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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.25 by elmex, Mon Apr 16 11:50:44 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <spells.h> 26#include <spells.h>
36 * set to sane values. 35 * set to sane values.
37 */ 36 */
38object * 37object *
39check_enemy (object *npc, rv_vector * rv) 38check_enemy (object *npc, rv_vector * rv)
40{ 39{
41
42 /* if this is pet, let him attack the same enemy as his owner 40 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target, 41 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */ 42 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 43 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 44 {
85 * target enemy - this code below makes sure the enemy is something 83 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 84 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 85 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 86 * as the enemy to attack.
89 */ 87 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 92 npc->enemy = NULL;
93 93
94 } 94 }
95
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
96} 97}
97 98
98/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
143 } 144 }
144 145
145 return 0; 146 return 0;
146} 147}
147 148
148
149/* Tries to find an enmy for npc. We pass the range vector since 149/* Tries to find an enemy for npc. We pass the range vector since
150 * our caller will find the information useful. 150 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 153 * if we have a valid target - function as not doing so in
154 * many cases. 154 * many cases.
155 */ 155 */
156
157object * 156object *
158find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
159{ 158{
160 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
161 160
167 { 166 {
168 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
169 168
170 if (tmp) 169 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
172 return tmp; 172 return tmp;
173 } 173 }
174 174
175 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 176 * We want this: if there is an enemy, attack him until its not possible or
196 /* we check our old enemy. */ 196 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
198 { 198 {
199 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
200 { 200 {
201 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 202 /* we don't want a fight evil vs evil or good against non evil */
203 203
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 209 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker; 211 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
213 } 213 }
229/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 233 */
234
235int 234int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 236{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 238 if (!enemy)
242 return 0; 239 return 0;
243 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
247 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt 251 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 253 * Remember we already checked to see if the monster can see in
252 * the dark. */ 254 * the dark. */
253 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
263 261
264 /* enemy should already be on this map, so don't really need to check 262 /* enemy should already be on this map, so don't really need to check
265 * for that. 263 * for that.
266 */ 264 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
268 { 266 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 268 return 1;
271 } 269 }
270
272 return 0; 271 return 0;
273} 272}
274 273
275int 274int
276move_randomly (object *op) 275move_randomly (object *op)
277{ 276{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, rndm (8) + 1)) 279 if (move_object (op, rndm (8) + 1))
284 return 1; 280 return 1;
285 } 281
286 return 0; 282 return 0;
287} 283}
288 284
289/* 285/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 286 * Move-monster returns 1 if the object has been freed, otherwise 0.
291 */ 287 */
292
293int 288int
294move_monster (object *op) 289move_monster (object *op)
295{ 290{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph = op; 292 object *owner, *enemy, *part, *oph = op;
314 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
315 310
316 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 { 313 {
319
320 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
321 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
322 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
324 * 318 *
329 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
330 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ 324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
331 op->last_heal %= 32; 325 op->last_heal %= 32;
332 326
333 /* So if the monster has gained enough HP that they are no longer afraid */ 327 /* So if the monster has gained enough HP that they are no longer afraid */
334 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
335 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
336 330
337 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
338 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
339 } 333 }
340 334
341 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 { 337 {
344
345 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
348 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
349 * 342 *
350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
351 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
352 */ 345 */
353 346
354 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); 347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
355 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
356 op->last_sp %= 128; 349 op->last_sp %= 128;
357 } 350 }
358 351
359 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
360 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
361 */ 354 */
362 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
363 {
364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366 357
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
369 360
370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
371 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
372 {
373 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
374 return 0; 364 return 0;
375 }
376 365
377 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
378 if (op->hide) 367 if (op->flag [FLAG_HIDDEN])
379 do_hidden_move (op); 368 do_hidden_move (op);
380 369
381 if (op->pick_up) 370 if (op->pick_up)
382 monster_check_pickup (op); 371 monster_check_pickup (op);
383 372
387 /* If we don't have an enemy, do special movement or the like */ 376 /* If we don't have an enemy, do special movement or the like */
388 if (!enemy) 377 if (!enemy)
389 { 378 {
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
391 { 380 {
392 op->destroy (); 381 op->drop_and_destroy ();
393 return 1; 382 return 1;
394 } 383 }
395 384
396 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set. 386 * stand still and a movement type set.
400 { 389 {
401 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
402 { 391 {
403 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
404 { 393 {
405 case (PETMOVE): 394 case (PETMOVE):
406 pet_move (op); 395 pet_move (op);
407 break; 396 break;
408 397
409 case (CIRCLE1): 398 case (CIRCLE1):
410 circ1_move (op); 399 circ1_move (op);
411 break; 400 break;
412 401
413 case (CIRCLE2): 402 case (CIRCLE2):
414 circ2_move (op); 403 circ2_move (op);
415 break; 404 break;
416 405
417 case (PACEV): 406 case (PACEV):
418 pace_movev (op); 407 pace_movev (op);
419 break; 408 break;
420 409
421 case (PACEH): 410 case (PACEH):
422 pace_moveh (op); 411 pace_moveh (op);
423 break; 412 break;
424 413
425 case (PACEV2): 414 case (PACEV2):
426 pace2_movev (op); 415 pace2_movev (op);
427 break; 416 break;
428 417
429 case (PACEH2): 418 case (PACEH2):
430 pace2_moveh (op); 419 pace2_moveh (op);
431 break; 420 break;
432 421
433 case (RANDO): 422 case (RANDO):
434 rand_move (op); 423 rand_move (op);
435 break; 424 break;
436 425
437 case (RANDO2): 426 case (RANDO2):
438 move_randomly (op); 427 move_randomly (op);
439 break; 428 break;
440 } 429 }
430
441 return 0; 431 return 0;
442 } 432 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op); 434 move_randomly (op);
445
446 } /* stand still */ 435 } /* stand still */
436
447 return 0; 437 return 0;
448 } /* no enemy */ 438 } /* no enemy */
449 439
450 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
451 if ((op->attack_movement & HI4) == PETMOVE 441 if ((op->attack_movement & HI4) == PETMOVE
453 && !on_same_map (op, owner) 443 && !on_same_map (op, owner)
454 && !owner->flag [FLAG_REMOVED]) 444 && !owner->flag [FLAG_REMOVED])
455 return follow_owner (op, owner); 445 return follow_owner (op, owner);
456 446
457 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
458 * 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
459 * arch set uses it. 449 * arch set uses it.
460 */ 450 */
461 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
462 { 452 {
463 op->face = enemy->face; 453 op->face = enemy->face;
464 op->name = enemy->name; 454 op->name = enemy->name;
465 } 455 }
466 456
478 if (!QUERY_FLAG (op, FLAG_SCARED)) 468 if (!QUERY_FLAG (op, FLAG_SCARED))
479 { 469 {
480 rv_vector rv1; 470 rv_vector rv1;
481 471
482 /* 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 */
483 for (part = op; part != NULL; part = part->more) 473 for (part = op; part; part = part->more)
484 { 474 {
485 get_rangevector (part, enemy, &rv1, 0x1); 475 get_rangevector (part, enemy, &rv1, 0x1);
486 dir = rv1.direction; 476 dir = rv1.direction;
487 477
488 /* 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
489 * but that we test above... so can be old code here 479 * but that we test above... so can be old code here
490 */ 480 */
491 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
492 dir = absdir (dir + 4); 482 dir = absdir (dir + 4);
483
493 if (QUERY_FLAG (op, FLAG_CONFUSED)) 484 if (QUERY_FLAG (op, FLAG_CONFUSED))
494 dir = absdir (dir + rndm (3) + rndm (3) - 2); 485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
495 486
496 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) 487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
497 {
498 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
499 return 0; 489 return 0;
500 }
501 490
502 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) 491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
503 {
504 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
505 return 0; 493 return 0;
506 }
507 494
508 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) 495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
509 {
510 if (monster_use_range (op, part, enemy, dir)) 496 if (monster_use_range (op, part, enemy, dir))
511 return 0; 497 return 0;
512 } 498
513 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) 499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
514 {
515 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
516 return 0; 501 return 0;
517 } 502
518 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) 503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
519 {
520 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
521 return 0; 505 return 0;
522 }
523 } /* for processing of all parts */ 506 } /* for processing of all parts */
524 } /* If not scared */ 507 } /* If not scared */
525 508
526
527 part = rv.part; 509 part = rv.part;
528 dir = rv.direction; 510 dir = rv.direction;
529 511
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
530 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))
531 dir = absdir (dir + 4); 556 dir = absdir (dir + 4);
532 557
533 if (QUERY_FLAG (op, FLAG_CONFUSED)) 558 if (QUERY_FLAG (op, FLAG_CONFUSED))
534 dir = absdir (dir + rndm (3) + rndm (3) - 2); 559 dir = absdir (dir + rndm (3) + rndm (3) - 2);
537 562
538 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 563 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
539 { 564 {
540 switch (op->attack_movement & LO4) 565 switch (op->attack_movement & LO4)
541 { 566 {
542 case DISTATT: 567 case DISTATT:
543 dir = dist_att (dir, op, enemy, part, &rv); 568 dir = dist_att (dir, op, enemy, part, &rv);
544 break; 569 break;
545 570
546 case RUNATT: 571 case RUNATT:
547 dir = run_att (dir, op, enemy, part, &rv); 572 dir = run_att (dir, op, enemy, part, &rv);
548 break; 573 break;
549 574
550 case HITRUN: 575 case HITRUN:
551 dir = hitrun_att (dir, op, enemy); 576 dir = hitrun_att (dir, op, enemy);
552 break; 577 break;
553 578
554 case WAITATT: 579 case WAITATT:
555 dir = wait_att (dir, op, enemy, part, &rv); 580 dir = wait_att (dir, op, enemy, part, &rv);
556 break; 581 break;
557 582
558 case RUSH: /* default - monster normally moves towards player */ 583 case RUSH: /* default - monster normally moves towards player */
559 case ALLRUN: 584 case ALLRUN:
560 break; 585 break;
561 586
562 case DISTHIT: 587 case DISTHIT:
563 dir = disthit_att (dir, op, enemy, part, &rv); 588 dir = disthit_att (dir, op, enemy, part, &rv);
564 break; 589 break;
565 590
566 case WAIT2: 591 case WAIT2:
567 dir = wait_att2 (dir, op, enemy, part, &rv); 592 dir = wait_att2 (dir, op, enemy, part, &rv);
568 break; 593 break;
569 594
570 default: 595 default:
571 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);
572 } 597 }
573 } 598 }
574 599
575 if (!dir) 600 if (!dir)
576 return 0; 601 return 0;
586 return 0; 611 return 0;
587 } 612 }
588 613
589 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))
590 { 615 {
591
592 /* Try move around corners if !close */ 616 /* Try move around corners if !close */
593 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;
594 618
595 for (diff = 1; diff <= maxdiff; diff++) 619 for (diff = 1; diff <= maxdiff; diff++)
596 { 620 {
597 /* try different detours */ 621 /* try different detours */
598 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 622 int m = 1 - rndm (2) * 2; /* Try left or right first? */
599 623
600 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)))
601 return 0; 625 return 0;
602 } 626 }
603 } 627 }
630 { 654 {
631 object *nearest_player = get_nearest_player (op); 655 object *nearest_player = get_nearest_player (op);
632 656
633 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 657 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
634 { 658 {
635 op->enemy = NULL; 659 op->enemy = 0;
636 enemy = nearest_player; 660 enemy = nearest_player;
637 } 661 }
638 } 662 }
639 663
640 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 664 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
646 * still be pretty nasty. 670 * still be pretty nasty.
647 */ 671 */
648 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 672 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
649 { 673 {
650 part->stats.wc += 10; 674 part->stats.wc += 10;
651 (void) skill_attack (enemy, part, 0, NULL, NULL); 675 skill_attack (enemy, part, 0, NULL, NULL);
652 part->stats.wc -= 10; 676 part->stats.wc -= 10;
653 } 677 }
654 else 678 else
655 (void) skill_attack (enemy, part, 0, NULL, NULL); 679 skill_attack (enemy, part, 0, NULL, NULL);
656 } /* if monster is in attack range */ 680 } /* if monster is in attack range */
657 681
658 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 */
659 return 1; 683 return 1;
660 684
661 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 685 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
662 { 686 {
663 op->remove ();
664 op->destroy (); 687 op->drop_and_destroy ();
665 return 1; 688 return 1;
666 } 689 }
690
667 return 0; 691 return 0;
668} 692}
669 693
670int 694int
671can_hit (object *ob1, object *ob2, rv_vector * rv) 695can_hit (object *ob1, object *ob2, rv_vector * rv)
686 { 710 {
687 get_rangevector (ob1, more, &rv1, 0); 711 get_rangevector (ob1, more, &rv1, 0);
688 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
689 return 1; 713 return 1;
690 } 714 }
715
691 return 0; 716 return 0;
692
693} 717}
694 718
695/* Returns 1 is monster should cast spell sp at an enemy 719/* Returns 1 is monster should cast spell sp at an enemy
696 * Returns 0 if the monster should not cast this spell. 720 * Returns 0 if the monster should not cast this spell.
697 * 721 *
715 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 739 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
716 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 740 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
717 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 ||
718 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 ||
719 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)
720
721 return 1; 744 return 1;
722 745
723 return 0; 746 return 0;
724} 747}
725
726 748
727#define MAX_KNOWN_SPELLS 20 749#define MAX_KNOWN_SPELLS 20
728 750
729/* Returns a randomly selected spell. This logic is still 751/* Returns a randomly selected spell. This logic is still
730 * less than ideal. This code also only seems to deal with 752 * less than ideal. This code also only seems to deal with
733 */ 755 */
734object * 756object *
735monster_choose_random_spell (object *monster) 757monster_choose_random_spell (object *monster)
736{ 758{
737 object *altern[MAX_KNOWN_SPELLS]; 759 object *altern[MAX_KNOWN_SPELLS];
738 object *tmp;
739 int i = 0; 760 int i = 0;
740 761
741 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 762 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
742 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 763 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
743 { 764 {
744 /* Check and see if it's actually a useful spell. 765 /* Check and see if it's actually a useful spell.
745 * If its a spellbook, the spell is actually the inventory item. 766 * If its a spellbook, the spell is actually the inventory item.
746 * 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.
747 */ 768 */
748 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))
749 { 770 {
750 altern[i++] = tmp; 771 altern [i++] = tmp;
772
751 if (i == MAX_KNOWN_SPELLS) 773 if (i == MAX_KNOWN_SPELLS)
752 break; 774 break;
753 } 775 }
754 } 776 }
755 if (!i) 777
756 return NULL; 778 return i ? altern [rndm (i)] : 0;
757 return altern[RANDOM () % i];
758} 779}
759 780
760/* 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.
761 * 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.
762 * head is the head of the monster. 783 * head is the head of the monster.
763 * part is the part of the monster we are checking against. 784 * part is the part of the monster we are checking against.
764 * pl is the target. 785 * pl is the target.
765 * dir is the direction to case. 786 * dir is the direction to case.
766 * rv is the vector which describes where the enemy is. 787 * rv is the vector which describes where the enemy is.
767 */ 788 */
768
769int 789int
770monster_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)
771{ 791{
772 object *spell_item; 792 object *spell_item;
773 object *owner; 793 object *owner;
784 804
785 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 805 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
786 { 806 {
787 get_rangevector (head, owner, &rv1, 0x1); 807 get_rangevector (head, owner, &rv1, 0x1);
788 if (dirdiff (dir, rv1.direction) < 2) 808 if (dirdiff (dir, rv1.direction) < 2)
789 {
790 return 0; /* Might hit owner with spell */ 809 return 0; /* Might hit owner with spell */
791 }
792 } 810 }
793 811
794 if (QUERY_FLAG (head, FLAG_CONFUSED)) 812 if (QUERY_FLAG (head, FLAG_CONFUSED))
795 dir = absdir (dir + rndm (3) + rndm (3) - 2); 813 dir = absdir (dir + rndm (3) + rndm (3) - 2);
796 814
804 { 822 {
805 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 823 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
806 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 */
807 return 0; 825 return 0;
808 } 826 }
827
809 if (spell_item->type == SPELLBOOK) 828 if (spell_item->type == SPELLBOOK)
810 { 829 {
811 if (!spell_item->inv) 830 if (!spell_item->inv)
812 { 831 {
813 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);
814 return 0; 833 return 0;
815 } 834 }
835
816 spell_item = spell_item->inv; 836 spell_item = spell_item->inv;
817 } 837 }
818 } 838 }
819 else 839 else
820 spell_item = head->spellitem; 840 spell_item = head->spellitem;
839 /* 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 */
840 head->spellitem = NULL; 860 head->spellitem = NULL;
841 861
842 return cast_spell (part, part, dir, spell_item, NULL); 862 return cast_spell (part, part, dir, spell_item, NULL);
843} 863}
844
845 864
846int 865int
847monster_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)
848{ 867{
849 object *scroll; 868 object *scroll;
899 * 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.
900 * 919 *
901 * At the moment this is only useful for throwing, perhaps for 920 * At the moment this is only useful for throwing, perhaps for
902 * 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
903 */ 922 */
904
905int 923int
906monster_use_skill (object *head, object *part, object *pl, int dir) 924monster_use_skill (object *head, object *part, object *pl, int dir)
907{ 925{
908 object *skill, *owner; 926 object *skill, *owner;
909 927
915 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);
916 934
917 if (dirdiff (dir, dir2) < 1) 935 if (dirdiff (dir, dir2) < 1)
918 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 936 return 0; /* Might hit owner with skill -thrown rocks for example ? */
919 } 937 }
938
920 if (QUERY_FLAG (head, FLAG_CONFUSED)) 939 if (QUERY_FLAG (head, FLAG_CONFUSED))
921 dir = absdir (dir + rndm (3) + rndm (3) - 2); 940 dir = absdir (dir + rndm (3) + rndm (3) - 2);
922 941
923 /* skill selection - monster will use the next unused skill. 942 /* skill selection - monster will use the next unused skill.
924 * well...the following scenario will allow the monster to 943 * well...the following scenario will allow the monster to
925 * 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
926 * more skills available to monsters. 945 * more skills available to monsters.
927 */ 946 */
928
929 for (skill = head->inv; skill != NULL; skill = skill->below) 947 for (skill = head->inv; skill; skill = skill->below)
930 if (skill->type == SKILL && skill != head->chosen_skill) 948 if (skill->type == SKILL && skill != head->chosen_skill)
931 { 949 {
932 head->chosen_skill = skill; 950 head->chosen_skill = skill;
933 break; 951 break;
934 } 952 }
937 { 955 {
938 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);
939 CLEAR_FLAG (head, FLAG_READY_SKILL); 957 CLEAR_FLAG (head, FLAG_READY_SKILL);
940 return 0; 958 return 0;
941 } 959 }
960
942 /* use skill */ 961 /* use skill */
943 return do_skill (head, part, head->chosen_skill, dir, NULL); 962 return do_skill (head, part, head->chosen_skill, dir, NULL);
944} 963}
945 964
946/* Monster will use a ranged spell attack. */ 965/* Monster will use a ranged spell attack. */
947
948int 966int
949monster_use_range (object *head, object *part, object *pl, int dir) 967monster_use_range (object *head, object *part, object *pl, int dir)
950{ 968{
951 object *wand, *owner; 969 object *wand, *owner;
952 int at_least_one = 0; 970 int at_least_one = 0;
959 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);
960 978
961 if (dirdiff (dir, dir2) < 2) 979 if (dirdiff (dir, dir2) < 2)
962 return 0; /* Might hit owner with spell */ 980 return 0; /* Might hit owner with spell */
963 } 981 }
982
964 if (QUERY_FLAG (head, FLAG_CONFUSED)) 983 if (QUERY_FLAG (head, FLAG_CONFUSED))
965 dir = absdir (dir + rndm (3) + rndm (3) - 2); 984 dir = absdir (dir + rndm (3) + rndm (3) - 2);
966 985
967 for (wand = head->inv; wand != NULL; wand = wand->below) 986 for (wand = head->inv; wand; wand = wand->below)
968 { 987 {
969 if (wand->type == WAND) 988 if (wand->type == WAND)
970 { 989 {
971 /* Found a wand, let's see if it has charges left */ 990 /* Found a wand, let's see if it has charges left */
972 at_least_one = 1; 991 at_least_one = 1;
978 if (!(--wand->stats.food)) 997 if (!(--wand->stats.food))
979 { 998 {
980 if (wand->arch) 999 if (wand->arch)
981 { 1000 {
982 CLEAR_FLAG (wand, FLAG_ANIMATE); 1001 CLEAR_FLAG (wand, FLAG_ANIMATE);
983 wand->face = wand->arch->clone.face; 1002 wand->face = wand->arch->face;
984 wand->set_speed (0); 1003 wand->set_speed (0);
985 } 1004 }
986 } 1005 }
987 /* Success */ 1006 /* Success */
988 return 1; 1007 return 1;
1007 } 1026 }
1008 1027
1009 if (at_least_one) 1028 if (at_least_one)
1010 return 0; 1029 return 0;
1011 1030
1012 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);
1013 CLEAR_FLAG (head, FLAG_READY_RANGE); 1032 CLEAR_FLAG (head, FLAG_READY_RANGE);
1014 return 0; 1033 return 0;
1015} 1034}
1016 1035
1017int 1036int
1019{ 1038{
1020 object *owner; 1039 object *owner;
1021 1040
1022 if (!(dir = path_to_player (part, pl, 0))) 1041 if (!(dir = path_to_player (part, pl, 0)))
1023 return 0; 1042 return 0;
1043
1024 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1044 if (QUERY_FLAG (head, FLAG_CONFUSED))
1025 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1045 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1026 1046
1027 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1028 { 1048 {
1036 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);
1037 1057
1038} 1058}
1039 1059
1040/* Checks if putting on 'item' will make 'who' do more 1060/* Checks if putting on 'item' will make 'who' do more
1041 * damage. This is a very simplistic check - also checking things 1061 * damage. This is a very simplistic check - also checking things
1042 * like speed and ac are also relevant. 1062 * like speed and ac are also relevant.
1043 * 1063 *
1044 * return true if item is a better object. 1064 * return true if item is a better object.
1045 */ 1065 */
1046
1047int 1066int
1048check_good_weapon (object *who, object *item) 1067check_good_weapon (object *who, object *item)
1049{ 1068{
1050 object *other_weap; 1069 object *other_weap;
1051 int val = 0, i; 1070 int val = 0, i;
1052 1071
1053 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)
1054 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))
1055 break; 1074 break;
1056 1075
1057 if (other_weap == NULL) /* No other weapons */ 1076 if (!other_weap) /* No other weapons */
1058 return 1; 1077 return 1;
1059 1078
1060 /* 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
1061 * better, just do some simple checks 1080 * better, just do some simple checks
1062 * Put some multipliers for things that hvae several effects, 1081 * Put some multipliers for things that hvae several effects,
1067 val += (item->magic - other_weap->magic) * 3; 1086 val += (item->magic - other_weap->magic) * 3;
1068 /* Monsters don't really get benefits from things like regen rates 1087 /* Monsters don't really get benefits from things like regen rates
1069 * from items. But the bonus for their stats are very important. 1088 * from items. But the bonus for their stats are very important.
1070 */ 1089 */
1071 for (i = 0; i < NUM_STATS; i++) 1090 for (i = 0; i < NUM_STATS; i++)
1072 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;
1073 1092
1074 if (val > 0) 1093 if (val > 0)
1075 return 1; 1094 return 1;
1076 else 1095 else
1077 return 0; 1096 return 0;
1078
1079} 1097}
1080 1098
1081int 1099int
1082check_good_armour (object *who, object *item) 1100check_good_armour (object *who, object *item)
1083{ 1101{
1084 object *other_armour; 1102 object *other_armour;
1085 int val = 0, i; 1103 int val = 0, i;
1086 1104
1087 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)
1088 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))
1089 break; 1107 break;
1090 1108
1091 if (other_armour == NULL) /* No other armour, use the new */ 1109 if (other_armour == NULL) /* No other armour, use the new */
1092 return 1; 1110 return 1;
1114 1132
1115 if (val > 0) 1133 if (val > 0)
1116 return 1; 1134 return 1;
1117 else 1135 else
1118 return 0; 1136 return 0;
1119
1120} 1137}
1121 1138
1122/* 1139/*
1123 * monster_check_pickup(): checks for items that monster can pick up. 1140 * monster_check_pickup(): checks for items that monster can pick up.
1124 * 1141 *
1132 * 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
1133 * 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
1134 * 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
1135 * affect stacking on this space. 1152 * affect stacking on this space.
1136 */ 1153 */
1137
1138void 1154void
1139monster_check_pickup (object *monster) 1155monster_check_pickup (object *monster)
1140{ 1156{
1141 object *tmp, *next; 1157 object *tmp, *next;
1142 1158
1161 * monster_can_pick(): If the monster is interested in picking up 1177 * monster_can_pick(): If the monster is interested in picking up
1162 * the item, then return 0. Otherwise 0. 1178 * the item, then return 0. Otherwise 0.
1163 * Instead of pick_up, flags for "greed", etc, should be used. 1179 * Instead of pick_up, flags for "greed", etc, should be used.
1164 * 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.
1165 */ 1181 */
1166
1167int 1182int
1168monster_can_pick (object *monster, object *item) 1183monster_can_pick (object *monster, object *item)
1169{ 1184{
1170 int flag = 0; 1185 int flag = 0;
1171 int i; 1186 int i;
1217 case ROD: 1232 case ROD:
1218 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1233 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1219 break; 1234 break;
1220 1235
1221 case SPELLBOOK: 1236 case SPELLBOOK:
1222 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1237 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1223 break; 1238 break;
1224 1239
1225 case SCROLL: 1240 case SCROLL:
1226 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1241 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1227 break; 1242 break;
1229 case BOW: 1244 case BOW:
1230 case ARROW: 1245 case ARROW:
1231 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1246 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1232 break; 1247 break;
1233 } 1248 }
1249
1234 /* 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
1235 * 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
1236 * use several locations. 1252 * use several locations.
1237 */ 1253 */
1238 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1254 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1239 { 1255 {
1240 if (monster->body_info[i] && item->body_info[i]) 1256 if (monster->slot[i].info && item->slot[i].info)
1241 { 1257 {
1242 flag = 1; 1258 flag = 1;
1243 break; 1259 break;
1244 } 1260 }
1245 } 1261 }
1246 1262
1247 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1263 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1248 return 1; 1264 return 1;
1265
1249 return 0; 1266 return 0;
1250} 1267}
1251 1268
1252/* 1269/*
1253 * monster_apply_below(): 1270 * monster_apply_below():
1254 * 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
1255 * eager to apply things, encounters something apply-able, 1272 * eager to apply things, encounters something apply-able,
1256 * then make him apply it 1273 * then make him apply it
1257 */ 1274 */
1258
1259void 1275void
1260monster_apply_below (object *monster) 1276monster_apply_below (object *monster)
1261{ 1277{
1262 object *tmp, *next; 1278 object *tmp, *next;
1263 1279
1290 * 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.
1291 * (so that other monsters can pick it up and use it) 1307 * (so that other monsters can pick it up and use it)
1292 * Note that as things are now, monsters never drop something - 1308 * Note that as things are now, monsters never drop something -
1293 * they can pick up all that they can use. 1309 * they can pick up all that they can use.
1294 */ 1310 */
1295
1296/* Sept 96, fixed this so skills will be readied -b.t.*/ 1311/* Sept 96, fixed this so skills will be readied -b.t.*/
1297
1298void 1312void
1299monster_check_apply (object *mon, object *item) 1313monster_check_apply (object *mon, object *item)
1300{ 1314{
1301
1302 int flag = 0; 1315 int flag = 0;
1303 1316
1304 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)))
1305 { 1318 {
1306 SET_FLAG (mon, FLAG_CAST_SPELL); 1319 SET_FLAG (mon, FLAG_CAST_SPELL);
1307 return; 1320 return;
1308 } 1321 }
1309 1322
1318 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1331 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1319 { 1332 {
1320 /* Check for the right kind of bow */ 1333 /* Check for the right kind of bow */
1321 object *bow; 1334 object *bow;
1322 1335
1323 for (bow = mon->inv; bow != NULL; bow = bow->below) 1336 for (bow = mon->inv; bow; bow = bow->below)
1324 if (bow->type == BOW && bow->race == item->race) 1337 if (bow->type == BOW && bow->race == item->race)
1325 { 1338 {
1326 SET_FLAG (mon, FLAG_READY_BOW); 1339 SET_FLAG (mon, FLAG_READY_BOW);
1327 LOG (llevMonster, "Found correct bow for arrows.\n"); 1340 LOG (llevMonster, "Found correct bow for arrows.\n");
1328 return; /* nothing more to do for arrows */ 1341 return; /* nothing more to do for arrows */
1380 */ 1393 */
1381 SET_FLAG (mon, FLAG_READY_SKILL); 1394 SET_FLAG (mon, FLAG_READY_SKILL);
1382 return; 1395 return;
1383 } 1396 }
1384 1397
1385
1386 /* 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.
1387 * 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,
1388 * bolts, and whatever else, because it only checks against the 1400 * bolts, and whatever else, because it only checks against the
1389 * body_info locations. 1401 * body_info locations.
1390 */ 1402 */
1401 /* should only be applying this item, not unapplying it. 1413 /* should only be applying this item, not unapplying it.
1402 * 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.
1403 * monsters have some advantages after all. 1415 * monsters have some advantages after all.
1404 */ 1416 */
1405 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1417 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1406
1407 return;
1408} 1418}
1409 1419
1410void 1420void
1411npc_call_help (object *op) 1421npc_call_help (object *op)
1412{ 1422{
1430 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1431 npc->enemy = op->enemy; 1441 npc->enemy = op->enemy;
1432 } 1442 }
1433} 1443}
1434 1444
1435
1436int 1445int
1437dist_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)
1438{ 1447{
1439
1440 if (can_hit (part, enemy, rv)) 1448 if (can_hit (part, enemy, rv))
1441 return dir; 1449 return dir;
1450
1442 if (rv->distance < 10) 1451 if (rv->distance < 10)
1443 return absdir (dir + 4); 1452 return absdir (dir + 4);
1444 else if (rv->distance > 18) 1453 else if (rv->distance > 18)
1445 return dir; 1454 return dir;
1455
1446 return 0; 1456 return 0;
1447} 1457}
1448 1458
1449int 1459int
1450run_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)
1451{ 1461{
1452
1453 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)
1454 { 1463 {
1455 ob->move_status++; 1464 ob->move_status++;
1456 return (dir); 1465 return (dir);
1457 } 1466 }
1458 else if (ob->move_status > 20) 1467 else if (ob->move_status > 20)
1459 ob->move_status = 0; 1468 ob->move_status = 0;
1469
1460 return absdir (dir + 4); 1470 return absdir (dir + 4);
1461} 1471}
1462 1472
1463int 1473int
1464hitrun_att (int dir, object *ob, object *enemy) 1474hitrun_att (int dir, object *ob, object *enemy)
1467 return dir; 1477 return dir;
1468 else if (ob->move_status < 50) 1478 else if (ob->move_status < 50)
1469 return absdir (dir + 4); 1479 return absdir (dir + 4);
1470 else 1480 else
1471 ob->move_status = 0; 1481 ob->move_status = 0;
1482
1472 return absdir (dir + 4); 1483 return absdir (dir + 4);
1473} 1484}
1474 1485
1475int 1486int
1476wait_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)
1485 return 0; 1496 return 0;
1486 else if (ob->move_status < 10) 1497 else if (ob->move_status < 10)
1487 return dir; 1498 return dir;
1488 else if (ob->move_status < 15) 1499 else if (ob->move_status < 15)
1489 return absdir (dir + 4); 1500 return absdir (dir + 4);
1501
1490 ob->move_status = 0; 1502 ob->move_status = 0;
1491 return 0; 1503 return 0;
1492} 1504}
1493 1505
1494int 1506int
1502 * 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
1503 * server should try to be resilant enough to avoid the problem 1515 * server should try to be resilant enough to avoid the problem
1504 */ 1516 */
1505 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)
1506 return absdir (dir + 4); 1518 return absdir (dir + 4);
1519
1507 return dist_att (dir, ob, enemy, part, rv); 1520 return dist_att (dir, ob, enemy, part, rv);
1508} 1521}
1509 1522
1510int 1523int
1511wait_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)
1512{ 1525{
1513 if (rv->distance < 9) 1526 if (rv->distance < 9)
1514 return absdir (dir + 4); 1527 return absdir (dir + 4);
1528
1515 return 0; 1529 return 0;
1516} 1530}
1517 1531
1518void 1532void
1519circ1_move (object *ob) 1533circ1_move (object *ob)
1520{ 1534{
1521 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
1522 if (++ob->move_status > 11) 1537 if (++ob->move_status > 11)
1523 ob->move_status = 0; 1538 ob->move_status = 0;
1539
1524 if (!(move_object (ob, circle[ob->move_status]))) 1540 if (!(move_object (ob, circle[ob->move_status])))
1525 (void) move_object (ob, rndm (8) + 1); 1541 move_object (ob, rndm (8) + 1);
1526} 1542}
1527 1543
1528void 1544void
1529circ2_move (object *ob) 1545circ2_move (object *ob)
1530{ 1546{
1531 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
1532 if (++ob->move_status > 19) 1549 if (++ob->move_status > 19)
1533 ob->move_status = 0; 1550 ob->move_status = 0;
1551
1534 if (!(move_object (ob, circle[ob->move_status]))) 1552 if (!(move_object (ob, circle[ob->move_status])))
1535 (void) move_object (ob, rndm (8) + 1); 1553 move_object (ob, rndm (8) + 1);
1536} 1554}
1537 1555
1538void 1556void
1539pace_movev (object *ob) 1557pace_movev (object *ob)
1540{ 1558{
1541 if (ob->move_status++ > 6) 1559 if (ob->move_status++ > 6)
1542 ob->move_status = 0; 1560 ob->move_status = 0;
1561
1543 if (ob->move_status < 4) 1562 if (ob->move_status < 4)
1544 (void) move_object (ob, 5); 1563 move_object (ob, 5);
1545 else 1564 else
1546 (void) move_object (ob, 1); 1565 move_object (ob, 1);
1547} 1566}
1548 1567
1549void 1568void
1550pace_moveh (object *ob) 1569pace_moveh (object *ob)
1551{ 1570{
1552 if (ob->move_status++ > 6) 1571 if (ob->move_status++ > 6)
1553 ob->move_status = 0; 1572 ob->move_status = 0;
1573
1554 if (ob->move_status < 4) 1574 if (ob->move_status < 4)
1555 (void) move_object (ob, 3); 1575 move_object (ob, 3);
1556 else 1576 else
1557 (void) move_object (ob, 7); 1577 move_object (ob, 7);
1558} 1578}
1559 1579
1560void 1580void
1561pace2_movev (object *ob) 1581pace2_movev (object *ob)
1562{ 1582{
1563 if (ob->move_status++ > 16) 1583 if (ob->move_status++ > 16)
1564 ob->move_status = 0; 1584 ob->move_status = 0;
1585
1565 if (ob->move_status < 6) 1586 if (ob->move_status < 6)
1566 (void) move_object (ob, 5); 1587 move_object (ob, 5);
1567 else if (ob->move_status < 8) 1588 else if (ob->move_status < 8)
1568 return; 1589 return;
1569 else if (ob->move_status < 13) 1590 else if (ob->move_status < 13)
1570 (void) move_object (ob, 1); 1591 move_object (ob, 1);
1571 else 1592 else
1572 return; 1593 return;
1573} 1594}
1574 1595
1575void 1596void
1576pace2_moveh (object *ob) 1597pace2_moveh (object *ob)
1577{ 1598{
1578 if (ob->move_status++ > 16) 1599 if (ob->move_status++ > 16)
1579 ob->move_status = 0; 1600 ob->move_status = 0;
1601
1580 if (ob->move_status < 6) 1602 if (ob->move_status < 6)
1581 (void) move_object (ob, 3); 1603 move_object (ob, 3);
1582 else if (ob->move_status < 8) 1604 else if (ob->move_status < 8)
1583 return; 1605 return;
1584 else if (ob->move_status < 13) 1606 else if (ob->move_status < 13)
1585 (void) move_object (ob, 7); 1607 move_object (ob, 7);
1586 else 1608 else
1587 return; 1609 return;
1588} 1610}
1589 1611
1590void 1612void
1591rand_move (object *ob) 1613rand_move (object *ob)
1592{ 1614{
1593 int i;
1594
1595 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1615 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1596 for (i = 0; i < 5; i++) 1616 for (int i = 0; i < 5; i++)
1597 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1617 if (move_object (ob, ob->move_status = rndm (8) + 1))
1598 return; 1618 return;
1599} 1619}
1600 1620
1601void 1621void
1602check_earthwalls (object *op, maptile *m, int x, int y) 1622check_earthwalls (object *op, maptile *m, int x, int y)
1603{ 1623{
1604 object *tmp;
1605
1606 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)
1607 {
1608 if (tmp->type == EARTHWALL) 1625 if (tmp->type == EARTHWALL)
1609 { 1626 {
1610 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1627 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1611 return; 1628 return;
1612 } 1629 }
1613 }
1614} 1630}
1615 1631
1616void 1632void
1617check_doors (object *op, maptile *m, int x, int y) 1633check_doors (object *op, maptile *m, int x, int y)
1618{ 1634{
1619 object *tmp;
1620
1621 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)
1622 {
1623 if (tmp->type == DOOR) 1636 if (tmp->type == DOOR)
1624 { 1637 {
1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1638 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1626 return; 1639 return;
1627 } 1640 }
1628 }
1629} 1641}
1630 1642
1631/* find_mon_throw_ob() - modeled on find_throw_ob 1643/* find_mon_throw_ob() - modeled on find_throw_ob
1632 * This is probably overly simplistic as it is now - We want 1644 * This is probably overly simplistic as it is now - We want
1633 * monsters to throw things like chairs and other pieces of 1645 * monsters to throw things like chairs and other pieces of
1634 * furniture, even if they are not good throwable objects. 1646 * furniture, even if they are not good throwable objects.
1635 * Probably better to have the monster throw a throwable object 1647 * Probably better to have the monster throw a throwable object
1636 * first, then throw any non equipped weapon. 1648 * first, then throw any non equipped weapon.
1637 */ 1649 */
1638
1639object * 1650object *
1640find_mon_throw_ob (object *op) 1651find_mon_throw_ob (object *op)
1641{ 1652{
1642 object *tmp = NULL; 1653 object *tmp = NULL;
1643 1654
1674 * 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
1675 * 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
1676 * be within the valid range. MSW 2001-08-05 1687 * be within the valid range. MSW 2001-08-05
1677 * 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
1678 */ 1689 */
1679
1680int 1690int
1681can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1691can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1682{ 1692{
1683 int radius = MIN_MON_RADIUS, hide_discovery; 1693 int radius = MIN_MON_RADIUS, hide_discovery;
1684 1694
1691 return 0; 1701 return 0;
1692 1702
1693 get_rangevector (op, enemy, rv, 0); 1703 get_rangevector (op, enemy, rv, 0);
1694 1704
1695 /* Monsters always ignore the DM */ 1705 /* Monsters always ignore the DM */
1696 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1706 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1697 return 0; 1707 return 0;
1698 1708
1699 /* simple check. Should probably put some range checks in here. */ 1709 /* simple check. Should probably put some range checks in here. */
1700 if (can_see_enemy (op, enemy)) 1710 if (can_see_enemy (op, enemy))
1701 return 1; 1711 return 1;
1714 1724
1715 /* use this for invis also */ 1725 /* use this for invis also */
1716 hide_discovery = op->stats.Int / 5; 1726 hide_discovery = op->stats.Int / 5;
1717 1727
1718 /* Determine Detection radii */ 1728 /* Determine Detection radii */
1719 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) */
1720 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);
1721 else 1731 else
1722 { /* a level/INT/Dex adjustment for hiding */ 1732 { /* a level/INT/Dex adjustment for hiding */
1723 object *sk_hide;
1724 int bonus = (op->level / 2) + (op->stats.Int / 5); 1733 int bonus = op->level / 2 + op->stats.Int / 5;
1725 1734
1726 if (enemy->type == PLAYER) 1735 if (enemy->is_player ())
1727 { 1736 {
1728 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1737 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1729 bonus -= sk_hide->level; 1738 bonus -= sk_hide->level;
1730 else 1739 else
1731 { 1740 {
1732 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");
1733 make_visible (enemy); 1742 make_visible (enemy);
1742 } /* else creature has modifiers for hiding */ 1751 } /* else creature has modifiers for hiding */
1743 1752
1744 /* Radii stealth adjustment. Only if you are stealthy 1753 /* Radii stealth adjustment. Only if you are stealthy
1745 * will you be able to sneak up closer to creatures */ 1754 * will you be able to sneak up closer to creatures */
1746 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1755 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1747 radius = radius / 2, hide_discovery = hide_discovery / 3; 1756 {
1757 radius /= 2;
1758 hide_discovery /= 3;
1759 }
1748 1760
1749 /* Radii adjustment for enemy standing in the dark */ 1761 /* Radii adjustment for enemy standing in the dark */
1750 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1762 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1751 { 1763 {
1752 /* on dark maps body heat can help indicate location with infravision 1764 /* on dark maps body heat can help indicate location with infravision
1753 * undead don't have body heat, so no benefit detecting them. 1765 * undead don't have body heat, so no benefit detecting them.
1754 */ 1766 */
1755 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))
1756 radius += op->map->darkness / 2; 1768 radius += op->map->darklevel () / 2;
1757 else 1769 else
1758 radius -= op->map->darkness / 2; 1770 radius -= op->map->darklevel () / 2;
1759 1771
1760 /* op next to a monster (and not in complete darkness) 1772 /* op next to a monster (and not in complete darkness)
1761 * the monster should have a chance to see you. 1773 * the monster should have a chance to see you.
1762 */ 1774 */
1763 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)
1764 radius = MIN_MON_RADIUS; 1776 radius = MIN_MON_RADIUS;
1765 } /* if on dark map */ 1777 } /* if on dark map */
1766 1778
1767 /* Lets not worry about monsters that have incredible detection 1779 /* Lets not worry about monsters that have incredible detection
1768 * 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
1770 * 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
1771 * do something. Note that the distance field in the 1783 * do something. Note that the distance field in the
1772 * 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
1773 * find that. 1785 * find that.
1774 */ 1786 */
1775 if (radius > 13) 1787 // note that the above reasoning was utter bullshit even at the time it was written
1776 radius = 13; 1788 // we use 25, lets see if we have the cpu time for it
1789 radius = min (25, radius);
1777 1790
1778 /* Enemy in range! Now test for detection */ 1791 /* Enemy in range! Now test for detection */
1779 if ((int) rv->distance <= radius) 1792 if (rv->distance <= radius)
1780 { 1793 {
1781 /* ah, we are within range, detected? take cases */ 1794 /* ah, we are within range, detected? take cases */
1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1795 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1783 return 1; 1796 return 1;
1784 1797
1785 /* hidden or low-quality invisible */ 1798 /* hidden or low-quality invisible */
1786 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1799 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1787 { 1800 {
1788 make_visible (enemy); 1801 make_visible (enemy);
1802
1789 /* inform players of new status */ 1803 /* inform players of new status */
1790 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1804 if (enemy->type == PLAYER && player_can_view (enemy, op))
1791 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
1792 return 1; /* detected enemy */ 1807 return 1; /* detected enemy */
1793 } 1808 }
1794 else if (enemy->invisible) 1809 else if (enemy->invisible)
1795 { 1810 {
1796 /* Change this around - instead of negating the invisible, just 1811 /* Change this around - instead of negating the invisible, just
1797 * 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
1798 * do something to you. Decreasing the duration of invisible 1813 * do something to you. Decreasing the duration of invisible
1799 * 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
1800 * can then basically negate the spell. The spell isn't negated - 1815 * can then basically negate the spell. The spell isn't negated -
1801 * they just know where you are! 1816 * they just know where you are!
1802 */ 1817 */
1803 if ((rndm (50)) <= hide_discovery) 1818 if (rndm (50) <= hide_discovery)
1804 { 1819 {
1805 if (enemy->type == PLAYER) 1820 if (enemy->type == PLAYER)
1806 {
1807 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));
1808 } 1822
1809 return 1; 1823 return 1;
1810 } 1824 }
1811 } 1825 }
1812 } /* within range */ 1826 } /* within range */
1813 1827
1818/* 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
1819 * intellegent algorithm. For one thing, we ignore los here, SO it 1833 * intellegent algorithm. For one thing, we ignore los here, SO it
1820 * 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
1821 * other side of a wall (!). 1835 * other side of a wall (!).
1822 */ 1836 */
1823
1824int 1837int
1825stand_in_light (object *op) 1838stand_in_light (object *op)
1826{ 1839{
1827 sint16 nx, ny;
1828 maptile *m;
1829
1830
1831 if (!op) 1840 if (op)
1832 return 0; 1841 {
1833 if (op->glow_radius > 0) 1842 if (op->glow_radius > 0)
1834 return 1; 1843 return 1;
1835 1844
1836 if (op->map) 1845 if (op->map)
1837 { 1846 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1838 int x, y, x1, y1; 1847 {
1839
1840
1841
1842 /* 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
1843 * 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.
1844 */
1845 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1846 {
1847 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1848 { 1850 */
1849 m = op->map; 1851 int light = m->at (nx, ny).light;
1850 nx = x;
1851 ny = y;
1852 1852
1853 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1853 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1854 continue;
1855
1856 x1 = abs (x - op->x) * abs (x - op->x);
1857 y1 = abs (y - op->y) * abs (y - op->y);
1858 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1859 return 1; 1854 return 1;
1860 } 1855 }
1861 }
1862 } 1856 }
1857
1863 return 0; 1858 return 0;
1864} 1859}
1865
1866 1860
1867/* assuming no walls/barriers, lets check to see if its *possible* 1861/* assuming no walls/barriers, lets check to see if its *possible*
1868 * to see an enemy. Note, "detection" is different from "seeing". 1862 * to see an enemy. Note, "detection" is different from "seeing".
1869 * See can_detect_enemy() for more details. -b.t. 1863 * See can_detect_enemy() for more details. -b.t.
1870 * return 0 if can't be seen, 1 if can be 1864 * return 0 if can't be seen, 1 if can be
1871 */ 1865 */
1872
1873int 1866int
1874can_see_enemy (object *op, object *enemy) 1867can_see_enemy (object *op, object *enemy)
1875{ 1868{
1876 object *looker = op->head ? op->head : op; 1869 object *looker = op->head ? op->head : op;
1877 1870
1893 * However,if you carry any source of light, then the hidden 1886 * However,if you carry any source of light, then the hidden
1894 * creature is seeable (and stupid) */ 1887 * creature is seeable (and stupid) */
1895 1888
1896 if (has_carried_lights (enemy)) 1889 if (has_carried_lights (enemy))
1897 { 1890 {
1898 if (enemy->hide) 1891 if (enemy->flag [FLAG_HIDDEN])
1899 { 1892 {
1900 make_visible (enemy); 1893 make_visible (enemy);
1901 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!");
1902 } 1895 }
1896
1903 return 1; 1897 return 1;
1904 } 1898 }
1905 else if (enemy->hide) 1899 else if (enemy->flag [FLAG_HIDDEN])
1906 return 0; 1900 return 0;
1907 1901
1908 /* Invisible enemy. Break apart the check for invis undead/invis looker 1902 /* Invisible enemy. Break apart the check for invis undead/invis looker
1909 * 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,
1910 * and making it a conditional makes the code pretty ugly. 1904 * and making it a conditional makes the code pretty ugly.
1911 */ 1905 */
1912 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1906 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1913 {
1914 if (makes_invisible_to (enemy, looker)) 1907 if (makes_invisible_to (enemy, looker))
1915 return 0; 1908 return 0;
1916 }
1917 } 1909 }
1918 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1910 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1919 if (player_can_view (looker, enemy)) 1911 if (player_can_view (looker, enemy))
1920 return 1; 1912 return 1;
1921 1913
1922 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1914 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1923 * unless they carry a light or stand in light. Darkness doesnt 1915 * unless they carry a light or stand in light. Darkness doesnt
1926 * we care about the enemy maps status, not the looker. 1918 * we care about the enemy maps status, not the looker.
1927 * only relevant for tiled maps, but it is possible that the 1919 * only relevant for tiled maps, but it is possible that the
1928 * 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
1929 * case, the looker can still see the enemy 1921 * case, the looker can still see the enemy
1930 */ 1922 */
1931 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1923 if (enemy->map->darklevel () > 0
1924 && !stand_in_light (enemy)
1932 && (!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)))
1933 return 0; 1926 return 0;
1934 1927
1935 return 1; 1928 return 1;
1936} 1929}
1930

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