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(Generate patch)

Comparing deliantra/server/server/monster.C (file contents):
Revision 1.76 by root, Sun Nov 29 09:41:28 2009 UTC vs.
Revision 1.91 by root, Sun Aug 22 20:11:13 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
65 if (npc->enemy) 65 if (npc->enemy)
66 { 66 {
67 /* I broke these if's apart to better be able to see what 67 /* I broke these if's apart to better be able to see what
68 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
69 */ 69 */
70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (npc->enemy->flag [FLAG_REMOVED] ||
71 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 npc->enemy->flag [FLAG_FREED] ||
72 !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 || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
73 npc->enemy = 0; 73 npc->enemy = 0;
74 74
75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
76 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || ((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)))
78 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
79 npc->enemy = 0; 79 npc->enemy = 0;
80 80
81 81
82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
83 npc->enemy = 0; 83 npc->enemy = 0;
84 84
85 /* 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
86 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
87 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
88 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
89 * as the enemy to attack. 89 * as the enemy to attack.
90 */ 90 */
91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!npc->enemy->flag [FLAG_MONSTER]
92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !npc->enemy->flag [FLAG_GENERATOR]
93 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
95 npc->enemy = 0; 95 npc->enemy = 0;
96 } 96 }
97 97
162 162
163 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. */
164 npc->attacked_by = 0; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
165 165
166 /* if we berserk, we don't care about others - we attack all we can find */ 166 /* if we berserk, we don't care about others - we attack all we can find */
167 if (QUERY_FLAG (npc, FLAG_BERSERK)) 167 if (npc->flag [FLAG_BERSERK])
168 { 168 {
169 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
170 170
171 if (tmp) 171 if (tmp)
172 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
201 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
202 { 202 {
203 /* TODO: that's not finished */ 203 /* TODO: that's not finished */
204 /* 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 */
205 205
206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
211 { 211 {
212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
213 npc->enemy = attacker; 213 npc->enemy = attacker;
214 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
215 } 215 }
216 } 216 }
217 217
218 /* we have no legal enemy or attacker, so we try to target a new one */ 218 /* we have no legal enemy or attacker, so we try to target a new one */
219 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) 219 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
220 { 220 {
221 npc->enemy = get_nearest_player (npc); 221 npc->enemy = get_nearest_player (npc);
222 if (npc->enemy) 222 if (npc->enemy)
223 tmp = check_enemy (npc, rv); 223 tmp = check_enemy (npc, rv);
224 } 224 }
265 /* 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
266 * for that. 266 * for that.
267 */ 267 */
268 if (rv->distance <= radius) 268 if (rv->distance <= radius)
269 { 269 {
270 CLEAR_FLAG (op, FLAG_SLEEP); 270 op->clr_flag (FLAG_SLEEP);
271 return 1; 271 return 1;
272 } 272 }
273 273
274 return 0; 274 return 0;
275} 275}
277static int 277static int
278move_randomly (object *op) 278move_randomly (object *op)
279{ 279{
280 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
282 if (move_object (op, rndm (8) + 1)) 282 if (op->move (rndm (8) + 1))
283 return 1; 283 return 1;
284 284
285 return 0; 285 return 0;
286} 286}
287 287
298 int i; 298 int i;
299 299
300 if (!can_pick (monster, item)) 300 if (!can_pick (monster, item))
301 return 0; 301 return 0;
302 302
303 if (QUERY_FLAG (item, FLAG_UNPAID)) 303 if (item->flag [FLAG_UNPAID])
304 return 0; 304 return 0;
305 305
306 if (monster->pick_up & 64) /* All */ 306 if (monster->pick_up & 64) /* All */
307 flag = 1; 307 flag = 1;
308 308
317 case FOOD: 317 case FOOD:
318 flag = monster->pick_up & 4; 318 flag = monster->pick_up & 4;
319 break; 319 break;
320 320
321 case WEAPON: 321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 322 flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON];
323 break; 323 break;
324 324
325 case ARMOUR: 325 case ARMOUR:
326 case SHIELD: 326 case SHIELD:
327 case HELMET: 327 case HELMET:
328 case BOOTS: 328 case BOOTS:
329 case GLOVES: 329 case GLOVES:
330 case GIRDLE: 330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 331 flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR];
332 break; 332 break;
333 333
334 case SKILL: 334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 335 flag = monster->flag [FLAG_CAN_USE_SKILL];
336 break; 336 break;
337 337
338 case RING: 338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING); 339 flag = monster->flag [FLAG_USE_RING];
340 break; 340 break;
341 341
342 case RANGED:
342 case WAND: 343 case WAND:
343 case HORN: 344 case HORN:
344 case ROD: 345 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 346 flag = monster->flag [FLAG_USE_RANGE];
346 break; 347 break;
347 348
348 case SPELLBOOK: 349 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); 350 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
350 break; 351 break;
351 352
352 case SCROLL: 353 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 354 flag = monster->flag [FLAG_USE_SCROLL];
354 break; 355 break;
355 356
356 case BOW: 357 case BOW:
357 case ARROW: 358 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 359 flag = monster->flag [FLAG_USE_BOW];
359 break; 360 break;
360 } 361 }
361 362
362 /* Simplistic check - if the monster has a location to equip it, he will 363 /* 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 * pick it up. Note that this doesn't handle cases where an item may
403 next = tmp->below; 404 next = tmp->below;
404 if (monster_can_pick (monster, tmp)) 405 if (monster_can_pick (monster, tmp))
405 { 406 {
406 tmp->remove (); 407 tmp->remove ();
407 tmp = insert_ob_in_ob (tmp, monster); 408 tmp = insert_ob_in_ob (tmp, monster);
408 (void) monster_check_apply (monster, tmp); 409 monster_check_apply (monster, tmp);
409 } 410 }
411
410 /* We could try to re-establish the cycling, of the space, but probably 412 /* We could try to re-establish the cycling, of the space, but probably
411 * not a big deal to just bail out. 413 * not a big deal to just bail out.
412 */ 414 */
413 if (next && next->destroyed ()) 415 if (next && next->destroyed ())
414 return; 416 return;
432 switch (tmp->type) 434 switch (tmp->type)
433 { 435 {
434 case T_HANDLE: 436 case T_HANDLE:
435 case TRIGGER: 437 case TRIGGER:
436 if (monster->will_apply & 1) 438 if (monster->will_apply & 1)
437 manual_apply (monster, tmp, 0); 439 monster->apply (tmp);
438 break; 440 break;
439 441
440 case TREASURE: 442 case TREASURE:
441 if (monster->will_apply & 2) 443 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0); 444 monster->apply (tmp);
443 break; 445 break;
444 446
445 } 447 }
446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 448 if (tmp->flag [FLAG_IS_FLOOR])
447 break; 449 break;
448 } 450 }
449} 451}
450 452
451/* Returns 1 is monster should cast spell sp at an enemy 453/* Returns 1 is monster should cast spell sp at an enemy
488{ 490{
489 object *other_weap; 491 object *other_weap;
490 int val = 0, i; 492 int val = 0, i;
491 493
492 for (other_weap = who->inv; other_weap; other_weap = other_weap->below) 494 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
493 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 495 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
494 break; 496 break;
495 497
496 if (!other_weap) /* No other weapons */ 498 if (!other_weap) /* No other weapons */
497 return 1; 499 return 1;
498 500
521{ 523{
522 object *other_armour; 524 object *other_armour;
523 int val = 0, i; 525 int val = 0, i;
524 526
525 for (other_armour = who->inv; other_armour; other_armour = other_armour->below) 527 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
526 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 528 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
527 break; 529 break;
528 530
529 if (other_armour == NULL) /* No other armour, use the new */ 531 if (other_armour == NULL) /* No other armour, use the new */
530 return 1; 532 return 1;
531 533
569void 571void
570monster_check_apply (object *mon, object *item) 572monster_check_apply (object *mon, object *item)
571{ 573{
572 int flag = 0; 574 int flag = 0;
573 575
574 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) 576 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
575 { 577 {
576 SET_FLAG (mon, FLAG_CAST_SPELL); 578 mon->set_flag (FLAG_CAST_SPELL);
577 return; 579 return;
578 } 580 }
579 581
580 /* If for some reason, this item is already applied, no more work to do */ 582 /* If for some reason, this item is already applied, no more work to do */
581 if (QUERY_FLAG (item, FLAG_APPLIED)) 583 if (item->flag [FLAG_APPLIED])
582 return; 584 return;
583 585
584 /* Might be better not to do this - if the monster can fire a bow, 586 /* Might be better not to do this - if the monster can fire a bow,
585 * it is possible in his wanderings, he will find one to use. In 587 * it is possible in his wanderings, he will find one to use. In
586 * which case, it would be nice to have ammo for it. 588 * which case, it would be nice to have ammo for it.
587 */ 589 */
588 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 590 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
589 { 591 {
590 /* Check for the right kind of bow */ 592 /* Check for the right kind of bow */
591 object *bow; 593 object *bow;
592 594
593 for (bow = mon->inv; bow; bow = bow->below) 595 for (bow = mon->inv; bow; bow = bow->below)
594 if (bow->type == BOW && bow->race == item->race) 596 if (bow->type == BOW && bow->race == item->race)
595 { 597 {
596 SET_FLAG (mon, FLAG_READY_BOW); 598 mon->set_flag (FLAG_READY_BOW);
597 LOG (llevMonster, "Found correct bow for arrows.\n");
598 return; /* nothing more to do for arrows */ 599 return; /* nothing more to do for arrows */
599 } 600 }
600 } 601 }
601 602
602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) 603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
603 flag = 1; 604 flag = 1;
604 /* Eating food gets hp back */ 605 /* Eating food gets hp back */
605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) 606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
606 flag = 1; 607 flag = 1;
607 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) 608 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
608 { 609 {
609 if (!item->inv) 610 if (!item->inv)
610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); 611 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
611 else if (monster_should_cast_spell (mon, item->inv)) 612 else if (monster_should_cast_spell (mon, item->inv))
612 SET_FLAG (mon, FLAG_READY_SCROLL); 613 mon->set_flag (FLAG_READY_SCROLL);
613 /* Don't use it right now */ 614 /* Don't use it right now */
614 return; 615 return;
615 } 616 }
616 else if (item->type == WEAPON) 617 else if (item->type == WEAPON)
617 flag = check_good_weapon (mon, item); 618 flag = check_good_weapon (mon, item);
625 /* We never really 'ready' the wand/rod/horn, because that would mean the 626 /* We never really 'ready' the wand/rod/horn, because that would mean the
626 * weapon would get undone. 627 * weapon would get undone.
627 */ 628 */
628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
629 { 630 {
630 SET_FLAG (mon, FLAG_READY_RANGE); 631 mon->set_flag (FLAG_READY_RANGE);
631 SET_FLAG (item, FLAG_APPLIED); 632 item->set_flag (FLAG_APPLIED);
632 } 633 }
633 return; 634 return;
634 } 635 }
635 else if (item->type == BOW) 636 else if (item->type == BOW)
636 { 637 {
637 /* We never really 'ready' the bow, because that would mean the 638 /* We never really 'ready' the bow, because that would mean the
638 * weapon would get undone. 639 * weapon would get undone.
639 */ 640 */
640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
641 SET_FLAG (mon, FLAG_READY_BOW); 642 mon->set_flag (FLAG_READY_BOW);
642 return; 643 return;
643 } 644 }
644 else if (item->type == SKILL) 645 else if (item->type == SKILL)
645 { 646 {
646 /* 647 /*
647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, 648 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
648 * else they can't use the skill... 649 * else they can't use the skill...
649 * Skills also don't need to get applied, so return now. 650 * Skills also don't need to get applied, so return now.
650 */ 651 */
651 SET_FLAG (mon, FLAG_READY_SKILL); 652 mon->set_flag (FLAG_READY_SKILL);
652 return; 653 return;
653 } 654 }
654 655
655 /* if we don't match one of the above types, return now. 656 /* if we don't match one of the above types, return now.
656 * can_apply_object will say that we can apply things like flesh, 657 * can_apply_object will say that we can apply things like flesh,
669 670
670 /* should only be applying this item, not unapplying it. 671 /* should only be applying this item, not unapplying it.
671 * also, ignore status of curse so they can take off old armour. 672 * also, ignore status of curse so they can take off old armour.
672 * monsters have some advantages after all. 673 * monsters have some advantages after all.
673 */ 674 */
674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
675} 676}
676 677
677static int 678static int
678can_hit (object *ob1, object *ob2, rv_vector * rv) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
679{ 680{
680 object *more; 681 object *more;
681 rv_vector rv1; 682 rv_vector rv1;
682 683
683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) 684 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
684 return 0; 685 return 0;
685 686
686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687 return 1; 688 return 1;
688 689
785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
786 787
787 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
788 ob->move_status = 0; 789 ob->move_status = 0;
789 790
790 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(ob->move (circle[ob->move_status])))
791 move_object (ob, rndm (8) + 1); 792 ob->move (rndm (8) + 1);
792} 793}
793 794
794static void 795static void
795circ2_move (object *ob) 796circ2_move (object *ob)
796{ 797{
797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 798 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
798 799
799 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
800 ob->move_status = 0; 801 ob->move_status = 0;
801 802
802 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(ob->move (circle[ob->move_status])))
803 move_object (ob, rndm (8) + 1); 804 ob->move (rndm (8) + 1);
804} 805}
805 806
806static void 807static void
807pace_movev (object *ob) 808pace_movev (object *ob)
808{ 809{
809 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
810 ob->move_status = 0; 811 ob->move_status = 0;
811 812
812 if (ob->move_status < 4) 813 if (ob->move_status < 4)
813 move_object (ob, 5); 814 ob->move (5);
814 else 815 else
815 move_object (ob, 1); 816 ob->move (1);
816} 817}
817 818
818static void 819static void
819pace_moveh (object *ob) 820pace_moveh (object *ob)
820{ 821{
821 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
822 ob->move_status = 0; 823 ob->move_status = 0;
823 824
824 if (ob->move_status < 4) 825 if (ob->move_status < 4)
825 move_object (ob, 3); 826 ob->move (3);
826 else 827 else
827 move_object (ob, 7); 828 ob->move (7);
828} 829}
829 830
830static void 831static void
831pace2_movev (object *ob) 832pace2_movev (object *ob)
832{ 833{
833 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
834 ob->move_status = 0; 835 ob->move_status = 0;
835 836
836 if (ob->move_status < 6) 837 if (ob->move_status < 6)
837 move_object (ob, 5); 838 ob->move (5);
838 else if (ob->move_status < 8) 839 else if (ob->move_status < 8)
839 return; 840 return;
840 else if (ob->move_status < 13) 841 else if (ob->move_status < 13)
841 move_object (ob, 1); 842 ob->move (1);
842 else 843 else
843 return; 844 return;
844} 845}
845 846
846static void 847static void
848{ 849{
849 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
850 ob->move_status = 0; 851 ob->move_status = 0;
851 852
852 if (ob->move_status < 6) 853 if (ob->move_status < 6)
853 move_object (ob, 3); 854 ob->move (3);
854 else if (ob->move_status < 8) 855 else if (ob->move_status < 8)
855 return; 856 return;
856 else if (ob->move_status < 13) 857 else if (ob->move_status < 13)
857 move_object (ob, 7); 858 ob->move (7);
858 else 859 else
859 return; 860 return;
860} 861}
861 862
862static void 863static void
863rand_move (object *ob) 864rand_move (object *ob)
864{ 865{
865 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 866 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++) 867 for (int i = 0; i < 5; i++)
867 if (move_object (ob, ob->move_status = rndm (8) + 1)) 868 if (ob->move (ob->move_status = rndm (8) + 1))
868 return; 869 return;
869} 870}
870 871
871#define MAX_KNOWN_SPELLS 20 872#define MAX_KNOWN_SPELLS 20
872 873
922 * other monsters) 923 * other monsters)
923 */ 924 */
924 if (!(dir = path_to_player (part, pl, 0))) 925 if (!(dir = path_to_player (part, pl, 0)))
925 return 0; 926 return 0;
926 927
927 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 928 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
928 { 929 {
929 get_rangevector (head, owner, &rv1, 0x1); 930 get_rangevector (head, owner, &rv1, 0x1);
930 if (dirdiff (dir, rv1.direction) < 2) 931 if (dirdiff (dir, rv1.direction) < 2)
931 return 0; /* Might hit owner with spell */ 932 return 0; /* Might hit owner with spell */
932 } 933 }
933 934
934 if (QUERY_FLAG (head, FLAG_CONFUSED)) 935 if (head->flag [FLAG_CONFUSED])
935 dir = absdir (dir + rndm (3) + rndm (3) - 2); 936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
936 937
937 /* If the monster hasn't already chosen a spell, choose one 938 /* 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 * 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 * could be different by the time the monster goes again).
940 */ 941 */
941 if (head->spellitem == NULL) 942 if (head->spellitem == NULL)
942 { 943 {
943 if ((spell_item = monster_choose_random_spell (head)) == NULL) 944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
944 { 945 {
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 */ 946 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
947 return 0; 947 return 0;
948 } 948 }
949 949
950 if (spell_item->type == SPELLBOOK) 950 if (spell_item->type == SPELLBOOK)
951 { 951 {
998 * other monsters) 998 * other monsters)
999 */ 999 */
1000 if (!(dir = path_to_player (part, pl, 0))) 1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0; 1001 return 0;
1002 1002
1003 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1003 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1004 { 1004 {
1005 get_rangevector (head, owner, &rv1, 0x1); 1005 get_rangevector (head, owner, &rv1, 0x1);
1006 if (dirdiff (dir, rv1.direction) < 2) 1006 if (dirdiff (dir, rv1.direction) < 2)
1007 { 1007 {
1008 return 0; /* Might hit owner with spell */ 1008 return 0; /* Might hit owner with spell */
1009 } 1009 }
1010 } 1010 }
1011 1011
1012 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1012 if (head->flag [FLAG_CONFUSED])
1013 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1014 1014
1015 for (scroll = head->inv; scroll; scroll = scroll->below) 1015 for (scroll = head->inv; scroll; scroll = scroll->below)
1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017 break; 1017 break;
1018 1018
1019 /* Used up all his scrolls, so nothing do to */ 1019 /* Used up all his scrolls, so nothing do to */
1020 if (!scroll) 1020 if (!scroll)
1021 { 1021 {
1022 CLEAR_FLAG (head, FLAG_READY_SCROLL); 1022 head->clr_flag (FLAG_READY_SCROLL);
1023 return 0; 1023 return 0;
1024 } 1024 }
1025 1025
1026 /* Spell should be cast on caster (ie, heal, strength) */ 1026 /* Spell should be cast on caster (ie, heal, strength) */
1027 if (scroll->inv->range == 0) 1027 if (scroll->inv->range == 0)
1048 object *skill, *owner; 1048 object *skill, *owner;
1049 1049
1050 if (!(dir = path_to_player (part, pl, 0))) 1050 if (!(dir = path_to_player (part, pl, 0)))
1051 return 0; 1051 return 0;
1052 1052
1053 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1053 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1054 { 1054 {
1055 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1055 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1056 1056
1057 if (dirdiff (dir, dir2) < 1) 1057 if (dirdiff (dir, dir2) < 1)
1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1059 } 1059 }
1060 1060
1061 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1061 if (head->flag [FLAG_CONFUSED])
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063 1063
1064 object *new_skill = 0;
1065
1064 /* skill selection - monster will use the next unused skill. 1066 // skill selection - monster will use the last unused skill
1065 * well...the following scenario will allow the monster to 1067 // and rotate, eventually cycling through all skills.
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) 1068 for (skill = head->inv; skill; skill = skill->below)
1070 if (skill->type == SKILL && skill != head->chosen_skill) 1069 if (skill->type == SKILL && skill != head->chosen_skill)
1071 { 1070 new_skill = skill;
1071
1072 if (new_skill)
1072 head->chosen_skill = skill; 1073 splay (head->chosen_skill = new_skill);
1073 break;
1074 }
1075
1076 if (!skill && !head->chosen_skill) 1074 else if (!head->chosen_skill)
1077 { 1075 {
1078 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 1076 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1079 CLEAR_FLAG (head, FLAG_READY_SKILL); 1077 head->clr_flag (FLAG_READY_SKILL);
1080 return 0; 1078 return 0;
1081 } 1079 }
1082 1080
1083 /* use skill */ 1081 /* use skill */
1084 return do_skill (head, part, head->chosen_skill, dir, NULL); 1082 return do_skill (head, part, head->chosen_skill, dir, NULL);
1092 int at_least_one = 0; 1090 int at_least_one = 0;
1093 1091
1094 if (!(dir = path_to_player (part, pl, 0))) 1092 if (!(dir = path_to_player (part, pl, 0)))
1095 return 0; 1093 return 0;
1096 1094
1097 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1095 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1098 { 1096 {
1099 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1097 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1100 1098
1101 if (dirdiff (dir, dir2) < 2) 1099 if (dirdiff (dir, dir2) < 2)
1102 return 0; /* Might hit owner with spell */ 1100 return 0; /* Might hit owner with spell */
1103 } 1101 }
1104 1102
1105 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1103 if (head->flag [FLAG_CONFUSED])
1106 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1104 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1107 1105
1108 for (wand = head->inv; wand; wand = wand->below) 1106 for (wand = head->inv; wand; wand = wand->below)
1109 { 1107 {
1110 if (wand->type == WAND) 1108 if (wand->type == WAND)
1118 1116
1119 if (!(--wand->stats.food)) 1117 if (!(--wand->stats.food))
1120 { 1118 {
1121 if (wand->arch) 1119 if (wand->arch)
1122 { 1120 {
1123 CLEAR_FLAG (wand, FLAG_ANIMATE); 1121 wand->clr_flag (FLAG_ANIMATE);
1124 wand->face = wand->arch->face; 1122 wand->face = wand->arch->face;
1125 wand->set_speed (0); 1123 wand->set_speed (0);
1126 } 1124 }
1127 } 1125 }
1128 /* Success */ 1126 /* Success */
1149 1147
1150 if (at_least_one) 1148 if (at_least_one)
1151 return 0; 1149 return 0;
1152 1150
1153 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); 1151 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); 1152 head->clr_flag (FLAG_READY_RANGE);
1155 return 0; 1153 return 0;
1156} 1154}
1157 1155
1158static int 1156static int
1159monster_use_bow (object *head, object *part, object *pl, int dir) 1157monster_use_bow (object *head, object *part, object *pl, int dir)
1161 object *owner; 1159 object *owner;
1162 1160
1163 if (!(dir = path_to_player (part, pl, 0))) 1161 if (!(dir = path_to_player (part, pl, 0)))
1164 return 0; 1162 return 0;
1165 1163
1166 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1164 if (head->flag [FLAG_CONFUSED])
1167 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1165 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1168 1166
1169 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1167 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1170 { 1168 {
1171 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1169 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1172 1170
1173 if (dirdiff (dir, dir2) < 1) 1171 if (dirdiff (dir, dir2) < 1)
1174 return 0; /* Might hit owner with arrow */ 1172 return 0; /* Might hit owner with arrow */
1175 } 1173 }
1176 1174
1180} 1178}
1181 1179
1182void 1180void
1183npc_call_help (object *op) 1181npc_call_help (object *op)
1184{ 1182{
1185 unordered_mapwalk (op, -7, -7, 7, 7) 1183 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1186 { 1184 {
1187 mapspace &ms = m->at (nx, ny); 1185 mapspace &ms = m->at (nx, ny);
1188 1186
1189 /* If nothing alive on this space, no need to search the space. */ 1187 /* If nothing alive on this space, no need to search the space. */
1190 if (!(ms.flags () & P_IS_ALIVE)) 1188 if (!(ms.flags () & P_IS_ALIVE))
1191 continue; 1189 continue;
1192 1190
1193 for (object *npc = ms.bot; npc; npc = npc->above) 1191 for (object *npc = ms.bot; npc; npc = npc->above)
1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1192 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1195 npc->enemy = op->enemy; 1193 npc->enemy = op->enemy;
1196 } 1194 }
1197} 1195}
1198 1196
1199void 1197void
1239 * marked item and throw it to the enemy. 1237 * marked item and throw it to the enemy.
1240 */ 1238 */
1241 for (tmp = op->inv; tmp; tmp = tmp->below) 1239 for (tmp = op->inv; tmp; tmp = tmp->below)
1242 { 1240 {
1243 /* Can't throw invisible objects or items that are applied */ 1241 /* Can't throw invisible objects or items that are applied */
1244 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1242 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1245 continue; 1243 continue;
1246 1244
1247 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1245 if (tmp->flag [FLAG_IS_THROWN])
1248 break; 1246 break;
1249 1247
1250 } 1248 }
1251 1249
1252#ifdef DEBUG_THROW 1250#ifdef DEBUG_THROW
1274 1272
1275 /* for target facing, we copy this value here for fast access */ 1273 /* for target facing, we copy this value here for fast access */
1276 if (oph->head) /* force update the head - one arch one pic */ 1274 if (oph->head) /* force update the head - one arch one pic */
1277 oph = oph->head; 1275 oph = oph->head;
1278 1276
1279 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 1277 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1280 enemy = op->enemy = NULL; 1278 enemy = op->enemy = 0;
1281 else if ((enemy = find_enemy (op, &rv))) 1279 else if ((enemy = find_enemy (op, &rv)))
1282 /* we have an enemy, just tell him we want him dead */ 1280 /* we have an enemy, just tell him we want him dead */
1283 enemy->attacked_by = op; /* our ptr */ 1281 enemy->attacked_by = op; /* our ptr */
1284 1282
1285 /* generate hp, if applicable */ 1283 /* generate hp, if applicable */
1287 { 1285 {
1288 /* last heal is in funny units. Dividing by speed puts 1286 /* last heal is in funny units. Dividing by speed puts
1289 * the regeneration rate on a basis of time instead of 1287 * the regeneration rate on a basis of time instead of
1290 * #moves the monster makes. The scaling by 8 is 1288 * #moves the monster makes. The scaling by 8 is
1291 * to capture 8th's of a hp fraction regens 1289 * 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 */ 1290 */
1296 1291 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
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 */ 1292 op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1299 op->last_heal %= 32; 1293 op->last_heal = last_heal % 32;
1300 1294
1301 /* So if the monster has gained enough HP that they are no longer afraid */ 1295 /* 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)) 1296 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1303 CLEAR_FLAG (op, FLAG_RUN_AWAY); 1297 op->flag [FLAG_RUN_AWAY] = false;
1304
1305 if (op->stats.hp > op->stats.maxhp)
1306 op->stats.hp = op->stats.maxhp;
1307 } 1298 }
1308 1299
1309 /* generate sp, if applicable */ 1300 /* generate sp, if applicable */
1310 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 1301 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1311 { 1302 {
1312 /* last_sp is in funny units. Dividing by speed puts 1303 /* last_sp is in funny units. Dividing by speed puts
1313 * the regeneration rate on a basis of time instead of 1304 * the regeneration rate on a basis of time instead of
1314 * #moves the monster makes. The scaling by 8 is 1305 * #moves the monster makes. The scaling by 8 is
1315 * to capture 8th's of a sp fraction regens 1306 * 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 */ 1307 */
1320 1308
1321 op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed); 1309 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1322 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 1310 op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1323 op->last_sp %= 128; 1311 op->last_sp = last_sp % 128;
1324 } 1312 }
1325 1313
1326 /* this should probably get modified by many more values. 1314 /* this should probably get modified by many more values.
1327 * (eg, creatures resistance to fear, level, etc. ) 1315 * (eg, creatures resistance to fear, level, etc. )
1328 */ 1316 */
1329 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 1317 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1330 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 1318 op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1331 1319
1332 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 1320 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1333 return QUERY_FLAG (op, FLAG_FREED); 1321 return op->flag [FLAG_FREED];
1334 1322
1335 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 1323 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1336 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 1324 ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1337 if (!check_wakeup (op, enemy, &rv)) 1325 if (!check_wakeup (op, enemy, &rv))
1338 return 0; 1326 return 0;
1339 1327
1340 /* check if monster pops out of hidden spot */ 1328 /* check if monster pops out of hidden spot */
1341 if (op->flag [FLAG_HIDDEN]) 1329 if (op->flag [FLAG_HIDDEN])
1348 monster_apply_below (op); /* Check for items to apply below */ 1336 monster_apply_below (op); /* Check for items to apply below */
1349 1337
1350 /* If we don't have an enemy, do special movement or the like */ 1338 /* If we don't have an enemy, do special movement or the like */
1351 if (!enemy) 1339 if (!enemy)
1352 { 1340 {
1353 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 1341 if (op->flag [FLAG_ONLY_ATTACK])
1354 { 1342 {
1355 op->drop_and_destroy (); 1343 op->drop_and_destroy ();
1356 return 1; 1344 return 1;
1357 } 1345 }
1358 1346
1359 /* Probably really a bug for a creature to have both 1347 /* Probably really a bug for a creature to have both
1360 * stand still and a movement type set. 1348 * stand still and a movement type set.
1361 */ 1349 */
1362 if (!QUERY_FLAG (op, FLAG_STAND_STILL)) 1350 if (!op->flag [FLAG_STAND_STILL])
1363 { 1351 {
1364 if (op->attack_movement & HI4) 1352 if (op->attack_movement & HI4)
1365 { 1353 {
1366 switch (op->attack_movement & HI4) 1354 switch (op->attack_movement & HI4)
1367 { 1355 {
1402 break; 1390 break;
1403 } 1391 }
1404 1392
1405 return 0; 1393 return 0;
1406 } 1394 }
1407 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 1395 else if (op->flag [FLAG_RANDOM_MOVE])
1408 move_randomly (op); 1396 move_randomly (op);
1409 } /* stand still */ 1397 } /* stand still */
1410 1398
1411 return 0; 1399 return 0;
1412 } /* no enemy */ 1400 } /* no enemy */
1437 1425
1438 /* Move the check for scared up here - if the monster was scared, 1426 /* 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 1427 * we were not doing any of the logic below, so might as well save
1440 * a few cpu cycles. 1428 * a few cpu cycles.
1441 */ 1429 */
1442 if (!QUERY_FLAG (op, FLAG_SCARED)) 1430 if (!op->flag [FLAG_SCARED])
1443 { 1431 {
1444 rv_vector rv1; 1432 rv_vector rv1;
1445 1433
1446 /* now we test every part of an object .... this is a real ugly piece of code */ 1434 /* now we test every part of an object .... this is a real ugly piece of code */
1447 for (part = op; part; part = part->more) 1435 for (part = op; part; part = part->more)
1450 dir = rv1.direction; 1438 dir = rv1.direction;
1451 1439
1452 /* hm, not sure about this part - in original was a scared flag here too 1440 /* 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 1441 * but that we test above... so can be old code here
1454 */ 1442 */
1455 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 1443 if (op->flag [FLAG_RUN_AWAY])
1456 dir = absdir (dir + 4); 1444 dir = absdir (dir + 4);
1457 1445
1458 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1446 if (op->flag [FLAG_CONFUSED])
1459 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1447 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1460 1448
1461 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) 1449 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1462 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 1450 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1463 return 0; 1451 return 0;
1464 1452
1465 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) 1453 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1466 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 1454 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1467 return 0; 1455 return 0;
1468 1456
1469 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) 1457 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1470 if (monster_use_range (op, part, enemy, dir)) 1458 if (monster_use_range (op, part, enemy, dir))
1471 return 0; 1459 return 0;
1472 1460
1473 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) 1461 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1474 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 1462 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1475 return 0; 1463 return 0;
1476 1464
1477 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) 1465 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1478 if (monster_use_bow (op, part, enemy, dir)) 1466 if (monster_use_bow (op, part, enemy, dir))
1479 return 0; 1467 return 0;
1480 } /* for processing of all parts */ 1468 } /* for processing of all parts */
1481 } /* If not scared */ 1469 } /* If not scared */
1482 1470
1522 dir = sdir; 1510 dir = sdir;
1523 else if (smell) 1511 else if (smell)
1524 { 1512 {
1525 // no better smell found, so assume the player jumped, and erase this smell 1513 // no better smell found, so assume the player jumped, and erase this smell
1526 //printf ("erasing smell %d\n", op->ms ().smell);//D 1514 //printf ("erasing smell %d\n", op->ms ().smell);//D
1527 unordered_mapwalk (op, -1, -1, 1, 1) 1515 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1528 m->at (nx, ny).smell = 0; 1516 m->at (nx, ny).smell = 0;
1529 } 1517 }
1530 } 1518 }
1531 1519
1532//+GPL 1520//+GPL
1533 1521
1534 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 1522 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1535 dir = absdir (dir + 4); 1523 dir = absdir (dir + 4);
1536 1524
1537 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1525 if (op->flag [FLAG_CONFUSED])
1538 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1539 1527
1540 pre_att_dir = dir; /* remember the original direction */ 1528 pre_att_dir = dir; /* remember the original direction */
1541 1529
1542 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 1530 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1543 { 1531 {
1544 switch (op->attack_movement & LO4) 1532 switch (op->attack_movement & LO4)
1545 { 1533 {
1546 case DISTATT: 1534 case DISTATT:
1547 dir = dist_att (dir, op, enemy, part, &rv); 1535 dir = dist_att (dir, op, enemy, part, &rv);
1577 } 1565 }
1578 1566
1579 if (!dir) 1567 if (!dir)
1580 return 0; 1568 return 0;
1581 1569
1582 if (!QUERY_FLAG (op, FLAG_STAND_STILL)) 1570 if (!op->flag [FLAG_STAND_STILL])
1583 { 1571 {
1584 if (move_object (op, dir)) /* Can the monster move directly toward player? */ 1572 if (op->move (dir)) /* Can the monster move directly toward player? */
1585 { 1573 {
1586 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 1574 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1587 if ((op->attack_movement & LO4) == DISTATT) 1575 if ((op->attack_movement & LO4) == DISTATT)
1588 op->direction = pre_att_dir; 1576 op->direction = pre_att_dir;
1589 1577
1590 return 0; 1578 return 0;
1591 } 1579 }
1592 1580
1593 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 1581 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1594 { 1582 {
1595 /* Try move around corners if !close */ 1583 /* Try move around corners if !close */
1596 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; 1584 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1597 1585
1598 for (diff = 1; diff <= maxdiff; diff++) 1586 for (diff = 1; diff <= maxdiff; diff++)
1599 { 1587 {
1600 /* try different detours */ 1588 /* try different detours */
1601 int m = 1 - rndm (2) * 2; /* Try left or right first? */ 1589 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1602 1590
1603 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 1591 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1604 return 0; 1592 return 0;
1605 } 1593 }
1606 } 1594 }
1607 } /* if monster is not standing still */ 1595 } /* if monster is not standing still */
1608 1596
1612 1600
1613 /* 1601 /*
1614 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 1602 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1615 * direction if they can't move away. 1603 * direction if they can't move away.
1616 */ 1604 */
1617 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) 1605 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1618 if (move_randomly (op)) 1606 if (move_randomly (op))
1619 return 0; 1607 return 0;
1620 1608
1621 /* 1609 /*
1622 * Try giving the monster a new enemy - the player that is closest 1610 * Try giving the monster a new enemy - the player that is closest
1627 * are two players flanking the monster at close distance, but which 1615 * 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 1616 * 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 1617 * the monster could get to - as it is, the monster won't look at that
1630 * third one. 1618 * third one.
1631 */ 1619 */
1632 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) 1620 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1633 { 1621 {
1634 object *nearest_player = get_nearest_player (op); 1622 object *nearest_player = get_nearest_player (op);
1635 1623
1636 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 1624 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1637 { 1625 {
1638 op->enemy = 0; 1626 op->enemy = 0;
1639 enemy = nearest_player; 1627 enemy = nearest_player;
1640 } 1628 }
1641 } 1629 }
1642 1630
1643 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 1631 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1644 { 1632 {
1645 /* The adjustement to wc that was here before looked totally bogus - 1633 /* The adjustement to wc that was here before looked totally bogus -
1646 * since wc can in fact get negative, that would mean by adding 1634 * since wc can in fact get negative, that would mean by adding
1647 * the current wc, the creature gets better? Instead, just 1635 * the current wc, the creature gets better? Instead, just
1648 * add a fixed amount - nasty creatures that are runny away should 1636 * add a fixed amount - nasty creatures that are runny away should
1649 * still be pretty nasty. 1637 * still be pretty nasty.
1650 */ 1638 */
1651 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 1639 if (op->flag [FLAG_RUN_AWAY])
1652 { 1640 {
1653 part->stats.wc += 10; 1641 part->stats.wc += 10;
1654 skill_attack (enemy, part, 0, NULL, NULL); 1642 skill_attack (enemy, part, 0, NULL, NULL);
1655 part->stats.wc -= 10; 1643 part->stats.wc -= 10;
1656 } 1644 }
1657 else 1645 else
1658 skill_attack (enemy, part, 0, NULL, NULL); 1646 skill_attack (enemy, part, 0, NULL, NULL);
1659 } /* if monster is in attack range */ 1647 } /* if monster is in attack range */
1660 1648
1661 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 1649 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1662 return 1; 1650 return 1;
1663 1651
1664 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 1652 if (op->flag [FLAG_ONLY_ATTACK])
1665 { 1653 {
1666 op->drop_and_destroy (); 1654 op->drop_and_destroy ();
1667 return 1; 1655 return 1;
1668 } 1656 }
1669 1657
1691 return 0; 1679 return 0;
1692 1680
1693 get_rangevector (op, enemy, rv, 0); 1681 get_rangevector (op, enemy, rv, 0);
1694 1682
1695 /* Monsters always ignore the DM */ 1683 /* Monsters always ignore the DM */
1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) 1684 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1697 return 0; 1685 return 0;
1698 1686
1699 /* simple check. Should probably put some range checks in here. */ 1687 /* simple check. Should probably put some range checks in here. */
1700 if (can_see_enemy (op, enemy)) 1688 if (can_see_enemy (op, enemy))
1701 return 1; 1689 return 1;
1742 hide_discovery += bonus * 5; 1730 hide_discovery += bonus * 5;
1743 } /* else creature has modifiers for hiding */ 1731 } /* else creature has modifiers for hiding */
1744 1732
1745 /* Radii stealth adjustment. Only if you are stealthy 1733 /* Radii stealth adjustment. Only if you are stealthy
1746 * will you be able to sneak up closer to creatures */ 1734 * will you be able to sneak up closer to creatures */
1747 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1735 if (enemy->flag [FLAG_STEALTH])
1748 { 1736 {
1749 radius /= 2; 1737 radius /= 2;
1750 hide_discovery /= 3; 1738 hide_discovery /= 3;
1751 } 1739 }
1752 1740
1754 if (!stand_in_light (enemy)) 1742 if (!stand_in_light (enemy))
1755 { 1743 {
1756 /* on dark maps body heat can help indicate location with infravision 1744 /* on dark maps body heat can help indicate location with infravision
1757 * undead don't have body heat, so no benefit detecting them. 1745 * undead don't have body heat, so no benefit detecting them.
1758 */ 1746 */
1759 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1747 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1760 radius += op->map->darklevel () / 2; 1748 radius += op->map->darklevel () / 2;
1761 else 1749 else
1762 radius -= op->map->darklevel () / 2; 1750 radius -= op->map->darklevel () / 2;
1763 1751
1764 /* op next to a monster (and not in complete darkness) 1752 /* op next to a monster (and not in complete darkness)
1839 1827
1840 if (op->glow_radius > 0) 1828 if (op->glow_radius > 0)
1841 return 1; 1829 return 1;
1842 1830
1843 if (op->map) 1831 if (op->map)
1844 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1832 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1845 { 1833 {
1834 mapspace &ms = m->at (nx, ny);
1835
1836 ms.update ();
1837
1846 /* Check the spaces with the max light radius to see if any of them 1838 /* Check the spaces with the max light radius to see if any of them
1847 * have lights, and if any of them light the player enough, then return 1. 1839 * have lights, and if any of them light the player enough, then return 1.
1848 */ 1840 */
1849 int light = m->at (nx, ny).light; 1841 int light = ms.light;
1850 1842
1851 if (expect_false (light > 0) && idistance (dx, dy) <= light) 1843 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1852 return 1; 1844 return 1;
1853 } 1845 }
1854 } 1846 }
1865can_see_enemy (object *op, object *enemy) 1857can_see_enemy (object *op, object *enemy)
1866{ 1858{
1867 object *looker = op->head ? op->head : op; 1859 object *looker = op->head ? op->head : op;
1868 1860
1869 /* safety */ 1861 /* safety */
1870 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1862 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1871 return 0; 1863 return 0;
1872 1864
1873 /* we dont give a full treatment of xrays here (shorter range than normal, 1865 /* we dont give a full treatment of xrays here (shorter range than normal,
1874 * see through walls). Should we change the code elsewhere to make you 1866 * see through walls). Should we change the code elsewhere to make you
1875 * blind even if you can xray? 1867 * blind even if you can xray?
1876 */ 1868 */
1877 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1869 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1878 return 0; 1870 return 0;
1879 1871
1880 /* checking for invisible things */ 1872 /* checking for invisible things */
1881 if (enemy->invisible) 1873 if (enemy->invisible)
1882 { 1874 {
1899 1891
1900 /* Invisible enemy. Break apart the check for invis undead/invis looker 1892 /* Invisible enemy. Break apart the check for invis undead/invis looker
1901 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1893 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1902 * and making it a conditional makes the code pretty ugly. 1894 * and making it a conditional makes the code pretty ugly.
1903 */ 1895 */
1904 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1896 if (!looker->flag [FLAG_SEE_INVISIBLE])
1905 if (makes_invisible_to (enemy, looker)) 1897 if (makes_invisible_to (enemy, looker))
1906 return 0; 1898 return 0;
1907 } 1899 }
1908 else if (looker->is_player ()) /* for players, a (possible) shortcut */ 1900 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1909 if (player_can_view (looker, enemy)) 1901 if (player_can_view (looker, enemy))
1917 * only relevant for tiled maps, but it is possible that the 1909 * only relevant for tiled maps, but it is possible that the
1918 * enemy is on a bright map and the looker on a dark - in that 1910 * enemy is on a bright map and the looker on a dark - in that
1919 * case, the looker can still see the enemy 1911 * case, the looker can still see the enemy
1920 */ 1912 */
1921 if (!stand_in_light (enemy) 1913 if (!stand_in_light (enemy)
1922 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1914 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1923 return 0; 1915 return 0;
1924 1916
1925 return 1; 1917 return 1;
1926} 1918}
1927 1919

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