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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.20 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.70 by root, Mon Oct 12 21:27:55 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <spells.h> 27#include <spells.h>
28#include <skills.h> 28#include <skills.h>
36 * set to sane values. 36 * set to sane values.
37 */ 37 */
38object * 38object *
39check_enemy (object *npc, rv_vector * rv) 39check_enemy (object *npc, rv_vector * rv)
40{ 40{
41
42 /* if this is pet, let him attack the same enemy as his owner 41 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target, 42 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */ 43 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 44 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 45 {
48 npc->enemy = NULL; 47 npc->enemy = NULL;
49 else if (npc->enemy == NULL) 48 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy; 49 npc->enemy = npc->owner->enemy;
51 } 50 }
52 51
53 /* periodically, a monster mayu change its target. Also, if the object 52 /* periodically, a monster may change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy. 53 * has been destroyed, etc, clear the enemy.
55 * TODO: this should be changed, because it invokes to attack forced or 54 * TODO: this should be changed, because it invokes to attack forced or
56 * attacked monsters to leave the attacker alone, before it is destroyed 55 * attacked monsters to leave the attacker alone, before it is destroyed
57 */ 56 */
58 /* i had removed the random target leave, this invokes problems with friendly 57 /* I had removed the random target leave, this invokes problems with friendly
59 * objects, getting attacked and defending herself - they don't try to attack 58 * objects, getting attacked and defending herself - they don't try to attack
60 * again then but perhaps get attack on and on 59 * again then but perhaps get attack on and on
61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 60 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62 * too. */ 61 * too. */
63 62
67 * the grouping checks are. Code is the same. 66 * the grouping checks are. Code is the same.
68 */ 67 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) || 69 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 70 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72 npc->enemy = NULL; 71 npc->enemy = 0;
73 72
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 73 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 74 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 75 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner)) 76 || npc->enemy == npc->owner))
78 npc->enemy = NULL; 77 npc->enemy = 0;
79 78
80 79
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 80 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL; 81 npc->enemy = 0;
83 82
84 /* I've noticed that pets could sometimes get an arrow as the 83 /* I've noticed that pets could sometimes get an arrow as the
85 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 87 * as the enemy to attack.
89 */ 88 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 93 npc->enemy = 0;
93
94 } 94 }
95
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
96} 97}
97 98
98/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
100 * Also fixed logic so that monsters in the lower directions were more 101 * Also fixed logic so that monsters in the lower directions were more
113find_nearest_living_creature (object *npc) 114find_nearest_living_creature (object *npc)
114{ 115{
115 int i, mflags; 116 int i, mflags;
116 sint16 nx, ny; 117 sint16 nx, ny;
117 maptile *m; 118 maptile *m;
118 object *tmp;
119 int search_arr[SIZEOFFREE]; 119 int search_arr[SIZEOFFREE];
120 120
121 get_search_arr (search_arr); 121 get_search_arr (search_arr);
122
122 for (i = 0; i < SIZEOFFREE; i++) 123 for (i = 0; i < SIZEOFFREE; i++)
123 { 124 {
124 /* modified to implement smart searching using search_arr 125 /* modified to implement smart searching using search_arr
125 * guidance array to determine direction of search order 126 * guidance array to determine direction of search order
126 */ 127 */
127 nx = npc->x + freearr_x[search_arr[i]]; 128 nx = npc->x + freearr_x[search_arr[i]];
128 ny = npc->y + freearr_y[search_arr[i]]; 129 ny = npc->y + freearr_y[search_arr[i]];
129 m = npc->map; 130 m = npc->map;
130 131
131 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133
132 if (mflags & P_OUT_OF_MAP) 134 if (mflags & P_OUT_OF_MAP)
133 continue; 135 continue;
134 136
135 if (mflags & P_IS_ALIVE) 137 if (mflags & P_IS_ALIVE)
136 { 138 {
137 tmp = GET_MAP_OB (m, nx, ny); 139 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
138 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 140 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
139 tmp = tmp->above;
140
141 if (!tmp)
142 {
143 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
144 &m->path, nx, ny);
145 }
146 else
147 {
148 if (can_see_monsterP (m, nx, ny, i)) 141 if (can_see_monsterP (m, nx, ny, i))
149 return tmp; 142 return tmp;
150 } 143 }
151 } /* is something living on this space */
152 } 144 }
153 return NULL; /* nothing found */
154}
155 145
146 return 0;
147}
156 148
157/* Tries to find an enmy for npc. We pass the range vector since 149/* Tries to find an enemy for npc. We pass the range vector since
158 * our caller will find the information useful. 150 * our caller will find the information useful.
159 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
160 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
161 * if we have a valid target - function as not doing so in 153 * if we have a valid target - function as not doing so in
162 * many cases. 154 * many cases.
163 */ 155 */
164
165object * 156object *
166find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
167{ 158{
168 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
169 160
175 { 166 {
176 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
177 168
178 if (tmp) 169 if (tmp)
179 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
180 return tmp; 172 return tmp;
181 } 173 }
182 174
183 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
184 * We want this: if there is an enemy, attack him until its not possible or 176 * We want this: if there is an enemy, attack him until its not possible or
204 /* we check our old enemy. */ 196 /* we check our old enemy. */
205 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
206 { 198 {
207 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
208 { 200 {
209 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
210 /* we don't want a fight evil vs evil or good against non evil */ 202 /* we don't want a fight evil vs evil or good against non evil */
211 203
212 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
215 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
216 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
217 { 209 {
218 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
219 npc->enemy = attacker; 211 npc->enemy = attacker;
220 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
221 } 213 }
237/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
238 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
239 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
240 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
241 */ 233 */
242
243int 234int
244check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
245{ 236{
246 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
247
248 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
249 if (!enemy) 238 if (!enemy)
250 return 0; 239 return 0;
251 240
241 if (!op->flag [FLAG_SLEEP])
242 return 1;
243
244 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
245
246 if (op->flag [FLAG_BLIND])
252 /* blinded monsters can only find nearby objects to attack */ 247 /* blinded monsters can only find nearby objects to attack */
253 if (QUERY_FLAG (op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 248 radius = MIN_MON_RADIUS;
255 249 else if (op->map
250 && !enemy->invisible
251 && !stand_in_light (enemy)
252 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
256 /* This covers the situation where the monster is in the dark 253 /* This covers the situation where the monster is in the dark
257 * and has an enemy. If the enemy has no carried light (or isnt 254 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy. 255 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in 256 * Remember we already checked to see if the monster can see in
260 * the dark. */ 257 * the dark. */
258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
261 259
262 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 260 if (enemy->flag [FLAG_STEALTH])
263 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 261 radius = radius / 2 + 1;
264 {
265 int dark = radius / (op->map->darkness);
266
267 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
268 }
269 else if (!QUERY_FLAG (op, FLAG_SLEEP))
270 return 1;
271 262
272 /* enemy should already be on this map, so don't really need to check 263 /* enemy should already be on this map, so don't really need to check
273 * for that. 264 * for that.
274 */ 265 */
275 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 266 if (rv->distance <= radius)
276 { 267 {
277 CLEAR_FLAG (op, FLAG_SLEEP); 268 CLEAR_FLAG (op, FLAG_SLEEP);
278 return 1; 269 return 1;
279 } 270 }
271
280 return 0; 272 return 0;
281} 273}
282 274
283int 275int
284move_randomly (object *op) 276move_randomly (object *op)
285{ 277{
286 int i;
287
288 /* Give up to 15 chances for a monster to move randomly */ 278 /* Give up to 15 chances for a monster to move randomly */
289 for (i = 0; i < 15; i++) 279 for (int i = 0; i < 15; i++)
290 {
291 if (move_object (op, RANDOM () % 8 + 1)) 280 if (move_object (op, rndm (8) + 1))
292 return 1; 281 return 1;
293 } 282
294 return 0; 283 return 0;
295} 284}
296 285
297/* 286/*
298 * Move-monster returns 1 if the object has been freed, otherwise 0. 287 * Move-monster returns 1 if the object has been freed, otherwise 0.
299 */ 288 */
300
301int 289int
302move_monster (object *op) 290move_monster (object *op)
303{ 291{
304 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
305 object *owner, *enemy, *part, *oph = op; 293 object *owner, *enemy, *part, *oph = op;
322 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
323 311
324 /* generate hp, if applicable */ 312 /* generate hp, if applicable */
325 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
326 { 314 {
327
328 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
329 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
330 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
331 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
332 * 319 *
337 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 324 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
338 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ 325 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
339 op->last_heal %= 32; 326 op->last_heal %= 32;
340 327
341 /* So if the monster has gained enough HP that they are no longer afraid */ 328 /* So if the monster has gained enough HP that they are no longer afraid */
342 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
343 CLEAR_FLAG (op, FLAG_RUN_AWAY); 330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
344 331
345 if (op->stats.hp > op->stats.maxhp) 332 if (op->stats.hp > op->stats.maxhp)
346 op->stats.hp = op->stats.maxhp; 333 op->stats.hp = op->stats.maxhp;
347 } 334 }
348 335
349 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
350 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
351 { 338 {
352
353 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
354 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
355 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
356 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
357 * 343 *
358 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
359 * overflow might produce monsters with negative sp. 345 * overflow might produce monsters with negative sp.
360 */ 346 */
361 347
362 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); 348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
363 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 349 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
364 op->last_sp %= 128; 350 op->last_sp %= 128;
365 } 351 }
366 352
367 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
368 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
369 */ 355 */
370 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
371 {
372 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
373 }
374 358
375 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
376 return QUERY_FLAG (op, FLAG_FREED); 360 return QUERY_FLAG (op, FLAG_FREED);
377 361
378 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
379 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 363 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
380 {
381 if (!check_wakeup (op, enemy, &rv)) 364 if (!check_wakeup (op, enemy, &rv))
382 return 0; 365 return 0;
383 }
384 366
385 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
386 if (op->hide) 368 if (op->flag [FLAG_HIDDEN])
387 do_hidden_move (op); 369 do_hidden_move (op);
388 370
389 if (op->pick_up) 371 if (op->pick_up)
390 monster_check_pickup (op); 372 monster_check_pickup (op);
391 373
395 /* If we don't have an enemy, do special movement or the like */ 377 /* If we don't have an enemy, do special movement or the like */
396 if (!enemy) 378 if (!enemy)
397 { 379 {
398 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
399 { 381 {
400 op->destroy (); 382 op->drop_and_destroy ();
401 return 1; 383 return 1;
402 } 384 }
403 385
404 /* Probably really a bug for a creature to have both 386 /* Probably really a bug for a creature to have both
405 * stand still and a movement type set. 387 * stand still and a movement type set.
408 { 390 {
409 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
410 { 392 {
411 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
412 { 394 {
413 case (PETMOVE): 395 case PETMOVE:
414 pet_move (op); 396 pet_move (op);
415 break; 397 break;
416 398
417 case (CIRCLE1): 399 case CIRCLE1:
418 circ1_move (op); 400 circ1_move (op);
419 break; 401 break;
420 402
421 case (CIRCLE2): 403 case CIRCLE2:
422 circ2_move (op); 404 circ2_move (op);
423 break; 405 break;
424 406
425 case (PACEV): 407 case PACEV:
426 pace_movev (op); 408 pace_movev (op);
427 break; 409 break;
428 410
429 case (PACEH): 411 case PACEH:
430 pace_moveh (op); 412 pace_moveh (op);
431 break; 413 break;
432 414
433 case (PACEV2): 415 case PACEV2:
434 pace2_movev (op); 416 pace2_movev (op);
435 break; 417 break;
436 418
437 case (PACEH2): 419 case PACEH2:
438 pace2_moveh (op); 420 pace2_moveh (op);
439 break; 421 break;
440 422
441 case (RANDO): 423 case RANDO:
442 rand_move (op); 424 rand_move (op);
443 break; 425 break;
444 426
445 case (RANDO2): 427 case RANDO2:
446 move_randomly (op); 428 move_randomly (op);
447 break; 429 break;
448 } 430 }
431
449 return 0; 432 return 0;
450 } 433 }
451 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
452 (void) move_randomly (op); 435 move_randomly (op);
453
454 } /* stand still */ 436 } /* stand still */
437
455 return 0; 438 return 0;
456 } /* no enemy */ 439 } /* no enemy */
457 440
458 /* We have an enemy. Block immediately below is for pets */ 441 /* We have an enemy. Block immediately below is for pets */
459 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner)) 442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
460 return follow_owner (op, owner); 446 return follow_owner (op, owner);
461 447
462 /* doppleganger code to change monster facing to that of the nearest 448 /* doppleganger code to change monster facing to that of the nearest
463 * player. Hmm. The code is here, but no monster in the current 449 * player. Hmm. The code is here, but no monster in the current
464 * arch set uses it. 450 * arch set uses it.
465 */ 451 */
466 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 452 if (op->race == shstr_doppleganger)
467 { 453 {
468 op->face = enemy->face; 454 op->face = enemy->face;
469 op->name = enemy->name; 455 op->name = enemy->name;
470 } 456 }
471 457
483 if (!QUERY_FLAG (op, FLAG_SCARED)) 469 if (!QUERY_FLAG (op, FLAG_SCARED))
484 { 470 {
485 rv_vector rv1; 471 rv_vector rv1;
486 472
487 /* now we test every part of an object .... this is a real ugly piece of code */ 473 /* now we test every part of an object .... this is a real ugly piece of code */
488 for (part = op; part != NULL; part = part->more) 474 for (part = op; part; part = part->more)
489 { 475 {
490 get_rangevector (part, enemy, &rv1, 0x1); 476 get_rangevector (part, enemy, &rv1, 0x1);
491 dir = rv1.direction; 477 dir = rv1.direction;
492 478
493 /* hm, not sure about this part - in original was a scared flag here too 479 /* hm, not sure about this part - in original was a scared flag here too
494 * but that we test above... so can be old code here 480 * but that we test above... so can be old code here
495 */ 481 */
496 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
497 dir = absdir (dir + 4); 483 dir = absdir (dir + 4);
484
498 if (QUERY_FLAG (op, FLAG_CONFUSED)) 485 if (QUERY_FLAG (op, FLAG_CONFUSED))
499 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
500 487
501 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
502 {
503 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
504 return 0; 490 return 0;
505 }
506 491
507 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
508 {
509 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
510 return 0; 494 return 0;
511 }
512 495
513 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
514 {
515 if (monster_use_range (op, part, enemy, dir)) 497 if (monster_use_range (op, part, enemy, dir))
516 return 0; 498 return 0;
517 } 499
518 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
519 {
520 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
521 return 0; 502 return 0;
522 } 503
523 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
524 {
525 if (monster_use_bow (op, part, enemy, dir)) 505 if (monster_use_bow (op, part, enemy, dir))
526 return 0; 506 return 0;
527 }
528 } /* for processing of all parts */ 507 } /* for processing of all parts */
529 } /* If not scared */ 508 } /* If not scared */
530 509
531
532 part = rv.part; 510 part = rv.part;
533 dir = rv.direction; 511 dir = rv.direction;
534 512
513 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (op->stats.Wis >= 8
517 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
518 {
519 int sdir = 0;
520 uint32_t &smell = op->ms ().smell;
521
522 for (int ndir = 1; ndir <= 8; ++ndir)
523 {
524 mapxy pos (op); pos.move (ndir);
525
526 if (pos.normalise ())
527 {
528 mapspace &ms = pos.ms ();
529
530 if (ms.smell > smell)
531 {
532 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
533 if (op->stats.Wis >= 10)
534 smell = ms.smell - 1; // smarter: tell others
535
536 sdir = ndir;
537
538 // perturbing the path might let the monster lose track,
539 // but it will also widen the actual path, spreading information
540 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
541 sdir = absdir (sdir + 1 - rndm (2) * 2);
542 }
543 }
544 }
545
546 if (sdir)
547 dir = sdir;
548 else if (smell)
549 {
550 // no better smell found, so assume the player jumped, and erase this smell
551 //printf ("erasing smell %d\n", op->ms ().smell);//D
552 unordered_mapwalk (op, -1, -1, 1, 1)
553 m->at (nx, ny).smell = 0;
554 }
555 }
556
535 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 557 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
536 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
537 559
538 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
539 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
540 562
541 pre_att_dir = dir; /* remember the original direction */ 563 pre_att_dir = dir; /* remember the original direction */
542 564
543 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
544 { 566 {
545 switch (op->attack_movement & LO4) 567 switch (op->attack_movement & LO4)
546 { 568 {
547 case DISTATT: 569 case DISTATT:
548 dir = dist_att (dir, op, enemy, part, &rv); 570 dir = dist_att (dir, op, enemy, part, &rv);
549 break; 571 break;
550 572
551 case RUNATT: 573 case RUNATT:
552 dir = run_att (dir, op, enemy, part, &rv); 574 dir = run_att (dir, op, enemy, part, &rv);
553 break; 575 break;
554 576
555 case HITRUN: 577 case HITRUN:
556 dir = hitrun_att (dir, op, enemy); 578 dir = hitrun_att (dir, op, enemy);
557 break; 579 break;
558 580
559 case WAITATT: 581 case WAITATT:
560 dir = wait_att (dir, op, enemy, part, &rv); 582 dir = wait_att (dir, op, enemy, part, &rv);
561 break; 583 break;
562 584
563 case RUSH: /* default - monster normally moves towards player */ 585 case RUSH: /* default - monster normally moves towards player */
564 case ALLRUN: 586 case ALLRUN:
565 break; 587 break;
566 588
567 case DISTHIT: 589 case DISTHIT:
568 dir = disthit_att (dir, op, enemy, part, &rv); 590 dir = disthit_att (dir, op, enemy, part, &rv);
569 break; 591 break;
570 592
571 case WAIT2: 593 case WAIT2:
572 dir = wait_att2 (dir, op, enemy, part, &rv); 594 dir = wait_att2 (dir, op, enemy, part, &rv);
573 break; 595 break;
574 596
575 default: 597 default:
576 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 598 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
577 } 599 }
578 } 600 }
579 601
580 if (!dir) 602 if (!dir)
581 return 0; 603 return 0;
591 return 0; 613 return 0;
592 } 614 }
593 615
594 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 616 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
595 { 617 {
596
597 /* Try move around corners if !close */ 618 /* Try move around corners if !close */
598 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 619 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
599 620
600 for (diff = 1; diff <= maxdiff; diff++) 621 for (diff = 1; diff <= maxdiff; diff++)
601 { 622 {
602 /* try different detours */ 623 /* try different detours */
603 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
604 625
605 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 626 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
606 return 0; 627 return 0;
607 } 628 }
608 } 629 }
635 { 656 {
636 object *nearest_player = get_nearest_player (op); 657 object *nearest_player = get_nearest_player (op);
637 658
638 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
639 { 660 {
640 op->enemy = NULL; 661 op->enemy = 0;
641 enemy = nearest_player; 662 enemy = nearest_player;
642 } 663 }
643 } 664 }
644 665
645 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
651 * still be pretty nasty. 672 * still be pretty nasty.
652 */ 673 */
653 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
654 { 675 {
655 part->stats.wc += 10; 676 part->stats.wc += 10;
656 (void) skill_attack (enemy, part, 0, NULL, NULL); 677 skill_attack (enemy, part, 0, NULL, NULL);
657 part->stats.wc -= 10; 678 part->stats.wc -= 10;
658 } 679 }
659 else 680 else
660 (void) skill_attack (enemy, part, 0, NULL, NULL); 681 skill_attack (enemy, part, 0, NULL, NULL);
661 } /* if monster is in attack range */ 682 } /* if monster is in attack range */
662 683
663 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 684 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
664 return 1; 685 return 1;
665 686
666 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
667 { 688 {
668 op->remove ();
669 op->destroy (); 689 op->drop_and_destroy ();
670 return 1; 690 return 1;
671 } 691 }
692
672 return 0; 693 return 0;
673} 694}
674 695
675int 696int
676can_hit (object *ob1, object *ob2, rv_vector * rv) 697can_hit (object *ob1, object *ob2, rv_vector * rv)
677{ 698{
678 object *more; 699 object *more;
679 rv_vector rv1; 700 rv_vector rv1;
680 701
681 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 702 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
682 return 0; 703 return 0;
683 704
684 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 705 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
685 return 1; 706 return 1;
686 707
687 /* check all the parts of ob2 - just because we can't get to 708 /* check all the parts of ob2 - just because we can't get to
688 * its head doesn't mean we don't want to pound its feet 709 * its head doesn't mean we don't want to pound its feet
689 */ 710 */
690 for (more = ob2->more; more != NULL; more = more->more) 711 for (more = ob2->more; more; more = more->more)
691 { 712 {
692 get_rangevector (ob1, more, &rv1, 0); 713 get_rangevector (ob1, more, &rv1, 0);
693 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
694 return 1; 715 return 1;
695 } 716 }
717
696 return 0; 718 return 0;
697
698} 719}
699 720
700/* Returns 1 is monster should cast spell sp at an enemy 721/* Returns 1 is monster should cast spell sp at an enemy
701 * Returns 0 if the monster should not cast this spell. 722 * Returns 0 if the monster should not cast this spell.
702 * 723 *
720 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
721 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 742 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
722 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 743 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
723 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 744 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
724 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 745 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
725
726 return 1; 746 return 1;
727 747
728 return 0; 748 return 0;
729} 749}
730
731 750
732#define MAX_KNOWN_SPELLS 20 751#define MAX_KNOWN_SPELLS 20
733 752
734/* Returns a randomly selected spell. This logic is still 753/* Returns a randomly selected spell. This logic is still
735 * less than ideal. This code also only seems to deal with 754 * less than ideal. This code also only seems to deal with
738 */ 757 */
739object * 758object *
740monster_choose_random_spell (object *monster) 759monster_choose_random_spell (object *monster)
741{ 760{
742 object *altern[MAX_KNOWN_SPELLS]; 761 object *altern[MAX_KNOWN_SPELLS];
743 object *tmp;
744 int i = 0; 762 int i = 0;
745 763
746 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
747 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
748 { 766 {
749 /* Check and see if it's actually a useful spell. 767 /* Check and see if it's actually a useful spell.
750 * If its a spellbook, the spell is actually the inventory item. 768 * If its a spellbook, the spell is actually the inventory item.
751 * if it is a spell, then it is just the object itself. 769 * if it is a spell, then it is just the object itself.
752 */ 770 */
753 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 771 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
754 { 772 {
755 altern[i++] = tmp; 773 altern [i++] = tmp;
774
756 if (i == MAX_KNOWN_SPELLS) 775 if (i == MAX_KNOWN_SPELLS)
757 break; 776 break;
758 } 777 }
759 } 778 }
760 if (!i) 779
761 return NULL; 780 return i ? altern [rndm (i)] : 0;
762 return altern[RANDOM () % i];
763} 781}
764 782
765/* This checks to see if the monster should cast a spell/ability. 783/* This checks to see if the monster should cast a spell/ability.
766 * it returns true if the monster casts a spell, 0 if he doesn't. 784 * it returns true if the monster casts a spell, 0 if he doesn't.
767 * head is the head of the monster. 785 * head is the head of the monster.
768 * part is the part of the monster we are checking against. 786 * part is the part of the monster we are checking against.
769 * pl is the target. 787 * pl is the target.
770 * dir is the direction to case. 788 * dir is the direction to case.
771 * rv is the vector which describes where the enemy is. 789 * rv is the vector which describes where the enemy is.
772 */ 790 */
773
774int 791int
775monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 792monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
776{ 793{
777 object *spell_item; 794 object *spell_item;
778 object *owner; 795 object *owner;
789 806
790 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
791 { 808 {
792 get_rangevector (head, owner, &rv1, 0x1); 809 get_rangevector (head, owner, &rv1, 0x1);
793 if (dirdiff (dir, rv1.direction) < 2) 810 if (dirdiff (dir, rv1.direction) < 2)
794 {
795 return 0; /* Might hit owner with spell */ 811 return 0; /* Might hit owner with spell */
796 }
797 } 812 }
798 813
799 if (QUERY_FLAG (head, FLAG_CONFUSED)) 814 if (QUERY_FLAG (head, FLAG_CONFUSED))
800 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
801 816
802 /* If the monster hasn't already chosen a spell, choose one 817 /* If the monster hasn't already chosen a spell, choose one
803 * I'm not sure if it really make sense to pre-select spells (events 818 * I'm not sure if it really make sense to pre-select spells (events
804 * could be different by the time the monster goes again). 819 * could be different by the time the monster goes again).
805 */ 820 */
809 { 824 {
810 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 825 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
811 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 826 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
812 return 0; 827 return 0;
813 } 828 }
829
814 if (spell_item->type == SPELLBOOK) 830 if (spell_item->type == SPELLBOOK)
815 { 831 {
816 if (!spell_item->inv) 832 if (!spell_item->inv)
817 { 833 {
818 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 834 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
819 return 0; 835 return 0;
820 } 836 }
837
821 spell_item = spell_item->inv; 838 spell_item = spell_item->inv;
822 } 839 }
823 } 840 }
824 else 841 else
825 spell_item = head->spellitem; 842 spell_item = head->spellitem;
844 /* set this to null, so next time monster will choose something different */ 861 /* set this to null, so next time monster will choose something different */
845 head->spellitem = NULL; 862 head->spellitem = NULL;
846 863
847 return cast_spell (part, part, dir, spell_item, NULL); 864 return cast_spell (part, part, dir, spell_item, NULL);
848} 865}
849
850 866
851int 867int
852monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 868monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
853{ 869{
854 object *scroll; 870 object *scroll;
872 return 0; /* Might hit owner with spell */ 888 return 0; /* Might hit owner with spell */
873 } 889 }
874 } 890 }
875 891
876 if (QUERY_FLAG (head, FLAG_CONFUSED)) 892 if (QUERY_FLAG (head, FLAG_CONFUSED))
877 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 893 dir = absdir (dir + rndm (3) + rndm (3) - 2);
878 894
879 for (scroll = head->inv; scroll; scroll = scroll->below) 895 for (scroll = head->inv; scroll; scroll = scroll->below)
880 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 896 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
881 break; 897 break;
882 898
904 * The skills we are treating here are all but those. -b.t. 920 * The skills we are treating here are all but those. -b.t.
905 * 921 *
906 * At the moment this is only useful for throwing, perhaps for 922 * At the moment this is only useful for throwing, perhaps for
907 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 923 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
908 */ 924 */
909
910int 925int
911monster_use_skill (object *head, object *part, object *pl, int dir) 926monster_use_skill (object *head, object *part, object *pl, int dir)
912{ 927{
913 object *skill, *owner; 928 object *skill, *owner;
914 929
920 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 935 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
921 936
922 if (dirdiff (dir, dir2) < 1) 937 if (dirdiff (dir, dir2) < 1)
923 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 938 return 0; /* Might hit owner with skill -thrown rocks for example ? */
924 } 939 }
940
925 if (QUERY_FLAG (head, FLAG_CONFUSED)) 941 if (QUERY_FLAG (head, FLAG_CONFUSED))
926 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 942 dir = absdir (dir + rndm (3) + rndm (3) - 2);
927 943
928 /* skill selection - monster will use the next unused skill. 944 /* skill selection - monster will use the next unused skill.
929 * well...the following scenario will allow the monster to 945 * well...the following scenario will allow the monster to
930 * toggle between 2 skills. One day it would be nice to make 946 * toggle between 2 skills. One day it would be nice to make
931 * more skills available to monsters. 947 * more skills available to monsters.
932 */ 948 */
933
934 for (skill = head->inv; skill != NULL; skill = skill->below) 949 for (skill = head->inv; skill; skill = skill->below)
935 if (skill->type == SKILL && skill != head->chosen_skill) 950 if (skill->type == SKILL && skill != head->chosen_skill)
936 { 951 {
937 head->chosen_skill = skill; 952 head->chosen_skill = skill;
938 break; 953 break;
939 } 954 }
942 { 957 {
943 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 958 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
944 CLEAR_FLAG (head, FLAG_READY_SKILL); 959 CLEAR_FLAG (head, FLAG_READY_SKILL);
945 return 0; 960 return 0;
946 } 961 }
962
947 /* use skill */ 963 /* use skill */
948 return do_skill (head, part, head->chosen_skill, dir, NULL); 964 return do_skill (head, part, head->chosen_skill, dir, NULL);
949} 965}
950 966
951/* Monster will use a ranged spell attack. */ 967/* Monster will use a ranged spell attack. */
952
953int 968int
954monster_use_range (object *head, object *part, object *pl, int dir) 969monster_use_range (object *head, object *part, object *pl, int dir)
955{ 970{
956 object *wand, *owner; 971 object *wand, *owner;
957 int at_least_one = 0; 972 int at_least_one = 0;
964 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 979 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
965 980
966 if (dirdiff (dir, dir2) < 2) 981 if (dirdiff (dir, dir2) < 2)
967 return 0; /* Might hit owner with spell */ 982 return 0; /* Might hit owner with spell */
968 } 983 }
984
969 if (QUERY_FLAG (head, FLAG_CONFUSED)) 985 if (QUERY_FLAG (head, FLAG_CONFUSED))
970 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 986 dir = absdir (dir + rndm (3) + rndm (3) - 2);
971 987
972 for (wand = head->inv; wand != NULL; wand = wand->below) 988 for (wand = head->inv; wand; wand = wand->below)
973 { 989 {
974 if (wand->type == WAND) 990 if (wand->type == WAND)
975 { 991 {
976 /* Found a wand, let's see if it has charges left */ 992 /* Found a wand, let's see if it has charges left */
977 at_least_one = 1; 993 at_least_one = 1;
983 if (!(--wand->stats.food)) 999 if (!(--wand->stats.food))
984 { 1000 {
985 if (wand->arch) 1001 if (wand->arch)
986 { 1002 {
987 CLEAR_FLAG (wand, FLAG_ANIMATE); 1003 CLEAR_FLAG (wand, FLAG_ANIMATE);
988 wand->face = wand->arch->clone.face; 1004 wand->face = wand->arch->face;
989 wand->set_speed (0); 1005 wand->set_speed (0);
990 } 1006 }
991 } 1007 }
992 /* Success */ 1008 /* Success */
993 return 1; 1009 return 1;
1012 } 1028 }
1013 1029
1014 if (at_least_one) 1030 if (at_least_one)
1015 return 0; 1031 return 0;
1016 1032
1017 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1033 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1018 CLEAR_FLAG (head, FLAG_READY_RANGE); 1034 CLEAR_FLAG (head, FLAG_READY_RANGE);
1019 return 0; 1035 return 0;
1020} 1036}
1021 1037
1022int 1038int
1024{ 1040{
1025 object *owner; 1041 object *owner;
1026 1042
1027 if (!(dir = path_to_player (part, pl, 0))) 1043 if (!(dir = path_to_player (part, pl, 0)))
1028 return 0; 1044 return 0;
1045
1029 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1046 if (QUERY_FLAG (head, FLAG_CONFUSED))
1030 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1047 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1031 1048
1032 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1049 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1033 { 1050 {
1034 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1051 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1035 1052
1041 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1058 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1042 1059
1043} 1060}
1044 1061
1045/* Checks if putting on 'item' will make 'who' do more 1062/* Checks if putting on 'item' will make 'who' do more
1046 * damage. This is a very simplistic check - also checking things 1063 * damage. This is a very simplistic check - also checking things
1047 * like speed and ac are also relevant. 1064 * like speed and ac are also relevant.
1048 * 1065 *
1049 * return true if item is a better object. 1066 * return true if item is a better object.
1050 */ 1067 */
1051
1052int 1068int
1053check_good_weapon (object *who, object *item) 1069check_good_weapon (object *who, object *item)
1054{ 1070{
1055 object *other_weap; 1071 object *other_weap;
1056 int val = 0, i; 1072 int val = 0, i;
1057 1073
1058 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1074 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1059 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 1075 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1060 break; 1076 break;
1061 1077
1062 if (other_weap == NULL) /* No other weapons */ 1078 if (!other_weap) /* No other weapons */
1063 return 1; 1079 return 1;
1064 1080
1065 /* Rather than go through and apply the new one, and see if it is 1081 /* Rather than go through and apply the new one, and see if it is
1066 * better, just do some simple checks 1082 * better, just do some simple checks
1067 * Put some multipliers for things that hvae several effects, 1083 * Put some multipliers for things that hvae several effects,
1072 val += (item->magic - other_weap->magic) * 3; 1088 val += (item->magic - other_weap->magic) * 3;
1073 /* Monsters don't really get benefits from things like regen rates 1089 /* Monsters don't really get benefits from things like regen rates
1074 * from items. But the bonus for their stats are very important. 1090 * from items. But the bonus for their stats are very important.
1075 */ 1091 */
1076 for (i = 0; i < NUM_STATS; i++) 1092 for (i = 0; i < NUM_STATS; i++)
1077 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1093 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1078 1094
1079 if (val > 0) 1095 if (val > 0)
1080 return 1; 1096 return 1;
1081 else 1097 else
1082 return 0; 1098 return 0;
1083
1084} 1099}
1085 1100
1086int 1101int
1087check_good_armour (object *who, object *item) 1102check_good_armour (object *who, object *item)
1088{ 1103{
1089 object *other_armour; 1104 object *other_armour;
1090 int val = 0, i; 1105 int val = 0, i;
1091 1106
1092 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1107 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1093 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 1108 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1094 break; 1109 break;
1095 1110
1096 if (other_armour == NULL) /* No other armour, use the new */ 1111 if (other_armour == NULL) /* No other armour, use the new */
1097 return 1; 1112 return 1;
1119 1134
1120 if (val > 0) 1135 if (val > 0)
1121 return 1; 1136 return 1;
1122 else 1137 else
1123 return 0; 1138 return 0;
1124
1125} 1139}
1126 1140
1127/* 1141/*
1128 * monster_check_pickup(): checks for items that monster can pick up. 1142 * monster_check_pickup(): checks for items that monster can pick up.
1129 * 1143 *
1137 * This function was seen be continueing looping at one point (tmp->below 1151 * This function was seen be continueing looping at one point (tmp->below
1138 * became a recursive loop. It may be better to call monster_check_apply 1152 * became a recursive loop. It may be better to call monster_check_apply
1139 * after we pick everything up, since that function may call others which 1153 * after we pick everything up, since that function may call others which
1140 * affect stacking on this space. 1154 * affect stacking on this space.
1141 */ 1155 */
1142
1143void 1156void
1144monster_check_pickup (object *monster) 1157monster_check_pickup (object *monster)
1145{ 1158{
1146 object *tmp, *next; 1159 object *tmp, *next;
1147 1160
1166 * monster_can_pick(): If the monster is interested in picking up 1179 * monster_can_pick(): If the monster is interested in picking up
1167 * the item, then return 0. Otherwise 0. 1180 * the item, then return 0. Otherwise 0.
1168 * Instead of pick_up, flags for "greed", etc, should be used. 1181 * Instead of pick_up, flags for "greed", etc, should be used.
1169 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1182 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1170 */ 1183 */
1171
1172int 1184int
1173monster_can_pick (object *monster, object *item) 1185monster_can_pick (object *monster, object *item)
1174{ 1186{
1175 int flag = 0; 1187 int flag = 0;
1176 int i; 1188 int i;
1185 flag = 1; 1197 flag = 1;
1186 1198
1187 else 1199 else
1188 switch (item->type) 1200 switch (item->type)
1189 { 1201 {
1190 case MONEY: 1202 case MONEY:
1191 case GEM: 1203 case GEM:
1192 flag = monster->pick_up & 2; 1204 flag = monster->pick_up & 2;
1193 break; 1205 break;
1194 1206
1195 case FOOD: 1207 case FOOD:
1196 flag = monster->pick_up & 4; 1208 flag = monster->pick_up & 4;
1197 break; 1209 break;
1198 1210
1199 case WEAPON: 1211 case WEAPON:
1200 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1212 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1201 break; 1213 break;
1202 1214
1203 case ARMOUR: 1215 case ARMOUR:
1204 case SHIELD: 1216 case SHIELD:
1205 case HELMET: 1217 case HELMET:
1206 case BOOTS: 1218 case BOOTS:
1207 case GLOVES: 1219 case GLOVES:
1208 case GIRDLE: 1220 case GIRDLE:
1209 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1221 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1210 break; 1222 break;
1211 1223
1212 case SKILL: 1224 case SKILL:
1213 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1225 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1214 break; 1226 break;
1215 1227
1216 case RING: 1228 case RING:
1217 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1229 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1218 break; 1230 break;
1219 1231
1220 case WAND: 1232 case WAND:
1221 case HORN: 1233 case HORN:
1222 case ROD: 1234 case ROD:
1223 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1224 break; 1236 break;
1225 1237
1226 case SPELLBOOK: 1238 case SPELLBOOK:
1227 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1228 break; 1240 break;
1229 1241
1230 case SCROLL: 1242 case SCROLL:
1231 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1232 break; 1244 break;
1233 1245
1234 case BOW: 1246 case BOW:
1235 case ARROW: 1247 case ARROW:
1236 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1248 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1237 break; 1249 break;
1238 } 1250 }
1251
1239 /* Simplistic check - if the monster has a location to equip it, he will 1252 /* Simplistic check - if the monster has a location to equip it, he will
1240 * pick it up. Note that this doesn't handle cases where an item may 1253 * pick it up. Note that this doesn't handle cases where an item may
1241 * use several locations. 1254 * use several locations.
1242 */ 1255 */
1243 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1244 { 1257 {
1245 if (monster->body_info[i] && item->body_info[i]) 1258 if (monster->slot[i].info && item->slot[i].info)
1246 { 1259 {
1247 flag = 1; 1260 flag = 1;
1248 break; 1261 break;
1249 } 1262 }
1250 } 1263 }
1251 1264
1252 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1253 return 1; 1266 return 1;
1267
1254 return 0; 1268 return 0;
1255} 1269}
1256 1270
1257/* 1271/*
1258 * monster_apply_below(): 1272 * monster_apply_below():
1259 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1273 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1260 * eager to apply things, encounters something apply-able, 1274 * eager to apply things, encounters something apply-able,
1261 * then make him apply it 1275 * then make him apply it
1262 */ 1276 */
1263
1264void 1277void
1265monster_apply_below (object *monster) 1278monster_apply_below (object *monster)
1266{ 1279{
1267 object *tmp, *next; 1280 object *tmp, *next;
1268 1281
1269 for (tmp = monster->below; tmp != NULL; tmp = next) 1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1270 { 1283 {
1271 next = tmp->below; 1284 next = tmp->below;
1272 switch (tmp->type) 1285 switch (tmp->type)
1273 { 1286 {
1274 case CF_HANDLE: 1287 case T_HANDLE:
1275 case TRIGGER: 1288 case TRIGGER:
1276 if (monster->will_apply & 1) 1289 if (monster->will_apply & 1)
1277 manual_apply (monster, tmp, 0); 1290 manual_apply (monster, tmp, 0);
1278 break; 1291 break;
1279 1292
1295 * a pointer to that object is returned, so it can be dropped. 1308 * a pointer to that object is returned, so it can be dropped.
1296 * (so that other monsters can pick it up and use it) 1309 * (so that other monsters can pick it up and use it)
1297 * Note that as things are now, monsters never drop something - 1310 * Note that as things are now, monsters never drop something -
1298 * they can pick up all that they can use. 1311 * they can pick up all that they can use.
1299 */ 1312 */
1300
1301/* Sept 96, fixed this so skills will be readied -b.t.*/ 1313/* Sept 96, fixed this so skills will be readied -b.t.*/
1302
1303void 1314void
1304monster_check_apply (object *mon, object *item) 1315monster_check_apply (object *mon, object *item)
1305{ 1316{
1306
1307 int flag = 0; 1317 int flag = 0;
1308 1318
1309 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1319 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1310 { 1320 {
1311 SET_FLAG (mon, FLAG_CAST_SPELL); 1321 SET_FLAG (mon, FLAG_CAST_SPELL);
1312 return; 1322 return;
1313 } 1323 }
1314 1324
1323 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1333 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1324 { 1334 {
1325 /* Check for the right kind of bow */ 1335 /* Check for the right kind of bow */
1326 object *bow; 1336 object *bow;
1327 1337
1328 for (bow = mon->inv; bow != NULL; bow = bow->below) 1338 for (bow = mon->inv; bow; bow = bow->below)
1329 if (bow->type == BOW && bow->race == item->race) 1339 if (bow->type == BOW && bow->race == item->race)
1330 { 1340 {
1331 SET_FLAG (mon, FLAG_READY_BOW); 1341 SET_FLAG (mon, FLAG_READY_BOW);
1332 LOG (llevMonster, "Found correct bow for arrows.\n"); 1342 LOG (llevMonster, "Found correct bow for arrows.\n");
1333 return; /* nothing more to do for arrows */ 1343 return; /* nothing more to do for arrows */
1385 */ 1395 */
1386 SET_FLAG (mon, FLAG_READY_SKILL); 1396 SET_FLAG (mon, FLAG_READY_SKILL);
1387 return; 1397 return;
1388 } 1398 }
1389 1399
1390
1391 /* if we don't match one of the above types, return now. 1400 /* if we don't match one of the above types, return now.
1392 * can_apply_object will say that we can apply things like flesh, 1401 * can_apply_object will say that we can apply things like flesh,
1393 * bolts, and whatever else, because it only checks against the 1402 * bolts, and whatever else, because it only checks against the
1394 * body_info locations. 1403 * body_info locations.
1395 */ 1404 */
1406 /* should only be applying this item, not unapplying it. 1415 /* should only be applying this item, not unapplying it.
1407 * also, ignore status of curse so they can take off old armour. 1416 * also, ignore status of curse so they can take off old armour.
1408 * monsters have some advantages after all. 1417 * monsters have some advantages after all.
1409 */ 1418 */
1410 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1419 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1411
1412 return;
1413} 1420}
1414 1421
1415void 1422void
1416npc_call_help (object *op) 1423npc_call_help (object *op)
1417{ 1424{
1418 int x, y, mflags; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1419 object *npc;
1420 sint16 sx, sy;
1421 maptile *m;
1422
1423 for (x = -3; x < 4; x++)
1424 for (y = -3; y < 4; y++)
1425 { 1426 {
1426 m = op->map; 1427 mapspace &ms = m->at (nx, ny);
1427 sx = op->x + x; 1428
1428 sy = op->y + y;
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 /* If nothing alive on this space, no need to search the space. */ 1429 /* If nothing alive on this space, no need to search the space. */
1431 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1432 continue; 1431 continue;
1433 1432
1434 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1435 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1436 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1437 } 1436 }
1438} 1437}
1439 1438
1440
1441int 1439int
1442dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1440dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1443{ 1441{
1444
1445 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1446 return dir; 1443 return dir;
1444
1447 if (rv->distance < 10) 1445 if (rv->distance < 10)
1448 return absdir (dir + 4); 1446 return absdir (dir + 4);
1449 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1450 return dir; 1448 return dir;
1449
1451 return 0; 1450 return 0;
1452} 1451}
1453 1452
1454int 1453int
1455run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1454run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1456{ 1455{
1457 1456 if (can_hit (part, enemy, rv))
1458 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1459 {
1460 ob->move_status++;
1461 return (dir); 1457 return dir;
1462 } 1458 else
1463 else if (ob->move_status > 20)
1464 ob->move_status = 0;
1465 return absdir (dir + 4); 1459 return absdir (dir + 4);
1466} 1460}
1467 1461
1468int 1462int
1469hitrun_att (int dir, object *ob, object *enemy) 1463hitrun_att (int dir, object *ob, object *enemy)
1470{ 1464{
1472 return dir; 1466 return dir;
1473 else if (ob->move_status < 50) 1467 else if (ob->move_status < 50)
1474 return absdir (dir + 4); 1468 return absdir (dir + 4);
1475 else 1469 else
1476 ob->move_status = 0; 1470 ob->move_status = 0;
1471
1477 return absdir (dir + 4); 1472 return absdir (dir + 4);
1478} 1473}
1479 1474
1480int 1475int
1481wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1476wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482{ 1477{
1483
1484 int inrange = can_hit (part, enemy, rv); 1478 int inrange = can_hit (part, enemy, rv);
1485 1479
1486 if (ob->move_status || inrange) 1480 if (ob->move_status || inrange)
1487 ob->move_status++; 1481 ob->move_status++;
1488 1482
1490 return 0; 1484 return 0;
1491 else if (ob->move_status < 10) 1485 else if (ob->move_status < 10)
1492 return dir; 1486 return dir;
1493 else if (ob->move_status < 15) 1487 else if (ob->move_status < 15)
1494 return absdir (dir + 4); 1488 return absdir (dir + 4);
1489
1495 ob->move_status = 0; 1490 ob->move_status = 0;
1496 return 0; 1491 return 0;
1497} 1492}
1498 1493
1499int 1494int
1500disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1495disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1501{ 1496{
1502
1503 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1504 * happen is that if the creatures hp percentage falls below run_away, 1498 * happen is that if the creatures hp percentage falls below run_away,
1505 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1506 * I think its wrong for a creature to have a zero maxhp value, but 1500 * I think its wrong for a creature to have a zero maxhp value, but
1507 * at least one map has this set, and whatever the map contains, the 1501 * at least one map has this set, and whatever the map contains, the
1508 * server should try to be resilant enough to avoid the problem 1502 * server should try to be resilant enough to avoid the problem
1509 */ 1503 */
1510 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1504 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1511 return absdir (dir + 4); 1505 return absdir (dir + 4);
1506
1512 return dist_att (dir, ob, enemy, part, rv); 1507 return dist_att (dir, ob, enemy, part, rv);
1513} 1508}
1514 1509
1515int 1510int
1516wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1511wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1517{ 1512{
1518 if (rv->distance < 9) 1513 if (rv->distance < 9)
1519 return absdir (dir + 4); 1514 return absdir (dir + 4);
1515
1520 return 0; 1516 return 0;
1521} 1517}
1522 1518
1523void 1519void
1524circ1_move (object *ob) 1520circ1_move (object *ob)
1525{ 1521{
1526 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1522 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1523
1527 if (++ob->move_status > 11) 1524 if (++ob->move_status > 11)
1528 ob->move_status = 0; 1525 ob->move_status = 0;
1526
1529 if (!(move_object (ob, circle[ob->move_status]))) 1527 if (!(move_object (ob, circle[ob->move_status])))
1530 (void) move_object (ob, RANDOM () % 8 + 1); 1528 move_object (ob, rndm (8) + 1);
1531} 1529}
1532 1530
1533void 1531void
1534circ2_move (object *ob) 1532circ2_move (object *ob)
1535{ 1533{
1536 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 1534 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1535
1537 if (++ob->move_status > 19) 1536 if (++ob->move_status > 19)
1538 ob->move_status = 0; 1537 ob->move_status = 0;
1538
1539 if (!(move_object (ob, circle[ob->move_status]))) 1539 if (!(move_object (ob, circle[ob->move_status])))
1540 (void) move_object (ob, RANDOM () % 8 + 1); 1540 move_object (ob, rndm (8) + 1);
1541} 1541}
1542 1542
1543void 1543void
1544pace_movev (object *ob) 1544pace_movev (object *ob)
1545{ 1545{
1546 if (ob->move_status++ > 6) 1546 if (ob->move_status++ > 6)
1547 ob->move_status = 0; 1547 ob->move_status = 0;
1548
1548 if (ob->move_status < 4) 1549 if (ob->move_status < 4)
1549 (void) move_object (ob, 5); 1550 move_object (ob, 5);
1550 else 1551 else
1551 (void) move_object (ob, 1); 1552 move_object (ob, 1);
1552} 1553}
1553 1554
1554void 1555void
1555pace_moveh (object *ob) 1556pace_moveh (object *ob)
1556{ 1557{
1557 if (ob->move_status++ > 6) 1558 if (ob->move_status++ > 6)
1558 ob->move_status = 0; 1559 ob->move_status = 0;
1560
1559 if (ob->move_status < 4) 1561 if (ob->move_status < 4)
1560 (void) move_object (ob, 3); 1562 move_object (ob, 3);
1561 else 1563 else
1562 (void) move_object (ob, 7); 1564 move_object (ob, 7);
1563} 1565}
1564 1566
1565void 1567void
1566pace2_movev (object *ob) 1568pace2_movev (object *ob)
1567{ 1569{
1568 if (ob->move_status++ > 16) 1570 if (ob->move_status++ > 16)
1569 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1570 if (ob->move_status < 6) 1573 if (ob->move_status < 6)
1571 (void) move_object (ob, 5); 1574 move_object (ob, 5);
1572 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1573 return; 1576 return;
1574 else if (ob->move_status < 13) 1577 else if (ob->move_status < 13)
1575 (void) move_object (ob, 1); 1578 move_object (ob, 1);
1576 else 1579 else
1577 return; 1580 return;
1578} 1581}
1579 1582
1580void 1583void
1581pace2_moveh (object *ob) 1584pace2_moveh (object *ob)
1582{ 1585{
1583 if (ob->move_status++ > 16) 1586 if (ob->move_status++ > 16)
1584 ob->move_status = 0; 1587 ob->move_status = 0;
1588
1585 if (ob->move_status < 6) 1589 if (ob->move_status < 6)
1586 (void) move_object (ob, 3); 1590 move_object (ob, 3);
1587 else if (ob->move_status < 8) 1591 else if (ob->move_status < 8)
1588 return; 1592 return;
1589 else if (ob->move_status < 13) 1593 else if (ob->move_status < 13)
1590 (void) move_object (ob, 7); 1594 move_object (ob, 7);
1591 else 1595 else
1592 return; 1596 return;
1593} 1597}
1594 1598
1595void 1599void
1596rand_move (object *ob) 1600rand_move (object *ob)
1597{ 1601{
1598 int i;
1599
1600 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1602 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1601 for (i = 0; i < 5; i++) 1603 for (int i = 0; i < 5; i++)
1602 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1604 if (move_object (ob, ob->move_status = rndm (8) + 1))
1603 return; 1605 return;
1604} 1606}
1605 1607
1606void 1608void
1607check_earthwalls (object *op, maptile *m, int x, int y) 1609check_earthwalls (object *op, maptile *m, int x, int y)
1608{ 1610{
1609 object *tmp;
1610
1611 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1611 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1612 {
1613 if (tmp->type == EARTHWALL) 1612 if (tmp->type == EARTHWALL)
1614 { 1613 {
1615 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1616 return; 1615 return;
1617 } 1616 }
1618 }
1619} 1617}
1620 1618
1621void 1619void
1622check_doors (object *op, maptile *m, int x, int y) 1620check_doors (object *op, maptile *m, int x, int y)
1623{ 1621{
1624 object *tmp;
1625
1626 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1622 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1627 {
1628 if (tmp->type == DOOR) 1623 if (tmp->type == DOOR)
1629 { 1624 {
1630 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1631 return; 1626 return;
1632 } 1627 }
1633 }
1634} 1628}
1635 1629
1636/* find_mon_throw_ob() - modeled on find_throw_ob 1630/* find_mon_throw_ob() - modeled on find_throw_ob
1637 * This is probably overly simplistic as it is now - We want 1631 * This is probably overly simplistic as it is now - We want
1638 * monsters to throw things like chairs and other pieces of 1632 * monsters to throw things like chairs and other pieces of
1639 * furniture, even if they are not good throwable objects. 1633 * furniture, even if they are not good throwable objects.
1640 * Probably better to have the monster throw a throwable object 1634 * Probably better to have the monster throw a throwable object
1641 * first, then throw any non equipped weapon. 1635 * first, then throw any non equipped weapon.
1642 */ 1636 */
1643
1644object * 1637object *
1645find_mon_throw_ob (object *op) 1638find_mon_throw_ob (object *op)
1646{ 1639{
1647 object *tmp = NULL; 1640 object *tmp = NULL;
1648 1641
1652 tmp = op; 1645 tmp = op;
1653 1646
1654 /* New throw code: look through the inventory. Grap the first legal is_thrown 1647 /* New throw code: look through the inventory. Grap the first legal is_thrown
1655 * marked item and throw it to the enemy. 1648 * marked item and throw it to the enemy.
1656 */ 1649 */
1657
1658 for (tmp = op->inv; tmp; tmp = tmp->below) 1650 for (tmp = op->inv; tmp; tmp = tmp->below)
1659 { 1651 {
1660
1661 /* Can't throw invisible objects or items that are applied */ 1652 /* Can't throw invisible objects or items that are applied */
1662 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1653 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1663 continue; 1654 continue;
1664 1655
1665 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1656 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1681 * properly. I also so odd code in place that checked for x distance 1672 * properly. I also so odd code in place that checked for x distance
1682 * OR y distance being within some range - that seemed wrong - both should 1673 * OR y distance being within some range - that seemed wrong - both should
1683 * be within the valid range. MSW 2001-08-05 1674 * be within the valid range. MSW 2001-08-05
1684 * Returns 0 if enemy can not be detected, 1 if it is detected 1675 * Returns 0 if enemy can not be detected, 1 if it is detected
1685 */ 1676 */
1686
1687int 1677int
1688can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1689{ 1679{
1690 int radius = MIN_MON_RADIUS, hide_discovery;
1691
1692 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1693 if (!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1694 return 0; 1682 return 0;
1695 1683
1696 /* If the monster (op) has no way to get to the enemy, do nothing */ 1684 /* If the monster (op) has no way to get to the enemy, do nothing */
1698 return 0; 1686 return 0;
1699 1687
1700 get_rangevector (op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1701 1689
1702 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1703 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1704 return 0; 1692 return 0;
1705 1693
1706 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1707 if (can_see_enemy (op, enemy)) 1695 if (can_see_enemy (op, enemy))
1708 return 1; 1696 return 1;
1709 1697
1710 /* The rest of this is for monsters. Players are on their own for 1698 /* The rest of this is for monsters. Players are on their own for
1711 * finding enemies! 1699 * finding enemies!
1712 */ 1700 */
1713 if (op->type == PLAYER) 1701 if (op->is_player ())
1714 return 0; 1702 return 0;
1715 1703
1716 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1717 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1705 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1718 */ 1706 */
1719 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1707 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1720 return 0; 1708 return 0;
1721 1709
1710 int radius = MIN_MON_RADIUS;
1711
1722 /* use this for invis also */ 1712 /* use this for invis also */
1723 hide_discovery = op->stats.Int / 5; 1713 int hide_discovery = op->stats.Int / 5;
1724 1714
1725 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1726 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1716 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1727 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1717 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1728 else 1718 else
1729 { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1730 object *sk_hide;
1731 int bonus = (op->level / 2) + (op->stats.Int / 5); 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1732 1721
1733 if (enemy->type == PLAYER) 1722 if (enemy->is_player ())
1734 { 1723 {
1735 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1724 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1736 bonus -= sk_hide->level; 1725 bonus -= sk_hide->level;
1737 else 1726 else
1738 { 1727 {
1739 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1728 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1740 make_visible (enemy); 1729 make_visible (enemy);
1749 } /* else creature has modifiers for hiding */ 1738 } /* else creature has modifiers for hiding */
1750 1739
1751 /* Radii stealth adjustment. Only if you are stealthy 1740 /* Radii stealth adjustment. Only if you are stealthy
1752 * will you be able to sneak up closer to creatures */ 1741 * will you be able to sneak up closer to creatures */
1753 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1742 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1754 radius = radius / 2, hide_discovery = hide_discovery / 3; 1743 {
1744 radius /= 2;
1745 hide_discovery /= 3;
1746 }
1755 1747
1756 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1757 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1749 if (!stand_in_light (enemy))
1758 { 1750 {
1759 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1760 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1761 */ 1753 */
1762 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1754 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1763 radius += op->map->darkness / 2; 1755 radius += op->map->darklevel () / 2;
1764 else 1756 else
1765 radius -= op->map->darkness / 2; 1757 radius -= op->map->darklevel () / 2;
1766 1758
1767 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1768 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1769 */ 1761 */
1770 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1762 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1771 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1772 } /* if on dark map */ 1764 } /* if on dark map */
1773 1765
1774 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1775 * radii, we only need to worry here about things the player can 1767 * radii, we only need to worry here about things the player can
1777 * may have for their map - in that way, creatures at the edge will 1769 * may have for their map - in that way, creatures at the edge will
1778 * do something. Note that the distance field in the 1770 * do something. Note that the distance field in the
1779 * vector is real distance, so in theory this should be 18 to 1771 * vector is real distance, so in theory this should be 18 to
1780 * find that. 1772 * find that.
1781 */ 1773 */
1782 if (radius > 13) 1774 // note that the above reasoning was utter bullshit even at the time it was written
1783 radius = 13; 1775 // we use 25, lets see if we have the cpu time for it
1776 radius = min (25, radius);
1784 1777
1785 /* Enemy in range! Now test for detection */ 1778 /* Enemy in range! Now test for detection */
1786 if ((int) rv->distance <= radius) 1779 if (rv->distance <= radius)
1787 { 1780 {
1788 /* ah, we are within range, detected? take cases */ 1781 /* ah, we are within range, detected? take cases */
1789 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1790 return 1; 1783 return 1;
1791 1784
1792 /* hidden or low-quality invisible */ 1785 /* hidden or low-quality invisible */
1793 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1786 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1794 { 1787 {
1795 make_visible (enemy); 1788 make_visible (enemy);
1789
1796 /* inform players of new status */ 1790 /* inform players of new status */
1797 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1791 if (enemy->type == PLAYER && player_can_view (enemy, op))
1798 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1792 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1793
1799 return 1; /* detected enemy */ 1794 return 1; /* detected enemy */
1800 } 1795 }
1801 else if (enemy->invisible) 1796 else if (enemy->invisible)
1802 { 1797 {
1803 /* Change this around - instead of negating the invisible, just 1798 /* Change this around - instead of negating the invisible, just
1804 * return true so that the mosnter that managed to detect you can 1799 * return true so that the monster that managed to detect you can
1805 * do something to you. Decreasing the duration of invisible 1800 * do something to you. Decreasing the duration of invisible
1806 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1801 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1807 * can then basically negate the spell. The spell isn't negated - 1802 * can then basically negate the spell. The spell isn't negated -
1808 * they just know where you are! 1803 * they just know where you are!
1809 */ 1804 */
1810 if ((RANDOM () % 50) <= hide_discovery) 1805 if (rndm (50) <= hide_discovery)
1811 { 1806 {
1812 if (enemy->type == PLAYER) 1807 if (enemy->type == PLAYER)
1813 {
1814 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1808 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1815 } 1809
1816 return 1; 1810 return 1;
1817 } 1811 }
1818 } 1812 }
1819 } /* within range */ 1813 } /* within range */
1820 1814
1821 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1822 return 0; 1816 return 0;
1823} 1817}
1824 1818
1825/* determine if op stands in a lighted square. This is not a very 1819/* determine if op stands in a lighted square. This is not a very
1826 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1827 * is possible for a bright light to illuminate a player on the 1821 * is possible for a bright light to illuminate a player on the
1828 * other side of a wall (!). 1822 * other side of a wall (!).
1829 */ 1823 */
1830
1831int 1824int
1832stand_in_light (object *op) 1825stand_in_light (object *op)
1833{ 1826{
1834 sint16 nx, ny;
1835 maptile *m;
1836
1837
1838 if (!op) 1827 if (op)
1828 {
1829 if (!op->is_on_map ())
1839 return 0; 1830 return 0;
1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1834
1840 if (op->glow_radius > 0) 1835 if (op->glow_radius > 0)
1841 return 1; 1836 return 1;
1842 1837
1843 if (op->map) 1838 if (op->map)
1844 { 1839 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1845 int x, y, x1, y1; 1840 {
1846
1847
1848
1849 /* Check the spaces with the max light radius to see if any of them 1841 /* Check the spaces with the max light radius to see if any of them
1850 * have lights, and if any of them light the player enough, then return 1. 1842 * have lights, and if any of them light the player enough, then return 1.
1851 */
1852 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1853 {
1854 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1855 { 1843 */
1856 m = op->map; 1844 int light = m->at (nx, ny).light;
1857 nx = x;
1858 ny = y;
1859 1845
1860 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1846 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1861 continue;
1862
1863 x1 = abs (x - op->x) * abs (x - op->x);
1864 y1 = abs (y - op->y) * abs (y - op->y);
1865 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1866 return 1; 1847 return 1;
1867 } 1848 }
1868 }
1869 } 1849 }
1850
1870 return 0; 1851 return 0;
1871} 1852}
1872
1873 1853
1874/* assuming no walls/barriers, lets check to see if its *possible* 1854/* assuming no walls/barriers, lets check to see if its *possible*
1875 * to see an enemy. Note, "detection" is different from "seeing". 1855 * to see an enemy. Note, "detection" is different from "seeing".
1876 * See can_detect_enemy() for more details. -b.t. 1856 * See can_detect_enemy() for more details. -b.t.
1877 * return 0 if can't be seen, 1 if can be 1857 * return 0 if can't be seen, 1 if can be
1878 */ 1858 */
1879
1880int 1859int
1881can_see_enemy (object *op, object *enemy) 1860can_see_enemy (object *op, object *enemy)
1882{ 1861{
1883 object *looker = op->head ? op->head : op; 1862 object *looker = op->head ? op->head : op;
1884 1863
1898 { 1877 {
1899 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1900 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1901 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1902 1881
1903 if (has_carried_lights (enemy)) 1882 if (enemy->has_carried_lights ())
1904 { 1883 {
1905 if (enemy->hide) 1884 if (enemy->flag [FLAG_HIDDEN])
1906 { 1885 {
1907 make_visible (enemy); 1886 make_visible (enemy);
1908 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1887 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1909 } 1888 }
1889
1910 return 1; 1890 return 1;
1911 } 1891 }
1912 else if (enemy->hide) 1892 else if (enemy->flag [FLAG_HIDDEN])
1913 return 0; 1893 return 0;
1914 1894
1915 /* Invisible enemy. Break apart the check for invis undead/invis looker 1895 /* Invisible enemy. Break apart the check for invis undead/invis looker
1916 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1896 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1917 * and making it a conditional makes the code pretty ugly. 1897 * and making it a conditional makes the code pretty ugly.
1918 */ 1898 */
1919 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1920 {
1921 if (makes_invisible_to (enemy, looker)) 1900 if (makes_invisible_to (enemy, looker))
1922 return 0; 1901 return 0;
1923 }
1924 } 1902 }
1925 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1903 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1926 if (player_can_view (looker, enemy)) 1904 if (player_can_view (looker, enemy))
1927 return 1; 1905 return 1;
1928 1906
1929 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1907 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1930 * unless they carry a light or stand in light. Darkness doesnt 1908 * unless they carry a light or stand in light. Darkness doesnt
1933 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1934 * only relevant for tiled maps, but it is possible that the 1912 * only relevant for tiled maps, but it is possible that the
1935 * enemy is on a bright map and the looker on a dark - in that 1913 * enemy is on a bright map and the looker on a dark - in that
1936 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1937 */ 1915 */
1938 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1916 if (!stand_in_light (enemy)
1939 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1917 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1940 return 0; 1918 return 0;
1941 1919
1942 return 1; 1920 return 1;
1943} 1921}
1922

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