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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.11 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.56 by root, Sat Dec 27 08:41:44 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef __CEXTRACT__
26# include <sproto.h> 25#include <sproto.h>
27# include <spells.h> 26#include <spells.h>
28# include <skills.h> 27#include <skills.h>
29#endif
30
31 28
32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 29#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33
34 30
35/* checks npc->enemy and returns that enemy if still valid, 31/* checks npc->enemy and returns that enemy if still valid,
36 * NULL otherwise. 32 * NULL otherwise.
37 * this is map tile aware. 33 * this is map tile aware.
38 * 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
39 * set to sane values. 35 * set to sane values.
40 */ 36 */
41object * 37object *
42check_enemy (object *npc, rv_vector * rv) 38check_enemy (object *npc, rv_vector * rv)
43{ 39{
44
45 /* 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
46 * 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,
47 * which CAN attack the owner. */ 42 * which CAN attack the owner. */
48 if ((npc->attack_movement & HI4) == PETMOVE) 43 if ((npc->attack_movement & HI4) == PETMOVE)
49 { 44 {
88 * target enemy - this code below makes sure the enemy is something 83 * target enemy - this code below makes sure the enemy is something
89 * that should be attacked. My guess is that the arrow hits 84 * that should be attacked. My guess is that the arrow hits
90 * the creature/owner, and so the creature then takes that 85 * the creature/owner, and so the creature then takes that
91 * as the enemy to attack. 86 * as the enemy to attack.
92 */ 87 */
93 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
94 !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)
95 npc->enemy = NULL; 92 npc->enemy = NULL;
96 93
97 } 94 }
95
98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
99} 97}
100 98
101/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
102 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
115object * 113object *
116find_nearest_living_creature (object *npc) 114find_nearest_living_creature (object *npc)
117{ 115{
118 int i, mflags; 116 int i, mflags;
119 sint16 nx, ny; 117 sint16 nx, ny;
120 mapstruct *m; 118 maptile *m;
121 object *tmp;
122 int search_arr[SIZEOFFREE]; 119 int search_arr[SIZEOFFREE];
123 120
124 get_search_arr (search_arr); 121 get_search_arr (search_arr);
122
125 for (i = 0; i < SIZEOFFREE; i++) 123 for (i = 0; i < SIZEOFFREE; i++)
126 { 124 {
127 /* modified to implement smart searching using search_arr 125 /* modified to implement smart searching using search_arr
128 * guidance array to determine direction of search order 126 * guidance array to determine direction of search order
129 */ 127 */
130 nx = npc->x + freearr_x[search_arr[i]]; 128 nx = npc->x + freearr_x[search_arr[i]];
131 ny = npc->y + freearr_y[search_arr[i]]; 129 ny = npc->y + freearr_y[search_arr[i]];
132 m = npc->map; 130 m = npc->map;
133 131
134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133
135 if (mflags & P_OUT_OF_MAP) 134 if (mflags & P_OUT_OF_MAP)
136 continue; 135 continue;
137 136
138 if (mflags & P_IS_ALIVE) 137 if (mflags & P_IS_ALIVE)
139 { 138 {
140 tmp = get_map_ob (m, nx, ny); 139 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
141 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)
142 tmp = tmp->above;
143
144 if (!tmp)
145 {
146 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
147 m->path, nx, ny);
148 }
149 else
150 {
151 if (can_see_monsterP (m, nx, ny, i)) 141 if (can_see_monsterP (m, nx, ny, i))
152 return tmp; 142 return tmp;
153 } 143 }
154 } /* is something living on this space */
155 } 144 }
156 return NULL; /* nothing found */
157}
158 145
146 return 0;
147}
159 148
160/* 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
161 * our caller will find the information useful. 150 * our caller will find the information useful.
162 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
163 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
164 * 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
165 * many cases. 154 * many cases.
166 */ 155 */
167
168object * 156object *
169find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
170{ 158{
171 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
172 160
178 { 166 {
179 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
180 168
181 if (tmp) 169 if (tmp)
182 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
183 return tmp; 172 return tmp;
184 } 173 }
185 174
186 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
187 * 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
207 /* we check our old enemy. */ 196 /* we check our old enemy. */
208 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
209 { 198 {
210 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
211 { 200 {
212 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
213 /* 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 */
214 203
215 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 */
216 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
217 (!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)))
218 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
219 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... */
220 { 209 {
221 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! */
222 npc->enemy = attacker; 211 npc->enemy = attacker;
223 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
224 } 213 }
240/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 233 */
245
246int 234int
247check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
248{ 236{
249 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
250
251 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
252 if (!enemy) 238 if (!enemy)
253 return 0; 239 return 0;
254 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
255 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
256 if (QUERY_FLAG (op, FLAG_BLIND))
257 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
258 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
259 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
260 * 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
261 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
262 * 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
263 * the dark. */ 254 * the dark. */
264 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
265 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
266 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
267 {
268 int dark = radius / (op->map->darkness);
269
270 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
271 }
272 else if (!QUERY_FLAG (op, FLAG_SLEEP))
273 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
274 261
275 /* 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
276 * for that. 263 * for that.
277 */ 264 */
278 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
279 { 266 {
280 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
281 return 1; 268 return 1;
282 } 269 }
270
283 return 0; 271 return 0;
284} 272}
285 273
286int 274int
287move_randomly (object *op) 275move_randomly (object *op)
288{ 276{
289 int i;
290
291 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
292 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
293 {
294 if (move_object (op, RANDOM () % 8 + 1)) 279 if (move_object (op, rndm (8) + 1))
295 return 1; 280 return 1;
296 } 281
297 return 0; 282 return 0;
298} 283}
299 284
300/* 285/*
301 * 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.
302 */ 287 */
303
304int 288int
305move_monster (object *op) 289move_monster (object *op)
306{ 290{
307 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 */
308 object *owner, *enemy, *part, *oph = op; 292 object *owner, *enemy, *part, *oph = op;
325 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
326 310
327 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
328 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
329 { 313 {
330
331 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
332 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
333 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
334 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
335 * 318 *
340 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));
341 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 */
342 op->last_heal %= 32; 325 op->last_heal %= 32;
343 326
344 /* 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 */
345 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))
346 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
347 330
348 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
349 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
350 } 333 }
351 334
352 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
353 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
354 { 337 {
355
356 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
357 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
358 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
359 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
360 * 342 *
361 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
362 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
363 */ 345 */
364 346
365 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));
366 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 */
367 op->last_sp %= 128; 349 op->last_sp %= 128;
368 } 350 }
369 351
370 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
371 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
372 */ 354 */
373 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
374 {
375 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
376 }
377 357
378 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
379 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
380 360
381 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
382 ((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)))
383 {
384 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
385 return 0; 364 return 0;
386 }
387 365
388 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
389 if (op->hide) 367 if (op->flag [FLAG_HIDDEN])
390 do_hidden_move (op); 368 do_hidden_move (op);
391 369
392 if (op->pick_up) 370 if (op->pick_up)
393 monster_check_pickup (op); 371 monster_check_pickup (op);
394 372
398 /* 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 */
399 if (!enemy) 377 if (!enemy)
400 { 378 {
401 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
402 { 380 {
403 remove_ob (op); 381 op->drop_and_destroy ();
404 free_object (op);
405 return 1; 382 return 1;
406 } 383 }
407 384
408 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
409 * stand still and a movement type set. 386 * stand still and a movement type set.
412 { 389 {
413 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
414 { 391 {
415 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
416 { 393 {
417 case (PETMOVE): 394 case (PETMOVE):
418 pet_move (op); 395 pet_move (op);
419 break; 396 break;
420 397
421 case (CIRCLE1): 398 case (CIRCLE1):
422 circ1_move (op); 399 circ1_move (op);
423 break; 400 break;
424 401
425 case (CIRCLE2): 402 case (CIRCLE2):
426 circ2_move (op); 403 circ2_move (op);
427 break; 404 break;
428 405
429 case (PACEV): 406 case (PACEV):
430 pace_movev (op); 407 pace_movev (op);
431 break; 408 break;
432 409
433 case (PACEH): 410 case (PACEH):
434 pace_moveh (op); 411 pace_moveh (op);
435 break; 412 break;
436 413
437 case (PACEV2): 414 case (PACEV2):
438 pace2_movev (op); 415 pace2_movev (op);
439 break; 416 break;
440 417
441 case (PACEH2): 418 case (PACEH2):
442 pace2_moveh (op); 419 pace2_moveh (op);
443 break; 420 break;
444 421
445 case (RANDO): 422 case (RANDO):
446 rand_move (op); 423 rand_move (op);
447 break; 424 break;
448 425
449 case (RANDO2): 426 case (RANDO2):
450 move_randomly (op); 427 move_randomly (op);
451 break; 428 break;
452 } 429 }
430
453 return 0; 431 return 0;
454 } 432 }
455 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
456 (void) move_randomly (op); 434 move_randomly (op);
457
458 } /* stand still */ 435 } /* stand still */
436
459 return 0; 437 return 0;
460 } /* no enemy */ 438 } /* no enemy */
461 439
462 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
463 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])
464 return follow_owner (op, owner); 445 return follow_owner (op, owner);
465 446
466 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
467 * 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
468 * arch set uses it. 449 * arch set uses it.
469 */ 450 */
470 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
471 { 452 {
472 op->face = enemy->face; 453 op->face = enemy->face;
473 op->name = enemy->name; 454 op->name = enemy->name;
474 } 455 }
475 456
487 if (!QUERY_FLAG (op, FLAG_SCARED)) 468 if (!QUERY_FLAG (op, FLAG_SCARED))
488 { 469 {
489 rv_vector rv1; 470 rv_vector rv1;
490 471
491 /* 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 */
492 for (part = op; part != NULL; part = part->more) 473 for (part = op; part; part = part->more)
493 { 474 {
494 get_rangevector (part, enemy, &rv1, 0x1); 475 get_rangevector (part, enemy, &rv1, 0x1);
495 dir = rv1.direction; 476 dir = rv1.direction;
496 477
497 /* 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
498 * but that we test above... so can be old code here 479 * but that we test above... so can be old code here
499 */ 480 */
500 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
501 dir = absdir (dir + 4); 482 dir = absdir (dir + 4);
483
502 if (QUERY_FLAG (op, FLAG_CONFUSED)) 484 if (QUERY_FLAG (op, FLAG_CONFUSED))
503 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
504 486
505 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
506 {
507 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
508 return 0; 489 return 0;
509 }
510 490
511 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
512 {
513 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
514 return 0; 493 return 0;
515 }
516 494
517 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
518 {
519 if (monster_use_range (op, part, enemy, dir)) 496 if (monster_use_range (op, part, enemy, dir))
520 return 0; 497 return 0;
521 } 498
522 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
523 {
524 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
525 return 0; 501 return 0;
526 } 502
527 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
528 {
529 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
530 return 0; 505 return 0;
531 }
532 } /* for processing of all parts */ 506 } /* for processing of all parts */
533 } /* If not scared */ 507 } /* If not scared */
534 508
535
536 part = rv.part; 509 part = rv.part;
537 dir = rv.direction; 510 dir = rv.direction;
538 511
512#if DEVEL
513 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519
520 for (int dir = 1; dir <= 8; ++dir)
521 {
522 mapxy pos (op); pos.move (dir);
523 if (pos.normalise ())
524 {
525 mapspace &ms = pos.ms ();
526
527 if (ms.smell > op->ms ().smell)
528 {
529 printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
530 op->ms ().smell = ms.smell - 1;
531 sdir = dir;
532
533 // perturbing the path might let the monster lose track,
534 // but it will also wide the actual path, spreading information
535 if (!rndm (20))
536 sdir += absdir (1 - rndm (2) * 2);
537 }
538 }
539 }
540
541 if (sdir)
542 dir = sdir;
543 else
544 // no better smell found, so assume the player jumped, and erase this smell
545 {if (op->ms ().smell) printf ("erasing smell %d\n", op->ms ().smell);//D
546 ordered_mapwalk_begin (op, -1, -1, 1, 1)
547 if (m)
548 m->at (nx, ny).smell = 0;
549 ordered_mapwalk_end
550 }//D
551 }
552
553#endif
554
539 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 555 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
540 dir = absdir (dir + 4); 556 dir = absdir (dir + 4);
541 557
542 if (QUERY_FLAG (op, FLAG_CONFUSED)) 558 if (QUERY_FLAG (op, FLAG_CONFUSED))
543 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 559 dir = absdir (dir + rndm (3) + rndm (3) - 2);
544 560
545 pre_att_dir = dir; /* remember the original direction */ 561 pre_att_dir = dir; /* remember the original direction */
546 562
547 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 563 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
548 { 564 {
549 switch (op->attack_movement & LO4) 565 switch (op->attack_movement & LO4)
550 { 566 {
551 case DISTATT: 567 case DISTATT:
552 dir = dist_att (dir, op, enemy, part, &rv); 568 dir = dist_att (dir, op, enemy, part, &rv);
553 break; 569 break;
554 570
555 case RUNATT: 571 case RUNATT:
556 dir = run_att (dir, op, enemy, part, &rv); 572 dir = run_att (dir, op, enemy, part, &rv);
557 break; 573 break;
558 574
559 case HITRUN: 575 case HITRUN:
560 dir = hitrun_att (dir, op, enemy); 576 dir = hitrun_att (dir, op, enemy);
561 break; 577 break;
562 578
563 case WAITATT: 579 case WAITATT:
564 dir = wait_att (dir, op, enemy, part, &rv); 580 dir = wait_att (dir, op, enemy, part, &rv);
565 break; 581 break;
566 582
567 case RUSH: /* default - monster normally moves towards player */ 583 case RUSH: /* default - monster normally moves towards player */
568 case ALLRUN: 584 case ALLRUN:
569 break; 585 break;
570 586
571 case DISTHIT: 587 case DISTHIT:
572 dir = disthit_att (dir, op, enemy, part, &rv); 588 dir = disthit_att (dir, op, enemy, part, &rv);
573 break; 589 break;
574 590
575 case WAIT2: 591 case WAIT2:
576 dir = wait_att2 (dir, op, enemy, part, &rv); 592 dir = wait_att2 (dir, op, enemy, part, &rv);
577 break; 593 break;
578 594
579 default: 595 default:
580 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 596 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
581 } 597 }
582 } 598 }
583 599
584 if (!dir) 600 if (!dir)
585 return 0; 601 return 0;
595 return 0; 611 return 0;
596 } 612 }
597 613
598 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 614 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
599 { 615 {
600
601 /* Try move around corners if !close */ 616 /* Try move around corners if !close */
602 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 617 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
603 618
604 for (diff = 1; diff <= maxdiff; diff++) 619 for (diff = 1; diff <= maxdiff; diff++)
605 { 620 {
606 /* try different detours */ 621 /* try different detours */
607 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 622 int m = 1 - rndm (2) * 2; /* Try left or right first? */
608 623
609 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 624 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
610 return 0; 625 return 0;
611 } 626 }
612 } 627 }
639 { 654 {
640 object *nearest_player = get_nearest_player (op); 655 object *nearest_player = get_nearest_player (op);
641 656
642 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 657 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
643 { 658 {
644 op->enemy = NULL; 659 op->enemy = 0;
645 enemy = nearest_player; 660 enemy = nearest_player;
646 } 661 }
647 } 662 }
648 663
649 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 664 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
655 * still be pretty nasty. 670 * still be pretty nasty.
656 */ 671 */
657 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 672 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
658 { 673 {
659 part->stats.wc += 10; 674 part->stats.wc += 10;
660 (void) skill_attack (enemy, part, 0, NULL, NULL); 675 skill_attack (enemy, part, 0, NULL, NULL);
661 part->stats.wc -= 10; 676 part->stats.wc -= 10;
662 } 677 }
663 else 678 else
664 (void) skill_attack (enemy, part, 0, NULL, NULL); 679 skill_attack (enemy, part, 0, NULL, NULL);
665 } /* if monster is in attack range */ 680 } /* if monster is in attack range */
666 681
667 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 682 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
668 return 1; 683 return 1;
669 684
670 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 685 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
671 { 686 {
672 remove_ob (op); 687 op->drop_and_destroy ();
673 free_object (op);
674 return 1; 688 return 1;
675 } 689 }
690
676 return 0; 691 return 0;
677} 692}
678 693
679int 694int
680can_hit (object *ob1, object *ob2, rv_vector * rv) 695can_hit (object *ob1, object *ob2, rv_vector * rv)
681{ 696{
682 object *more; 697 object *more;
683 rv_vector rv1; 698 rv_vector rv1;
684 699
685 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 700 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
686 return 0; 701 return 0;
687 702
688 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 703 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
689 return 1; 704 return 1;
690 705
695 { 710 {
696 get_rangevector (ob1, more, &rv1, 0); 711 get_rangevector (ob1, more, &rv1, 0);
697 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
698 return 1; 713 return 1;
699 } 714 }
715
700 return 0; 716 return 0;
701
702} 717}
703 718
704/* Returns 1 is monster should cast spell sp at an enemy 719/* Returns 1 is monster should cast spell sp at an enemy
705 * Returns 0 if the monster should not cast this spell. 720 * Returns 0 if the monster should not cast this spell.
706 * 721 *
724 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 739 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
725 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 740 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
726 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 741 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
727 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 742 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
728 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 743 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
729
730 return 1; 744 return 1;
731 745
732 return 0; 746 return 0;
733} 747}
734
735 748
736#define MAX_KNOWN_SPELLS 20 749#define MAX_KNOWN_SPELLS 20
737 750
738/* Returns a randomly selected spell. This logic is still 751/* Returns a randomly selected spell. This logic is still
739 * less than ideal. This code also only seems to deal with 752 * less than ideal. This code also only seems to deal with
742 */ 755 */
743object * 756object *
744monster_choose_random_spell (object *monster) 757monster_choose_random_spell (object *monster)
745{ 758{
746 object *altern[MAX_KNOWN_SPELLS]; 759 object *altern[MAX_KNOWN_SPELLS];
747 object *tmp;
748 int i = 0; 760 int i = 0;
749 761
750 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 762 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
751 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 763 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
752 { 764 {
753 /* Check and see if it's actually a useful spell. 765 /* Check and see if it's actually a useful spell.
754 * If its a spellbook, the spell is actually the inventory item. 766 * If its a spellbook, the spell is actually the inventory item.
755 * if it is a spell, then it is just the object itself. 767 * if it is a spell, then it is just the object itself.
756 */ 768 */
757 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 769 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
758 { 770 {
759 altern[i++] = tmp; 771 altern [i++] = tmp;
772
760 if (i == MAX_KNOWN_SPELLS) 773 if (i == MAX_KNOWN_SPELLS)
761 break; 774 break;
762 } 775 }
763 } 776 }
764 if (!i) 777
765 return NULL; 778 return i ? altern [rndm (i)] : 0;
766 return altern[RANDOM () % i];
767} 779}
768 780
769/* This checks to see if the monster should cast a spell/ability. 781/* This checks to see if the monster should cast a spell/ability.
770 * it returns true if the monster casts a spell, 0 if he doesn't. 782 * it returns true if the monster casts a spell, 0 if he doesn't.
771 * head is the head of the monster. 783 * head is the head of the monster.
772 * part is the part of the monster we are checking against. 784 * part is the part of the monster we are checking against.
773 * pl is the target. 785 * pl is the target.
774 * dir is the direction to case. 786 * dir is the direction to case.
775 * rv is the vector which describes where the enemy is. 787 * rv is the vector which describes where the enemy is.
776 */ 788 */
777
778int 789int
779monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 790monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
780{ 791{
781 object *spell_item; 792 object *spell_item;
782 object *owner; 793 object *owner;
789 * other monsters) 800 * other monsters)
790 */ 801 */
791 if (!(dir = path_to_player (part, pl, 0))) 802 if (!(dir = path_to_player (part, pl, 0)))
792 return 0; 803 return 0;
793 804
794 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 805 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
795 { 806 {
796 get_rangevector (head, owner, &rv1, 0x1); 807 get_rangevector (head, owner, &rv1, 0x1);
797 if (dirdiff (dir, rv1.direction) < 2) 808 if (dirdiff (dir, rv1.direction) < 2)
798 {
799 return 0; /* Might hit owner with spell */ 809 return 0; /* Might hit owner with spell */
800 }
801 } 810 }
802 811
803 if (QUERY_FLAG (head, FLAG_CONFUSED)) 812 if (QUERY_FLAG (head, FLAG_CONFUSED))
804 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 813 dir = absdir (dir + rndm (3) + rndm (3) - 2);
805 814
806 /* If the monster hasn't already chosen a spell, choose one 815 /* If the monster hasn't already chosen a spell, choose one
807 * I'm not sure if it really make sense to pre-select spells (events 816 * I'm not sure if it really make sense to pre-select spells (events
808 * could be different by the time the monster goes again). 817 * could be different by the time the monster goes again).
809 */ 818 */
813 { 822 {
814 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 823 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
815 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 824 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
816 return 0; 825 return 0;
817 } 826 }
827
818 if (spell_item->type == SPELLBOOK) 828 if (spell_item->type == SPELLBOOK)
819 { 829 {
820 if (!spell_item->inv) 830 if (!spell_item->inv)
821 { 831 {
822 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 832 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
823 return 0; 833 return 0;
824 } 834 }
835
825 spell_item = spell_item->inv; 836 spell_item = spell_item->inv;
826 } 837 }
827 } 838 }
828 else 839 else
829 spell_item = head->spellitem; 840 spell_item = head->spellitem;
848 /* set this to null, so next time monster will choose something different */ 859 /* set this to null, so next time monster will choose something different */
849 head->spellitem = NULL; 860 head->spellitem = NULL;
850 861
851 return cast_spell (part, part, dir, spell_item, NULL); 862 return cast_spell (part, part, dir, spell_item, NULL);
852} 863}
853
854 864
855int 865int
856monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 866monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
857{ 867{
858 object *scroll; 868 object *scroll;
866 * other monsters) 876 * other monsters)
867 */ 877 */
868 if (!(dir = path_to_player (part, pl, 0))) 878 if (!(dir = path_to_player (part, pl, 0)))
869 return 0; 879 return 0;
870 880
871 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 881 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
872 { 882 {
873 get_rangevector (head, owner, &rv1, 0x1); 883 get_rangevector (head, owner, &rv1, 0x1);
874 if (dirdiff (dir, rv1.direction) < 2) 884 if (dirdiff (dir, rv1.direction) < 2)
875 { 885 {
876 return 0; /* Might hit owner with spell */ 886 return 0; /* Might hit owner with spell */
877 } 887 }
878 } 888 }
879 889
880 if (QUERY_FLAG (head, FLAG_CONFUSED)) 890 if (QUERY_FLAG (head, FLAG_CONFUSED))
881 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 891 dir = absdir (dir + rndm (3) + rndm (3) - 2);
882 892
883 for (scroll = head->inv; scroll; scroll = scroll->below) 893 for (scroll = head->inv; scroll; scroll = scroll->below)
884 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 894 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
885 break; 895 break;
886 896
908 * The skills we are treating here are all but those. -b.t. 918 * The skills we are treating here are all but those. -b.t.
909 * 919 *
910 * At the moment this is only useful for throwing, perhaps for 920 * At the moment this is only useful for throwing, perhaps for
911 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 921 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
912 */ 922 */
913
914int 923int
915monster_use_skill (object *head, object *part, object *pl, int dir) 924monster_use_skill (object *head, object *part, object *pl, int dir)
916{ 925{
917 object *skill, *owner; 926 object *skill, *owner;
918 927
919 if (!(dir = path_to_player (part, pl, 0))) 928 if (!(dir = path_to_player (part, pl, 0)))
920 return 0; 929 return 0;
921 930
922 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 931 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
923 { 932 {
924 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 933 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
925 934
926 if (dirdiff (dir, dir2) < 1) 935 if (dirdiff (dir, dir2) < 1)
927 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 936 return 0; /* Might hit owner with skill -thrown rocks for example ? */
928 } 937 }
938
929 if (QUERY_FLAG (head, FLAG_CONFUSED)) 939 if (QUERY_FLAG (head, FLAG_CONFUSED))
930 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 940 dir = absdir (dir + rndm (3) + rndm (3) - 2);
931 941
932 /* skill selection - monster will use the next unused skill. 942 /* skill selection - monster will use the next unused skill.
933 * well...the following scenario will allow the monster to 943 * well...the following scenario will allow the monster to
934 * toggle between 2 skills. One day it would be nice to make 944 * toggle between 2 skills. One day it would be nice to make
935 * more skills available to monsters. 945 * more skills available to monsters.
936 */ 946 */
937
938 for (skill = head->inv; skill != NULL; skill = skill->below) 947 for (skill = head->inv; skill; skill = skill->below)
939 if (skill->type == SKILL && skill != head->chosen_skill) 948 if (skill->type == SKILL && skill != head->chosen_skill)
940 { 949 {
941 head->chosen_skill = skill; 950 head->chosen_skill = skill;
942 break; 951 break;
943 } 952 }
946 { 955 {
947 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 956 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
948 CLEAR_FLAG (head, FLAG_READY_SKILL); 957 CLEAR_FLAG (head, FLAG_READY_SKILL);
949 return 0; 958 return 0;
950 } 959 }
960
951 /* use skill */ 961 /* use skill */
952 return do_skill (head, part, head->chosen_skill, dir, NULL); 962 return do_skill (head, part, head->chosen_skill, dir, NULL);
953} 963}
954 964
955/* Monster will use a ranged spell attack. */ 965/* Monster will use a ranged spell attack. */
956
957int 966int
958monster_use_range (object *head, object *part, object *pl, int dir) 967monster_use_range (object *head, object *part, object *pl, int dir)
959{ 968{
960 object *wand, *owner; 969 object *wand, *owner;
961 int at_least_one = 0; 970 int at_least_one = 0;
962 971
963 if (!(dir = path_to_player (part, pl, 0))) 972 if (!(dir = path_to_player (part, pl, 0)))
964 return 0; 973 return 0;
965 974
966 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 975 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
967 { 976 {
968 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 977 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
969 978
970 if (dirdiff (dir, dir2) < 2) 979 if (dirdiff (dir, dir2) < 2)
971 return 0; /* Might hit owner with spell */ 980 return 0; /* Might hit owner with spell */
972 } 981 }
982
973 if (QUERY_FLAG (head, FLAG_CONFUSED)) 983 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 984 dir = absdir (dir + rndm (3) + rndm (3) - 2);
975 985
976 for (wand = head->inv; wand != NULL; wand = wand->below) 986 for (wand = head->inv; wand; wand = wand->below)
977 { 987 {
978 if (wand->type == WAND) 988 if (wand->type == WAND)
979 { 989 {
980 /* Found a wand, let's see if it has charges left */ 990 /* Found a wand, let's see if it has charges left */
981 at_least_one = 1; 991 at_least_one = 1;
987 if (!(--wand->stats.food)) 997 if (!(--wand->stats.food))
988 { 998 {
989 if (wand->arch) 999 if (wand->arch)
990 { 1000 {
991 CLEAR_FLAG (wand, FLAG_ANIMATE); 1001 CLEAR_FLAG (wand, FLAG_ANIMATE);
992 wand->face = wand->arch->clone.face; 1002 wand->face = wand->arch->face;
993 wand->speed = 0; 1003 wand->set_speed (0);
994 update_ob_speed (wand);
995 } 1004 }
996 } 1005 }
997 /* Success */ 1006 /* Success */
998 return 1; 1007 return 1;
999 } 1008 }
1017 } 1026 }
1018 1027
1019 if (at_least_one) 1028 if (at_least_one)
1020 return 0; 1029 return 0;
1021 1030
1022 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1031 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1023 CLEAR_FLAG (head, FLAG_READY_RANGE); 1032 CLEAR_FLAG (head, FLAG_READY_RANGE);
1024 return 0; 1033 return 0;
1025} 1034}
1026 1035
1027int 1036int
1029{ 1038{
1030 object *owner; 1039 object *owner;
1031 1040
1032 if (!(dir = path_to_player (part, pl, 0))) 1041 if (!(dir = path_to_player (part, pl, 0)))
1033 return 0; 1042 return 0;
1043
1034 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1044 if (QUERY_FLAG (head, FLAG_CONFUSED))
1035 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1045 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1036 1046
1037 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1038 { 1048 {
1039 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1049 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1040 1050
1041 if (dirdiff (dir, dir2) < 1) 1051 if (dirdiff (dir, dir2) < 1)
1042 return 0; /* Might hit owner with arrow */ 1052 return 0; /* Might hit owner with arrow */
1046 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1056 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1047 1057
1048} 1058}
1049 1059
1050/* Checks if putting on 'item' will make 'who' do more 1060/* Checks if putting on 'item' will make 'who' do more
1051 * damage. This is a very simplistic check - also checking things 1061 * damage. This is a very simplistic check - also checking things
1052 * like speed and ac are also relevant. 1062 * like speed and ac are also relevant.
1053 * 1063 *
1054 * return true if item is a better object. 1064 * return true if item is a better object.
1055 */ 1065 */
1056
1057int 1066int
1058check_good_weapon (object *who, object *item) 1067check_good_weapon (object *who, object *item)
1059{ 1068{
1060 object *other_weap; 1069 object *other_weap;
1061 int val = 0, i; 1070 int val = 0, i;
1062 1071
1063 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1072 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1064 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 1073 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1065 break; 1074 break;
1066 1075
1067 if (other_weap == NULL) /* No other weapons */ 1076 if (!other_weap) /* No other weapons */
1068 return 1; 1077 return 1;
1069 1078
1070 /* Rather than go through and apply the new one, and see if it is 1079 /* Rather than go through and apply the new one, and see if it is
1071 * better, just do some simple checks 1080 * better, just do some simple checks
1072 * Put some multipliers for things that hvae several effects, 1081 * Put some multipliers for things that hvae several effects,
1077 val += (item->magic - other_weap->magic) * 3; 1086 val += (item->magic - other_weap->magic) * 3;
1078 /* Monsters don't really get benefits from things like regen rates 1087 /* Monsters don't really get benefits from things like regen rates
1079 * from items. But the bonus for their stats are very important. 1088 * from items. But the bonus for their stats are very important.
1080 */ 1089 */
1081 for (i = 0; i < NUM_STATS; i++) 1090 for (i = 0; i < NUM_STATS; i++)
1082 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1091 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1083 1092
1084 if (val > 0) 1093 if (val > 0)
1085 return 1; 1094 return 1;
1086 else 1095 else
1087 return 0; 1096 return 0;
1088
1089} 1097}
1090 1098
1091int 1099int
1092check_good_armour (object *who, object *item) 1100check_good_armour (object *who, object *item)
1093{ 1101{
1094 object *other_armour; 1102 object *other_armour;
1095 int val = 0, i; 1103 int val = 0, i;
1096 1104
1097 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1105 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1098 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 1106 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1099 break; 1107 break;
1100 1108
1101 if (other_armour == NULL) /* No other armour, use the new */ 1109 if (other_armour == NULL) /* No other armour, use the new */
1102 return 1; 1110 return 1;
1124 1132
1125 if (val > 0) 1133 if (val > 0)
1126 return 1; 1134 return 1;
1127 else 1135 else
1128 return 0; 1136 return 0;
1129
1130} 1137}
1131 1138
1132/* 1139/*
1133 * monster_check_pickup(): checks for items that monster can pick up. 1140 * monster_check_pickup(): checks for items that monster can pick up.
1134 * 1141 *
1142 * This function was seen be continueing looping at one point (tmp->below 1149 * This function was seen be continueing looping at one point (tmp->below
1143 * became a recursive loop. It may be better to call monster_check_apply 1150 * became a recursive loop. It may be better to call monster_check_apply
1144 * after we pick everything up, since that function may call others which 1151 * after we pick everything up, since that function may call others which
1145 * affect stacking on this space. 1152 * affect stacking on this space.
1146 */ 1153 */
1147
1148void 1154void
1149monster_check_pickup (object *monster) 1155monster_check_pickup (object *monster)
1150{ 1156{
1151 object *tmp, *next; 1157 object *tmp, *next;
1152 1158
1153 for (tmp = monster->below; tmp != NULL; tmp = next) 1159 for (tmp = monster->below; tmp != NULL; tmp = next)
1154 { 1160 {
1155 next = tmp->below; 1161 next = tmp->below;
1156 if (monster_can_pick (monster, tmp)) 1162 if (monster_can_pick (monster, tmp))
1157 { 1163 {
1158 remove_ob (tmp); 1164 tmp->remove ();
1159 tmp = insert_ob_in_ob (tmp, monster); 1165 tmp = insert_ob_in_ob (tmp, monster);
1160 (void) monster_check_apply (monster, tmp); 1166 (void) monster_check_apply (monster, tmp);
1161 } 1167 }
1162 /* We could try to re-establish the cycling, of the space, but probably 1168 /* We could try to re-establish the cycling, of the space, but probably
1163 * not a big deal to just bail out. 1169 * not a big deal to just bail out.
1171 * monster_can_pick(): If the monster is interested in picking up 1177 * monster_can_pick(): If the monster is interested in picking up
1172 * the item, then return 0. Otherwise 0. 1178 * the item, then return 0. Otherwise 0.
1173 * Instead of pick_up, flags for "greed", etc, should be used. 1179 * Instead of pick_up, flags for "greed", etc, should be used.
1174 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1180 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1175 */ 1181 */
1176
1177int 1182int
1178monster_can_pick (object *monster, object *item) 1183monster_can_pick (object *monster, object *item)
1179{ 1184{
1180 int flag = 0; 1185 int flag = 0;
1181 int i; 1186 int i;
1227 case ROD: 1232 case ROD:
1228 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1233 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1229 break; 1234 break;
1230 1235
1231 case SPELLBOOK: 1236 case SPELLBOOK:
1232 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1237 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1233 break; 1238 break;
1234 1239
1235 case SCROLL: 1240 case SCROLL:
1236 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1241 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1237 break; 1242 break;
1239 case BOW: 1244 case BOW:
1240 case ARROW: 1245 case ARROW:
1241 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1246 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1242 break; 1247 break;
1243 } 1248 }
1249
1244 /* Simplistic check - if the monster has a location to equip it, he will 1250 /* Simplistic check - if the monster has a location to equip it, he will
1245 * pick it up. Note that this doesn't handle cases where an item may 1251 * pick it up. Note that this doesn't handle cases where an item may
1246 * use several locations. 1252 * use several locations.
1247 */ 1253 */
1248 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1254 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1249 { 1255 {
1250 if (monster->body_info[i] && item->body_info[i]) 1256 if (monster->slot[i].info && item->slot[i].info)
1251 { 1257 {
1252 flag = 1; 1258 flag = 1;
1253 break; 1259 break;
1254 } 1260 }
1255 } 1261 }
1256 1262
1257 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1263 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1258 return 1; 1264 return 1;
1265
1259 return 0; 1266 return 0;
1260} 1267}
1261 1268
1262/* 1269/*
1263 * monster_apply_below(): 1270 * monster_apply_below():
1264 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1271 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1265 * eager to apply things, encounters something apply-able, 1272 * eager to apply things, encounters something apply-able,
1266 * then make him apply it 1273 * then make him apply it
1267 */ 1274 */
1268
1269void 1275void
1270monster_apply_below (object *monster) 1276monster_apply_below (object *monster)
1271{ 1277{
1272 object *tmp, *next; 1278 object *tmp, *next;
1273 1279
1300 * a pointer to that object is returned, so it can be dropped. 1306 * a pointer to that object is returned, so it can be dropped.
1301 * (so that other monsters can pick it up and use it) 1307 * (so that other monsters can pick it up and use it)
1302 * Note that as things are now, monsters never drop something - 1308 * Note that as things are now, monsters never drop something -
1303 * they can pick up all that they can use. 1309 * they can pick up all that they can use.
1304 */ 1310 */
1305
1306/* Sept 96, fixed this so skills will be readied -b.t.*/ 1311/* Sept 96, fixed this so skills will be readied -b.t.*/
1307
1308void 1312void
1309monster_check_apply (object *mon, object *item) 1313monster_check_apply (object *mon, object *item)
1310{ 1314{
1311
1312 int flag = 0; 1315 int flag = 0;
1313 1316
1314 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1317 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1315 { 1318 {
1316 SET_FLAG (mon, FLAG_CAST_SPELL); 1319 SET_FLAG (mon, FLAG_CAST_SPELL);
1317 return; 1320 return;
1318 } 1321 }
1319 1322
1328 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1331 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1329 { 1332 {
1330 /* Check for the right kind of bow */ 1333 /* Check for the right kind of bow */
1331 object *bow; 1334 object *bow;
1332 1335
1333 for (bow = mon->inv; bow != NULL; bow = bow->below) 1336 for (bow = mon->inv; bow; bow = bow->below)
1334 if (bow->type == BOW && bow->race == item->race) 1337 if (bow->type == BOW && bow->race == item->race)
1335 { 1338 {
1336 SET_FLAG (mon, FLAG_READY_BOW); 1339 SET_FLAG (mon, FLAG_READY_BOW);
1337 LOG (llevMonster, "Found correct bow for arrows.\n"); 1340 LOG (llevMonster, "Found correct bow for arrows.\n");
1338 return; /* nothing more to do for arrows */ 1341 return; /* nothing more to do for arrows */
1353 /* Don't use it right now */ 1356 /* Don't use it right now */
1354 return; 1357 return;
1355 } 1358 }
1356 else if (item->type == WEAPON) 1359 else if (item->type == WEAPON)
1357 flag = check_good_weapon (mon, item); 1360 flag = check_good_weapon (mon, item);
1358 else if (IS_ARMOR (item)) 1361 else if (item->is_armor ())
1359 flag = check_good_armour (mon, item); 1362 flag = check_good_armour (mon, item);
1360 /* Should do something more, like make sure this is a better item */ 1363 /* Should do something more, like make sure this is a better item */
1361 else if (item->type == RING) 1364 else if (item->type == RING)
1362 flag = 1; 1365 flag = 1;
1363 else if (item->type == WAND || item->type == ROD || item->type == HORN) 1366 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1390 */ 1393 */
1391 SET_FLAG (mon, FLAG_READY_SKILL); 1394 SET_FLAG (mon, FLAG_READY_SKILL);
1392 return; 1395 return;
1393 } 1396 }
1394 1397
1395
1396 /* if we don't match one of the above types, return now. 1398 /* if we don't match one of the above types, return now.
1397 * can_apply_object will say that we can apply things like flesh, 1399 * can_apply_object will say that we can apply things like flesh,
1398 * bolts, and whatever else, because it only checks against the 1400 * bolts, and whatever else, because it only checks against the
1399 * body_info locations. 1401 * body_info locations.
1400 */ 1402 */
1411 /* should only be applying this item, not unapplying it. 1413 /* should only be applying this item, not unapplying it.
1412 * also, ignore status of curse so they can take off old armour. 1414 * also, ignore status of curse so they can take off old armour.
1413 * monsters have some advantages after all. 1415 * monsters have some advantages after all.
1414 */ 1416 */
1415 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1417 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1416
1417 return;
1418} 1418}
1419 1419
1420void 1420void
1421npc_call_help (object *op) 1421npc_call_help (object *op)
1422{ 1422{
1423 int x, y, mflags; 1423 int x, y, mflags;
1424 object *npc; 1424 object *npc;
1425 sint16 sx, sy; 1425 sint16 sx, sy;
1426 mapstruct *m; 1426 maptile *m;
1427 1427
1428 for (x = -3; x < 4; x++) 1428 for (x = -3; x < 4; x++)
1429 for (y = -3; y < 4; y++) 1429 for (y = -3; y < 4; y++)
1430 { 1430 {
1431 m = op->map; 1431 m = op->map;
1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435 /* If nothing alive on this space, no need to search the space. */ 1435 /* If nothing alive on this space, no need to search the space. */
1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1437 continue; 1437 continue;
1438 1438
1439 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) 1439 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy; 1441 npc->enemy = op->enemy;
1442 } 1442 }
1443} 1443}
1444 1444
1445
1446int 1445int
1447dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448{ 1447{
1449
1450 if (can_hit (part, enemy, rv)) 1448 if (can_hit (part, enemy, rv))
1451 return dir; 1449 return dir;
1450
1452 if (rv->distance < 10) 1451 if (rv->distance < 10)
1453 return absdir (dir + 4); 1452 return absdir (dir + 4);
1454 else if (rv->distance > 18) 1453 else if (rv->distance > 18)
1455 return dir; 1454 return dir;
1455
1456 return 0; 1456 return 0;
1457} 1457}
1458 1458
1459int 1459int
1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1461{ 1461{
1462
1463 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1462 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1464 { 1463 {
1465 ob->move_status++; 1464 ob->move_status++;
1466 return (dir); 1465 return (dir);
1467 } 1466 }
1468 else if (ob->move_status > 20) 1467 else if (ob->move_status > 20)
1469 ob->move_status = 0; 1468 ob->move_status = 0;
1469
1470 return absdir (dir + 4); 1470 return absdir (dir + 4);
1471} 1471}
1472 1472
1473int 1473int
1474hitrun_att (int dir, object *ob, object *enemy) 1474hitrun_att (int dir, object *ob, object *enemy)
1477 return dir; 1477 return dir;
1478 else if (ob->move_status < 50) 1478 else if (ob->move_status < 50)
1479 return absdir (dir + 4); 1479 return absdir (dir + 4);
1480 else 1480 else
1481 ob->move_status = 0; 1481 ob->move_status = 0;
1482
1482 return absdir (dir + 4); 1483 return absdir (dir + 4);
1483} 1484}
1484 1485
1485int 1486int
1486wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1487wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1495 return 0; 1496 return 0;
1496 else if (ob->move_status < 10) 1497 else if (ob->move_status < 10)
1497 return dir; 1498 return dir;
1498 else if (ob->move_status < 15) 1499 else if (ob->move_status < 15)
1499 return absdir (dir + 4); 1500 return absdir (dir + 4);
1501
1500 ob->move_status = 0; 1502 ob->move_status = 0;
1501 return 0; 1503 return 0;
1502} 1504}
1503 1505
1504int 1506int
1512 * at least one map has this set, and whatever the map contains, the 1514 * at least one map has this set, and whatever the map contains, the
1513 * server should try to be resilant enough to avoid the problem 1515 * server should try to be resilant enough to avoid the problem
1514 */ 1516 */
1515 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1517 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1516 return absdir (dir + 4); 1518 return absdir (dir + 4);
1519
1517 return dist_att (dir, ob, enemy, part, rv); 1520 return dist_att (dir, ob, enemy, part, rv);
1518} 1521}
1519 1522
1520int 1523int
1521wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1524wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1522{ 1525{
1523 if (rv->distance < 9) 1526 if (rv->distance < 9)
1524 return absdir (dir + 4); 1527 return absdir (dir + 4);
1528
1525 return 0; 1529 return 0;
1526} 1530}
1527 1531
1528void 1532void
1529circ1_move (object *ob) 1533circ1_move (object *ob)
1530{ 1534{
1531 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1535 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1536
1532 if (++ob->move_status > 11) 1537 if (++ob->move_status > 11)
1533 ob->move_status = 0; 1538 ob->move_status = 0;
1539
1534 if (!(move_object (ob, circle[ob->move_status]))) 1540 if (!(move_object (ob, circle[ob->move_status])))
1535 (void) move_object (ob, RANDOM () % 8 + 1); 1541 move_object (ob, rndm (8) + 1);
1536} 1542}
1537 1543
1538void 1544void
1539circ2_move (object *ob) 1545circ2_move (object *ob)
1540{ 1546{
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 }; 1547 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1548
1542 if (++ob->move_status > 19) 1549 if (++ob->move_status > 19)
1543 ob->move_status = 0; 1550 ob->move_status = 0;
1551
1544 if (!(move_object (ob, circle[ob->move_status]))) 1552 if (!(move_object (ob, circle[ob->move_status])))
1545 (void) move_object (ob, RANDOM () % 8 + 1); 1553 move_object (ob, rndm (8) + 1);
1546} 1554}
1547 1555
1548void 1556void
1549pace_movev (object *ob) 1557pace_movev (object *ob)
1550{ 1558{
1551 if (ob->move_status++ > 6) 1559 if (ob->move_status++ > 6)
1552 ob->move_status = 0; 1560 ob->move_status = 0;
1561
1553 if (ob->move_status < 4) 1562 if (ob->move_status < 4)
1554 (void) move_object (ob, 5); 1563 move_object (ob, 5);
1555 else 1564 else
1556 (void) move_object (ob, 1); 1565 move_object (ob, 1);
1557} 1566}
1558 1567
1559void 1568void
1560pace_moveh (object *ob) 1569pace_moveh (object *ob)
1561{ 1570{
1562 if (ob->move_status++ > 6) 1571 if (ob->move_status++ > 6)
1563 ob->move_status = 0; 1572 ob->move_status = 0;
1573
1564 if (ob->move_status < 4) 1574 if (ob->move_status < 4)
1565 (void) move_object (ob, 3); 1575 move_object (ob, 3);
1566 else 1576 else
1567 (void) move_object (ob, 7); 1577 move_object (ob, 7);
1568} 1578}
1569 1579
1570void 1580void
1571pace2_movev (object *ob) 1581pace2_movev (object *ob)
1572{ 1582{
1573 if (ob->move_status++ > 16) 1583 if (ob->move_status++ > 16)
1574 ob->move_status = 0; 1584 ob->move_status = 0;
1585
1575 if (ob->move_status < 6) 1586 if (ob->move_status < 6)
1576 (void) move_object (ob, 5); 1587 move_object (ob, 5);
1577 else if (ob->move_status < 8) 1588 else if (ob->move_status < 8)
1578 return; 1589 return;
1579 else if (ob->move_status < 13) 1590 else if (ob->move_status < 13)
1580 (void) move_object (ob, 1); 1591 move_object (ob, 1);
1581 else 1592 else
1582 return; 1593 return;
1583} 1594}
1584 1595
1585void 1596void
1586pace2_moveh (object *ob) 1597pace2_moveh (object *ob)
1587{ 1598{
1588 if (ob->move_status++ > 16) 1599 if (ob->move_status++ > 16)
1589 ob->move_status = 0; 1600 ob->move_status = 0;
1601
1590 if (ob->move_status < 6) 1602 if (ob->move_status < 6)
1591 (void) move_object (ob, 3); 1603 move_object (ob, 3);
1592 else if (ob->move_status < 8) 1604 else if (ob->move_status < 8)
1593 return; 1605 return;
1594 else if (ob->move_status < 13) 1606 else if (ob->move_status < 13)
1595 (void) move_object (ob, 7); 1607 move_object (ob, 7);
1596 else 1608 else
1597 return; 1609 return;
1598} 1610}
1599 1611
1600void 1612void
1601rand_move (object *ob) 1613rand_move (object *ob)
1602{ 1614{
1603 int i;
1604
1605 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1615 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1606 for (i = 0; i < 5; i++) 1616 for (int i = 0; i < 5; i++)
1607 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1617 if (move_object (ob, ob->move_status = rndm (8) + 1))
1608 return; 1618 return;
1609} 1619}
1610 1620
1611void 1621void
1612check_earthwalls (object *op, mapstruct *m, int x, int y) 1622check_earthwalls (object *op, maptile *m, int x, int y)
1613{ 1623{
1614 object *tmp;
1615
1616 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1624 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1617 {
1618 if (tmp->type == EARTHWALL) 1625 if (tmp->type == EARTHWALL)
1619 { 1626 {
1620 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1627 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1621 return; 1628 return;
1622 } 1629 }
1623 }
1624} 1630}
1625 1631
1626void 1632void
1627check_doors (object *op, mapstruct *m, int x, int y) 1633check_doors (object *op, maptile *m, int x, int y)
1628{ 1634{
1629 object *tmp;
1630
1631 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1635 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1632 {
1633 if (tmp->type == DOOR) 1636 if (tmp->type == DOOR)
1634 { 1637 {
1635 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1638 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1636 return; 1639 return;
1637 } 1640 }
1638 }
1639} 1641}
1640 1642
1641/* find_mon_throw_ob() - modeled on find_throw_ob 1643/* find_mon_throw_ob() - modeled on find_throw_ob
1642 * This is probably overly simplistic as it is now - We want 1644 * This is probably overly simplistic as it is now - We want
1643 * monsters to throw things like chairs and other pieces of 1645 * monsters to throw things like chairs and other pieces of
1644 * furniture, even if they are not good throwable objects. 1646 * furniture, even if they are not good throwable objects.
1645 * Probably better to have the monster throw a throwable object 1647 * Probably better to have the monster throw a throwable object
1646 * first, then throw any non equipped weapon. 1648 * first, then throw any non equipped weapon.
1647 */ 1649 */
1648
1649object * 1650object *
1650find_mon_throw_ob (object *op) 1651find_mon_throw_ob (object *op)
1651{ 1652{
1652 object *tmp = NULL; 1653 object *tmp = NULL;
1653 1654
1657 tmp = op; 1658 tmp = op;
1658 1659
1659 /* New throw code: look through the inventory. Grap the first legal is_thrown 1660 /* New throw code: look through the inventory. Grap the first legal is_thrown
1660 * marked item and throw it to the enemy. 1661 * marked item and throw it to the enemy.
1661 */ 1662 */
1662
1663 for (tmp = op->inv; tmp; tmp = tmp->below) 1663 for (tmp = op->inv; tmp; tmp = tmp->below)
1664 { 1664 {
1665
1666 /* Can't throw invisible objects or items that are applied */ 1665 /* Can't throw invisible objects or items that are applied */
1667 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1666 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1668 continue; 1667 continue;
1669 1668
1670 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1669 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1686 * properly. I also so odd code in place that checked for x distance 1685 * properly. I also so odd code in place that checked for x distance
1687 * OR y distance being within some range - that seemed wrong - both should 1686 * OR y distance being within some range - that seemed wrong - both should
1688 * be within the valid range. MSW 2001-08-05 1687 * be within the valid range. MSW 2001-08-05
1689 * Returns 0 if enemy can not be detected, 1 if it is detected 1688 * Returns 0 if enemy can not be detected, 1 if it is detected
1690 */ 1689 */
1691
1692int 1690int
1693can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1691can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1694{ 1692{
1695 int radius = MIN_MON_RADIUS, hide_discovery; 1693 int radius = MIN_MON_RADIUS, hide_discovery;
1696 1694
1703 return 0; 1701 return 0;
1704 1702
1705 get_rangevector (op, enemy, rv, 0); 1703 get_rangevector (op, enemy, rv, 0);
1706 1704
1707 /* Monsters always ignore the DM */ 1705 /* Monsters always ignore the DM */
1708 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1706 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1709 return 0; 1707 return 0;
1710 1708
1711 /* simple check. Should probably put some range checks in here. */ 1709 /* simple check. Should probably put some range checks in here. */
1712 if (can_see_enemy (op, enemy)) 1710 if (can_see_enemy (op, enemy))
1713 return 1; 1711 return 1;
1726 1724
1727 /* use this for invis also */ 1725 /* use this for invis also */
1728 hide_discovery = op->stats.Int / 5; 1726 hide_discovery = op->stats.Int / 5;
1729 1727
1730 /* Determine Detection radii */ 1728 /* Determine Detection radii */
1731 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1729 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1732 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1730 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1733 else 1731 else
1734 { /* a level/INT/Dex adjustment for hiding */ 1732 { /* a level/INT/Dex adjustment for hiding */
1735 object *sk_hide;
1736 int bonus = (op->level / 2) + (op->stats.Int / 5); 1733 int bonus = op->level / 2 + op->stats.Int / 5;
1737 1734
1738 if (enemy->type == PLAYER) 1735 if (enemy->is_player ())
1739 { 1736 {
1740 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1737 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1741 bonus -= sk_hide->level; 1738 bonus -= sk_hide->level;
1742 else 1739 else
1743 { 1740 {
1744 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1741 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1745 make_visible (enemy); 1742 make_visible (enemy);
1754 } /* else creature has modifiers for hiding */ 1751 } /* else creature has modifiers for hiding */
1755 1752
1756 /* Radii stealth adjustment. Only if you are stealthy 1753 /* Radii stealth adjustment. Only if you are stealthy
1757 * will you be able to sneak up closer to creatures */ 1754 * will you be able to sneak up closer to creatures */
1758 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1755 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1759 radius = radius / 2, hide_discovery = hide_discovery / 3; 1756 {
1757 radius /= 2;
1758 hide_discovery /= 3;
1759 }
1760 1760
1761 /* Radii adjustment for enemy standing in the dark */ 1761 /* Radii adjustment for enemy standing in the dark */
1762 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1762 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1763 { 1763 {
1764 /* on dark maps body heat can help indicate location with infravision 1764 /* on dark maps body heat can help indicate location with infravision
1765 * undead don't have body heat, so no benefit detecting them. 1765 * undead don't have body heat, so no benefit detecting them.
1766 */ 1766 */
1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1768 radius += op->map->darkness / 2; 1768 radius += op->map->darklevel () / 2;
1769 else 1769 else
1770 radius -= op->map->darkness / 2; 1770 radius -= op->map->darklevel () / 2;
1771 1771
1772 /* op next to a monster (and not in complete darkness) 1772 /* op next to a monster (and not in complete darkness)
1773 * the monster should have a chance to see you. 1773 * the monster should have a chance to see you.
1774 */ 1774 */
1775 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1775 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1776 radius = MIN_MON_RADIUS; 1776 radius = MIN_MON_RADIUS;
1777 } /* if on dark map */ 1777 } /* if on dark map */
1778 1778
1779 /* Lets not worry about monsters that have incredible detection 1779 /* Lets not worry about monsters that have incredible detection
1780 * radii, we only need to worry here about things the player can 1780 * radii, we only need to worry here about things the player can
1782 * may have for their map - in that way, creatures at the edge will 1782 * may have for their map - in that way, creatures at the edge will
1783 * do something. Note that the distance field in the 1783 * do something. Note that the distance field in the
1784 * vector is real distance, so in theory this should be 18 to 1784 * vector is real distance, so in theory this should be 18 to
1785 * find that. 1785 * find that.
1786 */ 1786 */
1787 if (radius > 13) 1787 // note that the above reasoning was utter bullshit even at the time it was written
1788 radius = 13; 1788 // we use 25, lets see if we have the cpu time for it
1789 radius = min (25, radius);
1789 1790
1790 /* Enemy in range! Now test for detection */ 1791 /* Enemy in range! Now test for detection */
1791 if ((int) rv->distance <= radius) 1792 if (rv->distance <= radius)
1792 { 1793 {
1793 /* ah, we are within range, detected? take cases */ 1794 /* ah, we are within range, detected? take cases */
1794 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1795 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1795 return 1; 1796 return 1;
1796 1797
1797 /* hidden or low-quality invisible */ 1798 /* hidden or low-quality invisible */
1798 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1799 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1799 { 1800 {
1800 make_visible (enemy); 1801 make_visible (enemy);
1802
1801 /* inform players of new status */ 1803 /* inform players of new status */
1802 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1804 if (enemy->type == PLAYER && player_can_view (enemy, op))
1803 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1805 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1806
1804 return 1; /* detected enemy */ 1807 return 1; /* detected enemy */
1805 } 1808 }
1806 else if (enemy->invisible) 1809 else if (enemy->invisible)
1807 { 1810 {
1808 /* Change this around - instead of negating the invisible, just 1811 /* Change this around - instead of negating the invisible, just
1809 * return true so that the mosnter that managed to detect you can 1812 * return true so that the monster that managed to detect you can
1810 * do something to you. Decreasing the duration of invisible 1813 * do something to you. Decreasing the duration of invisible
1811 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1814 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1812 * can then basically negate the spell. The spell isn't negated - 1815 * can then basically negate the spell. The spell isn't negated -
1813 * they just know where you are! 1816 * they just know where you are!
1814 */ 1817 */
1815 if ((RANDOM () % 50) <= hide_discovery) 1818 if (rndm (50) <= hide_discovery)
1816 { 1819 {
1817 if (enemy->type == PLAYER) 1820 if (enemy->type == PLAYER)
1818 {
1819 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1821 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1820 } 1822
1821 return 1; 1823 return 1;
1822 } 1824 }
1823 } 1825 }
1824 } /* within range */ 1826 } /* within range */
1825 1827
1830/* determine if op stands in a lighted square. This is not a very 1832/* determine if op stands in a lighted square. This is not a very
1831 * intellegent algorithm. For one thing, we ignore los here, SO it 1833 * intellegent algorithm. For one thing, we ignore los here, SO it
1832 * is possible for a bright light to illuminate a player on the 1834 * is possible for a bright light to illuminate a player on the
1833 * other side of a wall (!). 1835 * other side of a wall (!).
1834 */ 1836 */
1835
1836int 1837int
1837stand_in_light (object *op) 1838stand_in_light (object *op)
1838{ 1839{
1839 sint16 nx, ny;
1840 mapstruct *m;
1841
1842
1843 if (!op) 1840 if (op)
1844 return 0; 1841 {
1845 if (op->glow_radius > 0) 1842 if (op->glow_radius > 0)
1846 return 1; 1843 return 1;
1847 1844
1848 if (op->map) 1845 if (op->map)
1849 { 1846 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1850 int x, y, x1, y1; 1847 {
1851
1852
1853
1854 /* Check the spaces with the max light radius to see if any of them 1848 /* Check the spaces with the max light radius to see if any of them
1855 * have lights, and if any of them light the player enough, then return 1. 1849 * have lights, and if any of them light the player enough, then return 1.
1856 */
1857 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1858 {
1859 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1860 { 1850 */
1861 m = op->map; 1851 int light = m->at (nx, ny).light;
1862 nx = x;
1863 ny = y;
1864 1852
1865 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1853 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1866 continue;
1867
1868 x1 = abs (x - op->x) * abs (x - op->x);
1869 y1 = abs (y - op->y) * abs (y - op->y);
1870 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1871 return 1; 1854 return 1;
1872 } 1855 }
1873 }
1874 } 1856 }
1857
1875 return 0; 1858 return 0;
1876} 1859}
1877
1878 1860
1879/* assuming no walls/barriers, lets check to see if its *possible* 1861/* assuming no walls/barriers, lets check to see if its *possible*
1880 * to see an enemy. Note, "detection" is different from "seeing". 1862 * to see an enemy. Note, "detection" is different from "seeing".
1881 * See can_detect_enemy() for more details. -b.t. 1863 * See can_detect_enemy() for more details. -b.t.
1882 * return 0 if can't be seen, 1 if can be 1864 * return 0 if can't be seen, 1 if can be
1883 */ 1865 */
1884
1885int 1866int
1886can_see_enemy (object *op, object *enemy) 1867can_see_enemy (object *op, object *enemy)
1887{ 1868{
1888 object *looker = op->head ? op->head : op; 1869 object *looker = op->head ? op->head : op;
1889 1870
1905 * However,if you carry any source of light, then the hidden 1886 * However,if you carry any source of light, then the hidden
1906 * creature is seeable (and stupid) */ 1887 * creature is seeable (and stupid) */
1907 1888
1908 if (has_carried_lights (enemy)) 1889 if (has_carried_lights (enemy))
1909 { 1890 {
1910 if (enemy->hide) 1891 if (enemy->flag [FLAG_HIDDEN])
1911 { 1892 {
1912 make_visible (enemy); 1893 make_visible (enemy);
1913 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1894 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1914 } 1895 }
1896
1915 return 1; 1897 return 1;
1916 } 1898 }
1917 else if (enemy->hide) 1899 else if (enemy->flag [FLAG_HIDDEN])
1918 return 0; 1900 return 0;
1919 1901
1920 /* Invisible enemy. Break apart the check for invis undead/invis looker 1902 /* Invisible enemy. Break apart the check for invis undead/invis looker
1921 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1903 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1922 * and making it a conditional makes the code pretty ugly. 1904 * and making it a conditional makes the code pretty ugly.
1923 */ 1905 */
1924 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1906 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1925 {
1926 if (makes_invisible_to (enemy, looker)) 1907 if (makes_invisible_to (enemy, looker))
1927 return 0; 1908 return 0;
1928 }
1929 } 1909 }
1930 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1910 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1931 if (player_can_view (looker, enemy)) 1911 if (player_can_view (looker, enemy))
1932 return 1; 1912 return 1;
1933 1913
1934 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1914 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1935 * unless they carry a light or stand in light. Darkness doesnt 1915 * unless they carry a light or stand in light. Darkness doesnt
1938 * we care about the enemy maps status, not the looker. 1918 * we care about the enemy maps status, not the looker.
1939 * only relevant for tiled maps, but it is possible that the 1919 * only relevant for tiled maps, but it is possible that the
1940 * enemy is on a bright map and the looker on a dark - in that 1920 * enemy is on a bright map and the looker on a dark - in that
1941 * case, the looker can still see the enemy 1921 * case, the looker can still see the enemy
1942 */ 1922 */
1943 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1923 if (enemy->map->darklevel () > 0
1924 && !stand_in_light (enemy)
1944 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1925 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1945 return 0; 1926 return 0;
1946 1927
1947 return 1; 1928 return 1;
1948} 1929}
1930

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