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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.39 by root, Thu Aug 23 17:13:04 2007 UTC vs.
Revision 1.72 by root, Fri Nov 6 12:27:06 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
35 * set to sane values. 38 * set to sane values.
36 */ 39 */
37object * 40object *
38check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
39{ 42{
40
41 /* if this is pet, let him attack the same enemy as his owner 43 /* if this is pet, let him attack the same enemy as his owner
42 * TODO: when there is no ower enemy, try to find a target, 44 * TODO: when there is no ower enemy, try to find a target,
43 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
44 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
45 { 47 {
47 npc->enemy = NULL; 49 npc->enemy = NULL;
48 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
49 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
50 } 52 }
51 53
52 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
53 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
54 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
55 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
56 */ 58 */
57 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
58 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
59 * again then but perhaps get attack on and on 61 * 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 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
61 * too. */ 63 * too. */
62 64
66 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
67 */ 69 */
68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
69 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 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)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
71 npc->enemy = NULL; 73 npc->enemy = 0;
72 74
73 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
74 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
77 npc->enemy = NULL; 79 npc->enemy = 0;
78 80
79 81
80 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
81 npc->enemy = NULL; 83 npc->enemy = 0;
82 84
83 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
84 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
85 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
86 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
88 */ 90 */
89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
93 npc->enemy = NULL; 95 npc->enemy = 0;
94
95 } 96 }
96 97
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
98} 99}
99 100
100/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
102 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
197 /* we check our old enemy. */ 198 /* we check our old enemy. */
198 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
199 { 200 {
200 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
201 { 202 {
202 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
203 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
204 205
205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
207 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 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... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
210 { 211 {
211 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
212 npc->enemy = attacker; 213 npc->enemy = attacker;
213 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
214 } 215 }
231 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
232 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
233 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
234 */ 235 */
235int 236int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 238{
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 */ 239 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 240 if (!enemy)
242 return 0; 241 return 0;
243 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
248 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
247 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 255 /* 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 256 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
252 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
253 261
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 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;
263 264
264 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
265 * for that. 266 * for that.
266 */ 267 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
268 { 269 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 270 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 271 return 1;
271 } 272 }
273
272 return 0; 274 return 0;
273} 275}
274 276
275int 277int
276move_randomly (object *op) 278move_randomly (object *op)
277{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (move_object (op, rndm (8) + 1))
283 return 1;
284
285 return 0;
286}
287
288/*
289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
278 int i; 298 int i;
279 299
280 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
281 for (i = 0; i < 15; i++) 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
282 { 311 {
283 if (move_object (op, rndm (8) + 1)) 312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
365 */
366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
284 return 1; 376 return 1;
285 } 377
286 return 0; 378 return 0;
287} 379}
288 380
289/* 381/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 382 * monster_check_pickup(): checks for items that monster can pick up.
383 *
384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
291 */ 395 */
292int 396static void
293move_monster (object *op) 397monster_check_pickup (object *monster)
294{ 398{
295 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 399 object *tmp, *next;
296 object *owner, *enemy, *part, *oph = op;
297 rv_vector rv;
298 400
299 /* Monsters not on maps don't do anything. These monsters are things 401 for (tmp = monster->below; tmp != NULL; tmp = next)
300 * Like royal guards in city dwellers inventories.
301 */
302 if (!op->map)
303 return 0;
304
305 /* for target facing, we copy this value here for fast access */
306 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head;
308
309 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL;
311 else if ((enemy = find_enemy (op, &rv)))
312 /* we have an enemy, just tell him we want him dead */
313 enemy->attacked_by = op; /* our ptr */
314
315 /* generate hp, if applicable */
316 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
317 { 402 {
318 403 next = tmp->below;
319 /* last heal is in funny units. Dividing by speed puts 404 if (monster_can_pick (monster, tmp))
320 * the regeneration rate on a basis of time instead of
321 * #moves the monster makes. The scaling by 8 is
322 * to capture 8th's of a hp fraction regens
323 * 405 {
324 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
325 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 (void) monster_check_apply (monster, tmp);
409 }
410 /* We could try to re-establish the cycling, of the space, but probably
411 * not a big deal to just bail out.
326 */ 412 */
327 413 if (next && next->destroyed ())
328 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 */
330 op->last_heal %= 32;
331
332 /* 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))
334 CLEAR_FLAG (op, FLAG_RUN_AWAY);
335
336 if (op->stats.hp > op->stats.maxhp)
337 op->stats.hp = op->stats.maxhp;
338 }
339
340 /* generate sp, if applicable */
341 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
342 {
343
344 /* last_sp is in funny units. Dividing by speed puts
345 * the regeneration rate on a basis of time instead of
346 * #moves the monster makes. The scaling by 8 is
347 * to capture 8th's of a sp fraction regens
348 *
349 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
350 * overflow might produce monsters with negative sp.
351 */
352
353 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
354 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
355 op->last_sp %= 128;
356 }
357
358 /* this should probably get modified by many more values.
359 * (eg, creatures resistance to fear, level, etc. )
360 */
361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
362 {
363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
364 }
365
366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
367 return QUERY_FLAG (op, FLAG_FREED);
368
369 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)))
371 {
372 if (!check_wakeup (op, enemy, &rv))
373 return 0; 414 return;
374 }
375
376 /* check if monster pops out of hidden spot */
377 if (op->hide)
378 do_hidden_move (op);
379
380 if (op->pick_up)
381 monster_check_pickup (op);
382
383 if (op->will_apply)
384 monster_apply_below (op); /* Check for items to apply below */
385
386 /* If we don't have an enemy, do special movement or the like */
387 if (!enemy)
388 { 415 }
389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 416}
390 { 417
391 op->destroy (); 418/*
392 return 1; 419 * monster_apply_below():
420 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
421 * eager to apply things, encounters something apply-able,
422 * then make him apply it
423 */
424static void
425monster_apply_below (object *monster)
426{
427 object *tmp, *next;
428
429 for (tmp = monster->below; tmp != NULL; tmp = next)
430 {
431 next = tmp->below;
432 switch (tmp->type)
393 } 433 {
394 434 case T_HANDLE:
395 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set.
397 */
398 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
399 {
400 if (op->attack_movement & HI4)
401 {
402 switch (op->attack_movement & HI4)
403 {
404 case (PETMOVE):
405 pet_move (op);
406 break;
407
408 case (CIRCLE1):
409 circ1_move (op);
410 break;
411
412 case (CIRCLE2):
413 circ2_move (op);
414 break;
415
416 case (PACEV):
417 pace_movev (op);
418 break;
419
420 case (PACEH):
421 pace_moveh (op);
422 break;
423
424 case (PACEV2):
425 pace2_movev (op);
426 break;
427
428 case (PACEH2):
429 pace2_moveh (op);
430 break;
431
432 case (RANDO):
433 rand_move (op);
434 break;
435
436 case (RANDO2):
437 move_randomly (op);
438 break;
439 }
440 return 0;
441 }
442 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
443 (void) move_randomly (op);
444
445 } /* stand still */
446 return 0;
447 } /* no enemy */
448
449 /* We have an enemy. Block immediately below is for pets */
450 if ((op->attack_movement & HI4) == PETMOVE
451 && (owner = op->owner) != NULL
452 && !on_same_map (op, owner)
453 && !owner->flag [FLAG_REMOVED])
454 return follow_owner (op, owner);
455
456 /* doppleganger code to change monster facing to that of the nearest
457 * player. Hmm. The code is here, but no monster in the current
458 * arch set uses it.
459 */
460 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
461 {
462 op->face = enemy->face;
463 op->name = enemy->name;
464 }
465
466 /* Calculate range information for closest body part - this
467 * is used for the 'skill' code, which isn't that smart when
468 * it comes to figuring it out - otherwise, giants throw boulders
469 * into themselves.
470 */
471 get_rangevector (op, enemy, &rv, 0);
472
473 /* Move the check for scared up here - if the monster was scared,
474 * we were not doing any of the logic below, so might as well save
475 * a few cpu cycles.
476 */
477 if (!QUERY_FLAG (op, FLAG_SCARED))
478 {
479 rv_vector rv1;
480
481 /* now we test every part of an object .... this is a real ugly piece of code */
482 for (part = op; part; part = part->more)
483 {
484 get_rangevector (part, enemy, &rv1, 0x1);
485 dir = rv1.direction;
486
487 /* hm, not sure about this part - in original was a scared flag here too
488 * but that we test above... so can be old code here
489 */
490 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
491 dir = absdir (dir + 4);
492
493 if (QUERY_FLAG (op, FLAG_CONFUSED))
494 dir = absdir (dir + rndm (3) + rndm (3) - 2);
495
496 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
497 if (monster_cast_spell (op, part, enemy, dir, &rv1))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
505 if (monster_use_range (op, part, enemy, dir))
506 return 0;
507
508 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
509 if (monster_use_skill (op, rv.part, enemy, rv.direction))
510 return 0;
511
512 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
513 if (monster_use_bow (op, part, enemy, dir))
514 return 0;
515 } /* for processing of all parts */
516 } /* If not scared */
517
518
519 part = rv.part;
520 dir = rv.direction;
521
522 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
523 dir = absdir (dir + 4);
524
525 if (QUERY_FLAG (op, FLAG_CONFUSED))
526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
527
528 pre_att_dir = dir; /* remember the original direction */
529
530 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
531 {
532 switch (op->attack_movement & LO4)
533 {
534 case DISTATT: 435 case TRIGGER:
535 dir = dist_att (dir, op, enemy, part, &rv); 436 if (monster->will_apply & 1)
437 manual_apply (monster, tmp, 0);
536 break; 438 break;
537 439
538 case RUNATT: 440 case TREASURE:
539 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
540 break; 443 break;
541 444
542 case HITRUN:
543 dir = hitrun_att (dir, op, enemy);
544 break;
545
546 case WAITATT:
547 dir = wait_att (dir, op, enemy, part, &rv);
548 break;
549
550 case RUSH: /* default - monster normally moves towards player */
551 case ALLRUN:
552 break;
553
554 case DISTHIT:
555 dir = disthit_att (dir, op, enemy, part, &rv);
556 break;
557
558 case WAIT2:
559 dir = wait_att2 (dir, op, enemy, part, &rv);
560 break;
561
562 default:
563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
564 }
565 }
566
567 if (!dir)
568 return 0;
569
570 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
571 {
572 if (move_object (op, dir)) /* Can the monster move directly toward player? */
573 { 445 }
574 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
575 if ((op->attack_movement & LO4) == DISTATT) 447 break;
576 op->direction = pre_att_dir;
577
578 return 0;
579 }
580
581 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
582 {
583
584 /* Try move around corners if !close */
585 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
586
587 for (diff = 1; diff <= maxdiff; diff++)
588 {
589 /* try different detours */
590 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
591
592 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
593 return 0;
594 }
595 }
596 } /* if monster is not standing still */
597
598 /* elmex: Turn our monster after it moved if it has DISTATT attack */
599 if ((op->attack_movement & LO4) == DISTATT)
600 op->direction = pre_att_dir;
601
602 /*
603 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
604 * direction if they can't move away.
605 */
606 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
607 if (move_randomly (op))
608 return 0;
609
610 /*
611 * Try giving the monster a new enemy - the player that is closest
612 * to it. In this way, it won't just keep trying to get to a target
613 * that is inaccessible.
614 * This could be more clever - it should go through a list of several
615 * enemies, as it is now, you could perhaps get situations where there
616 * are two players flanking the monster at close distance, but which
617 * the monster can't get to, and a third one at a far distance that
618 * the monster could get to - as it is, the monster won't look at that
619 * third one.
620 */
621 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
622 { 448 }
623 object *nearest_player = get_nearest_player (op);
624
625 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
626 {
627 op->enemy = NULL;
628 enemy = nearest_player;
629 }
630 }
631
632 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
633 {
634 /* The adjustement to wc that was here before looked totally bogus -
635 * since wc can in fact get negative, that would mean by adding
636 * the current wc, the creature gets better? Instead, just
637 * add a fixed amount - nasty creatures that are runny away should
638 * still be pretty nasty.
639 */
640 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
641 {
642 part->stats.wc += 10;
643 (void) skill_attack (enemy, part, 0, NULL, NULL);
644 part->stats.wc -= 10;
645 }
646 else
647 (void) skill_attack (enemy, part, 0, NULL, NULL);
648 } /* if monster is in attack range */
649
650 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
651 return 1;
652
653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
654 {
655 op->remove ();
656 op->destroy ();
657 return 1;
658 }
659 return 0;
660}
661
662int
663can_hit (object *ob1, object *ob2, rv_vector * rv)
664{
665 object *more;
666 rv_vector rv1;
667
668 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
669 return 0;
670
671 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
672 return 1;
673
674 /* check all the parts of ob2 - just because we can't get to
675 * its head doesn't mean we don't want to pound its feet
676 */
677 for (more = ob2->more; more != NULL; more = more->more)
678 {
679 get_rangevector (ob1, more, &rv1, 0);
680 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
681 return 1;
682 }
683 return 0;
684
685} 449}
686 450
687/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
688 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
689 * 453 *
697 * 461 *
698 * This could be a lot smarter - if there are few monsters around, 462 * This could be a lot smarter - if there are few monsters around,
699 * then disease might not be as bad. Likewise, if the monster is damaged, 463 * then disease might not be as bad. Likewise, if the monster is damaged,
700 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
701 */ 465 */
702
703static int 466static int
704monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
705{ 468{
706 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
707 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
708 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 471 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
709 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 472 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
710 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 473 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
711 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 474 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
712
713 return 1; 475 return 1;
714 476
715 return 0; 477 return 0;
716} 478}
717 479
480/* Checks if putting on 'item' will make 'who' do more
481 * damage. This is a very simplistic check - also checking things
482 * like speed and ac are also relevant.
483 *
484 * return true if item is a better object.
485 */
486static int
487check_good_weapon (object *who, object *item)
488{
489 object *other_weap;
490 int val = 0, i;
491
492 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
493 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
494 break;
495
496 if (!other_weap) /* No other weapons */
497 return 1;
498
499 /* Rather than go through and apply the new one, and see if it is
500 * better, just do some simple checks
501 * Put some multipliers for things that hvae several effects,
502 * eg, magic affects both damage and wc, so it has more weight
503 */
504
505 val = item->stats.dam - other_weap->stats.dam;
506 val += (item->magic - other_weap->magic) * 3;
507 /* Monsters don't really get benefits from things like regen rates
508 * from items. But the bonus for their stats are very important.
509 */
510 for (i = 0; i < NUM_STATS; i++)
511 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
512
513 if (val > 0)
514 return 1;
515 else
516 return 0;
517}
518
519static int
520check_good_armour (object *who, object *item)
521{
522 object *other_armour;
523 int val = 0, i;
524
525 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
526 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
527 break;
528
529 if (other_armour == NULL) /* No other armour, use the new */
530 return 1;
531
532 /* Like above function , see which is better */
533 val = item->stats.ac - other_armour->stats.ac;
534 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
535 val += (item->magic - other_armour->magic) * 3;
536
537 /* for the other protections, do weigh them very much in the equation -
538 * it is the armor protection which is most important, because there is
539 * no good way to know what the player may attack the monster with.
540 * So if the new item has better protection than the old, give that higher
541 * value. If the reverse, then decrease the value of this item some.
542 */
543 for (i = 1; i < NROFATTACKS; i++)
544 {
545 if (item->resist[i] > other_armour->resist[i])
546 val++;
547 else if (item->resist[i] < other_armour->resist[i])
548 val--;
549 }
550
551 /* Very few armours have stats, so not much need to worry about those. */
552
553 if (val > 0)
554 return 1;
555 else
556 return 0;
557}
558
559/*
560 * monster_check_apply() is meant to be called after an item is
561 * inserted in a monster.
562 * If an item becomes outdated (monster found a better item),
563 * a pointer to that object is returned, so it can be dropped.
564 * (so that other monsters can pick it up and use it)
565 * Note that as things are now, monsters never drop something -
566 * they can pick up all that they can use.
567 */
568/* Sept 96, fixed this so skills will be readied -b.t.*/
569void
570monster_check_apply (object *mon, object *item)
571{
572 int flag = 0;
573
574 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
575 {
576 SET_FLAG (mon, FLAG_CAST_SPELL);
577 return;
578 }
579
580 /* If for some reason, this item is already applied, no more work to do */
581 if (QUERY_FLAG (item, FLAG_APPLIED))
582 return;
583
584 /* Might be better not to do this - if the monster can fire a bow,
585 * it is possible in his wanderings, he will find one to use. In
586 * which case, it would be nice to have ammo for it.
587 */
588 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
589 {
590 /* Check for the right kind of bow */
591 object *bow;
592
593 for (bow = mon->inv; bow; bow = bow->below)
594 if (bow->type == BOW && bow->race == item->race)
595 {
596 SET_FLAG (mon, FLAG_READY_BOW);
597 LOG (llevMonster, "Found correct bow for arrows.\n");
598 return; /* nothing more to do for arrows */
599 }
600 }
601
602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
603 flag = 1;
604 /* Eating food gets hp back */
605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
606 flag = 1;
607 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
608 {
609 if (!item->inv)
610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
611 else if (monster_should_cast_spell (mon, item->inv))
612 SET_FLAG (mon, FLAG_READY_SCROLL);
613 /* Don't use it right now */
614 return;
615 }
616 else if (item->type == WEAPON)
617 flag = check_good_weapon (mon, item);
618 else if (item->is_armor ())
619 flag = check_good_armour (mon, item);
620 /* Should do something more, like make sure this is a better item */
621 else if (item->type == RING)
622 flag = 1;
623 else if (item->type == WAND || item->type == ROD || item->type == HORN)
624 {
625 /* We never really 'ready' the wand/rod/horn, because that would mean the
626 * weapon would get undone.
627 */
628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
629 {
630 SET_FLAG (mon, FLAG_READY_RANGE);
631 SET_FLAG (item, FLAG_APPLIED);
632 }
633 return;
634 }
635 else if (item->type == BOW)
636 {
637 /* We never really 'ready' the bow, because that would mean the
638 * weapon would get undone.
639 */
640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
641 SET_FLAG (mon, FLAG_READY_BOW);
642 return;
643 }
644 else if (item->type == SKILL)
645 {
646 /*
647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
648 * else they can't use the skill...
649 * Skills also don't need to get applied, so return now.
650 */
651 SET_FLAG (mon, FLAG_READY_SKILL);
652 return;
653 }
654
655 /* if we don't match one of the above types, return now.
656 * can_apply_object will say that we can apply things like flesh,
657 * bolts, and whatever else, because it only checks against the
658 * body_info locations.
659 */
660 if (!flag)
661 return;
662
663 /* Check to see if the monster can use this item. If not, no need
664 * to do further processing. Note that can_apply_object already checks
665 * for the CAN_USE flags.
666 */
667 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
668 return;
669
670 /* should only be applying this item, not unapplying it.
671 * also, ignore status of curse so they can take off old armour.
672 * monsters have some advantages after all.
673 */
674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
675}
676
677static int
678can_hit (object *ob1, object *ob2, rv_vector * rv)
679{
680 object *more;
681 rv_vector rv1;
682
683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
684 return 0;
685
686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687 return 1;
688
689 /* check all the parts of ob2 - just because we can't get to
690 * its head doesn't mean we don't want to pound its feet
691 */
692 for (more = ob2->more; more; more = more->more)
693 {
694 get_rangevector (ob1, more, &rv1, 0);
695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
696 return 1;
697 }
698
699 return 0;
700}
701
702static int
703dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
704{
705 if (can_hit (part, enemy, rv))
706 return dir;
707
708 if (rv->distance < 10)
709 return absdir (dir + 4);
710 else if (rv->distance > 18)
711 return dir;
712
713 return 0;
714}
715
716static int
717run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
718{
719 if (can_hit (part, enemy, rv))
720 return dir;
721 else
722 return absdir (dir + 4);
723}
724
725static int
726hitrun_att (int dir, object *ob, object *enemy)
727{
728 if (ob->move_status++ < 25)
729 return dir;
730 else if (ob->move_status < 50)
731 return absdir (dir + 4);
732 else
733 ob->move_status = 0;
734
735 return absdir (dir + 4);
736}
737
738static int
739wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
740{
741 int inrange = can_hit (part, enemy, rv);
742
743 if (ob->move_status || inrange)
744 ob->move_status++;
745
746 if (ob->move_status == 0)
747 return 0;
748 else if (ob->move_status < 10)
749 return dir;
750 else if (ob->move_status < 15)
751 return absdir (dir + 4);
752
753 ob->move_status = 0;
754 return 0;
755}
756
757static int
758disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
759{
760 /* The logic below here looked plain wrong before. Basically, what should
761 * happen is that if the creatures hp percentage falls below run_away,
762 * the creature should run away (dir+4)
763 * I think its wrong for a creature to have a zero maxhp value, but
764 * at least one map has this set, and whatever the map contains, the
765 * server should try to be resilant enough to avoid the problem
766 */
767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
768 return absdir (dir + 4);
769
770 return dist_att (dir, ob, enemy, part, rv);
771}
772
773static int
774wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
775{
776 if (rv->distance < 9)
777 return absdir (dir + 4);
778
779 return 0;
780}
781
782static void
783circ1_move (object *ob)
784{
785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
786
787 if (++ob->move_status > 11)
788 ob->move_status = 0;
789
790 if (!(move_object (ob, circle[ob->move_status])))
791 move_object (ob, rndm (8) + 1);
792}
793
794static void
795circ2_move (object *ob)
796{
797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
798
799 if (++ob->move_status > 19)
800 ob->move_status = 0;
801
802 if (!(move_object (ob, circle[ob->move_status])))
803 move_object (ob, rndm (8) + 1);
804}
805
806static void
807pace_movev (object *ob)
808{
809 if (ob->move_status++ > 6)
810 ob->move_status = 0;
811
812 if (ob->move_status < 4)
813 move_object (ob, 5);
814 else
815 move_object (ob, 1);
816}
817
818static void
819pace_moveh (object *ob)
820{
821 if (ob->move_status++ > 6)
822 ob->move_status = 0;
823
824 if (ob->move_status < 4)
825 move_object (ob, 3);
826 else
827 move_object (ob, 7);
828}
829
830static void
831pace2_movev (object *ob)
832{
833 if (ob->move_status++ > 16)
834 ob->move_status = 0;
835
836 if (ob->move_status < 6)
837 move_object (ob, 5);
838 else if (ob->move_status < 8)
839 return;
840 else if (ob->move_status < 13)
841 move_object (ob, 1);
842 else
843 return;
844}
845
846static void
847pace2_moveh (object *ob)
848{
849 if (ob->move_status++ > 16)
850 ob->move_status = 0;
851
852 if (ob->move_status < 6)
853 move_object (ob, 3);
854 else if (ob->move_status < 8)
855 return;
856 else if (ob->move_status < 13)
857 move_object (ob, 7);
858 else
859 return;
860}
861
862static void
863rand_move (object *ob)
864{
865 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++)
867 if (move_object (ob, ob->move_status = rndm (8) + 1))
868 return;
869}
718 870
719#define MAX_KNOWN_SPELLS 20 871#define MAX_KNOWN_SPELLS 20
720 872
721/* Returns a randomly selected spell. This logic is still 873/* Returns a randomly selected spell. This logic is still
722 * less than ideal. This code also only seems to deal with 874 * less than ideal. This code also only seems to deal with
725 */ 877 */
726object * 878object *
727monster_choose_random_spell (object *monster) 879monster_choose_random_spell (object *monster)
728{ 880{
729 object *altern[MAX_KNOWN_SPELLS]; 881 object *altern[MAX_KNOWN_SPELLS];
730 object *tmp;
731 int i = 0; 882 int i = 0;
732 883
733 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 884 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
734 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 885 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
735 { 886 {
736 /* Check and see if it's actually a useful spell. 887 /* Check and see if it's actually a useful spell.
737 * If its a spellbook, the spell is actually the inventory item. 888 * If its a spellbook, the spell is actually the inventory item.
738 * if it is a spell, then it is just the object itself. 889 * if it is a spell, then it is just the object itself.
739 */ 890 */
740 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 891 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
741 { 892 {
742 altern[i++] = tmp; 893 altern [i++] = tmp;
894
743 if (i == MAX_KNOWN_SPELLS) 895 if (i == MAX_KNOWN_SPELLS)
744 break; 896 break;
745 } 897 }
746 } 898 }
747 if (!i) 899
748 return NULL; 900 return i ? altern [rndm (i)] : 0;
749 return altern[RANDOM () % i];
750} 901}
751 902
752/* This checks to see if the monster should cast a spell/ability. 903/* This checks to see if the monster should cast a spell/ability.
753 * it returns true if the monster casts a spell, 0 if he doesn't. 904 * it returns true if the monster casts a spell, 0 if he doesn't.
754 * head is the head of the monster. 905 * head is the head of the monster.
755 * part is the part of the monster we are checking against. 906 * part is the part of the monster we are checking against.
756 * pl is the target. 907 * pl is the target.
757 * dir is the direction to case. 908 * dir is the direction to case.
758 * rv is the vector which describes where the enemy is. 909 * rv is the vector which describes where the enemy is.
759 */ 910 */
760
761int 911int
762monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 912monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
763{ 913{
764 object *spell_item; 914 object *spell_item;
765 object *owner; 915 object *owner;
776 926
777 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 927 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
778 { 928 {
779 get_rangevector (head, owner, &rv1, 0x1); 929 get_rangevector (head, owner, &rv1, 0x1);
780 if (dirdiff (dir, rv1.direction) < 2) 930 if (dirdiff (dir, rv1.direction) < 2)
781 {
782 return 0; /* Might hit owner with spell */ 931 return 0; /* Might hit owner with spell */
783 }
784 } 932 }
785 933
786 if (QUERY_FLAG (head, FLAG_CONFUSED)) 934 if (QUERY_FLAG (head, FLAG_CONFUSED))
787 dir = absdir (dir + rndm (3) + rndm (3) - 2); 935 dir = absdir (dir + rndm (3) + rndm (3) - 2);
788 936
796 { 944 {
797 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 945 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
798 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 946 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
799 return 0; 947 return 0;
800 } 948 }
949
801 if (spell_item->type == SPELLBOOK) 950 if (spell_item->type == SPELLBOOK)
802 { 951 {
803 if (!spell_item->inv) 952 if (!spell_item->inv)
804 { 953 {
805 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 954 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
806 return 0; 955 return 0;
807 } 956 }
957
808 spell_item = spell_item->inv; 958 spell_item = spell_item->inv;
809 } 959 }
810 } 960 }
811 else 961 else
812 spell_item = head->spellitem; 962 spell_item = head->spellitem;
831 /* set this to null, so next time monster will choose something different */ 981 /* set this to null, so next time monster will choose something different */
832 head->spellitem = NULL; 982 head->spellitem = NULL;
833 983
834 return cast_spell (part, part, dir, spell_item, NULL); 984 return cast_spell (part, part, dir, spell_item, NULL);
835} 985}
836
837 986
838int 987int
839monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 988monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
840{ 989{
841 object *scroll; 990 object *scroll;
1028 /* in server/player.c */ 1177 /* in server/player.c */
1029 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1178 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1030 1179
1031} 1180}
1032 1181
1033/* Checks if putting on 'item' will make 'who' do more
1034 * damage. This is a very simplistic check - also checking things
1035 * like speed and ac are also relevant.
1036 *
1037 * return true if item is a better object.
1038 */
1039int
1040check_good_weapon (object *who, object *item)
1041{
1042 object *other_weap;
1043 int val = 0, i;
1044
1045 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1046 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1047 break;
1048
1049 if (!other_weap) /* No other weapons */
1050 return 1;
1051
1052 /* Rather than go through and apply the new one, and see if it is
1053 * better, just do some simple checks
1054 * Put some multipliers for things that hvae several effects,
1055 * eg, magic affects both damage and wc, so it has more weight
1056 */
1057
1058 val = item->stats.dam - other_weap->stats.dam;
1059 val += (item->magic - other_weap->magic) * 3;
1060 /* Monsters don't really get benefits from things like regen rates
1061 * from items. But the bonus for their stats are very important.
1062 */
1063 for (i = 0; i < NUM_STATS; i++)
1064 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1065
1066 if (val > 0)
1067 return 1;
1068 else
1069 return 0;
1070}
1071
1072int
1073check_good_armour (object *who, object *item)
1074{
1075 object *other_armour;
1076 int val = 0, i;
1077
1078 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1079 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1080 break;
1081
1082 if (other_armour == NULL) /* No other armour, use the new */
1083 return 1;
1084
1085 /* Like above function , see which is better */
1086 val = item->stats.ac - other_armour->stats.ac;
1087 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1088 val += (item->magic - other_armour->magic) * 3;
1089
1090 /* for the other protections, do weigh them very much in the equation -
1091 * it is the armor protection which is most important, because there is
1092 * no good way to know what the player may attack the monster with.
1093 * So if the new item has better protection than the old, give that higher
1094 * value. If the reverse, then decrease the value of this item some.
1095 */
1096 for (i = 1; i < NROFATTACKS; i++)
1097 {
1098 if (item->resist[i] > other_armour->resist[i])
1099 val++;
1100 else if (item->resist[i] < other_armour->resist[i])
1101 val--;
1102 }
1103
1104 /* Very few armours have stats, so not much need to worry about those. */
1105
1106 if (val > 0)
1107 return 1;
1108 else
1109 return 0;
1110}
1111
1112/*
1113 * monster_check_pickup(): checks for items that monster can pick up.
1114 *
1115 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1116 * Each time the blob passes over some treasure, it will
1117 * grab it a.s.a.p.
1118 *
1119 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1120 * to handle this.
1121 *
1122 * This function was seen be continueing looping at one point (tmp->below
1123 * became a recursive loop. It may be better to call monster_check_apply
1124 * after we pick everything up, since that function may call others which
1125 * affect stacking on this space.
1126 */
1127void
1128monster_check_pickup (object *monster)
1129{
1130 object *tmp, *next;
1131
1132 for (tmp = monster->below; tmp != NULL; tmp = next)
1133 {
1134 next = tmp->below;
1135 if (monster_can_pick (monster, tmp))
1136 {
1137 tmp->remove ();
1138 tmp = insert_ob_in_ob (tmp, monster);
1139 (void) monster_check_apply (monster, tmp);
1140 }
1141 /* We could try to re-establish the cycling, of the space, but probably
1142 * not a big deal to just bail out.
1143 */
1144 if (next && next->destroyed ())
1145 return;
1146 }
1147}
1148
1149/*
1150 * monster_can_pick(): If the monster is interested in picking up
1151 * the item, then return 0. Otherwise 0.
1152 * Instead of pick_up, flags for "greed", etc, should be used.
1153 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1154 */
1155int
1156monster_can_pick (object *monster, object *item)
1157{
1158 int flag = 0;
1159 int i;
1160
1161 if (!can_pick (monster, item))
1162 return 0;
1163
1164 if (QUERY_FLAG (item, FLAG_UNPAID))
1165 return 0;
1166
1167 if (monster->pick_up & 64) /* All */
1168 flag = 1;
1169
1170 else
1171 switch (item->type)
1172 {
1173 case MONEY:
1174 case GEM:
1175 flag = monster->pick_up & 2;
1176 break;
1177
1178 case FOOD:
1179 flag = monster->pick_up & 4;
1180 break;
1181
1182 case WEAPON:
1183 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1184 break;
1185
1186 case ARMOUR:
1187 case SHIELD:
1188 case HELMET:
1189 case BOOTS:
1190 case GLOVES:
1191 case GIRDLE:
1192 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1193 break;
1194
1195 case SKILL:
1196 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1197 break;
1198
1199 case RING:
1200 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1201 break;
1202
1203 case WAND:
1204 case HORN:
1205 case ROD:
1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1207 break;
1208
1209 case SPELLBOOK:
1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1211 break;
1212
1213 case SCROLL:
1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1215 break;
1216
1217 case BOW:
1218 case ARROW:
1219 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1220 break;
1221 }
1222
1223 /* Simplistic check - if the monster has a location to equip it, he will
1224 * pick it up. Note that this doesn't handle cases where an item may
1225 * use several locations.
1226 */
1227 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1228 {
1229 if (monster->slot[i].info && item->slot[i].info)
1230 {
1231 flag = 1;
1232 break;
1233 }
1234 }
1235
1236 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1237 return 1;
1238 return 0;
1239}
1240
1241/*
1242 * monster_apply_below():
1243 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1244 * eager to apply things, encounters something apply-able,
1245 * then make him apply it
1246 */
1247void
1248monster_apply_below (object *monster)
1249{
1250 object *tmp, *next;
1251
1252 for (tmp = monster->below; tmp != NULL; tmp = next)
1253 {
1254 next = tmp->below;
1255 switch (tmp->type)
1256 {
1257 case CF_HANDLE:
1258 case TRIGGER:
1259 if (monster->will_apply & 1)
1260 manual_apply (monster, tmp, 0);
1261 break;
1262
1263 case TREASURE:
1264 if (monster->will_apply & 2)
1265 manual_apply (monster, tmp, 0);
1266 break;
1267
1268 }
1269 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1270 break;
1271 }
1272}
1273
1274/*
1275 * monster_check_apply() is meant to be called after an item is
1276 * inserted in a monster.
1277 * If an item becomes outdated (monster found a better item),
1278 * a pointer to that object is returned, so it can be dropped.
1279 * (so that other monsters can pick it up and use it)
1280 * Note that as things are now, monsters never drop something -
1281 * they can pick up all that they can use.
1282 */
1283/* Sept 96, fixed this so skills will be readied -b.t.*/
1284void
1285monster_check_apply (object *mon, object *item)
1286{
1287 int flag = 0;
1288
1289 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1290 {
1291 SET_FLAG (mon, FLAG_CAST_SPELL);
1292 return;
1293 }
1294
1295 /* If for some reason, this item is already applied, no more work to do */
1296 if (QUERY_FLAG (item, FLAG_APPLIED))
1297 return;
1298
1299 /* Might be better not to do this - if the monster can fire a bow,
1300 * it is possible in his wanderings, he will find one to use. In
1301 * which case, it would be nice to have ammo for it.
1302 */
1303 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1304 {
1305 /* Check for the right kind of bow */
1306 object *bow;
1307
1308 for (bow = mon->inv; bow; bow = bow->below)
1309 if (bow->type == BOW && bow->race == item->race)
1310 {
1311 SET_FLAG (mon, FLAG_READY_BOW);
1312 LOG (llevMonster, "Found correct bow for arrows.\n");
1313 return; /* nothing more to do for arrows */
1314 }
1315 }
1316
1317 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1318 flag = 1;
1319 /* Eating food gets hp back */
1320 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1321 flag = 1;
1322 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1323 {
1324 if (!item->inv)
1325 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1326 else if (monster_should_cast_spell (mon, item->inv))
1327 SET_FLAG (mon, FLAG_READY_SCROLL);
1328 /* Don't use it right now */
1329 return;
1330 }
1331 else if (item->type == WEAPON)
1332 flag = check_good_weapon (mon, item);
1333 else if (item->is_armor ())
1334 flag = check_good_armour (mon, item);
1335 /* Should do something more, like make sure this is a better item */
1336 else if (item->type == RING)
1337 flag = 1;
1338 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1339 {
1340 /* We never really 'ready' the wand/rod/horn, because that would mean the
1341 * weapon would get undone.
1342 */
1343 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1344 {
1345 SET_FLAG (mon, FLAG_READY_RANGE);
1346 SET_FLAG (item, FLAG_APPLIED);
1347 }
1348 return;
1349 }
1350 else if (item->type == BOW)
1351 {
1352 /* We never really 'ready' the bow, because that would mean the
1353 * weapon would get undone.
1354 */
1355 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1356 SET_FLAG (mon, FLAG_READY_BOW);
1357 return;
1358 }
1359 else if (item->type == SKILL)
1360 {
1361 /*
1362 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1363 * else they can't use the skill...
1364 * Skills also don't need to get applied, so return now.
1365 */
1366 SET_FLAG (mon, FLAG_READY_SKILL);
1367 return;
1368 }
1369
1370 /* if we don't match one of the above types, return now.
1371 * can_apply_object will say that we can apply things like flesh,
1372 * bolts, and whatever else, because it only checks against the
1373 * body_info locations.
1374 */
1375 if (!flag)
1376 return;
1377
1378 /* Check to see if the monster can use this item. If not, no need
1379 * to do further processing. Note that can_apply_object already checks
1380 * for the CAN_USE flags.
1381 */
1382 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1383 return;
1384
1385 /* should only be applying this item, not unapplying it.
1386 * also, ignore status of curse so they can take off old armour.
1387 * monsters have some advantages after all.
1388 */
1389 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1390}
1391
1392void 1182void
1393npc_call_help (object *op) 1183npc_call_help (object *op)
1394{ 1184{
1395 int x, y, mflags; 1185 unordered_mapwalk (op, -7, -7, 7, 7)
1396 object *npc;
1397 sint16 sx, sy;
1398 maptile *m;
1399
1400 for (x = -3; x < 4; x++)
1401 for (y = -3; y < 4; y++)
1402 { 1186 {
1403 m = op->map; 1187 mapspace &ms = m->at (nx, ny);
1404 sx = op->x + x; 1188
1405 sy = op->y + y;
1406 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1407 /* If nothing alive on this space, no need to search the space. */ 1189 /* If nothing alive on this space, no need to search the space. */
1408 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1190 if (!(ms.flags () & P_IS_ALIVE))
1409 continue; 1191 continue;
1410 1192
1411 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1193 for (object *npc = ms.bot; npc; npc = npc->above)
1412 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1413 npc->enemy = op->enemy; 1195 npc->enemy = op->enemy;
1414 } 1196 }
1415}
1416
1417int
1418dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1419{
1420 if (can_hit (part, enemy, rv))
1421 return dir;
1422 if (rv->distance < 10)
1423 return absdir (dir + 4);
1424 else if (rv->distance > 18)
1425 return dir;
1426
1427 return 0;
1428}
1429
1430int
1431run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1432{
1433 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1434 {
1435 ob->move_status++;
1436 return (dir);
1437 }
1438 else if (ob->move_status > 20)
1439 ob->move_status = 0;
1440
1441 return absdir (dir + 4);
1442}
1443
1444int
1445hitrun_att (int dir, object *ob, object *enemy)
1446{
1447 if (ob->move_status++ < 25)
1448 return dir;
1449 else if (ob->move_status < 50)
1450 return absdir (dir + 4);
1451 else
1452 ob->move_status = 0;
1453
1454 return absdir (dir + 4);
1455}
1456
1457int
1458wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1459{
1460
1461 int inrange = can_hit (part, enemy, rv);
1462
1463 if (ob->move_status || inrange)
1464 ob->move_status++;
1465
1466 if (ob->move_status == 0)
1467 return 0;
1468 else if (ob->move_status < 10)
1469 return dir;
1470 else if (ob->move_status < 15)
1471 return absdir (dir + 4);
1472
1473 ob->move_status = 0;
1474 return 0;
1475}
1476
1477int
1478disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1479{
1480
1481 /* The logic below here looked plain wrong before. Basically, what should
1482 * happen is that if the creatures hp percentage falls below run_away,
1483 * the creature should run away (dir+4)
1484 * I think its wrong for a creature to have a zero maxhp value, but
1485 * at least one map has this set, and whatever the map contains, the
1486 * server should try to be resilant enough to avoid the problem
1487 */
1488 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1489 return absdir (dir + 4);
1490
1491 return dist_att (dir, ob, enemy, part, rv);
1492}
1493
1494int
1495wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1496{
1497 if (rv->distance < 9)
1498 return absdir (dir + 4);
1499
1500 return 0;
1501}
1502
1503void
1504circ1_move (object *ob)
1505{
1506 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1507
1508 if (++ob->move_status > 11)
1509 ob->move_status = 0;
1510
1511 if (!(move_object (ob, circle[ob->move_status])))
1512 move_object (ob, rndm (8) + 1);
1513}
1514
1515void
1516circ2_move (object *ob)
1517{
1518 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1519
1520 if (++ob->move_status > 19)
1521 ob->move_status = 0;
1522
1523 if (!(move_object (ob, circle[ob->move_status])))
1524 move_object (ob, rndm (8) + 1);
1525}
1526
1527void
1528pace_movev (object *ob)
1529{
1530 if (ob->move_status++ > 6)
1531 ob->move_status = 0;
1532
1533 if (ob->move_status < 4)
1534 move_object (ob, 5);
1535 else
1536 move_object (ob, 1);
1537}
1538
1539void
1540pace_moveh (object *ob)
1541{
1542 if (ob->move_status++ > 6)
1543 ob->move_status = 0;
1544
1545 if (ob->move_status < 4)
1546 move_object (ob, 3);
1547 else
1548 move_object (ob, 7);
1549}
1550
1551void
1552pace2_movev (object *ob)
1553{
1554 if (ob->move_status++ > 16)
1555 ob->move_status = 0;
1556
1557 if (ob->move_status < 6)
1558 move_object (ob, 5);
1559 else if (ob->move_status < 8)
1560 return;
1561 else if (ob->move_status < 13)
1562 move_object (ob, 1);
1563 else
1564 return;
1565}
1566
1567void
1568pace2_moveh (object *ob)
1569{
1570 if (ob->move_status++ > 16)
1571 ob->move_status = 0;
1572
1573 if (ob->move_status < 6)
1574 move_object (ob, 3);
1575 else if (ob->move_status < 8)
1576 return;
1577 else if (ob->move_status < 13)
1578 move_object (ob, 7);
1579 else
1580 return;
1581}
1582
1583void
1584rand_move (object *ob)
1585{
1586 int i;
1587
1588 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1589 for (i = 0; i < 5; i++)
1590 if (move_object (ob, ob->move_status = rndm (8) + 1))
1591 return;
1592} 1197}
1593 1198
1594void 1199void
1595check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1596{ 1201{
1597 object *tmp;
1598
1599 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1202 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1600 {
1601 if (tmp->type == EARTHWALL) 1203 if (tmp->type == EARTHWALL)
1602 { 1204 {
1603 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1205 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1604 return; 1206 return;
1605 } 1207 }
1606 }
1607} 1208}
1608 1209
1609void 1210void
1610check_doors (object *op, maptile *m, int x, int y) 1211check_doors (object *op, maptile *m, int x, int y)
1611{ 1212{
1612 object *tmp;
1613
1614 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1213 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1615 {
1616 if (tmp->type == DOOR) 1214 if (tmp->type == DOOR)
1617 { 1215 {
1618 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1216 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1619 return; 1217 return;
1620 } 1218 }
1621 }
1622} 1219}
1623 1220
1624/* find_mon_throw_ob() - modeled on find_throw_ob 1221/* find_mon_throw_ob() - modeled on find_throw_ob
1625 * This is probably overly simplistic as it is now - We want 1222 * This is probably overly simplistic as it is now - We want
1626 * monsters to throw things like chairs and other pieces of 1223 * monsters to throw things like chairs and other pieces of
1655#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1656 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1253 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1657#endif 1254#endif
1658 1255
1659 return tmp; 1256 return tmp;
1257}
1258
1259/*
1260 * Move-monster returns 1 if the object has been freed, otherwise 0.
1261 */
1262int
1263move_monster (object *op)
1264{
1265 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1266 object *owner, *enemy, *part, *oph = op;
1267 rv_vector rv;
1268
1269 /* Monsters not on maps don't do anything. These monsters are things
1270 * Like royal guards in city dwellers inventories.
1271 */
1272 if (!op->map)
1273 return 0;
1274
1275 /* for target facing, we copy this value here for fast access */
1276 if (oph->head) /* force update the head - one arch one pic */
1277 oph = oph->head;
1278
1279 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1280 enemy = op->enemy = NULL;
1281 else if ((enemy = find_enemy (op, &rv)))
1282 /* we have an enemy, just tell him we want him dead */
1283 enemy->attacked_by = op; /* our ptr */
1284
1285 /* generate hp, if applicable */
1286 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1287 {
1288 /* last heal is in funny units. Dividing by speed puts
1289 * the regeneration rate on a basis of time instead of
1290 * #moves the monster makes. The scaling by 8 is
1291 * to capture 8th's of a hp fraction regens
1292 *
1293 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1294 * overflow might produce monsters with negative hp.
1295 */
1296
1297 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
1298 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1299 op->last_heal %= 32;
1300
1301 /* So if the monster has gained enough HP that they are no longer afraid */
1302 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1303 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1304
1305 if (op->stats.hp > op->stats.maxhp)
1306 op->stats.hp = op->stats.maxhp;
1307 }
1308
1309 /* generate sp, if applicable */
1310 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1311 {
1312 /* last_sp is in funny units. Dividing by speed puts
1313 * the regeneration rate on a basis of time instead of
1314 * #moves the monster makes. The scaling by 8 is
1315 * to capture 8th's of a sp fraction regens
1316 *
1317 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1318 * overflow might produce monsters with negative sp.
1319 */
1320
1321 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
1322 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1323 op->last_sp %= 128;
1324 }
1325
1326 /* this should probably get modified by many more values.
1327 * (eg, creatures resistance to fear, level, etc. )
1328 */
1329 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1330 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1331
1332 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1333 return QUERY_FLAG (op, FLAG_FREED);
1334
1335 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1336 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1337 if (!check_wakeup (op, enemy, &rv))
1338 return 0;
1339
1340 /* check if monster pops out of hidden spot */
1341 if (op->flag [FLAG_HIDDEN])
1342 do_hidden_move (op);
1343
1344 if (op->pick_up)
1345 monster_check_pickup (op);
1346
1347 if (op->will_apply)
1348 monster_apply_below (op); /* Check for items to apply below */
1349
1350 /* If we don't have an enemy, do special movement or the like */
1351 if (!enemy)
1352 {
1353 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1354 {
1355 op->drop_and_destroy ();
1356 return 1;
1357 }
1358
1359 /* Probably really a bug for a creature to have both
1360 * stand still and a movement type set.
1361 */
1362 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1363 {
1364 if (op->attack_movement & HI4)
1365 {
1366 switch (op->attack_movement & HI4)
1367 {
1368 case PETMOVE:
1369 pet_move (op);
1370 break;
1371
1372 case CIRCLE1:
1373 circ1_move (op);
1374 break;
1375
1376 case CIRCLE2:
1377 circ2_move (op);
1378 break;
1379
1380 case PACEV:
1381 pace_movev (op);
1382 break;
1383
1384 case PACEH:
1385 pace_moveh (op);
1386 break;
1387
1388 case PACEV2:
1389 pace2_movev (op);
1390 break;
1391
1392 case PACEH2:
1393 pace2_moveh (op);
1394 break;
1395
1396 case RANDO:
1397 rand_move (op);
1398 break;
1399
1400 case RANDO2:
1401 move_randomly (op);
1402 break;
1403 }
1404
1405 return 0;
1406 }
1407 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1408 move_randomly (op);
1409 } /* stand still */
1410
1411 return 0;
1412 } /* no enemy */
1413
1414 /* We have an enemy. Block immediately below is for pets */
1415 if ((op->attack_movement & HI4) == PETMOVE
1416 && (owner = op->owner) != NULL
1417 && !on_same_map (op, owner)
1418 && !owner->flag [FLAG_REMOVED])
1419 return follow_owner (op, owner);
1420
1421 /* doppleganger code to change monster facing to that of the nearest
1422 * player. Hmm. The code is here, but no monster in the current
1423 * arch set uses it.
1424 */
1425 if (op->race == shstr_doppleganger)
1426 {
1427 op->face = enemy->face;
1428 op->name = enemy->name;
1429 }
1430
1431 /* Calculate range information for closest body part - this
1432 * is used for the 'skill' code, which isn't that smart when
1433 * it comes to figuring it out - otherwise, giants throw boulders
1434 * into themselves.
1435 */
1436 get_rangevector (op, enemy, &rv, 0);
1437
1438 /* Move the check for scared up here - if the monster was scared,
1439 * we were not doing any of the logic below, so might as well save
1440 * a few cpu cycles.
1441 */
1442 if (!QUERY_FLAG (op, FLAG_SCARED))
1443 {
1444 rv_vector rv1;
1445
1446 /* now we test every part of an object .... this is a real ugly piece of code */
1447 for (part = op; part; part = part->more)
1448 {
1449 get_rangevector (part, enemy, &rv1, 0x1);
1450 dir = rv1.direction;
1451
1452 /* hm, not sure about this part - in original was a scared flag here too
1453 * but that we test above... so can be old code here
1454 */
1455 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1456 dir = absdir (dir + 4);
1457
1458 if (QUERY_FLAG (op, FLAG_CONFUSED))
1459 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1460
1461 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1462 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1463 return 0;
1464
1465 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1466 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1467 return 0;
1468
1469 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1470 if (monster_use_range (op, part, enemy, dir))
1471 return 0;
1472
1473 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1474 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1475 return 0;
1476
1477 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1478 if (monster_use_bow (op, part, enemy, dir))
1479 return 0;
1480 } /* for processing of all parts */
1481 } /* If not scared */
1482
1483 part = rv.part;
1484 dir = rv.direction;
1485
1486//-GPL
1487
1488 // if the enemy is a player, we have los. if los says we
1489 // can directly reach the player, we do not deviate.
1490 // for non-players, we never deviate
1491 if (op->stats.Wis >= 8
1492 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1493 {
1494 int sdir = 0;
1495 uint32_t &smell = op->ms ().smell;
1496
1497 for (int ndir = 1; ndir <= 8; ++ndir)
1498 {
1499 mapxy pos (op); pos.move (ndir);
1500
1501 if (pos.normalise ())
1502 {
1503 mapspace &ms = pos.ms ();
1504
1505 if (ms.smell > smell)
1506 {
1507 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1508 if (op->stats.Wis >= 10)
1509 smell = ms.smell - 1; // smarter: tell others
1510
1511 sdir = ndir;
1512
1513 // perturbing the path might let the monster lose track,
1514 // but it will also widen the actual path, spreading information
1515 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1516 sdir = absdir (sdir + 1 - rndm (2) * 2);
1517 }
1518 }
1519 }
1520
1521 if (sdir)
1522 dir = sdir;
1523 else if (smell)
1524 {
1525 // no better smell found, so assume the player jumped, and erase this smell
1526 //printf ("erasing smell %d\n", op->ms ().smell);//D
1527 unordered_mapwalk (op, -1, -1, 1, 1)
1528 m->at (nx, ny).smell = 0;
1529 }
1530 }
1531
1532//+GPL
1533
1534 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1535 dir = absdir (dir + 4);
1536
1537 if (QUERY_FLAG (op, FLAG_CONFUSED))
1538 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1539
1540 pre_att_dir = dir; /* remember the original direction */
1541
1542 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1543 {
1544 switch (op->attack_movement & LO4)
1545 {
1546 case DISTATT:
1547 dir = dist_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUNATT:
1551 dir = run_att (dir, op, enemy, part, &rv);
1552 break;
1553
1554 case HITRUN:
1555 dir = hitrun_att (dir, op, enemy);
1556 break;
1557
1558 case WAITATT:
1559 dir = wait_att (dir, op, enemy, part, &rv);
1560 break;
1561
1562 case RUSH: /* default - monster normally moves towards player */
1563 case ALLRUN:
1564 break;
1565
1566 case DISTHIT:
1567 dir = disthit_att (dir, op, enemy, part, &rv);
1568 break;
1569
1570 case WAIT2:
1571 dir = wait_att2 (dir, op, enemy, part, &rv);
1572 break;
1573
1574 default:
1575 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1576 }
1577 }
1578
1579 if (!dir)
1580 return 0;
1581
1582 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1583 {
1584 if (move_object (op, dir)) /* Can the monster move directly toward player? */
1585 {
1586 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1587 if ((op->attack_movement & LO4) == DISTATT)
1588 op->direction = pre_att_dir;
1589
1590 return 0;
1591 }
1592
1593 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1594 {
1595 /* Try move around corners if !close */
1596 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1597
1598 for (diff = 1; diff <= maxdiff; diff++)
1599 {
1600 /* try different detours */
1601 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1602
1603 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
1604 return 0;
1605 }
1606 }
1607 } /* if monster is not standing still */
1608
1609 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1610 if ((op->attack_movement & LO4) == DISTATT)
1611 op->direction = pre_att_dir;
1612
1613 /*
1614 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1615 * direction if they can't move away.
1616 */
1617 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1618 if (move_randomly (op))
1619 return 0;
1620
1621 /*
1622 * Try giving the monster a new enemy - the player that is closest
1623 * to it. In this way, it won't just keep trying to get to a target
1624 * that is inaccessible.
1625 * This could be more clever - it should go through a list of several
1626 * enemies, as it is now, you could perhaps get situations where there
1627 * are two players flanking the monster at close distance, but which
1628 * the monster can't get to, and a third one at a far distance that
1629 * the monster could get to - as it is, the monster won't look at that
1630 * third one.
1631 */
1632 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1633 {
1634 object *nearest_player = get_nearest_player (op);
1635
1636 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1637 {
1638 op->enemy = 0;
1639 enemy = nearest_player;
1640 }
1641 }
1642
1643 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1644 {
1645 /* The adjustement to wc that was here before looked totally bogus -
1646 * since wc can in fact get negative, that would mean by adding
1647 * the current wc, the creature gets better? Instead, just
1648 * add a fixed amount - nasty creatures that are runny away should
1649 * still be pretty nasty.
1650 */
1651 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1652 {
1653 part->stats.wc += 10;
1654 skill_attack (enemy, part, 0, NULL, NULL);
1655 part->stats.wc -= 10;
1656 }
1657 else
1658 skill_attack (enemy, part, 0, NULL, NULL);
1659 } /* if monster is in attack range */
1660
1661 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1662 return 1;
1663
1664 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1665 {
1666 op->drop_and_destroy ();
1667 return 1;
1668 }
1669
1670 return 0;
1660} 1671}
1661 1672
1662/* determine if we can 'detect' the enemy. Check for walls blocking the 1673/* determine if we can 'detect' the enemy. Check for walls blocking the
1663 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1674 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1664 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1675 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1669 * Returns 0 if enemy can not be detected, 1 if it is detected 1680 * Returns 0 if enemy can not be detected, 1 if it is detected
1670 */ 1681 */
1671int 1682int
1672can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1683can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1673{ 1684{
1674 int radius = MIN_MON_RADIUS, hide_discovery;
1675
1676 /* null detection for any of these condtions always */ 1685 /* null detection for any of these condtions always */
1677 if (!op || !enemy || !op->map || !enemy->map) 1686 if (!op || !enemy || !op->map || !enemy->map)
1678 return 0; 1687 return 0;
1679 1688
1680 /* If the monster (op) has no way to get to the enemy, do nothing */ 1689 /* If the monster (op) has no way to get to the enemy, do nothing */
1682 return 0; 1691 return 0;
1683 1692
1684 get_rangevector (op, enemy, rv, 0); 1693 get_rangevector (op, enemy, rv, 0);
1685 1694
1686 /* Monsters always ignore the DM */ 1695 /* Monsters always ignore the DM */
1687 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1688 return 0; 1697 return 0;
1689 1698
1690 /* simple check. Should probably put some range checks in here. */ 1699 /* simple check. Should probably put some range checks in here. */
1691 if (can_see_enemy (op, enemy)) 1700 if (can_see_enemy (op, enemy))
1692 return 1; 1701 return 1;
1693 1702
1694 /* The rest of this is for monsters. Players are on their own for 1703 /* The rest of this is for monsters. Players are on their own for
1695 * finding enemies! 1704 * finding enemies!
1696 */ 1705 */
1697 if (op->type == PLAYER) 1706 if (op->is_player ())
1698 return 0; 1707 return 0;
1699 1708
1700 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1709 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1701 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1710 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1702 */ 1711 */
1703 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1712 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1704 return 0; 1713 return 0;
1705 1714
1715 int radius = MIN_MON_RADIUS;
1716
1706 /* use this for invis also */ 1717 /* use this for invis also */
1707 hide_discovery = op->stats.Int / 5; 1718 int hide_discovery = op->stats.Int / 5;
1708 1719
1709 /* Determine Detection radii */ 1720 /* Determine Detection radii */
1710 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1721 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1711 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1722 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1712 else 1723 else
1713 { /* a level/INT/Dex adjustment for hiding */ 1724 { /* a level/INT/Dex adjustment for hiding */
1714 int bonus = op->level / 2 + op->stats.Int / 5; 1725 int bonus = op->level / 2 + op->stats.Int / 5;
1715 1726
1716 if (enemy->type == PLAYER) 1727 if (enemy->is_player ())
1717 { 1728 {
1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) 1729 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1719 bonus -= sk_hide->level; 1730 bonus -= sk_hide->level;
1720 else 1731 else
1721 { 1732 {
1738 radius /= 2; 1749 radius /= 2;
1739 hide_discovery /= 3; 1750 hide_discovery /= 3;
1740 } 1751 }
1741 1752
1742 /* Radii adjustment for enemy standing in the dark */ 1753 /* Radii adjustment for enemy standing in the dark */
1743 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1754 if (!stand_in_light (enemy))
1744 { 1755 {
1745 /* on dark maps body heat can help indicate location with infravision 1756 /* on dark maps body heat can help indicate location with infravision
1746 * undead don't have body heat, so no benefit detecting them. 1757 * undead don't have body heat, so no benefit detecting them.
1747 */ 1758 */
1748 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1759 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1749 radius += op->map->darkness / 2; 1760 radius += op->map->darklevel () / 2;
1750 else 1761 else
1751 radius -= op->map->darkness / 2; 1762 radius -= op->map->darklevel () / 2;
1752 1763
1753 /* op next to a monster (and not in complete darkness) 1764 /* op next to a monster (and not in complete darkness)
1754 * the monster should have a chance to see you. 1765 * the monster should have a chance to see you.
1755 */ 1766 */
1756 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1767 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1757 radius = MIN_MON_RADIUS; 1768 radius = MIN_MON_RADIUS;
1758 } /* if on dark map */ 1769 } /* if on dark map */
1759 1770
1760 /* Lets not worry about monsters that have incredible detection 1771 /* Lets not worry about monsters that have incredible detection
1761 * radii, we only need to worry here about things the player can 1772 * radii, we only need to worry here about things the player can
1775 /* ah, we are within range, detected? take cases */ 1786 /* ah, we are within range, detected? take cases */
1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1787 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1777 return 1; 1788 return 1;
1778 1789
1779 /* hidden or low-quality invisible */ 1790 /* hidden or low-quality invisible */
1780 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery) 1791 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1781 { 1792 {
1782 make_visible (enemy); 1793 make_visible (enemy);
1783 1794
1784 /* inform players of new status */ 1795 /* inform players of new status */
1785 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1796 if (enemy->type == PLAYER && player_can_view (enemy, op))
1809 /* Wasn't detected above, so still hidden */ 1820 /* Wasn't detected above, so still hidden */
1810 return 0; 1821 return 0;
1811} 1822}
1812 1823
1813/* determine if op stands in a lighted square. This is not a very 1824/* determine if op stands in a lighted square. This is not a very
1814 * intellegent algorithm. For one thing, we ignore los here, SO it 1825 * intelligent algorithm. For one thing, we ignore los here, SO it
1815 * is possible for a bright light to illuminate a player on the 1826 * is possible for a bright light to illuminate a player on the
1816 * other side of a wall (!). 1827 * other side of a wall (!).
1817 */ 1828 */
1818int 1829int
1819stand_in_light (object *op) 1830stand_in_light (object *op)
1820{ 1831{
1821 if (!op) 1832 if (op)
1833 {
1834 if (!op->is_on_map ())
1822 return 0; 1835 return 0;
1823 1836
1837 if (op->map->darklevel () <= 0)
1838 return 1;
1839
1824 if (op->glow_radius > 0) 1840 if (op->glow_radius > 0)
1825 return 1; 1841 return 1;
1826 1842
1827 if (op->map) 1843 if (op->map)
1828 { 1844 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1845 {
1829 /* Check the spaces with the max light radius to see if any of them 1846 /* Check the spaces with the max light radius to see if any of them
1830 * have lights, and if any of them light the player enough, then return 1. 1847 * have lights, and if any of them light the player enough, then return 1.
1831 */
1832 for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1833 {
1834 for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1835 { 1848 */
1836 maptile *m = op->map; 1849 int light = m->at (nx, ny).light;
1837 sint16 nx = x;
1838 sint16 ny = y;
1839 1850
1840 if (xy_normalise (m, nx, ny)) 1851 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1842 return 1; 1852 return 1;
1843 } 1853 }
1844 }
1845 } 1854 }
1846 1855
1847 return 0; 1856 return 0;
1848} 1857}
1849 1858
1873 { 1882 {
1874 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1875 * However,if you carry any source of light, then the hidden 1884 * However,if you carry any source of light, then the hidden
1876 * creature is seeable (and stupid) */ 1885 * creature is seeable (and stupid) */
1877 1886
1878 if (has_carried_lights (enemy)) 1887 if (enemy->has_carried_lights ())
1879 { 1888 {
1880 if (enemy->hide) 1889 if (enemy->flag [FLAG_HIDDEN])
1881 { 1890 {
1882 make_visible (enemy); 1891 make_visible (enemy);
1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1892 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1884 } 1893 }
1885 1894
1886 return 1; 1895 return 1;
1887 } 1896 }
1888 else if (enemy->hide) 1897 else if (enemy->flag [FLAG_HIDDEN])
1889 return 0; 1898 return 0;
1890 1899
1891 /* Invisible enemy. Break apart the check for invis undead/invis looker 1900 /* Invisible enemy. Break apart the check for invis undead/invis looker
1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1901 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1893 * and making it a conditional makes the code pretty ugly. 1902 * and making it a conditional makes the code pretty ugly.
1894 */ 1903 */
1895 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1904 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1896 if (makes_invisible_to (enemy, looker)) 1905 if (makes_invisible_to (enemy, looker))
1897 return 0; 1906 return 0;
1898 } 1907 }
1899 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1908 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1900 if (player_can_view (looker, enemy)) 1909 if (player_can_view (looker, enemy))
1901 return 1; 1910 return 1;
1902 1911
1903 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1912 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1904 * unless they carry a light or stand in light. Darkness doesnt 1913 * unless they carry a light or stand in light. Darkness doesnt
1907 * we care about the enemy maps status, not the looker. 1916 * we care about the enemy maps status, not the looker.
1908 * only relevant for tiled maps, but it is possible that the 1917 * only relevant for tiled maps, but it is possible that the
1909 * enemy is on a bright map and the looker on a dark - in that 1918 * enemy is on a bright map and the looker on a dark - in that
1910 * case, the looker can still see the enemy 1919 * case, the looker can still see the enemy
1911 */ 1920 */
1912 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1921 if (!stand_in_light (enemy)
1913 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1922 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1914 return 0; 1923 return 0;
1915 1924
1916 return 1; 1925 return 1;
1917} 1926}
1927
1928//-GPL

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