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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.15 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.90 by root, Sat May 15 23:41:06 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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#ifndef __CEXTRACT__
26# include <sproto.h> 28#include <sproto.h>
27# include <spells.h> 29#include <spells.h>
28# include <skills.h> 30#include <skills.h>
29#endif
30
31 31
32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33
34 33
35/* checks npc->enemy and returns that enemy if still valid, 34/* checks npc->enemy and returns that enemy if still valid,
36 * NULL otherwise. 35 * NULL otherwise.
37 * this is map tile aware. 36 * this is map tile aware.
38 * If this returns an enemy, the range vector rv should also be 37 * If this returns an enemy, the range vector rv should also be
39 * set to sane values. 38 * set to sane values.
40 */ 39 */
41object * 40object *
42check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
43{ 42{
44
45 /* 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
46 * 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,
47 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
48 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
49 { 47 {
51 npc->enemy = NULL; 49 npc->enemy = NULL;
52 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
53 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
54 } 52 }
55 53
56 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
57 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
58 * 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
59 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
60 */ 58 */
61 /* 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
62 * 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
63 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
64 * 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
65 * too. */ 63 * too. */
66 64
67 if (npc->enemy) 65 if (npc->enemy)
68 { 66 {
69 /* 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
70 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
71 */ 69 */
72 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (npc->enemy->flag [FLAG_REMOVED] ||
73 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 npc->enemy->flag [FLAG_FREED] ||
74 !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])
75 npc->enemy = NULL; 73 npc->enemy = 0;
76 74
77 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]
78 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
79 || ((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)))
80 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
81 npc->enemy = NULL; 79 npc->enemy = 0;
82 80
83 81
84 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))
85 npc->enemy = NULL; 83 npc->enemy = 0;
86 84
87 /* 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
88 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
89 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
90 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
91 * as the enemy to attack. 89 * as the enemy to attack.
92 */ 90 */
93 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 91 else if (!npc->enemy->flag [FLAG_MONSTER]
94 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 92 && !npc->enemy->flag [FLAG_GENERATOR]
93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM)
95 npc->enemy = NULL; 95 npc->enemy = 0;
96
97 } 96 }
97
98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
99} 99}
100 100
101/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
102 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
103 * 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
116find_nearest_living_creature (object *npc) 116find_nearest_living_creature (object *npc)
117{ 117{
118 int i, mflags; 118 int i, mflags;
119 sint16 nx, ny; 119 sint16 nx, ny;
120 maptile *m; 120 maptile *m;
121 object *tmp;
122 int search_arr[SIZEOFFREE]; 121 int search_arr[SIZEOFFREE];
123 122
124 get_search_arr (search_arr); 123 get_search_arr (search_arr);
124
125 for (i = 0; i < SIZEOFFREE; i++) 125 for (i = 0; i < SIZEOFFREE; i++)
126 { 126 {
127 /* modified to implement smart searching using search_arr 127 /* modified to implement smart searching using search_arr
128 * guidance array to determine direction of search order 128 * guidance array to determine direction of search order
129 */ 129 */
130 nx = npc->x + freearr_x[search_arr[i]]; 130 nx = npc->x + freearr_x[search_arr[i]];
131 ny = npc->y + freearr_y[search_arr[i]]; 131 ny = npc->y + freearr_y[search_arr[i]];
132 m = npc->map; 132 m = npc->map;
133 133
134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135
135 if (mflags & P_OUT_OF_MAP) 136 if (mflags & P_OUT_OF_MAP)
136 continue; 137 continue;
137 138
138 if (mflags & P_IS_ALIVE) 139 if (mflags & P_IS_ALIVE)
139 { 140 {
140 tmp = get_map_ob (m, nx, ny); 141 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
141 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)
142 tmp = tmp->above;
143
144 if (!tmp)
145 {
146 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
147 m->path, nx, ny);
148 }
149 else
150 {
151 if (can_see_monsterP (m, nx, ny, i)) 143 if (can_see_monsterP (m, nx, ny, i))
152 return tmp; 144 return tmp;
153 } 145 }
154 } /* is something living on this space */
155 } 146 }
156 return NULL; /* nothing found */
157}
158 147
148 return 0;
149}
159 150
160/* 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
161 * our caller will find the information useful. 152 * our caller will find the information useful.
162 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
163 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
164 * 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
165 * many cases. 156 * many cases.
166 */ 157 */
167 158static object *
168object *
169find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
170{ 160{
171 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
172 162
173 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 npc->attacked_by = 0; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
175 165
176 /* 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 */
177 if (QUERY_FLAG (npc, FLAG_BERSERK)) 167 if (npc->flag [FLAG_BERSERK])
178 { 168 {
179 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
180 170
181 if (tmp) 171 if (tmp)
182 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
183 return tmp; 174 return tmp;
184 } 175 }
185 176
186 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
187 * 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
207 /* we check our old enemy. */ 198 /* we check our old enemy. */
208 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
209 { 200 {
210 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
211 { 202 {
212 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
213 /* 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 */
214 205
215 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
216 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
217 (!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)))
218 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
219 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... */
220 { 211 {
221 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! */
222 npc->enemy = attacker; 213 npc->enemy = attacker;
223 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
224 } 215 }
225 } 216 }
226 217
227 /* 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 */
228 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])
229 { 220 {
230 npc->enemy = get_nearest_player (npc); 221 npc->enemy = get_nearest_player (npc);
231 if (npc->enemy) 222 if (npc->enemy)
232 tmp = check_enemy (npc, rv); 223 tmp = check_enemy (npc, rv);
233 } 224 }
240/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 235 */
245 236static int
246int
247check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
248{ 238{
249 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
250
251 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
252 if (!enemy) 240 if (!enemy)
253 return 0; 241 return 0;
254 242
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])
255 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
256 if (QUERY_FLAG (op, FLAG_BLIND))
257 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
258 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
259 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
260 * 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
261 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
262 * 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
263 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
264 261
265 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
266 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
267 {
268 int dark = radius / (op->map->darkness);
269
270 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
271 }
272 else if (!QUERY_FLAG (op, FLAG_SLEEP))
273 return 1;
274 264
275 /* 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
276 * for that. 266 * for that.
277 */ 267 */
278 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
279 { 269 {
280 CLEAR_FLAG (op, FLAG_SLEEP); 270 op->clr_flag (FLAG_SLEEP);
281 return 1; 271 return 1;
282 } 272 }
273
283 return 0; 274 return 0;
284} 275}
285 276
286int 277static int
287move_randomly (object *op) 278move_randomly (object *op)
288{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (op->move (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;
289 int i; 298 int i;
290 299
291 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
292 for (i = 0; i < 15; i++) 301 return 0;
302
303 if (item->flag [FLAG_UNPAID])
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
293 { 311 {
294 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) || monster->flag [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) || monster->flag [FLAG_USE_ARMOUR];
332 break;
333
334 case SKILL:
335 flag = monster->flag [FLAG_CAN_USE_SKILL];
336 break;
337
338 case RING:
339 flag = monster->flag [FLAG_USE_RING];
340 break;
341
342 case RANGED:
343 case WAND:
344 case HORN:
345 case ROD:
346 flag = monster->flag [FLAG_USE_RANGE];
347 break;
348
349 case SPELLBOOK:
350 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
351 break;
352
353 case SCROLL:
354 flag = monster->flag [FLAG_USE_SCROLL];
355 break;
356
357 case BOW:
358 case ARROW:
359 flag = monster->flag [FLAG_USE_BOW];
360 break;
361 }
362
363 /* Simplistic check - if the monster has a location to equip it, he will
364 * pick it up. Note that this doesn't handle cases where an item may
365 * use several locations.
366 */
367 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
368 {
369 if (monster->slot[i].info && item->slot[i].info)
370 {
371 flag = 1;
372 break;
373 }
374 }
375
376 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
295 return 1; 377 return 1;
296 } 378
297 return 0; 379 return 0;
298} 380}
299 381
300/* 382/*
301 * Move-monster returns 1 if the object has been freed, otherwise 0. 383 * monster_check_pickup(): checks for items that monster can pick up.
384 *
385 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
386 * Each time the blob passes over some treasure, it will
387 * grab it a.s.a.p.
388 *
389 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
390 * to handle this.
391 *
392 * This function was seen be continueing looping at one point (tmp->below
393 * became a recursive loop. It may be better to call monster_check_apply
394 * after we pick everything up, since that function may call others which
395 * affect stacking on this space.
302 */ 396 */
303 397static void
304int 398monster_check_pickup (object *monster)
305move_monster (object *op)
306{ 399{
307 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 400 object *tmp, *next;
308 object *owner, *enemy, *part, *oph = op;
309 rv_vector rv;
310 401
311 /* Monsters not on maps don't do anything. These monsters are things 402 for (tmp = monster->below; tmp != NULL; tmp = next)
312 * Like royal guards in city dwellers inventories.
313 */
314 if (!op->map)
315 return 0;
316
317 /* for target facing, we copy this value here for fast access */
318 if (oph->head) /* force update the head - one arch one pic */
319 oph = oph->head;
320
321 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
322 enemy = op->enemy = NULL;
323 else if ((enemy = find_enemy (op, &rv)))
324 /* we have an enemy, just tell him we want him dead */
325 enemy->attacked_by = op; /* our ptr */
326
327 /* generate hp, if applicable */
328 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
329 { 403 {
330 404 next = tmp->below;
331 /* last heal is in funny units. Dividing by speed puts 405 if (monster_can_pick (monster, tmp))
332 * the regeneration rate on a basis of time instead of
333 * #moves the monster makes. The scaling by 8 is
334 * to capture 8th's of a hp fraction regens
335 * 406 {
336 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 407 tmp->remove ();
337 * overflow might produce monsters with negative hp. 408 tmp = insert_ob_in_ob (tmp, monster);
409 monster_check_apply (monster, tmp);
410 }
411
412 /* We could try to re-establish the cycling, of the space, but probably
413 * not a big deal to just bail out.
338 */ 414 */
339 415 if (next && next->destroyed ())
340 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
341 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
342 op->last_heal %= 32;
343
344 /* So if the monster has gained enough HP that they are no longer afraid */
345 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
346 CLEAR_FLAG (op, FLAG_RUN_AWAY);
347
348 if (op->stats.hp > op->stats.maxhp)
349 op->stats.hp = op->stats.maxhp;
350 }
351
352 /* generate sp, if applicable */
353 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
354 {
355
356 /* last_sp is in funny units. Dividing by speed puts
357 * the regeneration rate on a basis of time instead of
358 * #moves the monster makes. The scaling by 8 is
359 * to capture 8th's of a sp fraction regens
360 *
361 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
362 * overflow might produce monsters with negative sp.
363 */
364
365 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
366 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
367 op->last_sp %= 128;
368 }
369
370 /* this should probably get modified by many more values.
371 * (eg, creatures resistance to fear, level, etc. )
372 */
373 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
374 {
375 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
376 }
377
378 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
379 return QUERY_FLAG (op, FLAG_FREED);
380
381 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
382 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
383 {
384 if (!check_wakeup (op, enemy, &rv))
385 return 0; 416 return;
386 }
387
388 /* check if monster pops out of hidden spot */
389 if (op->hide)
390 do_hidden_move (op);
391
392 if (op->pick_up)
393 monster_check_pickup (op);
394
395 if (op->will_apply)
396 monster_apply_below (op); /* Check for items to apply below */
397
398 /* If we don't have an enemy, do special movement or the like */
399 if (!enemy)
400 { 417 }
401 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 418}
402 { 419
403 op->destroy (); 420/*
404 return 1; 421 * monster_apply_below():
422 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
423 * eager to apply things, encounters something apply-able,
424 * then make him apply it
425 */
426static void
427monster_apply_below (object *monster)
428{
429 object *tmp, *next;
430
431 for (tmp = monster->below; tmp != NULL; tmp = next)
432 {
433 next = tmp->below;
434 switch (tmp->type)
405 } 435 {
406 436 case T_HANDLE:
407 /* Probably really a bug for a creature to have both
408 * stand still and a movement type set.
409 */
410 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
411 {
412 if (op->attack_movement & HI4)
413 {
414 switch (op->attack_movement & HI4)
415 {
416 case (PETMOVE):
417 pet_move (op);
418 break;
419
420 case (CIRCLE1):
421 circ1_move (op);
422 break;
423
424 case (CIRCLE2):
425 circ2_move (op);
426 break;
427
428 case (PACEV):
429 pace_movev (op);
430 break;
431
432 case (PACEH):
433 pace_moveh (op);
434 break;
435
436 case (PACEV2):
437 pace2_movev (op);
438 break;
439
440 case (PACEH2):
441 pace2_moveh (op);
442 break;
443
444 case (RANDO):
445 rand_move (op);
446 break;
447
448 case (RANDO2):
449 move_randomly (op);
450 break;
451 }
452 return 0;
453 }
454 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
455 (void) move_randomly (op);
456
457 } /* stand still */
458 return 0;
459 } /* no enemy */
460
461 /* We have an enemy. Block immediately below is for pets */
462 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner))
463 return follow_owner (op, owner);
464
465 /* doppleganger code to change monster facing to that of the nearest
466 * player. Hmm. The code is here, but no monster in the current
467 * arch set uses it.
468 */
469 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
470 {
471 op->face = enemy->face;
472 op->name = enemy->name;
473 }
474
475 /* Calculate range information for closest body part - this
476 * is used for the 'skill' code, which isn't that smart when
477 * it comes to figuring it out - otherwise, giants throw boulders
478 * into themselves.
479 */
480 get_rangevector (op, enemy, &rv, 0);
481
482 /* Move the check for scared up here - if the monster was scared,
483 * we were not doing any of the logic below, so might as well save
484 * a few cpu cycles.
485 */
486 if (!QUERY_FLAG (op, FLAG_SCARED))
487 {
488 rv_vector rv1;
489
490 /* now we test every part of an object .... this is a real ugly piece of code */
491 for (part = op; part != NULL; part = part->more)
492 {
493 get_rangevector (part, enemy, &rv1, 0x1);
494 dir = rv1.direction;
495
496 /* hm, not sure about this part - in original was a scared flag here too
497 * but that we test above... so can be old code here
498 */
499 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
500 dir = absdir (dir + 4);
501 if (QUERY_FLAG (op, FLAG_CONFUSED))
502 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
503
504 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
505 {
506 if (monster_cast_spell (op, part, enemy, dir, &rv1))
507 return 0;
508 }
509
510 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
511 {
512 if (monster_use_scroll (op, part, enemy, dir, &rv1))
513 return 0;
514 }
515
516 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
517 {
518 if (monster_use_range (op, part, enemy, dir))
519 return 0;
520 }
521 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
522 {
523 if (monster_use_skill (op, rv.part, enemy, rv.direction))
524 return 0;
525 }
526 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
527 {
528 if (monster_use_bow (op, part, enemy, dir))
529 return 0;
530 }
531 } /* for processing of all parts */
532 } /* If not scared */
533
534
535 part = rv.part;
536 dir = rv.direction;
537
538 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
539 dir = absdir (dir + 4);
540
541 if (QUERY_FLAG (op, FLAG_CONFUSED))
542 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
543
544 pre_att_dir = dir; /* remember the original direction */
545
546 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
547 {
548 switch (op->attack_movement & LO4)
549 {
550 case DISTATT: 437 case TRIGGER:
551 dir = dist_att (dir, op, enemy, part, &rv); 438 if (monster->will_apply & 1)
439 monster->apply (tmp);
552 break; 440 break;
553 441
554 case RUNATT: 442 case TREASURE:
555 dir = run_att (dir, op, enemy, part, &rv); 443 if (monster->will_apply & 2)
444 monster->apply (tmp);
556 break; 445 break;
557 446
558 case HITRUN:
559 dir = hitrun_att (dir, op, enemy);
560 break;
561
562 case WAITATT:
563 dir = wait_att (dir, op, enemy, part, &rv);
564 break;
565
566 case RUSH: /* default - monster normally moves towards player */
567 case ALLRUN:
568 break;
569
570 case DISTHIT:
571 dir = disthit_att (dir, op, enemy, part, &rv);
572 break;
573
574 case WAIT2:
575 dir = wait_att2 (dir, op, enemy, part, &rv);
576 break;
577
578 default:
579 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
580 }
581 }
582
583 if (!dir)
584 return 0;
585
586 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
587 {
588 if (move_object (op, dir)) /* Can the monster move directly toward player? */
589 { 447 }
590 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 448 if (tmp->flag [FLAG_IS_FLOOR])
591 if ((op->attack_movement & LO4) == DISTATT) 449 break;
592 op->direction = pre_att_dir;
593
594 return 0;
595 }
596
597 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
598 {
599
600 /* Try move around corners if !close */
601 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
602
603 for (diff = 1; diff <= maxdiff; diff++)
604 {
605 /* try different detours */
606 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
607
608 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
609 return 0;
610 }
611 }
612 } /* if monster is not standing still */
613
614 /* elmex: Turn our monster after it moved if it has DISTATT attack */
615 if ((op->attack_movement & LO4) == DISTATT)
616 op->direction = pre_att_dir;
617
618 /*
619 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
620 * direction if they can't move away.
621 */
622 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
623 if (move_randomly (op))
624 return 0;
625
626 /*
627 * Try giving the monster a new enemy - the player that is closest
628 * to it. In this way, it won't just keep trying to get to a target
629 * that is inaccessible.
630 * This could be more clever - it should go through a list of several
631 * enemies, as it is now, you could perhaps get situations where there
632 * are two players flanking the monster at close distance, but which
633 * the monster can't get to, and a third one at a far distance that
634 * the monster could get to - as it is, the monster won't look at that
635 * third one.
636 */
637 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
638 { 450 }
639 object *nearest_player = get_nearest_player (op);
640
641 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
642 {
643 op->enemy = NULL;
644 enemy = nearest_player;
645 }
646 }
647
648 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
649 {
650 /* The adjustement to wc that was here before looked totally bogus -
651 * since wc can in fact get negative, that would mean by adding
652 * the current wc, the creature gets better? Instead, just
653 * add a fixed amount - nasty creatures that are runny away should
654 * still be pretty nasty.
655 */
656 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
657 {
658 part->stats.wc += 10;
659 (void) skill_attack (enemy, part, 0, NULL, NULL);
660 part->stats.wc -= 10;
661 }
662 else
663 (void) skill_attack (enemy, part, 0, NULL, NULL);
664 } /* if monster is in attack range */
665
666 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
667 return 1;
668
669 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
670 {
671 op->remove ();
672 op->destroy ();
673 return 1;
674 }
675 return 0;
676}
677
678int
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) && !(RANDOM () % 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 != NULL; 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 return 0;
700
701} 451}
702 452
703/* Returns 1 is monster should cast spell sp at an enemy 453/* Returns 1 is monster should cast spell sp at an enemy
704 * Returns 0 if the monster should not cast this spell. 454 * Returns 0 if the monster should not cast this spell.
705 * 455 *
713 * 463 *
714 * This could be a lot smarter - if there are few monsters around, 464 * This could be a lot smarter - if there are few monsters around,
715 * then disease might not be as bad. Likewise, if the monster is damaged, 465 * then disease might not be as bad. Likewise, if the monster is damaged,
716 * the right type of healing spell could be useful. 466 * the right type of healing spell could be useful.
717 */ 467 */
718
719static int 468static int
720monster_should_cast_spell (object *monster, object *spell_ob) 469monster_should_cast_spell (object *monster, object *spell_ob)
721{ 470{
722 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 471 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
723 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 472 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
724 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 473 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
725 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 474 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
726 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 475 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
727 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 476 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
728
729 return 1; 477 return 1;
730 478
731 return 0; 479 return 0;
732} 480}
733 481
482/* Checks if putting on 'item' will make 'who' do more
483 * damage. This is a very simplistic check - also checking things
484 * like speed and ac are also relevant.
485 *
486 * return true if item is a better object.
487 */
488static int
489check_good_weapon (object *who, object *item)
490{
491 object *other_weap;
492 int val = 0, i;
493
494 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
495 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
496 break;
497
498 if (!other_weap) /* No other weapons */
499 return 1;
500
501 /* Rather than go through and apply the new one, and see if it is
502 * better, just do some simple checks
503 * Put some multipliers for things that hvae several effects,
504 * eg, magic affects both damage and wc, so it has more weight
505 */
506
507 val = item->stats.dam - other_weap->stats.dam;
508 val += (item->magic - other_weap->magic) * 3;
509 /* Monsters don't really get benefits from things like regen rates
510 * from items. But the bonus for their stats are very important.
511 */
512 for (i = 0; i < NUM_STATS; i++)
513 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
514
515 if (val > 0)
516 return 1;
517 else
518 return 0;
519}
520
521static int
522check_good_armour (object *who, object *item)
523{
524 object *other_armour;
525 int val = 0, i;
526
527 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
528 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
529 break;
530
531 if (other_armour == NULL) /* No other armour, use the new */
532 return 1;
533
534 /* Like above function , see which is better */
535 val = item->stats.ac - other_armour->stats.ac;
536 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
537 val += (item->magic - other_armour->magic) * 3;
538
539 /* for the other protections, do weigh them very much in the equation -
540 * it is the armor protection which is most important, because there is
541 * no good way to know what the player may attack the monster with.
542 * So if the new item has better protection than the old, give that higher
543 * value. If the reverse, then decrease the value of this item some.
544 */
545 for (i = 1; i < NROFATTACKS; i++)
546 {
547 if (item->resist[i] > other_armour->resist[i])
548 val++;
549 else if (item->resist[i] < other_armour->resist[i])
550 val--;
551 }
552
553 /* Very few armours have stats, so not much need to worry about those. */
554
555 if (val > 0)
556 return 1;
557 else
558 return 0;
559}
560
561/*
562 * monster_check_apply() is meant to be called after an item is
563 * inserted in a monster.
564 * If an item becomes outdated (monster found a better item),
565 * a pointer to that object is returned, so it can be dropped.
566 * (so that other monsters can pick it up and use it)
567 * Note that as things are now, monsters never drop something -
568 * they can pick up all that they can use.
569 */
570/* Sept 96, fixed this so skills will be readied -b.t.*/
571void
572monster_check_apply (object *mon, object *item)
573{
574 int flag = 0;
575
576 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
577 {
578 mon->set_flag (FLAG_CAST_SPELL);
579 return;
580 }
581
582 /* If for some reason, this item is already applied, no more work to do */
583 if (item->flag [FLAG_APPLIED])
584 return;
585
586 /* Might be better not to do this - if the monster can fire a bow,
587 * it is possible in his wanderings, he will find one to use. In
588 * which case, it would be nice to have ammo for it.
589 */
590 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
591 {
592 /* Check for the right kind of bow */
593 object *bow;
594
595 for (bow = mon->inv; bow; bow = bow->below)
596 if (bow->type == BOW && bow->race == item->race)
597 {
598 mon->set_flag (FLAG_READY_BOW);
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 && mon->flag [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 mon->set_flag (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 mon->set_flag (FLAG_READY_RANGE);
632 item->set_flag (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 mon->set_flag (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 mon->set_flag (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 mon->apply (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 (ob1->flag [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 (!(ob->move (circle[ob->move_status])))
792 ob->move (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 (!(ob->move (circle[ob->move_status])))
804 ob->move (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 ob->move (5);
815 else
816 ob->move (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 ob->move (3);
827 else
828 ob->move (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 ob->move (5);
839 else if (ob->move_status < 8)
840 return;
841 else if (ob->move_status < 13)
842 ob->move (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 ob->move (3);
855 else if (ob->move_status < 8)
856 return;
857 else if (ob->move_status < 13)
858 ob->move (7);
859 else
860 return;
861}
862
863static void
864rand_move (object *ob)
865{
866 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++)
868 if (ob->move (ob->move_status = rndm (8) + 1))
869 return;
870}
734 871
735#define MAX_KNOWN_SPELLS 20 872#define MAX_KNOWN_SPELLS 20
736 873
737/* Returns a randomly selected spell. This logic is still 874/* Returns a randomly selected spell. This logic is still
738 * less than ideal. This code also only seems to deal with 875 * less than ideal. This code also only seems to deal with
739 * wizard spells, as the check is against sp, and not grace. 876 * wizard spells, as the check is against sp, and not grace.
740 * can mosnters know cleric spells? 877 * can mosnters know cleric spells?
741 */ 878 */
742object * 879static object *
743monster_choose_random_spell (object *monster) 880monster_choose_random_spell (object *monster)
744{ 881{
745 object *altern[MAX_KNOWN_SPELLS]; 882 object *altern[MAX_KNOWN_SPELLS];
746 object *tmp;
747 int i = 0; 883 int i = 0;
748 884
749 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
750 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
751 { 887 {
752 /* Check and see if it's actually a useful spell. 888 /* Check and see if it's actually a useful spell.
753 * If its a spellbook, the spell is actually the inventory item. 889 * If its a spellbook, the spell is actually the inventory item.
754 * 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.
755 */ 891 */
756 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))
757 { 893 {
758 altern[i++] = tmp; 894 altern [i++] = tmp;
895
759 if (i == MAX_KNOWN_SPELLS) 896 if (i == MAX_KNOWN_SPELLS)
760 break; 897 break;
761 } 898 }
762 } 899 }
763 if (!i) 900
764 return NULL; 901 return i ? altern [rndm (i)] : 0;
765 return altern[RANDOM () % i];
766} 902}
767 903
768/* 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.
769 * 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.
770 * head is the head of the monster. 906 * head is the head of the monster.
771 * part is the part of the monster we are checking against. 907 * part is the part of the monster we are checking against.
772 * pl is the target. 908 * pl is the target.
773 * dir is the direction to case. 909 * dir is the direction to case.
774 * rv is the vector which describes where the enemy is. 910 * rv is the vector which describes where the enemy is.
775 */ 911 */
776 912static int
777int
778monster_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)
779{ 914{
780 object *spell_item; 915 object *spell_item;
781 object *owner; 916 object *owner;
782 rv_vector rv1; 917 rv_vector rv1;
788 * other monsters) 923 * other monsters)
789 */ 924 */
790 if (!(dir = path_to_player (part, pl, 0))) 925 if (!(dir = path_to_player (part, pl, 0)))
791 return 0; 926 return 0;
792 927
793 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 928 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
794 { 929 {
795 get_rangevector (head, owner, &rv1, 0x1); 930 get_rangevector (head, owner, &rv1, 0x1);
796 if (dirdiff (dir, rv1.direction) < 2) 931 if (dirdiff (dir, rv1.direction) < 2)
797 {
798 return 0; /* Might hit owner with spell */ 932 return 0; /* Might hit owner with spell */
799 }
800 } 933 }
801 934
802 if (QUERY_FLAG (head, FLAG_CONFUSED)) 935 if (head->flag [FLAG_CONFUSED])
803 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
804 937
805 /* If the monster hasn't already chosen a spell, choose one 938 /* If the monster hasn't already chosen a spell, choose one
806 * 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
807 * could be different by the time the monster goes again). 940 * could be different by the time the monster goes again).
808 */ 941 */
809 if (head->spellitem == NULL) 942 if (head->spellitem == NULL)
810 { 943 {
811 if ((spell_item = monster_choose_random_spell (head)) == NULL) 944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
812 { 945 {
813 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
814 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 946 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
815 return 0; 947 return 0;
816 } 948 }
949
817 if (spell_item->type == SPELLBOOK) 950 if (spell_item->type == SPELLBOOK)
818 { 951 {
819 if (!spell_item->inv) 952 if (!spell_item->inv)
820 { 953 {
821 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 954 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
822 return 0; 955 return 0;
823 } 956 }
957
824 spell_item = spell_item->inv; 958 spell_item = spell_item->inv;
825 } 959 }
826 } 960 }
827 else 961 else
828 spell_item = head->spellitem; 962 spell_item = head->spellitem;
848 head->spellitem = NULL; 982 head->spellitem = NULL;
849 983
850 return cast_spell (part, part, dir, spell_item, NULL); 984 return cast_spell (part, part, dir, spell_item, NULL);
851} 985}
852 986
853 987static int
854int
855monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 988monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
856{ 989{
857 object *scroll; 990 object *scroll;
858 object *owner; 991 object *owner;
859 rv_vector rv1; 992 rv_vector rv1;
865 * other monsters) 998 * other monsters)
866 */ 999 */
867 if (!(dir = path_to_player (part, pl, 0))) 1000 if (!(dir = path_to_player (part, pl, 0)))
868 return 0; 1001 return 0;
869 1002
870 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1003 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
871 { 1004 {
872 get_rangevector (head, owner, &rv1, 0x1); 1005 get_rangevector (head, owner, &rv1, 0x1);
873 if (dirdiff (dir, rv1.direction) < 2) 1006 if (dirdiff (dir, rv1.direction) < 2)
874 { 1007 {
875 return 0; /* Might hit owner with spell */ 1008 return 0; /* Might hit owner with spell */
876 } 1009 }
877 } 1010 }
878 1011
879 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1012 if (head->flag [FLAG_CONFUSED])
880 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
881 1014
882 for (scroll = head->inv; scroll; scroll = scroll->below) 1015 for (scroll = head->inv; scroll; scroll = scroll->below)
883 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
884 break; 1017 break;
885 1018
886 /* Used up all his scrolls, so nothing do to */ 1019 /* Used up all his scrolls, so nothing do to */
887 if (!scroll) 1020 if (!scroll)
888 { 1021 {
889 CLEAR_FLAG (head, FLAG_READY_SCROLL); 1022 head->clr_flag (FLAG_READY_SCROLL);
890 return 0; 1023 return 0;
891 } 1024 }
892 1025
893 /* Spell should be cast on caster (ie, heal, strength) */ 1026 /* Spell should be cast on caster (ie, heal, strength) */
894 if (scroll->inv->range == 0) 1027 if (scroll->inv->range == 0)
907 * The skills we are treating here are all but those. -b.t. 1040 * The skills we are treating here are all but those. -b.t.
908 * 1041 *
909 * At the moment this is only useful for throwing, perhaps for 1042 * At the moment this is only useful for throwing, perhaps for
910 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 1043 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
911 */ 1044 */
912 1045static int
913int
914monster_use_skill (object *head, object *part, object *pl, int dir) 1046monster_use_skill (object *head, object *part, object *pl, int dir)
915{ 1047{
916 object *skill, *owner; 1048 object *skill, *owner;
917 1049
918 if (!(dir = path_to_player (part, pl, 0))) 1050 if (!(dir = path_to_player (part, pl, 0)))
919 return 0; 1051 return 0;
920 1052
921 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1053 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
922 { 1054 {
923 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1055 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
924 1056
925 if (dirdiff (dir, dir2) < 1) 1057 if (dirdiff (dir, dir2) < 1)
926 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
927 } 1059 }
928 if (QUERY_FLAG (head, FLAG_CONFUSED))
929 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
930 1060
1061 if (head->flag [FLAG_CONFUSED])
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063
1064 object *new_skill = 0;
1065
931 /* skill selection - monster will use the next unused skill. 1066 // skill selection - monster will use the last unused skill
932 * well...the following scenario will allow the monster to 1067 // and rotate, eventually cycling through all skills.
933 * toggle between 2 skills. One day it would be nice to make
934 * more skills available to monsters.
935 */
936
937 for (skill = head->inv; skill != NULL; skill = skill->below) 1068 for (skill = head->inv; skill; skill = skill->below)
938 if (skill->type == SKILL && skill != head->chosen_skill) 1069 if (skill->type == SKILL && skill != head->chosen_skill)
939 { 1070 new_skill = skill;
1071
1072 if (new_skill)
940 head->chosen_skill = skill; 1073 splay (head->chosen_skill = new_skill);
941 break;
942 }
943
944 if (!skill && !head->chosen_skill) 1074 else if (!head->chosen_skill)
945 { 1075 {
946 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 1076 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
947 CLEAR_FLAG (head, FLAG_READY_SKILL); 1077 head->clr_flag (FLAG_READY_SKILL);
948 return 0; 1078 return 0;
949 } 1079 }
1080
950 /* use skill */ 1081 /* use skill */
951 return do_skill (head, part, head->chosen_skill, dir, NULL); 1082 return do_skill (head, part, head->chosen_skill, dir, NULL);
952} 1083}
953 1084
954/* Monster will use a ranged spell attack. */ 1085/* Monster will use a ranged spell attack. */
955 1086static int
956int
957monster_use_range (object *head, object *part, object *pl, int dir) 1087monster_use_range (object *head, object *part, object *pl, int dir)
958{ 1088{
959 object *wand, *owner; 1089 object *wand, *owner;
960 int at_least_one = 0; 1090 int at_least_one = 0;
961 1091
962 if (!(dir = path_to_player (part, pl, 0))) 1092 if (!(dir = path_to_player (part, pl, 0)))
963 return 0; 1093 return 0;
964 1094
965 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1095 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
966 { 1096 {
967 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1097 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
968 1098
969 if (dirdiff (dir, dir2) < 2) 1099 if (dirdiff (dir, dir2) < 2)
970 return 0; /* Might hit owner with spell */ 1100 return 0; /* Might hit owner with spell */
971 } 1101 }
972 if (QUERY_FLAG (head, FLAG_CONFUSED))
973 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
974 1102
1103 if (head->flag [FLAG_CONFUSED])
1104 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1105
975 for (wand = head->inv; wand != NULL; wand = wand->below) 1106 for (wand = head->inv; wand; wand = wand->below)
976 { 1107 {
977 if (wand->type == WAND) 1108 if (wand->type == WAND)
978 { 1109 {
979 /* Found a wand, let's see if it has charges left */ 1110 /* Found a wand, let's see if it has charges left */
980 at_least_one = 1; 1111 at_least_one = 1;
985 1116
986 if (!(--wand->stats.food)) 1117 if (!(--wand->stats.food))
987 { 1118 {
988 if (wand->arch) 1119 if (wand->arch)
989 { 1120 {
990 CLEAR_FLAG (wand, FLAG_ANIMATE); 1121 wand->clr_flag (FLAG_ANIMATE);
991 wand->face = wand->arch->clone.face; 1122 wand->face = wand->arch->face;
992 wand->speed = 0; 1123 wand->set_speed (0);
993 update_ob_speed (wand);
994 } 1124 }
995 } 1125 }
996 /* Success */ 1126 /* Success */
997 return 1; 1127 return 1;
998 } 1128 }
999 else if (wand->type == ROD || wand->type == HORN) 1129 else if (wand->type == ROD || wand->type == HORN)
1000 { 1130 {
1001 /* Found rod/horn, let's use it if possible */ 1131 /* Found rod/horn, let's use it if possible */
1002 at_least_one = 1; 1132 at_least_one = 1;
1003 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) 1133 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1004 continue; 1134 continue;
1005 1135
1006 /* drain charge before casting spell - can be a case where the 1136 /* drain charge before casting spell - can be a case where the
1007 * spell destroys the monster, and rod, so if done after, results 1137 * spell destroys the monster, and rod, so if done after, results
1008 * in crash. 1138 * in crash.
1016 } 1146 }
1017 1147
1018 if (at_least_one) 1148 if (at_least_one)
1019 return 0; 1149 return 0;
1020 1150
1021 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1151 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1022 CLEAR_FLAG (head, FLAG_READY_RANGE); 1152 head->clr_flag (FLAG_READY_RANGE);
1023 return 0; 1153 return 0;
1024} 1154}
1025 1155
1026int 1156static int
1027monster_use_bow (object *head, object *part, object *pl, int dir) 1157monster_use_bow (object *head, object *part, object *pl, int dir)
1028{ 1158{
1029 object *owner; 1159 object *owner;
1030 1160
1031 if (!(dir = path_to_player (part, pl, 0))) 1161 if (!(dir = path_to_player (part, pl, 0)))
1032 return 0; 1162 return 0;
1033 if (QUERY_FLAG (head, FLAG_CONFUSED))
1034 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1035 1163
1164 if (head->flag [FLAG_CONFUSED])
1165 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1166
1036 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1167 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1037 { 1168 {
1038 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1169 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1039 1170
1040 if (dirdiff (dir, dir2) < 1) 1171 if (dirdiff (dir, dir2) < 1)
1041 return 0; /* Might hit owner with arrow */ 1172 return 0; /* Might hit owner with arrow */
1042 } 1173 }
1043 1174
1044 /* in server/player.c */ 1175 /* in server/player.c */
1045 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1176 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1046 1177
1047} 1178}
1048 1179
1049/* Checks if putting on 'item' will make 'who' do more
1050 * damage. This is a very simplistic check - also checking things
1051 * like speed and ac are also relevant.
1052 *
1053 * return true if item is a better object.
1054 */
1055
1056int
1057check_good_weapon (object *who, object *item)
1058{
1059 object *other_weap;
1060 int val = 0, i;
1061
1062 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1063 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1064 break;
1065
1066 if (other_weap == NULL) /* No other weapons */
1067 return 1;
1068
1069 /* Rather than go through and apply the new one, and see if it is
1070 * better, just do some simple checks
1071 * Put some multipliers for things that hvae several effects,
1072 * eg, magic affects both damage and wc, so it has more weight
1073 */
1074
1075 val = item->stats.dam - other_weap->stats.dam;
1076 val += (item->magic - other_weap->magic) * 3;
1077 /* Monsters don't really get benefits from things like regen rates
1078 * from items. But the bonus for their stats are very important.
1079 */
1080 for (i = 0; i < NUM_STATS; i++)
1081 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1082
1083 if (val > 0)
1084 return 1;
1085 else
1086 return 0;
1087
1088}
1089
1090int
1091check_good_armour (object *who, object *item)
1092{
1093 object *other_armour;
1094 int val = 0, i;
1095
1096 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1097 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1098 break;
1099
1100 if (other_armour == NULL) /* No other armour, use the new */
1101 return 1;
1102
1103 /* Like above function , see which is better */
1104 val = item->stats.ac - other_armour->stats.ac;
1105 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1106 val += (item->magic - other_armour->magic) * 3;
1107
1108 /* for the other protections, do weigh them very much in the equation -
1109 * it is the armor protection which is most important, because there is
1110 * no good way to know what the player may attack the monster with.
1111 * So if the new item has better protection than the old, give that higher
1112 * value. If the reverse, then decrease the value of this item some.
1113 */
1114 for (i = 1; i < NROFATTACKS; i++)
1115 {
1116 if (item->resist[i] > other_armour->resist[i])
1117 val++;
1118 else if (item->resist[i] < other_armour->resist[i])
1119 val--;
1120 }
1121
1122 /* Very few armours have stats, so not much need to worry about those. */
1123
1124 if (val > 0)
1125 return 1;
1126 else
1127 return 0;
1128
1129}
1130
1131/*
1132 * monster_check_pickup(): checks for items that monster can pick up.
1133 *
1134 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1135 * Each time the blob passes over some treasure, it will
1136 * grab it a.s.a.p.
1137 *
1138 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1139 * to handle this.
1140 *
1141 * This function was seen be continueing looping at one point (tmp->below
1142 * became a recursive loop. It may be better to call monster_check_apply
1143 * after we pick everything up, since that function may call others which
1144 * affect stacking on this space.
1145 */
1146
1147void
1148monster_check_pickup (object *monster)
1149{
1150 object *tmp, *next;
1151
1152 for (tmp = monster->below; tmp != NULL; tmp = next)
1153 {
1154 next = tmp->below;
1155 if (monster_can_pick (monster, tmp))
1156 {
1157 tmp->remove ();
1158 tmp = insert_ob_in_ob (tmp, monster);
1159 (void) monster_check_apply (monster, tmp);
1160 }
1161 /* We could try to re-establish the cycling, of the space, but probably
1162 * not a big deal to just bail out.
1163 */
1164 if (next && next->destroyed ())
1165 return;
1166 }
1167}
1168
1169/*
1170 * monster_can_pick(): If the monster is interested in picking up
1171 * the item, then return 0. Otherwise 0.
1172 * Instead of pick_up, flags for "greed", etc, should be used.
1173 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1174 */
1175
1176int
1177monster_can_pick (object *monster, object *item)
1178{
1179 int flag = 0;
1180 int i;
1181
1182 if (!can_pick (monster, item))
1183 return 0;
1184
1185 if (QUERY_FLAG (item, FLAG_UNPAID))
1186 return 0;
1187
1188 if (monster->pick_up & 64) /* All */
1189 flag = 1;
1190
1191 else
1192 switch (item->type)
1193 {
1194 case MONEY:
1195 case GEM:
1196 flag = monster->pick_up & 2;
1197 break;
1198
1199 case FOOD:
1200 flag = monster->pick_up & 4;
1201 break;
1202
1203 case WEAPON:
1204 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1205 break;
1206
1207 case ARMOUR:
1208 case SHIELD:
1209 case HELMET:
1210 case BOOTS:
1211 case GLOVES:
1212 case GIRDLE:
1213 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1214 break;
1215
1216 case SKILL:
1217 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1218 break;
1219
1220 case RING:
1221 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1222 break;
1223
1224 case WAND:
1225 case HORN:
1226 case ROD:
1227 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1228 break;
1229
1230 case SPELLBOOK:
1231 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1232 break;
1233
1234 case SCROLL:
1235 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1236 break;
1237
1238 case BOW:
1239 case ARROW:
1240 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1241 break;
1242 }
1243 /* Simplistic check - if the monster has a location to equip it, he will
1244 * pick it up. Note that this doesn't handle cases where an item may
1245 * use several locations.
1246 */
1247 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1248 {
1249 if (monster->body_info[i] && item->body_info[i])
1250 {
1251 flag = 1;
1252 break;
1253 }
1254 }
1255
1256 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1257 return 1;
1258 return 0;
1259}
1260
1261/*
1262 * monster_apply_below():
1263 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1264 * eager to apply things, encounters something apply-able,
1265 * then make him apply it
1266 */
1267
1268void
1269monster_apply_below (object *monster)
1270{
1271 object *tmp, *next;
1272
1273 for (tmp = monster->below; tmp != NULL; tmp = next)
1274 {
1275 next = tmp->below;
1276 switch (tmp->type)
1277 {
1278 case CF_HANDLE:
1279 case TRIGGER:
1280 if (monster->will_apply & 1)
1281 manual_apply (monster, tmp, 0);
1282 break;
1283
1284 case TREASURE:
1285 if (monster->will_apply & 2)
1286 manual_apply (monster, tmp, 0);
1287 break;
1288
1289 }
1290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1291 break;
1292 }
1293}
1294
1295/*
1296 * monster_check_apply() is meant to be called after an item is
1297 * inserted in a monster.
1298 * If an item becomes outdated (monster found a better item),
1299 * a pointer to that object is returned, so it can be dropped.
1300 * (so that other monsters can pick it up and use it)
1301 * Note that as things are now, monsters never drop something -
1302 * they can pick up all that they can use.
1303 */
1304
1305/* Sept 96, fixed this so skills will be readied -b.t.*/
1306
1307void
1308monster_check_apply (object *mon, object *item)
1309{
1310
1311 int flag = 0;
1312
1313 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1314 {
1315 SET_FLAG (mon, FLAG_CAST_SPELL);
1316 return;
1317 }
1318
1319 /* If for some reason, this item is already applied, no more work to do */
1320 if (QUERY_FLAG (item, FLAG_APPLIED))
1321 return;
1322
1323 /* Might be better not to do this - if the monster can fire a bow,
1324 * it is possible in his wanderings, he will find one to use. In
1325 * which case, it would be nice to have ammo for it.
1326 */
1327 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1328 {
1329 /* Check for the right kind of bow */
1330 object *bow;
1331
1332 for (bow = mon->inv; bow != NULL; bow = bow->below)
1333 if (bow->type == BOW && bow->race == item->race)
1334 {
1335 SET_FLAG (mon, FLAG_READY_BOW);
1336 LOG (llevMonster, "Found correct bow for arrows.\n");
1337 return; /* nothing more to do for arrows */
1338 }
1339 }
1340
1341 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1342 flag = 1;
1343 /* Eating food gets hp back */
1344 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1345 flag = 1;
1346 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1347 {
1348 if (!item->inv)
1349 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1350 else if (monster_should_cast_spell (mon, item->inv))
1351 SET_FLAG (mon, FLAG_READY_SCROLL);
1352 /* Don't use it right now */
1353 return;
1354 }
1355 else if (item->type == WEAPON)
1356 flag = check_good_weapon (mon, item);
1357 else if (IS_ARMOR (item))
1358 flag = check_good_armour (mon, item);
1359 /* Should do something more, like make sure this is a better item */
1360 else if (item->type == RING)
1361 flag = 1;
1362 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1363 {
1364 /* We never really 'ready' the wand/rod/horn, because that would mean the
1365 * weapon would get undone.
1366 */
1367 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1368 {
1369 SET_FLAG (mon, FLAG_READY_RANGE);
1370 SET_FLAG (item, FLAG_APPLIED);
1371 }
1372 return;
1373 }
1374 else if (item->type == BOW)
1375 {
1376 /* We never really 'ready' the bow, because that would mean the
1377 * weapon would get undone.
1378 */
1379 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1380 SET_FLAG (mon, FLAG_READY_BOW);
1381 return;
1382 }
1383 else if (item->type == SKILL)
1384 {
1385 /*
1386 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1387 * else they can't use the skill...
1388 * Skills also don't need to get applied, so return now.
1389 */
1390 SET_FLAG (mon, FLAG_READY_SKILL);
1391 return;
1392 }
1393
1394
1395 /* if we don't match one of the above types, return now.
1396 * can_apply_object will say that we can apply things like flesh,
1397 * bolts, and whatever else, because it only checks against the
1398 * body_info locations.
1399 */
1400 if (!flag)
1401 return;
1402
1403 /* Check to see if the monster can use this item. If not, no need
1404 * to do further processing. Note that can_apply_object already checks
1405 * for the CAN_USE flags.
1406 */
1407 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1408 return;
1409
1410 /* should only be applying this item, not unapplying it.
1411 * also, ignore status of curse so they can take off old armour.
1412 * monsters have some advantages after all.
1413 */
1414 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1415
1416 return;
1417}
1418
1419void 1180void
1420npc_call_help (object *op) 1181npc_call_help (object *op)
1421{ 1182{
1422 int x, y, mflags; 1183 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1423 object *npc;
1424 sint16 sx, sy;
1425 maptile *m;
1426
1427 for (x = -3; x < 4; x++)
1428 for (y = -3; y < 4; y++)
1429 { 1184 {
1430 m = op->map; 1185 mapspace &ms = m->at (nx, ny);
1431 sx = op->x + x; 1186
1432 sy = op->y + y;
1433 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1434 /* If nothing alive on this space, no need to search the space. */ 1187 /* If nothing alive on this space, no need to search the space. */
1435 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1188 if (!(ms.flags () & P_IS_ALIVE))
1436 continue; 1189 continue;
1437 1190
1438 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) 1191 for (object *npc = ms.bot; npc; npc = npc->above)
1439 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1192 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1440 npc->enemy = op->enemy; 1193 npc->enemy = op->enemy;
1441 } 1194 }
1442}
1443
1444
1445int
1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1447{
1448
1449 if (can_hit (part, enemy, rv))
1450 return dir;
1451 if (rv->distance < 10)
1452 return absdir (dir + 4);
1453 else if (rv->distance > 18)
1454 return dir;
1455 return 0;
1456}
1457
1458int
1459run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1460{
1461
1462 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1463 {
1464 ob->move_status++;
1465 return (dir);
1466 }
1467 else if (ob->move_status > 20)
1468 ob->move_status = 0;
1469 return absdir (dir + 4);
1470}
1471
1472int
1473hitrun_att (int dir, object *ob, object *enemy)
1474{
1475 if (ob->move_status++ < 25)
1476 return dir;
1477 else if (ob->move_status < 50)
1478 return absdir (dir + 4);
1479 else
1480 ob->move_status = 0;
1481 return absdir (dir + 4);
1482}
1483
1484int
1485wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1486{
1487
1488 int inrange = can_hit (part, enemy, rv);
1489
1490 if (ob->move_status || inrange)
1491 ob->move_status++;
1492
1493 if (ob->move_status == 0)
1494 return 0;
1495 else if (ob->move_status < 10)
1496 return dir;
1497 else if (ob->move_status < 15)
1498 return absdir (dir + 4);
1499 ob->move_status = 0;
1500 return 0;
1501}
1502
1503int
1504disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1505{
1506
1507 /* The logic below here looked plain wrong before. Basically, what should
1508 * happen is that if the creatures hp percentage falls below run_away,
1509 * the creature should run away (dir+4)
1510 * I think its wrong for a creature to have a zero maxhp value, but
1511 * at least one map has this set, and whatever the map contains, the
1512 * server should try to be resilant enough to avoid the problem
1513 */
1514 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1515 return absdir (dir + 4);
1516 return dist_att (dir, ob, enemy, part, rv);
1517}
1518
1519int
1520wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1521{
1522 if (rv->distance < 9)
1523 return absdir (dir + 4);
1524 return 0;
1525}
1526
1527void
1528circ1_move (object *ob)
1529{
1530 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1531 if (++ob->move_status > 11)
1532 ob->move_status = 0;
1533 if (!(move_object (ob, circle[ob->move_status])))
1534 (void) move_object (ob, RANDOM () % 8 + 1);
1535}
1536
1537void
1538circ2_move (object *ob)
1539{
1540 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1541 if (++ob->move_status > 19)
1542 ob->move_status = 0;
1543 if (!(move_object (ob, circle[ob->move_status])))
1544 (void) move_object (ob, RANDOM () % 8 + 1);
1545}
1546
1547void
1548pace_movev (object *ob)
1549{
1550 if (ob->move_status++ > 6)
1551 ob->move_status = 0;
1552 if (ob->move_status < 4)
1553 (void) move_object (ob, 5);
1554 else
1555 (void) move_object (ob, 1);
1556}
1557
1558void
1559pace_moveh (object *ob)
1560{
1561 if (ob->move_status++ > 6)
1562 ob->move_status = 0;
1563 if (ob->move_status < 4)
1564 (void) move_object (ob, 3);
1565 else
1566 (void) move_object (ob, 7);
1567}
1568
1569void
1570pace2_movev (object *ob)
1571{
1572 if (ob->move_status++ > 16)
1573 ob->move_status = 0;
1574 if (ob->move_status < 6)
1575 (void) move_object (ob, 5);
1576 else if (ob->move_status < 8)
1577 return;
1578 else if (ob->move_status < 13)
1579 (void) move_object (ob, 1);
1580 else
1581 return;
1582}
1583
1584void
1585pace2_moveh (object *ob)
1586{
1587 if (ob->move_status++ > 16)
1588 ob->move_status = 0;
1589 if (ob->move_status < 6)
1590 (void) move_object (ob, 3);
1591 else if (ob->move_status < 8)
1592 return;
1593 else if (ob->move_status < 13)
1594 (void) move_object (ob, 7);
1595 else
1596 return;
1597}
1598
1599void
1600rand_move (object *ob)
1601{
1602 int i;
1603
1604 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1605 for (i = 0; i < 5; i++)
1606 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1607 return;
1608} 1195}
1609 1196
1610void 1197void
1611check_earthwalls (object *op, maptile *m, int x, int y) 1198check_earthwalls (object *op, maptile *m, int x, int y)
1612{ 1199{
1613 object *tmp;
1614
1615 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1200 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1616 {
1617 if (tmp->type == EARTHWALL) 1201 if (tmp->type == EARTHWALL)
1618 { 1202 {
1619 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1203 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1620 return; 1204 return;
1621 } 1205 }
1622 }
1623} 1206}
1624 1207
1625void 1208void
1626check_doors (object *op, maptile *m, int x, int y) 1209check_doors (object *op, maptile *m, int x, int y)
1627{ 1210{
1628 object *tmp;
1629
1630 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1211 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1631 {
1632 if (tmp->type == DOOR) 1212 if (tmp->type == DOOR)
1633 { 1213 {
1634 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1214 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1635 return; 1215 return;
1636 } 1216 }
1637 }
1638} 1217}
1639 1218
1640/* find_mon_throw_ob() - modeled on find_throw_ob 1219/* find_mon_throw_ob() - modeled on find_throw_ob
1641 * This is probably overly simplistic as it is now - We want 1220 * This is probably overly simplistic as it is now - We want
1642 * monsters to throw things like chairs and other pieces of 1221 * monsters to throw things like chairs and other pieces of
1643 * furniture, even if they are not good throwable objects. 1222 * furniture, even if they are not good throwable objects.
1644 * Probably better to have the monster throw a throwable object 1223 * Probably better to have the monster throw a throwable object
1645 * first, then throw any non equipped weapon. 1224 * first, then throw any non equipped weapon.
1646 */ 1225 */
1647
1648object * 1226object *
1649find_mon_throw_ob (object *op) 1227find_mon_throw_ob (object *op)
1650{ 1228{
1651 object *tmp = NULL; 1229 object *tmp = NULL;
1652 1230
1656 tmp = op; 1234 tmp = op;
1657 1235
1658 /* New throw code: look through the inventory. Grap the first legal is_thrown 1236 /* New throw code: look through the inventory. Grap the first legal is_thrown
1659 * marked item and throw it to the enemy. 1237 * marked item and throw it to the enemy.
1660 */ 1238 */
1661
1662 for (tmp = op->inv; tmp; tmp = tmp->below) 1239 for (tmp = op->inv; tmp; tmp = tmp->below)
1663 { 1240 {
1664
1665 /* Can't throw invisible objects or items that are applied */ 1241 /* Can't throw invisible objects or items that are applied */
1666 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1242 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1667 continue; 1243 continue;
1668 1244
1669 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1245 if (tmp->flag [FLAG_IS_THROWN])
1670 break; 1246 break;
1671 1247
1672 } 1248 }
1673 1249
1674#ifdef DEBUG_THROW 1250#ifdef DEBUG_THROW
1675 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1251 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1676#endif 1252#endif
1677 1253
1678 return tmp; 1254 return tmp;
1255}
1256
1257/*
1258 * Move-monster returns 1 if the object has been freed, otherwise 0.
1259 */
1260int
1261move_monster (object *op)
1262{
1263 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1264 object *owner, *enemy, *part, *oph = op;
1265 rv_vector rv;
1266
1267 /* Monsters not on maps don't do anything. These monsters are things
1268 * Like royal guards in city dwellers inventories.
1269 */
1270 if (!op->map)
1271 return 0;
1272
1273 /* for target facing, we copy this value here for fast access */
1274 if (oph->head) /* force update the head - one arch one pic */
1275 oph = oph->head;
1276
1277 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1278 enemy = op->enemy = NULL;
1279 else if ((enemy = find_enemy (op, &rv)))
1280 /* we have an enemy, just tell him we want him dead */
1281 enemy->attacked_by = op; /* our ptr */
1282
1283 /* generate hp, if applicable */
1284 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1285 {
1286 /* last heal is in funny units. Dividing by speed puts
1287 * the regeneration rate on a basis of time instead of
1288 * #moves the monster makes. The scaling by 8 is
1289 * to capture 8th's of a hp fraction regens
1290 */
1291 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1292 op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1293 op->last_heal = last_heal % 32;
1294
1295 /* So if the monster has gained enough HP that they are no longer afraid */
1296 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1297 op->flag [FLAG_RUN_AWAY] = false;
1298 }
1299
1300 /* generate sp, if applicable */
1301 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1302 {
1303 /* last_sp is in funny units. Dividing by speed puts
1304 * the regeneration rate on a basis of time instead of
1305 * #moves the monster makes. The scaling by 8 is
1306 * to capture 8th's of a sp fraction regens
1307 */
1308
1309 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1310 op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1311 op->last_sp = last_sp % 128;
1312 }
1313
1314 /* this should probably get modified by many more values.
1315 * (eg, creatures resistance to fear, level, etc. )
1316 */
1317 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1318 op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1319
1320 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1321 return op->flag [FLAG_FREED];
1322
1323 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1324 ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1325 if (!check_wakeup (op, enemy, &rv))
1326 return 0;
1327
1328 /* check if monster pops out of hidden spot */
1329 if (op->flag [FLAG_HIDDEN])
1330 do_hidden_move (op);
1331
1332 if (op->pick_up)
1333 monster_check_pickup (op);
1334
1335 if (op->will_apply)
1336 monster_apply_below (op); /* Check for items to apply below */
1337
1338 /* If we don't have an enemy, do special movement or the like */
1339 if (!enemy)
1340 {
1341 if (op->flag [FLAG_ONLY_ATTACK])
1342 {
1343 op->drop_and_destroy ();
1344 return 1;
1345 }
1346
1347 /* Probably really a bug for a creature to have both
1348 * stand still and a movement type set.
1349 */
1350 if (!op->flag [FLAG_STAND_STILL])
1351 {
1352 if (op->attack_movement & HI4)
1353 {
1354 switch (op->attack_movement & HI4)
1355 {
1356 case PETMOVE:
1357 pet_move (op);
1358 break;
1359
1360 case CIRCLE1:
1361 circ1_move (op);
1362 break;
1363
1364 case CIRCLE2:
1365 circ2_move (op);
1366 break;
1367
1368 case PACEV:
1369 pace_movev (op);
1370 break;
1371
1372 case PACEH:
1373 pace_moveh (op);
1374 break;
1375
1376 case PACEV2:
1377 pace2_movev (op);
1378 break;
1379
1380 case PACEH2:
1381 pace2_moveh (op);
1382 break;
1383
1384 case RANDO:
1385 rand_move (op);
1386 break;
1387
1388 case RANDO2:
1389 move_randomly (op);
1390 break;
1391 }
1392
1393 return 0;
1394 }
1395 else if (op->flag [FLAG_RANDOM_MOVE])
1396 move_randomly (op);
1397 } /* stand still */
1398
1399 return 0;
1400 } /* no enemy */
1401
1402 /* We have an enemy. Block immediately below is for pets */
1403 if ((op->attack_movement & HI4) == PETMOVE
1404 && (owner = op->owner) != NULL
1405 && !on_same_map (op, owner)
1406 && !owner->flag [FLAG_REMOVED])
1407 return follow_owner (op, owner);
1408
1409 /* doppleganger code to change monster facing to that of the nearest
1410 * player. Hmm. The code is here, but no monster in the current
1411 * arch set uses it.
1412 */
1413 if (op->race == shstr_doppleganger)
1414 {
1415 op->face = enemy->face;
1416 op->name = enemy->name;
1417 }
1418
1419 /* Calculate range information for closest body part - this
1420 * is used for the 'skill' code, which isn't that smart when
1421 * it comes to figuring it out - otherwise, giants throw boulders
1422 * into themselves.
1423 */
1424 get_rangevector (op, enemy, &rv, 0);
1425
1426 /* Move the check for scared up here - if the monster was scared,
1427 * we were not doing any of the logic below, so might as well save
1428 * a few cpu cycles.
1429 */
1430 if (!op->flag [FLAG_SCARED])
1431 {
1432 rv_vector rv1;
1433
1434 /* now we test every part of an object .... this is a real ugly piece of code */
1435 for (part = op; part; part = part->more)
1436 {
1437 get_rangevector (part, enemy, &rv1, 0x1);
1438 dir = rv1.direction;
1439
1440 /* hm, not sure about this part - in original was a scared flag here too
1441 * but that we test above... so can be old code here
1442 */
1443 if (op->flag [FLAG_RUN_AWAY])
1444 dir = absdir (dir + 4);
1445
1446 if (op->flag [FLAG_CONFUSED])
1447 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1448
1449 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1450 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1451 return 0;
1452
1453 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1454 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1455 return 0;
1456
1457 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1458 if (monster_use_range (op, part, enemy, dir))
1459 return 0;
1460
1461 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1462 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1463 return 0;
1464
1465 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1466 if (monster_use_bow (op, part, enemy, dir))
1467 return 0;
1468 } /* for processing of all parts */
1469 } /* If not scared */
1470
1471 part = rv.part;
1472 dir = rv.direction;
1473
1474//-GPL
1475
1476 // if the enemy is a player, we have los. if los says we
1477 // can directly reach the player, we do not deviate.
1478 // for non-players, we never deviate
1479 if (op->stats.Wis >= 8
1480 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1481 {
1482 int sdir = 0;
1483 uint32_t &smell = op->ms ().smell;
1484
1485 for (int ndir = 1; ndir <= 8; ++ndir)
1486 {
1487 mapxy pos (op); pos.move (ndir);
1488
1489 if (pos.normalise ())
1490 {
1491 mapspace &ms = pos.ms ();
1492
1493 if (ms.smell > smell)
1494 {
1495 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1496 if (op->stats.Wis >= 10)
1497 smell = ms.smell - 1; // smarter: tell others
1498
1499 sdir = ndir;
1500
1501 // perturbing the path might let the monster lose track,
1502 // but it will also widen the actual path, spreading information
1503 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1504 sdir = absdir (sdir + 1 - rndm (2) * 2);
1505 }
1506 }
1507 }
1508
1509 if (sdir)
1510 dir = sdir;
1511 else if (smell)
1512 {
1513 // no better smell found, so assume the player jumped, and erase this smell
1514 //printf ("erasing smell %d\n", op->ms ().smell);//D
1515 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1516 m->at (nx, ny).smell = 0;
1517 }
1518 }
1519
1520//+GPL
1521
1522 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1523 dir = absdir (dir + 4);
1524
1525 if (op->flag [FLAG_CONFUSED])
1526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1527
1528 pre_att_dir = dir; /* remember the original direction */
1529
1530 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1531 {
1532 switch (op->attack_movement & LO4)
1533 {
1534 case DISTATT:
1535 dir = dist_att (dir, op, enemy, part, &rv);
1536 break;
1537
1538 case RUNATT:
1539 dir = run_att (dir, op, enemy, part, &rv);
1540 break;
1541
1542 case HITRUN:
1543 dir = hitrun_att (dir, op, enemy);
1544 break;
1545
1546 case WAITATT:
1547 dir = wait_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUSH: /* default - monster normally moves towards player */
1551 case ALLRUN:
1552 break;
1553
1554 case DISTHIT:
1555 dir = disthit_att (dir, op, enemy, part, &rv);
1556 break;
1557
1558 case WAIT2:
1559 dir = wait_att2 (dir, op, enemy, part, &rv);
1560 break;
1561
1562 default:
1563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1564 }
1565 }
1566
1567 if (!dir)
1568 return 0;
1569
1570 if (!op->flag [FLAG_STAND_STILL])
1571 {
1572 if (op->move (dir)) /* Can the monster move directly toward player? */
1573 {
1574 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1575 if ((op->attack_movement & LO4) == DISTATT)
1576 op->direction = pre_att_dir;
1577
1578 return 0;
1579 }
1580
1581 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1582 {
1583 /* Try move around corners if !close */
1584 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1585
1586 for (diff = 1; diff <= maxdiff; diff++)
1587 {
1588 /* try different detours */
1589 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1590
1591 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1592 return 0;
1593 }
1594 }
1595 } /* if monster is not standing still */
1596
1597 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1598 if ((op->attack_movement & LO4) == DISTATT)
1599 op->direction = pre_att_dir;
1600
1601 /*
1602 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1603 * direction if they can't move away.
1604 */
1605 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1606 if (move_randomly (op))
1607 return 0;
1608
1609 /*
1610 * Try giving the monster a new enemy - the player that is closest
1611 * to it. In this way, it won't just keep trying to get to a target
1612 * that is inaccessible.
1613 * This could be more clever - it should go through a list of several
1614 * enemies, as it is now, you could perhaps get situations where there
1615 * are two players flanking the monster at close distance, but which
1616 * the monster can't get to, and a third one at a far distance that
1617 * the monster could get to - as it is, the monster won't look at that
1618 * third one.
1619 */
1620 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1621 {
1622 object *nearest_player = get_nearest_player (op);
1623
1624 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1625 {
1626 op->enemy = 0;
1627 enemy = nearest_player;
1628 }
1629 }
1630
1631 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1632 {
1633 /* The adjustement to wc that was here before looked totally bogus -
1634 * since wc can in fact get negative, that would mean by adding
1635 * the current wc, the creature gets better? Instead, just
1636 * add a fixed amount - nasty creatures that are runny away should
1637 * still be pretty nasty.
1638 */
1639 if (op->flag [FLAG_RUN_AWAY])
1640 {
1641 part->stats.wc += 10;
1642 skill_attack (enemy, part, 0, NULL, NULL);
1643 part->stats.wc -= 10;
1644 }
1645 else
1646 skill_attack (enemy, part, 0, NULL, NULL);
1647 } /* if monster is in attack range */
1648
1649 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1650 return 1;
1651
1652 if (op->flag [FLAG_ONLY_ATTACK])
1653 {
1654 op->drop_and_destroy ();
1655 return 1;
1656 }
1657
1658 return 0;
1679} 1659}
1680 1660
1681/* determine if we can 'detect' the enemy. Check for walls blocking the 1661/* determine if we can 'detect' the enemy. Check for walls blocking the
1682 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1662 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1683 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1663 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1685 * properly. I also so odd code in place that checked for x distance 1665 * properly. I also so odd code in place that checked for x distance
1686 * OR y distance being within some range - that seemed wrong - both should 1666 * OR y distance being within some range - that seemed wrong - both should
1687 * be within the valid range. MSW 2001-08-05 1667 * be within the valid range. MSW 2001-08-05
1688 * Returns 0 if enemy can not be detected, 1 if it is detected 1668 * Returns 0 if enemy can not be detected, 1 if it is detected
1689 */ 1669 */
1690
1691int 1670int
1692can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1671can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1693{ 1672{
1694 int radius = MIN_MON_RADIUS, hide_discovery;
1695
1696 /* null detection for any of these condtions always */ 1673 /* null detection for any of these condtions always */
1697 if (!op || !enemy || !op->map || !enemy->map) 1674 if (!op || !enemy || !op->map || !enemy->map)
1698 return 0; 1675 return 0;
1699 1676
1700 /* If the monster (op) has no way to get to the enemy, do nothing */ 1677 /* If the monster (op) has no way to get to the enemy, do nothing */
1702 return 0; 1679 return 0;
1703 1680
1704 get_rangevector (op, enemy, rv, 0); 1681 get_rangevector (op, enemy, rv, 0);
1705 1682
1706 /* Monsters always ignore the DM */ 1683 /* Monsters always ignore the DM */
1707 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1684 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1708 return 0; 1685 return 0;
1709 1686
1710 /* simple check. Should probably put some range checks in here. */ 1687 /* simple check. Should probably put some range checks in here. */
1711 if (can_see_enemy (op, enemy)) 1688 if (can_see_enemy (op, enemy))
1712 return 1; 1689 return 1;
1713 1690
1714 /* The rest of this is for monsters. Players are on their own for 1691 /* The rest of this is for monsters. Players are on their own for
1715 * finding enemies! 1692 * finding enemies!
1716 */ 1693 */
1717 if (op->type == PLAYER) 1694 if (op->is_player ())
1718 return 0; 1695 return 0;
1719 1696
1720 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1697 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1721 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1698 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1722 */ 1699 */
1723 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1700 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1724 return 0; 1701 return 0;
1725 1702
1703 int radius = MIN_MON_RADIUS;
1704
1726 /* use this for invis also */ 1705 /* use this for invis also */
1727 hide_discovery = op->stats.Int / 5; 1706 int hide_discovery = op->stats.Int / 5;
1728 1707
1729 /* Determine Detection radii */ 1708 /* Determine Detection radii */
1730 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1709 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1731 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1710 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1732 else 1711 else
1733 { /* a level/INT/Dex adjustment for hiding */ 1712 { /* a level/INT/Dex adjustment for hiding */
1734 object *sk_hide;
1735 int bonus = (op->level / 2) + (op->stats.Int / 5); 1713 int bonus = op->level / 2 + op->stats.Int / 5;
1736 1714
1737 if (enemy->type == PLAYER) 1715 if (enemy->is_player ())
1738 { 1716 {
1739 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1717 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1740 bonus -= sk_hide->level; 1718 bonus -= sk_hide->level;
1741 else 1719 else
1742 { 1720 {
1743 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1721 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1744 make_visible (enemy); 1722 make_visible (enemy);
1752 hide_discovery += bonus * 5; 1730 hide_discovery += bonus * 5;
1753 } /* else creature has modifiers for hiding */ 1731 } /* else creature has modifiers for hiding */
1754 1732
1755 /* Radii stealth adjustment. Only if you are stealthy 1733 /* Radii stealth adjustment. Only if you are stealthy
1756 * will you be able to sneak up closer to creatures */ 1734 * will you be able to sneak up closer to creatures */
1757 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1735 if (enemy->flag [FLAG_STEALTH])
1758 radius = radius / 2, hide_discovery = hide_discovery / 3; 1736 {
1737 radius /= 2;
1738 hide_discovery /= 3;
1739 }
1759 1740
1760 /* Radii adjustment for enemy standing in the dark */ 1741 /* Radii adjustment for enemy standing in the dark */
1761 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1742 if (!stand_in_light (enemy))
1762 { 1743 {
1763 /* on dark maps body heat can help indicate location with infravision 1744 /* on dark maps body heat can help indicate location with infravision
1764 * undead don't have body heat, so no benefit detecting them. 1745 * undead don't have body heat, so no benefit detecting them.
1765 */ 1746 */
1766 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1747 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1767 radius += op->map->darkness / 2; 1748 radius += op->map->darklevel () / 2;
1768 else 1749 else
1769 radius -= op->map->darkness / 2; 1750 radius -= op->map->darklevel () / 2;
1770 1751
1771 /* op next to a monster (and not in complete darkness) 1752 /* op next to a monster (and not in complete darkness)
1772 * the monster should have a chance to see you. 1753 * the monster should have a chance to see you.
1773 */ 1754 */
1774 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1755 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1775 radius = MIN_MON_RADIUS; 1756 radius = MIN_MON_RADIUS;
1776 } /* if on dark map */ 1757 } /* if on dark map */
1777 1758
1778 /* Lets not worry about monsters that have incredible detection 1759 /* Lets not worry about monsters that have incredible detection
1779 * radii, we only need to worry here about things the player can 1760 * radii, we only need to worry here about things the player can
1781 * may have for their map - in that way, creatures at the edge will 1762 * may have for their map - in that way, creatures at the edge will
1782 * do something. Note that the distance field in the 1763 * do something. Note that the distance field in the
1783 * vector is real distance, so in theory this should be 18 to 1764 * vector is real distance, so in theory this should be 18 to
1784 * find that. 1765 * find that.
1785 */ 1766 */
1786 if (radius > 13) 1767 // note that the above reasoning was utter bullshit even at the time it was written
1787 radius = 13; 1768 // we use 25, lets see if we have the cpu time for it
1769 radius = min (25, radius);
1788 1770
1789 /* Enemy in range! Now test for detection */ 1771 /* Enemy in range! Now test for detection */
1790 if ((int) rv->distance <= radius) 1772 if (rv->distance <= radius)
1791 { 1773 {
1792 /* ah, we are within range, detected? take cases */ 1774 /* ah, we are within range, detected? take cases */
1793 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1775 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1794 return 1; 1776 return 1;
1795 1777
1796 /* hidden or low-quality invisible */ 1778 /* hidden or low-quality invisible */
1797 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1779 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1798 { 1780 {
1799 make_visible (enemy); 1781 make_visible (enemy);
1782
1800 /* inform players of new status */ 1783 /* inform players of new status */
1801 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1784 if (enemy->type == PLAYER && player_can_view (enemy, op))
1802 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1785 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1786
1803 return 1; /* detected enemy */ 1787 return 1; /* detected enemy */
1804 } 1788 }
1805 else if (enemy->invisible) 1789 else if (enemy->invisible)
1806 { 1790 {
1807 /* Change this around - instead of negating the invisible, just 1791 /* Change this around - instead of negating the invisible, just
1808 * return true so that the mosnter that managed to detect you can 1792 * return true so that the monster that managed to detect you can
1809 * do something to you. Decreasing the duration of invisible 1793 * do something to you. Decreasing the duration of invisible
1810 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1794 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1811 * can then basically negate the spell. The spell isn't negated - 1795 * can then basically negate the spell. The spell isn't negated -
1812 * they just know where you are! 1796 * they just know where you are!
1813 */ 1797 */
1814 if ((RANDOM () % 50) <= hide_discovery) 1798 if (rndm (50) <= hide_discovery)
1815 { 1799 {
1816 if (enemy->type == PLAYER) 1800 if (enemy->type == PLAYER)
1817 {
1818 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1801 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1819 } 1802
1820 return 1; 1803 return 1;
1821 } 1804 }
1822 } 1805 }
1823 } /* within range */ 1806 } /* within range */
1824 1807
1825 /* Wasn't detected above, so still hidden */ 1808 /* Wasn't detected above, so still hidden */
1826 return 0; 1809 return 0;
1827} 1810}
1828 1811
1829/* determine if op stands in a lighted square. This is not a very 1812/* determine if op stands in a lighted square. This is not a very
1830 * intellegent algorithm. For one thing, we ignore los here, SO it 1813 * intelligent algorithm. For one thing, we ignore los here, SO it
1831 * is possible for a bright light to illuminate a player on the 1814 * is possible for a bright light to illuminate a player on the
1832 * other side of a wall (!). 1815 * other side of a wall (!).
1833 */ 1816 */
1834
1835int 1817int
1836stand_in_light (object *op) 1818stand_in_light (object *op)
1837{ 1819{
1838 sint16 nx, ny;
1839 maptile *m;
1840
1841
1842 if (!op) 1820 if (op)
1821 {
1822 if (!op->is_on_map ())
1843 return 0; 1823 return 0;
1824
1825 if (op->map->darklevel () <= 0)
1826 return 1;
1827
1844 if (op->glow_radius > 0) 1828 if (op->glow_radius > 0)
1845 return 1; 1829 return 1;
1846 1830
1847 if (op->map) 1831 if (op->map)
1848 { 1832 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1849 int x, y, x1, y1; 1833 {
1834 mapspace &ms = m->at (nx, ny);
1850 1835
1836 ms.update ();
1851 1837
1852
1853 /* Check the spaces with the max light radius to see if any of them 1838 /* Check the spaces with the max light radius to see if any of them
1854 * have lights, and if any of them light the player enough, then return 1. 1839 * have lights, and if any of them light the player enough, then return 1.
1855 */
1856 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1857 {
1858 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1859 { 1840 */
1860 m = op->map; 1841 int light = ms.light;
1861 nx = x;
1862 ny = y;
1863 1842
1864 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1843 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1865 continue;
1866
1867 x1 = abs (x - op->x) * abs (x - op->x);
1868 y1 = abs (y - op->y) * abs (y - op->y);
1869 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1870 return 1; 1844 return 1;
1871 } 1845 }
1872 }
1873 } 1846 }
1847
1874 return 0; 1848 return 0;
1875} 1849}
1876
1877 1850
1878/* assuming no walls/barriers, lets check to see if its *possible* 1851/* assuming no walls/barriers, lets check to see if its *possible*
1879 * to see an enemy. Note, "detection" is different from "seeing". 1852 * to see an enemy. Note, "detection" is different from "seeing".
1880 * See can_detect_enemy() for more details. -b.t. 1853 * See can_detect_enemy() for more details. -b.t.
1881 * return 0 if can't be seen, 1 if can be 1854 * return 0 if can't be seen, 1 if can be
1882 */ 1855 */
1883
1884int 1856int
1885can_see_enemy (object *op, object *enemy) 1857can_see_enemy (object *op, object *enemy)
1886{ 1858{
1887 object *looker = op->head ? op->head : op; 1859 object *looker = op->head ? op->head : op;
1888 1860
1889 /* safety */ 1861 /* safety */
1890 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1862 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1891 return 0; 1863 return 0;
1892 1864
1893 /* we dont give a full treatment of xrays here (shorter range than normal, 1865 /* we dont give a full treatment of xrays here (shorter range than normal,
1894 * see through walls). Should we change the code elsewhere to make you 1866 * see through walls). Should we change the code elsewhere to make you
1895 * blind even if you can xray? 1867 * blind even if you can xray?
1896 */ 1868 */
1897 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1869 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1898 return 0; 1870 return 0;
1899 1871
1900 /* checking for invisible things */ 1872 /* checking for invisible things */
1901 if (enemy->invisible) 1873 if (enemy->invisible)
1902 { 1874 {
1903 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1875 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1904 * However,if you carry any source of light, then the hidden 1876 * However,if you carry any source of light, then the hidden
1905 * creature is seeable (and stupid) */ 1877 * creature is seeable (and stupid) */
1906 1878
1907 if (has_carried_lights (enemy)) 1879 if (enemy->has_carried_lights ())
1908 { 1880 {
1909 if (enemy->hide) 1881 if (enemy->flag [FLAG_HIDDEN])
1910 { 1882 {
1911 make_visible (enemy); 1883 make_visible (enemy);
1912 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1884 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1913 } 1885 }
1886
1914 return 1; 1887 return 1;
1915 } 1888 }
1916 else if (enemy->hide) 1889 else if (enemy->flag [FLAG_HIDDEN])
1917 return 0; 1890 return 0;
1918 1891
1919 /* Invisible enemy. Break apart the check for invis undead/invis looker 1892 /* Invisible enemy. Break apart the check for invis undead/invis looker
1920 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1893 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1921 * and making it a conditional makes the code pretty ugly. 1894 * and making it a conditional makes the code pretty ugly.
1922 */ 1895 */
1923 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1896 if (!looker->flag [FLAG_SEE_INVISIBLE])
1924 {
1925 if (makes_invisible_to (enemy, looker)) 1897 if (makes_invisible_to (enemy, looker))
1926 return 0; 1898 return 0;
1927 }
1928 } 1899 }
1929 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1900 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1930 if (player_can_view (looker, enemy)) 1901 if (player_can_view (looker, enemy))
1931 return 1; 1902 return 1;
1932 1903
1933 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1934 * unless they carry a light or stand in light. Darkness doesnt 1905 * unless they carry a light or stand in light. Darkness doesnt
1937 * we care about the enemy maps status, not the looker. 1908 * we care about the enemy maps status, not the looker.
1938 * only relevant for tiled maps, but it is possible that the 1909 * only relevant for tiled maps, but it is possible that the
1939 * enemy is on a bright map and the looker on a dark - in that 1910 * enemy is on a bright map and the looker on a dark - in that
1940 * case, the looker can still see the enemy 1911 * case, the looker can still see the enemy
1941 */ 1912 */
1942 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1913 if (!stand_in_light (enemy)
1943 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1914 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1944 return 0; 1915 return 0;
1945 1916
1946 return 1; 1917 return 1;
1947} 1918}
1919
1920//-GPL

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