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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.40 by root, Thu Aug 23 17:56:25 2007 UTC vs.
Revision 1.76 by root, Sun Nov 29 09:41:28 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
152 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
153 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
154 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
155 * many cases. 156 * many cases.
156 */ 157 */
157object * 158static object *
158find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
159{ 160{
160 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
161 162
162 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
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 }
230/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
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 236static int
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 277static int
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}
717
718
719#define MAX_KNOWN_SPELLS 20
720
721/* Returns a randomly selected spell. This logic is still
722 * less than ideal. This code also only seems to deal with
723 * wizard spells, as the check is against sp, and not grace.
724 * can mosnters know cleric spells?
725 */
726object *
727monster_choose_random_spell (object *monster)
728{
729 object *altern[MAX_KNOWN_SPELLS];
730 object *tmp;
731 int i = 0;
732
733 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
734 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
735 {
736 /* Check and see if it's actually a useful spell.
737 * If its a spellbook, the spell is actually the inventory item.
738 * if it is a spell, then it is just the object itself.
739 */
740 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
741 {
742 altern[i++] = tmp;
743 if (i == MAX_KNOWN_SPELLS)
744 break;
745 }
746 }
747 if (!i)
748 return NULL;
749 return altern[RANDOM () % i];
750}
751
752/* 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.
754 * head is the head of the monster.
755 * part is the part of the monster we are checking against.
756 * pl is the target.
757 * dir is the direction to case.
758 * rv is the vector which describes where the enemy is.
759 */
760
761int
762monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
763{
764 object *spell_item;
765 object *owner;
766 rv_vector rv1;
767
768 /* If you want monsters to cast spells over friends, this spell should
769 * be removed. It probably should be in most cases, since monsters still
770 * don't care about residual effects (ie, casting a cone which may have a
771 * clear path to the player, the side aspects of the code will still hit
772 * other monsters)
773 */
774 if (!(dir = path_to_player (part, pl, 0)))
775 return 0;
776
777 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
778 {
779 get_rangevector (head, owner, &rv1, 0x1);
780 if (dirdiff (dir, rv1.direction) < 2)
781 {
782 return 0; /* Might hit owner with spell */
783 }
784 }
785
786 if (QUERY_FLAG (head, FLAG_CONFUSED))
787 dir = absdir (dir + rndm (3) + rndm (3) - 2);
788
789 /* If the monster hasn't already chosen a spell, choose one
790 * I'm not sure if it really make sense to pre-select spells (events
791 * could be different by the time the monster goes again).
792 */
793 if (head->spellitem == NULL)
794 {
795 if ((spell_item = monster_choose_random_spell (head)) == NULL)
796 {
797 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 */
799 return 0;
800 }
801 if (spell_item->type == SPELLBOOK)
802 {
803 if (!spell_item->inv)
804 {
805 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
806 return 0;
807 }
808 spell_item = spell_item->inv;
809 }
810 }
811 else
812 spell_item = head->spellitem;
813
814 if (!spell_item)
815 return 0;
816
817 /* Best guess this is a defensive/healing spell */
818 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
819 dir = 0;
820
821 /* Monster doesn't have enough spell-points */
822 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
823 return 0;
824
825 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
826 return 0;
827
828 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
829 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
830
831 /* set this to null, so next time monster will choose something different */
832 head->spellitem = NULL;
833
834 return cast_spell (part, part, dir, spell_item, NULL);
835}
836
837
838int
839monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
840{
841 object *scroll;
842 object *owner;
843 rv_vector rv1;
844
845 /* If you want monsters to cast spells over friends, this spell should
846 * be removed. It probably should be in most cases, since monsters still
847 * don't care about residual effects (ie, casting a cone which may have a
848 * clear path to the player, the side aspects of the code will still hit
849 * other monsters)
850 */
851 if (!(dir = path_to_player (part, pl, 0)))
852 return 0;
853
854 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
855 {
856 get_rangevector (head, owner, &rv1, 0x1);
857 if (dirdiff (dir, rv1.direction) < 2)
858 {
859 return 0; /* Might hit owner with spell */
860 }
861 }
862
863 if (QUERY_FLAG (head, FLAG_CONFUSED))
864 dir = absdir (dir + rndm (3) + rndm (3) - 2);
865
866 for (scroll = head->inv; scroll; scroll = scroll->below)
867 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
868 break;
869
870 /* Used up all his scrolls, so nothing do to */
871 if (!scroll)
872 {
873 CLEAR_FLAG (head, FLAG_READY_SCROLL);
874 return 0;
875 }
876
877 /* Spell should be cast on caster (ie, heal, strength) */
878 if (scroll->inv->range == 0)
879 dir = 0;
880
881 apply_scroll (part, scroll, dir);
882 return 1;
883}
884
885/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
886 * Note that monsters do not need the skills SK_MELEE_WEAPON and
887 * SK_MISSILE_WEAPON to make those respective attacks, if we
888 * required that we would drastically increase the memory
889 * requirements of CF!!
890 *
891 * The skills we are treating here are all but those. -b.t.
892 *
893 * At the moment this is only useful for throwing, perhaps for
894 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
895 */
896int
897monster_use_skill (object *head, object *part, object *pl, int dir)
898{
899 object *skill, *owner;
900
901 if (!(dir = path_to_player (part, pl, 0)))
902 return 0;
903
904 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
905 {
906 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
907
908 if (dirdiff (dir, dir2) < 1)
909 return 0; /* Might hit owner with skill -thrown rocks for example ? */
910 }
911
912 if (QUERY_FLAG (head, FLAG_CONFUSED))
913 dir = absdir (dir + rndm (3) + rndm (3) - 2);
914
915 /* skill selection - monster will use the next unused skill.
916 * well...the following scenario will allow the monster to
917 * toggle between 2 skills. One day it would be nice to make
918 * more skills available to monsters.
919 */
920 for (skill = head->inv; skill; skill = skill->below)
921 if (skill->type == SKILL && skill != head->chosen_skill)
922 {
923 head->chosen_skill = skill;
924 break;
925 }
926
927 if (!skill && !head->chosen_skill)
928 {
929 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
930 CLEAR_FLAG (head, FLAG_READY_SKILL);
931 return 0;
932 }
933
934 /* use skill */
935 return do_skill (head, part, head->chosen_skill, dir, NULL);
936}
937
938/* Monster will use a ranged spell attack. */
939int
940monster_use_range (object *head, object *part, object *pl, int dir)
941{
942 object *wand, *owner;
943 int at_least_one = 0;
944
945 if (!(dir = path_to_player (part, pl, 0)))
946 return 0;
947
948 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
949 {
950 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
951
952 if (dirdiff (dir, dir2) < 2)
953 return 0; /* Might hit owner with spell */
954 }
955
956 if (QUERY_FLAG (head, FLAG_CONFUSED))
957 dir = absdir (dir + rndm (3) + rndm (3) - 2);
958
959 for (wand = head->inv; wand; wand = wand->below)
960 {
961 if (wand->type == WAND)
962 {
963 /* Found a wand, let's see if it has charges left */
964 at_least_one = 1;
965 if (wand->stats.food <= 0)
966 continue;
967
968 cast_spell (head, wand, dir, wand->inv, NULL);
969
970 if (!(--wand->stats.food))
971 {
972 if (wand->arch)
973 {
974 CLEAR_FLAG (wand, FLAG_ANIMATE);
975 wand->face = wand->arch->face;
976 wand->set_speed (0);
977 }
978 }
979 /* Success */
980 return 1;
981 }
982 else if (wand->type == ROD || wand->type == HORN)
983 {
984 /* Found rod/horn, let's use it if possible */
985 at_least_one = 1;
986 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
987 continue;
988
989 /* drain charge before casting spell - can be a case where the
990 * spell destroys the monster, and rod, so if done after, results
991 * in crash.
992 */
993 drain_rod_charge (wand);
994 cast_spell (head, wand, dir, wand->inv, NULL);
995
996 /* Success */
997 return 1;
998 }
999 }
1000
1001 if (at_least_one)
1002 return 0;
1003
1004 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1005 CLEAR_FLAG (head, FLAG_READY_RANGE);
1006 return 0;
1007}
1008
1009int
1010monster_use_bow (object *head, object *part, object *pl, int dir)
1011{
1012 object *owner;
1013
1014 if (!(dir = path_to_player (part, pl, 0)))
1015 return 0;
1016
1017 if (QUERY_FLAG (head, FLAG_CONFUSED))
1018 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1019
1020 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1021 {
1022 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1023
1024 if (dirdiff (dir, dir2) < 1)
1025 return 0; /* Might hit owner with arrow */
1026 }
1027
1028 /* in server/player.c */
1029 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1030
1031} 478}
1032 479
1033/* Checks if putting on 'item' will make 'who' do more 480/* Checks if putting on 'item' will make 'who' do more
1034 * damage. This is a very simplistic check - also checking things 481 * damage. This is a very simplistic check - also checking things
1035 * like speed and ac are also relevant. 482 * like speed and ac are also relevant.
1036 * 483 *
1037 * return true if item is a better object. 484 * return true if item is a better object.
1038 */ 485 */
1039int 486static int
1040check_good_weapon (object *who, object *item) 487check_good_weapon (object *who, object *item)
1041{ 488{
1042 object *other_weap; 489 object *other_weap;
1043 int val = 0, i; 490 int val = 0, i;
1044 491
1067 return 1; 514 return 1;
1068 else 515 else
1069 return 0; 516 return 0;
1070} 517}
1071 518
1072int 519static int
1073check_good_armour (object *who, object *item) 520check_good_armour (object *who, object *item)
1074{ 521{
1075 object *other_armour; 522 object *other_armour;
1076 int val = 0, i; 523 int val = 0, i;
1077 524
1105 552
1106 if (val > 0) 553 if (val > 0)
1107 return 1; 554 return 1;
1108 else 555 else
1109 return 0; 556 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} 557}
1273 558
1274/* 559/*
1275 * monster_check_apply() is meant to be called after an item is 560 * monster_check_apply() is meant to be called after an item is
1276 * inserted in a monster. 561 * inserted in a monster.
1387 * monsters have some advantages after all. 672 * monsters have some advantages after all.
1388 */ 673 */
1389 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1390} 675}
1391 676
1392void 677static int
1393npc_call_help (object *op) 678can_hit (object *ob1, object *ob2, rv_vector * rv)
1394{ 679{
1395 int x, y, mflags;
1396 object *npc; 680 object *more;
1397 sint16 sx, sy; 681 rv_vector rv1;
1398 maptile *m;
1399 682
1400 for (x = -3; x < 4; x++) 683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1401 for (y = -3; y < 4; y++) 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)
1402 { 693 {
1403 m = op->map; 694 get_rangevector (ob1, more, &rv1, 0);
1404 sx = op->x + x; 695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1405 sy = op->y + y; 696 return 1;
1406 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1407 /* If nothing alive on this space, no need to search the space. */
1408 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1409 continue;
1410
1411 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1412 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1413 npc->enemy = op->enemy;
1414 } 697 }
1415}
1416 698
1417int 699 return 0;
700}
701
702static int
1418dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 703dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1419{ 704{
1420 if (can_hit (part, enemy, rv)) 705 if (can_hit (part, enemy, rv))
1421 return dir; 706 return dir;
707
1422 if (rv->distance < 10) 708 if (rv->distance < 10)
1423 return absdir (dir + 4); 709 return absdir (dir + 4);
1424 else if (rv->distance > 18) 710 else if (rv->distance > 18)
1425 return dir; 711 return dir;
1426 712
1427 return 0; 713 return 0;
1428} 714}
1429 715
1430int 716static int
1431run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 717run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1432{ 718{
1433 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 719 if (can_hit (part, enemy, rv))
1434 {
1435 ob->move_status++;
1436 return (dir); 720 return dir;
1437 } 721 else
1438 else if (ob->move_status > 20)
1439 ob->move_status = 0;
1440
1441 return absdir (dir + 4); 722 return absdir (dir + 4);
1442} 723}
1443 724
1444int 725static int
1445hitrun_att (int dir, object *ob, object *enemy) 726hitrun_att (int dir, object *ob, object *enemy)
1446{ 727{
1447 if (ob->move_status++ < 25) 728 if (ob->move_status++ < 25)
1448 return dir; 729 return dir;
1449 else if (ob->move_status < 50) 730 else if (ob->move_status < 50)
1452 ob->move_status = 0; 733 ob->move_status = 0;
1453 734
1454 return absdir (dir + 4); 735 return absdir (dir + 4);
1455} 736}
1456 737
1457int 738static int
1458wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 739wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1459{ 740{
1460
1461 int inrange = can_hit (part, enemy, rv); 741 int inrange = can_hit (part, enemy, rv);
1462 742
1463 if (ob->move_status || inrange) 743 if (ob->move_status || inrange)
1464 ob->move_status++; 744 ob->move_status++;
1465 745
1472 752
1473 ob->move_status = 0; 753 ob->move_status = 0;
1474 return 0; 754 return 0;
1475} 755}
1476 756
1477int 757static int
1478disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 758disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1479{ 759{
1480
1481 /* The logic below here looked plain wrong before. Basically, what should 760 /* The logic below here looked plain wrong before. Basically, what should
1482 * happen is that if the creatures hp percentage falls below run_away, 761 * happen is that if the creatures hp percentage falls below run_away,
1483 * the creature should run away (dir+4) 762 * the creature should run away (dir+4)
1484 * I think its wrong for a creature to have a zero maxhp value, but 763 * 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 764 * 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 765 * server should try to be resilant enough to avoid the problem
1487 */ 766 */
1488 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1489 return absdir (dir + 4); 768 return absdir (dir + 4);
1490 769
1491 return dist_att (dir, ob, enemy, part, rv); 770 return dist_att (dir, ob, enemy, part, rv);
1492} 771}
1493 772
1494int 773static int
1495wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 774wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1496{ 775{
1497 if (rv->distance < 9) 776 if (rv->distance < 9)
1498 return absdir (dir + 4); 777 return absdir (dir + 4);
1499 778
1500 return 0; 779 return 0;
1501} 780}
1502 781
1503void 782static void
1504circ1_move (object *ob) 783circ1_move (object *ob)
1505{ 784{
1506 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1507 786
1508 if (++ob->move_status > 11) 787 if (++ob->move_status > 11)
1510 789
1511 if (!(move_object (ob, circle[ob->move_status]))) 790 if (!(move_object (ob, circle[ob->move_status])))
1512 move_object (ob, rndm (8) + 1); 791 move_object (ob, rndm (8) + 1);
1513} 792}
1514 793
1515void 794static void
1516circ2_move (object *ob) 795circ2_move (object *ob)
1517{ 796{
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 }; 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 };
1519 798
1520 if (++ob->move_status > 19) 799 if (++ob->move_status > 19)
1522 801
1523 if (!(move_object (ob, circle[ob->move_status]))) 802 if (!(move_object (ob, circle[ob->move_status])))
1524 move_object (ob, rndm (8) + 1); 803 move_object (ob, rndm (8) + 1);
1525} 804}
1526 805
1527void 806static void
1528pace_movev (object *ob) 807pace_movev (object *ob)
1529{ 808{
1530 if (ob->move_status++ > 6) 809 if (ob->move_status++ > 6)
1531 ob->move_status = 0; 810 ob->move_status = 0;
1532 811
1534 move_object (ob, 5); 813 move_object (ob, 5);
1535 else 814 else
1536 move_object (ob, 1); 815 move_object (ob, 1);
1537} 816}
1538 817
1539void 818static void
1540pace_moveh (object *ob) 819pace_moveh (object *ob)
1541{ 820{
1542 if (ob->move_status++ > 6) 821 if (ob->move_status++ > 6)
1543 ob->move_status = 0; 822 ob->move_status = 0;
1544 823
1546 move_object (ob, 3); 825 move_object (ob, 3);
1547 else 826 else
1548 move_object (ob, 7); 827 move_object (ob, 7);
1549} 828}
1550 829
1551void 830static void
1552pace2_movev (object *ob) 831pace2_movev (object *ob)
1553{ 832{
1554 if (ob->move_status++ > 16) 833 if (ob->move_status++ > 16)
1555 ob->move_status = 0; 834 ob->move_status = 0;
1556 835
1562 move_object (ob, 1); 841 move_object (ob, 1);
1563 else 842 else
1564 return; 843 return;
1565} 844}
1566 845
1567void 846static void
1568pace2_moveh (object *ob) 847pace2_moveh (object *ob)
1569{ 848{
1570 if (ob->move_status++ > 16) 849 if (ob->move_status++ > 16)
1571 ob->move_status = 0; 850 ob->move_status = 0;
1572 851
1578 move_object (ob, 7); 857 move_object (ob, 7);
1579 else 858 else
1580 return; 859 return;
1581} 860}
1582 861
1583void 862static void
1584rand_move (object *ob) 863rand_move (object *ob)
1585{ 864{
1586 int i;
1587
1588 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 865 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1589 for (i = 0; i < 5; i++) 866 for (int i = 0; i < 5; i++)
1590 if (move_object (ob, ob->move_status = rndm (8) + 1)) 867 if (move_object (ob, ob->move_status = rndm (8) + 1))
1591 return; 868 return;
1592} 869}
1593 870
871#define MAX_KNOWN_SPELLS 20
872
873/* Returns a randomly selected spell. This logic is still
874 * less than ideal. This code also only seems to deal with
875 * wizard spells, as the check is against sp, and not grace.
876 * can mosnters know cleric spells?
877 */
878static object *
879monster_choose_random_spell (object *monster)
880{
881 object *altern[MAX_KNOWN_SPELLS];
882 int i = 0;
883
884 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
885 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
886 {
887 /* Check and see if it's actually a useful spell.
888 * If its a spellbook, the spell is actually the inventory item.
889 * if it is a spell, then it is just the object itself.
890 */
891 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
892 {
893 altern [i++] = tmp;
894
895 if (i == MAX_KNOWN_SPELLS)
896 break;
897 }
898 }
899
900 return i ? altern [rndm (i)] : 0;
901}
902
903/* This checks to see if the monster should cast a spell/ability.
904 * it returns true if the monster casts a spell, 0 if he doesn't.
905 * head is the head of the monster.
906 * part is the part of the monster we are checking against.
907 * pl is the target.
908 * dir is the direction to case.
909 * rv is the vector which describes where the enemy is.
910 */
911static int
912monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
913{
914 object *spell_item;
915 object *owner;
916 rv_vector rv1;
917
918 /* If you want monsters to cast spells over friends, this spell should
919 * be removed. It probably should be in most cases, since monsters still
920 * don't care about residual effects (ie, casting a cone which may have a
921 * clear path to the player, the side aspects of the code will still hit
922 * other monsters)
923 */
924 if (!(dir = path_to_player (part, pl, 0)))
925 return 0;
926
927 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
928 {
929 get_rangevector (head, owner, &rv1, 0x1);
930 if (dirdiff (dir, rv1.direction) < 2)
931 return 0; /* Might hit owner with spell */
932 }
933
934 if (QUERY_FLAG (head, FLAG_CONFUSED))
935 dir = absdir (dir + rndm (3) + rndm (3) - 2);
936
937 /* If the monster hasn't already chosen a spell, choose one
938 * I'm not sure if it really make sense to pre-select spells (events
939 * could be different by the time the monster goes again).
940 */
941 if (head->spellitem == NULL)
942 {
943 if ((spell_item = monster_choose_random_spell (head)) == NULL)
944 {
945 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
946 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
947 return 0;
948 }
949
950 if (spell_item->type == SPELLBOOK)
951 {
952 if (!spell_item->inv)
953 {
954 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
955 return 0;
956 }
957
958 spell_item = spell_item->inv;
959 }
960 }
961 else
962 spell_item = head->spellitem;
963
964 if (!spell_item)
965 return 0;
966
967 /* Best guess this is a defensive/healing spell */
968 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
969 dir = 0;
970
971 /* Monster doesn't have enough spell-points */
972 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
973 return 0;
974
975 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
976 return 0;
977
978 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
979 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
980
981 /* set this to null, so next time monster will choose something different */
982 head->spellitem = NULL;
983
984 return cast_spell (part, part, dir, spell_item, NULL);
985}
986
987static int
988monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
989{
990 object *scroll;
991 object *owner;
992 rv_vector rv1;
993
994 /* If you want monsters to cast spells over friends, this spell should
995 * be removed. It probably should be in most cases, since monsters still
996 * don't care about residual effects (ie, casting a cone which may have a
997 * clear path to the player, the side aspects of the code will still hit
998 * other monsters)
999 */
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1004 {
1005 get_rangevector (head, owner, &rv1, 0x1);
1006 if (dirdiff (dir, rv1.direction) < 2)
1007 {
1008 return 0; /* Might hit owner with spell */
1009 }
1010 }
1011
1012 if (QUERY_FLAG (head, FLAG_CONFUSED))
1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1014
1015 for (scroll = head->inv; scroll; scroll = scroll->below)
1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017 break;
1018
1019 /* Used up all his scrolls, so nothing do to */
1020 if (!scroll)
1021 {
1022 CLEAR_FLAG (head, FLAG_READY_SCROLL);
1023 return 0;
1024 }
1025
1026 /* Spell should be cast on caster (ie, heal, strength) */
1027 if (scroll->inv->range == 0)
1028 dir = 0;
1029
1030 apply_scroll (part, scroll, dir);
1031 return 1;
1032}
1033
1034/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1035 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1036 * SK_MISSILE_WEAPON to make those respective attacks, if we
1037 * required that we would drastically increase the memory
1038 * requirements of CF!!
1039 *
1040 * The skills we are treating here are all but those. -b.t.
1041 *
1042 * At the moment this is only useful for throwing, perhaps for
1043 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1044 */
1045static int
1046monster_use_skill (object *head, object *part, object *pl, int dir)
1047{
1048 object *skill, *owner;
1049
1050 if (!(dir = path_to_player (part, pl, 0)))
1051 return 0;
1052
1053 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1054 {
1055 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1056
1057 if (dirdiff (dir, dir2) < 1)
1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1059 }
1060
1061 if (QUERY_FLAG (head, FLAG_CONFUSED))
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063
1064 /* skill selection - monster will use the next unused skill.
1065 * well...the following scenario will allow the monster to
1066 * toggle between 2 skills. One day it would be nice to make
1067 * more skills available to monsters.
1068 */
1069 for (skill = head->inv; skill; skill = skill->below)
1070 if (skill->type == SKILL && skill != head->chosen_skill)
1071 {
1072 head->chosen_skill = skill;
1073 break;
1074 }
1075
1076 if (!skill && !head->chosen_skill)
1077 {
1078 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1079 CLEAR_FLAG (head, FLAG_READY_SKILL);
1080 return 0;
1081 }
1082
1083 /* use skill */
1084 return do_skill (head, part, head->chosen_skill, dir, NULL);
1085}
1086
1087/* Monster will use a ranged spell attack. */
1088static int
1089monster_use_range (object *head, object *part, object *pl, int dir)
1090{
1091 object *wand, *owner;
1092 int at_least_one = 0;
1093
1094 if (!(dir = path_to_player (part, pl, 0)))
1095 return 0;
1096
1097 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1098 {
1099 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1100
1101 if (dirdiff (dir, dir2) < 2)
1102 return 0; /* Might hit owner with spell */
1103 }
1104
1105 if (QUERY_FLAG (head, FLAG_CONFUSED))
1106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1107
1108 for (wand = head->inv; wand; wand = wand->below)
1109 {
1110 if (wand->type == WAND)
1111 {
1112 /* Found a wand, let's see if it has charges left */
1113 at_least_one = 1;
1114 if (wand->stats.food <= 0)
1115 continue;
1116
1117 cast_spell (head, wand, dir, wand->inv, NULL);
1118
1119 if (!(--wand->stats.food))
1120 {
1121 if (wand->arch)
1122 {
1123 CLEAR_FLAG (wand, FLAG_ANIMATE);
1124 wand->face = wand->arch->face;
1125 wand->set_speed (0);
1126 }
1127 }
1128 /* Success */
1129 return 1;
1130 }
1131 else if (wand->type == ROD || wand->type == HORN)
1132 {
1133 /* Found rod/horn, let's use it if possible */
1134 at_least_one = 1;
1135 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1136 continue;
1137
1138 /* drain charge before casting spell - can be a case where the
1139 * spell destroys the monster, and rod, so if done after, results
1140 * in crash.
1141 */
1142 drain_rod_charge (wand);
1143 cast_spell (head, wand, dir, wand->inv, NULL);
1144
1145 /* Success */
1146 return 1;
1147 }
1148 }
1149
1150 if (at_least_one)
1151 return 0;
1152
1153 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1154 CLEAR_FLAG (head, FLAG_READY_RANGE);
1155 return 0;
1156}
1157
1158static int
1159monster_use_bow (object *head, object *part, object *pl, int dir)
1160{
1161 object *owner;
1162
1163 if (!(dir = path_to_player (part, pl, 0)))
1164 return 0;
1165
1166 if (QUERY_FLAG (head, FLAG_CONFUSED))
1167 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1168
1169 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1170 {
1171 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1172
1173 if (dirdiff (dir, dir2) < 1)
1174 return 0; /* Might hit owner with arrow */
1175 }
1176
1177 /* in server/player.c */
1178 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1179
1180}
1181
1182void
1183npc_call_help (object *op)
1184{
1185 unordered_mapwalk (op, -7, -7, 7, 7)
1186 {
1187 mapspace &ms = m->at (nx, ny);
1188
1189 /* If nothing alive on this space, no need to search the space. */
1190 if (!(ms.flags () & P_IS_ALIVE))
1191 continue;
1192
1193 for (object *npc = ms.bot; npc; npc = npc->above)
1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1195 npc->enemy = op->enemy;
1196 }
1197}
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) / 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) / 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}
1918 1927
1928//-GPL

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