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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 1.58 by root, Sun Dec 28 08:56:44 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 if (!op->flag [FLAG_SLEEP])
242 return 1;
243
244 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
245
246 if (op->flag [FLAG_BLIND])
252 /* blinded monsters can only find nearby objects to attack */ 247 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 248 radius = MIN_MON_RADIUS;
255 249 else if (op->map
250 && !enemy->invisible
251 && !stand_in_light (enemy)
252 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
256 /* This covers the situation where the monster is in the dark 253 /* This covers the situation where the monster is in the dark
257 * and has an enemy. If the enemy has no carried light (or isnt 254 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy. 255 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in 256 * Remember we already checked to see if the monster can see in
260 * the dark. */ 257 * the dark. */
258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
261 259
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && 260 if (enemy->flag [FLAG_STEALTH])
263 !stand_in_light(enemy) && 261 radius = radius / 2 + 1;
264 (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
265 int dark = radius/(op->map->darkness);
266 radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS;
267 }
268 else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1;
269 262
270 /* enemy should already be on this map, so don't really need to check 263 /* enemy should already be on this map, so don't really need to check
271 * for that. 264 * for that.
272 */ 265 */
273 if (rv->distance < (unsigned int) (QUERY_FLAG(enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) { 266 if (rv->distance <= radius)
267 {
274 CLEAR_FLAG(op,FLAG_SLEEP); 268 CLEAR_FLAG (op, FLAG_SLEEP);
275 return 1; 269 return 1;
276 } 270 }
271
277 return 0; 272 return 0;
278} 273}
279 274
275int
280int move_randomly(object *op) { 276move_randomly (object *op)
281 int i; 277{
282
283 /* Give up to 15 chances for a monster to move randomly */ 278 /* Give up to 15 chances for a monster to move randomly */
284 for(i=0;i<15;i++) { 279 for (int i = 0; i < 15; i++)
285 if(move_object(op,RANDOM()%8+1)) 280 if (move_object (op, rndm (8) + 1))
286 return 1; 281 return 1;
287 } 282
288 return 0; 283 return 0;
289} 284}
290 285
291/* 286/*
292 * Move-monster returns 1 if the object has been freed, otherwise 0. 287 * Move-monster returns 1 if the object has been freed, otherwise 0.
293 */ 288 */
294 289int
295int move_monster(object *op) { 290move_monster (object *op)
291{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph=op; 293 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv; 294 rv_vector rv;
299 295
300 /* Monsters not on maps don't do anything. These monsters are things 296 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories. 297 * Like royal guards in city dwellers inventories.
302 */ 298 */
303 if (!op->map) return 0; 299 if (!op->map)
300 return 0;
304 301
305 /* for target facing, we copy this value here for fast access */ 302 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */ 303 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head; 304 oph = oph->head;
308 305
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ 306 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL; 307 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv))) 308 else if ((enemy = find_enemy (op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */ 309 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */ 311
316 }
317
318 /* generate hp, if applicable */ 312 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { 313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
320 314 {
321 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
325 * 319 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 320 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp. 321 * overflow might produce monsters with negative hp.
328 */ 322 */
329 323
330 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); 324 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
331 op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */ 325 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
332 op->last_heal%=32; 326 op->last_heal %= 32;
333 327
334 /* So if the monster has gained enough HP that they are no longer afraid */ 328 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) && 329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
336 op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
337 (float)op->stats.maxhp))
338 CLEAR_FLAG(op, FLAG_RUN_AWAY); 330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
339 331
340 if(op->stats.hp>op->stats.maxhp) 332 if (op->stats.hp > op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp; 333 op->stats.hp = op->stats.maxhp;
342 } 334 }
343 335
344 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
346 338 {
347 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
351 * 343 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp. 345 * overflow might produce monsters with negative sp.
354 */ 346 */
355 347
356 op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); 348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
357 op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 349 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp%=128; 350 op->last_sp %= 128;
359 } 351 }
360 352
361 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
363 */ 355 */
364 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
366 }
367 358
368 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
369 return QUERY_FLAG (op, FLAG_FREED); 360 return QUERY_FLAG (op, FLAG_FREED);
370 361
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || 362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && 363 ((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)) 364 if (!check_wakeup (op, enemy, &rv))
375 return 0; 365 return 0;
376 }
377 366
378 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
368 if (op->flag [FLAG_HIDDEN])
379 if(op->hide) do_hidden_move(op); 369 do_hidden_move (op);
380 370
381 if(op->pick_up) 371 if (op->pick_up)
382 monster_check_pickup(op); 372 monster_check_pickup (op);
383 373
384 if(op->will_apply) 374 if (op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */ 375 monster_apply_below (op); /* Check for items to apply below */
386 376
387 /* If we don't have an enemy, do special movement or the like */ 377 /* If we don't have an enemy, do special movement or the like */
388 if(!enemy) { 378 if (!enemy)
379 {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { 380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 remove_ob(op); 381 {
391 free_object(op); 382 op->drop_and_destroy ();
392 return 1; 383 return 1;
393 } 384 }
394 385
395 /* Probably really a bug for a creature to have both 386 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set. 387 * stand still and a movement type set.
397 */ 388 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { 389 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390 {
399 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
400 { 392 {
401 switch (op->attack_movement & HI4) { 393 switch (op->attack_movement & HI4)
394 {
402 case (PETMOVE): 395 case (PETMOVE):
403 pet_move (op); 396 pet_move (op);
404 break; 397 break;
405 398
406 case (CIRCLE1): 399 case (CIRCLE1):
407 circ1_move (op); 400 circ1_move (op);
408 break; 401 break;
409 402
410 case (CIRCLE2): 403 case (CIRCLE2):
411 circ2_move (op); 404 circ2_move (op);
412 break; 405 break;
413 406
414 case (PACEV): 407 case (PACEV):
415 pace_movev(op); 408 pace_movev (op);
416 break; 409 break;
417 410
418 case (PACEH): 411 case (PACEH):
419 pace_moveh(op); 412 pace_moveh (op);
420 break; 413 break;
421 414
422 case (PACEV2): 415 case (PACEV2):
423 pace2_movev (op); 416 pace2_movev (op);
424 break; 417 break;
425 418
426 case (PACEH2): 419 case (PACEH2):
427 pace2_moveh (op); 420 pace2_moveh (op);
428 break; 421 break;
429 422
430 case (RANDO): 423 case (RANDO):
431 rand_move (op); 424 rand_move (op);
432 break; 425 break;
433 426
434 case (RANDO2): 427 case (RANDO2):
435 move_randomly (op); 428 move_randomly (op);
436 break; 429 break;
437 } 430 }
431
432 return 0;
433 }
434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 move_randomly (op);
436 } /* stand still */
437
438 return 0;
439 } /* no enemy */
440
441 /* We have an enemy. Block immediately below is for pets */
442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
446 return follow_owner (op, owner);
447
448 /* doppleganger code to change monster facing to that of the nearest
449 * player. Hmm. The code is here, but no monster in the current
450 * arch set uses it.
451 */
452 if (op->race && strcmp (op->race, "doppleganger") == 0)
453 {
454 op->face = enemy->face;
455 op->name = enemy->name;
456 }
457
458 /* Calculate range information for closest body part - this
459 * is used for the 'skill' code, which isn't that smart when
460 * it comes to figuring it out - otherwise, giants throw boulders
461 * into themselves.
462 */
463 get_rangevector (op, enemy, &rv, 0);
464
465 /* Move the check for scared up here - if the monster was scared,
466 * we were not doing any of the logic below, so might as well save
467 * a few cpu cycles.
468 */
469 if (!QUERY_FLAG (op, FLAG_SCARED))
470 {
471 rv_vector rv1;
472
473 /* now we test every part of an object .... this is a real ugly piece of code */
474 for (part = op; part; part = part->more)
475 {
476 get_rangevector (part, enemy, &rv1, 0x1);
477 dir = rv1.direction;
478
479 /* hm, not sure about this part - in original was a scared flag here too
480 * but that we test above... so can be old code here
481 */
482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483 dir = absdir (dir + 4);
484
485 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487
488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490 return 0;
491
492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494 return 0;
495
496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 if (monster_use_range (op, part, enemy, dir))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 if (monster_use_bow (op, part, enemy, dir))
506 return 0;
507 } /* for processing of all parts */
508 } /* If not scared */
509
510 part = rv.part;
511 dir = rv.direction;
512
513 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519
520 for (int ndir = 1; ndir <= 8; ++ndir)
521 {
522 mapxy pos (op); pos.move (ndir);
523
524 if (pos.normalise ())
525 {
526 mapspace &ms = pos.ms ();
527
528 if (ms.smell > op->ms ().smell)
529 {
530 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
531 op->ms ().smell = ms.smell - 1; // smarter: tell others
532 sdir = ndir;
533
534 // perturbing the path might let the monster lose track,
535 // but it will also widen the actual path, spreading information
536 if (!rndm (20)) // even smarter, deviate and spread?
537 sdir += absdir (1 - rndm (2) * 2);
538 }
539 }
540 }
541
542 if (sdir)
543 dir = sdir;
544 else if (op->ms ().smell)
545 {
546 // no better smell found, so assume the player jumped, and erase this smell
547 //printf ("erasing smell %d\n", op->ms ().smell);//D
548 ordered_mapwalk_begin (op, -1, -1, 1, 1)
549 if (m)
550 m->at (nx, ny).smell = 0;
551 ordered_mapwalk_end
552 }
553 }
554
555 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
556 dir = absdir (dir + 4);
557
558 if (QUERY_FLAG (op, FLAG_CONFUSED))
559 dir = absdir (dir + rndm (3) + rndm (3) - 2);
560
561 pre_att_dir = dir; /* remember the original direction */
562
563 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
564 {
565 switch (op->attack_movement & LO4)
566 {
567 case DISTATT:
568 dir = dist_att (dir, op, enemy, part, &rv);
569 break;
570
571 case RUNATT:
572 dir = run_att (dir, op, enemy, part, &rv);
573 break;
574
575 case HITRUN:
576 dir = hitrun_att (dir, op, enemy);
577 break;
578
579 case WAITATT:
580 dir = wait_att (dir, op, enemy, part, &rv);
581 break;
582
583 case RUSH: /* default - monster normally moves towards player */
584 case ALLRUN:
585 break;
586
587 case DISTHIT:
588 dir = disthit_att (dir, op, enemy, part, &rv);
589 break;
590
591 case WAIT2:
592 dir = wait_att2 (dir, op, enemy, part, &rv);
593 break;
594
595 default:
596 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
597 }
598 }
599
600 if (!dir)
601 return 0;
602
603 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
604 {
605 if (move_object (op, dir)) /* Can the monster move directly toward player? */
606 {
607 /* elmex: Turn our monster after it moved if it has DISTATT attack */
608 if ((op->attack_movement & LO4) == DISTATT)
609 op->direction = pre_att_dir;
610
611 return 0;
612 }
613
614 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
615 {
616 /* Try move around corners if !close */
617 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
618
619 for (diff = 1; diff <= maxdiff; diff++)
620 {
621 /* try different detours */
622 int m = 1 - rndm (2) * 2; /* Try left or right first? */
623
624 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
438 return 0; 625 return 0;
439 } 626 }
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 } 627 }
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 */ 628 } /* if monster is not standing still */
589 629
590 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 630 /* elmex: Turn our monster after it moved if it has DISTATT attack */
591 if ((op->attack_movement & LO4) == DISTATT) 631 if ((op->attack_movement & LO4) == DISTATT)
592 op->direction = pre_att_dir; 632 op->direction = pre_att_dir;
593 633
594 /* 634 /*
595 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 635 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
596 * direction if they can't move away. 636 * direction if they can't move away.
597 */ 637 */
598 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) 638 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
599 if(move_randomly(op)) 639 if (move_randomly (op))
600 return 0; 640 return 0;
601 641
602 /* 642 /*
603 * Try giving the monster a new enemy - the player that is closest 643 * 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 644 * to it. In this way, it won't just keep trying to get to a target
605 * that is inaccessible. 645 * that is inaccessible.
606 * This could be more clever - it should go through a list of several 646 * 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 647 * enemies, as it is now, you could perhaps get situations where there
608 * are two players flanking the monster at close distance, but which 648 * 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 649 * 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 650 * the monster could get to - as it is, the monster won't look at that
611 * third one. 651 * third one.
612 */ 652 */
613 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) 653 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
614 { 654 {
615 object *nearest_player = get_nearest_player(op); 655 object *nearest_player = get_nearest_player (op);
656
616 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { 657 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
658 {
617 op->enemy = NULL; 659 op->enemy = 0;
618 enemy = nearest_player; 660 enemy = nearest_player;
619 } 661 }
620 } 662 }
621 663
622 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 664 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
623 { 665 {
624 /* The adjustement to wc that was here before looked totally bogus - 666 /* The adjustement to wc that was here before looked totally bogus -
625 * since wc can in fact get negative, that would mean by adding 667 * since wc can in fact get negative, that would mean by adding
626 * the current wc, the creature gets better? Instead, just 668 * the current wc, the creature gets better? Instead, just
627 * add a fixed amount - nasty creatures that are runny away should 669 * add a fixed amount - nasty creatures that are runny away should
628 * still be pretty nasty. 670 * still be pretty nasty.
629 */ 671 */
630 if(QUERY_FLAG(op,FLAG_RUN_AWAY)) 672 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
631 { 673 {
632 part->stats.wc+=10; 674 part->stats.wc += 10;
633 (void)skill_attack(enemy,part,0,NULL, NULL); 675 skill_attack (enemy, part, 0, NULL, NULL);
634 part->stats.wc-=10; 676 part->stats.wc -= 10;
635 } 677 }
636 else 678 else
637 (void)skill_attack(enemy,part,0,NULL, NULL); 679 skill_attack (enemy, part, 0, NULL, NULL);
638 } /* if monster is in attack range */ 680 } /* if monster is in attack range */
639 681
640 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 682 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
641 return 1; 683 return 1;
642 684
643 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 685 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
686 {
687 op->drop_and_destroy ();
688 return 1;
644 { 689 }
645 remove_ob(op); 690
646 free_object(op); 691 return 0;
692}
693
694int
695can_hit (object *ob1, object *ob2, rv_vector * rv)
696{
697 object *more;
698 rv_vector rv1;
699
700 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
701 return 0;
702
703 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
704 return 1;
705
706 /* check all the parts of ob2 - just because we can't get to
707 * its head doesn't mean we don't want to pound its feet
708 */
709 for (more = ob2->more; more != NULL; more = more->more)
710 {
711 get_rangevector (ob1, more, &rv1, 0);
712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
647 return 1; 713 return 1;
648 } 714 }
715
649 return 0; 716 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} 717}
671 718
672/* Returns 1 is monster should cast spell sp at an enemy 719/* Returns 1 is monster should cast spell sp at an enemy
673 * Returns 0 if the monster should not cast this spell. 720 * Returns 0 if the monster should not cast this spell.
674 * 721 *
683 * This could be a lot smarter - if there are few monsters around, 730 * 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, 731 * then disease might not be as bad. Likewise, if the monster is damaged,
685 * the right type of healing spell could be useful. 732 * the right type of healing spell could be useful.
686 */ 733 */
687 734
735static int
688static int monster_should_cast_spell(object *monster, object *spell_ob) 736monster_should_cast_spell (object *monster, object *spell_ob)
689{ 737{
690 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 738 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
691 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 739 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
692 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 740 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
693 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 741 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
694 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 742 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
695 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 743 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; 744 return 1;
701}
702 745
746 return 0;
747}
703 748
704#define MAX_KNOWN_SPELLS 20 749#define MAX_KNOWN_SPELLS 20
705 750
706/* Returns a randomly selected spell. This logic is still 751/* Returns a randomly selected spell. This logic is still
707 * less than ideal. This code also only seems to deal with 752 * less than ideal. This code also only seems to deal with
708 * wizard spells, as the check is against sp, and not grace. 753 * wizard spells, as the check is against sp, and not grace.
709 * can mosnters know cleric spells? 754 * can mosnters know cleric spells?
710 */ 755 */
756object *
711object *monster_choose_random_spell(object *monster) { 757monster_choose_random_spell (object *monster)
758{
712 object *altern[MAX_KNOWN_SPELLS]; 759 object *altern[MAX_KNOWN_SPELLS];
713 object *tmp;
714 int i=0; 760 int i = 0;
715 761
716 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 762 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
717 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 763 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
764 {
718 /* Check and see if it's actually a useful spell. 765 /* Check and see if it's actually a useful spell.
719 * If its a spellbook, the spell is actually the inventory item. 766 * If its a spellbook, the spell is actually the inventory item.
720 * if it is a spell, then it is just the object itself. 767 * if it is a spell, then it is just the object itself.
721 */ 768 */
722 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { 769 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
770 {
723 altern[i++]=tmp; 771 altern [i++] = tmp;
772
724 if(i==MAX_KNOWN_SPELLS) 773 if (i == MAX_KNOWN_SPELLS)
725 break; 774 break;
726 } 775 }
727 } 776 }
728 if(!i) 777
729 return NULL; 778 return i ? altern [rndm (i)] : 0;
730 return altern[RANDOM()%i];
731} 779}
732 780
733/* This checks to see if the monster should cast a spell/ability. 781/* This checks to see if the monster should cast a spell/ability.
734 * it returns true if the monster casts a spell, 0 if he doesn't. 782 * it returns true if the monster casts a spell, 0 if he doesn't.
735 * head is the head of the monster. 783 * head is the head of the monster.
736 * part is the part of the monster we are checking against. 784 * part is the part of the monster we are checking against.
737 * pl is the target. 785 * pl is the target.
738 * dir is the direction to case. 786 * dir is the direction to case.
739 * rv is the vector which describes where the enemy is. 787 * rv is the vector which describes where the enemy is.
740 */ 788 */
741 789int
742int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { 790monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
791{
743 object *spell_item; 792 object *spell_item;
744 object *owner; 793 object *owner;
745 rv_vector rv1; 794 rv_vector rv1;
746 795
747 /* If you want monsters to cast spells over friends, this spell should 796 /* 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 797 * 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 798 * 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 799 * clear path to the player, the side aspects of the code will still hit
751 * other monsters) 800 * other monsters)
752 */ 801 */
753 if(!(dir=path_to_player(part,pl,0))) 802 if (!(dir = path_to_player (part, pl, 0)))
754 return 0; 803 return 0;
804
805 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
755 806 {
756 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
757 get_rangevector(head, owner, &rv1, 0x1); 807 get_rangevector (head, owner, &rv1, 0x1);
758 if(dirdiff(dir,rv1.direction) < 2) { 808 if (dirdiff (dir, rv1.direction) < 2)
759 return 0; /* Might hit owner with spell */ 809 return 0; /* Might hit owner with spell */
760 }
761 } 810 }
762 811
763 if(QUERY_FLAG(head,FLAG_CONFUSED)) 812 if (QUERY_FLAG (head, FLAG_CONFUSED))
764 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 813 dir = absdir (dir + rndm (3) + rndm (3) - 2);
765 814
766 /* If the monster hasn't already chosen a spell, choose one 815 /* 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 816 * 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). 817 * could be different by the time the monster goes again).
769 */ 818 */
770 if(head->spellitem==NULL) { 819 if (head->spellitem == NULL)
820 {
771 if((spell_item=monster_choose_random_spell(head))==NULL) { 821 if ((spell_item = monster_choose_random_spell (head)) == NULL)
822 {
772 LOG(llevMonster,"Turned off spells in %s\n",&head->name); 823 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 */ 824 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
774 return 0; 825 return 0;
775 } 826 }
827
776 if (spell_item->type == SPELLBOOK) { 828 if (spell_item->type == SPELLBOOK)
829 {
777 if (!spell_item->inv) { 830 if (!spell_item->inv)
831 {
778 LOG(llevError,"spellbook %s does not contain a spell?\n", &spell_item->name); 832 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
779 return 0; 833 return 0;
780 } 834 }
835
781 spell_item=spell_item->inv; 836 spell_item = spell_item->inv;
782 } 837 }
783 } 838 }
784 else 839 else
785 spell_item=head->spellitem; 840 spell_item = head->spellitem;
786 841
787 if (!spell_item) return 0; 842 if (!spell_item)
843 return 0;
788 844
789 /* Best guess this is a defensive/healing spell */ 845 /* Best guess this is a defensive/healing spell */
790 if (spell_item->range<=1 || spell_item->stats.dam < 0) 846 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
791 dir = 0; 847 dir = 0;
792 848
793 /* Monster doesn't have enough spell-points */ 849 /* Monster doesn't have enough spell-points */
794 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 850 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
795 return 0; 851 return 0;
796 852
797 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 853 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
798 return 0; 854 return 0;
799 855
800 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 856 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); 857 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
802 858
803 /* set this to null, so next time monster will choose something different */ 859 /* set this to null, so next time monster will choose something different */
804 head->spellitem = NULL; 860 head->spellitem = NULL;
805 861
806 return cast_spell(part,part,dir, spell_item, NULL); 862 return cast_spell (part, part, dir, spell_item, NULL);
807} 863}
808 864
809 865int
810int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { 866monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
867{
811 object *scroll; 868 object *scroll;
812 object *owner; 869 object *owner;
813 rv_vector rv1; 870 rv_vector rv1;
814 871
815 /* If you want monsters to cast spells over friends, this spell should 872 /* 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 873 * 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 874 * 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 875 * clear path to the player, the side aspects of the code will still hit
819 * other monsters) 876 * other monsters)
820 */ 877 */
821 if(!(dir=path_to_player(part,pl,0))) 878 if (!(dir = path_to_player (part, pl, 0)))
822 return 0; 879 return 0;
880
881 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
823 882 {
824 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
825 get_rangevector(head, owner, &rv1, 0x1); 883 get_rangevector (head, owner, &rv1, 0x1);
826 if(dirdiff(dir,rv1.direction) < 2) { 884 if (dirdiff (dir, rv1.direction) < 2)
827 return 0; /* Might hit owner with spell */
828 } 885 {
886 return 0; /* Might hit owner with spell */
887 }
829 } 888 }
830 889
831 if(QUERY_FLAG(head,FLAG_CONFUSED)) 890 if (QUERY_FLAG (head, FLAG_CONFUSED))
832 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 891 dir = absdir (dir + rndm (3) + rndm (3) - 2);
833 892
834 for (scroll=head->inv; scroll; scroll=scroll->below) 893 for (scroll = head->inv; scroll; scroll = scroll->below)
835 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 894 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
895 break;
836 896
837 /* Used up all his scrolls, so nothing do to */ 897 /* Used up all his scrolls, so nothing do to */
838 if (!scroll) { 898 if (!scroll)
899 {
839 CLEAR_FLAG(head, FLAG_READY_SCROLL); 900 CLEAR_FLAG (head, FLAG_READY_SCROLL);
840 return 0; 901 return 0;
841 } 902 }
842 903
843 /* Spell should be cast on caster (ie, heal, strength) */ 904 /* Spell should be cast on caster (ie, heal, strength) */
844 if (scroll->inv->range==0) 905 if (scroll->inv->range == 0)
845 dir = 0; 906 dir = 0;
846 907
847 apply_scroll(part, scroll, dir); 908 apply_scroll (part, scroll, dir);
848 return 1; 909 return 1;
849} 910}
850 911
851/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 912/* 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 913 * Note that monsters do not need the skills SK_MELEE_WEAPON and
853 * SK_MISSILE_WEAPON to make those respective attacks, if we 914 * SK_MISSILE_WEAPON to make those respective attacks, if we
856 * 917 *
857 * The skills we are treating here are all but those. -b.t. 918 * The skills we are treating here are all but those. -b.t.
858 * 919 *
859 * At the moment this is only useful for throwing, perhaps for 920 * At the moment this is only useful for throwing, perhaps for
860 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 921 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
861 */ 922 */
862 923int
863int monster_use_skill(object *head, object *part, object *pl,int dir) { 924monster_use_skill (object *head, object *part, object *pl, int dir)
925{
864 object *skill, *owner; 926 object *skill, *owner;
865 927
866 if(!(dir=path_to_player(part,pl,0))) 928 if (!(dir = path_to_player (part, pl, 0)))
867 return 0; 929 return 0;
868 930
869 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 931 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
932 {
870 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 933 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
934
871 if(dirdiff(dir,dir2) < 1) 935 if (dirdiff (dir, dir2) < 1)
872 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 936 return 0; /* Might hit owner with skill -thrown rocks for example ? */
873 } 937 }
938
874 if(QUERY_FLAG(head,FLAG_CONFUSED)) 939 if (QUERY_FLAG (head, FLAG_CONFUSED))
875 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 940 dir = absdir (dir + rndm (3) + rndm (3) - 2);
876 941
877 /* skill selection - monster will use the next unused skill. 942 /* skill selection - monster will use the next unused skill.
878 * well...the following scenario will allow the monster to 943 * well...the following scenario will allow the monster to
879 * toggle between 2 skills. One day it would be nice to make 944 * toggle between 2 skills. One day it would be nice to make
880 * more skills available to monsters. 945 * more skills available to monsters.
881 */ 946 */
882
883 for(skill=head->inv;skill!=NULL;skill=skill->below) 947 for (skill = head->inv; skill; skill = skill->below)
884 if(skill->type==SKILL && skill!=head->chosen_skill) { 948 if (skill->type == SKILL && skill != head->chosen_skill)
949 {
885 head->chosen_skill=skill; 950 head->chosen_skill = skill;
886 break; 951 break;
887 } 952 }
888 953
889 if(!skill && !head->chosen_skill) { 954 if (!skill && !head->chosen_skill)
955 {
890 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", 956 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); 957 CLEAR_FLAG (head, FLAG_READY_SKILL);
893 return 0; 958 return 0;
894 } 959 }
960
895 /* use skill */ 961 /* use skill */
896 return do_skill(head, part, head->chosen_skill,dir,NULL); 962 return do_skill (head, part, head->chosen_skill, dir, NULL);
897} 963}
898 964
899/* Monster will use a ranged spell attack. */ 965/* Monster will use a ranged spell attack. */
900 966int
901int monster_use_range(object *head,object *part,object *pl,int dir) 967monster_use_range (object *head, object *part, object *pl, int dir)
902 { 968{
903 object *wand, *owner; 969 object *wand, *owner;
904 int at_least_one = 0; 970 int at_least_one = 0;
905 971
906 if(!(dir=path_to_player(part,pl,0))) 972 if (!(dir = path_to_player (part, pl, 0)))
907 return 0; 973 return 0;
908 974
909 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 975 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
976 {
910 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 977 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
978
911 if(dirdiff(dir,dir2) < 2) 979 if (dirdiff (dir, dir2) < 2)
912 return 0; /* Might hit owner with spell */ 980 return 0; /* Might hit owner with spell */
913 } 981 }
982
914 if(QUERY_FLAG(head,FLAG_CONFUSED)) 983 if (QUERY_FLAG (head, FLAG_CONFUSED))
915 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 984 dir = absdir (dir + rndm (3) + rndm (3) - 2);
916 985
917 for(wand=head->inv;wand!=NULL;wand=wand->below) 986 for (wand = head->inv; wand; wand = wand->below)
918 { 987 {
919 if (wand->type == WAND) 988 if (wand->type == WAND)
989 {
990 /* Found a wand, let's see if it has charges left */
991 at_least_one = 1;
992 if (wand->stats.food <= 0)
993 continue;
994
995 cast_spell (head, wand, dir, wand->inv, NULL);
996
997 if (!(--wand->stats.food))
920 { 998 {
921 /* Found a wand, let's see if it has charges left */ 999 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 { 1000 {
930 if ( wand->arch )
931 {
932 CLEAR_FLAG(wand, FLAG_ANIMATE); 1001 CLEAR_FLAG (wand, FLAG_ANIMATE);
933 wand->face = wand->arch->clone.face; 1002 wand->face = wand->arch->face;
934 wand->speed = 0; 1003 wand->set_speed (0);
935 update_ob_speed(wand);
936 }
937 } 1004 }
938 /* Success */
939 return 1;
940 } 1005 }
1006 /* Success */
1007 return 1;
1008 }
941 else if ( wand->type == ROD || wand->type==HORN ) { 1009 else if (wand->type == ROD || wand->type == HORN)
1010 {
942 /* Found rod/horn, let's use it if possible */ 1011 /* Found rod/horn, let's use it if possible */
943 at_least_one = 1; 1012 at_least_one = 1;
944 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) 1013 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
945 continue; 1014 continue;
946 1015
947 /* drain charge before casting spell - can be a case where the 1016 /* drain charge before casting spell - can be a case where the
948 * spell destroys the monster, and rod, so if done after, results 1017 * spell destroys the monster, and rod, so if done after, results
949 * in crash. 1018 * in crash.
950 */ 1019 */
951 drain_rod_charge( wand ); 1020 drain_rod_charge (wand);
952 cast_spell( head, wand, dir, wand->inv, NULL ); 1021 cast_spell (head, wand, dir, wand->inv, NULL);
953 1022
954 /* Success */ 1023 /* Success */
955 return 1; 1024 return 1;
956 } 1025 }
957 } 1026 }
958 1027
959 if ( at_least_one ) 1028 if (at_least_one)
960 return 0; 1029 return 0;
961 1030
962 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1031 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); 1032 CLEAR_FLAG (head, FLAG_READY_RANGE);
965 return 0; 1033 return 0;
966 } 1034}
967 1035
1036int
968int monster_use_bow(object *head, object *part, object *pl, int dir) { 1037monster_use_bow (object *head, object *part, object *pl, int dir)
1038{
969 object *owner; 1039 object *owner;
970 1040
971 if(!(dir=path_to_player(part,pl,0))) 1041 if (!(dir = path_to_player (part, pl, 0)))
972 return 0; 1042 return 0;
1043
973 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1044 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1045 dir = absdir (dir + rndm (3) + rndm (3) - 2);
975 1046
976 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1048 {
977 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 1049 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1050
978 if(dirdiff(dir,dir2) < 1) 1051 if (dirdiff (dir, dir2) < 1)
979 return 0; /* Might hit owner with arrow */ 1052 return 0; /* Might hit owner with arrow */
980 } 1053 }
981 1054
982 /* in server/player.c */ 1055 /* in server/player.c */
983 return fire_bow(head, part, NULL, dir, 0, part->x, part->y); 1056 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
984 1057
985} 1058}
986 1059
987/* Checks if putting on 'item' will make 'who' do more 1060/* Checks if putting on 'item' will make 'who' do more
988 * damage. This is a very simplistic check - also checking things 1061 * damage. This is a very simplistic check - also checking things
989 * like speed and ac are also relevant. 1062 * like speed and ac are also relevant.
990 * 1063 *
991 * return true if item is a better object. 1064 * return true if item is a better object.
992 */ 1065 */
993 1066int
994int check_good_weapon(object *who, object *item) { 1067check_good_weapon (object *who, object *item)
1068{
995 object *other_weap; 1069 object *other_weap;
996 int val=0, i; 1070 int val = 0, i;
997 1071
998 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) 1072 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
999 if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) 1073 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1000 break; 1074 break;
1001 1075
1002 if(other_weap==NULL) /* No other weapons */ 1076 if (!other_weap) /* No other weapons */
1003 return 1; 1077 return 1;
1004 1078
1005 /* Rather than go through and apply the new one, and see if it is 1079 /* Rather than go through and apply the new one, and see if it is
1006 * better, just do some simple checks 1080 * better, just do some simple checks
1007 * Put some multipliers for things that hvae several effects, 1081 * Put some multipliers for things that hvae several effects,
1008 * eg, magic affects both damage and wc, so it has more weight 1082 * eg, magic affects both damage and wc, so it has more weight
1009 */ 1083 */
1010 1084
1011 val = item->stats.dam - other_weap->stats.dam; 1085 val = item->stats.dam - other_weap->stats.dam;
1012 val += (item->magic - other_weap->magic) * 3; 1086 val += (item->magic - other_weap->magic) * 3;
1013 /* Monsters don't really get benefits from things like regen rates 1087 /* Monsters don't really get benefits from things like regen rates
1014 * from items. But the bonus for their stats are very important. 1088 * from items. But the bonus for their stats are very important.
1015 */ 1089 */
1016 for (i=0; i<NUM_STATS; i++) 1090 for (i = 0; i < NUM_STATS; i++)
1017 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; 1091 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1018 1092
1019 if (val > 0) return 1; 1093 if (val > 0)
1094 return 1;
1095 else
1020 else return 0; 1096 return 0;
1021
1022} 1097}
1023 1098
1099int
1024int check_good_armour(object *who, object *item) { 1100check_good_armour (object *who, object *item)
1101{
1025 object *other_armour; 1102 object *other_armour;
1026 int val=0,i; 1103 int val = 0, i;
1027 1104
1028 for (other_armour = who->inv; other_armour != NULL; 1105 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)) 1106 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1031 break; 1107 break;
1032 1108
1033 if (other_armour == NULL) /* No other armour, use the new */ 1109 if (other_armour == NULL) /* No other armour, use the new */
1034 return 1; 1110 return 1;
1035 1111
1036 /* Like above function , see which is better */ 1112 /* Like above function , see which is better */
1037 val = item->stats.ac - other_armour->stats.ac; 1113 val = item->stats.ac - other_armour->stats.ac;
1038 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; 1114 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1039 val += (item->magic - other_armour->magic) * 3; 1115 val += (item->magic - other_armour->magic) * 3;
1040 1116
1041 /* for the other protections, do weigh them very much in the equation - 1117 /* 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 1118 * 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. 1119 * 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 1120 * 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. 1121 * value. If the reverse, then decrease the value of this item some.
1046 */ 1122 */
1047 for (i=1; i <NROFATTACKS; i++) { 1123 for (i = 1; i < NROFATTACKS; i++)
1124 {
1048 if (item->resist[i] > other_armour->resist[i]) val++; 1125 if (item->resist[i] > other_armour->resist[i])
1126 val++;
1049 else if (item->resist[i] < other_armour->resist[i]) val--; 1127 else if (item->resist[i] < other_armour->resist[i])
1128 val--;
1050 } 1129 }
1051 1130
1052 /* Very few armours have stats, so not much need to worry about those. */ 1131 /* Very few armours have stats, so not much need to worry about those. */
1053 1132
1054 if (val > 0) return 1; 1133 if (val > 0)
1134 return 1;
1135 else
1055 else return 0; 1136 return 0;
1056
1057} 1137}
1058 1138
1059/* 1139/*
1060 * monster_check_pickup(): checks for items that monster can pick up. 1140 * monster_check_pickup(): checks for items that monster can pick up.
1061 * 1141 *
1069 * This function was seen be continueing looping at one point (tmp->below 1149 * 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 1150 * 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 1151 * after we pick everything up, since that function may call others which
1072 * affect stacking on this space. 1152 * affect stacking on this space.
1073 */ 1153 */
1074 1154void
1075void monster_check_pickup(object *monster) { 1155monster_check_pickup (object *monster)
1156{
1076 object *tmp,*next; 1157 object *tmp, *next;
1077 int next_tag;
1078 1158
1079 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1159 for (tmp = monster->below; tmp != NULL; tmp = next)
1160 {
1080 next=tmp->below; 1161 next = tmp->below;
1081 next_tag = next ? next->count : 0;
1082 if (monster_can_pick(monster,tmp)) { 1162 if (monster_can_pick (monster, tmp))
1083 remove_ob(tmp); 1163 {
1164 tmp->remove ();
1084 tmp = insert_ob_in_ob(tmp,monster); 1165 tmp = insert_ob_in_ob (tmp, monster);
1085 (void) monster_check_apply(monster,tmp); 1166 (void) monster_check_apply (monster, tmp);
1086 } 1167 }
1087 /* We could try to re-establish the cycling, of the space, but probably 1168 /* We could try to re-establish the cycling, of the space, but probably
1088 * not a big deal to just bail out. 1169 * not a big deal to just bail out.
1089 */ 1170 */
1090 if (next && was_destroyed(next, next_tag)) return; 1171 if (next && next->destroyed ())
1172 return;
1091 } 1173 }
1092} 1174}
1093 1175
1094/* 1176/*
1095 * monster_can_pick(): If the monster is interested in picking up 1177 * monster_can_pick(): If the monster is interested in picking up
1096 * the item, then return 0. Otherwise 0. 1178 * the item, then return 0. Otherwise 0.
1097 * Instead of pick_up, flags for "greed", etc, should be used. 1179 * Instead of pick_up, flags for "greed", etc, should be used.
1098 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1180 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1099 */ 1181 */
1100 1182int
1101int monster_can_pick(object *monster, object *item) { 1183monster_can_pick (object *monster, object *item)
1184{
1102 int flag=0; 1185 int flag = 0;
1103 int i; 1186 int i;
1104 1187
1105 if(!can_pick(monster,item)) 1188 if (!can_pick (monster, item))
1106 return 0; 1189 return 0;
1107 1190
1108 if(QUERY_FLAG(item,FLAG_UNPAID)) 1191 if (QUERY_FLAG (item, FLAG_UNPAID))
1109 return 0; 1192 return 0;
1110 1193
1111 if (monster->pick_up&64) /* All */ 1194 if (monster->pick_up & 64) /* All */
1112 flag=1; 1195 flag = 1;
1113 1196
1197 else
1114 else switch(item->type) { 1198 switch (item->type)
1199 {
1115 case MONEY: 1200 case MONEY:
1116 case GEM: 1201 case GEM:
1117 flag=monster->pick_up&2; 1202 flag = monster->pick_up & 2;
1118 break; 1203 break;
1119 1204
1120 case FOOD: 1205 case FOOD:
1121 flag=monster->pick_up&4; 1206 flag = monster->pick_up & 4;
1122 break; 1207 break;
1123 1208
1124 case WEAPON: 1209 case WEAPON:
1125 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); 1210 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1126 break; 1211 break;
1127 1212
1128 case ARMOUR: 1213 case ARMOUR:
1129 case SHIELD: 1214 case SHIELD:
1130 case HELMET: 1215 case HELMET:
1131 case BOOTS: 1216 case BOOTS:
1132 case GLOVES: 1217 case GLOVES:
1133 case GIRDLE: 1218 case GIRDLE:
1134 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); 1219 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1135 break; 1220 break;
1136 1221
1137 case SKILL: 1222 case SKILL:
1138 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); 1223 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1139 break; 1224 break;
1140 1225
1141 case RING: 1226 case RING:
1142 flag=QUERY_FLAG(monster,FLAG_USE_RING); 1227 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1143 break; 1228 break;
1144 1229
1145 case WAND: 1230 case WAND:
1146 case HORN: 1231 case HORN:
1147 case ROD: 1232 case ROD:
1148 flag=QUERY_FLAG(monster,FLAG_USE_RANGE); 1233 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1149 break; 1234 break;
1150 1235
1151 case SPELLBOOK: 1236 case SPELLBOOK:
1152 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); 1237 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1153 break; 1238 break;
1154 1239
1155 case SCROLL: 1240 case SCROLL:
1156 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); 1241 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1157 break; 1242 break;
1158 1243
1159 case BOW: 1244 case BOW:
1160 case ARROW: 1245 case ARROW:
1161 flag=QUERY_FLAG(monster,FLAG_USE_BOW); 1246 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1162 break; 1247 break;
1163 } 1248 }
1249
1164 /* Simplistic check - if the monster has a location to equip it, he will 1250 /* 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 1251 * pick it up. Note that this doesn't handle cases where an item may
1166 * use several locations. 1252 * use several locations.
1167 */ 1253 */
1168 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1254 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1169 if (monster->body_info[i] && item->body_info[i]) { 1255 {
1256 if (monster->slot[i].info && item->slot[i].info)
1257 {
1170 flag=1; 1258 flag = 1;
1171 break; 1259 break;
1172 } 1260 }
1173 } 1261 }
1174 1262
1175 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) 1263 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1176 return 1;
1177 return 0; 1264 return 1;
1265
1266 return 0;
1178} 1267}
1179 1268
1180/* 1269/*
1181 * monster_apply_below(): 1270 * monster_apply_below():
1182 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1271 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1183 * eager to apply things, encounters something apply-able, 1272 * eager to apply things, encounters something apply-able,
1184 * then make him apply it 1273 * then make him apply it
1185 */ 1274 */
1186 1275void
1187void monster_apply_below(object *monster) { 1276monster_apply_below (object *monster)
1277{
1188 object *tmp, *next; 1278 object *tmp, *next;
1189 1279
1190 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1280 for (tmp = monster->below; tmp != NULL; tmp = next)
1281 {
1191 next=tmp->below; 1282 next = tmp->below;
1192 switch (tmp->type) { 1283 switch (tmp->type)
1284 {
1193 case CF_HANDLE: 1285 case CF_HANDLE:
1194 case TRIGGER: 1286 case TRIGGER:
1195 if (monster->will_apply&1) 1287 if (monster->will_apply & 1)
1196 manual_apply(monster,tmp,0); 1288 manual_apply (monster, tmp, 0);
1197 break; 1289 break;
1198 1290
1199 case TREASURE: 1291 case TREASURE:
1200 if (monster->will_apply&2) 1292 if (monster->will_apply & 2)
1201 manual_apply(monster,tmp,0); 1293 manual_apply (monster, tmp, 0);
1202 break; 1294 break;
1203 1295
1204 } 1296 }
1205 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1206 break; 1298 break;
1207 } 1299 }
1208} 1300}
1209 1301
1210/* 1302/*
1211 * monster_check_apply() is meant to be called after an item is 1303 * 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. 1306 * a pointer to that object is returned, so it can be dropped.
1215 * (so that other monsters can pick it up and use it) 1307 * (so that other monsters can pick it up and use it)
1216 * Note that as things are now, monsters never drop something - 1308 * Note that as things are now, monsters never drop something -
1217 * they can pick up all that they can use. 1309 * they can pick up all that they can use.
1218 */ 1310 */
1219
1220/* Sept 96, fixed this so skills will be readied -b.t.*/ 1311/* Sept 96, fixed this so skills will be readied -b.t.*/
1221 1312void
1222void monster_check_apply(object *mon, object *item) { 1313monster_check_apply (object *mon, object *item)
1223 1314{
1224 int flag = 0; 1315 int flag = 0;
1225 1316
1226 if(item->type==SPELLBOOK&& 1317 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))) { 1318 {
1228 SET_FLAG(mon, FLAG_CAST_SPELL); 1319 SET_FLAG (mon, FLAG_CAST_SPELL);
1229 return; 1320 return;
1230 } 1321 }
1231 1322
1232 /* If for some reason, this item is already applied, no more work to do */ 1323 /* If for some reason, this item is already applied, no more work to do */
1233 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1324 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; 1325 return;
1318}
1319 1326
1327 /* Might be better not to do this - if the monster can fire a bow,
1328 * it is possible in his wanderings, he will find one to use. In
1329 * which case, it would be nice to have ammo for it.
1330 */
1331 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1332 {
1333 /* Check for the right kind of bow */
1334 object *bow;
1335
1336 for (bow = mon->inv; bow; bow = bow->below)
1337 if (bow->type == BOW && bow->race == item->race)
1338 {
1339 SET_FLAG (mon, FLAG_READY_BOW);
1340 LOG (llevMonster, "Found correct bow for arrows.\n");
1341 return; /* nothing more to do for arrows */
1342 }
1343 }
1344
1345 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1346 flag = 1;
1347 /* Eating food gets hp back */
1348 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1349 flag = 1;
1350 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1351 {
1352 if (!item->inv)
1353 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1354 else if (monster_should_cast_spell (mon, item->inv))
1355 SET_FLAG (mon, FLAG_READY_SCROLL);
1356 /* Don't use it right now */
1357 return;
1358 }
1359 else if (item->type == WEAPON)
1360 flag = check_good_weapon (mon, item);
1361 else if (item->is_armor ())
1362 flag = check_good_armour (mon, item);
1363 /* Should do something more, like make sure this is a better item */
1364 else if (item->type == RING)
1365 flag = 1;
1366 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1367 {
1368 /* We never really 'ready' the wand/rod/horn, because that would mean the
1369 * weapon would get undone.
1370 */
1371 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1372 {
1373 SET_FLAG (mon, FLAG_READY_RANGE);
1374 SET_FLAG (item, FLAG_APPLIED);
1375 }
1376 return;
1377 }
1378 else if (item->type == BOW)
1379 {
1380 /* We never really 'ready' the bow, because that would mean the
1381 * weapon would get undone.
1382 */
1383 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1384 SET_FLAG (mon, FLAG_READY_BOW);
1385 return;
1386 }
1387 else if (item->type == SKILL)
1388 {
1389 /*
1390 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1391 * else they can't use the skill...
1392 * Skills also don't need to get applied, so return now.
1393 */
1394 SET_FLAG (mon, FLAG_READY_SKILL);
1395 return;
1396 }
1397
1398 /* if we don't match one of the above types, return now.
1399 * can_apply_object will say that we can apply things like flesh,
1400 * bolts, and whatever else, because it only checks against the
1401 * body_info locations.
1402 */
1403 if (!flag)
1404 return;
1405
1406 /* Check to see if the monster can use this item. If not, no need
1407 * to do further processing. Note that can_apply_object already checks
1408 * for the CAN_USE flags.
1409 */
1410 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1411 return;
1412
1413 /* should only be applying this item, not unapplying it.
1414 * also, ignore status of curse so they can take off old armour.
1415 * monsters have some advantages after all.
1416 */
1417 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1418}
1419
1420void
1320void npc_call_help(object *op) { 1421npc_call_help (object *op)
1422{
1321 int x,y, mflags; 1423 int x, y, mflags;
1322 object *npc; 1424 object *npc;
1323 sint16 sx, sy; 1425 sint16 sx, sy;
1324 mapstruct *m; 1426 maptile *m;
1325 1427
1326 for(x = -3; x < 4; x++) 1428 for (x = -3; x < 4; x++)
1327 for(y = -3; y < 4; y++) { 1429 for (y = -3; y < 4; y++)
1430 {
1328 m = op->map; 1431 m = op->map;
1329 sx = op->x + x; 1432 sx = op->x + x;
1330 sy = op->y + y; 1433 sy = op->y + y;
1331 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1332 /* If nothing alive on this space, no need to search the space. */ 1435 /* If nothing alive on this space, no need to search the space. */
1333 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1334 continue; 1437 continue;
1335 1438
1336 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) 1439 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)) 1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1338 npc->enemy = op->enemy; 1441 npc->enemy = op->enemy;
1339 } 1442 }
1340} 1443}
1341 1444
1342 1445int
1343int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { 1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1344 1447{
1345 if (can_hit(part,enemy,rv)) 1448 if (can_hit (part, enemy, rv))
1346 return dir; 1449 return dir;
1450
1347 if (rv->distance < 10) 1451 if (rv->distance < 10)
1348 return absdir(dir+4); 1452 return absdir (dir + 4);
1349 else if (rv->distance>18) 1453 else if (rv->distance > 18)
1350 return dir; 1454 return dir;
1455
1351 return 0; 1456 return 0;
1352} 1457}
1353 1458
1459int
1354int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { 1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1355 1461{
1356 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { 1462 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1463 {
1357 ob->move_status++; 1464 ob->move_status++;
1358 return (dir); 1465 return (dir);
1359 } 1466 }
1360 else if (ob->move_status >20) 1467 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; 1468 ob->move_status = 0;
1469
1470 return absdir (dir + 4);
1471}
1472
1473int
1474hitrun_att (int dir, object *ob, object *enemy)
1475{
1476 if (ob->move_status++ < 25)
1389 return 0; 1477 return dir;
1390} 1478 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); 1479 return absdir (dir + 4);
1409 return 0; 1480 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; 1481 ob->move_status = 0;
1416 if (!(move_object(ob,circle[ob->move_status])))
1417 (void) move_object(ob,RANDOM()%8+1);
1418}
1419 1482
1483 return absdir (dir + 4);
1484}
1485
1486int
1487wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1488{
1489
1490 int inrange = can_hit (part, enemy, rv);
1491
1492 if (ob->move_status || inrange)
1493 ob->move_status++;
1494
1495 if (ob->move_status == 0)
1496 return 0;
1497 else if (ob->move_status < 10)
1498 return dir;
1499 else if (ob->move_status < 15)
1500 return absdir (dir + 4);
1501
1502 ob->move_status = 0;
1503 return 0;
1504}
1505
1506int
1507disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1508{
1509
1510 /* The logic below here looked plain wrong before. Basically, what should
1511 * happen is that if the creatures hp percentage falls below run_away,
1512 * the creature should run away (dir+4)
1513 * I think its wrong for a creature to have a zero maxhp value, but
1514 * at least one map has this set, and whatever the map contains, the
1515 * server should try to be resilant enough to avoid the problem
1516 */
1517 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1518 return absdir (dir + 4);
1519
1520 return dist_att (dir, ob, enemy, part, rv);
1521}
1522
1523int
1524wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1525{
1526 if (rv->distance < 9)
1527 return absdir (dir + 4);
1528
1529 return 0;
1530}
1531
1532void
1420void circ2_move (object *ob) { 1533circ1_move (object *ob)
1534{
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}; 1535 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1536
1422 if(++ob->move_status > 19) 1537 if (++ob->move_status > 11)
1423 ob->move_status = 0; 1538 ob->move_status = 0;
1539
1424 if(!(move_object(ob,circle[ob->move_status]))) 1540 if (!(move_object (ob, circle[ob->move_status])))
1425 (void) move_object(ob,RANDOM()%8+1); 1541 move_object (ob, rndm (8) + 1);
1426} 1542}
1427 1543
1544void
1545circ2_move (object *ob)
1546{
1547 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1548
1549 if (++ob->move_status > 19)
1550 ob->move_status = 0;
1551
1552 if (!(move_object (ob, circle[ob->move_status])))
1553 move_object (ob, rndm (8) + 1);
1554}
1555
1556void
1428void pace_movev(object *ob) { 1557pace_movev (object *ob)
1558{
1429 if (ob->move_status++ > 6) 1559 if (ob->move_status++ > 6)
1430 ob->move_status = 0; 1560 ob->move_status = 0;
1561
1431 if (ob->move_status < 4) 1562 if (ob->move_status < 4)
1432 (void) move_object (ob,5); 1563 move_object (ob, 5);
1433 else 1564 else
1434 (void) move_object(ob,1); 1565 move_object (ob, 1);
1435} 1566}
1436 1567
1568void
1437void pace_moveh (object *ob) { 1569pace_moveh (object *ob)
1570{
1438 if (ob->move_status++ > 6) 1571 if (ob->move_status++ > 6)
1439 ob->move_status = 0; 1572 ob->move_status = 0;
1573
1440 if (ob->move_status < 4) 1574 if (ob->move_status < 4)
1441 (void) move_object(ob,3); 1575 move_object (ob, 3);
1442 else 1576 else
1443 (void) move_object(ob,7); 1577 move_object (ob, 7);
1444} 1578}
1445 1579
1580void
1446void pace2_movev (object *ob) { 1581pace2_movev (object *ob)
1582{
1447 if (ob->move_status ++ > 16) 1583 if (ob->move_status++ > 16)
1448 ob->move_status = 0; 1584 ob->move_status = 0;
1585
1449 if (ob->move_status <6) 1586 if (ob->move_status < 6)
1450 (void) move_object (ob,5); 1587 move_object (ob, 5);
1451 else if (ob->move_status < 8) 1588 else if (ob->move_status < 8)
1452 return; 1589 return;
1453 else if (ob->move_status <13) 1590 else if (ob->move_status < 13)
1454 (void) move_object (ob,1); 1591 move_object (ob, 1);
1592 else
1455 else return; 1593 return;
1456} 1594}
1457 1595
1596void
1458void pace2_moveh (object *ob) { 1597pace2_moveh (object *ob)
1598{
1459 if (ob->move_status ++ > 16) 1599 if (ob->move_status++ > 16)
1460 ob->move_status = 0; 1600 ob->move_status = 0;
1601
1461 if (ob->move_status <6) 1602 if (ob->move_status < 6)
1462 (void) move_object (ob,3); 1603 move_object (ob, 3);
1463 else if (ob->move_status < 8) 1604 else if (ob->move_status < 8)
1464 return; 1605 return;
1465 else if (ob->move_status <13) 1606 else if (ob->move_status < 13)
1466 (void) move_object (ob,7); 1607 move_object (ob, 7);
1608 else
1467 else return; 1609 return;
1468} 1610}
1469 1611
1612void
1470void rand_move (object *ob) { 1613rand_move (object *ob)
1471 int i; 1614{
1472 if (ob->move_status <1 || ob->move_status >8 || 1615 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++) 1616 for (int i = 0; i < 5; i++)
1475 if (move_object(ob,ob->move_status = RANDOM()%8+1)) 1617 if (move_object (ob, ob->move_status = rndm (8) + 1))
1476 return; 1618 return;
1477} 1619}
1478 1620
1621void
1479void check_earthwalls(object *op, mapstruct *m, int x, int y) { 1622check_earthwalls (object *op, maptile *m, int x, int y)
1480 object *tmp; 1623{
1481 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1624 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (tmp->type == EARTHWALL) { 1625 if (tmp->type == EARTHWALL)
1626 {
1483 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); 1627 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1484 return; 1628 return;
1485 } 1629 }
1486 }
1487} 1630}
1488 1631
1632void
1489void check_doors(object *op, mapstruct *m, int x, int y) { 1633check_doors (object *op, maptile *m, int x, int y)
1490 object *tmp; 1634{
1491 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1635 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1492 if (tmp->type == DOOR) { 1636 if (tmp->type == DOOR)
1637 {
1493 hit_player(tmp,1000,op,AT_PHYSICAL,1); 1638 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1494 return; 1639 return;
1495 } 1640 }
1496 }
1497} 1641}
1498 1642
1499/* find_mon_throw_ob() - modeled on find_throw_ob 1643/* find_mon_throw_ob() - modeled on find_throw_ob
1500 * This is probably overly simplistic as it is now - We want 1644 * This is probably overly simplistic as it is now - We want
1501 * monsters to throw things like chairs and other pieces of 1645 * monsters to throw things like chairs and other pieces of
1502 * furniture, even if they are not good throwable objects. 1646 * furniture, even if they are not good throwable objects.
1503 * Probably better to have the monster throw a throwable object 1647 * Probably better to have the monster throw a throwable object
1504 * first, then throw any non equipped weapon. 1648 * first, then throw any non equipped weapon.
1505 */ 1649 */
1506 1650object *
1507object *find_mon_throw_ob( object *op ) { 1651find_mon_throw_ob (object *op)
1652{
1508 object *tmp = NULL; 1653 object *tmp = NULL;
1509
1510 if(op->head) tmp=op->head; else tmp=op;
1511 1654
1655 if (op->head)
1656 tmp = op->head;
1657 else
1658 tmp = op;
1659
1512 /* New throw code: look through the inventory. Grap the first legal is_thrown 1660 /* New throw code: look through the inventory. Grap the first legal is_thrown
1513 * marked item and throw it to the enemy. 1661 * marked item and throw it to the enemy.
1514 */ 1662 */
1515
1516 for(tmp=op->inv;tmp;tmp=tmp->below) { 1663 for (tmp = op->inv; tmp; tmp = tmp->below)
1517 1664 {
1518 /* Can't throw invisible objects or items that are applied */ 1665 /* Can't throw invisible objects or items that are applied */
1519 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1666 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1667 continue;
1520 1668
1521 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1669 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1522 break; 1670 break;
1523 1671
1524 } 1672 }
1525 1673
1526#ifdef DEBUG_THROW 1674#ifdef DEBUG_THROW
1527 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1675 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 1676#endif
1530 1677
1531 return tmp; 1678 return tmp;
1532} 1679}
1533 1680
1534/* determine if we can 'detect' the enemy. Check for walls blocking the 1681/* 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 1682 * 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. 1683 * 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 1685 * 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 1686 * OR y distance being within some range - that seemed wrong - both should
1540 * be within the valid range. MSW 2001-08-05 1687 * be within the valid range. MSW 2001-08-05
1541 * Returns 0 if enemy can not be detected, 1 if it is detected 1688 * Returns 0 if enemy can not be detected, 1 if it is detected
1542 */ 1689 */
1543 1690int
1544int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1691can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1545 int radius = MIN_MON_RADIUS, hide_discovery; 1692{
1546
1547 /* null detection for any of these condtions always */ 1693 /* null detection for any of these condtions always */
1548 if(!op || !enemy || !op->map || !enemy->map) 1694 if (!op || !enemy || !op->map || !enemy->map)
1549 return 0; 1695 return 0;
1550 1696
1551 /* If the monster (op) has no way to get to the enemy, do nothing */ 1697 /* If the monster (op) has no way to get to the enemy, do nothing */
1552 if (!on_same_map(op, enemy)) 1698 if (!on_same_map (op, enemy))
1553 return 0; 1699 return 0;
1554 1700
1555 get_rangevector(op, enemy, rv, 0); 1701 get_rangevector (op, enemy, rv, 0);
1556 1702
1557 /* Monsters always ignore the DM */ 1703 /* Monsters always ignore the DM */
1558 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1704 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1559 return 0; 1705 return 0;
1560 1706
1561 /* simple check. Should probably put some range checks in here. */ 1707 /* simple check. Should probably put some range checks in here. */
1562 if(can_see_enemy(op,enemy)) return 1; 1708 if (can_see_enemy (op, enemy))
1709 return 1;
1563 1710
1564 /* The rest of this is for monsters. Players are on their own for 1711 /* The rest of this is for monsters. Players are on their own for
1565 * finding enemies! 1712 * finding enemies!
1566 */ 1713 */
1567 if(op->type==PLAYER) return 0; 1714 if (op->is_player ())
1715 return 0;
1568 1716
1569 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1717 /* 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 1718 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1571 */ 1719 */
1572 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1720 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1573 return 0; 1721 return 0;
1574 1722
1723 int radius = MIN_MON_RADIUS;
1724
1575 /* use this for invis also */ 1725 /* use this for invis also */
1576 hide_discovery = op->stats.Int/5; 1726 int hide_discovery = op->stats.Int / 5;
1577 1727
1578 /* Determine Detection radii */ 1728 /* Determine Detection radii */
1579 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1729 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1580 radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; 1730 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1731 else
1581 else { /* a level/INT/Dex adjustment for hiding */ 1732 { /* a level/INT/Dex adjustment for hiding */
1582 object *sk_hide;
1583 int bonus = (op->level/2) + (op->stats.Int/5); 1733 int bonus = op->level / 2 + op->stats.Int / 5;
1584 1734
1585 if(enemy->type==PLAYER) { 1735 if (enemy->is_player ())
1736 {
1586 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1737 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1587 bonus -= sk_hide->level; 1738 bonus -= sk_hide->level;
1588 else { 1739 else
1740 {
1589 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); 1741 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1590 make_visible(enemy); 1742 make_visible (enemy);
1591 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1743 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1592 } 1744 }
1593 } 1745 }
1594 else /* enemy is not a player */ 1746 else /* enemy is not a player */
1595 bonus -= enemy->level; 1747 bonus -= enemy->level;
1596 1748
1597 radius += bonus/5; 1749 radius += bonus / 5;
1598 hide_discovery += bonus*5; 1750 hide_discovery += bonus * 5;
1599 } /* else creature has modifiers for hiding */ 1751 } /* else creature has modifiers for hiding */
1600 1752
1601 /* Radii stealth adjustment. Only if you are stealthy 1753 /* Radii stealth adjustment. Only if you are stealthy
1602 * will you be able to sneak up closer to creatures */ 1754 * will you be able to sneak up closer to creatures */
1603 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1755 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1604 radius = radius/2, hide_discovery = hide_discovery/3; 1756 {
1757 radius /= 2;
1758 hide_discovery /= 3;
1759 }
1605 1760
1606 /* Radii adjustment for enemy standing in the dark */ 1761 /* Radii adjustment for enemy standing in the dark */
1607 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1762 if (!stand_in_light (enemy))
1763 {
1608 /* on dark maps body heat can help indicate location with infravision 1764 /* on dark maps body heat can help indicate location with infravision
1609 * undead don't have body heat, so no benefit detecting them. 1765 * undead don't have body heat, so no benefit detecting them.
1610 */ 1766 */
1611 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) 1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1612 radius += op->map->darkness/2; 1768 radius += op->map->darklevel () / 2;
1613 else 1769 else
1614 radius -= op->map->darkness/2; 1770 radius -= op->map->darklevel () / 2;
1615 1771
1616 /* op next to a monster (and not in complete darkness) 1772 /* op next to a monster (and not in complete darkness)
1617 * the monster should have a chance to see you. 1773 * the monster should have a chance to see you.
1618 */ 1774 */
1619 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) 1775 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1620 radius = MIN_MON_RADIUS; 1776 radius = MIN_MON_RADIUS;
1621 } /* if on dark map */ 1777 } /* if on dark map */
1622 1778
1623 /* Lets not worry about monsters that have incredible detection 1779 /* Lets not worry about monsters that have incredible detection
1624 * radii, we only need to worry here about things the player can 1780 * radii, we only need to worry here about things the player can
1625 * (potentially) see. This is 13, as that is the maximum size the player 1781 * (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 1782 * may have for their map - in that way, creatures at the edge will
1627 * do something. Note that the distance field in the 1783 * do something. Note that the distance field in the
1628 * vector is real distance, so in theory this should be 18 to 1784 * vector is real distance, so in theory this should be 18 to
1629 * find that. 1785 * find that.
1630 */ 1786 */
1631 if(radius>13) radius = 13; 1787 // note that the above reasoning was utter bullshit even at the time it was written
1788 // we use 25, lets see if we have the cpu time for it
1789 radius = min (25, radius);
1632 1790
1633 /* Enemy in range! Now test for detection */ 1791 /* Enemy in range! Now test for detection */
1634 if ((int) rv->distance <= radius) { 1792 if (rv->distance <= radius)
1793 {
1635 /* ah, we are within range, detected? take cases */ 1794 /* ah, we are within range, detected? take cases */
1636 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1795 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1637 return 1; 1796 return 1;
1638 1797
1639 /* hidden or low-quality invisible */ 1798 /* hidden or low-quality invisible */
1640 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1799 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1800 {
1641 make_visible(enemy); 1801 make_visible (enemy);
1802
1642 /* inform players of new status */ 1803 /* inform players of new status */
1643 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1804 if (enemy->type == PLAYER && player_can_view (enemy, op))
1644 new_draw_info_format(NDI_UNIQUE,0, enemy, 1805 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1645 "You are discovered by %s!",&op->name); 1806
1646 return 1; /* detected enemy */ 1807 return 1; /* detected enemy */
1647 } 1808 }
1648 else if (enemy->invisible) { 1809 else if (enemy->invisible)
1810 {
1649 /* Change this around - instead of negating the invisible, just 1811 /* Change this around - instead of negating the invisible, just
1650 * return true so that the mosnter that managed to detect you can 1812 * return true so that the monster that managed to detect you can
1651 * do something to you. Decreasing the duration of invisible 1813 * do something to you. Decreasing the duration of invisible
1652 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1814 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1653 * can then basically negate the spell. The spell isn't negated - 1815 * can then basically negate the spell. The spell isn't negated -
1654 * they just know where you are! 1816 * they just know where you are!
1655 */ 1817 */
1656 if ((RANDOM() % 50) <= hide_discovery) { 1818 if (rndm (50) <= hide_discovery)
1819 {
1657 if (enemy->type == PLAYER) { 1820 if (enemy->type == PLAYER)
1658 new_draw_info_format(NDI_UNIQUE,0, enemy, 1821 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)); 1822
1660 }
1661 return 1; 1823 return 1;
1662 } 1824 }
1663 } 1825 }
1664 } /* within range */ 1826 } /* within range */
1665 1827
1666 /* Wasn't detected above, so still hidden */ 1828 /* Wasn't detected above, so still hidden */
1667 return 0; 1829 return 0;
1668} 1830}
1669 1831
1670/* determine if op stands in a lighted square. This is not a very 1832/* 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 1833 * intellegent algorithm. For one thing, we ignore los here, SO it
1672 * is possible for a bright light to illuminate a player on the 1834 * is possible for a bright light to illuminate a player on the
1673 * other side of a wall (!). 1835 * other side of a wall (!).
1674 */ 1836 */
1675 1837int
1676int stand_in_light( object *op) { 1838stand_in_light (object *op)
1677 sint16 nx,ny; 1839{
1678 mapstruct *m; 1840 if (op)
1841 {
1842 if (!op->is_on_map ())
1843 return 0;
1679 1844
1845 if (op->map->darklevel () <= 0)
1846 return 1;
1680 1847
1681 if(!op) return 0;
1682 if(op->glow_radius > 0) return 1; 1848 if (op->glow_radius > 0)
1849 return 1;
1683 1850
1684 if(op->map) { 1851 if (op->map)
1685 int x, y, x1, y1; 1852 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1686 1853 {
1687
1688
1689 /* Check the spaces with the max light radius to see if any of them 1854 /* 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. 1855 * have lights, and if any of them light the player enough, then return 1.
1691 */ 1856 */
1692 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1857 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 1858
1698 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1859 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1699 1860 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 } 1861 }
1704 }
1705 } 1862 }
1863
1706 return 0; 1864 return 0;
1707} 1865}
1708
1709 1866
1710/* assuming no walls/barriers, lets check to see if its *possible* 1867/* assuming no walls/barriers, lets check to see if its *possible*
1711 * to see an enemy. Note, "detection" is different from "seeing". 1868 * to see an enemy. Note, "detection" is different from "seeing".
1712 * See can_detect_enemy() for more details. -b.t. 1869 * See can_detect_enemy() for more details. -b.t.
1713 * return 0 if can't be seen, 1 if can be 1870 * return 0 if can't be seen, 1 if can be
1714 */ 1871 */
1715 1872int
1716int can_see_enemy (object *op, object *enemy) { 1873can_see_enemy (object *op, object *enemy)
1874{
1717 object *looker = op->head?op->head:op; 1875 object *looker = op->head ? op->head : op;
1718 1876
1719 /* safety */ 1877 /* safety */
1720 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1878 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1721 return 0; 1879 return 0;
1722 1880
1723 /* we dont give a full treatment of xrays here (shorter range than normal, 1881 /* 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 1882 * see through walls). Should we change the code elsewhere to make you
1725 * blind even if you can xray? 1883 * blind even if you can xray?
1726 */ 1884 */
1727 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1885 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1728 return 0; 1886 return 0;
1729 1887
1730 /* checking for invisible things */ 1888 /* checking for invisible things */
1731 if(enemy->invisible) { 1889 if (enemy->invisible)
1890 {
1732 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1891 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1733 * However,if you carry any source of light, then the hidden 1892 * However,if you carry any source of light, then the hidden
1734 * creature is seeable (and stupid) */ 1893 * creature is seeable (and stupid) */
1735 1894
1736 if(has_carried_lights(enemy)) { 1895 if (has_carried_lights (enemy))
1737 if(enemy->hide) { 1896 {
1897 if (enemy->flag [FLAG_HIDDEN])
1898 {
1738 make_visible(enemy); 1899 make_visible (enemy);
1739 new_draw_info(NDI_UNIQUE,0, enemy, 1900 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1740 "Your light reveals your hiding spot!");
1741 } 1901 }
1902
1742 return 1; 1903 return 1;
1743 } else if (enemy->hide) return 0; 1904 }
1905 else if (enemy->flag [FLAG_HIDDEN])
1906 return 0;
1744 1907
1745 /* Invisible enemy. Break apart the check for invis undead/invis looker 1908 /* 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, 1909 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1747 * and making it a conditional makes the code pretty ugly. 1910 * and making it a conditional makes the code pretty ugly.
1748 */ 1911 */
1749 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { 1912 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1750 if (makes_invisible_to(enemy, looker)) return 0; 1913 if (makes_invisible_to (enemy, looker))
1751 } 1914 return 0;
1915 }
1752 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1916 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1753 if(player_can_view(looker,enemy)) return 1; 1917 if (player_can_view (looker, enemy))
1918 return 1;
1754 1919
1755 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1920 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1756 * unless they carry a light or stand in light. Darkness doesnt 1921 * unless they carry a light or stand in light. Darkness doesnt
1757 * inhibit the undead per se (but we should give their archs 1922 * inhibit the undead per se (but we should give their archs
1758 * CAN_SEE_IN_DARK, this is just a safety 1923 * CAN_SEE_IN_DARK, this is just a safety
1759 * we care about the enemy maps status, not the looker. 1924 * we care about the enemy maps status, not the looker.
1760 * only relevant for tiled maps, but it is possible that the 1925 * 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 1926 * enemy is on a bright map and the looker on a dark - in that
1762 * case, the looker can still see the enemy 1927 * case, the looker can still see the enemy
1763 */ 1928 */
1764 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1929 if (!stand_in_light (enemy)
1765 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1930 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1766 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1767 return 0; 1931 return 0;
1768 1932
1769 return 1; 1933 return 1;
1770} 1934}
1771 1935

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