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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.32 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.65 by root, Fri Sep 25 18:44:58 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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
516 if (monster_use_bow (op, part, enemy, dir)) 505 if (monster_use_bow (op, part, enemy, dir))
517 return 0; 506 return 0;
518 } /* for processing of all parts */ 507 } /* for processing of all parts */
519 } /* If not scared */ 508 } /* If not scared */
520 509
521
522 part = rv.part; 510 part = rv.part;
523 dir = rv.direction; 511 dir = rv.direction;
524 512
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
525 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))
526 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
527 559
528 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
529 dir = absdir (dir + rndm (3) + rndm (3) - 2); 561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
532 564
533 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
534 { 566 {
535 switch (op->attack_movement & LO4) 567 switch (op->attack_movement & LO4)
536 { 568 {
537 case DISTATT: 569 case DISTATT:
538 dir = dist_att (dir, op, enemy, part, &rv); 570 dir = dist_att (dir, op, enemy, part, &rv);
539 break; 571 break;
540 572
541 case RUNATT: 573 case RUNATT:
542 dir = run_att (dir, op, enemy, part, &rv); 574 dir = run_att (dir, op, enemy, part, &rv);
543 break; 575 break;
544 576
545 case HITRUN: 577 case HITRUN:
546 dir = hitrun_att (dir, op, enemy); 578 dir = hitrun_att (dir, op, enemy);
547 break; 579 break;
548 580
549 case WAITATT: 581 case WAITATT:
550 dir = wait_att (dir, op, enemy, part, &rv); 582 dir = wait_att (dir, op, enemy, part, &rv);
551 break; 583 break;
552 584
553 case RUSH: /* default - monster normally moves towards player */ 585 case RUSH: /* default - monster normally moves towards player */
554 case ALLRUN: 586 case ALLRUN:
555 break; 587 break;
556 588
557 case DISTHIT: 589 case DISTHIT:
558 dir = disthit_att (dir, op, enemy, part, &rv); 590 dir = disthit_att (dir, op, enemy, part, &rv);
559 break; 591 break;
560 592
561 case WAIT2: 593 case WAIT2:
562 dir = wait_att2 (dir, op, enemy, part, &rv); 594 dir = wait_att2 (dir, op, enemy, part, &rv);
563 break; 595 break;
564 596
565 default: 597 default:
566 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);
567 } 599 }
568 } 600 }
569 601
570 if (!dir) 602 if (!dir)
571 return 0; 603 return 0;
581 return 0; 613 return 0;
582 } 614 }
583 615
584 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))
585 { 617 {
586
587 /* Try move around corners if !close */ 618 /* Try move around corners if !close */
588 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;
589 620
590 for (diff = 1; diff <= maxdiff; diff++) 621 for (diff = 1; diff <= maxdiff; diff++)
591 { 622 {
592 /* try different detours */ 623 /* try different detours */
593 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
594 625
595 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)))
596 return 0; 627 return 0;
597 } 628 }
598 } 629 }
625 { 656 {
626 object *nearest_player = get_nearest_player (op); 657 object *nearest_player = get_nearest_player (op);
627 658
628 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
629 { 660 {
630 op->enemy = NULL; 661 op->enemy = 0;
631 enemy = nearest_player; 662 enemy = nearest_player;
632 } 663 }
633 } 664 }
634 665
635 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
641 * still be pretty nasty. 672 * still be pretty nasty.
642 */ 673 */
643 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
644 { 675 {
645 part->stats.wc += 10; 676 part->stats.wc += 10;
646 (void) skill_attack (enemy, part, 0, NULL, NULL); 677 skill_attack (enemy, part, 0, NULL, NULL);
647 part->stats.wc -= 10; 678 part->stats.wc -= 10;
648 } 679 }
649 else 680 else
650 (void) skill_attack (enemy, part, 0, NULL, NULL); 681 skill_attack (enemy, part, 0, NULL, NULL);
651 } /* if monster is in attack range */ 682 } /* if monster is in attack range */
652 683
653 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 */
654 return 1; 685 return 1;
655 686
656 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
657 { 688 {
658 op->remove ();
659 op->destroy (); 689 op->drop_and_destroy ();
660 return 1; 690 return 1;
661 } 691 }
692
662 return 0; 693 return 0;
663} 694}
664 695
665int 696int
666can_hit (object *ob1, object *ob2, rv_vector * rv) 697can_hit (object *ob1, object *ob2, rv_vector * rv)
681 { 712 {
682 get_rangevector (ob1, more, &rv1, 0); 713 get_rangevector (ob1, more, &rv1, 0);
683 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
684 return 1; 715 return 1;
685 } 716 }
717
686 return 0; 718 return 0;
687
688} 719}
689 720
690/* Returns 1 is monster should cast spell sp at an enemy 721/* Returns 1 is monster should cast spell sp at an enemy
691 * Returns 0 if the monster should not cast this spell. 722 * Returns 0 if the monster should not cast this spell.
692 * 723 *
710 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
711 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 742 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
712 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 ||
713 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 ||
714 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)
715
716 return 1; 746 return 1;
717 747
718 return 0; 748 return 0;
719} 749}
720
721 750
722#define MAX_KNOWN_SPELLS 20 751#define MAX_KNOWN_SPELLS 20
723 752
724/* Returns a randomly selected spell. This logic is still 753/* Returns a randomly selected spell. This logic is still
725 * less than ideal. This code also only seems to deal with 754 * less than ideal. This code also only seems to deal with
728 */ 757 */
729object * 758object *
730monster_choose_random_spell (object *monster) 759monster_choose_random_spell (object *monster)
731{ 760{
732 object *altern[MAX_KNOWN_SPELLS]; 761 object *altern[MAX_KNOWN_SPELLS];
733 object *tmp;
734 int i = 0; 762 int i = 0;
735 763
736 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
737 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
738 { 766 {
739 /* Check and see if it's actually a useful spell. 767 /* Check and see if it's actually a useful spell.
740 * If its a spellbook, the spell is actually the inventory item. 768 * If its a spellbook, the spell is actually the inventory item.
741 * 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.
742 */ 770 */
743 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))
744 { 772 {
745 altern[i++] = tmp; 773 altern [i++] = tmp;
774
746 if (i == MAX_KNOWN_SPELLS) 775 if (i == MAX_KNOWN_SPELLS)
747 break; 776 break;
748 } 777 }
749 } 778 }
750 if (!i) 779
751 return NULL; 780 return i ? altern [rndm (i)] : 0;
752 return altern[RANDOM () % i];
753} 781}
754 782
755/* 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.
756 * 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.
757 * head is the head of the monster. 785 * head is the head of the monster.
758 * part is the part of the monster we are checking against. 786 * part is the part of the monster we are checking against.
759 * pl is the target. 787 * pl is the target.
760 * dir is the direction to case. 788 * dir is the direction to case.
761 * rv is the vector which describes where the enemy is. 789 * rv is the vector which describes where the enemy is.
762 */ 790 */
763
764int 791int
765monster_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)
766{ 793{
767 object *spell_item; 794 object *spell_item;
768 object *owner; 795 object *owner;
779 806
780 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
781 { 808 {
782 get_rangevector (head, owner, &rv1, 0x1); 809 get_rangevector (head, owner, &rv1, 0x1);
783 if (dirdiff (dir, rv1.direction) < 2) 810 if (dirdiff (dir, rv1.direction) < 2)
784 {
785 return 0; /* Might hit owner with spell */ 811 return 0; /* Might hit owner with spell */
786 }
787 } 812 }
788 813
789 if (QUERY_FLAG (head, FLAG_CONFUSED)) 814 if (QUERY_FLAG (head, FLAG_CONFUSED))
790 dir = absdir (dir + rndm (3) + rndm (3) - 2); 815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
791 816
799 { 824 {
800 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 825 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
801 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 */
802 return 0; 827 return 0;
803 } 828 }
829
804 if (spell_item->type == SPELLBOOK) 830 if (spell_item->type == SPELLBOOK)
805 { 831 {
806 if (!spell_item->inv) 832 if (!spell_item->inv)
807 { 833 {
808 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);
809 return 0; 835 return 0;
810 } 836 }
837
811 spell_item = spell_item->inv; 838 spell_item = spell_item->inv;
812 } 839 }
813 } 840 }
814 else 841 else
815 spell_item = head->spellitem; 842 spell_item = head->spellitem;
834 /* 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 */
835 head->spellitem = NULL; 862 head->spellitem = NULL;
836 863
837 return cast_spell (part, part, dir, spell_item, NULL); 864 return cast_spell (part, part, dir, spell_item, NULL);
838} 865}
839
840 866
841int 867int
842monster_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)
843{ 869{
844 object *scroll; 870 object *scroll;
973 if (!(--wand->stats.food)) 999 if (!(--wand->stats.food))
974 { 1000 {
975 if (wand->arch) 1001 if (wand->arch)
976 { 1002 {
977 CLEAR_FLAG (wand, FLAG_ANIMATE); 1003 CLEAR_FLAG (wand, FLAG_ANIMATE);
978 wand->face = wand->arch->clone.face; 1004 wand->face = wand->arch->face;
979 wand->set_speed (0); 1005 wand->set_speed (0);
980 } 1006 }
981 } 1007 }
982 /* Success */ 1008 /* Success */
983 return 1; 1009 return 1;
1208 case ROD: 1234 case ROD:
1209 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1210 break; 1236 break;
1211 1237
1212 case SPELLBOOK: 1238 case SPELLBOOK:
1213 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1214 break; 1240 break;
1215 1241
1216 case SCROLL: 1242 case SCROLL:
1217 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1218 break; 1244 break;
1236 } 1262 }
1237 } 1263 }
1238 1264
1239 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1240 return 1; 1266 return 1;
1267
1241 return 0; 1268 return 0;
1242} 1269}
1243 1270
1244/* 1271/*
1245 * monster_apply_below(): 1272 * monster_apply_below():
1287void 1314void
1288monster_check_apply (object *mon, object *item) 1315monster_check_apply (object *mon, object *item)
1289{ 1316{
1290 int flag = 0; 1317 int flag = 0;
1291 1318
1292 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)))
1293 { 1320 {
1294 SET_FLAG (mon, FLAG_CAST_SPELL); 1321 SET_FLAG (mon, FLAG_CAST_SPELL);
1295 return; 1322 return;
1296 } 1323 }
1297 1324
1393} 1420}
1394 1421
1395void 1422void
1396npc_call_help (object *op) 1423npc_call_help (object *op)
1397{ 1424{
1398 int x, y, mflags; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1399 object *npc;
1400 sint16 sx, sy;
1401 maptile *m;
1402
1403 for (x = -3; x < 4; x++)
1404 for (y = -3; y < 4; y++)
1405 { 1426 {
1406 m = op->map; 1427 mapspace &ms = m->at (nx, ny);
1407 sx = op->x + x; 1428
1408 sy = op->y + y;
1409 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1410 /* 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. */
1411 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1412 continue; 1431 continue;
1413 1432
1414 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1415 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1416 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1417 } 1436 }
1418} 1437}
1419 1438
1420int 1439int
1421dist_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)
1422{ 1441{
1423 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1424 return dir; 1443 return dir;
1444
1425 if (rv->distance < 10) 1445 if (rv->distance < 10)
1426 return absdir (dir + 4); 1446 return absdir (dir + 4);
1427 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1428 return dir; 1448 return dir;
1429 1449
1430 return 0; 1450 return 0;
1431} 1451}
1432 1452
1433int 1453int
1434run_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)
1435{ 1455{
1436 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1456 if (can_hit (part, enemy, rv))
1437 {
1438 ob->move_status++;
1439 return (dir); 1457 return dir;
1440 } 1458 else
1441 else if (ob->move_status > 20)
1442 ob->move_status = 0;
1443
1444 return absdir (dir + 4); 1459 return absdir (dir + 4);
1445} 1460}
1446 1461
1447int 1462int
1448hitrun_att (int dir, object *ob, object *enemy) 1463hitrun_att (int dir, object *ob, object *enemy)
1449{ 1464{
1458} 1473}
1459 1474
1460int 1475int
1461wait_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)
1462{ 1477{
1463
1464 int inrange = can_hit (part, enemy, rv); 1478 int inrange = can_hit (part, enemy, rv);
1465 1479
1466 if (ob->move_status || inrange) 1480 if (ob->move_status || inrange)
1467 ob->move_status++; 1481 ob->move_status++;
1468 1482
1478} 1492}
1479 1493
1480int 1494int
1481disthit_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)
1482{ 1496{
1483
1484 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1485 * 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,
1486 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1487 * 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
1488 * 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
1584} 1597}
1585 1598
1586void 1599void
1587rand_move (object *ob) 1600rand_move (object *ob)
1588{ 1601{
1589 int i;
1590
1591 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)))))
1592 for (i = 0; i < 5; i++) 1603 for (int i = 0; i < 5; i++)
1593 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1604 if (move_object (ob, ob->move_status = rndm (8) + 1))
1594 return; 1605 return;
1595} 1606}
1596 1607
1597void 1608void
1598check_earthwalls (object *op, maptile *m, int x, int y) 1609check_earthwalls (object *op, maptile *m, int x, int y)
1599{ 1610{
1600 object *tmp;
1601
1602 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)
1603 {
1604 if (tmp->type == EARTHWALL) 1612 if (tmp->type == EARTHWALL)
1605 { 1613 {
1606 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1607 return; 1615 return;
1608 } 1616 }
1609 }
1610} 1617}
1611 1618
1612void 1619void
1613check_doors (object *op, maptile *m, int x, int y) 1620check_doors (object *op, maptile *m, int x, int y)
1614{ 1621{
1615 object *tmp;
1616
1617 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)
1618 {
1619 if (tmp->type == DOOR) 1623 if (tmp->type == DOOR)
1620 { 1624 {
1621 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1622 return; 1626 return;
1623 } 1627 }
1624 }
1625} 1628}
1626 1629
1627/* find_mon_throw_ob() - modeled on find_throw_ob 1630/* find_mon_throw_ob() - modeled on find_throw_ob
1628 * This is probably overly simplistic as it is now - We want 1631 * This is probably overly simplistic as it is now - We want
1629 * monsters to throw things like chairs and other pieces of 1632 * monsters to throw things like chairs and other pieces of
1669 * 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
1670 * 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
1671 * be within the valid range. MSW 2001-08-05 1674 * be within the valid range. MSW 2001-08-05
1672 * 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
1673 */ 1676 */
1674
1675int 1677int
1676can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1677{ 1679{
1678 int radius = MIN_MON_RADIUS, hide_discovery;
1679
1680 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1681 if (!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1682 return 0; 1682 return 0;
1683 1683
1684 /* 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 */
1686 return 0; 1686 return 0;
1687 1687
1688 get_rangevector (op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1689 1689
1690 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1691 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1692 return 0; 1692 return 0;
1693 1693
1694 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1695 if (can_see_enemy (op, enemy)) 1695 if (can_see_enemy (op, enemy))
1696 return 1; 1696 return 1;
1697 1697
1698 /* 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
1699 * finding enemies! 1699 * finding enemies!
1700 */ 1700 */
1701 if (op->type == PLAYER) 1701 if (op->is_player ())
1702 return 0; 1702 return 0;
1703 1703
1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1705 * 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
1706 */ 1706 */
1707 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)))
1708 return 0; 1708 return 0;
1709 1709
1710 int radius = MIN_MON_RADIUS;
1711
1710 /* use this for invis also */ 1712 /* use this for invis also */
1711 hide_discovery = op->stats.Int / 5; 1713 int hide_discovery = op->stats.Int / 5;
1712 1714
1713 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1714 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) */
1715 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);
1716 else 1718 else
1717 { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1718 object *sk_hide;
1719 int bonus = (op->level / 2) + (op->stats.Int / 5); 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1720 1721
1721 if (enemy->type == PLAYER) 1722 if (enemy->is_player ())
1722 { 1723 {
1723 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1724 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1724 bonus -= sk_hide->level; 1725 bonus -= sk_hide->level;
1725 else 1726 else
1726 { 1727 {
1727 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");
1728 make_visible (enemy); 1729 make_visible (enemy);
1737 } /* else creature has modifiers for hiding */ 1738 } /* else creature has modifiers for hiding */
1738 1739
1739 /* Radii stealth adjustment. Only if you are stealthy 1740 /* Radii stealth adjustment. Only if you are stealthy
1740 * will you be able to sneak up closer to creatures */ 1741 * will you be able to sneak up closer to creatures */
1741 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1742 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1742 radius = radius / 2, hide_discovery = hide_discovery / 3; 1743 {
1744 radius /= 2;
1745 hide_discovery /= 3;
1746 }
1743 1747
1744 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1745 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1749 if (!stand_in_light (enemy))
1746 { 1750 {
1747 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1748 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1749 */ 1753 */
1750 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))
1751 radius += op->map->darkness / 2; 1755 radius += op->map->darklevel () / 2;
1752 else 1756 else
1753 radius -= op->map->darkness / 2; 1757 radius -= op->map->darklevel () / 2;
1754 1758
1755 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1756 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1757 */ 1761 */
1758 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)
1759 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1760 } /* if on dark map */ 1764 } /* if on dark map */
1761 1765
1762 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1763 * 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
1765 * 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
1766 * do something. Note that the distance field in the 1770 * do something. Note that the distance field in the
1767 * 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
1768 * find that. 1772 * find that.
1769 */ 1773 */
1770 if (radius > 13) 1774 // note that the above reasoning was utter bullshit even at the time it was written
1771 radius = 13; 1775 // we use 25, lets see if we have the cpu time for it
1776 radius = min (25, radius);
1772 1777
1773 /* Enemy in range! Now test for detection */ 1778 /* Enemy in range! Now test for detection */
1774 if ((int) rv->distance <= radius) 1779 if (rv->distance <= radius)
1775 { 1780 {
1776 /* ah, we are within range, detected? take cases */ 1781 /* ah, we are within range, detected? take cases */
1777 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1778 return 1; 1783 return 1;
1779 1784
1780 /* hidden or low-quality invisible */ 1785 /* hidden or low-quality invisible */
1781 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1786 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1782 { 1787 {
1783 make_visible (enemy); 1788 make_visible (enemy);
1789
1784 /* inform players of new status */ 1790 /* inform players of new status */
1785 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1791 if (enemy->type == PLAYER && player_can_view (enemy, op))
1786 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
1787 return 1; /* detected enemy */ 1794 return 1; /* detected enemy */
1788 } 1795 }
1789 else if (enemy->invisible) 1796 else if (enemy->invisible)
1790 { 1797 {
1791 /* Change this around - instead of negating the invisible, just 1798 /* Change this around - instead of negating the invisible, just
1792 * 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
1793 * do something to you. Decreasing the duration of invisible 1800 * do something to you. Decreasing the duration of invisible
1794 * 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
1795 * can then basically negate the spell. The spell isn't negated - 1802 * can then basically negate the spell. The spell isn't negated -
1796 * they just know where you are! 1803 * they just know where you are!
1797 */ 1804 */
1798 if ((rndm (50)) <= hide_discovery) 1805 if (rndm (50) <= hide_discovery)
1799 { 1806 {
1800 if (enemy->type == PLAYER) 1807 if (enemy->type == PLAYER)
1801 {
1802 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));
1803 } 1809
1804 return 1; 1810 return 1;
1805 } 1811 }
1806 } 1812 }
1807 } /* within range */ 1813 } /* within range */
1808 1814
1809 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1810 return 0; 1816 return 0;
1811} 1817}
1812 1818
1813/* 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
1814 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1815 * 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
1816 * other side of a wall (!). 1822 * other side of a wall (!).
1817 */ 1823 */
1818int 1824int
1819stand_in_light (object *op) 1825stand_in_light (object *op)
1820{ 1826{
1821 sint16 nx, ny;
1822 maptile *m;
1823
1824 if (!op) 1827 if (op)
1828 {
1829 if (!op->is_on_map ())
1825 return 0; 1830 return 0;
1826 1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1834
1827 if (op->glow_radius > 0) 1835 if (op->glow_radius > 0)
1828 return 1; 1836 return 1;
1829 1837
1830 if (op->map) 1838 if (op->map)
1831 { 1839 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1832 int x, y, x1, y1; 1840 {
1833
1834 /* 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
1835 * 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.
1836 */
1837 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1838 {
1839 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1840 { 1843 */
1841 m = op->map; 1844 int light = m->at (nx, ny).light;
1842 nx = x;
1843 ny = y;
1844 1845
1845 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1846 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1846 continue;
1847
1848 x1 = abs (x - op->x) * abs (x - op->x);
1849 y1 = abs (y - op->y) * abs (y - op->y);
1850 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1851 return 1; 1847 return 1;
1852 } 1848 }
1853 }
1854 } 1849 }
1855 1850
1856 return 0; 1851 return 0;
1857} 1852}
1858 1853
1882 { 1877 {
1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1884 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1885 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1886 1881
1887 if (has_carried_lights (enemy)) 1882 if (enemy->has_carried_lights ())
1888 { 1883 {
1889 if (enemy->hide) 1884 if (enemy->flag [FLAG_HIDDEN])
1890 { 1885 {
1891 make_visible (enemy); 1886 make_visible (enemy);
1892 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!");
1893 } 1888 }
1889
1894 return 1; 1890 return 1;
1895 } 1891 }
1896 else if (enemy->hide) 1892 else if (enemy->flag [FLAG_HIDDEN])
1897 return 0; 1893 return 0;
1898 1894
1899 /* Invisible enemy. Break apart the check for invis undead/invis looker 1895 /* Invisible enemy. Break apart the check for invis undead/invis looker
1900 * 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,
1901 * and making it a conditional makes the code pretty ugly. 1897 * and making it a conditional makes the code pretty ugly.
1902 */ 1898 */
1903 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1904 {
1905 if (makes_invisible_to (enemy, looker)) 1900 if (makes_invisible_to (enemy, looker))
1906 return 0; 1901 return 0;
1907 }
1908 } 1902 }
1909 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1903 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1910 if (player_can_view (looker, enemy)) 1904 if (player_can_view (looker, enemy))
1911 return 1; 1905 return 1;
1912 1906
1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1907 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1914 * unless they carry a light or stand in light. Darkness doesnt 1908 * unless they carry a light or stand in light. Darkness doesnt
1917 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1918 * only relevant for tiled maps, but it is possible that the 1912 * only relevant for tiled maps, but it is possible that the
1919 * 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
1920 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1921 */ 1915 */
1922 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1916 if (!stand_in_light (enemy)
1923 && (!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)))
1924 return 0; 1918 return 0;
1925 1919
1926 return 1; 1920 return 1;
1927} 1921}
1922

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