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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 1.73 by root, Fri Nov 6 12:49:19 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 158static object *
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 236static int
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 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */ 293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
298 int i;
294 299
295int move_monster(object *op) { 300 if (!can_pick (monster, item))
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph=op;
298 rv_vector rv;
299
300 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories.
302 */
303 if (!op->map) return 0;
304
305 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */
307 oph = oph->head;
308
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */
316 }
317
318 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) {
320
321 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens
325 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp.
328 */
329
330 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 */
332 op->last_heal%=32;
333
334 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) &&
336 op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
337 (float)op->stats.maxhp))
338 CLEAR_FLAG(op, FLAG_RUN_AWAY);
339
340 if(op->stats.hp>op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp;
342 }
343
344 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) {
346
347 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens
351 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp.
354 */
355
356 op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed));
357 op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp%=128;
359 }
360
361 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. )
363 */
364 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) {
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */
366 }
367
368 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
369 return QUERY_FLAG (op, FLAG_FREED);
370
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) &&
373 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
374 if(!check_wakeup(op,enemy,&rv))
375 return 0;
376 }
377
378 /* check if monster pops out of hidden spot */
379 if(op->hide) do_hidden_move(op);
380
381 if(op->pick_up)
382 monster_check_pickup(op);
383
384 if(op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */
386
387 /* If we don't have an enemy, do special movement or the like */
388 if(!enemy) {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) {
390 remove_ob(op);
391 free_object(op);
392 return 1;
393 }
394
395 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set.
397 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) {
399 if (op->attack_movement & HI4)
400 {
401 switch (op->attack_movement & HI4) {
402 case (PETMOVE):
403 pet_move (op);
404 break;
405
406 case (CIRCLE1):
407 circ1_move (op);
408 break;
409
410 case (CIRCLE2):
411 circ2_move (op);
412 break;
413
414 case (PACEV):
415 pace_movev(op);
416 break;
417
418 case (PACEH):
419 pace_moveh(op);
420 break;
421
422 case (PACEV2):
423 pace2_movev (op);
424 break;
425
426 case (PACEH2):
427 pace2_moveh (op);
428 break;
429
430 case (RANDO):
431 rand_move (op);
432 break;
433
434 case (RANDO2):
435 move_randomly (op);
436 break;
437 }
438 return 0;
439 }
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; 301 return 0;
564 302
565 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { 303 if (QUERY_FLAG (item, FLAG_UNPAID))
566 if(move_object(op,dir)) /* Can the monster move directly toward player? */ 304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
311 {
312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
365 */
366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
567 { 369 {
568 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 370 flag = 1;
569 if ((op->attack_movement & LO4) == DISTATT) 371 break;
570 op->direction = pre_att_dir;
571
572 return 0;
573 } 372 }
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 */
589
590 /* elmex: Turn our monster after it moved if it has DISTATT attack */
591 if ((op->attack_movement & LO4) == DISTATT)
592 op->direction = pre_att_dir;
593
594 /*
595 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
596 * direction if they can't move away.
597 */
598 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED)))
599 if(move_randomly(op))
600 return 0;
601
602 /*
603 * 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
605 * that is inaccessible.
606 * 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
608 * 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
610 * the monster could get to - as it is, the monster won't look at that
611 * third one.
612 */
613 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy)
614 { 373 }
615 object *nearest_player = get_nearest_player(op);
616 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) {
617 op->enemy = NULL;
618 enemy = nearest_player;
619 }
620 }
621 374
622 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
623 {
624 /* The adjustement to wc that was here before looked totally bogus -
625 * since wc can in fact get negative, that would mean by adding
626 * the current wc, the creature gets better? Instead, just
627 * add a fixed amount - nasty creatures that are runny away should
628 * still be pretty nasty.
629 */
630 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
631 {
632 part->stats.wc+=10;
633 (void)skill_attack(enemy,part,0,NULL, NULL);
634 part->stats.wc-=10;
635 }
636 else
637 (void)skill_attack(enemy,part,0,NULL, NULL);
638 } /* if monster is in attack range */
639
640 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
641 return 1; 376 return 1;
642 377
643 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 378 return 0;
379}
380
381/*
382 * monster_check_pickup(): checks for items that monster can pick up.
383 *
384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
395 */
396static void
397monster_check_pickup (object *monster)
398{
399 object *tmp, *next;
400
401 for (tmp = monster->below; tmp != NULL; tmp = next)
644 { 402 {
645 remove_ob(op); 403 next = tmp->below;
646 free_object(op); 404 if (monster_can_pick (monster, tmp))
405 {
406 tmp->remove ();
407 tmp = insert_ob_in_ob (tmp, monster);
408 (void) monster_check_apply (monster, tmp);
409 }
410 /* We could try to re-establish the cycling, of the space, but probably
411 * not a big deal to just bail out.
412 */
413 if (next && next->destroyed ())
647 return 1; 414 return;
415 }
416}
417
418/*
419 * monster_apply_below():
420 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
421 * eager to apply things, encounters something apply-able,
422 * then make him apply it
423 */
424static void
425monster_apply_below (object *monster)
426{
427 object *tmp, *next;
428
429 for (tmp = monster->below; tmp != NULL; tmp = next)
648 } 430 {
649 return 0; 431 next = tmp->below;
650} 432 switch (tmp->type)
433 {
434 case T_HANDLE:
435 case TRIGGER:
436 if (monster->will_apply & 1)
437 manual_apply (monster, tmp, 0);
438 break;
651 439
652int can_hit(object *ob1,object *ob2, rv_vector *rv) { 440 case TREASURE:
653 object *more; 441 if (monster->will_apply & 2)
654 rv_vector rv1; 442 manual_apply (monster, tmp, 0);
443 break;
655 444
656 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) 445 }
657 return 0; 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
658 447 break;
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 } 448 }
668 return 0;
669
670} 449}
671 450
672/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
673 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
674 * 453 *
682 * 461 *
683 * This could be a lot smarter - if there are few monsters around, 462 * 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, 463 * then disease might not be as bad. Likewise, if the monster is damaged,
685 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
686 */ 465 */
687 466static int
688static int monster_should_cast_spell(object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
689{ 468{
690 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
691 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
692 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 471 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
693 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 472 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 || 473 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
695 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 474 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
696 spell_ob->subtype == SP_INVISIBLE) 475 return 1;
697 476
477 return 0;
478}
479
480/* Checks if putting on 'item' will make 'who' do more
481 * damage. This is a very simplistic check - also checking things
482 * like speed and ac are also relevant.
483 *
484 * return true if item is a better object.
485 */
486static int
487check_good_weapon (object *who, object *item)
488{
489 object *other_weap;
490 int val = 0, i;
491
492 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
493 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
494 break;
495
496 if (!other_weap) /* No other weapons */
497 return 1;
498
499 /* Rather than go through and apply the new one, and see if it is
500 * better, just do some simple checks
501 * Put some multipliers for things that hvae several effects,
502 * eg, magic affects both damage and wc, so it has more weight
503 */
504
505 val = item->stats.dam - other_weap->stats.dam;
506 val += (item->magic - other_weap->magic) * 3;
507 /* Monsters don't really get benefits from things like regen rates
508 * from items. But the bonus for their stats are very important.
509 */
510 for (i = 0; i < NUM_STATS; i++)
511 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
512
513 if (val > 0)
514 return 1;
515 else
516 return 0;
517}
518
519static int
520check_good_armour (object *who, object *item)
521{
522 object *other_armour;
523 int val = 0, i;
524
525 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
526 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
527 break;
528
529 if (other_armour == NULL) /* No other armour, use the new */
530 return 1;
531
532 /* Like above function , see which is better */
533 val = item->stats.ac - other_armour->stats.ac;
534 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
535 val += (item->magic - other_armour->magic) * 3;
536
537 /* for the other protections, do weigh them very much in the equation -
538 * it is the armor protection which is most important, because there is
539 * no good way to know what the player may attack the monster with.
540 * So if the new item has better protection than the old, give that higher
541 * value. If the reverse, then decrease the value of this item some.
542 */
543 for (i = 1; i < NROFATTACKS; i++)
544 {
545 if (item->resist[i] > other_armour->resist[i])
546 val++;
547 else if (item->resist[i] < other_armour->resist[i])
548 val--;
549 }
550
551 /* Very few armours have stats, so not much need to worry about those. */
552
553 if (val > 0)
554 return 1;
555 else
556 return 0;
557}
558
559/*
560 * monster_check_apply() is meant to be called after an item is
561 * inserted in a monster.
562 * If an item becomes outdated (monster found a better item),
563 * a pointer to that object is returned, so it can be dropped.
564 * (so that other monsters can pick it up and use it)
565 * Note that as things are now, monsters never drop something -
566 * they can pick up all that they can use.
567 */
568/* Sept 96, fixed this so skills will be readied -b.t.*/
569void
570monster_check_apply (object *mon, object *item)
571{
572 int flag = 0;
573
574 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
575 {
576 SET_FLAG (mon, FLAG_CAST_SPELL);
577 return;
578 }
579
580 /* If for some reason, this item is already applied, no more work to do */
581 if (QUERY_FLAG (item, FLAG_APPLIED))
582 return;
583
584 /* Might be better not to do this - if the monster can fire a bow,
585 * it is possible in his wanderings, he will find one to use. In
586 * which case, it would be nice to have ammo for it.
587 */
588 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
589 {
590 /* Check for the right kind of bow */
591 object *bow;
592
593 for (bow = mon->inv; bow; bow = bow->below)
594 if (bow->type == BOW && bow->race == item->race)
595 {
596 SET_FLAG (mon, FLAG_READY_BOW);
597 LOG (llevMonster, "Found correct bow for arrows.\n");
598 return; /* nothing more to do for arrows */
599 }
600 }
601
602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
603 flag = 1;
604 /* Eating food gets hp back */
605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
606 flag = 1;
607 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
608 {
609 if (!item->inv)
610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
611 else if (monster_should_cast_spell (mon, item->inv))
612 SET_FLAG (mon, FLAG_READY_SCROLL);
613 /* Don't use it right now */
614 return;
615 }
616 else if (item->type == WEAPON)
617 flag = check_good_weapon (mon, item);
618 else if (item->is_armor ())
619 flag = check_good_armour (mon, item);
620 /* Should do something more, like make sure this is a better item */
621 else if (item->type == RING)
622 flag = 1;
623 else if (item->type == WAND || item->type == ROD || item->type == HORN)
624 {
625 /* We never really 'ready' the wand/rod/horn, because that would mean the
626 * weapon would get undone.
627 */
628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
629 {
630 SET_FLAG (mon, FLAG_READY_RANGE);
631 SET_FLAG (item, FLAG_APPLIED);
632 }
633 return;
634 }
635 else if (item->type == BOW)
636 {
637 /* We never really 'ready' the bow, because that would mean the
638 * weapon would get undone.
639 */
640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
641 SET_FLAG (mon, FLAG_READY_BOW);
642 return;
643 }
644 else if (item->type == SKILL)
645 {
646 /*
647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
648 * else they can't use the skill...
649 * Skills also don't need to get applied, so return now.
650 */
651 SET_FLAG (mon, FLAG_READY_SKILL);
652 return;
653 }
654
655 /* if we don't match one of the above types, return now.
656 * can_apply_object will say that we can apply things like flesh,
657 * bolts, and whatever else, because it only checks against the
658 * body_info locations.
659 */
660 if (!flag)
661 return;
662
663 /* Check to see if the monster can use this item. If not, no need
664 * to do further processing. Note that can_apply_object already checks
665 * for the CAN_USE flags.
666 */
667 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
668 return;
669
670 /* should only be applying this item, not unapplying it.
671 * also, ignore status of curse so they can take off old armour.
672 * monsters have some advantages after all.
673 */
674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
675}
676
677static int
678can_hit (object *ob1, object *ob2, rv_vector * rv)
679{
680 object *more;
681 rv_vector rv1;
682
683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
684 return 0;
685
686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687 return 1;
688
689 /* check all the parts of ob2 - just because we can't get to
690 * its head doesn't mean we don't want to pound its feet
691 */
692 for (more = ob2->more; more; more = more->more)
693 {
694 get_rangevector (ob1, more, &rv1, 0);
695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
698 return 1; 696 return 1;
697 }
699 698
700 return 0; 699 return 0;
701} 700}
702 701
702static int
703dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
704{
705 if (can_hit (part, enemy, rv))
706 return dir;
707
708 if (rv->distance < 10)
709 return absdir (dir + 4);
710 else if (rv->distance > 18)
711 return dir;
712
713 return 0;
714}
715
716static int
717run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
718{
719 if (can_hit (part, enemy, rv))
720 return dir;
721 else
722 return absdir (dir + 4);
723}
724
725static int
726hitrun_att (int dir, object *ob, object *enemy)
727{
728 if (ob->move_status++ < 25)
729 return dir;
730 else if (ob->move_status < 50)
731 return absdir (dir + 4);
732 else
733 ob->move_status = 0;
734
735 return absdir (dir + 4);
736}
737
738static int
739wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
740{
741 int inrange = can_hit (part, enemy, rv);
742
743 if (ob->move_status || inrange)
744 ob->move_status++;
745
746 if (ob->move_status == 0)
747 return 0;
748 else if (ob->move_status < 10)
749 return dir;
750 else if (ob->move_status < 15)
751 return absdir (dir + 4);
752
753 ob->move_status = 0;
754 return 0;
755}
756
757static int
758disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
759{
760 /* The logic below here looked plain wrong before. Basically, what should
761 * happen is that if the creatures hp percentage falls below run_away,
762 * the creature should run away (dir+4)
763 * I think its wrong for a creature to have a zero maxhp value, but
764 * at least one map has this set, and whatever the map contains, the
765 * server should try to be resilant enough to avoid the problem
766 */
767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
768 return absdir (dir + 4);
769
770 return dist_att (dir, ob, enemy, part, rv);
771}
772
773static int
774wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
775{
776 if (rv->distance < 9)
777 return absdir (dir + 4);
778
779 return 0;
780}
781
782static void
783circ1_move (object *ob)
784{
785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
786
787 if (++ob->move_status > 11)
788 ob->move_status = 0;
789
790 if (!(move_object (ob, circle[ob->move_status])))
791 move_object (ob, rndm (8) + 1);
792}
793
794static void
795circ2_move (object *ob)
796{
797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
798
799 if (++ob->move_status > 19)
800 ob->move_status = 0;
801
802 if (!(move_object (ob, circle[ob->move_status])))
803 move_object (ob, rndm (8) + 1);
804}
805
806static void
807pace_movev (object *ob)
808{
809 if (ob->move_status++ > 6)
810 ob->move_status = 0;
811
812 if (ob->move_status < 4)
813 move_object (ob, 5);
814 else
815 move_object (ob, 1);
816}
817
818static void
819pace_moveh (object *ob)
820{
821 if (ob->move_status++ > 6)
822 ob->move_status = 0;
823
824 if (ob->move_status < 4)
825 move_object (ob, 3);
826 else
827 move_object (ob, 7);
828}
829
830static void
831pace2_movev (object *ob)
832{
833 if (ob->move_status++ > 16)
834 ob->move_status = 0;
835
836 if (ob->move_status < 6)
837 move_object (ob, 5);
838 else if (ob->move_status < 8)
839 return;
840 else if (ob->move_status < 13)
841 move_object (ob, 1);
842 else
843 return;
844}
845
846static void
847pace2_moveh (object *ob)
848{
849 if (ob->move_status++ > 16)
850 ob->move_status = 0;
851
852 if (ob->move_status < 6)
853 move_object (ob, 3);
854 else if (ob->move_status < 8)
855 return;
856 else if (ob->move_status < 13)
857 move_object (ob, 7);
858 else
859 return;
860}
861
862static void
863rand_move (object *ob)
864{
865 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++)
867 if (move_object (ob, ob->move_status = rndm (8) + 1))
868 return;
869}
703 870
704#define MAX_KNOWN_SPELLS 20 871#define MAX_KNOWN_SPELLS 20
705 872
706/* Returns a randomly selected spell. This logic is still 873/* Returns a randomly selected spell. This logic is still
707 * less than ideal. This code also only seems to deal with 874 * less than ideal. This code also only seems to deal with
708 * wizard spells, as the check is against sp, and not grace. 875 * wizard spells, as the check is against sp, and not grace.
709 * can mosnters know cleric spells? 876 * can mosnters know cleric spells?
710 */ 877 */
878object *
711object *monster_choose_random_spell(object *monster) { 879monster_choose_random_spell (object *monster)
880{
712 object *altern[MAX_KNOWN_SPELLS]; 881 object *altern[MAX_KNOWN_SPELLS];
713 object *tmp;
714 int i=0; 882 int i = 0;
715 883
716 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 884 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
717 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 885 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
886 {
718 /* Check and see if it's actually a useful spell. 887 /* Check and see if it's actually a useful spell.
719 * If its a spellbook, the spell is actually the inventory item. 888 * If its a spellbook, the spell is actually the inventory item.
720 * if it is a spell, then it is just the object itself. 889 * if it is a spell, then it is just the object itself.
721 */ 890 */
722 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { 891 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
892 {
723 altern[i++]=tmp; 893 altern [i++] = tmp;
894
724 if(i==MAX_KNOWN_SPELLS) 895 if (i == MAX_KNOWN_SPELLS)
725 break; 896 break;
726 } 897 }
727 } 898 }
728 if(!i) 899
729 return NULL; 900 return i ? altern [rndm (i)] : 0;
730 return altern[RANDOM()%i];
731} 901}
732 902
733/* This checks to see if the monster should cast a spell/ability. 903/* 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. 904 * it returns true if the monster casts a spell, 0 if he doesn't.
735 * head is the head of the monster. 905 * head is the head of the monster.
736 * part is the part of the monster we are checking against. 906 * part is the part of the monster we are checking against.
737 * pl is the target. 907 * pl is the target.
738 * dir is the direction to case. 908 * dir is the direction to case.
739 * rv is the vector which describes where the enemy is. 909 * rv is the vector which describes where the enemy is.
740 */ 910 */
741 911int
742int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { 912monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
913{
743 object *spell_item; 914 object *spell_item;
744 object *owner; 915 object *owner;
745 rv_vector rv1; 916 rv_vector rv1;
746 917
747 /* If you want monsters to cast spells over friends, this spell should 918 /* 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 919 * 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 920 * 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 921 * clear path to the player, the side aspects of the code will still hit
751 * other monsters) 922 * other monsters)
752 */ 923 */
753 if(!(dir=path_to_player(part,pl,0))) 924 if (!(dir = path_to_player (part, pl, 0)))
754 return 0; 925 return 0;
926
927 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
755 928 {
756 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
757 get_rangevector(head, owner, &rv1, 0x1); 929 get_rangevector (head, owner, &rv1, 0x1);
758 if(dirdiff(dir,rv1.direction) < 2) { 930 if (dirdiff (dir, rv1.direction) < 2)
759 return 0; /* Might hit owner with spell */ 931 return 0; /* Might hit owner with spell */
760 }
761 } 932 }
762 933
763 if(QUERY_FLAG(head,FLAG_CONFUSED)) 934 if (QUERY_FLAG (head, FLAG_CONFUSED))
764 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 935 dir = absdir (dir + rndm (3) + rndm (3) - 2);
765 936
766 /* If the monster hasn't already chosen a spell, choose one 937 /* 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 938 * 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). 939 * could be different by the time the monster goes again).
769 */ 940 */
770 if(head->spellitem==NULL) { 941 if (head->spellitem == NULL)
942 {
771 if((spell_item=monster_choose_random_spell(head))==NULL) { 943 if ((spell_item = monster_choose_random_spell (head)) == NULL)
944 {
772 LOG(llevMonster,"Turned off spells in %s\n",&head->name); 945 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 */ 946 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
774 return 0; 947 return 0;
775 } 948 }
949
776 if (spell_item->type == SPELLBOOK) { 950 if (spell_item->type == SPELLBOOK)
951 {
777 if (!spell_item->inv) { 952 if (!spell_item->inv)
953 {
778 LOG(llevError,"spellbook %s does not contain a spell?\n", &spell_item->name); 954 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
779 return 0; 955 return 0;
780 } 956 }
957
781 spell_item=spell_item->inv; 958 spell_item = spell_item->inv;
782 } 959 }
783 } 960 }
784 else 961 else
785 spell_item=head->spellitem; 962 spell_item = head->spellitem;
786 963
787 if (!spell_item) return 0; 964 if (!spell_item)
965 return 0;
788 966
789 /* Best guess this is a defensive/healing spell */ 967 /* Best guess this is a defensive/healing spell */
790 if (spell_item->range<=1 || spell_item->stats.dam < 0) 968 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
791 dir = 0; 969 dir = 0;
792 970
793 /* Monster doesn't have enough spell-points */ 971 /* Monster doesn't have enough spell-points */
794 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 972 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
795 return 0; 973 return 0;
796 974
797 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 975 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
798 return 0; 976 return 0;
799 977
800 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 978 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); 979 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
802 980
803 /* set this to null, so next time monster will choose something different */ 981 /* set this to null, so next time monster will choose something different */
804 head->spellitem = NULL; 982 head->spellitem = NULL;
805 983
806 return cast_spell(part,part,dir, spell_item, NULL); 984 return cast_spell (part, part, dir, spell_item, NULL);
807} 985}
808 986
809 987int
810int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { 988monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
989{
811 object *scroll; 990 object *scroll;
812 object *owner; 991 object *owner;
813 rv_vector rv1; 992 rv_vector rv1;
814 993
815 /* If you want monsters to cast spells over friends, this spell should 994 /* 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 995 * 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 996 * 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 997 * clear path to the player, the side aspects of the code will still hit
819 * other monsters) 998 * other monsters)
820 */ 999 */
821 if(!(dir=path_to_player(part,pl,0))) 1000 if (!(dir = path_to_player (part, pl, 0)))
822 return 0; 1001 return 0;
1002
1003 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
823 1004 {
824 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
825 get_rangevector(head, owner, &rv1, 0x1); 1005 get_rangevector (head, owner, &rv1, 0x1);
826 if(dirdiff(dir,rv1.direction) < 2) { 1006 if (dirdiff (dir, rv1.direction) < 2)
827 return 0; /* Might hit owner with spell */
828 } 1007 {
1008 return 0; /* Might hit owner with spell */
1009 }
829 } 1010 }
830 1011
831 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1012 if (QUERY_FLAG (head, FLAG_CONFUSED))
832 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
833 1014
834 for (scroll=head->inv; scroll; scroll=scroll->below) 1015 for (scroll = head->inv; scroll; scroll = scroll->below)
835 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017 break;
836 1018
837 /* Used up all his scrolls, so nothing do to */ 1019 /* Used up all his scrolls, so nothing do to */
838 if (!scroll) { 1020 if (!scroll)
1021 {
839 CLEAR_FLAG(head, FLAG_READY_SCROLL); 1022 CLEAR_FLAG (head, FLAG_READY_SCROLL);
840 return 0; 1023 return 0;
841 } 1024 }
842 1025
843 /* Spell should be cast on caster (ie, heal, strength) */ 1026 /* Spell should be cast on caster (ie, heal, strength) */
844 if (scroll->inv->range==0) 1027 if (scroll->inv->range == 0)
845 dir = 0; 1028 dir = 0;
846 1029
847 apply_scroll(part, scroll, dir); 1030 apply_scroll (part, scroll, dir);
848 return 1; 1031 return 1;
849} 1032}
850 1033
851/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 1034/* 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 1035 * Note that monsters do not need the skills SK_MELEE_WEAPON and
853 * SK_MISSILE_WEAPON to make those respective attacks, if we 1036 * SK_MISSILE_WEAPON to make those respective attacks, if we
856 * 1039 *
857 * The skills we are treating here are all but those. -b.t. 1040 * The skills we are treating here are all but those. -b.t.
858 * 1041 *
859 * At the moment this is only useful for throwing, perhaps for 1042 * 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 1043 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
861 */ 1044 */
862 1045int
863int monster_use_skill(object *head, object *part, object *pl,int dir) { 1046monster_use_skill (object *head, object *part, object *pl, int dir)
1047{
864 object *skill, *owner; 1048 object *skill, *owner;
865 1049
866 if(!(dir=path_to_player(part,pl,0))) 1050 if (!(dir = path_to_player (part, pl, 0)))
867 return 0; 1051 return 0;
868 1052
869 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1053 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1054 {
870 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 1055 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1056
871 if(dirdiff(dir,dir2) < 1) 1057 if (dirdiff (dir, dir2) < 1)
872 return 0; /* Might hit owner with skill -thrown rocks for example ?*/ 1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
873 } 1059 }
1060
874 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1061 if (QUERY_FLAG (head, FLAG_CONFUSED))
875 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
876 1063
877 /* skill selection - monster will use the next unused skill. 1064 /* skill selection - monster will use the next unused skill.
878 * well...the following scenario will allow the monster to 1065 * well...the following scenario will allow the monster to
879 * toggle between 2 skills. One day it would be nice to make 1066 * toggle between 2 skills. One day it would be nice to make
880 * more skills available to monsters. 1067 * more skills available to monsters.
881 */ 1068 */
882
883 for(skill=head->inv;skill!=NULL;skill=skill->below) 1069 for (skill = head->inv; skill; skill = skill->below)
884 if(skill->type==SKILL && skill!=head->chosen_skill) { 1070 if (skill->type == SKILL && skill != head->chosen_skill)
1071 {
885 head->chosen_skill=skill; 1072 head->chosen_skill = skill;
886 break; 1073 break;
887 } 1074 }
888 1075
889 if(!skill && !head->chosen_skill) { 1076 if (!skill && !head->chosen_skill)
1077 {
890 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", 1078 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); 1079 CLEAR_FLAG (head, FLAG_READY_SKILL);
893 return 0; 1080 return 0;
894 } 1081 }
1082
895 /* use skill */ 1083 /* use skill */
896 return do_skill(head, part, head->chosen_skill,dir,NULL); 1084 return do_skill (head, part, head->chosen_skill, dir, NULL);
897} 1085}
898 1086
899/* Monster will use a ranged spell attack. */ 1087/* Monster will use a ranged spell attack. */
900 1088int
901int monster_use_range(object *head,object *part,object *pl,int dir) 1089monster_use_range (object *head, object *part, object *pl, int dir)
902 { 1090{
903 object *wand, *owner; 1091 object *wand, *owner;
904 int at_least_one = 0; 1092 int at_least_one = 0;
905 1093
906 if(!(dir=path_to_player(part,pl,0))) 1094 if (!(dir = path_to_player (part, pl, 0)))
907 return 0; 1095 return 0;
908 1096
909 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1097 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1098 {
910 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 1099 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1100
911 if(dirdiff(dir,dir2) < 2) 1101 if (dirdiff (dir, dir2) < 2)
912 return 0; /* Might hit owner with spell */ 1102 return 0; /* Might hit owner with spell */
913 } 1103 }
1104
914 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1105 if (QUERY_FLAG (head, FLAG_CONFUSED))
915 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
916 1107
917 for(wand=head->inv;wand!=NULL;wand=wand->below) 1108 for (wand = head->inv; wand; wand = wand->below)
918 { 1109 {
919 if (wand->type == WAND) 1110 if (wand->type == WAND)
1111 {
1112 /* Found a wand, let's see if it has charges left */
1113 at_least_one = 1;
1114 if (wand->stats.food <= 0)
1115 continue;
1116
1117 cast_spell (head, wand, dir, wand->inv, NULL);
1118
1119 if (!(--wand->stats.food))
920 { 1120 {
921 /* Found a wand, let's see if it has charges left */ 1121 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 { 1122 {
930 if ( wand->arch )
931 {
932 CLEAR_FLAG(wand, FLAG_ANIMATE); 1123 CLEAR_FLAG (wand, FLAG_ANIMATE);
933 wand->face = wand->arch->clone.face; 1124 wand->face = wand->arch->face;
934 wand->speed = 0; 1125 wand->set_speed (0);
935 update_ob_speed(wand);
936 }
937 } 1126 }
938 /* Success */
939 return 1;
940 } 1127 }
1128 /* Success */
1129 return 1;
1130 }
941 else if ( wand->type == ROD || wand->type==HORN ) { 1131 else if (wand->type == ROD || wand->type == HORN)
1132 {
942 /* Found rod/horn, let's use it if possible */ 1133 /* Found rod/horn, let's use it if possible */
943 at_least_one = 1; 1134 at_least_one = 1;
944 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) 1135 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
945 continue; 1136 continue;
946 1137
947 /* drain charge before casting spell - can be a case where the 1138 /* drain charge before casting spell - can be a case where the
948 * spell destroys the monster, and rod, so if done after, results 1139 * spell destroys the monster, and rod, so if done after, results
949 * in crash. 1140 * in crash.
950 */ 1141 */
951 drain_rod_charge( wand ); 1142 drain_rod_charge (wand);
952 cast_spell( head, wand, dir, wand->inv, NULL ); 1143 cast_spell (head, wand, dir, wand->inv, NULL);
953 1144
954 /* Success */ 1145 /* Success */
955 return 1; 1146 return 1;
956 } 1147 }
957 } 1148 }
958 1149
959 if ( at_least_one ) 1150 if (at_least_one)
960 return 0; 1151 return 0;
961 1152
962 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1153 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); 1154 CLEAR_FLAG (head, FLAG_READY_RANGE);
965 return 0; 1155 return 0;
966 } 1156}
967 1157
1158int
968int monster_use_bow(object *head, object *part, object *pl, int dir) { 1159monster_use_bow (object *head, object *part, object *pl, int dir)
1160{
969 object *owner; 1161 object *owner;
970 1162
971 if(!(dir=path_to_player(part,pl,0))) 1163 if (!(dir = path_to_player (part, pl, 0)))
972 return 0; 1164 return 0;
1165
973 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1166 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1167 dir = absdir (dir + rndm (3) + rndm (3) - 2);
975 1168
976 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1169 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1170 {
977 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); 1171 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1172
978 if(dirdiff(dir,dir2) < 1) 1173 if (dirdiff (dir, dir2) < 1)
979 return 0; /* Might hit owner with arrow */ 1174 return 0; /* Might hit owner with arrow */
980 } 1175 }
981 1176
982 /* in server/player.c */ 1177 /* in server/player.c */
983 return fire_bow(head, part, NULL, dir, 0, part->x, part->y); 1178 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
984 1179
985} 1180}
986 1181
987/* Checks if putting on 'item' will make 'who' do more 1182void
988 * damage. This is a very simplistic check - also checking things 1183npc_call_help (object *op)
989 * like speed and ac are also relevant. 1184{
990 * 1185 unordered_mapwalk (op, -7, -7, 7, 7)
991 * return true if item is a better object.
992 */
993
994int check_good_weapon(object *who, object *item) {
995 object *other_weap;
996 int val=0, i;
997
998 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below)
999 if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED))
1000 break;
1001
1002 if(other_weap==NULL) /* No other weapons */
1003 return 1;
1004
1005 /* Rather than go through and apply the new one, and see if it is
1006 * better, just do some simple checks
1007 * Put some multipliers for things that hvae several effects,
1008 * eg, magic affects both damage and wc, so it has more weight
1009 */
1010
1011 val = item->stats.dam - other_weap->stats.dam;
1012 val += (item->magic - other_weap->magic) * 3;
1013 /* Monsters don't really get benefits from things like regen rates
1014 * from items. But the bonus for their stats are very important.
1015 */
1016 for (i=0; i<NUM_STATS; i++)
1017 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2;
1018
1019 if (val > 0) return 1;
1020 else return 0;
1021
1022}
1023
1024int check_good_armour(object *who, object *item) {
1025 object *other_armour;
1026 int val=0,i;
1027
1028 for (other_armour = who->inv; other_armour != NULL;
1029 other_armour = other_armour->below)
1030 if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED))
1031 break;
1032
1033 if (other_armour == NULL) /* No other armour, use the new */
1034 return 1;
1035
1036 /* Like above function , see which is better */
1037 val = item->stats.ac - other_armour->stats.ac;
1038 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5;
1039 val += (item->magic - other_armour->magic) * 3;
1040
1041 /* 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
1043 * 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
1045 * value. If the reverse, then decrease the value of this item some.
1046 */
1047 for (i=1; i <NROFATTACKS; i++) {
1048 if (item->resist[i] > other_armour->resist[i]) val++;
1049 else if (item->resist[i] < other_armour->resist[i]) val--;
1050 } 1186 {
1187 mapspace &ms = m->at (nx, ny);
1051 1188
1052 /* Very few armours have stats, so not much need to worry about those. */ 1189 /* If nothing alive on this space, no need to search the space. */
1190 if (!(ms.flags () & P_IS_ALIVE))
1191 continue;
1053 1192
1054 if (val > 0) return 1; 1193 for (object *npc = ms.bot; npc; npc = npc->above)
1055 else return 0; 1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1056 1195 npc->enemy = op->enemy;
1196 }
1057} 1197}
1058 1198
1059/* 1199void
1060 * monster_check_pickup(): checks for items that monster can pick up. 1200check_earthwalls (object *op, maptile *m, int x, int y)
1061 * 1201{
1062 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. 1202 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1063 * Each time the blob passes over some treasure, it will 1203 if (tmp->type == EARTHWALL)
1064 * grab it a.s.a.p.
1065 *
1066 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1067 * to handle this.
1068 *
1069 * 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
1071 * after we pick everything up, since that function may call others which
1072 * affect stacking on this space.
1073 */
1074
1075void monster_check_pickup(object *monster) {
1076 object *tmp,*next;
1077 int next_tag;
1078
1079 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1080 next=tmp->below;
1081 next_tag = next ? next->count : 0;
1082 if (monster_can_pick(monster,tmp)) {
1083 remove_ob(tmp);
1084 tmp = insert_ob_in_ob(tmp,monster);
1085 (void) monster_check_apply(monster,tmp);
1086 } 1204 {
1087 /* We could try to re-establish the cycling, of the space, but probably 1205 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1088 * not a big deal to just bail out.
1089 */
1090 if (next && was_destroyed(next, next_tag)) return;
1091 }
1092}
1093
1094/*
1095 * monster_can_pick(): If the monster is interested in picking up
1096 * the item, then return 0. Otherwise 0.
1097 * Instead of pick_up, flags for "greed", etc, should be used.
1098 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1099 */
1100
1101int monster_can_pick(object *monster, object *item) {
1102 int flag=0;
1103 int i;
1104
1105 if(!can_pick(monster,item))
1106 return 0;
1107
1108 if(QUERY_FLAG(item,FLAG_UNPAID))
1109 return 0;
1110
1111 if (monster->pick_up&64) /* All */
1112 flag=1;
1113
1114 else switch(item->type) {
1115 case MONEY:
1116 case GEM:
1117 flag=monster->pick_up&2;
1118 break;
1119
1120 case FOOD:
1121 flag=monster->pick_up&4;
1122 break;
1123
1124 case WEAPON:
1125 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON);
1126 break;
1127
1128 case ARMOUR:
1129 case SHIELD:
1130 case HELMET:
1131 case BOOTS:
1132 case GLOVES:
1133 case GIRDLE:
1134 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR);
1135 break;
1136
1137 case SKILL:
1138 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL);
1139 break;
1140
1141 case RING:
1142 flag=QUERY_FLAG(monster,FLAG_USE_RING);
1143 break;
1144
1145 case WAND:
1146 case HORN:
1147 case ROD:
1148 flag=QUERY_FLAG(monster,FLAG_USE_RANGE);
1149 break;
1150
1151 case SPELLBOOK:
1152 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL));
1153 break;
1154
1155 case SCROLL:
1156 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL);
1157 break;
1158
1159 case BOW:
1160 case ARROW:
1161 flag=QUERY_FLAG(monster,FLAG_USE_BOW);
1162 break;
1163 }
1164 /* 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
1166 * use several locations.
1167 */
1168 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1169 if (monster->body_info[i] && item->body_info[i]) {
1170 flag=1;
1171 break;
1172 }
1173 }
1174
1175 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag)))
1176 return 1;
1177 return 0;
1178}
1179
1180/*
1181 * monster_apply_below():
1182 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1183 * eager to apply things, encounters something apply-able,
1184 * then make him apply it
1185 */
1186
1187void monster_apply_below(object *monster) {
1188 object *tmp, *next;
1189
1190 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1191 next=tmp->below;
1192 switch (tmp->type) {
1193 case CF_HANDLE:
1194 case TRIGGER:
1195 if (monster->will_apply&1)
1196 manual_apply(monster,tmp,0);
1197 break;
1198
1199 case TREASURE:
1200 if (monster->will_apply&2)
1201 manual_apply(monster,tmp,0);
1202 break;
1203
1204 }
1205 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1206 break;
1207 }
1208}
1209
1210/*
1211 * monster_check_apply() is meant to be called after an item is
1212 * inserted in a monster.
1213 * If an item becomes outdated (monster found a better item),
1214 * a pointer to that object is returned, so it can be dropped.
1215 * (so that other monsters can pick it up and use it)
1216 * Note that as things are now, monsters never drop something -
1217 * they can pick up all that they can use.
1218 */
1219
1220/* Sept 96, fixed this so skills will be readied -b.t.*/
1221
1222void monster_check_apply(object *mon, object *item) {
1223
1224 int flag = 0;
1225
1226 if(item->type==SPELLBOOK&&
1227 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) {
1228 SET_FLAG(mon, FLAG_CAST_SPELL);
1229 return; 1206 return;
1230 } 1207 }
1208}
1231 1209
1232 /* If for some reason, this item is already applied, no more work to do */ 1210void
1233 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1211check_doors (object *op, maptile *m, int x, int y)
1234 1212{
1235 /* Might be better not to do this - if the monster can fire a bow, 1213 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1236 * it is possible in his wanderings, he will find one to use. In 1214 if (tmp->type == DOOR)
1237 * which case, it would be nice to have ammo for it. 1215 {
1238 */ 1216 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
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; 1217 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;
1318}
1319
1320void npc_call_help(object *op) {
1321 int x,y, mflags;
1322 object *npc;
1323 sint16 sx, sy;
1324 mapstruct *m;
1325
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. */
1333 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1334 continue;
1335
1336 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above)
1337 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE))
1338 npc->enemy = op->enemy;
1339 }
1340}
1341
1342
1343int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) {
1344
1345 if (can_hit(part,enemy,rv))
1346 return dir;
1347 if (rv->distance < 10)
1348 return absdir(dir+4);
1349 else if (rv->distance>18)
1350 return dir;
1351 return 0;
1352}
1353
1354int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) {
1355
1356 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) {
1357 ob->move_status++;
1358 return (dir);
1359 }
1360 else if (ob->move_status >20)
1361 ob->move_status = 0;
1362 return absdir (dir+4);
1363}
1364
1365int hitrun_att (int dir, object *ob,object *enemy) {
1366 if (ob->move_status ++ < 25)
1367 return dir;
1368 else if (ob->move_status <50)
1369 return absdir (dir+4);
1370 else
1371 ob->move_status = 0;
1372 return absdir(dir+4);
1373}
1374
1375int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1376
1377 int inrange = can_hit (part, enemy,rv);
1378 1218 }
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;
1389 return 0;
1390}
1391
1392int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1393
1394 /* The logic below here looked plain wrong before. Basically, what should
1395 * happen is that if the creatures hp percentage falls below run_away,
1396 * the creature should run away (dir+4)
1397 * I think its wrong for a creature to have a zero maxhp value, but
1398 * at least one map has this set, and whatever the map contains, the
1399 * server should try to be resilant enough to avoid the problem
1400 */
1401 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1402 return absdir(dir+4);
1403 return dist_att (dir,ob,enemy,part,rv);
1404}
1405
1406int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1407 if (rv->distance < 9)
1408 return absdir (dir+4);
1409 return 0;
1410}
1411
1412void circ1_move (object *ob) {
1413 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1414 if(++ob->move_status > 11)
1415 ob->move_status = 0;
1416 if (!(move_object(ob,circle[ob->move_status])))
1417 (void) move_object(ob,RANDOM()%8+1);
1418}
1419
1420void circ2_move (object *ob) {
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};
1422 if(++ob->move_status > 19)
1423 ob->move_status = 0;
1424 if(!(move_object(ob,circle[ob->move_status])))
1425 (void) move_object(ob,RANDOM()%8+1);
1426}
1427
1428void pace_movev(object *ob) {
1429 if (ob->move_status++ > 6)
1430 ob->move_status = 0;
1431 if (ob->move_status < 4)
1432 (void) move_object (ob,5);
1433 else
1434 (void) move_object(ob,1);
1435}
1436
1437void pace_moveh (object *ob) {
1438 if (ob->move_status++ > 6)
1439 ob->move_status = 0;
1440 if (ob->move_status < 4)
1441 (void) move_object(ob,3);
1442 else
1443 (void) move_object(ob,7);
1444}
1445
1446void pace2_movev (object *ob) {
1447 if (ob->move_status ++ > 16)
1448 ob->move_status = 0;
1449 if (ob->move_status <6)
1450 (void) move_object (ob,5);
1451 else if (ob->move_status < 8)
1452 return;
1453 else if (ob->move_status <13)
1454 (void) move_object (ob,1);
1455 else return;
1456}
1457
1458void pace2_moveh (object *ob) {
1459 if (ob->move_status ++ > 16)
1460 ob->move_status = 0;
1461 if (ob->move_status <6)
1462 (void) move_object (ob,3);
1463 else if (ob->move_status < 8)
1464 return;
1465 else if (ob->move_status <13)
1466 (void) move_object (ob,7);
1467 else return;
1468}
1469
1470void rand_move (object *ob) {
1471 int i;
1472 if (ob->move_status <1 || ob->move_status >8 ||
1473 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1474 for (i = 0; i < 5; i++)
1475 if (move_object(ob,ob->move_status = RANDOM()%8+1))
1476 return;
1477}
1478
1479void check_earthwalls(object *op, mapstruct *m, int x, int y) {
1480 object *tmp;
1481 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1482 if (tmp->type == EARTHWALL) {
1483 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1);
1484 return;
1485 }
1486 }
1487}
1488
1489void check_doors(object *op, mapstruct *m, int x, int y) {
1490 object *tmp;
1491 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1492 if (tmp->type == DOOR) {
1493 hit_player(tmp,1000,op,AT_PHYSICAL,1);
1494 return;
1495 }
1496 }
1497} 1219}
1498 1220
1499/* find_mon_throw_ob() - modeled on find_throw_ob 1221/* find_mon_throw_ob() - modeled on find_throw_ob
1500 * This is probably overly simplistic as it is now - We want 1222 * This is probably overly simplistic as it is now - We want
1501 * monsters to throw things like chairs and other pieces of 1223 * monsters to throw things like chairs and other pieces of
1502 * furniture, even if they are not good throwable objects. 1224 * furniture, even if they are not good throwable objects.
1503 * Probably better to have the monster throw a throwable object 1225 * Probably better to have the monster throw a throwable object
1504 * first, then throw any non equipped weapon. 1226 * first, then throw any non equipped weapon.
1505 */ 1227 */
1506 1228object *
1507object *find_mon_throw_ob( object *op ) { 1229find_mon_throw_ob (object *op)
1230{
1508 object *tmp = NULL; 1231 object *tmp = NULL;
1509
1510 if(op->head) tmp=op->head; else tmp=op;
1511 1232
1233 if (op->head)
1234 tmp = op->head;
1235 else
1236 tmp = op;
1237
1512 /* New throw code: look through the inventory. Grap the first legal is_thrown 1238 /* New throw code: look through the inventory. Grap the first legal is_thrown
1513 * marked item and throw it to the enemy. 1239 * marked item and throw it to the enemy.
1514 */ 1240 */
1515
1516 for(tmp=op->inv;tmp;tmp=tmp->below) { 1241 for (tmp = op->inv; tmp; tmp = tmp->below)
1517 1242 {
1518 /* Can't throw invisible objects or items that are applied */ 1243 /* Can't throw invisible objects or items that are applied */
1519 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1244 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1245 continue;
1520 1246
1521 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1247 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1522 break; 1248 break;
1523 1249
1524 } 1250 }
1525 1251
1526#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1527 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1253 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 1254#endif
1530 1255
1531 return tmp; 1256 return tmp;
1257}
1258
1259/*
1260 * Move-monster returns 1 if the object has been freed, otherwise 0.
1261 */
1262int
1263move_monster (object *op)
1264{
1265 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1266 object *owner, *enemy, *part, *oph = op;
1267 rv_vector rv;
1268
1269 /* Monsters not on maps don't do anything. These monsters are things
1270 * Like royal guards in city dwellers inventories.
1271 */
1272 if (!op->map)
1273 return 0;
1274
1275 /* for target facing, we copy this value here for fast access */
1276 if (oph->head) /* force update the head - one arch one pic */
1277 oph = oph->head;
1278
1279 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1280 enemy = op->enemy = NULL;
1281 else if ((enemy = find_enemy (op, &rv)))
1282 /* we have an enemy, just tell him we want him dead */
1283 enemy->attacked_by = op; /* our ptr */
1284
1285 /* generate hp, if applicable */
1286 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1287 {
1288 /* last heal is in funny units. Dividing by speed puts
1289 * the regeneration rate on a basis of time instead of
1290 * #moves the monster makes. The scaling by 8 is
1291 * to capture 8th's of a hp fraction regens
1292 *
1293 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1294 * overflow might produce monsters with negative hp.
1295 */
1296
1297 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
1298 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1299 op->last_heal %= 32;
1300
1301 /* So if the monster has gained enough HP that they are no longer afraid */
1302 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1303 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1304
1305 if (op->stats.hp > op->stats.maxhp)
1306 op->stats.hp = op->stats.maxhp;
1307 }
1308
1309 /* generate sp, if applicable */
1310 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1311 {
1312 /* last_sp is in funny units. Dividing by speed puts
1313 * the regeneration rate on a basis of time instead of
1314 * #moves the monster makes. The scaling by 8 is
1315 * to capture 8th's of a sp fraction regens
1316 *
1317 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1318 * overflow might produce monsters with negative sp.
1319 */
1320
1321 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
1322 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1323 op->last_sp %= 128;
1324 }
1325
1326 /* this should probably get modified by many more values.
1327 * (eg, creatures resistance to fear, level, etc. )
1328 */
1329 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1330 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1331
1332 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1333 return QUERY_FLAG (op, FLAG_FREED);
1334
1335 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1336 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1337 if (!check_wakeup (op, enemy, &rv))
1338 return 0;
1339
1340 /* check if monster pops out of hidden spot */
1341 if (op->flag [FLAG_HIDDEN])
1342 do_hidden_move (op);
1343
1344 if (op->pick_up)
1345 monster_check_pickup (op);
1346
1347 if (op->will_apply)
1348 monster_apply_below (op); /* Check for items to apply below */
1349
1350 /* If we don't have an enemy, do special movement or the like */
1351 if (!enemy)
1352 {
1353 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1354 {
1355 op->drop_and_destroy ();
1356 return 1;
1357 }
1358
1359 /* Probably really a bug for a creature to have both
1360 * stand still and a movement type set.
1361 */
1362 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1363 {
1364 if (op->attack_movement & HI4)
1365 {
1366 switch (op->attack_movement & HI4)
1367 {
1368 case PETMOVE:
1369 pet_move (op);
1370 break;
1371
1372 case CIRCLE1:
1373 circ1_move (op);
1374 break;
1375
1376 case CIRCLE2:
1377 circ2_move (op);
1378 break;
1379
1380 case PACEV:
1381 pace_movev (op);
1382 break;
1383
1384 case PACEH:
1385 pace_moveh (op);
1386 break;
1387
1388 case PACEV2:
1389 pace2_movev (op);
1390 break;
1391
1392 case PACEH2:
1393 pace2_moveh (op);
1394 break;
1395
1396 case RANDO:
1397 rand_move (op);
1398 break;
1399
1400 case RANDO2:
1401 move_randomly (op);
1402 break;
1403 }
1404
1405 return 0;
1406 }
1407 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1408 move_randomly (op);
1409 } /* stand still */
1410
1411 return 0;
1412 } /* no enemy */
1413
1414 /* We have an enemy. Block immediately below is for pets */
1415 if ((op->attack_movement & HI4) == PETMOVE
1416 && (owner = op->owner) != NULL
1417 && !on_same_map (op, owner)
1418 && !owner->flag [FLAG_REMOVED])
1419 return follow_owner (op, owner);
1420
1421 /* doppleganger code to change monster facing to that of the nearest
1422 * player. Hmm. The code is here, but no monster in the current
1423 * arch set uses it.
1424 */
1425 if (op->race == shstr_doppleganger)
1426 {
1427 op->face = enemy->face;
1428 op->name = enemy->name;
1429 }
1430
1431 /* Calculate range information for closest body part - this
1432 * is used for the 'skill' code, which isn't that smart when
1433 * it comes to figuring it out - otherwise, giants throw boulders
1434 * into themselves.
1435 */
1436 get_rangevector (op, enemy, &rv, 0);
1437
1438 /* Move the check for scared up here - if the monster was scared,
1439 * we were not doing any of the logic below, so might as well save
1440 * a few cpu cycles.
1441 */
1442 if (!QUERY_FLAG (op, FLAG_SCARED))
1443 {
1444 rv_vector rv1;
1445
1446 /* now we test every part of an object .... this is a real ugly piece of code */
1447 for (part = op; part; part = part->more)
1448 {
1449 get_rangevector (part, enemy, &rv1, 0x1);
1450 dir = rv1.direction;
1451
1452 /* hm, not sure about this part - in original was a scared flag here too
1453 * but that we test above... so can be old code here
1454 */
1455 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1456 dir = absdir (dir + 4);
1457
1458 if (QUERY_FLAG (op, FLAG_CONFUSED))
1459 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1460
1461 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1462 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1463 return 0;
1464
1465 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1466 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1467 return 0;
1468
1469 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1470 if (monster_use_range (op, part, enemy, dir))
1471 return 0;
1472
1473 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1474 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1475 return 0;
1476
1477 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1478 if (monster_use_bow (op, part, enemy, dir))
1479 return 0;
1480 } /* for processing of all parts */
1481 } /* If not scared */
1482
1483 part = rv.part;
1484 dir = rv.direction;
1485
1486//-GPL
1487
1488 // if the enemy is a player, we have los. if los says we
1489 // can directly reach the player, we do not deviate.
1490 // for non-players, we never deviate
1491 if (op->stats.Wis >= 8
1492 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1493 {
1494 int sdir = 0;
1495 uint32_t &smell = op->ms ().smell;
1496
1497 for (int ndir = 1; ndir <= 8; ++ndir)
1498 {
1499 mapxy pos (op); pos.move (ndir);
1500
1501 if (pos.normalise ())
1502 {
1503 mapspace &ms = pos.ms ();
1504
1505 if (ms.smell > smell)
1506 {
1507 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1508 if (op->stats.Wis >= 10)
1509 smell = ms.smell - 1; // smarter: tell others
1510
1511 sdir = ndir;
1512
1513 // perturbing the path might let the monster lose track,
1514 // but it will also widen the actual path, spreading information
1515 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1516 sdir = absdir (sdir + 1 - rndm (2) * 2);
1517 }
1518 }
1519 }
1520
1521 if (sdir)
1522 dir = sdir;
1523 else if (smell)
1524 {
1525 // no better smell found, so assume the player jumped, and erase this smell
1526 //printf ("erasing smell %d\n", op->ms ().smell);//D
1527 unordered_mapwalk (op, -1, -1, 1, 1)
1528 m->at (nx, ny).smell = 0;
1529 }
1530 }
1531
1532//+GPL
1533
1534 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1535 dir = absdir (dir + 4);
1536
1537 if (QUERY_FLAG (op, FLAG_CONFUSED))
1538 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1539
1540 pre_att_dir = dir; /* remember the original direction */
1541
1542 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1543 {
1544 switch (op->attack_movement & LO4)
1545 {
1546 case DISTATT:
1547 dir = dist_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUNATT:
1551 dir = run_att (dir, op, enemy, part, &rv);
1552 break;
1553
1554 case HITRUN:
1555 dir = hitrun_att (dir, op, enemy);
1556 break;
1557
1558 case WAITATT:
1559 dir = wait_att (dir, op, enemy, part, &rv);
1560 break;
1561
1562 case RUSH: /* default - monster normally moves towards player */
1563 case ALLRUN:
1564 break;
1565
1566 case DISTHIT:
1567 dir = disthit_att (dir, op, enemy, part, &rv);
1568 break;
1569
1570 case WAIT2:
1571 dir = wait_att2 (dir, op, enemy, part, &rv);
1572 break;
1573
1574 default:
1575 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1576 }
1577 }
1578
1579 if (!dir)
1580 return 0;
1581
1582 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1583 {
1584 if (move_object (op, dir)) /* Can the monster move directly toward player? */
1585 {
1586 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1587 if ((op->attack_movement & LO4) == DISTATT)
1588 op->direction = pre_att_dir;
1589
1590 return 0;
1591 }
1592
1593 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1594 {
1595 /* Try move around corners if !close */
1596 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1597
1598 for (diff = 1; diff <= maxdiff; diff++)
1599 {
1600 /* try different detours */
1601 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1602
1603 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
1604 return 0;
1605 }
1606 }
1607 } /* if monster is not standing still */
1608
1609 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1610 if ((op->attack_movement & LO4) == DISTATT)
1611 op->direction = pre_att_dir;
1612
1613 /*
1614 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1615 * direction if they can't move away.
1616 */
1617 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1618 if (move_randomly (op))
1619 return 0;
1620
1621 /*
1622 * Try giving the monster a new enemy - the player that is closest
1623 * to it. In this way, it won't just keep trying to get to a target
1624 * that is inaccessible.
1625 * This could be more clever - it should go through a list of several
1626 * enemies, as it is now, you could perhaps get situations where there
1627 * are two players flanking the monster at close distance, but which
1628 * the monster can't get to, and a third one at a far distance that
1629 * the monster could get to - as it is, the monster won't look at that
1630 * third one.
1631 */
1632 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1633 {
1634 object *nearest_player = get_nearest_player (op);
1635
1636 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1637 {
1638 op->enemy = 0;
1639 enemy = nearest_player;
1640 }
1641 }
1642
1643 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1644 {
1645 /* The adjustement to wc that was here before looked totally bogus -
1646 * since wc can in fact get negative, that would mean by adding
1647 * the current wc, the creature gets better? Instead, just
1648 * add a fixed amount - nasty creatures that are runny away should
1649 * still be pretty nasty.
1650 */
1651 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1652 {
1653 part->stats.wc += 10;
1654 skill_attack (enemy, part, 0, NULL, NULL);
1655 part->stats.wc -= 10;
1656 }
1657 else
1658 skill_attack (enemy, part, 0, NULL, NULL);
1659 } /* if monster is in attack range */
1660
1661 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1662 return 1;
1663
1664 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1665 {
1666 op->drop_and_destroy ();
1667 return 1;
1668 }
1669
1670 return 0;
1532} 1671}
1533 1672
1534/* determine if we can 'detect' the enemy. Check for walls blocking the 1673/* 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 1674 * 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. 1675 * 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 1677 * 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 1678 * OR y distance being within some range - that seemed wrong - both should
1540 * be within the valid range. MSW 2001-08-05 1679 * be within the valid range. MSW 2001-08-05
1541 * Returns 0 if enemy can not be detected, 1 if it is detected 1680 * Returns 0 if enemy can not be detected, 1 if it is detected
1542 */ 1681 */
1543 1682int
1544int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1683can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1545 int radius = MIN_MON_RADIUS, hide_discovery; 1684{
1546
1547 /* null detection for any of these condtions always */ 1685 /* null detection for any of these condtions always */
1548 if(!op || !enemy || !op->map || !enemy->map) 1686 if (!op || !enemy || !op->map || !enemy->map)
1549 return 0; 1687 return 0;
1550 1688
1551 /* If the monster (op) has no way to get to the enemy, do nothing */ 1689 /* If the monster (op) has no way to get to the enemy, do nothing */
1552 if (!on_same_map(op, enemy)) 1690 if (!on_same_map (op, enemy))
1553 return 0; 1691 return 0;
1554 1692
1555 get_rangevector(op, enemy, rv, 0); 1693 get_rangevector (op, enemy, rv, 0);
1556 1694
1557 /* Monsters always ignore the DM */ 1695 /* Monsters always ignore the DM */
1558 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1559 return 0; 1697 return 0;
1560 1698
1561 /* simple check. Should probably put some range checks in here. */ 1699 /* simple check. Should probably put some range checks in here. */
1562 if(can_see_enemy(op,enemy)) return 1; 1700 if (can_see_enemy (op, enemy))
1701 return 1;
1563 1702
1564 /* The rest of this is for monsters. Players are on their own for 1703 /* The rest of this is for monsters. Players are on their own for
1565 * finding enemies! 1704 * finding enemies!
1566 */ 1705 */
1567 if(op->type==PLAYER) return 0; 1706 if (op->is_player ())
1707 return 0;
1568 1708
1569 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1709 /* 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 1710 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1571 */ 1711 */
1572 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1712 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1573 return 0; 1713 return 0;
1574 1714
1715 int radius = MIN_MON_RADIUS;
1716
1575 /* use this for invis also */ 1717 /* use this for invis also */
1576 hide_discovery = op->stats.Int/5; 1718 int hide_discovery = op->stats.Int / 5;
1577 1719
1578 /* Determine Detection radii */ 1720 /* Determine Detection radii */
1579 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1721 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; 1722 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1723 else
1581 else { /* a level/INT/Dex adjustment for hiding */ 1724 { /* a level/INT/Dex adjustment for hiding */
1582 object *sk_hide;
1583 int bonus = (op->level/2) + (op->stats.Int/5); 1725 int bonus = op->level / 2 + op->stats.Int / 5;
1584 1726
1585 if(enemy->type==PLAYER) { 1727 if (enemy->is_player ())
1728 {
1586 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1729 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1587 bonus -= sk_hide->level; 1730 bonus -= sk_hide->level;
1588 else { 1731 else
1732 {
1589 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); 1733 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1590 make_visible(enemy); 1734 make_visible (enemy);
1591 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1735 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1592 } 1736 }
1593 } 1737 }
1594 else /* enemy is not a player */ 1738 else /* enemy is not a player */
1595 bonus -= enemy->level; 1739 bonus -= enemy->level;
1596 1740
1597 radius += bonus/5; 1741 radius += bonus / 5;
1598 hide_discovery += bonus*5; 1742 hide_discovery += bonus * 5;
1599 } /* else creature has modifiers for hiding */ 1743 } /* else creature has modifiers for hiding */
1600 1744
1601 /* Radii stealth adjustment. Only if you are stealthy 1745 /* Radii stealth adjustment. Only if you are stealthy
1602 * will you be able to sneak up closer to creatures */ 1746 * will you be able to sneak up closer to creatures */
1603 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1747 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1604 radius = radius/2, hide_discovery = hide_discovery/3; 1748 {
1749 radius /= 2;
1750 hide_discovery /= 3;
1751 }
1605 1752
1606 /* Radii adjustment for enemy standing in the dark */ 1753 /* Radii adjustment for enemy standing in the dark */
1607 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1754 if (!stand_in_light (enemy))
1755 {
1608 /* on dark maps body heat can help indicate location with infravision 1756 /* on dark maps body heat can help indicate location with infravision
1609 * undead don't have body heat, so no benefit detecting them. 1757 * undead don't have body heat, so no benefit detecting them.
1610 */ 1758 */
1611 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) 1759 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1612 radius += op->map->darkness/2; 1760 radius += op->map->darklevel () / 2;
1613 else 1761 else
1614 radius -= op->map->darkness/2; 1762 radius -= op->map->darklevel () / 2;
1615 1763
1616 /* op next to a monster (and not in complete darkness) 1764 /* op next to a monster (and not in complete darkness)
1617 * the monster should have a chance to see you. 1765 * the monster should have a chance to see you.
1618 */ 1766 */
1619 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) 1767 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1620 radius = MIN_MON_RADIUS; 1768 radius = MIN_MON_RADIUS;
1621 } /* if on dark map */ 1769 } /* if on dark map */
1622 1770
1623 /* Lets not worry about monsters that have incredible detection 1771 /* Lets not worry about monsters that have incredible detection
1624 * radii, we only need to worry here about things the player can 1772 * 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 1773 * (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 1774 * may have for their map - in that way, creatures at the edge will
1627 * do something. Note that the distance field in the 1775 * do something. Note that the distance field in the
1628 * vector is real distance, so in theory this should be 18 to 1776 * vector is real distance, so in theory this should be 18 to
1629 * find that. 1777 * find that.
1630 */ 1778 */
1631 if(radius>13) radius = 13; 1779 // note that the above reasoning was utter bullshit even at the time it was written
1780 // we use 25, lets see if we have the cpu time for it
1781 radius = min (25, radius);
1632 1782
1633 /* Enemy in range! Now test for detection */ 1783 /* Enemy in range! Now test for detection */
1634 if ((int) rv->distance <= radius) { 1784 if (rv->distance <= radius)
1785 {
1635 /* ah, we are within range, detected? take cases */ 1786 /* ah, we are within range, detected? take cases */
1636 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1787 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1637 return 1; 1788 return 1;
1638 1789
1639 /* hidden or low-quality invisible */ 1790 /* hidden or low-quality invisible */
1640 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1791 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1792 {
1641 make_visible(enemy); 1793 make_visible (enemy);
1794
1642 /* inform players of new status */ 1795 /* inform players of new status */
1643 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1796 if (enemy->type == PLAYER && player_can_view (enemy, op))
1644 new_draw_info_format(NDI_UNIQUE,0, enemy, 1797 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1645 "You are discovered by %s!",&op->name); 1798
1646 return 1; /* detected enemy */ 1799 return 1; /* detected enemy */
1647 } 1800 }
1648 else if (enemy->invisible) { 1801 else if (enemy->invisible)
1802 {
1649 /* Change this around - instead of negating the invisible, just 1803 /* Change this around - instead of negating the invisible, just
1650 * return true so that the mosnter that managed to detect you can 1804 * return true so that the monster that managed to detect you can
1651 * do something to you. Decreasing the duration of invisible 1805 * do something to you. Decreasing the duration of invisible
1652 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1806 * 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 - 1807 * can then basically negate the spell. The spell isn't negated -
1654 * they just know where you are! 1808 * they just know where you are!
1655 */ 1809 */
1656 if ((RANDOM() % 50) <= hide_discovery) { 1810 if (rndm (50) <= hide_discovery)
1811 {
1657 if (enemy->type == PLAYER) { 1812 if (enemy->type == PLAYER)
1658 new_draw_info_format(NDI_UNIQUE,0, enemy, 1813 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)); 1814
1660 }
1661 return 1; 1815 return 1;
1662 } 1816 }
1663 } 1817 }
1664 } /* within range */ 1818 } /* within range */
1665 1819
1666 /* Wasn't detected above, so still hidden */ 1820 /* Wasn't detected above, so still hidden */
1667 return 0; 1821 return 0;
1668} 1822}
1669 1823
1670/* determine if op stands in a lighted square. This is not a very 1824/* 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 1825 * intelligent algorithm. For one thing, we ignore los here, SO it
1672 * is possible for a bright light to illuminate a player on the 1826 * is possible for a bright light to illuminate a player on the
1673 * other side of a wall (!). 1827 * other side of a wall (!).
1674 */ 1828 */
1675 1829int
1676int stand_in_light( object *op) { 1830stand_in_light (object *op)
1677 sint16 nx,ny; 1831{
1678 mapstruct *m; 1832 if (op)
1833 {
1834 if (!op->is_on_map ())
1835 return 0;
1679 1836
1837 if (op->map->darklevel () <= 0)
1838 return 1;
1680 1839
1681 if(!op) return 0;
1682 if(op->glow_radius > 0) return 1; 1840 if (op->glow_radius > 0)
1841 return 1;
1683 1842
1684 if(op->map) { 1843 if (op->map)
1685 int x, y, x1, y1; 1844 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1686 1845 {
1687
1688
1689 /* Check the spaces with the max light radius to see if any of them 1846 /* 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. 1847 * have lights, and if any of them light the player enough, then return 1.
1691 */ 1848 */
1692 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1849 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 1850
1698 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1851 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1699 1852 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 } 1853 }
1704 }
1705 } 1854 }
1855
1706 return 0; 1856 return 0;
1707} 1857}
1708
1709 1858
1710/* assuming no walls/barriers, lets check to see if its *possible* 1859/* assuming no walls/barriers, lets check to see if its *possible*
1711 * to see an enemy. Note, "detection" is different from "seeing". 1860 * to see an enemy. Note, "detection" is different from "seeing".
1712 * See can_detect_enemy() for more details. -b.t. 1861 * See can_detect_enemy() for more details. -b.t.
1713 * return 0 if can't be seen, 1 if can be 1862 * return 0 if can't be seen, 1 if can be
1714 */ 1863 */
1715 1864int
1716int can_see_enemy (object *op, object *enemy) { 1865can_see_enemy (object *op, object *enemy)
1866{
1717 object *looker = op->head?op->head:op; 1867 object *looker = op->head ? op->head : op;
1718 1868
1719 /* safety */ 1869 /* safety */
1720 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1870 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1721 return 0; 1871 return 0;
1722 1872
1723 /* we dont give a full treatment of xrays here (shorter range than normal, 1873 /* 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 1874 * see through walls). Should we change the code elsewhere to make you
1725 * blind even if you can xray? 1875 * blind even if you can xray?
1726 */ 1876 */
1727 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1877 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1728 return 0; 1878 return 0;
1729 1879
1730 /* checking for invisible things */ 1880 /* checking for invisible things */
1731 if(enemy->invisible) { 1881 if (enemy->invisible)
1882 {
1732 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1733 * However,if you carry any source of light, then the hidden 1884 * However,if you carry any source of light, then the hidden
1734 * creature is seeable (and stupid) */ 1885 * creature is seeable (and stupid) */
1735 1886
1736 if(has_carried_lights(enemy)) { 1887 if (enemy->has_carried_lights ())
1737 if(enemy->hide) { 1888 {
1889 if (enemy->flag [FLAG_HIDDEN])
1890 {
1738 make_visible(enemy); 1891 make_visible (enemy);
1739 new_draw_info(NDI_UNIQUE,0, enemy, 1892 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1740 "Your light reveals your hiding spot!");
1741 } 1893 }
1894
1742 return 1; 1895 return 1;
1743 } else if (enemy->hide) return 0; 1896 }
1897 else if (enemy->flag [FLAG_HIDDEN])
1898 return 0;
1744 1899
1745 /* Invisible enemy. Break apart the check for invis undead/invis looker 1900 /* 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, 1901 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1747 * and making it a conditional makes the code pretty ugly. 1902 * and making it a conditional makes the code pretty ugly.
1748 */ 1903 */
1749 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { 1904 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1750 if (makes_invisible_to(enemy, looker)) return 0; 1905 if (makes_invisible_to (enemy, looker))
1751 } 1906 return 0;
1907 }
1752 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1908 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1753 if(player_can_view(looker,enemy)) return 1; 1909 if (player_can_view (looker, enemy))
1910 return 1;
1754 1911
1755 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1912 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1756 * unless they carry a light or stand in light. Darkness doesnt 1913 * unless they carry a light or stand in light. Darkness doesnt
1757 * inhibit the undead per se (but we should give their archs 1914 * inhibit the undead per se (but we should give their archs
1758 * CAN_SEE_IN_DARK, this is just a safety 1915 * CAN_SEE_IN_DARK, this is just a safety
1759 * we care about the enemy maps status, not the looker. 1916 * we care about the enemy maps status, not the looker.
1760 * only relevant for tiled maps, but it is possible that the 1917 * 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 1918 * enemy is on a bright map and the looker on a dark - in that
1762 * case, the looker can still see the enemy 1919 * case, the looker can still see the enemy
1763 */ 1920 */
1764 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1921 if (!stand_in_light (enemy)
1765 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1922 && (!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; 1923 return 0;
1768 1924
1769 return 1; 1925 return 1;
1770} 1926}
1771 1927
1928//-GPL

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