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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 1.71 by root, Thu Nov 5 16:09:51 2009 UTC

1/* 1/*
2 * static char *rcsid_monster_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: monster.C,v 1.7 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
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 26
29#include <global.h> 27#include <global.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 28#include <sproto.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#endif
35 31
36
37#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38
39 33
40/* checks npc->enemy and returns that enemy if still valid, 34/* checks npc->enemy and returns that enemy if still valid,
41 * NULL otherwise. 35 * NULL otherwise.
42 * this is map tile aware. 36 * this is map tile aware.
43 * If this returns an enemy, the range vector rv should also be 37 * If this returns an enemy, the range vector rv should also be
44 * set to sane values. 38 * set to sane values.
45 */ 39 */
40object *
46object *check_enemy(object *npc, rv_vector *rv) { 41check_enemy (object *npc, rv_vector * rv)
47 42{
48 /* if this is pet, let him attack the same enemy as his owner 43 /* 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, 44 * TODO: when there is no ower enemy, try to find a target,
50 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
51 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
52 { 47 {
53 if (npc->owner == NULL) 48 if (npc->owner == NULL)
54 npc->enemy = NULL; 49 npc->enemy = NULL;
55 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
56 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
57 } 52 }
58 53
59 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
60 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
61 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
62 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
63 */ 58 */
64 /* i had removed the random target leave, this invokes problems with friendly 59 /* 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 60 * objects, getting attacked and defending herself - they don't try to attack
66 * again then but perhaps get attack on and on 61 * 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 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
68 * too. */ 63 * too. */
69 64
70 if(npc->enemy) 65 if (npc->enemy)
71 { 66 {
72 /* I broke these if's apart to better be able to see what 67 /* I broke these if's apart to better be able to see what
73 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
74 */ 69 */
75 if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
76 QUERY_FLAG(npc->enemy,FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
77 !on_same_map(npc, npc->enemy) || 72 !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; 73 npc->enemy = 0;
82 74
83 else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( 75 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))) || 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
85 ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
86 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
87 npc->enemy = NULL; 79 npc->enemy = 0;
88
89
90 else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
91 (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER))
92 npc->enemy=NULL;
93 80
81
82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
83 npc->enemy = 0;
84
94 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
95 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
96 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
97 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
98 * as the enemy to attack. 89 * as the enemy to attack.
99 */ 90 */
100 else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
101 !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
102 npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) 93 && npc->enemy->type != PLAYER
103 npc->enemy=NULL; 94 && npc->enemy->type != GOLEM)
104 95 npc->enemy = 0;
105 } 96 }
97
106 return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
107} 99}
108 100
109/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
110 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
111 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
118 * the first few directions, it could very well choose something 110 * the first few directions, it could very well choose something
119 * 3 spaces away even though something directly north is closer. 111 * 3 spaces away even though something directly north is closer.
120 * 112 *
121 * this function is map tile aware. 113 * this function is map tile aware.
122 */ 114 */
115object *
123object *find_nearest_living_creature(object *npc) { 116find_nearest_living_creature (object *npc)
117{
124 int i,mflags; 118 int i, mflags;
125 sint16 nx,ny; 119 sint16 nx, ny;
126 mapstruct *m; 120 maptile *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE]; 121 int search_arr[SIZEOFFREE];
129 122
130 get_search_arr(search_arr); 123 get_search_arr (search_arr);
124
131 for(i=0;i<SIZEOFFREE;i++) { 125 for (i = 0; i < SIZEOFFREE; i++)
126 {
132 /* modified to implement smart searching using search_arr 127 /* modified to implement smart searching using search_arr
133 * guidance array to determine direction of search order 128 * guidance array to determine direction of search order
134 */ 129 */
135 nx = npc->x + freearr_x[search_arr[i]]; 130 nx = npc->x + freearr_x[search_arr[i]];
136 ny = npc->y + freearr_y[search_arr[i]]; 131 ny = npc->y + freearr_y[search_arr[i]];
137 m = npc->map; 132 m = npc->map;
138 133
139 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135
140 if (mflags & P_OUT_OF_MAP) continue; 136 if (mflags & P_OUT_OF_MAP)
137 continue;
141 138
142 if (mflags & P_IS_ALIVE) { 139 if (mflags & P_IS_ALIVE)
143 tmp=get_map_ob(m,nx,ny); 140 {
144 while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& 141 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
145 !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) 142 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)) 143 if (can_see_monsterP (m, nx, ny, i))
154 return tmp; 144 return tmp;
155 } 145 }
156 } /* is something living on this space */
157 } 146 }
158 return NULL; /* nothing found */
159}
160 147
148 return 0;
149}
161 150
162/* Tries to find an enmy for npc. We pass the range vector since 151/* Tries to find an enemy for npc. We pass the range vector since
163 * our caller will find the information useful. 152 * our caller will find the information useful.
164 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
165 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
166 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
167 * many cases. 156 * many cases.
168 */ 157 */
169 158object *
170object *find_enemy(object *npc, rv_vector *rv) 159find_enemy (object *npc, rv_vector * rv)
171{ 160{
172 object *attacker, *tmp=NULL; 161 object *attacker, *tmp = NULL;
173 162
174 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
175 npc->attacked_by = NULL; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
176 165
177 /* if we berserk, we don't care about others - we attack all we can find */ 166 /* if we berserk, we don't care about others - we attack all we can find */
178 if(QUERY_FLAG(npc,FLAG_BERSERK)) { 167 if (QUERY_FLAG (npc, FLAG_BERSERK))
168 {
179 tmp = find_nearest_living_creature(npc); 169 tmp = find_nearest_living_creature (npc);
170
171 if (tmp)
180 if (tmp) get_rangevector(npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
181 return tmp; 174 return tmp;
182 } 175 }
183 176
184 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
185 * We want this: if there is an enemy, attack him until its not possible or 178 * We want this: if there is an enemy, attack him until its not possible or
186 * one of both is dead. 179 * one of both is dead.
187 * If we have no enemy and we are... 180 * If we have no enemy and we are...
188 * a monster: try to find a player, a pet or a friendly monster 181 * 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 182 * 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 183 * a neutral: fight a attacker (but there should be none), then do nothing
191 * a pet: attack player enemy or a monster 184 * a pet: attack player enemy or a monster
192 */ 185 */
193 186
194 /* pet move */ 187 /* pet move */
195 if ((npc->attack_movement & HI4) == PETMOVE) { 188 if ((npc->attack_movement & HI4) == PETMOVE)
189 {
196 tmp= get_pet_enemy(npc,rv); 190 tmp = get_pet_enemy (npc, rv);
191
192 if (tmp)
197 if (tmp) get_rangevector(npc, tmp, rv, 0); 193 get_rangevector (npc, tmp, rv, 0);
194
198 return tmp; 195 return tmp;
199 }
200 196 }
197
201 /* we check our old enemy. */ 198 /* we check our old enemy. */
202 if((tmp=check_enemy(npc, rv))==NULL) 199 if (!(tmp = check_enemy (npc, rv)))
203 { 200 {
204 if(attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
205 { 202 {
206 /* we want be sure this is the right one! */ 203 /* TODO: that's not finished */
207 if(attacker->count == npc->attacked_by_count) 204 /* we don't want a fight evil vs evil or good against non evil */
205
206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
208 { 211 {
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! */ 212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
220 npc->enemy = attacker; 213 npc->enemy = attacker;
221 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
222 }
223 } 215 }
224 } 216 }
225 217
226 /* we have no legal enemy or attacker, so we try to target a new one */ 218 /* 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) && 219 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
228 !QUERY_FLAG(npc, FLAG_NEUTRAL))
229 { 220 {
230 npc->enemy = get_nearest_player(npc); 221 npc->enemy = get_nearest_player (npc);
231 if (npc->enemy) 222 if (npc->enemy)
232 tmp = check_enemy(npc,rv); 223 tmp = check_enemy (npc, rv);
233 }
234 224 }
235 }
236 225
226 }
227
237 return tmp; 228 return tmp;
238} 229}
239 230
240/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 235 */
245 236int
246int check_wakeup(object *op, object *enemy, rv_vector *rv) { 237check_wakeup (object *op, object *enemy, rv_vector *rv)
247 int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; 238{
248
249 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
250 if (!enemy) return 0; 240 if (!enemy)
241 return 0;
251 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
248 if (op->flag [FLAG_BLIND])
252 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
255 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
256 /* This covers the situation where the monster is in the dark 255 /* 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 256 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
260 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
261 261
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
263 !stand_in_light(enemy) && 263 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;
269 264
270 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
271 * for that. 266 * for that.
272 */ 267 */
273 if (rv->distance < (unsigned int) (QUERY_FLAG(enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) { 268 if (rv->distance <= radius)
269 {
274 CLEAR_FLAG(op,FLAG_SLEEP); 270 CLEAR_FLAG (op, FLAG_SLEEP);
275 return 1; 271 return 1;
276 } 272 }
273
277 return 0; 274 return 0;
278} 275}
279 276
277int
280int move_randomly(object *op) { 278move_randomly (object *op)
281 int i; 279{
282
283 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
284 for(i=0;i<15;i++) { 281 for (int i = 0; i < 15; i++)
285 if(move_object(op,RANDOM()%8+1)) 282 if (move_object (op, rndm (8) + 1))
286 return 1; 283 return 1;
287 } 284
288 return 0; 285 return 0;
289} 286}
290 287
291/* 288/*
292 * Move-monster returns 1 if the object has been freed, otherwise 0. 289 * Move-monster returns 1 if the object has been freed, otherwise 0.
293 */ 290 */
294 291int
295int move_monster(object *op) { 292move_monster (object *op)
293{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 294 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph=op; 295 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv; 296 rv_vector rv;
299 297
300 /* Monsters not on maps don't do anything. These monsters are things 298 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories. 299 * Like royal guards in city dwellers inventories.
302 */ 300 */
303 if (!op->map) return 0; 301 if (!op->map)
302 return 0;
304 303
305 /* for target facing, we copy this value here for fast access */ 304 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */ 305 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head; 306 oph = oph->head;
308 307
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ 308 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL; 309 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv))) 310 else if ((enemy = find_enemy (op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */ 311 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */ 312 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */ 313
316 }
317
318 /* generate hp, if applicable */ 314 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { 315 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
320 316 {
321 /* last heal is in funny units. Dividing by speed puts 317 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of 318 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is 319 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens 320 * to capture 8th's of a hp fraction regens
325 * 321 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 322 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp. 323 * overflow might produce monsters with negative hp.
328 */ 324 */
329 325
330 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); 326 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 */ 327 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; 328 op->last_heal %= 32;
333 329
334 /* So if the monster has gained enough HP that they are no longer afraid */ 330 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) && 331 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); 332 CLEAR_FLAG (op, FLAG_RUN_AWAY);
339 333
340 if(op->stats.hp>op->stats.maxhp) 334 if (op->stats.hp > op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp; 335 op->stats.hp = op->stats.maxhp;
342 } 336 }
343 337
344 /* generate sp, if applicable */ 338 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { 339 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
346 340 {
347 /* last_sp is in funny units. Dividing by speed puts 341 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of 342 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is 343 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens 344 * to capture 8th's of a sp fraction regens
351 * 345 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 346 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp. 347 * overflow might produce monsters with negative sp.
354 */ 348 */
355 349
356 op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); 350 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 */ 351 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp%=128; 352 op->last_sp %= 128;
359 } 353 }
360 354
361 /* this should probably get modified by many more values. 355 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. ) 356 * (eg, creatures resistance to fear, level, etc. )
363 */ 357 */
364 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { 358 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ 359 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
366 }
367 360
368 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 361 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
369 return QUERY_FLAG (op, FLAG_FREED); 362 return QUERY_FLAG (op, FLAG_FREED);
370 363
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || 364 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && 365 ((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)) 366 if (!check_wakeup (op, enemy, &rv))
375 return 0; 367 return 0;
376 }
377 368
378 /* check if monster pops out of hidden spot */ 369 /* check if monster pops out of hidden spot */
370 if (op->flag [FLAG_HIDDEN])
379 if(op->hide) do_hidden_move(op); 371 do_hidden_move (op);
380 372
381 if(op->pick_up) 373 if (op->pick_up)
382 monster_check_pickup(op); 374 monster_check_pickup (op);
383 375
384 if(op->will_apply) 376 if (op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */ 377 monster_apply_below (op); /* Check for items to apply below */
386 378
387 /* If we don't have an enemy, do special movement or the like */ 379 /* If we don't have an enemy, do special movement or the like */
388 if(!enemy) { 380 if (!enemy)
381 {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { 382 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 remove_ob(op); 383 {
391 free_object(op); 384 op->drop_and_destroy ();
392 return 1; 385 return 1;
393 } 386 }
394 387
395 /* Probably really a bug for a creature to have both 388 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set. 389 * stand still and a movement type set.
397 */ 390 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { 391 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
392 {
399 if (op->attack_movement & HI4) 393 if (op->attack_movement & HI4)
400 { 394 {
401 switch (op->attack_movement & HI4) { 395 switch (op->attack_movement & HI4)
396 {
402 case (PETMOVE): 397 case PETMOVE:
403 pet_move (op); 398 pet_move (op);
404 break; 399 break;
405 400
406 case (CIRCLE1): 401 case CIRCLE1:
407 circ1_move (op); 402 circ1_move (op);
408 break; 403 break;
409 404
410 case (CIRCLE2): 405 case CIRCLE2:
411 circ2_move (op); 406 circ2_move (op);
412 break; 407 break;
413 408
414 case (PACEV): 409 case PACEV:
415 pace_movev(op); 410 pace_movev (op);
416 break; 411 break;
417 412
418 case (PACEH): 413 case PACEH:
419 pace_moveh(op); 414 pace_moveh (op);
420 break; 415 break;
421 416
422 case (PACEV2): 417 case PACEV2:
423 pace2_movev (op); 418 pace2_movev (op);
424 break; 419 break;
425 420
426 case (PACEH2): 421 case PACEH2:
427 pace2_moveh (op); 422 pace2_moveh (op);
428 break; 423 break;
429 424
430 case (RANDO): 425 case RANDO:
431 rand_move (op); 426 rand_move (op);
432 break; 427 break;
433 428
434 case (RANDO2): 429 case RANDO2:
435 move_randomly (op); 430 move_randomly (op);
436 break; 431 break;
437 } 432 }
433
434 return 0;
435 }
436 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
437 move_randomly (op);
438 } /* stand still */
439
440 return 0;
441 } /* no enemy */
442
443 /* We have an enemy. Block immediately below is for pets */
444 if ((op->attack_movement & HI4) == PETMOVE
445 && (owner = op->owner) != NULL
446 && !on_same_map (op, owner)
447 && !owner->flag [FLAG_REMOVED])
448 return follow_owner (op, owner);
449
450 /* doppleganger code to change monster facing to that of the nearest
451 * player. Hmm. The code is here, but no monster in the current
452 * arch set uses it.
453 */
454 if (op->race == shstr_doppleganger)
455 {
456 op->face = enemy->face;
457 op->name = enemy->name;
458 }
459
460 /* Calculate range information for closest body part - this
461 * is used for the 'skill' code, which isn't that smart when
462 * it comes to figuring it out - otherwise, giants throw boulders
463 * into themselves.
464 */
465 get_rangevector (op, enemy, &rv, 0);
466
467 /* Move the check for scared up here - if the monster was scared,
468 * we were not doing any of the logic below, so might as well save
469 * a few cpu cycles.
470 */
471 if (!QUERY_FLAG (op, FLAG_SCARED))
472 {
473 rv_vector rv1;
474
475 /* now we test every part of an object .... this is a real ugly piece of code */
476 for (part = op; part; part = part->more)
477 {
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
487 if (QUERY_FLAG (op, FLAG_CONFUSED))
488 dir = absdir (dir + rndm (3) + rndm (3) - 2);
489
490 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
491 if (monster_cast_spell (op, part, enemy, dir, &rv1))
492 return 0;
493
494 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
495 if (monster_use_scroll (op, part, enemy, dir, &rv1))
496 return 0;
497
498 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
499 if (monster_use_range (op, part, enemy, dir))
500 return 0;
501
502 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
503 if (monster_use_skill (op, rv.part, enemy, rv.direction))
504 return 0;
505
506 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
507 if (monster_use_bow (op, part, enemy, dir))
508 return 0;
509 } /* for processing of all parts */
510 } /* If not scared */
511
512 part = rv.part;
513 dir = rv.direction;
514
515//-GPL
516
517 // if the enemy is a player, we have los. if los says we
518 // can directly reach the player, we do not deviate.
519 // for non-players, we never deviate
520 if (op->stats.Wis >= 8
521 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
522 {
523 int sdir = 0;
524 uint32_t &smell = op->ms ().smell;
525
526 for (int ndir = 1; ndir <= 8; ++ndir)
527 {
528 mapxy pos (op); pos.move (ndir);
529
530 if (pos.normalise ())
531 {
532 mapspace &ms = pos.ms ();
533
534 if (ms.smell > smell)
535 {
536 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
537 if (op->stats.Wis >= 10)
538 smell = ms.smell - 1; // smarter: tell others
539
540 sdir = ndir;
541
542 // perturbing the path might let the monster lose track,
543 // but it will also widen the actual path, spreading information
544 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
545 sdir = absdir (sdir + 1 - rndm (2) * 2);
546 }
547 }
548 }
549
550 if (sdir)
551 dir = sdir;
552 else if (smell)
553 {
554 // no better smell found, so assume the player jumped, and erase this smell
555 //printf ("erasing smell %d\n", op->ms ().smell);//D
556 unordered_mapwalk (op, -1, -1, 1, 1)
557 m->at (nx, ny).smell = 0;
558 }
559 }
560
561//+GPL
562
563 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
564 dir = absdir (dir + 4);
565
566 if (QUERY_FLAG (op, FLAG_CONFUSED))
567 dir = absdir (dir + rndm (3) + rndm (3) - 2);
568
569 pre_att_dir = dir; /* remember the original direction */
570
571 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
572 {
573 switch (op->attack_movement & LO4)
574 {
575 case DISTATT:
576 dir = dist_att (dir, op, enemy, part, &rv);
577 break;
578
579 case RUNATT:
580 dir = run_att (dir, op, enemy, part, &rv);
581 break;
582
583 case HITRUN:
584 dir = hitrun_att (dir, op, enemy);
585 break;
586
587 case WAITATT:
588 dir = wait_att (dir, op, enemy, part, &rv);
589 break;
590
591 case RUSH: /* default - monster normally moves towards player */
592 case ALLRUN:
593 break;
594
595 case DISTHIT:
596 dir = disthit_att (dir, op, enemy, part, &rv);
597 break;
598
599 case WAIT2:
600 dir = wait_att2 (dir, op, enemy, part, &rv);
601 break;
602
603 default:
604 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
605 }
606 }
607
608 if (!dir)
609 return 0;
610
611 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
612 {
613 if (move_object (op, dir)) /* Can the monster move directly toward player? */
614 {
615 /* elmex: Turn our monster after it moved if it has DISTATT attack */
616 if ((op->attack_movement & LO4) == DISTATT)
617 op->direction = pre_att_dir;
618
619 return 0;
620 }
621
622 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
623 {
624 /* Try move around corners if !close */
625 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
626
627 for (diff = 1; diff <= maxdiff; diff++)
628 {
629 /* try different detours */
630 int m = 1 - rndm (2) * 2; /* Try left or right first? */
631
632 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
438 return 0; 633 return 0;
439 } 634 }
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 } 635 }
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 */ 636 } /* if monster is not standing still */
589 637
590 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 638 /* elmex: Turn our monster after it moved if it has DISTATT attack */
591 if ((op->attack_movement & LO4) == DISTATT) 639 if ((op->attack_movement & LO4) == DISTATT)
592 op->direction = pre_att_dir; 640 op->direction = pre_att_dir;
593 641
594 /* 642 /*
595 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 643 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
596 * direction if they can't move away. 644 * direction if they can't move away.
597 */ 645 */
598 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) 646 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
599 if(move_randomly(op)) 647 if (move_randomly (op))
600 return 0; 648 return 0;
601 649
602 /* 650 /*
603 * Try giving the monster a new enemy - the player that is closest 651 * 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 652 * to it. In this way, it won't just keep trying to get to a target
605 * that is inaccessible. 653 * that is inaccessible.
606 * This could be more clever - it should go through a list of several 654 * 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 655 * enemies, as it is now, you could perhaps get situations where there
608 * are two players flanking the monster at close distance, but which 656 * 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 657 * 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 658 * the monster could get to - as it is, the monster won't look at that
611 * third one. 659 * third one.
612 */ 660 */
613 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) 661 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
614 { 662 {
615 object *nearest_player = get_nearest_player(op); 663 object *nearest_player = get_nearest_player (op);
664
616 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { 665 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
666 {
617 op->enemy = NULL; 667 op->enemy = 0;
618 enemy = nearest_player; 668 enemy = nearest_player;
619 } 669 }
620 } 670 }
621 671
622 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 672 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
623 { 673 {
624 /* The adjustement to wc that was here before looked totally bogus - 674 /* The adjustement to wc that was here before looked totally bogus -
625 * since wc can in fact get negative, that would mean by adding 675 * since wc can in fact get negative, that would mean by adding
626 * the current wc, the creature gets better? Instead, just 676 * the current wc, the creature gets better? Instead, just
627 * add a fixed amount - nasty creatures that are runny away should 677 * add a fixed amount - nasty creatures that are runny away should
628 * still be pretty nasty. 678 * still be pretty nasty.
629 */ 679 */
630 if(QUERY_FLAG(op,FLAG_RUN_AWAY)) 680 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
631 { 681 {
632 part->stats.wc+=10; 682 part->stats.wc += 10;
633 (void)skill_attack(enemy,part,0,NULL, NULL); 683 skill_attack (enemy, part, 0, NULL, NULL);
634 part->stats.wc-=10; 684 part->stats.wc -= 10;
635 } 685 }
636 else 686 else
637 (void)skill_attack(enemy,part,0,NULL, NULL); 687 skill_attack (enemy, part, 0, NULL, NULL);
638 } /* if monster is in attack range */ 688 } /* if monster is in attack range */
639 689
640 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 690 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
641 return 1; 691 return 1;
642 692
643 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 693 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
694 {
695 op->drop_and_destroy ();
696 return 1;
644 { 697 }
645 remove_ob(op); 698
646 free_object(op); 699 return 0;
700}
701
702int
703can_hit (object *ob1, object *ob2, rv_vector * rv)
704{
705 object *more;
706 rv_vector rv1;
707
708 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
709 return 0;
710
711 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
712 return 1;
713
714 /* check all the parts of ob2 - just because we can't get to
715 * its head doesn't mean we don't want to pound its feet
716 */
717 for (more = ob2->more; more; more = more->more)
718 {
719 get_rangevector (ob1, more, &rv1, 0);
720 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
647 return 1; 721 return 1;
648 } 722 }
723
649 return 0; 724 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} 725}
671 726
672/* Returns 1 is monster should cast spell sp at an enemy 727/* Returns 1 is monster should cast spell sp at an enemy
673 * Returns 0 if the monster should not cast this spell. 728 * Returns 0 if the monster should not cast this spell.
674 * 729 *
683 * This could be a lot smarter - if there are few monsters around, 738 * 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, 739 * then disease might not be as bad. Likewise, if the monster is damaged,
685 * the right type of healing spell could be useful. 740 * the right type of healing spell could be useful.
686 */ 741 */
687 742
743static int
688static int monster_should_cast_spell(object *monster, object *spell_ob) 744monster_should_cast_spell (object *monster, object *spell_ob)
689{ 745{
690 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 746 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
691 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 747 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
692 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 748 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
693 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 749 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 || 750 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
695 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 751 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; 752 return 1;
701}
702 753
754 return 0;
755}
703 756
704#define MAX_KNOWN_SPELLS 20 757#define MAX_KNOWN_SPELLS 20
705 758
706/* Returns a randomly selected spell. This logic is still 759/* Returns a randomly selected spell. This logic is still
707 * less than ideal. This code also only seems to deal with 760 * less than ideal. This code also only seems to deal with
708 * wizard spells, as the check is against sp, and not grace. 761 * wizard spells, as the check is against sp, and not grace.
709 * can mosnters know cleric spells? 762 * can mosnters know cleric spells?
710 */ 763 */
764object *
711object *monster_choose_random_spell(object *monster) { 765monster_choose_random_spell (object *monster)
766{
712 object *altern[MAX_KNOWN_SPELLS]; 767 object *altern[MAX_KNOWN_SPELLS];
713 object *tmp;
714 int i=0; 768 int i = 0;
715 769
716 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 770 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
717 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 771 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
772 {
718 /* Check and see if it's actually a useful spell. 773 /* Check and see if it's actually a useful spell.
719 * If its a spellbook, the spell is actually the inventory item. 774 * If its a spellbook, the spell is actually the inventory item.
720 * if it is a spell, then it is just the object itself. 775 * if it is a spell, then it is just the object itself.
721 */ 776 */
722 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { 777 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
778 {
723 altern[i++]=tmp; 779 altern [i++] = tmp;
780
724 if(i==MAX_KNOWN_SPELLS) 781 if (i == MAX_KNOWN_SPELLS)
725 break; 782 break;
726 } 783 }
727 } 784 }
728 if(!i) 785
729 return NULL; 786 return i ? altern [rndm (i)] : 0;
730 return altern[RANDOM()%i];
731} 787}
732 788
733/* This checks to see if the monster should cast a spell/ability. 789/* 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. 790 * it returns true if the monster casts a spell, 0 if he doesn't.
735 * head is the head of the monster. 791 * head is the head of the monster.
736 * part is the part of the monster we are checking against. 792 * part is the part of the monster we are checking against.
737 * pl is the target. 793 * pl is the target.
738 * dir is the direction to case. 794 * dir is the direction to case.
739 * rv is the vector which describes where the enemy is. 795 * rv is the vector which describes where the enemy is.
740 */ 796 */
741 797int
742int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { 798monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
799{
743 object *spell_item; 800 object *spell_item;
744 object *owner; 801 object *owner;
745 rv_vector rv1; 802 rv_vector rv1;
746 803
747 /* If you want monsters to cast spells over friends, this spell should 804 /* 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 805 * 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 806 * 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 807 * clear path to the player, the side aspects of the code will still hit
751 * other monsters) 808 * other monsters)
752 */ 809 */
753 if(!(dir=path_to_player(part,pl,0))) 810 if (!(dir = path_to_player (part, pl, 0)))
754 return 0; 811 return 0;
812
813 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
755 814 {
756 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
757 get_rangevector(head, owner, &rv1, 0x1); 815 get_rangevector (head, owner, &rv1, 0x1);
758 if(dirdiff(dir,rv1.direction) < 2) { 816 if (dirdiff (dir, rv1.direction) < 2)
759 return 0; /* Might hit owner with spell */ 817 return 0; /* Might hit owner with spell */
760 }
761 } 818 }
762 819
763 if(QUERY_FLAG(head,FLAG_CONFUSED)) 820 if (QUERY_FLAG (head, FLAG_CONFUSED))
764 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 821 dir = absdir (dir + rndm (3) + rndm (3) - 2);
765 822
766 /* If the monster hasn't already chosen a spell, choose one 823 /* 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 824 * 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). 825 * could be different by the time the monster goes again).
769 */ 826 */
770 if(head->spellitem==NULL) { 827 if (head->spellitem == NULL)
828 {
771 if((spell_item=monster_choose_random_spell(head))==NULL) { 829 if ((spell_item = monster_choose_random_spell (head)) == NULL)
830 {
772 LOG(llevMonster,"Turned off spells in %s\n",&head->name); 831 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 */ 832 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
774 return 0; 833 return 0;
775 } 834 }
835
776 if (spell_item->type == SPELLBOOK) { 836 if (spell_item->type == SPELLBOOK)
837 {
777 if (!spell_item->inv) { 838 if (!spell_item->inv)
839 {
778 LOG(llevError,"spellbook %s does not contain a spell?\n", &spell_item->name); 840 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
779 return 0; 841 return 0;
780 } 842 }
843
781 spell_item=spell_item->inv; 844 spell_item = spell_item->inv;
782 } 845 }
783 } 846 }
784 else 847 else
785 spell_item=head->spellitem; 848 spell_item = head->spellitem;
786 849
787 if (!spell_item) return 0; 850 if (!spell_item)
851 return 0;
788 852
789 /* Best guess this is a defensive/healing spell */ 853 /* Best guess this is a defensive/healing spell */
790 if (spell_item->range<=1 || spell_item->stats.dam < 0) 854 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
791 dir = 0; 855 dir = 0;
792 856
793 /* Monster doesn't have enough spell-points */ 857 /* Monster doesn't have enough spell-points */
794 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 858 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
795 return 0; 859 return 0;
796 860
797 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 861 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
798 return 0; 862 return 0;
799 863
800 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 864 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); 865 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
802 866
803 /* set this to null, so next time monster will choose something different */ 867 /* set this to null, so next time monster will choose something different */
804 head->spellitem = NULL; 868 head->spellitem = NULL;
805 869
806 return cast_spell(part,part,dir, spell_item, NULL); 870 return cast_spell (part, part, dir, spell_item, NULL);
807} 871}
808 872
809 873int
810int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { 874monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
875{
811 object *scroll; 876 object *scroll;
812 object *owner; 877 object *owner;
813 rv_vector rv1; 878 rv_vector rv1;
814 879
815 /* If you want monsters to cast spells over friends, this spell should 880 /* 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 881 * 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 882 * 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 883 * clear path to the player, the side aspects of the code will still hit
819 * other monsters) 884 * other monsters)
820 */ 885 */
821 if(!(dir=path_to_player(part,pl,0))) 886 if (!(dir = path_to_player (part, pl, 0)))
822 return 0; 887 return 0;
888
889 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
823 890 {
824 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
825 get_rangevector(head, owner, &rv1, 0x1); 891 get_rangevector (head, owner, &rv1, 0x1);
826 if(dirdiff(dir,rv1.direction) < 2) { 892 if (dirdiff (dir, rv1.direction) < 2)
827 return 0; /* Might hit owner with spell */
828 } 893 {
894 return 0; /* Might hit owner with spell */
895 }
829 } 896 }
830 897
831 if(QUERY_FLAG(head,FLAG_CONFUSED)) 898 if (QUERY_FLAG (head, FLAG_CONFUSED))
832 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 899 dir = absdir (dir + rndm (3) + rndm (3) - 2);
833 900
834 for (scroll=head->inv; scroll; scroll=scroll->below) 901 for (scroll = head->inv; scroll; scroll = scroll->below)
835 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 902 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
903 break;
836 904
837 /* Used up all his scrolls, so nothing do to */ 905 /* Used up all his scrolls, so nothing do to */
838 if (!scroll) { 906 if (!scroll)
907 {
839 CLEAR_FLAG(head, FLAG_READY_SCROLL); 908 CLEAR_FLAG (head, FLAG_READY_SCROLL);
840 return 0; 909 return 0;
841 } 910 }
842 911
843 /* Spell should be cast on caster (ie, heal, strength) */ 912 /* Spell should be cast on caster (ie, heal, strength) */
844 if (scroll->inv->range==0) 913 if (scroll->inv->range == 0)
845 dir = 0; 914 dir = 0;
846 915
847 apply_scroll(part, scroll, dir); 916 apply_scroll (part, scroll, dir);
848 return 1; 917 return 1;
849} 918}
850 919
851/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 920/* 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 921 * Note that monsters do not need the skills SK_MELEE_WEAPON and
853 * SK_MISSILE_WEAPON to make those respective attacks, if we 922 * SK_MISSILE_WEAPON to make those respective attacks, if we
856 * 925 *
857 * The skills we are treating here are all but those. -b.t. 926 * The skills we are treating here are all but those. -b.t.
858 * 927 *
859 * At the moment this is only useful for throwing, perhaps for 928 * At the moment this is only useful for throwing, perhaps for
860 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 929 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
861 */ 930 */
862 931int
863int monster_use_skill(object *head, object *part, object *pl,int dir) { 932monster_use_skill (object *head, object *part, object *pl, int dir)
933{
864 object *skill, *owner; 934 object *skill, *owner;
865 935
866 if(!(dir=path_to_player(part,pl,0))) 936 if (!(dir = path_to_player (part, pl, 0)))
867 return 0; 937 return 0;
868 938
869 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 939 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
940 {
870 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 941 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
942
871 if(dirdiff(dir,dir2) < 1) 943 if (dirdiff (dir, dir2) < 1)
872 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 944 return 0; /* Might hit owner with skill -thrown rocks for example ? */
873 } 945 }
946
874 if(QUERY_FLAG(head,FLAG_CONFUSED)) 947 if (QUERY_FLAG (head, FLAG_CONFUSED))
875 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 948 dir = absdir (dir + rndm (3) + rndm (3) - 2);
876 949
877 /* skill selection - monster will use the next unused skill. 950 /* skill selection - monster will use the next unused skill.
878 * well...the following scenario will allow the monster to 951 * well...the following scenario will allow the monster to
879 * toggle between 2 skills. One day it would be nice to make 952 * toggle between 2 skills. One day it would be nice to make
880 * more skills available to monsters. 953 * more skills available to monsters.
881 */ 954 */
882
883 for(skill=head->inv;skill!=NULL;skill=skill->below) 955 for (skill = head->inv; skill; skill = skill->below)
884 if(skill->type==SKILL && skill!=head->chosen_skill) { 956 if (skill->type == SKILL && skill != head->chosen_skill)
957 {
885 head->chosen_skill=skill; 958 head->chosen_skill = skill;
886 break; 959 break;
887 } 960 }
888 961
889 if(!skill && !head->chosen_skill) { 962 if (!skill && !head->chosen_skill)
963 {
890 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", 964 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); 965 CLEAR_FLAG (head, FLAG_READY_SKILL);
893 return 0; 966 return 0;
894 } 967 }
968
895 /* use skill */ 969 /* use skill */
896 return do_skill(head, part, head->chosen_skill,dir,NULL); 970 return do_skill (head, part, head->chosen_skill, dir, NULL);
897} 971}
898 972
899/* Monster will use a ranged spell attack. */ 973/* Monster will use a ranged spell attack. */
900 974int
901int monster_use_range(object *head,object *part,object *pl,int dir) 975monster_use_range (object *head, object *part, object *pl, int dir)
902 { 976{
903 object *wand, *owner; 977 object *wand, *owner;
904 int at_least_one = 0; 978 int at_least_one = 0;
905 979
906 if(!(dir=path_to_player(part,pl,0))) 980 if (!(dir = path_to_player (part, pl, 0)))
907 return 0; 981 return 0;
908 982
909 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 983 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
984 {
910 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 985 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
986
911 if(dirdiff(dir,dir2) < 2) 987 if (dirdiff (dir, dir2) < 2)
912 return 0; /* Might hit owner with spell */ 988 return 0; /* Might hit owner with spell */
913 } 989 }
990
914 if(QUERY_FLAG(head,FLAG_CONFUSED)) 991 if (QUERY_FLAG (head, FLAG_CONFUSED))
915 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 992 dir = absdir (dir + rndm (3) + rndm (3) - 2);
916 993
917 for(wand=head->inv;wand!=NULL;wand=wand->below) 994 for (wand = head->inv; wand; wand = wand->below)
918 { 995 {
919 if (wand->type == WAND) 996 if (wand->type == WAND)
997 {
998 /* Found a wand, let's see if it has charges left */
999 at_least_one = 1;
1000 if (wand->stats.food <= 0)
1001 continue;
1002
1003 cast_spell (head, wand, dir, wand->inv, NULL);
1004
1005 if (!(--wand->stats.food))
920 { 1006 {
921 /* Found a wand, let's see if it has charges left */ 1007 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 { 1008 {
930 if ( wand->arch )
931 {
932 CLEAR_FLAG(wand, FLAG_ANIMATE); 1009 CLEAR_FLAG (wand, FLAG_ANIMATE);
933 wand->face = wand->arch->clone.face; 1010 wand->face = wand->arch->face;
934 wand->speed = 0; 1011 wand->set_speed (0);
935 update_ob_speed(wand);
936 }
937 } 1012 }
938 /* Success */
939 return 1;
940 } 1013 }
1014 /* Success */
1015 return 1;
1016 }
941 else if ( wand->type == ROD || wand->type==HORN ) { 1017 else if (wand->type == ROD || wand->type == HORN)
1018 {
942 /* Found rod/horn, let's use it if possible */ 1019 /* Found rod/horn, let's use it if possible */
943 at_least_one = 1; 1020 at_least_one = 1;
944 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) 1021 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
945 continue; 1022 continue;
946 1023
947 /* drain charge before casting spell - can be a case where the 1024 /* drain charge before casting spell - can be a case where the
948 * spell destroys the monster, and rod, so if done after, results 1025 * spell destroys the monster, and rod, so if done after, results
949 * in crash. 1026 * in crash.
950 */ 1027 */
951 drain_rod_charge( wand ); 1028 drain_rod_charge (wand);
952 cast_spell( head, wand, dir, wand->inv, NULL ); 1029 cast_spell (head, wand, dir, wand->inv, NULL);
953 1030
954 /* Success */ 1031 /* Success */
955 return 1; 1032 return 1;
956 } 1033 }
957 } 1034 }
958 1035
959 if ( at_least_one ) 1036 if (at_least_one)
960 return 0; 1037 return 0;
961 1038
962 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1039 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); 1040 CLEAR_FLAG (head, FLAG_READY_RANGE);
965 return 0; 1041 return 0;
966 } 1042}
967 1043
1044int
968int monster_use_bow(object *head, object *part, object *pl, int dir) { 1045monster_use_bow (object *head, object *part, object *pl, int dir)
1046{
969 object *owner; 1047 object *owner;
970 1048
971 if(!(dir=path_to_player(part,pl,0))) 1049 if (!(dir = path_to_player (part, pl, 0)))
972 return 0; 1050 return 0;
1051
973 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1052 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
975 1054
976 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1055 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1056 {
977 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 1057 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1058
978 if(dirdiff(dir,dir2) < 1) 1059 if (dirdiff (dir, dir2) < 1)
979 return 0; /* Might hit owner with arrow */ 1060 return 0; /* Might hit owner with arrow */
980 } 1061 }
981 1062
982 /* in server/player.c */ 1063 /* in server/player.c */
983 return fire_bow(head, part, NULL, dir, 0, part->x, part->y); 1064 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
984 1065
985} 1066}
986 1067
987/* Checks if putting on 'item' will make 'who' do more 1068/* Checks if putting on 'item' will make 'who' do more
988 * damage. This is a very simplistic check - also checking things 1069 * damage. This is a very simplistic check - also checking things
989 * like speed and ac are also relevant. 1070 * like speed and ac are also relevant.
990 * 1071 *
991 * return true if item is a better object. 1072 * return true if item is a better object.
992 */ 1073 */
993 1074int
994int check_good_weapon(object *who, object *item) { 1075check_good_weapon (object *who, object *item)
1076{
995 object *other_weap; 1077 object *other_weap;
996 int val=0, i; 1078 int val = 0, i;
997 1079
998 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) 1080 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)) 1081 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1000 break; 1082 break;
1001 1083
1002 if(other_weap==NULL) /* No other weapons */ 1084 if (!other_weap) /* No other weapons */
1003 return 1; 1085 return 1;
1004 1086
1005 /* Rather than go through and apply the new one, and see if it is 1087 /* Rather than go through and apply the new one, and see if it is
1006 * better, just do some simple checks 1088 * better, just do some simple checks
1007 * Put some multipliers for things that hvae several effects, 1089 * Put some multipliers for things that hvae several effects,
1008 * eg, magic affects both damage and wc, so it has more weight 1090 * eg, magic affects both damage and wc, so it has more weight
1009 */ 1091 */
1010 1092
1011 val = item->stats.dam - other_weap->stats.dam; 1093 val = item->stats.dam - other_weap->stats.dam;
1012 val += (item->magic - other_weap->magic) * 3; 1094 val += (item->magic - other_weap->magic) * 3;
1013 /* Monsters don't really get benefits from things like regen rates 1095 /* Monsters don't really get benefits from things like regen rates
1014 * from items. But the bonus for their stats are very important. 1096 * from items. But the bonus for their stats are very important.
1015 */ 1097 */
1016 for (i=0; i<NUM_STATS; i++) 1098 for (i = 0; i < NUM_STATS; i++)
1017 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; 1099 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1018 1100
1019 if (val > 0) return 1; 1101 if (val > 0)
1102 return 1;
1103 else
1020 else return 0; 1104 return 0;
1021
1022} 1105}
1023 1106
1107int
1024int check_good_armour(object *who, object *item) { 1108check_good_armour (object *who, object *item)
1109{
1025 object *other_armour; 1110 object *other_armour;
1026 int val=0,i; 1111 int val = 0, i;
1027 1112
1028 for (other_armour = who->inv; other_armour != NULL; 1113 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)) 1114 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1031 break; 1115 break;
1032 1116
1033 if (other_armour == NULL) /* No other armour, use the new */ 1117 if (other_armour == NULL) /* No other armour, use the new */
1034 return 1; 1118 return 1;
1035 1119
1036 /* Like above function , see which is better */ 1120 /* Like above function , see which is better */
1037 val = item->stats.ac - other_armour->stats.ac; 1121 val = item->stats.ac - other_armour->stats.ac;
1038 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; 1122 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1039 val += (item->magic - other_armour->magic) * 3; 1123 val += (item->magic - other_armour->magic) * 3;
1040 1124
1041 /* for the other protections, do weigh them very much in the equation - 1125 /* 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 1126 * 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. 1127 * 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 1128 * 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. 1129 * value. If the reverse, then decrease the value of this item some.
1046 */ 1130 */
1047 for (i=1; i <NROFATTACKS; i++) { 1131 for (i = 1; i < NROFATTACKS; i++)
1132 {
1048 if (item->resist[i] > other_armour->resist[i]) val++; 1133 if (item->resist[i] > other_armour->resist[i])
1134 val++;
1049 else if (item->resist[i] < other_armour->resist[i]) val--; 1135 else if (item->resist[i] < other_armour->resist[i])
1136 val--;
1050 } 1137 }
1051 1138
1052 /* Very few armours have stats, so not much need to worry about those. */ 1139 /* Very few armours have stats, so not much need to worry about those. */
1053 1140
1054 if (val > 0) return 1; 1141 if (val > 0)
1142 return 1;
1143 else
1055 else return 0; 1144 return 0;
1056
1057} 1145}
1058 1146
1059/* 1147/*
1060 * monster_check_pickup(): checks for items that monster can pick up. 1148 * monster_check_pickup(): checks for items that monster can pick up.
1061 * 1149 *
1069 * This function was seen be continueing looping at one point (tmp->below 1157 * 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 1158 * 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 1159 * after we pick everything up, since that function may call others which
1072 * affect stacking on this space. 1160 * affect stacking on this space.
1073 */ 1161 */
1074 1162void
1075void monster_check_pickup(object *monster) { 1163monster_check_pickup (object *monster)
1164{
1076 object *tmp,*next; 1165 object *tmp, *next;
1077 int next_tag;
1078 1166
1079 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1167 for (tmp = monster->below; tmp != NULL; tmp = next)
1168 {
1080 next=tmp->below; 1169 next = tmp->below;
1081 next_tag = next ? next->count : 0;
1082 if (monster_can_pick(monster,tmp)) { 1170 if (monster_can_pick (monster, tmp))
1083 remove_ob(tmp); 1171 {
1172 tmp->remove ();
1084 tmp = insert_ob_in_ob(tmp,monster); 1173 tmp = insert_ob_in_ob (tmp, monster);
1085 (void) monster_check_apply(monster,tmp); 1174 (void) monster_check_apply (monster, tmp);
1086 } 1175 }
1087 /* We could try to re-establish the cycling, of the space, but probably 1176 /* We could try to re-establish the cycling, of the space, but probably
1088 * not a big deal to just bail out. 1177 * not a big deal to just bail out.
1089 */ 1178 */
1090 if (next && was_destroyed(next, next_tag)) return; 1179 if (next && next->destroyed ())
1180 return;
1091 } 1181 }
1092} 1182}
1093 1183
1094/* 1184/*
1095 * monster_can_pick(): If the monster is interested in picking up 1185 * monster_can_pick(): If the monster is interested in picking up
1096 * the item, then return 0. Otherwise 0. 1186 * the item, then return 0. Otherwise 0.
1097 * Instead of pick_up, flags for "greed", etc, should be used. 1187 * Instead of pick_up, flags for "greed", etc, should be used.
1098 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1188 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1099 */ 1189 */
1100 1190int
1101int monster_can_pick(object *monster, object *item) { 1191monster_can_pick (object *monster, object *item)
1192{
1102 int flag=0; 1193 int flag = 0;
1103 int i; 1194 int i;
1104 1195
1105 if(!can_pick(monster,item)) 1196 if (!can_pick (monster, item))
1106 return 0; 1197 return 0;
1107 1198
1108 if(QUERY_FLAG(item,FLAG_UNPAID)) 1199 if (QUERY_FLAG (item, FLAG_UNPAID))
1109 return 0; 1200 return 0;
1110 1201
1111 if (monster->pick_up&64) /* All */ 1202 if (monster->pick_up & 64) /* All */
1112 flag=1; 1203 flag = 1;
1113 1204
1205 else
1114 else switch(item->type) { 1206 switch (item->type)
1207 {
1115 case MONEY: 1208 case MONEY:
1116 case GEM: 1209 case GEM:
1117 flag=monster->pick_up&2; 1210 flag = monster->pick_up & 2;
1118 break; 1211 break;
1119 1212
1120 case FOOD: 1213 case FOOD:
1121 flag=monster->pick_up&4; 1214 flag = monster->pick_up & 4;
1122 break; 1215 break;
1123 1216
1124 case WEAPON: 1217 case WEAPON:
1125 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); 1218 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1126 break; 1219 break;
1127 1220
1128 case ARMOUR: 1221 case ARMOUR:
1129 case SHIELD: 1222 case SHIELD:
1130 case HELMET: 1223 case HELMET:
1131 case BOOTS: 1224 case BOOTS:
1132 case GLOVES: 1225 case GLOVES:
1133 case GIRDLE: 1226 case GIRDLE:
1134 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); 1227 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1135 break; 1228 break;
1136 1229
1137 case SKILL: 1230 case SKILL:
1138 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); 1231 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1139 break; 1232 break;
1140 1233
1141 case RING: 1234 case RING:
1142 flag=QUERY_FLAG(monster,FLAG_USE_RING); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1143 break; 1236 break;
1144 1237
1145 case WAND: 1238 case WAND:
1146 case HORN: 1239 case HORN:
1147 case ROD: 1240 case ROD:
1148 flag=QUERY_FLAG(monster,FLAG_USE_RANGE); 1241 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1149 break; 1242 break;
1150 1243
1151 case SPELLBOOK: 1244 case SPELLBOOK:
1152 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); 1245 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1153 break; 1246 break;
1154 1247
1155 case SCROLL: 1248 case SCROLL:
1156 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); 1249 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1157 break; 1250 break;
1158 1251
1159 case BOW: 1252 case BOW:
1160 case ARROW: 1253 case ARROW:
1161 flag=QUERY_FLAG(monster,FLAG_USE_BOW); 1254 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1162 break; 1255 break;
1163 } 1256 }
1257
1164 /* Simplistic check - if the monster has a location to equip it, he will 1258 /* 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 1259 * pick it up. Note that this doesn't handle cases where an item may
1166 * use several locations. 1260 * use several locations.
1167 */ 1261 */
1168 for (i=0; i < NUM_BODY_LOCATIONS; i++) { 1262 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1169 if (monster->body_info[i] && item->body_info[i]) { 1263 {
1264 if (monster->slot[i].info && item->slot[i].info)
1265 {
1170 flag=1; 1266 flag = 1;
1171 break; 1267 break;
1172 } 1268 }
1173 } 1269 }
1174 1270
1175 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) 1271 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1176 return 1;
1177 return 0; 1272 return 1;
1273
1274 return 0;
1178} 1275}
1179 1276
1180/* 1277/*
1181 * monster_apply_below(): 1278 * monster_apply_below():
1182 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1279 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1183 * eager to apply things, encounters something apply-able, 1280 * eager to apply things, encounters something apply-able,
1184 * then make him apply it 1281 * then make him apply it
1185 */ 1282 */
1186 1283void
1187void monster_apply_below(object *monster) { 1284monster_apply_below (object *monster)
1285{
1188 object *tmp, *next; 1286 object *tmp, *next;
1189 1287
1190 for(tmp=monster->below;tmp!=NULL;tmp=next) { 1288 for (tmp = monster->below; tmp != NULL; tmp = next)
1289 {
1191 next=tmp->below; 1290 next = tmp->below;
1192 switch (tmp->type) { 1291 switch (tmp->type)
1292 {
1193 case CF_HANDLE: 1293 case T_HANDLE:
1194 case TRIGGER: 1294 case TRIGGER:
1195 if (monster->will_apply&1) 1295 if (monster->will_apply & 1)
1196 manual_apply(monster,tmp,0); 1296 manual_apply (monster, tmp, 0);
1197 break; 1297 break;
1198 1298
1199 case TREASURE: 1299 case TREASURE:
1200 if (monster->will_apply&2) 1300 if (monster->will_apply & 2)
1201 manual_apply(monster,tmp,0); 1301 manual_apply (monster, tmp, 0);
1202 break; 1302 break;
1203 1303
1204 } 1304 }
1205 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1305 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1206 break; 1306 break;
1207 } 1307 }
1208} 1308}
1209 1309
1210/* 1310/*
1211 * monster_check_apply() is meant to be called after an item is 1311 * 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. 1314 * a pointer to that object is returned, so it can be dropped.
1215 * (so that other monsters can pick it up and use it) 1315 * (so that other monsters can pick it up and use it)
1216 * Note that as things are now, monsters never drop something - 1316 * Note that as things are now, monsters never drop something -
1217 * they can pick up all that they can use. 1317 * they can pick up all that they can use.
1218 */ 1318 */
1219
1220/* Sept 96, fixed this so skills will be readied -b.t.*/ 1319/* Sept 96, fixed this so skills will be readied -b.t.*/
1221 1320void
1222void monster_check_apply(object *mon, object *item) { 1321monster_check_apply (object *mon, object *item)
1223 1322{
1224 int flag = 0; 1323 int flag = 0;
1225 1324
1226 if(item->type==SPELLBOOK&& 1325 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))) { 1326 {
1228 SET_FLAG(mon, FLAG_CAST_SPELL); 1327 SET_FLAG (mon, FLAG_CAST_SPELL);
1229 return; 1328 return;
1230 } 1329 }
1231 1330
1232 /* If for some reason, this item is already applied, no more work to do */ 1331 /* If for some reason, this item is already applied, no more work to do */
1233 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1332 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; 1333 return;
1318}
1319 1334
1335 /* Might be better not to do this - if the monster can fire a bow,
1336 * it is possible in his wanderings, he will find one to use. In
1337 * which case, it would be nice to have ammo for it.
1338 */
1339 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1340 {
1341 /* Check for the right kind of bow */
1342 object *bow;
1343
1344 for (bow = mon->inv; bow; bow = bow->below)
1345 if (bow->type == BOW && bow->race == item->race)
1346 {
1347 SET_FLAG (mon, FLAG_READY_BOW);
1348 LOG (llevMonster, "Found correct bow for arrows.\n");
1349 return; /* nothing more to do for arrows */
1350 }
1351 }
1352
1353 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1354 flag = 1;
1355 /* Eating food gets hp back */
1356 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1357 flag = 1;
1358 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1359 {
1360 if (!item->inv)
1361 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1362 else if (monster_should_cast_spell (mon, item->inv))
1363 SET_FLAG (mon, FLAG_READY_SCROLL);
1364 /* Don't use it right now */
1365 return;
1366 }
1367 else if (item->type == WEAPON)
1368 flag = check_good_weapon (mon, item);
1369 else if (item->is_armor ())
1370 flag = check_good_armour (mon, item);
1371 /* Should do something more, like make sure this is a better item */
1372 else if (item->type == RING)
1373 flag = 1;
1374 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1375 {
1376 /* We never really 'ready' the wand/rod/horn, because that would mean the
1377 * weapon would get undone.
1378 */
1379 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1380 {
1381 SET_FLAG (mon, FLAG_READY_RANGE);
1382 SET_FLAG (item, FLAG_APPLIED);
1383 }
1384 return;
1385 }
1386 else if (item->type == BOW)
1387 {
1388 /* We never really 'ready' the bow, because that would mean the
1389 * weapon would get undone.
1390 */
1391 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1392 SET_FLAG (mon, FLAG_READY_BOW);
1393 return;
1394 }
1395 else if (item->type == SKILL)
1396 {
1397 /*
1398 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1399 * else they can't use the skill...
1400 * Skills also don't need to get applied, so return now.
1401 */
1402 SET_FLAG (mon, FLAG_READY_SKILL);
1403 return;
1404 }
1405
1406 /* if we don't match one of the above types, return now.
1407 * can_apply_object will say that we can apply things like flesh,
1408 * bolts, and whatever else, because it only checks against the
1409 * body_info locations.
1410 */
1411 if (!flag)
1412 return;
1413
1414 /* Check to see if the monster can use this item. If not, no need
1415 * to do further processing. Note that can_apply_object already checks
1416 * for the CAN_USE flags.
1417 */
1418 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1419 return;
1420
1421 /* should only be applying this item, not unapplying it.
1422 * also, ignore status of curse so they can take off old armour.
1423 * monsters have some advantages after all.
1424 */
1425 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1426}
1427
1428void
1320void npc_call_help(object *op) { 1429npc_call_help (object *op)
1321 int x,y, mflags; 1430{
1322 object *npc; 1431 unordered_mapwalk (op, -7, -7, 7, 7)
1323 sint16 sx, sy; 1432 {
1324 mapstruct *m; 1433 mapspace &ms = m->at (nx, ny);
1325 1434
1326 for(x = -3; x < 4; x++)
1327 for(y = -3; y < 4; y++) {
1328 m = op->map;
1329 sx = op->x + x;
1330 sy = op->y + y;
1331 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 (!(ms.flags () & 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 (object *npc = ms.bot; npc; 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))
1357 ob->move_status++;
1358 return (dir); 1463 return dir;
1359 } 1464 else
1360 else if (ob->move_status >20)
1361 ob->move_status = 0;
1362 return absdir (dir+4); 1465 return absdir (dir + 4);
1363} 1466}
1364 1467
1468int
1365int hitrun_att (int dir, object *ob,object *enemy) { 1469hitrun_att (int dir, object *ob, object *enemy)
1470{
1366 if (ob->move_status ++ < 25) 1471 if (ob->move_status++ < 25)
1367 return dir; 1472 return dir;
1368 else if (ob->move_status <50) 1473 else if (ob->move_status < 50)
1369 return absdir (dir+4);
1370 else
1371 ob->move_status = 0;
1372 return absdir(dir+4); 1474 return absdir (dir + 4);
1373} 1475 else
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; 1476 ob->move_status = 0;
1477
1478 return absdir (dir + 4);
1479}
1480
1481int
1482wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1483{
1484 int inrange = can_hit (part, enemy, rv);
1485
1486 if (ob->move_status || inrange)
1487 ob->move_status++;
1488
1489 if (ob->move_status == 0)
1490 return 0;
1491 else if (ob->move_status < 10)
1492 return dir;
1493 else if (ob->move_status < 15)
1494 return absdir (dir + 4);
1495
1496 ob->move_status = 0;
1389 return 0; 1497 return 0;
1390} 1498}
1391 1499
1500int
1392int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) { 1501disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1393 1502{
1394 /* The logic below here looked plain wrong before. Basically, what should 1503 /* The logic below here looked plain wrong before. Basically, what should
1395 * happen is that if the creatures hp percentage falls below run_away, 1504 * happen is that if the creatures hp percentage falls below run_away,
1396 * the creature should run away (dir+4) 1505 * the creature should run away (dir+4)
1397 * I think its wrong for a creature to have a zero maxhp value, but 1506 * 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 1507 * 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 1508 * server should try to be resilant enough to avoid the problem
1400 */ 1509 */
1401 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away) 1510 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1402 return absdir(dir+4); 1511 return absdir (dir + 4);
1512
1403 return dist_att (dir,ob,enemy,part,rv); 1513 return dist_att (dir, ob, enemy, part, rv);
1404} 1514}
1405 1515
1516int
1406int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) { 1517wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1518{
1407 if (rv->distance < 9) 1519 if (rv->distance < 9)
1408 return absdir (dir+4); 1520 return absdir (dir + 4);
1521
1409 return 0; 1522 return 0;
1410} 1523}
1411 1524
1525void
1412void circ1_move (object *ob) { 1526circ1_move (object *ob)
1527{
1413 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2}; 1528 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1529
1414 if(++ob->move_status > 11) 1530 if (++ob->move_status > 11)
1415 ob->move_status = 0; 1531 ob->move_status = 0;
1532
1416 if (!(move_object(ob,circle[ob->move_status]))) 1533 if (!(move_object (ob, circle[ob->move_status])))
1417 (void) move_object(ob,RANDOM()%8+1); 1534 move_object (ob, rndm (8) + 1);
1418} 1535}
1419 1536
1537void
1420void circ2_move (object *ob) { 1538circ2_move (object *ob)
1539{
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}; 1540 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1541
1422 if(++ob->move_status > 19) 1542 if (++ob->move_status > 19)
1423 ob->move_status = 0; 1543 ob->move_status = 0;
1544
1424 if(!(move_object(ob,circle[ob->move_status]))) 1545 if (!(move_object (ob, circle[ob->move_status])))
1425 (void) move_object(ob,RANDOM()%8+1); 1546 move_object (ob, rndm (8) + 1);
1426} 1547}
1427 1548
1549void
1428void pace_movev(object *ob) { 1550pace_movev (object *ob)
1551{
1429 if (ob->move_status++ > 6) 1552 if (ob->move_status++ > 6)
1430 ob->move_status = 0; 1553 ob->move_status = 0;
1554
1431 if (ob->move_status < 4) 1555 if (ob->move_status < 4)
1432 (void) move_object (ob,5); 1556 move_object (ob, 5);
1433 else 1557 else
1434 (void) move_object(ob,1); 1558 move_object (ob, 1);
1435} 1559}
1436 1560
1561void
1437void pace_moveh (object *ob) { 1562pace_moveh (object *ob)
1563{
1438 if (ob->move_status++ > 6) 1564 if (ob->move_status++ > 6)
1439 ob->move_status = 0; 1565 ob->move_status = 0;
1566
1440 if (ob->move_status < 4) 1567 if (ob->move_status < 4)
1441 (void) move_object(ob,3); 1568 move_object (ob, 3);
1442 else 1569 else
1443 (void) move_object(ob,7); 1570 move_object (ob, 7);
1444} 1571}
1445 1572
1573void
1446void pace2_movev (object *ob) { 1574pace2_movev (object *ob)
1575{
1447 if (ob->move_status ++ > 16) 1576 if (ob->move_status++ > 16)
1448 ob->move_status = 0; 1577 ob->move_status = 0;
1578
1449 if (ob->move_status <6) 1579 if (ob->move_status < 6)
1450 (void) move_object (ob,5); 1580 move_object (ob, 5);
1451 else if (ob->move_status < 8) 1581 else if (ob->move_status < 8)
1452 return; 1582 return;
1453 else if (ob->move_status <13) 1583 else if (ob->move_status < 13)
1454 (void) move_object (ob,1); 1584 move_object (ob, 1);
1585 else
1455 else return; 1586 return;
1456} 1587}
1457 1588
1589void
1458void pace2_moveh (object *ob) { 1590pace2_moveh (object *ob)
1591{
1459 if (ob->move_status ++ > 16) 1592 if (ob->move_status++ > 16)
1460 ob->move_status = 0; 1593 ob->move_status = 0;
1594
1461 if (ob->move_status <6) 1595 if (ob->move_status < 6)
1462 (void) move_object (ob,3); 1596 move_object (ob, 3);
1463 else if (ob->move_status < 8) 1597 else if (ob->move_status < 8)
1464 return; 1598 return;
1465 else if (ob->move_status <13) 1599 else if (ob->move_status < 13)
1466 (void) move_object (ob,7); 1600 move_object (ob, 7);
1601 else
1467 else return; 1602 return;
1468} 1603}
1469 1604
1605void
1470void rand_move (object *ob) { 1606rand_move (object *ob)
1471 int i; 1607{
1472 if (ob->move_status <1 || ob->move_status >8 || 1608 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++) 1609 for (int i = 0; i < 5; i++)
1475 if (move_object(ob,ob->move_status = RANDOM()%8+1)) 1610 if (move_object (ob, ob->move_status = rndm (8) + 1))
1476 return; 1611 return;
1477} 1612}
1478 1613
1614void
1479void check_earthwalls(object *op, mapstruct *m, int x, int y) { 1615check_earthwalls (object *op, maptile *m, int x, int y)
1480 object *tmp; 1616{
1481 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1617 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1482 if (tmp->type == EARTHWALL) { 1618 if (tmp->type == EARTHWALL)
1619 {
1483 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); 1620 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1484 return; 1621 return;
1485 } 1622 }
1486 }
1487} 1623}
1488 1624
1625void
1489void check_doors(object *op, mapstruct *m, int x, int y) { 1626check_doors (object *op, maptile *m, int x, int y)
1490 object *tmp; 1627{
1491 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 1628 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1492 if (tmp->type == DOOR) { 1629 if (tmp->type == DOOR)
1630 {
1493 hit_player(tmp,1000,op,AT_PHYSICAL,1); 1631 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1494 return; 1632 return;
1495 } 1633 }
1496 }
1497} 1634}
1498 1635
1499/* find_mon_throw_ob() - modeled on find_throw_ob 1636/* find_mon_throw_ob() - modeled on find_throw_ob
1500 * This is probably overly simplistic as it is now - We want 1637 * This is probably overly simplistic as it is now - We want
1501 * monsters to throw things like chairs and other pieces of 1638 * monsters to throw things like chairs and other pieces of
1502 * furniture, even if they are not good throwable objects. 1639 * furniture, even if they are not good throwable objects.
1503 * Probably better to have the monster throw a throwable object 1640 * Probably better to have the monster throw a throwable object
1504 * first, then throw any non equipped weapon. 1641 * first, then throw any non equipped weapon.
1505 */ 1642 */
1506 1643object *
1507object *find_mon_throw_ob( object *op ) { 1644find_mon_throw_ob (object *op)
1645{
1508 object *tmp = NULL; 1646 object *tmp = NULL;
1509
1510 if(op->head) tmp=op->head; else tmp=op;
1511 1647
1648 if (op->head)
1649 tmp = op->head;
1650 else
1651 tmp = op;
1652
1512 /* New throw code: look through the inventory. Grap the first legal is_thrown 1653 /* New throw code: look through the inventory. Grap the first legal is_thrown
1513 * marked item and throw it to the enemy. 1654 * marked item and throw it to the enemy.
1514 */ 1655 */
1515
1516 for(tmp=op->inv;tmp;tmp=tmp->below) { 1656 for (tmp = op->inv; tmp; tmp = tmp->below)
1517 1657 {
1518 /* Can't throw invisible objects or items that are applied */ 1658 /* Can't throw invisible objects or items that are applied */
1519 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1659 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1660 continue;
1520 1661
1521 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1662 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1522 break; 1663 break;
1523 1664
1524 } 1665 }
1525 1666
1526#ifdef DEBUG_THROW 1667#ifdef DEBUG_THROW
1527 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1668 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 1669#endif
1530 1670
1531 return tmp; 1671 return tmp;
1532} 1672}
1533 1673
1534/* determine if we can 'detect' the enemy. Check for walls blocking the 1674/* 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 1675 * 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. 1676 * 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 1678 * 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 1679 * OR y distance being within some range - that seemed wrong - both should
1540 * be within the valid range. MSW 2001-08-05 1680 * be within the valid range. MSW 2001-08-05
1541 * Returns 0 if enemy can not be detected, 1 if it is detected 1681 * Returns 0 if enemy can not be detected, 1 if it is detected
1542 */ 1682 */
1543 1683int
1544int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1684can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1545 int radius = MIN_MON_RADIUS, hide_discovery; 1685{
1546
1547 /* null detection for any of these condtions always */ 1686 /* null detection for any of these condtions always */
1548 if(!op || !enemy || !op->map || !enemy->map) 1687 if (!op || !enemy || !op->map || !enemy->map)
1549 return 0; 1688 return 0;
1550 1689
1551 /* If the monster (op) has no way to get to the enemy, do nothing */ 1690 /* If the monster (op) has no way to get to the enemy, do nothing */
1552 if (!on_same_map(op, enemy)) 1691 if (!on_same_map (op, enemy))
1553 return 0; 1692 return 0;
1554 1693
1555 get_rangevector(op, enemy, rv, 0); 1694 get_rangevector (op, enemy, rv, 0);
1556 1695
1557 /* Monsters always ignore the DM */ 1696 /* Monsters always ignore the DM */
1558 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1559 return 0; 1698 return 0;
1560 1699
1561 /* simple check. Should probably put some range checks in here. */ 1700 /* simple check. Should probably put some range checks in here. */
1562 if(can_see_enemy(op,enemy)) return 1; 1701 if (can_see_enemy (op, enemy))
1702 return 1;
1563 1703
1564 /* The rest of this is for monsters. Players are on their own for 1704 /* The rest of this is for monsters. Players are on their own for
1565 * finding enemies! 1705 * finding enemies!
1566 */ 1706 */
1567 if(op->type==PLAYER) return 0; 1707 if (op->is_player ())
1708 return 0;
1568 1709
1569 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1710 /* 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 1711 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1571 */ 1712 */
1572 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1713 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1573 return 0; 1714 return 0;
1574 1715
1716 int radius = MIN_MON_RADIUS;
1717
1575 /* use this for invis also */ 1718 /* use this for invis also */
1576 hide_discovery = op->stats.Int/5; 1719 int hide_discovery = op->stats.Int / 5;
1577 1720
1578 /* Determine Detection radii */ 1721 /* Determine Detection radii */
1579 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1722 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; 1723 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1724 else
1581 else { /* a level/INT/Dex adjustment for hiding */ 1725 { /* a level/INT/Dex adjustment for hiding */
1582 object *sk_hide;
1583 int bonus = (op->level/2) + (op->stats.Int/5); 1726 int bonus = op->level / 2 + op->stats.Int / 5;
1584 1727
1585 if(enemy->type==PLAYER) { 1728 if (enemy->is_player ())
1729 {
1586 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1730 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1587 bonus -= sk_hide->level; 1731 bonus -= sk_hide->level;
1588 else { 1732 else
1733 {
1589 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); 1734 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1590 make_visible(enemy); 1735 make_visible (enemy);
1591 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1736 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1592 } 1737 }
1593 } 1738 }
1594 else /* enemy is not a player */ 1739 else /* enemy is not a player */
1595 bonus -= enemy->level; 1740 bonus -= enemy->level;
1596 1741
1597 radius += bonus/5; 1742 radius += bonus / 5;
1598 hide_discovery += bonus*5; 1743 hide_discovery += bonus * 5;
1599 } /* else creature has modifiers for hiding */ 1744 } /* else creature has modifiers for hiding */
1600 1745
1601 /* Radii stealth adjustment. Only if you are stealthy 1746 /* Radii stealth adjustment. Only if you are stealthy
1602 * will you be able to sneak up closer to creatures */ 1747 * will you be able to sneak up closer to creatures */
1603 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1748 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1604 radius = radius/2, hide_discovery = hide_discovery/3; 1749 {
1750 radius /= 2;
1751 hide_discovery /= 3;
1752 }
1605 1753
1606 /* Radii adjustment for enemy standing in the dark */ 1754 /* Radii adjustment for enemy standing in the dark */
1607 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1755 if (!stand_in_light (enemy))
1756 {
1608 /* on dark maps body heat can help indicate location with infravision 1757 /* on dark maps body heat can help indicate location with infravision
1609 * undead don't have body heat, so no benefit detecting them. 1758 * undead don't have body heat, so no benefit detecting them.
1610 */ 1759 */
1611 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) 1760 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1612 radius += op->map->darkness/2; 1761 radius += op->map->darklevel () / 2;
1613 else 1762 else
1614 radius -= op->map->darkness/2; 1763 radius -= op->map->darklevel () / 2;
1615 1764
1616 /* op next to a monster (and not in complete darkness) 1765 /* op next to a monster (and not in complete darkness)
1617 * the monster should have a chance to see you. 1766 * the monster should have a chance to see you.
1618 */ 1767 */
1619 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) 1768 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1620 radius = MIN_MON_RADIUS; 1769 radius = MIN_MON_RADIUS;
1621 } /* if on dark map */ 1770 } /* if on dark map */
1622 1771
1623 /* Lets not worry about monsters that have incredible detection 1772 /* Lets not worry about monsters that have incredible detection
1624 * radii, we only need to worry here about things the player can 1773 * 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 1774 * (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 1775 * may have for their map - in that way, creatures at the edge will
1627 * do something. Note that the distance field in the 1776 * do something. Note that the distance field in the
1628 * vector is real distance, so in theory this should be 18 to 1777 * vector is real distance, so in theory this should be 18 to
1629 * find that. 1778 * find that.
1630 */ 1779 */
1631 if(radius>13) radius = 13; 1780 // note that the above reasoning was utter bullshit even at the time it was written
1781 // we use 25, lets see if we have the cpu time for it
1782 radius = min (25, radius);
1632 1783
1633 /* Enemy in range! Now test for detection */ 1784 /* Enemy in range! Now test for detection */
1634 if ((int) rv->distance <= radius) { 1785 if (rv->distance <= radius)
1786 {
1635 /* ah, we are within range, detected? take cases */ 1787 /* ah, we are within range, detected? take cases */
1636 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1788 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1637 return 1; 1789 return 1;
1638 1790
1639 /* hidden or low-quality invisible */ 1791 /* hidden or low-quality invisible */
1640 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1792 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1793 {
1641 make_visible(enemy); 1794 make_visible (enemy);
1795
1642 /* inform players of new status */ 1796 /* inform players of new status */
1643 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1797 if (enemy->type == PLAYER && player_can_view (enemy, op))
1644 new_draw_info_format(NDI_UNIQUE,0, enemy, 1798 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1645 "You are discovered by %s!",&op->name); 1799
1646 return 1; /* detected enemy */ 1800 return 1; /* detected enemy */
1647 } 1801 }
1648 else if (enemy->invisible) { 1802 else if (enemy->invisible)
1803 {
1649 /* Change this around - instead of negating the invisible, just 1804 /* Change this around - instead of negating the invisible, just
1650 * return true so that the mosnter that managed to detect you can 1805 * return true so that the monster that managed to detect you can
1651 * do something to you. Decreasing the duration of invisible 1806 * do something to you. Decreasing the duration of invisible
1652 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1807 * 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 - 1808 * can then basically negate the spell. The spell isn't negated -
1654 * they just know where you are! 1809 * they just know where you are!
1655 */ 1810 */
1656 if ((RANDOM() % 50) <= hide_discovery) { 1811 if (rndm (50) <= hide_discovery)
1812 {
1657 if (enemy->type == PLAYER) { 1813 if (enemy->type == PLAYER)
1658 new_draw_info_format(NDI_UNIQUE,0, enemy, 1814 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)); 1815
1660 }
1661 return 1; 1816 return 1;
1662 } 1817 }
1663 } 1818 }
1664 } /* within range */ 1819 } /* within range */
1665 1820
1666 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1667 return 0; 1822 return 0;
1668} 1823}
1669 1824
1670/* determine if op stands in a lighted square. This is not a very 1825/* 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 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1672 * is possible for a bright light to illuminate a player on the 1827 * is possible for a bright light to illuminate a player on the
1673 * other side of a wall (!). 1828 * other side of a wall (!).
1674 */ 1829 */
1675 1830int
1676int stand_in_light( object *op) { 1831stand_in_light (object *op)
1677 sint16 nx,ny; 1832{
1678 mapstruct *m; 1833 if (op)
1834 {
1835 if (!op->is_on_map ())
1836 return 0;
1679 1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1680 1840
1681 if(!op) return 0;
1682 if(op->glow_radius > 0) return 1; 1841 if (op->glow_radius > 0)
1842 return 1;
1683 1843
1684 if(op->map) { 1844 if (op->map)
1685 int x, y, x1, y1; 1845 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1686 1846 {
1687
1688
1689 /* Check the spaces with the max light radius to see if any of them 1847 /* Check the spaces with the max light radius to see if any of them
1690 * have lights, and if any of them light the player enough, then return 1. 1848 * have lights, and if any of them light the player enough, then return 1.
1691 */ 1849 */
1692 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1850 int light = m->at (nx, ny).light;
1693 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1694 m = op->map;
1695 nx = x;
1696 ny = y;
1697 1851
1698 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1852 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1699 1853 return 1;
1700 x1 = abs(x - op->x)*abs(x - op->x);
1701 y1 = abs(y - op->y)*abs(y - op->y);
1702 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1703 } 1854 }
1704 }
1705 } 1855 }
1856
1706 return 0; 1857 return 0;
1707} 1858}
1708
1709 1859
1710/* assuming no walls/barriers, lets check to see if its *possible* 1860/* assuming no walls/barriers, lets check to see if its *possible*
1711 * to see an enemy. Note, "detection" is different from "seeing". 1861 * to see an enemy. Note, "detection" is different from "seeing".
1712 * See can_detect_enemy() for more details. -b.t. 1862 * See can_detect_enemy() for more details. -b.t.
1713 * return 0 if can't be seen, 1 if can be 1863 * return 0 if can't be seen, 1 if can be
1714 */ 1864 */
1715 1865int
1716int can_see_enemy (object *op, object *enemy) { 1866can_see_enemy (object *op, object *enemy)
1867{
1717 object *looker = op->head?op->head:op; 1868 object *looker = op->head ? op->head : op;
1718 1869
1719 /* safety */ 1870 /* safety */
1720 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1871 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1721 return 0; 1872 return 0;
1722 1873
1723 /* we dont give a full treatment of xrays here (shorter range than normal, 1874 /* we dont give a full treatment of xrays here (shorter range than normal,
1724 * see through walls). Should we change the code elsewhere to make you 1875 * see through walls). Should we change the code elsewhere to make you
1725 * blind even if you can xray? 1876 * blind even if you can xray?
1726 */ 1877 */
1727 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1878 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1728 return 0; 1879 return 0;
1729 1880
1730 /* checking for invisible things */ 1881 /* checking for invisible things */
1731 if(enemy->invisible) { 1882 if (enemy->invisible)
1883 {
1732 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1733 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1734 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1735 1887
1736 if(has_carried_lights(enemy)) { 1888 if (enemy->has_carried_lights ())
1737 if(enemy->hide) { 1889 {
1890 if (enemy->flag [FLAG_HIDDEN])
1891 {
1738 make_visible(enemy); 1892 make_visible (enemy);
1739 new_draw_info(NDI_UNIQUE,0, enemy, 1893 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1740 "Your light reveals your hiding spot!");
1741 } 1894 }
1895
1742 return 1; 1896 return 1;
1743 } else if (enemy->hide) return 0; 1897 }
1898 else if (enemy->flag [FLAG_HIDDEN])
1899 return 0;
1744 1900
1745 /* Invisible enemy. Break apart the check for invis undead/invis looker 1901 /* Invisible enemy. Break apart the check for invis undead/invis looker
1746 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1902 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1747 * and making it a conditional makes the code pretty ugly. 1903 * and making it a conditional makes the code pretty ugly.
1748 */ 1904 */
1749 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { 1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1750 if (makes_invisible_to(enemy, looker)) return 0; 1906 if (makes_invisible_to (enemy, looker))
1751 } 1907 return 0;
1908 }
1752 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1753 if(player_can_view(looker,enemy)) return 1; 1910 if (player_can_view (looker, enemy))
1911 return 1;
1754 1912
1755 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1756 * unless they carry a light or stand in light. Darkness doesnt 1914 * unless they carry a light or stand in light. Darkness doesnt
1757 * inhibit the undead per se (but we should give their archs 1915 * inhibit the undead per se (but we should give their archs
1758 * CAN_SEE_IN_DARK, this is just a safety 1916 * CAN_SEE_IN_DARK, this is just a safety
1759 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1760 * only relevant for tiled maps, but it is possible that the 1918 * only relevant for tiled maps, but it is possible that the
1761 * enemy is on a bright map and the looker on a dark - in that 1919 * enemy is on a bright map and the looker on a dark - in that
1762 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1763 */ 1921 */
1764 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1922 if (!stand_in_light (enemy)
1765 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1923 && (!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; 1924 return 0;
1768 1925
1769 return 1; 1926 return 1;
1770} 1927}
1771 1928
1929//-GPL

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