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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.26 by root, Tue Apr 24 12:32:16 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
36 * set to sane values. 38 * set to sane values.
37 */ 39 */
38object * 40object *
39check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
40{ 42{
41
42 /* 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
43 * 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,
44 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 47 {
48 npc->enemy = NULL; 49 npc->enemy = NULL;
49 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
51 } 52 }
52 53
53 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
55 * 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
56 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
57 */ 58 */
58 /* 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
59 * 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
60 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
61 * 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
62 * too. */ 63 * too. */
63 64
64 if (npc->enemy) 65 if (npc->enemy)
65 { 66 {
66 /* 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
67 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
68 */ 69 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (npc->enemy->flag [FLAG_REMOVED] ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 npc->enemy->flag [FLAG_FREED] ||
71 !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])
72 npc->enemy = NULL; 73 npc->enemy = 0;
73 74
74 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]
75 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((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)))
77 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
78 npc->enemy = NULL; 79 npc->enemy = 0;
79 80
80 81
81 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))
82 npc->enemy = NULL; 83 npc->enemy = 0;
83 84
84 /* 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
85 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 89 * as the enemy to attack.
89 */ 90 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!npc->enemy->flag [FLAG_MONSTER]
91 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !npc->enemy->flag [FLAG_GENERATOR]
92 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
93 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
94 npc->enemy = NULL; 95 npc->enemy = 0;
95
96 } 96 }
97
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
98} 99}
99 100
100/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
102 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
145 } 146 }
146 147
147 return 0; 148 return 0;
148} 149}
149 150
150
151/* 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
152 * our caller will find the information useful. 152 * our caller will find the information useful.
153 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
154 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
155 * 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
156 * many cases. 156 * many cases.
157 */ 157 */
158 158static object *
159object *
160find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
161{ 160{
162 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
163 162
164 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. */
165 npc->attacked_by = 0; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
166 165
167 /* 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 */
168 if (QUERY_FLAG (npc, FLAG_BERSERK)) 167 if (npc->flag [FLAG_BERSERK])
169 { 168 {
170 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
171 170
172 if (tmp) 171 if (tmp)
173 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
174 return tmp; 174 return tmp;
175 } 175 }
176 176
177 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
178 * 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
198 /* we check our old enemy. */ 198 /* we check our old enemy. */
199 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
200 { 200 {
201 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
202 { 202 {
203 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
204 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
205 205
206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
210 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
211 { 211 {
212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
213 npc->enemy = attacker; 213 npc->enemy = attacker;
214 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
215 } 215 }
216 } 216 }
217 217
218 /* we have no legal enemy or attacker, so we try to target a new one */ 218 /* we have no legal enemy or attacker, so we try to target a new one */
219 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) 219 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
220 { 220 {
221 npc->enemy = get_nearest_player (npc); 221 npc->enemy = get_nearest_player (npc);
222 if (npc->enemy) 222 if (npc->enemy)
223 tmp = check_enemy (npc, rv); 223 tmp = check_enemy (npc, rv);
224 } 224 }
231/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
232 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
233 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
234 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
235 */ 235 */
236 236static int
237int
238check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
239{ 238{
240 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
241
242 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
243 if (!enemy) 240 if (!enemy)
244 return 0; 241 return 0;
245 242
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])
246 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
247 if (QUERY_FLAG (op, FLAG_BLIND))
248 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
249 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
250 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
251 * 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
252 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
253 * 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
254 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
255 261
256 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
257 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
258 {
259 int dark = radius / (op->map->darkness);
260
261 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
262 }
263 else if (!QUERY_FLAG (op, FLAG_SLEEP))
264 return 1;
265 264
266 /* 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
267 * for that. 266 * for that.
268 */ 267 */
269 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
270 { 269 {
271 CLEAR_FLAG (op, FLAG_SLEEP); 270 op->clr_flag (FLAG_SLEEP);
272 return 1; 271 return 1;
273 } 272 }
273
274 return 0; 274 return 0;
275} 275}
276 276
277int 277static int
278move_randomly (object *op) 278move_randomly (object *op)
279{ 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;
280 int i; 298 int i;
281 299
282 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
283 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)
284 { 311 {
285 if (move_object (op, rndm (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)))
286 return 1; 377 return 1;
287 } 378
288 return 0; 379 return 0;
289} 380}
290 381
291/* 382/*
292 * 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.
293 */ 396 */
294 397static void
295int 398monster_check_pickup (object *monster)
296move_monster (object *op)
297{ 399{
298 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 400 object *tmp, *next;
299 object *owner, *enemy, *part, *oph = op;
300 rv_vector rv;
301 401
302 /* Monsters not on maps don't do anything. These monsters are things 402 for (tmp = monster->below; tmp != NULL; tmp = next)
303 * Like royal guards in city dwellers inventories.
304 */
305 if (!op->map)
306 return 0;
307
308 /* for target facing, we copy this value here for fast access */
309 if (oph->head) /* force update the head - one arch one pic */
310 oph = oph->head;
311
312 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
313 enemy = op->enemy = NULL;
314 else if ((enemy = find_enemy (op, &rv)))
315 /* we have an enemy, just tell him we want him dead */
316 enemy->attacked_by = op; /* our ptr */
317
318 /* generate hp, if applicable */
319 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
320 { 403 {
321 404 next = tmp->below;
322 /* last heal is in funny units. Dividing by speed puts 405 if (monster_can_pick (monster, tmp))
323 * the regeneration rate on a basis of time instead of
324 * #moves the monster makes. The scaling by 8 is
325 * to capture 8th's of a hp fraction regens
326 * 406 {
327 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 407 tmp->remove ();
328 * 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.
329 */ 414 */
330 415 if (next && next->destroyed ())
331 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
332 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
333 op->last_heal %= 32;
334
335 /* So if the monster has gained enough HP that they are no longer afraid */
336 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
337 CLEAR_FLAG (op, FLAG_RUN_AWAY);
338
339 if (op->stats.hp > op->stats.maxhp)
340 op->stats.hp = op->stats.maxhp;
341 }
342
343 /* generate sp, if applicable */
344 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
345 {
346
347 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens
351 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp.
354 */
355
356 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
357 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp %= 128;
359 }
360
361 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. )
363 */
364 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 {
366 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
367 }
368
369 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
370 return QUERY_FLAG (op, FLAG_FREED);
371
372 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
373 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
374 {
375 if (!check_wakeup (op, enemy, &rv))
376 return 0; 416 return;
377 }
378
379 /* check if monster pops out of hidden spot */
380 if (op->hide)
381 do_hidden_move (op);
382
383 if (op->pick_up)
384 monster_check_pickup (op);
385
386 if (op->will_apply)
387 monster_apply_below (op); /* Check for items to apply below */
388
389 /* If we don't have an enemy, do special movement or the like */
390 if (!enemy)
391 { 417 }
392 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 418}
393 { 419
394 op->destroy (); 420/*
395 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)
396 } 435 {
397 436 case T_HANDLE:
398 /* Probably really a bug for a creature to have both
399 * stand still and a movement type set.
400 */
401 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
402 {
403 if (op->attack_movement & HI4)
404 {
405 switch (op->attack_movement & HI4)
406 {
407 case (PETMOVE):
408 pet_move (op);
409 break;
410
411 case (CIRCLE1):
412 circ1_move (op);
413 break;
414
415 case (CIRCLE2):
416 circ2_move (op);
417 break;
418
419 case (PACEV):
420 pace_movev (op);
421 break;
422
423 case (PACEH):
424 pace_moveh (op);
425 break;
426
427 case (PACEV2):
428 pace2_movev (op);
429 break;
430
431 case (PACEH2):
432 pace2_moveh (op);
433 break;
434
435 case (RANDO):
436 rand_move (op);
437 break;
438
439 case (RANDO2):
440 move_randomly (op);
441 break;
442 }
443 return 0;
444 }
445 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
446 (void) move_randomly (op);
447
448 } /* stand still */
449 return 0;
450 } /* no enemy */
451
452 /* We have an enemy. Block immediately below is for pets */
453 if ((op->attack_movement & HI4) == PETMOVE
454 && (owner = op->owner) != NULL
455 && !on_same_map (op, owner)
456 && !owner->flag [FLAG_REMOVED])
457 return follow_owner (op, owner);
458
459 /* doppleganger code to change monster facing to that of the nearest
460 * player. Hmm. The code is here, but no monster in the current
461 * arch set uses it.
462 */
463 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
464 {
465 op->face = enemy->face;
466 op->name = enemy->name;
467 }
468
469 /* Calculate range information for closest body part - this
470 * is used for the 'skill' code, which isn't that smart when
471 * it comes to figuring it out - otherwise, giants throw boulders
472 * into themselves.
473 */
474 get_rangevector (op, enemy, &rv, 0);
475
476 /* Move the check for scared up here - if the monster was scared,
477 * we were not doing any of the logic below, so might as well save
478 * a few cpu cycles.
479 */
480 if (!QUERY_FLAG (op, FLAG_SCARED))
481 {
482 rv_vector rv1;
483
484 /* now we test every part of an object .... this is a real ugly piece of code */
485 for (part = op; part != NULL; part = part->more)
486 {
487 get_rangevector (part, enemy, &rv1, 0x1);
488 dir = rv1.direction;
489
490 /* hm, not sure about this part - in original was a scared flag here too
491 * but that we test above... so can be old code here
492 */
493 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
494 dir = absdir (dir + 4);
495 if (QUERY_FLAG (op, FLAG_CONFUSED))
496 dir = absdir (dir + rndm (3) + rndm (3) - 2);
497
498 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
499 {
500 if (monster_cast_spell (op, part, enemy, dir, &rv1))
501 return 0;
502 }
503
504 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
505 {
506 if (monster_use_scroll (op, part, enemy, dir, &rv1))
507 return 0;
508 }
509
510 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
511 {
512 if (monster_use_range (op, part, enemy, dir))
513 return 0;
514 }
515 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
516 {
517 if (monster_use_skill (op, rv.part, enemy, rv.direction))
518 return 0;
519 }
520 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
521 {
522 if (monster_use_bow (op, part, enemy, dir))
523 return 0;
524 }
525 } /* for processing of all parts */
526 } /* If not scared */
527
528
529 part = rv.part;
530 dir = rv.direction;
531
532 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
533 dir = absdir (dir + 4);
534
535 if (QUERY_FLAG (op, FLAG_CONFUSED))
536 dir = absdir (dir + rndm (3) + rndm (3) - 2);
537
538 pre_att_dir = dir; /* remember the original direction */
539
540 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
541 {
542 switch (op->attack_movement & LO4)
543 {
544 case DISTATT: 437 case TRIGGER:
545 dir = dist_att (dir, op, enemy, part, &rv); 438 if (monster->will_apply & 1)
439 monster->apply (tmp);
546 break; 440 break;
547 441
548 case RUNATT: 442 case TREASURE:
549 dir = run_att (dir, op, enemy, part, &rv); 443 if (monster->will_apply & 2)
444 monster->apply (tmp);
550 break; 445 break;
551 446
552 case HITRUN:
553 dir = hitrun_att (dir, op, enemy);
554 break;
555
556 case WAITATT:
557 dir = wait_att (dir, op, enemy, part, &rv);
558 break;
559
560 case RUSH: /* default - monster normally moves towards player */
561 case ALLRUN:
562 break;
563
564 case DISTHIT:
565 dir = disthit_att (dir, op, enemy, part, &rv);
566 break;
567
568 case WAIT2:
569 dir = wait_att2 (dir, op, enemy, part, &rv);
570 break;
571
572 default:
573 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
574 }
575 }
576
577 if (!dir)
578 return 0;
579
580 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
581 {
582 if (move_object (op, dir)) /* Can the monster move directly toward player? */
583 { 447 }
584 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 448 if (tmp->flag [FLAG_IS_FLOOR])
585 if ((op->attack_movement & LO4) == DISTATT) 449 break;
586 op->direction = pre_att_dir;
587
588 return 0;
589 }
590
591 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
592 {
593
594 /* Try move around corners if !close */
595 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
596
597 for (diff = 1; diff <= maxdiff; diff++)
598 {
599 /* try different detours */
600 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
601
602 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
603 return 0;
604 }
605 }
606 } /* if monster is not standing still */
607
608 /* elmex: Turn our monster after it moved if it has DISTATT attack */
609 if ((op->attack_movement & LO4) == DISTATT)
610 op->direction = pre_att_dir;
611
612 /*
613 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
614 * direction if they can't move away.
615 */
616 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
617 if (move_randomly (op))
618 return 0;
619
620 /*
621 * Try giving the monster a new enemy - the player that is closest
622 * to it. In this way, it won't just keep trying to get to a target
623 * that is inaccessible.
624 * This could be more clever - it should go through a list of several
625 * enemies, as it is now, you could perhaps get situations where there
626 * are two players flanking the monster at close distance, but which
627 * the monster can't get to, and a third one at a far distance that
628 * the monster could get to - as it is, the monster won't look at that
629 * third one.
630 */
631 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
632 { 450 }
633 object *nearest_player = get_nearest_player (op);
634
635 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
636 {
637 op->enemy = NULL;
638 enemy = nearest_player;
639 }
640 }
641
642 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
643 {
644 /* The adjustement to wc that was here before looked totally bogus -
645 * since wc can in fact get negative, that would mean by adding
646 * the current wc, the creature gets better? Instead, just
647 * add a fixed amount - nasty creatures that are runny away should
648 * still be pretty nasty.
649 */
650 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
651 {
652 part->stats.wc += 10;
653 (void) skill_attack (enemy, part, 0, NULL, NULL);
654 part->stats.wc -= 10;
655 }
656 else
657 (void) skill_attack (enemy, part, 0, NULL, NULL);
658 } /* if monster is in attack range */
659
660 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
661 return 1;
662
663 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
664 {
665 op->remove ();
666 op->destroy ();
667 return 1;
668 }
669 return 0;
670}
671
672int
673can_hit (object *ob1, object *ob2, rv_vector * rv)
674{
675 object *more;
676 rv_vector rv1;
677
678 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
679 return 0;
680
681 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
682 return 1;
683
684 /* check all the parts of ob2 - just because we can't get to
685 * its head doesn't mean we don't want to pound its feet
686 */
687 for (more = ob2->more; more != NULL; more = more->more)
688 {
689 get_rangevector (ob1, more, &rv1, 0);
690 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
691 return 1;
692 }
693 return 0;
694
695} 451}
696 452
697/* Returns 1 is monster should cast spell sp at an enemy 453/* Returns 1 is monster should cast spell sp at an enemy
698 * Returns 0 if the monster should not cast this spell. 454 * Returns 0 if the monster should not cast this spell.
699 * 455 *
707 * 463 *
708 * 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,
709 * 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,
710 * the right type of healing spell could be useful. 466 * the right type of healing spell could be useful.
711 */ 467 */
712
713static int 468static int
714monster_should_cast_spell (object *monster, object *spell_ob) 469monster_should_cast_spell (object *monster, object *spell_ob)
715{ 470{
716 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 471 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
717 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 472 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
718 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 473 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
719 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 ||
720 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 ||
721 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)
722
723 return 1; 477 return 1;
724 478
725 return 0; 479 return 0;
726} 480}
727 481
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}
728 871
729#define MAX_KNOWN_SPELLS 20 872#define MAX_KNOWN_SPELLS 20
730 873
731/* Returns a randomly selected spell. This logic is still 874/* Returns a randomly selected spell. This logic is still
732 * less than ideal. This code also only seems to deal with 875 * less than ideal. This code also only seems to deal with
733 * wizard spells, as the check is against sp, and not grace. 876 * wizard spells, as the check is against sp, and not grace.
734 * can mosnters know cleric spells? 877 * can mosnters know cleric spells?
735 */ 878 */
736object * 879static object *
737monster_choose_random_spell (object *monster) 880monster_choose_random_spell (object *monster)
738{ 881{
739 object *altern[MAX_KNOWN_SPELLS]; 882 object *altern[MAX_KNOWN_SPELLS];
740 object *tmp;
741 int i = 0; 883 int i = 0;
742 884
743 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
744 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
745 { 887 {
746 /* Check and see if it's actually a useful spell. 888 /* Check and see if it's actually a useful spell.
747 * If its a spellbook, the spell is actually the inventory item. 889 * If its a spellbook, the spell is actually the inventory item.
748 * 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.
749 */ 891 */
750 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))
751 { 893 {
752 altern[i++] = tmp; 894 altern [i++] = tmp;
895
753 if (i == MAX_KNOWN_SPELLS) 896 if (i == MAX_KNOWN_SPELLS)
754 break; 897 break;
755 } 898 }
756 } 899 }
757 if (!i) 900
758 return NULL; 901 return i ? altern [rndm (i)] : 0;
759 return altern[RANDOM () % i];
760} 902}
761 903
762/* 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.
763 * 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.
764 * head is the head of the monster. 906 * head is the head of the monster.
765 * part is the part of the monster we are checking against. 907 * part is the part of the monster we are checking against.
766 * pl is the target. 908 * pl is the target.
767 * dir is the direction to case. 909 * dir is the direction to case.
768 * rv is the vector which describes where the enemy is. 910 * rv is the vector which describes where the enemy is.
769 */ 911 */
770 912static int
771int
772monster_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)
773{ 914{
774 object *spell_item; 915 object *spell_item;
775 object *owner; 916 object *owner;
776 rv_vector rv1; 917 rv_vector rv1;
782 * other monsters) 923 * other monsters)
783 */ 924 */
784 if (!(dir = path_to_player (part, pl, 0))) 925 if (!(dir = path_to_player (part, pl, 0)))
785 return 0; 926 return 0;
786 927
787 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 928 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
788 { 929 {
789 get_rangevector (head, owner, &rv1, 0x1); 930 get_rangevector (head, owner, &rv1, 0x1);
790 if (dirdiff (dir, rv1.direction) < 2) 931 if (dirdiff (dir, rv1.direction) < 2)
791 {
792 return 0; /* Might hit owner with spell */ 932 return 0; /* Might hit owner with spell */
793 }
794 } 933 }
795 934
796 if (QUERY_FLAG (head, FLAG_CONFUSED)) 935 if (head->flag [FLAG_CONFUSED])
797 dir = absdir (dir + rndm (3) + rndm (3) - 2); 936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
798 937
799 /* If the monster hasn't already chosen a spell, choose one 938 /* If the monster hasn't already chosen a spell, choose one
800 * 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
801 * could be different by the time the monster goes again). 940 * could be different by the time the monster goes again).
802 */ 941 */
803 if (head->spellitem == NULL) 942 if (head->spellitem == NULL)
804 { 943 {
805 if ((spell_item = monster_choose_random_spell (head)) == NULL) 944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
806 { 945 {
807 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
808 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 */
809 return 0; 947 return 0;
810 } 948 }
949
811 if (spell_item->type == SPELLBOOK) 950 if (spell_item->type == SPELLBOOK)
812 { 951 {
813 if (!spell_item->inv) 952 if (!spell_item->inv)
814 { 953 {
815 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);
816 return 0; 955 return 0;
817 } 956 }
957
818 spell_item = spell_item->inv; 958 spell_item = spell_item->inv;
819 } 959 }
820 } 960 }
821 else 961 else
822 spell_item = head->spellitem; 962 spell_item = head->spellitem;
842 head->spellitem = NULL; 982 head->spellitem = NULL;
843 983
844 return cast_spell (part, part, dir, spell_item, NULL); 984 return cast_spell (part, part, dir, spell_item, NULL);
845} 985}
846 986
847 987static int
848int
849monster_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)
850{ 989{
851 object *scroll; 990 object *scroll;
852 object *owner; 991 object *owner;
853 rv_vector rv1; 992 rv_vector rv1;
859 * other monsters) 998 * other monsters)
860 */ 999 */
861 if (!(dir = path_to_player (part, pl, 0))) 1000 if (!(dir = path_to_player (part, pl, 0)))
862 return 0; 1001 return 0;
863 1002
864 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1003 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
865 { 1004 {
866 get_rangevector (head, owner, &rv1, 0x1); 1005 get_rangevector (head, owner, &rv1, 0x1);
867 if (dirdiff (dir, rv1.direction) < 2) 1006 if (dirdiff (dir, rv1.direction) < 2)
868 { 1007 {
869 return 0; /* Might hit owner with spell */ 1008 return 0; /* Might hit owner with spell */
870 } 1009 }
871 } 1010 }
872 1011
873 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1012 if (head->flag [FLAG_CONFUSED])
874 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
875 1014
876 for (scroll = head->inv; scroll; scroll = scroll->below) 1015 for (scroll = head->inv; scroll; scroll = scroll->below)
877 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
878 break; 1017 break;
879 1018
880 /* Used up all his scrolls, so nothing do to */ 1019 /* Used up all his scrolls, so nothing do to */
881 if (!scroll) 1020 if (!scroll)
882 { 1021 {
883 CLEAR_FLAG (head, FLAG_READY_SCROLL); 1022 head->clr_flag (FLAG_READY_SCROLL);
884 return 0; 1023 return 0;
885 } 1024 }
886 1025
887 /* Spell should be cast on caster (ie, heal, strength) */ 1026 /* Spell should be cast on caster (ie, heal, strength) */
888 if (scroll->inv->range == 0) 1027 if (scroll->inv->range == 0)
901 * 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.
902 * 1041 *
903 * At the moment this is only useful for throwing, perhaps for 1042 * At the moment this is only useful for throwing, perhaps for
904 * 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
905 */ 1044 */
906 1045static int
907int
908monster_use_skill (object *head, object *part, object *pl, int dir) 1046monster_use_skill (object *head, object *part, object *pl, int dir)
909{ 1047{
910 object *skill, *owner; 1048 object *skill, *owner;
911 1049
912 if (!(dir = path_to_player (part, pl, 0))) 1050 if (!(dir = path_to_player (part, pl, 0)))
913 return 0; 1051 return 0;
914 1052
915 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1053 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
916 { 1054 {
917 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);
918 1056
919 if (dirdiff (dir, dir2) < 1) 1057 if (dirdiff (dir, dir2) < 1)
920 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
921 } 1059 }
922 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1060
1061 if (head->flag [FLAG_CONFUSED])
923 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
924 1063
1064 object *new_skill = 0;
1065
925 /* skill selection - monster will use the next unused skill. 1066 // skill selection - monster will use the last unused skill
926 * well...the following scenario will allow the monster to 1067 // and rotate, eventually cycling through all skills.
927 * toggle between 2 skills. One day it would be nice to make
928 * more skills available to monsters.
929 */
930
931 for (skill = head->inv; skill != NULL; skill = skill->below) 1068 for (skill = head->inv; skill; skill = skill->below)
932 if (skill->type == SKILL && skill != head->chosen_skill) 1069 if (skill->type == SKILL && skill != head->chosen_skill)
933 { 1070 new_skill = skill;
1071
1072 if (new_skill)
934 head->chosen_skill = skill; 1073 splay (head->chosen_skill = new_skill);
935 break;
936 }
937
938 if (!skill && !head->chosen_skill) 1074 else if (!head->chosen_skill)
939 { 1075 {
940 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);
941 CLEAR_FLAG (head, FLAG_READY_SKILL); 1077 head->clr_flag (FLAG_READY_SKILL);
942 return 0; 1078 return 0;
943 } 1079 }
1080
944 /* use skill */ 1081 /* use skill */
945 return do_skill (head, part, head->chosen_skill, dir, NULL); 1082 return do_skill (head, part, head->chosen_skill, dir, NULL);
946} 1083}
947 1084
948/* Monster will use a ranged spell attack. */ 1085/* Monster will use a ranged spell attack. */
949 1086static int
950int
951monster_use_range (object *head, object *part, object *pl, int dir) 1087monster_use_range (object *head, object *part, object *pl, int dir)
952{ 1088{
953 object *wand, *owner; 1089 object *wand, *owner;
954 int at_least_one = 0; 1090 int at_least_one = 0;
955 1091
956 if (!(dir = path_to_player (part, pl, 0))) 1092 if (!(dir = path_to_player (part, pl, 0)))
957 return 0; 1093 return 0;
958 1094
959 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1095 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
960 { 1096 {
961 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);
962 1098
963 if (dirdiff (dir, dir2) < 2) 1099 if (dirdiff (dir, dir2) < 2)
964 return 0; /* Might hit owner with spell */ 1100 return 0; /* Might hit owner with spell */
965 } 1101 }
966 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1102
1103 if (head->flag [FLAG_CONFUSED])
967 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1104 dir = absdir (dir + rndm (3) + rndm (3) - 2);
968 1105
969 for (wand = head->inv; wand != NULL; wand = wand->below) 1106 for (wand = head->inv; wand; wand = wand->below)
970 { 1107 {
971 if (wand->type == WAND) 1108 if (wand->type == WAND)
972 { 1109 {
973 /* Found a wand, let's see if it has charges left */ 1110 /* Found a wand, let's see if it has charges left */
974 at_least_one = 1; 1111 at_least_one = 1;
979 1116
980 if (!(--wand->stats.food)) 1117 if (!(--wand->stats.food))
981 { 1118 {
982 if (wand->arch) 1119 if (wand->arch)
983 { 1120 {
984 CLEAR_FLAG (wand, FLAG_ANIMATE); 1121 wand->clr_flag (FLAG_ANIMATE);
985 wand->face = wand->arch->clone.face; 1122 wand->face = wand->arch->face;
986 wand->set_speed (0); 1123 wand->set_speed (0);
987 } 1124 }
988 } 1125 }
989 /* Success */ 1126 /* Success */
990 return 1; 1127 return 1;
991 } 1128 }
992 else if (wand->type == ROD || wand->type == HORN) 1129 else if (wand->type == ROD || wand->type == HORN)
993 { 1130 {
994 /* Found rod/horn, let's use it if possible */ 1131 /* Found rod/horn, let's use it if possible */
995 at_least_one = 1; 1132 at_least_one = 1;
996 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))
997 continue; 1134 continue;
998 1135
999 /* drain charge before casting spell - can be a case where the 1136 /* drain charge before casting spell - can be a case where the
1000 * spell destroys the monster, and rod, so if done after, results 1137 * spell destroys the monster, and rod, so if done after, results
1001 * in crash. 1138 * in crash.
1009 } 1146 }
1010 1147
1011 if (at_least_one) 1148 if (at_least_one)
1012 return 0; 1149 return 0;
1013 1150
1014 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);
1015 CLEAR_FLAG (head, FLAG_READY_RANGE); 1152 head->clr_flag (FLAG_READY_RANGE);
1016 return 0; 1153 return 0;
1017} 1154}
1018 1155
1019int 1156static int
1020monster_use_bow (object *head, object *part, object *pl, int dir) 1157monster_use_bow (object *head, object *part, object *pl, int dir)
1021{ 1158{
1022 object *owner; 1159 object *owner;
1023 1160
1024 if (!(dir = path_to_player (part, pl, 0))) 1161 if (!(dir = path_to_player (part, pl, 0)))
1025 return 0; 1162 return 0;
1026 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1163
1164 if (head->flag [FLAG_CONFUSED])
1027 dir = absdir (dir + rndm (3) + rndm (3) - 2); 1165 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1028 1166
1029 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1167 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1030 { 1168 {
1031 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);
1032 1170
1033 if (dirdiff (dir, dir2) < 1) 1171 if (dirdiff (dir, dir2) < 1)
1034 return 0; /* Might hit owner with arrow */ 1172 return 0; /* Might hit owner with arrow */
1035 } 1173 }
1036 1174
1037 /* in server/player.c */ 1175 /* in server/player.c */
1038 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);
1039 1177
1040} 1178}
1041 1179
1042/* Checks if putting on 'item' will make 'who' do more
1043 * damage. This is a very simplistic check - also checking things
1044 * like speed and ac are also relevant.
1045 *
1046 * return true if item is a better object.
1047 */
1048
1049int
1050check_good_weapon (object *who, object *item)
1051{
1052 object *other_weap;
1053 int val = 0, i;
1054
1055 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1056 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1057 break;
1058
1059 if (other_weap == NULL) /* No other weapons */
1060 return 1;
1061
1062 /* Rather than go through and apply the new one, and see if it is
1063 * better, just do some simple checks
1064 * Put some multipliers for things that hvae several effects,
1065 * eg, magic affects both damage and wc, so it has more weight
1066 */
1067
1068 val = item->stats.dam - other_weap->stats.dam;
1069 val += (item->magic - other_weap->magic) * 3;
1070 /* Monsters don't really get benefits from things like regen rates
1071 * from items. But the bonus for their stats are very important.
1072 */
1073 for (i = 0; i < NUM_STATS; i++)
1074 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1075
1076 if (val > 0)
1077 return 1;
1078 else
1079 return 0;
1080
1081}
1082
1083int
1084check_good_armour (object *who, object *item)
1085{
1086 object *other_armour;
1087 int val = 0, i;
1088
1089 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1090 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1091 break;
1092
1093 if (other_armour == NULL) /* No other armour, use the new */
1094 return 1;
1095
1096 /* Like above function , see which is better */
1097 val = item->stats.ac - other_armour->stats.ac;
1098 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1099 val += (item->magic - other_armour->magic) * 3;
1100
1101 /* for the other protections, do weigh them very much in the equation -
1102 * it is the armor protection which is most important, because there is
1103 * no good way to know what the player may attack the monster with.
1104 * So if the new item has better protection than the old, give that higher
1105 * value. If the reverse, then decrease the value of this item some.
1106 */
1107 for (i = 1; i < NROFATTACKS; i++)
1108 {
1109 if (item->resist[i] > other_armour->resist[i])
1110 val++;
1111 else if (item->resist[i] < other_armour->resist[i])
1112 val--;
1113 }
1114
1115 /* Very few armours have stats, so not much need to worry about those. */
1116
1117 if (val > 0)
1118 return 1;
1119 else
1120 return 0;
1121
1122}
1123
1124/*
1125 * monster_check_pickup(): checks for items that monster can pick up.
1126 *
1127 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1128 * Each time the blob passes over some treasure, it will
1129 * grab it a.s.a.p.
1130 *
1131 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1132 * to handle this.
1133 *
1134 * This function was seen be continueing looping at one point (tmp->below
1135 * became a recursive loop. It may be better to call monster_check_apply
1136 * after we pick everything up, since that function may call others which
1137 * affect stacking on this space.
1138 */
1139
1140void
1141monster_check_pickup (object *monster)
1142{
1143 object *tmp, *next;
1144
1145 for (tmp = monster->below; tmp != NULL; tmp = next)
1146 {
1147 next = tmp->below;
1148 if (monster_can_pick (monster, tmp))
1149 {
1150 tmp->remove ();
1151 tmp = insert_ob_in_ob (tmp, monster);
1152 (void) monster_check_apply (monster, tmp);
1153 }
1154 /* We could try to re-establish the cycling, of the space, but probably
1155 * not a big deal to just bail out.
1156 */
1157 if (next && next->destroyed ())
1158 return;
1159 }
1160}
1161
1162/*
1163 * monster_can_pick(): If the monster is interested in picking up
1164 * the item, then return 0. Otherwise 0.
1165 * Instead of pick_up, flags for "greed", etc, should be used.
1166 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1167 */
1168
1169int
1170monster_can_pick (object *monster, object *item)
1171{
1172 int flag = 0;
1173 int i;
1174
1175 if (!can_pick (monster, item))
1176 return 0;
1177
1178 if (QUERY_FLAG (item, FLAG_UNPAID))
1179 return 0;
1180
1181 if (monster->pick_up & 64) /* All */
1182 flag = 1;
1183
1184 else
1185 switch (item->type)
1186 {
1187 case MONEY:
1188 case GEM:
1189 flag = monster->pick_up & 2;
1190 break;
1191
1192 case FOOD:
1193 flag = monster->pick_up & 4;
1194 break;
1195
1196 case WEAPON:
1197 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1198 break;
1199
1200 case ARMOUR:
1201 case SHIELD:
1202 case HELMET:
1203 case BOOTS:
1204 case GLOVES:
1205 case GIRDLE:
1206 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1207 break;
1208
1209 case SKILL:
1210 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1211 break;
1212
1213 case RING:
1214 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1215 break;
1216
1217 case WAND:
1218 case HORN:
1219 case ROD:
1220 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1221 break;
1222
1223 case SPELLBOOK:
1224 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1225 break;
1226
1227 case SCROLL:
1228 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1229 break;
1230
1231 case BOW:
1232 case ARROW:
1233 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1234 break;
1235 }
1236 /* Simplistic check - if the monster has a location to equip it, he will
1237 * pick it up. Note that this doesn't handle cases where an item may
1238 * use several locations.
1239 */
1240 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1241 {
1242 if (monster->body_info[i] && item->body_info[i])
1243 {
1244 flag = 1;
1245 break;
1246 }
1247 }
1248
1249 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1250 return 1;
1251 return 0;
1252}
1253
1254/*
1255 * monster_apply_below():
1256 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1257 * eager to apply things, encounters something apply-able,
1258 * then make him apply it
1259 */
1260
1261void
1262monster_apply_below (object *monster)
1263{
1264 object *tmp, *next;
1265
1266 for (tmp = monster->below; tmp != NULL; tmp = next)
1267 {
1268 next = tmp->below;
1269 switch (tmp->type)
1270 {
1271 case CF_HANDLE:
1272 case TRIGGER:
1273 if (monster->will_apply & 1)
1274 manual_apply (monster, tmp, 0);
1275 break;
1276
1277 case TREASURE:
1278 if (monster->will_apply & 2)
1279 manual_apply (monster, tmp, 0);
1280 break;
1281
1282 }
1283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1284 break;
1285 }
1286}
1287
1288/*
1289 * monster_check_apply() is meant to be called after an item is
1290 * inserted in a monster.
1291 * If an item becomes outdated (monster found a better item),
1292 * a pointer to that object is returned, so it can be dropped.
1293 * (so that other monsters can pick it up and use it)
1294 * Note that as things are now, monsters never drop something -
1295 * they can pick up all that they can use.
1296 */
1297
1298/* Sept 96, fixed this so skills will be readied -b.t.*/
1299
1300void
1301monster_check_apply (object *mon, object *item)
1302{
1303
1304 int flag = 0;
1305
1306 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1307 {
1308 SET_FLAG (mon, FLAG_CAST_SPELL);
1309 return;
1310 }
1311
1312 /* If for some reason, this item is already applied, no more work to do */
1313 if (QUERY_FLAG (item, FLAG_APPLIED))
1314 return;
1315
1316 /* Might be better not to do this - if the monster can fire a bow,
1317 * it is possible in his wanderings, he will find one to use. In
1318 * which case, it would be nice to have ammo for it.
1319 */
1320 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1321 {
1322 /* Check for the right kind of bow */
1323 object *bow;
1324
1325 for (bow = mon->inv; bow != NULL; bow = bow->below)
1326 if (bow->type == BOW && bow->race == item->race)
1327 {
1328 SET_FLAG (mon, FLAG_READY_BOW);
1329 LOG (llevMonster, "Found correct bow for arrows.\n");
1330 return; /* nothing more to do for arrows */
1331 }
1332 }
1333
1334 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1335 flag = 1;
1336 /* Eating food gets hp back */
1337 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1338 flag = 1;
1339 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1340 {
1341 if (!item->inv)
1342 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1343 else if (monster_should_cast_spell (mon, item->inv))
1344 SET_FLAG (mon, FLAG_READY_SCROLL);
1345 /* Don't use it right now */
1346 return;
1347 }
1348 else if (item->type == WEAPON)
1349 flag = check_good_weapon (mon, item);
1350 else if (item->is_armor ())
1351 flag = check_good_armour (mon, item);
1352 /* Should do something more, like make sure this is a better item */
1353 else if (item->type == RING)
1354 flag = 1;
1355 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1356 {
1357 /* We never really 'ready' the wand/rod/horn, because that would mean the
1358 * weapon would get undone.
1359 */
1360 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1361 {
1362 SET_FLAG (mon, FLAG_READY_RANGE);
1363 SET_FLAG (item, FLAG_APPLIED);
1364 }
1365 return;
1366 }
1367 else if (item->type == BOW)
1368 {
1369 /* We never really 'ready' the bow, because that would mean the
1370 * weapon would get undone.
1371 */
1372 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1373 SET_FLAG (mon, FLAG_READY_BOW);
1374 return;
1375 }
1376 else if (item->type == SKILL)
1377 {
1378 /*
1379 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1380 * else they can't use the skill...
1381 * Skills also don't need to get applied, so return now.
1382 */
1383 SET_FLAG (mon, FLAG_READY_SKILL);
1384 return;
1385 }
1386
1387
1388 /* if we don't match one of the above types, return now.
1389 * can_apply_object will say that we can apply things like flesh,
1390 * bolts, and whatever else, because it only checks against the
1391 * body_info locations.
1392 */
1393 if (!flag)
1394 return;
1395
1396 /* Check to see if the monster can use this item. If not, no need
1397 * to do further processing. Note that can_apply_object already checks
1398 * for the CAN_USE flags.
1399 */
1400 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1401 return;
1402
1403 /* should only be applying this item, not unapplying it.
1404 * also, ignore status of curse so they can take off old armour.
1405 * monsters have some advantages after all.
1406 */
1407 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1408
1409 return;
1410}
1411
1412void 1180void
1413npc_call_help (object *op) 1181npc_call_help (object *op)
1414{ 1182{
1415 int x, y, mflags; 1183 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1416 object *npc;
1417 sint16 sx, sy;
1418 maptile *m;
1419
1420 for (x = -3; x < 4; x++)
1421 for (y = -3; y < 4; y++)
1422 { 1184 {
1423 m = op->map; 1185 mapspace &ms = m->at (nx, ny);
1424 sx = op->x + x; 1186
1425 sy = op->y + y;
1426 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1427 /* 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. */
1428 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1188 if (!(ms.flags () & P_IS_ALIVE))
1429 continue; 1189 continue;
1430 1190
1431 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1191 for (object *npc = ms.bot; npc; npc = npc->above)
1432 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1192 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1433 npc->enemy = op->enemy; 1193 npc->enemy = op->enemy;
1434 } 1194 }
1435}
1436
1437
1438int
1439dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1440{
1441
1442 if (can_hit (part, enemy, rv))
1443 return dir;
1444 if (rv->distance < 10)
1445 return absdir (dir + 4);
1446 else if (rv->distance > 18)
1447 return dir;
1448 return 0;
1449}
1450
1451int
1452run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1453{
1454
1455 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1456 {
1457 ob->move_status++;
1458 return (dir);
1459 }
1460 else if (ob->move_status > 20)
1461 ob->move_status = 0;
1462 return absdir (dir + 4);
1463}
1464
1465int
1466hitrun_att (int dir, object *ob, object *enemy)
1467{
1468 if (ob->move_status++ < 25)
1469 return dir;
1470 else if (ob->move_status < 50)
1471 return absdir (dir + 4);
1472 else
1473 ob->move_status = 0;
1474 return absdir (dir + 4);
1475}
1476
1477int
1478wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1479{
1480
1481 int inrange = can_hit (part, enemy, rv);
1482
1483 if (ob->move_status || inrange)
1484 ob->move_status++;
1485
1486 if (ob->move_status == 0)
1487 return 0;
1488 else if (ob->move_status < 10)
1489 return dir;
1490 else if (ob->move_status < 15)
1491 return absdir (dir + 4);
1492 ob->move_status = 0;
1493 return 0;
1494}
1495
1496int
1497disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1498{
1499
1500 /* The logic below here looked plain wrong before. Basically, what should
1501 * happen is that if the creatures hp percentage falls below run_away,
1502 * the creature should run away (dir+4)
1503 * I think its wrong for a creature to have a zero maxhp value, but
1504 * at least one map has this set, and whatever the map contains, the
1505 * server should try to be resilant enough to avoid the problem
1506 */
1507 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1508 return absdir (dir + 4);
1509 return dist_att (dir, ob, enemy, part, rv);
1510}
1511
1512int
1513wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1514{
1515 if (rv->distance < 9)
1516 return absdir (dir + 4);
1517 return 0;
1518}
1519
1520void
1521circ1_move (object *ob)
1522{
1523 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1524 if (++ob->move_status > 11)
1525 ob->move_status = 0;
1526 if (!(move_object (ob, circle[ob->move_status])))
1527 (void) move_object (ob, rndm (8) + 1);
1528}
1529
1530void
1531circ2_move (object *ob)
1532{
1533 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1534 if (++ob->move_status > 19)
1535 ob->move_status = 0;
1536 if (!(move_object (ob, circle[ob->move_status])))
1537 (void) move_object (ob, rndm (8) + 1);
1538}
1539
1540void
1541pace_movev (object *ob)
1542{
1543 if (ob->move_status++ > 6)
1544 ob->move_status = 0;
1545 if (ob->move_status < 4)
1546 (void) move_object (ob, 5);
1547 else
1548 (void) move_object (ob, 1);
1549}
1550
1551void
1552pace_moveh (object *ob)
1553{
1554 if (ob->move_status++ > 6)
1555 ob->move_status = 0;
1556 if (ob->move_status < 4)
1557 (void) move_object (ob, 3);
1558 else
1559 (void) move_object (ob, 7);
1560}
1561
1562void
1563pace2_movev (object *ob)
1564{
1565 if (ob->move_status++ > 16)
1566 ob->move_status = 0;
1567 if (ob->move_status < 6)
1568 (void) move_object (ob, 5);
1569 else if (ob->move_status < 8)
1570 return;
1571 else if (ob->move_status < 13)
1572 (void) move_object (ob, 1);
1573 else
1574 return;
1575}
1576
1577void
1578pace2_moveh (object *ob)
1579{
1580 if (ob->move_status++ > 16)
1581 ob->move_status = 0;
1582 if (ob->move_status < 6)
1583 (void) move_object (ob, 3);
1584 else if (ob->move_status < 8)
1585 return;
1586 else if (ob->move_status < 13)
1587 (void) move_object (ob, 7);
1588 else
1589 return;
1590}
1591
1592void
1593rand_move (object *ob)
1594{
1595 int i;
1596
1597 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1598 for (i = 0; i < 5; i++)
1599 if (move_object (ob, ob->move_status = rndm (8) + 1))
1600 return;
1601} 1195}
1602 1196
1603void 1197void
1604check_earthwalls (object *op, maptile *m, int x, int y) 1198check_earthwalls (object *op, maptile *m, int x, int y)
1605{ 1199{
1606 object *tmp;
1607
1608 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)
1609 {
1610 if (tmp->type == EARTHWALL) 1201 if (tmp->type == EARTHWALL)
1611 { 1202 {
1612 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1203 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1613 return; 1204 return;
1614 } 1205 }
1615 }
1616} 1206}
1617 1207
1618void 1208void
1619check_doors (object *op, maptile *m, int x, int y) 1209check_doors (object *op, maptile *m, int x, int y)
1620{ 1210{
1621 object *tmp;
1622
1623 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)
1624 {
1625 if (tmp->type == DOOR) 1212 if (tmp->type == DOOR)
1626 { 1213 {
1627 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1214 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1628 return; 1215 return;
1629 } 1216 }
1630 }
1631} 1217}
1632 1218
1633/* find_mon_throw_ob() - modeled on find_throw_ob 1219/* find_mon_throw_ob() - modeled on find_throw_ob
1634 * This is probably overly simplistic as it is now - We want 1220 * This is probably overly simplistic as it is now - We want
1635 * monsters to throw things like chairs and other pieces of 1221 * monsters to throw things like chairs and other pieces of
1636 * furniture, even if they are not good throwable objects. 1222 * furniture, even if they are not good throwable objects.
1637 * Probably better to have the monster throw a throwable object 1223 * Probably better to have the monster throw a throwable object
1638 * first, then throw any non equipped weapon. 1224 * first, then throw any non equipped weapon.
1639 */ 1225 */
1640
1641object * 1226object *
1642find_mon_throw_ob (object *op) 1227find_mon_throw_ob (object *op)
1643{ 1228{
1644 object *tmp = NULL; 1229 object *tmp = NULL;
1645 1230
1652 * marked item and throw it to the enemy. 1237 * marked item and throw it to the enemy.
1653 */ 1238 */
1654 for (tmp = op->inv; tmp; tmp = tmp->below) 1239 for (tmp = op->inv; tmp; tmp = tmp->below)
1655 { 1240 {
1656 /* Can't throw invisible objects or items that are applied */ 1241 /* Can't throw invisible objects or items that are applied */
1657 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1242 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1658 continue; 1243 continue;
1659 1244
1660 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1245 if (tmp->flag [FLAG_IS_THROWN])
1661 break; 1246 break;
1662 1247
1663 } 1248 }
1664 1249
1665#ifdef DEBUG_THROW 1250#ifdef DEBUG_THROW
1666 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);
1667#endif 1252#endif
1668 1253
1669 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;
1670} 1659}
1671 1660
1672/* 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
1673 * 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
1674 * 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.
1676 * 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
1677 * 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
1678 * be within the valid range. MSW 2001-08-05 1667 * be within the valid range. MSW 2001-08-05
1679 * 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
1680 */ 1669 */
1681
1682int 1670int
1683can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1671can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1684{ 1672{
1685 int radius = MIN_MON_RADIUS, hide_discovery;
1686
1687 /* null detection for any of these condtions always */ 1673 /* null detection for any of these condtions always */
1688 if (!op || !enemy || !op->map || !enemy->map) 1674 if (!op || !enemy || !op->map || !enemy->map)
1689 return 0; 1675 return 0;
1690 1676
1691 /* 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 */
1693 return 0; 1679 return 0;
1694 1680
1695 get_rangevector (op, enemy, rv, 0); 1681 get_rangevector (op, enemy, rv, 0);
1696 1682
1697 /* Monsters always ignore the DM */ 1683 /* Monsters always ignore the DM */
1698 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1684 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1699 return 0; 1685 return 0;
1700 1686
1701 /* simple check. Should probably put some range checks in here. */ 1687 /* simple check. Should probably put some range checks in here. */
1702 if (can_see_enemy (op, enemy)) 1688 if (can_see_enemy (op, enemy))
1703 return 1; 1689 return 1;
1704 1690
1705 /* 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
1706 * finding enemies! 1692 * finding enemies!
1707 */ 1693 */
1708 if (op->type == PLAYER) 1694 if (op->is_player ())
1709 return 0; 1695 return 0;
1710 1696
1711 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1697 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1712 * 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
1713 */ 1699 */
1714 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)))
1715 return 0; 1701 return 0;
1716 1702
1703 int radius = MIN_MON_RADIUS;
1704
1717 /* use this for invis also */ 1705 /* use this for invis also */
1718 hide_discovery = op->stats.Int / 5; 1706 int hide_discovery = op->stats.Int / 5;
1719 1707
1720 /* Determine Detection radii */ 1708 /* Determine Detection radii */
1721 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) */
1722 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);
1723 else 1711 else
1724 { /* a level/INT/Dex adjustment for hiding */ 1712 { /* a level/INT/Dex adjustment for hiding */
1725 object *sk_hide;
1726 int bonus = (op->level / 2) + (op->stats.Int / 5); 1713 int bonus = op->level / 2 + op->stats.Int / 5;
1727 1714
1728 if (enemy->type == PLAYER) 1715 if (enemy->is_player ())
1729 { 1716 {
1730 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1717 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1731 bonus -= sk_hide->level; 1718 bonus -= sk_hide->level;
1732 else 1719 else
1733 { 1720 {
1734 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");
1735 make_visible (enemy); 1722 make_visible (enemy);
1743 hide_discovery += bonus * 5; 1730 hide_discovery += bonus * 5;
1744 } /* else creature has modifiers for hiding */ 1731 } /* else creature has modifiers for hiding */
1745 1732
1746 /* Radii stealth adjustment. Only if you are stealthy 1733 /* Radii stealth adjustment. Only if you are stealthy
1747 * will you be able to sneak up closer to creatures */ 1734 * will you be able to sneak up closer to creatures */
1748 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1735 if (enemy->flag [FLAG_STEALTH])
1749 radius = radius / 2, hide_discovery = hide_discovery / 3; 1736 {
1737 radius /= 2;
1738 hide_discovery /= 3;
1739 }
1750 1740
1751 /* Radii adjustment for enemy standing in the dark */ 1741 /* Radii adjustment for enemy standing in the dark */
1752 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1742 if (!stand_in_light (enemy))
1753 { 1743 {
1754 /* on dark maps body heat can help indicate location with infravision 1744 /* on dark maps body heat can help indicate location with infravision
1755 * undead don't have body heat, so no benefit detecting them. 1745 * undead don't have body heat, so no benefit detecting them.
1756 */ 1746 */
1757 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1747 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1758 radius += op->map->darkness / 2; 1748 radius += op->map->darklevel () / 2;
1759 else 1749 else
1760 radius -= op->map->darkness / 2; 1750 radius -= op->map->darklevel () / 2;
1761 1751
1762 /* op next to a monster (and not in complete darkness) 1752 /* op next to a monster (and not in complete darkness)
1763 * the monster should have a chance to see you. 1753 * the monster should have a chance to see you.
1764 */ 1754 */
1765 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)
1766 radius = MIN_MON_RADIUS; 1756 radius = MIN_MON_RADIUS;
1767 } /* if on dark map */ 1757 } /* if on dark map */
1768 1758
1769 /* Lets not worry about monsters that have incredible detection 1759 /* Lets not worry about monsters that have incredible detection
1770 * 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
1772 * 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
1773 * do something. Note that the distance field in the 1763 * do something. Note that the distance field in the
1774 * 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
1775 * find that. 1765 * find that.
1776 */ 1766 */
1777 if (radius > 13) 1767 // note that the above reasoning was utter bullshit even at the time it was written
1778 radius = 13; 1768 // we use 25, lets see if we have the cpu time for it
1769 radius = min (25, radius);
1779 1770
1780 /* Enemy in range! Now test for detection */ 1771 /* Enemy in range! Now test for detection */
1781 if ((int) rv->distance <= radius) 1772 if (rv->distance <= radius)
1782 { 1773 {
1783 /* ah, we are within range, detected? take cases */ 1774 /* ah, we are within range, detected? take cases */
1784 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1775 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1785 return 1; 1776 return 1;
1786 1777
1787 /* hidden or low-quality invisible */ 1778 /* hidden or low-quality invisible */
1788 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1779 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1789 { 1780 {
1790 make_visible (enemy); 1781 make_visible (enemy);
1782
1791 /* inform players of new status */ 1783 /* inform players of new status */
1792 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1784 if (enemy->type == PLAYER && player_can_view (enemy, op))
1793 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
1794 return 1; /* detected enemy */ 1787 return 1; /* detected enemy */
1795 } 1788 }
1796 else if (enemy->invisible) 1789 else if (enemy->invisible)
1797 { 1790 {
1798 /* Change this around - instead of negating the invisible, just 1791 /* Change this around - instead of negating the invisible, just
1799 * 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
1800 * do something to you. Decreasing the duration of invisible 1793 * do something to you. Decreasing the duration of invisible
1801 * 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
1802 * can then basically negate the spell. The spell isn't negated - 1795 * can then basically negate the spell. The spell isn't negated -
1803 * they just know where you are! 1796 * they just know where you are!
1804 */ 1797 */
1805 if ((rndm (50)) <= hide_discovery) 1798 if (rndm (50) <= hide_discovery)
1806 { 1799 {
1807 if (enemy->type == PLAYER) 1800 if (enemy->type == PLAYER)
1808 {
1809 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));
1810 } 1802
1811 return 1; 1803 return 1;
1812 } 1804 }
1813 } 1805 }
1814 } /* within range */ 1806 } /* within range */
1815 1807
1816 /* Wasn't detected above, so still hidden */ 1808 /* Wasn't detected above, so still hidden */
1817 return 0; 1809 return 0;
1818} 1810}
1819 1811
1820/* 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
1821 * intellegent algorithm. For one thing, we ignore los here, SO it 1813 * intelligent algorithm. For one thing, we ignore los here, SO it
1822 * 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
1823 * other side of a wall (!). 1815 * other side of a wall (!).
1824 */ 1816 */
1825
1826int 1817int
1827stand_in_light (object *op) 1818stand_in_light (object *op)
1828{ 1819{
1829 sint16 nx, ny;
1830 maptile *m;
1831
1832
1833 if (!op) 1820 if (op)
1821 {
1822 if (!op->is_on_map ())
1834 return 0; 1823 return 0;
1824
1825 if (op->map->darklevel () <= 0)
1826 return 1;
1827
1835 if (op->glow_radius > 0) 1828 if (op->glow_radius > 0)
1836 return 1; 1829 return 1;
1837 1830
1838 if (op->map) 1831 if (op->map)
1839 { 1832 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1840 int x, y, x1, y1; 1833 {
1834 mapspace &ms = m->at (nx, ny);
1841 1835
1836 ms.update ();
1842 1837
1843
1844 /* 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
1845 * 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.
1846 */
1847 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1848 {
1849 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1850 { 1840 */
1851 m = op->map; 1841 int light = ms.light;
1852 nx = x;
1853 ny = y;
1854 1842
1855 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1843 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1856 continue;
1857
1858 x1 = abs (x - op->x) * abs (x - op->x);
1859 y1 = abs (y - op->y) * abs (y - op->y);
1860 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1861 return 1; 1844 return 1;
1862 } 1845 }
1863 }
1864 } 1846 }
1847
1865 return 0; 1848 return 0;
1866} 1849}
1867
1868 1850
1869/* assuming no walls/barriers, lets check to see if its *possible* 1851/* assuming no walls/barriers, lets check to see if its *possible*
1870 * to see an enemy. Note, "detection" is different from "seeing". 1852 * to see an enemy. Note, "detection" is different from "seeing".
1871 * See can_detect_enemy() for more details. -b.t. 1853 * See can_detect_enemy() for more details. -b.t.
1872 * return 0 if can't be seen, 1 if can be 1854 * return 0 if can't be seen, 1 if can be
1873 */ 1855 */
1874
1875int 1856int
1876can_see_enemy (object *op, object *enemy) 1857can_see_enemy (object *op, object *enemy)
1877{ 1858{
1878 object *looker = op->head ? op->head : op; 1859 object *looker = op->head ? op->head : op;
1879 1860
1880 /* safety */ 1861 /* safety */
1881 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1862 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1882 return 0; 1863 return 0;
1883 1864
1884 /* 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,
1885 * 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
1886 * blind even if you can xray? 1867 * blind even if you can xray?
1887 */ 1868 */
1888 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1869 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1889 return 0; 1870 return 0;
1890 1871
1891 /* checking for invisible things */ 1872 /* checking for invisible things */
1892 if (enemy->invisible) 1873 if (enemy->invisible)
1893 { 1874 {
1894 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1875 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1895 * However,if you carry any source of light, then the hidden 1876 * However,if you carry any source of light, then the hidden
1896 * creature is seeable (and stupid) */ 1877 * creature is seeable (and stupid) */
1897 1878
1898 if (has_carried_lights (enemy)) 1879 if (enemy->has_carried_lights ())
1899 { 1880 {
1900 if (enemy->hide) 1881 if (enemy->flag [FLAG_HIDDEN])
1901 { 1882 {
1902 make_visible (enemy); 1883 make_visible (enemy);
1903 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!");
1904 } 1885 }
1886
1905 return 1; 1887 return 1;
1906 } 1888 }
1907 else if (enemy->hide) 1889 else if (enemy->flag [FLAG_HIDDEN])
1908 return 0; 1890 return 0;
1909 1891
1910 /* Invisible enemy. Break apart the check for invis undead/invis looker 1892 /* Invisible enemy. Break apart the check for invis undead/invis looker
1911 * 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,
1912 * and making it a conditional makes the code pretty ugly. 1894 * and making it a conditional makes the code pretty ugly.
1913 */ 1895 */
1914 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1896 if (!looker->flag [FLAG_SEE_INVISIBLE])
1915 {
1916 if (makes_invisible_to (enemy, looker)) 1897 if (makes_invisible_to (enemy, looker))
1917 return 0; 1898 return 0;
1918 }
1919 } 1899 }
1920 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1900 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1921 if (player_can_view (looker, enemy)) 1901 if (player_can_view (looker, enemy))
1922 return 1; 1902 return 1;
1923 1903
1924 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1925 * unless they carry a light or stand in light. Darkness doesnt 1905 * unless they carry a light or stand in light. Darkness doesnt
1928 * we care about the enemy maps status, not the looker. 1908 * we care about the enemy maps status, not the looker.
1929 * only relevant for tiled maps, but it is possible that the 1909 * only relevant for tiled maps, but it is possible that the
1930 * 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
1931 * case, the looker can still see the enemy 1911 * case, the looker can still see the enemy
1932 */ 1912 */
1933 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1913 if (!stand_in_light (enemy)
1934 && (!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]))
1935 return 0; 1915 return 0;
1936 1916
1937 return 1; 1917 return 1;
1938} 1918}
1919
1920//-GPL

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