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(Generate patch)

Comparing deliantra/server/server/monster.C (file contents):
Revision 1.78 by root, Sun Feb 7 04:22:33 2010 UTC vs.
Revision 1.89 by root, Sun May 2 11:52:56 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
65 if (npc->enemy) 65 if (npc->enemy)
66 { 66 {
67 /* I broke these if's apart to better be able to see what 67 /* I broke these if's apart to better be able to see what
68 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
69 */ 69 */
70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (npc->enemy->flag [FLAG_REMOVED] ||
71 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 npc->enemy->flag [FLAG_FREED] ||
72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
73 npc->enemy = 0; 73 npc->enemy = 0;
74 74
75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
76 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
78 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
79 npc->enemy = 0; 79 npc->enemy = 0;
80 80
81 81
82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
83 npc->enemy = 0; 83 npc->enemy = 0;
84 84
85 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
86 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
87 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
88 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
89 * as the enemy to attack. 89 * as the enemy to attack.
90 */ 90 */
91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!npc->enemy->flag [FLAG_MONSTER]
92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !npc->enemy->flag [FLAG_GENERATOR]
93 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
95 npc->enemy = 0; 95 npc->enemy = 0;
96 } 96 }
97 97
162 162
163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
164 npc->attacked_by = 0; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
165 165
166 /* if we berserk, we don't care about others - we attack all we can find */ 166 /* if we berserk, we don't care about others - we attack all we can find */
167 if (QUERY_FLAG (npc, FLAG_BERSERK)) 167 if (npc->flag [FLAG_BERSERK])
168 { 168 {
169 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
170 170
171 if (tmp) 171 if (tmp)
172 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
201 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
202 { 202 {
203 /* TODO: that's not finished */ 203 /* TODO: that's not finished */
204 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
205 205
206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
211 { 211 {
212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
213 npc->enemy = attacker; 213 npc->enemy = attacker;
214 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
215 } 215 }
216 } 216 }
217 217
218 /* we have no legal enemy or attacker, so we try to target a new one */ 218 /* we have no legal enemy or attacker, so we try to target a new one */
219 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) 219 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
220 { 220 {
221 npc->enemy = get_nearest_player (npc); 221 npc->enemy = get_nearest_player (npc);
222 if (npc->enemy) 222 if (npc->enemy)
223 tmp = check_enemy (npc, rv); 223 tmp = check_enemy (npc, rv);
224 } 224 }
265 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
266 * for that. 266 * for that.
267 */ 267 */
268 if (rv->distance <= radius) 268 if (rv->distance <= radius)
269 { 269 {
270 CLEAR_FLAG (op, FLAG_SLEEP); 270 op->clr_flag (FLAG_SLEEP);
271 return 1; 271 return 1;
272 } 272 }
273 273
274 return 0; 274 return 0;
275} 275}
277static int 277static int
278move_randomly (object *op) 278move_randomly (object *op)
279{ 279{
280 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
282 if (move_object (op, rndm (8) + 1)) 282 if (op->move (rndm (8) + 1))
283 return 1; 283 return 1;
284 284
285 return 0; 285 return 0;
286} 286}
287 287
298 int i; 298 int i;
299 299
300 if (!can_pick (monster, item)) 300 if (!can_pick (monster, item))
301 return 0; 301 return 0;
302 302
303 if (QUERY_FLAG (item, FLAG_UNPAID)) 303 if (item->flag [FLAG_UNPAID])
304 return 0; 304 return 0;
305 305
306 if (monster->pick_up & 64) /* All */ 306 if (monster->pick_up & 64) /* All */
307 flag = 1; 307 flag = 1;
308 308
317 case FOOD: 317 case FOOD:
318 flag = monster->pick_up & 4; 318 flag = monster->pick_up & 4;
319 break; 319 break;
320 320
321 case WEAPON: 321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 322 flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON];
323 break; 323 break;
324 324
325 case ARMOUR: 325 case ARMOUR:
326 case SHIELD: 326 case SHIELD:
327 case HELMET: 327 case HELMET:
328 case BOOTS: 328 case BOOTS:
329 case GLOVES: 329 case GLOVES:
330 case GIRDLE: 330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 331 flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR];
332 break; 332 break;
333 333
334 case SKILL: 334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 335 flag = monster->flag [FLAG_CAN_USE_SKILL];
336 break; 336 break;
337 337
338 case RING: 338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING); 339 flag = monster->flag [FLAG_USE_RING];
340 break; 340 break;
341 341
342 case WAND: 342 case WAND:
343 case HORN: 343 case HORN:
344 case ROD: 344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 345 flag = monster->flag [FLAG_USE_RANGE];
346 break; 346 break;
347 347
348 case SPELLBOOK: 348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); 349 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
350 break; 350 break;
351 351
352 case SCROLL: 352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 353 flag = monster->flag [FLAG_USE_SCROLL];
354 break; 354 break;
355 355
356 case BOW: 356 case BOW:
357 case ARROW: 357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 358 flag = monster->flag [FLAG_USE_BOW];
359 break; 359 break;
360 } 360 }
361 361
362 /* Simplistic check - if the monster has a location to equip it, he will 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 363 * pick it up. Note that this doesn't handle cases where an item may
433 switch (tmp->type) 433 switch (tmp->type)
434 { 434 {
435 case T_HANDLE: 435 case T_HANDLE:
436 case TRIGGER: 436 case TRIGGER:
437 if (monster->will_apply & 1) 437 if (monster->will_apply & 1)
438 manual_apply (monster, tmp, 0); 438 monster->apply (tmp);
439 break; 439 break;
440 440
441 case TREASURE: 441 case TREASURE:
442 if (monster->will_apply & 2) 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0); 443 monster->apply (tmp);
444 break; 444 break;
445 445
446 } 446 }
447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 447 if (tmp->flag [FLAG_IS_FLOOR])
448 break; 448 break;
449 } 449 }
450} 450}
451 451
452/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
489{ 489{
490 object *other_weap; 490 object *other_weap;
491 int val = 0, i; 491 int val = 0, i;
492 492
493 for (other_weap = who->inv; other_weap; other_weap = other_weap->below) 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)) 494 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
495 break; 495 break;
496 496
497 if (!other_weap) /* No other weapons */ 497 if (!other_weap) /* No other weapons */
498 return 1; 498 return 1;
499 499
522{ 522{
523 object *other_armour; 523 object *other_armour;
524 int val = 0, i; 524 int val = 0, i;
525 525
526 for (other_armour = who->inv; other_armour; other_armour = other_armour->below) 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)) 527 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
528 break; 528 break;
529 529
530 if (other_armour == NULL) /* No other armour, use the new */ 530 if (other_armour == NULL) /* No other armour, use the new */
531 return 1; 531 return 1;
532 532
570void 570void
571monster_check_apply (object *mon, object *item) 571monster_check_apply (object *mon, object *item)
572{ 572{
573 int flag = 0; 573 int flag = 0;
574 574
575 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) 575 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
576 { 576 {
577 SET_FLAG (mon, FLAG_CAST_SPELL); 577 mon->set_flag (FLAG_CAST_SPELL);
578 return; 578 return;
579 } 579 }
580 580
581 /* If for some reason, this item is already applied, no more work to do */ 581 /* If for some reason, this item is already applied, no more work to do */
582 if (QUERY_FLAG (item, FLAG_APPLIED)) 582 if (item->flag [FLAG_APPLIED])
583 return; 583 return;
584 584
585 /* Might be better not to do this - if the monster can fire a bow, 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 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. 587 * which case, it would be nice to have ammo for it.
588 */ 588 */
589 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 589 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
590 { 590 {
591 /* Check for the right kind of bow */ 591 /* Check for the right kind of bow */
592 object *bow; 592 object *bow;
593 593
594 for (bow = mon->inv; bow; bow = bow->below) 594 for (bow = mon->inv; bow; bow = bow->below)
595 if (bow->type == BOW && bow->race == item->race) 595 if (bow->type == BOW && bow->race == item->race)
596 { 596 {
597 SET_FLAG (mon, FLAG_READY_BOW); 597 mon->set_flag (FLAG_READY_BOW);
598 LOG (llevMonster, "Found correct bow for arrows.\n");
599 return; /* nothing more to do for arrows */ 598 return; /* nothing more to do for arrows */
600 } 599 }
601 } 600 }
602 601
603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) 602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
604 flag = 1; 603 flag = 1;
605 /* Eating food gets hp back */ 604 /* Eating food gets hp back */
606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) 605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
607 flag = 1; 606 flag = 1;
608 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) 607 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
609 { 608 {
610 if (!item->inv) 609 if (!item->inv)
611 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); 610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
612 else if (monster_should_cast_spell (mon, item->inv)) 611 else if (monster_should_cast_spell (mon, item->inv))
613 SET_FLAG (mon, FLAG_READY_SCROLL); 612 mon->set_flag (FLAG_READY_SCROLL);
614 /* Don't use it right now */ 613 /* Don't use it right now */
615 return; 614 return;
616 } 615 }
617 else if (item->type == WEAPON) 616 else if (item->type == WEAPON)
618 flag = check_good_weapon (mon, item); 617 flag = check_good_weapon (mon, item);
626 /* We never really 'ready' the wand/rod/horn, because that would mean the 625 /* We never really 'ready' the wand/rod/horn, because that would mean the
627 * weapon would get undone. 626 * weapon would get undone.
628 */ 627 */
629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
630 { 629 {
631 SET_FLAG (mon, FLAG_READY_RANGE); 630 mon->set_flag (FLAG_READY_RANGE);
632 SET_FLAG (item, FLAG_APPLIED); 631 item->set_flag (FLAG_APPLIED);
633 } 632 }
634 return; 633 return;
635 } 634 }
636 else if (item->type == BOW) 635 else if (item->type == BOW)
637 { 636 {
638 /* We never really 'ready' the bow, because that would mean the 637 /* We never really 'ready' the bow, because that would mean the
639 * weapon would get undone. 638 * weapon would get undone.
640 */ 639 */
641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
642 SET_FLAG (mon, FLAG_READY_BOW); 641 mon->set_flag (FLAG_READY_BOW);
643 return; 642 return;
644 } 643 }
645 else if (item->type == SKILL) 644 else if (item->type == SKILL)
646 { 645 {
647 /* 646 /*
648 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, 647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
649 * else they can't use the skill... 648 * else they can't use the skill...
650 * Skills also don't need to get applied, so return now. 649 * Skills also don't need to get applied, so return now.
651 */ 650 */
652 SET_FLAG (mon, FLAG_READY_SKILL); 651 mon->set_flag (FLAG_READY_SKILL);
653 return; 652 return;
654 } 653 }
655 654
656 /* if we don't match one of the above types, return now. 655 /* 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, 656 * can_apply_object will say that we can apply things like flesh,
670 669
671 /* should only be applying this item, not unapplying it. 670 /* should only be applying this item, not unapplying it.
672 * also, ignore status of curse so they can take off old armour. 671 * also, ignore status of curse so they can take off old armour.
673 * monsters have some advantages after all. 672 * monsters have some advantages after all.
674 */ 673 */
675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 674 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
676} 675}
677 676
678static int 677static int
679can_hit (object *ob1, object *ob2, rv_vector * rv) 678can_hit (object *ob1, object *ob2, rv_vector * rv)
680{ 679{
681 object *more; 680 object *more;
682 rv_vector rv1; 681 rv_vector rv1;
683 682
684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) 683 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
685 return 0; 684 return 0;
686 685
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1; 687 return 1;
689 688
786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
787 786
788 if (++ob->move_status > 11) 787 if (++ob->move_status > 11)
789 ob->move_status = 0; 788 ob->move_status = 0;
790 789
791 if (!(move_object (ob, circle[ob->move_status]))) 790 if (!(ob->move (circle[ob->move_status])))
792 move_object (ob, rndm (8) + 1); 791 ob->move (rndm (8) + 1);
793} 792}
794 793
795static void 794static void
796circ2_move (object *ob) 795circ2_move (object *ob)
797{ 796{
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 }; 797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
799 798
800 if (++ob->move_status > 19) 799 if (++ob->move_status > 19)
801 ob->move_status = 0; 800 ob->move_status = 0;
802 801
803 if (!(move_object (ob, circle[ob->move_status]))) 802 if (!(ob->move (circle[ob->move_status])))
804 move_object (ob, rndm (8) + 1); 803 ob->move (rndm (8) + 1);
805} 804}
806 805
807static void 806static void
808pace_movev (object *ob) 807pace_movev (object *ob)
809{ 808{
810 if (ob->move_status++ > 6) 809 if (ob->move_status++ > 6)
811 ob->move_status = 0; 810 ob->move_status = 0;
812 811
813 if (ob->move_status < 4) 812 if (ob->move_status < 4)
814 move_object (ob, 5); 813 ob->move (5);
815 else 814 else
816 move_object (ob, 1); 815 ob->move (1);
817} 816}
818 817
819static void 818static void
820pace_moveh (object *ob) 819pace_moveh (object *ob)
821{ 820{
822 if (ob->move_status++ > 6) 821 if (ob->move_status++ > 6)
823 ob->move_status = 0; 822 ob->move_status = 0;
824 823
825 if (ob->move_status < 4) 824 if (ob->move_status < 4)
826 move_object (ob, 3); 825 ob->move (3);
827 else 826 else
828 move_object (ob, 7); 827 ob->move (7);
829} 828}
830 829
831static void 830static void
832pace2_movev (object *ob) 831pace2_movev (object *ob)
833{ 832{
834 if (ob->move_status++ > 16) 833 if (ob->move_status++ > 16)
835 ob->move_status = 0; 834 ob->move_status = 0;
836 835
837 if (ob->move_status < 6) 836 if (ob->move_status < 6)
838 move_object (ob, 5); 837 ob->move (5);
839 else if (ob->move_status < 8) 838 else if (ob->move_status < 8)
840 return; 839 return;
841 else if (ob->move_status < 13) 840 else if (ob->move_status < 13)
842 move_object (ob, 1); 841 ob->move (1);
843 else 842 else
844 return; 843 return;
845} 844}
846 845
847static void 846static void
849{ 848{
850 if (ob->move_status++ > 16) 849 if (ob->move_status++ > 16)
851 ob->move_status = 0; 850 ob->move_status = 0;
852 851
853 if (ob->move_status < 6) 852 if (ob->move_status < 6)
854 move_object (ob, 3); 853 ob->move (3);
855 else if (ob->move_status < 8) 854 else if (ob->move_status < 8)
856 return; 855 return;
857 else if (ob->move_status < 13) 856 else if (ob->move_status < 13)
858 move_object (ob, 7); 857 ob->move (7);
859 else 858 else
860 return; 859 return;
861} 860}
862 861
863static void 862static void
864rand_move (object *ob) 863rand_move (object *ob)
865{ 864{
866 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 865 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++) 866 for (int i = 0; i < 5; i++)
868 if (move_object (ob, ob->move_status = rndm (8) + 1)) 867 if (ob->move (ob->move_status = rndm (8) + 1))
869 return; 868 return;
870} 869}
871 870
872#define MAX_KNOWN_SPELLS 20 871#define MAX_KNOWN_SPELLS 20
873 872
923 * other monsters) 922 * other monsters)
924 */ 923 */
925 if (!(dir = path_to_player (part, pl, 0))) 924 if (!(dir = path_to_player (part, pl, 0)))
926 return 0; 925 return 0;
927 926
928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 927 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
929 { 928 {
930 get_rangevector (head, owner, &rv1, 0x1); 929 get_rangevector (head, owner, &rv1, 0x1);
931 if (dirdiff (dir, rv1.direction) < 2) 930 if (dirdiff (dir, rv1.direction) < 2)
932 return 0; /* Might hit owner with spell */ 931 return 0; /* Might hit owner with spell */
933 } 932 }
934 933
935 if (QUERY_FLAG (head, FLAG_CONFUSED)) 934 if (head->flag [FLAG_CONFUSED])
936 dir = absdir (dir + rndm (3) + rndm (3) - 2); 935 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937 936
938 /* If the monster hasn't already chosen a spell, choose one 937 /* If the monster hasn't already chosen a spell, choose one
939 * I'm not sure if it really make sense to pre-select spells (events 938 * I'm not sure if it really make sense to pre-select spells (events
940 * could be different by the time the monster goes again). 939 * could be different by the time the monster goes again).
941 */ 940 */
942 if (head->spellitem == NULL) 941 if (head->spellitem == NULL)
943 { 942 {
944 if ((spell_item = monster_choose_random_spell (head)) == NULL) 943 if ((spell_item = monster_choose_random_spell (head)) == NULL)
945 { 944 {
946 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
947 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 945 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
948 return 0; 946 return 0;
949 } 947 }
950 948
951 if (spell_item->type == SPELLBOOK) 949 if (spell_item->type == SPELLBOOK)
952 { 950 {
999 * other monsters) 997 * other monsters)
1000 */ 998 */
1001 if (!(dir = path_to_player (part, pl, 0))) 999 if (!(dir = path_to_player (part, pl, 0)))
1002 return 0; 1000 return 0;
1003 1001
1004 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1002 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1005 { 1003 {
1006 get_rangevector (head, owner, &rv1, 0x1); 1004 get_rangevector (head, owner, &rv1, 0x1);
1007 if (dirdiff (dir, rv1.direction) < 2) 1005 if (dirdiff (dir, rv1.direction) < 2)
1008 { 1006 {
1009 return 0; /* Might hit owner with spell */ 1007 return 0; /* Might hit owner with spell */
1010 } 1008 }
1011 } 1009 }
1012 1010
1013 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1011 if (head->flag [FLAG_CONFUSED])
1014 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1012 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1015 1013
1016 for (scroll = head->inv; scroll; scroll = scroll->below) 1014 for (scroll = head->inv; scroll; scroll = scroll->below)
1017 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 1015 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1018 break; 1016 break;
1019 1017
1020 /* Used up all his scrolls, so nothing do to */ 1018 /* Used up all his scrolls, so nothing do to */
1021 if (!scroll) 1019 if (!scroll)
1022 { 1020 {
1023 CLEAR_FLAG (head, FLAG_READY_SCROLL); 1021 head->clr_flag (FLAG_READY_SCROLL);
1024 return 0; 1022 return 0;
1025 } 1023 }
1026 1024
1027 /* Spell should be cast on caster (ie, heal, strength) */ 1025 /* Spell should be cast on caster (ie, heal, strength) */
1028 if (scroll->inv->range == 0) 1026 if (scroll->inv->range == 0)
1049 object *skill, *owner; 1047 object *skill, *owner;
1050 1048
1051 if (!(dir = path_to_player (part, pl, 0))) 1049 if (!(dir = path_to_player (part, pl, 0)))
1052 return 0; 1050 return 0;
1053 1051
1054 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1052 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1055 { 1053 {
1056 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1054 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1057 1055
1058 if (dirdiff (dir, dir2) < 1) 1056 if (dirdiff (dir, dir2) < 1)
1059 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 1057 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1060 } 1058 }
1061 1059
1062 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1060 if (head->flag [FLAG_CONFUSED])
1063 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1061 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1064 1062
1063 object *new_skill = 0;
1064
1065 /* skill selection - monster will use the next unused skill. 1065 // skill selection - monster will use the last unused skill
1066 * well...the following scenario will allow the monster to 1066 // and rotate, eventually cycling through all skills.
1067 * toggle between 2 skills. One day it would be nice to make
1068 * more skills available to monsters.
1069 */
1070 for (skill = head->inv; skill; skill = skill->below) 1067 for (skill = head->inv; skill; skill = skill->below)
1071 if (skill->type == SKILL && skill != head->chosen_skill) 1068 if (skill->type == SKILL && skill != head->chosen_skill)
1072 { 1069 new_skill = skill;
1070
1071 if (new_skill)
1073 head->chosen_skill = skill; 1072 splay (head->chosen_skill = new_skill);
1074 break;
1075 }
1076
1077 if (!skill && !head->chosen_skill) 1073 else if (!head->chosen_skill)
1078 { 1074 {
1079 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 1075 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1080 CLEAR_FLAG (head, FLAG_READY_SKILL); 1076 head->clr_flag (FLAG_READY_SKILL);
1081 return 0; 1077 return 0;
1082 } 1078 }
1083 1079
1084 /* use skill */ 1080 /* use skill */
1085 return do_skill (head, part, head->chosen_skill, dir, NULL); 1081 return do_skill (head, part, head->chosen_skill, dir, NULL);
1093 int at_least_one = 0; 1089 int at_least_one = 0;
1094 1090
1095 if (!(dir = path_to_player (part, pl, 0))) 1091 if (!(dir = path_to_player (part, pl, 0)))
1096 return 0; 1092 return 0;
1097 1093
1098 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1094 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1099 { 1095 {
1100 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1096 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1101 1097
1102 if (dirdiff (dir, dir2) < 2) 1098 if (dirdiff (dir, dir2) < 2)
1103 return 0; /* Might hit owner with spell */ 1099 return 0; /* Might hit owner with spell */
1104 } 1100 }
1105 1101
1106 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1102 if (head->flag [FLAG_CONFUSED])
1107 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1103 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1108 1104
1109 for (wand = head->inv; wand; wand = wand->below) 1105 for (wand = head->inv; wand; wand = wand->below)
1110 { 1106 {
1111 if (wand->type == WAND) 1107 if (wand->type == WAND)
1119 1115
1120 if (!(--wand->stats.food)) 1116 if (!(--wand->stats.food))
1121 { 1117 {
1122 if (wand->arch) 1118 if (wand->arch)
1123 { 1119 {
1124 CLEAR_FLAG (wand, FLAG_ANIMATE); 1120 wand->clr_flag (FLAG_ANIMATE);
1125 wand->face = wand->arch->face; 1121 wand->face = wand->arch->face;
1126 wand->set_speed (0); 1122 wand->set_speed (0);
1127 } 1123 }
1128 } 1124 }
1129 /* Success */ 1125 /* Success */
1150 1146
1151 if (at_least_one) 1147 if (at_least_one)
1152 return 0; 1148 return 0;
1153 1149
1154 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); 1150 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1155 CLEAR_FLAG (head, FLAG_READY_RANGE); 1151 head->clr_flag (FLAG_READY_RANGE);
1156 return 0; 1152 return 0;
1157} 1153}
1158 1154
1159static int 1155static int
1160monster_use_bow (object *head, object *part, object *pl, int dir) 1156monster_use_bow (object *head, object *part, object *pl, int dir)
1162 object *owner; 1158 object *owner;
1163 1159
1164 if (!(dir = path_to_player (part, pl, 0))) 1160 if (!(dir = path_to_player (part, pl, 0)))
1165 return 0; 1161 return 0;
1166 1162
1167 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1163 if (head->flag [FLAG_CONFUSED])
1168 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1164 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1169 1165
1170 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1166 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1171 { 1167 {
1172 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1168 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1173 1169
1174 if (dirdiff (dir, dir2) < 1) 1170 if (dirdiff (dir, dir2) < 1)
1175 return 0; /* Might hit owner with arrow */ 1171 return 0; /* Might hit owner with arrow */
1176 } 1172 }
1177 1173
1190 /* If nothing alive on this space, no need to search the space. */ 1186 /* If nothing alive on this space, no need to search the space. */
1191 if (!(ms.flags () & P_IS_ALIVE)) 1187 if (!(ms.flags () & P_IS_ALIVE))
1192 continue; 1188 continue;
1193 1189
1194 for (object *npc = ms.bot; npc; npc = npc->above) 1190 for (object *npc = ms.bot; npc; npc = npc->above)
1195 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1191 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1196 npc->enemy = op->enemy; 1192 npc->enemy = op->enemy;
1197 } 1193 }
1198} 1194}
1199 1195
1200void 1196void
1240 * marked item and throw it to the enemy. 1236 * marked item and throw it to the enemy.
1241 */ 1237 */
1242 for (tmp = op->inv; tmp; tmp = tmp->below) 1238 for (tmp = op->inv; tmp; tmp = tmp->below)
1243 { 1239 {
1244 /* Can't throw invisible objects or items that are applied */ 1240 /* Can't throw invisible objects or items that are applied */
1245 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1241 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1246 continue; 1242 continue;
1247 1243
1248 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1244 if (tmp->flag [FLAG_IS_THROWN])
1249 break; 1245 break;
1250 1246
1251 } 1247 }
1252 1248
1253#ifdef DEBUG_THROW 1249#ifdef DEBUG_THROW
1275 1271
1276 /* for target facing, we copy this value here for fast access */ 1272 /* for target facing, we copy this value here for fast access */
1277 if (oph->head) /* force update the head - one arch one pic */ 1273 if (oph->head) /* force update the head - one arch one pic */
1278 oph = oph->head; 1274 oph = oph->head;
1279 1275
1280 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 1276 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1281 enemy = op->enemy = NULL; 1277 enemy = op->enemy = NULL;
1282 else if ((enemy = find_enemy (op, &rv))) 1278 else if ((enemy = find_enemy (op, &rv)))
1283 /* we have an enemy, just tell him we want him dead */ 1279 /* we have an enemy, just tell him we want him dead */
1284 enemy->attacked_by = op; /* our ptr */ 1280 enemy->attacked_by = op; /* our ptr */
1285 1281
1288 { 1284 {
1289 /* last heal is in funny units. Dividing by speed puts 1285 /* last heal is in funny units. Dividing by speed puts
1290 * the regeneration rate on a basis of time instead of 1286 * the regeneration rate on a basis of time instead of
1291 * #moves the monster makes. The scaling by 8 is 1287 * #moves the monster makes. The scaling by 8 is
1292 * to capture 8th's of a hp fraction regens 1288 * 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 */ 1289 */
1297 1290 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
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 */ 1291 op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1300 op->last_heal %= 32; 1292 op->last_heal = last_heal % 32;
1301 1293
1302 /* So if the monster has gained enough HP that they are no longer afraid */ 1294 /* 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)) 1295 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1304 CLEAR_FLAG (op, FLAG_RUN_AWAY); 1296 op->flag [FLAG_RUN_AWAY] = false;
1305
1306 if (op->stats.hp > op->stats.maxhp)
1307 op->stats.hp = op->stats.maxhp;
1308 } 1297 }
1309 1298
1310 /* generate sp, if applicable */ 1299 /* generate sp, if applicable */
1311 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 1300 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1312 { 1301 {
1313 /* last_sp is in funny units. Dividing by speed puts 1302 /* last_sp is in funny units. Dividing by speed puts
1314 * the regeneration rate on a basis of time instead of 1303 * the regeneration rate on a basis of time instead of
1315 * #moves the monster makes. The scaling by 8 is 1304 * #moves the monster makes. The scaling by 8 is
1316 * to capture 8th's of a sp fraction regens 1305 * 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 */ 1306 */
1321 1307
1322 op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed); 1308 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1323 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 1309 op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1324 op->last_sp %= 128; 1310 op->last_sp = last_sp % 128;
1325 } 1311 }
1326 1312
1327 /* this should probably get modified by many more values. 1313 /* this should probably get modified by many more values.
1328 * (eg, creatures resistance to fear, level, etc. ) 1314 * (eg, creatures resistance to fear, level, etc. )
1329 */ 1315 */
1330 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 1316 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1331 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 1317 op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1332 1318
1333 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 1319 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1334 return QUERY_FLAG (op, FLAG_FREED); 1320 return op->flag [FLAG_FREED];
1335 1321
1336 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 1322 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1337 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 1323 ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1338 if (!check_wakeup (op, enemy, &rv)) 1324 if (!check_wakeup (op, enemy, &rv))
1339 return 0; 1325 return 0;
1340 1326
1341 /* check if monster pops out of hidden spot */ 1327 /* check if monster pops out of hidden spot */
1342 if (op->flag [FLAG_HIDDEN]) 1328 if (op->flag [FLAG_HIDDEN])
1349 monster_apply_below (op); /* Check for items to apply below */ 1335 monster_apply_below (op); /* Check for items to apply below */
1350 1336
1351 /* If we don't have an enemy, do special movement or the like */ 1337 /* If we don't have an enemy, do special movement or the like */
1352 if (!enemy) 1338 if (!enemy)
1353 { 1339 {
1354 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 1340 if (op->flag [FLAG_ONLY_ATTACK])
1355 { 1341 {
1356 op->drop_and_destroy (); 1342 op->drop_and_destroy ();
1357 return 1; 1343 return 1;
1358 } 1344 }
1359 1345
1360 /* Probably really a bug for a creature to have both 1346 /* Probably really a bug for a creature to have both
1361 * stand still and a movement type set. 1347 * stand still and a movement type set.
1362 */ 1348 */
1363 if (!QUERY_FLAG (op, FLAG_STAND_STILL)) 1349 if (!op->flag [FLAG_STAND_STILL])
1364 { 1350 {
1365 if (op->attack_movement & HI4) 1351 if (op->attack_movement & HI4)
1366 { 1352 {
1367 switch (op->attack_movement & HI4) 1353 switch (op->attack_movement & HI4)
1368 { 1354 {
1403 break; 1389 break;
1404 } 1390 }
1405 1391
1406 return 0; 1392 return 0;
1407 } 1393 }
1408 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 1394 else if (op->flag [FLAG_RANDOM_MOVE])
1409 move_randomly (op); 1395 move_randomly (op);
1410 } /* stand still */ 1396 } /* stand still */
1411 1397
1412 return 0; 1398 return 0;
1413 } /* no enemy */ 1399 } /* no enemy */
1438 1424
1439 /* Move the check for scared up here - if the monster was scared, 1425 /* 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 1426 * we were not doing any of the logic below, so might as well save
1441 * a few cpu cycles. 1427 * a few cpu cycles.
1442 */ 1428 */
1443 if (!QUERY_FLAG (op, FLAG_SCARED)) 1429 if (!op->flag [FLAG_SCARED])
1444 { 1430 {
1445 rv_vector rv1; 1431 rv_vector rv1;
1446 1432
1447 /* now we test every part of an object .... this is a real ugly piece of code */ 1433 /* now we test every part of an object .... this is a real ugly piece of code */
1448 for (part = op; part; part = part->more) 1434 for (part = op; part; part = part->more)
1451 dir = rv1.direction; 1437 dir = rv1.direction;
1452 1438
1453 /* hm, not sure about this part - in original was a scared flag here too 1439 /* 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 1440 * but that we test above... so can be old code here
1455 */ 1441 */
1456 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 1442 if (op->flag [FLAG_RUN_AWAY])
1457 dir = absdir (dir + 4); 1443 dir = absdir (dir + 4);
1458 1444
1459 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1445 if (op->flag [FLAG_CONFUSED])
1460 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1446 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1461 1447
1462 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) 1448 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1463 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 1449 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1464 return 0; 1450 return 0;
1465 1451
1466 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) 1452 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1467 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 1453 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1468 return 0; 1454 return 0;
1469 1455
1470 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) 1456 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1471 if (monster_use_range (op, part, enemy, dir)) 1457 if (monster_use_range (op, part, enemy, dir))
1472 return 0; 1458 return 0;
1473 1459
1474 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) 1460 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1475 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 1461 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1476 return 0; 1462 return 0;
1477 1463
1478 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) 1464 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1479 if (monster_use_bow (op, part, enemy, dir)) 1465 if (monster_use_bow (op, part, enemy, dir))
1480 return 0; 1466 return 0;
1481 } /* for processing of all parts */ 1467 } /* for processing of all parts */
1482 } /* If not scared */ 1468 } /* If not scared */
1483 1469
1530 } 1516 }
1531 } 1517 }
1532 1518
1533//+GPL 1519//+GPL
1534 1520
1535 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 1521 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1536 dir = absdir (dir + 4); 1522 dir = absdir (dir + 4);
1537 1523
1538 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1524 if (op->flag [FLAG_CONFUSED])
1539 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1525 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1540 1526
1541 pre_att_dir = dir; /* remember the original direction */ 1527 pre_att_dir = dir; /* remember the original direction */
1542 1528
1543 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 1529 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1544 { 1530 {
1545 switch (op->attack_movement & LO4) 1531 switch (op->attack_movement & LO4)
1546 { 1532 {
1547 case DISTATT: 1533 case DISTATT:
1548 dir = dist_att (dir, op, enemy, part, &rv); 1534 dir = dist_att (dir, op, enemy, part, &rv);
1578 } 1564 }
1579 1565
1580 if (!dir) 1566 if (!dir)
1581 return 0; 1567 return 0;
1582 1568
1583 if (!QUERY_FLAG (op, FLAG_STAND_STILL)) 1569 if (!op->flag [FLAG_STAND_STILL])
1584 { 1570 {
1585 if (move_object (op, dir)) /* Can the monster move directly toward player? */ 1571 if (op->move (dir)) /* Can the monster move directly toward player? */
1586 { 1572 {
1587 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 1573 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1588 if ((op->attack_movement & LO4) == DISTATT) 1574 if ((op->attack_movement & LO4) == DISTATT)
1589 op->direction = pre_att_dir; 1575 op->direction = pre_att_dir;
1590 1576
1591 return 0; 1577 return 0;
1592 } 1578 }
1593 1579
1594 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 1580 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1595 { 1581 {
1596 /* Try move around corners if !close */ 1582 /* Try move around corners if !close */
1597 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; 1583 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1598 1584
1599 for (diff = 1; diff <= maxdiff; diff++) 1585 for (diff = 1; diff <= maxdiff; diff++)
1600 { 1586 {
1601 /* try different detours */ 1587 /* try different detours */
1602 int m = 1 - rndm (2) * 2; /* Try left or right first? */ 1588 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1603 1589
1604 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 1590 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1605 return 0; 1591 return 0;
1606 } 1592 }
1607 } 1593 }
1608 } /* if monster is not standing still */ 1594 } /* if monster is not standing still */
1609 1595
1613 1599
1614 /* 1600 /*
1615 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random 1601 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1616 * direction if they can't move away. 1602 * direction if they can't move away.
1617 */ 1603 */
1618 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) 1604 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1619 if (move_randomly (op)) 1605 if (move_randomly (op))
1620 return 0; 1606 return 0;
1621 1607
1622 /* 1608 /*
1623 * Try giving the monster a new enemy - the player that is closest 1609 * Try giving the monster a new enemy - the player that is closest
1628 * are two players flanking the monster at close distance, but which 1614 * 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 1615 * 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 1616 * the monster could get to - as it is, the monster won't look at that
1631 * third one. 1617 * third one.
1632 */ 1618 */
1633 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) 1619 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1634 { 1620 {
1635 object *nearest_player = get_nearest_player (op); 1621 object *nearest_player = get_nearest_player (op);
1636 1622
1637 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 1623 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1638 { 1624 {
1639 op->enemy = 0; 1625 op->enemy = 0;
1640 enemy = nearest_player; 1626 enemy = nearest_player;
1641 } 1627 }
1642 } 1628 }
1643 1629
1644 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 1630 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1645 { 1631 {
1646 /* The adjustement to wc that was here before looked totally bogus - 1632 /* The adjustement to wc that was here before looked totally bogus -
1647 * since wc can in fact get negative, that would mean by adding 1633 * since wc can in fact get negative, that would mean by adding
1648 * the current wc, the creature gets better? Instead, just 1634 * the current wc, the creature gets better? Instead, just
1649 * add a fixed amount - nasty creatures that are runny away should 1635 * add a fixed amount - nasty creatures that are runny away should
1650 * still be pretty nasty. 1636 * still be pretty nasty.
1651 */ 1637 */
1652 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 1638 if (op->flag [FLAG_RUN_AWAY])
1653 { 1639 {
1654 part->stats.wc += 10; 1640 part->stats.wc += 10;
1655 skill_attack (enemy, part, 0, NULL, NULL); 1641 skill_attack (enemy, part, 0, NULL, NULL);
1656 part->stats.wc -= 10; 1642 part->stats.wc -= 10;
1657 } 1643 }
1658 else 1644 else
1659 skill_attack (enemy, part, 0, NULL, NULL); 1645 skill_attack (enemy, part, 0, NULL, NULL);
1660 } /* if monster is in attack range */ 1646 } /* if monster is in attack range */
1661 1647
1662 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 1648 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1663 return 1; 1649 return 1;
1664 1650
1665 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 1651 if (op->flag [FLAG_ONLY_ATTACK])
1666 { 1652 {
1667 op->drop_and_destroy (); 1653 op->drop_and_destroy ();
1668 return 1; 1654 return 1;
1669 } 1655 }
1670 1656
1692 return 0; 1678 return 0;
1693 1679
1694 get_rangevector (op, enemy, rv, 0); 1680 get_rangevector (op, enemy, rv, 0);
1695 1681
1696 /* Monsters always ignore the DM */ 1682 /* Monsters always ignore the DM */
1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) 1683 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1698 return 0; 1684 return 0;
1699 1685
1700 /* simple check. Should probably put some range checks in here. */ 1686 /* simple check. Should probably put some range checks in here. */
1701 if (can_see_enemy (op, enemy)) 1687 if (can_see_enemy (op, enemy))
1702 return 1; 1688 return 1;
1743 hide_discovery += bonus * 5; 1729 hide_discovery += bonus * 5;
1744 } /* else creature has modifiers for hiding */ 1730 } /* else creature has modifiers for hiding */
1745 1731
1746 /* Radii stealth adjustment. Only if you are stealthy 1732 /* Radii stealth adjustment. Only if you are stealthy
1747 * will you be able to sneak up closer to creatures */ 1733 * will you be able to sneak up closer to creatures */
1748 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1734 if (enemy->flag [FLAG_STEALTH])
1749 { 1735 {
1750 radius /= 2; 1736 radius /= 2;
1751 hide_discovery /= 3; 1737 hide_discovery /= 3;
1752 } 1738 }
1753 1739
1755 if (!stand_in_light (enemy)) 1741 if (!stand_in_light (enemy))
1756 { 1742 {
1757 /* on dark maps body heat can help indicate location with infravision 1743 /* on dark maps body heat can help indicate location with infravision
1758 * undead don't have body heat, so no benefit detecting them. 1744 * undead don't have body heat, so no benefit detecting them.
1759 */ 1745 */
1760 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1746 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1761 radius += op->map->darklevel () / 2; 1747 radius += op->map->darklevel () / 2;
1762 else 1748 else
1763 radius -= op->map->darklevel () / 2; 1749 radius -= op->map->darklevel () / 2;
1764 1750
1765 /* op next to a monster (and not in complete darkness) 1751 /* op next to a monster (and not in complete darkness)
1842 return 1; 1828 return 1;
1843 1829
1844 if (op->map) 1830 if (op->map)
1845 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1831 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1846 { 1832 {
1833 mapspace &ms = m->at (nx, ny);
1834
1835 ms.update ();
1836
1847 /* Check the spaces with the max light radius to see if any of them 1837 /* Check the spaces with the max light radius to see if any of them
1848 * have lights, and if any of them light the player enough, then return 1. 1838 * have lights, and if any of them light the player enough, then return 1.
1849 */ 1839 */
1850 int light = m->at (nx, ny).light; 1840 int light = ms.light;
1851 1841
1852 if (expect_false (light > 0) && idistance (dx, dy) <= light) 1842 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1853 return 1; 1843 return 1;
1854 } 1844 }
1855 } 1845 }
1866can_see_enemy (object *op, object *enemy) 1856can_see_enemy (object *op, object *enemy)
1867{ 1857{
1868 object *looker = op->head ? op->head : op; 1858 object *looker = op->head ? op->head : op;
1869 1859
1870 /* safety */ 1860 /* safety */
1871 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1861 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1872 return 0; 1862 return 0;
1873 1863
1874 /* we dont give a full treatment of xrays here (shorter range than normal, 1864 /* we dont give a full treatment of xrays here (shorter range than normal,
1875 * see through walls). Should we change the code elsewhere to make you 1865 * see through walls). Should we change the code elsewhere to make you
1876 * blind even if you can xray? 1866 * blind even if you can xray?
1877 */ 1867 */
1878 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1868 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1879 return 0; 1869 return 0;
1880 1870
1881 /* checking for invisible things */ 1871 /* checking for invisible things */
1882 if (enemy->invisible) 1872 if (enemy->invisible)
1883 { 1873 {
1900 1890
1901 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1902 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1903 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1904 */ 1894 */
1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1895 if (!looker->flag [FLAG_SEE_INVISIBLE])
1906 if (makes_invisible_to (enemy, looker)) 1896 if (makes_invisible_to (enemy, looker))
1907 return 0; 1897 return 0;
1908 } 1898 }
1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */ 1899 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1910 if (player_can_view (looker, enemy)) 1900 if (player_can_view (looker, enemy))
1918 * only relevant for tiled maps, but it is possible that the 1908 * only relevant for tiled maps, but it is possible that the
1919 * enemy is on a bright map and the looker on a dark - in that 1909 * enemy is on a bright map and the looker on a dark - in that
1920 * case, the looker can still see the enemy 1910 * case, the looker can still see the enemy
1921 */ 1911 */
1922 if (!stand_in_light (enemy) 1912 if (!stand_in_light (enemy)
1923 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1913 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1924 return 0; 1914 return 0;
1925 1915
1926 return 1; 1916 return 1;
1927} 1917}
1928 1918

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