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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.8 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.55 by root, Sat Dec 27 07:50:05 2008 UTC

1
2/* 1/*
3 * static char *rcsid_monster_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: monster.C,v 1.8 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30#include <global.h> 24#include <global.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 25#include <sproto.h>
33# include <spells.h> 26#include <spells.h>
34# include <skills.h> 27#include <skills.h>
35#endif
36
37 28
38#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 29#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
39
40 30
41/* checks npc->enemy and returns that enemy if still valid, 31/* checks npc->enemy and returns that enemy if still valid,
42 * NULL otherwise. 32 * NULL otherwise.
43 * this is map tile aware. 33 * this is map tile aware.
44 * If this returns an enemy, the range vector rv should also be 34 * If this returns an enemy, the range vector rv should also be
45 * set to sane values. 35 * set to sane values.
46 */ 36 */
47object * 37object *
48check_enemy (object *npc, rv_vector * rv) 38check_enemy (object *npc, rv_vector * rv)
49{ 39{
50
51 /* 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
52 * 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,
53 * which CAN attack the owner. */ 42 * which CAN attack the owner. */
54 if ((npc->attack_movement & HI4) == PETMOVE) 43 if ((npc->attack_movement & HI4) == PETMOVE)
55 { 44 {
94 * target enemy - this code below makes sure the enemy is something 83 * target enemy - this code below makes sure the enemy is something
95 * that should be attacked. My guess is that the arrow hits 84 * that should be attacked. My guess is that the arrow hits
96 * the creature/owner, and so the creature then takes that 85 * the creature/owner, and so the creature then takes that
97 * as the enemy to attack. 86 * as the enemy to attack.
98 */ 87 */
99 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
100 !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)
101 npc->enemy = NULL; 92 npc->enemy = NULL;
102 93
103 } 94 }
95
104 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
105} 97}
106 98
107/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
108 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
121object * 113object *
122find_nearest_living_creature (object *npc) 114find_nearest_living_creature (object *npc)
123{ 115{
124 int i, mflags; 116 int i, mflags;
125 sint16 nx, ny; 117 sint16 nx, ny;
126 mapstruct *m; 118 maptile *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE]; 119 int search_arr[SIZEOFFREE];
129 120
130 get_search_arr (search_arr); 121 get_search_arr (search_arr);
122
131 for (i = 0; i < SIZEOFFREE; i++) 123 for (i = 0; i < SIZEOFFREE; i++)
132 { 124 {
133 /* modified to implement smart searching using search_arr 125 /* modified to implement smart searching using search_arr
134 * guidance array to determine direction of search order 126 * guidance array to determine direction of search order
135 */ 127 */
136 nx = npc->x + freearr_x[search_arr[i]]; 128 nx = npc->x + freearr_x[search_arr[i]];
137 ny = npc->y + freearr_y[search_arr[i]]; 129 ny = npc->y + freearr_y[search_arr[i]];
138 m = npc->map; 130 m = npc->map;
139 131
140 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133
141 if (mflags & P_OUT_OF_MAP) 134 if (mflags & P_OUT_OF_MAP)
142 continue; 135 continue;
143 136
144 if (mflags & P_IS_ALIVE) 137 if (mflags & P_IS_ALIVE)
145 { 138 {
146 tmp = get_map_ob (m, nx, ny); 139 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
147 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 140 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
148 tmp = tmp->above;
149
150 if (!tmp)
151 {
152 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
153 m->path, nx, ny);
154 }
155 else
156 {
157 if (can_see_monsterP (m, nx, ny, i)) 141 if (can_see_monsterP (m, nx, ny, i))
158 return tmp; 142 return tmp;
159 } 143 }
160 } /* is something living on this space */
161 } 144 }
162 return NULL; /* nothing found */
163}
164 145
146 return 0;
147}
165 148
166/* 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
167 * our caller will find the information useful. 150 * our caller will find the information useful.
168 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
169 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
170 * 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
171 * many cases. 154 * many cases.
172 */ 155 */
173
174object * 156object *
175find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
176{ 158{
177 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
178 160
179 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 161 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
180 npc->attacked_by = NULL; /* always clear the attacker entry */ 162 npc->attacked_by = 0; /* always clear the attacker entry */
181 163
182 /* if we berserk, we don't care about others - we attack all we can find */ 164 /* if we berserk, we don't care about others - we attack all we can find */
183 if (QUERY_FLAG (npc, FLAG_BERSERK)) 165 if (QUERY_FLAG (npc, FLAG_BERSERK))
184 { 166 {
185 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
168
186 if (tmp) 169 if (tmp)
187 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
188 return tmp; 172 return tmp;
189 } 173 }
190 174
191 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
192 * 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
200 184
201 /* pet move */ 185 /* pet move */
202 if ((npc->attack_movement & HI4) == PETMOVE) 186 if ((npc->attack_movement & HI4) == PETMOVE)
203 { 187 {
204 tmp = get_pet_enemy (npc, rv); 188 tmp = get_pet_enemy (npc, rv);
189
205 if (tmp) 190 if (tmp)
206 get_rangevector (npc, tmp, rv, 0); 191 get_rangevector (npc, tmp, rv, 0);
192
207 return tmp; 193 return tmp;
208 } 194 }
209 195
210 /* we check our old enemy. */ 196 /* we check our old enemy. */
211 if ((tmp = check_enemy (npc, rv)) == NULL) 197 if (!(tmp = check_enemy (npc, rv)))
212 { 198 {
213 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
214 { 200 {
215 /* we want be sure this is the right one! */ 201 /* TODO: that's not finished */
216 if (attacker->count == npc->attacked_by_count) 202 /* we don't want a fight evil vs evil or good against non evil */
203
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
217 { 209 {
218 /* TODO: thats not finished */
219 /* we don't want a fight evil vs evil or good against non evil */
220
221 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
222 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
223 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
224 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
225 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
226 {
227 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! */
228 npc->enemy = attacker; 211 npc->enemy = attacker;
229 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
230 }
231 } 213 }
232 } 214 }
233 215
234 /* we have no legal enemy or attacker, so we try to target a new one */ 216 /* we have no legal enemy or attacker, so we try to target a new one */
235 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) 217 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
247/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
248 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
249 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
250 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
251 */ 233 */
252
253int 234int
254check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
255{ 236{
256 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
257
258 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
259 if (!enemy) 238 if (!enemy)
260 return 0; 239 return 0;
261 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
262 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
263 if (QUERY_FLAG (op, FLAG_BLIND))
264 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
265 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
266 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
267 * 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
268 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
269 * 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
270 * the dark. */ 254 * the dark. */
271 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
272 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
273 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
274 {
275 int dark = radius / (op->map->darkness);
276
277 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
278 }
279 else if (!QUERY_FLAG (op, FLAG_SLEEP))
280 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
281 261
282 /* 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
283 * for that. 263 * for that.
284 */ 264 */
285 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
286 { 266 {
287 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
288 return 1; 268 return 1;
289 } 269 }
270
290 return 0; 271 return 0;
291} 272}
292 273
293int 274int
294move_randomly (object *op) 275move_randomly (object *op)
295{ 276{
296 int i;
297
298 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
299 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
300 {
301 if (move_object (op, RANDOM () % 8 + 1)) 279 if (move_object (op, rndm (8) + 1))
302 return 1; 280 return 1;
303 } 281
304 return 0; 282 return 0;
305} 283}
306 284
307/* 285/*
308 * 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.
309 */ 287 */
310
311int 288int
312move_monster (object *op) 289move_monster (object *op)
313{ 290{
314 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 */
315 object *owner, *enemy, *part, *oph = op; 292 object *owner, *enemy, *part, *oph = op;
326 oph = oph->head; 303 oph = oph->head;
327 304
328 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
329 enemy = op->enemy = NULL; 306 enemy = op->enemy = NULL;
330 else if ((enemy = find_enemy (op, &rv))) 307 else if ((enemy = find_enemy (op, &rv)))
331 {
332 /* we have an enemy, just tell him we want him dead */ 308 /* we have an enemy, just tell him we want him dead */
333 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
334 enemy->attacked_by_count = op->count; /* our tag */
335 }
336 310
337 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
338 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
339 { 313 {
340
341 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
342 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
343 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
344 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
345 * 318 *
350 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));
351 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 */
352 op->last_heal %= 32; 325 op->last_heal %= 32;
353 326
354 /* 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 */
355 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))
356 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
357 330
358 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
359 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
360 } 333 }
361 334
362 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
363 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
364 { 337 {
365
366 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
367 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
368 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
369 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
370 * 342 *
371 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
372 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
373 */ 345 */
374 346
375 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));
376 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 */
377 op->last_sp %= 128; 349 op->last_sp %= 128;
378 } 350 }
379 351
380 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
381 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
382 */ 354 */
383 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
384 {
385 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
386 }
387 357
388 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
389 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
390 360
391 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
392 ((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)))
393 {
394 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
395 return 0; 364 return 0;
396 }
397 365
398 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
399 if (op->hide) 367 if (op->flag [FLAG_HIDDEN])
400 do_hidden_move (op); 368 do_hidden_move (op);
401 369
402 if (op->pick_up) 370 if (op->pick_up)
403 monster_check_pickup (op); 371 monster_check_pickup (op);
404 372
408 /* 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 */
409 if (!enemy) 377 if (!enemy)
410 { 378 {
411 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
412 { 380 {
413 remove_ob (op); 381 op->drop_and_destroy ();
414 free_object (op);
415 return 1; 382 return 1;
416 } 383 }
417 384
418 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
419 * stand still and a movement type set. 386 * stand still and a movement type set.
422 { 389 {
423 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
424 { 391 {
425 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
426 { 393 {
427 case (PETMOVE): 394 case (PETMOVE):
428 pet_move (op); 395 pet_move (op);
429 break; 396 break;
430 397
431 case (CIRCLE1): 398 case (CIRCLE1):
432 circ1_move (op); 399 circ1_move (op);
433 break; 400 break;
434 401
435 case (CIRCLE2): 402 case (CIRCLE2):
436 circ2_move (op); 403 circ2_move (op);
437 break; 404 break;
438 405
439 case (PACEV): 406 case (PACEV):
440 pace_movev (op); 407 pace_movev (op);
441 break; 408 break;
442 409
443 case (PACEH): 410 case (PACEH):
444 pace_moveh (op); 411 pace_moveh (op);
445 break; 412 break;
446 413
447 case (PACEV2): 414 case (PACEV2):
448 pace2_movev (op); 415 pace2_movev (op);
449 break; 416 break;
450 417
451 case (PACEH2): 418 case (PACEH2):
452 pace2_moveh (op); 419 pace2_moveh (op);
453 break; 420 break;
454 421
455 case (RANDO): 422 case (RANDO):
456 rand_move (op); 423 rand_move (op);
457 break; 424 break;
458 425
459 case (RANDO2): 426 case (RANDO2):
460 move_randomly (op); 427 move_randomly (op);
461 break; 428 break;
462 } 429 }
430
463 return 0; 431 return 0;
464 } 432 }
465 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
466 (void) move_randomly (op); 434 move_randomly (op);
467
468 } /* stand still */ 435 } /* stand still */
436
469 return 0; 437 return 0;
470 } /* no enemy */ 438 } /* no enemy */
471 439
472 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
473 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner)) 441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
474 return follow_owner (op, owner); 445 return follow_owner (op, owner);
475 446
476 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
477 * 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
478 * arch set uses it. 449 * arch set uses it.
479 */ 450 */
480 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
481 { 452 {
482 op->face = enemy->face; 453 op->face = enemy->face;
483 op->name = enemy->name; 454 op->name = enemy->name;
484 } 455 }
485 456
497 if (!QUERY_FLAG (op, FLAG_SCARED)) 468 if (!QUERY_FLAG (op, FLAG_SCARED))
498 { 469 {
499 rv_vector rv1; 470 rv_vector rv1;
500 471
501 /* 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 */
502 for (part = op; part != NULL; part = part->more) 473 for (part = op; part; part = part->more)
503 { 474 {
504 get_rangevector (part, enemy, &rv1, 0x1); 475 get_rangevector (part, enemy, &rv1, 0x1);
505 dir = rv1.direction; 476 dir = rv1.direction;
506 477
507 /* 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
508 * but that we test above... so can be old code here 479 * but that we test above... so can be old code here
509 */ 480 */
510 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
511 dir = absdir (dir + 4); 482 dir = absdir (dir + 4);
483
512 if (QUERY_FLAG (op, FLAG_CONFUSED)) 484 if (QUERY_FLAG (op, FLAG_CONFUSED))
513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
514 486
515 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
516 {
517 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
518 return 0; 489 return 0;
519 }
520 490
521 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
522 {
523 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
524 return 0; 493 return 0;
525 }
526 494
527 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
528 {
529 if (monster_use_range (op, part, enemy, dir)) 496 if (monster_use_range (op, part, enemy, dir))
530 return 0; 497 return 0;
531 } 498
532 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
533 {
534 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
535 return 0; 501 return 0;
536 } 502
537 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
538 {
539 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
540 return 0; 505 return 0;
541 }
542 } /* for processing of all parts */ 506 } /* for processing of all parts */
543 } /* If not scared */ 507 } /* If not scared */
544 508
545
546 part = rv.part; 509 part = rv.part;
547 dir = rv.direction; 510 dir = rv.direction;
548 511
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
549 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))
550 dir = absdir (dir + 4); 550 dir = absdir (dir + 4);
551 551
552 if (QUERY_FLAG (op, FLAG_CONFUSED)) 552 if (QUERY_FLAG (op, FLAG_CONFUSED))
553 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 553 dir = absdir (dir + rndm (3) + rndm (3) - 2);
554 554
555 pre_att_dir = dir; /* remember the original direction */ 555 pre_att_dir = dir; /* remember the original direction */
556 556
557 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 557 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
558 { 558 {
559 switch (op->attack_movement & LO4) 559 switch (op->attack_movement & LO4)
560 { 560 {
561 case DISTATT: 561 case DISTATT:
562 dir = dist_att (dir, op, enemy, part, &rv); 562 dir = dist_att (dir, op, enemy, part, &rv);
563 break; 563 break;
564 564
565 case RUNATT: 565 case RUNATT:
566 dir = run_att (dir, op, enemy, part, &rv); 566 dir = run_att (dir, op, enemy, part, &rv);
567 break; 567 break;
568 568
569 case HITRUN: 569 case HITRUN:
570 dir = hitrun_att (dir, op, enemy); 570 dir = hitrun_att (dir, op, enemy);
571 break; 571 break;
572 572
573 case WAITATT: 573 case WAITATT:
574 dir = wait_att (dir, op, enemy, part, &rv); 574 dir = wait_att (dir, op, enemy, part, &rv);
575 break; 575 break;
576 576
577 case RUSH: /* default - monster normally moves towards player */ 577 case RUSH: /* default - monster normally moves towards player */
578 case ALLRUN: 578 case ALLRUN:
579 break; 579 break;
580 580
581 case DISTHIT: 581 case DISTHIT:
582 dir = disthit_att (dir, op, enemy, part, &rv); 582 dir = disthit_att (dir, op, enemy, part, &rv);
583 break; 583 break;
584 584
585 case WAIT2: 585 case WAIT2:
586 dir = wait_att2 (dir, op, enemy, part, &rv); 586 dir = wait_att2 (dir, op, enemy, part, &rv);
587 break; 587 break;
588 588
589 default: 589 default:
590 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);
591 } 591 }
592 } 592 }
593 593
594 if (!dir) 594 if (!dir)
595 return 0; 595 return 0;
605 return 0; 605 return 0;
606 } 606 }
607 607
608 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))
609 { 609 {
610
611 /* Try move around corners if !close */ 610 /* Try move around corners if !close */
612 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;
613 612
614 for (diff = 1; diff <= maxdiff; diff++) 613 for (diff = 1; diff <= maxdiff; diff++)
615 { 614 {
616 /* try different detours */ 615 /* try different detours */
617 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 616 int m = 1 - rndm (2) * 2; /* Try left or right first? */
618 617
619 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)))
620 return 0; 619 return 0;
621 } 620 }
622 } 621 }
649 { 648 {
650 object *nearest_player = get_nearest_player (op); 649 object *nearest_player = get_nearest_player (op);
651 650
652 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 651 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
653 { 652 {
654 op->enemy = NULL; 653 op->enemy = 0;
655 enemy = nearest_player; 654 enemy = nearest_player;
656 } 655 }
657 } 656 }
658 657
659 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 658 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
665 * still be pretty nasty. 664 * still be pretty nasty.
666 */ 665 */
667 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 666 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
668 { 667 {
669 part->stats.wc += 10; 668 part->stats.wc += 10;
670 (void) skill_attack (enemy, part, 0, NULL, NULL); 669 skill_attack (enemy, part, 0, NULL, NULL);
671 part->stats.wc -= 10; 670 part->stats.wc -= 10;
672 } 671 }
673 else 672 else
674 (void) skill_attack (enemy, part, 0, NULL, NULL); 673 skill_attack (enemy, part, 0, NULL, NULL);
675 } /* if monster is in attack range */ 674 } /* if monster is in attack range */
676 675
677 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 */
678 return 1; 677 return 1;
679 678
680 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 679 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
681 { 680 {
682 remove_ob (op); 681 op->drop_and_destroy ();
683 free_object (op);
684 return 1; 682 return 1;
685 } 683 }
684
686 return 0; 685 return 0;
687} 686}
688 687
689int 688int
690can_hit (object *ob1, object *ob2, rv_vector * rv) 689can_hit (object *ob1, object *ob2, rv_vector * rv)
691{ 690{
692 object *more; 691 object *more;
693 rv_vector rv1; 692 rv_vector rv1;
694 693
695 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 694 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
696 return 0; 695 return 0;
697 696
698 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 697 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
699 return 1; 698 return 1;
700 699
705 { 704 {
706 get_rangevector (ob1, more, &rv1, 0); 705 get_rangevector (ob1, more, &rv1, 0);
707 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 706 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
708 return 1; 707 return 1;
709 } 708 }
709
710 return 0; 710 return 0;
711
712} 711}
713 712
714/* Returns 1 is monster should cast spell sp at an enemy 713/* Returns 1 is monster should cast spell sp at an enemy
715 * Returns 0 if the monster should not cast this spell. 714 * Returns 0 if the monster should not cast this spell.
716 * 715 *
734 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 733 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
735 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 734 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
736 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 ||
737 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 ||
738 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)
739
740 return 1; 738 return 1;
741 739
742 return 0; 740 return 0;
743} 741}
744
745 742
746#define MAX_KNOWN_SPELLS 20 743#define MAX_KNOWN_SPELLS 20
747 744
748/* Returns a randomly selected spell. This logic is still 745/* Returns a randomly selected spell. This logic is still
749 * less than ideal. This code also only seems to deal with 746 * less than ideal. This code also only seems to deal with
752 */ 749 */
753object * 750object *
754monster_choose_random_spell (object *monster) 751monster_choose_random_spell (object *monster)
755{ 752{
756 object *altern[MAX_KNOWN_SPELLS]; 753 object *altern[MAX_KNOWN_SPELLS];
757 object *tmp;
758 int i = 0; 754 int i = 0;
759 755
760 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 756 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
761 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 757 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
762 { 758 {
763 /* Check and see if it's actually a useful spell. 759 /* Check and see if it's actually a useful spell.
764 * If its a spellbook, the spell is actually the inventory item. 760 * If its a spellbook, the spell is actually the inventory item.
765 * 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.
766 */ 762 */
767 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))
768 { 764 {
769 altern[i++] = tmp; 765 altern [i++] = tmp;
766
770 if (i == MAX_KNOWN_SPELLS) 767 if (i == MAX_KNOWN_SPELLS)
771 break; 768 break;
772 } 769 }
773 } 770 }
774 if (!i) 771
775 return NULL; 772 return i ? altern [rndm (i)] : 0;
776 return altern[RANDOM () % i];
777} 773}
778 774
779/* 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.
780 * 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.
781 * head is the head of the monster. 777 * head is the head of the monster.
782 * part is the part of the monster we are checking against. 778 * part is the part of the monster we are checking against.
783 * pl is the target. 779 * pl is the target.
784 * dir is the direction to case. 780 * dir is the direction to case.
785 * rv is the vector which describes where the enemy is. 781 * rv is the vector which describes where the enemy is.
786 */ 782 */
787
788int 783int
789monster_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)
790{ 785{
791 object *spell_item; 786 object *spell_item;
792 object *owner; 787 object *owner;
799 * other monsters) 794 * other monsters)
800 */ 795 */
801 if (!(dir = path_to_player (part, pl, 0))) 796 if (!(dir = path_to_player (part, pl, 0)))
802 return 0; 797 return 0;
803 798
804 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 799 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
805 { 800 {
806 get_rangevector (head, owner, &rv1, 0x1); 801 get_rangevector (head, owner, &rv1, 0x1);
807 if (dirdiff (dir, rv1.direction) < 2) 802 if (dirdiff (dir, rv1.direction) < 2)
808 {
809 return 0; /* Might hit owner with spell */ 803 return 0; /* Might hit owner with spell */
810 }
811 } 804 }
812 805
813 if (QUERY_FLAG (head, FLAG_CONFUSED)) 806 if (QUERY_FLAG (head, FLAG_CONFUSED))
814 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 807 dir = absdir (dir + rndm (3) + rndm (3) - 2);
815 808
816 /* If the monster hasn't already chosen a spell, choose one 809 /* If the monster hasn't already chosen a spell, choose one
817 * 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
818 * could be different by the time the monster goes again). 811 * could be different by the time the monster goes again).
819 */ 812 */
823 { 816 {
824 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 817 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
825 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 */
826 return 0; 819 return 0;
827 } 820 }
821
828 if (spell_item->type == SPELLBOOK) 822 if (spell_item->type == SPELLBOOK)
829 { 823 {
830 if (!spell_item->inv) 824 if (!spell_item->inv)
831 { 825 {
832 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);
833 return 0; 827 return 0;
834 } 828 }
829
835 spell_item = spell_item->inv; 830 spell_item = spell_item->inv;
836 } 831 }
837 } 832 }
838 else 833 else
839 spell_item = head->spellitem; 834 spell_item = head->spellitem;
858 /* 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 */
859 head->spellitem = NULL; 854 head->spellitem = NULL;
860 855
861 return cast_spell (part, part, dir, spell_item, NULL); 856 return cast_spell (part, part, dir, spell_item, NULL);
862} 857}
863
864 858
865int 859int
866monster_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)
867{ 861{
868 object *scroll; 862 object *scroll;
876 * other monsters) 870 * other monsters)
877 */ 871 */
878 if (!(dir = path_to_player (part, pl, 0))) 872 if (!(dir = path_to_player (part, pl, 0)))
879 return 0; 873 return 0;
880 874
881 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 875 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
882 { 876 {
883 get_rangevector (head, owner, &rv1, 0x1); 877 get_rangevector (head, owner, &rv1, 0x1);
884 if (dirdiff (dir, rv1.direction) < 2) 878 if (dirdiff (dir, rv1.direction) < 2)
885 { 879 {
886 return 0; /* Might hit owner with spell */ 880 return 0; /* Might hit owner with spell */
887 } 881 }
888 } 882 }
889 883
890 if (QUERY_FLAG (head, FLAG_CONFUSED)) 884 if (QUERY_FLAG (head, FLAG_CONFUSED))
891 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 885 dir = absdir (dir + rndm (3) + rndm (3) - 2);
892 886
893 for (scroll = head->inv; scroll; scroll = scroll->below) 887 for (scroll = head->inv; scroll; scroll = scroll->below)
894 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 888 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
895 break; 889 break;
896 890
918 * 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.
919 * 913 *
920 * At the moment this is only useful for throwing, perhaps for 914 * At the moment this is only useful for throwing, perhaps for
921 * 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
922 */ 916 */
923
924int 917int
925monster_use_skill (object *head, object *part, object *pl, int dir) 918monster_use_skill (object *head, object *part, object *pl, int dir)
926{ 919{
927 object *skill, *owner; 920 object *skill, *owner;
928 921
929 if (!(dir = path_to_player (part, pl, 0))) 922 if (!(dir = path_to_player (part, pl, 0)))
930 return 0; 923 return 0;
931 924
932 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 925 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
933 { 926 {
934 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);
935 928
936 if (dirdiff (dir, dir2) < 1) 929 if (dirdiff (dir, dir2) < 1)
937 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 930 return 0; /* Might hit owner with skill -thrown rocks for example ? */
938 } 931 }
932
939 if (QUERY_FLAG (head, FLAG_CONFUSED)) 933 if (QUERY_FLAG (head, FLAG_CONFUSED))
940 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 934 dir = absdir (dir + rndm (3) + rndm (3) - 2);
941 935
942 /* skill selection - monster will use the next unused skill. 936 /* skill selection - monster will use the next unused skill.
943 * well...the following scenario will allow the monster to 937 * well...the following scenario will allow the monster to
944 * 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
945 * more skills available to monsters. 939 * more skills available to monsters.
946 */ 940 */
947
948 for (skill = head->inv; skill != NULL; skill = skill->below) 941 for (skill = head->inv; skill; skill = skill->below)
949 if (skill->type == SKILL && skill != head->chosen_skill) 942 if (skill->type == SKILL && skill != head->chosen_skill)
950 { 943 {
951 head->chosen_skill = skill; 944 head->chosen_skill = skill;
952 break; 945 break;
953 } 946 }
956 { 949 {
957 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);
958 CLEAR_FLAG (head, FLAG_READY_SKILL); 951 CLEAR_FLAG (head, FLAG_READY_SKILL);
959 return 0; 952 return 0;
960 } 953 }
954
961 /* use skill */ 955 /* use skill */
962 return do_skill (head, part, head->chosen_skill, dir, NULL); 956 return do_skill (head, part, head->chosen_skill, dir, NULL);
963} 957}
964 958
965/* Monster will use a ranged spell attack. */ 959/* Monster will use a ranged spell attack. */
966
967int 960int
968monster_use_range (object *head, object *part, object *pl, int dir) 961monster_use_range (object *head, object *part, object *pl, int dir)
969{ 962{
970 object *wand, *owner; 963 object *wand, *owner;
971 int at_least_one = 0; 964 int at_least_one = 0;
972 965
973 if (!(dir = path_to_player (part, pl, 0))) 966 if (!(dir = path_to_player (part, pl, 0)))
974 return 0; 967 return 0;
975 968
976 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 969 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
977 { 970 {
978 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);
979 972
980 if (dirdiff (dir, dir2) < 2) 973 if (dirdiff (dir, dir2) < 2)
981 return 0; /* Might hit owner with spell */ 974 return 0; /* Might hit owner with spell */
982 } 975 }
976
983 if (QUERY_FLAG (head, FLAG_CONFUSED)) 977 if (QUERY_FLAG (head, FLAG_CONFUSED))
984 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 978 dir = absdir (dir + rndm (3) + rndm (3) - 2);
985 979
986 for (wand = head->inv; wand != NULL; wand = wand->below) 980 for (wand = head->inv; wand; wand = wand->below)
987 { 981 {
988 if (wand->type == WAND) 982 if (wand->type == WAND)
989 { 983 {
990 /* Found a wand, let's see if it has charges left */ 984 /* Found a wand, let's see if it has charges left */
991 at_least_one = 1; 985 at_least_one = 1;
997 if (!(--wand->stats.food)) 991 if (!(--wand->stats.food))
998 { 992 {
999 if (wand->arch) 993 if (wand->arch)
1000 { 994 {
1001 CLEAR_FLAG (wand, FLAG_ANIMATE); 995 CLEAR_FLAG (wand, FLAG_ANIMATE);
1002 wand->face = wand->arch->clone.face; 996 wand->face = wand->arch->face;
1003 wand->speed = 0; 997 wand->set_speed (0);
1004 update_ob_speed (wand);
1005 } 998 }
1006 } 999 }
1007 /* Success */ 1000 /* Success */
1008 return 1; 1001 return 1;
1009 } 1002 }
1027 } 1020 }
1028 1021
1029 if (at_least_one) 1022 if (at_least_one)
1030 return 0; 1023 return 0;
1031 1024
1032 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);
1033 CLEAR_FLAG (head, FLAG_READY_RANGE); 1026 CLEAR_FLAG (head, FLAG_READY_RANGE);
1034 return 0; 1027 return 0;
1035} 1028}
1036 1029
1037int 1030int
1039{ 1032{
1040 object *owner; 1033 object *owner;
1041 1034
1042 if (!(dir = path_to_player (part, pl, 0))) 1035 if (!(dir = path_to_player (part, pl, 0)))
1043 return 0; 1036 return 0;
1037
1044 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1038 if (QUERY_FLAG (head, FLAG_CONFUSED))
1045 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1046 1040
1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 1041 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1048 { 1042 {
1049 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);
1050 1044
1051 if (dirdiff (dir, dir2) < 1) 1045 if (dirdiff (dir, dir2) < 1)
1052 return 0; /* Might hit owner with arrow */ 1046 return 0; /* Might hit owner with arrow */
1056 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);
1057 1051
1058} 1052}
1059 1053
1060/* Checks if putting on 'item' will make 'who' do more 1054/* Checks if putting on 'item' will make 'who' do more
1061 * damage. This is a very simplistic check - also checking things 1055 * damage. This is a very simplistic check - also checking things
1062 * like speed and ac are also relevant. 1056 * like speed and ac are also relevant.
1063 * 1057 *
1064 * return true if item is a better object. 1058 * return true if item is a better object.
1065 */ 1059 */
1066
1067int 1060int
1068check_good_weapon (object *who, object *item) 1061check_good_weapon (object *who, object *item)
1069{ 1062{
1070 object *other_weap; 1063 object *other_weap;
1071 int val = 0, i; 1064 int val = 0, i;
1072 1065
1073 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)
1074 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))
1075 break; 1068 break;
1076 1069
1077 if (other_weap == NULL) /* No other weapons */ 1070 if (!other_weap) /* No other weapons */
1078 return 1; 1071 return 1;
1079 1072
1080 /* 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
1081 * better, just do some simple checks 1074 * better, just do some simple checks
1082 * Put some multipliers for things that hvae several effects, 1075 * Put some multipliers for things that hvae several effects,
1087 val += (item->magic - other_weap->magic) * 3; 1080 val += (item->magic - other_weap->magic) * 3;
1088 /* Monsters don't really get benefits from things like regen rates 1081 /* Monsters don't really get benefits from things like regen rates
1089 * from items. But the bonus for their stats are very important. 1082 * from items. But the bonus for their stats are very important.
1090 */ 1083 */
1091 for (i = 0; i < NUM_STATS; i++) 1084 for (i = 0; i < NUM_STATS; i++)
1092 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;
1093 1086
1094 if (val > 0) 1087 if (val > 0)
1095 return 1; 1088 return 1;
1096 else 1089 else
1097 return 0; 1090 return 0;
1098
1099} 1091}
1100 1092
1101int 1093int
1102check_good_armour (object *who, object *item) 1094check_good_armour (object *who, object *item)
1103{ 1095{
1104 object *other_armour; 1096 object *other_armour;
1105 int val = 0, i; 1097 int val = 0, i;
1106 1098
1107 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)
1108 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))
1109 break; 1101 break;
1110 1102
1111 if (other_armour == NULL) /* No other armour, use the new */ 1103 if (other_armour == NULL) /* No other armour, use the new */
1112 return 1; 1104 return 1;
1134 1126
1135 if (val > 0) 1127 if (val > 0)
1136 return 1; 1128 return 1;
1137 else 1129 else
1138 return 0; 1130 return 0;
1139
1140} 1131}
1141 1132
1142/* 1133/*
1143 * monster_check_pickup(): checks for items that monster can pick up. 1134 * monster_check_pickup(): checks for items that monster can pick up.
1144 * 1135 *
1152 * 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
1153 * 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
1154 * 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
1155 * affect stacking on this space. 1146 * affect stacking on this space.
1156 */ 1147 */
1157
1158void 1148void
1159monster_check_pickup (object *monster) 1149monster_check_pickup (object *monster)
1160{ 1150{
1161 object *tmp, *next; 1151 object *tmp, *next;
1162 int next_tag;
1163 1152
1164 for (tmp = monster->below; tmp != NULL; tmp = next) 1153 for (tmp = monster->below; tmp != NULL; tmp = next)
1165 { 1154 {
1166 next = tmp->below; 1155 next = tmp->below;
1167 next_tag = next ? next->count : 0;
1168 if (monster_can_pick (monster, tmp)) 1156 if (monster_can_pick (monster, tmp))
1169 { 1157 {
1170 remove_ob (tmp); 1158 tmp->remove ();
1171 tmp = insert_ob_in_ob (tmp, monster); 1159 tmp = insert_ob_in_ob (tmp, monster);
1172 (void) monster_check_apply (monster, tmp); 1160 (void) monster_check_apply (monster, tmp);
1173 } 1161 }
1174 /* We could try to re-establish the cycling, of the space, but probably 1162 /* We could try to re-establish the cycling, of the space, but probably
1175 * not a big deal to just bail out. 1163 * not a big deal to just bail out.
1176 */ 1164 */
1177 if (next && was_destroyed (next, next_tag)) 1165 if (next && next->destroyed ())
1178 return; 1166 return;
1179 } 1167 }
1180} 1168}
1181 1169
1182/* 1170/*
1183 * monster_can_pick(): If the monster is interested in picking up 1171 * monster_can_pick(): If the monster is interested in picking up
1184 * the item, then return 0. Otherwise 0. 1172 * the item, then return 0. Otherwise 0.
1185 * Instead of pick_up, flags for "greed", etc, should be used. 1173 * Instead of pick_up, flags for "greed", etc, should be used.
1186 * 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.
1187 */ 1175 */
1188
1189int 1176int
1190monster_can_pick (object *monster, object *item) 1177monster_can_pick (object *monster, object *item)
1191{ 1178{
1192 int flag = 0; 1179 int flag = 0;
1193 int i; 1180 int i;
1239 case ROD: 1226 case ROD:
1240 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1227 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1241 break; 1228 break;
1242 1229
1243 case SPELLBOOK: 1230 case SPELLBOOK:
1244 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1231 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1245 break; 1232 break;
1246 1233
1247 case SCROLL: 1234 case SCROLL:
1248 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1235 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1249 break; 1236 break;
1251 case BOW: 1238 case BOW:
1252 case ARROW: 1239 case ARROW:
1253 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1240 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1254 break; 1241 break;
1255 } 1242 }
1243
1256 /* 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
1257 * 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
1258 * use several locations. 1246 * use several locations.
1259 */ 1247 */
1260 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1248 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1261 { 1249 {
1262 if (monster->body_info[i] && item->body_info[i]) 1250 if (monster->slot[i].info && item->slot[i].info)
1263 { 1251 {
1264 flag = 1; 1252 flag = 1;
1265 break; 1253 break;
1266 } 1254 }
1267 } 1255 }
1268 1256
1269 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1257 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1270 return 1; 1258 return 1;
1259
1271 return 0; 1260 return 0;
1272} 1261}
1273 1262
1274/* 1263/*
1275 * monster_apply_below(): 1264 * monster_apply_below():
1276 * 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
1277 * eager to apply things, encounters something apply-able, 1266 * eager to apply things, encounters something apply-able,
1278 * then make him apply it 1267 * then make him apply it
1279 */ 1268 */
1280
1281void 1269void
1282monster_apply_below (object *monster) 1270monster_apply_below (object *monster)
1283{ 1271{
1284 object *tmp, *next; 1272 object *tmp, *next;
1285 1273
1312 * 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.
1313 * (so that other monsters can pick it up and use it) 1301 * (so that other monsters can pick it up and use it)
1314 * Note that as things are now, monsters never drop something - 1302 * Note that as things are now, monsters never drop something -
1315 * they can pick up all that they can use. 1303 * they can pick up all that they can use.
1316 */ 1304 */
1317
1318/* Sept 96, fixed this so skills will be readied -b.t.*/ 1305/* Sept 96, fixed this so skills will be readied -b.t.*/
1319
1320void 1306void
1321monster_check_apply (object *mon, object *item) 1307monster_check_apply (object *mon, object *item)
1322{ 1308{
1323
1324 int flag = 0; 1309 int flag = 0;
1325 1310
1326 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)))
1327 { 1312 {
1328 SET_FLAG (mon, FLAG_CAST_SPELL); 1313 SET_FLAG (mon, FLAG_CAST_SPELL);
1329 return; 1314 return;
1330 } 1315 }
1331 1316
1340 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1325 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1341 { 1326 {
1342 /* Check for the right kind of bow */ 1327 /* Check for the right kind of bow */
1343 object *bow; 1328 object *bow;
1344 1329
1345 for (bow = mon->inv; bow != NULL; bow = bow->below) 1330 for (bow = mon->inv; bow; bow = bow->below)
1346 if (bow->type == BOW && bow->race == item->race) 1331 if (bow->type == BOW && bow->race == item->race)
1347 { 1332 {
1348 SET_FLAG (mon, FLAG_READY_BOW); 1333 SET_FLAG (mon, FLAG_READY_BOW);
1349 LOG (llevMonster, "Found correct bow for arrows.\n"); 1334 LOG (llevMonster, "Found correct bow for arrows.\n");
1350 return; /* nothing more to do for arrows */ 1335 return; /* nothing more to do for arrows */
1365 /* Don't use it right now */ 1350 /* Don't use it right now */
1366 return; 1351 return;
1367 } 1352 }
1368 else if (item->type == WEAPON) 1353 else if (item->type == WEAPON)
1369 flag = check_good_weapon (mon, item); 1354 flag = check_good_weapon (mon, item);
1370 else if (IS_ARMOR (item)) 1355 else if (item->is_armor ())
1371 flag = check_good_armour (mon, item); 1356 flag = check_good_armour (mon, item);
1372 /* Should do something more, like make sure this is a better item */ 1357 /* Should do something more, like make sure this is a better item */
1373 else if (item->type == RING) 1358 else if (item->type == RING)
1374 flag = 1; 1359 flag = 1;
1375 else if (item->type == WAND || item->type == ROD || item->type == HORN) 1360 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1402 */ 1387 */
1403 SET_FLAG (mon, FLAG_READY_SKILL); 1388 SET_FLAG (mon, FLAG_READY_SKILL);
1404 return; 1389 return;
1405 } 1390 }
1406 1391
1407
1408 /* 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.
1409 * 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,
1410 * bolts, and whatever else, because it only checks against the 1394 * bolts, and whatever else, because it only checks against the
1411 * body_info locations. 1395 * body_info locations.
1412 */ 1396 */
1423 /* should only be applying this item, not unapplying it. 1407 /* should only be applying this item, not unapplying it.
1424 * 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.
1425 * monsters have some advantages after all. 1409 * monsters have some advantages after all.
1426 */ 1410 */
1427 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1411 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1428
1429 return;
1430} 1412}
1431 1413
1432void 1414void
1433npc_call_help (object *op) 1415npc_call_help (object *op)
1434{ 1416{
1435 int x, y, mflags; 1417 int x, y, mflags;
1436 object *npc; 1418 object *npc;
1437 sint16 sx, sy; 1419 sint16 sx, sy;
1438 mapstruct *m; 1420 maptile *m;
1439 1421
1440 for (x = -3; x < 4; x++) 1422 for (x = -3; x < 4; x++)
1441 for (y = -3; y < 4; y++) 1423 for (y = -3; y < 4; y++)
1442 { 1424 {
1443 m = op->map; 1425 m = op->map;
1446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1447 /* If nothing alive on this space, no need to search the space. */ 1429 /* If nothing alive on this space, no need to search the space. */
1448 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1449 continue; 1431 continue;
1450 1432
1451 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1452 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1453 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1454 } 1436 }
1455} 1437}
1456 1438
1457
1458int 1439int
1459dist_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)
1460{ 1441{
1461
1462 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1463 return dir; 1443 return dir;
1444
1464 if (rv->distance < 10) 1445 if (rv->distance < 10)
1465 return absdir (dir + 4); 1446 return absdir (dir + 4);
1466 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1467 return dir; 1448 return dir;
1449
1468 return 0; 1450 return 0;
1469} 1451}
1470 1452
1471int 1453int
1472run_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)
1473{ 1455{
1474
1475 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)
1476 { 1457 {
1477 ob->move_status++; 1458 ob->move_status++;
1478 return (dir); 1459 return (dir);
1479 } 1460 }
1480 else if (ob->move_status > 20) 1461 else if (ob->move_status > 20)
1481 ob->move_status = 0; 1462 ob->move_status = 0;
1463
1482 return absdir (dir + 4); 1464 return absdir (dir + 4);
1483} 1465}
1484 1466
1485int 1467int
1486hitrun_att (int dir, object *ob, object *enemy) 1468hitrun_att (int dir, object *ob, object *enemy)
1489 return dir; 1471 return dir;
1490 else if (ob->move_status < 50) 1472 else if (ob->move_status < 50)
1491 return absdir (dir + 4); 1473 return absdir (dir + 4);
1492 else 1474 else
1493 ob->move_status = 0; 1475 ob->move_status = 0;
1476
1494 return absdir (dir + 4); 1477 return absdir (dir + 4);
1495} 1478}
1496 1479
1497int 1480int
1498wait_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)
1507 return 0; 1490 return 0;
1508 else if (ob->move_status < 10) 1491 else if (ob->move_status < 10)
1509 return dir; 1492 return dir;
1510 else if (ob->move_status < 15) 1493 else if (ob->move_status < 15)
1511 return absdir (dir + 4); 1494 return absdir (dir + 4);
1495
1512 ob->move_status = 0; 1496 ob->move_status = 0;
1513 return 0; 1497 return 0;
1514} 1498}
1515 1499
1516int 1500int
1524 * 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
1525 * server should try to be resilant enough to avoid the problem 1509 * server should try to be resilant enough to avoid the problem
1526 */ 1510 */
1527 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)
1528 return absdir (dir + 4); 1512 return absdir (dir + 4);
1513
1529 return dist_att (dir, ob, enemy, part, rv); 1514 return dist_att (dir, ob, enemy, part, rv);
1530} 1515}
1531 1516
1532int 1517int
1533wait_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)
1534{ 1519{
1535 if (rv->distance < 9) 1520 if (rv->distance < 9)
1536 return absdir (dir + 4); 1521 return absdir (dir + 4);
1522
1537 return 0; 1523 return 0;
1538} 1524}
1539 1525
1540void 1526void
1541circ1_move (object *ob) 1527circ1_move (object *ob)
1542{ 1528{
1543 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
1544 if (++ob->move_status > 11) 1531 if (++ob->move_status > 11)
1545 ob->move_status = 0; 1532 ob->move_status = 0;
1533
1546 if (!(move_object (ob, circle[ob->move_status]))) 1534 if (!(move_object (ob, circle[ob->move_status])))
1547 (void) move_object (ob, RANDOM () % 8 + 1); 1535 move_object (ob, rndm (8) + 1);
1548} 1536}
1549 1537
1550void 1538void
1551circ2_move (object *ob) 1539circ2_move (object *ob)
1552{ 1540{
1553 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
1554 if (++ob->move_status > 19) 1543 if (++ob->move_status > 19)
1555 ob->move_status = 0; 1544 ob->move_status = 0;
1545
1556 if (!(move_object (ob, circle[ob->move_status]))) 1546 if (!(move_object (ob, circle[ob->move_status])))
1557 (void) move_object (ob, RANDOM () % 8 + 1); 1547 move_object (ob, rndm (8) + 1);
1558} 1548}
1559 1549
1560void 1550void
1561pace_movev (object *ob) 1551pace_movev (object *ob)
1562{ 1552{
1563 if (ob->move_status++ > 6) 1553 if (ob->move_status++ > 6)
1564 ob->move_status = 0; 1554 ob->move_status = 0;
1555
1565 if (ob->move_status < 4) 1556 if (ob->move_status < 4)
1566 (void) move_object (ob, 5); 1557 move_object (ob, 5);
1567 else 1558 else
1568 (void) move_object (ob, 1); 1559 move_object (ob, 1);
1569} 1560}
1570 1561
1571void 1562void
1572pace_moveh (object *ob) 1563pace_moveh (object *ob)
1573{ 1564{
1574 if (ob->move_status++ > 6) 1565 if (ob->move_status++ > 6)
1575 ob->move_status = 0; 1566 ob->move_status = 0;
1567
1576 if (ob->move_status < 4) 1568 if (ob->move_status < 4)
1577 (void) move_object (ob, 3); 1569 move_object (ob, 3);
1578 else 1570 else
1579 (void) move_object (ob, 7); 1571 move_object (ob, 7);
1580} 1572}
1581 1573
1582void 1574void
1583pace2_movev (object *ob) 1575pace2_movev (object *ob)
1584{ 1576{
1585 if (ob->move_status++ > 16) 1577 if (ob->move_status++ > 16)
1586 ob->move_status = 0; 1578 ob->move_status = 0;
1579
1587 if (ob->move_status < 6) 1580 if (ob->move_status < 6)
1588 (void) move_object (ob, 5); 1581 move_object (ob, 5);
1589 else if (ob->move_status < 8) 1582 else if (ob->move_status < 8)
1590 return; 1583 return;
1591 else if (ob->move_status < 13) 1584 else if (ob->move_status < 13)
1592 (void) move_object (ob, 1); 1585 move_object (ob, 1);
1593 else 1586 else
1594 return; 1587 return;
1595} 1588}
1596 1589
1597void 1590void
1598pace2_moveh (object *ob) 1591pace2_moveh (object *ob)
1599{ 1592{
1600 if (ob->move_status++ > 16) 1593 if (ob->move_status++ > 16)
1601 ob->move_status = 0; 1594 ob->move_status = 0;
1595
1602 if (ob->move_status < 6) 1596 if (ob->move_status < 6)
1603 (void) move_object (ob, 3); 1597 move_object (ob, 3);
1604 else if (ob->move_status < 8) 1598 else if (ob->move_status < 8)
1605 return; 1599 return;
1606 else if (ob->move_status < 13) 1600 else if (ob->move_status < 13)
1607 (void) move_object (ob, 7); 1601 move_object (ob, 7);
1608 else 1602 else
1609 return; 1603 return;
1610} 1604}
1611 1605
1612void 1606void
1613rand_move (object *ob) 1607rand_move (object *ob)
1614{ 1608{
1615 int i;
1616
1617 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)))))
1618 for (i = 0; i < 5; i++) 1610 for (int i = 0; i < 5; i++)
1619 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1611 if (move_object (ob, ob->move_status = rndm (8) + 1))
1620 return; 1612 return;
1621} 1613}
1622 1614
1623void 1615void
1624check_earthwalls (object *op, mapstruct *m, int x, int y) 1616check_earthwalls (object *op, maptile *m, int x, int y)
1625{ 1617{
1626 object *tmp;
1627
1628 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)
1629 {
1630 if (tmp->type == EARTHWALL) 1619 if (tmp->type == EARTHWALL)
1631 { 1620 {
1632 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1621 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1633 return; 1622 return;
1634 } 1623 }
1635 }
1636} 1624}
1637 1625
1638void 1626void
1639check_doors (object *op, mapstruct *m, int x, int y) 1627check_doors (object *op, maptile *m, int x, int y)
1640{ 1628{
1641 object *tmp;
1642
1643 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)
1644 {
1645 if (tmp->type == DOOR) 1630 if (tmp->type == DOOR)
1646 { 1631 {
1647 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1632 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1648 return; 1633 return;
1649 } 1634 }
1650 }
1651} 1635}
1652 1636
1653/* find_mon_throw_ob() - modeled on find_throw_ob 1637/* find_mon_throw_ob() - modeled on find_throw_ob
1654 * This is probably overly simplistic as it is now - We want 1638 * This is probably overly simplistic as it is now - We want
1655 * monsters to throw things like chairs and other pieces of 1639 * monsters to throw things like chairs and other pieces of
1656 * furniture, even if they are not good throwable objects. 1640 * furniture, even if they are not good throwable objects.
1657 * Probably better to have the monster throw a throwable object 1641 * Probably better to have the monster throw a throwable object
1658 * first, then throw any non equipped weapon. 1642 * first, then throw any non equipped weapon.
1659 */ 1643 */
1660
1661object * 1644object *
1662find_mon_throw_ob (object *op) 1645find_mon_throw_ob (object *op)
1663{ 1646{
1664 object *tmp = NULL; 1647 object *tmp = NULL;
1665 1648
1669 tmp = op; 1652 tmp = op;
1670 1653
1671 /* 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
1672 * marked item and throw it to the enemy. 1655 * marked item and throw it to the enemy.
1673 */ 1656 */
1674
1675 for (tmp = op->inv; tmp; tmp = tmp->below) 1657 for (tmp = op->inv; tmp; tmp = tmp->below)
1676 { 1658 {
1677
1678 /* Can't throw invisible objects or items that are applied */ 1659 /* Can't throw invisible objects or items that are applied */
1679 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1660 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1680 continue; 1661 continue;
1681 1662
1682 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1663 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1698 * 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
1699 * 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
1700 * be within the valid range. MSW 2001-08-05 1681 * be within the valid range. MSW 2001-08-05
1701 * 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
1702 */ 1683 */
1703
1704int 1684int
1705can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1685can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1706{ 1686{
1707 int radius = MIN_MON_RADIUS, hide_discovery; 1687 int radius = MIN_MON_RADIUS, hide_discovery;
1708 1688
1715 return 0; 1695 return 0;
1716 1696
1717 get_rangevector (op, enemy, rv, 0); 1697 get_rangevector (op, enemy, rv, 0);
1718 1698
1719 /* Monsters always ignore the DM */ 1699 /* Monsters always ignore the DM */
1720 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1700 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1721 return 0; 1701 return 0;
1722 1702
1723 /* simple check. Should probably put some range checks in here. */ 1703 /* simple check. Should probably put some range checks in here. */
1724 if (can_see_enemy (op, enemy)) 1704 if (can_see_enemy (op, enemy))
1725 return 1; 1705 return 1;
1738 1718
1739 /* use this for invis also */ 1719 /* use this for invis also */
1740 hide_discovery = op->stats.Int / 5; 1720 hide_discovery = op->stats.Int / 5;
1741 1721
1742 /* Determine Detection radii */ 1722 /* Determine Detection radii */
1743 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) */
1744 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);
1745 else 1725 else
1746 { /* a level/INT/Dex adjustment for hiding */ 1726 { /* a level/INT/Dex adjustment for hiding */
1747 object *sk_hide;
1748 int bonus = (op->level / 2) + (op->stats.Int / 5); 1727 int bonus = op->level / 2 + op->stats.Int / 5;
1749 1728
1750 if (enemy->type == PLAYER) 1729 if (enemy->is_player ())
1751 { 1730 {
1752 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1731 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1753 bonus -= sk_hide->level; 1732 bonus -= sk_hide->level;
1754 else 1733 else
1755 { 1734 {
1756 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");
1757 make_visible (enemy); 1736 make_visible (enemy);
1766 } /* else creature has modifiers for hiding */ 1745 } /* else creature has modifiers for hiding */
1767 1746
1768 /* Radii stealth adjustment. Only if you are stealthy 1747 /* Radii stealth adjustment. Only if you are stealthy
1769 * will you be able to sneak up closer to creatures */ 1748 * will you be able to sneak up closer to creatures */
1770 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1749 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1771 radius = radius / 2, hide_discovery = hide_discovery / 3; 1750 {
1751 radius /= 2;
1752 hide_discovery /= 3;
1753 }
1772 1754
1773 /* Radii adjustment for enemy standing in the dark */ 1755 /* Radii adjustment for enemy standing in the dark */
1774 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1756 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1775 { 1757 {
1776 /* on dark maps body heat can help indicate location with infravision 1758 /* on dark maps body heat can help indicate location with infravision
1777 * undead don't have body heat, so no benefit detecting them. 1759 * undead don't have body heat, so no benefit detecting them.
1778 */ 1760 */
1779 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))
1780 radius += op->map->darkness / 2; 1762 radius += op->map->darklevel () / 2;
1781 else 1763 else
1782 radius -= op->map->darkness / 2; 1764 radius -= op->map->darklevel () / 2;
1783 1765
1784 /* op next to a monster (and not in complete darkness) 1766 /* op next to a monster (and not in complete darkness)
1785 * the monster should have a chance to see you. 1767 * the monster should have a chance to see you.
1786 */ 1768 */
1787 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)
1788 radius = MIN_MON_RADIUS; 1770 radius = MIN_MON_RADIUS;
1789 } /* if on dark map */ 1771 } /* if on dark map */
1790 1772
1791 /* Lets not worry about monsters that have incredible detection 1773 /* Lets not worry about monsters that have incredible detection
1792 * 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
1794 * 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
1795 * do something. Note that the distance field in the 1777 * do something. Note that the distance field in the
1796 * 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
1797 * find that. 1779 * find that.
1798 */ 1780 */
1799 if (radius > 13) 1781 // note that the above reasoning was utter bullshit even at the time it was written
1800 radius = 13; 1782 // we use 25, lets see if we have the cpu time for it
1783 radius = min (25, radius);
1801 1784
1802 /* Enemy in range! Now test for detection */ 1785 /* Enemy in range! Now test for detection */
1803 if ((int) rv->distance <= radius) 1786 if (rv->distance <= radius)
1804 { 1787 {
1805 /* ah, we are within range, detected? take cases */ 1788 /* ah, we are within range, detected? take cases */
1806 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1789 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1807 return 1; 1790 return 1;
1808 1791
1809 /* hidden or low-quality invisible */ 1792 /* hidden or low-quality invisible */
1810 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1793 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1811 { 1794 {
1812 make_visible (enemy); 1795 make_visible (enemy);
1796
1813 /* inform players of new status */ 1797 /* inform players of new status */
1814 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1798 if (enemy->type == PLAYER && player_can_view (enemy, op))
1815 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
1816 return 1; /* detected enemy */ 1801 return 1; /* detected enemy */
1817 } 1802 }
1818 else if (enemy->invisible) 1803 else if (enemy->invisible)
1819 { 1804 {
1820 /* Change this around - instead of negating the invisible, just 1805 /* Change this around - instead of negating the invisible, just
1821 * 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
1822 * do something to you. Decreasing the duration of invisible 1807 * do something to you. Decreasing the duration of invisible
1823 * 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
1824 * can then basically negate the spell. The spell isn't negated - 1809 * can then basically negate the spell. The spell isn't negated -
1825 * they just know where you are! 1810 * they just know where you are!
1826 */ 1811 */
1827 if ((RANDOM () % 50) <= hide_discovery) 1812 if (rndm (50) <= hide_discovery)
1828 { 1813 {
1829 if (enemy->type == PLAYER) 1814 if (enemy->type == PLAYER)
1830 {
1831 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));
1832 } 1816
1833 return 1; 1817 return 1;
1834 } 1818 }
1835 } 1819 }
1836 } /* within range */ 1820 } /* within range */
1837 1821
1842/* 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
1843 * intellegent algorithm. For one thing, we ignore los here, SO it 1827 * intellegent algorithm. For one thing, we ignore los here, SO it
1844 * 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
1845 * other side of a wall (!). 1829 * other side of a wall (!).
1846 */ 1830 */
1847
1848int 1831int
1849stand_in_light (object *op) 1832stand_in_light (object *op)
1850{ 1833{
1851 sint16 nx, ny;
1852 mapstruct *m;
1853
1854
1855 if (!op) 1834 if (op)
1856 return 0; 1835 {
1857 if (op->glow_radius > 0) 1836 if (op->glow_radius > 0)
1858 return 1; 1837 return 1;
1859 1838
1860 if (op->map) 1839 if (op->map)
1861 { 1840 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1862 int x, y, x1, y1; 1841 {
1863
1864
1865
1866 /* 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
1867 * 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.
1868 */
1869 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1870 {
1871 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1872 { 1844 */
1873 m = op->map; 1845 int light = m->at (nx, ny).light;
1874 nx = x;
1875 ny = y;
1876 1846
1877 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1847 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1878 continue;
1879
1880 x1 = abs (x - op->x) * abs (x - op->x);
1881 y1 = abs (y - op->y) * abs (y - op->y);
1882 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1883 return 1; 1848 return 1;
1884 } 1849 }
1885 }
1886 } 1850 }
1851
1887 return 0; 1852 return 0;
1888} 1853}
1889
1890 1854
1891/* assuming no walls/barriers, lets check to see if its *possible* 1855/* assuming no walls/barriers, lets check to see if its *possible*
1892 * to see an enemy. Note, "detection" is different from "seeing". 1856 * to see an enemy. Note, "detection" is different from "seeing".
1893 * See can_detect_enemy() for more details. -b.t. 1857 * See can_detect_enemy() for more details. -b.t.
1894 * return 0 if can't be seen, 1 if can be 1858 * return 0 if can't be seen, 1 if can be
1895 */ 1859 */
1896
1897int 1860int
1898can_see_enemy (object *op, object *enemy) 1861can_see_enemy (object *op, object *enemy)
1899{ 1862{
1900 object *looker = op->head ? op->head : op; 1863 object *looker = op->head ? op->head : op;
1901 1864
1917 * However,if you carry any source of light, then the hidden 1880 * However,if you carry any source of light, then the hidden
1918 * creature is seeable (and stupid) */ 1881 * creature is seeable (and stupid) */
1919 1882
1920 if (has_carried_lights (enemy)) 1883 if (has_carried_lights (enemy))
1921 { 1884 {
1922 if (enemy->hide) 1885 if (enemy->flag [FLAG_HIDDEN])
1923 { 1886 {
1924 make_visible (enemy); 1887 make_visible (enemy);
1925 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!");
1926 } 1889 }
1890
1927 return 1; 1891 return 1;
1928 } 1892 }
1929 else if (enemy->hide) 1893 else if (enemy->flag [FLAG_HIDDEN])
1930 return 0; 1894 return 0;
1931 1895
1932 /* Invisible enemy. Break apart the check for invis undead/invis looker 1896 /* Invisible enemy. Break apart the check for invis undead/invis looker
1933 * 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,
1934 * and making it a conditional makes the code pretty ugly. 1898 * and making it a conditional makes the code pretty ugly.
1935 */ 1899 */
1936 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1900 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1937 {
1938 if (makes_invisible_to (enemy, looker)) 1901 if (makes_invisible_to (enemy, looker))
1939 return 0; 1902 return 0;
1940 }
1941 } 1903 }
1942 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1904 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1943 if (player_can_view (looker, enemy)) 1905 if (player_can_view (looker, enemy))
1944 return 1; 1906 return 1;
1945 1907
1946 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1908 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1947 * unless they carry a light or stand in light. Darkness doesnt 1909 * unless they carry a light or stand in light. Darkness doesnt
1950 * we care about the enemy maps status, not the looker. 1912 * we care about the enemy maps status, not the looker.
1951 * only relevant for tiled maps, but it is possible that the 1913 * only relevant for tiled maps, but it is possible that the
1952 * 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
1953 * case, the looker can still see the enemy 1915 * case, the looker can still see the enemy
1954 */ 1916 */
1955 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1917 if (enemy->map->darklevel () > 0
1918 && !stand_in_light (enemy)
1956 && (!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)))
1957 return 0; 1920 return 0;
1958 1921
1959 return 1; 1922 return 1;
1960} 1923}
1924

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