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/cvs/deliantra/server/server/monster.C
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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.57 by root, Sun Dec 28 06:59:27 2008 UTC vs.
Revision 1.58 by root, Sun Dec 28 08:56:44 2008 UTC

236{ 236{
237 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
238 if (!enemy) 238 if (!enemy)
239 return 0; 239 return 0;
240 240
241 if (!op->flag [FLAG_SLEEP])
242 return 1;
243
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS); 244 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242 245
243 if (op->flag [FLAG_BLIND]) 246 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 247 /* blinded monsters can only find nearby objects to attack */
245 radius = MIN_MON_RADIUS; 248 radius = MIN_MON_RADIUS;
251 * and has an enemy. If the enemy has no carried light (or isnt 254 * and has an enemy. If the enemy has no carried light (or isnt
252 * glowing!) then the monster has trouble finding the enemy. 255 * glowing!) then the monster has trouble finding the enemy.
253 * Remember we already checked to see if the monster can see in 256 * Remember we already checked to see if the monster can see in
254 * the dark. */ 257 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); 258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
258 259
259 if (enemy->flag [FLAG_STEALTH]) 260 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1; 261 radius = radius / 2 + 1;
261 262
262 /* enemy should already be on this map, so don't really need to check 263 /* enemy should already be on this map, so don't really need to check
1687 * Returns 0 if enemy can not be detected, 1 if it is detected 1688 * Returns 0 if enemy can not be detected, 1 if it is detected
1688 */ 1689 */
1689int 1690int
1690can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1691can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1691{ 1692{
1692 int radius = MIN_MON_RADIUS, hide_discovery;
1693
1694 /* null detection for any of these condtions always */ 1693 /* null detection for any of these condtions always */
1695 if (!op || !enemy || !op->map || !enemy->map) 1694 if (!op || !enemy || !op->map || !enemy->map)
1696 return 0; 1695 return 0;
1697 1696
1698 /* If the monster (op) has no way to get to the enemy, do nothing */ 1697 /* If the monster (op) has no way to get to the enemy, do nothing */
1700 return 0; 1699 return 0;
1701 1700
1702 get_rangevector (op, enemy, rv, 0); 1701 get_rangevector (op, enemy, rv, 0);
1703 1702
1704 /* Monsters always ignore the DM */ 1703 /* Monsters always ignore the DM */
1705 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1704 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1706 return 0; 1705 return 0;
1707 1706
1708 /* simple check. Should probably put some range checks in here. */ 1707 /* simple check. Should probably put some range checks in here. */
1709 if (can_see_enemy (op, enemy)) 1708 if (can_see_enemy (op, enemy))
1710 return 1; 1709 return 1;
1711 1710
1712 /* The rest of this is for monsters. Players are on their own for 1711 /* The rest of this is for monsters. Players are on their own for
1713 * finding enemies! 1712 * finding enemies!
1714 */ 1713 */
1715 if (op->type == PLAYER) 1714 if (op->is_player ())
1716 return 0; 1715 return 0;
1717 1716
1718 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1717 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1719 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1718 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1720 */ 1719 */
1721 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1720 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1722 return 0; 1721 return 0;
1723 1722
1723 int radius = MIN_MON_RADIUS;
1724
1724 /* use this for invis also */ 1725 /* use this for invis also */
1725 hide_discovery = op->stats.Int / 5; 1726 int hide_discovery = op->stats.Int / 5;
1726 1727
1727 /* Determine Detection radii */ 1728 /* Determine Detection radii */
1728 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1729 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1729 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1730 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1730 else 1731 else
1731 { /* a level/INT/Dex adjustment for hiding */ 1732 { /* a level/INT/Dex adjustment for hiding */
1732 int bonus = op->level / 2 + op->stats.Int / 5; 1733 int bonus = op->level / 2 + op->stats.Int / 5;
1733 1734
1734 if (enemy->is_player ()) 1735 if (enemy->is_player ())
1756 radius /= 2; 1757 radius /= 2;
1757 hide_discovery /= 3; 1758 hide_discovery /= 3;
1758 } 1759 }
1759 1760
1760 /* Radii adjustment for enemy standing in the dark */ 1761 /* Radii adjustment for enemy standing in the dark */
1761 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1762 if (!stand_in_light (enemy))
1762 { 1763 {
1763 /* on dark maps body heat can help indicate location with infravision 1764 /* on dark maps body heat can help indicate location with infravision
1764 * undead don't have body heat, so no benefit detecting them. 1765 * undead don't have body heat, so no benefit detecting them.
1765 */ 1766 */
1766 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1769 radius -= op->map->darklevel () / 2; 1770 radius -= op->map->darklevel () / 2;
1770 1771
1771 /* op next to a monster (and not in complete darkness) 1772 /* op next to a monster (and not in complete darkness)
1772 * the monster should have a chance to see you. 1773 * the monster should have a chance to see you.
1773 */ 1774 */
1774 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) 1775 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1775 radius = MIN_MON_RADIUS; 1776 radius = MIN_MON_RADIUS;
1776 } /* if on dark map */ 1777 } /* if on dark map */
1777 1778
1778 /* Lets not worry about monsters that have incredible detection 1779 /* Lets not worry about monsters that have incredible detection
1779 * radii, we only need to worry here about things the player can 1780 * radii, we only need to worry here about things the player can
1836int 1837int
1837stand_in_light (object *op) 1838stand_in_light (object *op)
1838{ 1839{
1839 if (op) 1840 if (op)
1840 { 1841 {
1842 if (!op->is_on_map ())
1843 return 0;
1844
1845 if (op->map->darklevel () <= 0)
1846 return 1;
1847
1841 if (op->glow_radius > 0) 1848 if (op->glow_radius > 0)
1842 return 1; 1849 return 1;
1843 1850
1844 if (op->map) 1851 if (op->map)
1845 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1852 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1917 * we care about the enemy maps status, not the looker. 1924 * we care about the enemy maps status, not the looker.
1918 * only relevant for tiled maps, but it is possible that the 1925 * only relevant for tiled maps, but it is possible that the
1919 * enemy is on a bright map and the looker on a dark - in that 1926 * enemy is on a bright map and the looker on a dark - in that
1920 * case, the looker can still see the enemy 1927 * case, the looker can still see the enemy
1921 */ 1928 */
1922 if (enemy->map->darklevel () > 0
1923 && !stand_in_light (enemy) 1929 if (!stand_in_light (enemy)
1924 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1930 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1925 return 0; 1931 return 0;
1926 1932
1927 return 1; 1933 return 1;
1928} 1934}

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