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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.47 by root, Thu Dec 18 02:49:22 2008 UTC vs.
Revision 1.76 by root, Sun Nov 29 09:41:28 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
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{
278 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
279 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
280 if (move_object (op, rndm (8) + 1)) 282 if (move_object (op, rndm (8) + 1))
282 284
283 return 0; 285 return 0;
284} 286}
285 287
286/* 288/*
287 * Move-monster returns 1 if the object has been freed, otherwise 0. 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.
288 */ 293 */
289int 294static int
290move_monster (object *op) 295monster_can_pick (object *monster, object *item)
291{ 296{
292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
293 object *owner, *enemy, *part, *oph = op; 298 int i;
294 rv_vector rv;
295 299
296 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
297 * Like royal guards in city dwellers inventories. 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)
311 {
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.
298 */ 365 */
299 if (!op->map) 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)))
300 return 0; 376 return 1;
301 377
302 /* for target facing, we copy this value here for fast access */ 378 return 0;
303 if (oph->head) /* force update the head - one arch one pic */ 379}
304 oph = oph->head;
305 380
306 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
307 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
308 else if ((enemy = find_enemy (op, &rv))) 383 *
309 /* we have an enemy, just tell him we want him dead */ 384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
310 enemy->attacked_by = op; /* our ptr */ 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.
395 */
396static void
397monster_check_pickup (object *monster)
398{
399 object *tmp, *next;
311 400
312 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
314 { 402 {
315 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
316 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
317 * #moves the monster makes. The scaling by 8 is
318 * to capture 8th's of a hp fraction regens
319 * 405 {
320 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
321 * 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.
322 */ 412 */
323 413 if (next && next->destroyed ())
324 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
325 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
326 op->last_heal %= 32;
327
328 /* So if the monster has gained enough HP that they are no longer afraid */
329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
331
332 if (op->stats.hp > op->stats.maxhp)
333 op->stats.hp = op->stats.maxhp;
334 }
335
336 /* generate sp, if applicable */
337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338 {
339 /* last_sp is in funny units. Dividing by speed puts
340 * the regeneration rate on a basis of time instead of
341 * #moves the monster makes. The scaling by 8 is
342 * to capture 8th's of a sp fraction regens
343 *
344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345 * overflow might produce monsters with negative sp.
346 */
347
348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
349 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
350 op->last_sp %= 128;
351 }
352
353 /* this should probably get modified by many more values.
354 * (eg, creatures resistance to fear, level, etc. )
355 */
356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
358
359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360 return QUERY_FLAG (op, FLAG_FREED);
361
362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 if (!check_wakeup (op, enemy, &rv))
365 return 0;
366
367 /* check if monster pops out of hidden spot */
368 if (op->flag [FLAG_HIDDEN])
369 do_hidden_move (op);
370
371 if (op->pick_up)
372 monster_check_pickup (op);
373
374 if (op->will_apply)
375 monster_apply_below (op); /* Check for items to apply below */
376
377 /* If we don't have an enemy, do special movement or the like */
378 if (!enemy)
379 {
380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
381 {
382 op->drop_and_destroy ();
383 return 1; 414 return;
415 }
416}
417
418/*
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)
384 } 433 {
385 434 case T_HANDLE:
386 /* Probably really a bug for a creature to have both 435 case TRIGGER:
387 * stand still and a movement type set. 436 if (monster->will_apply & 1)
388 */ 437 manual_apply (monster, tmp, 0);
389 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390 {
391 if (op->attack_movement & HI4)
392 {
393 switch (op->attack_movement & HI4)
394 {
395 case (PETMOVE):
396 pet_move (op);
397 break;
398
399 case (CIRCLE1):
400 circ1_move (op);
401 break;
402
403 case (CIRCLE2):
404 circ2_move (op);
405 break;
406
407 case (PACEV):
408 pace_movev (op);
409 break;
410
411 case (PACEH):
412 pace_moveh (op);
413 break;
414
415 case (PACEV2):
416 pace2_movev (op);
417 break;
418
419 case (PACEH2):
420 pace2_moveh (op);
421 break;
422
423 case (RANDO):
424 rand_move (op);
425 break;
426
427 case (RANDO2):
428 move_randomly (op);
429 break;
430 }
431
432 return 0;
433 }
434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 move_randomly (op);
436 } /* stand still */
437
438 return 0;
439 } /* no enemy */
440
441 /* We have an enemy. Block immediately below is for pets */
442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
446 return follow_owner (op, owner);
447
448 /* doppleganger code to change monster facing to that of the nearest
449 * player. Hmm. The code is here, but no monster in the current
450 * arch set uses it.
451 */
452 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
453 {
454 op->face = enemy->face;
455 op->name = enemy->name;
456 }
457
458 /* Calculate range information for closest body part - this
459 * is used for the 'skill' code, which isn't that smart when
460 * it comes to figuring it out - otherwise, giants throw boulders
461 * into themselves.
462 */
463 get_rangevector (op, enemy, &rv, 0);
464
465 /* Move the check for scared up here - if the monster was scared,
466 * we were not doing any of the logic below, so might as well save
467 * a few cpu cycles.
468 */
469 if (!QUERY_FLAG (op, FLAG_SCARED))
470 {
471 rv_vector rv1;
472
473 /* now we test every part of an object .... this is a real ugly piece of code */
474 for (part = op; part; part = part->more)
475 {
476 get_rangevector (part, enemy, &rv1, 0x1);
477 dir = rv1.direction;
478
479 /* hm, not sure about this part - in original was a scared flag here too
480 * but that we test above... so can be old code here
481 */
482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483 dir = absdir (dir + 4);
484
485 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487
488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490 return 0;
491
492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494 return 0;
495
496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 if (monster_use_range (op, part, enemy, dir))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 if (monster_use_bow (op, part, enemy, dir))
506 return 0;
507 } /* for processing of all parts */
508 } /* If not scared */
509
510
511 part = rv.part;
512 dir = rv.direction;
513
514 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
515 dir = absdir (dir + 4);
516
517 if (QUERY_FLAG (op, FLAG_CONFUSED))
518 dir = absdir (dir + rndm (3) + rndm (3) - 2);
519
520 pre_att_dir = dir; /* remember the original direction */
521
522 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
523 {
524 switch (op->attack_movement & LO4)
525 {
526 case DISTATT:
527 dir = dist_att (dir, op, enemy, part, &rv);
528 break; 438 break;
529 439
530 case RUNATT: 440 case TREASURE:
531 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
532 break; 443 break;
533 444
534 case HITRUN:
535 dir = hitrun_att (dir, op, enemy);
536 break;
537
538 case WAITATT:
539 dir = wait_att (dir, op, enemy, part, &rv);
540 break;
541
542 case RUSH: /* default - monster normally moves towards player */
543 case ALLRUN:
544 break;
545
546 case DISTHIT:
547 dir = disthit_att (dir, op, enemy, part, &rv);
548 break;
549
550 case WAIT2:
551 dir = wait_att2 (dir, op, enemy, part, &rv);
552 break;
553
554 default:
555 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
556 }
557 }
558
559 if (!dir)
560 return 0;
561
562 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
563 {
564 if (move_object (op, dir)) /* Can the monster move directly toward player? */
565 { 445 }
566 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
567 if ((op->attack_movement & LO4) == DISTATT) 447 break;
568 op->direction = pre_att_dir;
569
570 return 0;
571 }
572
573 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
574 {
575 /* Try move around corners if !close */
576 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
577
578 for (diff = 1; diff <= maxdiff; diff++)
579 {
580 /* try different detours */
581 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
582
583 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
584 return 0;
585 }
586 }
587 } /* if monster is not standing still */
588
589 /* elmex: Turn our monster after it moved if it has DISTATT attack */
590 if ((op->attack_movement & LO4) == DISTATT)
591 op->direction = pre_att_dir;
592
593 /*
594 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
595 * direction if they can't move away.
596 */
597 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
598 if (move_randomly (op))
599 return 0;
600
601 /*
602 * Try giving the monster a new enemy - the player that is closest
603 * to it. In this way, it won't just keep trying to get to a target
604 * that is inaccessible.
605 * This could be more clever - it should go through a list of several
606 * enemies, as it is now, you could perhaps get situations where there
607 * are two players flanking the monster at close distance, but which
608 * the monster can't get to, and a third one at a far distance that
609 * the monster could get to - as it is, the monster won't look at that
610 * third one.
611 */
612 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
613 { 448 }
614 object *nearest_player = get_nearest_player (op);
615
616 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
617 {
618 op->enemy = NULL;
619 enemy = nearest_player;
620 }
621 }
622
623 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
624 {
625 /* The adjustement to wc that was here before looked totally bogus -
626 * since wc can in fact get negative, that would mean by adding
627 * the current wc, the creature gets better? Instead, just
628 * add a fixed amount - nasty creatures that are runny away should
629 * still be pretty nasty.
630 */
631 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
632 {
633 part->stats.wc += 10;
634 skill_attack (enemy, part, 0, NULL, NULL);
635 part->stats.wc -= 10;
636 }
637 else
638 skill_attack (enemy, part, 0, NULL, NULL);
639 } /* if monster is in attack range */
640
641 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
642 return 1;
643
644 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
645 {
646 op->drop_and_destroy ();
647 return 1;
648 }
649
650 return 0;
651}
652
653int
654can_hit (object *ob1, object *ob2, rv_vector * rv)
655{
656 object *more;
657 rv_vector rv1;
658
659 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
660 return 0;
661
662 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
663 return 1;
664
665 /* check all the parts of ob2 - just because we can't get to
666 * its head doesn't mean we don't want to pound its feet
667 */
668 for (more = ob2->more; more != NULL; more = more->more)
669 {
670 get_rangevector (ob1, more, &rv1, 0);
671 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
672 return 1;
673 }
674
675 return 0;
676} 449}
677 450
678/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
679 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
680 * 453 *
688 * 461 *
689 * 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,
690 * 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,
691 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
692 */ 465 */
693
694static int 466static int
695monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
696{ 468{
697 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
698 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
703 return 1; 475 return 1;
704 476
705 return 0; 477 return 0;
706} 478}
707 479
708#define MAX_KNOWN_SPELLS 20
709
710/* Returns a randomly selected spell. This logic is still
711 * less than ideal. This code also only seems to deal with
712 * wizard spells, as the check is against sp, and not grace.
713 * can mosnters know cleric spells?
714 */
715object *
716monster_choose_random_spell (object *monster)
717{
718 object *altern[MAX_KNOWN_SPELLS];
719 int i = 0;
720
721 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
722 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
723 {
724 /* Check and see if it's actually a useful spell.
725 * If its a spellbook, the spell is actually the inventory item.
726 * if it is a spell, then it is just the object itself.
727 */
728 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
729 {
730 altern [i++] = tmp;
731
732 if (i == MAX_KNOWN_SPELLS)
733 break;
734 }
735 }
736
737 return i ? altern [rndm (i)] : 0;
738}
739
740/* This checks to see if the monster should cast a spell/ability.
741 * it returns true if the monster casts a spell, 0 if he doesn't.
742 * head is the head of the monster.
743 * part is the part of the monster we are checking against.
744 * pl is the target.
745 * dir is the direction to case.
746 * rv is the vector which describes where the enemy is.
747 */
748int
749monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
750{
751 object *spell_item;
752 object *owner;
753 rv_vector rv1;
754
755 /* If you want monsters to cast spells over friends, this spell should
756 * be removed. It probably should be in most cases, since monsters still
757 * don't care about residual effects (ie, casting a cone which may have a
758 * clear path to the player, the side aspects of the code will still hit
759 * other monsters)
760 */
761 if (!(dir = path_to_player (part, pl, 0)))
762 return 0;
763
764 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
765 {
766 get_rangevector (head, owner, &rv1, 0x1);
767 if (dirdiff (dir, rv1.direction) < 2)
768 return 0; /* Might hit owner with spell */
769 }
770
771 if (QUERY_FLAG (head, FLAG_CONFUSED))
772 dir = absdir (dir + rndm (3) + rndm (3) - 2);
773
774 /* If the monster hasn't already chosen a spell, choose one
775 * I'm not sure if it really make sense to pre-select spells (events
776 * could be different by the time the monster goes again).
777 */
778 if (head->spellitem == NULL)
779 {
780 if ((spell_item = monster_choose_random_spell (head)) == NULL)
781 {
782 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
783 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
784 return 0;
785 }
786
787 if (spell_item->type == SPELLBOOK)
788 {
789 if (!spell_item->inv)
790 {
791 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
792 return 0;
793 }
794
795 spell_item = spell_item->inv;
796 }
797 }
798 else
799 spell_item = head->spellitem;
800
801 if (!spell_item)
802 return 0;
803
804 /* Best guess this is a defensive/healing spell */
805 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
806 dir = 0;
807
808 /* Monster doesn't have enough spell-points */
809 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
810 return 0;
811
812 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
813 return 0;
814
815 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
816 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
817
818 /* set this to null, so next time monster will choose something different */
819 head->spellitem = NULL;
820
821 return cast_spell (part, part, dir, spell_item, NULL);
822}
823
824int
825monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
826{
827 object *scroll;
828 object *owner;
829 rv_vector rv1;
830
831 /* If you want monsters to cast spells over friends, this spell should
832 * be removed. It probably should be in most cases, since monsters still
833 * don't care about residual effects (ie, casting a cone which may have a
834 * clear path to the player, the side aspects of the code will still hit
835 * other monsters)
836 */
837 if (!(dir = path_to_player (part, pl, 0)))
838 return 0;
839
840 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
841 {
842 get_rangevector (head, owner, &rv1, 0x1);
843 if (dirdiff (dir, rv1.direction) < 2)
844 {
845 return 0; /* Might hit owner with spell */
846 }
847 }
848
849 if (QUERY_FLAG (head, FLAG_CONFUSED))
850 dir = absdir (dir + rndm (3) + rndm (3) - 2);
851
852 for (scroll = head->inv; scroll; scroll = scroll->below)
853 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
854 break;
855
856 /* Used up all his scrolls, so nothing do to */
857 if (!scroll)
858 {
859 CLEAR_FLAG (head, FLAG_READY_SCROLL);
860 return 0;
861 }
862
863 /* Spell should be cast on caster (ie, heal, strength) */
864 if (scroll->inv->range == 0)
865 dir = 0;
866
867 apply_scroll (part, scroll, dir);
868 return 1;
869}
870
871/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
872 * Note that monsters do not need the skills SK_MELEE_WEAPON and
873 * SK_MISSILE_WEAPON to make those respective attacks, if we
874 * required that we would drastically increase the memory
875 * requirements of CF!!
876 *
877 * The skills we are treating here are all but those. -b.t.
878 *
879 * At the moment this is only useful for throwing, perhaps for
880 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
881 */
882int
883monster_use_skill (object *head, object *part, object *pl, int dir)
884{
885 object *skill, *owner;
886
887 if (!(dir = path_to_player (part, pl, 0)))
888 return 0;
889
890 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
891 {
892 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
893
894 if (dirdiff (dir, dir2) < 1)
895 return 0; /* Might hit owner with skill -thrown rocks for example ? */
896 }
897
898 if (QUERY_FLAG (head, FLAG_CONFUSED))
899 dir = absdir (dir + rndm (3) + rndm (3) - 2);
900
901 /* skill selection - monster will use the next unused skill.
902 * well...the following scenario will allow the monster to
903 * toggle between 2 skills. One day it would be nice to make
904 * more skills available to monsters.
905 */
906 for (skill = head->inv; skill; skill = skill->below)
907 if (skill->type == SKILL && skill != head->chosen_skill)
908 {
909 head->chosen_skill = skill;
910 break;
911 }
912
913 if (!skill && !head->chosen_skill)
914 {
915 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
916 CLEAR_FLAG (head, FLAG_READY_SKILL);
917 return 0;
918 }
919
920 /* use skill */
921 return do_skill (head, part, head->chosen_skill, dir, NULL);
922}
923
924/* Monster will use a ranged spell attack. */
925int
926monster_use_range (object *head, object *part, object *pl, int dir)
927{
928 object *wand, *owner;
929 int at_least_one = 0;
930
931 if (!(dir = path_to_player (part, pl, 0)))
932 return 0;
933
934 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
935 {
936 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
937
938 if (dirdiff (dir, dir2) < 2)
939 return 0; /* Might hit owner with spell */
940 }
941
942 if (QUERY_FLAG (head, FLAG_CONFUSED))
943 dir = absdir (dir + rndm (3) + rndm (3) - 2);
944
945 for (wand = head->inv; wand; wand = wand->below)
946 {
947 if (wand->type == WAND)
948 {
949 /* Found a wand, let's see if it has charges left */
950 at_least_one = 1;
951 if (wand->stats.food <= 0)
952 continue;
953
954 cast_spell (head, wand, dir, wand->inv, NULL);
955
956 if (!(--wand->stats.food))
957 {
958 if (wand->arch)
959 {
960 CLEAR_FLAG (wand, FLAG_ANIMATE);
961 wand->face = wand->arch->face;
962 wand->set_speed (0);
963 }
964 }
965 /* Success */
966 return 1;
967 }
968 else if (wand->type == ROD || wand->type == HORN)
969 {
970 /* Found rod/horn, let's use it if possible */
971 at_least_one = 1;
972 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
973 continue;
974
975 /* drain charge before casting spell - can be a case where the
976 * spell destroys the monster, and rod, so if done after, results
977 * in crash.
978 */
979 drain_rod_charge (wand);
980 cast_spell (head, wand, dir, wand->inv, NULL);
981
982 /* Success */
983 return 1;
984 }
985 }
986
987 if (at_least_one)
988 return 0;
989
990 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
991 CLEAR_FLAG (head, FLAG_READY_RANGE);
992 return 0;
993}
994
995int
996monster_use_bow (object *head, object *part, object *pl, int dir)
997{
998 object *owner;
999
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (QUERY_FLAG (head, FLAG_CONFUSED))
1004 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1005
1006 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1007 {
1008 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1009
1010 if (dirdiff (dir, dir2) < 1)
1011 return 0; /* Might hit owner with arrow */
1012 }
1013
1014 /* in server/player.c */
1015 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1016
1017}
1018
1019/* Checks if putting on 'item' will make 'who' do more 480/* Checks if putting on 'item' will make 'who' do more
1020 * damage. This is a very simplistic check - also checking things 481 * damage. This is a very simplistic check - also checking things
1021 * like speed and ac are also relevant. 482 * like speed and ac are also relevant.
1022 * 483 *
1023 * return true if item is a better object. 484 * return true if item is a better object.
1024 */ 485 */
1025int 486static int
1026check_good_weapon (object *who, object *item) 487check_good_weapon (object *who, object *item)
1027{ 488{
1028 object *other_weap; 489 object *other_weap;
1029 int val = 0, i; 490 int val = 0, i;
1030 491
1053 return 1; 514 return 1;
1054 else 515 else
1055 return 0; 516 return 0;
1056} 517}
1057 518
1058int 519static int
1059check_good_armour (object *who, object *item) 520check_good_armour (object *who, object *item)
1060{ 521{
1061 object *other_armour; 522 object *other_armour;
1062 int val = 0, i; 523 int val = 0, i;
1063 524
1091 552
1092 if (val > 0) 553 if (val > 0)
1093 return 1; 554 return 1;
1094 else 555 else
1095 return 0; 556 return 0;
1096}
1097
1098/*
1099 * monster_check_pickup(): checks for items that monster can pick up.
1100 *
1101 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1102 * Each time the blob passes over some treasure, it will
1103 * grab it a.s.a.p.
1104 *
1105 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1106 * to handle this.
1107 *
1108 * This function was seen be continueing looping at one point (tmp->below
1109 * became a recursive loop. It may be better to call monster_check_apply
1110 * after we pick everything up, since that function may call others which
1111 * affect stacking on this space.
1112 */
1113void
1114monster_check_pickup (object *monster)
1115{
1116 object *tmp, *next;
1117
1118 for (tmp = monster->below; tmp != NULL; tmp = next)
1119 {
1120 next = tmp->below;
1121 if (monster_can_pick (monster, tmp))
1122 {
1123 tmp->remove ();
1124 tmp = insert_ob_in_ob (tmp, monster);
1125 (void) monster_check_apply (monster, tmp);
1126 }
1127 /* We could try to re-establish the cycling, of the space, but probably
1128 * not a big deal to just bail out.
1129 */
1130 if (next && next->destroyed ())
1131 return;
1132 }
1133}
1134
1135/*
1136 * monster_can_pick(): If the monster is interested in picking up
1137 * the item, then return 0. Otherwise 0.
1138 * Instead of pick_up, flags for "greed", etc, should be used.
1139 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1140 */
1141int
1142monster_can_pick (object *monster, object *item)
1143{
1144 int flag = 0;
1145 int i;
1146
1147 if (!can_pick (monster, item))
1148 return 0;
1149
1150 if (QUERY_FLAG (item, FLAG_UNPAID))
1151 return 0;
1152
1153 if (monster->pick_up & 64) /* All */
1154 flag = 1;
1155
1156 else
1157 switch (item->type)
1158 {
1159 case MONEY:
1160 case GEM:
1161 flag = monster->pick_up & 2;
1162 break;
1163
1164 case FOOD:
1165 flag = monster->pick_up & 4;
1166 break;
1167
1168 case WEAPON:
1169 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1170 break;
1171
1172 case ARMOUR:
1173 case SHIELD:
1174 case HELMET:
1175 case BOOTS:
1176 case GLOVES:
1177 case GIRDLE:
1178 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1179 break;
1180
1181 case SKILL:
1182 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1183 break;
1184
1185 case RING:
1186 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1187 break;
1188
1189 case WAND:
1190 case HORN:
1191 case ROD:
1192 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1193 break;
1194
1195 case SPELLBOOK:
1196 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1197 break;
1198
1199 case SCROLL:
1200 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1201 break;
1202
1203 case BOW:
1204 case ARROW:
1205 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1206 break;
1207 }
1208
1209 /* Simplistic check - if the monster has a location to equip it, he will
1210 * pick it up. Note that this doesn't handle cases where an item may
1211 * use several locations.
1212 */
1213 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1214 {
1215 if (monster->slot[i].info && item->slot[i].info)
1216 {
1217 flag = 1;
1218 break;
1219 }
1220 }
1221
1222 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1223 return 1;
1224
1225 return 0;
1226}
1227
1228/*
1229 * monster_apply_below():
1230 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1231 * eager to apply things, encounters something apply-able,
1232 * then make him apply it
1233 */
1234void
1235monster_apply_below (object *monster)
1236{
1237 object *tmp, *next;
1238
1239 for (tmp = monster->below; tmp != NULL; tmp = next)
1240 {
1241 next = tmp->below;
1242 switch (tmp->type)
1243 {
1244 case CF_HANDLE:
1245 case TRIGGER:
1246 if (monster->will_apply & 1)
1247 manual_apply (monster, tmp, 0);
1248 break;
1249
1250 case TREASURE:
1251 if (monster->will_apply & 2)
1252 manual_apply (monster, tmp, 0);
1253 break;
1254
1255 }
1256 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1257 break;
1258 }
1259} 557}
1260 558
1261/* 559/*
1262 * 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
1263 * inserted in a monster. 561 * inserted in a monster.
1374 * monsters have some advantages after all. 672 * monsters have some advantages after all.
1375 */ 673 */
1376 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1377} 675}
1378 676
1379void 677static int
1380npc_call_help (object *op) 678can_hit (object *ob1, object *ob2, rv_vector * rv)
1381{ 679{
1382 int x, y, mflags;
1383 object *npc; 680 object *more;
1384 sint16 sx, sy; 681 rv_vector rv1;
1385 maptile *m;
1386 682
1387 for (x = -3; x < 4; x++) 683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1388 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)
1389 { 693 {
1390 m = op->map; 694 get_rangevector (ob1, more, &rv1, 0);
1391 sx = op->x + x; 695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1392 sy = op->y + y; 696 return 1;
1393 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1394 /* If nothing alive on this space, no need to search the space. */
1395 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1396 continue;
1397
1398 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1399 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1400 npc->enemy = op->enemy;
1401 } 697 }
1402}
1403 698
1404int 699 return 0;
700}
701
702static int
1405dist_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)
1406{ 704{
1407 if (can_hit (part, enemy, rv)) 705 if (can_hit (part, enemy, rv))
1408 return dir; 706 return dir;
1409 707
1410 if (rv->distance < 10) 708 if (rv->distance < 10)
1413 return dir; 711 return dir;
1414 712
1415 return 0; 713 return 0;
1416} 714}
1417 715
1418int 716static int
1419run_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)
1420{ 718{
1421 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 719 if (can_hit (part, enemy, rv))
1422 {
1423 ob->move_status++;
1424 return (dir); 720 return dir;
1425 } 721 else
1426 else if (ob->move_status > 20)
1427 ob->move_status = 0;
1428
1429 return absdir (dir + 4); 722 return absdir (dir + 4);
1430} 723}
1431 724
1432int 725static int
1433hitrun_att (int dir, object *ob, object *enemy) 726hitrun_att (int dir, object *ob, object *enemy)
1434{ 727{
1435 if (ob->move_status++ < 25) 728 if (ob->move_status++ < 25)
1436 return dir; 729 return dir;
1437 else if (ob->move_status < 50) 730 else if (ob->move_status < 50)
1440 ob->move_status = 0; 733 ob->move_status = 0;
1441 734
1442 return absdir (dir + 4); 735 return absdir (dir + 4);
1443} 736}
1444 737
1445int 738static int
1446wait_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)
1447{ 740{
1448
1449 int inrange = can_hit (part, enemy, rv); 741 int inrange = can_hit (part, enemy, rv);
1450 742
1451 if (ob->move_status || inrange) 743 if (ob->move_status || inrange)
1452 ob->move_status++; 744 ob->move_status++;
1453 745
1460 752
1461 ob->move_status = 0; 753 ob->move_status = 0;
1462 return 0; 754 return 0;
1463} 755}
1464 756
1465int 757static int
1466disthit_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)
1467{ 759{
1468
1469 /* The logic below here looked plain wrong before. Basically, what should 760 /* The logic below here looked plain wrong before. Basically, what should
1470 * 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,
1471 * the creature should run away (dir+4) 762 * the creature should run away (dir+4)
1472 * 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
1473 * 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
1474 * server should try to be resilant enough to avoid the problem 765 * server should try to be resilant enough to avoid the problem
1475 */ 766 */
1476 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)
1477 return absdir (dir + 4); 768 return absdir (dir + 4);
1478 769
1479 return dist_att (dir, ob, enemy, part, rv); 770 return dist_att (dir, ob, enemy, part, rv);
1480} 771}
1481 772
1482int 773static int
1483wait_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)
1484{ 775{
1485 if (rv->distance < 9) 776 if (rv->distance < 9)
1486 return absdir (dir + 4); 777 return absdir (dir + 4);
1487 778
1488 return 0; 779 return 0;
1489} 780}
1490 781
1491void 782static void
1492circ1_move (object *ob) 783circ1_move (object *ob)
1493{ 784{
1494 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 };
1495 786
1496 if (++ob->move_status > 11) 787 if (++ob->move_status > 11)
1498 789
1499 if (!(move_object (ob, circle[ob->move_status]))) 790 if (!(move_object (ob, circle[ob->move_status])))
1500 move_object (ob, rndm (8) + 1); 791 move_object (ob, rndm (8) + 1);
1501} 792}
1502 793
1503void 794static void
1504circ2_move (object *ob) 795circ2_move (object *ob)
1505{ 796{
1506 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 };
1507 798
1508 if (++ob->move_status > 19) 799 if (++ob->move_status > 19)
1510 801
1511 if (!(move_object (ob, circle[ob->move_status]))) 802 if (!(move_object (ob, circle[ob->move_status])))
1512 move_object (ob, rndm (8) + 1); 803 move_object (ob, rndm (8) + 1);
1513} 804}
1514 805
1515void 806static void
1516pace_movev (object *ob) 807pace_movev (object *ob)
1517{ 808{
1518 if (ob->move_status++ > 6) 809 if (ob->move_status++ > 6)
1519 ob->move_status = 0; 810 ob->move_status = 0;
1520 811
1522 move_object (ob, 5); 813 move_object (ob, 5);
1523 else 814 else
1524 move_object (ob, 1); 815 move_object (ob, 1);
1525} 816}
1526 817
1527void 818static void
1528pace_moveh (object *ob) 819pace_moveh (object *ob)
1529{ 820{
1530 if (ob->move_status++ > 6) 821 if (ob->move_status++ > 6)
1531 ob->move_status = 0; 822 ob->move_status = 0;
1532 823
1534 move_object (ob, 3); 825 move_object (ob, 3);
1535 else 826 else
1536 move_object (ob, 7); 827 move_object (ob, 7);
1537} 828}
1538 829
1539void 830static void
1540pace2_movev (object *ob) 831pace2_movev (object *ob)
1541{ 832{
1542 if (ob->move_status++ > 16) 833 if (ob->move_status++ > 16)
1543 ob->move_status = 0; 834 ob->move_status = 0;
1544 835
1550 move_object (ob, 1); 841 move_object (ob, 1);
1551 else 842 else
1552 return; 843 return;
1553} 844}
1554 845
1555void 846static void
1556pace2_moveh (object *ob) 847pace2_moveh (object *ob)
1557{ 848{
1558 if (ob->move_status++ > 16) 849 if (ob->move_status++ > 16)
1559 ob->move_status = 0; 850 ob->move_status = 0;
1560 851
1566 move_object (ob, 7); 857 move_object (ob, 7);
1567 else 858 else
1568 return; 859 return;
1569} 860}
1570 861
1571void 862static void
1572rand_move (object *ob) 863rand_move (object *ob)
1573{ 864{
1574 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)))))
1575 for (int i = 0; i < 5; i++) 866 for (int i = 0; i < 5; i++)
1576 if (move_object (ob, ob->move_status = rndm (8) + 1)) 867 if (move_object (ob, ob->move_status = rndm (8) + 1))
1577 return; 868 return;
869}
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 }
1578} 1197}
1579 1198
1580void 1199void
1581check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1582{ 1201{
1633#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1634 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);
1635#endif 1254#endif
1636 1255
1637 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;
1638} 1671}
1639 1672
1640/* 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
1641 * 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
1642 * 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.
1647 * 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
1648 */ 1681 */
1649int 1682int
1650can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1683can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1651{ 1684{
1652 int radius = MIN_MON_RADIUS, hide_discovery;
1653
1654 /* null detection for any of these condtions always */ 1685 /* null detection for any of these condtions always */
1655 if (!op || !enemy || !op->map || !enemy->map) 1686 if (!op || !enemy || !op->map || !enemy->map)
1656 return 0; 1687 return 0;
1657 1688
1658 /* 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 */
1660 return 0; 1691 return 0;
1661 1692
1662 get_rangevector (op, enemy, rv, 0); 1693 get_rangevector (op, enemy, rv, 0);
1663 1694
1664 /* Monsters always ignore the DM */ 1695 /* Monsters always ignore the DM */
1665 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1666 return 0; 1697 return 0;
1667 1698
1668 /* simple check. Should probably put some range checks in here. */ 1699 /* simple check. Should probably put some range checks in here. */
1669 if (can_see_enemy (op, enemy)) 1700 if (can_see_enemy (op, enemy))
1670 return 1; 1701 return 1;
1671 1702
1672 /* 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
1673 * finding enemies! 1704 * finding enemies!
1674 */ 1705 */
1675 if (op->type == PLAYER) 1706 if (op->is_player ())
1676 return 0; 1707 return 0;
1677 1708
1678 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1709 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1679 * 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
1680 */ 1711 */
1681 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)))
1682 return 0; 1713 return 0;
1683 1714
1715 int radius = MIN_MON_RADIUS;
1716
1684 /* use this for invis also */ 1717 /* use this for invis also */
1685 hide_discovery = op->stats.Int / 5; 1718 int hide_discovery = op->stats.Int / 5;
1686 1719
1687 /* Determine Detection radii */ 1720 /* Determine Detection radii */
1688 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1721 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1689 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1722 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1690 else 1723 else
1691 { /* a level/INT/Dex adjustment for hiding */ 1724 { /* a level/INT/Dex adjustment for hiding */
1692 int bonus = op->level / 2 + op->stats.Int / 5; 1725 int bonus = op->level / 2 + op->stats.Int / 5;
1693 1726
1694 if (enemy->type == PLAYER) 1727 if (enemy->is_player ())
1695 { 1728 {
1696 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) 1729 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1697 bonus -= sk_hide->level; 1730 bonus -= sk_hide->level;
1698 else 1731 else
1699 { 1732 {
1716 radius /= 2; 1749 radius /= 2;
1717 hide_discovery /= 3; 1750 hide_discovery /= 3;
1718 } 1751 }
1719 1752
1720 /* Radii adjustment for enemy standing in the dark */ 1753 /* Radii adjustment for enemy standing in the dark */
1721 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1754 if (!stand_in_light (enemy))
1722 { 1755 {
1723 /* on dark maps body heat can help indicate location with infravision 1756 /* on dark maps body heat can help indicate location with infravision
1724 * undead don't have body heat, so no benefit detecting them. 1757 * undead don't have body heat, so no benefit detecting them.
1725 */ 1758 */
1726 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))
1727 radius += op->map->darkness / 2; 1760 radius += op->map->darklevel () / 2;
1728 else 1761 else
1729 radius -= op->map->darkness / 2; 1762 radius -= op->map->darklevel () / 2;
1730 1763
1731 /* op next to a monster (and not in complete darkness) 1764 /* op next to a monster (and not in complete darkness)
1732 * the monster should have a chance to see you. 1765 * the monster should have a chance to see you.
1733 */ 1766 */
1734 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)
1735 radius = MIN_MON_RADIUS; 1768 radius = MIN_MON_RADIUS;
1736 } /* if on dark map */ 1769 } /* if on dark map */
1737 1770
1738 /* Lets not worry about monsters that have incredible detection 1771 /* Lets not worry about monsters that have incredible detection
1739 * 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
1787 /* Wasn't detected above, so still hidden */ 1820 /* Wasn't detected above, so still hidden */
1788 return 0; 1821 return 0;
1789} 1822}
1790 1823
1791/* 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
1792 * intellegent algorithm. For one thing, we ignore los here, SO it 1825 * intelligent algorithm. For one thing, we ignore los here, SO it
1793 * 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
1794 * other side of a wall (!). 1827 * other side of a wall (!).
1795 */ 1828 */
1796int 1829int
1797stand_in_light (object *op) 1830stand_in_light (object *op)
1798{ 1831{
1799 if (!op) 1832 if (op)
1833 {
1834 if (!op->is_on_map ())
1800 return 0; 1835 return 0;
1801 1836
1837 if (op->map->darklevel () <= 0)
1838 return 1;
1839
1802 if (op->glow_radius > 0) 1840 if (op->glow_radius > 0)
1803 return 1; 1841 return 1;
1804 1842
1805 if (op->map) 1843 if (op->map)
1806 { 1844 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1845 {
1807 /* 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
1808 * 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.
1809 */
1810 for (int x = op->x - MAX_LIGHT_RADIUS; x <= op->x + MAX_LIGHT_RADIUS; x++)
1811 {
1812 for (int y = op->y - MAX_LIGHT_RADIUS; y <= op->y + MAX_LIGHT_RADIUS; y++)
1813 { 1848 */
1814 maptile *m = op->map; 1849 int light = m->at (nx, ny).light;
1815 sint16 nx = x;
1816 sint16 ny = y;
1817 1850
1818 if (xy_normalise (m, nx, ny)) 1851 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1819 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1820 return 1; 1852 return 1;
1821 } 1853 }
1822 }
1823 } 1854 }
1824 1855
1825 return 0; 1856 return 0;
1826} 1857}
1827 1858
1851 { 1882 {
1852 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1853 * However,if you carry any source of light, then the hidden 1884 * However,if you carry any source of light, then the hidden
1854 * creature is seeable (and stupid) */ 1885 * creature is seeable (and stupid) */
1855 1886
1856 if (has_carried_lights (enemy)) 1887 if (enemy->has_carried_lights ())
1857 { 1888 {
1858 if (enemy->flag [FLAG_HIDDEN]) 1889 if (enemy->flag [FLAG_HIDDEN])
1859 { 1890 {
1860 make_visible (enemy); 1891 make_visible (enemy);
1861 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!");
1864 return 1; 1895 return 1;
1865 } 1896 }
1866 else if (enemy->flag [FLAG_HIDDEN]) 1897 else if (enemy->flag [FLAG_HIDDEN])
1867 return 0; 1898 return 0;
1868 1899
1869 /* Invisible enemy. Break apart the check for invis undead/invis looker 1900 /* Invisible enemy. Break apart the check for invis undead/invis looker
1870 * 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,
1871 * and making it a conditional makes the code pretty ugly. 1902 * and making it a conditional makes the code pretty ugly.
1872 */ 1903 */
1873 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1904 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1874 if (makes_invisible_to (enemy, looker)) 1905 if (makes_invisible_to (enemy, looker))
1875 return 0; 1906 return 0;
1876 } 1907 }
1877 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1908 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1878 if (player_can_view (looker, enemy)) 1909 if (player_can_view (looker, enemy))
1879 return 1; 1910 return 1;
1880 1911
1881 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1912 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1882 * unless they carry a light or stand in light. Darkness doesnt 1913 * unless they carry a light or stand in light. Darkness doesnt
1885 * we care about the enemy maps status, not the looker. 1916 * we care about the enemy maps status, not the looker.
1886 * only relevant for tiled maps, but it is possible that the 1917 * only relevant for tiled maps, but it is possible that the
1887 * 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
1888 * case, the looker can still see the enemy 1919 * case, the looker can still see the enemy
1889 */ 1920 */
1890 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1921 if (!stand_in_light (enemy)
1891 && (!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)))
1892 return 0; 1923 return 0;
1893 1924
1894 return 1; 1925 return 1;
1895} 1926}
1896 1927
1928//-GPL

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