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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.18 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.78 by root, Sun Feb 7 04:22:33 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
35 * set to sane values. 38 * set to sane values.
36 */ 39 */
37object * 40object *
38check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
39{ 42{
40
41 /* if this is pet, let him attack the same enemy as his owner 43 /* if this is pet, let him attack the same enemy as his owner
42 * TODO: when there is no ower enemy, try to find a target, 44 * TODO: when there is no ower enemy, try to find a target,
43 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
44 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
45 { 47 {
47 npc->enemy = NULL; 49 npc->enemy = NULL;
48 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
49 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
50 } 52 }
51 53
52 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
53 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
54 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
55 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
56 */ 58 */
57 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
58 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
59 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
60 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
61 * too. */ 63 * too. */
62 64
66 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
67 */ 69 */
68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
69 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
70 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
71 npc->enemy = NULL; 73 npc->enemy = 0;
72 74
73 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
74 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
77 npc->enemy = NULL; 79 npc->enemy = 0;
78 80
79 81
80 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
81 npc->enemy = NULL; 83 npc->enemy = 0;
82 84
83 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
84 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
85 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
86 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
87 * as the enemy to attack. 89 * as the enemy to attack.
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) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM)
91 npc->enemy = NULL; 95 npc->enemy = 0;
92
93 } 96 }
97
94 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
95} 99}
96 100
97/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
98 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
99 * 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
112find_nearest_living_creature (object *npc) 116find_nearest_living_creature (object *npc)
113{ 117{
114 int i, mflags; 118 int i, mflags;
115 sint16 nx, ny; 119 sint16 nx, ny;
116 maptile *m; 120 maptile *m;
117 object *tmp;
118 int search_arr[SIZEOFFREE]; 121 int search_arr[SIZEOFFREE];
119 122
120 get_search_arr (search_arr); 123 get_search_arr (search_arr);
124
121 for (i = 0; i < SIZEOFFREE; i++) 125 for (i = 0; i < SIZEOFFREE; i++)
122 { 126 {
123 /* modified to implement smart searching using search_arr 127 /* modified to implement smart searching using search_arr
124 * guidance array to determine direction of search order 128 * guidance array to determine direction of search order
125 */ 129 */
126 nx = npc->x + freearr_x[search_arr[i]]; 130 nx = npc->x + freearr_x[search_arr[i]];
127 ny = npc->y + freearr_y[search_arr[i]]; 131 ny = npc->y + freearr_y[search_arr[i]];
128 m = npc->map; 132 m = npc->map;
129 133
130 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135
131 if (mflags & P_OUT_OF_MAP) 136 if (mflags & P_OUT_OF_MAP)
132 continue; 137 continue;
133 138
134 if (mflags & P_IS_ALIVE) 139 if (mflags & P_IS_ALIVE)
135 { 140 {
136 tmp = GET_MAP_OB (m, nx, ny); 141 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
137 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 142 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
138 tmp = tmp->above;
139
140 if (!tmp)
141 {
142 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
143 m->path, nx, ny);
144 }
145 else
146 {
147 if (can_see_monsterP (m, nx, ny, i)) 143 if (can_see_monsterP (m, nx, ny, i))
148 return tmp; 144 return tmp;
149 } 145 }
150 } /* is something living on this space */
151 } 146 }
152 return NULL; /* nothing found */
153}
154 147
148 return 0;
149}
155 150
156/* Tries to find an enmy for npc. We pass the range vector since 151/* Tries to find an enemy for npc. We pass the range vector since
157 * our caller will find the information useful. 152 * our caller will find the information useful.
158 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
159 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
160 * 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
161 * many cases. 156 * many cases.
162 */ 157 */
163 158static object *
164object *
165find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
166{ 160{
167 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
168 162
169 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. */
174 { 168 {
175 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
176 170
177 if (tmp) 171 if (tmp)
178 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
179 return tmp; 174 return tmp;
180 } 175 }
181 176
182 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
183 * We want this: if there is an enemy, attack him until its not possible or 178 * We want this: if there is an enemy, attack him until its not possible or
203 /* we check our old enemy. */ 198 /* we check our old enemy. */
204 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
205 { 200 {
206 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
207 { 202 {
208 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
209 /* 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 */
210 205
211 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 */
212 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
213 (!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)))
214 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
215 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... */
216 { 211 {
217 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! */
218 npc->enemy = attacker; 213 npc->enemy = attacker;
219 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
220 } 215 }
236/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
237 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
238 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
239 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
240 */ 235 */
241 236static int
242int
243check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
244{ 238{
245 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
246
247 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
248 if (!enemy) 240 if (!enemy)
249 return 0; 241 return 0;
250 242
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])
251 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
252 if (QUERY_FLAG (op, FLAG_BLIND))
253 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
254 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
255 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
256 * 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
257 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
258 * 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
259 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
260 261
261 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
262 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
263 {
264 int dark = radius / (op->map->darkness);
265
266 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
267 }
268 else if (!QUERY_FLAG (op, FLAG_SLEEP))
269 return 1;
270 264
271 /* 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
272 * for that. 266 * for that.
273 */ 267 */
274 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
275 { 269 {
276 CLEAR_FLAG (op, FLAG_SLEEP); 270 CLEAR_FLAG (op, FLAG_SLEEP);
277 return 1; 271 return 1;
278 } 272 }
273
279 return 0; 274 return 0;
280} 275}
281 276
282int 277static int
283move_randomly (object *op) 278move_randomly (object *op)
284{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (move_object (op, rndm (8) + 1))
283 return 1;
284
285 return 0;
286}
287
288/*
289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
285 int i; 298 int i;
286 299
287 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
288 for (i = 0; i < 15; i++) 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
289 { 311 {
290 if (move_object (op, RANDOM () % 8 + 1)) 312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
365 */
366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
291 return 1; 376 return 1;
292 } 377
293 return 0; 378 return 0;
294} 379}
295 380
296/* 381/*
297 * Move-monster returns 1 if the object has been freed, otherwise 0. 382 * monster_check_pickup(): checks for items that monster can pick up.
383 *
384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
298 */ 395 */
299 396static void
300int 397monster_check_pickup (object *monster)
301move_monster (object *op)
302{ 398{
303 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 399 object *tmp, *next;
304 object *owner, *enemy, *part, *oph = op;
305 rv_vector rv;
306 400
307 /* Monsters not on maps don't do anything. These monsters are things 401 for (tmp = monster->below; tmp != NULL; tmp = next)
308 * Like royal guards in city dwellers inventories.
309 */
310 if (!op->map)
311 return 0;
312
313 /* for target facing, we copy this value here for fast access */
314 if (oph->head) /* force update the head - one arch one pic */
315 oph = oph->head;
316
317 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
318 enemy = op->enemy = NULL;
319 else if ((enemy = find_enemy (op, &rv)))
320 /* we have an enemy, just tell him we want him dead */
321 enemy->attacked_by = op; /* our ptr */
322
323 /* generate hp, if applicable */
324 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
325 { 402 {
326 403 next = tmp->below;
327 /* last heal is in funny units. Dividing by speed puts 404 if (monster_can_pick (monster, tmp))
328 * the regeneration rate on a basis of time instead of
329 * #moves the monster makes. The scaling by 8 is
330 * to capture 8th's of a hp fraction regens
331 * 405 {
332 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
333 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 monster_check_apply (monster, tmp);
409 }
410
411 /* We could try to re-establish the cycling, of the space, but probably
412 * not a big deal to just bail out.
334 */ 413 */
335 414 if (next && next->destroyed ())
336 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
337 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
338 op->last_heal %= 32;
339
340 /* So if the monster has gained enough HP that they are no longer afraid */
341 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
342 CLEAR_FLAG (op, FLAG_RUN_AWAY);
343
344 if (op->stats.hp > op->stats.maxhp)
345 op->stats.hp = op->stats.maxhp;
346 }
347
348 /* generate sp, if applicable */
349 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
350 {
351
352 /* last_sp is in funny units. Dividing by speed puts
353 * the regeneration rate on a basis of time instead of
354 * #moves the monster makes. The scaling by 8 is
355 * to capture 8th's of a sp fraction regens
356 *
357 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
358 * overflow might produce monsters with negative sp.
359 */
360
361 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
362 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
363 op->last_sp %= 128;
364 }
365
366 /* this should probably get modified by many more values.
367 * (eg, creatures resistance to fear, level, etc. )
368 */
369 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
370 {
371 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
372 }
373
374 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
375 return QUERY_FLAG (op, FLAG_FREED);
376
377 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
378 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
379 {
380 if (!check_wakeup (op, enemy, &rv))
381 return 0; 415 return;
382 }
383
384 /* check if monster pops out of hidden spot */
385 if (op->hide)
386 do_hidden_move (op);
387
388 if (op->pick_up)
389 monster_check_pickup (op);
390
391 if (op->will_apply)
392 monster_apply_below (op); /* Check for items to apply below */
393
394 /* If we don't have an enemy, do special movement or the like */
395 if (!enemy)
396 { 416 }
397 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 417}
398 { 418
399 op->destroy (); 419/*
400 return 1; 420 * monster_apply_below():
421 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
422 * eager to apply things, encounters something apply-able,
423 * then make him apply it
424 */
425static void
426monster_apply_below (object *monster)
427{
428 object *tmp, *next;
429
430 for (tmp = monster->below; tmp != NULL; tmp = next)
431 {
432 next = tmp->below;
433 switch (tmp->type)
401 } 434 {
402 435 case T_HANDLE:
403 /* Probably really a bug for a creature to have both
404 * stand still and a movement type set.
405 */
406 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
407 {
408 if (op->attack_movement & HI4)
409 {
410 switch (op->attack_movement & HI4)
411 {
412 case (PETMOVE):
413 pet_move (op);
414 break;
415
416 case (CIRCLE1):
417 circ1_move (op);
418 break;
419
420 case (CIRCLE2):
421 circ2_move (op);
422 break;
423
424 case (PACEV):
425 pace_movev (op);
426 break;
427
428 case (PACEH):
429 pace_moveh (op);
430 break;
431
432 case (PACEV2):
433 pace2_movev (op);
434 break;
435
436 case (PACEH2):
437 pace2_moveh (op);
438 break;
439
440 case (RANDO):
441 rand_move (op);
442 break;
443
444 case (RANDO2):
445 move_randomly (op);
446 break;
447 }
448 return 0;
449 }
450 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
451 (void) move_randomly (op);
452
453 } /* stand still */
454 return 0;
455 } /* no enemy */
456
457 /* We have an enemy. Block immediately below is for pets */
458 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner))
459 return follow_owner (op, owner);
460
461 /* doppleganger code to change monster facing to that of the nearest
462 * player. Hmm. The code is here, but no monster in the current
463 * arch set uses it.
464 */
465 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
466 {
467 op->face = enemy->face;
468 op->name = enemy->name;
469 }
470
471 /* Calculate range information for closest body part - this
472 * is used for the 'skill' code, which isn't that smart when
473 * it comes to figuring it out - otherwise, giants throw boulders
474 * into themselves.
475 */
476 get_rangevector (op, enemy, &rv, 0);
477
478 /* Move the check for scared up here - if the monster was scared,
479 * we were not doing any of the logic below, so might as well save
480 * a few cpu cycles.
481 */
482 if (!QUERY_FLAG (op, FLAG_SCARED))
483 {
484 rv_vector rv1;
485
486 /* now we test every part of an object .... this is a real ugly piece of code */
487 for (part = op; part != NULL; part = part->more)
488 {
489 get_rangevector (part, enemy, &rv1, 0x1);
490 dir = rv1.direction;
491
492 /* hm, not sure about this part - in original was a scared flag here too
493 * but that we test above... so can be old code here
494 */
495 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
496 dir = absdir (dir + 4);
497 if (QUERY_FLAG (op, FLAG_CONFUSED))
498 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
499
500 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
501 {
502 if (monster_cast_spell (op, part, enemy, dir, &rv1))
503 return 0;
504 }
505
506 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
507 {
508 if (monster_use_scroll (op, part, enemy, dir, &rv1))
509 return 0;
510 }
511
512 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
513 {
514 if (monster_use_range (op, part, enemy, dir))
515 return 0;
516 }
517 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
518 {
519 if (monster_use_skill (op, rv.part, enemy, rv.direction))
520 return 0;
521 }
522 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
523 {
524 if (monster_use_bow (op, part, enemy, dir))
525 return 0;
526 }
527 } /* for processing of all parts */
528 } /* If not scared */
529
530
531 part = rv.part;
532 dir = rv.direction;
533
534 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
535 dir = absdir (dir + 4);
536
537 if (QUERY_FLAG (op, FLAG_CONFUSED))
538 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
539
540 pre_att_dir = dir; /* remember the original direction */
541
542 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
543 {
544 switch (op->attack_movement & LO4)
545 {
546 case DISTATT: 436 case TRIGGER:
547 dir = dist_att (dir, op, enemy, part, &rv); 437 if (monster->will_apply & 1)
438 manual_apply (monster, tmp, 0);
548 break; 439 break;
549 440
550 case RUNATT: 441 case TREASURE:
551 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
552 break; 444 break;
553 445
554 case HITRUN:
555 dir = hitrun_att (dir, op, enemy);
556 break;
557
558 case WAITATT:
559 dir = wait_att (dir, op, enemy, part, &rv);
560 break;
561
562 case RUSH: /* default - monster normally moves towards player */
563 case ALLRUN:
564 break;
565
566 case DISTHIT:
567 dir = disthit_att (dir, op, enemy, part, &rv);
568 break;
569
570 case WAIT2:
571 dir = wait_att2 (dir, op, enemy, part, &rv);
572 break;
573
574 default:
575 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
576 }
577 }
578
579 if (!dir)
580 return 0;
581
582 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
583 {
584 if (move_object (op, dir)) /* Can the monster move directly toward player? */
585 { 446 }
586 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
587 if ((op->attack_movement & LO4) == DISTATT) 448 break;
588 op->direction = pre_att_dir;
589
590 return 0;
591 }
592
593 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
594 {
595
596 /* Try move around corners if !close */
597 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
598
599 for (diff = 1; diff <= maxdiff; diff++)
600 {
601 /* try different detours */
602 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
603
604 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
605 return 0;
606 }
607 }
608 } /* if monster is not standing still */
609
610 /* elmex: Turn our monster after it moved if it has DISTATT attack */
611 if ((op->attack_movement & LO4) == DISTATT)
612 op->direction = pre_att_dir;
613
614 /*
615 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
616 * direction if they can't move away.
617 */
618 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
619 if (move_randomly (op))
620 return 0;
621
622 /*
623 * Try giving the monster a new enemy - the player that is closest
624 * to it. In this way, it won't just keep trying to get to a target
625 * that is inaccessible.
626 * This could be more clever - it should go through a list of several
627 * enemies, as it is now, you could perhaps get situations where there
628 * are two players flanking the monster at close distance, but which
629 * the monster can't get to, and a third one at a far distance that
630 * the monster could get to - as it is, the monster won't look at that
631 * third one.
632 */
633 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
634 { 449 }
635 object *nearest_player = get_nearest_player (op);
636
637 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
638 {
639 op->enemy = NULL;
640 enemy = nearest_player;
641 }
642 }
643
644 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
645 {
646 /* The adjustement to wc that was here before looked totally bogus -
647 * since wc can in fact get negative, that would mean by adding
648 * the current wc, the creature gets better? Instead, just
649 * add a fixed amount - nasty creatures that are runny away should
650 * still be pretty nasty.
651 */
652 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
653 {
654 part->stats.wc += 10;
655 (void) skill_attack (enemy, part, 0, NULL, NULL);
656 part->stats.wc -= 10;
657 }
658 else
659 (void) skill_attack (enemy, part, 0, NULL, NULL);
660 } /* if monster is in attack range */
661
662 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
663 return 1;
664
665 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
666 {
667 op->remove ();
668 op->destroy ();
669 return 1;
670 }
671 return 0;
672}
673
674int
675can_hit (object *ob1, object *ob2, rv_vector * rv)
676{
677 object *more;
678 rv_vector rv1;
679
680 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
681 return 0;
682
683 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
684 return 1;
685
686 /* check all the parts of ob2 - just because we can't get to
687 * its head doesn't mean we don't want to pound its feet
688 */
689 for (more = ob2->more; more != NULL; more = more->more)
690 {
691 get_rangevector (ob1, more, &rv1, 0);
692 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
693 return 1;
694 }
695 return 0;
696
697} 450}
698 451
699/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
700 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
701 * 454 *
709 * 462 *
710 * This could be a lot smarter - if there are few monsters around, 463 * This could be a lot smarter - if there are few monsters around,
711 * then disease might not be as bad. Likewise, if the monster is damaged, 464 * then disease might not be as bad. Likewise, if the monster is damaged,
712 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
713 */ 466 */
714
715static int 467static int
716monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
717{ 469{
718 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
719 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
720 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 472 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
721 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 473 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
722 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 474 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
723 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 475 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
724
725 return 1; 476 return 1;
726 477
727 return 0; 478 return 0;
728} 479}
729 480
481/* Checks if putting on 'item' will make 'who' do more
482 * damage. This is a very simplistic check - also checking things
483 * like speed and ac are also relevant.
484 *
485 * return true if item is a better object.
486 */
487static int
488check_good_weapon (object *who, object *item)
489{
490 object *other_weap;
491 int val = 0, i;
492
493 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
494 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
495 break;
496
497 if (!other_weap) /* No other weapons */
498 return 1;
499
500 /* Rather than go through and apply the new one, and see if it is
501 * better, just do some simple checks
502 * Put some multipliers for things that hvae several effects,
503 * eg, magic affects both damage and wc, so it has more weight
504 */
505
506 val = item->stats.dam - other_weap->stats.dam;
507 val += (item->magic - other_weap->magic) * 3;
508 /* Monsters don't really get benefits from things like regen rates
509 * from items. But the bonus for their stats are very important.
510 */
511 for (i = 0; i < NUM_STATS; i++)
512 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
513
514 if (val > 0)
515 return 1;
516 else
517 return 0;
518}
519
520static int
521check_good_armour (object *who, object *item)
522{
523 object *other_armour;
524 int val = 0, i;
525
526 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
527 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
528 break;
529
530 if (other_armour == NULL) /* No other armour, use the new */
531 return 1;
532
533 /* Like above function , see which is better */
534 val = item->stats.ac - other_armour->stats.ac;
535 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
536 val += (item->magic - other_armour->magic) * 3;
537
538 /* for the other protections, do weigh them very much in the equation -
539 * it is the armor protection which is most important, because there is
540 * no good way to know what the player may attack the monster with.
541 * So if the new item has better protection than the old, give that higher
542 * value. If the reverse, then decrease the value of this item some.
543 */
544 for (i = 1; i < NROFATTACKS; i++)
545 {
546 if (item->resist[i] > other_armour->resist[i])
547 val++;
548 else if (item->resist[i] < other_armour->resist[i])
549 val--;
550 }
551
552 /* Very few armours have stats, so not much need to worry about those. */
553
554 if (val > 0)
555 return 1;
556 else
557 return 0;
558}
559
560/*
561 * monster_check_apply() is meant to be called after an item is
562 * inserted in a monster.
563 * If an item becomes outdated (monster found a better item),
564 * a pointer to that object is returned, so it can be dropped.
565 * (so that other monsters can pick it up and use it)
566 * Note that as things are now, monsters never drop something -
567 * they can pick up all that they can use.
568 */
569/* Sept 96, fixed this so skills will be readied -b.t.*/
570void
571monster_check_apply (object *mon, object *item)
572{
573 int flag = 0;
574
575 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
576 {
577 SET_FLAG (mon, FLAG_CAST_SPELL);
578 return;
579 }
580
581 /* If for some reason, this item is already applied, no more work to do */
582 if (QUERY_FLAG (item, FLAG_APPLIED))
583 return;
584
585 /* Might be better not to do this - if the monster can fire a bow,
586 * it is possible in his wanderings, he will find one to use. In
587 * which case, it would be nice to have ammo for it.
588 */
589 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
590 {
591 /* Check for the right kind of bow */
592 object *bow;
593
594 for (bow = mon->inv; bow; bow = bow->below)
595 if (bow->type == BOW && bow->race == item->race)
596 {
597 SET_FLAG (mon, FLAG_READY_BOW);
598 LOG (llevMonster, "Found correct bow for arrows.\n");
599 return; /* nothing more to do for arrows */
600 }
601 }
602
603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
604 flag = 1;
605 /* Eating food gets hp back */
606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
607 flag = 1;
608 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
609 {
610 if (!item->inv)
611 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
612 else if (monster_should_cast_spell (mon, item->inv))
613 SET_FLAG (mon, FLAG_READY_SCROLL);
614 /* Don't use it right now */
615 return;
616 }
617 else if (item->type == WEAPON)
618 flag = check_good_weapon (mon, item);
619 else if (item->is_armor ())
620 flag = check_good_armour (mon, item);
621 /* Should do something more, like make sure this is a better item */
622 else if (item->type == RING)
623 flag = 1;
624 else if (item->type == WAND || item->type == ROD || item->type == HORN)
625 {
626 /* We never really 'ready' the wand/rod/horn, because that would mean the
627 * weapon would get undone.
628 */
629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
630 {
631 SET_FLAG (mon, FLAG_READY_RANGE);
632 SET_FLAG (item, FLAG_APPLIED);
633 }
634 return;
635 }
636 else if (item->type == BOW)
637 {
638 /* We never really 'ready' the bow, because that would mean the
639 * weapon would get undone.
640 */
641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
642 SET_FLAG (mon, FLAG_READY_BOW);
643 return;
644 }
645 else if (item->type == SKILL)
646 {
647 /*
648 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
649 * else they can't use the skill...
650 * Skills also don't need to get applied, so return now.
651 */
652 SET_FLAG (mon, FLAG_READY_SKILL);
653 return;
654 }
655
656 /* if we don't match one of the above types, return now.
657 * can_apply_object will say that we can apply things like flesh,
658 * bolts, and whatever else, because it only checks against the
659 * body_info locations.
660 */
661 if (!flag)
662 return;
663
664 /* Check to see if the monster can use this item. If not, no need
665 * to do further processing. Note that can_apply_object already checks
666 * for the CAN_USE flags.
667 */
668 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
669 return;
670
671 /* should only be applying this item, not unapplying it.
672 * also, ignore status of curse so they can take off old armour.
673 * monsters have some advantages after all.
674 */
675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
676}
677
678static int
679can_hit (object *ob1, object *ob2, rv_vector * rv)
680{
681 object *more;
682 rv_vector rv1;
683
684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
685 return 0;
686
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1;
689
690 /* check all the parts of ob2 - just because we can't get to
691 * its head doesn't mean we don't want to pound its feet
692 */
693 for (more = ob2->more; more; more = more->more)
694 {
695 get_rangevector (ob1, more, &rv1, 0);
696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
697 return 1;
698 }
699
700 return 0;
701}
702
703static int
704dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
705{
706 if (can_hit (part, enemy, rv))
707 return dir;
708
709 if (rv->distance < 10)
710 return absdir (dir + 4);
711 else if (rv->distance > 18)
712 return dir;
713
714 return 0;
715}
716
717static int
718run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
719{
720 if (can_hit (part, enemy, rv))
721 return dir;
722 else
723 return absdir (dir + 4);
724}
725
726static int
727hitrun_att (int dir, object *ob, object *enemy)
728{
729 if (ob->move_status++ < 25)
730 return dir;
731 else if (ob->move_status < 50)
732 return absdir (dir + 4);
733 else
734 ob->move_status = 0;
735
736 return absdir (dir + 4);
737}
738
739static int
740wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
741{
742 int inrange = can_hit (part, enemy, rv);
743
744 if (ob->move_status || inrange)
745 ob->move_status++;
746
747 if (ob->move_status == 0)
748 return 0;
749 else if (ob->move_status < 10)
750 return dir;
751 else if (ob->move_status < 15)
752 return absdir (dir + 4);
753
754 ob->move_status = 0;
755 return 0;
756}
757
758static int
759disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
760{
761 /* The logic below here looked plain wrong before. Basically, what should
762 * happen is that if the creatures hp percentage falls below run_away,
763 * the creature should run away (dir+4)
764 * I think its wrong for a creature to have a zero maxhp value, but
765 * at least one map has this set, and whatever the map contains, the
766 * server should try to be resilant enough to avoid the problem
767 */
768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
769 return absdir (dir + 4);
770
771 return dist_att (dir, ob, enemy, part, rv);
772}
773
774static int
775wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
776{
777 if (rv->distance < 9)
778 return absdir (dir + 4);
779
780 return 0;
781}
782
783static void
784circ1_move (object *ob)
785{
786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
787
788 if (++ob->move_status > 11)
789 ob->move_status = 0;
790
791 if (!(move_object (ob, circle[ob->move_status])))
792 move_object (ob, rndm (8) + 1);
793}
794
795static void
796circ2_move (object *ob)
797{
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 };
799
800 if (++ob->move_status > 19)
801 ob->move_status = 0;
802
803 if (!(move_object (ob, circle[ob->move_status])))
804 move_object (ob, rndm (8) + 1);
805}
806
807static void
808pace_movev (object *ob)
809{
810 if (ob->move_status++ > 6)
811 ob->move_status = 0;
812
813 if (ob->move_status < 4)
814 move_object (ob, 5);
815 else
816 move_object (ob, 1);
817}
818
819static void
820pace_moveh (object *ob)
821{
822 if (ob->move_status++ > 6)
823 ob->move_status = 0;
824
825 if (ob->move_status < 4)
826 move_object (ob, 3);
827 else
828 move_object (ob, 7);
829}
830
831static void
832pace2_movev (object *ob)
833{
834 if (ob->move_status++ > 16)
835 ob->move_status = 0;
836
837 if (ob->move_status < 6)
838 move_object (ob, 5);
839 else if (ob->move_status < 8)
840 return;
841 else if (ob->move_status < 13)
842 move_object (ob, 1);
843 else
844 return;
845}
846
847static void
848pace2_moveh (object *ob)
849{
850 if (ob->move_status++ > 16)
851 ob->move_status = 0;
852
853 if (ob->move_status < 6)
854 move_object (ob, 3);
855 else if (ob->move_status < 8)
856 return;
857 else if (ob->move_status < 13)
858 move_object (ob, 7);
859 else
860 return;
861}
862
863static void
864rand_move (object *ob)
865{
866 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++)
868 if (move_object (ob, ob->move_status = rndm (8) + 1))
869 return;
870}
730 871
731#define MAX_KNOWN_SPELLS 20 872#define MAX_KNOWN_SPELLS 20
732 873
733/* Returns a randomly selected spell. This logic is still 874/* Returns a randomly selected spell. This logic is still
734 * less than ideal. This code also only seems to deal with 875 * less than ideal. This code also only seems to deal with
735 * wizard spells, as the check is against sp, and not grace. 876 * wizard spells, as the check is against sp, and not grace.
736 * can mosnters know cleric spells? 877 * can mosnters know cleric spells?
737 */ 878 */
738object * 879static object *
739monster_choose_random_spell (object *monster) 880monster_choose_random_spell (object *monster)
740{ 881{
741 object *altern[MAX_KNOWN_SPELLS]; 882 object *altern[MAX_KNOWN_SPELLS];
742 object *tmp;
743 int i = 0; 883 int i = 0;
744 884
745 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
746 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
747 { 887 {
748 /* Check and see if it's actually a useful spell. 888 /* Check and see if it's actually a useful spell.
749 * If its a spellbook, the spell is actually the inventory item. 889 * If its a spellbook, the spell is actually the inventory item.
750 * if it is a spell, then it is just the object itself. 890 * if it is a spell, then it is just the object itself.
751 */ 891 */
752 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 892 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
753 { 893 {
754 altern[i++] = tmp; 894 altern [i++] = tmp;
895
755 if (i == MAX_KNOWN_SPELLS) 896 if (i == MAX_KNOWN_SPELLS)
756 break; 897 break;
757 } 898 }
758 } 899 }
759 if (!i) 900
760 return NULL; 901 return i ? altern [rndm (i)] : 0;
761 return altern[RANDOM () % i];
762} 902}
763 903
764/* This checks to see if the monster should cast a spell/ability. 904/* This checks to see if the monster should cast a spell/ability.
765 * it returns true if the monster casts a spell, 0 if he doesn't. 905 * it returns true if the monster casts a spell, 0 if he doesn't.
766 * head is the head of the monster. 906 * head is the head of the monster.
767 * part is the part of the monster we are checking against. 907 * part is the part of the monster we are checking against.
768 * pl is the target. 908 * pl is the target.
769 * dir is the direction to case. 909 * dir is the direction to case.
770 * rv is the vector which describes where the enemy is. 910 * rv is the vector which describes where the enemy is.
771 */ 911 */
772 912static int
773int
774monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 913monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
775{ 914{
776 object *spell_item; 915 object *spell_item;
777 object *owner; 916 object *owner;
778 rv_vector rv1; 917 rv_vector rv1;
788 927
789 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
790 { 929 {
791 get_rangevector (head, owner, &rv1, 0x1); 930 get_rangevector (head, owner, &rv1, 0x1);
792 if (dirdiff (dir, rv1.direction) < 2) 931 if (dirdiff (dir, rv1.direction) < 2)
793 {
794 return 0; /* Might hit owner with spell */ 932 return 0; /* Might hit owner with spell */
795 }
796 } 933 }
797 934
798 if (QUERY_FLAG (head, FLAG_CONFUSED)) 935 if (QUERY_FLAG (head, FLAG_CONFUSED))
799 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
800 937
801 /* If the monster hasn't already chosen a spell, choose one 938 /* If the monster hasn't already chosen a spell, choose one
802 * 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
803 * could be different by the time the monster goes again). 940 * could be different by the time the monster goes again).
804 */ 941 */
808 { 945 {
809 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 946 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
810 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 947 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
811 return 0; 948 return 0;
812 } 949 }
950
813 if (spell_item->type == SPELLBOOK) 951 if (spell_item->type == SPELLBOOK)
814 { 952 {
815 if (!spell_item->inv) 953 if (!spell_item->inv)
816 { 954 {
817 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 955 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
818 return 0; 956 return 0;
819 } 957 }
958
820 spell_item = spell_item->inv; 959 spell_item = spell_item->inv;
821 } 960 }
822 } 961 }
823 else 962 else
824 spell_item = head->spellitem; 963 spell_item = head->spellitem;
844 head->spellitem = NULL; 983 head->spellitem = NULL;
845 984
846 return cast_spell (part, part, dir, spell_item, NULL); 985 return cast_spell (part, part, dir, spell_item, NULL);
847} 986}
848 987
849 988static int
850int
851monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 989monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
852{ 990{
853 object *scroll; 991 object *scroll;
854 object *owner; 992 object *owner;
855 rv_vector rv1; 993 rv_vector rv1;
871 return 0; /* Might hit owner with spell */ 1009 return 0; /* Might hit owner with spell */
872 } 1010 }
873 } 1011 }
874 1012
875 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1013 if (QUERY_FLAG (head, FLAG_CONFUSED))
876 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1014 dir = absdir (dir + rndm (3) + rndm (3) - 2);
877 1015
878 for (scroll = head->inv; scroll; scroll = scroll->below) 1016 for (scroll = head->inv; scroll; scroll = scroll->below)
879 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 1017 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
880 break; 1018 break;
881 1019
903 * The skills we are treating here are all but those. -b.t. 1041 * The skills we are treating here are all but those. -b.t.
904 * 1042 *
905 * At the moment this is only useful for throwing, perhaps for 1043 * At the moment this is only useful for throwing, perhaps for
906 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 1044 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
907 */ 1045 */
908 1046static int
909int
910monster_use_skill (object *head, object *part, object *pl, int dir) 1047monster_use_skill (object *head, object *part, object *pl, int dir)
911{ 1048{
912 object *skill, *owner; 1049 object *skill, *owner;
913 1050
914 if (!(dir = path_to_player (part, pl, 0))) 1051 if (!(dir = path_to_player (part, pl, 0)))
919 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1056 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
920 1057
921 if (dirdiff (dir, dir2) < 1) 1058 if (dirdiff (dir, dir2) < 1)
922 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 1059 return 0; /* Might hit owner with skill -thrown rocks for example ? */
923 } 1060 }
1061
924 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1062 if (QUERY_FLAG (head, FLAG_CONFUSED))
925 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1063 dir = absdir (dir + rndm (3) + rndm (3) - 2);
926 1064
927 /* skill selection - monster will use the next unused skill. 1065 /* skill selection - monster will use the next unused skill.
928 * well...the following scenario will allow the monster to 1066 * well...the following scenario will allow the monster to
929 * toggle between 2 skills. One day it would be nice to make 1067 * toggle between 2 skills. One day it would be nice to make
930 * more skills available to monsters. 1068 * more skills available to monsters.
931 */ 1069 */
932
933 for (skill = head->inv; skill != NULL; skill = skill->below) 1070 for (skill = head->inv; skill; skill = skill->below)
934 if (skill->type == SKILL && skill != head->chosen_skill) 1071 if (skill->type == SKILL && skill != head->chosen_skill)
935 { 1072 {
936 head->chosen_skill = skill; 1073 head->chosen_skill = skill;
937 break; 1074 break;
938 } 1075 }
941 { 1078 {
942 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 1079 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
943 CLEAR_FLAG (head, FLAG_READY_SKILL); 1080 CLEAR_FLAG (head, FLAG_READY_SKILL);
944 return 0; 1081 return 0;
945 } 1082 }
1083
946 /* use skill */ 1084 /* use skill */
947 return do_skill (head, part, head->chosen_skill, dir, NULL); 1085 return do_skill (head, part, head->chosen_skill, dir, NULL);
948} 1086}
949 1087
950/* Monster will use a ranged spell attack. */ 1088/* Monster will use a ranged spell attack. */
951 1089static int
952int
953monster_use_range (object *head, object *part, object *pl, int dir) 1090monster_use_range (object *head, object *part, object *pl, int dir)
954{ 1091{
955 object *wand, *owner; 1092 object *wand, *owner;
956 int at_least_one = 0; 1093 int at_least_one = 0;
957 1094
963 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1100 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
964 1101
965 if (dirdiff (dir, dir2) < 2) 1102 if (dirdiff (dir, dir2) < 2)
966 return 0; /* Might hit owner with spell */ 1103 return 0; /* Might hit owner with spell */
967 } 1104 }
1105
968 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1106 if (QUERY_FLAG (head, FLAG_CONFUSED))
969 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1107 dir = absdir (dir + rndm (3) + rndm (3) - 2);
970 1108
971 for (wand = head->inv; wand != NULL; wand = wand->below) 1109 for (wand = head->inv; wand; wand = wand->below)
972 { 1110 {
973 if (wand->type == WAND) 1111 if (wand->type == WAND)
974 { 1112 {
975 /* Found a wand, let's see if it has charges left */ 1113 /* Found a wand, let's see if it has charges left */
976 at_least_one = 1; 1114 at_least_one = 1;
982 if (!(--wand->stats.food)) 1120 if (!(--wand->stats.food))
983 { 1121 {
984 if (wand->arch) 1122 if (wand->arch)
985 { 1123 {
986 CLEAR_FLAG (wand, FLAG_ANIMATE); 1124 CLEAR_FLAG (wand, FLAG_ANIMATE);
987 wand->face = wand->arch->clone.face; 1125 wand->face = wand->arch->face;
988 wand->set_speed (0); 1126 wand->set_speed (0);
989 } 1127 }
990 } 1128 }
991 /* Success */ 1129 /* Success */
992 return 1; 1130 return 1;
993 } 1131 }
994 else if (wand->type == ROD || wand->type == HORN) 1132 else if (wand->type == ROD || wand->type == HORN)
995 { 1133 {
996 /* Found rod/horn, let's use it if possible */ 1134 /* Found rod/horn, let's use it if possible */
997 at_least_one = 1; 1135 at_least_one = 1;
998 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) 1136 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
999 continue; 1137 continue;
1000 1138
1001 /* drain charge before casting spell - can be a case where the 1139 /* drain charge before casting spell - can be a case where the
1002 * spell destroys the monster, and rod, so if done after, results 1140 * spell destroys the monster, and rod, so if done after, results
1003 * in crash. 1141 * in crash.
1011 } 1149 }
1012 1150
1013 if (at_least_one) 1151 if (at_least_one)
1014 return 0; 1152 return 0;
1015 1153
1016 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1154 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1017 CLEAR_FLAG (head, FLAG_READY_RANGE); 1155 CLEAR_FLAG (head, FLAG_READY_RANGE);
1018 return 0; 1156 return 0;
1019} 1157}
1020 1158
1021int 1159static int
1022monster_use_bow (object *head, object *part, object *pl, int dir) 1160monster_use_bow (object *head, object *part, object *pl, int dir)
1023{ 1161{
1024 object *owner; 1162 object *owner;
1025 1163
1026 if (!(dir = path_to_player (part, pl, 0))) 1164 if (!(dir = path_to_player (part, pl, 0)))
1027 return 0; 1165 return 0;
1166
1028 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1167 if (QUERY_FLAG (head, FLAG_CONFUSED))
1029 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1168 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1030 1169
1031 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1170 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1032 { 1171 {
1033 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1172 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1034 1173
1039 /* in server/player.c */ 1178 /* in server/player.c */
1040 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1179 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1041 1180
1042} 1181}
1043 1182
1044/* Checks if putting on 'item' will make 'who' do more
1045 * damage. This is a very simplistic check - also checking things
1046 * like speed and ac are also relevant.
1047 *
1048 * return true if item is a better object.
1049 */
1050
1051int
1052check_good_weapon (object *who, object *item)
1053{
1054 object *other_weap;
1055 int val = 0, i;
1056
1057 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1058 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1059 break;
1060
1061 if (other_weap == NULL) /* No other weapons */
1062 return 1;
1063
1064 /* Rather than go through and apply the new one, and see if it is
1065 * better, just do some simple checks
1066 * Put some multipliers for things that hvae several effects,
1067 * eg, magic affects both damage and wc, so it has more weight
1068 */
1069
1070 val = item->stats.dam - other_weap->stats.dam;
1071 val += (item->magic - other_weap->magic) * 3;
1072 /* Monsters don't really get benefits from things like regen rates
1073 * from items. But the bonus for their stats are very important.
1074 */
1075 for (i = 0; i < NUM_STATS; i++)
1076 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1077
1078 if (val > 0)
1079 return 1;
1080 else
1081 return 0;
1082
1083}
1084
1085int
1086check_good_armour (object *who, object *item)
1087{
1088 object *other_armour;
1089 int val = 0, i;
1090
1091 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1092 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1093 break;
1094
1095 if (other_armour == NULL) /* No other armour, use the new */
1096 return 1;
1097
1098 /* Like above function , see which is better */
1099 val = item->stats.ac - other_armour->stats.ac;
1100 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1101 val += (item->magic - other_armour->magic) * 3;
1102
1103 /* for the other protections, do weigh them very much in the equation -
1104 * it is the armor protection which is most important, because there is
1105 * no good way to know what the player may attack the monster with.
1106 * So if the new item has better protection than the old, give that higher
1107 * value. If the reverse, then decrease the value of this item some.
1108 */
1109 for (i = 1; i < NROFATTACKS; i++)
1110 {
1111 if (item->resist[i] > other_armour->resist[i])
1112 val++;
1113 else if (item->resist[i] < other_armour->resist[i])
1114 val--;
1115 }
1116
1117 /* Very few armours have stats, so not much need to worry about those. */
1118
1119 if (val > 0)
1120 return 1;
1121 else
1122 return 0;
1123
1124}
1125
1126/*
1127 * monster_check_pickup(): checks for items that monster can pick up.
1128 *
1129 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1130 * Each time the blob passes over some treasure, it will
1131 * grab it a.s.a.p.
1132 *
1133 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1134 * to handle this.
1135 *
1136 * This function was seen be continueing looping at one point (tmp->below
1137 * became a recursive loop. It may be better to call monster_check_apply
1138 * after we pick everything up, since that function may call others which
1139 * affect stacking on this space.
1140 */
1141
1142void
1143monster_check_pickup (object *monster)
1144{
1145 object *tmp, *next;
1146
1147 for (tmp = monster->below; tmp != NULL; tmp = next)
1148 {
1149 next = tmp->below;
1150 if (monster_can_pick (monster, tmp))
1151 {
1152 tmp->remove ();
1153 tmp = insert_ob_in_ob (tmp, monster);
1154 (void) monster_check_apply (monster, tmp);
1155 }
1156 /* We could try to re-establish the cycling, of the space, but probably
1157 * not a big deal to just bail out.
1158 */
1159 if (next && next->destroyed ())
1160 return;
1161 }
1162}
1163
1164/*
1165 * monster_can_pick(): If the monster is interested in picking up
1166 * the item, then return 0. Otherwise 0.
1167 * Instead of pick_up, flags for "greed", etc, should be used.
1168 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1169 */
1170
1171int
1172monster_can_pick (object *monster, object *item)
1173{
1174 int flag = 0;
1175 int i;
1176
1177 if (!can_pick (monster, item))
1178 return 0;
1179
1180 if (QUERY_FLAG (item, FLAG_UNPAID))
1181 return 0;
1182
1183 if (monster->pick_up & 64) /* All */
1184 flag = 1;
1185
1186 else
1187 switch (item->type)
1188 {
1189 case MONEY:
1190 case GEM:
1191 flag = monster->pick_up & 2;
1192 break;
1193
1194 case FOOD:
1195 flag = monster->pick_up & 4;
1196 break;
1197
1198 case WEAPON:
1199 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1200 break;
1201
1202 case ARMOUR:
1203 case SHIELD:
1204 case HELMET:
1205 case BOOTS:
1206 case GLOVES:
1207 case GIRDLE:
1208 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1209 break;
1210
1211 case SKILL:
1212 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1213 break;
1214
1215 case RING:
1216 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1217 break;
1218
1219 case WAND:
1220 case HORN:
1221 case ROD:
1222 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1223 break;
1224
1225 case SPELLBOOK:
1226 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1227 break;
1228
1229 case SCROLL:
1230 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1231 break;
1232
1233 case BOW:
1234 case ARROW:
1235 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1236 break;
1237 }
1238 /* Simplistic check - if the monster has a location to equip it, he will
1239 * pick it up. Note that this doesn't handle cases where an item may
1240 * use several locations.
1241 */
1242 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1243 {
1244 if (monster->body_info[i] && item->body_info[i])
1245 {
1246 flag = 1;
1247 break;
1248 }
1249 }
1250
1251 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1252 return 1;
1253 return 0;
1254}
1255
1256/*
1257 * monster_apply_below():
1258 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1259 * eager to apply things, encounters something apply-able,
1260 * then make him apply it
1261 */
1262
1263void
1264monster_apply_below (object *monster)
1265{
1266 object *tmp, *next;
1267
1268 for (tmp = monster->below; tmp != NULL; tmp = next)
1269 {
1270 next = tmp->below;
1271 switch (tmp->type)
1272 {
1273 case CF_HANDLE:
1274 case TRIGGER:
1275 if (monster->will_apply & 1)
1276 manual_apply (monster, tmp, 0);
1277 break;
1278
1279 case TREASURE:
1280 if (monster->will_apply & 2)
1281 manual_apply (monster, tmp, 0);
1282 break;
1283
1284 }
1285 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1286 break;
1287 }
1288}
1289
1290/*
1291 * monster_check_apply() is meant to be called after an item is
1292 * inserted in a monster.
1293 * If an item becomes outdated (monster found a better item),
1294 * a pointer to that object is returned, so it can be dropped.
1295 * (so that other monsters can pick it up and use it)
1296 * Note that as things are now, monsters never drop something -
1297 * they can pick up all that they can use.
1298 */
1299
1300/* Sept 96, fixed this so skills will be readied -b.t.*/
1301
1302void
1303monster_check_apply (object *mon, object *item)
1304{
1305
1306 int flag = 0;
1307
1308 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1309 {
1310 SET_FLAG (mon, FLAG_CAST_SPELL);
1311 return;
1312 }
1313
1314 /* If for some reason, this item is already applied, no more work to do */
1315 if (QUERY_FLAG (item, FLAG_APPLIED))
1316 return;
1317
1318 /* Might be better not to do this - if the monster can fire a bow,
1319 * it is possible in his wanderings, he will find one to use. In
1320 * which case, it would be nice to have ammo for it.
1321 */
1322 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1323 {
1324 /* Check for the right kind of bow */
1325 object *bow;
1326
1327 for (bow = mon->inv; bow != NULL; bow = bow->below)
1328 if (bow->type == BOW && bow->race == item->race)
1329 {
1330 SET_FLAG (mon, FLAG_READY_BOW);
1331 LOG (llevMonster, "Found correct bow for arrows.\n");
1332 return; /* nothing more to do for arrows */
1333 }
1334 }
1335
1336 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1337 flag = 1;
1338 /* Eating food gets hp back */
1339 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1340 flag = 1;
1341 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1342 {
1343 if (!item->inv)
1344 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1345 else if (monster_should_cast_spell (mon, item->inv))
1346 SET_FLAG (mon, FLAG_READY_SCROLL);
1347 /* Don't use it right now */
1348 return;
1349 }
1350 else if (item->type == WEAPON)
1351 flag = check_good_weapon (mon, item);
1352 else if (item->is_armor ())
1353 flag = check_good_armour (mon, item);
1354 /* Should do something more, like make sure this is a better item */
1355 else if (item->type == RING)
1356 flag = 1;
1357 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1358 {
1359 /* We never really 'ready' the wand/rod/horn, because that would mean the
1360 * weapon would get undone.
1361 */
1362 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1363 {
1364 SET_FLAG (mon, FLAG_READY_RANGE);
1365 SET_FLAG (item, FLAG_APPLIED);
1366 }
1367 return;
1368 }
1369 else if (item->type == BOW)
1370 {
1371 /* We never really 'ready' the bow, because that would mean the
1372 * weapon would get undone.
1373 */
1374 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1375 SET_FLAG (mon, FLAG_READY_BOW);
1376 return;
1377 }
1378 else if (item->type == SKILL)
1379 {
1380 /*
1381 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1382 * else they can't use the skill...
1383 * Skills also don't need to get applied, so return now.
1384 */
1385 SET_FLAG (mon, FLAG_READY_SKILL);
1386 return;
1387 }
1388
1389
1390 /* if we don't match one of the above types, return now.
1391 * can_apply_object will say that we can apply things like flesh,
1392 * bolts, and whatever else, because it only checks against the
1393 * body_info locations.
1394 */
1395 if (!flag)
1396 return;
1397
1398 /* Check to see if the monster can use this item. If not, no need
1399 * to do further processing. Note that can_apply_object already checks
1400 * for the CAN_USE flags.
1401 */
1402 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1403 return;
1404
1405 /* should only be applying this item, not unapplying it.
1406 * also, ignore status of curse so they can take off old armour.
1407 * monsters have some advantages after all.
1408 */
1409 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1410
1411 return;
1412}
1413
1414void 1183void
1415npc_call_help (object *op) 1184npc_call_help (object *op)
1416{ 1185{
1417 int x, y, mflags; 1186 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1418 object *npc;
1419 sint16 sx, sy;
1420 maptile *m;
1421
1422 for (x = -3; x < 4; x++)
1423 for (y = -3; y < 4; y++)
1424 { 1187 {
1425 m = op->map; 1188 mapspace &ms = m->at (nx, ny);
1426 sx = op->x + x; 1189
1427 sy = op->y + y;
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 /* If nothing alive on this space, no need to search the space. */ 1190 /* If nothing alive on this space, no need to search the space. */
1430 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1191 if (!(ms.flags () & P_IS_ALIVE))
1431 continue; 1192 continue;
1432 1193
1433 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1194 for (object *npc = ms.bot; npc; npc = npc->above)
1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1195 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1435 npc->enemy = op->enemy; 1196 npc->enemy = op->enemy;
1436 } 1197 }
1437}
1438
1439
1440int
1441dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1442{
1443
1444 if (can_hit (part, enemy, rv))
1445 return dir;
1446 if (rv->distance < 10)
1447 return absdir (dir + 4);
1448 else if (rv->distance > 18)
1449 return dir;
1450 return 0;
1451}
1452
1453int
1454run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1455{
1456
1457 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1458 {
1459 ob->move_status++;
1460 return (dir);
1461 }
1462 else if (ob->move_status > 20)
1463 ob->move_status = 0;
1464 return absdir (dir + 4);
1465}
1466
1467int
1468hitrun_att (int dir, object *ob, object *enemy)
1469{
1470 if (ob->move_status++ < 25)
1471 return dir;
1472 else if (ob->move_status < 50)
1473 return absdir (dir + 4);
1474 else
1475 ob->move_status = 0;
1476 return absdir (dir + 4);
1477}
1478
1479int
1480wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1481{
1482
1483 int inrange = can_hit (part, enemy, rv);
1484
1485 if (ob->move_status || inrange)
1486 ob->move_status++;
1487
1488 if (ob->move_status == 0)
1489 return 0;
1490 else if (ob->move_status < 10)
1491 return dir;
1492 else if (ob->move_status < 15)
1493 return absdir (dir + 4);
1494 ob->move_status = 0;
1495 return 0;
1496}
1497
1498int
1499disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1500{
1501
1502 /* The logic below here looked plain wrong before. Basically, what should
1503 * happen is that if the creatures hp percentage falls below run_away,
1504 * the creature should run away (dir+4)
1505 * I think its wrong for a creature to have a zero maxhp value, but
1506 * at least one map has this set, and whatever the map contains, the
1507 * server should try to be resilant enough to avoid the problem
1508 */
1509 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1510 return absdir (dir + 4);
1511 return dist_att (dir, ob, enemy, part, rv);
1512}
1513
1514int
1515wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1516{
1517 if (rv->distance < 9)
1518 return absdir (dir + 4);
1519 return 0;
1520}
1521
1522void
1523circ1_move (object *ob)
1524{
1525 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1526 if (++ob->move_status > 11)
1527 ob->move_status = 0;
1528 if (!(move_object (ob, circle[ob->move_status])))
1529 (void) move_object (ob, RANDOM () % 8 + 1);
1530}
1531
1532void
1533circ2_move (object *ob)
1534{
1535 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1536 if (++ob->move_status > 19)
1537 ob->move_status = 0;
1538 if (!(move_object (ob, circle[ob->move_status])))
1539 (void) move_object (ob, RANDOM () % 8 + 1);
1540}
1541
1542void
1543pace_movev (object *ob)
1544{
1545 if (ob->move_status++ > 6)
1546 ob->move_status = 0;
1547 if (ob->move_status < 4)
1548 (void) move_object (ob, 5);
1549 else
1550 (void) move_object (ob, 1);
1551}
1552
1553void
1554pace_moveh (object *ob)
1555{
1556 if (ob->move_status++ > 6)
1557 ob->move_status = 0;
1558 if (ob->move_status < 4)
1559 (void) move_object (ob, 3);
1560 else
1561 (void) move_object (ob, 7);
1562}
1563
1564void
1565pace2_movev (object *ob)
1566{
1567 if (ob->move_status++ > 16)
1568 ob->move_status = 0;
1569 if (ob->move_status < 6)
1570 (void) move_object (ob, 5);
1571 else if (ob->move_status < 8)
1572 return;
1573 else if (ob->move_status < 13)
1574 (void) move_object (ob, 1);
1575 else
1576 return;
1577}
1578
1579void
1580pace2_moveh (object *ob)
1581{
1582 if (ob->move_status++ > 16)
1583 ob->move_status = 0;
1584 if (ob->move_status < 6)
1585 (void) move_object (ob, 3);
1586 else if (ob->move_status < 8)
1587 return;
1588 else if (ob->move_status < 13)
1589 (void) move_object (ob, 7);
1590 else
1591 return;
1592}
1593
1594void
1595rand_move (object *ob)
1596{
1597 int i;
1598
1599 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1600 for (i = 0; i < 5; i++)
1601 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1602 return;
1603} 1198}
1604 1199
1605void 1200void
1606check_earthwalls (object *op, maptile *m, int x, int y) 1201check_earthwalls (object *op, maptile *m, int x, int y)
1607{ 1202{
1608 object *tmp;
1609
1610 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1203 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1611 {
1612 if (tmp->type == EARTHWALL) 1204 if (tmp->type == EARTHWALL)
1613 { 1205 {
1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1206 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1615 return; 1207 return;
1616 } 1208 }
1617 }
1618} 1209}
1619 1210
1620void 1211void
1621check_doors (object *op, maptile *m, int x, int y) 1212check_doors (object *op, maptile *m, int x, int y)
1622{ 1213{
1623 object *tmp;
1624
1625 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1214 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1626 {
1627 if (tmp->type == DOOR) 1215 if (tmp->type == DOOR)
1628 { 1216 {
1629 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1217 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1630 return; 1218 return;
1631 } 1219 }
1632 }
1633} 1220}
1634 1221
1635/* find_mon_throw_ob() - modeled on find_throw_ob 1222/* find_mon_throw_ob() - modeled on find_throw_ob
1636 * This is probably overly simplistic as it is now - We want 1223 * This is probably overly simplistic as it is now - We want
1637 * monsters to throw things like chairs and other pieces of 1224 * monsters to throw things like chairs and other pieces of
1638 * furniture, even if they are not good throwable objects. 1225 * furniture, even if they are not good throwable objects.
1639 * Probably better to have the monster throw a throwable object 1226 * Probably better to have the monster throw a throwable object
1640 * first, then throw any non equipped weapon. 1227 * first, then throw any non equipped weapon.
1641 */ 1228 */
1642
1643object * 1229object *
1644find_mon_throw_ob (object *op) 1230find_mon_throw_ob (object *op)
1645{ 1231{
1646 object *tmp = NULL; 1232 object *tmp = NULL;
1647 1233
1651 tmp = op; 1237 tmp = op;
1652 1238
1653 /* New throw code: look through the inventory. Grap the first legal is_thrown 1239 /* New throw code: look through the inventory. Grap the first legal is_thrown
1654 * marked item and throw it to the enemy. 1240 * marked item and throw it to the enemy.
1655 */ 1241 */
1656
1657 for (tmp = op->inv; tmp; tmp = tmp->below) 1242 for (tmp = op->inv; tmp; tmp = tmp->below)
1658 { 1243 {
1659
1660 /* Can't throw invisible objects or items that are applied */ 1244 /* Can't throw invisible objects or items that are applied */
1661 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1245 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1662 continue; 1246 continue;
1663 1247
1664 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1248 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1669#ifdef DEBUG_THROW 1253#ifdef DEBUG_THROW
1670 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1254 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1671#endif 1255#endif
1672 1256
1673 return tmp; 1257 return tmp;
1258}
1259
1260/*
1261 * Move-monster returns 1 if the object has been freed, otherwise 0.
1262 */
1263int
1264move_monster (object *op)
1265{
1266 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1267 object *owner, *enemy, *part, *oph = op;
1268 rv_vector rv;
1269
1270 /* Monsters not on maps don't do anything. These monsters are things
1271 * Like royal guards in city dwellers inventories.
1272 */
1273 if (!op->map)
1274 return 0;
1275
1276 /* for target facing, we copy this value here for fast access */
1277 if (oph->head) /* force update the head - one arch one pic */
1278 oph = oph->head;
1279
1280 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1281 enemy = op->enemy = NULL;
1282 else if ((enemy = find_enemy (op, &rv)))
1283 /* we have an enemy, just tell him we want him dead */
1284 enemy->attacked_by = op; /* our ptr */
1285
1286 /* generate hp, if applicable */
1287 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1288 {
1289 /* last heal is in funny units. Dividing by speed puts
1290 * the regeneration rate on a basis of time instead of
1291 * #moves the monster makes. The scaling by 8 is
1292 * to capture 8th's of a hp fraction regens
1293 *
1294 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1295 * overflow might produce monsters with negative hp.
1296 */
1297
1298 op->last_heal += (int) ((float) (8 * op->stats.Con) / op->speed);
1299 op->stats.hp = min ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1300 op->last_heal %= 32;
1301
1302 /* So if the monster has gained enough HP that they are no longer afraid */
1303 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1304 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1305
1306 if (op->stats.hp > op->stats.maxhp)
1307 op->stats.hp = op->stats.maxhp;
1308 }
1309
1310 /* generate sp, if applicable */
1311 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1312 {
1313 /* last_sp is in funny units. Dividing by speed puts
1314 * the regeneration rate on a basis of time instead of
1315 * #moves the monster makes. The scaling by 8 is
1316 * to capture 8th's of a sp fraction regens
1317 *
1318 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1319 * overflow might produce monsters with negative sp.
1320 */
1321
1322 op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed);
1323 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1324 op->last_sp %= 128;
1325 }
1326
1327 /* this should probably get modified by many more values.
1328 * (eg, creatures resistance to fear, level, etc. )
1329 */
1330 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1331 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1332
1333 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1334 return QUERY_FLAG (op, FLAG_FREED);
1335
1336 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1337 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1338 if (!check_wakeup (op, enemy, &rv))
1339 return 0;
1340
1341 /* check if monster pops out of hidden spot */
1342 if (op->flag [FLAG_HIDDEN])
1343 do_hidden_move (op);
1344
1345 if (op->pick_up)
1346 monster_check_pickup (op);
1347
1348 if (op->will_apply)
1349 monster_apply_below (op); /* Check for items to apply below */
1350
1351 /* If we don't have an enemy, do special movement or the like */
1352 if (!enemy)
1353 {
1354 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1355 {
1356 op->drop_and_destroy ();
1357 return 1;
1358 }
1359
1360 /* Probably really a bug for a creature to have both
1361 * stand still and a movement type set.
1362 */
1363 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1364 {
1365 if (op->attack_movement & HI4)
1366 {
1367 switch (op->attack_movement & HI4)
1368 {
1369 case PETMOVE:
1370 pet_move (op);
1371 break;
1372
1373 case CIRCLE1:
1374 circ1_move (op);
1375 break;
1376
1377 case CIRCLE2:
1378 circ2_move (op);
1379 break;
1380
1381 case PACEV:
1382 pace_movev (op);
1383 break;
1384
1385 case PACEH:
1386 pace_moveh (op);
1387 break;
1388
1389 case PACEV2:
1390 pace2_movev (op);
1391 break;
1392
1393 case PACEH2:
1394 pace2_moveh (op);
1395 break;
1396
1397 case RANDO:
1398 rand_move (op);
1399 break;
1400
1401 case RANDO2:
1402 move_randomly (op);
1403 break;
1404 }
1405
1406 return 0;
1407 }
1408 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1409 move_randomly (op);
1410 } /* stand still */
1411
1412 return 0;
1413 } /* no enemy */
1414
1415 /* We have an enemy. Block immediately below is for pets */
1416 if ((op->attack_movement & HI4) == PETMOVE
1417 && (owner = op->owner) != NULL
1418 && !on_same_map (op, owner)
1419 && !owner->flag [FLAG_REMOVED])
1420 return follow_owner (op, owner);
1421
1422 /* doppleganger code to change monster facing to that of the nearest
1423 * player. Hmm. The code is here, but no monster in the current
1424 * arch set uses it.
1425 */
1426 if (op->race == shstr_doppleganger)
1427 {
1428 op->face = enemy->face;
1429 op->name = enemy->name;
1430 }
1431
1432 /* Calculate range information for closest body part - this
1433 * is used for the 'skill' code, which isn't that smart when
1434 * it comes to figuring it out - otherwise, giants throw boulders
1435 * into themselves.
1436 */
1437 get_rangevector (op, enemy, &rv, 0);
1438
1439 /* Move the check for scared up here - if the monster was scared,
1440 * we were not doing any of the logic below, so might as well save
1441 * a few cpu cycles.
1442 */
1443 if (!QUERY_FLAG (op, FLAG_SCARED))
1444 {
1445 rv_vector rv1;
1446
1447 /* now we test every part of an object .... this is a real ugly piece of code */
1448 for (part = op; part; part = part->more)
1449 {
1450 get_rangevector (part, enemy, &rv1, 0x1);
1451 dir = rv1.direction;
1452
1453 /* hm, not sure about this part - in original was a scared flag here too
1454 * but that we test above... so can be old code here
1455 */
1456 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1457 dir = absdir (dir + 4);
1458
1459 if (QUERY_FLAG (op, FLAG_CONFUSED))
1460 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1461
1462 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1463 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1464 return 0;
1465
1466 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1467 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1468 return 0;
1469
1470 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1471 if (monster_use_range (op, part, enemy, dir))
1472 return 0;
1473
1474 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1475 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1476 return 0;
1477
1478 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1479 if (monster_use_bow (op, part, enemy, dir))
1480 return 0;
1481 } /* for processing of all parts */
1482 } /* If not scared */
1483
1484 part = rv.part;
1485 dir = rv.direction;
1486
1487//-GPL
1488
1489 // if the enemy is a player, we have los. if los says we
1490 // can directly reach the player, we do not deviate.
1491 // for non-players, we never deviate
1492 if (op->stats.Wis >= 8
1493 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1494 {
1495 int sdir = 0;
1496 uint32_t &smell = op->ms ().smell;
1497
1498 for (int ndir = 1; ndir <= 8; ++ndir)
1499 {
1500 mapxy pos (op); pos.move (ndir);
1501
1502 if (pos.normalise ())
1503 {
1504 mapspace &ms = pos.ms ();
1505
1506 if (ms.smell > smell)
1507 {
1508 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1509 if (op->stats.Wis >= 10)
1510 smell = ms.smell - 1; // smarter: tell others
1511
1512 sdir = ndir;
1513
1514 // perturbing the path might let the monster lose track,
1515 // but it will also widen the actual path, spreading information
1516 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1517 sdir = absdir (sdir + 1 - rndm (2) * 2);
1518 }
1519 }
1520 }
1521
1522 if (sdir)
1523 dir = sdir;
1524 else if (smell)
1525 {
1526 // no better smell found, so assume the player jumped, and erase this smell
1527 //printf ("erasing smell %d\n", op->ms ().smell);//D
1528 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1529 m->at (nx, ny).smell = 0;
1530 }
1531 }
1532
1533//+GPL
1534
1535 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1536 dir = absdir (dir + 4);
1537
1538 if (QUERY_FLAG (op, FLAG_CONFUSED))
1539 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1540
1541 pre_att_dir = dir; /* remember the original direction */
1542
1543 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1544 {
1545 switch (op->attack_movement & LO4)
1546 {
1547 case DISTATT:
1548 dir = dist_att (dir, op, enemy, part, &rv);
1549 break;
1550
1551 case RUNATT:
1552 dir = run_att (dir, op, enemy, part, &rv);
1553 break;
1554
1555 case HITRUN:
1556 dir = hitrun_att (dir, op, enemy);
1557 break;
1558
1559 case WAITATT:
1560 dir = wait_att (dir, op, enemy, part, &rv);
1561 break;
1562
1563 case RUSH: /* default - monster normally moves towards player */
1564 case ALLRUN:
1565 break;
1566
1567 case DISTHIT:
1568 dir = disthit_att (dir, op, enemy, part, &rv);
1569 break;
1570
1571 case WAIT2:
1572 dir = wait_att2 (dir, op, enemy, part, &rv);
1573 break;
1574
1575 default:
1576 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1577 }
1578 }
1579
1580 if (!dir)
1581 return 0;
1582
1583 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1584 {
1585 if (move_object (op, dir)) /* Can the monster move directly toward player? */
1586 {
1587 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1588 if ((op->attack_movement & LO4) == DISTATT)
1589 op->direction = pre_att_dir;
1590
1591 return 0;
1592 }
1593
1594 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1595 {
1596 /* Try move around corners if !close */
1597 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1598
1599 for (diff = 1; diff <= maxdiff; diff++)
1600 {
1601 /* try different detours */
1602 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1603
1604 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
1605 return 0;
1606 }
1607 }
1608 } /* if monster is not standing still */
1609
1610 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1611 if ((op->attack_movement & LO4) == DISTATT)
1612 op->direction = pre_att_dir;
1613
1614 /*
1615 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1616 * direction if they can't move away.
1617 */
1618 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1619 if (move_randomly (op))
1620 return 0;
1621
1622 /*
1623 * Try giving the monster a new enemy - the player that is closest
1624 * to it. In this way, it won't just keep trying to get to a target
1625 * that is inaccessible.
1626 * This could be more clever - it should go through a list of several
1627 * enemies, as it is now, you could perhaps get situations where there
1628 * are two players flanking the monster at close distance, but which
1629 * the monster can't get to, and a third one at a far distance that
1630 * the monster could get to - as it is, the monster won't look at that
1631 * third one.
1632 */
1633 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1634 {
1635 object *nearest_player = get_nearest_player (op);
1636
1637 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1638 {
1639 op->enemy = 0;
1640 enemy = nearest_player;
1641 }
1642 }
1643
1644 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1645 {
1646 /* The adjustement to wc that was here before looked totally bogus -
1647 * since wc can in fact get negative, that would mean by adding
1648 * the current wc, the creature gets better? Instead, just
1649 * add a fixed amount - nasty creatures that are runny away should
1650 * still be pretty nasty.
1651 */
1652 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1653 {
1654 part->stats.wc += 10;
1655 skill_attack (enemy, part, 0, NULL, NULL);
1656 part->stats.wc -= 10;
1657 }
1658 else
1659 skill_attack (enemy, part, 0, NULL, NULL);
1660 } /* if monster is in attack range */
1661
1662 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1663 return 1;
1664
1665 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1666 {
1667 op->drop_and_destroy ();
1668 return 1;
1669 }
1670
1671 return 0;
1674} 1672}
1675 1673
1676/* determine if we can 'detect' the enemy. Check for walls blocking the 1674/* determine if we can 'detect' the enemy. Check for walls blocking the
1677 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1675 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1678 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1676 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1680 * properly. I also so odd code in place that checked for x distance 1678 * properly. I also so odd code in place that checked for x distance
1681 * OR y distance being within some range - that seemed wrong - both should 1679 * OR y distance being within some range - that seemed wrong - both should
1682 * be within the valid range. MSW 2001-08-05 1680 * be within the valid range. MSW 2001-08-05
1683 * Returns 0 if enemy can not be detected, 1 if it is detected 1681 * Returns 0 if enemy can not be detected, 1 if it is detected
1684 */ 1682 */
1685
1686int 1683int
1687can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1684can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1688{ 1685{
1689 int radius = MIN_MON_RADIUS, hide_discovery;
1690
1691 /* null detection for any of these condtions always */ 1686 /* null detection for any of these condtions always */
1692 if (!op || !enemy || !op->map || !enemy->map) 1687 if (!op || !enemy || !op->map || !enemy->map)
1693 return 0; 1688 return 0;
1694 1689
1695 /* If the monster (op) has no way to get to the enemy, do nothing */ 1690 /* If the monster (op) has no way to get to the enemy, do nothing */
1697 return 0; 1692 return 0;
1698 1693
1699 get_rangevector (op, enemy, rv, 0); 1694 get_rangevector (op, enemy, rv, 0);
1700 1695
1701 /* Monsters always ignore the DM */ 1696 /* Monsters always ignore the DM */
1702 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1703 return 0; 1698 return 0;
1704 1699
1705 /* simple check. Should probably put some range checks in here. */ 1700 /* simple check. Should probably put some range checks in here. */
1706 if (can_see_enemy (op, enemy)) 1701 if (can_see_enemy (op, enemy))
1707 return 1; 1702 return 1;
1708 1703
1709 /* The rest of this is for monsters. Players are on their own for 1704 /* The rest of this is for monsters. Players are on their own for
1710 * finding enemies! 1705 * finding enemies!
1711 */ 1706 */
1712 if (op->type == PLAYER) 1707 if (op->is_player ())
1713 return 0; 1708 return 0;
1714 1709
1715 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1710 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1716 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1711 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1717 */ 1712 */
1718 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1713 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1719 return 0; 1714 return 0;
1720 1715
1716 int radius = MIN_MON_RADIUS;
1717
1721 /* use this for invis also */ 1718 /* use this for invis also */
1722 hide_discovery = op->stats.Int / 5; 1719 int hide_discovery = op->stats.Int / 5;
1723 1720
1724 /* Determine Detection radii */ 1721 /* Determine Detection radii */
1725 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1722 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1726 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1723 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1727 else 1724 else
1728 { /* a level/INT/Dex adjustment for hiding */ 1725 { /* a level/INT/Dex adjustment for hiding */
1729 object *sk_hide;
1730 int bonus = (op->level / 2) + (op->stats.Int / 5); 1726 int bonus = op->level / 2 + op->stats.Int / 5;
1731 1727
1732 if (enemy->type == PLAYER) 1728 if (enemy->is_player ())
1733 { 1729 {
1734 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1730 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1735 bonus -= sk_hide->level; 1731 bonus -= sk_hide->level;
1736 else 1732 else
1737 { 1733 {
1738 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1734 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1739 make_visible (enemy); 1735 make_visible (enemy);
1748 } /* else creature has modifiers for hiding */ 1744 } /* else creature has modifiers for hiding */
1749 1745
1750 /* Radii stealth adjustment. Only if you are stealthy 1746 /* Radii stealth adjustment. Only if you are stealthy
1751 * will you be able to sneak up closer to creatures */ 1747 * will you be able to sneak up closer to creatures */
1752 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1748 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1753 radius = radius / 2, hide_discovery = hide_discovery / 3; 1749 {
1750 radius /= 2;
1751 hide_discovery /= 3;
1752 }
1754 1753
1755 /* Radii adjustment for enemy standing in the dark */ 1754 /* Radii adjustment for enemy standing in the dark */
1756 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1755 if (!stand_in_light (enemy))
1757 { 1756 {
1758 /* on dark maps body heat can help indicate location with infravision 1757 /* on dark maps body heat can help indicate location with infravision
1759 * undead don't have body heat, so no benefit detecting them. 1758 * undead don't have body heat, so no benefit detecting them.
1760 */ 1759 */
1761 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1760 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1762 radius += op->map->darkness / 2; 1761 radius += op->map->darklevel () / 2;
1763 else 1762 else
1764 radius -= op->map->darkness / 2; 1763 radius -= op->map->darklevel () / 2;
1765 1764
1766 /* op next to a monster (and not in complete darkness) 1765 /* op next to a monster (and not in complete darkness)
1767 * the monster should have a chance to see you. 1766 * the monster should have a chance to see you.
1768 */ 1767 */
1769 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1768 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1770 radius = MIN_MON_RADIUS; 1769 radius = MIN_MON_RADIUS;
1771 } /* if on dark map */ 1770 } /* if on dark map */
1772 1771
1773 /* Lets not worry about monsters that have incredible detection 1772 /* Lets not worry about monsters that have incredible detection
1774 * radii, we only need to worry here about things the player can 1773 * radii, we only need to worry here about things the player can
1776 * may have for their map - in that way, creatures at the edge will 1775 * may have for their map - in that way, creatures at the edge will
1777 * do something. Note that the distance field in the 1776 * do something. Note that the distance field in the
1778 * vector is real distance, so in theory this should be 18 to 1777 * vector is real distance, so in theory this should be 18 to
1779 * find that. 1778 * find that.
1780 */ 1779 */
1781 if (radius > 13) 1780 // note that the above reasoning was utter bullshit even at the time it was written
1782 radius = 13; 1781 // we use 25, lets see if we have the cpu time for it
1782 radius = min (25, radius);
1783 1783
1784 /* Enemy in range! Now test for detection */ 1784 /* Enemy in range! Now test for detection */
1785 if ((int) rv->distance <= radius) 1785 if (rv->distance <= radius)
1786 { 1786 {
1787 /* ah, we are within range, detected? take cases */ 1787 /* ah, we are within range, detected? take cases */
1788 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1788 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1789 return 1; 1789 return 1;
1790 1790
1791 /* hidden or low-quality invisible */ 1791 /* hidden or low-quality invisible */
1792 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1792 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1793 { 1793 {
1794 make_visible (enemy); 1794 make_visible (enemy);
1795
1795 /* inform players of new status */ 1796 /* inform players of new status */
1796 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1797 if (enemy->type == PLAYER && player_can_view (enemy, op))
1797 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1798 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1799
1798 return 1; /* detected enemy */ 1800 return 1; /* detected enemy */
1799 } 1801 }
1800 else if (enemy->invisible) 1802 else if (enemy->invisible)
1801 { 1803 {
1802 /* Change this around - instead of negating the invisible, just 1804 /* Change this around - instead of negating the invisible, just
1803 * return true so that the mosnter that managed to detect you can 1805 * return true so that the monster that managed to detect you can
1804 * do something to you. Decreasing the duration of invisible 1806 * do something to you. Decreasing the duration of invisible
1805 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1807 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1806 * can then basically negate the spell. The spell isn't negated - 1808 * can then basically negate the spell. The spell isn't negated -
1807 * they just know where you are! 1809 * they just know where you are!
1808 */ 1810 */
1809 if ((RANDOM () % 50) <= hide_discovery) 1811 if (rndm (50) <= hide_discovery)
1810 { 1812 {
1811 if (enemy->type == PLAYER) 1813 if (enemy->type == PLAYER)
1812 {
1813 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1814 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1814 } 1815
1815 return 1; 1816 return 1;
1816 } 1817 }
1817 } 1818 }
1818 } /* within range */ 1819 } /* within range */
1819 1820
1820 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1821 return 0; 1822 return 0;
1822} 1823}
1823 1824
1824/* determine if op stands in a lighted square. This is not a very 1825/* determine if op stands in a lighted square. This is not a very
1825 * intellegent algorithm. For one thing, we ignore los here, SO it 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1826 * is possible for a bright light to illuminate a player on the 1827 * is possible for a bright light to illuminate a player on the
1827 * other side of a wall (!). 1828 * other side of a wall (!).
1828 */ 1829 */
1829
1830int 1830int
1831stand_in_light (object *op) 1831stand_in_light (object *op)
1832{ 1832{
1833 sint16 nx, ny;
1834 maptile *m;
1835
1836
1837 if (!op) 1833 if (op)
1834 {
1835 if (!op->is_on_map ())
1838 return 0; 1836 return 0;
1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1840
1839 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1840 return 1; 1842 return 1;
1841 1843
1842 if (op->map) 1844 if (op->map)
1843 { 1845 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1844 int x, y, x1, y1; 1846 {
1845
1846
1847
1848 /* Check the spaces with the max light radius to see if any of them 1847 /* Check the spaces with the max light radius to see if any of them
1849 * have lights, and if any of them light the player enough, then return 1. 1848 * have lights, and if any of them light the player enough, then return 1.
1850 */
1851 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1852 {
1853 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1854 { 1849 */
1855 m = op->map; 1850 int light = m->at (nx, ny).light;
1856 nx = x;
1857 ny = y;
1858 1851
1859 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1852 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1860 continue;
1861
1862 x1 = abs (x - op->x) * abs (x - op->x);
1863 y1 = abs (y - op->y) * abs (y - op->y);
1864 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1865 return 1; 1853 return 1;
1866 } 1854 }
1867 }
1868 } 1855 }
1856
1869 return 0; 1857 return 0;
1870} 1858}
1871
1872 1859
1873/* assuming no walls/barriers, lets check to see if its *possible* 1860/* assuming no walls/barriers, lets check to see if its *possible*
1874 * to see an enemy. Note, "detection" is different from "seeing". 1861 * to see an enemy. Note, "detection" is different from "seeing".
1875 * See can_detect_enemy() for more details. -b.t. 1862 * See can_detect_enemy() for more details. -b.t.
1876 * return 0 if can't be seen, 1 if can be 1863 * return 0 if can't be seen, 1 if can be
1877 */ 1864 */
1878
1879int 1865int
1880can_see_enemy (object *op, object *enemy) 1866can_see_enemy (object *op, object *enemy)
1881{ 1867{
1882 object *looker = op->head ? op->head : op; 1868 object *looker = op->head ? op->head : op;
1883 1869
1897 { 1883 {
1898 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1899 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1900 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1901 1887
1902 if (has_carried_lights (enemy)) 1888 if (enemy->has_carried_lights ())
1903 { 1889 {
1904 if (enemy->hide) 1890 if (enemy->flag [FLAG_HIDDEN])
1905 { 1891 {
1906 make_visible (enemy); 1892 make_visible (enemy);
1907 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1893 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1908 } 1894 }
1895
1909 return 1; 1896 return 1;
1910 } 1897 }
1911 else if (enemy->hide) 1898 else if (enemy->flag [FLAG_HIDDEN])
1912 return 0; 1899 return 0;
1913 1900
1914 /* Invisible enemy. Break apart the check for invis undead/invis looker 1901 /* Invisible enemy. Break apart the check for invis undead/invis looker
1915 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1902 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1916 * and making it a conditional makes the code pretty ugly. 1903 * and making it a conditional makes the code pretty ugly.
1917 */ 1904 */
1918 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1919 {
1920 if (makes_invisible_to (enemy, looker)) 1906 if (makes_invisible_to (enemy, looker))
1921 return 0; 1907 return 0;
1922 }
1923 } 1908 }
1924 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1925 if (player_can_view (looker, enemy)) 1910 if (player_can_view (looker, enemy))
1926 return 1; 1911 return 1;
1927 1912
1928 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1929 * unless they carry a light or stand in light. Darkness doesnt 1914 * unless they carry a light or stand in light. Darkness doesnt
1932 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1933 * only relevant for tiled maps, but it is possible that the 1918 * only relevant for tiled maps, but it is possible that the
1934 * enemy is on a bright map and the looker on a dark - in that 1919 * enemy is on a bright map and the looker on a dark - in that
1935 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1936 */ 1921 */
1937 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1922 if (!stand_in_light (enemy)
1938 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1923 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1939 return 0; 1924 return 0;
1940 1925
1941 return 1; 1926 return 1;
1942} 1927}
1928
1929//-GPL

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