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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.4 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.65 by root, Fri Sep 25 18:44:58 2009 UTC

1/* 1/*
2 * static char *rcsid_monster_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: monster.C,v 1.4 2006/08/29 08:01:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5 23
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29#include <global.h> 24#include <global.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 25#include <sproto.h>
32#include <spells.h> 26#include <spells.h>
33#include <skills.h> 27#include <skills.h>
34#endif
35 28
36
37#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 29#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38
39 30
40/* checks npc->enemy and returns that enemy if still valid, 31/* checks npc->enemy and returns that enemy if still valid,
41 * NULL otherwise. 32 * NULL otherwise.
42 * this is map tile aware. 33 * this is map tile aware.
43 * If this returns an enemy, the range vector rv should also be 34 * If this returns an enemy, the range vector rv should also be
44 * set to sane values. 35 * set to sane values.
45 */ 36 */
37object *
46object *check_enemy(object *npc, rv_vector *rv) { 38check_enemy (object *npc, rv_vector * rv)
47 39{
48 /* 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
49 * 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,
50 * which CAN attack the owner. */ 42 * which CAN attack the owner. */
51 if ((npc->attack_movement & HI4) == PETMOVE) 43 if ((npc->attack_movement & HI4) == PETMOVE)
52 { 44 {
53 if (npc->owner == NULL) 45 if (npc->owner == NULL)
54 npc->enemy = NULL; 46 npc->enemy = NULL;
55 else if (npc->enemy == NULL) 47 else if (npc->enemy == NULL)
56 npc->enemy = npc->owner->enemy; 48 npc->enemy = npc->owner->enemy;
57 } 49 }
58 50
59 /* periodically, a monster mayu change its target. Also, if the object 51 /* periodically, a monster mayu change its target. Also, if the object
60 * has been destroyed, etc, clear the enemy. 52 * has been destroyed, etc, clear the enemy.
61 * TODO: this should be changed, because it invokes to attack forced or 53 * TODO: this should be changed, because it invokes to attack forced or
62 * attacked monsters to leave the attacker alone, before it is destroyed 54 * attacked monsters to leave the attacker alone, before it is destroyed
63 */ 55 */
64 /* i had removed the random target leave, this invokes problems with friendly 56 /* i had removed the random target leave, this invokes problems with friendly
65 * objects, getting attacked and defending herself - they don't try to attack 57 * objects, getting attacked and defending herself - they don't try to attack
66 * again then but perhaps get attack on and on 58 * again then but perhaps get attack on and on
67 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 59 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
68 * too. */ 60 * too. */
69 61
70 if(npc->enemy) 62 if (npc->enemy)
71 { 63 {
72 /* I broke these if's apart to better be able to see what 64 /* I broke these if's apart to better be able to see what
73 * the grouping checks are. Code is the same. 65 * the grouping checks are. Code is the same.
74 */ 66 */
75 if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || 67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
76 QUERY_FLAG(npc->enemy,FLAG_FREED) || 68 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
77 !on_same_map(npc, npc->enemy) || 69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
78 npc == npc->enemy ||
79 QUERY_FLAG(npc, FLAG_NEUTRAL) ||
80 QUERY_FLAG(npc->enemy, FLAG_NEUTRAL))
81 npc->enemy = NULL; 70 npc->enemy = NULL;
82 71
83 else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( 72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
84 (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) || 73 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
85 ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy))) 74 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
86 || npc->enemy == npc->owner)) 75 || npc->enemy == npc->owner))
87 npc->enemy = NULL; 76 npc->enemy = NULL;
88 77
89 78
90 else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && 79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
91 (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER))
92 npc->enemy=NULL; 80 npc->enemy = NULL;
93 81
94 /* I've noticed that pets could sometimes get an arrow as the 82 /* I've noticed that pets could sometimes get an arrow as the
95 * target enemy - this code below makes sure the enemy is something 83 * target enemy - this code below makes sure the enemy is something
96 * that should be attacked. My guess is that the arrow hits 84 * that should be attacked. My guess is that the arrow hits
97 * the creature/owner, and so the creature then takes that 85 * the creature/owner, and so the creature then takes that
98 * as the enemy to attack. 86 * as the enemy to attack.
99 */ 87 */
100 else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && 88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
101 !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && 89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
102 npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) 90 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM)
103 npc->enemy=NULL; 92 npc->enemy = NULL;
104 93
105 } 94 }
95
106 return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
107} 97}
108 98
109/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
110 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
111 * Also fixed logic so that monsters in the lower directions were more 101 * Also fixed logic so that monsters in the lower directions were more
118 * the first few directions, it could very well choose something 108 * the first few directions, it could very well choose something
119 * 3 spaces away even though something directly north is closer. 109 * 3 spaces away even though something directly north is closer.
120 * 110 *
121 * this function is map tile aware. 111 * this function is map tile aware.
122 */ 112 */
113object *
123object *find_nearest_living_creature(object *npc) { 114find_nearest_living_creature (object *npc)
115{
124 int i,mflags; 116 int i, mflags;
125 sint16 nx,ny; 117 sint16 nx, ny;
126 mapstruct *m; 118 maptile *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE]; 119 int search_arr[SIZEOFFREE];
129 120
130 get_search_arr(search_arr); 121 get_search_arr (search_arr);
122
131 for(i=0;i<SIZEOFFREE;i++) { 123 for (i = 0; i < SIZEOFFREE; i++)
124 {
132 /* modified to implement smart searching using search_arr 125 /* modified to implement smart searching using search_arr
133 * guidance array to determine direction of search order 126 * guidance array to determine direction of search order
134 */ 127 */
135 nx = npc->x + freearr_x[search_arr[i]]; 128 nx = npc->x + freearr_x[search_arr[i]];
136 ny = npc->y + freearr_y[search_arr[i]]; 129 ny = npc->y + freearr_y[search_arr[i]];
137 m = npc->map; 130 m = npc->map;
138 131
139 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133
140 if (mflags & P_OUT_OF_MAP) continue; 134 if (mflags & P_OUT_OF_MAP)
135 continue;
141 136
142 if (mflags & P_IS_ALIVE) { 137 if (mflags & P_IS_ALIVE)
143 tmp=get_map_ob(m,nx,ny); 138 {
144 while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& 139 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
145 !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) 140 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
146 tmp=tmp->above;
147
148 if (!tmp) {
149 LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
150 m->path, nx, ny);
151 }
152 else {
153 if(can_see_monsterP(m,nx,ny,i)) 141 if (can_see_monsterP (m, nx, ny, i))
154 return tmp; 142 return tmp;
155 } 143 }
156 } /* is something living on this space */
157 } 144 }
158 return NULL; /* nothing found */
159}
160 145
146 return 0;
147}
161 148
162/* 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
163 * our caller will find the information useful. 150 * our caller will find the information useful.
164 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
165 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
166 * 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
167 * many cases. 154 * many cases.
168 */ 155 */
169 156object *
170object *find_enemy(object *npc, rv_vector *rv) 157find_enemy (object *npc, rv_vector * rv)
171{ 158{
172 object *attacker, *tmp=NULL; 159 object *attacker, *tmp = NULL;
173 160
174 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 161 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
175 npc->attacked_by = NULL; /* always clear the attacker entry */ 162 npc->attacked_by = 0; /* always clear the attacker entry */
176 163
177 /* if we berserk, we don't care about others - we attack all we can find */ 164 /* if we berserk, we don't care about others - we attack all we can find */
178 if(QUERY_FLAG(npc,FLAG_BERSERK)) { 165 if (QUERY_FLAG (npc, FLAG_BERSERK))
166 {
179 tmp = find_nearest_living_creature(npc); 167 tmp = find_nearest_living_creature (npc);
168
169 if (tmp)
180 if (tmp) get_rangevector(npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
181 return tmp; 172 return tmp;
182 } 173 }
183 174
184 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
185 * 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
186 * one of both is dead. 177 * one of both is dead.
187 * If we have no enemy and we are... 178 * If we have no enemy and we are...
188 * a monster: try to find a player, a pet or a friendly monster 179 * a monster: try to find a player, a pet or a friendly monster
189 * a friendly: only target a monster which is targeting you first or targeting a player 180 * a friendly: only target a monster which is targeting you first or targeting a player
190 * a neutral: fight a attacker (but there should be none), then do nothing 181 * a neutral: fight a attacker (but there should be none), then do nothing
191 * a pet: attack player enemy or a monster 182 * a pet: attack player enemy or a monster
192 */ 183 */
193 184
194 /* pet move */ 185 /* pet move */
195 if ((npc->attack_movement & HI4) == PETMOVE) { 186 if ((npc->attack_movement & HI4) == PETMOVE)
187 {
196 tmp= get_pet_enemy(npc,rv); 188 tmp = get_pet_enemy (npc, rv);
189
190 if (tmp)
197 if (tmp) get_rangevector(npc, tmp, rv, 0); 191 get_rangevector (npc, tmp, rv, 0);
192
198 return tmp; 193 return tmp;
199 }
200 194 }
195
201 /* we check our old enemy. */ 196 /* we check our old enemy. */
202 if((tmp=check_enemy(npc, rv))==NULL) 197 if (!(tmp = check_enemy (npc, rv)))
203 { 198 {
204 if(attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
205 { 200 {
206 /* we want be sure this is the right one! */ 201 /* TODO: that's not finished */
207 if(attacker->count == npc->attacked_by_count) 202 /* we don't want a fight evil vs evil or good against non evil */
203
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
208 { 209 {
209 /* TODO: thats not finished */
210 /* we don't want a fight evil vs evil or good against non evil */
211
212 if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
215 (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
216 CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */
217 else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */
218 {
219 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! */
220 npc->enemy = attacker; 211 npc->enemy = attacker;
221 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
222 }
223 } 213 }
224 } 214 }
225 215
226 /* we have no legal enemy or attacker, so we try to target a new one */ 216 /* we have no legal enemy or attacker, so we try to target a new one */
227 if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && 217 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
228 !QUERY_FLAG(npc, FLAG_NEUTRAL))
229 { 218 {
230 npc->enemy = get_nearest_player(npc); 219 npc->enemy = get_nearest_player (npc);
231 if (npc->enemy) 220 if (npc->enemy)
232 tmp = check_enemy(npc,rv); 221 tmp = check_enemy (npc, rv);
233 }
234 222 }
235 }
236 223
224 }
225
237 return tmp; 226 return tmp;
238} 227}
239 228
240/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 233 */
245 234int
246int check_wakeup(object *op, object *enemy, rv_vector *rv) { 235check_wakeup (object *op, object *enemy, rv_vector *rv)
247 int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; 236{
248
249 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
250 if (!enemy) return 0; 238 if (!enemy)
239 return 0;
251 240
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])
252 /* blinded monsters can only find nearby objects to attack */ 247 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 248 radius = MIN_MON_RADIUS;
255 249 else if (op->map
250 && !enemy->invisible
251 && !stand_in_light (enemy)
252 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
256 /* This covers the situation where the monster is in the dark 253 /* This covers the situation where the monster is in the dark
257 * 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
258 * glowing!) then the monster has trouble finding the enemy. 255 * glowing!) then the monster has trouble finding the enemy.
259 * 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
260 * the dark. */ 257 * the dark. */
258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
261 259
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && 260 if (enemy->flag [FLAG_STEALTH])
263 !stand_in_light(enemy) && 261 radius = radius / 2 + 1;
264 (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
265 int dark = radius/(op->map->darkness);
266 radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS;
267 }
268 else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1;
269 262
270 /* 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
271 * for that. 264 * for that.
272 */ 265 */
273 if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { 266 if (rv->distance <= radius)
267 {
274 CLEAR_FLAG(op,FLAG_SLEEP); 268 CLEAR_FLAG (op, FLAG_SLEEP);
275 return 1; 269 return 1;
276 } 270 }
271
277 return 0; 272 return 0;
278} 273}
279 274
275int
280int move_randomly(object *op) { 276move_randomly (object *op)
281 int i; 277{
282
283 /* Give up to 15 chances for a monster to move randomly */ 278 /* Give up to 15 chances for a monster to move randomly */
284 for(i=0;i<15;i++) { 279 for (int i = 0; i < 15; i++)
285 if(move_object(op,RANDOM()%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 289int
295int move_monster(object *op) { 290move_monster (object *op)
291{
296 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 */
297 object *owner, *enemy, *part, *oph=op; 293 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv; 294 rv_vector rv;
299 295
300 /* Monsters not on maps don't do anything. These monsters are things 296 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories. 297 * Like royal guards in city dwellers inventories.
302 */ 298 */
303 if (!op->map) return 0; 299 if (!op->map)
300 return 0;
304 301
305 /* for target facing, we copy this value here for fast access */ 302 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */ 303 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head; 304 oph = oph->head;
308 305
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ 306 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL; 307 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv))) 308 else if ((enemy = find_enemy (op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */ 309 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */ 311
316 }
317
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 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
325 * 319 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 320 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp. 321 * overflow might produce monsters with negative hp.
328 */ 322 */
329 323
330 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));
331 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 */
332 op->last_heal%=32; 326 op->last_heal %= 32;
333 327
334 /* 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 */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) && 329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
336 op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
337 (float)op->stats.maxhp))
338 CLEAR_FLAG(op, FLAG_RUN_AWAY); 330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
339 331
340 if(op->stats.hp>op->stats.maxhp) 332 if (op->stats.hp > op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp; 333 op->stats.hp = op->stats.maxhp;
342 } 334 }
343 335
344 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
346 338 {
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) &&!(RANDOM()%20)) { 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
366 }
367 358
368 if (INVOKE_OBJECT (MOVE, op, ARG_OBJECT (op->enemy)))//TODO: should go away 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360 return QUERY_FLAG (op, FLAG_FREED);
361
362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 if (!check_wakeup (op, enemy, &rv))
369 return 0; 365 return 0;
370 366
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) &&
373 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
374 if(!check_wakeup(op,enemy,&rv))
375 return 0;
376 }
377
378 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
368 if (op->flag [FLAG_HIDDEN])
379 if(op->hide) do_hidden_move(op); 369 do_hidden_move (op);
380 370
381 if(op->pick_up) 371 if (op->pick_up)
382 monster_check_pickup(op); 372 monster_check_pickup (op);
383 373
384 if(op->will_apply) 374 if (op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */ 375 monster_apply_below (op); /* Check for items to apply below */
386 376
387 /* 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 */
388 if(!enemy) { 378 if (!enemy)
379 {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { 380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 remove_ob(op); 381 {
391 free_object(op); 382 op->drop_and_destroy ();
392 return 1; 383 return 1;
393 } 384 }
394 385
395 /* Probably really a bug for a creature to have both 386 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set. 387 * stand still and a movement type set.
397 */ 388 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { 389 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390 {
399 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
400 { 392 {
401 switch (op->attack_movement & HI4) { 393 switch (op->attack_movement & HI4)
394 {
402 case (PETMOVE): 395 case PETMOVE:
403 pet_move (op); 396 pet_move (op);
404 break; 397 break;
405 398
406 case (CIRCLE1): 399 case CIRCLE1:
407 circ1_move (op); 400 circ1_move (op);
408 break; 401 break;
409 402
410 case (CIRCLE2): 403 case CIRCLE2:
411 circ2_move (op); 404 circ2_move (op);
412 break; 405 break;
413 406
414 case (PACEV): 407 case PACEV:
415 pace_movev(op); 408 pace_movev (op);
416 break; 409 break;
417 410
418 case (PACEH): 411 case PACEH:
419 pace_moveh(op); 412 pace_moveh (op);
420 break; 413 break;
421 414
422 case (PACEV2): 415 case PACEV2:
423 pace2_movev (op); 416 pace2_movev (op);
424 break; 417 break;
425 418
426 case (PACEH2): 419 case PACEH2:
427 pace2_moveh (op); 420 pace2_moveh (op);
428 break; 421 break;
429 422
430 case (RANDO): 423 case RANDO:
431 rand_move (op); 424 rand_move (op);
432 break; 425 break;
433 426
434 case (RANDO2): 427 case RANDO2:
435 move_randomly (op); 428 move_randomly (op);
436 break; 429 break;
437 } 430 }
431
432 return 0;
433 }
434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 move_randomly (op);
436 } /* stand still */
437
438 return 0;
439 } /* no enemy */
440
441 /* We have an enemy. Block immediately below is for pets */
442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
446 return follow_owner (op, owner);
447
448 /* doppleganger code to change monster facing to that of the nearest
449 * player. Hmm. The code is here, but no monster in the current
450 * arch set uses it.
451 */
452 if (op->race == shstr_doppleganger)
453 {
454 op->face = enemy->face;
455 op->name = enemy->name;
456 }
457
458 /* Calculate range information for closest body part - this
459 * is used for the 'skill' code, which isn't that smart when
460 * it comes to figuring it out - otherwise, giants throw boulders
461 * into themselves.
462 */
463 get_rangevector (op, enemy, &rv, 0);
464
465 /* Move the check for scared up here - if the monster was scared,
466 * we were not doing any of the logic below, so might as well save
467 * a few cpu cycles.
468 */
469 if (!QUERY_FLAG (op, FLAG_SCARED))
470 {
471 rv_vector rv1;
472
473 /* now we test every part of an object .... this is a real ugly piece of code */
474 for (part = op; part; part = part->more)
475 {
476 get_rangevector (part, enemy, &rv1, 0x1);
477 dir = rv1.direction;
478
479 /* hm, not sure about this part - in original was a scared flag here too
480 * but that we test above... so can be old code here
481 */
482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483 dir = absdir (dir + 4);
484
485 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487
488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490 return 0;
491
492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494 return 0;
495
496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 if (monster_use_range (op, part, enemy, dir))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 if (monster_use_bow (op, part, enemy, dir))
506 return 0;
507 } /* for processing of all parts */
508 } /* If not scared */
509
510 part = rv.part;
511 dir = rv.direction;
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
557 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
558 dir = absdir (dir + 4);
559
560 if (QUERY_FLAG (op, FLAG_CONFUSED))
561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
562
563 pre_att_dir = dir; /* remember the original direction */
564
565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
566 {
567 switch (op->attack_movement & LO4)
568 {
569 case DISTATT:
570 dir = dist_att (dir, op, enemy, part, &rv);
571 break;
572
573 case RUNATT:
574 dir = run_att (dir, op, enemy, part, &rv);
575 break;
576
577 case HITRUN:
578 dir = hitrun_att (dir, op, enemy);
579 break;
580
581 case WAITATT:
582 dir = wait_att (dir, op, enemy, part, &rv);
583 break;
584
585 case RUSH: /* default - monster normally moves towards player */
586 case ALLRUN:
587 break;
588
589 case DISTHIT:
590 dir = disthit_att (dir, op, enemy, part, &rv);
591 break;
592
593 case WAIT2:
594 dir = wait_att2 (dir, op, enemy, part, &rv);
595 break;
596
597 default:
598 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
599 }
600 }
601
602 if (!dir)
603 return 0;
604
605 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
606 {
607 if (move_object (op, dir)) /* Can the monster move directly toward player? */
608 {
609 /* elmex: Turn our monster after it moved if it has DISTATT attack */
610 if ((op->attack_movement & LO4) == DISTATT)
611 op->direction = pre_att_dir;
612
613 return 0;
614 }
615
616 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
617 {
618 /* Try move around corners if !close */
619 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
620
621 for (diff = 1; diff <= maxdiff; diff++)
622 {
623 /* try different detours */
624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
625
626 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
438 return 0; 627 return 0;
439 } 628 }
440 else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
441 (void) move_randomly(op);
442
443 } /* stand still */
444 return 0;
445 } /* no enemy */
446
447 /* We have an enemy. Block immediately below is for pets */
448 if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
449 return follow_owner(op, owner);
450
451 /* doppleganger code to change monster facing to that of the nearest
452 * player. Hmm. The code is here, but no monster in the current
453 * arch set uses it.
454 */
455 if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
456 {
457 op->face = enemy->face;
458 if (op->name)
459 free_string(op->name);
460 add_refcount(op->name = enemy->name);
461 }
462
463 /* Calculate range information for closest body part - this
464 * is used for the 'skill' code, which isn't that smart when
465 * it comes to figuring it out - otherwise, giants throw boulders
466 * into themselves.
467 */
468 get_rangevector(op, enemy, &rv, 0);
469
470 /* Move the check for scared up here - if the monster was scared,
471 * we were not doing any of the logic below, so might as well save
472 * a few cpu cycles.
473 */
474 if (!QUERY_FLAG(op, FLAG_SCARED))
475 {
476 rv_vector rv1;
477
478 /* now we test every part of an object .... this is a real ugly piece of code */
479 for (part=op; part!=NULL; part=part->more) {
480 get_rangevector(part, enemy, &rv1, 0x1);
481 dir=rv1.direction;
482
483 /* hm, not sure about this part - in original was a scared flag here too
484 * but that we test above... so can be old code here
485 */
486 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
487 dir=absdir(dir+4);
488 if(QUERY_FLAG(op,FLAG_CONFUSED))
489 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
490
491 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
492 if(monster_cast_spell(op,part,enemy,dir,&rv1))
493 return 0;
494 }
495
496 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
497 if(monster_use_scroll(op,part,enemy,dir,&rv1))
498 return 0;
499 }
500
501 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
502 if(monster_use_range(op,part,enemy,dir))
503 return 0;
504 }
505 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
506 if(monster_use_skill(op,rv.part,enemy,rv.direction))
507 return 0;
508 }
509 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
510 if(monster_use_bow(op,part,enemy,dir))
511 return 0;
512 }
513 } /* for processing of all parts */
514 } /* If not scared */
515
516
517 part = rv.part;
518 dir=rv.direction;
519
520 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
521 dir=absdir(dir+4);
522
523 if(QUERY_FLAG(op,FLAG_CONFUSED))
524 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
525
526 pre_att_dir = dir; /* remember the original direction */
527
528 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
529 {
530 switch (op->attack_movement & LO4) {
531 case DISTATT:
532 dir = dist_att (dir,op,enemy,part,&rv);
533 break;
534
535 case RUNATT:
536 dir = run_att (dir,op,enemy,part,&rv);
537 break;
538
539 case HITRUN:
540 dir = hitrun_att(dir,op,enemy);
541 break;
542
543 case WAITATT:
544 dir = wait_att (dir,op,enemy,part,&rv);
545 break;
546
547 case RUSH: /* default - monster normally moves towards player */
548 case ALLRUN:
549 break;
550
551 case DISTHIT:
552 dir = disthit_att (dir,op,enemy,part,&rv);
553 break;
554
555 case WAIT2:
556 dir = wait_att2 (dir,op,enemy,part,&rv);
557 break;
558
559 default:
560 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
561 }
562 }
563
564 if (!dir)
565 return 0;
566
567 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
568 if(move_object(op,dir)) /* Can the monster move directly toward player? */
569 {
570 /* elmex: Turn our monster after it moved if it has DISTATT attack */
571 if ((op->attack_movement & LO4) == DISTATT)
572 op->direction = pre_att_dir;
573
574 return 0;
575 } 629 }
576
577 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
578 || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
579
580 /* Try move around corners if !close */
581 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
582 for(diff = 1; diff <= maxdiff; diff++) {
583 /* try different detours */
584 int m = 1-(RANDOM()&2); /* Try left or right first? */
585 if(move_object(op,absdir(dir + diff*m)) ||
586 move_object(op,absdir(dir - diff*m)))
587 return 0;
588 }
589 }
590 } /* if monster is not standing still */ 630 } /* if monster is not standing still */
591 631
592 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 632 /* elmex: Turn our monster after it moved if it has DISTATT attack */
593 if ((op->attack_movement & LO4) == DISTATT) 633 if ((op->attack_movement & LO4) == DISTATT)
594 op->direction = pre_att_dir; 634 op->direction = pre_att_dir;
595 635
596 /* 636 /*
597 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 637 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
598 * direction if they can't move away. 638 * direction if they can't move away.
599 */ 639 */
600 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) 640 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
601 if(move_randomly(op)) 641 if (move_randomly (op))
602 return 0; 642 return 0;
603 643
604 /* 644 /*
605 * Try giving the monster a new enemy - the player that is closest 645 * Try giving the monster a new enemy - the player that is closest
606 * to it. In this way, it won't just keep trying to get to a target 646 * to it. In this way, it won't just keep trying to get to a target
607 * that is inaccessible. 647 * that is inaccessible.
608 * This could be more clever - it should go through a list of several 648 * This could be more clever - it should go through a list of several
609 * enemies, as it is now, you could perhaps get situations where there 649 * enemies, as it is now, you could perhaps get situations where there
610 * are two players flanking the monster at close distance, but which 650 * are two players flanking the monster at close distance, but which
611 * the monster can't get to, and a third one at a far distance that 651 * the monster can't get to, and a third one at a far distance that
612 * the monster could get to - as it is, the monster won't look at that 652 * the monster could get to - as it is, the monster won't look at that
613 * third one. 653 * third one.
614 */ 654 */
615 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) 655 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
616 { 656 {
617 object *nearest_player = get_nearest_player(op); 657 object *nearest_player = get_nearest_player (op);
658
618 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { 659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
660 {
619 op->enemy = NULL; 661 op->enemy = 0;
620 enemy = nearest_player; 662 enemy = nearest_player;
621 } 663 }
622 } 664 }
623 665
624 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
625 { 667 {
626 /* The adjustement to wc that was here before looked totally bogus - 668 /* The adjustement to wc that was here before looked totally bogus -
627 * since wc can in fact get negative, that would mean by adding 669 * since wc can in fact get negative, that would mean by adding
628 * the current wc, the creature gets better? Instead, just 670 * the current wc, the creature gets better? Instead, just
629 * add a fixed amount - nasty creatures that are runny away should 671 * add a fixed amount - nasty creatures that are runny away should
630 * still be pretty nasty. 672 * still be pretty nasty.
631 */ 673 */
632 if(QUERY_FLAG(op,FLAG_RUN_AWAY)) 674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
633 { 675 {
634 part->stats.wc+=10; 676 part->stats.wc += 10;
635 (void)skill_attack(enemy,part,0,NULL, NULL); 677 skill_attack (enemy, part, 0, NULL, NULL);
636 part->stats.wc-=10; 678 part->stats.wc -= 10;
637 } 679 }
638 else 680 else
639 (void)skill_attack(enemy,part,0,NULL, NULL); 681 skill_attack (enemy, part, 0, NULL, NULL);
640 } /* if monster is in attack range */ 682 } /* if monster is in attack range */
641 683
642 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 */
643 return 1; 685 return 1;
644 686
645 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
688 {
689 op->drop_and_destroy ();
690 return 1;
646 { 691 }
647 remove_ob(op); 692
648 free_object(op); 693 return 0;
694}
695
696int
697can_hit (object *ob1, object *ob2, rv_vector * rv)
698{
699 object *more;
700 rv_vector rv1;
701
702 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
703 return 0;
704
705 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
706 return 1;
707
708 /* check all the parts of ob2 - just because we can't get to
709 * its head doesn't mean we don't want to pound its feet
710 */
711 for (more = ob2->more; more != NULL; more = more->more)
712 {
713 get_rangevector (ob1, more, &rv1, 0);
714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
649 return 1; 715 return 1;
650 } 716 }
717
651 return 0; 718 return 0;
652}
653int can_hit(object *ob1,object *ob2, rv_vector *rv) {
654 object *more;
655 rv_vector rv1;
656
657 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
658 return 0;
659
660 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
661
662 /* check all the parts of ob2 - just because we can't get to
663 * its head doesn't mean we don't want to pound its feet
664 */
665 for (more = ob2->more; more!=NULL; more = more->more) {
666 get_rangevector(ob1, more, &rv1, 0);
667 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
668 }
669 return 0;
670
671} 719}
672 720
673/* Returns 1 is monster should cast spell sp at an enemy 721/* Returns 1 is monster should cast spell sp at an enemy
674 * Returns 0 if the monster should not cast this spell. 722 * Returns 0 if the monster should not cast this spell.
675 * 723 *
684 * This could be a lot smarter - if there are few monsters around, 732 * This could be a lot smarter - if there are few monsters around,
685 * then disease might not be as bad. Likewise, if the monster is damaged, 733 * then disease might not be as bad. Likewise, if the monster is damaged,
686 * the right type of healing spell could be useful. 734 * the right type of healing spell could be useful.
687 */ 735 */
688 736
737static int
689static int monster_should_cast_spell(object *monster, object *spell_ob) 738monster_should_cast_spell (object *monster, object *spell_ob)
690{ 739{
691 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 740 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
692 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
693 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 742 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
694 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 ||
695 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 ||
696 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 745 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
697 spell_ob->subtype == SP_INVISIBLE)
698
699 return 1;
700
701 return 0; 746 return 1;
702}
703 747
748 return 0;
749}
704 750
705#define MAX_KNOWN_SPELLS 20 751#define MAX_KNOWN_SPELLS 20
706 752
707/* Returns a randomly selected spell. This logic is still 753/* Returns a randomly selected spell. This logic is still
708 * less than ideal. This code also only seems to deal with 754 * less than ideal. This code also only seems to deal with
709 * wizard spells, as the check is against sp, and not grace. 755 * wizard spells, as the check is against sp, and not grace.
710 * can mosnters know cleric spells? 756 * can mosnters know cleric spells?
711 */ 757 */
758object *
712object *monster_choose_random_spell(object *monster) { 759monster_choose_random_spell (object *monster)
760{
713 object *altern[MAX_KNOWN_SPELLS]; 761 object *altern[MAX_KNOWN_SPELLS];
714 object *tmp;
715 int i=0; 762 int i = 0;
716 763
717 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
718 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
766 {
719 /* Check and see if it's actually a useful spell. 767 /* Check and see if it's actually a useful spell.
720 * If its a spellbook, the spell is actually the inventory item. 768 * If its a spellbook, the spell is actually the inventory item.
721 * 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.
722 */ 770 */
723 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))
772 {
724 altern[i++]=tmp; 773 altern [i++] = tmp;
774
725 if(i==MAX_KNOWN_SPELLS) 775 if (i == MAX_KNOWN_SPELLS)
726 break; 776 break;
727 } 777 }
728 } 778 }
729 if(!i) 779
730 return NULL; 780 return i ? altern [rndm (i)] : 0;
731 return altern[RANDOM()%i];
732} 781}
733 782
734/* 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.
735 * 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.
736 * head is the head of the monster. 785 * head is the head of the monster.
737 * part is the part of the monster we are checking against. 786 * part is the part of the monster we are checking against.
738 * pl is the target. 787 * pl is the target.
739 * dir is the direction to case. 788 * dir is the direction to case.
740 * rv is the vector which describes where the enemy is. 789 * rv is the vector which describes where the enemy is.
741 */ 790 */
742 791int
743int monster_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)
793{
744 object *spell_item; 794 object *spell_item;
745 object *owner; 795 object *owner;
746 rv_vector rv1; 796 rv_vector rv1;
747 797
748 /* If you want monsters to cast spells over friends, this spell should 798 /* If you want monsters to cast spells over friends, this spell should
749 * be removed. It probably should be in most cases, since monsters still 799 * be removed. It probably should be in most cases, since monsters still
750 * don't care about residual effects (ie, casting a cone which may have a 800 * don't care about residual effects (ie, casting a cone which may have a
751 * clear path to the player, the side aspects of the code will still hit 801 * clear path to the player, the side aspects of the code will still hit
752 * other monsters) 802 * other monsters)
753 */ 803 */
754 if(!(dir=path_to_player(part,pl,0))) 804 if (!(dir = path_to_player (part, pl, 0)))
755 return 0; 805 return 0;
806
807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
756 808 {
757 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
758 get_rangevector(head, owner, &rv1, 0x1); 809 get_rangevector (head, owner, &rv1, 0x1);
759 if(dirdiff(dir,rv1.direction) < 2) { 810 if (dirdiff (dir, rv1.direction) < 2)
760 return 0; /* Might hit owner with spell */ 811 return 0; /* Might hit owner with spell */
761 }
762 } 812 }
763 813
764 if(QUERY_FLAG(head,FLAG_CONFUSED)) 814 if (QUERY_FLAG (head, FLAG_CONFUSED))
765 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
766 816
767 /* If the monster hasn't already chosen a spell, choose one 817 /* If the monster hasn't already chosen a spell, choose one
768 * I'm not sure if it really make sense to pre-select spells (events 818 * I'm not sure if it really make sense to pre-select spells (events
769 * could be different by the time the monster goes again). 819 * could be different by the time the monster goes again).
770 */ 820 */
771 if(head->spellitem==NULL) { 821 if (head->spellitem == NULL)
822 {
772 if((spell_item=monster_choose_random_spell(head))==NULL) { 823 if ((spell_item = monster_choose_random_spell (head)) == NULL)
824 {
773 LOG(llevMonster,"Turned off spells in %s\n",head->name); 825 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
774 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 */
775 return 0; 827 return 0;
776 } 828 }
829
777 if (spell_item->type == SPELLBOOK) { 830 if (spell_item->type == SPELLBOOK)
831 {
778 if (!spell_item->inv) { 832 if (!spell_item->inv)
833 {
779 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);
780 return 0; 835 return 0;
781 } 836 }
837
782 spell_item=spell_item->inv; 838 spell_item = spell_item->inv;
783 } 839 }
784 } 840 }
785 else 841 else
786 spell_item=head->spellitem; 842 spell_item = head->spellitem;
787 843
788 if (!spell_item) return 0; 844 if (!spell_item)
845 return 0;
789 846
790 /* Best guess this is a defensive/healing spell */ 847 /* Best guess this is a defensive/healing spell */
791 if (spell_item->range<=1 || spell_item->stats.dam < 0) 848 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
792 dir = 0; 849 dir = 0;
793 850
794 /* Monster doesn't have enough spell-points */ 851 /* Monster doesn't have enough spell-points */
795 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 852 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
796 return 0; 853 return 0;
797 854
798 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 855 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
799 return 0; 856 return 0;
800 857
801 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 858 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
802 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); 859 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
803 860
804 /* 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 */
805 head->spellitem = NULL; 862 head->spellitem = NULL;
806 863
807 return cast_spell(part,part,dir, spell_item, NULL); 864 return cast_spell (part, part, dir, spell_item, NULL);
808} 865}
809 866
810 867int
811int monster_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)
869{
812 object *scroll; 870 object *scroll;
813 object *owner; 871 object *owner;
814 rv_vector rv1; 872 rv_vector rv1;
815 873
816 /* If you want monsters to cast spells over friends, this spell should 874 /* If you want monsters to cast spells over friends, this spell should
817 * be removed. It probably should be in most cases, since monsters still 875 * be removed. It probably should be in most cases, since monsters still
818 * don't care about residual effects (ie, casting a cone which may have a 876 * don't care about residual effects (ie, casting a cone which may have a
819 * clear path to the player, the side aspects of the code will still hit 877 * clear path to the player, the side aspects of the code will still hit
820 * other monsters) 878 * other monsters)
821 */ 879 */
822 if(!(dir=path_to_player(part,pl,0))) 880 if (!(dir = path_to_player (part, pl, 0)))
823 return 0; 881 return 0;
882
883 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
824 884 {
825 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
826 get_rangevector(head, owner, &rv1, 0x1); 885 get_rangevector (head, owner, &rv1, 0x1);
827 if(dirdiff(dir,rv1.direction) < 2) { 886 if (dirdiff (dir, rv1.direction) < 2)
828 return 0; /* Might hit owner with spell */
829 } 887 {
888 return 0; /* Might hit owner with spell */
889 }
830 } 890 }
831 891
832 if(QUERY_FLAG(head,FLAG_CONFUSED)) 892 if (QUERY_FLAG (head, FLAG_CONFUSED))
833 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 893 dir = absdir (dir + rndm (3) + rndm (3) - 2);
834 894
835 for (scroll=head->inv; scroll; scroll=scroll->below) 895 for (scroll = head->inv; scroll; scroll = scroll->below)
836 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 896 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
897 break;
837 898
838 /* Used up all his scrolls, so nothing do to */ 899 /* Used up all his scrolls, so nothing do to */
839 if (!scroll) { 900 if (!scroll)
901 {
840 CLEAR_FLAG(head, FLAG_READY_SCROLL); 902 CLEAR_FLAG (head, FLAG_READY_SCROLL);
841 return 0; 903 return 0;
842 } 904 }
843 905
844 /* Spell should be cast on caster (ie, heal, strength) */ 906 /* Spell should be cast on caster (ie, heal, strength) */
845 if (scroll->inv->range==0) 907 if (scroll->inv->range == 0)
846 dir = 0; 908 dir = 0;
847 909
848 apply_scroll(part, scroll, dir); 910 apply_scroll (part, scroll, dir);
849 return 1; 911 return 1;
850} 912}
851 913
852/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 914/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
853 * Note that monsters do not need the skills SK_MELEE_WEAPON and 915 * Note that monsters do not need the skills SK_MELEE_WEAPON and
854 * SK_MISSILE_WEAPON to make those respective attacks, if we 916 * SK_MISSILE_WEAPON to make those respective attacks, if we
857 * 919 *
858 * The skills we are treating here are all but those. -b.t. 920 * The skills we are treating here are all but those. -b.t.
859 * 921 *
860 * At the moment this is only useful for throwing, perhaps for 922 * At the moment this is only useful for throwing, perhaps for
861 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 923 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
862 */ 924 */
863 925int
864int monster_use_skill(object *head, object *part, object *pl,int dir) { 926monster_use_skill (object *head, object *part, object *pl, int dir)
927{
865 object *skill, *owner; 928 object *skill, *owner;
866 929
867 if(!(dir=path_to_player(part,pl,0))) 930 if (!(dir = path_to_player (part, pl, 0)))
868 return 0; 931 return 0;
869 932
870 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 933 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
934 {
871 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 935 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
936
872 if(dirdiff(dir,dir2) < 1) 937 if (dirdiff (dir, dir2) < 1)
873 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 938 return 0; /* Might hit owner with skill -thrown rocks for example ? */
874 } 939 }
940
875 if(QUERY_FLAG(head,FLAG_CONFUSED)) 941 if (QUERY_FLAG (head, FLAG_CONFUSED))
876 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 942 dir = absdir (dir + rndm (3) + rndm (3) - 2);
877 943
878 /* skill selection - monster will use the next unused skill. 944 /* skill selection - monster will use the next unused skill.
879 * well...the following scenario will allow the monster to 945 * well...the following scenario will allow the monster to
880 * 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
881 * more skills available to monsters. 947 * more skills available to monsters.
882 */ 948 */
883
884 for(skill=head->inv;skill!=NULL;skill=skill->below) 949 for (skill = head->inv; skill; skill = skill->below)
885 if(skill->type==SKILL && skill!=head->chosen_skill) { 950 if (skill->type == SKILL && skill != head->chosen_skill)
951 {
886 head->chosen_skill=skill; 952 head->chosen_skill = skill;
887 break; 953 break;
888 } 954 }
889 955
890 if(!skill && !head->chosen_skill) { 956 if (!skill && !head->chosen_skill)
957 {
891 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", 958 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
892 head->name,head->count);
893 CLEAR_FLAG(head, FLAG_READY_SKILL); 959 CLEAR_FLAG (head, FLAG_READY_SKILL);
894 return 0; 960 return 0;
895 } 961 }
962
896 /* use skill */ 963 /* use skill */
897 return do_skill(head, part, head->chosen_skill,dir,NULL); 964 return do_skill (head, part, head->chosen_skill, dir, NULL);
898} 965}
899 966
900/* Monster will use a ranged spell attack. */ 967/* Monster will use a ranged spell attack. */
901 968int
902int monster_use_range(object *head,object *part,object *pl,int dir) 969monster_use_range (object *head, object *part, object *pl, int dir)
903 { 970{
904 object *wand, *owner; 971 object *wand, *owner;
905 int at_least_one = 0; 972 int at_least_one = 0;
906 973
907 if(!(dir=path_to_player(part,pl,0))) 974 if (!(dir = path_to_player (part, pl, 0)))
908 return 0; 975 return 0;
909 976
910 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 977 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
978 {
911 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);
980
912 if(dirdiff(dir,dir2) < 2) 981 if (dirdiff (dir, dir2) < 2)
913 return 0; /* Might hit owner with spell */ 982 return 0; /* Might hit owner with spell */
914 } 983 }
984
915 if(QUERY_FLAG(head,FLAG_CONFUSED)) 985 if (QUERY_FLAG (head, FLAG_CONFUSED))
916 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 986 dir = absdir (dir + rndm (3) + rndm (3) - 2);
917 987
918 for(wand=head->inv;wand!=NULL;wand=wand->below) 988 for (wand = head->inv; wand; wand = wand->below)
919 { 989 {
920 if (wand->type == WAND) 990 if (wand->type == WAND)
991 {
992 /* Found a wand, let's see if it has charges left */
993 at_least_one = 1;
994 if (wand->stats.food <= 0)
995 continue;
996
997 cast_spell (head, wand, dir, wand->inv, NULL);
998
999 if (!(--wand->stats.food))
921 { 1000 {
922 /* Found a wand, let's see if it has charges left */ 1001 if (wand->arch)
923 at_least_one = 1;
924 if( wand->stats.food<=0 )
925 continue;
926
927 cast_spell( head, wand, dir, wand->inv, NULL );
928
929 if ( !( --wand->stats.food ) )
930 { 1002 {
931 if ( wand->arch )
932 {
933 CLEAR_FLAG(wand, FLAG_ANIMATE); 1003 CLEAR_FLAG (wand, FLAG_ANIMATE);
934 wand->face = wand->arch->clone.face; 1004 wand->face = wand->arch->face;
935 wand->speed = 0; 1005 wand->set_speed (0);
936 update_ob_speed(wand);
937 }
938 } 1006 }
939 /* Success */
940 return 1;
941 } 1007 }
1008 /* Success */
1009 return 1;
1010 }
942 else if ( wand->type == ROD || wand->type==HORN ) { 1011 else if (wand->type == ROD || wand->type == HORN)
1012 {
943 /* Found rod/horn, let's use it if possible */ 1013 /* Found rod/horn, let's use it if possible */
944 at_least_one = 1; 1014 at_least_one = 1;
945 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) 1015 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
946 continue; 1016 continue;
947 1017
948 /* drain charge before casting spell - can be a case where the 1018 /* drain charge before casting spell - can be a case where the
949 * spell destroys the monster, and rod, so if done after, results 1019 * spell destroys the monster, and rod, so if done after, results
950 * in crash. 1020 * in crash.
951 */ 1021 */
952 drain_rod_charge( wand ); 1022 drain_rod_charge (wand);
953 cast_spell( head, wand, dir, wand->inv, NULL ); 1023 cast_spell (head, wand, dir, wand->inv, NULL);
954 1024
955 /* Success */ 1025 /* Success */
956 return 1; 1026 return 1;
957 } 1027 }
958 } 1028 }
959 1029
960 if ( at_least_one ) 1030 if (at_least_one)
961 return 0; 1031 return 0;
962 1032
963 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1033 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
964 head->name,head->count);
965 CLEAR_FLAG(head, FLAG_READY_RANGE); 1034 CLEAR_FLAG (head, FLAG_READY_RANGE);
966 return 0; 1035 return 0;
967 } 1036}
968 1037
1038int
969int monster_use_bow(object *head, object *part, object *pl, int dir) { 1039monster_use_bow (object *head, object *part, object *pl, int dir)
1040{
970 object *owner; 1041 object *owner;
971 1042
972 if(!(dir=path_to_player(part,pl,0))) 1043 if (!(dir = path_to_player (part, pl, 0)))
973 return 0; 1044 return 0;
1045
974 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1046 if (QUERY_FLAG (head, FLAG_CONFUSED))
975 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1047 dir = absdir (dir + rndm (3) + rndm (3) - 2);
976 1048
977 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1049 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1050 {
978 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 1051 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1052
979 if(dirdiff(dir,dir2) < 1) 1053 if (dirdiff (dir, dir2) < 1)
980 return 0; /* Might hit owner with arrow */ 1054 return 0; /* Might hit owner with arrow */
981 } 1055 }
982 1056
983 /* in server/player.c */ 1057 /* in server/player.c */
984 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);
985 1059
986} 1060}
987 1061
988/* Checks if putting on 'item' will make 'who' do more 1062/* Checks if putting on 'item' will make 'who' do more
989 * damage. This is a very simplistic check - also checking things 1063 * damage. This is a very simplistic check - also checking things
990 * like speed and ac are also relevant. 1064 * like speed and ac are also relevant.
991 * 1065 *
992 * return true if item is a better object. 1066 * return true if item is a better object.
993 */ 1067 */
994 1068int
995int check_good_weapon(object *who, object *item) { 1069check_good_weapon (object *who, object *item)
1070{
996 object *other_weap; 1071 object *other_weap;
997 int val=0, i; 1072 int val = 0, i;
998 1073
999 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)
1000 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))
1001 break; 1076 break;
1002 1077
1003 if(other_weap==NULL) /* No other weapons */ 1078 if (!other_weap) /* No other weapons */
1004 return 1; 1079 return 1;
1005 1080
1006 /* 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
1007 * better, just do some simple checks 1082 * better, just do some simple checks
1008 * Put some multipliers for things that hvae several effects, 1083 * Put some multipliers for things that hvae several effects,
1009 * eg, magic affects both damage and wc, so it has more weight 1084 * eg, magic affects both damage and wc, so it has more weight
1010 */ 1085 */
1011 1086
1012 val = item->stats.dam - other_weap->stats.dam; 1087 val = item->stats.dam - other_weap->stats.dam;
1013 val += (item->magic - other_weap->magic) * 3; 1088 val += (item->magic - other_weap->magic) * 3;
1014 /* Monsters don't really get benefits from things like regen rates 1089 /* Monsters don't really get benefits from things like regen rates
1015 * from items. But the bonus for their stats are very important. 1090 * from items. But the bonus for their stats are very important.
1016 */ 1091 */
1017 for (i=0; i<NUM_STATS; i++) 1092 for (i = 0; i < NUM_STATS; i++)
1018 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;
1019 1094
1020 if (val > 0) return 1; 1095 if (val > 0)
1096 return 1;
1097 else
1021 else return 0; 1098 return 0;
1022
1023} 1099}
1024 1100
1101int
1025int check_good_armour(object *who, object *item) { 1102check_good_armour (object *who, object *item)
1103{
1026 object *other_armour; 1104 object *other_armour;
1027 int val=0,i; 1105 int val = 0, i;
1028 1106
1029 for (other_armour = who->inv; other_armour != NULL; 1107 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1030 other_armour = other_armour->below)
1031 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))
1032 break; 1109 break;
1033 1110
1034 if (other_armour == NULL) /* No other armour, use the new */ 1111 if (other_armour == NULL) /* No other armour, use the new */
1035 return 1; 1112 return 1;
1036 1113
1037 /* Like above function , see which is better */ 1114 /* Like above function , see which is better */
1038 val = item->stats.ac - other_armour->stats.ac; 1115 val = item->stats.ac - other_armour->stats.ac;
1039 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; 1116 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1040 val += (item->magic - other_armour->magic) * 3; 1117 val += (item->magic - other_armour->magic) * 3;
1041 1118
1042 /* for the other protections, do weigh them very much in the equation - 1119 /* for the other protections, do weigh them very much in the equation -
1043 * it is the armor protection which is most important, because there is 1120 * it is the armor protection which is most important, because there is
1044 * no good way to know what the player may attack the monster with. 1121 * no good way to know what the player may attack the monster with.
1045 * So if the new item has better protection than the old, give that higher 1122 * So if the new item has better protection than the old, give that higher
1046 * value. If the reverse, then decrease the value of this item some. 1123 * value. If the reverse, then decrease the value of this item some.
1047 */ 1124 */
1048 for (i=1; i <NROFATTACKS; i++) { 1125 for (i = 1; i < NROFATTACKS; i++)
1126 {
1049 if (item->resist[i] > other_armour->resist[i]) val++; 1127 if (item->resist[i] > other_armour->resist[i])
1128 val++;
1050 else if (item->resist[i] < other_armour->resist[i]) val--; 1129 else if (item->resist[i] < other_armour->resist[i])
1130 val--;
1051 } 1131 }
1052 1132
1053 /* Very few armours have stats, so not much need to worry about those. */ 1133 /* Very few armours have stats, so not much need to worry about those. */
1054 1134
1055 if (val > 0) return 1; 1135 if (val > 0)
1136 return 1;
1137 else
1056 else return 0; 1138 return 0;
1057
1058} 1139}
1059 1140
1060/* 1141/*
1061 * monster_check_pickup(): checks for items that monster can pick up. 1142 * monster_check_pickup(): checks for items that monster can pick up.
1062 * 1143 *
1070 * This function was seen be continueing looping at one point (tmp->below 1151 * This function was seen be continueing looping at one point (tmp->below
1071 * became a recursive loop. It may be better to call monster_check_apply 1152 * became a recursive loop. It may be better to call monster_check_apply
1072 * after we pick everything up, since that function may call others which 1153 * after we pick everything up, since that function may call others which
1073 * affect stacking on this space. 1154 * affect stacking on this space.
1074 */ 1155 */
1075 1156void
1076void monster_check_pickup(object *monster) { 1157monster_check_pickup (object *monster)
1158{
1077 object *tmp,*next; 1159 object *tmp, *next;
1078 int next_tag;
1079 1160
1080 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1161 for (tmp = monster->below; tmp != NULL; tmp = next)
1162 {
1081 next=tmp->below; 1163 next = tmp->below;
1082 next_tag = next ? next->count : 0;
1083 if (monster_can_pick(monster,tmp)) { 1164 if (monster_can_pick (monster, tmp))
1084 remove_ob(tmp); 1165 {
1166 tmp->remove ();
1085 tmp = insert_ob_in_ob(tmp,monster); 1167 tmp = insert_ob_in_ob (tmp, monster);
1086 (void) monster_check_apply(monster,tmp); 1168 (void) monster_check_apply (monster, tmp);
1087 } 1169 }
1088 /* We could try to re-establish the cycling, of the space, but probably 1170 /* We could try to re-establish the cycling, of the space, but probably
1089 * not a big deal to just bail out. 1171 * not a big deal to just bail out.
1090 */ 1172 */
1091 if (next && was_destroyed(next, next_tag)) return; 1173 if (next && next->destroyed ())
1174 return;
1092 } 1175 }
1093} 1176}
1094 1177
1095/* 1178/*
1096 * monster_can_pick(): If the monster is interested in picking up 1179 * monster_can_pick(): If the monster is interested in picking up
1097 * the item, then return 0. Otherwise 0. 1180 * the item, then return 0. Otherwise 0.
1098 * Instead of pick_up, flags for "greed", etc, should be used. 1181 * Instead of pick_up, flags for "greed", etc, should be used.
1099 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1182 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1100 */ 1183 */
1101 1184int
1102int monster_can_pick(object *monster, object *item) { 1185monster_can_pick (object *monster, object *item)
1186{
1103 int flag=0; 1187 int flag = 0;
1104 int i; 1188 int i;
1105 1189
1106 if(!can_pick(monster,item)) 1190 if (!can_pick (monster, item))
1107 return 0; 1191 return 0;
1108 1192
1109 if(QUERY_FLAG(item,FLAG_UNPAID)) 1193 if (QUERY_FLAG (item, FLAG_UNPAID))
1110 return 0; 1194 return 0;
1111 1195
1112 if (monster->pick_up&64) /* All */ 1196 if (monster->pick_up & 64) /* All */
1113 flag=1; 1197 flag = 1;
1114 1198
1199 else
1115 else switch(item->type) { 1200 switch (item->type)
1201 {
1116 case MONEY: 1202 case MONEY:
1117 case GEM: 1203 case GEM:
1118 flag=monster->pick_up&2; 1204 flag = monster->pick_up & 2;
1119 break; 1205 break;
1120 1206
1121 case FOOD: 1207 case FOOD:
1122 flag=monster->pick_up&4; 1208 flag = monster->pick_up & 4;
1123 break; 1209 break;
1124 1210
1125 case WEAPON: 1211 case WEAPON:
1126 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); 1212 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1127 break; 1213 break;
1128 1214
1129 case ARMOUR: 1215 case ARMOUR:
1130 case SHIELD: 1216 case SHIELD:
1131 case HELMET: 1217 case HELMET:
1132 case BOOTS: 1218 case BOOTS:
1133 case GLOVES: 1219 case GLOVES:
1134 case GIRDLE: 1220 case GIRDLE:
1135 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); 1221 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1136 break; 1222 break;
1137 1223
1138 case SKILL: 1224 case SKILL:
1139 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); 1225 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1140 break; 1226 break;
1141 1227
1142 case RING: 1228 case RING:
1143 flag=QUERY_FLAG(monster,FLAG_USE_RING); 1229 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1144 break; 1230 break;
1145 1231
1146 case WAND: 1232 case WAND:
1147 case HORN: 1233 case HORN:
1148 case ROD: 1234 case ROD:
1149 flag=QUERY_FLAG(monster,FLAG_USE_RANGE); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1150 break; 1236 break;
1151 1237
1152 case SPELLBOOK: 1238 case SPELLBOOK:
1153 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); 1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1154 break; 1240 break;
1155 1241
1156 case SCROLL: 1242 case SCROLL:
1157 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); 1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1158 break; 1244 break;
1159 1245
1160 case BOW: 1246 case BOW:
1161 case ARROW: 1247 case ARROW:
1162 flag=QUERY_FLAG(monster,FLAG_USE_BOW); 1248 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1163 break; 1249 break;
1164 } 1250 }
1251
1165 /* Simplistic check - if the monster has a location to equip it, he will 1252 /* Simplistic check - if the monster has a location to equip it, he will
1166 * 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
1167 * use several locations. 1254 * use several locations.
1168 */ 1255 */
1169 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1170 if (monster->body_info[i] && item->body_info[i]) { 1257 {
1258 if (monster->slot[i].info && item->slot[i].info)
1259 {
1171 flag=1; 1260 flag = 1;
1172 break; 1261 break;
1173 } 1262 }
1174 } 1263 }
1175 1264
1176 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) 1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1177 return 1;
1178 return 0; 1266 return 1;
1267
1268 return 0;
1179} 1269}
1180 1270
1181/* 1271/*
1182 * monster_apply_below(): 1272 * monster_apply_below():
1183 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1273 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1184 * eager to apply things, encounters something apply-able, 1274 * eager to apply things, encounters something apply-able,
1185 * then make him apply it 1275 * then make him apply it
1186 */ 1276 */
1187 1277void
1188void monster_apply_below(object *monster) { 1278monster_apply_below (object *monster)
1279{
1189 object *tmp, *next; 1280 object *tmp, *next;
1190 1281
1191 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1283 {
1192 next=tmp->below; 1284 next = tmp->below;
1193 switch (tmp->type) { 1285 switch (tmp->type)
1286 {
1194 case CF_HANDLE: 1287 case CF_HANDLE:
1195 case TRIGGER: 1288 case TRIGGER:
1196 if (monster->will_apply&1) 1289 if (monster->will_apply & 1)
1197 manual_apply(monster,tmp,0); 1290 manual_apply (monster, tmp, 0);
1198 break; 1291 break;
1199 1292
1200 case TREASURE: 1293 case TREASURE:
1201 if (monster->will_apply&2) 1294 if (monster->will_apply & 2)
1202 manual_apply(monster,tmp,0); 1295 manual_apply (monster, tmp, 0);
1203 break; 1296 break;
1204 1297
1205 } 1298 }
1206 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1207 break; 1300 break;
1208 } 1301 }
1209} 1302}
1210 1303
1211/* 1304/*
1212 * monster_check_apply() is meant to be called after an item is 1305 * monster_check_apply() is meant to be called after an item is
1215 * a pointer to that object is returned, so it can be dropped. 1308 * a pointer to that object is returned, so it can be dropped.
1216 * (so that other monsters can pick it up and use it) 1309 * (so that other monsters can pick it up and use it)
1217 * Note that as things are now, monsters never drop something - 1310 * Note that as things are now, monsters never drop something -
1218 * they can pick up all that they can use. 1311 * they can pick up all that they can use.
1219 */ 1312 */
1220
1221/* Sept 96, fixed this so skills will be readied -b.t.*/ 1313/* Sept 96, fixed this so skills will be readied -b.t.*/
1222 1314void
1223void monster_check_apply(object *mon, object *item) { 1315monster_check_apply (object *mon, object *item)
1224 1316{
1225 int flag = 0; 1317 int flag = 0;
1226 1318
1227 if(item->type==SPELLBOOK&& 1319 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1228 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { 1320 {
1229 SET_FLAG(mon, FLAG_CAST_SPELL); 1321 SET_FLAG (mon, FLAG_CAST_SPELL);
1230 return; 1322 return;
1231 } 1323 }
1232 1324
1233 /* If for some reason, this item is already applied, no more work to do */ 1325 /* If for some reason, this item is already applied, no more work to do */
1234 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1326 if (QUERY_FLAG (item, FLAG_APPLIED))
1235
1236 /* Might be better not to do this - if the monster can fire a bow,
1237 * it is possible in his wanderings, he will find one to use. In
1238 * which case, it would be nice to have ammo for it.
1239 */
1240 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1241 /* Check for the right kind of bow */
1242 object *bow;
1243 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1244 if(bow->type==BOW && bow->race==item->race) {
1245 SET_FLAG(mon, FLAG_READY_BOW);
1246 LOG(llevMonster,"Found correct bow for arrows.\n");
1247 return; /* nothing more to do for arrows */
1248 }
1249 }
1250
1251 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1252 /* Eating food gets hp back */
1253 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1254 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1255 if (!item->inv)
1256 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1257 else if (monster_should_cast_spell(mon, item->inv))
1258 SET_FLAG(mon, FLAG_READY_SCROLL);
1259 /* Don't use it right now */
1260 return;
1261 }
1262 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1263 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1264 /* Should do something more, like make sure this is a better item */
1265 else if (item->type == RING)
1266 flag=1;
1267 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1268 {
1269 /* We never really 'ready' the wand/rod/horn, because that would mean the
1270 * weapon would get undone.
1271 */
1272 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1273 {
1274 SET_FLAG(mon, FLAG_READY_RANGE);
1275 SET_FLAG(item, FLAG_APPLIED);
1276 }
1277 return;
1278 }
1279 else if (item->type == BOW) {
1280 /* We never really 'ready' the bow, because that would mean the
1281 * weapon would get undone.
1282 */
1283 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1284 SET_FLAG(mon, FLAG_READY_BOW);
1285 return;
1286 }
1287 else if ( item->type == SKILL )
1288 {
1289 /*
1290 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1291 * else they can't use the skill...
1292 * Skills also don't need to get applied, so return now.
1293 */
1294 SET_FLAG(mon, FLAG_READY_SKILL);
1295 return;
1296 }
1297
1298
1299 /* if we don't match one of the above types, return now.
1300 * can_apply_object will say that we can apply things like flesh,
1301 * bolts, and whatever else, because it only checks against the
1302 * body_info locations.
1303 */
1304 if (!flag) return;
1305
1306 /* Check to see if the monster can use this item. If not, no need
1307 * to do further processing. Note that can_apply_object already checks
1308 * for the CAN_USE flags.
1309 */
1310 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1311
1312 /* should only be applying this item, not unapplying it.
1313 * also, ignore status of curse so they can take off old armour.
1314 * monsters have some advantages after all.
1315 */
1316 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1317
1318 return; 1327 return;
1319}
1320 1328
1329 /* Might be better not to do this - if the monster can fire a bow,
1330 * it is possible in his wanderings, he will find one to use. In
1331 * which case, it would be nice to have ammo for it.
1332 */
1333 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1334 {
1335 /* Check for the right kind of bow */
1336 object *bow;
1337
1338 for (bow = mon->inv; bow; bow = bow->below)
1339 if (bow->type == BOW && bow->race == item->race)
1340 {
1341 SET_FLAG (mon, FLAG_READY_BOW);
1342 LOG (llevMonster, "Found correct bow for arrows.\n");
1343 return; /* nothing more to do for arrows */
1344 }
1345 }
1346
1347 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1348 flag = 1;
1349 /* Eating food gets hp back */
1350 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1351 flag = 1;
1352 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1353 {
1354 if (!item->inv)
1355 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1356 else if (monster_should_cast_spell (mon, item->inv))
1357 SET_FLAG (mon, FLAG_READY_SCROLL);
1358 /* Don't use it right now */
1359 return;
1360 }
1361 else if (item->type == WEAPON)
1362 flag = check_good_weapon (mon, item);
1363 else if (item->is_armor ())
1364 flag = check_good_armour (mon, item);
1365 /* Should do something more, like make sure this is a better item */
1366 else if (item->type == RING)
1367 flag = 1;
1368 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1369 {
1370 /* We never really 'ready' the wand/rod/horn, because that would mean the
1371 * weapon would get undone.
1372 */
1373 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1374 {
1375 SET_FLAG (mon, FLAG_READY_RANGE);
1376 SET_FLAG (item, FLAG_APPLIED);
1377 }
1378 return;
1379 }
1380 else if (item->type == BOW)
1381 {
1382 /* We never really 'ready' the bow, because that would mean the
1383 * weapon would get undone.
1384 */
1385 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1386 SET_FLAG (mon, FLAG_READY_BOW);
1387 return;
1388 }
1389 else if (item->type == SKILL)
1390 {
1391 /*
1392 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1393 * else they can't use the skill...
1394 * Skills also don't need to get applied, so return now.
1395 */
1396 SET_FLAG (mon, FLAG_READY_SKILL);
1397 return;
1398 }
1399
1400 /* if we don't match one of the above types, return now.
1401 * can_apply_object will say that we can apply things like flesh,
1402 * bolts, and whatever else, because it only checks against the
1403 * body_info locations.
1404 */
1405 if (!flag)
1406 return;
1407
1408 /* Check to see if the monster can use this item. If not, no need
1409 * to do further processing. Note that can_apply_object already checks
1410 * for the CAN_USE flags.
1411 */
1412 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1413 return;
1414
1415 /* should only be applying this item, not unapplying it.
1416 * also, ignore status of curse so they can take off old armour.
1417 * monsters have some advantages after all.
1418 */
1419 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1420}
1421
1422void
1321void npc_call_help(object *op) { 1423npc_call_help (object *op)
1322 int x,y, mflags; 1424{
1323 object *npc; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1324 sint16 sx, sy; 1426 {
1325 mapstruct *m; 1427 mapspace &ms = m->at (nx, ny);
1326 1428
1327 for(x = -3; x < 4; x++)
1328 for(y = -3; y < 4; y++) {
1329 m = op->map;
1330 sx = op->x + x;
1331 sy = op->y + y;
1332 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1333 /* 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. */
1334 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1335 continue; 1431 continue;
1336 1432
1337 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1338 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1339 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1340 } 1436 }
1341} 1437}
1342 1438
1343 1439int
1344int dist_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)
1345 1441{
1346 if (can_hit(part,enemy,rv)) 1442 if (can_hit (part, enemy, rv))
1347 return dir; 1443 return dir;
1444
1348 if (rv->distance < 10) 1445 if (rv->distance < 10)
1349 return absdir(dir+4); 1446 return absdir (dir + 4);
1350 else if (rv->distance>18) 1447 else if (rv->distance > 18)
1351 return dir; 1448 return dir;
1449
1352 return 0; 1450 return 0;
1353} 1451}
1354 1452
1453int
1355int run_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)
1356 1455{
1357 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { 1456 if (can_hit (part, enemy, rv))
1358 ob->move_status++;
1359 return (dir); 1457 return dir;
1360 } 1458 else
1361 else if (ob->move_status >20)
1362 ob->move_status = 0;
1363 return absdir (dir+4); 1459 return absdir (dir + 4);
1364} 1460}
1365 1461
1462int
1366int hitrun_att (int dir, object *ob,object *enemy) { 1463hitrun_att (int dir, object *ob, object *enemy)
1464{
1367 if (ob->move_status ++ < 25) 1465 if (ob->move_status++ < 25)
1368 return dir; 1466 return dir;
1369 else if (ob->move_status <50) 1467 else if (ob->move_status < 50)
1370 return absdir (dir+4);
1371 else
1372 ob->move_status = 0;
1373 return absdir(dir+4); 1468 return absdir (dir + 4);
1374} 1469 else
1375
1376int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1377
1378 int inrange = can_hit (part, enemy,rv);
1379
1380 if (ob->move_status || inrange)
1381 ob->move_status++;
1382
1383 if (ob->move_status == 0)
1384 return 0;
1385 else if (ob->move_status <10)
1386 return dir;
1387 else if (ob->move_status <15)
1388 return absdir(dir+4);
1389 ob->move_status = 0; 1470 ob->move_status = 0;
1471
1472 return absdir (dir + 4);
1473}
1474
1475int
1476wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1477{
1478 int inrange = can_hit (part, enemy, rv);
1479
1480 if (ob->move_status || inrange)
1481 ob->move_status++;
1482
1483 if (ob->move_status == 0)
1484 return 0;
1485 else if (ob->move_status < 10)
1486 return dir;
1487 else if (ob->move_status < 15)
1488 return absdir (dir + 4);
1489
1490 ob->move_status = 0;
1390 return 0; 1491 return 0;
1391} 1492}
1392 1493
1494int
1393int disthit_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)
1394 1496{
1395 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1396 * 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,
1397 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1398 * 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
1399 * 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
1400 * server should try to be resilant enough to avoid the problem 1502 * server should try to be resilant enough to avoid the problem
1401 */ 1503 */
1402 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away) 1504 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1403 return absdir(dir+4); 1505 return absdir (dir + 4);
1506
1404 return dist_att (dir,ob,enemy,part,rv); 1507 return dist_att (dir, ob, enemy, part, rv);
1405} 1508}
1406 1509
1510int
1407int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) { 1511wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1512{
1408 if (rv->distance < 9) 1513 if (rv->distance < 9)
1409 return absdir (dir+4); 1514 return absdir (dir + 4);
1515
1410 return 0; 1516 return 0;
1411} 1517}
1412 1518
1519void
1413void circ1_move (object *ob) { 1520circ1_move (object *ob)
1521{
1414 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2}; 1522 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1523
1415 if(++ob->move_status > 11) 1524 if (++ob->move_status > 11)
1416 ob->move_status = 0; 1525 ob->move_status = 0;
1526
1417 if (!(move_object(ob,circle[ob->move_status]))) 1527 if (!(move_object (ob, circle[ob->move_status])))
1418 (void) move_object(ob,RANDOM()%8+1); 1528 move_object (ob, rndm (8) + 1);
1419} 1529}
1420 1530
1531void
1421void circ2_move (object *ob) { 1532circ2_move (object *ob)
1533{
1422 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; 1534 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1535
1423 if(++ob->move_status > 19) 1536 if (++ob->move_status > 19)
1424 ob->move_status = 0; 1537 ob->move_status = 0;
1538
1425 if(!(move_object(ob,circle[ob->move_status]))) 1539 if (!(move_object (ob, circle[ob->move_status])))
1426 (void) move_object(ob,RANDOM()%8+1); 1540 move_object (ob, rndm (8) + 1);
1427} 1541}
1428 1542
1543void
1429void pace_movev(object *ob) { 1544pace_movev (object *ob)
1545{
1430 if (ob->move_status++ > 6) 1546 if (ob->move_status++ > 6)
1431 ob->move_status = 0; 1547 ob->move_status = 0;
1548
1432 if (ob->move_status < 4) 1549 if (ob->move_status < 4)
1433 (void) move_object (ob,5); 1550 move_object (ob, 5);
1434 else 1551 else
1435 (void) move_object(ob,1); 1552 move_object (ob, 1);
1436} 1553}
1437 1554
1555void
1438void pace_moveh (object *ob) { 1556pace_moveh (object *ob)
1557{
1439 if (ob->move_status++ > 6) 1558 if (ob->move_status++ > 6)
1440 ob->move_status = 0; 1559 ob->move_status = 0;
1560
1441 if (ob->move_status < 4) 1561 if (ob->move_status < 4)
1442 (void) move_object(ob,3); 1562 move_object (ob, 3);
1443 else 1563 else
1444 (void) move_object(ob,7); 1564 move_object (ob, 7);
1445} 1565}
1446 1566
1567void
1447void pace2_movev (object *ob) { 1568pace2_movev (object *ob)
1569{
1448 if (ob->move_status ++ > 16) 1570 if (ob->move_status++ > 16)
1449 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1450 if (ob->move_status <6) 1573 if (ob->move_status < 6)
1451 (void) move_object (ob,5); 1574 move_object (ob, 5);
1452 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1453 return; 1576 return;
1454 else if (ob->move_status <13) 1577 else if (ob->move_status < 13)
1455 (void) move_object (ob,1); 1578 move_object (ob, 1);
1579 else
1456 else return; 1580 return;
1457} 1581}
1458 1582
1583void
1459void pace2_moveh (object *ob) { 1584pace2_moveh (object *ob)
1585{
1460 if (ob->move_status ++ > 16) 1586 if (ob->move_status++ > 16)
1461 ob->move_status = 0; 1587 ob->move_status = 0;
1588
1462 if (ob->move_status <6) 1589 if (ob->move_status < 6)
1463 (void) move_object (ob,3); 1590 move_object (ob, 3);
1464 else if (ob->move_status < 8) 1591 else if (ob->move_status < 8)
1465 return; 1592 return;
1466 else if (ob->move_status <13) 1593 else if (ob->move_status < 13)
1467 (void) move_object (ob,7); 1594 move_object (ob, 7);
1595 else
1468 else return; 1596 return;
1469} 1597}
1470 1598
1599void
1471void rand_move (object *ob) { 1600rand_move (object *ob)
1472 int i; 1601{
1473 if (ob->move_status <1 || ob->move_status >8 || 1602 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1474 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1475 for (i = 0; i < 5; i++) 1603 for (int i = 0; i < 5; i++)
1476 if (move_object(ob,ob->move_status = RANDOM()%8+1)) 1604 if (move_object (ob, ob->move_status = rndm (8) + 1))
1477 return; 1605 return;
1478} 1606}
1479 1607
1608void
1480void check_earthwalls(object *op, mapstruct *m, int x, int y) { 1609check_earthwalls (object *op, maptile *m, int x, int y)
1481 object *tmp; 1610{
1482 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)
1483 if (tmp->type == EARTHWALL) { 1612 if (tmp->type == EARTHWALL)
1613 {
1484 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); 1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1485 return; 1615 return;
1486 } 1616 }
1487 }
1488} 1617}
1489 1618
1619void
1490void check_doors(object *op, mapstruct *m, int x, int y) { 1620check_doors (object *op, maptile *m, int x, int y)
1491 object *tmp; 1621{
1492 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)
1493 if (tmp->type == DOOR) { 1623 if (tmp->type == DOOR)
1624 {
1494 hit_player(tmp,1000,op,AT_PHYSICAL,1); 1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1495 return; 1626 return;
1496 } 1627 }
1497 }
1498} 1628}
1499 1629
1500/* find_mon_throw_ob() - modeled on find_throw_ob 1630/* find_mon_throw_ob() - modeled on find_throw_ob
1501 * This is probably overly simplistic as it is now - We want 1631 * This is probably overly simplistic as it is now - We want
1502 * monsters to throw things like chairs and other pieces of 1632 * monsters to throw things like chairs and other pieces of
1503 * furniture, even if they are not good throwable objects. 1633 * furniture, even if they are not good throwable objects.
1504 * Probably better to have the monster throw a throwable object 1634 * Probably better to have the monster throw a throwable object
1505 * first, then throw any non equipped weapon. 1635 * first, then throw any non equipped weapon.
1506 */ 1636 */
1507 1637object *
1508object *find_mon_throw_ob( object *op ) { 1638find_mon_throw_ob (object *op)
1639{
1509 object *tmp = NULL; 1640 object *tmp = NULL;
1510
1511 if(op->head) tmp=op->head; else tmp=op;
1512 1641
1642 if (op->head)
1643 tmp = op->head;
1644 else
1645 tmp = op;
1646
1513 /* New throw code: look through the inventory. Grap the first legal is_thrown 1647 /* New throw code: look through the inventory. Grap the first legal is_thrown
1514 * marked item and throw it to the enemy. 1648 * marked item and throw it to the enemy.
1515 */ 1649 */
1516
1517 for(tmp=op->inv;tmp;tmp=tmp->below) { 1650 for (tmp = op->inv; tmp; tmp = tmp->below)
1518 1651 {
1519 /* Can't throw invisible objects or items that are applied */ 1652 /* Can't throw invisible objects or items that are applied */
1520 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1653 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1654 continue;
1521 1655
1522 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1656 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1523 break; 1657 break;
1524 1658
1525 } 1659 }
1526 1660
1527#ifdef DEBUG_THROW 1661#ifdef DEBUG_THROW
1528 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1662 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1529 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1530#endif 1663#endif
1531 1664
1532 return tmp; 1665 return tmp;
1533} 1666}
1534 1667
1535/* determine if we can 'detect' the enemy. Check for walls blocking the 1668/* determine if we can 'detect' the enemy. Check for walls blocking the
1536 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1669 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1537 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1670 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1539 * 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
1540 * 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
1541 * be within the valid range. MSW 2001-08-05 1674 * be within the valid range. MSW 2001-08-05
1542 * 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
1543 */ 1676 */
1544 1677int
1545int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1546 int radius = MIN_MON_RADIUS, hide_discovery; 1679{
1547
1548 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1549 if(!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1550 return 0; 1682 return 0;
1551 1683
1552 /* 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 */
1553 if (!on_same_map(op, enemy)) 1685 if (!on_same_map (op, enemy))
1554 return 0; 1686 return 0;
1555 1687
1556 get_rangevector(op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1557 1689
1558 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1559 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1560 return 0; 1692 return 0;
1561 1693
1562 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1563 if(can_see_enemy(op,enemy)) return 1; 1695 if (can_see_enemy (op, enemy))
1696 return 1;
1564 1697
1565 /* 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
1566 * finding enemies! 1699 * finding enemies!
1567 */ 1700 */
1568 if(op->type==PLAYER) return 0; 1701 if (op->is_player ())
1702 return 0;
1569 1703
1570 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1571 * 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
1572 */ 1706 */
1573 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)))
1574 return 0; 1708 return 0;
1575 1709
1710 int radius = MIN_MON_RADIUS;
1711
1576 /* use this for invis also */ 1712 /* use this for invis also */
1577 hide_discovery = op->stats.Int/5; 1713 int hide_discovery = op->stats.Int / 5;
1578 1714
1579 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1580 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) */
1581 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);
1718 else
1582 else { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1583 object *sk_hide;
1584 int bonus = (op->level/2) + (op->stats.Int/5); 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1585 1721
1586 if(enemy->type==PLAYER) { 1722 if (enemy->is_player ())
1723 {
1587 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1724 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1588 bonus -= sk_hide->level; 1725 bonus -= sk_hide->level;
1589 else { 1726 else
1727 {
1590 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");
1591 make_visible(enemy); 1729 make_visible (enemy);
1592 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1730 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1593 } 1731 }
1594 } 1732 }
1595 else /* enemy is not a player */ 1733 else /* enemy is not a player */
1596 bonus -= enemy->level; 1734 bonus -= enemy->level;
1597 1735
1598 radius += bonus/5; 1736 radius += bonus / 5;
1599 hide_discovery += bonus*5; 1737 hide_discovery += bonus * 5;
1600 } /* else creature has modifiers for hiding */ 1738 } /* else creature has modifiers for hiding */
1601 1739
1602 /* Radii stealth adjustment. Only if you are stealthy 1740 /* Radii stealth adjustment. Only if you are stealthy
1603 * will you be able to sneak up closer to creatures */ 1741 * will you be able to sneak up closer to creatures */
1604 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1742 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1605 radius = radius/2, hide_discovery = hide_discovery/3; 1743 {
1744 radius /= 2;
1745 hide_discovery /= 3;
1746 }
1606 1747
1607 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1608 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1749 if (!stand_in_light (enemy))
1750 {
1609 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1610 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1611 */ 1753 */
1612 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))
1613 radius += op->map->darkness/2; 1755 radius += op->map->darklevel () / 2;
1614 else 1756 else
1615 radius -= op->map->darkness/2; 1757 radius -= op->map->darklevel () / 2;
1616 1758
1617 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1618 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1619 */ 1761 */
1620 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)
1621 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1622 } /* if on dark map */ 1764 } /* if on dark map */
1623 1765
1624 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1625 * 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
1626 * (potentially) see. This is 13, as that is the maximum size the player 1768 * (potentially) see. This is 13, as that is the maximum size the player
1627 * 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
1628 * do something. Note that the distance field in the 1770 * do something. Note that the distance field in the
1629 * 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
1630 * find that. 1772 * find that.
1631 */ 1773 */
1632 if(radius>13) radius = 13; 1774 // note that the above reasoning was utter bullshit even at the time it was written
1775 // we use 25, lets see if we have the cpu time for it
1776 radius = min (25, radius);
1633 1777
1634 /* Enemy in range! Now test for detection */ 1778 /* Enemy in range! Now test for detection */
1635 if ((int) rv->distance <= radius) { 1779 if (rv->distance <= radius)
1780 {
1636 /* ah, we are within range, detected? take cases */ 1781 /* ah, we are within range, detected? take cases */
1637 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1638 return 1; 1783 return 1;
1639 1784
1640 /* hidden or low-quality invisible */ 1785 /* hidden or low-quality invisible */
1641 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1786 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1787 {
1642 make_visible(enemy); 1788 make_visible (enemy);
1789
1643 /* inform players of new status */ 1790 /* inform players of new status */
1644 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1791 if (enemy->type == PLAYER && player_can_view (enemy, op))
1645 new_draw_info_format(NDI_UNIQUE,0, enemy, 1792 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1646 "You are discovered by %s!",op->name); 1793
1647 return 1; /* detected enemy */ 1794 return 1; /* detected enemy */
1648 } 1795 }
1649 else if (enemy->invisible) { 1796 else if (enemy->invisible)
1797 {
1650 /* Change this around - instead of negating the invisible, just 1798 /* Change this around - instead of negating the invisible, just
1651 * 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
1652 * do something to you. Decreasing the duration of invisible 1800 * do something to you. Decreasing the duration of invisible
1653 * 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
1654 * can then basically negate the spell. The spell isn't negated - 1802 * can then basically negate the spell. The spell isn't negated -
1655 * they just know where you are! 1803 * they just know where you are!
1656 */ 1804 */
1657 if ((RANDOM() % 50) <= hide_discovery) { 1805 if (rndm (50) <= hide_discovery)
1806 {
1658 if (enemy->type == PLAYER) { 1807 if (enemy->type == PLAYER)
1659 new_draw_info_format(NDI_UNIQUE,0, enemy, 1808 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1660 "You see %s noticing your position.", query_name(op)); 1809
1661 }
1662 return 1; 1810 return 1;
1663 } 1811 }
1664 } 1812 }
1665 } /* within range */ 1813 } /* within range */
1666 1814
1667 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1668 return 0; 1816 return 0;
1669} 1817}
1670 1818
1671/* 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
1672 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1673 * 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
1674 * other side of a wall (!). 1822 * other side of a wall (!).
1675 */ 1823 */
1676 1824int
1677int stand_in_light( object *op) { 1825stand_in_light (object *op)
1678 sint16 nx,ny; 1826{
1679 mapstruct *m; 1827 if (op)
1828 {
1829 if (!op->is_on_map ())
1830 return 0;
1680 1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1681 1834
1682 if(!op) return 0;
1683 if(op->glow_radius > 0) return 1; 1835 if (op->glow_radius > 0)
1836 return 1;
1684 1837
1685 if(op->map) { 1838 if (op->map)
1686 int x, y, x1, y1; 1839 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1687 1840 {
1688
1689
1690 /* 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
1691 * 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.
1692 */ 1843 */
1693 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1844 int light = m->at (nx, ny).light;
1694 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1695 m = op->map;
1696 nx = x;
1697 ny = y;
1698 1845
1699 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1846 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1700 1847 return 1;
1701 x1 = abs(x - op->x)*abs(x - op->x);
1702 y1 = abs(y - op->y)*abs(y - op->y);
1703 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1704 } 1848 }
1705 }
1706 } 1849 }
1850
1707 return 0; 1851 return 0;
1708} 1852}
1709
1710 1853
1711/* assuming no walls/barriers, lets check to see if its *possible* 1854/* assuming no walls/barriers, lets check to see if its *possible*
1712 * to see an enemy. Note, "detection" is different from "seeing". 1855 * to see an enemy. Note, "detection" is different from "seeing".
1713 * See can_detect_enemy() for more details. -b.t. 1856 * See can_detect_enemy() for more details. -b.t.
1714 * return 0 if can't be seen, 1 if can be 1857 * return 0 if can't be seen, 1 if can be
1715 */ 1858 */
1716 1859int
1717int can_see_enemy (object *op, object *enemy) { 1860can_see_enemy (object *op, object *enemy)
1861{
1718 object *looker = op->head?op->head:op; 1862 object *looker = op->head ? op->head : op;
1719 1863
1720 /* safety */ 1864 /* safety */
1721 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1865 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1722 return 0; 1866 return 0;
1723 1867
1724 /* we dont give a full treatment of xrays here (shorter range than normal, 1868 /* we dont give a full treatment of xrays here (shorter range than normal,
1725 * see through walls). Should we change the code elsewhere to make you 1869 * see through walls). Should we change the code elsewhere to make you
1726 * blind even if you can xray? 1870 * blind even if you can xray?
1727 */ 1871 */
1728 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1872 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1729 return 0; 1873 return 0;
1730 1874
1731 /* checking for invisible things */ 1875 /* checking for invisible things */
1732 if(enemy->invisible) { 1876 if (enemy->invisible)
1877 {
1733 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1734 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1735 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1736 1881
1737 if(has_carried_lights(enemy)) { 1882 if (enemy->has_carried_lights ())
1738 if(enemy->hide) { 1883 {
1884 if (enemy->flag [FLAG_HIDDEN])
1885 {
1739 make_visible(enemy); 1886 make_visible (enemy);
1740 new_draw_info(NDI_UNIQUE,0, enemy, 1887 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1741 "Your light reveals your hiding spot!");
1742 } 1888 }
1889
1743 return 1; 1890 return 1;
1744 } else if (enemy->hide) return 0; 1891 }
1892 else if (enemy->flag [FLAG_HIDDEN])
1893 return 0;
1745 1894
1746 /* Invisible enemy. Break apart the check for invis undead/invis looker 1895 /* Invisible enemy. Break apart the check for invis undead/invis looker
1747 * 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,
1748 * and making it a conditional makes the code pretty ugly. 1897 * and making it a conditional makes the code pretty ugly.
1749 */ 1898 */
1750 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { 1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1751 if (makes_invisible_to(enemy, looker)) return 0; 1900 if (makes_invisible_to (enemy, looker))
1752 } 1901 return 0;
1902 }
1753 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1903 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1754 if(player_can_view(looker,enemy)) return 1; 1904 if (player_can_view (looker, enemy))
1905 return 1;
1755 1906
1756 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1907 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1757 * unless they carry a light or stand in light. Darkness doesnt 1908 * unless they carry a light or stand in light. Darkness doesnt
1758 * inhibit the undead per se (but we should give their archs 1909 * inhibit the undead per se (but we should give their archs
1759 * CAN_SEE_IN_DARK, this is just a safety 1910 * CAN_SEE_IN_DARK, this is just a safety
1760 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1761 * only relevant for tiled maps, but it is possible that the 1912 * only relevant for tiled maps, but it is possible that the
1762 * 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
1763 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1764 */ 1915 */
1765 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1916 if (!stand_in_light (enemy)
1766 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1917 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1767 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1768 return 0; 1918 return 0;
1769 1919
1770 return 1; 1920 return 1;
1771} 1921}
1772 1922

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