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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 1.65 by root, Fri Sep 25 18:44:58 2009 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 if (!op->flag [FLAG_SLEEP])
242 return 1;
243
244 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
245
246 if (op->flag [FLAG_BLIND])
246 /* blinded monsters can only find nearby objects to attack */ 247 /* blinded monsters can only find nearby objects to attack */
247 if (QUERY_FLAG (op, FLAG_BLIND))
248 radius = MIN_MON_RADIUS; 248 radius = MIN_MON_RADIUS;
249 249 else if (op->map
250 && !enemy->invisible
251 && !stand_in_light (enemy)
252 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
250 /* This covers the situation where the monster is in the dark 253 /* 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 254 * and has an enemy. If the enemy has no carried light (or isnt
252 * glowing!) then the monster has trouble finding the enemy. 255 * glowing!) then the monster has trouble finding the enemy.
253 * Remember we already checked to see if the monster can see in 256 * Remember we already checked to see if the monster can see in
254 * the dark. */ 257 * the dark. */
258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
255 259
256 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 260 if (enemy->flag [FLAG_STEALTH])
257 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 261 radius = radius / 2 + 1;
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;
265 262
266 /* enemy should already be on this map, so don't really need to check 263 /* enemy should already be on this map, so don't really need to check
267 * for that. 264 * for that.
268 */ 265 */
269 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 266 if (rv->distance <= radius)
270 { 267 {
271 CLEAR_FLAG (op, FLAG_SLEEP); 268 CLEAR_FLAG (op, FLAG_SLEEP);
272 return 1; 269 return 1;
273 } 270 }
271
274 return 0; 272 return 0;
275} 273}
276 274
277int 275int
278move_randomly (object *op) 276move_randomly (object *op)
279{ 277{
280 int i;
281
282 /* Give up to 15 chances for a monster to move randomly */ 278 /* Give up to 15 chances for a monster to move randomly */
283 for (i = 0; i < 15; i++) 279 for (int i = 0; i < 15; i++)
284 {
285 if (move_object (op, rndm (8) + 1)) 280 if (move_object (op, rndm (8) + 1))
286 return 1; 281 return 1;
287 } 282
288 return 0; 283 return 0;
289} 284}
290 285
291/* 286/*
292 * Move-monster returns 1 if the object has been freed, otherwise 0. 287 * Move-monster returns 1 if the object has been freed, otherwise 0.
293 */ 288 */
294
295int 289int
296move_monster (object *op) 290move_monster (object *op)
297{ 291{
298 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
299 object *owner, *enemy, *part, *oph = op; 293 object *owner, *enemy, *part, *oph = op;
316 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
317 311
318 /* generate hp, if applicable */ 312 /* generate hp, if applicable */
319 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
320 { 314 {
321
322 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
323 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
324 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
325 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
326 * 319 *
331 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 324 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 */ 325 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; 326 op->last_heal %= 32;
334 327
335 /* So if the monster has gained enough HP that they are no longer afraid */ 328 /* 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)) 329 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); 330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
338 331
339 if (op->stats.hp > op->stats.maxhp) 332 if (op->stats.hp > op->stats.maxhp)
340 op->stats.hp = op->stats.maxhp; 333 op->stats.hp = op->stats.maxhp;
341 } 334 }
342 335
343 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
344 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
345 { 338 {
346
347 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
351 * 343 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp. 345 * overflow might produce monsters with negative sp.
354 */ 346 */
355 347
356 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); 348 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 */ 349 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp %= 128; 350 op->last_sp %= 128;
359 } 351 }
360 352
361 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
363 */ 355 */
364 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 {
366 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
367 }
368 358
369 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
370 return QUERY_FLAG (op, FLAG_FREED); 360 return QUERY_FLAG (op, FLAG_FREED);
371 361
372 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 362 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))) 363 ((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)) 364 if (!check_wakeup (op, enemy, &rv))
376 return 0; 365 return 0;
377 }
378 366
379 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
380 if (op->hide) 368 if (op->flag [FLAG_HIDDEN])
381 do_hidden_move (op); 369 do_hidden_move (op);
382 370
383 if (op->pick_up) 371 if (op->pick_up)
384 monster_check_pickup (op); 372 monster_check_pickup (op);
385 373
389 /* If we don't have an enemy, do special movement or the like */ 377 /* If we don't have an enemy, do special movement or the like */
390 if (!enemy) 378 if (!enemy)
391 { 379 {
392 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
393 { 381 {
394 op->destroy (); 382 op->drop_and_destroy ();
395 return 1; 383 return 1;
396 } 384 }
397 385
398 /* Probably really a bug for a creature to have both 386 /* Probably really a bug for a creature to have both
399 * stand still and a movement type set. 387 * stand still and a movement type set.
402 { 390 {
403 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
404 { 392 {
405 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
406 { 394 {
407 case (PETMOVE): 395 case PETMOVE:
408 pet_move (op); 396 pet_move (op);
409 break; 397 break;
410 398
411 case (CIRCLE1): 399 case CIRCLE1:
412 circ1_move (op); 400 circ1_move (op);
413 break; 401 break;
414 402
415 case (CIRCLE2): 403 case CIRCLE2:
416 circ2_move (op); 404 circ2_move (op);
417 break; 405 break;
418 406
419 case (PACEV): 407 case PACEV:
420 pace_movev (op); 408 pace_movev (op);
421 break; 409 break;
422 410
423 case (PACEH): 411 case PACEH:
424 pace_moveh (op); 412 pace_moveh (op);
425 break; 413 break;
426 414
427 case (PACEV2): 415 case PACEV2:
428 pace2_movev (op); 416 pace2_movev (op);
429 break; 417 break;
430 418
431 case (PACEH2): 419 case PACEH2:
432 pace2_moveh (op); 420 pace2_moveh (op);
433 break; 421 break;
434 422
435 case (RANDO): 423 case RANDO:
436 rand_move (op); 424 rand_move (op);
437 break; 425 break;
438 426
439 case (RANDO2): 427 case RANDO2:
440 move_randomly (op); 428 move_randomly (op);
441 break; 429 break;
442 } 430 }
431
443 return 0; 432 return 0;
444 } 433 }
445 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
446 (void) move_randomly (op); 435 move_randomly (op);
447
448 } /* stand still */ 436 } /* stand still */
437
449 return 0; 438 return 0;
450 } /* no enemy */ 439 } /* no enemy */
451 440
452 /* We have an enemy. Block immediately below is for pets */ 441 /* We have an enemy. Block immediately below is for pets */
453 if ((op->attack_movement & HI4) == PETMOVE 442 if ((op->attack_movement & HI4) == PETMOVE
455 && !on_same_map (op, owner) 444 && !on_same_map (op, owner)
456 && !owner->flag [FLAG_REMOVED]) 445 && !owner->flag [FLAG_REMOVED])
457 return follow_owner (op, owner); 446 return follow_owner (op, owner);
458 447
459 /* doppleganger code to change monster facing to that of the nearest 448 /* doppleganger code to change monster facing to that of the nearest
460 * player. Hmm. The code is here, but no monster in the current 449 * player. Hmm. The code is here, but no monster in the current
461 * arch set uses it. 450 * arch set uses it.
462 */ 451 */
463 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 452 if (op->race == shstr_doppleganger)
464 { 453 {
465 op->face = enemy->face; 454 op->face = enemy->face;
466 op->name = enemy->name; 455 op->name = enemy->name;
467 } 456 }
468 457
480 if (!QUERY_FLAG (op, FLAG_SCARED)) 469 if (!QUERY_FLAG (op, FLAG_SCARED))
481 { 470 {
482 rv_vector rv1; 471 rv_vector rv1;
483 472
484 /* now we test every part of an object .... this is a real ugly piece of code */ 473 /* 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) 474 for (part = op; part; part = part->more)
486 { 475 {
487 get_rangevector (part, enemy, &rv1, 0x1); 476 get_rangevector (part, enemy, &rv1, 0x1);
488 dir = rv1.direction; 477 dir = rv1.direction;
489 478
490 /* hm, not sure about this part - in original was a scared flag here too 479 /* 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 480 * but that we test above... so can be old code here
492 */ 481 */
493 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
494 dir = absdir (dir + 4); 483 dir = absdir (dir + 4);
484
495 if (QUERY_FLAG (op, FLAG_CONFUSED)) 485 if (QUERY_FLAG (op, FLAG_CONFUSED))
496 dir = absdir (dir + rndm (3) + rndm (3) - 2); 486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
497 487
498 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) 488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
499 {
500 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
501 return 0; 490 return 0;
502 }
503 491
504 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) 492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
505 {
506 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
507 return 0; 494 return 0;
508 }
509 495
510 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) 496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
511 {
512 if (monster_use_range (op, part, enemy, dir)) 497 if (monster_use_range (op, part, enemy, dir))
513 return 0; 498 return 0;
514 } 499
515 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) 500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
516 {
517 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
518 return 0; 502 return 0;
519 } 503
520 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) 504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
521 {
522 if (monster_use_bow (op, part, enemy, dir)) 505 if (monster_use_bow (op, part, enemy, dir))
523 return 0; 506 return 0;
524 }
525 } /* for processing of all parts */ 507 } /* for processing of all parts */
526 } /* If not scared */ 508 } /* If not scared */
527 509
528
529 part = rv.part; 510 part = rv.part;
530 dir = rv.direction; 511 dir = rv.direction;
531 512
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 (op->stats.Wis >= 8
517 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
518 {
519 int sdir = 0;
520 uint32_t &smell = op->ms ().smell;
521
522 for (int ndir = 1; ndir <= 8; ++ndir)
523 {
524 mapxy pos (op); pos.move (ndir);
525
526 if (pos.normalise ())
527 {
528 mapspace &ms = pos.ms ();
529
530 if (ms.smell > smell)
531 {
532 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
533 if (op->stats.Wis >= 10)
534 smell = ms.smell - 1; // smarter: tell others
535
536 sdir = ndir;
537
538 // perturbing the path might let the monster lose track,
539 // but it will also widen the actual path, spreading information
540 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
541 sdir = absdir (sdir + 1 - rndm (2) * 2);
542 }
543 }
544 }
545
546 if (sdir)
547 dir = sdir;
548 else if (smell)
549 {
550 // no better smell found, so assume the player jumped, and erase this smell
551 //printf ("erasing smell %d\n", op->ms ().smell);//D
552 unordered_mapwalk (op, -1, -1, 1, 1)
553 m->at (nx, ny).smell = 0;
554 }
555 }
556
532 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 557 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
533 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
534 559
535 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
536 dir = absdir (dir + rndm (3) + rndm (3) - 2); 561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
539 564
540 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
541 { 566 {
542 switch (op->attack_movement & LO4) 567 switch (op->attack_movement & LO4)
543 { 568 {
544 case DISTATT: 569 case DISTATT:
545 dir = dist_att (dir, op, enemy, part, &rv); 570 dir = dist_att (dir, op, enemy, part, &rv);
546 break; 571 break;
547 572
548 case RUNATT: 573 case RUNATT:
549 dir = run_att (dir, op, enemy, part, &rv); 574 dir = run_att (dir, op, enemy, part, &rv);
550 break; 575 break;
551 576
552 case HITRUN: 577 case HITRUN:
553 dir = hitrun_att (dir, op, enemy); 578 dir = hitrun_att (dir, op, enemy);
554 break; 579 break;
555 580
556 case WAITATT: 581 case WAITATT:
557 dir = wait_att (dir, op, enemy, part, &rv); 582 dir = wait_att (dir, op, enemy, part, &rv);
558 break; 583 break;
559 584
560 case RUSH: /* default - monster normally moves towards player */ 585 case RUSH: /* default - monster normally moves towards player */
561 case ALLRUN: 586 case ALLRUN:
562 break; 587 break;
563 588
564 case DISTHIT: 589 case DISTHIT:
565 dir = disthit_att (dir, op, enemy, part, &rv); 590 dir = disthit_att (dir, op, enemy, part, &rv);
566 break; 591 break;
567 592
568 case WAIT2: 593 case WAIT2:
569 dir = wait_att2 (dir, op, enemy, part, &rv); 594 dir = wait_att2 (dir, op, enemy, part, &rv);
570 break; 595 break;
571 596
572 default: 597 default:
573 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 598 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
574 } 599 }
575 } 600 }
576 601
577 if (!dir) 602 if (!dir)
578 return 0; 603 return 0;
588 return 0; 613 return 0;
589 } 614 }
590 615
591 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 616 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
592 { 617 {
593
594 /* Try move around corners if !close */ 618 /* Try move around corners if !close */
595 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 619 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
596 620
597 for (diff = 1; diff <= maxdiff; diff++) 621 for (diff = 1; diff <= maxdiff; diff++)
598 { 622 {
599 /* try different detours */ 623 /* try different detours */
600 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
601 625
602 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 626 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
603 return 0; 627 return 0;
604 } 628 }
605 } 629 }
632 { 656 {
633 object *nearest_player = get_nearest_player (op); 657 object *nearest_player = get_nearest_player (op);
634 658
635 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
636 { 660 {
637 op->enemy = NULL; 661 op->enemy = 0;
638 enemy = nearest_player; 662 enemy = nearest_player;
639 } 663 }
640 } 664 }
641 665
642 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
648 * still be pretty nasty. 672 * still be pretty nasty.
649 */ 673 */
650 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
651 { 675 {
652 part->stats.wc += 10; 676 part->stats.wc += 10;
653 (void) skill_attack (enemy, part, 0, NULL, NULL); 677 skill_attack (enemy, part, 0, NULL, NULL);
654 part->stats.wc -= 10; 678 part->stats.wc -= 10;
655 } 679 }
656 else 680 else
657 (void) skill_attack (enemy, part, 0, NULL, NULL); 681 skill_attack (enemy, part, 0, NULL, NULL);
658 } /* if monster is in attack range */ 682 } /* if monster is in attack range */
659 683
660 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 684 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
661 return 1; 685 return 1;
662 686
663 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
664 { 688 {
665 op->remove ();
666 op->destroy (); 689 op->drop_and_destroy ();
667 return 1; 690 return 1;
668 } 691 }
692
669 return 0; 693 return 0;
670} 694}
671 695
672int 696int
673can_hit (object *ob1, object *ob2, rv_vector * rv) 697can_hit (object *ob1, object *ob2, rv_vector * rv)
688 { 712 {
689 get_rangevector (ob1, more, &rv1, 0); 713 get_rangevector (ob1, more, &rv1, 0);
690 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
691 return 1; 715 return 1;
692 } 716 }
717
693 return 0; 718 return 0;
694
695} 719}
696 720
697/* Returns 1 is monster should cast spell sp at an enemy 721/* Returns 1 is monster should cast spell sp at an enemy
698 * Returns 0 if the monster should not cast this spell. 722 * Returns 0 if the monster should not cast this spell.
699 * 723 *
717 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
718 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 742 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
719 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 743 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 || 744 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) 745 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
722
723 return 1; 746 return 1;
724 747
725 return 0; 748 return 0;
726} 749}
727
728 750
729#define MAX_KNOWN_SPELLS 20 751#define MAX_KNOWN_SPELLS 20
730 752
731/* Returns a randomly selected spell. This logic is still 753/* Returns a randomly selected spell. This logic is still
732 * less than ideal. This code also only seems to deal with 754 * less than ideal. This code also only seems to deal with
735 */ 757 */
736object * 758object *
737monster_choose_random_spell (object *monster) 759monster_choose_random_spell (object *monster)
738{ 760{
739 object *altern[MAX_KNOWN_SPELLS]; 761 object *altern[MAX_KNOWN_SPELLS];
740 object *tmp;
741 int i = 0; 762 int i = 0;
742 763
743 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
744 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
745 { 766 {
746 /* Check and see if it's actually a useful spell. 767 /* Check and see if it's actually a useful spell.
747 * If its a spellbook, the spell is actually the inventory item. 768 * If its a spellbook, the spell is actually the inventory item.
748 * if it is a spell, then it is just the object itself. 769 * if it is a spell, then it is just the object itself.
749 */ 770 */
750 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 771 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
751 { 772 {
752 altern[i++] = tmp; 773 altern [i++] = tmp;
774
753 if (i == MAX_KNOWN_SPELLS) 775 if (i == MAX_KNOWN_SPELLS)
754 break; 776 break;
755 } 777 }
756 } 778 }
757 if (!i) 779
758 return NULL; 780 return i ? altern [rndm (i)] : 0;
759 return altern[RANDOM () % i];
760} 781}
761 782
762/* This checks to see if the monster should cast a spell/ability. 783/* 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. 784 * it returns true if the monster casts a spell, 0 if he doesn't.
764 * head is the head of the monster. 785 * head is the head of the monster.
765 * part is the part of the monster we are checking against. 786 * part is the part of the monster we are checking against.
766 * pl is the target. 787 * pl is the target.
767 * dir is the direction to case. 788 * dir is the direction to case.
768 * rv is the vector which describes where the enemy is. 789 * rv is the vector which describes where the enemy is.
769 */ 790 */
770
771int 791int
772monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 792monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
773{ 793{
774 object *spell_item; 794 object *spell_item;
775 object *owner; 795 object *owner;
786 806
787 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
788 { 808 {
789 get_rangevector (head, owner, &rv1, 0x1); 809 get_rangevector (head, owner, &rv1, 0x1);
790 if (dirdiff (dir, rv1.direction) < 2) 810 if (dirdiff (dir, rv1.direction) < 2)
791 {
792 return 0; /* Might hit owner with spell */ 811 return 0; /* Might hit owner with spell */
793 }
794 } 812 }
795 813
796 if (QUERY_FLAG (head, FLAG_CONFUSED)) 814 if (QUERY_FLAG (head, FLAG_CONFUSED))
797 dir = absdir (dir + rndm (3) + rndm (3) - 2); 815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
798 816
806 { 824 {
807 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 825 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 */ 826 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
809 return 0; 827 return 0;
810 } 828 }
829
811 if (spell_item->type == SPELLBOOK) 830 if (spell_item->type == SPELLBOOK)
812 { 831 {
813 if (!spell_item->inv) 832 if (!spell_item->inv)
814 { 833 {
815 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 834 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
816 return 0; 835 return 0;
817 } 836 }
837
818 spell_item = spell_item->inv; 838 spell_item = spell_item->inv;
819 } 839 }
820 } 840 }
821 else 841 else
822 spell_item = head->spellitem; 842 spell_item = head->spellitem;
841 /* set this to null, so next time monster will choose something different */ 861 /* set this to null, so next time monster will choose something different */
842 head->spellitem = NULL; 862 head->spellitem = NULL;
843 863
844 return cast_spell (part, part, dir, spell_item, NULL); 864 return cast_spell (part, part, dir, spell_item, NULL);
845} 865}
846
847 866
848int 867int
849monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 868monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
850{ 869{
851 object *scroll; 870 object *scroll;
925 /* skill selection - monster will use the next unused skill. 944 /* skill selection - monster will use the next unused skill.
926 * well...the following scenario will allow the monster to 945 * well...the following scenario will allow the monster to
927 * toggle between 2 skills. One day it would be nice to make 946 * toggle between 2 skills. One day it would be nice to make
928 * more skills available to monsters. 947 * more skills available to monsters.
929 */ 948 */
930
931 for (skill = head->inv; skill; skill = skill->below) 949 for (skill = head->inv; skill; skill = skill->below)
932 if (skill->type == SKILL && skill != head->chosen_skill) 950 if (skill->type == SKILL && skill != head->chosen_skill)
933 { 951 {
934 head->chosen_skill = skill; 952 head->chosen_skill = skill;
935 break; 953 break;
961 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 979 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
962 980
963 if (dirdiff (dir, dir2) < 2) 981 if (dirdiff (dir, dir2) < 2)
964 return 0; /* Might hit owner with spell */ 982 return 0; /* Might hit owner with spell */
965 } 983 }
984
966 if (QUERY_FLAG (head, FLAG_CONFUSED)) 985 if (QUERY_FLAG (head, FLAG_CONFUSED))
967 dir = absdir (dir + rndm (3) + rndm (3) - 2); 986 dir = absdir (dir + rndm (3) + rndm (3) - 2);
968 987
969 for (wand = head->inv; wand; wand = wand->below) 988 for (wand = head->inv; wand; wand = wand->below)
970 { 989 {
980 if (!(--wand->stats.food)) 999 if (!(--wand->stats.food))
981 { 1000 {
982 if (wand->arch) 1001 if (wand->arch)
983 { 1002 {
984 CLEAR_FLAG (wand, FLAG_ANIMATE); 1003 CLEAR_FLAG (wand, FLAG_ANIMATE);
985 wand->face = wand->arch->clone.face; 1004 wand->face = wand->arch->face;
986 wand->set_speed (0); 1005 wand->set_speed (0);
987 } 1006 }
988 } 1007 }
989 /* Success */ 1008 /* Success */
990 return 1; 1009 return 1;
1009 } 1028 }
1010 1029
1011 if (at_least_one) 1030 if (at_least_one)
1012 return 0; 1031 return 0;
1013 1032
1014 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1033 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); 1034 CLEAR_FLAG (head, FLAG_READY_RANGE);
1016 return 0; 1035 return 0;
1017} 1036}
1018 1037
1019int 1038int
1021{ 1040{
1022 object *owner; 1041 object *owner;
1023 1042
1024 if (!(dir = path_to_player (part, pl, 0))) 1043 if (!(dir = path_to_player (part, pl, 0)))
1025 return 0; 1044 return 0;
1045
1026 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1046 if (QUERY_FLAG (head, FLAG_CONFUSED))
1027 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1047 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1028 1048
1029 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1049 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1030 { 1050 {
1038 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1058 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1039 1059
1040} 1060}
1041 1061
1042/* Checks if putting on 'item' will make 'who' do more 1062/* Checks if putting on 'item' will make 'who' do more
1043 * damage. This is a very simplistic check - also checking things 1063 * damage. This is a very simplistic check - also checking things
1044 * like speed and ac are also relevant. 1064 * like speed and ac are also relevant.
1045 * 1065 *
1046 * return true if item is a better object. 1066 * return true if item is a better object.
1047 */ 1067 */
1048
1049int 1068int
1050check_good_weapon (object *who, object *item) 1069check_good_weapon (object *who, object *item)
1051{ 1070{
1052 object *other_weap; 1071 object *other_weap;
1053 int val = 0, i; 1072 int val = 0, i;
1054 1073
1055 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1074 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)) 1075 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1057 break; 1076 break;
1058 1077
1059 if (other_weap == NULL) /* No other weapons */ 1078 if (!other_weap) /* No other weapons */
1060 return 1; 1079 return 1;
1061 1080
1062 /* Rather than go through and apply the new one, and see if it is 1081 /* Rather than go through and apply the new one, and see if it is
1063 * better, just do some simple checks 1082 * better, just do some simple checks
1064 * Put some multipliers for things that hvae several effects, 1083 * Put some multipliers for things that hvae several effects,
1069 val += (item->magic - other_weap->magic) * 3; 1088 val += (item->magic - other_weap->magic) * 3;
1070 /* Monsters don't really get benefits from things like regen rates 1089 /* Monsters don't really get benefits from things like regen rates
1071 * from items. But the bonus for their stats are very important. 1090 * from items. But the bonus for their stats are very important.
1072 */ 1091 */
1073 for (i = 0; i < NUM_STATS; i++) 1092 for (i = 0; i < NUM_STATS; i++)
1074 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1093 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1075 1094
1076 if (val > 0) 1095 if (val > 0)
1077 return 1; 1096 return 1;
1078 else 1097 else
1079 return 0; 1098 return 0;
1083check_good_armour (object *who, object *item) 1102check_good_armour (object *who, object *item)
1084{ 1103{
1085 object *other_armour; 1104 object *other_armour;
1086 int val = 0, i; 1105 int val = 0, i;
1087 1106
1088 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1107 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)) 1108 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1090 break; 1109 break;
1091 1110
1092 if (other_armour == NULL) /* No other armour, use the new */ 1111 if (other_armour == NULL) /* No other armour, use the new */
1093 return 1; 1112 return 1;
1215 case ROD: 1234 case ROD:
1216 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1217 break; 1236 break;
1218 1237
1219 case SPELLBOOK: 1238 case SPELLBOOK:
1220 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1221 break; 1240 break;
1222 1241
1223 case SCROLL: 1242 case SCROLL:
1224 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1225 break; 1244 break;
1234 * pick it up. Note that this doesn't handle cases where an item may 1253 * pick it up. Note that this doesn't handle cases where an item may
1235 * use several locations. 1254 * use several locations.
1236 */ 1255 */
1237 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1238 { 1257 {
1239 if (monster->body_info[i] && item->body_info[i]) 1258 if (monster->slot[i].info && item->slot[i].info)
1240 { 1259 {
1241 flag = 1; 1260 flag = 1;
1242 break; 1261 break;
1243 } 1262 }
1244 } 1263 }
1245 1264
1246 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1247 return 1; 1266 return 1;
1267
1248 return 0; 1268 return 0;
1249} 1269}
1250 1270
1251/* 1271/*
1252 * monster_apply_below(): 1272 * monster_apply_below():
1294void 1314void
1295monster_check_apply (object *mon, object *item) 1315monster_check_apply (object *mon, object *item)
1296{ 1316{
1297 int flag = 0; 1317 int flag = 0;
1298 1318
1299 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1319 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1300 { 1320 {
1301 SET_FLAG (mon, FLAG_CAST_SPELL); 1321 SET_FLAG (mon, FLAG_CAST_SPELL);
1302 return; 1322 return;
1303 } 1323 }
1304 1324
1400} 1420}
1401 1421
1402void 1422void
1403npc_call_help (object *op) 1423npc_call_help (object *op)
1404{ 1424{
1405 int x, y, mflags; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1406 object *npc;
1407 sint16 sx, sy;
1408 maptile *m;
1409
1410 for (x = -3; x < 4; x++)
1411 for (y = -3; y < 4; y++)
1412 { 1426 {
1413 m = op->map; 1427 mapspace &ms = m->at (nx, ny);
1414 sx = op->x + x; 1428
1415 sy = op->y + y;
1416 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1417 /* If nothing alive on this space, no need to search the space. */ 1429 /* If nothing alive on this space, no need to search the space. */
1418 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1419 continue; 1431 continue;
1420 1432
1421 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1422 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1423 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1424 } 1436 }
1425} 1437}
1426 1438
1427int 1439int
1428dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1440dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1429{ 1441{
1430 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1431 return dir; 1443 return dir;
1444
1432 if (rv->distance < 10) 1445 if (rv->distance < 10)
1433 return absdir (dir + 4); 1446 return absdir (dir + 4);
1434 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1435 return dir; 1448 return dir;
1436 1449
1437 return 0; 1450 return 0;
1438} 1451}
1439 1452
1440int 1453int
1441run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1454run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1442{ 1455{
1443 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1456 if (can_hit (part, enemy, rv))
1444 {
1445 ob->move_status++;
1446 return (dir); 1457 return dir;
1447 } 1458 else
1448 else if (ob->move_status > 20)
1449 ob->move_status = 0;
1450
1451 return absdir (dir + 4); 1459 return absdir (dir + 4);
1452} 1460}
1453 1461
1454int 1462int
1455hitrun_att (int dir, object *ob, object *enemy) 1463hitrun_att (int dir, object *ob, object *enemy)
1456{ 1464{
1465} 1473}
1466 1474
1467int 1475int
1468wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1476wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1469{ 1477{
1470
1471 int inrange = can_hit (part, enemy, rv); 1478 int inrange = can_hit (part, enemy, rv);
1472 1479
1473 if (ob->move_status || inrange) 1480 if (ob->move_status || inrange)
1474 ob->move_status++; 1481 ob->move_status++;
1475 1482
1485} 1492}
1486 1493
1487int 1494int
1488disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1495disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1489{ 1496{
1490
1491 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1492 * happen is that if the creatures hp percentage falls below run_away, 1498 * happen is that if the creatures hp percentage falls below run_away,
1493 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1494 * I think its wrong for a creature to have a zero maxhp value, but 1500 * I think its wrong for a creature to have a zero maxhp value, but
1495 * at least one map has this set, and whatever the map contains, the 1501 * at least one map has this set, and whatever the map contains, the
1591} 1597}
1592 1598
1593void 1599void
1594rand_move (object *ob) 1600rand_move (object *ob)
1595{ 1601{
1596 int i;
1597
1598 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1602 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1599 for (i = 0; i < 5; i++) 1603 for (int i = 0; i < 5; i++)
1600 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1604 if (move_object (ob, ob->move_status = rndm (8) + 1))
1601 return; 1605 return;
1602} 1606}
1603 1607
1604void 1608void
1605check_earthwalls (object *op, maptile *m, int x, int y) 1609check_earthwalls (object *op, maptile *m, int x, int y)
1606{ 1610{
1607 object *tmp;
1608
1609 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1611 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1610 {
1611 if (tmp->type == EARTHWALL) 1612 if (tmp->type == EARTHWALL)
1612 { 1613 {
1613 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1614 return; 1615 return;
1615 } 1616 }
1616 }
1617} 1617}
1618 1618
1619void 1619void
1620check_doors (object *op, maptile *m, int x, int y) 1620check_doors (object *op, maptile *m, int x, int y)
1621{ 1621{
1622 object *tmp;
1623
1624 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1622 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1625 {
1626 if (tmp->type == DOOR) 1623 if (tmp->type == DOOR)
1627 { 1624 {
1628 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1629 return; 1626 return;
1630 } 1627 }
1631 }
1632} 1628}
1633 1629
1634/* find_mon_throw_ob() - modeled on find_throw_ob 1630/* find_mon_throw_ob() - modeled on find_throw_ob
1635 * This is probably overly simplistic as it is now - We want 1631 * This is probably overly simplistic as it is now - We want
1636 * monsters to throw things like chairs and other pieces of 1632 * monsters to throw things like chairs and other pieces of
1676 * properly. I also so odd code in place that checked for x distance 1672 * 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 1673 * OR y distance being within some range - that seemed wrong - both should
1678 * be within the valid range. MSW 2001-08-05 1674 * be within the valid range. MSW 2001-08-05
1679 * Returns 0 if enemy can not be detected, 1 if it is detected 1675 * Returns 0 if enemy can not be detected, 1 if it is detected
1680 */ 1676 */
1681
1682int 1677int
1683can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1684{ 1679{
1685 int radius = MIN_MON_RADIUS, hide_discovery;
1686
1687 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1688 if (!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1689 return 0; 1682 return 0;
1690 1683
1691 /* If the monster (op) has no way to get to the enemy, do nothing */ 1684 /* If the monster (op) has no way to get to the enemy, do nothing */
1693 return 0; 1686 return 0;
1694 1687
1695 get_rangevector (op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1696 1689
1697 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1698 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1699 return 0; 1692 return 0;
1700 1693
1701 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1702 if (can_see_enemy (op, enemy)) 1695 if (can_see_enemy (op, enemy))
1703 return 1; 1696 return 1;
1704 1697
1705 /* The rest of this is for monsters. Players are on their own for 1698 /* The rest of this is for monsters. Players are on their own for
1706 * finding enemies! 1699 * finding enemies!
1707 */ 1700 */
1708 if (op->type == PLAYER) 1701 if (op->is_player ())
1709 return 0; 1702 return 0;
1710 1703
1711 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1712 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1705 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1713 */ 1706 */
1714 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1707 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1715 return 0; 1708 return 0;
1716 1709
1710 int radius = MIN_MON_RADIUS;
1711
1717 /* use this for invis also */ 1712 /* use this for invis also */
1718 hide_discovery = op->stats.Int / 5; 1713 int hide_discovery = op->stats.Int / 5;
1719 1714
1720 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1721 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1716 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; 1717 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1723 else 1718 else
1724 { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1725 object *sk_hide;
1726 int bonus = (op->level / 2) + (op->stats.Int / 5); 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1727 1721
1728 if (enemy->type == PLAYER) 1722 if (enemy->is_player ())
1729 { 1723 {
1730 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1724 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1731 bonus -= sk_hide->level; 1725 bonus -= sk_hide->level;
1732 else 1726 else
1733 { 1727 {
1734 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1728 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1735 make_visible (enemy); 1729 make_visible (enemy);
1744 } /* else creature has modifiers for hiding */ 1738 } /* else creature has modifiers for hiding */
1745 1739
1746 /* Radii stealth adjustment. Only if you are stealthy 1740 /* Radii stealth adjustment. Only if you are stealthy
1747 * will you be able to sneak up closer to creatures */ 1741 * will you be able to sneak up closer to creatures */
1748 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1742 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1749 radius = radius / 2, hide_discovery = hide_discovery / 3; 1743 {
1744 radius /= 2;
1745 hide_discovery /= 3;
1746 }
1750 1747
1751 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1752 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1749 if (!stand_in_light (enemy))
1753 { 1750 {
1754 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1755 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1756 */ 1753 */
1757 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1754 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1758 radius += op->map->darkness / 2; 1755 radius += op->map->darklevel () / 2;
1759 else 1756 else
1760 radius -= op->map->darkness / 2; 1757 radius -= op->map->darklevel () / 2;
1761 1758
1762 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1763 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1764 */ 1761 */
1765 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1762 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1766 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1767 } /* if on dark map */ 1764 } /* if on dark map */
1768 1765
1769 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1770 * radii, we only need to worry here about things the player can 1767 * 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 1769 * may have for their map - in that way, creatures at the edge will
1773 * do something. Note that the distance field in the 1770 * do something. Note that the distance field in the
1774 * vector is real distance, so in theory this should be 18 to 1771 * vector is real distance, so in theory this should be 18 to
1775 * find that. 1772 * find that.
1776 */ 1773 */
1777 if (radius > 13) 1774 // note that the above reasoning was utter bullshit even at the time it was written
1778 radius = 13; 1775 // we use 25, lets see if we have the cpu time for it
1776 radius = min (25, radius);
1779 1777
1780 /* Enemy in range! Now test for detection */ 1778 /* Enemy in range! Now test for detection */
1781 if ((int) rv->distance <= radius) 1779 if (rv->distance <= radius)
1782 { 1780 {
1783 /* ah, we are within range, detected? take cases */ 1781 /* ah, we are within range, detected? take cases */
1784 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1785 return 1; 1783 return 1;
1786 1784
1787 /* hidden or low-quality invisible */ 1785 /* hidden or low-quality invisible */
1788 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1786 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1789 { 1787 {
1790 make_visible (enemy); 1788 make_visible (enemy);
1789
1791 /* inform players of new status */ 1790 /* inform players of new status */
1792 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1791 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); 1792 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1793
1794 return 1; /* detected enemy */ 1794 return 1; /* detected enemy */
1795 } 1795 }
1796 else if (enemy->invisible) 1796 else if (enemy->invisible)
1797 { 1797 {
1798 /* Change this around - instead of negating the invisible, just 1798 /* Change this around - instead of negating the invisible, just
1799 * return true so that the mosnter that managed to detect you can 1799 * return true so that the monster that managed to detect you can
1800 * do something to you. Decreasing the duration of invisible 1800 * do something to you. Decreasing the duration of invisible
1801 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1801 * 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 - 1802 * can then basically negate the spell. The spell isn't negated -
1803 * they just know where you are! 1803 * they just know where you are!
1804 */ 1804 */
1805 if ((rndm (50)) <= hide_discovery) 1805 if (rndm (50) <= hide_discovery)
1806 { 1806 {
1807 if (enemy->type == PLAYER) 1807 if (enemy->type == PLAYER)
1808 {
1809 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1808 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1810 } 1809
1811 return 1; 1810 return 1;
1812 } 1811 }
1813 } 1812 }
1814 } /* within range */ 1813 } /* within range */
1815 1814
1816 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1817 return 0; 1816 return 0;
1818} 1817}
1819 1818
1820/* determine if op stands in a lighted square. This is not a very 1819/* determine if op stands in a lighted square. This is not a very
1821 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1822 * is possible for a bright light to illuminate a player on the 1821 * is possible for a bright light to illuminate a player on the
1823 * other side of a wall (!). 1822 * other side of a wall (!).
1824 */ 1823 */
1825int 1824int
1826stand_in_light (object *op) 1825stand_in_light (object *op)
1827{ 1826{
1828 sint16 nx, ny;
1829 maptile *m;
1830
1831 if (!op) 1827 if (op)
1828 {
1829 if (!op->is_on_map ())
1832 return 0; 1830 return 0;
1833 1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1834
1834 if (op->glow_radius > 0) 1835 if (op->glow_radius > 0)
1835 return 1; 1836 return 1;
1836 1837
1837 if (op->map) 1838 if (op->map)
1838 { 1839 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1839 int x, y, x1, y1; 1840 {
1840
1841 /* Check the spaces with the max light radius to see if any of them 1841 /* 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. 1842 * 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 { 1843 */
1848 m = op->map; 1844 int light = m->at (nx, ny).light;
1849 nx = x;
1850 ny = y;
1851 1845
1852 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1846 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; 1847 return 1;
1859 } 1848 }
1860 }
1861 } 1849 }
1862 1850
1863 return 0; 1851 return 0;
1864} 1852}
1865 1853
1889 { 1877 {
1890 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1891 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1892 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1893 1881
1894 if (has_carried_lights (enemy)) 1882 if (enemy->has_carried_lights ())
1895 { 1883 {
1896 if (enemy->hide) 1884 if (enemy->flag [FLAG_HIDDEN])
1897 { 1885 {
1898 make_visible (enemy); 1886 make_visible (enemy);
1899 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1887 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1900 } 1888 }
1889
1901 return 1; 1890 return 1;
1902 } 1891 }
1903 else if (enemy->hide) 1892 else if (enemy->flag [FLAG_HIDDEN])
1904 return 0; 1893 return 0;
1905 1894
1906 /* Invisible enemy. Break apart the check for invis undead/invis looker 1895 /* 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, 1896 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1908 * and making it a conditional makes the code pretty ugly. 1897 * and making it a conditional makes the code pretty ugly.
1909 */ 1898 */
1910 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1911 {
1912 if (makes_invisible_to (enemy, looker)) 1900 if (makes_invisible_to (enemy, looker))
1913 return 0; 1901 return 0;
1914 }
1915 } 1902 }
1916 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1903 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1917 if (player_can_view (looker, enemy)) 1904 if (player_can_view (looker, enemy))
1918 return 1; 1905 return 1;
1919 1906
1920 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1907 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1921 * unless they carry a light or stand in light. Darkness doesnt 1908 * unless they carry a light or stand in light. Darkness doesnt
1924 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1925 * only relevant for tiled maps, but it is possible that the 1912 * 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 1913 * enemy is on a bright map and the looker on a dark - in that
1927 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1928 */ 1915 */
1929 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1916 if (!stand_in_light (enemy)
1930 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1917 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1931 return 0; 1918 return 0;
1932 1919
1933 return 1; 1920 return 1;
1934} 1921}
1922

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