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 1.32 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.55 by root, Sat Dec 27 07:50:05 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 {
92 && npc->enemy->type != PLAYER 90 && npc->enemy->type != PLAYER
93 && npc->enemy->type != GOLEM) 91 && npc->enemy->type != GOLEM)
94 npc->enemy = NULL; 92 npc->enemy = NULL;
95 93
96 } 94 }
95
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
98} 97}
99 98
100/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
145 } 144 }
146 145
147 return 0; 146 return 0;
148} 147}
149 148
150
151/* 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
152 * our caller will find the information useful. 150 * our caller will find the information useful.
153 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
154 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
155 * 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
156 * many cases. 154 * many cases.
157 */ 155 */
158
159object * 156object *
160find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
161{ 158{
162 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
163 160
169 { 166 {
170 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
171 168
172 if (tmp) 169 if (tmp)
173 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
174 return tmp; 172 return tmp;
175 } 173 }
176 174
177 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
178 * 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
198 /* we check our old enemy. */ 196 /* we check our old enemy. */
199 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
200 { 198 {
201 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
202 { 200 {
203 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
204 /* 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 */
205 203
206 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 */
207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
208 (!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)))
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
210 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... */
211 { 209 {
212 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! */
213 npc->enemy = attacker; 211 npc->enemy = attacker;
214 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
215 } 213 }
231/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
232 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
233 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
234 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
235 */ 233 */
236
237int 234int
238check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
239{ 236{
240 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
241
242 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
243 if (!enemy) 238 if (!enemy)
244 return 0; 239 return 0;
245 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
246 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
247 if (QUERY_FLAG (op, FLAG_BLIND))
248 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
249 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
250 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
251 * 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
252 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
253 * 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
254 * the dark. */ 254 * the dark. */
255 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
257 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
258 {
259 int dark = radius / (op->map->darkness);
260
261 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
262 }
263 else if (!QUERY_FLAG (op, FLAG_SLEEP))
264 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
265 261
266 /* 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
267 * for that. 263 * for that.
268 */ 264 */
269 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
270 { 266 {
271 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
272 return 1; 268 return 1;
273 } 269 }
270
274 return 0; 271 return 0;
275} 272}
276 273
277int 274int
278move_randomly (object *op) 275move_randomly (object *op)
279{ 276{
280 int i;
281
282 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
283 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
284 {
285 if (move_object (op, rndm (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
295int 288int
296move_monster (object *op) 289move_monster (object *op)
297{ 290{
298 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 */
299 object *owner, *enemy, *part, *oph = op; 292 object *owner, *enemy, *part, *oph = op;
316 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
317 310
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
322 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
323 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
324 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
325 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
326 * 318 *
331 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));
332 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 */
333 op->last_heal %= 32; 325 op->last_heal %= 32;
334 326
335 /* 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 */
336 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))
337 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
338 330
339 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
340 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
341 } 333 }
342 334
343 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
344 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
345 { 337 {
346
347 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 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) && !(rndm (20))) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 {
366 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
367 }
368 357
369 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
370 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
371 360
372 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
373 ((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)))
374 {
375 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
376 return 0; 364 return 0;
377 }
378 365
379 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
380 if (op->hide) 367 if (op->flag [FLAG_HIDDEN])
381 do_hidden_move (op); 368 do_hidden_move (op);
382 369
383 if (op->pick_up) 370 if (op->pick_up)
384 monster_check_pickup (op); 371 monster_check_pickup (op);
385 372
389 /* 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 */
390 if (!enemy) 377 if (!enemy)
391 { 378 {
392 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
393 { 380 {
394 op->destroy (); 381 op->drop_and_destroy ();
395 return 1; 382 return 1;
396 } 383 }
397 384
398 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
399 * stand still and a movement type set. 386 * stand still and a movement type set.
402 { 389 {
403 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
404 { 391 {
405 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
406 { 393 {
407 case (PETMOVE): 394 case (PETMOVE):
408 pet_move (op); 395 pet_move (op);
409 break; 396 break;
410 397
411 case (CIRCLE1): 398 case (CIRCLE1):
412 circ1_move (op); 399 circ1_move (op);
413 break; 400 break;
414 401
415 case (CIRCLE2): 402 case (CIRCLE2):
416 circ2_move (op); 403 circ2_move (op);
417 break; 404 break;
418 405
419 case (PACEV): 406 case (PACEV):
420 pace_movev (op); 407 pace_movev (op);
421 break; 408 break;
422 409
423 case (PACEH): 410 case (PACEH):
424 pace_moveh (op); 411 pace_moveh (op);
425 break; 412 break;
426 413
427 case (PACEV2): 414 case (PACEV2):
428 pace2_movev (op); 415 pace2_movev (op);
429 break; 416 break;
430 417
431 case (PACEH2): 418 case (PACEH2):
432 pace2_moveh (op); 419 pace2_moveh (op);
433 break; 420 break;
434 421
435 case (RANDO): 422 case (RANDO):
436 rand_move (op); 423 rand_move (op);
437 break; 424 break;
438 425
439 case (RANDO2): 426 case (RANDO2):
440 move_randomly (op); 427 move_randomly (op);
441 break; 428 break;
442 } 429 }
430
443 return 0; 431 return 0;
444 } 432 }
445 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
446 (void) move_randomly (op); 434 move_randomly (op);
447
448 } /* stand still */ 435 } /* stand still */
436
449 return 0; 437 return 0;
450 } /* no enemy */ 438 } /* no enemy */
451 439
452 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
453 if ((op->attack_movement & HI4) == PETMOVE 441 if ((op->attack_movement & HI4) == PETMOVE
455 && !on_same_map (op, owner) 443 && !on_same_map (op, owner)
456 && !owner->flag [FLAG_REMOVED]) 444 && !owner->flag [FLAG_REMOVED])
457 return follow_owner (op, owner); 445 return follow_owner (op, owner);
458 446
459 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
460 * 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
461 * arch set uses it. 449 * arch set uses it.
462 */ 450 */
463 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
464 { 452 {
465 op->face = enemy->face; 453 op->face = enemy->face;
466 op->name = enemy->name; 454 op->name = enemy->name;
467 } 455 }
468 456
516 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
517 return 0; 505 return 0;
518 } /* for processing of all parts */ 506 } /* for processing of all parts */
519 } /* If not scared */ 507 } /* If not scared */
520 508
521
522 part = rv.part; 509 part = rv.part;
523 dir = rv.direction; 510 dir = rv.direction;
524 511
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
525 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))
526 dir = absdir (dir + 4); 550 dir = absdir (dir + 4);
527 551
528 if (QUERY_FLAG (op, FLAG_CONFUSED)) 552 if (QUERY_FLAG (op, FLAG_CONFUSED))
529 dir = absdir (dir + rndm (3) + rndm (3) - 2); 553 dir = absdir (dir + rndm (3) + rndm (3) - 2);
532 556
533 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 557 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
534 { 558 {
535 switch (op->attack_movement & LO4) 559 switch (op->attack_movement & LO4)
536 { 560 {
537 case DISTATT: 561 case DISTATT:
538 dir = dist_att (dir, op, enemy, part, &rv); 562 dir = dist_att (dir, op, enemy, part, &rv);
539 break; 563 break;
540 564
541 case RUNATT: 565 case RUNATT:
542 dir = run_att (dir, op, enemy, part, &rv); 566 dir = run_att (dir, op, enemy, part, &rv);
543 break; 567 break;
544 568
545 case HITRUN: 569 case HITRUN:
546 dir = hitrun_att (dir, op, enemy); 570 dir = hitrun_att (dir, op, enemy);
547 break; 571 break;
548 572
549 case WAITATT: 573 case WAITATT:
550 dir = wait_att (dir, op, enemy, part, &rv); 574 dir = wait_att (dir, op, enemy, part, &rv);
551 break; 575 break;
552 576
553 case RUSH: /* default - monster normally moves towards player */ 577 case RUSH: /* default - monster normally moves towards player */
554 case ALLRUN: 578 case ALLRUN:
555 break; 579 break;
556 580
557 case DISTHIT: 581 case DISTHIT:
558 dir = disthit_att (dir, op, enemy, part, &rv); 582 dir = disthit_att (dir, op, enemy, part, &rv);
559 break; 583 break;
560 584
561 case WAIT2: 585 case WAIT2:
562 dir = wait_att2 (dir, op, enemy, part, &rv); 586 dir = wait_att2 (dir, op, enemy, part, &rv);
563 break; 587 break;
564 588
565 default: 589 default:
566 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);
567 } 591 }
568 } 592 }
569 593
570 if (!dir) 594 if (!dir)
571 return 0; 595 return 0;
581 return 0; 605 return 0;
582 } 606 }
583 607
584 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))
585 { 609 {
586
587 /* Try move around corners if !close */ 610 /* Try move around corners if !close */
588 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;
589 612
590 for (diff = 1; diff <= maxdiff; diff++) 613 for (diff = 1; diff <= maxdiff; diff++)
591 { 614 {
592 /* try different detours */ 615 /* try different detours */
593 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 616 int m = 1 - rndm (2) * 2; /* Try left or right first? */
594 617
595 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)))
596 return 0; 619 return 0;
597 } 620 }
598 } 621 }
625 { 648 {
626 object *nearest_player = get_nearest_player (op); 649 object *nearest_player = get_nearest_player (op);
627 650
628 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 651 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
629 { 652 {
630 op->enemy = NULL; 653 op->enemy = 0;
631 enemy = nearest_player; 654 enemy = nearest_player;
632 } 655 }
633 } 656 }
634 657
635 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 658 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
641 * still be pretty nasty. 664 * still be pretty nasty.
642 */ 665 */
643 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 666 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
644 { 667 {
645 part->stats.wc += 10; 668 part->stats.wc += 10;
646 (void) skill_attack (enemy, part, 0, NULL, NULL); 669 skill_attack (enemy, part, 0, NULL, NULL);
647 part->stats.wc -= 10; 670 part->stats.wc -= 10;
648 } 671 }
649 else 672 else
650 (void) skill_attack (enemy, part, 0, NULL, NULL); 673 skill_attack (enemy, part, 0, NULL, NULL);
651 } /* if monster is in attack range */ 674 } /* if monster is in attack range */
652 675
653 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 */
654 return 1; 677 return 1;
655 678
656 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 679 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
657 { 680 {
658 op->remove ();
659 op->destroy (); 681 op->drop_and_destroy ();
660 return 1; 682 return 1;
661 } 683 }
684
662 return 0; 685 return 0;
663} 686}
664 687
665int 688int
666can_hit (object *ob1, object *ob2, rv_vector * rv) 689can_hit (object *ob1, object *ob2, rv_vector * rv)
681 { 704 {
682 get_rangevector (ob1, more, &rv1, 0); 705 get_rangevector (ob1, more, &rv1, 0);
683 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 706 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
684 return 1; 707 return 1;
685 } 708 }
709
686 return 0; 710 return 0;
687
688} 711}
689 712
690/* Returns 1 is monster should cast spell sp at an enemy 713/* Returns 1 is monster should cast spell sp at an enemy
691 * Returns 0 if the monster should not cast this spell. 714 * Returns 0 if the monster should not cast this spell.
692 * 715 *
710 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 733 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
711 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 734 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
712 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 ||
713 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 ||
714 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)
715
716 return 1; 738 return 1;
717 739
718 return 0; 740 return 0;
719} 741}
720
721 742
722#define MAX_KNOWN_SPELLS 20 743#define MAX_KNOWN_SPELLS 20
723 744
724/* Returns a randomly selected spell. This logic is still 745/* Returns a randomly selected spell. This logic is still
725 * less than ideal. This code also only seems to deal with 746 * less than ideal. This code also only seems to deal with
728 */ 749 */
729object * 750object *
730monster_choose_random_spell (object *monster) 751monster_choose_random_spell (object *monster)
731{ 752{
732 object *altern[MAX_KNOWN_SPELLS]; 753 object *altern[MAX_KNOWN_SPELLS];
733 object *tmp;
734 int i = 0; 754 int i = 0;
735 755
736 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 756 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
737 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 757 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
738 { 758 {
739 /* Check and see if it's actually a useful spell. 759 /* Check and see if it's actually a useful spell.
740 * If its a spellbook, the spell is actually the inventory item. 760 * If its a spellbook, the spell is actually the inventory item.
741 * 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.
742 */ 762 */
743 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))
744 { 764 {
745 altern[i++] = tmp; 765 altern [i++] = tmp;
766
746 if (i == MAX_KNOWN_SPELLS) 767 if (i == MAX_KNOWN_SPELLS)
747 break; 768 break;
748 } 769 }
749 } 770 }
750 if (!i) 771
751 return NULL; 772 return i ? altern [rndm (i)] : 0;
752 return altern[RANDOM () % i];
753} 773}
754 774
755/* 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.
756 * 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.
757 * head is the head of the monster. 777 * head is the head of the monster.
758 * part is the part of the monster we are checking against. 778 * part is the part of the monster we are checking against.
759 * pl is the target. 779 * pl is the target.
760 * dir is the direction to case. 780 * dir is the direction to case.
761 * rv is the vector which describes where the enemy is. 781 * rv is the vector which describes where the enemy is.
762 */ 782 */
763
764int 783int
765monster_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)
766{ 785{
767 object *spell_item; 786 object *spell_item;
768 object *owner; 787 object *owner;
779 798
780 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 799 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
781 { 800 {
782 get_rangevector (head, owner, &rv1, 0x1); 801 get_rangevector (head, owner, &rv1, 0x1);
783 if (dirdiff (dir, rv1.direction) < 2) 802 if (dirdiff (dir, rv1.direction) < 2)
784 {
785 return 0; /* Might hit owner with spell */ 803 return 0; /* Might hit owner with spell */
786 }
787 } 804 }
788 805
789 if (QUERY_FLAG (head, FLAG_CONFUSED)) 806 if (QUERY_FLAG (head, FLAG_CONFUSED))
790 dir = absdir (dir + rndm (3) + rndm (3) - 2); 807 dir = absdir (dir + rndm (3) + rndm (3) - 2);
791 808
799 { 816 {
800 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 817 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
801 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 */
802 return 0; 819 return 0;
803 } 820 }
821
804 if (spell_item->type == SPELLBOOK) 822 if (spell_item->type == SPELLBOOK)
805 { 823 {
806 if (!spell_item->inv) 824 if (!spell_item->inv)
807 { 825 {
808 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);
809 return 0; 827 return 0;
810 } 828 }
829
811 spell_item = spell_item->inv; 830 spell_item = spell_item->inv;
812 } 831 }
813 } 832 }
814 else 833 else
815 spell_item = head->spellitem; 834 spell_item = head->spellitem;
834 /* 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 */
835 head->spellitem = NULL; 854 head->spellitem = NULL;
836 855
837 return cast_spell (part, part, dir, spell_item, NULL); 856 return cast_spell (part, part, dir, spell_item, NULL);
838} 857}
839
840 858
841int 859int
842monster_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)
843{ 861{
844 object *scroll; 862 object *scroll;
973 if (!(--wand->stats.food)) 991 if (!(--wand->stats.food))
974 { 992 {
975 if (wand->arch) 993 if (wand->arch)
976 { 994 {
977 CLEAR_FLAG (wand, FLAG_ANIMATE); 995 CLEAR_FLAG (wand, FLAG_ANIMATE);
978 wand->face = wand->arch->clone.face; 996 wand->face = wand->arch->face;
979 wand->set_speed (0); 997 wand->set_speed (0);
980 } 998 }
981 } 999 }
982 /* Success */ 1000 /* Success */
983 return 1; 1001 return 1;
1208 case ROD: 1226 case ROD:
1209 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1227 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1210 break; 1228 break;
1211 1229
1212 case SPELLBOOK: 1230 case SPELLBOOK:
1213 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1231 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1214 break; 1232 break;
1215 1233
1216 case SCROLL: 1234 case SCROLL:
1217 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1235 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1218 break; 1236 break;
1236 } 1254 }
1237 } 1255 }
1238 1256
1239 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1257 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1240 return 1; 1258 return 1;
1259
1241 return 0; 1260 return 0;
1242} 1261}
1243 1262
1244/* 1263/*
1245 * monster_apply_below(): 1264 * monster_apply_below():
1287void 1306void
1288monster_check_apply (object *mon, object *item) 1307monster_check_apply (object *mon, object *item)
1289{ 1308{
1290 int flag = 0; 1309 int flag = 0;
1291 1310
1292 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1311 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1293 { 1312 {
1294 SET_FLAG (mon, FLAG_CAST_SPELL); 1313 SET_FLAG (mon, FLAG_CAST_SPELL);
1295 return; 1314 return;
1296 } 1315 }
1297 1316
1420int 1439int
1421dist_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)
1422{ 1441{
1423 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1424 return dir; 1443 return dir;
1444
1425 if (rv->distance < 10) 1445 if (rv->distance < 10)
1426 return absdir (dir + 4); 1446 return absdir (dir + 4);
1427 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1428 return dir; 1448 return dir;
1429 1449
1584} 1604}
1585 1605
1586void 1606void
1587rand_move (object *ob) 1607rand_move (object *ob)
1588{ 1608{
1589 int i;
1590
1591 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1609 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1592 for (i = 0; i < 5; i++) 1610 for (int i = 0; i < 5; i++)
1593 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1611 if (move_object (ob, ob->move_status = rndm (8) + 1))
1594 return; 1612 return;
1595} 1613}
1596 1614
1597void 1615void
1598check_earthwalls (object *op, maptile *m, int x, int y) 1616check_earthwalls (object *op, maptile *m, int x, int y)
1599{ 1617{
1600 object *tmp;
1601
1602 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)
1603 {
1604 if (tmp->type == EARTHWALL) 1619 if (tmp->type == EARTHWALL)
1605 { 1620 {
1606 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1621 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1607 return; 1622 return;
1608 } 1623 }
1609 }
1610} 1624}
1611 1625
1612void 1626void
1613check_doors (object *op, maptile *m, int x, int y) 1627check_doors (object *op, maptile *m, int x, int y)
1614{ 1628{
1615 object *tmp;
1616
1617 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)
1618 {
1619 if (tmp->type == DOOR) 1630 if (tmp->type == DOOR)
1620 { 1631 {
1621 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1632 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1622 return; 1633 return;
1623 } 1634 }
1624 }
1625} 1635}
1626 1636
1627/* find_mon_throw_ob() - modeled on find_throw_ob 1637/* find_mon_throw_ob() - modeled on find_throw_ob
1628 * This is probably overly simplistic as it is now - We want 1638 * This is probably overly simplistic as it is now - We want
1629 * monsters to throw things like chairs and other pieces of 1639 * monsters to throw things like chairs and other pieces of
1669 * 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
1670 * 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
1671 * be within the valid range. MSW 2001-08-05 1681 * be within the valid range. MSW 2001-08-05
1672 * 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
1673 */ 1683 */
1674
1675int 1684int
1676can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1685can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1677{ 1686{
1678 int radius = MIN_MON_RADIUS, hide_discovery; 1687 int radius = MIN_MON_RADIUS, hide_discovery;
1679 1688
1686 return 0; 1695 return 0;
1687 1696
1688 get_rangevector (op, enemy, rv, 0); 1697 get_rangevector (op, enemy, rv, 0);
1689 1698
1690 /* Monsters always ignore the DM */ 1699 /* Monsters always ignore the DM */
1691 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1700 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1692 return 0; 1701 return 0;
1693 1702
1694 /* simple check. Should probably put some range checks in here. */ 1703 /* simple check. Should probably put some range checks in here. */
1695 if (can_see_enemy (op, enemy)) 1704 if (can_see_enemy (op, enemy))
1696 return 1; 1705 return 1;
1709 1718
1710 /* use this for invis also */ 1719 /* use this for invis also */
1711 hide_discovery = op->stats.Int / 5; 1720 hide_discovery = op->stats.Int / 5;
1712 1721
1713 /* Determine Detection radii */ 1722 /* Determine Detection radii */
1714 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) */
1715 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);
1716 else 1725 else
1717 { /* a level/INT/Dex adjustment for hiding */ 1726 { /* a level/INT/Dex adjustment for hiding */
1718 object *sk_hide;
1719 int bonus = (op->level / 2) + (op->stats.Int / 5); 1727 int bonus = op->level / 2 + op->stats.Int / 5;
1720 1728
1721 if (enemy->type == PLAYER) 1729 if (enemy->is_player ())
1722 { 1730 {
1723 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1731 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1724 bonus -= sk_hide->level; 1732 bonus -= sk_hide->level;
1725 else 1733 else
1726 { 1734 {
1727 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");
1728 make_visible (enemy); 1736 make_visible (enemy);
1737 } /* else creature has modifiers for hiding */ 1745 } /* else creature has modifiers for hiding */
1738 1746
1739 /* Radii stealth adjustment. Only if you are stealthy 1747 /* Radii stealth adjustment. Only if you are stealthy
1740 * will you be able to sneak up closer to creatures */ 1748 * will you be able to sneak up closer to creatures */
1741 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1749 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1742 radius = radius / 2, hide_discovery = hide_discovery / 3; 1750 {
1751 radius /= 2;
1752 hide_discovery /= 3;
1753 }
1743 1754
1744 /* Radii adjustment for enemy standing in the dark */ 1755 /* Radii adjustment for enemy standing in the dark */
1745 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1756 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1746 { 1757 {
1747 /* on dark maps body heat can help indicate location with infravision 1758 /* on dark maps body heat can help indicate location with infravision
1748 * undead don't have body heat, so no benefit detecting them. 1759 * undead don't have body heat, so no benefit detecting them.
1749 */ 1760 */
1750 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))
1751 radius += op->map->darkness / 2; 1762 radius += op->map->darklevel () / 2;
1752 else 1763 else
1753 radius -= op->map->darkness / 2; 1764 radius -= op->map->darklevel () / 2;
1754 1765
1755 /* op next to a monster (and not in complete darkness) 1766 /* op next to a monster (and not in complete darkness)
1756 * the monster should have a chance to see you. 1767 * the monster should have a chance to see you.
1757 */ 1768 */
1758 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)
1759 radius = MIN_MON_RADIUS; 1770 radius = MIN_MON_RADIUS;
1760 } /* if on dark map */ 1771 } /* if on dark map */
1761 1772
1762 /* Lets not worry about monsters that have incredible detection 1773 /* Lets not worry about monsters that have incredible detection
1763 * 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
1765 * 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
1766 * do something. Note that the distance field in the 1777 * do something. Note that the distance field in the
1767 * 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
1768 * find that. 1779 * find that.
1769 */ 1780 */
1770 if (radius > 13) 1781 // note that the above reasoning was utter bullshit even at the time it was written
1771 radius = 13; 1782 // we use 25, lets see if we have the cpu time for it
1783 radius = min (25, radius);
1772 1784
1773 /* Enemy in range! Now test for detection */ 1785 /* Enemy in range! Now test for detection */
1774 if ((int) rv->distance <= radius) 1786 if (rv->distance <= radius)
1775 { 1787 {
1776 /* ah, we are within range, detected? take cases */ 1788 /* ah, we are within range, detected? take cases */
1777 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1789 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1778 return 1; 1790 return 1;
1779 1791
1780 /* hidden or low-quality invisible */ 1792 /* hidden or low-quality invisible */
1781 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1793 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1782 { 1794 {
1783 make_visible (enemy); 1795 make_visible (enemy);
1796
1784 /* inform players of new status */ 1797 /* inform players of new status */
1785 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1798 if (enemy->type == PLAYER && player_can_view (enemy, op))
1786 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
1787 return 1; /* detected enemy */ 1801 return 1; /* detected enemy */
1788 } 1802 }
1789 else if (enemy->invisible) 1803 else if (enemy->invisible)
1790 { 1804 {
1791 /* Change this around - instead of negating the invisible, just 1805 /* Change this around - instead of negating the invisible, just
1792 * 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
1793 * do something to you. Decreasing the duration of invisible 1807 * do something to you. Decreasing the duration of invisible
1794 * 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
1795 * can then basically negate the spell. The spell isn't negated - 1809 * can then basically negate the spell. The spell isn't negated -
1796 * they just know where you are! 1810 * they just know where you are!
1797 */ 1811 */
1798 if ((rndm (50)) <= hide_discovery) 1812 if (rndm (50) <= hide_discovery)
1799 { 1813 {
1800 if (enemy->type == PLAYER) 1814 if (enemy->type == PLAYER)
1801 {
1802 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));
1803 } 1816
1804 return 1; 1817 return 1;
1805 } 1818 }
1806 } 1819 }
1807 } /* within range */ 1820 } /* within range */
1808 1821
1816 * other side of a wall (!). 1829 * other side of a wall (!).
1817 */ 1830 */
1818int 1831int
1819stand_in_light (object *op) 1832stand_in_light (object *op)
1820{ 1833{
1821 sint16 nx, ny;
1822 maptile *m;
1823
1824 if (!op) 1834 if (op)
1825 return 0; 1835 {
1826
1827 if (op->glow_radius > 0) 1836 if (op->glow_radius > 0)
1828 return 1; 1837 return 1;
1829 1838
1830 if (op->map) 1839 if (op->map)
1831 { 1840 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1832 int x, y, x1, y1; 1841 {
1833
1834 /* 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
1835 * 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.
1836 */
1837 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1838 {
1839 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1840 { 1844 */
1841 m = op->map; 1845 int light = m->at (nx, ny).light;
1842 nx = x;
1843 ny = y;
1844 1846
1845 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1847 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1846 continue;
1847
1848 x1 = abs (x - op->x) * abs (x - op->x);
1849 y1 = abs (y - op->y) * abs (y - op->y);
1850 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1851 return 1; 1848 return 1;
1852 } 1849 }
1853 }
1854 } 1850 }
1855 1851
1856 return 0; 1852 return 0;
1857} 1853}
1858 1854
1884 * However,if you carry any source of light, then the hidden 1880 * However,if you carry any source of light, then the hidden
1885 * creature is seeable (and stupid) */ 1881 * creature is seeable (and stupid) */
1886 1882
1887 if (has_carried_lights (enemy)) 1883 if (has_carried_lights (enemy))
1888 { 1884 {
1889 if (enemy->hide) 1885 if (enemy->flag [FLAG_HIDDEN])
1890 { 1886 {
1891 make_visible (enemy); 1887 make_visible (enemy);
1892 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!");
1893 } 1889 }
1890
1894 return 1; 1891 return 1;
1895 } 1892 }
1896 else if (enemy->hide) 1893 else if (enemy->flag [FLAG_HIDDEN])
1897 return 0; 1894 return 0;
1898 1895
1899 /* Invisible enemy. Break apart the check for invis undead/invis looker 1896 /* Invisible enemy. Break apart the check for invis undead/invis looker
1900 * 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,
1901 * and making it a conditional makes the code pretty ugly. 1898 * and making it a conditional makes the code pretty ugly.
1902 */ 1899 */
1903 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1900 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1904 {
1905 if (makes_invisible_to (enemy, looker)) 1901 if (makes_invisible_to (enemy, looker))
1906 return 0; 1902 return 0;
1907 }
1908 } 1903 }
1909 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1904 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1910 if (player_can_view (looker, enemy)) 1905 if (player_can_view (looker, enemy))
1911 return 1; 1906 return 1;
1912 1907
1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1908 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1914 * unless they carry a light or stand in light. Darkness doesnt 1909 * unless they carry a light or stand in light. Darkness doesnt
1917 * we care about the enemy maps status, not the looker. 1912 * we care about the enemy maps status, not the looker.
1918 * only relevant for tiled maps, but it is possible that the 1913 * only relevant for tiled maps, but it is possible that the
1919 * 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
1920 * case, the looker can still see the enemy 1915 * case, the looker can still see the enemy
1921 */ 1916 */
1922 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1917 if (enemy->map->darklevel () > 0
1918 && !stand_in_light (enemy)
1923 && (!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)))
1924 return 0; 1920 return 0;
1925 1921
1926 return 1; 1922 return 1;
1927} 1923}
1924

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines