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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.43 by root, Mon Sep 29 10:20:49 2008 UTC vs.
Revision 1.70 by root, Mon Oct 12 21:27:55 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
35 * set to sane values. 36 * set to sane values.
36 */ 37 */
37object * 38object *
38check_enemy (object *npc, rv_vector * rv) 39check_enemy (object *npc, rv_vector * rv)
39{ 40{
40
41 /* 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
42 * 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,
43 * which CAN attack the owner. */ 43 * which CAN attack the owner. */
44 if ((npc->attack_movement & HI4) == PETMOVE) 44 if ((npc->attack_movement & HI4) == PETMOVE)
45 { 45 {
47 npc->enemy = NULL; 47 npc->enemy = NULL;
48 else if (npc->enemy == NULL) 48 else if (npc->enemy == NULL)
49 npc->enemy = npc->owner->enemy; 49 npc->enemy = npc->owner->enemy;
50 } 50 }
51 51
52 /* periodically, a monster mayu change its target. Also, if the object 52 /* periodically, a monster may change its target. Also, if the object
53 * has been destroyed, etc, clear the enemy. 53 * has been destroyed, etc, clear the enemy.
54 * 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
55 * attacked monsters to leave the attacker alone, before it is destroyed 55 * attacked monsters to leave the attacker alone, before it is destroyed
56 */ 56 */
57 /* 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
58 * 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
59 * again then but perhaps get attack on and on 59 * again then but perhaps get attack on and on
60 * 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
61 * too. */ 61 * too. */
62 62
66 * the grouping checks are. Code is the same. 66 * the grouping checks are. Code is the same.
67 */ 67 */
68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
69 QUERY_FLAG (npc->enemy, FLAG_FREED) || 69 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
70 !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))
71 npc->enemy = NULL; 71 npc->enemy = 0;
72 72
73 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)
74 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 74 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || ((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)))
76 || npc->enemy == npc->owner)) 76 || npc->enemy == npc->owner))
77 npc->enemy = NULL; 77 npc->enemy = 0;
78 78
79 79
80 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))
81 npc->enemy = NULL; 81 npc->enemy = 0;
82 82
83 /* 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
84 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
85 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
86 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
88 */ 88 */
89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER 91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM) 92 && npc->enemy->type != GOLEM)
93 npc->enemy = NULL; 93 npc->enemy = 0;
94
95 } 94 }
96 95
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
98} 97}
99 98
100/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
102 * 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
197 /* we check our old enemy. */ 196 /* we check our old enemy. */
198 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
199 { 198 {
200 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
201 { 200 {
202 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
203 /* 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 */
204 203
205 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 */
206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
207 (!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)))
208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
209 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... */
210 { 209 {
211 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! */
212 npc->enemy = attacker; 211 npc->enemy = attacker;
213 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
214 } 213 }
231 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
232 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
233 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
234 */ 233 */
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.
313 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
314 311
315 /* generate hp, if applicable */ 312 /* generate hp, if applicable */
316 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
317 { 314 {
318
319 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
320 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
321 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
322 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
323 * 319 *
328 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));
329 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 */
330 op->last_heal %= 32; 326 op->last_heal %= 32;
331 327
332 /* 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 */
333 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))
334 CLEAR_FLAG (op, FLAG_RUN_AWAY); 330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
335 331
336 if (op->stats.hp > op->stats.maxhp) 332 if (op->stats.hp > op->stats.maxhp)
337 op->stats.hp = op->stats.maxhp; 333 op->stats.hp = op->stats.maxhp;
338 } 334 }
339 335
340 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
341 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
342 { 338 {
343
344 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
345 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
346 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
347 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
348 * 343 *
349 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
350 * overflow might produce monsters with negative sp. 345 * overflow might produce monsters with negative sp.
351 */ 346 */
352 347
353 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));
354 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 */
355 op->last_sp %= 128; 350 op->last_sp %= 128;
356 } 351 }
357 352
358 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
359 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
360 */ 355 */
361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
362 {
363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
364 }
365 358
366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
367 return QUERY_FLAG (op, FLAG_FREED); 360 return QUERY_FLAG (op, FLAG_FREED);
368 361
369 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
370 ((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)))
371 {
372 if (!check_wakeup (op, enemy, &rv)) 364 if (!check_wakeup (op, enemy, &rv))
373 return 0; 365 return 0;
374 }
375 366
376 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
377 if (op->hide) 368 if (op->flag [FLAG_HIDDEN])
378 do_hidden_move (op); 369 do_hidden_move (op);
379 370
380 if (op->pick_up) 371 if (op->pick_up)
381 monster_check_pickup (op); 372 monster_check_pickup (op);
382 373
386 /* 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 */
387 if (!enemy) 378 if (!enemy)
388 { 379 {
389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 { 381 {
391 op->destroy_inv (true); // be explicit about dropping
392 op->destroy (true); 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
514 if (monster_use_bow (op, part, enemy, dir)) 505 if (monster_use_bow (op, part, enemy, dir))
515 return 0; 506 return 0;
516 } /* for processing of all parts */ 507 } /* for processing of all parts */
517 } /* If not scared */ 508 } /* If not scared */
518 509
519
520 part = rv.part; 510 part = rv.part;
521 dir = rv.direction; 511 dir = rv.direction;
522 512
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
523 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))
524 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
525 559
526 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
527 dir = absdir (dir + rndm (3) + rndm (3) - 2); 561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
530 564
531 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
532 { 566 {
533 switch (op->attack_movement & LO4) 567 switch (op->attack_movement & LO4)
534 { 568 {
535 case DISTATT: 569 case DISTATT:
536 dir = dist_att (dir, op, enemy, part, &rv); 570 dir = dist_att (dir, op, enemy, part, &rv);
537 break; 571 break;
538 572
539 case RUNATT: 573 case RUNATT:
540 dir = run_att (dir, op, enemy, part, &rv); 574 dir = run_att (dir, op, enemy, part, &rv);
541 break; 575 break;
542 576
543 case HITRUN: 577 case HITRUN:
544 dir = hitrun_att (dir, op, enemy); 578 dir = hitrun_att (dir, op, enemy);
545 break; 579 break;
546 580
547 case WAITATT: 581 case WAITATT:
548 dir = wait_att (dir, op, enemy, part, &rv); 582 dir = wait_att (dir, op, enemy, part, &rv);
549 break; 583 break;
550 584
551 case RUSH: /* default - monster normally moves towards player */ 585 case RUSH: /* default - monster normally moves towards player */
552 case ALLRUN: 586 case ALLRUN:
553 break; 587 break;
554 588
555 case DISTHIT: 589 case DISTHIT:
556 dir = disthit_att (dir, op, enemy, part, &rv); 590 dir = disthit_att (dir, op, enemy, part, &rv);
557 break; 591 break;
558 592
559 case WAIT2: 593 case WAIT2:
560 dir = wait_att2 (dir, op, enemy, part, &rv); 594 dir = wait_att2 (dir, op, enemy, part, &rv);
561 break; 595 break;
562 596
563 default: 597 default:
564 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);
565 } 599 }
566 } 600 }
567 601
568 if (!dir) 602 if (!dir)
569 return 0; 603 return 0;
579 return 0; 613 return 0;
580 } 614 }
581 615
582 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))
583 { 617 {
584
585 /* Try move around corners if !close */ 618 /* Try move around corners if !close */
586 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;
587 620
588 for (diff = 1; diff <= maxdiff; diff++) 621 for (diff = 1; diff <= maxdiff; diff++)
589 { 622 {
590 /* try different detours */ 623 /* try different detours */
591 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
592 625
593 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)))
594 return 0; 627 return 0;
595 } 628 }
596 } 629 }
623 { 656 {
624 object *nearest_player = get_nearest_player (op); 657 object *nearest_player = get_nearest_player (op);
625 658
626 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
627 { 660 {
628 op->enemy = NULL; 661 op->enemy = 0;
629 enemy = nearest_player; 662 enemy = nearest_player;
630 } 663 }
631 } 664 }
632 665
633 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
639 * still be pretty nasty. 672 * still be pretty nasty.
640 */ 673 */
641 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
642 { 675 {
643 part->stats.wc += 10; 676 part->stats.wc += 10;
644 (void) skill_attack (enemy, part, 0, NULL, NULL); 677 skill_attack (enemy, part, 0, NULL, NULL);
645 part->stats.wc -= 10; 678 part->stats.wc -= 10;
646 } 679 }
647 else 680 else
648 (void) skill_attack (enemy, part, 0, NULL, NULL); 681 skill_attack (enemy, part, 0, NULL, NULL);
649 } /* if monster is in attack range */ 682 } /* if monster is in attack range */
650 683
651 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 */
652 return 1; 685 return 1;
653 686
654 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
655 { 688 {
656 op->destroy_inv (true); // be explicit about dropping
657 op->destroy (true); 689 op->drop_and_destroy ();
658 return 1; 690 return 1;
659 } 691 }
660 692
661 return 0; 693 return 0;
662} 694}
674 return 1; 706 return 1;
675 707
676 /* 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
677 * 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
678 */ 710 */
679 for (more = ob2->more; more != NULL; more = more->more) 711 for (more = ob2->more; more; more = more->more)
680 { 712 {
681 get_rangevector (ob1, more, &rv1, 0); 713 get_rangevector (ob1, more, &rv1, 0);
682 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
683 return 1; 715 return 1;
684 } 716 }
717
685 return 0; 718 return 0;
686
687} 719}
688 720
689/* Returns 1 is monster should cast spell sp at an enemy 721/* Returns 1 is monster should cast spell sp at an enemy
690 * Returns 0 if the monster should not cast this spell. 722 * Returns 0 if the monster should not cast this spell.
691 * 723 *
709 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
710 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 742 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
711 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 ||
712 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 ||
713 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)
714
715 return 1; 746 return 1;
716 747
717 return 0; 748 return 0;
718} 749}
719
720 750
721#define MAX_KNOWN_SPELLS 20 751#define MAX_KNOWN_SPELLS 20
722 752
723/* Returns a randomly selected spell. This logic is still 753/* Returns a randomly selected spell. This logic is still
724 * less than ideal. This code also only seems to deal with 754 * less than ideal. This code also only seems to deal with
727 */ 757 */
728object * 758object *
729monster_choose_random_spell (object *monster) 759monster_choose_random_spell (object *monster)
730{ 760{
731 object *altern[MAX_KNOWN_SPELLS]; 761 object *altern[MAX_KNOWN_SPELLS];
732 object *tmp;
733 int i = 0; 762 int i = 0;
734 763
735 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
736 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
737 { 766 {
738 /* Check and see if it's actually a useful spell. 767 /* Check and see if it's actually a useful spell.
739 * If its a spellbook, the spell is actually the inventory item. 768 * If its a spellbook, the spell is actually the inventory item.
740 * 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.
741 */ 770 */
742 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))
743 { 772 {
744 altern[i++] = tmp; 773 altern [i++] = tmp;
774
745 if (i == MAX_KNOWN_SPELLS) 775 if (i == MAX_KNOWN_SPELLS)
746 break; 776 break;
747 } 777 }
748 } 778 }
749 if (!i) 779
750 return NULL; 780 return i ? altern [rndm (i)] : 0;
751 return altern[RANDOM () % i];
752} 781}
753 782
754/* 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.
755 * 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.
756 * head is the head of the monster. 785 * head is the head of the monster.
757 * part is the part of the monster we are checking against. 786 * part is the part of the monster we are checking against.
758 * pl is the target. 787 * pl is the target.
759 * dir is the direction to case. 788 * dir is the direction to case.
760 * rv is the vector which describes where the enemy is. 789 * rv is the vector which describes where the enemy is.
761 */ 790 */
762
763int 791int
764monster_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)
765{ 793{
766 object *spell_item; 794 object *spell_item;
767 object *owner; 795 object *owner;
778 806
779 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
780 { 808 {
781 get_rangevector (head, owner, &rv1, 0x1); 809 get_rangevector (head, owner, &rv1, 0x1);
782 if (dirdiff (dir, rv1.direction) < 2) 810 if (dirdiff (dir, rv1.direction) < 2)
783 {
784 return 0; /* Might hit owner with spell */ 811 return 0; /* Might hit owner with spell */
785 }
786 } 812 }
787 813
788 if (QUERY_FLAG (head, FLAG_CONFUSED)) 814 if (QUERY_FLAG (head, FLAG_CONFUSED))
789 dir = absdir (dir + rndm (3) + rndm (3) - 2); 815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
790 816
798 { 824 {
799 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 825 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
800 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 */
801 return 0; 827 return 0;
802 } 828 }
829
803 if (spell_item->type == SPELLBOOK) 830 if (spell_item->type == SPELLBOOK)
804 { 831 {
805 if (!spell_item->inv) 832 if (!spell_item->inv)
806 { 833 {
807 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);
808 return 0; 835 return 0;
809 } 836 }
837
810 spell_item = spell_item->inv; 838 spell_item = spell_item->inv;
811 } 839 }
812 } 840 }
813 else 841 else
814 spell_item = head->spellitem; 842 spell_item = head->spellitem;
833 /* 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 */
834 head->spellitem = NULL; 862 head->spellitem = NULL;
835 863
836 return cast_spell (part, part, dir, spell_item, NULL); 864 return cast_spell (part, part, dir, spell_item, NULL);
837} 865}
838
839 866
840int 867int
841monster_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)
842{ 869{
843 object *scroll; 870 object *scroll;
1170 flag = 1; 1197 flag = 1;
1171 1198
1172 else 1199 else
1173 switch (item->type) 1200 switch (item->type)
1174 { 1201 {
1175 case MONEY: 1202 case MONEY:
1176 case GEM: 1203 case GEM:
1177 flag = monster->pick_up & 2; 1204 flag = monster->pick_up & 2;
1178 break; 1205 break;
1179 1206
1180 case FOOD: 1207 case FOOD:
1181 flag = monster->pick_up & 4; 1208 flag = monster->pick_up & 4;
1182 break; 1209 break;
1183 1210
1184 case WEAPON: 1211 case WEAPON:
1185 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1212 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1186 break; 1213 break;
1187 1214
1188 case ARMOUR: 1215 case ARMOUR:
1189 case SHIELD: 1216 case SHIELD:
1190 case HELMET: 1217 case HELMET:
1191 case BOOTS: 1218 case BOOTS:
1192 case GLOVES: 1219 case GLOVES:
1193 case GIRDLE: 1220 case GIRDLE:
1194 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1221 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1195 break; 1222 break;
1196 1223
1197 case SKILL: 1224 case SKILL:
1198 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1225 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1199 break; 1226 break;
1200 1227
1201 case RING: 1228 case RING:
1202 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1229 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1203 break; 1230 break;
1204 1231
1205 case WAND: 1232 case WAND:
1206 case HORN: 1233 case HORN:
1207 case ROD: 1234 case ROD:
1208 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1209 break; 1236 break;
1210 1237
1211 case SPELLBOOK: 1238 case SPELLBOOK:
1212 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); 1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1213 break; 1240 break;
1214 1241
1215 case SCROLL: 1242 case SCROLL:
1216 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1217 break; 1244 break;
1218 1245
1219 case BOW: 1246 case BOW:
1220 case ARROW: 1247 case ARROW:
1221 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1248 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1222 break; 1249 break;
1223 } 1250 }
1224 1251
1225 /* 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
1226 * 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
1227 * use several locations. 1254 * use several locations.
1235 } 1262 }
1236 } 1263 }
1237 1264
1238 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1239 return 1; 1266 return 1;
1267
1240 return 0; 1268 return 0;
1241} 1269}
1242 1270
1243/* 1271/*
1244 * monster_apply_below(): 1272 * monster_apply_below():
1254 for (tmp = monster->below; tmp != NULL; tmp = next) 1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1255 { 1283 {
1256 next = tmp->below; 1284 next = tmp->below;
1257 switch (tmp->type) 1285 switch (tmp->type)
1258 { 1286 {
1259 case CF_HANDLE: 1287 case T_HANDLE:
1260 case TRIGGER: 1288 case TRIGGER:
1261 if (monster->will_apply & 1) 1289 if (monster->will_apply & 1)
1262 manual_apply (monster, tmp, 0); 1290 manual_apply (monster, tmp, 0);
1263 break; 1291 break;
1264 1292
1392} 1420}
1393 1421
1394void 1422void
1395npc_call_help (object *op) 1423npc_call_help (object *op)
1396{ 1424{
1397 int x, y, mflags; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1398 object *npc;
1399 sint16 sx, sy;
1400 maptile *m;
1401
1402 for (x = -3; x < 4; x++)
1403 for (y = -3; y < 4; y++)
1404 { 1426 {
1405 m = op->map; 1427 mapspace &ms = m->at (nx, ny);
1406 sx = op->x + x; 1428
1407 sy = op->y + y;
1408 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1409 /* 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. */
1410 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1411 continue; 1431 continue;
1412 1432
1413 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1414 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1415 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1416 } 1436 }
1417} 1437}
1418 1438
1419int 1439int
1420dist_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)
1421{ 1441{
1422 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1423 return dir; 1443 return dir;
1444
1424 if (rv->distance < 10) 1445 if (rv->distance < 10)
1425 return absdir (dir + 4); 1446 return absdir (dir + 4);
1426 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1427 return dir; 1448 return dir;
1428 1449
1429 return 0; 1450 return 0;
1430} 1451}
1431 1452
1432int 1453int
1433run_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)
1434{ 1455{
1435 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1456 if (can_hit (part, enemy, rv))
1436 {
1437 ob->move_status++;
1438 return (dir); 1457 return dir;
1439 } 1458 else
1440 else if (ob->move_status > 20)
1441 ob->move_status = 0;
1442
1443 return absdir (dir + 4); 1459 return absdir (dir + 4);
1444} 1460}
1445 1461
1446int 1462int
1447hitrun_att (int dir, object *ob, object *enemy) 1463hitrun_att (int dir, object *ob, object *enemy)
1448{ 1464{
1457} 1473}
1458 1474
1459int 1475int
1460wait_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)
1461{ 1477{
1462
1463 int inrange = can_hit (part, enemy, rv); 1478 int inrange = can_hit (part, enemy, rv);
1464 1479
1465 if (ob->move_status || inrange) 1480 if (ob->move_status || inrange)
1466 ob->move_status++; 1481 ob->move_status++;
1467 1482
1477} 1492}
1478 1493
1479int 1494int
1480disthit_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)
1481{ 1496{
1482
1483 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1484 * 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,
1485 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1486 * 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
1487 * 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
1488 * server should try to be resilant enough to avoid the problem 1502 * server should try to be resilant enough to avoid the problem
1489 */ 1503 */
1490 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)
1491 return absdir (dir + 4); 1505 return absdir (dir + 4);
1492 1506
1493 return dist_att (dir, ob, enemy, part, rv); 1507 return dist_att (dir, ob, enemy, part, rv);
1494} 1508}
1495 1509
1583} 1597}
1584 1598
1585void 1599void
1586rand_move (object *ob) 1600rand_move (object *ob)
1587{ 1601{
1588 int i;
1589
1590 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)))))
1591 for (i = 0; i < 5; i++) 1603 for (int i = 0; i < 5; i++)
1592 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1604 if (move_object (ob, ob->move_status = rndm (8) + 1))
1593 return; 1605 return;
1594} 1606}
1595 1607
1596void 1608void
1597check_earthwalls (object *op, maptile *m, int x, int y) 1609check_earthwalls (object *op, maptile *m, int x, int y)
1598{ 1610{
1599 object *tmp;
1600
1601 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)
1602 {
1603 if (tmp->type == EARTHWALL) 1612 if (tmp->type == EARTHWALL)
1604 { 1613 {
1605 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1606 return; 1615 return;
1607 } 1616 }
1608 }
1609} 1617}
1610 1618
1611void 1619void
1612check_doors (object *op, maptile *m, int x, int y) 1620check_doors (object *op, maptile *m, int x, int y)
1613{ 1621{
1614 object *tmp;
1615
1616 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)
1617 {
1618 if (tmp->type == DOOR) 1623 if (tmp->type == DOOR)
1619 { 1624 {
1620 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1621 return; 1626 return;
1622 } 1627 }
1623 }
1624} 1628}
1625 1629
1626/* find_mon_throw_ob() - modeled on find_throw_ob 1630/* find_mon_throw_ob() - modeled on find_throw_ob
1627 * This is probably overly simplistic as it is now - We want 1631 * This is probably overly simplistic as it is now - We want
1628 * monsters to throw things like chairs and other pieces of 1632 * monsters to throw things like chairs and other pieces of
1671 * 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
1672 */ 1676 */
1673int 1677int
1674can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1675{ 1679{
1676 int radius = MIN_MON_RADIUS, hide_discovery;
1677
1678 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1679 if (!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1680 return 0; 1682 return 0;
1681 1683
1682 /* 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 */
1684 return 0; 1686 return 0;
1685 1687
1686 get_rangevector (op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1687 1689
1688 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1689 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1690 return 0; 1692 return 0;
1691 1693
1692 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1693 if (can_see_enemy (op, enemy)) 1695 if (can_see_enemy (op, enemy))
1694 return 1; 1696 return 1;
1695 1697
1696 /* 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
1697 * finding enemies! 1699 * finding enemies!
1698 */ 1700 */
1699 if (op->type == PLAYER) 1701 if (op->is_player ())
1700 return 0; 1702 return 0;
1701 1703
1702 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1703 * 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
1704 */ 1706 */
1705 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)))
1706 return 0; 1708 return 0;
1707 1709
1710 int radius = MIN_MON_RADIUS;
1711
1708 /* use this for invis also */ 1712 /* use this for invis also */
1709 hide_discovery = op->stats.Int / 5; 1713 int hide_discovery = op->stats.Int / 5;
1710 1714
1711 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1712 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) */
1713 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1717 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1714 else 1718 else
1715 { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1716 int bonus = op->level / 2 + op->stats.Int / 5; 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1717 1721
1718 if (enemy->type == PLAYER) 1722 if (enemy->is_player ())
1719 { 1723 {
1720 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) 1724 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1721 bonus -= sk_hide->level; 1725 bonus -= sk_hide->level;
1722 else 1726 else
1723 { 1727 {
1740 radius /= 2; 1744 radius /= 2;
1741 hide_discovery /= 3; 1745 hide_discovery /= 3;
1742 } 1746 }
1743 1747
1744 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1745 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1749 if (!stand_in_light (enemy))
1746 { 1750 {
1747 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1748 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1749 */ 1753 */
1750 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))
1751 radius += op->map->darkness / 2; 1755 radius += op->map->darklevel () / 2;
1752 else 1756 else
1753 radius -= op->map->darkness / 2; 1757 radius -= op->map->darklevel () / 2;
1754 1758
1755 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1756 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1757 */ 1761 */
1758 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)
1759 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1760 } /* if on dark map */ 1764 } /* if on dark map */
1761 1765
1762 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1763 * 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 /* ah, we are within range, detected? take cases */ 1781 /* ah, we are within range, detected? take cases */
1778 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1779 return 1; 1783 return 1;
1780 1784
1781 /* hidden or low-quality invisible */ 1785 /* hidden or low-quality invisible */
1782 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery) 1786 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1783 { 1787 {
1784 make_visible (enemy); 1788 make_visible (enemy);
1785 1789
1786 /* inform players of new status */ 1790 /* inform players of new status */
1787 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1791 if (enemy->type == PLAYER && player_can_view (enemy, op))
1811 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1812 return 0; 1816 return 0;
1813} 1817}
1814 1818
1815/* 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
1816 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1817 * 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
1818 * other side of a wall (!). 1822 * other side of a wall (!).
1819 */ 1823 */
1820int 1824int
1821stand_in_light (object *op) 1825stand_in_light (object *op)
1822{ 1826{
1823 if (!op) 1827 if (op)
1828 {
1829 if (!op->is_on_map ())
1824 return 0; 1830 return 0;
1825 1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1834
1826 if (op->glow_radius > 0) 1835 if (op->glow_radius > 0)
1827 return 1; 1836 return 1;
1828 1837
1829 if (op->map) 1838 if (op->map)
1830 { 1839 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1840 {
1831 /* 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
1832 * 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.
1833 */
1834 for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1835 {
1836 for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1837 { 1843 */
1838 maptile *m = op->map; 1844 int light = m->at (nx, ny).light;
1839 sint16 nx = x;
1840 sint16 ny = y;
1841 1845
1842 if (xy_normalise (m, nx, ny)) 1846 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1843 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1844 return 1; 1847 return 1;
1845 } 1848 }
1846 }
1847 } 1849 }
1848 1850
1849 return 0; 1851 return 0;
1850} 1852}
1851 1853
1875 { 1877 {
1876 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1877 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1878 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1879 1881
1880 if (has_carried_lights (enemy)) 1882 if (enemy->has_carried_lights ())
1881 { 1883 {
1882 if (enemy->hide) 1884 if (enemy->flag [FLAG_HIDDEN])
1883 { 1885 {
1884 make_visible (enemy); 1886 make_visible (enemy);
1885 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!");
1886 } 1888 }
1887 1889
1888 return 1; 1890 return 1;
1889 } 1891 }
1890 else if (enemy->hide) 1892 else if (enemy->flag [FLAG_HIDDEN])
1891 return 0; 1893 return 0;
1892 1894
1893 /* Invisible enemy. Break apart the check for invis undead/invis looker 1895 /* Invisible enemy. Break apart the check for invis undead/invis looker
1894 * 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,
1895 * and making it a conditional makes the code pretty ugly. 1897 * and making it a conditional makes the code pretty ugly.
1896 */ 1898 */
1897 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1898 if (makes_invisible_to (enemy, looker)) 1900 if (makes_invisible_to (enemy, looker))
1899 return 0; 1901 return 0;
1900 } 1902 }
1901 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1903 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1902 if (player_can_view (looker, enemy)) 1904 if (player_can_view (looker, enemy))
1903 return 1; 1905 return 1;
1904 1906
1905 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1907 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1906 * unless they carry a light or stand in light. Darkness doesnt 1908 * unless they carry a light or stand in light. Darkness doesnt
1909 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1910 * only relevant for tiled maps, but it is possible that the 1912 * only relevant for tiled maps, but it is possible that the
1911 * 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
1912 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1913 */ 1915 */
1914 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1916 if (!stand_in_light (enemy)
1915 && (!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)))
1916 return 0; 1918 return 0;
1917 1919
1918 return 1; 1920 return 1;
1919} 1921}

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