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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.27 by root, Mon Apr 30 04:25:30 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 {
92 && npc->enemy->type != PLAYER 90 && npc->enemy->type != PLAYER
93 && npc->enemy->type != GOLEM) 91 && npc->enemy->type != GOLEM)
94 npc->enemy = NULL; 92 npc->enemy = NULL;
95 93
96 } 94 }
95
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
98} 97}
99 98
100/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
145 } 144 }
146 145
147 return 0; 146 return 0;
148} 147}
149 148
150
151/* Tries to find an enmy for npc. We pass the range vector since 149/* Tries to find an enemy for npc. We pass the range vector since
152 * our caller will find the information useful. 150 * our caller will find the information useful.
153 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
154 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
155 * if we have a valid target - function as not doing so in 153 * if we have a valid target - function as not doing so in
156 * many cases. 154 * many cases.
157 */ 155 */
158
159object * 156object *
160find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
161{ 158{
162 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
163 160
169 { 166 {
170 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
171 168
172 if (tmp) 169 if (tmp)
173 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
174 return tmp; 172 return tmp;
175 } 173 }
176 174
177 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
178 * We want this: if there is an enemy, attack him until its not possible or 176 * We want this: if there is an enemy, attack him until its not possible or
198 /* we check our old enemy. */ 196 /* we check our old enemy. */
199 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
200 { 198 {
201 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
202 { 200 {
203 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
204 /* we don't want a fight evil vs evil or good against non evil */ 202 /* we don't want a fight evil vs evil or good against non evil */
205 203
206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
210 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
211 { 209 {
212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
213 npc->enemy = attacker; 211 npc->enemy = attacker;
214 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
215 } 213 }
231/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
232 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
233 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
234 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
235 */ 233 */
236
237int 234int
238check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
239{ 236{
240 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
241
242 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
243 if (!enemy) 238 if (!enemy)
244 return 0; 239 return 0;
245 240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
246 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
247 if (QUERY_FLAG (op, FLAG_BLIND))
248 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
249 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
250 /* This covers the situation where the monster is in the dark 250 /* This covers the situation where the monster is in the dark
251 * and has an enemy. If the enemy has no carried light (or isnt 251 * and has an enemy. If the enemy has no carried light (or isnt
252 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
253 * Remember we already checked to see if the monster can see in 253 * Remember we already checked to see if the monster can see in
254 * the dark. */ 254 * the dark. */
255 255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 256 else if (!op->flag [FLAG_SLEEP])
257 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
258 {
259 int dark = radius / (op->map->darkness);
260
261 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
262 }
263 else if (!QUERY_FLAG (op, FLAG_SLEEP))
264 return 1; 257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
265 261
266 /* enemy should already be on this map, so don't really need to check 262 /* enemy should already be on this map, so don't really need to check
267 * for that. 263 * for that.
268 */ 264 */
269 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 265 if (rv->distance <= radius)
270 { 266 {
271 CLEAR_FLAG (op, FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
272 return 1; 268 return 1;
273 } 269 }
270
274 return 0; 271 return 0;
275} 272}
276 273
277int 274int
278move_randomly (object *op) 275move_randomly (object *op)
279{ 276{
280 int i;
281
282 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
283 for (i = 0; i < 15; i++) 278 for (int i = 0; i < 15; i++)
284 {
285 if (move_object (op, rndm (8) + 1)) 279 if (move_object (op, rndm (8) + 1))
286 return 1; 280 return 1;
287 } 281
288 return 0; 282 return 0;
289} 283}
290 284
291/* 285/*
292 * Move-monster returns 1 if the object has been freed, otherwise 0. 286 * Move-monster returns 1 if the object has been freed, otherwise 0.
293 */ 287 */
294
295int 288int
296move_monster (object *op) 289move_monster (object *op)
297{ 290{
298 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
299 object *owner, *enemy, *part, *oph = op; 292 object *owner, *enemy, *part, *oph = op;
316 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
317 310
318 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
319 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
320 { 313 {
321
322 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
323 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
324 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
325 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
326 * 318 *
331 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
332 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ 324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
333 op->last_heal %= 32; 325 op->last_heal %= 32;
334 326
335 /* So if the monster has gained enough HP that they are no longer afraid */ 327 /* So if the monster has gained enough HP that they are no longer afraid */
336 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
337 CLEAR_FLAG (op, FLAG_RUN_AWAY); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
338 330
339 if (op->stats.hp > op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
340 op->stats.hp = op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
341 } 333 }
342 334
343 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
344 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
345 { 337 {
346
347 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
351 * 342 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
354 */ 345 */
355 346
356 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); 347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
357 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp %= 128; 349 op->last_sp %= 128;
359 } 350 }
360 351
361 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
363 */ 354 */
364 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 {
366 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
367 }
368 357
369 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
370 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
371 360
372 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
373 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
374 {
375 if (!check_wakeup (op, enemy, &rv)) 363 if (!check_wakeup (op, enemy, &rv))
376 return 0; 364 return 0;
377 }
378 365
379 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
380 if (op->hide) 367 if (op->flag [FLAG_HIDDEN])
381 do_hidden_move (op); 368 do_hidden_move (op);
382 369
383 if (op->pick_up) 370 if (op->pick_up)
384 monster_check_pickup (op); 371 monster_check_pickup (op);
385 372
389 /* If we don't have an enemy, do special movement or the like */ 376 /* If we don't have an enemy, do special movement or the like */
390 if (!enemy) 377 if (!enemy)
391 { 378 {
392 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
393 { 380 {
394 op->destroy (); 381 op->drop_and_destroy ();
395 return 1; 382 return 1;
396 } 383 }
397 384
398 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
399 * stand still and a movement type set. 386 * stand still and a movement type set.
402 { 389 {
403 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
404 { 391 {
405 switch (op->attack_movement & HI4) 392 switch (op->attack_movement & HI4)
406 { 393 {
407 case (PETMOVE): 394 case (PETMOVE):
408 pet_move (op); 395 pet_move (op);
409 break; 396 break;
410 397
411 case (CIRCLE1): 398 case (CIRCLE1):
412 circ1_move (op); 399 circ1_move (op);
413 break; 400 break;
414 401
415 case (CIRCLE2): 402 case (CIRCLE2):
416 circ2_move (op); 403 circ2_move (op);
417 break; 404 break;
418 405
419 case (PACEV): 406 case (PACEV):
420 pace_movev (op); 407 pace_movev (op);
421 break; 408 break;
422 409
423 case (PACEH): 410 case (PACEH):
424 pace_moveh (op); 411 pace_moveh (op);
425 break; 412 break;
426 413
427 case (PACEV2): 414 case (PACEV2):
428 pace2_movev (op); 415 pace2_movev (op);
429 break; 416 break;
430 417
431 case (PACEH2): 418 case (PACEH2):
432 pace2_moveh (op); 419 pace2_moveh (op);
433 break; 420 break;
434 421
435 case (RANDO): 422 case (RANDO):
436 rand_move (op); 423 rand_move (op);
437 break; 424 break;
438 425
439 case (RANDO2): 426 case (RANDO2):
440 move_randomly (op); 427 move_randomly (op);
441 break; 428 break;
442 } 429 }
430
443 return 0; 431 return 0;
444 } 432 }
445 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
446 (void) move_randomly (op); 434 move_randomly (op);
447
448 } /* stand still */ 435 } /* stand still */
436
449 return 0; 437 return 0;
450 } /* no enemy */ 438 } /* no enemy */
451 439
452 /* We have an enemy. Block immediately below is for pets */ 440 /* We have an enemy. Block immediately below is for pets */
453 if ((op->attack_movement & HI4) == PETMOVE 441 if ((op->attack_movement & HI4) == PETMOVE
455 && !on_same_map (op, owner) 443 && !on_same_map (op, owner)
456 && !owner->flag [FLAG_REMOVED]) 444 && !owner->flag [FLAG_REMOVED])
457 return follow_owner (op, owner); 445 return follow_owner (op, owner);
458 446
459 /* doppleganger code to change monster facing to that of the nearest 447 /* doppleganger code to change monster facing to that of the nearest
460 * player. Hmm. The code is here, but no monster in the current 448 * player. Hmm. The code is here, but no monster in the current
461 * arch set uses it. 449 * arch set uses it.
462 */ 450 */
463 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 451 if (op->race && strcmp (op->race, "doppleganger") == 0)
464 { 452 {
465 op->face = enemy->face; 453 op->face = enemy->face;
466 op->name = enemy->name; 454 op->name = enemy->name;
467 } 455 }
468 456
480 if (!QUERY_FLAG (op, FLAG_SCARED)) 468 if (!QUERY_FLAG (op, FLAG_SCARED))
481 { 469 {
482 rv_vector rv1; 470 rv_vector rv1;
483 471
484 /* 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 */
485 for (part = op; part != NULL; part = part->more) 473 for (part = op; part; part = part->more)
486 { 474 {
487 get_rangevector (part, enemy, &rv1, 0x1); 475 get_rangevector (part, enemy, &rv1, 0x1);
488 dir = rv1.direction; 476 dir = rv1.direction;
489 477
490 /* 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
491 * but that we test above... so can be old code here 479 * but that we test above... so can be old code here
492 */ 480 */
493 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
494 dir = absdir (dir + 4); 482 dir = absdir (dir + 4);
483
495 if (QUERY_FLAG (op, FLAG_CONFUSED)) 484 if (QUERY_FLAG (op, FLAG_CONFUSED))
496 dir = absdir (dir + rndm (3) + rndm (3) - 2); 485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
497 486
498 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) 487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
499 {
500 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
501 return 0; 489 return 0;
502 }
503 490
504 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) 491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
505 {
506 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
507 return 0; 493 return 0;
508 }
509 494
510 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) 495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
511 {
512 if (monster_use_range (op, part, enemy, dir)) 496 if (monster_use_range (op, part, enemy, dir))
513 return 0; 497 return 0;
514 } 498
515 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) 499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
516 {
517 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
518 return 0; 501 return 0;
519 } 502
520 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) 503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
521 {
522 if (monster_use_bow (op, part, enemy, dir)) 504 if (monster_use_bow (op, part, enemy, dir))
523 return 0; 505 return 0;
524 }
525 } /* for processing of all parts */ 506 } /* for processing of all parts */
526 } /* If not scared */ 507 } /* If not scared */
527 508
528
529 part = rv.part; 509 part = rv.part;
530 dir = rv.direction; 510 dir = rv.direction;
531 511
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
532 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))
533 dir = absdir (dir + 4); 556 dir = absdir (dir + 4);
534 557
535 if (QUERY_FLAG (op, FLAG_CONFUSED)) 558 if (QUERY_FLAG (op, FLAG_CONFUSED))
536 dir = absdir (dir + rndm (3) + rndm (3) - 2); 559 dir = absdir (dir + rndm (3) + rndm (3) - 2);
539 562
540 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 563 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
541 { 564 {
542 switch (op->attack_movement & LO4) 565 switch (op->attack_movement & LO4)
543 { 566 {
544 case DISTATT: 567 case DISTATT:
545 dir = dist_att (dir, op, enemy, part, &rv); 568 dir = dist_att (dir, op, enemy, part, &rv);
546 break; 569 break;
547 570
548 case RUNATT: 571 case RUNATT:
549 dir = run_att (dir, op, enemy, part, &rv); 572 dir = run_att (dir, op, enemy, part, &rv);
550 break; 573 break;
551 574
552 case HITRUN: 575 case HITRUN:
553 dir = hitrun_att (dir, op, enemy); 576 dir = hitrun_att (dir, op, enemy);
554 break; 577 break;
555 578
556 case WAITATT: 579 case WAITATT:
557 dir = wait_att (dir, op, enemy, part, &rv); 580 dir = wait_att (dir, op, enemy, part, &rv);
558 break; 581 break;
559 582
560 case RUSH: /* default - monster normally moves towards player */ 583 case RUSH: /* default - monster normally moves towards player */
561 case ALLRUN: 584 case ALLRUN:
562 break; 585 break;
563 586
564 case DISTHIT: 587 case DISTHIT:
565 dir = disthit_att (dir, op, enemy, part, &rv); 588 dir = disthit_att (dir, op, enemy, part, &rv);
566 break; 589 break;
567 590
568 case WAIT2: 591 case WAIT2:
569 dir = wait_att2 (dir, op, enemy, part, &rv); 592 dir = wait_att2 (dir, op, enemy, part, &rv);
570 break; 593 break;
571 594
572 default: 595 default:
573 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);
574 } 597 }
575 } 598 }
576 599
577 if (!dir) 600 if (!dir)
578 return 0; 601 return 0;
588 return 0; 611 return 0;
589 } 612 }
590 613
591 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))
592 { 615 {
593
594 /* Try move around corners if !close */ 616 /* Try move around corners if !close */
595 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;
596 618
597 for (diff = 1; diff <= maxdiff; diff++) 619 for (diff = 1; diff <= maxdiff; diff++)
598 { 620 {
599 /* try different detours */ 621 /* try different detours */
600 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 622 int m = 1 - rndm (2) * 2; /* Try left or right first? */
601 623
602 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)))
603 return 0; 625 return 0;
604 } 626 }
605 } 627 }
632 { 654 {
633 object *nearest_player = get_nearest_player (op); 655 object *nearest_player = get_nearest_player (op);
634 656
635 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 657 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
636 { 658 {
637 op->enemy = NULL; 659 op->enemy = 0;
638 enemy = nearest_player; 660 enemy = nearest_player;
639 } 661 }
640 } 662 }
641 663
642 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 664 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
648 * still be pretty nasty. 670 * still be pretty nasty.
649 */ 671 */
650 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 672 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
651 { 673 {
652 part->stats.wc += 10; 674 part->stats.wc += 10;
653 (void) skill_attack (enemy, part, 0, NULL, NULL); 675 skill_attack (enemy, part, 0, NULL, NULL);
654 part->stats.wc -= 10; 676 part->stats.wc -= 10;
655 } 677 }
656 else 678 else
657 (void) skill_attack (enemy, part, 0, NULL, NULL); 679 skill_attack (enemy, part, 0, NULL, NULL);
658 } /* if monster is in attack range */ 680 } /* if monster is in attack range */
659 681
660 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 */
661 return 1; 683 return 1;
662 684
663 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 685 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
664 { 686 {
665 op->remove ();
666 op->destroy (); 687 op->drop_and_destroy ();
667 return 1; 688 return 1;
668 } 689 }
690
669 return 0; 691 return 0;
670} 692}
671 693
672int 694int
673can_hit (object *ob1, object *ob2, rv_vector * rv) 695can_hit (object *ob1, object *ob2, rv_vector * rv)
688 { 710 {
689 get_rangevector (ob1, more, &rv1, 0); 711 get_rangevector (ob1, more, &rv1, 0);
690 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
691 return 1; 713 return 1;
692 } 714 }
715
693 return 0; 716 return 0;
694
695} 717}
696 718
697/* Returns 1 is monster should cast spell sp at an enemy 719/* Returns 1 is monster should cast spell sp at an enemy
698 * Returns 0 if the monster should not cast this spell. 720 * Returns 0 if the monster should not cast this spell.
699 * 721 *
717 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 739 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
718 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 740 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
719 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 ||
720 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 ||
721 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)
722
723 return 1; 744 return 1;
724 745
725 return 0; 746 return 0;
726} 747}
727
728 748
729#define MAX_KNOWN_SPELLS 20 749#define MAX_KNOWN_SPELLS 20
730 750
731/* Returns a randomly selected spell. This logic is still 751/* Returns a randomly selected spell. This logic is still
732 * less than ideal. This code also only seems to deal with 752 * less than ideal. This code also only seems to deal with
735 */ 755 */
736object * 756object *
737monster_choose_random_spell (object *monster) 757monster_choose_random_spell (object *monster)
738{ 758{
739 object *altern[MAX_KNOWN_SPELLS]; 759 object *altern[MAX_KNOWN_SPELLS];
740 object *tmp;
741 int i = 0; 760 int i = 0;
742 761
743 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 762 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
744 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 763 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
745 { 764 {
746 /* Check and see if it's actually a useful spell. 765 /* Check and see if it's actually a useful spell.
747 * If its a spellbook, the spell is actually the inventory item. 766 * If its a spellbook, the spell is actually the inventory item.
748 * 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.
749 */ 768 */
750 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))
751 { 770 {
752 altern[i++] = tmp; 771 altern [i++] = tmp;
772
753 if (i == MAX_KNOWN_SPELLS) 773 if (i == MAX_KNOWN_SPELLS)
754 break; 774 break;
755 } 775 }
756 } 776 }
757 if (!i) 777
758 return NULL; 778 return i ? altern [rndm (i)] : 0;
759 return altern[RANDOM () % i];
760} 779}
761 780
762/* 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.
763 * 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.
764 * head is the head of the monster. 783 * head is the head of the monster.
765 * part is the part of the monster we are checking against. 784 * part is the part of the monster we are checking against.
766 * pl is the target. 785 * pl is the target.
767 * dir is the direction to case. 786 * dir is the direction to case.
768 * rv is the vector which describes where the enemy is. 787 * rv is the vector which describes where the enemy is.
769 */ 788 */
770
771int 789int
772monster_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)
773{ 791{
774 object *spell_item; 792 object *spell_item;
775 object *owner; 793 object *owner;
786 804
787 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 805 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
788 { 806 {
789 get_rangevector (head, owner, &rv1, 0x1); 807 get_rangevector (head, owner, &rv1, 0x1);
790 if (dirdiff (dir, rv1.direction) < 2) 808 if (dirdiff (dir, rv1.direction) < 2)
791 {
792 return 0; /* Might hit owner with spell */ 809 return 0; /* Might hit owner with spell */
793 }
794 } 810 }
795 811
796 if (QUERY_FLAG (head, FLAG_CONFUSED)) 812 if (QUERY_FLAG (head, FLAG_CONFUSED))
797 dir = absdir (dir + rndm (3) + rndm (3) - 2); 813 dir = absdir (dir + rndm (3) + rndm (3) - 2);
798 814
806 { 822 {
807 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 823 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
808 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 */
809 return 0; 825 return 0;
810 } 826 }
827
811 if (spell_item->type == SPELLBOOK) 828 if (spell_item->type == SPELLBOOK)
812 { 829 {
813 if (!spell_item->inv) 830 if (!spell_item->inv)
814 { 831 {
815 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);
816 return 0; 833 return 0;
817 } 834 }
835
818 spell_item = spell_item->inv; 836 spell_item = spell_item->inv;
819 } 837 }
820 } 838 }
821 else 839 else
822 spell_item = head->spellitem; 840 spell_item = head->spellitem;
841 /* 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 */
842 head->spellitem = NULL; 860 head->spellitem = NULL;
843 861
844 return cast_spell (part, part, dir, spell_item, NULL); 862 return cast_spell (part, part, dir, spell_item, NULL);
845} 863}
846
847 864
848int 865int
849monster_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)
850{ 867{
851 object *scroll; 868 object *scroll;
925 /* skill selection - monster will use the next unused skill. 942 /* skill selection - monster will use the next unused skill.
926 * well...the following scenario will allow the monster to 943 * well...the following scenario will allow the monster to
927 * 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
928 * more skills available to monsters. 945 * more skills available to monsters.
929 */ 946 */
930
931 for (skill = head->inv; skill; skill = skill->below) 947 for (skill = head->inv; skill; skill = skill->below)
932 if (skill->type == SKILL && skill != head->chosen_skill) 948 if (skill->type == SKILL && skill != head->chosen_skill)
933 { 949 {
934 head->chosen_skill = skill; 950 head->chosen_skill = skill;
935 break; 951 break;
961 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);
962 978
963 if (dirdiff (dir, dir2) < 2) 979 if (dirdiff (dir, dir2) < 2)
964 return 0; /* Might hit owner with spell */ 980 return 0; /* Might hit owner with spell */
965 } 981 }
982
966 if (QUERY_FLAG (head, FLAG_CONFUSED)) 983 if (QUERY_FLAG (head, FLAG_CONFUSED))
967 dir = absdir (dir + rndm (3) + rndm (3) - 2); 984 dir = absdir (dir + rndm (3) + rndm (3) - 2);
968 985
969 for (wand = head->inv; wand; wand = wand->below) 986 for (wand = head->inv; wand; wand = wand->below)
970 { 987 {
980 if (!(--wand->stats.food)) 997 if (!(--wand->stats.food))
981 { 998 {
982 if (wand->arch) 999 if (wand->arch)
983 { 1000 {
984 CLEAR_FLAG (wand, FLAG_ANIMATE); 1001 CLEAR_FLAG (wand, FLAG_ANIMATE);
985 wand->face = wand->arch->clone.face; 1002 wand->face = wand->arch->face;
986 wand->set_speed (0); 1003 wand->set_speed (0);
987 } 1004 }
988 } 1005 }
989 /* Success */ 1006 /* Success */
990 return 1; 1007 return 1;
1009 } 1026 }
1010 1027
1011 if (at_least_one) 1028 if (at_least_one)
1012 return 0; 1029 return 0;
1013 1030
1014 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);
1015 CLEAR_FLAG (head, FLAG_READY_RANGE); 1032 CLEAR_FLAG (head, FLAG_READY_RANGE);
1016 return 0; 1033 return 0;
1017} 1034}
1018 1035
1019int 1036int
1021{ 1038{
1022 object *owner; 1039 object *owner;
1023 1040
1024 if (!(dir = path_to_player (part, pl, 0))) 1041 if (!(dir = path_to_player (part, pl, 0)))
1025 return 0; 1042 return 0;
1043
1026 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1044 if (QUERY_FLAG (head, FLAG_CONFUSED))
1027 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1045 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1028 1046
1029 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1030 { 1048 {
1038 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);
1039 1057
1040} 1058}
1041 1059
1042/* Checks if putting on 'item' will make 'who' do more 1060/* Checks if putting on 'item' will make 'who' do more
1043 * damage. This is a very simplistic check - also checking things 1061 * damage. This is a very simplistic check - also checking things
1044 * like speed and ac are also relevant. 1062 * like speed and ac are also relevant.
1045 * 1063 *
1046 * return true if item is a better object. 1064 * return true if item is a better object.
1047 */ 1065 */
1048
1049int 1066int
1050check_good_weapon (object *who, object *item) 1067check_good_weapon (object *who, object *item)
1051{ 1068{
1052 object *other_weap; 1069 object *other_weap;
1053 int val = 0, i; 1070 int val = 0, i;
1054 1071
1055 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)
1056 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))
1057 break; 1074 break;
1058 1075
1059 if (other_weap == NULL) /* No other weapons */ 1076 if (!other_weap) /* No other weapons */
1060 return 1; 1077 return 1;
1061 1078
1062 /* 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
1063 * better, just do some simple checks 1080 * better, just do some simple checks
1064 * Put some multipliers for things that hvae several effects, 1081 * Put some multipliers for things that hvae several effects,
1069 val += (item->magic - other_weap->magic) * 3; 1086 val += (item->magic - other_weap->magic) * 3;
1070 /* Monsters don't really get benefits from things like regen rates 1087 /* Monsters don't really get benefits from things like regen rates
1071 * from items. But the bonus for their stats are very important. 1088 * from items. But the bonus for their stats are very important.
1072 */ 1089 */
1073 for (i = 0; i < NUM_STATS; i++) 1090 for (i = 0; i < NUM_STATS; i++)
1074 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;
1075 1092
1076 if (val > 0) 1093 if (val > 0)
1077 return 1; 1094 return 1;
1078 else 1095 else
1079 return 0; 1096 return 0;
1083check_good_armour (object *who, object *item) 1100check_good_armour (object *who, object *item)
1084{ 1101{
1085 object *other_armour; 1102 object *other_armour;
1086 int val = 0, i; 1103 int val = 0, i;
1087 1104
1088 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)
1089 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))
1090 break; 1107 break;
1091 1108
1092 if (other_armour == NULL) /* No other armour, use the new */ 1109 if (other_armour == NULL) /* No other armour, use the new */
1093 return 1; 1110 return 1;
1215 case ROD: 1232 case ROD:
1216 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1233 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1217 break; 1234 break;
1218 1235
1219 case SPELLBOOK: 1236 case SPELLBOOK:
1220 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1237 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1221 break; 1238 break;
1222 1239
1223 case SCROLL: 1240 case SCROLL:
1224 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1241 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1225 break; 1242 break;
1234 * 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
1235 * use several locations. 1252 * use several locations.
1236 */ 1253 */
1237 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1254 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1238 { 1255 {
1239 if (monster->body_info[i] && item->body_info[i]) 1256 if (monster->slot[i].info && item->slot[i].info)
1240 { 1257 {
1241 flag = 1; 1258 flag = 1;
1242 break; 1259 break;
1243 } 1260 }
1244 } 1261 }
1245 1262
1246 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1263 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1247 return 1; 1264 return 1;
1265
1248 return 0; 1266 return 0;
1249} 1267}
1250 1268
1251/* 1269/*
1252 * monster_apply_below(): 1270 * monster_apply_below():
1294void 1312void
1295monster_check_apply (object *mon, object *item) 1313monster_check_apply (object *mon, object *item)
1296{ 1314{
1297 int flag = 0; 1315 int flag = 0;
1298 1316
1299 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1317 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1300 { 1318 {
1301 SET_FLAG (mon, FLAG_CAST_SPELL); 1319 SET_FLAG (mon, FLAG_CAST_SPELL);
1302 return; 1320 return;
1303 } 1321 }
1304 1322
1427int 1445int
1428dist_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)
1429{ 1447{
1430 if (can_hit (part, enemy, rv)) 1448 if (can_hit (part, enemy, rv))
1431 return dir; 1449 return dir;
1450
1432 if (rv->distance < 10) 1451 if (rv->distance < 10)
1433 return absdir (dir + 4); 1452 return absdir (dir + 4);
1434 else if (rv->distance > 18) 1453 else if (rv->distance > 18)
1435 return dir; 1454 return dir;
1436 1455
1591} 1610}
1592 1611
1593void 1612void
1594rand_move (object *ob) 1613rand_move (object *ob)
1595{ 1614{
1596 int i;
1597
1598 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)))))
1599 for (i = 0; i < 5; i++) 1616 for (int i = 0; i < 5; i++)
1600 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1617 if (move_object (ob, ob->move_status = rndm (8) + 1))
1601 return; 1618 return;
1602} 1619}
1603 1620
1604void 1621void
1605check_earthwalls (object *op, maptile *m, int x, int y) 1622check_earthwalls (object *op, maptile *m, int x, int y)
1606{ 1623{
1607 object *tmp;
1608
1609 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)
1610 {
1611 if (tmp->type == EARTHWALL) 1625 if (tmp->type == EARTHWALL)
1612 { 1626 {
1613 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1627 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1614 return; 1628 return;
1615 } 1629 }
1616 }
1617} 1630}
1618 1631
1619void 1632void
1620check_doors (object *op, maptile *m, int x, int y) 1633check_doors (object *op, maptile *m, int x, int y)
1621{ 1634{
1622 object *tmp;
1623
1624 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)
1625 {
1626 if (tmp->type == DOOR) 1636 if (tmp->type == DOOR)
1627 { 1637 {
1628 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1638 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1629 return; 1639 return;
1630 } 1640 }
1631 }
1632} 1641}
1633 1642
1634/* find_mon_throw_ob() - modeled on find_throw_ob 1643/* find_mon_throw_ob() - modeled on find_throw_ob
1635 * This is probably overly simplistic as it is now - We want 1644 * This is probably overly simplistic as it is now - We want
1636 * monsters to throw things like chairs and other pieces of 1645 * monsters to throw things like chairs and other pieces of
1676 * 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
1677 * 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
1678 * be within the valid range. MSW 2001-08-05 1687 * be within the valid range. MSW 2001-08-05
1679 * 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
1680 */ 1689 */
1681
1682int 1690int
1683can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1691can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1684{ 1692{
1685 int radius = MIN_MON_RADIUS, hide_discovery; 1693 int radius = MIN_MON_RADIUS, hide_discovery;
1686 1694
1693 return 0; 1701 return 0;
1694 1702
1695 get_rangevector (op, enemy, rv, 0); 1703 get_rangevector (op, enemy, rv, 0);
1696 1704
1697 /* Monsters always ignore the DM */ 1705 /* Monsters always ignore the DM */
1698 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1706 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1699 return 0; 1707 return 0;
1700 1708
1701 /* simple check. Should probably put some range checks in here. */ 1709 /* simple check. Should probably put some range checks in here. */
1702 if (can_see_enemy (op, enemy)) 1710 if (can_see_enemy (op, enemy))
1703 return 1; 1711 return 1;
1716 1724
1717 /* use this for invis also */ 1725 /* use this for invis also */
1718 hide_discovery = op->stats.Int / 5; 1726 hide_discovery = op->stats.Int / 5;
1719 1727
1720 /* Determine Detection radii */ 1728 /* Determine Detection radii */
1721 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) */
1722 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);
1723 else 1731 else
1724 { /* a level/INT/Dex adjustment for hiding */ 1732 { /* a level/INT/Dex adjustment for hiding */
1725 object *sk_hide;
1726 int bonus = (op->level / 2) + (op->stats.Int / 5); 1733 int bonus = op->level / 2 + op->stats.Int / 5;
1727 1734
1728 if (enemy->type == PLAYER) 1735 if (enemy->is_player ())
1729 { 1736 {
1730 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1737 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1731 bonus -= sk_hide->level; 1738 bonus -= sk_hide->level;
1732 else 1739 else
1733 { 1740 {
1734 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");
1735 make_visible (enemy); 1742 make_visible (enemy);
1744 } /* else creature has modifiers for hiding */ 1751 } /* else creature has modifiers for hiding */
1745 1752
1746 /* Radii stealth adjustment. Only if you are stealthy 1753 /* Radii stealth adjustment. Only if you are stealthy
1747 * will you be able to sneak up closer to creatures */ 1754 * will you be able to sneak up closer to creatures */
1748 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1755 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1749 radius = radius / 2, hide_discovery = hide_discovery / 3; 1756 {
1757 radius /= 2;
1758 hide_discovery /= 3;
1759 }
1750 1760
1751 /* Radii adjustment for enemy standing in the dark */ 1761 /* Radii adjustment for enemy standing in the dark */
1752 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1762 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1753 { 1763 {
1754 /* on dark maps body heat can help indicate location with infravision 1764 /* on dark maps body heat can help indicate location with infravision
1755 * undead don't have body heat, so no benefit detecting them. 1765 * undead don't have body heat, so no benefit detecting them.
1756 */ 1766 */
1757 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))
1758 radius += op->map->darkness / 2; 1768 radius += op->map->darklevel () / 2;
1759 else 1769 else
1760 radius -= op->map->darkness / 2; 1770 radius -= op->map->darklevel () / 2;
1761 1771
1762 /* op next to a monster (and not in complete darkness) 1772 /* op next to a monster (and not in complete darkness)
1763 * the monster should have a chance to see you. 1773 * the monster should have a chance to see you.
1764 */ 1774 */
1765 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)
1766 radius = MIN_MON_RADIUS; 1776 radius = MIN_MON_RADIUS;
1767 } /* if on dark map */ 1777 } /* if on dark map */
1768 1778
1769 /* Lets not worry about monsters that have incredible detection 1779 /* Lets not worry about monsters that have incredible detection
1770 * 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
1772 * 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
1773 * do something. Note that the distance field in the 1783 * do something. Note that the distance field in the
1774 * 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
1775 * find that. 1785 * find that.
1776 */ 1786 */
1777 if (radius > 13) 1787 // note that the above reasoning was utter bullshit even at the time it was written
1778 radius = 13; 1788 // we use 25, lets see if we have the cpu time for it
1789 radius = min (25, radius);
1779 1790
1780 /* Enemy in range! Now test for detection */ 1791 /* Enemy in range! Now test for detection */
1781 if ((int) rv->distance <= radius) 1792 if (rv->distance <= radius)
1782 { 1793 {
1783 /* ah, we are within range, detected? take cases */ 1794 /* ah, we are within range, detected? take cases */
1784 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1795 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1785 return 1; 1796 return 1;
1786 1797
1787 /* hidden or low-quality invisible */ 1798 /* hidden or low-quality invisible */
1788 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1799 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1789 { 1800 {
1790 make_visible (enemy); 1801 make_visible (enemy);
1802
1791 /* inform players of new status */ 1803 /* inform players of new status */
1792 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1804 if (enemy->type == PLAYER && player_can_view (enemy, op))
1793 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
1794 return 1; /* detected enemy */ 1807 return 1; /* detected enemy */
1795 } 1808 }
1796 else if (enemy->invisible) 1809 else if (enemy->invisible)
1797 { 1810 {
1798 /* Change this around - instead of negating the invisible, just 1811 /* Change this around - instead of negating the invisible, just
1799 * 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
1800 * do something to you. Decreasing the duration of invisible 1813 * do something to you. Decreasing the duration of invisible
1801 * 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
1802 * can then basically negate the spell. The spell isn't negated - 1815 * can then basically negate the spell. The spell isn't negated -
1803 * they just know where you are! 1816 * they just know where you are!
1804 */ 1817 */
1805 if ((rndm (50)) <= hide_discovery) 1818 if (rndm (50) <= hide_discovery)
1806 { 1819 {
1807 if (enemy->type == PLAYER) 1820 if (enemy->type == PLAYER)
1808 {
1809 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));
1810 } 1822
1811 return 1; 1823 return 1;
1812 } 1824 }
1813 } 1825 }
1814 } /* within range */ 1826 } /* within range */
1815 1827
1823 * other side of a wall (!). 1835 * other side of a wall (!).
1824 */ 1836 */
1825int 1837int
1826stand_in_light (object *op) 1838stand_in_light (object *op)
1827{ 1839{
1828 sint16 nx, ny;
1829 maptile *m;
1830
1831 if (!op) 1840 if (op)
1832 return 0; 1841 {
1833
1834 if (op->glow_radius > 0) 1842 if (op->glow_radius > 0)
1835 return 1; 1843 return 1;
1836 1844
1837 if (op->map) 1845 if (op->map)
1838 { 1846 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1839 int x, y, x1, y1; 1847 {
1840
1841 /* 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
1842 * 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.
1843 */
1844 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1845 {
1846 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1847 { 1850 */
1848 m = op->map; 1851 int light = m->at (nx, ny).light;
1849 nx = x;
1850 ny = y;
1851 1852
1852 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1853 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1853 continue;
1854
1855 x1 = abs (x - op->x) * abs (x - op->x);
1856 y1 = abs (y - op->y) * abs (y - op->y);
1857 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1858 return 1; 1854 return 1;
1859 } 1855 }
1860 }
1861 } 1856 }
1862 1857
1863 return 0; 1858 return 0;
1864} 1859}
1865 1860
1891 * However,if you carry any source of light, then the hidden 1886 * However,if you carry any source of light, then the hidden
1892 * creature is seeable (and stupid) */ 1887 * creature is seeable (and stupid) */
1893 1888
1894 if (has_carried_lights (enemy)) 1889 if (has_carried_lights (enemy))
1895 { 1890 {
1896 if (enemy->hide) 1891 if (enemy->flag [FLAG_HIDDEN])
1897 { 1892 {
1898 make_visible (enemy); 1893 make_visible (enemy);
1899 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!");
1900 } 1895 }
1896
1901 return 1; 1897 return 1;
1902 } 1898 }
1903 else if (enemy->hide) 1899 else if (enemy->flag [FLAG_HIDDEN])
1904 return 0; 1900 return 0;
1905 1901
1906 /* Invisible enemy. Break apart the check for invis undead/invis looker 1902 /* Invisible enemy. Break apart the check for invis undead/invis looker
1907 * 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,
1908 * and making it a conditional makes the code pretty ugly. 1904 * and making it a conditional makes the code pretty ugly.
1909 */ 1905 */
1910 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1906 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1911 {
1912 if (makes_invisible_to (enemy, looker)) 1907 if (makes_invisible_to (enemy, looker))
1913 return 0; 1908 return 0;
1914 }
1915 } 1909 }
1916 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1910 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1917 if (player_can_view (looker, enemy)) 1911 if (player_can_view (looker, enemy))
1918 return 1; 1912 return 1;
1919 1913
1920 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1914 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1921 * unless they carry a light or stand in light. Darkness doesnt 1915 * unless they carry a light or stand in light. Darkness doesnt
1924 * we care about the enemy maps status, not the looker. 1918 * we care about the enemy maps status, not the looker.
1925 * only relevant for tiled maps, but it is possible that the 1919 * only relevant for tiled maps, but it is possible that the
1926 * 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
1927 * case, the looker can still see the enemy 1921 * case, the looker can still see the enemy
1928 */ 1922 */
1929 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1923 if (enemy->map->darklevel () > 0
1924 && !stand_in_light (enemy)
1930 && (!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)))
1931 return 0; 1926 return 0;
1932 1927
1933 return 1; 1928 return 1;
1934} 1929}
1930

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