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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.4 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.90 by root, Sat May 15 23:41:06 2010 UTC

1/* 1/*
2 * static char *rcsid_monster_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: monster.C,v 1.4 2006/08/29 08:01:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5 24
6/* 25//+GPL
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 26
29#include <global.h> 27#include <global.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 28#include <sproto.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#endif
35 31
36
37#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38
39 33
40/* checks npc->enemy and returns that enemy if still valid, 34/* checks npc->enemy and returns that enemy if still valid,
41 * NULL otherwise. 35 * NULL otherwise.
42 * this is map tile aware. 36 * this is map tile aware.
43 * If this returns an enemy, the range vector rv should also be 37 * If this returns an enemy, the range vector rv should also be
44 * set to sane values. 38 * set to sane values.
45 */ 39 */
40object *
46object *check_enemy(object *npc, rv_vector *rv) { 41check_enemy (object *npc, rv_vector * rv)
47 42{
48 /* 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
49 * 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,
50 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
51 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
52 { 47 {
53 if (npc->owner == NULL) 48 if (npc->owner == NULL)
54 npc->enemy = NULL; 49 npc->enemy = NULL;
55 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
56 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
57 } 52 }
58 53
59 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
60 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
61 * 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
62 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
63 */ 58 */
64 /* 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
65 * 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
66 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
67 * 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
68 * too. */ 63 * too. */
69 64
70 if(npc->enemy) 65 if (npc->enemy)
71 { 66 {
72 /* 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
73 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
74 */ 69 */
75 if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || 70 if (npc->enemy->flag [FLAG_REMOVED] ||
76 QUERY_FLAG(npc->enemy,FLAG_FREED) || 71 npc->enemy->flag [FLAG_FREED] ||
77 !on_same_map(npc, npc->enemy) || 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
78 npc == npc->enemy ||
79 QUERY_FLAG(npc, FLAG_NEUTRAL) ||
80 QUERY_FLAG(npc->enemy, FLAG_NEUTRAL))
81 npc->enemy = NULL; 73 npc->enemy = 0;
82 74
83 else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( 75 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
84 (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) || 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
85 ((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)))
86 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
87 npc->enemy = NULL; 79 npc->enemy = 0;
88
89
90 else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
91 (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER))
92 npc->enemy=NULL;
93 80
81
82 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
83 npc->enemy = 0;
84
94 /* 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
95 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
96 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
97 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
98 * as the enemy to attack. 89 * as the enemy to attack.
99 */ 90 */
100 else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && 91 else if (!npc->enemy->flag [FLAG_MONSTER]
101 !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && 92 && !npc->enemy->flag [FLAG_GENERATOR]
102 npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) 93 && npc->enemy->type != PLAYER
103 npc->enemy=NULL; 94 && npc->enemy->type != GOLEM)
104 95 npc->enemy = 0;
105 } 96 }
97
106 return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
107} 99}
108 100
109/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
110 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
111 * 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
118 * the first few directions, it could very well choose something 110 * the first few directions, it could very well choose something
119 * 3 spaces away even though something directly north is closer. 111 * 3 spaces away even though something directly north is closer.
120 * 112 *
121 * this function is map tile aware. 113 * this function is map tile aware.
122 */ 114 */
115object *
123object *find_nearest_living_creature(object *npc) { 116find_nearest_living_creature (object *npc)
117{
124 int i,mflags; 118 int i, mflags;
125 sint16 nx,ny; 119 sint16 nx, ny;
126 mapstruct *m; 120 maptile *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE]; 121 int search_arr[SIZEOFFREE];
129 122
130 get_search_arr(search_arr); 123 get_search_arr (search_arr);
124
131 for(i=0;i<SIZEOFFREE;i++) { 125 for (i = 0; i < SIZEOFFREE; i++)
126 {
132 /* modified to implement smart searching using search_arr 127 /* modified to implement smart searching using search_arr
133 * guidance array to determine direction of search order 128 * guidance array to determine direction of search order
134 */ 129 */
135 nx = npc->x + freearr_x[search_arr[i]]; 130 nx = npc->x + freearr_x[search_arr[i]];
136 ny = npc->y + freearr_y[search_arr[i]]; 131 ny = npc->y + freearr_y[search_arr[i]];
137 m = npc->map; 132 m = npc->map;
138 133
139 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135
140 if (mflags & P_OUT_OF_MAP) continue; 136 if (mflags & P_OUT_OF_MAP)
137 continue;
141 138
142 if (mflags & P_IS_ALIVE) { 139 if (mflags & P_IS_ALIVE)
143 tmp=get_map_ob(m,nx,ny); 140 {
144 while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& 141 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
145 !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) 142 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
146 tmp=tmp->above;
147
148 if (!tmp) {
149 LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
150 m->path, nx, ny);
151 }
152 else {
153 if(can_see_monsterP(m,nx,ny,i)) 143 if (can_see_monsterP (m, nx, ny, i))
154 return tmp; 144 return tmp;
155 } 145 }
156 } /* is something living on this space */
157 } 146 }
158 return NULL; /* nothing found */
159}
160 147
148 return 0;
149}
161 150
162/* 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
163 * our caller will find the information useful. 152 * our caller will find the information useful.
164 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
165 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
166 * 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
167 * many cases. 156 * many cases.
168 */ 157 */
169 158static object *
170object *find_enemy(object *npc, rv_vector *rv) 159find_enemy (object *npc, rv_vector * rv)
171{ 160{
172 object *attacker, *tmp=NULL; 161 object *attacker, *tmp = NULL;
173 162
174 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. */
175 npc->attacked_by = NULL; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
176 165
177 /* 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 */
178 if(QUERY_FLAG(npc,FLAG_BERSERK)) { 167 if (npc->flag [FLAG_BERSERK])
168 {
179 tmp = find_nearest_living_creature(npc); 169 tmp = find_nearest_living_creature (npc);
170
171 if (tmp)
180 if (tmp) get_rangevector(npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
181 return tmp; 174 return tmp;
182 } 175 }
183 176
184 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
185 * 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
186 * one of both is dead. 179 * one of both is dead.
187 * If we have no enemy and we are... 180 * If we have no enemy and we are...
188 * a monster: try to find a player, a pet or a friendly monster 181 * a monster: try to find a player, a pet or a friendly monster
189 * a friendly: only target a monster which is targeting you first or targeting a player 182 * a friendly: only target a monster which is targeting you first or targeting a player
190 * a neutral: fight a attacker (but there should be none), then do nothing 183 * a neutral: fight a attacker (but there should be none), then do nothing
191 * a pet: attack player enemy or a monster 184 * a pet: attack player enemy or a monster
192 */ 185 */
193 186
194 /* pet move */ 187 /* pet move */
195 if ((npc->attack_movement & HI4) == PETMOVE) { 188 if ((npc->attack_movement & HI4) == PETMOVE)
189 {
196 tmp= get_pet_enemy(npc,rv); 190 tmp = get_pet_enemy (npc, rv);
191
192 if (tmp)
197 if (tmp) get_rangevector(npc, tmp, rv, 0); 193 get_rangevector (npc, tmp, rv, 0);
194
198 return tmp; 195 return tmp;
199 }
200 196 }
197
201 /* we check our old enemy. */ 198 /* we check our old enemy. */
202 if((tmp=check_enemy(npc, rv))==NULL) 199 if (!(tmp = check_enemy (npc, rv)))
203 { 200 {
204 if(attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
205 { 202 {
206 /* we want be sure this is the right one! */ 203 /* TODO: that's not finished */
207 if(attacker->count == npc->attacked_by_count) 204 /* we don't want a fight evil vs evil or good against non evil */
205
206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
208 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
208 { 211 {
209 /* TODO: thats not finished */
210 /* we don't want a fight evil vs evil or good against non evil */
211
212 if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
215 (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
216 CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */
217 else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */
218 {
219 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! */
220 npc->enemy = attacker; 213 npc->enemy = attacker;
221 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
222 }
223 } 215 }
224 } 216 }
225 217
226 /* 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 */
227 if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && 219 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
228 !QUERY_FLAG(npc, FLAG_NEUTRAL))
229 { 220 {
230 npc->enemy = get_nearest_player(npc); 221 npc->enemy = get_nearest_player (npc);
231 if (npc->enemy) 222 if (npc->enemy)
232 tmp = check_enemy(npc,rv); 223 tmp = check_enemy (npc, rv);
233 }
234 224 }
235 }
236 225
226 }
227
237 return tmp; 228 return tmp;
238} 229}
239 230
240/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 235 */
245 236static int
246int check_wakeup(object *op, object *enemy, rv_vector *rv) { 237check_wakeup (object *op, object *enemy, rv_vector *rv)
247 int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; 238{
248
249 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
250 if (!enemy) return 0; 240 if (!enemy)
241 return 0;
251 242
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])
252 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
255 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
256 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
257 * 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
258 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
259 * 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
260 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
261 261
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
263 !stand_in_light(enemy) && 263 radius = radius / 2 + 1;
264 (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
265 int dark = radius/(op->map->darkness);
266 radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS;
267 }
268 else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1;
269 264
270 /* 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
271 * for that. 266 * for that.
272 */ 267 */
273 if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { 268 if (rv->distance <= radius)
274 CLEAR_FLAG(op,FLAG_SLEEP); 269 {
270 op->clr_flag (FLAG_SLEEP);
275 return 1; 271 return 1;
276 } 272 }
273
277 return 0; 274 return 0;
278} 275}
279 276
277static int
280int move_randomly(object *op) { 278move_randomly (object *op)
281 int i; 279{
282
283 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
284 for(i=0;i<15;i++) { 281 for (int i = 0; i < 15; i++)
285 if(move_object(op,RANDOM()%8+1)) 282 if (op->move (rndm (8) + 1))
286 return 1; 283 return 1;
287 } 284
288 return 0; 285 return 0;
289} 286}
290 287
291/* 288/*
292 * Move-monster returns 1 if the object has been freed, otherwise 0. 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 */ 293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
298 int i;
294 299
295int move_monster(object *op) { 300 if (!can_pick (monster, item))
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph=op;
298 rv_vector rv;
299
300 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories.
302 */
303 if (!op->map) return 0;
304
305 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */
307 oph = oph->head;
308
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */
316 }
317
318 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) {
320
321 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens
325 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp.
328 */
329
330 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed));
331 op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */
332 op->last_heal%=32;
333
334 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) &&
336 op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
337 (float)op->stats.maxhp))
338 CLEAR_FLAG(op, FLAG_RUN_AWAY);
339
340 if(op->stats.hp>op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp;
342 }
343
344 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) {
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) &&!(RANDOM()%20)) {
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */
366 }
367
368 if (INVOKE_OBJECT (MOVE, op, ARG_OBJECT (op->enemy)))//TODO: should go away
369 return 0;
370
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) &&
373 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
374 if(!check_wakeup(op,enemy,&rv))
375 return 0;
376 }
377
378 /* check if monster pops out of hidden spot */
379 if(op->hide) do_hidden_move(op);
380
381 if(op->pick_up)
382 monster_check_pickup(op);
383
384 if(op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */
386
387 /* If we don't have an enemy, do special movement or the like */
388 if(!enemy) {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) {
390 remove_ob(op);
391 free_object(op);
392 return 1;
393 }
394
395 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set.
397 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) {
399 if (op->attack_movement & HI4)
400 {
401 switch (op->attack_movement & HI4) {
402 case (PETMOVE):
403 pet_move (op);
404 break;
405
406 case (CIRCLE1):
407 circ1_move (op);
408 break;
409
410 case (CIRCLE2):
411 circ2_move (op);
412 break;
413
414 case (PACEV):
415 pace_movev(op);
416 break;
417
418 case (PACEH):
419 pace_moveh(op);
420 break;
421
422 case (PACEV2):
423 pace2_movev (op);
424 break;
425
426 case (PACEH2):
427 pace2_moveh (op);
428 break;
429
430 case (RANDO):
431 rand_move (op);
432 break;
433
434 case (RANDO2):
435 move_randomly (op);
436 break;
437 }
438 return 0;
439 }
440 else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
441 (void) move_randomly(op);
442
443 } /* stand still */
444 return 0;
445 } /* no enemy */
446
447 /* We have an enemy. Block immediately below is for pets */
448 if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
449 return follow_owner(op, owner);
450
451 /* doppleganger code to change monster facing to that of the nearest
452 * player. Hmm. The code is here, but no monster in the current
453 * arch set uses it.
454 */
455 if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
456 {
457 op->face = enemy->face;
458 if (op->name)
459 free_string(op->name);
460 add_refcount(op->name = enemy->name);
461 }
462
463 /* Calculate range information for closest body part - this
464 * is used for the 'skill' code, which isn't that smart when
465 * it comes to figuring it out - otherwise, giants throw boulders
466 * into themselves.
467 */
468 get_rangevector(op, enemy, &rv, 0);
469
470 /* Move the check for scared up here - if the monster was scared,
471 * we were not doing any of the logic below, so might as well save
472 * a few cpu cycles.
473 */
474 if (!QUERY_FLAG(op, FLAG_SCARED))
475 {
476 rv_vector rv1;
477
478 /* now we test every part of an object .... this is a real ugly piece of code */
479 for (part=op; part!=NULL; part=part->more) {
480 get_rangevector(part, enemy, &rv1, 0x1);
481 dir=rv1.direction;
482
483 /* hm, not sure about this part - in original was a scared flag here too
484 * but that we test above... so can be old code here
485 */
486 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
487 dir=absdir(dir+4);
488 if(QUERY_FLAG(op,FLAG_CONFUSED))
489 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
490
491 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
492 if(monster_cast_spell(op,part,enemy,dir,&rv1))
493 return 0;
494 }
495
496 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
497 if(monster_use_scroll(op,part,enemy,dir,&rv1))
498 return 0;
499 }
500
501 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
502 if(monster_use_range(op,part,enemy,dir))
503 return 0;
504 }
505 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
506 if(monster_use_skill(op,rv.part,enemy,rv.direction))
507 return 0;
508 }
509 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
510 if(monster_use_bow(op,part,enemy,dir))
511 return 0;
512 }
513 } /* for processing of all parts */
514 } /* If not scared */
515
516
517 part = rv.part;
518 dir=rv.direction;
519
520 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
521 dir=absdir(dir+4);
522
523 if(QUERY_FLAG(op,FLAG_CONFUSED))
524 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
525
526 pre_att_dir = dir; /* remember the original direction */
527
528 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
529 {
530 switch (op->attack_movement & LO4) {
531 case DISTATT:
532 dir = dist_att (dir,op,enemy,part,&rv);
533 break;
534
535 case RUNATT:
536 dir = run_att (dir,op,enemy,part,&rv);
537 break;
538
539 case HITRUN:
540 dir = hitrun_att(dir,op,enemy);
541 break;
542
543 case WAITATT:
544 dir = wait_att (dir,op,enemy,part,&rv);
545 break;
546
547 case RUSH: /* default - monster normally moves towards player */
548 case ALLRUN:
549 break;
550
551 case DISTHIT:
552 dir = disthit_att (dir,op,enemy,part,&rv);
553 break;
554
555 case WAIT2:
556 dir = wait_att2 (dir,op,enemy,part,&rv);
557 break;
558
559 default:
560 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
561 }
562 }
563
564 if (!dir)
565 return 0; 301 return 0;
566 302
567 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { 303 if (item->flag [FLAG_UNPAID])
568 if(move_object(op,dir)) /* Can the monster move directly toward player? */ 304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
311 {
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)
569 { 370 {
570 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 371 flag = 1;
571 if ((op->attack_movement & LO4) == DISTATT) 372 break;
572 op->direction = pre_att_dir;
573
574 return 0;
575 } 373 }
576
577 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
578 || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
579
580 /* Try move around corners if !close */
581 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
582 for(diff = 1; diff <= maxdiff; diff++) {
583 /* try different detours */
584 int m = 1-(RANDOM()&2); /* Try left or right first? */
585 if(move_object(op,absdir(dir + diff*m)) ||
586 move_object(op,absdir(dir - diff*m)))
587 return 0;
588 }
589 }
590 } /* if monster is not standing still */
591
592 /* elmex: Turn our monster after it moved if it has DISTATT attack */
593 if ((op->attack_movement & LO4) == DISTATT)
594 op->direction = pre_att_dir;
595
596 /*
597 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
598 * direction if they can't move away.
599 */
600 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED)))
601 if(move_randomly(op))
602 return 0;
603
604 /*
605 * Try giving the monster a new enemy - the player that is closest
606 * to it. In this way, it won't just keep trying to get to a target
607 * that is inaccessible.
608 * This could be more clever - it should go through a list of several
609 * enemies, as it is now, you could perhaps get situations where there
610 * are two players flanking the monster at close distance, but which
611 * the monster can't get to, and a third one at a far distance that
612 * the monster could get to - as it is, the monster won't look at that
613 * third one.
614 */
615 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy)
616 { 374 }
617 object *nearest_player = get_nearest_player(op);
618 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) {
619 op->enemy = NULL;
620 enemy = nearest_player;
621 }
622 }
623 375
624 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) 376 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
625 {
626 /* The adjustement to wc that was here before looked totally bogus -
627 * since wc can in fact get negative, that would mean by adding
628 * the current wc, the creature gets better? Instead, just
629 * add a fixed amount - nasty creatures that are runny away should
630 * still be pretty nasty.
631 */
632 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
633 {
634 part->stats.wc+=10;
635 (void)skill_attack(enemy,part,0,NULL, NULL);
636 part->stats.wc-=10;
637 }
638 else
639 (void)skill_attack(enemy,part,0,NULL, NULL);
640 } /* if monster is in attack range */
641
642 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
643 return 1; 377 return 1;
644 378
645 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) 379 return 0;
380}
381
382/*
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.
396 */
397static void
398monster_check_pickup (object *monster)
399{
400 object *tmp, *next;
401
402 for (tmp = monster->below; tmp != NULL; tmp = next)
646 { 403 {
647 remove_ob(op); 404 next = tmp->below;
648 free_object(op); 405 if (monster_can_pick (monster, tmp))
406 {
407 tmp->remove ();
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.
414 */
415 if (next && next->destroyed ())
649 return 1; 416 return;
417 }
418}
419
420/*
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)
650 } 432 {
651 return 0; 433 next = tmp->below;
652} 434 switch (tmp->type)
653int can_hit(object *ob1,object *ob2, rv_vector *rv) { 435 {
654 object *more; 436 case T_HANDLE:
655 rv_vector rv1; 437 case TRIGGER:
438 if (monster->will_apply & 1)
439 monster->apply (tmp);
440 break;
656 441
657 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) 442 case TREASURE:
658 return 0; 443 if (monster->will_apply & 2)
444 monster->apply (tmp);
445 break;
659 446
660 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; 447 }
661 448 if (tmp->flag [FLAG_IS_FLOOR])
662 /* check all the parts of ob2 - just because we can't get to 449 break;
663 * its head doesn't mean we don't want to pound its feet
664 */
665 for (more = ob2->more; more!=NULL; more = more->more) {
666 get_rangevector(ob1, more, &rv1, 0);
667 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
668 } 450 }
669 return 0;
670
671} 451}
672 452
673/* Returns 1 is monster should cast spell sp at an enemy 453/* Returns 1 is monster should cast spell sp at an enemy
674 * Returns 0 if the monster should not cast this spell. 454 * Returns 0 if the monster should not cast this spell.
675 * 455 *
683 * 463 *
684 * 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,
685 * 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,
686 * the right type of healing spell could be useful. 466 * the right type of healing spell could be useful.
687 */ 467 */
688 468static int
689static int monster_should_cast_spell(object *monster, object *spell_ob) 469monster_should_cast_spell (object *monster, object *spell_ob)
690{ 470{
691 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 471 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
692 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 472 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
693 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 473 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
694 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 ||
695 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 ||
696 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || 476 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
697 spell_ob->subtype == SP_INVISIBLE) 477 return 1;
698 478
479 return 0;
480}
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)
699 return 1; 697 return 1;
698 }
700 699
701 return 0; 700 return 0;
702} 701}
703 702
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}
704 871
705#define MAX_KNOWN_SPELLS 20 872#define MAX_KNOWN_SPELLS 20
706 873
707/* Returns a randomly selected spell. This logic is still 874/* Returns a randomly selected spell. This logic is still
708 * less than ideal. This code also only seems to deal with 875 * less than ideal. This code also only seems to deal with
709 * wizard spells, as the check is against sp, and not grace. 876 * wizard spells, as the check is against sp, and not grace.
710 * can mosnters know cleric spells? 877 * can mosnters know cleric spells?
711 */ 878 */
879static object *
712object *monster_choose_random_spell(object *monster) { 880monster_choose_random_spell (object *monster)
881{
713 object *altern[MAX_KNOWN_SPELLS]; 882 object *altern[MAX_KNOWN_SPELLS];
714 object *tmp;
715 int i=0; 883 int i = 0;
716 884
717 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) 885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
718 if (tmp->type==SPELLBOOK || tmp->type==SPELL) { 886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
887 {
719 /* Check and see if it's actually a useful spell. 888 /* Check and see if it's actually a useful spell.
720 * If its a spellbook, the spell is actually the inventory item. 889 * If its a spellbook, the spell is actually the inventory item.
721 * 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.
722 */ 891 */
723 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))
893 {
724 altern[i++]=tmp; 894 altern [i++] = tmp;
895
725 if(i==MAX_KNOWN_SPELLS) 896 if (i == MAX_KNOWN_SPELLS)
726 break; 897 break;
727 } 898 }
728 } 899 }
729 if(!i) 900
730 return NULL; 901 return i ? altern [rndm (i)] : 0;
731 return altern[RANDOM()%i];
732} 902}
733 903
734/* 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.
735 * 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.
736 * head is the head of the monster. 906 * head is the head of the monster.
737 * part is the part of the monster we are checking against. 907 * part is the part of the monster we are checking against.
738 * pl is the target. 908 * pl is the target.
739 * dir is the direction to case. 909 * dir is the direction to case.
740 * rv is the vector which describes where the enemy is. 910 * rv is the vector which describes where the enemy is.
741 */ 911 */
742 912static int
743int monster_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)
914{
744 object *spell_item; 915 object *spell_item;
745 object *owner; 916 object *owner;
746 rv_vector rv1; 917 rv_vector rv1;
747 918
748 /* If you want monsters to cast spells over friends, this spell should 919 /* If you want monsters to cast spells over friends, this spell should
749 * be removed. It probably should be in most cases, since monsters still 920 * be removed. It probably should be in most cases, since monsters still
750 * don't care about residual effects (ie, casting a cone which may have a 921 * don't care about residual effects (ie, casting a cone which may have a
751 * clear path to the player, the side aspects of the code will still hit 922 * clear path to the player, the side aspects of the code will still hit
752 * other monsters) 923 * other monsters)
753 */ 924 */
754 if(!(dir=path_to_player(part,pl,0))) 925 if (!(dir = path_to_player (part, pl, 0)))
755 return 0; 926 return 0;
927
928 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
756 929 {
757 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
758 get_rangevector(head, owner, &rv1, 0x1); 930 get_rangevector (head, owner, &rv1, 0x1);
759 if(dirdiff(dir,rv1.direction) < 2) { 931 if (dirdiff (dir, rv1.direction) < 2)
760 return 0; /* Might hit owner with spell */ 932 return 0; /* Might hit owner with spell */
761 }
762 } 933 }
763 934
764 if(QUERY_FLAG(head,FLAG_CONFUSED)) 935 if (head->flag [FLAG_CONFUSED])
765 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
766 937
767 /* If the monster hasn't already chosen a spell, choose one 938 /* If the monster hasn't already chosen a spell, choose one
768 * 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
769 * could be different by the time the monster goes again). 940 * could be different by the time the monster goes again).
770 */ 941 */
771 if(head->spellitem==NULL) { 942 if (head->spellitem == NULL)
943 {
772 if((spell_item=monster_choose_random_spell(head))==NULL) { 944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
773 LOG(llevMonster,"Turned off spells in %s\n",head->name); 945 {
774 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 */
775 return 0; 947 return 0;
776 } 948 }
949
777 if (spell_item->type == SPELLBOOK) { 950 if (spell_item->type == SPELLBOOK)
951 {
778 if (!spell_item->inv) { 952 if (!spell_item->inv)
953 {
779 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);
780 return 0; 955 return 0;
781 } 956 }
957
782 spell_item=spell_item->inv; 958 spell_item = spell_item->inv;
783 } 959 }
784 } 960 }
785 else 961 else
786 spell_item=head->spellitem; 962 spell_item = head->spellitem;
787 963
788 if (!spell_item) return 0; 964 if (!spell_item)
965 return 0;
789 966
790 /* Best guess this is a defensive/healing spell */ 967 /* Best guess this is a defensive/healing spell */
791 if (spell_item->range<=1 || spell_item->stats.dam < 0) 968 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
792 dir = 0; 969 dir = 0;
793 970
794 /* Monster doesn't have enough spell-points */ 971 /* Monster doesn't have enough spell-points */
795 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) 972 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
796 return 0; 973 return 0;
797 974
798 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) 975 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
799 return 0; 976 return 0;
800 977
801 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); 978 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
802 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); 979 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
803 980
804 /* set this to null, so next time monster will choose something different */ 981 /* set this to null, so next time monster will choose something different */
805 head->spellitem = NULL; 982 head->spellitem = NULL;
806 983
807 return cast_spell(part,part,dir, spell_item, NULL); 984 return cast_spell (part, part, dir, spell_item, NULL);
808} 985}
809 986
810 987static int
811int monster_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)
989{
812 object *scroll; 990 object *scroll;
813 object *owner; 991 object *owner;
814 rv_vector rv1; 992 rv_vector rv1;
815 993
816 /* If you want monsters to cast spells over friends, this spell should 994 /* If you want monsters to cast spells over friends, this spell should
817 * be removed. It probably should be in most cases, since monsters still 995 * be removed. It probably should be in most cases, since monsters still
818 * don't care about residual effects (ie, casting a cone which may have a 996 * don't care about residual effects (ie, casting a cone which may have a
819 * clear path to the player, the side aspects of the code will still hit 997 * clear path to the player, the side aspects of the code will still hit
820 * other monsters) 998 * other monsters)
821 */ 999 */
822 if(!(dir=path_to_player(part,pl,0))) 1000 if (!(dir = path_to_player (part, pl, 0)))
823 return 0; 1001 return 0;
1002
1003 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
824 1004 {
825 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
826 get_rangevector(head, owner, &rv1, 0x1); 1005 get_rangevector (head, owner, &rv1, 0x1);
827 if(dirdiff(dir,rv1.direction) < 2) { 1006 if (dirdiff (dir, rv1.direction) < 2)
828 return 0; /* Might hit owner with spell */
829 } 1007 {
1008 return 0; /* Might hit owner with spell */
1009 }
830 } 1010 }
831 1011
832 if(QUERY_FLAG(head,FLAG_CONFUSED)) 1012 if (head->flag [FLAG_CONFUSED])
833 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); 1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
834 1014
835 for (scroll=head->inv; scroll; scroll=scroll->below) 1015 for (scroll = head->inv; scroll; scroll = scroll->below)
836 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; 1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017 break;
837 1018
838 /* Used up all his scrolls, so nothing do to */ 1019 /* Used up all his scrolls, so nothing do to */
839 if (!scroll) { 1020 if (!scroll)
840 CLEAR_FLAG(head, FLAG_READY_SCROLL); 1021 {
1022 head->clr_flag (FLAG_READY_SCROLL);
841 return 0; 1023 return 0;
842 } 1024 }
843 1025
844 /* Spell should be cast on caster (ie, heal, strength) */ 1026 /* Spell should be cast on caster (ie, heal, strength) */
845 if (scroll->inv->range==0) 1027 if (scroll->inv->range == 0)
846 dir = 0; 1028 dir = 0;
847 1029
848 apply_scroll(part, scroll, dir); 1030 apply_scroll (part, scroll, dir);
849 return 1; 1031 return 1;
850} 1032}
851 1033
852/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. 1034/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
853 * Note that monsters do not need the skills SK_MELEE_WEAPON and 1035 * Note that monsters do not need the skills SK_MELEE_WEAPON and
854 * SK_MISSILE_WEAPON to make those respective attacks, if we 1036 * SK_MISSILE_WEAPON to make those respective attacks, if we
857 * 1039 *
858 * 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.
859 * 1041 *
860 * At the moment this is only useful for throwing, perhaps for 1042 * At the moment this is only useful for throwing, perhaps for
861 * 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
862 */ 1044 */
863 1045static int
864int monster_use_skill(object *head, object *part, object *pl,int dir) { 1046monster_use_skill (object *head, object *part, object *pl, int dir)
1047{
865 object *skill, *owner; 1048 object *skill, *owner;
866 1049
867 if(!(dir=path_to_player(part,pl,0))) 1050 if (!(dir = path_to_player (part, pl, 0)))
1051 return 0;
1052
1053 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1054 {
1055 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1056
1057 if (dirdiff (dir, dir2) < 1)
1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1059 }
1060
1061 if (head->flag [FLAG_CONFUSED])
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063
1064 object *new_skill = 0;
1065
1066 // skill selection - monster will use the last unused skill
1067 // and rotate, eventually cycling through all skills.
1068 for (skill = head->inv; skill; skill = skill->below)
1069 if (skill->type == SKILL && skill != head->chosen_skill)
1070 new_skill = skill;
1071
1072 if (new_skill)
1073 splay (head->chosen_skill = new_skill);
1074 else if (!head->chosen_skill)
1075 {
1076 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1077 head->clr_flag (FLAG_READY_SKILL);
868 return 0; 1078 return 0;
869
870 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
871 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
872 if(dirdiff(dir,dir2) < 1)
873 return 0; /* Might hit owner with skill -thrown rocks for example ?*/
874 } 1079 }
875 if(QUERY_FLAG(head,FLAG_CONFUSED))
876 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
877 1080
878 /* skill selection - monster will use the next unused skill.
879 * well...the following scenario will allow the monster to
880 * toggle between 2 skills. One day it would be nice to make
881 * more skills available to monsters.
882 */
883
884 for(skill=head->inv;skill!=NULL;skill=skill->below)
885 if(skill->type==SKILL && skill!=head->chosen_skill) {
886 head->chosen_skill=skill;
887 break;
888 }
889
890 if(!skill && !head->chosen_skill) {
891 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n",
892 head->name,head->count);
893 CLEAR_FLAG(head, FLAG_READY_SKILL);
894 return 0;
895 }
896 /* use skill */ 1081 /* use skill */
897 return do_skill(head, part, head->chosen_skill,dir,NULL); 1082 return do_skill (head, part, head->chosen_skill, dir, NULL);
898} 1083}
899 1084
900/* Monster will use a ranged spell attack. */ 1085/* Monster will use a ranged spell attack. */
901 1086static int
902int monster_use_range(object *head,object *part,object *pl,int dir) 1087monster_use_range (object *head, object *part, object *pl, int dir)
903 { 1088{
904 object *wand, *owner; 1089 object *wand, *owner;
905 int at_least_one = 0; 1090 int at_least_one = 0;
906 1091
907 if(!(dir=path_to_player(part,pl,0))) 1092 if (!(dir = path_to_player (part, pl, 0)))
908 return 0; 1093 return 0;
909 1094
910 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1095 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1096 {
911 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);
1098
912 if(dirdiff(dir,dir2) < 2) 1099 if (dirdiff (dir, dir2) < 2)
913 return 0; /* Might hit owner with spell */ 1100 return 0; /* Might hit owner with spell */
914 } 1101 }
915 if(QUERY_FLAG(head,FLAG_CONFUSED))
916 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
917 1102
1103 if (head->flag [FLAG_CONFUSED])
1104 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1105
918 for(wand=head->inv;wand!=NULL;wand=wand->below) 1106 for (wand = head->inv; wand; wand = wand->below)
919 { 1107 {
920 if (wand->type == WAND) 1108 if (wand->type == WAND)
1109 {
1110 /* Found a wand, let's see if it has charges left */
1111 at_least_one = 1;
1112 if (wand->stats.food <= 0)
1113 continue;
1114
1115 cast_spell (head, wand, dir, wand->inv, NULL);
1116
1117 if (!(--wand->stats.food))
921 { 1118 {
922 /* Found a wand, let's see if it has charges left */ 1119 if (wand->arch)
923 at_least_one = 1;
924 if( wand->stats.food<=0 )
925 continue;
926
927 cast_spell( head, wand, dir, wand->inv, NULL );
928
929 if ( !( --wand->stats.food ) )
930 { 1120 {
931 if ( wand->arch ) 1121 wand->clr_flag (FLAG_ANIMATE);
932 {
933 CLEAR_FLAG(wand, FLAG_ANIMATE);
934 wand->face = wand->arch->clone.face; 1122 wand->face = wand->arch->face;
935 wand->speed = 0; 1123 wand->set_speed (0);
936 update_ob_speed(wand);
937 }
938 } 1124 }
939 /* Success */
940 return 1;
941 } 1125 }
1126 /* Success */
1127 return 1;
1128 }
942 else if ( wand->type == ROD || wand->type==HORN ) { 1129 else if (wand->type == ROD || wand->type == HORN)
1130 {
943 /* Found rod/horn, let's use it if possible */ 1131 /* Found rod/horn, let's use it if possible */
944 at_least_one = 1; 1132 at_least_one = 1;
945 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))
946 continue; 1134 continue;
947 1135
948 /* drain charge before casting spell - can be a case where the 1136 /* drain charge before casting spell - can be a case where the
949 * spell destroys the monster, and rod, so if done after, results 1137 * spell destroys the monster, and rod, so if done after, results
950 * in crash. 1138 * in crash.
951 */ 1139 */
952 drain_rod_charge( wand ); 1140 drain_rod_charge (wand);
953 cast_spell( head, wand, dir, wand->inv, NULL ); 1141 cast_spell (head, wand, dir, wand->inv, NULL);
954 1142
955 /* Success */ 1143 /* Success */
956 return 1; 1144 return 1;
957 } 1145 }
958 } 1146 }
959 1147
960 if ( at_least_one ) 1148 if (at_least_one)
961 return 0; 1149 return 0;
962 1150
963 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", 1151 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
964 head->name,head->count); 1152 head->clr_flag (FLAG_READY_RANGE);
965 CLEAR_FLAG(head, FLAG_READY_RANGE);
966 return 0; 1153 return 0;
967 } 1154}
968 1155
1156static int
969int monster_use_bow(object *head, object *part, object *pl, int dir) { 1157monster_use_bow (object *head, object *part, object *pl, int dir)
1158{
970 object *owner; 1159 object *owner;
971 1160
972 if(!(dir=path_to_player(part,pl,0))) 1161 if (!(dir = path_to_player (part, pl, 0)))
973 return 0; 1162 return 0;
974 if(QUERY_FLAG(head,FLAG_CONFUSED))
975 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
976 1163
977 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { 1164 if (head->flag [FLAG_CONFUSED])
1165 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1166
1167 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1168 {
978 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);
1170
979 if(dirdiff(dir,dir2) < 1) 1171 if (dirdiff (dir, dir2) < 1)
980 return 0; /* Might hit owner with arrow */ 1172 return 0; /* Might hit owner with arrow */
981 } 1173 }
982 1174
983 /* in server/player.c */ 1175 /* in server/player.c */
984 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);
985 1177
986} 1178}
987 1179
988/* Checks if putting on 'item' will make 'who' do more 1180void
989 * damage. This is a very simplistic check - also checking things 1181npc_call_help (object *op)
990 * like speed and ac are also relevant. 1182{
991 * 1183 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
992 * return true if item is a better object.
993 */
994
995int check_good_weapon(object *who, object *item) {
996 object *other_weap;
997 int val=0, i;
998
999 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below)
1000 if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED))
1001 break;
1002
1003 if(other_weap==NULL) /* No other weapons */
1004 return 1;
1005
1006 /* Rather than go through and apply the new one, and see if it is
1007 * better, just do some simple checks
1008 * Put some multipliers for things that hvae several effects,
1009 * eg, magic affects both damage and wc, so it has more weight
1010 */
1011
1012 val = item->stats.dam - other_weap->stats.dam;
1013 val += (item->magic - other_weap->magic) * 3;
1014 /* Monsters don't really get benefits from things like regen rates
1015 * from items. But the bonus for their stats are very important.
1016 */
1017 for (i=0; i<NUM_STATS; i++)
1018 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2;
1019
1020 if (val > 0) return 1;
1021 else return 0;
1022
1023}
1024
1025int check_good_armour(object *who, object *item) {
1026 object *other_armour;
1027 int val=0,i;
1028
1029 for (other_armour = who->inv; other_armour != NULL;
1030 other_armour = other_armour->below)
1031 if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED))
1032 break;
1033
1034 if (other_armour == NULL) /* No other armour, use the new */
1035 return 1;
1036
1037 /* Like above function , see which is better */
1038 val = item->stats.ac - other_armour->stats.ac;
1039 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5;
1040 val += (item->magic - other_armour->magic) * 3;
1041
1042 /* for the other protections, do weigh them very much in the equation -
1043 * it is the armor protection which is most important, because there is
1044 * no good way to know what the player may attack the monster with.
1045 * So if the new item has better protection than the old, give that higher
1046 * value. If the reverse, then decrease the value of this item some.
1047 */
1048 for (i=1; i <NROFATTACKS; i++) {
1049 if (item->resist[i] > other_armour->resist[i]) val++;
1050 else if (item->resist[i] < other_armour->resist[i]) val--;
1051 } 1184 {
1185 mapspace &ms = m->at (nx, ny);
1052 1186
1053 /* Very few armours have stats, so not much need to worry about those. */ 1187 /* If nothing alive on this space, no need to search the space. */
1188 if (!(ms.flags () & P_IS_ALIVE))
1189 continue;
1054 1190
1055 if (val > 0) return 1; 1191 for (object *npc = ms.bot; npc; npc = npc->above)
1056 else return 0; 1192 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1057 1193 npc->enemy = op->enemy;
1194 }
1058} 1195}
1059 1196
1060/* 1197void
1061 * monster_check_pickup(): checks for items that monster can pick up. 1198check_earthwalls (object *op, maptile *m, int x, int y)
1062 * 1199{
1063 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. 1200 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1064 * Each time the blob passes over some treasure, it will 1201 if (tmp->type == EARTHWALL)
1065 * grab it a.s.a.p.
1066 *
1067 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1068 * to handle this.
1069 *
1070 * This function was seen be continueing looping at one point (tmp->below
1071 * became a recursive loop. It may be better to call monster_check_apply
1072 * after we pick everything up, since that function may call others which
1073 * affect stacking on this space.
1074 */
1075
1076void monster_check_pickup(object *monster) {
1077 object *tmp,*next;
1078 int next_tag;
1079
1080 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1081 next=tmp->below;
1082 next_tag = next ? next->count : 0;
1083 if (monster_can_pick(monster,tmp)) {
1084 remove_ob(tmp);
1085 tmp = insert_ob_in_ob(tmp,monster);
1086 (void) monster_check_apply(monster,tmp);
1087 } 1202 {
1088 /* We could try to re-establish the cycling, of the space, but probably 1203 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1089 * not a big deal to just bail out.
1090 */
1091 if (next && was_destroyed(next, next_tag)) return;
1092 }
1093}
1094
1095/*
1096 * monster_can_pick(): If the monster is interested in picking up
1097 * the item, then return 0. Otherwise 0.
1098 * Instead of pick_up, flags for "greed", etc, should be used.
1099 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1100 */
1101
1102int monster_can_pick(object *monster, object *item) {
1103 int flag=0;
1104 int i;
1105
1106 if(!can_pick(monster,item))
1107 return 0;
1108
1109 if(QUERY_FLAG(item,FLAG_UNPAID))
1110 return 0;
1111
1112 if (monster->pick_up&64) /* All */
1113 flag=1;
1114
1115 else switch(item->type) {
1116 case MONEY:
1117 case GEM:
1118 flag=monster->pick_up&2;
1119 break;
1120
1121 case FOOD:
1122 flag=monster->pick_up&4;
1123 break;
1124
1125 case WEAPON:
1126 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON);
1127 break;
1128
1129 case ARMOUR:
1130 case SHIELD:
1131 case HELMET:
1132 case BOOTS:
1133 case GLOVES:
1134 case GIRDLE:
1135 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR);
1136 break;
1137
1138 case SKILL:
1139 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL);
1140 break;
1141
1142 case RING:
1143 flag=QUERY_FLAG(monster,FLAG_USE_RING);
1144 break;
1145
1146 case WAND:
1147 case HORN:
1148 case ROD:
1149 flag=QUERY_FLAG(monster,FLAG_USE_RANGE);
1150 break;
1151
1152 case SPELLBOOK:
1153 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL));
1154 break;
1155
1156 case SCROLL:
1157 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL);
1158 break;
1159
1160 case BOW:
1161 case ARROW:
1162 flag=QUERY_FLAG(monster,FLAG_USE_BOW);
1163 break;
1164 }
1165 /* Simplistic check - if the monster has a location to equip it, he will
1166 * pick it up. Note that this doesn't handle cases where an item may
1167 * use several locations.
1168 */
1169 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1170 if (monster->body_info[i] && item->body_info[i]) {
1171 flag=1;
1172 break;
1173 }
1174 }
1175
1176 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag)))
1177 return 1;
1178 return 0;
1179}
1180
1181/*
1182 * monster_apply_below():
1183 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1184 * eager to apply things, encounters something apply-able,
1185 * then make him apply it
1186 */
1187
1188void monster_apply_below(object *monster) {
1189 object *tmp, *next;
1190
1191 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1192 next=tmp->below;
1193 switch (tmp->type) {
1194 case CF_HANDLE:
1195 case TRIGGER:
1196 if (monster->will_apply&1)
1197 manual_apply(monster,tmp,0);
1198 break;
1199
1200 case TREASURE:
1201 if (monster->will_apply&2)
1202 manual_apply(monster,tmp,0);
1203 break;
1204
1205 }
1206 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1207 break;
1208 }
1209}
1210
1211/*
1212 * monster_check_apply() is meant to be called after an item is
1213 * inserted in a monster.
1214 * If an item becomes outdated (monster found a better item),
1215 * a pointer to that object is returned, so it can be dropped.
1216 * (so that other monsters can pick it up and use it)
1217 * Note that as things are now, monsters never drop something -
1218 * they can pick up all that they can use.
1219 */
1220
1221/* Sept 96, fixed this so skills will be readied -b.t.*/
1222
1223void monster_check_apply(object *mon, object *item) {
1224
1225 int flag = 0;
1226
1227 if(item->type==SPELLBOOK&&
1228 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) {
1229 SET_FLAG(mon, FLAG_CAST_SPELL);
1230 return; 1204 return;
1231 } 1205 }
1206}
1232 1207
1233 /* If for some reason, this item is already applied, no more work to do */ 1208void
1234 if(QUERY_FLAG(item,FLAG_APPLIED)) return; 1209check_doors (object *op, maptile *m, int x, int y)
1235 1210{
1236 /* Might be better not to do this - if the monster can fire a bow, 1211 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1237 * it is possible in his wanderings, he will find one to use. In 1212 if (tmp->type == DOOR)
1238 * which case, it would be nice to have ammo for it. 1213 {
1239 */ 1214 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1240 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1241 /* Check for the right kind of bow */
1242 object *bow;
1243 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1244 if(bow->type==BOW && bow->race==item->race) {
1245 SET_FLAG(mon, FLAG_READY_BOW);
1246 LOG(llevMonster,"Found correct bow for arrows.\n");
1247 return; /* nothing more to do for arrows */
1248 }
1249 }
1250
1251 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1252 /* Eating food gets hp back */
1253 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1254 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1255 if (!item->inv)
1256 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1257 else if (monster_should_cast_spell(mon, item->inv))
1258 SET_FLAG(mon, FLAG_READY_SCROLL);
1259 /* Don't use it right now */
1260 return; 1215 return;
1261 }
1262 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1263 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1264 /* Should do something more, like make sure this is a better item */
1265 else if (item->type == RING)
1266 flag=1;
1267 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1268 {
1269 /* We never really 'ready' the wand/rod/horn, because that would mean the
1270 * weapon would get undone.
1271 */
1272 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1273 {
1274 SET_FLAG(mon, FLAG_READY_RANGE);
1275 SET_FLAG(item, FLAG_APPLIED);
1276 }
1277 return;
1278 }
1279 else if (item->type == BOW) {
1280 /* We never really 'ready' the bow, because that would mean the
1281 * weapon would get undone.
1282 */
1283 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1284 SET_FLAG(mon, FLAG_READY_BOW);
1285 return;
1286 }
1287 else if ( item->type == SKILL )
1288 {
1289 /*
1290 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1291 * else they can't use the skill...
1292 * Skills also don't need to get applied, so return now.
1293 */
1294 SET_FLAG(mon, FLAG_READY_SKILL);
1295 return;
1296 }
1297
1298
1299 /* if we don't match one of the above types, return now.
1300 * can_apply_object will say that we can apply things like flesh,
1301 * bolts, and whatever else, because it only checks against the
1302 * body_info locations.
1303 */
1304 if (!flag) return;
1305
1306 /* Check to see if the monster can use this item. If not, no need
1307 * to do further processing. Note that can_apply_object already checks
1308 * for the CAN_USE flags.
1309 */
1310 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1311
1312 /* should only be applying this item, not unapplying it.
1313 * also, ignore status of curse so they can take off old armour.
1314 * monsters have some advantages after all.
1315 */
1316 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1317
1318 return;
1319}
1320
1321void npc_call_help(object *op) {
1322 int x,y, mflags;
1323 object *npc;
1324 sint16 sx, sy;
1325 mapstruct *m;
1326
1327 for(x = -3; x < 4; x++)
1328 for(y = -3; y < 4; y++) {
1329 m = op->map;
1330 sx = op->x + x;
1331 sy = op->y + y;
1332 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1333 /* If nothing alive on this space, no need to search the space. */
1334 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1335 continue;
1336
1337 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above)
1338 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE))
1339 npc->enemy = op->enemy;
1340 }
1341}
1342
1343
1344int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) {
1345
1346 if (can_hit(part,enemy,rv))
1347 return dir;
1348 if (rv->distance < 10)
1349 return absdir(dir+4);
1350 else if (rv->distance>18)
1351 return dir;
1352 return 0;
1353}
1354
1355int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) {
1356
1357 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) {
1358 ob->move_status++;
1359 return (dir);
1360 }
1361 else if (ob->move_status >20)
1362 ob->move_status = 0;
1363 return absdir (dir+4);
1364}
1365
1366int hitrun_att (int dir, object *ob,object *enemy) {
1367 if (ob->move_status ++ < 25)
1368 return dir;
1369 else if (ob->move_status <50)
1370 return absdir (dir+4);
1371 else
1372 ob->move_status = 0;
1373 return absdir(dir+4);
1374}
1375
1376int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1377
1378 int inrange = can_hit (part, enemy,rv);
1379 1216 }
1380 if (ob->move_status || inrange)
1381 ob->move_status++;
1382
1383 if (ob->move_status == 0)
1384 return 0;
1385 else if (ob->move_status <10)
1386 return dir;
1387 else if (ob->move_status <15)
1388 return absdir(dir+4);
1389 ob->move_status = 0;
1390 return 0;
1391}
1392
1393int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1394
1395 /* The logic below here looked plain wrong before. Basically, what should
1396 * happen is that if the creatures hp percentage falls below run_away,
1397 * the creature should run away (dir+4)
1398 * I think its wrong for a creature to have a zero maxhp value, but
1399 * at least one map has this set, and whatever the map contains, the
1400 * server should try to be resilant enough to avoid the problem
1401 */
1402 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1403 return absdir(dir+4);
1404 return dist_att (dir,ob,enemy,part,rv);
1405}
1406
1407int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1408 if (rv->distance < 9)
1409 return absdir (dir+4);
1410 return 0;
1411}
1412
1413void circ1_move (object *ob) {
1414 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1415 if(++ob->move_status > 11)
1416 ob->move_status = 0;
1417 if (!(move_object(ob,circle[ob->move_status])))
1418 (void) move_object(ob,RANDOM()%8+1);
1419}
1420
1421void circ2_move (object *ob) {
1422 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2};
1423 if(++ob->move_status > 19)
1424 ob->move_status = 0;
1425 if(!(move_object(ob,circle[ob->move_status])))
1426 (void) move_object(ob,RANDOM()%8+1);
1427}
1428
1429void pace_movev(object *ob) {
1430 if (ob->move_status++ > 6)
1431 ob->move_status = 0;
1432 if (ob->move_status < 4)
1433 (void) move_object (ob,5);
1434 else
1435 (void) move_object(ob,1);
1436}
1437
1438void pace_moveh (object *ob) {
1439 if (ob->move_status++ > 6)
1440 ob->move_status = 0;
1441 if (ob->move_status < 4)
1442 (void) move_object(ob,3);
1443 else
1444 (void) move_object(ob,7);
1445}
1446
1447void pace2_movev (object *ob) {
1448 if (ob->move_status ++ > 16)
1449 ob->move_status = 0;
1450 if (ob->move_status <6)
1451 (void) move_object (ob,5);
1452 else if (ob->move_status < 8)
1453 return;
1454 else if (ob->move_status <13)
1455 (void) move_object (ob,1);
1456 else return;
1457}
1458
1459void pace2_moveh (object *ob) {
1460 if (ob->move_status ++ > 16)
1461 ob->move_status = 0;
1462 if (ob->move_status <6)
1463 (void) move_object (ob,3);
1464 else if (ob->move_status < 8)
1465 return;
1466 else if (ob->move_status <13)
1467 (void) move_object (ob,7);
1468 else return;
1469}
1470
1471void rand_move (object *ob) {
1472 int i;
1473 if (ob->move_status <1 || ob->move_status >8 ||
1474 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1475 for (i = 0; i < 5; i++)
1476 if (move_object(ob,ob->move_status = RANDOM()%8+1))
1477 return;
1478}
1479
1480void check_earthwalls(object *op, mapstruct *m, int x, int y) {
1481 object *tmp;
1482 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1483 if (tmp->type == EARTHWALL) {
1484 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1);
1485 return;
1486 }
1487 }
1488}
1489
1490void check_doors(object *op, mapstruct *m, int x, int y) {
1491 object *tmp;
1492 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1493 if (tmp->type == DOOR) {
1494 hit_player(tmp,1000,op,AT_PHYSICAL,1);
1495 return;
1496 }
1497 }
1498} 1217}
1499 1218
1500/* find_mon_throw_ob() - modeled on find_throw_ob 1219/* find_mon_throw_ob() - modeled on find_throw_ob
1501 * This is probably overly simplistic as it is now - We want 1220 * This is probably overly simplistic as it is now - We want
1502 * monsters to throw things like chairs and other pieces of 1221 * monsters to throw things like chairs and other pieces of
1503 * furniture, even if they are not good throwable objects. 1222 * furniture, even if they are not good throwable objects.
1504 * Probably better to have the monster throw a throwable object 1223 * Probably better to have the monster throw a throwable object
1505 * first, then throw any non equipped weapon. 1224 * first, then throw any non equipped weapon.
1506 */ 1225 */
1507 1226object *
1508object *find_mon_throw_ob( object *op ) { 1227find_mon_throw_ob (object *op)
1228{
1509 object *tmp = NULL; 1229 object *tmp = NULL;
1510
1511 if(op->head) tmp=op->head; else tmp=op;
1512 1230
1231 if (op->head)
1232 tmp = op->head;
1233 else
1234 tmp = op;
1235
1513 /* New throw code: look through the inventory. Grap the first legal is_thrown 1236 /* New throw code: look through the inventory. Grap the first legal is_thrown
1514 * marked item and throw it to the enemy. 1237 * marked item and throw it to the enemy.
1515 */ 1238 */
1516
1517 for(tmp=op->inv;tmp;tmp=tmp->below) { 1239 for (tmp = op->inv; tmp; tmp = tmp->below)
1518 1240 {
1519 /* Can't throw invisible objects or items that are applied */ 1241 /* Can't throw invisible objects or items that are applied */
1520 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; 1242 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1243 continue;
1521 1244
1522 if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) 1245 if (tmp->flag [FLAG_IS_THROWN])
1523 break; 1246 break;
1524 1247
1525 } 1248 }
1526 1249
1527#ifdef DEBUG_THROW 1250#ifdef DEBUG_THROW
1528 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, 1251 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1529 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1530#endif 1252#endif
1531 1253
1532 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;
1533} 1659}
1534 1660
1535/* 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
1536 * 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
1537 * 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.
1539 * 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
1540 * 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
1541 * be within the valid range. MSW 2001-08-05 1667 * be within the valid range. MSW 2001-08-05
1542 * 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
1543 */ 1669 */
1544 1670int
1545int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { 1671can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1546 int radius = MIN_MON_RADIUS, hide_discovery; 1672{
1547
1548 /* null detection for any of these condtions always */ 1673 /* null detection for any of these condtions always */
1549 if(!op || !enemy || !op->map || !enemy->map) 1674 if (!op || !enemy || !op->map || !enemy->map)
1550 return 0; 1675 return 0;
1551 1676
1552 /* 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 */
1553 if (!on_same_map(op, enemy)) 1678 if (!on_same_map (op, enemy))
1554 return 0; 1679 return 0;
1555 1680
1556 get_rangevector(op, enemy, rv, 0); 1681 get_rangevector (op, enemy, rv, 0);
1557 1682
1558 /* Monsters always ignore the DM */ 1683 /* Monsters always ignore the DM */
1559 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) 1684 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1560 return 0; 1685 return 0;
1561 1686
1562 /* simple check. Should probably put some range checks in here. */ 1687 /* simple check. Should probably put some range checks in here. */
1563 if(can_see_enemy(op,enemy)) return 1; 1688 if (can_see_enemy (op, enemy))
1689 return 1;
1564 1690
1565 /* 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
1566 * finding enemies! 1692 * finding enemies!
1567 */ 1693 */
1568 if(op->type==PLAYER) return 0; 1694 if (op->is_player ())
1695 return 0;
1569 1696
1570 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1697 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1571 * 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
1572 */ 1699 */
1573 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)))
1574 return 0; 1701 return 0;
1575 1702
1703 int radius = MIN_MON_RADIUS;
1704
1576 /* use this for invis also */ 1705 /* use this for invis also */
1577 hide_discovery = op->stats.Int/5; 1706 int hide_discovery = op->stats.Int / 5;
1578 1707
1579 /* Determine Detection radii */ 1708 /* Determine Detection radii */
1580 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) */
1581 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);
1711 else
1582 else { /* a level/INT/Dex adjustment for hiding */ 1712 { /* a level/INT/Dex adjustment for hiding */
1583 object *sk_hide;
1584 int bonus = (op->level/2) + (op->stats.Int/5); 1713 int bonus = op->level / 2 + op->stats.Int / 5;
1585 1714
1586 if(enemy->type==PLAYER) { 1715 if (enemy->is_player ())
1716 {
1587 if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) 1717 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1588 bonus -= sk_hide->level; 1718 bonus -= sk_hide->level;
1589 else { 1719 else
1720 {
1590 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");
1591 make_visible(enemy); 1722 make_visible (enemy);
1592 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; 1723 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1593 } 1724 }
1594 } 1725 }
1595 else /* enemy is not a player */ 1726 else /* enemy is not a player */
1596 bonus -= enemy->level; 1727 bonus -= enemy->level;
1597 1728
1598 radius += bonus/5; 1729 radius += bonus / 5;
1599 hide_discovery += bonus*5; 1730 hide_discovery += bonus * 5;
1600 } /* else creature has modifiers for hiding */ 1731 } /* else creature has modifiers for hiding */
1601 1732
1602 /* Radii stealth adjustment. Only if you are stealthy 1733 /* Radii stealth adjustment. Only if you are stealthy
1603 * will you be able to sneak up closer to creatures */ 1734 * will you be able to sneak up closer to creatures */
1604 if(QUERY_FLAG(enemy,FLAG_STEALTH)) 1735 if (enemy->flag [FLAG_STEALTH])
1605 radius = radius/2, hide_discovery = hide_discovery/3; 1736 {
1737 radius /= 2;
1738 hide_discovery /= 3;
1739 }
1606 1740
1607 /* Radii adjustment for enemy standing in the dark */ 1741 /* Radii adjustment for enemy standing in the dark */
1608 if(op->map->darkness>0 && !stand_in_light(enemy)) { 1742 if (!stand_in_light (enemy))
1743 {
1609 /* on dark maps body heat can help indicate location with infravision 1744 /* on dark maps body heat can help indicate location with infravision
1610 * undead don't have body heat, so no benefit detecting them. 1745 * undead don't have body heat, so no benefit detecting them.
1611 */ 1746 */
1612 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) 1747 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1613 radius += op->map->darkness/2; 1748 radius += op->map->darklevel () / 2;
1614 else 1749 else
1615 radius -= op->map->darkness/2; 1750 radius -= op->map->darklevel () / 2;
1616 1751
1617 /* op next to a monster (and not in complete darkness) 1752 /* op next to a monster (and not in complete darkness)
1618 * the monster should have a chance to see you. 1753 * the monster should have a chance to see you.
1619 */ 1754 */
1620 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)
1621 radius = MIN_MON_RADIUS; 1756 radius = MIN_MON_RADIUS;
1622 } /* if on dark map */ 1757 } /* if on dark map */
1623 1758
1624 /* Lets not worry about monsters that have incredible detection 1759 /* Lets not worry about monsters that have incredible detection
1625 * 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
1626 * (potentially) see. This is 13, as that is the maximum size the player 1761 * (potentially) see. This is 13, as that is the maximum size the player
1627 * 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
1628 * do something. Note that the distance field in the 1763 * do something. Note that the distance field in the
1629 * 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
1630 * find that. 1765 * find that.
1631 */ 1766 */
1632 if(radius>13) radius = 13; 1767 // note that the above reasoning was utter bullshit even at the time it was written
1768 // we use 25, lets see if we have the cpu time for it
1769 radius = min (25, radius);
1633 1770
1634 /* Enemy in range! Now test for detection */ 1771 /* Enemy in range! Now test for detection */
1635 if ((int) rv->distance <= radius) { 1772 if (rv->distance <= radius)
1773 {
1636 /* ah, we are within range, detected? take cases */ 1774 /* ah, we are within range, detected? take cases */
1637 if(!enemy->invisible) /* enemy in dark squares... are seen! */ 1775 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1638 return 1; 1776 return 1;
1639 1777
1640 /* hidden or low-quality invisible */ 1778 /* hidden or low-quality invisible */
1641 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { 1779 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1780 {
1642 make_visible(enemy); 1781 make_visible (enemy);
1782
1643 /* inform players of new status */ 1783 /* inform players of new status */
1644 if(enemy->type==PLAYER && player_can_view(enemy,op)) 1784 if (enemy->type == PLAYER && player_can_view (enemy, op))
1645 new_draw_info_format(NDI_UNIQUE,0, enemy, 1785 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1646 "You are discovered by %s!",op->name); 1786
1647 return 1; /* detected enemy */ 1787 return 1; /* detected enemy */
1648 } 1788 }
1649 else if (enemy->invisible) { 1789 else if (enemy->invisible)
1790 {
1650 /* Change this around - instead of negating the invisible, just 1791 /* Change this around - instead of negating the invisible, just
1651 * 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
1652 * do something to you. Decreasing the duration of invisible 1793 * do something to you. Decreasing the duration of invisible
1653 * 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
1654 * can then basically negate the spell. The spell isn't negated - 1795 * can then basically negate the spell. The spell isn't negated -
1655 * they just know where you are! 1796 * they just know where you are!
1656 */ 1797 */
1657 if ((RANDOM() % 50) <= hide_discovery) { 1798 if (rndm (50) <= hide_discovery)
1799 {
1658 if (enemy->type == PLAYER) { 1800 if (enemy->type == PLAYER)
1659 new_draw_info_format(NDI_UNIQUE,0, enemy, 1801 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1660 "You see %s noticing your position.", query_name(op)); 1802
1661 }
1662 return 1; 1803 return 1;
1663 } 1804 }
1664 } 1805 }
1665 } /* within range */ 1806 } /* within range */
1666 1807
1667 /* Wasn't detected above, so still hidden */ 1808 /* Wasn't detected above, so still hidden */
1668 return 0; 1809 return 0;
1669} 1810}
1670 1811
1671/* 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
1672 * intellegent algorithm. For one thing, we ignore los here, SO it 1813 * intelligent algorithm. For one thing, we ignore los here, SO it
1673 * 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
1674 * other side of a wall (!). 1815 * other side of a wall (!).
1675 */ 1816 */
1676 1817int
1677int stand_in_light( object *op) { 1818stand_in_light (object *op)
1678 sint16 nx,ny; 1819{
1679 mapstruct *m; 1820 if (op)
1821 {
1822 if (!op->is_on_map ())
1823 return 0;
1680 1824
1825 if (op->map->darklevel () <= 0)
1826 return 1;
1681 1827
1682 if(!op) return 0;
1683 if(op->glow_radius > 0) return 1; 1828 if (op->glow_radius > 0)
1829 return 1;
1684 1830
1685 if(op->map) { 1831 if (op->map)
1686 int x, y, x1, y1; 1832 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1687 1833 {
1688 1834 mapspace &ms = m->at (nx, ny);
1689 1835
1836 ms.update ();
1837
1690 /* 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
1691 * 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.
1692 */ 1840 */
1693 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { 1841 int light = ms.light;
1694 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1695 m = op->map;
1696 nx = x;
1697 ny = y;
1698 1842
1699 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; 1843 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1700 1844 return 1;
1701 x1 = abs(x - op->x)*abs(x - op->x);
1702 y1 = abs(y - op->y)*abs(y - op->y);
1703 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1704 } 1845 }
1705 }
1706 } 1846 }
1847
1707 return 0; 1848 return 0;
1708} 1849}
1709
1710 1850
1711/* assuming no walls/barriers, lets check to see if its *possible* 1851/* assuming no walls/barriers, lets check to see if its *possible*
1712 * to see an enemy. Note, "detection" is different from "seeing". 1852 * to see an enemy. Note, "detection" is different from "seeing".
1713 * See can_detect_enemy() for more details. -b.t. 1853 * See can_detect_enemy() for more details. -b.t.
1714 * return 0 if can't be seen, 1 if can be 1854 * return 0 if can't be seen, 1 if can be
1715 */ 1855 */
1716 1856int
1717int can_see_enemy (object *op, object *enemy) { 1857can_see_enemy (object *op, object *enemy)
1858{
1718 object *looker = op->head?op->head:op; 1859 object *looker = op->head ? op->head : op;
1719 1860
1720 /* safety */ 1861 /* safety */
1721 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) 1862 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1722 return 0; 1863 return 0;
1723 1864
1724 /* 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,
1725 * 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
1726 * blind even if you can xray? 1867 * blind even if you can xray?
1727 */ 1868 */
1728 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) 1869 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1729 return 0; 1870 return 0;
1730 1871
1731 /* checking for invisible things */ 1872 /* checking for invisible things */
1732 if(enemy->invisible) { 1873 if (enemy->invisible)
1874 {
1733 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1875 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1734 * However,if you carry any source of light, then the hidden 1876 * However,if you carry any source of light, then the hidden
1735 * creature is seeable (and stupid) */ 1877 * creature is seeable (and stupid) */
1736 1878
1737 if(has_carried_lights(enemy)) { 1879 if (enemy->has_carried_lights ())
1738 if(enemy->hide) { 1880 {
1881 if (enemy->flag [FLAG_HIDDEN])
1882 {
1739 make_visible(enemy); 1883 make_visible (enemy);
1740 new_draw_info(NDI_UNIQUE,0, enemy, 1884 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1741 "Your light reveals your hiding spot!");
1742 } 1885 }
1886
1743 return 1; 1887 return 1;
1744 } else if (enemy->hide) return 0; 1888 }
1889 else if (enemy->flag [FLAG_HIDDEN])
1890 return 0;
1745 1891
1746 /* Invisible enemy. Break apart the check for invis undead/invis looker 1892 /* Invisible enemy. Break apart the check for invis undead/invis looker
1747 * 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,
1748 * and making it a conditional makes the code pretty ugly. 1894 * and making it a conditional makes the code pretty ugly.
1749 */ 1895 */
1750 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { 1896 if (!looker->flag [FLAG_SEE_INVISIBLE])
1751 if (makes_invisible_to(enemy, looker)) return 0; 1897 if (makes_invisible_to (enemy, looker))
1752 } 1898 return 0;
1899 }
1753 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ 1900 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1754 if(player_can_view(looker,enemy)) return 1; 1901 if (player_can_view (looker, enemy))
1902 return 1;
1755 1903
1756 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1757 * unless they carry a light or stand in light. Darkness doesnt 1905 * unless they carry a light or stand in light. Darkness doesnt
1758 * inhibit the undead per se (but we should give their archs 1906 * inhibit the undead per se (but we should give their archs
1759 * CAN_SEE_IN_DARK, this is just a safety 1907 * CAN_SEE_IN_DARK, this is just a safety
1760 * we care about the enemy maps status, not the looker. 1908 * we care about the enemy maps status, not the looker.
1761 * only relevant for tiled maps, but it is possible that the 1909 * only relevant for tiled maps, but it is possible that the
1762 * 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
1763 * case, the looker can still see the enemy 1911 * case, the looker can still see the enemy
1764 */ 1912 */
1765 if(enemy->map->darkness>0&&!stand_in_light(enemy) 1913 if (!stand_in_light (enemy)
1766 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| 1914 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1767 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1768 return 0; 1915 return 0;
1769 1916
1770 return 1; 1917 return 1;
1771} 1918}
1772 1919
1920//-GPL

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