
486 * but that we test above... so can be old code here 479 * but that we test above... so can be old code here
487 */ 480 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4); 482 dir = absdir (dir + 4);
483
490 if (QUERY_FLAG (op, FLAG_CONFUSED)) 484 if (QUERY_FLAG (op, FLAG_CONFUSED))
491 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
492 486
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
494 {
495 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0; 489 return 0;
497 }
498 490
499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 {
501 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502 return 0; 493 return 0;
503 }
504 494
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
506 {
507 if (monster_use_range (op, part, enemy, dir)) 496 if (monster_use_range (op, part, enemy, dir))
508 return 0; 497 return 0;
509 } 498
510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
511 {
512 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0; 501 return 0;
514 } 502
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 {
517 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
518 return 0; 505 return 0;
519 }
520 } /* for processing of all parts */ 506 } /* for processing of all parts */
521 } /* If not scared */ 507 } /* If not scared */
522 508
523
524 part = rv.part; 509 part = rv.part;
525 dir = rv.direction; 510 dir = rv.direction;
526 511
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
527 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))
528 dir = absdir (dir + 4); 550 dir = absdir (dir + 4);
529 551
530 if (QUERY_FLAG (op, FLAG_CONFUSED)) 552 if (QUERY_FLAG (op, FLAG_CONFUSED))
531 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 553 dir = absdir (dir + rndm (3) + rndm (3) - 2);
532 554
533 pre_att_dir = dir; /* remember the original direction */ 555 pre_att_dir = dir; /* remember the original direction */
534 556
535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 557 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536 { 558 {
537 switch (op->attack_movement & LO4) 559 switch (op->attack_movement & LO4)
538 { 560 {
539 case DISTATT: 561 case DISTATT:
540 dir = dist_att (dir, op, enemy, part, &rv); 562 dir = dist_att (dir, op, enemy, part, &rv);
541 break; 563 break;
542 564
543 case RUNATT: 565 case RUNATT:
544 dir = run_att (dir, op, enemy, part, &rv); 566 dir = run_att (dir, op, enemy, part, &rv);
545 break; 567 break;
546 568
547 case HITRUN: 569 case HITRUN:
548 dir = hitrun_att (dir, op, enemy); 570 dir = hitrun_att (dir, op, enemy);
549 break; 571 break;
550 572
551 case WAITATT: 573 case WAITATT:
552 dir = wait_att (dir, op, enemy, part, &rv); 574 dir = wait_att (dir, op, enemy, part, &rv);
553 break; 575 break;
554 576
555 case RUSH: /* default - monster normally moves towards player */ 577 case RUSH: /* default - monster normally moves towards player */
556 case ALLRUN: 578 case ALLRUN:
557 break; 579 break;
558 580
559 case DISTHIT: 581 case DISTHIT:
560 dir = disthit_att (dir, op, enemy, part, &rv); 582 dir = disthit_att (dir, op, enemy, part, &rv);
561 break; 583 break;
562 584
563 case WAIT2: 585 case WAIT2:
564 dir = wait_att2 (dir, op, enemy, part, &rv); 586 dir = wait_att2 (dir, op, enemy, part, &rv);
565 break; 587 break;
566 588
567 default: 589 default:
568 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);
569 } 591 }
570 } 592 }
571 593
572 if (!dir) 594 if (!dir)
573 return 0; 595 return 0;
583 return 0; 605 return 0;
584 } 606 }
585 607
586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 608 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587 { 609 {
588
589 /* Try move around corners if !close */ 610 /* Try move around corners if !close */
590 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;
591 612
592 for (diff = 1; diff <= maxdiff; diff++) 613 for (diff = 1; diff <= maxdiff; diff++)
593 { 614 {
594 /* try different detours */ 615 /* try different detours */
595 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 616 int m = 1 - rndm (2) * 2; /* Try left or right first? */
596 617
597 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 618 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
598 return 0; 619 return 0;
599 } 620 }
600 } 621 }
627 { 648 {
628 object *nearest_player = get_nearest_player (op); 649 object *nearest_player = get_nearest_player (op);
629 650
630 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 651 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
631 { 652 {
632 op->enemy = NULL; 653 op->enemy = 0;
633 enemy = nearest_player; 654 enemy = nearest_player;
634 } 655 }
635 } 656 }
636 657
637 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 658 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
643 * still be pretty nasty. 664 * still be pretty nasty.
644 */ 665 */
645 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 666 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
646 { 667 {
647 part->stats.wc += 10; 668 part->stats.wc += 10;
648 (void) skill_attack (enemy, part, 0, NULL, NULL); 669 skill_attack (enemy, part, 0, NULL, NULL);
649 part->stats.wc -= 10; 670 part->stats.wc -= 10;
650 } 671 }
651 else 672 else
652 (void) skill_attack (enemy, part, 0, NULL, NULL); 673 skill_attack (enemy, part, 0, NULL, NULL);
653 } /* if monster is in attack range */ 674 } /* if monster is in attack range */
654 675
655 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 */
656 return 1; 677 return 1;
657 678
658 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 679 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 { 680 {
660 op->remove ();
661 op->destroy (); 681 op->drop_and_destroy ();
662 return 1; 682 return 1;
663 } 683 }
684
664 return 0; 685 return 0;
665} 686}
666 687
667int 688int
668can_hit (object *ob1, object *ob2, rv_vector * rv) 689can_hit (object *ob1, object *ob2, rv_vector * rv)
669{ 690{
670 object *more; 691 object *more;
671 rv_vector rv1; 692 rv_vector rv1;
672 693
673 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 694 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
674 return 0; 695 return 0;
675 696
676 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 697 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
677 return 1; 698 return 1;
678 699
683 { 704 {
684 get_rangevector (ob1, more, &rv1, 0); 705 get_rangevector (ob1, more, &rv1, 0);
685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 706 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686 return 1; 707 return 1;
687 } 708 }
709
688 return 0; 710 return 0;
689
690} 711}
691 712
692/* Returns 1 is monster should cast spell sp at an enemy 713/* Returns 1 is monster should cast spell sp at an enemy
693 * Returns 0 if the monster should not cast this spell. 714 * Returns 0 if the monster should not cast this spell.
694 * 715 *
712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 733 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 734 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
714 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 ||
715 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 ||
716 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 737 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
717
718 return 1; 738 return 1;
719 739
720 return 0; 740 return 0;
721} 741}
722
723 742
724#define MAX_KNOWN_SPELLS 20 743#define MAX_KNOWN_SPELLS 20
725 744
726/* Returns a randomly selected spell. This logic is still 745/* Returns a randomly selected spell. This logic is still
727 * less than ideal. This code also only seems to deal with 746 * less than ideal. This code also only seems to deal with
730 */ 749 */
731object * 750object *
732monster_choose_random_spell (object *monster) 751monster_choose_random_spell (object *monster)
733{ 752{
734 object *altern[MAX_KNOWN_SPELLS]; 753 object *altern[MAX_KNOWN_SPELLS];
735 object *tmp;
736 int i = 0; 754 int i = 0;
737 755
738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 756 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
739 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 757 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 { 758 {
741 /* Check and see if it's actually a useful spell. 759 /* Check and see if it's actually a useful spell.
742 * If its a spellbook, the spell is actually the inventory item. 760 * If its a spellbook, the spell is actually the inventory item.
743 * 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.
744 */ 762 */
745 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))
746 { 764 {
747 altern[i++] = tmp; 765 altern [i++] = tmp;
766
748 if (i == MAX_KNOWN_SPELLS) 767 if (i == MAX_KNOWN_SPELLS)
749 break; 768 break;
750 } 769 }
751 } 770 }
752 if (!i) 771
753 return NULL; 772 return i ? altern [rndm (i)] : 0;
754 return altern[RANDOM () % i];
755} 773}
756 774
757/* 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.
758 * 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.
759 * head is the head of the monster. 777 * head is the head of the monster.
760 * part is the part of the monster we are checking against. 778 * part is the part of the monster we are checking against.
761 * pl is the target. 779 * pl is the target.
762 * dir is the direction to case. 780 * dir is the direction to case.
763 * rv is the vector which describes where the enemy is. 781 * rv is the vector which describes where the enemy is.
764 */ 782 */
765
766int 783int
767monster_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)
768{ 785{
769 object *spell_item; 786 object *spell_item;
770 object *owner; 787 object *owner;
781 798
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 799 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
783 { 800 {
784 get_rangevector (head, owner, &rv1, 0x1); 801 get_rangevector (head, owner, &rv1, 0x1);
785 if (dirdiff (dir, rv1.direction) < 2) 802 if (dirdiff (dir, rv1.direction) < 2)
786 {
787 return 0; /* Might hit owner with spell */ 803 return 0; /* Might hit owner with spell */
788 }
789 } 804 }
790 805
791 if (QUERY_FLAG (head, FLAG_CONFUSED)) 806 if (QUERY_FLAG (head, FLAG_CONFUSED))
792 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 807 dir = absdir (dir + rndm (3) + rndm (3) - 2);
793 808
794 /* If the monster hasn't already chosen a spell, choose one 809 /* If the monster hasn't already chosen a spell, choose one
795 * 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
796 * could be different by the time the monster goes again). 811 * could be different by the time the monster goes again).
797 */ 812 */
801 { 816 {
802 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 817 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
803 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 */
804 return 0; 819 return 0;
805 } 820 }
821
806 if (spell_item->type == SPELLBOOK) 822 if (spell_item->type == SPELLBOOK)
807 { 823 {
808 if (!spell_item->inv) 824 if (!spell_item->inv)
809 { 825 {
810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 826 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811 return 0; 827 return 0;
812 } 828 }
829
813 spell_item = spell_item->inv; 830 spell_item = spell_item->inv;
814 } 831 }
815 } 832 }
816 else 833 else
817 spell_item = head->spellitem; 834 spell_item = head->spellitem;
836 /* 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 */
837 head->spellitem = NULL; 854 head->spellitem = NULL;
838 855
839 return cast_spell (part, part, dir, spell_item, NULL); 856 return cast_spell (part, part, dir, spell_item, NULL);
840} 857}
841
842 858
843int 859int
844monster_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)
845{ 861{
846 object *scroll; 862 object *scroll;
864 return 0; /* Might hit owner with spell */ 880 return 0; /* Might hit owner with spell */
865 } 881 }
866 } 882 }
867 883
868 if (QUERY_FLAG (head, FLAG_CONFUSED)) 884 if (QUERY_FLAG (head, FLAG_CONFUSED))
869 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 885 dir = absdir (dir + rndm (3) + rndm (3) - 2);
870 886
871 for (scroll = head->inv; scroll; scroll = scroll->below) 887 for (scroll = head->inv; scroll; scroll = scroll->below)
872 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 888 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
873 break; 889 break;
874 890
896 * 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.
897 * 913 *
898 * At the moment this is only useful for throwing, perhaps for 914 * At the moment this is only useful for throwing, perhaps for
899 * 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
900 */ 916 */
901
902int 917int
903monster_use_skill (object *head, object *part, object *pl, int dir) 918monster_use_skill (object *head, object *part, object *pl, int dir)
904{ 919{
905 object *skill, *owner; 920 object *skill, *owner;
906 921
912 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);
913 928
914 if (dirdiff (dir, dir2) < 1) 929 if (dirdiff (dir, dir2) < 1)
915 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 930 return 0; /* Might hit owner with skill -thrown rocks for example ? */
916 } 931 }
932
917 if (QUERY_FLAG (head, FLAG_CONFUSED)) 933 if (QUERY_FLAG (head, FLAG_CONFUSED))
918 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 934 dir = absdir (dir + rndm (3) + rndm (3) - 2);
919 935
920 /* skill selection - monster will use the next unused skill. 936 /* skill selection - monster will use the next unused skill.
921 * well...the following scenario will allow the monster to 937 * well...the following scenario will allow the monster to
922 * 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
923 * more skills available to monsters. 939 * more skills available to monsters.
924 */ 940 */
925
926 for (skill = head->inv; skill != NULL; skill = skill->below) 941 for (skill = head->inv; skill; skill = skill->below)
927 if (skill->type == SKILL && skill != head->chosen_skill) 942 if (skill->type == SKILL && skill != head->chosen_skill)
928 { 943 {
929 head->chosen_skill = skill; 944 head->chosen_skill = skill;
930 break; 945 break;
931 } 946 }
934 { 949 {
935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 950 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936 CLEAR_FLAG (head, FLAG_READY_SKILL); 951 CLEAR_FLAG (head, FLAG_READY_SKILL);
937 return 0; 952 return 0;
938 } 953 }
954
939 /* use skill */ 955 /* use skill */
940 return do_skill (head, part, head->chosen_skill, dir, NULL); 956 return do_skill (head, part, head->chosen_skill, dir, NULL);
941} 957}
942 958
943/* Monster will use a ranged spell attack. */ 959/* Monster will use a ranged spell attack. */
944
945int 960int
946monster_use_range (object *head, object *part, object *pl, int dir) 961monster_use_range (object *head, object *part, object *pl, int dir)
947{ 962{
948 object *wand, *owner; 963 object *wand, *owner;
949 int at_least_one = 0; 964 int at_least_one = 0;
956 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);
957 972
958 if (dirdiff (dir, dir2) < 2) 973 if (dirdiff (dir, dir2) < 2)
959 return 0; /* Might hit owner with spell */ 974 return 0; /* Might hit owner with spell */
960 } 975 }
976
961 if (QUERY_FLAG (head, FLAG_CONFUSED)) 977 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 978 dir = absdir (dir + rndm (3) + rndm (3) - 2);
963 979
964 for (wand = head->inv; wand != NULL; wand = wand->below) 980 for (wand = head->inv; wand; wand = wand->below)
965 { 981 {
966 if (wand->type == WAND) 982 if (wand->type == WAND)
967 { 983 {
968 /* Found a wand, let's see if it has charges left */ 984 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1; 985 at_least_one = 1;
975 if (!(--wand->stats.food)) 991 if (!(--wand->stats.food))
976 { 992 {
977 if (wand->arch) 993 if (wand->arch)
978 { 994 {
979 CLEAR_FLAG (wand, FLAG_ANIMATE); 995 CLEAR_FLAG (wand, FLAG_ANIMATE);
980 wand->face = wand->arch->clone.face; 996 wand->face = wand->arch->face;
981 wand->set_speed (0); 997 wand->set_speed (0);
982 } 998 }
983 } 999 }
984 /* Success */ 1000 /* Success */
985 return 1; 1001 return 1;
1004 } 1020 }
1005 1021
1006 if (at_least_one) 1022 if (at_least_one)
1007 return 0; 1023 return 0;
1008 1024
1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1025 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1010 CLEAR_FLAG (head, FLAG_READY_RANGE); 1026 CLEAR_FLAG (head, FLAG_READY_RANGE);
1011 return 0; 1027 return 0;
1012} 1028}
1013 1029
1014int 1030int
1016{ 1032{
1017 object *owner; 1033 object *owner;
1018 1034
1019 if (!(dir = path_to_player (part, pl, 0))) 1035 if (!(dir = path_to_player (part, pl, 0)))
1020 return 0; 1036 return 0;
1037
1021 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1038 if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1023 1040
1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1041 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 { 1042 {
1026 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);
1027 1044
1033 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);
1034 1051
1035} 1052}
1036 1053
1037/* Checks if putting on 'item' will make 'who' do more 1054/* Checks if putting on 'item' will make 'who' do more
1038 * damage. This is a very simplistic check - also checking things 1055 * damage. This is a very simplistic check - also checking things
1039 * like speed and ac are also relevant. 1056 * like speed and ac are also relevant.
1040 * 1057 *
1041 * return true if item is a better object. 1058 * return true if item is a better object.
1042 */ 1059 */
1043
1044int 1060int
1045check_good_weapon (object *who, object *item) 1061check_good_weapon (object *who, object *item)
1046{ 1062{
1047 object *other_weap; 1063 object *other_weap;
1048 int val = 0, i; 1064 int val = 0, i;
1049 1065
1050 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)
1051 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))
1052 break; 1068 break;
1053 1069
1054 if (other_weap == NULL) /* No other weapons */ 1070 if (!other_weap) /* No other weapons */
1055 return 1; 1071 return 1;
1056 1072
1057 /* 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
1058 * better, just do some simple checks 1074 * better, just do some simple checks
1059 * Put some multipliers for things that hvae several effects, 1075 * Put some multipliers for things that hvae several effects,
1064 val += (item->magic - other_weap->magic) * 3; 1080 val += (item->magic - other_weap->magic) * 3;
1065 /* Monsters don't really get benefits from things like regen rates 1081 /* Monsters don't really get benefits from things like regen rates
1066 * from items. But the bonus for their stats are very important. 1082 * from items. But the bonus for their stats are very important.
1067 */ 1083 */
1068 for (i = 0; i < NUM_STATS; i++) 1084 for (i = 0; i < NUM_STATS; i++)
1069 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;
1070 1086
1071 if (val > 0) 1087 if (val > 0)
1072 return 1; 1088 return 1;
1073 else 1089 else
1074 return 0; 1090 return 0;
1075
1076} 1091}
1077 1092
1078int 1093int
1079check_good_armour (object *who, object *item) 1094check_good_armour (object *who, object *item)
1080{ 1095{
1081 object *other_armour; 1096 object *other_armour;
1082 int val = 0, i; 1097 int val = 0, i;
1083 1098
1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1099 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1085 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))
1086 break; 1101 break;
1087 1102
1088 if (other_armour == NULL) /* No other armour, use the new */ 1103 if (other_armour == NULL) /* No other armour, use the new */
1089 return 1; 1104 return 1;
1111 1126
1112 if (val > 0) 1127 if (val > 0)
1113 return 1; 1128 return 1;
1114 else 1129 else
1115 return 0; 1130 return 0;
1116
1117} 1131}
1118 1132
1119/* 1133/*
1120 * monster_check_pickup(): checks for items that monster can pick up. 1134 * monster_check_pickup(): checks for items that monster can pick up.
1121 * 1135 *
1129 * 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
1130 * 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
1131 * 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
1132 * affect stacking on this space. 1146 * affect stacking on this space.
1133 */ 1147 */
1134
1135void 1148void
1136monster_check_pickup (object *monster) 1149monster_check_pickup (object *monster)
1137{ 1150{
1138 object *tmp, *next; 1151 object *tmp, *next;
1139 1152
1158 * monster_can_pick(): If the monster is interested in picking up 1171 * monster_can_pick(): If the monster is interested in picking up
1159 * the item, then return 0. Otherwise 0. 1172 * the item, then return 0. Otherwise 0.
1160 * Instead of pick_up, flags for "greed", etc, should be used. 1173 * Instead of pick_up, flags for "greed", etc, should be used.
1161 * 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.
1162 */ 1175 */
1163
1164int 1176int
1165monster_can_pick (object *monster, object *item) 1177monster_can_pick (object *monster, object *item)
1166{ 1178{
1167 int flag = 0; 1179 int flag = 0;
1168 int i; 1180 int i;
1214 case ROD: 1226 case ROD:
1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1227 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 break; 1228 break;
1217 1229
1218 case SPELLBOOK: 1230 case SPELLBOOK:
1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1231 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1220 break; 1232 break;
1221 1233
1222 case SCROLL: 1234 case SCROLL:
1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1235 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 break; 1236 break;
1226 case BOW: 1238 case BOW:
1227 case ARROW: 1239 case ARROW:
1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1240 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 break; 1241 break;
1230 } 1242 }
1243
1231 /* 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
1232 * 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
1233 * use several locations. 1246 * use several locations.
1234 */ 1247 */
1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1248 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 { 1249 {
1237 if (monster->body_info[i] && item->body_info[i]) 1250 if (monster->slot[i].info && item->slot[i].info)
1238 { 1251 {
1239 flag = 1; 1252 flag = 1;
1240 break; 1253 break;
1241 } 1254 }
1242 } 1255 }
1243 1256
1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1257 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1245 return 1; 1258 return 1;
1259
1246 return 0; 1260 return 0;
1247} 1261}
1248 1262
1249/* 1263/*
1250 * monster_apply_below(): 1264 * monster_apply_below():
1251 * 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
1252 * eager to apply things, encounters something apply-able, 1266 * eager to apply things, encounters something apply-able,
1253 * then make him apply it 1267 * then make him apply it
1254 */ 1268 */
1255
1256void 1269void
1257monster_apply_below (object *monster) 1270monster_apply_below (object *monster)
1258{ 1271{
1259 object *tmp, *next; 1272 object *tmp, *next;
1260 1273
1287 * 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.
1288 * (so that other monsters can pick it up and use it) 1301 * (so that other monsters can pick it up and use it)
1289 * Note that as things are now, monsters never drop something - 1302 * Note that as things are now, monsters never drop something -
1290 * they can pick up all that they can use. 1303 * they can pick up all that they can use.
1291 */ 1304 */
1292
1293/* Sept 96, fixed this so skills will be readied -b.t.*/ 1305/* Sept 96, fixed this so skills will be readied -b.t.*/
1294
1295void 1306void
1296monster_check_apply (object *mon, object *item) 1307monster_check_apply (object *mon, object *item)
1297{ 1308{
1298
1299 int flag = 0; 1309 int flag = 0;
1300 1310
1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1311 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1302 { 1312 {
1303 SET_FLAG (mon, FLAG_CAST_SPELL); 1313 SET_FLAG (mon, FLAG_CAST_SPELL);
1304 return; 1314 return;
1305 } 1315 }
1306 1316
1315 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1325 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1316 { 1326 {
1317 /* Check for the right kind of bow */ 1327 /* Check for the right kind of bow */
1318 object *bow; 1328 object *bow;
1319 1329
1320 for (bow = mon->inv; bow != NULL; bow = bow->below) 1330 for (bow = mon->inv; bow; bow = bow->below)
1321 if (bow->type == BOW && bow->race == item->race) 1331 if (bow->type == BOW && bow->race == item->race)
1322 { 1332 {
1323 SET_FLAG (mon, FLAG_READY_BOW); 1333 SET_FLAG (mon, FLAG_READY_BOW);
1324 LOG (llevMonster, "Found correct bow for arrows.\n"); 1334 LOG (llevMonster, "Found correct bow for arrows.\n");
1325 return; /* nothing more to do for arrows */ 1335 return; /* nothing more to do for arrows */
1377 */ 1387 */
1378 SET_FLAG (mon, FLAG_READY_SKILL); 1388 SET_FLAG (mon, FLAG_READY_SKILL);
1379 return; 1389 return;
1380 } 1390 }
1381 1391
1382
1383 /* if we don't match one of the above types, return now. 1392 /* if we don't match one of the above types, return now.
1384 * can_apply_object will say that we can apply things like flesh, 1393 * can_apply_object will say that we can apply things like flesh,
1385 * bolts, and whatever else, because it only checks against the 1394 * bolts, and whatever else, because it only checks against the
1386 * body_info locations. 1395 * body_info locations.
1387 */ 1396 */
1398 /* should only be applying this item, not unapplying it. 1407 /* should only be applying this item, not unapplying it.
1399 * also, ignore status of curse so they can take off old armour. 1408 * also, ignore status of curse so they can take off old armour.
1400 * monsters have some advantages after all. 1409 * monsters have some advantages after all.
1401 */ 1410 */
1402 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1411 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1403
1404 return;
1405} 1412}
1406 1413
1407void 1414void
1408npc_call_help (object *op) 1415npc_call_help (object *op)
1409{ 1416{
1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1429 } 1436 }
1430} 1437}
1431 1438
1432
1433int 1439int
1434dist_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)
1435{ 1441{
1436
1437 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1438 return dir; 1443 return dir;
1444
1439 if (rv->distance < 10) 1445 if (rv->distance < 10)
1440 return absdir (dir + 4); 1446 return absdir (dir + 4);
1441 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1442 return dir; 1448 return dir;
1449
1443 return 0; 1450 return 0;
1444} 1451}
1445 1452
1446int 1453int
1447run_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)
1448{ 1455{
1449
1450 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)
1451 { 1457 {
1452 ob->move_status++; 1458 ob->move_status++;
1453 return (dir); 1459 return (dir);
1454 } 1460 }
1455 else if (ob->move_status > 20) 1461 else if (ob->move_status > 20)
1456 ob->move_status = 0; 1462 ob->move_status = 0;
1463
1457 return absdir (dir + 4); 1464 return absdir (dir + 4);
1458} 1465}
1459 1466
1460int 1467int
1461hitrun_att (int dir, object *ob, object *enemy) 1468hitrun_att (int dir, object *ob, object *enemy)
1464 return dir; 1471 return dir;
1465 else if (ob->move_status < 50) 1472 else if (ob->move_status < 50)
1466 return absdir (dir + 4); 1473 return absdir (dir + 4);
1467 else 1474 else
1468 ob->move_status = 0; 1475 ob->move_status = 0;
1476
1469 return absdir (dir + 4); 1477 return absdir (dir + 4);
1470} 1478}
1471 1479
1472int 1480int
1473wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1481wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482 return 0; 1490 return 0;
1483 else if (ob->move_status < 10) 1491 else if (ob->move_status < 10)
1484 return dir; 1492 return dir;
1485 else if (ob->move_status < 15) 1493 else if (ob->move_status < 15)
1486 return absdir (dir + 4); 1494 return absdir (dir + 4);
1495
1487 ob->move_status = 0; 1496 ob->move_status = 0;
1488 return 0; 1497 return 0;
1489} 1498}
1490 1499
1491int 1500int
1499 * at least one map has this set, and whatever the map contains, the 1508 * at least one map has this set, and whatever the map contains, the
1500 * server should try to be resilant enough to avoid the problem 1509 * server should try to be resilant enough to avoid the problem
1501 */ 1510 */
1502 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1511 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1503 return absdir (dir + 4); 1512 return absdir (dir + 4);
1513
1504 return dist_att (dir, ob, enemy, part, rv); 1514 return dist_att (dir, ob, enemy, part, rv);
1505} 1515}
1506 1516
1507int 1517int
1508wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1518wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509{ 1519{
1510 if (rv->distance < 9) 1520 if (rv->distance < 9)
1511 return absdir (dir + 4); 1521 return absdir (dir + 4);
1522
1512 return 0; 1523 return 0;
1513} 1524}
1514 1525
1515void 1526void
1516circ1_move (object *ob) 1527circ1_move (object *ob)
1517{ 1528{
1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1529 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1530
1519 if (++ob->move_status > 11) 1531 if (++ob->move_status > 11)
1520 ob->move_status = 0; 1532 ob->move_status = 0;
1533
1521 if (!(move_object (ob, circle[ob->move_status]))) 1534 if (!(move_object (ob, circle[ob->move_status])))
1522 (void) move_object (ob, RANDOM () % 8 + 1); 1535 move_object (ob, rndm (8) + 1);
1523} 1536}
1524 1537
1525void 1538void
1526circ2_move (object *ob) 1539circ2_move (object *ob)
1527{ 1540{
1528 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 1541 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1542
1529 if (++ob->move_status > 19) 1543 if (++ob->move_status > 19)
1530 ob->move_status = 0; 1544 ob->move_status = 0;
1545
1531 if (!(move_object (ob, circle[ob->move_status]))) 1546 if (!(move_object (ob, circle[ob->move_status])))
1532 (void) move_object (ob, RANDOM () % 8 + 1); 1547 move_object (ob, rndm (8) + 1);
1533} 1548}
1534 1549
1535void 1550void
1536pace_movev (object *ob) 1551pace_movev (object *ob)
1537{ 1552{
1538 if (ob->move_status++ > 6) 1553 if (ob->move_status++ > 6)
1539 ob->move_status = 0; 1554 ob->move_status = 0;
1555
1540 if (ob->move_status < 4) 1556 if (ob->move_status < 4)
1541 (void) move_object (ob, 5); 1557 move_object (ob, 5);
1542 else 1558 else
1543 (void) move_object (ob, 1); 1559 move_object (ob, 1);
1544} 1560}
1545 1561
1546void 1562void
1547pace_moveh (object *ob) 1563pace_moveh (object *ob)
1548{ 1564{
1549 if (ob->move_status++ > 6) 1565 if (ob->move_status++ > 6)
1550 ob->move_status = 0; 1566 ob->move_status = 0;
1567
1551 if (ob->move_status < 4) 1568 if (ob->move_status < 4)
1552 (void) move_object (ob, 3); 1569 move_object (ob, 3);
1553 else 1570 else
1554 (void) move_object (ob, 7); 1571 move_object (ob, 7);
1555} 1572}
1556 1573
1557void 1574void
1558pace2_movev (object *ob) 1575pace2_movev (object *ob)
1559{ 1576{
1560 if (ob->move_status++ > 16) 1577 if (ob->move_status++ > 16)
1561 ob->move_status = 0; 1578 ob->move_status = 0;
1579
1562 if (ob->move_status < 6) 1580 if (ob->move_status < 6)
1563 (void) move_object (ob, 5); 1581 move_object (ob, 5);
1564 else if (ob->move_status < 8) 1582 else if (ob->move_status < 8)
1565 return; 1583 return;
1566 else if (ob->move_status < 13) 1584 else if (ob->move_status < 13)
1567 (void) move_object (ob, 1); 1585 move_object (ob, 1);
1568 else 1586 else
1569 return; 1587 return;
1570} 1588}
1571 1589
1572void 1590void
1573pace2_moveh (object *ob) 1591pace2_moveh (object *ob)
1574{ 1592{
1575 if (ob->move_status++ > 16) 1593 if (ob->move_status++ > 16)
1576 ob->move_status = 0; 1594 ob->move_status = 0;
1595
1577 if (ob->move_status < 6) 1596 if (ob->move_status < 6)
1578 (void) move_object (ob, 3); 1597 move_object (ob, 3);
1579 else if (ob->move_status < 8) 1598 else if (ob->move_status < 8)
1580 return; 1599 return;
1581 else if (ob->move_status < 13) 1600 else if (ob->move_status < 13)
1582 (void) move_object (ob, 7); 1601 move_object (ob, 7);
1583 else 1602 else
1584 return; 1603 return;
1585} 1604}
1586 1605
1587void 1606void
1588rand_move (object *ob) 1607rand_move (object *ob)
1589{ 1608{
1590 int i;
1591
1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1609 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1593 for (i = 0; i < 5; i++) 1610 for (int i = 0; i < 5; i++)
1594 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1611 if (move_object (ob, ob->move_status = rndm (8) + 1))
1595 return; 1612 return;
1596} 1613}
1597 1614
1598void 1615void
1599check_earthwalls (object *op, maptile *m, int x, int y) 1616check_earthwalls (object *op, maptile *m, int x, int y)
1600{ 1617{
1601 object *tmp;
1602
1603 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)
1604 {
1605 if (tmp->type == EARTHWALL) 1619 if (tmp->type == EARTHWALL)
1606 { 1620 {
1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1621 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1608 return; 1622 return;
1609 } 1623 }
1610 }
1611} 1624}
1612 1625
1613void 1626void
1614check_doors (object *op, maptile *m, int x, int y) 1627check_doors (object *op, maptile *m, int x, int y)
1615{ 1628{
1616 object *tmp;
1617
1618 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1629 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1619 {
1620 if (tmp->type == DOOR) 1630 if (tmp->type == DOOR)
1621 { 1631 {
1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1632 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1623 return; 1633 return;
1624 } 1634 }
1625 }
1626} 1635}
1627 1636
1628/* find_mon_throw_ob() - modeled on find_throw_ob 1637/* find_mon_throw_ob() - modeled on find_throw_ob
1629 * This is probably overly simplistic as it is now - We want 1638 * This is probably overly simplistic as it is now - We want
1630 * monsters to throw things like chairs and other pieces of 1639 * monsters to throw things like chairs and other pieces of
1631 * furniture, even if they are not good throwable objects. 1640 * furniture, even if they are not good throwable objects.
1632 * Probably better to have the monster throw a throwable object 1641 * Probably better to have the monster throw a throwable object
1633 * first, then throw any non equipped weapon. 1642 * first, then throw any non equipped weapon.
1634 */ 1643 */
1635
1636object * 1644object *
1637find_mon_throw_ob (object *op) 1645find_mon_throw_ob (object *op)
1638{ 1646{
1639 object *tmp = NULL; 1647 object *tmp = NULL;
1640 1648
1644 tmp = op; 1652 tmp = op;
1645 1653
1646 /* 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
1647 * marked item and throw it to the enemy. 1655 * marked item and throw it to the enemy.
1648 */ 1656 */
1649
1650 for (tmp = op->inv; tmp; tmp = tmp->below) 1657 for (tmp = op->inv; tmp; tmp = tmp->below)
1651 { 1658 {
1652
1653 /* Can't throw invisible objects or items that are applied */ 1659 /* Can't throw invisible objects or items that are applied */
1654 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1660 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1655 continue; 1661 continue;
1656 1662
1657 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1663 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1673 * 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
1674 * 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
1675 * be within the valid range. MSW 2001-08-05 1681 * be within the valid range. MSW 2001-08-05
1676 * 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
1677 */ 1683 */
1678
1679int 1684int
1680can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1685can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1681{ 1686{
1682 int radius = MIN_MON_RADIUS, hide_discovery; 1687 int radius = MIN_MON_RADIUS, hide_discovery;
1683 1688
1690 return 0; 1695 return 0;
1691 1696
1692 get_rangevector (op, enemy, rv, 0); 1697 get_rangevector (op, enemy, rv, 0);
1693 1698
1694 /* Monsters always ignore the DM */ 1699 /* Monsters always ignore the DM */
1695 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1700 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1696 return 0; 1701 return 0;
1697 1702
1698 /* simple check. Should probably put some range checks in here. */ 1703 /* simple check. Should probably put some range checks in here. */
1699 if (can_see_enemy (op, enemy)) 1704 if (can_see_enemy (op, enemy))
1700 return 1; 1705 return 1;
1713 1718
1714 /* use this for invis also */ 1719 /* use this for invis also */
1715 hide_discovery = op->stats.Int / 5; 1720 hide_discovery = op->stats.Int / 5;
1716 1721
1717 /* Determine Detection radii */ 1722 /* Determine Detection radii */
1718 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) */
1719 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);
1720 else 1725 else
1721 { /* a level/INT/Dex adjustment for hiding */ 1726 { /* a level/INT/Dex adjustment for hiding */
1722 object *sk_hide;
1723 int bonus = (op->level / 2) + (op->stats.Int / 5); 1727 int bonus = op->level / 2 + op->stats.Int / 5;
1724 1728
1725 if (enemy->type == PLAYER) 1729 if (enemy->is_player ())
1726 { 1730 {
1727 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1731 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1728 bonus -= sk_hide->level; 1732 bonus -= sk_hide->level;
1729 else 1733 else
1730 { 1734 {
1731 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");
1732 make_visible (enemy); 1736 make_visible (enemy);
1741 } /* else creature has modifiers for hiding */ 1745 } /* else creature has modifiers for hiding */
1742 1746
1743 /* Radii stealth adjustment. Only if you are stealthy 1747 /* Radii stealth adjustment. Only if you are stealthy
1744 * will you be able to sneak up closer to creatures */ 1748 * will you be able to sneak up closer to creatures */
1745 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1749 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1746 radius = radius / 2, hide_discovery = hide_discovery / 3; 1750 {
1751 radius /= 2;
1752 hide_discovery /= 3;
1753 }
1747 1754
1748 /* Radii adjustment for enemy standing in the dark */ 1755 /* Radii adjustment for enemy standing in the dark */
1749 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1756 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1750 { 1757 {
1751 /* on dark maps body heat can help indicate location with infravision 1758 /* on dark maps body heat can help indicate location with infravision
1752 * undead don't have body heat, so no benefit detecting them. 1759 * undead don't have body heat, so no benefit detecting them.
1753 */ 1760 */
1754 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))
1755 radius += op->map->darkness / 2; 1762 radius += op->map->darklevel () / 2;
1756 else 1763 else
1757 radius -= op->map->darkness / 2; 1764 radius -= op->map->darklevel () / 2;
1758 1765
1759 /* op next to a monster (and not in complete darkness) 1766 /* op next to a monster (and not in complete darkness)
1760 * the monster should have a chance to see you. 1767 * the monster should have a chance to see you.
1761 */ 1768 */
1762 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)
1763 radius = MIN_MON_RADIUS; 1770 radius = MIN_MON_RADIUS;
1764 } /* if on dark map */ 1771 } /* if on dark map */
1765 1772
1766 /* Lets not worry about monsters that have incredible detection 1773 /* Lets not worry about monsters that have incredible detection
1767 * 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
1769 * 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
1770 * do something. Note that the distance field in the 1777 * do something. Note that the distance field in the
1771 * 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
1772 * find that. 1779 * find that.
1773 */ 1780 */
1774 if (radius > 13) 1781 // note that the above reasoning was utter bullshit even at the time it was written
1775 radius = 13; 1782 // we use 25, lets see if we have the cpu time for it
1783 radius = min (25, radius);
1776 1784
1777 /* Enemy in range! Now test for detection */ 1785 /* Enemy in range! Now test for detection */
1778 if ((int) rv->distance <= radius) 1786 if (rv->distance <= radius)
1779 { 1787 {
1780 /* ah, we are within range, detected? take cases */ 1788 /* ah, we are within range, detected? take cases */
1781 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1789 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1782 return 1; 1790 return 1;
1783 1791
1784 /* hidden or low-quality invisible */ 1792 /* hidden or low-quality invisible */
1785 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1793 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1786 { 1794 {
1787 make_visible (enemy); 1795 make_visible (enemy);
1796
1788 /* inform players of new status */ 1797 /* inform players of new status */
1789 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1798 if (enemy->type == PLAYER && player_can_view (enemy, op))
1790 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1799 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1800
1791 return 1; /* detected enemy */ 1801 return 1; /* detected enemy */
1792 } 1802 }
1793 else if (enemy->invisible) 1803 else if (enemy->invisible)
1794 { 1804 {
1795 /* Change this around - instead of negating the invisible, just 1805 /* Change this around - instead of negating the invisible, just
1796 * 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
1797 * do something to you. Decreasing the duration of invisible 1807 * do something to you. Decreasing the duration of invisible
1798 * 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
1799 * can then basically negate the spell. The spell isn't negated - 1809 * can then basically negate the spell. The spell isn't negated -
1800 * they just know where you are! 1810 * they just know where you are!
1801 */ 1811 */
1802 if ((RANDOM () % 50) <= hide_discovery) 1812 if (rndm (50) <= hide_discovery)
1803 { 1813 {
1804 if (enemy->type == PLAYER) 1814 if (enemy->type == PLAYER)
1805 {
1806 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1815 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1807 } 1816
1808 return 1; 1817 return 1;
1809 } 1818 }
1810 } 1819 }
1811 } /* within range */ 1820 } /* within range */
1812 1821
1817/* 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
1818 * intellegent algorithm. For one thing, we ignore los here, SO it 1827 * intellegent algorithm. For one thing, we ignore los here, SO it
1819 * 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
1820 * other side of a wall (!). 1829 * other side of a wall (!).
1821 */ 1830 */
1822
1823int 1831int
1824stand_in_light (object *op) 1832stand_in_light (object *op)
1825{ 1833{
1826 sint16 nx, ny;
1827 maptile *m;
1828
1829
1830 if (!op) 1834 if (op)
1831 return 0; 1835 {
1832 if (op->glow_radius > 0) 1836 if (op->glow_radius > 0)
1833 return 1; 1837 return 1;
1834 1838
1835 if (op->map) 1839 if (op->map)
1836 { 1840 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1837 int x, y, x1, y1; 1841 {
1838
1839
1840
1841 /* 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
1842 * 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.
1843 */
1844 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1845 {
1846 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1847 { 1844 */
1848 m = op->map; 1845 int light = m->at (nx, ny).light;
1849 nx = x;
1850 ny = y;
1851 1846
1852 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1847 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1853 continue;
1854
1855 x1 = abs (x - op->x) * abs (x - op->x);
1856 y1 = abs (y - op->y) * abs (y - op->y);
1857 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1858 return 1; 1848 return 1;
1859 } 1849 }
1860 }
1861 } 1850 }
1851
1862 return 0; 1852 return 0;
1863} 1853}
1864
1865 1854
1866/* assuming no walls/barriers, lets check to see if its *possible* 1855/* assuming no walls/barriers, lets check to see if its *possible*
1867 * to see an enemy. Note, "detection" is different from "seeing". 1856 * to see an enemy. Note, "detection" is different from "seeing".
1868 * See can_detect_enemy() for more details. -b.t. 1857 * See can_detect_enemy() for more details. -b.t.
1869 * return 0 if can't be seen, 1 if can be 1858 * return 0 if can't be seen, 1 if can be
1870 */ 1859 */
1871
1872int 1860int
1873can_see_enemy (object *op, object *enemy) 1861can_see_enemy (object *op, object *enemy)
1874{ 1862{
1875 object *looker = op->head ? op->head : op; 1863 object *looker = op->head ? op->head : op;
1876 1864
1892 * However,if you carry any source of light, then the hidden 1880 * However,if you carry any source of light, then the hidden
1893 * creature is seeable (and stupid) */ 1881 * creature is seeable (and stupid) */
1894 1882
1895 if (has_carried_lights (enemy)) 1883 if (has_carried_lights (enemy))
1896 { 1884 {
1897 if (enemy->hide) 1885 if (enemy->flag [FLAG_HIDDEN])
1898 { 1886 {
1899 make_visible (enemy); 1887 make_visible (enemy);
1900 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1888 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1901 } 1889 }
1890
1902 return 1; 1891 return 1;
1903 } 1892 }
1904 else if (enemy->hide) 1893 else if (enemy->flag [FLAG_HIDDEN])
1905 return 0; 1894 return 0;
1906 1895
1907 /* Invisible enemy. Break apart the check for invis undead/invis looker 1896 /* Invisible enemy. Break apart the check for invis undead/invis looker
1908 * 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,
1909 * and making it a conditional makes the code pretty ugly. 1898 * and making it a conditional makes the code pretty ugly.
1910 */ 1899 */
1911 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1900 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1912 {
1913 if (makes_invisible_to (enemy, looker)) 1901 if (makes_invisible_to (enemy, looker))
1914 return 0; 1902 return 0;
1915 }
1916 } 1903 }
1917 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1904 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1918 if (player_can_view (looker, enemy)) 1905 if (player_can_view (looker, enemy))
1919 return 1; 1906 return 1;
1920 1907
1921 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1908 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1922 * unless they carry a light or stand in light. Darkness doesnt 1909 * unless they carry a light or stand in light. Darkness doesnt
1925 * we care about the enemy maps status, not the looker. 1912 * we care about the enemy maps status, not the looker.
1926 * only relevant for tiled maps, but it is possible that the 1913 * only relevant for tiled maps, but it is possible that the
1927 * 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
1928 * case, the looker can still see the enemy 1915 * case, the looker can still see the enemy
1929 */ 1916 */
1930 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1917 if (enemy->map->darklevel () > 0
1918 && !stand_in_light (enemy)
1931 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1919 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1932 return 0; 1920 return 0;
1933 1921
1934 return 1; 1922 return 1;
1935} 1923}
1924

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines