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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.9 by root, Thu Sep 14 17:10:25 2006 UTC vs.
Revision 1.70 by root, Mon Oct 12 21:27:55 2009 UTC

1
2/* 1/*
3 * static char *rcsid_monster_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: monster.C,v 1.9 2006/09/14 17:10:25 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29
30#include <global.h> 25#include <global.h>
31#ifndef __CEXTRACT__
32# include <sproto.h> 26#include <sproto.h>
33# include <spells.h> 27#include <spells.h>
34# include <skills.h> 28#include <skills.h>
35#endif
36
37 29
38#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 30#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
39
40 31
41/* checks npc->enemy and returns that enemy if still valid, 32/* checks npc->enemy and returns that enemy if still valid,
42 * NULL otherwise. 33 * NULL otherwise.
43 * this is map tile aware. 34 * this is map tile aware.
44 * If this returns an enemy, the range vector rv should also be 35 * If this returns an enemy, the range vector rv should also be
45 * set to sane values. 36 * set to sane values.
46 */ 37 */
47object * 38object *
48check_enemy (object *npc, rv_vector * rv) 39check_enemy (object *npc, rv_vector * rv)
49{ 40{
50
51 /* 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
52 * 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,
53 * which CAN attack the owner. */ 43 * which CAN attack the owner. */
54 if ((npc->attack_movement & HI4) == PETMOVE) 44 if ((npc->attack_movement & HI4) == PETMOVE)
55 { 45 {
57 npc->enemy = NULL; 47 npc->enemy = NULL;
58 else if (npc->enemy == NULL) 48 else if (npc->enemy == NULL)
59 npc->enemy = npc->owner->enemy; 49 npc->enemy = npc->owner->enemy;
60 } 50 }
61 51
62 /* periodically, a monster mayu change its target. Also, if the object 52 /* periodically, a monster may change its target. Also, if the object
63 * has been destroyed, etc, clear the enemy. 53 * has been destroyed, etc, clear the enemy.
64 * 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
65 * attacked monsters to leave the attacker alone, before it is destroyed 55 * attacked monsters to leave the attacker alone, before it is destroyed
66 */ 56 */
67 /* 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
68 * 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
69 * again then but perhaps get attack on and on 59 * again then but perhaps get attack on and on
70 * 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
71 * too. */ 61 * too. */
72 62
76 * the grouping checks are. Code is the same. 66 * the grouping checks are. Code is the same.
77 */ 67 */
78 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
79 QUERY_FLAG (npc->enemy, FLAG_FREED) || 69 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
80 !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))
81 npc->enemy = NULL; 71 npc->enemy = 0;
82 72
83 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)
84 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 74 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
85 || ((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)))
86 || npc->enemy == npc->owner)) 76 || npc->enemy == npc->owner))
87 npc->enemy = NULL; 77 npc->enemy = 0;
88 78
89 79
90 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))
91 npc->enemy = NULL; 81 npc->enemy = 0;
92 82
93 /* 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
94 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
95 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
96 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
97 * as the enemy to attack. 87 * as the enemy to attack.
98 */ 88 */
99 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
100 !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)
101 npc->enemy = NULL; 93 npc->enemy = 0;
102
103 } 94 }
95
104 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
105} 97}
106 98
107/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
108 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
109 * 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
121object * 113object *
122find_nearest_living_creature (object *npc) 114find_nearest_living_creature (object *npc)
123{ 115{
124 int i, mflags; 116 int i, mflags;
125 sint16 nx, ny; 117 sint16 nx, ny;
126 mapstruct *m; 118 maptile *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE]; 119 int search_arr[SIZEOFFREE];
129 120
130 get_search_arr (search_arr); 121 get_search_arr (search_arr);
122
131 for (i = 0; i < SIZEOFFREE; i++) 123 for (i = 0; i < SIZEOFFREE; i++)
132 { 124 {
133 /* modified to implement smart searching using search_arr 125 /* modified to implement smart searching using search_arr
134 * guidance array to determine direction of search order 126 * guidance array to determine direction of search order
135 */ 127 */
136 nx = npc->x + freearr_x[search_arr[i]]; 128 nx = npc->x + freearr_x[search_arr[i]];
137 ny = npc->y + freearr_y[search_arr[i]]; 129 ny = npc->y + freearr_y[search_arr[i]];
138 m = npc->map; 130 m = npc->map;
139 131
140 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133
141 if (mflags & P_OUT_OF_MAP) 134 if (mflags & P_OUT_OF_MAP)
142 continue; 135 continue;
143 136
144 if (mflags & P_IS_ALIVE) 137 if (mflags & P_IS_ALIVE)
145 { 138 {
146 tmp = get_map_ob (m, nx, ny); 139 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
147 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 140 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
148 tmp = tmp->above;
149
150 if (!tmp)
151 {
152 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
153 m->path, nx, ny);
154 }
155 else
156 {
157 if (can_see_monsterP (m, nx, ny, i)) 141 if (can_see_monsterP (m, nx, ny, i))
158 return tmp; 142 return tmp;
159 } 143 }
160 } /* is something living on this space */
161 } 144 }
162 return NULL; /* nothing found */
163}
164 145
146 return 0;
147}
165 148
166/* 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
167 * our caller will find the information useful. 150 * our caller will find the information useful.
168 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
169 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
170 * 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
171 * many cases. 154 * many cases.
172 */ 155 */
173
174object * 156object *
175find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
176{ 158{
177 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
178 160
184 { 166 {
185 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
186 168
187 if (tmp) 169 if (tmp)
188 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
189 return tmp; 172 return tmp;
190 } 173 }
191 174
192 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
193 * 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
213 /* we check our old enemy. */ 196 /* we check our old enemy. */
214 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
215 { 198 {
216 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
217 { 200 {
218 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
219 /* 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 */
220 203
221 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 */
222 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
223 (!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)))
224 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
225 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... */
226 { 209 {
227 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! */
228 npc->enemy = attacker; 211 npc->enemy = attacker;
229 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
230 } 213 }
246/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
247 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
248 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
249 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
250 */ 233 */
251
252int 234int
253check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
254{ 236{
255 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
256
257 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
258 if (!enemy) 238 if (!enemy)
259 return 0; 239 return 0;
260 240
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])
261 /* blinded monsters can only find nearby objects to attack */ 247 /* blinded monsters can only find nearby objects to attack */
262 if (QUERY_FLAG (op, FLAG_BLIND))
263 radius = MIN_MON_RADIUS; 248 radius = MIN_MON_RADIUS;
264 249 else if (op->map
250 && !enemy->invisible
251 && !stand_in_light (enemy)
252 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
265 /* This covers the situation where the monster is in the dark 253 /* This covers the situation where the monster is in the dark
266 * 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
267 * glowing!) then the monster has trouble finding the enemy. 255 * glowing!) then the monster has trouble finding the enemy.
268 * 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
269 * the dark. */ 257 * the dark. */
258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
270 259
271 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 260 if (enemy->flag [FLAG_STEALTH])
272 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 261 radius = radius / 2 + 1;
273 {
274 int dark = radius / (op->map->darkness);
275
276 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
277 }
278 else if (!QUERY_FLAG (op, FLAG_SLEEP))
279 return 1;
280 262
281 /* 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
282 * for that. 264 * for that.
283 */ 265 */
284 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 266 if (rv->distance <= radius)
285 { 267 {
286 CLEAR_FLAG (op, FLAG_SLEEP); 268 CLEAR_FLAG (op, FLAG_SLEEP);
287 return 1; 269 return 1;
288 } 270 }
271
289 return 0; 272 return 0;
290} 273}
291 274
292int 275int
293move_randomly (object *op) 276move_randomly (object *op)
294{ 277{
295 int i;
296
297 /* Give up to 15 chances for a monster to move randomly */ 278 /* Give up to 15 chances for a monster to move randomly */
298 for (i = 0; i < 15; i++) 279 for (int i = 0; i < 15; i++)
299 {
300 if (move_object (op, RANDOM () % 8 + 1)) 280 if (move_object (op, rndm (8) + 1))
301 return 1; 281 return 1;
302 } 282
303 return 0; 283 return 0;
304} 284}
305 285
306/* 286/*
307 * 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.
308 */ 288 */
309
310int 289int
311move_monster (object *op) 290move_monster (object *op)
312{ 291{
313 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 */
314 object *owner, *enemy, *part, *oph = op; 293 object *owner, *enemy, *part, *oph = op;
331 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
332 311
333 /* generate hp, if applicable */ 312 /* generate hp, if applicable */
334 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
335 { 314 {
336
337 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
338 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
339 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
340 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
341 * 319 *
346 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));
347 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 */
348 op->last_heal %= 32; 326 op->last_heal %= 32;
349 327
350 /* 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 */
351 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))
352 CLEAR_FLAG (op, FLAG_RUN_AWAY); 330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
353 331
354 if (op->stats.hp > op->stats.maxhp) 332 if (op->stats.hp > op->stats.maxhp)
355 op->stats.hp = op->stats.maxhp; 333 op->stats.hp = op->stats.maxhp;
356 } 334 }
357 335
358 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
359 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
360 { 338 {
361
362 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
363 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
364 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
365 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
366 * 343 *
367 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
368 * overflow might produce monsters with negative sp. 345 * overflow might produce monsters with negative sp.
369 */ 346 */
370 347
371 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));
372 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 */
373 op->last_sp %= 128; 350 op->last_sp %= 128;
374 } 351 }
375 352
376 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
377 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
378 */ 355 */
379 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
380 {
381 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
382 }
383 358
384 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
385 return QUERY_FLAG (op, FLAG_FREED); 360 return QUERY_FLAG (op, FLAG_FREED);
386 361
387 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
388 ((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)))
389 {
390 if (!check_wakeup (op, enemy, &rv)) 364 if (!check_wakeup (op, enemy, &rv))
391 return 0; 365 return 0;
392 }
393 366
394 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
395 if (op->hide) 368 if (op->flag [FLAG_HIDDEN])
396 do_hidden_move (op); 369 do_hidden_move (op);
397 370
398 if (op->pick_up) 371 if (op->pick_up)
399 monster_check_pickup (op); 372 monster_check_pickup (op);
400 373
404 /* 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 */
405 if (!enemy) 378 if (!enemy)
406 { 379 {
407 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
408 { 381 {
409 remove_ob (op); 382 op->drop_and_destroy ();
410 free_object (op);
411 return 1; 383 return 1;
412 } 384 }
413 385
414 /* Probably really a bug for a creature to have both 386 /* Probably really a bug for a creature to have both
415 * stand still and a movement type set. 387 * stand still and a movement type set.
418 { 390 {
419 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
420 { 392 {
421 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
422 { 394 {
423 case (PETMOVE): 395 case PETMOVE:
424 pet_move (op); 396 pet_move (op);
425 break; 397 break;
426 398
427 case (CIRCLE1): 399 case CIRCLE1:
428 circ1_move (op); 400 circ1_move (op);
429 break; 401 break;
430 402
431 case (CIRCLE2): 403 case CIRCLE2:
432 circ2_move (op); 404 circ2_move (op);
433 break; 405 break;
434 406
435 case (PACEV): 407 case PACEV:
436 pace_movev (op); 408 pace_movev (op);
437 break; 409 break;
438 410
439 case (PACEH): 411 case PACEH:
440 pace_moveh (op); 412 pace_moveh (op);
441 break; 413 break;
442 414
443 case (PACEV2): 415 case PACEV2:
444 pace2_movev (op); 416 pace2_movev (op);
445 break; 417 break;
446 418
447 case (PACEH2): 419 case PACEH2:
448 pace2_moveh (op); 420 pace2_moveh (op);
449 break; 421 break;
450 422
451 case (RANDO): 423 case RANDO:
452 rand_move (op); 424 rand_move (op);
453 break; 425 break;
454 426
455 case (RANDO2): 427 case RANDO2:
456 move_randomly (op); 428 move_randomly (op);
457 break; 429 break;
458 } 430 }
431
459 return 0; 432 return 0;
460 } 433 }
461 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
462 (void) move_randomly (op); 435 move_randomly (op);
463
464 } /* stand still */ 436 } /* stand still */
437
465 return 0; 438 return 0;
466 } /* no enemy */ 439 } /* no enemy */
467 440
468 /* We have an enemy. Block immediately below is for pets */ 441 /* We have an enemy. Block immediately below is for pets */
469 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner)) 442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
470 return follow_owner (op, owner); 446 return follow_owner (op, owner);
471 447
472 /* doppleganger code to change monster facing to that of the nearest 448 /* doppleganger code to change monster facing to that of the nearest
473 * 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
474 * arch set uses it. 450 * arch set uses it.
475 */ 451 */
476 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 452 if (op->race == shstr_doppleganger)
477 { 453 {
478 op->face = enemy->face; 454 op->face = enemy->face;
479 op->name = enemy->name; 455 op->name = enemy->name;
480 } 456 }
481 457
493 if (!QUERY_FLAG (op, FLAG_SCARED)) 469 if (!QUERY_FLAG (op, FLAG_SCARED))
494 { 470 {
495 rv_vector rv1; 471 rv_vector rv1;
496 472
497 /* 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 */
498 for (part = op; part != NULL; part = part->more) 474 for (part = op; part; part = part->more)
499 { 475 {
500 get_rangevector (part, enemy, &rv1, 0x1); 476 get_rangevector (part, enemy, &rv1, 0x1);
501 dir = rv1.direction; 477 dir = rv1.direction;
502 478
503 /* 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
504 * but that we test above... so can be old code here 480 * but that we test above... so can be old code here
505 */ 481 */
506 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
507 dir = absdir (dir + 4); 483 dir = absdir (dir + 4);
484
508 if (QUERY_FLAG (op, FLAG_CONFUSED)) 485 if (QUERY_FLAG (op, FLAG_CONFUSED))
509 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
510 487
511 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
512 {
513 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
514 return 0; 490 return 0;
515 }
516 491
517 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
518 {
519 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
520 return 0; 494 return 0;
521 }
522 495
523 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
524 {
525 if (monster_use_range (op, part, enemy, dir)) 497 if (monster_use_range (op, part, enemy, dir))
526 return 0; 498 return 0;
527 } 499
528 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
529 {
530 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
531 return 0; 502 return 0;
532 } 503
533 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
534 {
535 if (monster_use_bow (op, part, enemy, dir)) 505 if (monster_use_bow (op, part, enemy, dir))
536 return 0; 506 return 0;
537 }
538 } /* for processing of all parts */ 507 } /* for processing of all parts */
539 } /* If not scared */ 508 } /* If not scared */
540 509
541
542 part = rv.part; 510 part = rv.part;
543 dir = rv.direction; 511 dir = rv.direction;
544 512
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
545 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))
546 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
547 559
548 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
549 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
550 562
551 pre_att_dir = dir; /* remember the original direction */ 563 pre_att_dir = dir; /* remember the original direction */
552 564
553 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
554 { 566 {
555 switch (op->attack_movement & LO4) 567 switch (op->attack_movement & LO4)
556 { 568 {
557 case DISTATT: 569 case DISTATT:
558 dir = dist_att (dir, op, enemy, part, &rv); 570 dir = dist_att (dir, op, enemy, part, &rv);
559 break; 571 break;
560 572
561 case RUNATT: 573 case RUNATT:
562 dir = run_att (dir, op, enemy, part, &rv); 574 dir = run_att (dir, op, enemy, part, &rv);
563 break; 575 break;
564 576
565 case HITRUN: 577 case HITRUN:
566 dir = hitrun_att (dir, op, enemy); 578 dir = hitrun_att (dir, op, enemy);
567 break; 579 break;
568 580
569 case WAITATT: 581 case WAITATT:
570 dir = wait_att (dir, op, enemy, part, &rv); 582 dir = wait_att (dir, op, enemy, part, &rv);
571 break; 583 break;
572 584
573 case RUSH: /* default - monster normally moves towards player */ 585 case RUSH: /* default - monster normally moves towards player */
574 case ALLRUN: 586 case ALLRUN:
575 break; 587 break;
576 588
577 case DISTHIT: 589 case DISTHIT:
578 dir = disthit_att (dir, op, enemy, part, &rv); 590 dir = disthit_att (dir, op, enemy, part, &rv);
579 break; 591 break;
580 592
581 case WAIT2: 593 case WAIT2:
582 dir = wait_att2 (dir, op, enemy, part, &rv); 594 dir = wait_att2 (dir, op, enemy, part, &rv);
583 break; 595 break;
584 596
585 default: 597 default:
586 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);
587 } 599 }
588 } 600 }
589 601
590 if (!dir) 602 if (!dir)
591 return 0; 603 return 0;
601 return 0; 613 return 0;
602 } 614 }
603 615
604 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))
605 { 617 {
606
607 /* Try move around corners if !close */ 618 /* Try move around corners if !close */
608 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;
609 620
610 for (diff = 1; diff <= maxdiff; diff++) 621 for (diff = 1; diff <= maxdiff; diff++)
611 { 622 {
612 /* try different detours */ 623 /* try different detours */
613 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
614 625
615 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)))
616 return 0; 627 return 0;
617 } 628 }
618 } 629 }
645 { 656 {
646 object *nearest_player = get_nearest_player (op); 657 object *nearest_player = get_nearest_player (op);
647 658
648 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
649 { 660 {
650 op->enemy = NULL; 661 op->enemy = 0;
651 enemy = nearest_player; 662 enemy = nearest_player;
652 } 663 }
653 } 664 }
654 665
655 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
661 * still be pretty nasty. 672 * still be pretty nasty.
662 */ 673 */
663 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
664 { 675 {
665 part->stats.wc += 10; 676 part->stats.wc += 10;
666 (void) skill_attack (enemy, part, 0, NULL, NULL); 677 skill_attack (enemy, part, 0, NULL, NULL);
667 part->stats.wc -= 10; 678 part->stats.wc -= 10;
668 } 679 }
669 else 680 else
670 (void) skill_attack (enemy, part, 0, NULL, NULL); 681 skill_attack (enemy, part, 0, NULL, NULL);
671 } /* if monster is in attack range */ 682 } /* if monster is in attack range */
672 683
673 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 */
674 return 1; 685 return 1;
675 686
676 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
677 { 688 {
678 remove_ob (op); 689 op->drop_and_destroy ();
679 free_object (op);
680 return 1; 690 return 1;
681 } 691 }
692
682 return 0; 693 return 0;
683} 694}
684 695
685int 696int
686can_hit (object *ob1, object *ob2, rv_vector * rv) 697can_hit (object *ob1, object *ob2, rv_vector * rv)
687{ 698{
688 object *more; 699 object *more;
689 rv_vector rv1; 700 rv_vector rv1;
690 701
691 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 702 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
692 return 0; 703 return 0;
693 704
694 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 705 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
695 return 1; 706 return 1;
696 707
697 /* 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
698 * 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
699 */ 710 */
700 for (more = ob2->more; more != NULL; more = more->more) 711 for (more = ob2->more; more; more = more->more)
701 { 712 {
702 get_rangevector (ob1, more, &rv1, 0); 713 get_rangevector (ob1, more, &rv1, 0);
703 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
704 return 1; 715 return 1;
705 } 716 }
717
706 return 0; 718 return 0;
707
708} 719}
709 720
710/* Returns 1 is monster should cast spell sp at an enemy 721/* Returns 1 is monster should cast spell sp at an enemy
711 * Returns 0 if the monster should not cast this spell. 722 * Returns 0 if the monster should not cast this spell.
712 * 723 *
730 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
731 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 742 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
732 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 ||
733 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 ||
734 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)
735
736 return 1; 746 return 1;
737 747
738 return 0; 748 return 0;
739} 749}
740
741 750
742#define MAX_KNOWN_SPELLS 20 751#define MAX_KNOWN_SPELLS 20
743 752
744/* Returns a randomly selected spell. This logic is still 753/* Returns a randomly selected spell. This logic is still
745 * less than ideal. This code also only seems to deal with 754 * less than ideal. This code also only seems to deal with
748 */ 757 */
749object * 758object *
750monster_choose_random_spell (object *monster) 759monster_choose_random_spell (object *monster)
751{ 760{
752 object *altern[MAX_KNOWN_SPELLS]; 761 object *altern[MAX_KNOWN_SPELLS];
753 object *tmp;
754 int i = 0; 762 int i = 0;
755 763
756 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
757 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
758 { 766 {
759 /* Check and see if it's actually a useful spell. 767 /* Check and see if it's actually a useful spell.
760 * If its a spellbook, the spell is actually the inventory item. 768 * If its a spellbook, the spell is actually the inventory item.
761 * 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.
762 */ 770 */
763 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))
764 { 772 {
765 altern[i++] = tmp; 773 altern [i++] = tmp;
774
766 if (i == MAX_KNOWN_SPELLS) 775 if (i == MAX_KNOWN_SPELLS)
767 break; 776 break;
768 } 777 }
769 } 778 }
770 if (!i) 779
771 return NULL; 780 return i ? altern [rndm (i)] : 0;
772 return altern[RANDOM () % i];
773} 781}
774 782
775/* 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.
776 * 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.
777 * head is the head of the monster. 785 * head is the head of the monster.
778 * part is the part of the monster we are checking against. 786 * part is the part of the monster we are checking against.
779 * pl is the target. 787 * pl is the target.
780 * dir is the direction to case. 788 * dir is the direction to case.
781 * rv is the vector which describes where the enemy is. 789 * rv is the vector which describes where the enemy is.
782 */ 790 */
783
784int 791int
785monster_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)
786{ 793{
787 object *spell_item; 794 object *spell_item;
788 object *owner; 795 object *owner;
795 * other monsters) 802 * other monsters)
796 */ 803 */
797 if (!(dir = path_to_player (part, pl, 0))) 804 if (!(dir = path_to_player (part, pl, 0)))
798 return 0; 805 return 0;
799 806
800 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
801 { 808 {
802 get_rangevector (head, owner, &rv1, 0x1); 809 get_rangevector (head, owner, &rv1, 0x1);
803 if (dirdiff (dir, rv1.direction) < 2) 810 if (dirdiff (dir, rv1.direction) < 2)
804 {
805 return 0; /* Might hit owner with spell */ 811 return 0; /* Might hit owner with spell */
806 }
807 } 812 }
808 813
809 if (QUERY_FLAG (head, FLAG_CONFUSED)) 814 if (QUERY_FLAG (head, FLAG_CONFUSED))
810 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
811 816
812 /* If the monster hasn't already chosen a spell, choose one 817 /* If the monster hasn't already chosen a spell, choose one
813 * I'm not sure if it really make sense to pre-select spells (events 818 * I'm not sure if it really make sense to pre-select spells (events
814 * could be different by the time the monster goes again). 819 * could be different by the time the monster goes again).
815 */ 820 */
819 { 824 {
820 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 825 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
821 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 */
822 return 0; 827 return 0;
823 } 828 }
829
824 if (spell_item->type == SPELLBOOK) 830 if (spell_item->type == SPELLBOOK)
825 { 831 {
826 if (!spell_item->inv) 832 if (!spell_item->inv)
827 { 833 {
828 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);
829 return 0; 835 return 0;
830 } 836 }
837
831 spell_item = spell_item->inv; 838 spell_item = spell_item->inv;
832 } 839 }
833 } 840 }
834 else 841 else
835 spell_item = head->spellitem; 842 spell_item = head->spellitem;
854 /* 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 */
855 head->spellitem = NULL; 862 head->spellitem = NULL;
856 863
857 return cast_spell (part, part, dir, spell_item, NULL); 864 return cast_spell (part, part, dir, spell_item, NULL);
858} 865}
859
860 866
861int 867int
862monster_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)
863{ 869{
864 object *scroll; 870 object *scroll;
872 * other monsters) 878 * other monsters)
873 */ 879 */
874 if (!(dir = path_to_player (part, pl, 0))) 880 if (!(dir = path_to_player (part, pl, 0)))
875 return 0; 881 return 0;
876 882
877 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 883 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
878 { 884 {
879 get_rangevector (head, owner, &rv1, 0x1); 885 get_rangevector (head, owner, &rv1, 0x1);
880 if (dirdiff (dir, rv1.direction) < 2) 886 if (dirdiff (dir, rv1.direction) < 2)
881 { 887 {
882 return 0; /* Might hit owner with spell */ 888 return 0; /* Might hit owner with spell */
883 } 889 }
884 } 890 }
885 891
886 if (QUERY_FLAG (head, FLAG_CONFUSED)) 892 if (QUERY_FLAG (head, FLAG_CONFUSED))
887 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 893 dir = absdir (dir + rndm (3) + rndm (3) - 2);
888 894
889 for (scroll = head->inv; scroll; scroll = scroll->below) 895 for (scroll = head->inv; scroll; scroll = scroll->below)
890 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 896 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
891 break; 897 break;
892 898
914 * 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.
915 * 921 *
916 * At the moment this is only useful for throwing, perhaps for 922 * At the moment this is only useful for throwing, perhaps for
917 * 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
918 */ 924 */
919
920int 925int
921monster_use_skill (object *head, object *part, object *pl, int dir) 926monster_use_skill (object *head, object *part, object *pl, int dir)
922{ 927{
923 object *skill, *owner; 928 object *skill, *owner;
924 929
925 if (!(dir = path_to_player (part, pl, 0))) 930 if (!(dir = path_to_player (part, pl, 0)))
926 return 0; 931 return 0;
927 932
928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 933 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
929 { 934 {
930 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);
931 936
932 if (dirdiff (dir, dir2) < 1) 937 if (dirdiff (dir, dir2) < 1)
933 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 938 return 0; /* Might hit owner with skill -thrown rocks for example ? */
934 } 939 }
940
935 if (QUERY_FLAG (head, FLAG_CONFUSED)) 941 if (QUERY_FLAG (head, FLAG_CONFUSED))
936 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 942 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937 943
938 /* skill selection - monster will use the next unused skill. 944 /* skill selection - monster will use the next unused skill.
939 * well...the following scenario will allow the monster to 945 * well...the following scenario will allow the monster to
940 * 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
941 * more skills available to monsters. 947 * more skills available to monsters.
942 */ 948 */
943
944 for (skill = head->inv; skill != NULL; skill = skill->below) 949 for (skill = head->inv; skill; skill = skill->below)
945 if (skill->type == SKILL && skill != head->chosen_skill) 950 if (skill->type == SKILL && skill != head->chosen_skill)
946 { 951 {
947 head->chosen_skill = skill; 952 head->chosen_skill = skill;
948 break; 953 break;
949 } 954 }
952 { 957 {
953 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);
954 CLEAR_FLAG (head, FLAG_READY_SKILL); 959 CLEAR_FLAG (head, FLAG_READY_SKILL);
955 return 0; 960 return 0;
956 } 961 }
962
957 /* use skill */ 963 /* use skill */
958 return do_skill (head, part, head->chosen_skill, dir, NULL); 964 return do_skill (head, part, head->chosen_skill, dir, NULL);
959} 965}
960 966
961/* Monster will use a ranged spell attack. */ 967/* Monster will use a ranged spell attack. */
962
963int 968int
964monster_use_range (object *head, object *part, object *pl, int dir) 969monster_use_range (object *head, object *part, object *pl, int dir)
965{ 970{
966 object *wand, *owner; 971 object *wand, *owner;
967 int at_least_one = 0; 972 int at_least_one = 0;
968 973
969 if (!(dir = path_to_player (part, pl, 0))) 974 if (!(dir = path_to_player (part, pl, 0)))
970 return 0; 975 return 0;
971 976
972 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 977 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
973 { 978 {
974 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);
975 980
976 if (dirdiff (dir, dir2) < 2) 981 if (dirdiff (dir, dir2) < 2)
977 return 0; /* Might hit owner with spell */ 982 return 0; /* Might hit owner with spell */
978 } 983 }
984
979 if (QUERY_FLAG (head, FLAG_CONFUSED)) 985 if (QUERY_FLAG (head, FLAG_CONFUSED))
980 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 986 dir = absdir (dir + rndm (3) + rndm (3) - 2);
981 987
982 for (wand = head->inv; wand != NULL; wand = wand->below) 988 for (wand = head->inv; wand; wand = wand->below)
983 { 989 {
984 if (wand->type == WAND) 990 if (wand->type == WAND)
985 { 991 {
986 /* Found a wand, let's see if it has charges left */ 992 /* Found a wand, let's see if it has charges left */
987 at_least_one = 1; 993 at_least_one = 1;
993 if (!(--wand->stats.food)) 999 if (!(--wand->stats.food))
994 { 1000 {
995 if (wand->arch) 1001 if (wand->arch)
996 { 1002 {
997 CLEAR_FLAG (wand, FLAG_ANIMATE); 1003 CLEAR_FLAG (wand, FLAG_ANIMATE);
998 wand->face = wand->arch->clone.face; 1004 wand->face = wand->arch->face;
999 wand->speed = 0; 1005 wand->set_speed (0);
1000 update_ob_speed (wand);
1001 } 1006 }
1002 } 1007 }
1003 /* Success */ 1008 /* Success */
1004 return 1; 1009 return 1;
1005 } 1010 }
1023 } 1028 }
1024 1029
1025 if (at_least_one) 1030 if (at_least_one)
1026 return 0; 1031 return 0;
1027 1032
1028 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);
1029 CLEAR_FLAG (head, FLAG_READY_RANGE); 1034 CLEAR_FLAG (head, FLAG_READY_RANGE);
1030 return 0; 1035 return 0;
1031} 1036}
1032 1037
1033int 1038int
1035{ 1040{
1036 object *owner; 1041 object *owner;
1037 1042
1038 if (!(dir = path_to_player (part, pl, 0))) 1043 if (!(dir = path_to_player (part, pl, 0)))
1039 return 0; 1044 return 0;
1045
1040 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1046 if (QUERY_FLAG (head, FLAG_CONFUSED))
1041 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1047 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1042 1048
1043 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 1049 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1044 { 1050 {
1045 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1051 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1046 1052
1047 if (dirdiff (dir, dir2) < 1) 1053 if (dirdiff (dir, dir2) < 1)
1048 return 0; /* Might hit owner with arrow */ 1054 return 0; /* Might hit owner with arrow */
1052 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);
1053 1059
1054} 1060}
1055 1061
1056/* Checks if putting on 'item' will make 'who' do more 1062/* Checks if putting on 'item' will make 'who' do more
1057 * damage. This is a very simplistic check - also checking things 1063 * damage. This is a very simplistic check - also checking things
1058 * like speed and ac are also relevant. 1064 * like speed and ac are also relevant.
1059 * 1065 *
1060 * return true if item is a better object. 1066 * return true if item is a better object.
1061 */ 1067 */
1062
1063int 1068int
1064check_good_weapon (object *who, object *item) 1069check_good_weapon (object *who, object *item)
1065{ 1070{
1066 object *other_weap; 1071 object *other_weap;
1067 int val = 0, i; 1072 int val = 0, i;
1068 1073
1069 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)
1070 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))
1071 break; 1076 break;
1072 1077
1073 if (other_weap == NULL) /* No other weapons */ 1078 if (!other_weap) /* No other weapons */
1074 return 1; 1079 return 1;
1075 1080
1076 /* 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
1077 * better, just do some simple checks 1082 * better, just do some simple checks
1078 * Put some multipliers for things that hvae several effects, 1083 * Put some multipliers for things that hvae several effects,
1083 val += (item->magic - other_weap->magic) * 3; 1088 val += (item->magic - other_weap->magic) * 3;
1084 /* Monsters don't really get benefits from things like regen rates 1089 /* Monsters don't really get benefits from things like regen rates
1085 * from items. But the bonus for their stats are very important. 1090 * from items. But the bonus for their stats are very important.
1086 */ 1091 */
1087 for (i = 0; i < NUM_STATS; i++) 1092 for (i = 0; i < NUM_STATS; i++)
1088 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;
1089 1094
1090 if (val > 0) 1095 if (val > 0)
1091 return 1; 1096 return 1;
1092 else 1097 else
1093 return 0; 1098 return 0;
1094
1095} 1099}
1096 1100
1097int 1101int
1098check_good_armour (object *who, object *item) 1102check_good_armour (object *who, object *item)
1099{ 1103{
1100 object *other_armour; 1104 object *other_armour;
1101 int val = 0, i; 1105 int val = 0, i;
1102 1106
1103 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)
1104 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))
1105 break; 1109 break;
1106 1110
1107 if (other_armour == NULL) /* No other armour, use the new */ 1111 if (other_armour == NULL) /* No other armour, use the new */
1108 return 1; 1112 return 1;
1130 1134
1131 if (val > 0) 1135 if (val > 0)
1132 return 1; 1136 return 1;
1133 else 1137 else
1134 return 0; 1138 return 0;
1135
1136} 1139}
1137 1140
1138/* 1141/*
1139 * monster_check_pickup(): checks for items that monster can pick up. 1142 * monster_check_pickup(): checks for items that monster can pick up.
1140 * 1143 *
1148 * 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
1149 * 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
1150 * 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
1151 * affect stacking on this space. 1154 * affect stacking on this space.
1152 */ 1155 */
1153
1154void 1156void
1155monster_check_pickup (object *monster) 1157monster_check_pickup (object *monster)
1156{ 1158{
1157 object *tmp, *next; 1159 object *tmp, *next;
1158 int next_tag;
1159 1160
1160 for (tmp = monster->below; tmp != NULL; tmp = next) 1161 for (tmp = monster->below; tmp != NULL; tmp = next)
1161 { 1162 {
1162 next = tmp->below; 1163 next = tmp->below;
1163 next_tag = next ? next->count : 0;
1164 if (monster_can_pick (monster, tmp)) 1164 if (monster_can_pick (monster, tmp))
1165 { 1165 {
1166 remove_ob (tmp); 1166 tmp->remove ();
1167 tmp = insert_ob_in_ob (tmp, monster); 1167 tmp = insert_ob_in_ob (tmp, monster);
1168 (void) monster_check_apply (monster, tmp); 1168 (void) monster_check_apply (monster, tmp);
1169 } 1169 }
1170 /* We could try to re-establish the cycling, of the space, but probably 1170 /* We could try to re-establish the cycling, of the space, but probably
1171 * not a big deal to just bail out. 1171 * not a big deal to just bail out.
1172 */ 1172 */
1173 if (next && was_destroyed (next, next_tag)) 1173 if (next && next->destroyed ())
1174 return; 1174 return;
1175 } 1175 }
1176} 1176}
1177 1177
1178/* 1178/*
1179 * monster_can_pick(): If the monster is interested in picking up 1179 * monster_can_pick(): If the monster is interested in picking up
1180 * the item, then return 0. Otherwise 0. 1180 * the item, then return 0. Otherwise 0.
1181 * Instead of pick_up, flags for "greed", etc, should be used. 1181 * Instead of pick_up, flags for "greed", etc, should be used.
1182 * 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.
1183 */ 1183 */
1184
1185int 1184int
1186monster_can_pick (object *monster, object *item) 1185monster_can_pick (object *monster, object *item)
1187{ 1186{
1188 int flag = 0; 1187 int flag = 0;
1189 int i; 1188 int i;
1198 flag = 1; 1197 flag = 1;
1199 1198
1200 else 1199 else
1201 switch (item->type) 1200 switch (item->type)
1202 { 1201 {
1203 case MONEY: 1202 case MONEY:
1204 case GEM: 1203 case GEM:
1205 flag = monster->pick_up & 2; 1204 flag = monster->pick_up & 2;
1206 break; 1205 break;
1207 1206
1208 case FOOD: 1207 case FOOD:
1209 flag = monster->pick_up & 4; 1208 flag = monster->pick_up & 4;
1210 break; 1209 break;
1211 1210
1212 case WEAPON: 1211 case WEAPON:
1213 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1212 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1214 break; 1213 break;
1215 1214
1216 case ARMOUR: 1215 case ARMOUR:
1217 case SHIELD: 1216 case SHIELD:
1218 case HELMET: 1217 case HELMET:
1219 case BOOTS: 1218 case BOOTS:
1220 case GLOVES: 1219 case GLOVES:
1221 case GIRDLE: 1220 case GIRDLE:
1222 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1221 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1223 break; 1222 break;
1224 1223
1225 case SKILL: 1224 case SKILL:
1226 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1225 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1227 break; 1226 break;
1228 1227
1229 case RING: 1228 case RING:
1230 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1229 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1231 break; 1230 break;
1232 1231
1233 case WAND: 1232 case WAND:
1234 case HORN: 1233 case HORN:
1235 case ROD: 1234 case ROD:
1236 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1237 break; 1236 break;
1238 1237
1239 case SPELLBOOK: 1238 case SPELLBOOK:
1240 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1241 break; 1240 break;
1242 1241
1243 case SCROLL: 1242 case SCROLL:
1244 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1245 break; 1244 break;
1246 1245
1247 case BOW: 1246 case BOW:
1248 case ARROW: 1247 case ARROW:
1249 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1248 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1250 break; 1249 break;
1251 } 1250 }
1251
1252 /* 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
1253 * 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
1254 * use several locations. 1254 * use several locations.
1255 */ 1255 */
1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1257 { 1257 {
1258 if (monster->body_info[i] && item->body_info[i]) 1258 if (monster->slot[i].info && item->slot[i].info)
1259 { 1259 {
1260 flag = 1; 1260 flag = 1;
1261 break; 1261 break;
1262 } 1262 }
1263 } 1263 }
1264 1264
1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1266 return 1; 1266 return 1;
1267
1267 return 0; 1268 return 0;
1268} 1269}
1269 1270
1270/* 1271/*
1271 * monster_apply_below(): 1272 * monster_apply_below():
1272 * 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
1273 * eager to apply things, encounters something apply-able, 1274 * eager to apply things, encounters something apply-able,
1274 * then make him apply it 1275 * then make him apply it
1275 */ 1276 */
1276
1277void 1277void
1278monster_apply_below (object *monster) 1278monster_apply_below (object *monster)
1279{ 1279{
1280 object *tmp, *next; 1280 object *tmp, *next;
1281 1281
1282 for (tmp = monster->below; tmp != NULL; tmp = next) 1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1283 { 1283 {
1284 next = tmp->below; 1284 next = tmp->below;
1285 switch (tmp->type) 1285 switch (tmp->type)
1286 { 1286 {
1287 case CF_HANDLE: 1287 case T_HANDLE:
1288 case TRIGGER: 1288 case TRIGGER:
1289 if (monster->will_apply & 1) 1289 if (monster->will_apply & 1)
1290 manual_apply (monster, tmp, 0); 1290 manual_apply (monster, tmp, 0);
1291 break; 1291 break;
1292 1292
1308 * 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.
1309 * (so that other monsters can pick it up and use it) 1309 * (so that other monsters can pick it up and use it)
1310 * Note that as things are now, monsters never drop something - 1310 * Note that as things are now, monsters never drop something -
1311 * they can pick up all that they can use. 1311 * they can pick up all that they can use.
1312 */ 1312 */
1313
1314/* Sept 96, fixed this so skills will be readied -b.t.*/ 1313/* Sept 96, fixed this so skills will be readied -b.t.*/
1315
1316void 1314void
1317monster_check_apply (object *mon, object *item) 1315monster_check_apply (object *mon, object *item)
1318{ 1316{
1319
1320 int flag = 0; 1317 int flag = 0;
1321 1318
1322 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)))
1323 { 1320 {
1324 SET_FLAG (mon, FLAG_CAST_SPELL); 1321 SET_FLAG (mon, FLAG_CAST_SPELL);
1325 return; 1322 return;
1326 } 1323 }
1327 1324
1336 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1333 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1337 { 1334 {
1338 /* Check for the right kind of bow */ 1335 /* Check for the right kind of bow */
1339 object *bow; 1336 object *bow;
1340 1337
1341 for (bow = mon->inv; bow != NULL; bow = bow->below) 1338 for (bow = mon->inv; bow; bow = bow->below)
1342 if (bow->type == BOW && bow->race == item->race) 1339 if (bow->type == BOW && bow->race == item->race)
1343 { 1340 {
1344 SET_FLAG (mon, FLAG_READY_BOW); 1341 SET_FLAG (mon, FLAG_READY_BOW);
1345 LOG (llevMonster, "Found correct bow for arrows.\n"); 1342 LOG (llevMonster, "Found correct bow for arrows.\n");
1346 return; /* nothing more to do for arrows */ 1343 return; /* nothing more to do for arrows */
1361 /* Don't use it right now */ 1358 /* Don't use it right now */
1362 return; 1359 return;
1363 } 1360 }
1364 else if (item->type == WEAPON) 1361 else if (item->type == WEAPON)
1365 flag = check_good_weapon (mon, item); 1362 flag = check_good_weapon (mon, item);
1366 else if (IS_ARMOR (item)) 1363 else if (item->is_armor ())
1367 flag = check_good_armour (mon, item); 1364 flag = check_good_armour (mon, item);
1368 /* Should do something more, like make sure this is a better item */ 1365 /* Should do something more, like make sure this is a better item */
1369 else if (item->type == RING) 1366 else if (item->type == RING)
1370 flag = 1; 1367 flag = 1;
1371 else if (item->type == WAND || item->type == ROD || item->type == HORN) 1368 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1398 */ 1395 */
1399 SET_FLAG (mon, FLAG_READY_SKILL); 1396 SET_FLAG (mon, FLAG_READY_SKILL);
1400 return; 1397 return;
1401 } 1398 }
1402 1399
1403
1404 /* 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.
1405 * 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,
1406 * bolts, and whatever else, because it only checks against the 1402 * bolts, and whatever else, because it only checks against the
1407 * body_info locations. 1403 * body_info locations.
1408 */ 1404 */
1419 /* should only be applying this item, not unapplying it. 1415 /* should only be applying this item, not unapplying it.
1420 * 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.
1421 * monsters have some advantages after all. 1417 * monsters have some advantages after all.
1422 */ 1418 */
1423 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1419 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1424
1425 return;
1426} 1420}
1427 1421
1428void 1422void
1429npc_call_help (object *op) 1423npc_call_help (object *op)
1430{ 1424{
1431 int x, y, mflags; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1432 object *npc;
1433 sint16 sx, sy;
1434 mapstruct *m;
1435
1436 for (x = -3; x < 4; x++)
1437 for (y = -3; y < 4; y++)
1438 { 1426 {
1439 m = op->map; 1427 mapspace &ms = m->at (nx, ny);
1440 sx = op->x + x; 1428
1441 sy = op->y + y;
1442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1443 /* 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. */
1444 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1445 continue; 1431 continue;
1446 1432
1447 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1448 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1449 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1450 } 1436 }
1451} 1437}
1452 1438
1453
1454int 1439int
1455dist_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)
1456{ 1441{
1457
1458 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1459 return dir; 1443 return dir;
1444
1460 if (rv->distance < 10) 1445 if (rv->distance < 10)
1461 return absdir (dir + 4); 1446 return absdir (dir + 4);
1462 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1463 return dir; 1448 return dir;
1449
1464 return 0; 1450 return 0;
1465} 1451}
1466 1452
1467int 1453int
1468run_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)
1469{ 1455{
1470 1456 if (can_hit (part, enemy, rv))
1471 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1472 {
1473 ob->move_status++;
1474 return (dir); 1457 return dir;
1475 } 1458 else
1476 else if (ob->move_status > 20)
1477 ob->move_status = 0;
1478 return absdir (dir + 4); 1459 return absdir (dir + 4);
1479} 1460}
1480 1461
1481int 1462int
1482hitrun_att (int dir, object *ob, object *enemy) 1463hitrun_att (int dir, object *ob, object *enemy)
1483{ 1464{
1485 return dir; 1466 return dir;
1486 else if (ob->move_status < 50) 1467 else if (ob->move_status < 50)
1487 return absdir (dir + 4); 1468 return absdir (dir + 4);
1488 else 1469 else
1489 ob->move_status = 0; 1470 ob->move_status = 0;
1471
1490 return absdir (dir + 4); 1472 return absdir (dir + 4);
1491} 1473}
1492 1474
1493int 1475int
1494wait_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)
1495{ 1477{
1496
1497 int inrange = can_hit (part, enemy, rv); 1478 int inrange = can_hit (part, enemy, rv);
1498 1479
1499 if (ob->move_status || inrange) 1480 if (ob->move_status || inrange)
1500 ob->move_status++; 1481 ob->move_status++;
1501 1482
1503 return 0; 1484 return 0;
1504 else if (ob->move_status < 10) 1485 else if (ob->move_status < 10)
1505 return dir; 1486 return dir;
1506 else if (ob->move_status < 15) 1487 else if (ob->move_status < 15)
1507 return absdir (dir + 4); 1488 return absdir (dir + 4);
1489
1508 ob->move_status = 0; 1490 ob->move_status = 0;
1509 return 0; 1491 return 0;
1510} 1492}
1511 1493
1512int 1494int
1513disthit_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)
1514{ 1496{
1515
1516 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1517 * 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,
1518 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1519 * 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
1520 * 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
1521 * server should try to be resilant enough to avoid the problem 1502 * server should try to be resilant enough to avoid the problem
1522 */ 1503 */
1523 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)
1524 return absdir (dir + 4); 1505 return absdir (dir + 4);
1506
1525 return dist_att (dir, ob, enemy, part, rv); 1507 return dist_att (dir, ob, enemy, part, rv);
1526} 1508}
1527 1509
1528int 1510int
1529wait_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)
1530{ 1512{
1531 if (rv->distance < 9) 1513 if (rv->distance < 9)
1532 return absdir (dir + 4); 1514 return absdir (dir + 4);
1515
1533 return 0; 1516 return 0;
1534} 1517}
1535 1518
1536void 1519void
1537circ1_move (object *ob) 1520circ1_move (object *ob)
1538{ 1521{
1539 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
1540 if (++ob->move_status > 11) 1524 if (++ob->move_status > 11)
1541 ob->move_status = 0; 1525 ob->move_status = 0;
1526
1542 if (!(move_object (ob, circle[ob->move_status]))) 1527 if (!(move_object (ob, circle[ob->move_status])))
1543 (void) move_object (ob, RANDOM () % 8 + 1); 1528 move_object (ob, rndm (8) + 1);
1544} 1529}
1545 1530
1546void 1531void
1547circ2_move (object *ob) 1532circ2_move (object *ob)
1548{ 1533{
1549 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
1550 if (++ob->move_status > 19) 1536 if (++ob->move_status > 19)
1551 ob->move_status = 0; 1537 ob->move_status = 0;
1538
1552 if (!(move_object (ob, circle[ob->move_status]))) 1539 if (!(move_object (ob, circle[ob->move_status])))
1553 (void) move_object (ob, RANDOM () % 8 + 1); 1540 move_object (ob, rndm (8) + 1);
1554} 1541}
1555 1542
1556void 1543void
1557pace_movev (object *ob) 1544pace_movev (object *ob)
1558{ 1545{
1559 if (ob->move_status++ > 6) 1546 if (ob->move_status++ > 6)
1560 ob->move_status = 0; 1547 ob->move_status = 0;
1548
1561 if (ob->move_status < 4) 1549 if (ob->move_status < 4)
1562 (void) move_object (ob, 5); 1550 move_object (ob, 5);
1563 else 1551 else
1564 (void) move_object (ob, 1); 1552 move_object (ob, 1);
1565} 1553}
1566 1554
1567void 1555void
1568pace_moveh (object *ob) 1556pace_moveh (object *ob)
1569{ 1557{
1570 if (ob->move_status++ > 6) 1558 if (ob->move_status++ > 6)
1571 ob->move_status = 0; 1559 ob->move_status = 0;
1560
1572 if (ob->move_status < 4) 1561 if (ob->move_status < 4)
1573 (void) move_object (ob, 3); 1562 move_object (ob, 3);
1574 else 1563 else
1575 (void) move_object (ob, 7); 1564 move_object (ob, 7);
1576} 1565}
1577 1566
1578void 1567void
1579pace2_movev (object *ob) 1568pace2_movev (object *ob)
1580{ 1569{
1581 if (ob->move_status++ > 16) 1570 if (ob->move_status++ > 16)
1582 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1583 if (ob->move_status < 6) 1573 if (ob->move_status < 6)
1584 (void) move_object (ob, 5); 1574 move_object (ob, 5);
1585 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1586 return; 1576 return;
1587 else if (ob->move_status < 13) 1577 else if (ob->move_status < 13)
1588 (void) move_object (ob, 1); 1578 move_object (ob, 1);
1589 else 1579 else
1590 return; 1580 return;
1591} 1581}
1592 1582
1593void 1583void
1594pace2_moveh (object *ob) 1584pace2_moveh (object *ob)
1595{ 1585{
1596 if (ob->move_status++ > 16) 1586 if (ob->move_status++ > 16)
1597 ob->move_status = 0; 1587 ob->move_status = 0;
1588
1598 if (ob->move_status < 6) 1589 if (ob->move_status < 6)
1599 (void) move_object (ob, 3); 1590 move_object (ob, 3);
1600 else if (ob->move_status < 8) 1591 else if (ob->move_status < 8)
1601 return; 1592 return;
1602 else if (ob->move_status < 13) 1593 else if (ob->move_status < 13)
1603 (void) move_object (ob, 7); 1594 move_object (ob, 7);
1604 else 1595 else
1605 return; 1596 return;
1606} 1597}
1607 1598
1608void 1599void
1609rand_move (object *ob) 1600rand_move (object *ob)
1610{ 1601{
1611 int i;
1612
1613 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1602 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1614 for (i = 0; i < 5; i++) 1603 for (int i = 0; i < 5; i++)
1615 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1604 if (move_object (ob, ob->move_status = rndm (8) + 1))
1616 return; 1605 return;
1617} 1606}
1618 1607
1619void 1608void
1620check_earthwalls (object *op, mapstruct *m, int x, int y) 1609check_earthwalls (object *op, maptile *m, int x, int y)
1621{ 1610{
1622 object *tmp;
1623
1624 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)
1625 {
1626 if (tmp->type == EARTHWALL) 1612 if (tmp->type == EARTHWALL)
1627 { 1613 {
1628 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1629 return; 1615 return;
1630 } 1616 }
1631 }
1632} 1617}
1633 1618
1634void 1619void
1635check_doors (object *op, mapstruct *m, int x, int y) 1620check_doors (object *op, maptile *m, int x, int y)
1636{ 1621{
1637 object *tmp;
1638
1639 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)
1640 {
1641 if (tmp->type == DOOR) 1623 if (tmp->type == DOOR)
1642 { 1624 {
1643 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1644 return; 1626 return;
1645 } 1627 }
1646 }
1647} 1628}
1648 1629
1649/* find_mon_throw_ob() - modeled on find_throw_ob 1630/* find_mon_throw_ob() - modeled on find_throw_ob
1650 * This is probably overly simplistic as it is now - We want 1631 * This is probably overly simplistic as it is now - We want
1651 * monsters to throw things like chairs and other pieces of 1632 * monsters to throw things like chairs and other pieces of
1652 * furniture, even if they are not good throwable objects. 1633 * furniture, even if they are not good throwable objects.
1653 * Probably better to have the monster throw a throwable object 1634 * Probably better to have the monster throw a throwable object
1654 * first, then throw any non equipped weapon. 1635 * first, then throw any non equipped weapon.
1655 */ 1636 */
1656
1657object * 1637object *
1658find_mon_throw_ob (object *op) 1638find_mon_throw_ob (object *op)
1659{ 1639{
1660 object *tmp = NULL; 1640 object *tmp = NULL;
1661 1641
1665 tmp = op; 1645 tmp = op;
1666 1646
1667 /* New throw code: look through the inventory. Grap the first legal is_thrown 1647 /* New throw code: look through the inventory. Grap the first legal is_thrown
1668 * marked item and throw it to the enemy. 1648 * marked item and throw it to the enemy.
1669 */ 1649 */
1670
1671 for (tmp = op->inv; tmp; tmp = tmp->below) 1650 for (tmp = op->inv; tmp; tmp = tmp->below)
1672 { 1651 {
1673
1674 /* Can't throw invisible objects or items that are applied */ 1652 /* Can't throw invisible objects or items that are applied */
1675 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1653 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1676 continue; 1654 continue;
1677 1655
1678 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1656 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1694 * 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
1695 * 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
1696 * be within the valid range. MSW 2001-08-05 1674 * be within the valid range. MSW 2001-08-05
1697 * 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
1698 */ 1676 */
1699
1700int 1677int
1701can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1702{ 1679{
1703 int radius = MIN_MON_RADIUS, hide_discovery;
1704
1705 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1706 if (!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1707 return 0; 1682 return 0;
1708 1683
1709 /* 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 */
1711 return 0; 1686 return 0;
1712 1687
1713 get_rangevector (op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1714 1689
1715 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1716 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1717 return 0; 1692 return 0;
1718 1693
1719 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1720 if (can_see_enemy (op, enemy)) 1695 if (can_see_enemy (op, enemy))
1721 return 1; 1696 return 1;
1722 1697
1723 /* 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
1724 * finding enemies! 1699 * finding enemies!
1725 */ 1700 */
1726 if (op->type == PLAYER) 1701 if (op->is_player ())
1727 return 0; 1702 return 0;
1728 1703
1729 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1730 * 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
1731 */ 1706 */
1732 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)))
1733 return 0; 1708 return 0;
1734 1709
1710 int radius = MIN_MON_RADIUS;
1711
1735 /* use this for invis also */ 1712 /* use this for invis also */
1736 hide_discovery = op->stats.Int / 5; 1713 int hide_discovery = op->stats.Int / 5;
1737 1714
1738 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1739 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) */
1740 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);
1741 else 1718 else
1742 { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1743 object *sk_hide;
1744 int bonus = (op->level / 2) + (op->stats.Int / 5); 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1745 1721
1746 if (enemy->type == PLAYER) 1722 if (enemy->is_player ())
1747 { 1723 {
1748 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1724 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1749 bonus -= sk_hide->level; 1725 bonus -= sk_hide->level;
1750 else 1726 else
1751 { 1727 {
1752 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");
1753 make_visible (enemy); 1729 make_visible (enemy);
1762 } /* else creature has modifiers for hiding */ 1738 } /* else creature has modifiers for hiding */
1763 1739
1764 /* Radii stealth adjustment. Only if you are stealthy 1740 /* Radii stealth adjustment. Only if you are stealthy
1765 * will you be able to sneak up closer to creatures */ 1741 * will you be able to sneak up closer to creatures */
1766 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1742 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1767 radius = radius / 2, hide_discovery = hide_discovery / 3; 1743 {
1744 radius /= 2;
1745 hide_discovery /= 3;
1746 }
1768 1747
1769 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1770 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1749 if (!stand_in_light (enemy))
1771 { 1750 {
1772 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1773 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1774 */ 1753 */
1775 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))
1776 radius += op->map->darkness / 2; 1755 radius += op->map->darklevel () / 2;
1777 else 1756 else
1778 radius -= op->map->darkness / 2; 1757 radius -= op->map->darklevel () / 2;
1779 1758
1780 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1781 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1782 */ 1761 */
1783 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)
1784 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1785 } /* if on dark map */ 1764 } /* if on dark map */
1786 1765
1787 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1788 * 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
1790 * 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
1791 * do something. Note that the distance field in the 1770 * do something. Note that the distance field in the
1792 * 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
1793 * find that. 1772 * find that.
1794 */ 1773 */
1795 if (radius > 13) 1774 // note that the above reasoning was utter bullshit even at the time it was written
1796 radius = 13; 1775 // we use 25, lets see if we have the cpu time for it
1776 radius = min (25, radius);
1797 1777
1798 /* Enemy in range! Now test for detection */ 1778 /* Enemy in range! Now test for detection */
1799 if ((int) rv->distance <= radius) 1779 if (rv->distance <= radius)
1800 { 1780 {
1801 /* ah, we are within range, detected? take cases */ 1781 /* ah, we are within range, detected? take cases */
1802 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1803 return 1; 1783 return 1;
1804 1784
1805 /* hidden or low-quality invisible */ 1785 /* hidden or low-quality invisible */
1806 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1786 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1807 { 1787 {
1808 make_visible (enemy); 1788 make_visible (enemy);
1789
1809 /* inform players of new status */ 1790 /* inform players of new status */
1810 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1791 if (enemy->type == PLAYER && player_can_view (enemy, op))
1811 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
1812 return 1; /* detected enemy */ 1794 return 1; /* detected enemy */
1813 } 1795 }
1814 else if (enemy->invisible) 1796 else if (enemy->invisible)
1815 { 1797 {
1816 /* Change this around - instead of negating the invisible, just 1798 /* Change this around - instead of negating the invisible, just
1817 * 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
1818 * do something to you. Decreasing the duration of invisible 1800 * do something to you. Decreasing the duration of invisible
1819 * 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
1820 * can then basically negate the spell. The spell isn't negated - 1802 * can then basically negate the spell. The spell isn't negated -
1821 * they just know where you are! 1803 * they just know where you are!
1822 */ 1804 */
1823 if ((RANDOM () % 50) <= hide_discovery) 1805 if (rndm (50) <= hide_discovery)
1824 { 1806 {
1825 if (enemy->type == PLAYER) 1807 if (enemy->type == PLAYER)
1826 {
1827 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));
1828 } 1809
1829 return 1; 1810 return 1;
1830 } 1811 }
1831 } 1812 }
1832 } /* within range */ 1813 } /* within range */
1833 1814
1834 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1835 return 0; 1816 return 0;
1836} 1817}
1837 1818
1838/* 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
1839 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1840 * 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
1841 * other side of a wall (!). 1822 * other side of a wall (!).
1842 */ 1823 */
1843
1844int 1824int
1845stand_in_light (object *op) 1825stand_in_light (object *op)
1846{ 1826{
1847 sint16 nx, ny;
1848 mapstruct *m;
1849
1850
1851 if (!op) 1827 if (op)
1828 {
1829 if (!op->is_on_map ())
1852 return 0; 1830 return 0;
1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1834
1853 if (op->glow_radius > 0) 1835 if (op->glow_radius > 0)
1854 return 1; 1836 return 1;
1855 1837
1856 if (op->map) 1838 if (op->map)
1857 { 1839 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1858 int x, y, x1, y1; 1840 {
1859
1860
1861
1862 /* 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
1863 * 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.
1864 */
1865 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1866 {
1867 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1868 { 1843 */
1869 m = op->map; 1844 int light = m->at (nx, ny).light;
1870 nx = x;
1871 ny = y;
1872 1845
1873 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1846 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1874 continue;
1875
1876 x1 = abs (x - op->x) * abs (x - op->x);
1877 y1 = abs (y - op->y) * abs (y - op->y);
1878 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1879 return 1; 1847 return 1;
1880 } 1848 }
1881 }
1882 } 1849 }
1850
1883 return 0; 1851 return 0;
1884} 1852}
1885
1886 1853
1887/* assuming no walls/barriers, lets check to see if its *possible* 1854/* assuming no walls/barriers, lets check to see if its *possible*
1888 * to see an enemy. Note, "detection" is different from "seeing". 1855 * to see an enemy. Note, "detection" is different from "seeing".
1889 * See can_detect_enemy() for more details. -b.t. 1856 * See can_detect_enemy() for more details. -b.t.
1890 * return 0 if can't be seen, 1 if can be 1857 * return 0 if can't be seen, 1 if can be
1891 */ 1858 */
1892
1893int 1859int
1894can_see_enemy (object *op, object *enemy) 1860can_see_enemy (object *op, object *enemy)
1895{ 1861{
1896 object *looker = op->head ? op->head : op; 1862 object *looker = op->head ? op->head : op;
1897 1863
1911 { 1877 {
1912 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1913 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1914 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1915 1881
1916 if (has_carried_lights (enemy)) 1882 if (enemy->has_carried_lights ())
1917 { 1883 {
1918 if (enemy->hide) 1884 if (enemy->flag [FLAG_HIDDEN])
1919 { 1885 {
1920 make_visible (enemy); 1886 make_visible (enemy);
1921 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!");
1922 } 1888 }
1889
1923 return 1; 1890 return 1;
1924 } 1891 }
1925 else if (enemy->hide) 1892 else if (enemy->flag [FLAG_HIDDEN])
1926 return 0; 1893 return 0;
1927 1894
1928 /* Invisible enemy. Break apart the check for invis undead/invis looker 1895 /* Invisible enemy. Break apart the check for invis undead/invis looker
1929 * 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,
1930 * and making it a conditional makes the code pretty ugly. 1897 * and making it a conditional makes the code pretty ugly.
1931 */ 1898 */
1932 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1933 {
1934 if (makes_invisible_to (enemy, looker)) 1900 if (makes_invisible_to (enemy, looker))
1935 return 0; 1901 return 0;
1936 }
1937 } 1902 }
1938 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1903 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1939 if (player_can_view (looker, enemy)) 1904 if (player_can_view (looker, enemy))
1940 return 1; 1905 return 1;
1941 1906
1942 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1907 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1943 * unless they carry a light or stand in light. Darkness doesnt 1908 * unless they carry a light or stand in light. Darkness doesnt
1946 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1947 * only relevant for tiled maps, but it is possible that the 1912 * only relevant for tiled maps, but it is possible that the
1948 * 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
1949 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1950 */ 1915 */
1951 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1916 if (!stand_in_light (enemy)
1952 && (!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)))
1953 return 0; 1918 return 0;
1954 1919
1955 return 1; 1920 return 1;
1956} 1921}
1922

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