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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.7 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.57 by root, Sun Dec 28 06:59:27 2008 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 1.7 2006/09/07 10:01:58 pippijn 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 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
252 /* blinded monsters can only find nearby objects to attack */ 244 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 245 radius = MIN_MON_RADIUS;
255 246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
256 /* This covers the situation where the monster is in the dark 250 /* 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 251 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy. 252 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in 253 * Remember we already checked to see if the monster can see in
260 * the dark. */ 254 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
261 258
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && 259 if (enemy->flag [FLAG_STEALTH])
263 !stand_in_light(enemy) && 260 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;
269 261
270 /* enemy should already be on this map, so don't really need to check 262 /* enemy should already be on this map, so don't really need to check
271 * for that. 263 * for that.
272 */ 264 */
273 if (rv->distance < (unsigned int) (QUERY_FLAG(enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) { 265 if (rv->distance <= radius)
266 {
274 CLEAR_FLAG(op,FLAG_SLEEP); 267 CLEAR_FLAG (op, FLAG_SLEEP);
275 return 1; 268 return 1;
276 } 269 }
270
277 return 0; 271 return 0;
278} 272}
279 273
274int
280int move_randomly(object *op) { 275move_randomly (object *op)
281 int i; 276{
282
283 /* Give up to 15 chances for a monster to move randomly */ 277 /* Give up to 15 chances for a monster to move randomly */
284 for(i=0;i<15;i++) { 278 for (int i = 0; i < 15; i++)
285 if(move_object(op,RANDOM()%8+1)) 279 if (move_object (op, rndm (8) + 1))
286 return 1; 280 return 1;
287 } 281
288 return 0; 282 return 0;
289} 283}
290 284
291/* 285/*
292 * Move-monster returns 1 if the object has been freed, otherwise 0. 286 * Move-monster returns 1 if the object has been freed, otherwise 0.
293 */ 287 */
294 288int
295int move_monster(object *op) { 289move_monster (object *op)
290{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph=op; 292 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv; 293 rv_vector rv;
299 294
300 /* Monsters not on maps don't do anything. These monsters are things 295 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories. 296 * Like royal guards in city dwellers inventories.
302 */ 297 */
303 if (!op->map) return 0; 298 if (!op->map)
299 return 0;
304 300
305 /* for target facing, we copy this value here for fast access */ 301 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */ 302 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head; 303 oph = oph->head;
308 304
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ 305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL; 306 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv))) 307 else if ((enemy = find_enemy (op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */ 308 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */ 309 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */ 310
316 }
317
318 /* generate hp, if applicable */ 311 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { 312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
320 313 {
321 /* last heal is in funny units. Dividing by speed puts 314 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of 315 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is 316 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens 317 * to capture 8th's of a hp fraction regens
325 * 318 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp. 320 * overflow might produce monsters with negative hp.
328 */ 321 */
329 322
330 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); 323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
331 op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */ 324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
332 op->last_heal%=32; 325 op->last_heal %= 32;
333 326
334 /* So if the monster has gained enough HP that they are no longer afraid */ 327 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) && 328 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); 329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
339 330
340 if(op->stats.hp>op->stats.maxhp) 331 if (op->stats.hp > op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp; 332 op->stats.hp = op->stats.maxhp;
342 } 333 }
343 334
344 /* generate sp, if applicable */ 335 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { 336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
346 337 {
347 /* last_sp is in funny units. Dividing by speed puts 338 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 339 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 340 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens 341 * to capture 8th's of a sp fraction regens
351 * 342 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp. 344 * overflow might produce monsters with negative sp.
354 */ 345 */
355 346
356 op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); 347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
357 op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp%=128; 349 op->last_sp %= 128;
359 } 350 }
360 351
361 /* this should probably get modified by many more values. 352 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. ) 353 * (eg, creatures resistance to fear, level, etc. )
363 */ 354 */
364 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { 355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ 356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
366 }
367 357
368 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
369 return QUERY_FLAG (op, FLAG_FREED); 359 return QUERY_FLAG (op, FLAG_FREED);
370 360
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || 361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && 362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
373 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
374 if(!check_wakeup(op,enemy,&rv)) 363 if (!check_wakeup (op, enemy, &rv))
375 return 0; 364 return 0;
376 }
377 365
378 /* check if monster pops out of hidden spot */ 366 /* check if monster pops out of hidden spot */
367 if (op->flag [FLAG_HIDDEN])
379 if(op->hide) do_hidden_move(op); 368 do_hidden_move (op);
380 369
381 if(op->pick_up) 370 if (op->pick_up)
382 monster_check_pickup(op); 371 monster_check_pickup (op);
383 372
384 if(op->will_apply) 373 if (op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */ 374 monster_apply_below (op); /* Check for items to apply below */
386 375
387 /* If we don't have an enemy, do special movement or the like */ 376 /* If we don't have an enemy, do special movement or the like */
388 if(!enemy) { 377 if (!enemy)
378 {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { 379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 remove_ob(op); 380 {
391 free_object(op); 381 op->drop_and_destroy ();
392 return 1; 382 return 1;
393 } 383 }
394 384
395 /* Probably really a bug for a creature to have both 385 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set. 386 * stand still and a movement type set.
397 */ 387 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { 388 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389 {
399 if (op->attack_movement & HI4) 390 if (op->attack_movement & HI4)
400 { 391 {
401 switch (op->attack_movement & HI4) { 392 switch (op->attack_movement & HI4)
393 {
402 case (PETMOVE): 394 case (PETMOVE):
403 pet_move (op); 395 pet_move (op);
404 break; 396 break;
405 397
406 case (CIRCLE1): 398 case (CIRCLE1):
407 circ1_move (op); 399 circ1_move (op);
408 break; 400 break;
409 401
410 case (CIRCLE2): 402 case (CIRCLE2):
411 circ2_move (op); 403 circ2_move (op);
412 break; 404 break;
413 405
414 case (PACEV): 406 case (PACEV):
415 pace_movev(op); 407 pace_movev (op);
416 break; 408 break;
417 409
418 case (PACEH): 410 case (PACEH):
419 pace_moveh(op); 411 pace_moveh (op);
420 break; 412 break;
421 413
422 case (PACEV2): 414 case (PACEV2):
423 pace2_movev (op); 415 pace2_movev (op);
424 break; 416 break;
425 417
426 case (PACEH2): 418 case (PACEH2):
427 pace2_moveh (op); 419 pace2_moveh (op);
428 break; 420 break;
429 421
430 case (RANDO): 422 case (RANDO):
431 rand_move (op); 423 rand_move (op);
432 break; 424 break;
433 425
434 case (RANDO2): 426 case (RANDO2):
435 move_randomly (op); 427 move_randomly (op);
436 break; 428 break;
437 } 429 }
430
431 return 0;
432 }
433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 move_randomly (op);
435 } /* stand still */
436
437 return 0;
438 } /* no enemy */
439
440 /* We have an enemy. Block immediately below is for pets */
441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
445 return follow_owner (op, owner);
446
447 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it.
450 */
451 if (op->race && strcmp (op->race, "doppleganger") == 0)
452 {
453 op->face = enemy->face;
454 op->name = enemy->name;
455 }
456
457 /* Calculate range information for closest body part - this
458 * is used for the 'skill' code, which isn't that smart when
459 * it comes to figuring it out - otherwise, giants throw boulders
460 * into themselves.
461 */
462 get_rangevector (op, enemy, &rv, 0);
463
464 /* Move the check for scared up here - if the monster was scared,
465 * we were not doing any of the logic below, so might as well save
466 * a few cpu cycles.
467 */
468 if (!QUERY_FLAG (op, FLAG_SCARED))
469 {
470 rv_vector rv1;
471
472 /* now we test every part of an object .... this is a real ugly piece of code */
473 for (part = op; part; part = part->more)
474 {
475 get_rangevector (part, enemy, &rv1, 0x1);
476 dir = rv1.direction;
477
478 /* hm, not sure about this part - in original was a scared flag here too
479 * but that we test above... so can be old code here
480 */
481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482 dir = absdir (dir + 4);
483
484 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486
487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489 return 0;
490
491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493 return 0;
494
495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 if (monster_use_range (op, part, enemy, dir))
497 return 0;
498
499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 if (monster_use_bow (op, part, enemy, dir))
505 return 0;
506 } /* for processing of all parts */
507 } /* If not scared */
508
509 part = rv.part;
510 dir = rv.direction;
511
512 // if the enemy is a player, we have los. if los says we
513 // can directly reach the player, we do not deviate.
514 // for non-players, we never deviate
515 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
516 {
517 int sdir = 0;
518
519 for (int ndir = 1; ndir <= 8; ++ndir)
520 {
521 mapxy pos (op); pos.move (ndir);
522
523 if (pos.normalise ())
524 {
525 mapspace &ms = pos.ms ();
526
527 if (ms.smell > op->ms ().smell)
528 {
529 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
530 op->ms ().smell = ms.smell - 1; // smarter: tell others
531 sdir = ndir;
532
533 // perturbing the path might let the monster lose track,
534 // but it will also widen the actual path, spreading information
535 if (!rndm (20)) // even smarter, deviate and spread?
536 sdir += absdir (1 - rndm (2) * 2);
537 }
538 }
539 }
540
541 if (sdir)
542 dir = sdir;
543 else if (op->ms ().smell)
544 {
545 // no better smell found, so assume the player jumped, and erase this smell
546 //printf ("erasing smell %d\n", op->ms ().smell);//D
547 ordered_mapwalk_begin (op, -1, -1, 1, 1)
548 if (m)
549 m->at (nx, ny).smell = 0;
550 ordered_mapwalk_end
551 }
552 }
553
554 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
555 dir = absdir (dir + 4);
556
557 if (QUERY_FLAG (op, FLAG_CONFUSED))
558 dir = absdir (dir + rndm (3) + rndm (3) - 2);
559
560 pre_att_dir = dir; /* remember the original direction */
561
562 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
563 {
564 switch (op->attack_movement & LO4)
565 {
566 case DISTATT:
567 dir = dist_att (dir, op, enemy, part, &rv);
568 break;
569
570 case RUNATT:
571 dir = run_att (dir, op, enemy, part, &rv);
572 break;
573
574 case HITRUN:
575 dir = hitrun_att (dir, op, enemy);
576 break;
577
578 case WAITATT:
579 dir = wait_att (dir, op, enemy, part, &rv);
580 break;
581
582 case RUSH: /* default - monster normally moves towards player */
583 case ALLRUN:
584 break;
585
586 case DISTHIT:
587 dir = disthit_att (dir, op, enemy, part, &rv);
588 break;
589
590 case WAIT2:
591 dir = wait_att2 (dir, op, enemy, part, &rv);
592 break;
593
594 default:
595 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
596 }
597 }
598
599 if (!dir)
600 return 0;
601
602 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
603 {
604 if (move_object (op, dir)) /* Can the monster move directly toward player? */
605 {
606 /* elmex: Turn our monster after it moved if it has DISTATT attack */
607 if ((op->attack_movement & LO4) == DISTATT)
608 op->direction = pre_att_dir;
609
610 return 0;
611 }
612
613 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
614 {
615 /* Try move around corners if !close */
616 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
617
618 for (diff = 1; diff <= maxdiff; diff++)
619 {
620 /* try different detours */
621 int m = 1 - rndm (2) * 2; /* Try left or right first? */
622
623 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
438 return 0; 624 return 0;
439 } 625 }
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 op->name = enemy->name;
459 }
460
461 /* Calculate range information for closest body part - this
462 * is used for the 'skill' code, which isn't that smart when
463 * it comes to figuring it out - otherwise, giants throw boulders
464 * into themselves.
465 */
466 get_rangevector(op, enemy, &rv, 0);
467
468 /* Move the check for scared up here - if the monster was scared,
469 * we were not doing any of the logic below, so might as well save
470 * a few cpu cycles.
471 */
472 if (!QUERY_FLAG(op, FLAG_SCARED))
473 {
474 rv_vector rv1;
475
476 /* now we test every part of an object .... this is a real ugly piece of code */
477 for (part=op; part!=NULL; part=part->more) {
478 get_rangevector(part, enemy, &rv1, 0x1);
479 dir=rv1.direction;
480
481 /* hm, not sure about this part - in original was a scared flag here too
482 * but that we test above... so can be old code here
483 */
484 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
485 dir=absdir(dir+4);
486 if(QUERY_FLAG(op,FLAG_CONFUSED))
487 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
488
489 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
490 if(monster_cast_spell(op,part,enemy,dir,&rv1))
491 return 0;
492 }
493
494 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
495 if(monster_use_scroll(op,part,enemy,dir,&rv1))
496 return 0;
497 }
498
499 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
500 if(monster_use_range(op,part,enemy,dir))
501 return 0;
502 }
503 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
504 if(monster_use_skill(op,rv.part,enemy,rv.direction))
505 return 0;
506 }
507 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
508 if(monster_use_bow(op,part,enemy,dir))
509 return 0;
510 }
511 } /* for processing of all parts */
512 } /* If not scared */
513
514
515 part = rv.part;
516 dir=rv.direction;
517
518 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
519 dir=absdir(dir+4);
520
521 if(QUERY_FLAG(op,FLAG_CONFUSED))
522 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
523
524 pre_att_dir = dir; /* remember the original direction */
525
526 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
527 {
528 switch (op->attack_movement & LO4) {
529 case DISTATT:
530 dir = dist_att (dir,op,enemy,part,&rv);
531 break;
532
533 case RUNATT:
534 dir = run_att (dir,op,enemy,part,&rv);
535 break;
536
537 case HITRUN:
538 dir = hitrun_att(dir,op,enemy);
539 break;
540
541 case WAITATT:
542 dir = wait_att (dir,op,enemy,part,&rv);
543 break;
544
545 case RUSH: /* default - monster normally moves towards player */
546 case ALLRUN:
547 break;
548
549 case DISTHIT:
550 dir = disthit_att (dir,op,enemy,part,&rv);
551 break;
552
553 case WAIT2:
554 dir = wait_att2 (dir,op,enemy,part,&rv);
555 break;
556
557 default:
558 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
559 }
560 }
561
562 if (!dir)
563 return 0;
564
565 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
566 if(move_object(op,dir)) /* Can the monster move directly toward player? */
567 {
568 /* elmex: Turn our monster after it moved if it has DISTATT attack */
569 if ((op->attack_movement & LO4) == DISTATT)
570 op->direction = pre_att_dir;
571
572 return 0;
573 } 626 }
574
575 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
576 || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
577
578 /* Try move around corners if !close */
579 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
580 for(diff = 1; diff <= maxdiff; diff++) {
581 /* try different detours */
582 int m = 1-(RANDOM()&2); /* Try left or right first? */
583 if(move_object(op,absdir(dir + diff*m)) ||
584 move_object(op,absdir(dir - diff*m)))
585 return 0;
586 }
587 }
588 } /* if monster is not standing still */ 627 } /* if monster is not standing still */
589 628
590 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 629 /* elmex: Turn our monster after it moved if it has DISTATT attack */
591 if ((op->attack_movement & LO4) == DISTATT) 630 if ((op->attack_movement & LO4) == DISTATT)
592 op->direction = pre_att_dir; 631 op->direction = pre_att_dir;
593 632
594 /* 633 /*
595 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 634 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
596 * direction if they can't move away. 635 * direction if they can't move away.
597 */ 636 */
598 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) 637 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
599 if(move_randomly(op)) 638 if (move_randomly (op))
600 return 0; 639 return 0;
601 640
602 /* 641 /*
603 * Try giving the monster a new enemy - the player that is closest 642 * Try giving the monster a new enemy - the player that is closest
604 * to it. In this way, it won't just keep trying to get to a target 643 * to it. In this way, it won't just keep trying to get to a target
605 * that is inaccessible. 644 * that is inaccessible.
606 * This could be more clever - it should go through a list of several 645 * This could be more clever - it should go through a list of several
607 * enemies, as it is now, you could perhaps get situations where there 646 * enemies, as it is now, you could perhaps get situations where there
608 * are two players flanking the monster at close distance, but which 647 * are two players flanking the monster at close distance, but which
609 * the monster can't get to, and a third one at a far distance that 648 * the monster can't get to, and a third one at a far distance that
610 * the monster could get to - as it is, the monster won't look at that 649 * the monster could get to - as it is, the monster won't look at that
611 * third one. 650 * third one.
612 */ 651 */
613 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) 652 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
614 { 653 {
615 object *nearest_player = get_nearest_player(op); 654 object *nearest_player = get_nearest_player (op);
655
616 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { 656 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
657 {
617 op->enemy = NULL; 658 op->enemy = 0;
618 enemy = nearest_player; 659 enemy = nearest_player;
619 } 660 }
620 } 661 }
621 662
622 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 663 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
623 { 664 {
624 /* The adjustement to wc that was here before looked totally bogus - 665 /* The adjustement to wc that was here before looked totally bogus -
625 * since wc can in fact get negative, that would mean by adding 666 * since wc can in fact get negative, that would mean by adding
626 * the current wc, the creature gets better? Instead, just 667 * the current wc, the creature gets better? Instead, just
627 * add a fixed amount - nasty creatures that are runny away should 668 * add a fixed amount - nasty creatures that are runny away should
628 * still be pretty nasty. 669 * still be pretty nasty.
629 */ 670 */
630 if(QUERY_FLAG(op,FLAG_RUN_AWAY)) 671 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
631 { 672 {
632 part->stats.wc+=10; 673 part->stats.wc += 10;
633 (void)skill_attack(enemy,part,0,NULL, NULL); 674 skill_attack (enemy, part, 0, NULL, NULL);
634 part->stats.wc-=10; 675 part->stats.wc -= 10;
635 } 676 }
636 else 677 else
637 (void)skill_attack(enemy,part,0,NULL, NULL); 678 skill_attack (enemy, part, 0, NULL, NULL);
638 } /* if monster is in attack range */ 679 } /* if monster is in attack range */
639 680
640 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 681 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
641 return 1; 682 return 1;
642 683
643 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 684 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
685 {
686 op->drop_and_destroy ();
687 return 1;
644 { 688 }
645 remove_ob(op); 689
646 free_object(op); 690 return 0;
691}
692
693int
694can_hit (object *ob1, object *ob2, rv_vector * rv)
695{
696 object *more;
697 rv_vector rv1;
698
699 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
700 return 0;
701
702 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
703 return 1;
704
705 /* check all the parts of ob2 - just because we can't get to
706 * its head doesn't mean we don't want to pound its feet
707 */
708 for (more = ob2->more; more != NULL; more = more->more)
709 {
710 get_rangevector (ob1, more, &rv1, 0);
711 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
647 return 1; 712 return 1;
648 } 713 }
714
649 return 0; 715 return 0;
650}
651
652int can_hit(object *ob1,object *ob2, rv_vector *rv) {
653 object *more;
654 rv_vector rv1;
655
656 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
657 return 0;
658
659 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
660
661 /* check all the parts of ob2 - just because we can't get to
662 * its head doesn't mean we don't want to pound its feet
663 */
664 for (more = ob2->more; more!=NULL; more = more->more) {
665 get_rangevector(ob1, more, &rv1, 0);
666 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
667 }
668 return 0;
669
670} 716}
671 717
672/* Returns 1 is monster should cast spell sp at an enemy 718/* Returns 1 is monster should cast spell sp at an enemy
673 * Returns 0 if the monster should not cast this spell. 719 * Returns 0 if the monster should not cast this spell.
674 * 720 *
683 * This could be a lot smarter - if there are few monsters around, 729 * This could be a lot smarter - if there are few monsters around,
684 * then disease might not be as bad. Likewise, if the monster is damaged, 730 * then disease might not be as bad. Likewise, if the monster is damaged,
685 * the right type of healing spell could be useful. 731 * the right type of healing spell could be useful.
686 */ 732 */
687 733
734static int
688static int monster_should_cast_spell(object *monster, object *spell_ob) 735monster_should_cast_spell (object *monster, object *spell_ob)
689{ 736{
690 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 737 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
691 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 738 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
692 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 739 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
693 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 740 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
694 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 741 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
695 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 742 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
696 spell_ob->subtype == SP_INVISIBLE)
697
698 return 1;
699
700 return 0; 743 return 1;
701}
702 744
745 return 0;
746}
703 747
704#define MAX_KNOWN_SPELLS 20 748#define MAX_KNOWN_SPELLS 20
705 749
706/* Returns a randomly selected spell. This logic is still 750/* Returns a randomly selected spell. This logic is still
707 * less than ideal. This code also only seems to deal with 751 * less than ideal. This code also only seems to deal with
708 * wizard spells, as the check is against sp, and not grace. 752 * wizard spells, as the check is against sp, and not grace.
709 * can mosnters know cleric spells? 753 * can mosnters know cleric spells?
710 */ 754 */
755object *
711object *monster_choose_random_spell(object *monster) { 756monster_choose_random_spell (object *monster)
757{
712 object *altern[MAX_KNOWN_SPELLS]; 758 object *altern[MAX_KNOWN_SPELLS];
713 object *tmp;
714 int i=0; 759 int i = 0;
715 760
716 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 761 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
717 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 762 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
763 {
718 /* Check and see if it's actually a useful spell. 764 /* Check and see if it's actually a useful spell.
719 * If its a spellbook, the spell is actually the inventory item. 765 * If its a spellbook, the spell is actually the inventory item.
720 * if it is a spell, then it is just the object itself. 766 * if it is a spell, then it is just the object itself.
721 */ 767 */
722 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { 768 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
769 {
723 altern[i++]=tmp; 770 altern [i++] = tmp;
771
724 if(i==MAX_KNOWN_SPELLS) 772 if (i == MAX_KNOWN_SPELLS)
725 break; 773 break;
726 } 774 }
727 } 775 }
728 if(!i) 776
729 return NULL; 777 return i ? altern [rndm (i)] : 0;
730 return altern[RANDOM()%i];
731} 778}
732 779
733/* This checks to see if the monster should cast a spell/ability. 780/* This checks to see if the monster should cast a spell/ability.
734 * it returns true if the monster casts a spell, 0 if he doesn't. 781 * it returns true if the monster casts a spell, 0 if he doesn't.
735 * head is the head of the monster. 782 * head is the head of the monster.
736 * part is the part of the monster we are checking against. 783 * part is the part of the monster we are checking against.
737 * pl is the target. 784 * pl is the target.
738 * dir is the direction to case. 785 * dir is the direction to case.
739 * rv is the vector which describes where the enemy is. 786 * rv is the vector which describes where the enemy is.
740 */ 787 */
741 788int
742int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { 789monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
790{
743 object *spell_item; 791 object *spell_item;
744 object *owner; 792 object *owner;
745 rv_vector rv1; 793 rv_vector rv1;
746 794
747 /* If you want monsters to cast spells over friends, this spell should 795 /* If you want monsters to cast spells over friends, this spell should
748 * be removed. It probably should be in most cases, since monsters still 796 * be removed. It probably should be in most cases, since monsters still
749 * don't care about residual effects (ie, casting a cone which may have a 797 * don't care about residual effects (ie, casting a cone which may have a
750 * clear path to the player, the side aspects of the code will still hit 798 * clear path to the player, the side aspects of the code will still hit
751 * other monsters) 799 * other monsters)
752 */ 800 */
753 if(!(dir=path_to_player(part,pl,0))) 801 if (!(dir = path_to_player (part, pl, 0)))
754 return 0; 802 return 0;
803
804 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
755 805 {
756 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
757 get_rangevector(head, owner, &rv1, 0x1); 806 get_rangevector (head, owner, &rv1, 0x1);
758 if(dirdiff(dir,rv1.direction) < 2) { 807 if (dirdiff (dir, rv1.direction) < 2)
759 return 0; /* Might hit owner with spell */ 808 return 0; /* Might hit owner with spell */
760 }
761 } 809 }
762 810
763 if(QUERY_FLAG(head,FLAG_CONFUSED)) 811 if (QUERY_FLAG (head, FLAG_CONFUSED))
764 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 812 dir = absdir (dir + rndm (3) + rndm (3) - 2);
765 813
766 /* If the monster hasn't already chosen a spell, choose one 814 /* If the monster hasn't already chosen a spell, choose one
767 * I'm not sure if it really make sense to pre-select spells (events 815 * I'm not sure if it really make sense to pre-select spells (events
768 * could be different by the time the monster goes again). 816 * could be different by the time the monster goes again).
769 */ 817 */
770 if(head->spellitem==NULL) { 818 if (head->spellitem == NULL)
819 {
771 if((spell_item=monster_choose_random_spell(head))==NULL) { 820 if ((spell_item = monster_choose_random_spell (head)) == NULL)
821 {
772 LOG(llevMonster,"Turned off spells in %s\n",&head->name); 822 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
773 CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 823 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
774 return 0; 824 return 0;
775 } 825 }
826
776 if (spell_item->type == SPELLBOOK) { 827 if (spell_item->type == SPELLBOOK)
828 {
777 if (!spell_item->inv) { 829 if (!spell_item->inv)
830 {
778 LOG(llevError,"spellbook %s does not contain a spell?\n", &spell_item->name); 831 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
779 return 0; 832 return 0;
780 } 833 }
834
781 spell_item=spell_item->inv; 835 spell_item = spell_item->inv;
782 } 836 }
783 } 837 }
784 else 838 else
785 spell_item=head->spellitem; 839 spell_item = head->spellitem;
786 840
787 if (!spell_item) return 0; 841 if (!spell_item)
842 return 0;
788 843
789 /* Best guess this is a defensive/healing spell */ 844 /* Best guess this is a defensive/healing spell */
790 if (spell_item->range<=1 || spell_item->stats.dam < 0) 845 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
791 dir = 0; 846 dir = 0;
792 847
793 /* Monster doesn't have enough spell-points */ 848 /* Monster doesn't have enough spell-points */
794 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 849 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
795 return 0; 850 return 0;
796 851
797 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 852 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
798 return 0; 853 return 0;
799 854
800 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 855 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
801 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); 856 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
802 857
803 /* set this to null, so next time monster will choose something different */ 858 /* set this to null, so next time monster will choose something different */
804 head->spellitem = NULL; 859 head->spellitem = NULL;
805 860
806 return cast_spell(part,part,dir, spell_item, NULL); 861 return cast_spell (part, part, dir, spell_item, NULL);
807} 862}
808 863
809 864int
810int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { 865monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
866{
811 object *scroll; 867 object *scroll;
812 object *owner; 868 object *owner;
813 rv_vector rv1; 869 rv_vector rv1;
814 870
815 /* If you want monsters to cast spells over friends, this spell should 871 /* If you want monsters to cast spells over friends, this spell should
816 * be removed. It probably should be in most cases, since monsters still 872 * be removed. It probably should be in most cases, since monsters still
817 * don't care about residual effects (ie, casting a cone which may have a 873 * don't care about residual effects (ie, casting a cone which may have a
818 * clear path to the player, the side aspects of the code will still hit 874 * clear path to the player, the side aspects of the code will still hit
819 * other monsters) 875 * other monsters)
820 */ 876 */
821 if(!(dir=path_to_player(part,pl,0))) 877 if (!(dir = path_to_player (part, pl, 0)))
822 return 0; 878 return 0;
879
880 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
823 881 {
824 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
825 get_rangevector(head, owner, &rv1, 0x1); 882 get_rangevector (head, owner, &rv1, 0x1);
826 if(dirdiff(dir,rv1.direction) < 2) { 883 if (dirdiff (dir, rv1.direction) < 2)
827 return 0; /* Might hit owner with spell */
828 } 884 {
885 return 0; /* Might hit owner with spell */
886 }
829 } 887 }
830 888
831 if(QUERY_FLAG(head,FLAG_CONFUSED)) 889 if (QUERY_FLAG (head, FLAG_CONFUSED))
832 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 890 dir = absdir (dir + rndm (3) + rndm (3) - 2);
833 891
834 for (scroll=head->inv; scroll; scroll=scroll->below) 892 for (scroll = head->inv; scroll; scroll = scroll->below)
835 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 893 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
894 break;
836 895
837 /* Used up all his scrolls, so nothing do to */ 896 /* Used up all his scrolls, so nothing do to */
838 if (!scroll) { 897 if (!scroll)
898 {
839 CLEAR_FLAG(head, FLAG_READY_SCROLL); 899 CLEAR_FLAG (head, FLAG_READY_SCROLL);
840 return 0; 900 return 0;
841 } 901 }
842 902
843 /* Spell should be cast on caster (ie, heal, strength) */ 903 /* Spell should be cast on caster (ie, heal, strength) */
844 if (scroll->inv->range==0) 904 if (scroll->inv->range == 0)
845 dir = 0; 905 dir = 0;
846 906
847 apply_scroll(part, scroll, dir); 907 apply_scroll (part, scroll, dir);
848 return 1; 908 return 1;
849} 909}
850 910
851/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 911/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
852 * Note that monsters do not need the skills SK_MELEE_WEAPON and 912 * Note that monsters do not need the skills SK_MELEE_WEAPON and
853 * SK_MISSILE_WEAPON to make those respective attacks, if we 913 * SK_MISSILE_WEAPON to make those respective attacks, if we
856 * 916 *
857 * The skills we are treating here are all but those. -b.t. 917 * The skills we are treating here are all but those. -b.t.
858 * 918 *
859 * At the moment this is only useful for throwing, perhaps for 919 * At the moment this is only useful for throwing, perhaps for
860 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 920 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
861 */ 921 */
862 922int
863int monster_use_skill(object *head, object *part, object *pl,int dir) { 923monster_use_skill (object *head, object *part, object *pl, int dir)
924{
864 object *skill, *owner; 925 object *skill, *owner;
865 926
866 if(!(dir=path_to_player(part,pl,0))) 927 if (!(dir = path_to_player (part, pl, 0)))
867 return 0; 928 return 0;
868 929
869 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 930 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
931 {
870 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 932 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
933
871 if(dirdiff(dir,dir2) < 1) 934 if (dirdiff (dir, dir2) < 1)
872 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 935 return 0; /* Might hit owner with skill -thrown rocks for example ? */
873 } 936 }
937
874 if(QUERY_FLAG(head,FLAG_CONFUSED)) 938 if (QUERY_FLAG (head, FLAG_CONFUSED))
875 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 939 dir = absdir (dir + rndm (3) + rndm (3) - 2);
876 940
877 /* skill selection - monster will use the next unused skill. 941 /* skill selection - monster will use the next unused skill.
878 * well...the following scenario will allow the monster to 942 * well...the following scenario will allow the monster to
879 * toggle between 2 skills. One day it would be nice to make 943 * toggle between 2 skills. One day it would be nice to make
880 * more skills available to monsters. 944 * more skills available to monsters.
881 */ 945 */
882
883 for(skill=head->inv;skill!=NULL;skill=skill->below) 946 for (skill = head->inv; skill; skill = skill->below)
884 if(skill->type==SKILL && skill!=head->chosen_skill) { 947 if (skill->type == SKILL && skill != head->chosen_skill)
948 {
885 head->chosen_skill=skill; 949 head->chosen_skill = skill;
886 break; 950 break;
887 } 951 }
888 952
889 if(!skill && !head->chosen_skill) { 953 if (!skill && !head->chosen_skill)
954 {
890 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", 955 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
891 &head->name,head->count);
892 CLEAR_FLAG(head, FLAG_READY_SKILL); 956 CLEAR_FLAG (head, FLAG_READY_SKILL);
893 return 0; 957 return 0;
894 } 958 }
959
895 /* use skill */ 960 /* use skill */
896 return do_skill(head, part, head->chosen_skill,dir,NULL); 961 return do_skill (head, part, head->chosen_skill, dir, NULL);
897} 962}
898 963
899/* Monster will use a ranged spell attack. */ 964/* Monster will use a ranged spell attack. */
900 965int
901int monster_use_range(object *head,object *part,object *pl,int dir) 966monster_use_range (object *head, object *part, object *pl, int dir)
902 { 967{
903 object *wand, *owner; 968 object *wand, *owner;
904 int at_least_one = 0; 969 int at_least_one = 0;
905 970
906 if(!(dir=path_to_player(part,pl,0))) 971 if (!(dir = path_to_player (part, pl, 0)))
907 return 0; 972 return 0;
908 973
909 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 974 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
975 {
910 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 976 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
977
911 if(dirdiff(dir,dir2) < 2) 978 if (dirdiff (dir, dir2) < 2)
912 return 0; /* Might hit owner with spell */ 979 return 0; /* Might hit owner with spell */
913 } 980 }
981
914 if(QUERY_FLAG(head,FLAG_CONFUSED)) 982 if (QUERY_FLAG (head, FLAG_CONFUSED))
915 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 983 dir = absdir (dir + rndm (3) + rndm (3) - 2);
916 984
917 for(wand=head->inv;wand!=NULL;wand=wand->below) 985 for (wand = head->inv; wand; wand = wand->below)
918 { 986 {
919 if (wand->type == WAND) 987 if (wand->type == WAND)
988 {
989 /* Found a wand, let's see if it has charges left */
990 at_least_one = 1;
991 if (wand->stats.food <= 0)
992 continue;
993
994 cast_spell (head, wand, dir, wand->inv, NULL);
995
996 if (!(--wand->stats.food))
920 { 997 {
921 /* Found a wand, let's see if it has charges left */ 998 if (wand->arch)
922 at_least_one = 1;
923 if( wand->stats.food<=0 )
924 continue;
925
926 cast_spell( head, wand, dir, wand->inv, NULL );
927
928 if ( !( --wand->stats.food ) )
929 { 999 {
930 if ( wand->arch )
931 {
932 CLEAR_FLAG(wand, FLAG_ANIMATE); 1000 CLEAR_FLAG (wand, FLAG_ANIMATE);
933 wand->face = wand->arch->clone.face; 1001 wand->face = wand->arch->face;
934 wand->speed = 0; 1002 wand->set_speed (0);
935 update_ob_speed(wand);
936 }
937 } 1003 }
938 /* Success */
939 return 1;
940 } 1004 }
1005 /* Success */
1006 return 1;
1007 }
941 else if ( wand->type == ROD || wand->type==HORN ) { 1008 else if (wand->type == ROD || wand->type == HORN)
1009 {
942 /* Found rod/horn, let's use it if possible */ 1010 /* Found rod/horn, let's use it if possible */
943 at_least_one = 1; 1011 at_least_one = 1;
944 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) 1012 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
945 continue; 1013 continue;
946 1014
947 /* drain charge before casting spell - can be a case where the 1015 /* drain charge before casting spell - can be a case where the
948 * spell destroys the monster, and rod, so if done after, results 1016 * spell destroys the monster, and rod, so if done after, results
949 * in crash. 1017 * in crash.
950 */ 1018 */
951 drain_rod_charge( wand ); 1019 drain_rod_charge (wand);
952 cast_spell( head, wand, dir, wand->inv, NULL ); 1020 cast_spell (head, wand, dir, wand->inv, NULL);
953 1021
954 /* Success */ 1022 /* Success */
955 return 1; 1023 return 1;
956 } 1024 }
957 } 1025 }
958 1026
959 if ( at_least_one ) 1027 if (at_least_one)
960 return 0; 1028 return 0;
961 1029
962 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1030 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
963 &head->name,head->count);
964 CLEAR_FLAG(head, FLAG_READY_RANGE); 1031 CLEAR_FLAG (head, FLAG_READY_RANGE);
965 return 0; 1032 return 0;
966 } 1033}
967 1034
1035int
968int monster_use_bow(object *head, object *part, object *pl, int dir) { 1036monster_use_bow (object *head, object *part, object *pl, int dir)
1037{
969 object *owner; 1038 object *owner;
970 1039
971 if(!(dir=path_to_player(part,pl,0))) 1040 if (!(dir = path_to_player (part, pl, 0)))
972 return 0; 1041 return 0;
1042
973 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1043 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1044 dir = absdir (dir + rndm (3) + rndm (3) - 2);
975 1045
976 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1046 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1047 {
977 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 1048 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1049
978 if(dirdiff(dir,dir2) < 1) 1050 if (dirdiff (dir, dir2) < 1)
979 return 0; /* Might hit owner with arrow */ 1051 return 0; /* Might hit owner with arrow */
980 } 1052 }
981 1053
982 /* in server/player.c */ 1054 /* in server/player.c */
983 return fire_bow(head, part, NULL, dir, 0, part->x, part->y); 1055 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
984 1056
985} 1057}
986 1058
987/* Checks if putting on 'item' will make 'who' do more 1059/* Checks if putting on 'item' will make 'who' do more
988 * damage. This is a very simplistic check - also checking things 1060 * damage. This is a very simplistic check - also checking things
989 * like speed and ac are also relevant. 1061 * like speed and ac are also relevant.
990 * 1062 *
991 * return true if item is a better object. 1063 * return true if item is a better object.
992 */ 1064 */
993 1065int
994int check_good_weapon(object *who, object *item) { 1066check_good_weapon (object *who, object *item)
1067{
995 object *other_weap; 1068 object *other_weap;
996 int val=0, i; 1069 int val = 0, i;
997 1070
998 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) 1071 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
999 if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) 1072 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1000 break; 1073 break;
1001 1074
1002 if(other_weap==NULL) /* No other weapons */ 1075 if (!other_weap) /* No other weapons */
1003 return 1; 1076 return 1;
1004 1077
1005 /* Rather than go through and apply the new one, and see if it is 1078 /* Rather than go through and apply the new one, and see if it is
1006 * better, just do some simple checks 1079 * better, just do some simple checks
1007 * Put some multipliers for things that hvae several effects, 1080 * Put some multipliers for things that hvae several effects,
1008 * eg, magic affects both damage and wc, so it has more weight 1081 * eg, magic affects both damage and wc, so it has more weight
1009 */ 1082 */
1010 1083
1011 val = item->stats.dam - other_weap->stats.dam; 1084 val = item->stats.dam - other_weap->stats.dam;
1012 val += (item->magic - other_weap->magic) * 3; 1085 val += (item->magic - other_weap->magic) * 3;
1013 /* Monsters don't really get benefits from things like regen rates 1086 /* Monsters don't really get benefits from things like regen rates
1014 * from items. But the bonus for their stats are very important. 1087 * from items. But the bonus for their stats are very important.
1015 */ 1088 */
1016 for (i=0; i<NUM_STATS; i++) 1089 for (i = 0; i < NUM_STATS; i++)
1017 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; 1090 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1018 1091
1019 if (val > 0) return 1; 1092 if (val > 0)
1093 return 1;
1094 else
1020 else return 0; 1095 return 0;
1021
1022} 1096}
1023 1097
1098int
1024int check_good_armour(object *who, object *item) { 1099check_good_armour (object *who, object *item)
1100{
1025 object *other_armour; 1101 object *other_armour;
1026 int val=0,i; 1102 int val = 0, i;
1027 1103
1028 for (other_armour = who->inv; other_armour != NULL; 1104 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1029 other_armour = other_armour->below)
1030 if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) 1105 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1031 break; 1106 break;
1032 1107
1033 if (other_armour == NULL) /* No other armour, use the new */ 1108 if (other_armour == NULL) /* No other armour, use the new */
1034 return 1; 1109 return 1;
1035 1110
1036 /* Like above function , see which is better */ 1111 /* Like above function , see which is better */
1037 val = item->stats.ac - other_armour->stats.ac; 1112 val = item->stats.ac - other_armour->stats.ac;
1038 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; 1113 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1039 val += (item->magic - other_armour->magic) * 3; 1114 val += (item->magic - other_armour->magic) * 3;
1040 1115
1041 /* for the other protections, do weigh them very much in the equation - 1116 /* for the other protections, do weigh them very much in the equation -
1042 * it is the armor protection which is most important, because there is 1117 * it is the armor protection which is most important, because there is
1043 * no good way to know what the player may attack the monster with. 1118 * no good way to know what the player may attack the monster with.
1044 * So if the new item has better protection than the old, give that higher 1119 * So if the new item has better protection than the old, give that higher
1045 * value. If the reverse, then decrease the value of this item some. 1120 * value. If the reverse, then decrease the value of this item some.
1046 */ 1121 */
1047 for (i=1; i <NROFATTACKS; i++) { 1122 for (i = 1; i < NROFATTACKS; i++)
1123 {
1048 if (item->resist[i] > other_armour->resist[i]) val++; 1124 if (item->resist[i] > other_armour->resist[i])
1125 val++;
1049 else if (item->resist[i] < other_armour->resist[i]) val--; 1126 else if (item->resist[i] < other_armour->resist[i])
1127 val--;
1050 } 1128 }
1051 1129
1052 /* Very few armours have stats, so not much need to worry about those. */ 1130 /* Very few armours have stats, so not much need to worry about those. */
1053 1131
1054 if (val > 0) return 1; 1132 if (val > 0)
1133 return 1;
1134 else
1055 else return 0; 1135 return 0;
1056
1057} 1136}
1058 1137
1059/* 1138/*
1060 * monster_check_pickup(): checks for items that monster can pick up. 1139 * monster_check_pickup(): checks for items that monster can pick up.
1061 * 1140 *
1069 * This function was seen be continueing looping at one point (tmp->below 1148 * This function was seen be continueing looping at one point (tmp->below
1070 * became a recursive loop. It may be better to call monster_check_apply 1149 * became a recursive loop. It may be better to call monster_check_apply
1071 * after we pick everything up, since that function may call others which 1150 * after we pick everything up, since that function may call others which
1072 * affect stacking on this space. 1151 * affect stacking on this space.
1073 */ 1152 */
1074 1153void
1075void monster_check_pickup(object *monster) { 1154monster_check_pickup (object *monster)
1155{
1076 object *tmp,*next; 1156 object *tmp, *next;
1077 int next_tag;
1078 1157
1079 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1158 for (tmp = monster->below; tmp != NULL; tmp = next)
1159 {
1080 next=tmp->below; 1160 next = tmp->below;
1081 next_tag = next ? next->count : 0;
1082 if (monster_can_pick(monster,tmp)) { 1161 if (monster_can_pick (monster, tmp))
1083 remove_ob(tmp); 1162 {
1163 tmp->remove ();
1084 tmp = insert_ob_in_ob(tmp,monster); 1164 tmp = insert_ob_in_ob (tmp, monster);
1085 (void) monster_check_apply(monster,tmp); 1165 (void) monster_check_apply (monster, tmp);
1086 } 1166 }
1087 /* We could try to re-establish the cycling, of the space, but probably 1167 /* We could try to re-establish the cycling, of the space, but probably
1088 * not a big deal to just bail out. 1168 * not a big deal to just bail out.
1089 */ 1169 */
1090 if (next && was_destroyed(next, next_tag)) return; 1170 if (next && next->destroyed ())
1171 return;
1091 } 1172 }
1092} 1173}
1093 1174
1094/* 1175/*
1095 * monster_can_pick(): If the monster is interested in picking up 1176 * monster_can_pick(): If the monster is interested in picking up
1096 * the item, then return 0. Otherwise 0. 1177 * the item, then return 0. Otherwise 0.
1097 * Instead of pick_up, flags for "greed", etc, should be used. 1178 * Instead of pick_up, flags for "greed", etc, should be used.
1098 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1179 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1099 */ 1180 */
1100 1181int
1101int monster_can_pick(object *monster, object *item) { 1182monster_can_pick (object *monster, object *item)
1183{
1102 int flag=0; 1184 int flag = 0;
1103 int i; 1185 int i;
1104 1186
1105 if(!can_pick(monster,item)) 1187 if (!can_pick (monster, item))
1106 return 0; 1188 return 0;
1107 1189
1108 if(QUERY_FLAG(item,FLAG_UNPAID)) 1190 if (QUERY_FLAG (item, FLAG_UNPAID))
1109 return 0; 1191 return 0;
1110 1192
1111 if (monster->pick_up&64) /* All */ 1193 if (monster->pick_up & 64) /* All */
1112 flag=1; 1194 flag = 1;
1113 1195
1196 else
1114 else switch(item->type) { 1197 switch (item->type)
1198 {
1115 case MONEY: 1199 case MONEY:
1116 case GEM: 1200 case GEM:
1117 flag=monster->pick_up&2; 1201 flag = monster->pick_up & 2;
1118 break; 1202 break;
1119 1203
1120 case FOOD: 1204 case FOOD:
1121 flag=monster->pick_up&4; 1205 flag = monster->pick_up & 4;
1122 break; 1206 break;
1123 1207
1124 case WEAPON: 1208 case WEAPON:
1125 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); 1209 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1126 break; 1210 break;
1127 1211
1128 case ARMOUR: 1212 case ARMOUR:
1129 case SHIELD: 1213 case SHIELD:
1130 case HELMET: 1214 case HELMET:
1131 case BOOTS: 1215 case BOOTS:
1132 case GLOVES: 1216 case GLOVES:
1133 case GIRDLE: 1217 case GIRDLE:
1134 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); 1218 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1135 break; 1219 break;
1136 1220
1137 case SKILL: 1221 case SKILL:
1138 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); 1222 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1139 break; 1223 break;
1140 1224
1141 case RING: 1225 case RING:
1142 flag=QUERY_FLAG(monster,FLAG_USE_RING); 1226 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1143 break; 1227 break;
1144 1228
1145 case WAND: 1229 case WAND:
1146 case HORN: 1230 case HORN:
1147 case ROD: 1231 case ROD:
1148 flag=QUERY_FLAG(monster,FLAG_USE_RANGE); 1232 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1149 break; 1233 break;
1150 1234
1151 case SPELLBOOK: 1235 case SPELLBOOK:
1152 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); 1236 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1153 break; 1237 break;
1154 1238
1155 case SCROLL: 1239 case SCROLL:
1156 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); 1240 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1157 break; 1241 break;
1158 1242
1159 case BOW: 1243 case BOW:
1160 case ARROW: 1244 case ARROW:
1161 flag=QUERY_FLAG(monster,FLAG_USE_BOW); 1245 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1162 break; 1246 break;
1163 } 1247 }
1248
1164 /* Simplistic check - if the monster has a location to equip it, he will 1249 /* Simplistic check - if the monster has a location to equip it, he will
1165 * pick it up. Note that this doesn't handle cases where an item may 1250 * pick it up. Note that this doesn't handle cases where an item may
1166 * use several locations. 1251 * use several locations.
1167 */ 1252 */
1168 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1253 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1169 if (monster->body_info[i] && item->body_info[i]) { 1254 {
1255 if (monster->slot[i].info && item->slot[i].info)
1256 {
1170 flag=1; 1257 flag = 1;
1171 break; 1258 break;
1172 } 1259 }
1173 } 1260 }
1174 1261
1175 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) 1262 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1176 return 1;
1177 return 0; 1263 return 1;
1264
1265 return 0;
1178} 1266}
1179 1267
1180/* 1268/*
1181 * monster_apply_below(): 1269 * monster_apply_below():
1182 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1270 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1183 * eager to apply things, encounters something apply-able, 1271 * eager to apply things, encounters something apply-able,
1184 * then make him apply it 1272 * then make him apply it
1185 */ 1273 */
1186 1274void
1187void monster_apply_below(object *monster) { 1275monster_apply_below (object *monster)
1276{
1188 object *tmp, *next; 1277 object *tmp, *next;
1189 1278
1190 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1279 for (tmp = monster->below; tmp != NULL; tmp = next)
1280 {
1191 next=tmp->below; 1281 next = tmp->below;
1192 switch (tmp->type) { 1282 switch (tmp->type)
1283 {
1193 case CF_HANDLE: 1284 case CF_HANDLE:
1194 case TRIGGER: 1285 case TRIGGER:
1195 if (monster->will_apply&1) 1286 if (monster->will_apply & 1)
1196 manual_apply(monster,tmp,0); 1287 manual_apply (monster, tmp, 0);
1197 break; 1288 break;
1198 1289
1199 case TREASURE: 1290 case TREASURE:
1200 if (monster->will_apply&2) 1291 if (monster->will_apply & 2)
1201 manual_apply(monster,tmp,0); 1292 manual_apply (monster, tmp, 0);
1202 break; 1293 break;
1203 1294
1204 } 1295 }
1205 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1296 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1206 break; 1297 break;
1207 } 1298 }
1208} 1299}
1209 1300
1210/* 1301/*
1211 * monster_check_apply() is meant to be called after an item is 1302 * monster_check_apply() is meant to be called after an item is
1214 * a pointer to that object is returned, so it can be dropped. 1305 * a pointer to that object is returned, so it can be dropped.
1215 * (so that other monsters can pick it up and use it) 1306 * (so that other monsters can pick it up and use it)
1216 * Note that as things are now, monsters never drop something - 1307 * Note that as things are now, monsters never drop something -
1217 * they can pick up all that they can use. 1308 * they can pick up all that they can use.
1218 */ 1309 */
1219
1220/* Sept 96, fixed this so skills will be readied -b.t.*/ 1310/* Sept 96, fixed this so skills will be readied -b.t.*/
1221 1311void
1222void monster_check_apply(object *mon, object *item) { 1312monster_check_apply (object *mon, object *item)
1223 1313{
1224 int flag = 0; 1314 int flag = 0;
1225 1315
1226 if(item->type==SPELLBOOK&& 1316 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1227 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { 1317 {
1228 SET_FLAG(mon, FLAG_CAST_SPELL); 1318 SET_FLAG (mon, FLAG_CAST_SPELL);
1229 return; 1319 return;
1230 } 1320 }
1231 1321
1232 /* If for some reason, this item is already applied, no more work to do */ 1322 /* If for some reason, this item is already applied, no more work to do */
1233 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1323 if (QUERY_FLAG (item, FLAG_APPLIED))
1234
1235 /* Might be better not to do this - if the monster can fire a bow,
1236 * it is possible in his wanderings, he will find one to use. In
1237 * which case, it would be nice to have ammo for it.
1238 */
1239 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1240 /* Check for the right kind of bow */
1241 object *bow;
1242 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1243 if(bow->type==BOW && bow->race==item->race) {
1244 SET_FLAG(mon, FLAG_READY_BOW);
1245 LOG(llevMonster,"Found correct bow for arrows.\n");
1246 return; /* nothing more to do for arrows */
1247 }
1248 }
1249
1250 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1251 /* Eating food gets hp back */
1252 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1253 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1254 if (!item->inv)
1255 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1256 else if (monster_should_cast_spell(mon, item->inv))
1257 SET_FLAG(mon, FLAG_READY_SCROLL);
1258 /* Don't use it right now */
1259 return;
1260 }
1261 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1262 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1263 /* Should do something more, like make sure this is a better item */
1264 else if (item->type == RING)
1265 flag=1;
1266 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1267 {
1268 /* We never really 'ready' the wand/rod/horn, because that would mean the
1269 * weapon would get undone.
1270 */
1271 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1272 {
1273 SET_FLAG(mon, FLAG_READY_RANGE);
1274 SET_FLAG(item, FLAG_APPLIED);
1275 }
1276 return;
1277 }
1278 else if (item->type == BOW) {
1279 /* We never really 'ready' the bow, because that would mean the
1280 * weapon would get undone.
1281 */
1282 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1283 SET_FLAG(mon, FLAG_READY_BOW);
1284 return;
1285 }
1286 else if ( item->type == SKILL )
1287 {
1288 /*
1289 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1290 * else they can't use the skill...
1291 * Skills also don't need to get applied, so return now.
1292 */
1293 SET_FLAG(mon, FLAG_READY_SKILL);
1294 return;
1295 }
1296
1297
1298 /* if we don't match one of the above types, return now.
1299 * can_apply_object will say that we can apply things like flesh,
1300 * bolts, and whatever else, because it only checks against the
1301 * body_info locations.
1302 */
1303 if (!flag) return;
1304
1305 /* Check to see if the monster can use this item. If not, no need
1306 * to do further processing. Note that can_apply_object already checks
1307 * for the CAN_USE flags.
1308 */
1309 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1310
1311 /* should only be applying this item, not unapplying it.
1312 * also, ignore status of curse so they can take off old armour.
1313 * monsters have some advantages after all.
1314 */
1315 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1316
1317 return; 1324 return;
1318}
1319 1325
1326 /* Might be better not to do this - if the monster can fire a bow,
1327 * it is possible in his wanderings, he will find one to use. In
1328 * which case, it would be nice to have ammo for it.
1329 */
1330 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1331 {
1332 /* Check for the right kind of bow */
1333 object *bow;
1334
1335 for (bow = mon->inv; bow; bow = bow->below)
1336 if (bow->type == BOW && bow->race == item->race)
1337 {
1338 SET_FLAG (mon, FLAG_READY_BOW);
1339 LOG (llevMonster, "Found correct bow for arrows.\n");
1340 return; /* nothing more to do for arrows */
1341 }
1342 }
1343
1344 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1345 flag = 1;
1346 /* Eating food gets hp back */
1347 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1348 flag = 1;
1349 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1350 {
1351 if (!item->inv)
1352 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1353 else if (monster_should_cast_spell (mon, item->inv))
1354 SET_FLAG (mon, FLAG_READY_SCROLL);
1355 /* Don't use it right now */
1356 return;
1357 }
1358 else if (item->type == WEAPON)
1359 flag = check_good_weapon (mon, item);
1360 else if (item->is_armor ())
1361 flag = check_good_armour (mon, item);
1362 /* Should do something more, like make sure this is a better item */
1363 else if (item->type == RING)
1364 flag = 1;
1365 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1366 {
1367 /* We never really 'ready' the wand/rod/horn, because that would mean the
1368 * weapon would get undone.
1369 */
1370 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1371 {
1372 SET_FLAG (mon, FLAG_READY_RANGE);
1373 SET_FLAG (item, FLAG_APPLIED);
1374 }
1375 return;
1376 }
1377 else if (item->type == BOW)
1378 {
1379 /* We never really 'ready' the bow, because that would mean the
1380 * weapon would get undone.
1381 */
1382 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1383 SET_FLAG (mon, FLAG_READY_BOW);
1384 return;
1385 }
1386 else if (item->type == SKILL)
1387 {
1388 /*
1389 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1390 * else they can't use the skill...
1391 * Skills also don't need to get applied, so return now.
1392 */
1393 SET_FLAG (mon, FLAG_READY_SKILL);
1394 return;
1395 }
1396
1397 /* if we don't match one of the above types, return now.
1398 * can_apply_object will say that we can apply things like flesh,
1399 * bolts, and whatever else, because it only checks against the
1400 * body_info locations.
1401 */
1402 if (!flag)
1403 return;
1404
1405 /* Check to see if the monster can use this item. If not, no need
1406 * to do further processing. Note that can_apply_object already checks
1407 * for the CAN_USE flags.
1408 */
1409 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1410 return;
1411
1412 /* should only be applying this item, not unapplying it.
1413 * also, ignore status of curse so they can take off old armour.
1414 * monsters have some advantages after all.
1415 */
1416 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1417}
1418
1419void
1320void npc_call_help(object *op) { 1420npc_call_help (object *op)
1421{
1321 int x,y, mflags; 1422 int x, y, mflags;
1322 object *npc; 1423 object *npc;
1323 sint16 sx, sy; 1424 sint16 sx, sy;
1324 mapstruct *m; 1425 maptile *m;
1325 1426
1326 for(x = -3; x < 4; x++) 1427 for (x = -3; x < 4; x++)
1327 for(y = -3; y < 4; y++) { 1428 for (y = -3; y < 4; y++)
1429 {
1328 m = op->map; 1430 m = op->map;
1329 sx = op->x + x; 1431 sx = op->x + x;
1330 sy = op->y + y; 1432 sy = op->y + y;
1331 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1433 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1332 /* If nothing alive on this space, no need to search the space. */ 1434 /* If nothing alive on this space, no need to search the space. */
1333 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1435 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1334 continue; 1436 continue;
1335 1437
1336 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) 1438 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1337 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) 1439 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1338 npc->enemy = op->enemy; 1440 npc->enemy = op->enemy;
1339 } 1441 }
1340} 1442}
1341 1443
1342 1444int
1343int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { 1445dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1344 1446{
1345 if (can_hit(part,enemy,rv)) 1447 if (can_hit (part, enemy, rv))
1346 return dir; 1448 return dir;
1449
1347 if (rv->distance < 10) 1450 if (rv->distance < 10)
1348 return absdir(dir+4); 1451 return absdir (dir + 4);
1349 else if (rv->distance>18) 1452 else if (rv->distance > 18)
1350 return dir; 1453 return dir;
1454
1351 return 0; 1455 return 0;
1352} 1456}
1353 1457
1458int
1354int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { 1459run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1355 1460{
1356 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { 1461 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1462 {
1357 ob->move_status++; 1463 ob->move_status++;
1358 return (dir); 1464 return (dir);
1359 } 1465 }
1360 else if (ob->move_status >20) 1466 else if (ob->move_status > 20)
1361 ob->move_status = 0;
1362 return absdir (dir+4);
1363}
1364
1365int hitrun_att (int dir, object *ob,object *enemy) {
1366 if (ob->move_status ++ < 25)
1367 return dir;
1368 else if (ob->move_status <50)
1369 return absdir (dir+4);
1370 else
1371 ob->move_status = 0;
1372 return absdir(dir+4);
1373}
1374
1375int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1376
1377 int inrange = can_hit (part, enemy,rv);
1378
1379 if (ob->move_status || inrange)
1380 ob->move_status++;
1381
1382 if (ob->move_status == 0)
1383 return 0;
1384 else if (ob->move_status <10)
1385 return dir;
1386 else if (ob->move_status <15)
1387 return absdir(dir+4);
1388 ob->move_status = 0; 1467 ob->move_status = 0;
1468
1469 return absdir (dir + 4);
1470}
1471
1472int
1473hitrun_att (int dir, object *ob, object *enemy)
1474{
1475 if (ob->move_status++ < 25)
1389 return 0; 1476 return dir;
1390} 1477 else if (ob->move_status < 50)
1391
1392int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1393
1394 /* The logic below here looked plain wrong before. Basically, what should
1395 * happen is that if the creatures hp percentage falls below run_away,
1396 * the creature should run away (dir+4)
1397 * I think its wrong for a creature to have a zero maxhp value, but
1398 * at least one map has this set, and whatever the map contains, the
1399 * server should try to be resilant enough to avoid the problem
1400 */
1401 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1402 return absdir(dir+4);
1403 return dist_att (dir,ob,enemy,part,rv);
1404}
1405
1406int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1407 if (rv->distance < 9)
1408 return absdir (dir+4); 1478 return absdir (dir + 4);
1409 return 0; 1479 else
1410}
1411
1412void circ1_move (object *ob) {
1413 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1414 if(++ob->move_status > 11)
1415 ob->move_status = 0; 1480 ob->move_status = 0;
1416 if (!(move_object(ob,circle[ob->move_status])))
1417 (void) move_object(ob,RANDOM()%8+1);
1418}
1419 1481
1482 return absdir (dir + 4);
1483}
1484
1485int
1486wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1487{
1488
1489 int inrange = can_hit (part, enemy, rv);
1490
1491 if (ob->move_status || inrange)
1492 ob->move_status++;
1493
1494 if (ob->move_status == 0)
1495 return 0;
1496 else if (ob->move_status < 10)
1497 return dir;
1498 else if (ob->move_status < 15)
1499 return absdir (dir + 4);
1500
1501 ob->move_status = 0;
1502 return 0;
1503}
1504
1505int
1506disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1507{
1508
1509 /* The logic below here looked plain wrong before. Basically, what should
1510 * happen is that if the creatures hp percentage falls below run_away,
1511 * the creature should run away (dir+4)
1512 * I think its wrong for a creature to have a zero maxhp value, but
1513 * at least one map has this set, and whatever the map contains, the
1514 * server should try to be resilant enough to avoid the problem
1515 */
1516 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1517 return absdir (dir + 4);
1518
1519 return dist_att (dir, ob, enemy, part, rv);
1520}
1521
1522int
1523wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1524{
1525 if (rv->distance < 9)
1526 return absdir (dir + 4);
1527
1528 return 0;
1529}
1530
1531void
1420void circ2_move (object *ob) { 1532circ1_move (object *ob)
1533{
1421 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[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1535
1422 if(++ob->move_status > 19) 1536 if (++ob->move_status > 11)
1423 ob->move_status = 0; 1537 ob->move_status = 0;
1538
1424 if(!(move_object(ob,circle[ob->move_status]))) 1539 if (!(move_object (ob, circle[ob->move_status])))
1425 (void) move_object(ob,RANDOM()%8+1); 1540 move_object (ob, rndm (8) + 1);
1426} 1541}
1427 1542
1543void
1544circ2_move (object *ob)
1545{
1546 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1547
1548 if (++ob->move_status > 19)
1549 ob->move_status = 0;
1550
1551 if (!(move_object (ob, circle[ob->move_status])))
1552 move_object (ob, rndm (8) + 1);
1553}
1554
1555void
1428void pace_movev(object *ob) { 1556pace_movev (object *ob)
1557{
1429 if (ob->move_status++ > 6) 1558 if (ob->move_status++ > 6)
1430 ob->move_status = 0; 1559 ob->move_status = 0;
1560
1431 if (ob->move_status < 4) 1561 if (ob->move_status < 4)
1432 (void) move_object (ob,5); 1562 move_object (ob, 5);
1433 else 1563 else
1434 (void) move_object(ob,1); 1564 move_object (ob, 1);
1435} 1565}
1436 1566
1567void
1437void pace_moveh (object *ob) { 1568pace_moveh (object *ob)
1569{
1438 if (ob->move_status++ > 6) 1570 if (ob->move_status++ > 6)
1439 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1440 if (ob->move_status < 4) 1573 if (ob->move_status < 4)
1441 (void) move_object(ob,3); 1574 move_object (ob, 3);
1442 else 1575 else
1443 (void) move_object(ob,7); 1576 move_object (ob, 7);
1444} 1577}
1445 1578
1579void
1446void pace2_movev (object *ob) { 1580pace2_movev (object *ob)
1581{
1447 if (ob->move_status ++ > 16) 1582 if (ob->move_status++ > 16)
1448 ob->move_status = 0; 1583 ob->move_status = 0;
1584
1449 if (ob->move_status <6) 1585 if (ob->move_status < 6)
1450 (void) move_object (ob,5); 1586 move_object (ob, 5);
1451 else if (ob->move_status < 8) 1587 else if (ob->move_status < 8)
1452 return; 1588 return;
1453 else if (ob->move_status <13) 1589 else if (ob->move_status < 13)
1454 (void) move_object (ob,1); 1590 move_object (ob, 1);
1591 else
1455 else return; 1592 return;
1456} 1593}
1457 1594
1595void
1458void pace2_moveh (object *ob) { 1596pace2_moveh (object *ob)
1597{
1459 if (ob->move_status ++ > 16) 1598 if (ob->move_status++ > 16)
1460 ob->move_status = 0; 1599 ob->move_status = 0;
1600
1461 if (ob->move_status <6) 1601 if (ob->move_status < 6)
1462 (void) move_object (ob,3); 1602 move_object (ob, 3);
1463 else if (ob->move_status < 8) 1603 else if (ob->move_status < 8)
1464 return; 1604 return;
1465 else if (ob->move_status <13) 1605 else if (ob->move_status < 13)
1466 (void) move_object (ob,7); 1606 move_object (ob, 7);
1607 else
1467 else return; 1608 return;
1468} 1609}
1469 1610
1611void
1470void rand_move (object *ob) { 1612rand_move (object *ob)
1471 int i; 1613{
1472 if (ob->move_status <1 || ob->move_status >8 || 1614 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1473 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1474 for (i = 0; i < 5; i++) 1615 for (int i = 0; i < 5; i++)
1475 if (move_object(ob,ob->move_status = RANDOM()%8+1)) 1616 if (move_object (ob, ob->move_status = rndm (8) + 1))
1476 return; 1617 return;
1477} 1618}
1478 1619
1620void
1479void check_earthwalls(object *op, mapstruct *m, int x, int y) { 1621check_earthwalls (object *op, maptile *m, int x, int y)
1480 object *tmp; 1622{
1481 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1623 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (tmp->type == EARTHWALL) { 1624 if (tmp->type == EARTHWALL)
1625 {
1483 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); 1626 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1484 return; 1627 return;
1485 } 1628 }
1486 }
1487} 1629}
1488 1630
1631void
1489void check_doors(object *op, mapstruct *m, int x, int y) { 1632check_doors (object *op, maptile *m, int x, int y)
1490 object *tmp; 1633{
1491 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1634 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1492 if (tmp->type == DOOR) { 1635 if (tmp->type == DOOR)
1636 {
1493 hit_player(tmp,1000,op,AT_PHYSICAL,1); 1637 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1494 return; 1638 return;
1495 } 1639 }
1496 }
1497} 1640}
1498 1641
1499/* find_mon_throw_ob() - modeled on find_throw_ob 1642/* find_mon_throw_ob() - modeled on find_throw_ob
1500 * This is probably overly simplistic as it is now - We want 1643 * This is probably overly simplistic as it is now - We want
1501 * monsters to throw things like chairs and other pieces of 1644 * monsters to throw things like chairs and other pieces of
1502 * furniture, even if they are not good throwable objects. 1645 * furniture, even if they are not good throwable objects.
1503 * Probably better to have the monster throw a throwable object 1646 * Probably better to have the monster throw a throwable object
1504 * first, then throw any non equipped weapon. 1647 * first, then throw any non equipped weapon.
1505 */ 1648 */
1506 1649object *
1507object *find_mon_throw_ob( object *op ) { 1650find_mon_throw_ob (object *op)
1651{
1508 object *tmp = NULL; 1652 object *tmp = NULL;
1509
1510 if(op->head) tmp=op->head; else tmp=op;
1511 1653
1654 if (op->head)
1655 tmp = op->head;
1656 else
1657 tmp = op;
1658
1512 /* New throw code: look through the inventory. Grap the first legal is_thrown 1659 /* New throw code: look through the inventory. Grap the first legal is_thrown
1513 * marked item and throw it to the enemy. 1660 * marked item and throw it to the enemy.
1514 */ 1661 */
1515
1516 for(tmp=op->inv;tmp;tmp=tmp->below) { 1662 for (tmp = op->inv; tmp; tmp = tmp->below)
1517 1663 {
1518 /* Can't throw invisible objects or items that are applied */ 1664 /* Can't throw invisible objects or items that are applied */
1519 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1665 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1666 continue;
1520 1667
1521 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1668 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1522 break; 1669 break;
1523 1670
1524 } 1671 }
1525 1672
1526#ifdef DEBUG_THROW 1673#ifdef DEBUG_THROW
1527 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1674 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1528 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1529#endif 1675#endif
1530 1676
1531 return tmp; 1677 return tmp;
1532} 1678}
1533 1679
1534/* determine if we can 'detect' the enemy. Check for walls blocking the 1680/* determine if we can 'detect' the enemy. Check for walls blocking the
1535 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1681 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1536 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1682 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1538 * properly. I also so odd code in place that checked for x distance 1684 * properly. I also so odd code in place that checked for x distance
1539 * OR y distance being within some range - that seemed wrong - both should 1685 * OR y distance being within some range - that seemed wrong - both should
1540 * be within the valid range. MSW 2001-08-05 1686 * be within the valid range. MSW 2001-08-05
1541 * Returns 0 if enemy can not be detected, 1 if it is detected 1687 * Returns 0 if enemy can not be detected, 1 if it is detected
1542 */ 1688 */
1543 1689int
1544int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1690can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1691{
1545 int radius = MIN_MON_RADIUS, hide_discovery; 1692 int radius = MIN_MON_RADIUS, hide_discovery;
1546 1693
1547 /* null detection for any of these condtions always */ 1694 /* null detection for any of these condtions always */
1548 if(!op || !enemy || !op->map || !enemy->map) 1695 if (!op || !enemy || !op->map || !enemy->map)
1549 return 0; 1696 return 0;
1550 1697
1551 /* If the monster (op) has no way to get to the enemy, do nothing */ 1698 /* If the monster (op) has no way to get to the enemy, do nothing */
1552 if (!on_same_map(op, enemy)) 1699 if (!on_same_map (op, enemy))
1553 return 0; 1700 return 0;
1554 1701
1555 get_rangevector(op, enemy, rv, 0); 1702 get_rangevector (op, enemy, rv, 0);
1556 1703
1557 /* Monsters always ignore the DM */ 1704 /* Monsters always ignore the DM */
1558 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1705 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1559 return 0; 1706 return 0;
1560 1707
1561 /* simple check. Should probably put some range checks in here. */ 1708 /* simple check. Should probably put some range checks in here. */
1562 if(can_see_enemy(op,enemy)) return 1; 1709 if (can_see_enemy (op, enemy))
1710 return 1;
1563 1711
1564 /* The rest of this is for monsters. Players are on their own for 1712 /* The rest of this is for monsters. Players are on their own for
1565 * finding enemies! 1713 * finding enemies!
1566 */ 1714 */
1567 if(op->type==PLAYER) return 0; 1715 if (op->type == PLAYER)
1716 return 0;
1568 1717
1569 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1718 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1570 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1719 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1571 */ 1720 */
1572 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1721 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1573 return 0; 1722 return 0;
1574 1723
1575 /* use this for invis also */ 1724 /* use this for invis also */
1576 hide_discovery = op->stats.Int/5; 1725 hide_discovery = op->stats.Int / 5;
1577 1726
1578 /* Determine Detection radii */ 1727 /* Determine Detection radii */
1579 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1728 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1580 radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; 1729 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1730 else
1581 else { /* a level/INT/Dex adjustment for hiding */ 1731 { /* a level/INT/Dex adjustment for hiding */
1582 object *sk_hide;
1583 int bonus = (op->level/2) + (op->stats.Int/5); 1732 int bonus = op->level / 2 + op->stats.Int / 5;
1584 1733
1585 if(enemy->type==PLAYER) { 1734 if (enemy->is_player ())
1735 {
1586 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1736 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1587 bonus -= sk_hide->level; 1737 bonus -= sk_hide->level;
1588 else { 1738 else
1739 {
1589 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); 1740 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1590 make_visible(enemy); 1741 make_visible (enemy);
1591 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1742 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1592 } 1743 }
1593 } 1744 }
1594 else /* enemy is not a player */ 1745 else /* enemy is not a player */
1595 bonus -= enemy->level; 1746 bonus -= enemy->level;
1596 1747
1597 radius += bonus/5; 1748 radius += bonus / 5;
1598 hide_discovery += bonus*5; 1749 hide_discovery += bonus * 5;
1599 } /* else creature has modifiers for hiding */ 1750 } /* else creature has modifiers for hiding */
1600 1751
1601 /* Radii stealth adjustment. Only if you are stealthy 1752 /* Radii stealth adjustment. Only if you are stealthy
1602 * will you be able to sneak up closer to creatures */ 1753 * will you be able to sneak up closer to creatures */
1603 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1754 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1604 radius = radius/2, hide_discovery = hide_discovery/3; 1755 {
1756 radius /= 2;
1757 hide_discovery /= 3;
1758 }
1605 1759
1606 /* Radii adjustment for enemy standing in the dark */ 1760 /* Radii adjustment for enemy standing in the dark */
1607 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1761 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1762 {
1608 /* on dark maps body heat can help indicate location with infravision 1763 /* on dark maps body heat can help indicate location with infravision
1609 * undead don't have body heat, so no benefit detecting them. 1764 * undead don't have body heat, so no benefit detecting them.
1610 */ 1765 */
1611 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) 1766 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1612 radius += op->map->darkness/2; 1767 radius += op->map->darklevel () / 2;
1613 else 1768 else
1614 radius -= op->map->darkness/2; 1769 radius -= op->map->darklevel () / 2;
1615 1770
1616 /* op next to a monster (and not in complete darkness) 1771 /* op next to a monster (and not in complete darkness)
1617 * the monster should have a chance to see you. 1772 * the monster should have a chance to see you.
1618 */ 1773 */
1619 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) 1774 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1620 radius = MIN_MON_RADIUS; 1775 radius = MIN_MON_RADIUS;
1621 } /* if on dark map */ 1776 } /* if on dark map */
1622 1777
1623 /* Lets not worry about monsters that have incredible detection 1778 /* Lets not worry about monsters that have incredible detection
1624 * radii, we only need to worry here about things the player can 1779 * radii, we only need to worry here about things the player can
1625 * (potentially) see. This is 13, as that is the maximum size the player 1780 * (potentially) see. This is 13, as that is the maximum size the player
1626 * may have for their map - in that way, creatures at the edge will 1781 * may have for their map - in that way, creatures at the edge will
1627 * do something. Note that the distance field in the 1782 * do something. Note that the distance field in the
1628 * vector is real distance, so in theory this should be 18 to 1783 * vector is real distance, so in theory this should be 18 to
1629 * find that. 1784 * find that.
1630 */ 1785 */
1631 if(radius>13) radius = 13; 1786 // note that the above reasoning was utter bullshit even at the time it was written
1787 // we use 25, lets see if we have the cpu time for it
1788 radius = min (25, radius);
1632 1789
1633 /* Enemy in range! Now test for detection */ 1790 /* Enemy in range! Now test for detection */
1634 if ((int) rv->distance <= radius) { 1791 if (rv->distance <= radius)
1792 {
1635 /* ah, we are within range, detected? take cases */ 1793 /* ah, we are within range, detected? take cases */
1636 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1794 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1637 return 1; 1795 return 1;
1638 1796
1639 /* hidden or low-quality invisible */ 1797 /* hidden or low-quality invisible */
1640 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1798 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1799 {
1641 make_visible(enemy); 1800 make_visible (enemy);
1801
1642 /* inform players of new status */ 1802 /* inform players of new status */
1643 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1803 if (enemy->type == PLAYER && player_can_view (enemy, op))
1644 new_draw_info_format(NDI_UNIQUE,0, enemy, 1804 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1645 "You are discovered by %s!",&op->name); 1805
1646 return 1; /* detected enemy */ 1806 return 1; /* detected enemy */
1647 } 1807 }
1648 else if (enemy->invisible) { 1808 else if (enemy->invisible)
1809 {
1649 /* Change this around - instead of negating the invisible, just 1810 /* Change this around - instead of negating the invisible, just
1650 * return true so that the mosnter that managed to detect you can 1811 * return true so that the monster that managed to detect you can
1651 * do something to you. Decreasing the duration of invisible 1812 * do something to you. Decreasing the duration of invisible
1652 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1813 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1653 * can then basically negate the spell. The spell isn't negated - 1814 * can then basically negate the spell. The spell isn't negated -
1654 * they just know where you are! 1815 * they just know where you are!
1655 */ 1816 */
1656 if ((RANDOM() % 50) <= hide_discovery) { 1817 if (rndm (50) <= hide_discovery)
1818 {
1657 if (enemy->type == PLAYER) { 1819 if (enemy->type == PLAYER)
1658 new_draw_info_format(NDI_UNIQUE,0, enemy, 1820 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1659 "You see %s noticing your position.", query_name(op)); 1821
1660 }
1661 return 1; 1822 return 1;
1662 } 1823 }
1663 } 1824 }
1664 } /* within range */ 1825 } /* within range */
1665 1826
1666 /* Wasn't detected above, so still hidden */ 1827 /* Wasn't detected above, so still hidden */
1667 return 0; 1828 return 0;
1668} 1829}
1669 1830
1670/* determine if op stands in a lighted square. This is not a very 1831/* determine if op stands in a lighted square. This is not a very
1671 * intellegent algorithm. For one thing, we ignore los here, SO it 1832 * intellegent algorithm. For one thing, we ignore los here, SO it
1672 * is possible for a bright light to illuminate a player on the 1833 * is possible for a bright light to illuminate a player on the
1673 * other side of a wall (!). 1834 * other side of a wall (!).
1674 */ 1835 */
1675 1836int
1676int stand_in_light( object *op) { 1837stand_in_light (object *op)
1677 sint16 nx,ny; 1838{
1678 mapstruct *m; 1839 if (op)
1679 1840 {
1680
1681 if(!op) return 0;
1682 if(op->glow_radius > 0) return 1; 1841 if (op->glow_radius > 0)
1842 return 1;
1683 1843
1684 if(op->map) { 1844 if (op->map)
1685 int x, y, x1, y1; 1845 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1686 1846 {
1687
1688
1689 /* Check the spaces with the max light radius to see if any of them 1847 /* Check the spaces with the max light radius to see if any of them
1690 * have lights, and if any of them light the player enough, then return 1. 1848 * have lights, and if any of them light the player enough, then return 1.
1691 */ 1849 */
1692 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1850 int light = m->at (nx, ny).light;
1693 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1694 m = op->map;
1695 nx = x;
1696 ny = y;
1697 1851
1698 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1852 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1699 1853 return 1;
1700 x1 = abs(x - op->x)*abs(x - op->x);
1701 y1 = abs(y - op->y)*abs(y - op->y);
1702 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1703 } 1854 }
1704 }
1705 } 1855 }
1856
1706 return 0; 1857 return 0;
1707} 1858}
1708
1709 1859
1710/* assuming no walls/barriers, lets check to see if its *possible* 1860/* assuming no walls/barriers, lets check to see if its *possible*
1711 * to see an enemy. Note, "detection" is different from "seeing". 1861 * to see an enemy. Note, "detection" is different from "seeing".
1712 * See can_detect_enemy() for more details. -b.t. 1862 * See can_detect_enemy() for more details. -b.t.
1713 * return 0 if can't be seen, 1 if can be 1863 * return 0 if can't be seen, 1 if can be
1714 */ 1864 */
1715 1865int
1716int can_see_enemy (object *op, object *enemy) { 1866can_see_enemy (object *op, object *enemy)
1867{
1717 object *looker = op->head?op->head:op; 1868 object *looker = op->head ? op->head : op;
1718 1869
1719 /* safety */ 1870 /* safety */
1720 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1871 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1721 return 0; 1872 return 0;
1722 1873
1723 /* we dont give a full treatment of xrays here (shorter range than normal, 1874 /* we dont give a full treatment of xrays here (shorter range than normal,
1724 * see through walls). Should we change the code elsewhere to make you 1875 * see through walls). Should we change the code elsewhere to make you
1725 * blind even if you can xray? 1876 * blind even if you can xray?
1726 */ 1877 */
1727 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1878 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1728 return 0; 1879 return 0;
1729 1880
1730 /* checking for invisible things */ 1881 /* checking for invisible things */
1731 if(enemy->invisible) { 1882 if (enemy->invisible)
1883 {
1732 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1733 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1734 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1735 1887
1736 if(has_carried_lights(enemy)) { 1888 if (has_carried_lights (enemy))
1737 if(enemy->hide) { 1889 {
1890 if (enemy->flag [FLAG_HIDDEN])
1891 {
1738 make_visible(enemy); 1892 make_visible (enemy);
1739 new_draw_info(NDI_UNIQUE,0, enemy, 1893 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1740 "Your light reveals your hiding spot!");
1741 } 1894 }
1895
1742 return 1; 1896 return 1;
1743 } else if (enemy->hide) return 0; 1897 }
1898 else if (enemy->flag [FLAG_HIDDEN])
1899 return 0;
1744 1900
1745 /* Invisible enemy. Break apart the check for invis undead/invis looker 1901 /* Invisible enemy. Break apart the check for invis undead/invis looker
1746 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1902 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1747 * and making it a conditional makes the code pretty ugly. 1903 * and making it a conditional makes the code pretty ugly.
1748 */ 1904 */
1749 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { 1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1750 if (makes_invisible_to(enemy, looker)) return 0; 1906 if (makes_invisible_to (enemy, looker))
1751 } 1907 return 0;
1908 }
1752 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1753 if(player_can_view(looker,enemy)) return 1; 1910 if (player_can_view (looker, enemy))
1911 return 1;
1754 1912
1755 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1756 * unless they carry a light or stand in light. Darkness doesnt 1914 * unless they carry a light or stand in light. Darkness doesnt
1757 * inhibit the undead per se (but we should give their archs 1915 * inhibit the undead per se (but we should give their archs
1758 * CAN_SEE_IN_DARK, this is just a safety 1916 * CAN_SEE_IN_DARK, this is just a safety
1759 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1760 * only relevant for tiled maps, but it is possible that the 1918 * only relevant for tiled maps, but it is possible that the
1761 * enemy is on a bright map and the looker on a dark - in that 1919 * enemy is on a bright map and the looker on a dark - in that
1762 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1763 */ 1921 */
1764 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1922 if (enemy->map->darklevel () > 0
1765 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1923 && !stand_in_light (enemy)
1766 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS))) 1924 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1767 return 0; 1925 return 0;
1768 1926
1769 return 1; 1927 return 1;
1770} 1928}
1771 1929

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