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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.11 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.96 by root, Wed Nov 16 23:42:02 2016 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#ifndef __CEXTRACT__
26# include <sproto.h> 28#include <sproto.h>
27# include <spells.h> 29#include <spells.h>
28# include <skills.h> 30#include <skills.h>
29#endif
30
31 31
32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33
34 33
35/* checks npc->enemy and returns that enemy if still valid, 34/* checks npc->enemy and returns that enemy if still valid,
36 * NULL otherwise. 35 * NULL otherwise.
37 * this is map tile aware. 36 * this is map tile aware.
38 * If this returns an enemy, the range vector rv should also be 37 * If this returns an enemy, the range vector rv should also be
39 * set to sane values. 38 * set to sane values.
40 */ 39 */
41object * 40object *
42check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
43{ 42{
44
45 /* if this is pet, let him attack the same enemy as his owner 43 /* if this is pet, let him attack the same enemy as his owner
46 * TODO: when there is no ower enemy, try to find a target, 44 * TODO: when there is no ower enemy, try to find a target,
47 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
48 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
49 { 47 {
51 npc->enemy = NULL; 49 npc->enemy = NULL;
52 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
53 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
54 } 52 }
55 53
56 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
57 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
58 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
59 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
60 */ 58 */
61 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
62 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
63 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
64 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
65 * too. */ 63 * too. */
66 64
67 if (npc->enemy) 65 if (npc->enemy)
68 { 66 {
69 /* I broke these if's apart to better be able to see what 67 /* I broke these if's apart to better be able to see what
70 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
71 */ 69 */
72 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (npc->enemy->flag [FLAG_REMOVED] ||
73 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 npc->enemy->flag [FLAG_FREED] ||
74 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
75 npc->enemy = NULL; 73 npc->enemy = 0;
76 74
77 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
78 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
79 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
80 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
81 npc->enemy = NULL; 79 npc->enemy = 0;
82 80
83 81
84 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
85 npc->enemy = NULL; 83 npc->enemy = 0;
86 84
87 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
88 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
89 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
90 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
91 * as the enemy to attack. 89 * as the enemy to attack.
92 */ 90 */
93 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 91 else if (!npc->enemy->flag [FLAG_MONSTER]
94 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 92 && !npc->enemy->flag [FLAG_GENERATOR]
93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM)
95 npc->enemy = NULL; 95 npc->enemy = 0;
96
97 } 96 }
97
98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
99} 99}
100 100
101/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
102 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
103 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
115object * 115object *
116find_nearest_living_creature (object *npc) 116find_nearest_living_creature (object *npc)
117{ 117{
118 int i, mflags; 118 int i, mflags;
119 sint16 nx, ny; 119 sint16 nx, ny;
120 mapstruct *m; 120 maptile *m;
121 object *tmp;
122 int search_arr[SIZEOFFREE]; 121 int search_arr[SIZEOFFREE];
123 122
124 get_search_arr (search_arr); 123 get_search_arr (search_arr);
124
125 for (i = 0; i < SIZEOFFREE; i++) 125 for (i = 0; i < SIZEOFFREE; i++)
126 { 126 {
127 /* modified to implement smart searching using search_arr 127 /* modified to implement smart searching using search_arr
128 * guidance array to determine direction of search order 128 * guidance array to determine direction of search order
129 */ 129 */
130 nx = npc->x + freearr_x[search_arr[i]]; 130 nx = npc->x + freearr_x[search_arr[i]];
131 ny = npc->y + freearr_y[search_arr[i]]; 131 ny = npc->y + freearr_y[search_arr[i]];
132 m = npc->map; 132 m = npc->map;
133 133
134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135
135 if (mflags & P_OUT_OF_MAP) 136 if (mflags & P_OUT_OF_MAP)
136 continue; 137 continue;
137 138
138 if (mflags & P_IS_ALIVE) 139 if (mflags & P_IS_ALIVE)
139 { 140 {
140 tmp = get_map_ob (m, nx, ny); 141 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
141 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 142 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
142 tmp = tmp->above;
143
144 if (!tmp)
145 {
146 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
147 m->path, nx, ny);
148 }
149 else
150 {
151 if (can_see_monsterP (m, nx, ny, i)) 143 if (can_see_monsterP (m, nx, ny, i))
152 return tmp; 144 return tmp;
153 } 145 }
154 } /* is something living on this space */
155 } 146 }
156 return NULL; /* nothing found */
157}
158 147
148 return 0;
149}
159 150
160/* Tries to find an enmy for npc. We pass the range vector since 151/* Tries to find an enemy for npc. We pass the range vector since
161 * our caller will find the information useful. 152 * our caller will find the information useful.
162 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
163 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
164 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
165 * many cases. 156 * many cases.
166 */ 157 */
167 158static object *
168object *
169find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
170{ 160{
171 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
172 162
173 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
174 npc->attacked_by = 0; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
175 165
176 /* if we berserk, we don't care about others - we attack all we can find */ 166 /* if we berserk, we don't care about others - we attack all we can find */
177 if (QUERY_FLAG (npc, FLAG_BERSERK)) 167 if (npc->flag [FLAG_BERSERK])
178 { 168 {
179 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
180 170
181 if (tmp) 171 if (tmp)
182 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
183 return tmp; 174 return tmp;
184 } 175 }
185 176
186 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
187 * We want this: if there is an enemy, attack him until its not possible or 178 * We want this: if there is an enemy, attack him until its not possible or
207 /* we check our old enemy. */ 198 /* we check our old enemy. */
208 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
209 { 200 {
210 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
211 { 202 {
212 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
213 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
214 205
215 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
216 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
217 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
218 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
219 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
220 { 211 {
221 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
222 npc->enemy = attacker; 213 npc->enemy = attacker;
223 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
224 } 215 }
225 } 216 }
226 217
227 /* we have no legal enemy or attacker, so we try to target a new one */ 218 /* we have no legal enemy or attacker, so we try to target a new one */
228 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) 219 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
229 { 220 {
230 npc->enemy = get_nearest_player (npc); 221 npc->enemy = get_nearest_player (npc);
231 if (npc->enemy) 222 if (npc->enemy)
232 tmp = check_enemy (npc, rv); 223 tmp = check_enemy (npc, rv);
233 } 224 }
240/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 235 */
245 236static int
246int
247check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
248{ 238{
249 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
250
251 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
252 if (!enemy) 240 if (!enemy)
253 return 0; 241 return 0;
254 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
248 if (op->flag [FLAG_BLIND])
255 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
256 if (QUERY_FLAG (op, FLAG_BLIND))
257 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
258 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
259 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
260 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
261 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
262 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
263 * the dark. */ 259 * the dark. */
260 min_it (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
264 261
265 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
266 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
267 {
268 int dark = radius / (op->map->darkness);
269
270 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
271 }
272 else if (!QUERY_FLAG (op, FLAG_SLEEP))
273 return 1;
274 264
275 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
276 * for that. 266 * for that.
277 */ 267 */
278 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
279 { 269 {
280 CLEAR_FLAG (op, FLAG_SLEEP); 270 op->clr_flag (FLAG_SLEEP);
281 return 1; 271 return 1;
282 } 272 }
273
283 return 0; 274 return 0;
284} 275}
285 276
286int 277static int
287move_randomly (object *op) 278move_randomly (object *op)
288{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (op->move (rndm (8) + 1))
283 return 1;
284
285 return 0;
286}
287
288/*
289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
289 int i; 298 int i;
290 299
291 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
292 for (i = 0; i < 15; i++) 301 return 0;
302
303 if (item->flag [FLAG_UNPAID])
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
293 { 311 {
294 if (move_object (op, RANDOM () % 8 + 1)) 312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON];
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR];
332 break;
333
334 case SKILL:
335 flag = monster->flag [FLAG_CAN_USE_SKILL];
336 break;
337
338 case RING:
339 flag = monster->flag [FLAG_USE_RING];
340 break;
341
342 case RANGED:
343 case WAND:
344 case HORN:
345 case ROD:
346 flag = monster->flag [FLAG_USE_RANGE];
347 break;
348
349 case SPELLBOOK:
350 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
351 break;
352
353 case SCROLL:
354 flag = monster->flag [FLAG_USE_SCROLL];
355 break;
356
357 case BOW:
358 case ARROW:
359 flag = monster->flag [FLAG_USE_BOW];
360 break;
361 }
362
363 /* Simplistic check - if the monster has a location to equip it, he will
364 * pick it up. Note that this doesn't handle cases where an item may
365 * use several locations.
366 */
367 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
368 {
369 if (monster->slot[i].info && item->slot[i].info)
370 {
371 flag = 1;
372 break;
373 }
374 }
375
376 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
295 return 1; 377 return 1;
296 } 378
297 return 0; 379 return 0;
298} 380}
299 381
300/* 382/*
301 * Move-monster returns 1 if the object has been freed, otherwise 0. 383 * monster_check_pickup(): checks for items that monster can pick up.
384 *
385 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
386 * Each time the blob passes over some treasure, it will
387 * grab it a.s.a.p.
388 *
389 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
390 * to handle this.
391 *
392 * This function was seen be continueing looping at one point (tmp->below
393 * became a recursive loop. It may be better to call monster_check_apply
394 * after we pick everything up, since that function may call others which
395 * affect stacking on this space.
302 */ 396 */
303 397static void
304int 398monster_check_pickup (object *monster)
305move_monster (object *op)
306{ 399{
307 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 400 object *tmp, *next;
308 object *owner, *enemy, *part, *oph = op;
309 rv_vector rv;
310 401
311 /* Monsters not on maps don't do anything. These monsters are things 402 for (tmp = monster->below; tmp != NULL; tmp = next)
312 * Like royal guards in city dwellers inventories.
313 */
314 if (!op->map)
315 return 0;
316
317 /* for target facing, we copy this value here for fast access */
318 if (oph->head) /* force update the head - one arch one pic */
319 oph = oph->head;
320
321 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
322 enemy = op->enemy = NULL;
323 else if ((enemy = find_enemy (op, &rv)))
324 /* we have an enemy, just tell him we want him dead */
325 enemy->attacked_by = op; /* our ptr */
326
327 /* generate hp, if applicable */
328 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
329 { 403 {
330 404 next = tmp->below;
331 /* last heal is in funny units. Dividing by speed puts 405 if (monster_can_pick (monster, tmp))
332 * the regeneration rate on a basis of time instead of
333 * #moves the monster makes. The scaling by 8 is
334 * to capture 8th's of a hp fraction regens
335 * 406 {
336 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 407 tmp->remove ();
337 * overflow might produce monsters with negative hp. 408 tmp = insert_ob_in_ob (tmp, monster);
409 monster_check_apply (monster, tmp);
410 }
411
412 /* We could try to re-establish the cycling, of the space, but probably
413 * not a big deal to just bail out.
338 */ 414 */
339 415 if (next && next->destroyed ())
340 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
341 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
342 op->last_heal %= 32;
343
344 /* So if the monster has gained enough HP that they are no longer afraid */
345 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
346 CLEAR_FLAG (op, FLAG_RUN_AWAY);
347
348 if (op->stats.hp > op->stats.maxhp)
349 op->stats.hp = op->stats.maxhp;
350 }
351
352 /* generate sp, if applicable */
353 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
354 {
355
356 /* last_sp is in funny units. Dividing by speed puts
357 * the regeneration rate on a basis of time instead of
358 * #moves the monster makes. The scaling by 8 is
359 * to capture 8th's of a sp fraction regens
360 *
361 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
362 * overflow might produce monsters with negative sp.
363 */
364
365 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
366 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
367 op->last_sp %= 128;
368 }
369
370 /* this should probably get modified by many more values.
371 * (eg, creatures resistance to fear, level, etc. )
372 */
373 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
374 {
375 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
376 }
377
378 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
379 return QUERY_FLAG (op, FLAG_FREED);
380
381 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
382 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
383 {
384 if (!check_wakeup (op, enemy, &rv))
385 return 0; 416 return;
386 }
387
388 /* check if monster pops out of hidden spot */
389 if (op->hide)
390 do_hidden_move (op);
391
392 if (op->pick_up)
393 monster_check_pickup (op);
394
395 if (op->will_apply)
396 monster_apply_below (op); /* Check for items to apply below */
397
398 /* If we don't have an enemy, do special movement or the like */
399 if (!enemy)
400 { 417 }
401 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 418}
402 { 419
403 remove_ob (op); 420/*
404 free_object (op); 421 * monster_apply_below():
405 return 1; 422 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
423 * eager to apply things, encounters something apply-able,
424 * then make him apply it
425 */
426static void
427monster_apply_below (object *monster)
428{
429 object *tmp, *next;
430
431 for (tmp = monster->below; tmp != NULL; tmp = next)
432 {
433 next = tmp->below;
434 switch (tmp->type)
406 } 435 {
407 436 case T_HANDLE:
408 /* Probably really a bug for a creature to have both
409 * stand still and a movement type set.
410 */
411 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
412 {
413 if (op->attack_movement & HI4)
414 {
415 switch (op->attack_movement & HI4)
416 {
417 case (PETMOVE):
418 pet_move (op);
419 break;
420
421 case (CIRCLE1):
422 circ1_move (op);
423 break;
424
425 case (CIRCLE2):
426 circ2_move (op);
427 break;
428
429 case (PACEV):
430 pace_movev (op);
431 break;
432
433 case (PACEH):
434 pace_moveh (op);
435 break;
436
437 case (PACEV2):
438 pace2_movev (op);
439 break;
440
441 case (PACEH2):
442 pace2_moveh (op);
443 break;
444
445 case (RANDO):
446 rand_move (op);
447 break;
448
449 case (RANDO2):
450 move_randomly (op);
451 break;
452 }
453 return 0;
454 }
455 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
456 (void) move_randomly (op);
457
458 } /* stand still */
459 return 0;
460 } /* no enemy */
461
462 /* We have an enemy. Block immediately below is for pets */
463 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner))
464 return follow_owner (op, owner);
465
466 /* doppleganger code to change monster facing to that of the nearest
467 * player. Hmm. The code is here, but no monster in the current
468 * arch set uses it.
469 */
470 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
471 {
472 op->face = enemy->face;
473 op->name = enemy->name;
474 }
475
476 /* Calculate range information for closest body part - this
477 * is used for the 'skill' code, which isn't that smart when
478 * it comes to figuring it out - otherwise, giants throw boulders
479 * into themselves.
480 */
481 get_rangevector (op, enemy, &rv, 0);
482
483 /* Move the check for scared up here - if the monster was scared,
484 * we were not doing any of the logic below, so might as well save
485 * a few cpu cycles.
486 */
487 if (!QUERY_FLAG (op, FLAG_SCARED))
488 {
489 rv_vector rv1;
490
491 /* now we test every part of an object .... this is a real ugly piece of code */
492 for (part = op; part != NULL; part = part->more)
493 {
494 get_rangevector (part, enemy, &rv1, 0x1);
495 dir = rv1.direction;
496
497 /* hm, not sure about this part - in original was a scared flag here too
498 * but that we test above... so can be old code here
499 */
500 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
501 dir = absdir (dir + 4);
502 if (QUERY_FLAG (op, FLAG_CONFUSED))
503 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
504
505 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
506 {
507 if (monster_cast_spell (op, part, enemy, dir, &rv1))
508 return 0;
509 }
510
511 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
512 {
513 if (monster_use_scroll (op, part, enemy, dir, &rv1))
514 return 0;
515 }
516
517 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
518 {
519 if (monster_use_range (op, part, enemy, dir))
520 return 0;
521 }
522 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
523 {
524 if (monster_use_skill (op, rv.part, enemy, rv.direction))
525 return 0;
526 }
527 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
528 {
529 if (monster_use_bow (op, part, enemy, dir))
530 return 0;
531 }
532 } /* for processing of all parts */
533 } /* If not scared */
534
535
536 part = rv.part;
537 dir = rv.direction;
538
539 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
540 dir = absdir (dir + 4);
541
542 if (QUERY_FLAG (op, FLAG_CONFUSED))
543 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
544
545 pre_att_dir = dir; /* remember the original direction */
546
547 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
548 {
549 switch (op->attack_movement & LO4)
550 {
551 case DISTATT: 437 case TRIGGER:
552 dir = dist_att (dir, op, enemy, part, &rv); 438 if (monster->will_apply & 1)
439 monster->apply (tmp);
553 break; 440 break;
554 441
555 case RUNATT: 442 case TREASURE:
556 dir = run_att (dir, op, enemy, part, &rv); 443 if (monster->will_apply & 2)
444 monster->apply (tmp);
557 break; 445 break;
558 446
559 case HITRUN:
560 dir = hitrun_att (dir, op, enemy);
561 break;
562
563 case WAITATT:
564 dir = wait_att (dir, op, enemy, part, &rv);
565 break;
566
567 case RUSH: /* default - monster normally moves towards player */
568 case ALLRUN:
569 break;
570
571 case DISTHIT:
572 dir = disthit_att (dir, op, enemy, part, &rv);
573 break;
574
575 case WAIT2:
576 dir = wait_att2 (dir, op, enemy, part, &rv);
577 break;
578
579 default:
580 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
581 }
582 }
583
584 if (!dir)
585 return 0;
586
587 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
588 {
589 if (move_object (op, dir)) /* Can the monster move directly toward player? */
590 { 447 }
591 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 448 if (tmp->flag [FLAG_IS_FLOOR])
592 if ((op->attack_movement & LO4) == DISTATT) 449 break;
593 op->direction = pre_att_dir;
594
595 return 0;
596 }
597
598 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
599 {
600
601 /* Try move around corners if !close */
602 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
603
604 for (diff = 1; diff <= maxdiff; diff++)
605 {
606 /* try different detours */
607 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
608
609 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
610 return 0;
611 }
612 }
613 } /* if monster is not standing still */
614
615 /* elmex: Turn our monster after it moved if it has DISTATT attack */
616 if ((op->attack_movement & LO4) == DISTATT)
617 op->direction = pre_att_dir;
618
619 /*
620 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
621 * direction if they can't move away.
622 */
623 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
624 if (move_randomly (op))
625 return 0;
626
627 /*
628 * Try giving the monster a new enemy - the player that is closest
629 * to it. In this way, it won't just keep trying to get to a target
630 * that is inaccessible.
631 * This could be more clever - it should go through a list of several
632 * enemies, as it is now, you could perhaps get situations where there
633 * are two players flanking the monster at close distance, but which
634 * the monster can't get to, and a third one at a far distance that
635 * the monster could get to - as it is, the monster won't look at that
636 * third one.
637 */
638 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
639 { 450 }
640 object *nearest_player = get_nearest_player (op);
641
642 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
643 {
644 op->enemy = NULL;
645 enemy = nearest_player;
646 }
647 }
648
649 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
650 {
651 /* The adjustement to wc that was here before looked totally bogus -
652 * since wc can in fact get negative, that would mean by adding
653 * the current wc, the creature gets better? Instead, just
654 * add a fixed amount - nasty creatures that are runny away should
655 * still be pretty nasty.
656 */
657 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
658 {
659 part->stats.wc += 10;
660 (void) skill_attack (enemy, part, 0, NULL, NULL);
661 part->stats.wc -= 10;
662 }
663 else
664 (void) skill_attack (enemy, part, 0, NULL, NULL);
665 } /* if monster is in attack range */
666
667 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
668 return 1;
669
670 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
671 {
672 remove_ob (op);
673 free_object (op);
674 return 1;
675 }
676 return 0;
677}
678
679int
680can_hit (object *ob1, object *ob2, rv_vector * rv)
681{
682 object *more;
683 rv_vector rv1;
684
685 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
686 return 0;
687
688 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
689 return 1;
690
691 /* check all the parts of ob2 - just because we can't get to
692 * its head doesn't mean we don't want to pound its feet
693 */
694 for (more = ob2->more; more != NULL; more = more->more)
695 {
696 get_rangevector (ob1, more, &rv1, 0);
697 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
698 return 1;
699 }
700 return 0;
701
702} 451}
703 452
704/* Returns 1 is monster should cast spell sp at an enemy 453/* Returns 1 is monster should cast spell sp at an enemy
705 * Returns 0 if the monster should not cast this spell. 454 * Returns 0 if the monster should not cast this spell.
706 * 455 *
714 * 463 *
715 * 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,
716 * 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,
717 * the right type of healing spell could be useful. 466 * the right type of healing spell could be useful.
718 */ 467 */
719
720static int 468static int
721monster_should_cast_spell (object *monster, object *spell_ob) 469monster_should_cast_spell (object *monster, object *spell_ob)
722{ 470{
723 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 471 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
724 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 472 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
725 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 473 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
726 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 ||
727 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 ||
728 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 476 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
729
730 return 1; 477 return 1;
731 478
732 return 0; 479 return 0;
733} 480}
734 481
482/* Checks if putting on 'item' will make 'who' do more
483 * damage. This is a very simplistic check - also checking things
484 * like speed and ac are also relevant.
485 *
486 * return true if item is a better object.
487 */
488static int
489check_good_weapon (object *who, object *item)
490{
491 object *other_weap;
492 int val = 0, i;
493
494 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
495 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
496 break;
497
498 if (!other_weap) /* No other weapons */
499 return 1;
500
501 /* Rather than go through and apply the new one, and see if it is
502 * better, just do some simple checks
503 * Put some multipliers for things that hvae several effects,
504 * eg, magic affects both damage and wc, so it has more weight
505 */
506
507 val = item->stats.dam - other_weap->stats.dam;
508 val += (item->magic - other_weap->magic) * 3;
509 /* Monsters don't really get benefits from things like regen rates
510 * from items. But the bonus for their stats are very important.
511 */
512 for (i = 0; i < NUM_STATS; i++)
513 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
514
515 if (val > 0)
516 return 1;
517 else
518 return 0;
519}
520
521static int
522check_good_armour (object *who, object *item)
523{
524 object *other_armour;
525 int val = 0, i;
526
527 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
528 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
529 break;
530
531 if (other_armour == NULL) /* No other armour, use the new */
532 return 1;
533
534 /* Like above function , see which is better */
535 val = item->stats.ac - other_armour->stats.ac;
536 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
537 val += (item->magic - other_armour->magic) * 3;
538
539 /* for the other protections, do weigh them very much in the equation -
540 * it is the armor protection which is most important, because there is
541 * no good way to know what the player may attack the monster with.
542 * So if the new item has better protection than the old, give that higher
543 * value. If the reverse, then decrease the value of this item some.
544 */
545 for (i = 1; i < NROFATTACKS; i++)
546 {
547 if (item->resist[i] > other_armour->resist[i])
548 val++;
549 else if (item->resist[i] < other_armour->resist[i])
550 val--;
551 }
552
553 /* Very few armours have stats, so not much need to worry about those. */
554
555 if (val > 0)
556 return 1;
557 else
558 return 0;
559}
560
561/*
562 * monster_check_apply() is meant to be called after an item is
563 * inserted in a monster.
564 * If an item becomes outdated (monster found a better item),
565 * a pointer to that object is returned, so it can be dropped.
566 * (so that other monsters can pick it up and use it)
567 * Note that as things are now, monsters never drop something -
568 * they can pick up all that they can use.
569 */
570/* Sept 96, fixed this so skills will be readied -b.t.*/
571void
572monster_check_apply (object *mon, object *item)
573{
574 int flag = 0;
575
576 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
577 {
578 mon->set_flag (FLAG_CAST_SPELL);
579 return;
580 }
581
582 /* If for some reason, this item is already applied, no more work to do */
583 if (item->flag [FLAG_APPLIED])
584 return;
585
586 /* Might be better not to do this - if the monster can fire a bow,
587 * it is possible in his wanderings, he will find one to use. In
588 * which case, it would be nice to have ammo for it.
589 */
590 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
591 {
592 /* Check for the right kind of bow */
593 object *bow;
594
595 for (bow = mon->inv; bow; bow = bow->below)
596 if (bow->type == BOW && bow->race == item->race)
597 {
598 mon->set_flag (FLAG_READY_BOW);
599 return; /* nothing more to do for arrows */
600 }
601 }
602
603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
604 flag = 1;
605 /* Eating food gets hp back */
606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
607 flag = 1;
608 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
609 {
610 if (!item->inv)
611 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
612 else if (monster_should_cast_spell (mon, item->inv))
613 mon->set_flag (FLAG_READY_SCROLL);
614 /* Don't use it right now */
615 return;
616 }
617 else if (item->type == WEAPON)
618 flag = check_good_weapon (mon, item);
619 else if (item->is_armor ())
620 flag = check_good_armour (mon, item);
621 /* Should do something more, like make sure this is a better item */
622 else if (item->type == RING)
623 flag = 1;
624 else if (item->type == WAND || item->type == ROD || item->type == HORN)
625 {
626 /* We never really 'ready' the wand/rod/horn, because that would mean the
627 * weapon would get undone.
628 */
629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
630 {
631 mon->set_flag (FLAG_READY_RANGE);
632 item->set_flag (FLAG_APPLIED);
633 }
634 return;
635 }
636 else if (item->type == BOW)
637 {
638 /* We never really 'ready' the bow, because that would mean the
639 * weapon would get undone.
640 */
641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
642 mon->set_flag (FLAG_READY_BOW);
643 return;
644 }
645 else if (item->type == SKILL)
646 {
647 /*
648 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
649 * else they can't use the skill...
650 * Skills also don't need to get applied, so return now.
651 */
652 mon->set_flag (FLAG_READY_SKILL);
653 return;
654 }
655
656 /* if we don't match one of the above types, return now.
657 * can_apply_object will say that we can apply things like flesh,
658 * bolts, and whatever else, because it only checks against the
659 * body_info locations.
660 */
661 if (!flag)
662 return;
663
664 /* Check to see if the monster can use this item. If not, no need
665 * to do further processing. Note that can_apply_object already checks
666 * for the CAN_USE flags.
667 */
668 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
669 return;
670
671 /* should only be applying this item, not unapplying it.
672 * also, ignore status of curse so they can take off old armour.
673 * monsters have some advantages after all.
674 */
675 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
676}
677
678static int
679can_hit (object *ob1, object *ob2, rv_vector * rv)
680{
681 object *more;
682 rv_vector rv1;
683
684 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
685 return 0;
686
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1;
689
690 /* check all the parts of ob2 - just because we can't get to
691 * its head doesn't mean we don't want to pound its feet
692 */
693 for (more = ob2->more; more; more = more->more)
694 {
695 get_rangevector (ob1, more, &rv1, 0);
696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
697 return 1;
698 }
699
700 return 0;
701}
702
703static int
704dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
705{
706 if (can_hit (part, enemy, rv))
707 return dir;
708
709 if (rv->distance < 10)
710 return absdir (dir + 4);
711 else if (rv->distance > 18)
712 return dir;
713
714 return 0;
715}
716
717static int
718run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
719{
720 if (can_hit (part, enemy, rv))
721 return dir;
722 else
723 return absdir (dir + 4);
724}
725
726static int
727hitrun_att (int dir, object *ob, object *enemy)
728{
729 if (ob->move_status++ < 25)
730 return dir;
731 else if (ob->move_status < 50)
732 return absdir (dir + 4);
733 else
734 ob->move_status = 0;
735
736 return absdir (dir + 4);
737}
738
739static int
740wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
741{
742 int inrange = can_hit (part, enemy, rv);
743
744 if (ob->move_status || inrange)
745 ob->move_status++;
746
747 if (ob->move_status == 0)
748 return 0;
749 else if (ob->move_status < 10)
750 return dir;
751 else if (ob->move_status < 15)
752 return absdir (dir + 4);
753
754 ob->move_status = 0;
755 return 0;
756}
757
758static int
759disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
760{
761 /* The logic below here looked plain wrong before. Basically, what should
762 * happen is that if the creatures hp percentage falls below run_away,
763 * the creature should run away (dir+4)
764 * I think its wrong for a creature to have a zero maxhp value, but
765 * at least one map has this set, and whatever the map contains, the
766 * server should try to be resilant enough to avoid the problem
767 */
768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
769 return absdir (dir + 4);
770
771 return dist_att (dir, ob, enemy, part, rv);
772}
773
774static int
775wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
776{
777 if (rv->distance < 9)
778 return absdir (dir + 4);
779
780 return 0;
781}
782
783static void
784circ1_move (object *ob)
785{
786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
787
788 if (++ob->move_status > 11)
789 ob->move_status = 0;
790
791 if (!(ob->move (circle[ob->move_status])))
792 ob->move (rndm (8) + 1);
793}
794
795static void
796circ2_move (object *ob)
797{
798 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
799
800 if (++ob->move_status > 19)
801 ob->move_status = 0;
802
803 if (!(ob->move (circle[ob->move_status])))
804 ob->move (rndm (8) + 1);
805}
806
807static void
808pace_movev (object *ob)
809{
810 if (ob->move_status++ > 6)
811 ob->move_status = 0;
812
813 if (ob->move_status < 4)
814 ob->move (5);
815 else
816 ob->move (1);
817}
818
819static void
820pace_moveh (object *ob)
821{
822 if (ob->move_status++ > 6)
823 ob->move_status = 0;
824
825 if (ob->move_status < 4)
826 ob->move (3);
827 else
828 ob->move (7);
829}
830
831static void
832pace2_movev (object *ob)
833{
834 if (ob->move_status++ > 16)
835 ob->move_status = 0;
836
837 if (ob->move_status < 6)
838 ob->move (5);
839 else if (ob->move_status < 8)
840 return;
841 else if (ob->move_status < 13)
842 ob->move (1);
843 else
844 return;
845}
846
847static void
848pace2_moveh (object *ob)
849{
850 if (ob->move_status++ > 16)
851 ob->move_status = 0;
852
853 if (ob->move_status < 6)
854 ob->move (3);
855 else if (ob->move_status < 8)
856 return;
857 else if (ob->move_status < 13)
858 ob->move (7);
859 else
860 return;
861}
862
863static void
864rand_move (object *ob)
865{
866 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++)
868 if (ob->move (ob->move_status = rndm (8) + 1))
869 return;
870}
735 871
736#define MAX_KNOWN_SPELLS 20 872#define MAX_KNOWN_SPELLS 20
737 873
738/* Returns a randomly selected spell. This logic is still 874/* Returns a randomly selected spell. This logic is still
739 * less than ideal. This code also only seems to deal with 875 * less than ideal. This code also only seems to deal with
740 * wizard spells, as the check is against sp, and not grace. 876 * wizard spells, as the check is against sp, and not grace.
741 * can mosnters know cleric spells? 877 * can mosnters know cleric spells?
742 */ 878 */
743object * 879static object *
744monster_choose_random_spell (object *monster) 880monster_choose_random_spell (object *monster)
745{ 881{
746 object *altern[MAX_KNOWN_SPELLS]; 882 object *altern[MAX_KNOWN_SPELLS];
747 object *tmp;
748 int i = 0; 883 int i = 0;
749 884
750 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
751 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
752 { 887 {
753 /* Check and see if it's actually a useful spell. 888 /* Check and see if it's actually a useful spell.
754 * If its a spellbook, the spell is actually the inventory item. 889 * If its a spellbook, the spell is actually the inventory item.
755 * 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.
756 */ 891 */
757 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))
758 { 893 {
759 altern[i++] = tmp; 894 altern [i++] = tmp;
895
760 if (i == MAX_KNOWN_SPELLS) 896 if (i == MAX_KNOWN_SPELLS)
761 break; 897 break;
762 } 898 }
763 } 899 }
764 if (!i) 900
765 return NULL; 901 return i ? altern [rndm (i)] : 0;
766 return altern[RANDOM () % i];
767} 902}
768 903
769/* 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.
770 * 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.
771 * head is the head of the monster. 906 * head is the head of the monster.
772 * part is the part of the monster we are checking against. 907 * part is the part of the monster we are checking against.
773 * pl is the target. 908 * pl is the target.
774 * dir is the direction to case. 909 * dir is the direction to case.
775 * rv is the vector which describes where the enemy is. 910 * rv is the vector which describes where the enemy is.
776 */ 911 */
777 912static int
778int
779monster_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)
780{ 914{
781 object *spell_item; 915 object *spell_item;
782 object *owner; 916 object *owner;
783 rv_vector rv1; 917 rv_vector rv1;
789 * other monsters) 923 * other monsters)
790 */ 924 */
791 if (!(dir = path_to_player (part, pl, 0))) 925 if (!(dir = path_to_player (part, pl, 0)))
792 return 0; 926 return 0;
793 927
794 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 928 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
795 { 929 {
796 get_rangevector (head, owner, &rv1, 0x1); 930 get_rangevector (head, owner, &rv1, 0x1);
797 if (dirdiff (dir, rv1.direction) < 2) 931 if (dirdiff (dir, rv1.direction) < 2)
798 {
799 return 0; /* Might hit owner with spell */ 932 return 0; /* Might hit owner with spell */
800 }
801 } 933 }
802 934
803 if (QUERY_FLAG (head, FLAG_CONFUSED)) 935 if (head->flag [FLAG_CONFUSED])
804 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
805 937
806 /* If the monster hasn't already chosen a spell, choose one 938 /* If the monster hasn't already chosen a spell, choose one
807 * 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
808 * could be different by the time the monster goes again). 940 * could be different by the time the monster goes again).
809 */ 941 */
810 if (head->spellitem == NULL) 942 if (head->spellitem == NULL)
811 { 943 {
812 if ((spell_item = monster_choose_random_spell (head)) == NULL) 944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
813 { 945 {
814 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
815 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 */
816 return 0; 947 return 0;
817 } 948 }
949
818 if (spell_item->type == SPELLBOOK) 950 if (spell_item->type == SPELLBOOK)
819 { 951 {
820 if (!spell_item->inv) 952 if (!spell_item->inv)
821 { 953 {
822 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);
823 return 0; 955 return 0;
824 } 956 }
957
825 spell_item = spell_item->inv; 958 spell_item = spell_item->inv;
826 } 959 }
827 } 960 }
828 else 961 else
829 spell_item = head->spellitem; 962 spell_item = head->spellitem;
849 head->spellitem = NULL; 982 head->spellitem = NULL;
850 983
851 return cast_spell (part, part, dir, spell_item, NULL); 984 return cast_spell (part, part, dir, spell_item, NULL);
852} 985}
853 986
854 987static int
855int
856monster_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)
857{ 989{
858 object *scroll; 990 object *scroll;
859 object *owner; 991 object *owner;
860 rv_vector rv1; 992 rv_vector rv1;
866 * other monsters) 998 * other monsters)
867 */ 999 */
868 if (!(dir = path_to_player (part, pl, 0))) 1000 if (!(dir = path_to_player (part, pl, 0)))
869 return 0; 1001 return 0;
870 1002
871 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 1003 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
872 { 1004 {
873 get_rangevector (head, owner, &rv1, 0x1); 1005 get_rangevector (head, owner, &rv1, 0x1);
874 if (dirdiff (dir, rv1.direction) < 2) 1006 if (dirdiff (dir, rv1.direction) < 2)
875 { 1007 {
876 return 0; /* Might hit owner with spell */ 1008 return 0; /* Might hit owner with spell */
877 } 1009 }
878 } 1010 }
879 1011
880 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1012 if (head->flag [FLAG_CONFUSED])
881 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
882 1014
883 for (scroll = head->inv; scroll; scroll = scroll->below) 1015 for (scroll = head->inv; scroll; scroll = scroll->below)
884 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
885 break; 1017 break;
886 1018
887 /* Used up all his scrolls, so nothing do to */ 1019 /* Used up all his scrolls, so nothing do to */
888 if (!scroll) 1020 if (!scroll)
889 { 1021 {
890 CLEAR_FLAG (head, FLAG_READY_SCROLL); 1022 head->clr_flag (FLAG_READY_SCROLL);
891 return 0; 1023 return 0;
892 } 1024 }
893 1025
894 /* Spell should be cast on caster (ie, heal, strength) */ 1026 /* Spell should be cast on caster (ie, heal, strength) */
895 if (scroll->inv->range == 0) 1027 if (scroll->inv->range == 0)
908 * 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.
909 * 1041 *
910 * At the moment this is only useful for throwing, perhaps for 1042 * At the moment this is only useful for throwing, perhaps for
911 * 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
912 */ 1044 */
913 1045static int
914int
915monster_use_skill (object *head, object *part, object *pl, int dir) 1046monster_use_skill (object *head, object *part, object *pl, int dir)
916{ 1047{
917 object *skill, *owner; 1048 object *skill, *owner;
918 1049
919 if (!(dir = path_to_player (part, pl, 0))) 1050 if (!(dir = path_to_player (part, pl, 0)))
920 return 0; 1051 return 0;
921 1052
922 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 1053 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
923 { 1054 {
924 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1055 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
925 1056
926 if (dirdiff (dir, dir2) < 1) 1057 if (dirdiff (dir, dir2) < 1)
927 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
928 } 1059 }
929 if (QUERY_FLAG (head, FLAG_CONFUSED))
930 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
931 1060
1061 if (head->flag [FLAG_CONFUSED])
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063
1064 object *new_skill = 0;
1065
932 /* skill selection - monster will use the next unused skill. 1066 // skill selection - monster will use the last unused skill
933 * well...the following scenario will allow the monster to 1067 // and rotate, eventually cycling through all skills.
934 * toggle between 2 skills. One day it would be nice to make
935 * more skills available to monsters.
936 */
937
938 for (skill = head->inv; skill != NULL; skill = skill->below) 1068 for (skill = head->inv; skill; skill = skill->below)
939 if (skill->type == SKILL && skill != head->chosen_skill) 1069 if (skill->type == SKILL && skill != head->chosen_skill)
940 { 1070 new_skill = skill;
1071
1072 if (new_skill)
941 head->chosen_skill = skill; 1073 splay (head->chosen_skill = new_skill);
942 break;
943 }
944
945 if (!skill && !head->chosen_skill) 1074 else if (!head->chosen_skill)
946 { 1075 {
947 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 1076 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
948 CLEAR_FLAG (head, FLAG_READY_SKILL); 1077 head->clr_flag (FLAG_READY_SKILL);
949 return 0; 1078 return 0;
950 } 1079 }
1080
951 /* use skill */ 1081 /* use skill */
952 return do_skill (head, part, head->chosen_skill, dir, NULL); 1082 return do_skill (head, part, head->chosen_skill, dir, NULL);
953} 1083}
954 1084
955/* Monster will use a ranged spell attack. */ 1085/* Monster will use a ranged spell attack. */
956 1086static int
957int
958monster_use_range (object *head, object *part, object *pl, int dir) 1087monster_use_range (object *head, object *part, object *pl, int dir)
959{ 1088{
960 object *wand, *owner; 1089 object *wand, *owner;
961 int at_least_one = 0; 1090 int at_least_one = 0;
962 1091
963 if (!(dir = path_to_player (part, pl, 0))) 1092 if (!(dir = path_to_player (part, pl, 0)))
964 return 0; 1093 return 0;
965 1094
966 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 1095 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
967 { 1096 {
968 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);
969 1098
970 if (dirdiff (dir, dir2) < 2) 1099 if (dirdiff (dir, dir2) < 2)
971 return 0; /* Might hit owner with spell */ 1100 return 0; /* Might hit owner with spell */
972 } 1101 }
973 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
975 1102
1103 if (head->flag [FLAG_CONFUSED])
1104 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1105
976 for (wand = head->inv; wand != NULL; wand = wand->below) 1106 for (wand = head->inv; wand; wand = wand->below)
977 { 1107 {
978 if (wand->type == WAND) 1108 if (wand->type == WAND)
979 { 1109 {
980 /* Found a wand, let's see if it has charges left */ 1110 /* Found a wand, let's see if it has charges left */
981 at_least_one = 1; 1111 at_least_one = 1;
986 1116
987 if (!(--wand->stats.food)) 1117 if (!(--wand->stats.food))
988 { 1118 {
989 if (wand->arch) 1119 if (wand->arch)
990 { 1120 {
991 CLEAR_FLAG (wand, FLAG_ANIMATE); 1121 wand->clr_flag (FLAG_ANIMATE);
992 wand->face = wand->arch->clone.face; 1122 wand->face = wand->arch->face;
993 wand->speed = 0; 1123 wand->set_speed (0);
994 update_ob_speed (wand);
995 } 1124 }
996 } 1125 }
997 /* Success */ 1126 /* Success */
998 return 1; 1127 return 1;
999 } 1128 }
1000 else if (wand->type == ROD || wand->type == HORN) 1129 else if (wand->type == ROD || wand->type == HORN)
1001 { 1130 {
1002 /* Found rod/horn, let's use it if possible */ 1131 /* Found rod/horn, let's use it if possible */
1003 at_least_one = 1; 1132 at_least_one = 1;
1004 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))
1005 continue; 1134 continue;
1006 1135
1007 /* drain charge before casting spell - can be a case where the 1136 /* drain charge before casting spell - can be a case where the
1008 * spell destroys the monster, and rod, so if done after, results 1137 * spell destroys the monster, and rod, so if done after, results
1009 * in crash. 1138 * in crash.
1017 } 1146 }
1018 1147
1019 if (at_least_one) 1148 if (at_least_one)
1020 return 0; 1149 return 0;
1021 1150
1022 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1151 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1023 CLEAR_FLAG (head, FLAG_READY_RANGE); 1152 head->clr_flag (FLAG_READY_RANGE);
1024 return 0; 1153 return 0;
1025} 1154}
1026 1155
1027int 1156static int
1028monster_use_bow (object *head, object *part, object *pl, int dir) 1157monster_use_bow (object *head, object *part, object *pl, int dir)
1029{ 1158{
1030 object *owner; 1159 object *owner;
1031 1160
1032 if (!(dir = path_to_player (part, pl, 0))) 1161 if (!(dir = path_to_player (part, pl, 0)))
1033 return 0; 1162 return 0;
1034 if (QUERY_FLAG (head, FLAG_CONFUSED))
1035 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1036 1163
1037 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)
1038 { 1168 {
1039 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);
1040 1170
1041 if (dirdiff (dir, dir2) < 1) 1171 if (dirdiff (dir, dir2) < 1)
1042 return 0; /* Might hit owner with arrow */ 1172 return 0; /* Might hit owner with arrow */
1043 } 1173 }
1044 1174
1045 /* in server/player.c */ 1175 /* in server/player.c */
1046 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);
1047 1177
1048} 1178}
1049 1179
1050/* Checks if putting on 'item' will make 'who' do more
1051 * damage. This is a very simplistic check - also checking things
1052 * like speed and ac are also relevant.
1053 *
1054 * return true if item is a better object.
1055 */
1056
1057int
1058check_good_weapon (object *who, object *item)
1059{
1060 object *other_weap;
1061 int val = 0, i;
1062
1063 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1064 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1065 break;
1066
1067 if (other_weap == NULL) /* No other weapons */
1068 return 1;
1069
1070 /* Rather than go through and apply the new one, and see if it is
1071 * better, just do some simple checks
1072 * Put some multipliers for things that hvae several effects,
1073 * eg, magic affects both damage and wc, so it has more weight
1074 */
1075
1076 val = item->stats.dam - other_weap->stats.dam;
1077 val += (item->magic - other_weap->magic) * 3;
1078 /* Monsters don't really get benefits from things like regen rates
1079 * from items. But the bonus for their stats are very important.
1080 */
1081 for (i = 0; i < NUM_STATS; i++)
1082 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1083
1084 if (val > 0)
1085 return 1;
1086 else
1087 return 0;
1088
1089}
1090
1091int
1092check_good_armour (object *who, object *item)
1093{
1094 object *other_armour;
1095 int val = 0, i;
1096
1097 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1098 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1099 break;
1100
1101 if (other_armour == NULL) /* No other armour, use the new */
1102 return 1;
1103
1104 /* Like above function , see which is better */
1105 val = item->stats.ac - other_armour->stats.ac;
1106 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1107 val += (item->magic - other_armour->magic) * 3;
1108
1109 /* for the other protections, do weigh them very much in the equation -
1110 * it is the armor protection which is most important, because there is
1111 * no good way to know what the player may attack the monster with.
1112 * So if the new item has better protection than the old, give that higher
1113 * value. If the reverse, then decrease the value of this item some.
1114 */
1115 for (i = 1; i < NROFATTACKS; i++)
1116 {
1117 if (item->resist[i] > other_armour->resist[i])
1118 val++;
1119 else if (item->resist[i] < other_armour->resist[i])
1120 val--;
1121 }
1122
1123 /* Very few armours have stats, so not much need to worry about those. */
1124
1125 if (val > 0)
1126 return 1;
1127 else
1128 return 0;
1129
1130}
1131
1132/*
1133 * monster_check_pickup(): checks for items that monster can pick up.
1134 *
1135 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1136 * Each time the blob passes over some treasure, it will
1137 * grab it a.s.a.p.
1138 *
1139 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1140 * to handle this.
1141 *
1142 * This function was seen be continueing looping at one point (tmp->below
1143 * became a recursive loop. It may be better to call monster_check_apply
1144 * after we pick everything up, since that function may call others which
1145 * affect stacking on this space.
1146 */
1147
1148void
1149monster_check_pickup (object *monster)
1150{
1151 object *tmp, *next;
1152
1153 for (tmp = monster->below; tmp != NULL; tmp = next)
1154 {
1155 next = tmp->below;
1156 if (monster_can_pick (monster, tmp))
1157 {
1158 remove_ob (tmp);
1159 tmp = insert_ob_in_ob (tmp, monster);
1160 (void) monster_check_apply (monster, tmp);
1161 }
1162 /* We could try to re-establish the cycling, of the space, but probably
1163 * not a big deal to just bail out.
1164 */
1165 if (next && next->destroyed ())
1166 return;
1167 }
1168}
1169
1170/*
1171 * monster_can_pick(): If the monster is interested in picking up
1172 * the item, then return 0. Otherwise 0.
1173 * Instead of pick_up, flags for "greed", etc, should be used.
1174 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1175 */
1176
1177int
1178monster_can_pick (object *monster, object *item)
1179{
1180 int flag = 0;
1181 int i;
1182
1183 if (!can_pick (monster, item))
1184 return 0;
1185
1186 if (QUERY_FLAG (item, FLAG_UNPAID))
1187 return 0;
1188
1189 if (monster->pick_up & 64) /* All */
1190 flag = 1;
1191
1192 else
1193 switch (item->type)
1194 {
1195 case MONEY:
1196 case GEM:
1197 flag = monster->pick_up & 2;
1198 break;
1199
1200 case FOOD:
1201 flag = monster->pick_up & 4;
1202 break;
1203
1204 case WEAPON:
1205 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1206 break;
1207
1208 case ARMOUR:
1209 case SHIELD:
1210 case HELMET:
1211 case BOOTS:
1212 case GLOVES:
1213 case GIRDLE:
1214 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1215 break;
1216
1217 case SKILL:
1218 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1219 break;
1220
1221 case RING:
1222 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1223 break;
1224
1225 case WAND:
1226 case HORN:
1227 case ROD:
1228 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1229 break;
1230
1231 case SPELLBOOK:
1232 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1233 break;
1234
1235 case SCROLL:
1236 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1237 break;
1238
1239 case BOW:
1240 case ARROW:
1241 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1242 break;
1243 }
1244 /* Simplistic check - if the monster has a location to equip it, he will
1245 * pick it up. Note that this doesn't handle cases where an item may
1246 * use several locations.
1247 */
1248 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1249 {
1250 if (monster->body_info[i] && item->body_info[i])
1251 {
1252 flag = 1;
1253 break;
1254 }
1255 }
1256
1257 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1258 return 1;
1259 return 0;
1260}
1261
1262/*
1263 * monster_apply_below():
1264 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1265 * eager to apply things, encounters something apply-able,
1266 * then make him apply it
1267 */
1268
1269void
1270monster_apply_below (object *monster)
1271{
1272 object *tmp, *next;
1273
1274 for (tmp = monster->below; tmp != NULL; tmp = next)
1275 {
1276 next = tmp->below;
1277 switch (tmp->type)
1278 {
1279 case CF_HANDLE:
1280 case TRIGGER:
1281 if (monster->will_apply & 1)
1282 manual_apply (monster, tmp, 0);
1283 break;
1284
1285 case TREASURE:
1286 if (monster->will_apply & 2)
1287 manual_apply (monster, tmp, 0);
1288 break;
1289
1290 }
1291 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1292 break;
1293 }
1294}
1295
1296/*
1297 * monster_check_apply() is meant to be called after an item is
1298 * inserted in a monster.
1299 * If an item becomes outdated (monster found a better item),
1300 * a pointer to that object is returned, so it can be dropped.
1301 * (so that other monsters can pick it up and use it)
1302 * Note that as things are now, monsters never drop something -
1303 * they can pick up all that they can use.
1304 */
1305
1306/* Sept 96, fixed this so skills will be readied -b.t.*/
1307
1308void
1309monster_check_apply (object *mon, object *item)
1310{
1311
1312 int flag = 0;
1313
1314 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1315 {
1316 SET_FLAG (mon, FLAG_CAST_SPELL);
1317 return;
1318 }
1319
1320 /* If for some reason, this item is already applied, no more work to do */
1321 if (QUERY_FLAG (item, FLAG_APPLIED))
1322 return;
1323
1324 /* Might be better not to do this - if the monster can fire a bow,
1325 * it is possible in his wanderings, he will find one to use. In
1326 * which case, it would be nice to have ammo for it.
1327 */
1328 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1329 {
1330 /* Check for the right kind of bow */
1331 object *bow;
1332
1333 for (bow = mon->inv; bow != NULL; bow = bow->below)
1334 if (bow->type == BOW && bow->race == item->race)
1335 {
1336 SET_FLAG (mon, FLAG_READY_BOW);
1337 LOG (llevMonster, "Found correct bow for arrows.\n");
1338 return; /* nothing more to do for arrows */
1339 }
1340 }
1341
1342 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1343 flag = 1;
1344 /* Eating food gets hp back */
1345 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1346 flag = 1;
1347 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1348 {
1349 if (!item->inv)
1350 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1351 else if (monster_should_cast_spell (mon, item->inv))
1352 SET_FLAG (mon, FLAG_READY_SCROLL);
1353 /* Don't use it right now */
1354 return;
1355 }
1356 else if (item->type == WEAPON)
1357 flag = check_good_weapon (mon, item);
1358 else if (IS_ARMOR (item))
1359 flag = check_good_armour (mon, item);
1360 /* Should do something more, like make sure this is a better item */
1361 else if (item->type == RING)
1362 flag = 1;
1363 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1364 {
1365 /* We never really 'ready' the wand/rod/horn, because that would mean the
1366 * weapon would get undone.
1367 */
1368 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1369 {
1370 SET_FLAG (mon, FLAG_READY_RANGE);
1371 SET_FLAG (item, FLAG_APPLIED);
1372 }
1373 return;
1374 }
1375 else if (item->type == BOW)
1376 {
1377 /* We never really 'ready' the bow, because that would mean the
1378 * weapon would get undone.
1379 */
1380 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1381 SET_FLAG (mon, FLAG_READY_BOW);
1382 return;
1383 }
1384 else if (item->type == SKILL)
1385 {
1386 /*
1387 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1388 * else they can't use the skill...
1389 * Skills also don't need to get applied, so return now.
1390 */
1391 SET_FLAG (mon, FLAG_READY_SKILL);
1392 return;
1393 }
1394
1395
1396 /* if we don't match one of the above types, return now.
1397 * can_apply_object will say that we can apply things like flesh,
1398 * bolts, and whatever else, because it only checks against the
1399 * body_info locations.
1400 */
1401 if (!flag)
1402 return;
1403
1404 /* Check to see if the monster can use this item. If not, no need
1405 * to do further processing. Note that can_apply_object already checks
1406 * for the CAN_USE flags.
1407 */
1408 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1409 return;
1410
1411 /* should only be applying this item, not unapplying it.
1412 * also, ignore status of curse so they can take off old armour.
1413 * monsters have some advantages after all.
1414 */
1415 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1416
1417 return;
1418}
1419
1420void 1180void
1421npc_call_help (object *op) 1181npc_call_help (object *op)
1422{ 1182{
1423 int x, y, mflags; 1183 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1424 object *npc; 1184 {
1425 sint16 sx, sy; 1185 mapspace &ms = m->at (nx, ny);
1426 mapstruct *m;
1427 1186
1428 for (x = -3; x < 4; x++) 1187 /* If nothing alive on this space, no need to search the space. */
1429 for (y = -3; y < 4; y++) 1188 if (!(ms.flags () & P_IS_ALIVE))
1189 continue;
1190
1191 for (object *npc = ms.bot; npc; npc = npc->above)
1192 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1193 npc->enemy = op->enemy;
1194 }
1195}
1196
1197void
1198check_earthwalls (object *op, maptile *m, int x, int y)
1199{
1200 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1201 if (tmp->type == EARTHWALL)
1430 { 1202 {
1431 m = op->map; 1203 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1432 sx = op->x + x; 1204 return;
1433 sy = op->y + y;
1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435 /* If nothing alive on this space, no need to search the space. */
1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1437 continue;
1438
1439 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy;
1442 } 1205 }
1443} 1206}
1444 1207
1445
1446int
1447dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448{
1449
1450 if (can_hit (part, enemy, rv))
1451 return dir;
1452 if (rv->distance < 10)
1453 return absdir (dir + 4);
1454 else if (rv->distance > 18)
1455 return dir;
1456 return 0;
1457}
1458
1459int
1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1461{
1462
1463 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1464 {
1465 ob->move_status++;
1466 return (dir);
1467 }
1468 else if (ob->move_status > 20)
1469 ob->move_status = 0;
1470 return absdir (dir + 4);
1471}
1472
1473int
1474hitrun_att (int dir, object *ob, object *enemy)
1475{
1476 if (ob->move_status++ < 25)
1477 return dir;
1478 else if (ob->move_status < 50)
1479 return absdir (dir + 4);
1480 else
1481 ob->move_status = 0;
1482 return absdir (dir + 4);
1483}
1484
1485int
1486wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1487{
1488
1489 int inrange = can_hit (part, enemy, rv);
1490
1491 if (ob->move_status || inrange)
1492 ob->move_status++;
1493
1494 if (ob->move_status == 0)
1495 return 0;
1496 else if (ob->move_status < 10)
1497 return dir;
1498 else if (ob->move_status < 15)
1499 return absdir (dir + 4);
1500 ob->move_status = 0;
1501 return 0;
1502}
1503
1504int
1505disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1506{
1507
1508 /* The logic below here looked plain wrong before. Basically, what should
1509 * happen is that if the creatures hp percentage falls below run_away,
1510 * the creature should run away (dir+4)
1511 * I think its wrong for a creature to have a zero maxhp value, but
1512 * at least one map has this set, and whatever the map contains, the
1513 * server should try to be resilant enough to avoid the problem
1514 */
1515 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1516 return absdir (dir + 4);
1517 return dist_att (dir, ob, enemy, part, rv);
1518}
1519
1520int
1521wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1522{
1523 if (rv->distance < 9)
1524 return absdir (dir + 4);
1525 return 0;
1526}
1527
1528void 1208void
1529circ1_move (object *ob) 1209check_doors (object *op, maptile *m, int x, int y)
1530{ 1210{
1531 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1211 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1532 if (++ob->move_status > 11) 1212 if (tmp->type == DOOR)
1533 ob->move_status = 0; 1213 {
1534 if (!(move_object (ob, circle[ob->move_status]))) 1214 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1535 (void) move_object (ob, RANDOM () % 8 + 1);
1536}
1537
1538void
1539circ2_move (object *ob)
1540{
1541 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1542 if (++ob->move_status > 19)
1543 ob->move_status = 0;
1544 if (!(move_object (ob, circle[ob->move_status])))
1545 (void) move_object (ob, RANDOM () % 8 + 1);
1546}
1547
1548void
1549pace_movev (object *ob)
1550{
1551 if (ob->move_status++ > 6)
1552 ob->move_status = 0;
1553 if (ob->move_status < 4)
1554 (void) move_object (ob, 5);
1555 else
1556 (void) move_object (ob, 1);
1557}
1558
1559void
1560pace_moveh (object *ob)
1561{
1562 if (ob->move_status++ > 6)
1563 ob->move_status = 0;
1564 if (ob->move_status < 4)
1565 (void) move_object (ob, 3);
1566 else
1567 (void) move_object (ob, 7);
1568}
1569
1570void
1571pace2_movev (object *ob)
1572{
1573 if (ob->move_status++ > 16)
1574 ob->move_status = 0;
1575 if (ob->move_status < 6)
1576 (void) move_object (ob, 5);
1577 else if (ob->move_status < 8)
1578 return;
1579 else if (ob->move_status < 13)
1580 (void) move_object (ob, 1);
1581 else
1582 return;
1583}
1584
1585void
1586pace2_moveh (object *ob)
1587{
1588 if (ob->move_status++ > 16)
1589 ob->move_status = 0;
1590 if (ob->move_status < 6)
1591 (void) move_object (ob, 3);
1592 else if (ob->move_status < 8)
1593 return;
1594 else if (ob->move_status < 13)
1595 (void) move_object (ob, 7);
1596 else
1597 return;
1598}
1599
1600void
1601rand_move (object *ob)
1602{
1603 int i;
1604
1605 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1606 for (i = 0; i < 5; i++)
1607 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1608 return; 1215 return;
1609}
1610
1611void
1612check_earthwalls (object *op, mapstruct *m, int x, int y)
1613{
1614 object *tmp;
1615
1616 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1617 {
1618 if (tmp->type == EARTHWALL)
1619 {
1620 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1621 return;
1622 } 1216 }
1623 }
1624}
1625
1626void
1627check_doors (object *op, mapstruct *m, int x, int y)
1628{
1629 object *tmp;
1630
1631 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1632 {
1633 if (tmp->type == DOOR)
1634 {
1635 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1636 return;
1637 }
1638 }
1639} 1217}
1640 1218
1641/* find_mon_throw_ob() - modeled on find_throw_ob 1219/* find_mon_throw_ob() - modeled on find_throw_ob
1642 * This is probably overly simplistic as it is now - We want 1220 * This is probably overly simplistic as it is now - We want
1643 * monsters to throw things like chairs and other pieces of 1221 * monsters to throw things like chairs and other pieces of
1644 * furniture, even if they are not good throwable objects. 1222 * furniture, even if they are not good throwable objects.
1645 * Probably better to have the monster throw a throwable object 1223 * Probably better to have the monster throw a throwable object
1646 * first, then throw any non equipped weapon. 1224 * first, then throw any non equipped weapon.
1647 */ 1225 */
1648
1649object * 1226object *
1650find_mon_throw_ob (object *op) 1227find_mon_throw_ob (object *op)
1651{ 1228{
1652 object *tmp = NULL; 1229 object *tmp = NULL;
1653 1230
1657 tmp = op; 1234 tmp = op;
1658 1235
1659 /* 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
1660 * marked item and throw it to the enemy. 1237 * marked item and throw it to the enemy.
1661 */ 1238 */
1662
1663 for (tmp = op->inv; tmp; tmp = tmp->below) 1239 for (tmp = op->inv; tmp; tmp = tmp->below)
1664 { 1240 {
1665
1666 /* Can't throw invisible objects or items that are applied */ 1241 /* Can't throw invisible objects or items that are applied */
1667 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1242 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1668 continue; 1243 continue;
1669 1244
1670 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1245 if (tmp->flag [FLAG_IS_THROWN])
1671 break; 1246 break;
1672 1247
1673 } 1248 }
1674 1249
1675#ifdef DEBUG_THROW 1250#ifdef DEBUG_THROW
1676 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1251 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1677#endif 1252#endif
1678 1253
1679 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 = 0;
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;
1680} 1659}
1681 1660
1682/* 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
1683 * 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
1684 * 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.
1686 * 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
1687 * 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
1688 * be within the valid range. MSW 2001-08-05 1667 * be within the valid range. MSW 2001-08-05
1689 * 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
1690 */ 1669 */
1691
1692int 1670int
1693can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1671can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1694{ 1672{
1695 int radius = MIN_MON_RADIUS, hide_discovery;
1696
1697 /* null detection for any of these condtions always */ 1673 /* null detection for any of these condtions always */
1698 if (!op || !enemy || !op->map || !enemy->map) 1674 if (!op || !enemy || !op->map || !enemy->map)
1699 return 0; 1675 return 0;
1700 1676
1701 /* 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 */
1703 return 0; 1679 return 0;
1704 1680
1705 get_rangevector (op, enemy, rv, 0); 1681 get_rangevector (op, enemy, rv, 0);
1706 1682
1707 /* Monsters always ignore the DM */ 1683 /* Monsters always ignore the DM */
1708 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1684 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1709 return 0; 1685 return 0;
1710 1686
1711 /* simple check. Should probably put some range checks in here. */ 1687 /* simple check. Should probably put some range checks in here. */
1712 if (can_see_enemy (op, enemy)) 1688 if (can_see_enemy (op, enemy))
1713 return 1; 1689 return 1;
1714 1690
1715 /* 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
1716 * finding enemies! 1692 * finding enemies!
1717 */ 1693 */
1718 if (op->type == PLAYER) 1694 if (op->is_player ())
1719 return 0; 1695 return 0;
1720 1696
1721 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1697 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1722 * 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
1723 */ 1699 */
1724 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)))
1725 return 0; 1701 return 0;
1726 1702
1703 int radius = MIN_MON_RADIUS;
1704
1727 /* use this for invis also */ 1705 /* use this for invis also */
1728 hide_discovery = op->stats.Int / 5; 1706 int hide_discovery = op->stats.Int / 5;
1729 1707
1730 /* Determine Detection radii */ 1708 /* Determine Detection radii */
1731 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) */
1732 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);
1733 else 1711 else
1734 { /* a level/INT/Dex adjustment for hiding */ 1712 { /* a level/INT/Dex adjustment for hiding */
1735 object *sk_hide;
1736 int bonus = (op->level / 2) + (op->stats.Int / 5); 1713 int bonus = op->level / 2 + op->stats.Int / 5;
1737 1714
1738 if (enemy->type == PLAYER) 1715 if (enemy->is_player ())
1739 { 1716 {
1740 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1717 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1741 bonus -= sk_hide->level; 1718 bonus -= sk_hide->level;
1742 else 1719 else
1743 { 1720 {
1744 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");
1745 make_visible (enemy); 1722 make_visible (enemy);
1753 hide_discovery += bonus * 5; 1730 hide_discovery += bonus * 5;
1754 } /* else creature has modifiers for hiding */ 1731 } /* else creature has modifiers for hiding */
1755 1732
1756 /* Radii stealth adjustment. Only if you are stealthy 1733 /* Radii stealth adjustment. Only if you are stealthy
1757 * will you be able to sneak up closer to creatures */ 1734 * will you be able to sneak up closer to creatures */
1758 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1735 if (enemy->flag [FLAG_STEALTH])
1759 radius = radius / 2, hide_discovery = hide_discovery / 3; 1736 {
1737 radius /= 2;
1738 hide_discovery /= 3;
1739 }
1760 1740
1761 /* Radii adjustment for enemy standing in the dark */ 1741 /* Radii adjustment for enemy standing in the dark */
1762 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1742 if (!stand_in_light (enemy))
1763 { 1743 {
1764 /* on dark maps body heat can help indicate location with infravision 1744 /* on dark maps body heat can help indicate location with infravision
1765 * undead don't have body heat, so no benefit detecting them. 1745 * undead don't have body heat, so no benefit detecting them.
1766 */ 1746 */
1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1747 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1768 radius += op->map->darkness / 2; 1748 radius += op->map->darklevel () / 2;
1769 else 1749 else
1770 radius -= op->map->darkness / 2; 1750 radius -= op->map->darklevel () / 2;
1771 1751
1772 /* op next to a monster (and not in complete darkness) 1752 /* op next to a monster (and not in complete darkness)
1773 * the monster should have a chance to see you. 1753 * the monster should have a chance to see you.
1774 */ 1754 */
1775 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)
1776 radius = MIN_MON_RADIUS; 1756 radius = MIN_MON_RADIUS;
1777 } /* if on dark map */ 1757 } /* if on dark map */
1778 1758
1779 /* Lets not worry about monsters that have incredible detection 1759 /* Lets not worry about monsters that have incredible detection
1780 * 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
1782 * 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
1783 * do something. Note that the distance field in the 1763 * do something. Note that the distance field in the
1784 * 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
1785 * find that. 1765 * find that.
1786 */ 1766 */
1787 if (radius > 13) 1767 // note that the above reasoning was utter bullshit even at the time it was written
1788 radius = 13; 1768 // we use 25, lets see if we have the cpu time for it
1769 min_it (radius, 25);
1789 1770
1790 /* Enemy in range! Now test for detection */ 1771 /* Enemy in range! Now test for detection */
1791 if ((int) rv->distance <= radius) 1772 if (rv->distance <= radius)
1792 { 1773 {
1793 /* ah, we are within range, detected? take cases */ 1774 /* ah, we are within range, detected? take cases */
1794 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1775 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1795 return 1; 1776 return 1;
1796 1777
1797 /* hidden or low-quality invisible */ 1778 /* hidden or low-quality invisible */
1798 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1779 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1799 { 1780 {
1800 make_visible (enemy); 1781 make_visible (enemy);
1782
1801 /* inform players of new status */ 1783 /* inform players of new status */
1802 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1784 if (enemy->type == PLAYER && player_can_view (enemy, op))
1803 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1785 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1786
1804 return 1; /* detected enemy */ 1787 return 1; /* detected enemy */
1805 } 1788 }
1806 else if (enemy->invisible) 1789 else if (enemy->invisible)
1807 { 1790 {
1808 /* Change this around - instead of negating the invisible, just 1791 /* Change this around - instead of negating the invisible, just
1809 * 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
1810 * do something to you. Decreasing the duration of invisible 1793 * do something to you. Decreasing the duration of invisible
1811 * 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
1812 * can then basically negate the spell. The spell isn't negated - 1795 * can then basically negate the spell. The spell isn't negated -
1813 * they just know where you are! 1796 * they just know where you are!
1814 */ 1797 */
1815 if ((RANDOM () % 50) <= hide_discovery) 1798 if (rndm (50) <= hide_discovery)
1816 { 1799 {
1817 if (enemy->type == PLAYER) 1800 if (enemy->type == PLAYER)
1818 {
1819 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1801 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1820 } 1802
1821 return 1; 1803 return 1;
1822 } 1804 }
1823 } 1805 }
1824 } /* within range */ 1806 } /* within range */
1825 1807
1826 /* Wasn't detected above, so still hidden */ 1808 /* Wasn't detected above, so still hidden */
1827 return 0; 1809 return 0;
1828} 1810}
1829 1811
1830/* 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
1831 * intellegent algorithm. For one thing, we ignore los here, SO it 1813 * intelligent algorithm. For one thing, we ignore los here, SO it
1832 * 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
1833 * other side of a wall (!). 1815 * other side of a wall (!).
1834 */ 1816 */
1835
1836int 1817int
1837stand_in_light (object *op) 1818stand_in_light (object *op)
1838{ 1819{
1839 sint16 nx, ny;
1840 mapstruct *m;
1841
1842
1843 if (!op) 1820 if (op)
1821 {
1822 if (!op->is_on_map ())
1844 return 0; 1823 return 0;
1824
1825 if (op->map->darklevel () <= 0)
1826 return 1;
1827
1845 if (op->glow_radius > 0) 1828 if (op->glow_radius > 0)
1846 return 1; 1829 return 1;
1847 1830
1848 if (op->map) 1831 if (op->map)
1849 { 1832 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1850 int x, y, x1, y1; 1833 {
1834 mapspace &ms = m->at (nx, ny);
1851 1835
1836 ms.update ();
1852 1837
1853
1854 /* 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
1855 * 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.
1856 */
1857 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1858 {
1859 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1860 { 1840 */
1861 m = op->map; 1841 int light = ms.light;
1862 nx = x;
1863 ny = y;
1864 1842
1865 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1843 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1866 continue;
1867
1868 x1 = abs (x - op->x) * abs (x - op->x);
1869 y1 = abs (y - op->y) * abs (y - op->y);
1870 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1871 return 1; 1844 return 1;
1872 } 1845 }
1873 }
1874 } 1846 }
1847
1875 return 0; 1848 return 0;
1876} 1849}
1877
1878 1850
1879/* assuming no walls/barriers, lets check to see if its *possible* 1851/* assuming no walls/barriers, lets check to see if its *possible*
1880 * to see an enemy. Note, "detection" is different from "seeing". 1852 * to see an enemy. Note, "detection" is different from "seeing".
1881 * See can_detect_enemy() for more details. -b.t. 1853 * See can_detect_enemy() for more details. -b.t.
1882 * return 0 if can't be seen, 1 if can be 1854 * return 0 if can't be seen, 1 if can be
1883 */ 1855 */
1884
1885int 1856int
1886can_see_enemy (object *op, object *enemy) 1857can_see_enemy (object *op, object *enemy)
1887{ 1858{
1888 object *looker = op->head ? op->head : op; 1859 object *looker = op->head ? op->head : op;
1889 1860
1890 /* safety */ 1861 /* safety */
1891 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1862 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1892 return 0; 1863 return 0;
1893 1864
1894 /* 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,
1895 * 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
1896 * blind even if you can xray? 1867 * blind even if you can xray?
1897 */ 1868 */
1898 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1869 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1899 return 0; 1870 return 0;
1900 1871
1901 /* checking for invisible things */ 1872 /* checking for invisible things */
1902 if (enemy->invisible) 1873 if (enemy->invisible)
1903 { 1874 {
1904 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1875 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1905 * However,if you carry any source of light, then the hidden 1876 * However,if you carry any source of light, then the hidden
1906 * creature is seeable (and stupid) */ 1877 * creature is seeable (and stupid) */
1907 1878
1908 if (has_carried_lights (enemy)) 1879 if (enemy->has_carried_lights ())
1909 { 1880 {
1910 if (enemy->hide) 1881 if (enemy->flag [FLAG_HIDDEN])
1911 { 1882 {
1912 make_visible (enemy); 1883 make_visible (enemy);
1913 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1884 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1914 } 1885 }
1886
1915 return 1; 1887 return 1;
1916 } 1888 }
1917 else if (enemy->hide) 1889 else if (enemy->flag [FLAG_HIDDEN])
1918 return 0; 1890 return 0;
1919 1891
1920 /* Invisible enemy. Break apart the check for invis undead/invis looker 1892 /* Invisible enemy. Break apart the check for invis undead/invis looker
1921 * 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,
1922 * and making it a conditional makes the code pretty ugly. 1894 * and making it a conditional makes the code pretty ugly.
1923 */ 1895 */
1924 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1896 if (!looker->flag [FLAG_SEE_INVISIBLE])
1925 {
1926 if (makes_invisible_to (enemy, looker)) 1897 if (makes_invisible_to (enemy, looker))
1927 return 0; 1898 return 0;
1928 }
1929 } 1899 }
1930 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1900 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1931 if (player_can_view (looker, enemy)) 1901 if (player_can_view (looker, enemy))
1932 return 1; 1902 return 1;
1933 1903
1934 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1935 * unless they carry a light or stand in light. Darkness doesnt 1905 * unless they carry a light or stand in light. Darkness doesnt
1938 * we care about the enemy maps status, not the looker. 1908 * we care about the enemy maps status, not the looker.
1939 * only relevant for tiled maps, but it is possible that the 1909 * only relevant for tiled maps, but it is possible that the
1940 * 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
1941 * case, the looker can still see the enemy 1911 * case, the looker can still see the enemy
1942 */ 1912 */
1943 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1913 if (!stand_in_light (enemy)
1944 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1914 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1945 return 0; 1915 return 0;
1946 1916
1947 return 1; 1917 return 1;
1948} 1918}
1919
1920//-GPL

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