ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.C
(Generate patch)

Comparing deliantra/server/server/monster.C (file contents):
Revision 1.25 by elmex, Mon Apr 16 11:50:44 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>
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
143 } 144 }
144 145
145 return 0; 146 return 0;
146} 147}
147 148
148
149/* 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
150 * our caller will find the information useful. 150 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
153 * 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
154 * many cases. 154 * many cases.
155 */ 155 */
156
157object * 156object *
158find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
159{ 158{
160 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
161 160
167 { 166 {
168 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
169 168
170 if (tmp) 169 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
172 return tmp; 172 return tmp;
173 } 173 }
174 174
175 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
176 * 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
196 /* we check our old enemy. */ 196 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
198 { 198 {
199 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
200 { 200 {
201 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
202 /* 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 */
203 203
204 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 */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 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... */
209 { 209 {
210 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! */
211 npc->enemy = attacker; 211 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
213 } 213 }
229/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 233 */
234
235int 234int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 236{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 238 if (!enemy)
242 return 0; 239 return 0;
243 240
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])
244 /* blinded monsters can only find nearby objects to attack */ 247 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 248 radius = MIN_MON_RADIUS;
247 249 else if (op->map
250 && !enemy->invisible
251 && !stand_in_light (enemy)
252 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 253 /* This covers the situation where the monster is in the dark
249 * 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
250 * glowing!) then the monster has trouble finding the enemy. 255 * glowing!) then the monster has trouble finding the enemy.
251 * 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
252 * the dark. */ 257 * the dark. */
258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
253 259
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 260 if (enemy->flag [FLAG_STEALTH])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 261 radius = radius / 2 + 1;
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
263 262
264 /* 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
265 * for that. 264 * for that.
266 */ 265 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 266 if (rv->distance <= radius)
268 { 267 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 268 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 269 return 1;
271 } 270 }
271
272 return 0; 272 return 0;
273} 273}
274 274
275int 275int
276move_randomly (object *op) 276move_randomly (object *op)
277{ 277{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 278 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 279 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, rndm (8) + 1)) 280 if (move_object (op, rndm (8) + 1))
284 return 1; 281 return 1;
285 } 282
286 return 0; 283 return 0;
287} 284}
288 285
289/* 286/*
290 * 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.
291 */ 288 */
292
293int 289int
294move_monster (object *op) 290move_monster (object *op)
295{ 291{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph = op; 293 object *owner, *enemy, *part, *oph = op;
314 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
315 311
316 /* generate hp, if applicable */ 312 /* generate hp, if applicable */
317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 { 314 {
319
320 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
321 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
322 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
324 * 319 *
329 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));
330 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 */
331 op->last_heal %= 32; 326 op->last_heal %= 32;
332 327
333 /* 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 */
334 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))
335 CLEAR_FLAG (op, FLAG_RUN_AWAY); 330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
336 331
337 if (op->stats.hp > op->stats.maxhp) 332 if (op->stats.hp > op->stats.maxhp)
338 op->stats.hp = op->stats.maxhp; 333 op->stats.hp = op->stats.maxhp;
339 } 334 }
340 335
341 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 { 338 {
344
345 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
348 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
349 * 343 *
350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
351 * overflow might produce monsters with negative sp. 345 * overflow might produce monsters with negative sp.
352 */ 346 */
353 347
354 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));
355 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 */
356 op->last_sp %= 128; 350 op->last_sp %= 128;
357 } 351 }
358 352
359 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
360 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
361 */ 355 */
362 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
363 {
364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366 358
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED); 360 return QUERY_FLAG (op, FLAG_FREED);
369 361
370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
371 ((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)))
372 {
373 if (!check_wakeup (op, enemy, &rv)) 364 if (!check_wakeup (op, enemy, &rv))
374 return 0; 365 return 0;
375 }
376 366
377 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
378 if (op->hide) 368 if (op->flag [FLAG_HIDDEN])
379 do_hidden_move (op); 369 do_hidden_move (op);
380 370
381 if (op->pick_up) 371 if (op->pick_up)
382 monster_check_pickup (op); 372 monster_check_pickup (op);
383 373
387 /* If we don't have an enemy, do special movement or the like */ 377 /* If we don't have an enemy, do special movement or the like */
388 if (!enemy) 378 if (!enemy)
389 { 379 {
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
391 { 381 {
392 op->destroy (); 382 op->drop_and_destroy ();
393 return 1; 383 return 1;
394 } 384 }
395 385
396 /* Probably really a bug for a creature to have both 386 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set. 387 * stand still and a movement type set.
400 { 390 {
401 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
402 { 392 {
403 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
404 { 394 {
405 case (PETMOVE): 395 case PETMOVE:
406 pet_move (op); 396 pet_move (op);
407 break; 397 break;
408 398
409 case (CIRCLE1): 399 case CIRCLE1:
410 circ1_move (op); 400 circ1_move (op);
411 break; 401 break;
412 402
413 case (CIRCLE2): 403 case CIRCLE2:
414 circ2_move (op); 404 circ2_move (op);
415 break; 405 break;
416 406
417 case (PACEV): 407 case PACEV:
418 pace_movev (op); 408 pace_movev (op);
419 break; 409 break;
420 410
421 case (PACEH): 411 case PACEH:
422 pace_moveh (op); 412 pace_moveh (op);
423 break; 413 break;
424 414
425 case (PACEV2): 415 case PACEV2:
426 pace2_movev (op); 416 pace2_movev (op);
427 break; 417 break;
428 418
429 case (PACEH2): 419 case PACEH2:
430 pace2_moveh (op); 420 pace2_moveh (op);
431 break; 421 break;
432 422
433 case (RANDO): 423 case RANDO:
434 rand_move (op); 424 rand_move (op);
435 break; 425 break;
436 426
437 case (RANDO2): 427 case RANDO2:
438 move_randomly (op); 428 move_randomly (op);
439 break; 429 break;
440 } 430 }
431
441 return 0; 432 return 0;
442 } 433 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op); 435 move_randomly (op);
445
446 } /* stand still */ 436 } /* stand still */
437
447 return 0; 438 return 0;
448 } /* no enemy */ 439 } /* no enemy */
449 440
450 /* We have an enemy. Block immediately below is for pets */ 441 /* We have an enemy. Block immediately below is for pets */
451 if ((op->attack_movement & HI4) == PETMOVE 442 if ((op->attack_movement & HI4) == PETMOVE
453 && !on_same_map (op, owner) 444 && !on_same_map (op, owner)
454 && !owner->flag [FLAG_REMOVED]) 445 && !owner->flag [FLAG_REMOVED])
455 return follow_owner (op, owner); 446 return follow_owner (op, owner);
456 447
457 /* doppleganger code to change monster facing to that of the nearest 448 /* doppleganger code to change monster facing to that of the nearest
458 * 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
459 * arch set uses it. 450 * arch set uses it.
460 */ 451 */
461 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 452 if (op->race == shstr_doppleganger)
462 { 453 {
463 op->face = enemy->face; 454 op->face = enemy->face;
464 op->name = enemy->name; 455 op->name = enemy->name;
465 } 456 }
466 457
478 if (!QUERY_FLAG (op, FLAG_SCARED)) 469 if (!QUERY_FLAG (op, FLAG_SCARED))
479 { 470 {
480 rv_vector rv1; 471 rv_vector rv1;
481 472
482 /* 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 */
483 for (part = op; part != NULL; part = part->more) 474 for (part = op; part; part = part->more)
484 { 475 {
485 get_rangevector (part, enemy, &rv1, 0x1); 476 get_rangevector (part, enemy, &rv1, 0x1);
486 dir = rv1.direction; 477 dir = rv1.direction;
487 478
488 /* 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
489 * but that we test above... so can be old code here 480 * but that we test above... so can be old code here
490 */ 481 */
491 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
492 dir = absdir (dir + 4); 483 dir = absdir (dir + 4);
484
493 if (QUERY_FLAG (op, FLAG_CONFUSED)) 485 if (QUERY_FLAG (op, FLAG_CONFUSED))
494 dir = absdir (dir + rndm (3) + rndm (3) - 2); 486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
495 487
496 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) 488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
497 {
498 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
499 return 0; 490 return 0;
500 }
501 491
502 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) 492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
503 {
504 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
505 return 0; 494 return 0;
506 }
507 495
508 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) 496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
509 {
510 if (monster_use_range (op, part, enemy, dir)) 497 if (monster_use_range (op, part, enemy, dir))
511 return 0; 498 return 0;
512 } 499
513 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) 500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
514 {
515 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
516 return 0; 502 return 0;
517 } 503
518 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) 504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
519 {
520 if (monster_use_bow (op, part, enemy, dir)) 505 if (monster_use_bow (op, part, enemy, dir))
521 return 0; 506 return 0;
522 }
523 } /* for processing of all parts */ 507 } /* for processing of all parts */
524 } /* If not scared */ 508 } /* If not scared */
525 509
526
527 part = rv.part; 510 part = rv.part;
528 dir = rv.direction; 511 dir = rv.direction;
529 512
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
530 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))
531 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
532 559
533 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
534 dir = absdir (dir + rndm (3) + rndm (3) - 2); 561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
537 564
538 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
539 { 566 {
540 switch (op->attack_movement & LO4) 567 switch (op->attack_movement & LO4)
541 { 568 {
542 case DISTATT: 569 case DISTATT:
543 dir = dist_att (dir, op, enemy, part, &rv); 570 dir = dist_att (dir, op, enemy, part, &rv);
544 break; 571 break;
545 572
546 case RUNATT: 573 case RUNATT:
547 dir = run_att (dir, op, enemy, part, &rv); 574 dir = run_att (dir, op, enemy, part, &rv);
548 break; 575 break;
549 576
550 case HITRUN: 577 case HITRUN:
551 dir = hitrun_att (dir, op, enemy); 578 dir = hitrun_att (dir, op, enemy);
552 break; 579 break;
553 580
554 case WAITATT: 581 case WAITATT:
555 dir = wait_att (dir, op, enemy, part, &rv); 582 dir = wait_att (dir, op, enemy, part, &rv);
556 break; 583 break;
557 584
558 case RUSH: /* default - monster normally moves towards player */ 585 case RUSH: /* default - monster normally moves towards player */
559 case ALLRUN: 586 case ALLRUN:
560 break; 587 break;
561 588
562 case DISTHIT: 589 case DISTHIT:
563 dir = disthit_att (dir, op, enemy, part, &rv); 590 dir = disthit_att (dir, op, enemy, part, &rv);
564 break; 591 break;
565 592
566 case WAIT2: 593 case WAIT2:
567 dir = wait_att2 (dir, op, enemy, part, &rv); 594 dir = wait_att2 (dir, op, enemy, part, &rv);
568 break; 595 break;
569 596
570 default: 597 default:
571 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);
572 } 599 }
573 } 600 }
574 601
575 if (!dir) 602 if (!dir)
576 return 0; 603 return 0;
586 return 0; 613 return 0;
587 } 614 }
588 615
589 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))
590 { 617 {
591
592 /* Try move around corners if !close */ 618 /* Try move around corners if !close */
593 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;
594 620
595 for (diff = 1; diff <= maxdiff; diff++) 621 for (diff = 1; diff <= maxdiff; diff++)
596 { 622 {
597 /* try different detours */ 623 /* try different detours */
598 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
599 625
600 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)))
601 return 0; 627 return 0;
602 } 628 }
603 } 629 }
630 { 656 {
631 object *nearest_player = get_nearest_player (op); 657 object *nearest_player = get_nearest_player (op);
632 658
633 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
634 { 660 {
635 op->enemy = NULL; 661 op->enemy = 0;
636 enemy = nearest_player; 662 enemy = nearest_player;
637 } 663 }
638 } 664 }
639 665
640 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
646 * still be pretty nasty. 672 * still be pretty nasty.
647 */ 673 */
648 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
649 { 675 {
650 part->stats.wc += 10; 676 part->stats.wc += 10;
651 (void) skill_attack (enemy, part, 0, NULL, NULL); 677 skill_attack (enemy, part, 0, NULL, NULL);
652 part->stats.wc -= 10; 678 part->stats.wc -= 10;
653 } 679 }
654 else 680 else
655 (void) skill_attack (enemy, part, 0, NULL, NULL); 681 skill_attack (enemy, part, 0, NULL, NULL);
656 } /* if monster is in attack range */ 682 } /* if monster is in attack range */
657 683
658 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 */
659 return 1; 685 return 1;
660 686
661 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
662 { 688 {
663 op->remove ();
664 op->destroy (); 689 op->drop_and_destroy ();
665 return 1; 690 return 1;
666 } 691 }
692
667 return 0; 693 return 0;
668} 694}
669 695
670int 696int
671can_hit (object *ob1, object *ob2, rv_vector * rv) 697can_hit (object *ob1, object *ob2, rv_vector * rv)
680 return 1; 706 return 1;
681 707
682 /* 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
683 * 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
684 */ 710 */
685 for (more = ob2->more; more != NULL; more = more->more) 711 for (more = ob2->more; more; more = more->more)
686 { 712 {
687 get_rangevector (ob1, more, &rv1, 0); 713 get_rangevector (ob1, more, &rv1, 0);
688 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
689 return 1; 715 return 1;
690 } 716 }
717
691 return 0; 718 return 0;
692
693} 719}
694 720
695/* Returns 1 is monster should cast spell sp at an enemy 721/* Returns 1 is monster should cast spell sp at an enemy
696 * Returns 0 if the monster should not cast this spell. 722 * Returns 0 if the monster should not cast this spell.
697 * 723 *
715 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
716 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 742 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
717 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 ||
718 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 ||
719 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)
720
721 return 1; 746 return 1;
722 747
723 return 0; 748 return 0;
724} 749}
725
726 750
727#define MAX_KNOWN_SPELLS 20 751#define MAX_KNOWN_SPELLS 20
728 752
729/* Returns a randomly selected spell. This logic is still 753/* Returns a randomly selected spell. This logic is still
730 * less than ideal. This code also only seems to deal with 754 * less than ideal. This code also only seems to deal with
733 */ 757 */
734object * 758object *
735monster_choose_random_spell (object *monster) 759monster_choose_random_spell (object *monster)
736{ 760{
737 object *altern[MAX_KNOWN_SPELLS]; 761 object *altern[MAX_KNOWN_SPELLS];
738 object *tmp;
739 int i = 0; 762 int i = 0;
740 763
741 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
742 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
743 { 766 {
744 /* Check and see if it's actually a useful spell. 767 /* Check and see if it's actually a useful spell.
745 * If its a spellbook, the spell is actually the inventory item. 768 * If its a spellbook, the spell is actually the inventory item.
746 * 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.
747 */ 770 */
748 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))
749 { 772 {
750 altern[i++] = tmp; 773 altern [i++] = tmp;
774
751 if (i == MAX_KNOWN_SPELLS) 775 if (i == MAX_KNOWN_SPELLS)
752 break; 776 break;
753 } 777 }
754 } 778 }
755 if (!i) 779
756 return NULL; 780 return i ? altern [rndm (i)] : 0;
757 return altern[RANDOM () % i];
758} 781}
759 782
760/* 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.
761 * 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.
762 * head is the head of the monster. 785 * head is the head of the monster.
763 * part is the part of the monster we are checking against. 786 * part is the part of the monster we are checking against.
764 * pl is the target. 787 * pl is the target.
765 * dir is the direction to case. 788 * dir is the direction to case.
766 * rv is the vector which describes where the enemy is. 789 * rv is the vector which describes where the enemy is.
767 */ 790 */
768
769int 791int
770monster_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)
771{ 793{
772 object *spell_item; 794 object *spell_item;
773 object *owner; 795 object *owner;
784 806
785 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
786 { 808 {
787 get_rangevector (head, owner, &rv1, 0x1); 809 get_rangevector (head, owner, &rv1, 0x1);
788 if (dirdiff (dir, rv1.direction) < 2) 810 if (dirdiff (dir, rv1.direction) < 2)
789 {
790 return 0; /* Might hit owner with spell */ 811 return 0; /* Might hit owner with spell */
791 }
792 } 812 }
793 813
794 if (QUERY_FLAG (head, FLAG_CONFUSED)) 814 if (QUERY_FLAG (head, FLAG_CONFUSED))
795 dir = absdir (dir + rndm (3) + rndm (3) - 2); 815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
796 816
804 { 824 {
805 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 825 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
806 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 */
807 return 0; 827 return 0;
808 } 828 }
829
809 if (spell_item->type == SPELLBOOK) 830 if (spell_item->type == SPELLBOOK)
810 { 831 {
811 if (!spell_item->inv) 832 if (!spell_item->inv)
812 { 833 {
813 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);
814 return 0; 835 return 0;
815 } 836 }
837
816 spell_item = spell_item->inv; 838 spell_item = spell_item->inv;
817 } 839 }
818 } 840 }
819 else 841 else
820 spell_item = head->spellitem; 842 spell_item = head->spellitem;
839 /* 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 */
840 head->spellitem = NULL; 862 head->spellitem = NULL;
841 863
842 return cast_spell (part, part, dir, spell_item, NULL); 864 return cast_spell (part, part, dir, spell_item, NULL);
843} 865}
844
845 866
846int 867int
847monster_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)
848{ 869{
849 object *scroll; 870 object *scroll;
899 * 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.
900 * 921 *
901 * At the moment this is only useful for throwing, perhaps for 922 * At the moment this is only useful for throwing, perhaps for
902 * 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
903 */ 924 */
904
905int 925int
906monster_use_skill (object *head, object *part, object *pl, int dir) 926monster_use_skill (object *head, object *part, object *pl, int dir)
907{ 927{
908 object *skill, *owner; 928 object *skill, *owner;
909 929
915 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);
916 936
917 if (dirdiff (dir, dir2) < 1) 937 if (dirdiff (dir, dir2) < 1)
918 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 938 return 0; /* Might hit owner with skill -thrown rocks for example ? */
919 } 939 }
940
920 if (QUERY_FLAG (head, FLAG_CONFUSED)) 941 if (QUERY_FLAG (head, FLAG_CONFUSED))
921 dir = absdir (dir + rndm (3) + rndm (3) - 2); 942 dir = absdir (dir + rndm (3) + rndm (3) - 2);
922 943
923 /* skill selection - monster will use the next unused skill. 944 /* skill selection - monster will use the next unused skill.
924 * well...the following scenario will allow the monster to 945 * well...the following scenario will allow the monster to
925 * 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
926 * more skills available to monsters. 947 * more skills available to monsters.
927 */ 948 */
928
929 for (skill = head->inv; skill != NULL; skill = skill->below) 949 for (skill = head->inv; skill; skill = skill->below)
930 if (skill->type == SKILL && skill != head->chosen_skill) 950 if (skill->type == SKILL && skill != head->chosen_skill)
931 { 951 {
932 head->chosen_skill = skill; 952 head->chosen_skill = skill;
933 break; 953 break;
934 } 954 }
937 { 957 {
938 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);
939 CLEAR_FLAG (head, FLAG_READY_SKILL); 959 CLEAR_FLAG (head, FLAG_READY_SKILL);
940 return 0; 960 return 0;
941 } 961 }
962
942 /* use skill */ 963 /* use skill */
943 return do_skill (head, part, head->chosen_skill, dir, NULL); 964 return do_skill (head, part, head->chosen_skill, dir, NULL);
944} 965}
945 966
946/* Monster will use a ranged spell attack. */ 967/* Monster will use a ranged spell attack. */
947
948int 968int
949monster_use_range (object *head, object *part, object *pl, int dir) 969monster_use_range (object *head, object *part, object *pl, int dir)
950{ 970{
951 object *wand, *owner; 971 object *wand, *owner;
952 int at_least_one = 0; 972 int at_least_one = 0;
959 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);
960 980
961 if (dirdiff (dir, dir2) < 2) 981 if (dirdiff (dir, dir2) < 2)
962 return 0; /* Might hit owner with spell */ 982 return 0; /* Might hit owner with spell */
963 } 983 }
984
964 if (QUERY_FLAG (head, FLAG_CONFUSED)) 985 if (QUERY_FLAG (head, FLAG_CONFUSED))
965 dir = absdir (dir + rndm (3) + rndm (3) - 2); 986 dir = absdir (dir + rndm (3) + rndm (3) - 2);
966 987
967 for (wand = head->inv; wand != NULL; wand = wand->below) 988 for (wand = head->inv; wand; wand = wand->below)
968 { 989 {
969 if (wand->type == WAND) 990 if (wand->type == WAND)
970 { 991 {
971 /* Found a wand, let's see if it has charges left */ 992 /* Found a wand, let's see if it has charges left */
972 at_least_one = 1; 993 at_least_one = 1;
978 if (!(--wand->stats.food)) 999 if (!(--wand->stats.food))
979 { 1000 {
980 if (wand->arch) 1001 if (wand->arch)
981 { 1002 {
982 CLEAR_FLAG (wand, FLAG_ANIMATE); 1003 CLEAR_FLAG (wand, FLAG_ANIMATE);
983 wand->face = wand->arch->clone.face; 1004 wand->face = wand->arch->face;
984 wand->set_speed (0); 1005 wand->set_speed (0);
985 } 1006 }
986 } 1007 }
987 /* Success */ 1008 /* Success */
988 return 1; 1009 return 1;
1007 } 1028 }
1008 1029
1009 if (at_least_one) 1030 if (at_least_one)
1010 return 0; 1031 return 0;
1011 1032
1012 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);
1013 CLEAR_FLAG (head, FLAG_READY_RANGE); 1034 CLEAR_FLAG (head, FLAG_READY_RANGE);
1014 return 0; 1035 return 0;
1015} 1036}
1016 1037
1017int 1038int
1019{ 1040{
1020 object *owner; 1041 object *owner;
1021 1042
1022 if (!(dir = path_to_player (part, pl, 0))) 1043 if (!(dir = path_to_player (part, pl, 0)))
1023 return 0; 1044 return 0;
1045
1024 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1046 if (QUERY_FLAG (head, FLAG_CONFUSED))
1025 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1047 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1026 1048
1027 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1049 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1028 { 1050 {
1036 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);
1037 1059
1038} 1060}
1039 1061
1040/* Checks if putting on 'item' will make 'who' do more 1062/* Checks if putting on 'item' will make 'who' do more
1041 * damage. This is a very simplistic check - also checking things 1063 * damage. This is a very simplistic check - also checking things
1042 * like speed and ac are also relevant. 1064 * like speed and ac are also relevant.
1043 * 1065 *
1044 * return true if item is a better object. 1066 * return true if item is a better object.
1045 */ 1067 */
1046
1047int 1068int
1048check_good_weapon (object *who, object *item) 1069check_good_weapon (object *who, object *item)
1049{ 1070{
1050 object *other_weap; 1071 object *other_weap;
1051 int val = 0, i; 1072 int val = 0, i;
1052 1073
1053 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)
1054 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))
1055 break; 1076 break;
1056 1077
1057 if (other_weap == NULL) /* No other weapons */ 1078 if (!other_weap) /* No other weapons */
1058 return 1; 1079 return 1;
1059 1080
1060 /* 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
1061 * better, just do some simple checks 1082 * better, just do some simple checks
1062 * Put some multipliers for things that hvae several effects, 1083 * Put some multipliers for things that hvae several effects,
1067 val += (item->magic - other_weap->magic) * 3; 1088 val += (item->magic - other_weap->magic) * 3;
1068 /* Monsters don't really get benefits from things like regen rates 1089 /* Monsters don't really get benefits from things like regen rates
1069 * from items. But the bonus for their stats are very important. 1090 * from items. But the bonus for their stats are very important.
1070 */ 1091 */
1071 for (i = 0; i < NUM_STATS; i++) 1092 for (i = 0; i < NUM_STATS; i++)
1072 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;
1073 1094
1074 if (val > 0) 1095 if (val > 0)
1075 return 1; 1096 return 1;
1076 else 1097 else
1077 return 0; 1098 return 0;
1078
1079} 1099}
1080 1100
1081int 1101int
1082check_good_armour (object *who, object *item) 1102check_good_armour (object *who, object *item)
1083{ 1103{
1084 object *other_armour; 1104 object *other_armour;
1085 int val = 0, i; 1105 int val = 0, i;
1086 1106
1087 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)
1088 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))
1089 break; 1109 break;
1090 1110
1091 if (other_armour == NULL) /* No other armour, use the new */ 1111 if (other_armour == NULL) /* No other armour, use the new */
1092 return 1; 1112 return 1;
1114 1134
1115 if (val > 0) 1135 if (val > 0)
1116 return 1; 1136 return 1;
1117 else 1137 else
1118 return 0; 1138 return 0;
1119
1120} 1139}
1121 1140
1122/* 1141/*
1123 * monster_check_pickup(): checks for items that monster can pick up. 1142 * monster_check_pickup(): checks for items that monster can pick up.
1124 * 1143 *
1132 * 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
1133 * 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
1134 * 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
1135 * affect stacking on this space. 1154 * affect stacking on this space.
1136 */ 1155 */
1137
1138void 1156void
1139monster_check_pickup (object *monster) 1157monster_check_pickup (object *monster)
1140{ 1158{
1141 object *tmp, *next; 1159 object *tmp, *next;
1142 1160
1161 * monster_can_pick(): If the monster is interested in picking up 1179 * monster_can_pick(): If the monster is interested in picking up
1162 * the item, then return 0. Otherwise 0. 1180 * the item, then return 0. Otherwise 0.
1163 * Instead of pick_up, flags for "greed", etc, should be used. 1181 * Instead of pick_up, flags for "greed", etc, should be used.
1164 * 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.
1165 */ 1183 */
1166
1167int 1184int
1168monster_can_pick (object *monster, object *item) 1185monster_can_pick (object *monster, object *item)
1169{ 1186{
1170 int flag = 0; 1187 int flag = 0;
1171 int i; 1188 int i;
1180 flag = 1; 1197 flag = 1;
1181 1198
1182 else 1199 else
1183 switch (item->type) 1200 switch (item->type)
1184 { 1201 {
1185 case MONEY: 1202 case MONEY:
1186 case GEM: 1203 case GEM:
1187 flag = monster->pick_up & 2; 1204 flag = monster->pick_up & 2;
1188 break; 1205 break;
1189 1206
1190 case FOOD: 1207 case FOOD:
1191 flag = monster->pick_up & 4; 1208 flag = monster->pick_up & 4;
1192 break; 1209 break;
1193 1210
1194 case WEAPON: 1211 case WEAPON:
1195 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1212 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1196 break; 1213 break;
1197 1214
1198 case ARMOUR: 1215 case ARMOUR:
1199 case SHIELD: 1216 case SHIELD:
1200 case HELMET: 1217 case HELMET:
1201 case BOOTS: 1218 case BOOTS:
1202 case GLOVES: 1219 case GLOVES:
1203 case GIRDLE: 1220 case GIRDLE:
1204 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1221 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1205 break; 1222 break;
1206 1223
1207 case SKILL: 1224 case SKILL:
1208 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1225 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1209 break; 1226 break;
1210 1227
1211 case RING: 1228 case RING:
1212 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1229 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1213 break; 1230 break;
1214 1231
1215 case WAND: 1232 case WAND:
1216 case HORN: 1233 case HORN:
1217 case ROD: 1234 case ROD:
1218 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1219 break; 1236 break;
1220 1237
1221 case SPELLBOOK: 1238 case SPELLBOOK:
1222 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1223 break; 1240 break;
1224 1241
1225 case SCROLL: 1242 case SCROLL:
1226 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1227 break; 1244 break;
1228 1245
1229 case BOW: 1246 case BOW:
1230 case ARROW: 1247 case ARROW:
1231 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1248 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1232 break; 1249 break;
1233 } 1250 }
1251
1234 /* 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
1235 * 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
1236 * use several locations. 1254 * use several locations.
1237 */ 1255 */
1238 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1239 { 1257 {
1240 if (monster->body_info[i] && item->body_info[i]) 1258 if (monster->slot[i].info && item->slot[i].info)
1241 { 1259 {
1242 flag = 1; 1260 flag = 1;
1243 break; 1261 break;
1244 } 1262 }
1245 } 1263 }
1246 1264
1247 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1248 return 1; 1266 return 1;
1267
1249 return 0; 1268 return 0;
1250} 1269}
1251 1270
1252/* 1271/*
1253 * monster_apply_below(): 1272 * monster_apply_below():
1254 * 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
1255 * eager to apply things, encounters something apply-able, 1274 * eager to apply things, encounters something apply-able,
1256 * then make him apply it 1275 * then make him apply it
1257 */ 1276 */
1258
1259void 1277void
1260monster_apply_below (object *monster) 1278monster_apply_below (object *monster)
1261{ 1279{
1262 object *tmp, *next; 1280 object *tmp, *next;
1263 1281
1264 for (tmp = monster->below; tmp != NULL; tmp = next) 1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1265 { 1283 {
1266 next = tmp->below; 1284 next = tmp->below;
1267 switch (tmp->type) 1285 switch (tmp->type)
1268 { 1286 {
1269 case CF_HANDLE: 1287 case T_HANDLE:
1270 case TRIGGER: 1288 case TRIGGER:
1271 if (monster->will_apply & 1) 1289 if (monster->will_apply & 1)
1272 manual_apply (monster, tmp, 0); 1290 manual_apply (monster, tmp, 0);
1273 break; 1291 break;
1274 1292
1290 * 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.
1291 * (so that other monsters can pick it up and use it) 1309 * (so that other monsters can pick it up and use it)
1292 * Note that as things are now, monsters never drop something - 1310 * Note that as things are now, monsters never drop something -
1293 * they can pick up all that they can use. 1311 * they can pick up all that they can use.
1294 */ 1312 */
1295
1296/* Sept 96, fixed this so skills will be readied -b.t.*/ 1313/* Sept 96, fixed this so skills will be readied -b.t.*/
1297
1298void 1314void
1299monster_check_apply (object *mon, object *item) 1315monster_check_apply (object *mon, object *item)
1300{ 1316{
1301
1302 int flag = 0; 1317 int flag = 0;
1303 1318
1304 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)))
1305 { 1320 {
1306 SET_FLAG (mon, FLAG_CAST_SPELL); 1321 SET_FLAG (mon, FLAG_CAST_SPELL);
1307 return; 1322 return;
1308 } 1323 }
1309 1324
1318 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1333 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1319 { 1334 {
1320 /* Check for the right kind of bow */ 1335 /* Check for the right kind of bow */
1321 object *bow; 1336 object *bow;
1322 1337
1323 for (bow = mon->inv; bow != NULL; bow = bow->below) 1338 for (bow = mon->inv; bow; bow = bow->below)
1324 if (bow->type == BOW && bow->race == item->race) 1339 if (bow->type == BOW && bow->race == item->race)
1325 { 1340 {
1326 SET_FLAG (mon, FLAG_READY_BOW); 1341 SET_FLAG (mon, FLAG_READY_BOW);
1327 LOG (llevMonster, "Found correct bow for arrows.\n"); 1342 LOG (llevMonster, "Found correct bow for arrows.\n");
1328 return; /* nothing more to do for arrows */ 1343 return; /* nothing more to do for arrows */
1380 */ 1395 */
1381 SET_FLAG (mon, FLAG_READY_SKILL); 1396 SET_FLAG (mon, FLAG_READY_SKILL);
1382 return; 1397 return;
1383 } 1398 }
1384 1399
1385
1386 /* 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.
1387 * 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,
1388 * bolts, and whatever else, because it only checks against the 1402 * bolts, and whatever else, because it only checks against the
1389 * body_info locations. 1403 * body_info locations.
1390 */ 1404 */
1401 /* should only be applying this item, not unapplying it. 1415 /* should only be applying this item, not unapplying it.
1402 * 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.
1403 * monsters have some advantages after all. 1417 * monsters have some advantages after all.
1404 */ 1418 */
1405 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1419 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1406
1407 return;
1408} 1420}
1409 1421
1410void 1422void
1411npc_call_help (object *op) 1423npc_call_help (object *op)
1412{ 1424{
1413 int x, y, mflags; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1414 object *npc;
1415 sint16 sx, sy;
1416 maptile *m;
1417
1418 for (x = -3; x < 4; x++)
1419 for (y = -3; y < 4; y++)
1420 { 1426 {
1421 m = op->map; 1427 mapspace &ms = m->at (nx, ny);
1422 sx = op->x + x; 1428
1423 sy = op->y + y;
1424 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1425 /* 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. */
1426 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1427 continue; 1431 continue;
1428 1432
1429 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1430 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1431 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1432 } 1436 }
1433} 1437}
1434 1438
1435
1436int 1439int
1437dist_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)
1438{ 1441{
1439
1440 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1441 return dir; 1443 return dir;
1444
1442 if (rv->distance < 10) 1445 if (rv->distance < 10)
1443 return absdir (dir + 4); 1446 return absdir (dir + 4);
1444 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1445 return dir; 1448 return dir;
1449
1446 return 0; 1450 return 0;
1447} 1451}
1448 1452
1449int 1453int
1450run_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)
1451{ 1455{
1452 1456 if (can_hit (part, enemy, rv))
1453 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1454 {
1455 ob->move_status++;
1456 return (dir); 1457 return dir;
1457 } 1458 else
1458 else if (ob->move_status > 20)
1459 ob->move_status = 0;
1460 return absdir (dir + 4); 1459 return absdir (dir + 4);
1461} 1460}
1462 1461
1463int 1462int
1464hitrun_att (int dir, object *ob, object *enemy) 1463hitrun_att (int dir, object *ob, object *enemy)
1465{ 1464{
1467 return dir; 1466 return dir;
1468 else if (ob->move_status < 50) 1467 else if (ob->move_status < 50)
1469 return absdir (dir + 4); 1468 return absdir (dir + 4);
1470 else 1469 else
1471 ob->move_status = 0; 1470 ob->move_status = 0;
1471
1472 return absdir (dir + 4); 1472 return absdir (dir + 4);
1473} 1473}
1474 1474
1475int 1475int
1476wait_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)
1477{ 1477{
1478
1479 int inrange = can_hit (part, enemy, rv); 1478 int inrange = can_hit (part, enemy, rv);
1480 1479
1481 if (ob->move_status || inrange) 1480 if (ob->move_status || inrange)
1482 ob->move_status++; 1481 ob->move_status++;
1483 1482
1485 return 0; 1484 return 0;
1486 else if (ob->move_status < 10) 1485 else if (ob->move_status < 10)
1487 return dir; 1486 return dir;
1488 else if (ob->move_status < 15) 1487 else if (ob->move_status < 15)
1489 return absdir (dir + 4); 1488 return absdir (dir + 4);
1489
1490 ob->move_status = 0; 1490 ob->move_status = 0;
1491 return 0; 1491 return 0;
1492} 1492}
1493 1493
1494int 1494int
1495disthit_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)
1496{ 1496{
1497
1498 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1499 * 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,
1500 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1501 * 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
1502 * 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
1503 * server should try to be resilant enough to avoid the problem 1502 * server should try to be resilant enough to avoid the problem
1504 */ 1503 */
1505 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)
1506 return absdir (dir + 4); 1505 return absdir (dir + 4);
1506
1507 return dist_att (dir, ob, enemy, part, rv); 1507 return dist_att (dir, ob, enemy, part, rv);
1508} 1508}
1509 1509
1510int 1510int
1511wait_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)
1512{ 1512{
1513 if (rv->distance < 9) 1513 if (rv->distance < 9)
1514 return absdir (dir + 4); 1514 return absdir (dir + 4);
1515
1515 return 0; 1516 return 0;
1516} 1517}
1517 1518
1518void 1519void
1519circ1_move (object *ob) 1520circ1_move (object *ob)
1520{ 1521{
1521 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
1522 if (++ob->move_status > 11) 1524 if (++ob->move_status > 11)
1523 ob->move_status = 0; 1525 ob->move_status = 0;
1526
1524 if (!(move_object (ob, circle[ob->move_status]))) 1527 if (!(move_object (ob, circle[ob->move_status])))
1525 (void) move_object (ob, rndm (8) + 1); 1528 move_object (ob, rndm (8) + 1);
1526} 1529}
1527 1530
1528void 1531void
1529circ2_move (object *ob) 1532circ2_move (object *ob)
1530{ 1533{
1531 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
1532 if (++ob->move_status > 19) 1536 if (++ob->move_status > 19)
1533 ob->move_status = 0; 1537 ob->move_status = 0;
1538
1534 if (!(move_object (ob, circle[ob->move_status]))) 1539 if (!(move_object (ob, circle[ob->move_status])))
1535 (void) move_object (ob, rndm (8) + 1); 1540 move_object (ob, rndm (8) + 1);
1536} 1541}
1537 1542
1538void 1543void
1539pace_movev (object *ob) 1544pace_movev (object *ob)
1540{ 1545{
1541 if (ob->move_status++ > 6) 1546 if (ob->move_status++ > 6)
1542 ob->move_status = 0; 1547 ob->move_status = 0;
1548
1543 if (ob->move_status < 4) 1549 if (ob->move_status < 4)
1544 (void) move_object (ob, 5); 1550 move_object (ob, 5);
1545 else 1551 else
1546 (void) move_object (ob, 1); 1552 move_object (ob, 1);
1547} 1553}
1548 1554
1549void 1555void
1550pace_moveh (object *ob) 1556pace_moveh (object *ob)
1551{ 1557{
1552 if (ob->move_status++ > 6) 1558 if (ob->move_status++ > 6)
1553 ob->move_status = 0; 1559 ob->move_status = 0;
1560
1554 if (ob->move_status < 4) 1561 if (ob->move_status < 4)
1555 (void) move_object (ob, 3); 1562 move_object (ob, 3);
1556 else 1563 else
1557 (void) move_object (ob, 7); 1564 move_object (ob, 7);
1558} 1565}
1559 1566
1560void 1567void
1561pace2_movev (object *ob) 1568pace2_movev (object *ob)
1562{ 1569{
1563 if (ob->move_status++ > 16) 1570 if (ob->move_status++ > 16)
1564 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1565 if (ob->move_status < 6) 1573 if (ob->move_status < 6)
1566 (void) move_object (ob, 5); 1574 move_object (ob, 5);
1567 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1568 return; 1576 return;
1569 else if (ob->move_status < 13) 1577 else if (ob->move_status < 13)
1570 (void) move_object (ob, 1); 1578 move_object (ob, 1);
1571 else 1579 else
1572 return; 1580 return;
1573} 1581}
1574 1582
1575void 1583void
1576pace2_moveh (object *ob) 1584pace2_moveh (object *ob)
1577{ 1585{
1578 if (ob->move_status++ > 16) 1586 if (ob->move_status++ > 16)
1579 ob->move_status = 0; 1587 ob->move_status = 0;
1588
1580 if (ob->move_status < 6) 1589 if (ob->move_status < 6)
1581 (void) move_object (ob, 3); 1590 move_object (ob, 3);
1582 else if (ob->move_status < 8) 1591 else if (ob->move_status < 8)
1583 return; 1592 return;
1584 else if (ob->move_status < 13) 1593 else if (ob->move_status < 13)
1585 (void) move_object (ob, 7); 1594 move_object (ob, 7);
1586 else 1595 else
1587 return; 1596 return;
1588} 1597}
1589 1598
1590void 1599void
1591rand_move (object *ob) 1600rand_move (object *ob)
1592{ 1601{
1593 int i;
1594
1595 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1602 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1596 for (i = 0; i < 5; i++) 1603 for (int i = 0; i < 5; i++)
1597 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1604 if (move_object (ob, ob->move_status = rndm (8) + 1))
1598 return; 1605 return;
1599} 1606}
1600 1607
1601void 1608void
1602check_earthwalls (object *op, maptile *m, int x, int y) 1609check_earthwalls (object *op, maptile *m, int x, int y)
1603{ 1610{
1604 object *tmp;
1605
1606 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)
1607 {
1608 if (tmp->type == EARTHWALL) 1612 if (tmp->type == EARTHWALL)
1609 { 1613 {
1610 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1611 return; 1615 return;
1612 } 1616 }
1613 }
1614} 1617}
1615 1618
1616void 1619void
1617check_doors (object *op, maptile *m, int x, int y) 1620check_doors (object *op, maptile *m, int x, int y)
1618{ 1621{
1619 object *tmp;
1620
1621 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)
1622 {
1623 if (tmp->type == DOOR) 1623 if (tmp->type == DOOR)
1624 { 1624 {
1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1626 return; 1626 return;
1627 } 1627 }
1628 }
1629} 1628}
1630 1629
1631/* find_mon_throw_ob() - modeled on find_throw_ob 1630/* find_mon_throw_ob() - modeled on find_throw_ob
1632 * This is probably overly simplistic as it is now - We want 1631 * This is probably overly simplistic as it is now - We want
1633 * monsters to throw things like chairs and other pieces of 1632 * monsters to throw things like chairs and other pieces of
1634 * furniture, even if they are not good throwable objects. 1633 * furniture, even if they are not good throwable objects.
1635 * Probably better to have the monster throw a throwable object 1634 * Probably better to have the monster throw a throwable object
1636 * first, then throw any non equipped weapon. 1635 * first, then throw any non equipped weapon.
1637 */ 1636 */
1638
1639object * 1637object *
1640find_mon_throw_ob (object *op) 1638find_mon_throw_ob (object *op)
1641{ 1639{
1642 object *tmp = NULL; 1640 object *tmp = NULL;
1643 1641
1674 * 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
1675 * 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
1676 * be within the valid range. MSW 2001-08-05 1674 * be within the valid range. MSW 2001-08-05
1677 * 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
1678 */ 1676 */
1679
1680int 1677int
1681can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1682{ 1679{
1683 int radius = MIN_MON_RADIUS, hide_discovery;
1684
1685 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1686 if (!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1687 return 0; 1682 return 0;
1688 1683
1689 /* 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 */
1691 return 0; 1686 return 0;
1692 1687
1693 get_rangevector (op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1694 1689
1695 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1696 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1697 return 0; 1692 return 0;
1698 1693
1699 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1700 if (can_see_enemy (op, enemy)) 1695 if (can_see_enemy (op, enemy))
1701 return 1; 1696 return 1;
1702 1697
1703 /* 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
1704 * finding enemies! 1699 * finding enemies!
1705 */ 1700 */
1706 if (op->type == PLAYER) 1701 if (op->is_player ())
1707 return 0; 1702 return 0;
1708 1703
1709 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1710 * 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
1711 */ 1706 */
1712 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)))
1713 return 0; 1708 return 0;
1714 1709
1710 int radius = MIN_MON_RADIUS;
1711
1715 /* use this for invis also */ 1712 /* use this for invis also */
1716 hide_discovery = op->stats.Int / 5; 1713 int hide_discovery = op->stats.Int / 5;
1717 1714
1718 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1719 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) */
1720 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);
1721 else 1718 else
1722 { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1723 object *sk_hide;
1724 int bonus = (op->level / 2) + (op->stats.Int / 5); 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1725 1721
1726 if (enemy->type == PLAYER) 1722 if (enemy->is_player ())
1727 { 1723 {
1728 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1724 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1729 bonus -= sk_hide->level; 1725 bonus -= sk_hide->level;
1730 else 1726 else
1731 { 1727 {
1732 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");
1733 make_visible (enemy); 1729 make_visible (enemy);
1742 } /* else creature has modifiers for hiding */ 1738 } /* else creature has modifiers for hiding */
1743 1739
1744 /* Radii stealth adjustment. Only if you are stealthy 1740 /* Radii stealth adjustment. Only if you are stealthy
1745 * will you be able to sneak up closer to creatures */ 1741 * will you be able to sneak up closer to creatures */
1746 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1742 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1747 radius = radius / 2, hide_discovery = hide_discovery / 3; 1743 {
1744 radius /= 2;
1745 hide_discovery /= 3;
1746 }
1748 1747
1749 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1750 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1749 if (!stand_in_light (enemy))
1751 { 1750 {
1752 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1753 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1754 */ 1753 */
1755 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))
1756 radius += op->map->darkness / 2; 1755 radius += op->map->darklevel () / 2;
1757 else 1756 else
1758 radius -= op->map->darkness / 2; 1757 radius -= op->map->darklevel () / 2;
1759 1758
1760 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1761 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1762 */ 1761 */
1763 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)
1764 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1765 } /* if on dark map */ 1764 } /* if on dark map */
1766 1765
1767 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1768 * 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
1770 * 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
1771 * do something. Note that the distance field in the 1770 * do something. Note that the distance field in the
1772 * 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
1773 * find that. 1772 * find that.
1774 */ 1773 */
1775 if (radius > 13) 1774 // note that the above reasoning was utter bullshit even at the time it was written
1776 radius = 13; 1775 // we use 25, lets see if we have the cpu time for it
1776 radius = min (25, radius);
1777 1777
1778 /* Enemy in range! Now test for detection */ 1778 /* Enemy in range! Now test for detection */
1779 if ((int) rv->distance <= radius) 1779 if (rv->distance <= radius)
1780 { 1780 {
1781 /* ah, we are within range, detected? take cases */ 1781 /* ah, we are within range, detected? take cases */
1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1783 return 1; 1783 return 1;
1784 1784
1785 /* hidden or low-quality invisible */ 1785 /* hidden or low-quality invisible */
1786 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1786 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1787 { 1787 {
1788 make_visible (enemy); 1788 make_visible (enemy);
1789
1789 /* inform players of new status */ 1790 /* inform players of new status */
1790 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1791 if (enemy->type == PLAYER && player_can_view (enemy, op))
1791 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
1792 return 1; /* detected enemy */ 1794 return 1; /* detected enemy */
1793 } 1795 }
1794 else if (enemy->invisible) 1796 else if (enemy->invisible)
1795 { 1797 {
1796 /* Change this around - instead of negating the invisible, just 1798 /* Change this around - instead of negating the invisible, just
1797 * 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
1798 * do something to you. Decreasing the duration of invisible 1800 * do something to you. Decreasing the duration of invisible
1799 * 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
1800 * can then basically negate the spell. The spell isn't negated - 1802 * can then basically negate the spell. The spell isn't negated -
1801 * they just know where you are! 1803 * they just know where you are!
1802 */ 1804 */
1803 if ((rndm (50)) <= hide_discovery) 1805 if (rndm (50) <= hide_discovery)
1804 { 1806 {
1805 if (enemy->type == PLAYER) 1807 if (enemy->type == PLAYER)
1806 {
1807 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));
1808 } 1809
1809 return 1; 1810 return 1;
1810 } 1811 }
1811 } 1812 }
1812 } /* within range */ 1813 } /* within range */
1813 1814
1814 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1815 return 0; 1816 return 0;
1816} 1817}
1817 1818
1818/* 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
1819 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1820 * 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
1821 * other side of a wall (!). 1822 * other side of a wall (!).
1822 */ 1823 */
1823
1824int 1824int
1825stand_in_light (object *op) 1825stand_in_light (object *op)
1826{ 1826{
1827 sint16 nx, ny;
1828 maptile *m;
1829
1830
1831 if (!op) 1827 if (op)
1828 {
1829 if (!op->is_on_map ())
1832 return 0; 1830 return 0;
1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1834
1833 if (op->glow_radius > 0) 1835 if (op->glow_radius > 0)
1834 return 1; 1836 return 1;
1835 1837
1836 if (op->map) 1838 if (op->map)
1837 { 1839 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1838 int x, y, x1, y1; 1840 {
1839
1840
1841
1842 /* 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
1843 * 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.
1844 */
1845 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1846 {
1847 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1848 { 1843 */
1849 m = op->map; 1844 int light = m->at (nx, ny).light;
1850 nx = x;
1851 ny = y;
1852 1845
1853 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1846 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1854 continue;
1855
1856 x1 = abs (x - op->x) * abs (x - op->x);
1857 y1 = abs (y - op->y) * abs (y - op->y);
1858 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1859 return 1; 1847 return 1;
1860 } 1848 }
1861 }
1862 } 1849 }
1850
1863 return 0; 1851 return 0;
1864} 1852}
1865
1866 1853
1867/* assuming no walls/barriers, lets check to see if its *possible* 1854/* assuming no walls/barriers, lets check to see if its *possible*
1868 * to see an enemy. Note, "detection" is different from "seeing". 1855 * to see an enemy. Note, "detection" is different from "seeing".
1869 * See can_detect_enemy() for more details. -b.t. 1856 * See can_detect_enemy() for more details. -b.t.
1870 * return 0 if can't be seen, 1 if can be 1857 * return 0 if can't be seen, 1 if can be
1871 */ 1858 */
1872
1873int 1859int
1874can_see_enemy (object *op, object *enemy) 1860can_see_enemy (object *op, object *enemy)
1875{ 1861{
1876 object *looker = op->head ? op->head : op; 1862 object *looker = op->head ? op->head : op;
1877 1863
1891 { 1877 {
1892 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1893 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1894 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1895 1881
1896 if (has_carried_lights (enemy)) 1882 if (enemy->has_carried_lights ())
1897 { 1883 {
1898 if (enemy->hide) 1884 if (enemy->flag [FLAG_HIDDEN])
1899 { 1885 {
1900 make_visible (enemy); 1886 make_visible (enemy);
1901 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!");
1902 } 1888 }
1889
1903 return 1; 1890 return 1;
1904 } 1891 }
1905 else if (enemy->hide) 1892 else if (enemy->flag [FLAG_HIDDEN])
1906 return 0; 1893 return 0;
1907 1894
1908 /* Invisible enemy. Break apart the check for invis undead/invis looker 1895 /* Invisible enemy. Break apart the check for invis undead/invis looker
1909 * 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,
1910 * and making it a conditional makes the code pretty ugly. 1897 * and making it a conditional makes the code pretty ugly.
1911 */ 1898 */
1912 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1913 {
1914 if (makes_invisible_to (enemy, looker)) 1900 if (makes_invisible_to (enemy, looker))
1915 return 0; 1901 return 0;
1916 }
1917 } 1902 }
1918 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1903 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1919 if (player_can_view (looker, enemy)) 1904 if (player_can_view (looker, enemy))
1920 return 1; 1905 return 1;
1921 1906
1922 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1907 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1923 * unless they carry a light or stand in light. Darkness doesnt 1908 * unless they carry a light or stand in light. Darkness doesnt
1926 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1927 * only relevant for tiled maps, but it is possible that the 1912 * only relevant for tiled maps, but it is possible that the
1928 * 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
1929 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1930 */ 1915 */
1931 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1916 if (!stand_in_light (enemy)
1932 && (!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)))
1933 return 0; 1918 return 0;
1934 1919
1935 return 1; 1920 return 1;
1936} 1921}
1922

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines