1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <spells.h> |
26 | #include <spells.h> |
… | |
… | |
92 | && npc->enemy->type != PLAYER |
91 | && npc->enemy->type != PLAYER |
93 | && npc->enemy->type != GOLEM) |
92 | && npc->enemy->type != GOLEM) |
94 | npc->enemy = NULL; |
93 | npc->enemy = NULL; |
95 | |
94 | |
96 | } |
95 | } |
|
|
96 | |
97 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
97 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
98 | } |
98 | } |
99 | |
99 | |
100 | /* Returns the nearest living creature (monster or generator). |
100 | /* Returns the nearest living creature (monster or generator). |
101 | * Modified to deal with tiled maps properly. |
101 | * Modified to deal with tiled maps properly. |
… | |
… | |
145 | } |
145 | } |
146 | |
146 | |
147 | return 0; |
147 | return 0; |
148 | } |
148 | } |
149 | |
149 | |
150 | |
|
|
151 | /* Tries to find an enmy for npc. We pass the range vector since |
150 | /* Tries to find an enemy for npc. We pass the range vector since |
152 | * our caller will find the information useful. |
151 | * our caller will find the information useful. |
153 | * Currently, only move_monster calls this function. |
152 | * Currently, only move_monster calls this function. |
154 | * Fix function so that we always make calls to get_rangevector |
153 | * Fix function so that we always make calls to get_rangevector |
155 | * if we have a valid target - function as not doing so in |
154 | * if we have a valid target - function as not doing so in |
156 | * many cases. |
155 | * many cases. |
157 | */ |
156 | */ |
158 | |
|
|
159 | object * |
157 | object * |
160 | find_enemy (object *npc, rv_vector * rv) |
158 | find_enemy (object *npc, rv_vector * rv) |
161 | { |
159 | { |
162 | object *attacker, *tmp = NULL; |
160 | object *attacker, *tmp = NULL; |
163 | |
161 | |
… | |
… | |
169 | { |
167 | { |
170 | tmp = find_nearest_living_creature (npc); |
168 | tmp = find_nearest_living_creature (npc); |
171 | |
169 | |
172 | if (tmp) |
170 | if (tmp) |
173 | get_rangevector (npc, tmp, rv, 0); |
171 | get_rangevector (npc, tmp, rv, 0); |
|
|
172 | |
174 | return tmp; |
173 | return tmp; |
175 | } |
174 | } |
176 | |
175 | |
177 | /* Here is the main enemy selection. |
176 | /* Here is the main enemy selection. |
178 | * We want this: if there is an enemy, attack him until its not possible or |
177 | * We want this: if there is an enemy, attack him until its not possible or |
… | |
… | |
231 | /* Sees if this monster should wake up. |
230 | /* Sees if this monster should wake up. |
232 | * Currently, this is only called from move_monster, and |
231 | * Currently, this is only called from move_monster, and |
233 | * if enemy is set, then so should be rv. |
232 | * if enemy is set, then so should be rv. |
234 | * returns 1 if the monster should wake up, 0 otherwise. |
233 | * returns 1 if the monster should wake up, 0 otherwise. |
235 | */ |
234 | */ |
236 | |
|
|
237 | int |
235 | int |
238 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
236 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
239 | { |
237 | { |
240 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
238 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
241 | |
239 | |
… | |
… | |
289 | } |
287 | } |
290 | |
288 | |
291 | /* |
289 | /* |
292 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
290 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
293 | */ |
291 | */ |
294 | |
|
|
295 | int |
292 | int |
296 | move_monster (object *op) |
293 | move_monster (object *op) |
297 | { |
294 | { |
298 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
295 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
299 | object *owner, *enemy, *part, *oph = op; |
296 | object *owner, *enemy, *part, *oph = op; |
… | |
… | |
480 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
477 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
481 | { |
478 | { |
482 | rv_vector rv1; |
479 | rv_vector rv1; |
483 | |
480 | |
484 | /* now we test every part of an object .... this is a real ugly piece of code */ |
481 | /* now we test every part of an object .... this is a real ugly piece of code */ |
485 | for (part = op; part != NULL; part = part->more) |
482 | for (part = op; part; part = part->more) |
486 | { |
483 | { |
487 | get_rangevector (part, enemy, &rv1, 0x1); |
484 | get_rangevector (part, enemy, &rv1, 0x1); |
488 | dir = rv1.direction; |
485 | dir = rv1.direction; |
489 | |
486 | |
490 | /* hm, not sure about this part - in original was a scared flag here too |
487 | /* hm, not sure about this part - in original was a scared flag here too |
491 | * but that we test above... so can be old code here |
488 | * but that we test above... so can be old code here |
492 | */ |
489 | */ |
493 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
490 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
494 | dir = absdir (dir + 4); |
491 | dir = absdir (dir + 4); |
|
|
492 | |
495 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
493 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
496 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
494 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
497 | |
495 | |
498 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
496 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
499 | { |
|
|
500 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
497 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
501 | return 0; |
498 | return 0; |
502 | } |
|
|
503 | |
499 | |
504 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
500 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
505 | { |
|
|
506 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
501 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
507 | return 0; |
502 | return 0; |
508 | } |
|
|
509 | |
503 | |
510 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
504 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
511 | { |
|
|
512 | if (monster_use_range (op, part, enemy, dir)) |
505 | if (monster_use_range (op, part, enemy, dir)) |
513 | return 0; |
506 | return 0; |
514 | } |
507 | |
515 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
508 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
516 | { |
|
|
517 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
509 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
518 | return 0; |
510 | return 0; |
519 | } |
511 | |
520 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
512 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
521 | { |
|
|
522 | if (monster_use_bow (op, part, enemy, dir)) |
513 | if (monster_use_bow (op, part, enemy, dir)) |
523 | return 0; |
514 | return 0; |
524 | } |
|
|
525 | } /* for processing of all parts */ |
515 | } /* for processing of all parts */ |
526 | } /* If not scared */ |
516 | } /* If not scared */ |
527 | |
517 | |
528 | |
518 | |
529 | part = rv.part; |
519 | part = rv.part; |
… | |
… | |
960 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
950 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
961 | |
951 | |
962 | if (dirdiff (dir, dir2) < 2) |
952 | if (dirdiff (dir, dir2) < 2) |
963 | return 0; /* Might hit owner with spell */ |
953 | return 0; /* Might hit owner with spell */ |
964 | } |
954 | } |
|
|
955 | |
965 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
956 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
966 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
957 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
967 | |
958 | |
968 | for (wand = head->inv; wand; wand = wand->below) |
959 | for (wand = head->inv; wand; wand = wand->below) |
969 | { |
960 | { |
… | |
… | |
979 | if (!(--wand->stats.food)) |
970 | if (!(--wand->stats.food)) |
980 | { |
971 | { |
981 | if (wand->arch) |
972 | if (wand->arch) |
982 | { |
973 | { |
983 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
974 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
984 | wand->face = wand->arch->clone.face; |
975 | wand->face = wand->arch->face; |
985 | wand->set_speed (0); |
976 | wand->set_speed (0); |
986 | } |
977 | } |
987 | } |
978 | } |
988 | /* Success */ |
979 | /* Success */ |
989 | return 1; |
980 | return 1; |
… | |
… | |
1008 | } |
999 | } |
1009 | |
1000 | |
1010 | if (at_least_one) |
1001 | if (at_least_one) |
1011 | return 0; |
1002 | return 0; |
1012 | |
1003 | |
1013 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
1004 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1014 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1005 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1015 | return 0; |
1006 | return 0; |
1016 | } |
1007 | } |
1017 | |
1008 | |
1018 | int |
1009 | int |
… | |
… | |
1020 | { |
1011 | { |
1021 | object *owner; |
1012 | object *owner; |
1022 | |
1013 | |
1023 | if (!(dir = path_to_player (part, pl, 0))) |
1014 | if (!(dir = path_to_player (part, pl, 0))) |
1024 | return 0; |
1015 | return 0; |
|
|
1016 | |
1025 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1017 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1026 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1018 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1027 | |
1019 | |
1028 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1020 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1029 | { |
1021 | { |
… | |
… | |
1037 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1029 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1038 | |
1030 | |
1039 | } |
1031 | } |
1040 | |
1032 | |
1041 | /* Checks if putting on 'item' will make 'who' do more |
1033 | /* Checks if putting on 'item' will make 'who' do more |
1042 | * damage. This is a very simplistic check - also checking things |
1034 | * damage. This is a very simplistic check - also checking things |
1043 | * like speed and ac are also relevant. |
1035 | * like speed and ac are also relevant. |
1044 | * |
1036 | * |
1045 | * return true if item is a better object. |
1037 | * return true if item is a better object. |
1046 | */ |
1038 | */ |
1047 | |
|
|
1048 | int |
1039 | int |
1049 | check_good_weapon (object *who, object *item) |
1040 | check_good_weapon (object *who, object *item) |
1050 | { |
1041 | { |
1051 | object *other_weap; |
1042 | object *other_weap; |
1052 | int val = 0, i; |
1043 | int val = 0, i; |
1053 | |
1044 | |
1054 | for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
1045 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
1055 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1046 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1056 | break; |
1047 | break; |
1057 | |
1048 | |
1058 | if (other_weap == NULL) /* No other weapons */ |
1049 | if (!other_weap) /* No other weapons */ |
1059 | return 1; |
1050 | return 1; |
1060 | |
1051 | |
1061 | /* Rather than go through and apply the new one, and see if it is |
1052 | /* Rather than go through and apply the new one, and see if it is |
1062 | * better, just do some simple checks |
1053 | * better, just do some simple checks |
1063 | * Put some multipliers for things that hvae several effects, |
1054 | * Put some multipliers for things that hvae several effects, |
… | |
… | |
1068 | val += (item->magic - other_weap->magic) * 3; |
1059 | val += (item->magic - other_weap->magic) * 3; |
1069 | /* Monsters don't really get benefits from things like regen rates |
1060 | /* Monsters don't really get benefits from things like regen rates |
1070 | * from items. But the bonus for their stats are very important. |
1061 | * from items. But the bonus for their stats are very important. |
1071 | */ |
1062 | */ |
1072 | for (i = 0; i < NUM_STATS; i++) |
1063 | for (i = 0; i < NUM_STATS; i++) |
1073 | val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
1064 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
1074 | |
1065 | |
1075 | if (val > 0) |
1066 | if (val > 0) |
1076 | return 1; |
1067 | return 1; |
1077 | else |
1068 | else |
1078 | return 0; |
1069 | return 0; |
… | |
… | |
1082 | check_good_armour (object *who, object *item) |
1073 | check_good_armour (object *who, object *item) |
1083 | { |
1074 | { |
1084 | object *other_armour; |
1075 | object *other_armour; |
1085 | int val = 0, i; |
1076 | int val = 0, i; |
1086 | |
1077 | |
1087 | for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
1078 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
1088 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1079 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1089 | break; |
1080 | break; |
1090 | |
1081 | |
1091 | if (other_armour == NULL) /* No other armour, use the new */ |
1082 | if (other_armour == NULL) /* No other armour, use the new */ |
1092 | return 1; |
1083 | return 1; |
… | |
… | |
1214 | case ROD: |
1205 | case ROD: |
1215 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1206 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1216 | break; |
1207 | break; |
1217 | |
1208 | |
1218 | case SPELLBOOK: |
1209 | case SPELLBOOK: |
1219 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
1210 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1220 | break; |
1211 | break; |
1221 | |
1212 | |
1222 | case SCROLL: |
1213 | case SCROLL: |
1223 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1214 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1224 | break; |
1215 | break; |
… | |
… | |
1233 | * pick it up. Note that this doesn't handle cases where an item may |
1224 | * pick it up. Note that this doesn't handle cases where an item may |
1234 | * use several locations. |
1225 | * use several locations. |
1235 | */ |
1226 | */ |
1236 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1227 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1237 | { |
1228 | { |
1238 | if (monster->body_info[i] && item->body_info[i]) |
1229 | if (monster->slot[i].info && item->slot[i].info) |
1239 | { |
1230 | { |
1240 | flag = 1; |
1231 | flag = 1; |
1241 | break; |
1232 | break; |
1242 | } |
1233 | } |
1243 | } |
1234 | } |
… | |
… | |
1293 | void |
1284 | void |
1294 | monster_check_apply (object *mon, object *item) |
1285 | monster_check_apply (object *mon, object *item) |
1295 | { |
1286 | { |
1296 | int flag = 0; |
1287 | int flag = 0; |
1297 | |
1288 | |
1298 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
1289 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
1299 | { |
1290 | { |
1300 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1291 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1301 | return; |
1292 | return; |
1302 | } |
1293 | } |
1303 | |
1294 | |
… | |
… | |
1675 | * properly. I also so odd code in place that checked for x distance |
1666 | * properly. I also so odd code in place that checked for x distance |
1676 | * OR y distance being within some range - that seemed wrong - both should |
1667 | * OR y distance being within some range - that seemed wrong - both should |
1677 | * be within the valid range. MSW 2001-08-05 |
1668 | * be within the valid range. MSW 2001-08-05 |
1678 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1669 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1679 | */ |
1670 | */ |
1680 | |
|
|
1681 | int |
1671 | int |
1682 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1672 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1683 | { |
1673 | { |
1684 | int radius = MIN_MON_RADIUS, hide_discovery; |
1674 | int radius = MIN_MON_RADIUS, hide_discovery; |
1685 | |
1675 | |
… | |
… | |
1716 | /* use this for invis also */ |
1706 | /* use this for invis also */ |
1717 | hide_discovery = op->stats.Int / 5; |
1707 | hide_discovery = op->stats.Int / 5; |
1718 | |
1708 | |
1719 | /* Determine Detection radii */ |
1709 | /* Determine Detection radii */ |
1720 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1710 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1721 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1711 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1722 | else |
1712 | else |
1723 | { /* a level/INT/Dex adjustment for hiding */ |
1713 | { /* a level/INT/Dex adjustment for hiding */ |
1724 | object *sk_hide; |
|
|
1725 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1714 | int bonus = op->level / 2 + op->stats.Int / 5; |
1726 | |
1715 | |
1727 | if (enemy->type == PLAYER) |
1716 | if (enemy->type == PLAYER) |
1728 | { |
1717 | { |
1729 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1718 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1730 | bonus -= sk_hide->level; |
1719 | bonus -= sk_hide->level; |
1731 | else |
1720 | else |
1732 | { |
1721 | { |
1733 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1722 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1734 | make_visible (enemy); |
1723 | make_visible (enemy); |
… | |
… | |
1743 | } /* else creature has modifiers for hiding */ |
1732 | } /* else creature has modifiers for hiding */ |
1744 | |
1733 | |
1745 | /* Radii stealth adjustment. Only if you are stealthy |
1734 | /* Radii stealth adjustment. Only if you are stealthy |
1746 | * will you be able to sneak up closer to creatures */ |
1735 | * will you be able to sneak up closer to creatures */ |
1747 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1736 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1748 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1737 | { |
|
|
1738 | radius /= 2; |
|
|
1739 | hide_discovery /= 3; |
|
|
1740 | } |
1749 | |
1741 | |
1750 | /* Radii adjustment for enemy standing in the dark */ |
1742 | /* Radii adjustment for enemy standing in the dark */ |
1751 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1743 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1752 | { |
1744 | { |
1753 | /* on dark maps body heat can help indicate location with infravision |
1745 | /* on dark maps body heat can help indicate location with infravision |
… | |
… | |
1771 | * may have for their map - in that way, creatures at the edge will |
1763 | * may have for their map - in that way, creatures at the edge will |
1772 | * do something. Note that the distance field in the |
1764 | * do something. Note that the distance field in the |
1773 | * vector is real distance, so in theory this should be 18 to |
1765 | * vector is real distance, so in theory this should be 18 to |
1774 | * find that. |
1766 | * find that. |
1775 | */ |
1767 | */ |
1776 | if (radius > 13) |
1768 | // note that the above reasoning was utter bullshit even at the time it was written |
1777 | radius = 13; |
1769 | // we use 25, lets see if we have the cpu time for it |
|
|
1770 | radius = min (25, radius); |
1778 | |
1771 | |
1779 | /* Enemy in range! Now test for detection */ |
1772 | /* Enemy in range! Now test for detection */ |
1780 | if ((int) rv->distance <= radius) |
1773 | if (rv->distance <= radius) |
1781 | { |
1774 | { |
1782 | /* ah, we are within range, detected? take cases */ |
1775 | /* ah, we are within range, detected? take cases */ |
1783 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1776 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1784 | return 1; |
1777 | return 1; |
1785 | |
1778 | |
1786 | /* hidden or low-quality invisible */ |
1779 | /* hidden or low-quality invisible */ |
1787 | if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) |
1780 | if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1788 | { |
1781 | { |
1789 | make_visible (enemy); |
1782 | make_visible (enemy); |
|
|
1783 | |
1790 | /* inform players of new status */ |
1784 | /* inform players of new status */ |
1791 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1785 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1792 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1786 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
|
|
1787 | |
1793 | return 1; /* detected enemy */ |
1788 | return 1; /* detected enemy */ |
1794 | } |
1789 | } |
1795 | else if (enemy->invisible) |
1790 | else if (enemy->invisible) |
1796 | { |
1791 | { |
1797 | /* Change this around - instead of negating the invisible, just |
1792 | /* Change this around - instead of negating the invisible, just |
1798 | * return true so that the mosnter that managed to detect you can |
1793 | * return true so that the monster that managed to detect you can |
1799 | * do something to you. Decreasing the duration of invisible |
1794 | * do something to you. Decreasing the duration of invisible |
1800 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1795 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1801 | * can then basically negate the spell. The spell isn't negated - |
1796 | * can then basically negate the spell. The spell isn't negated - |
1802 | * they just know where you are! |
1797 | * they just know where you are! |
1803 | */ |
1798 | */ |
1804 | if ((rndm (50)) <= hide_discovery) |
1799 | if (rndm (50) <= hide_discovery) |
1805 | { |
1800 | { |
1806 | if (enemy->type == PLAYER) |
1801 | if (enemy->type == PLAYER) |
1807 | { |
|
|
1808 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1802 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1809 | } |
1803 | |
1810 | return 1; |
1804 | return 1; |
1811 | } |
1805 | } |
1812 | } |
1806 | } |
1813 | } /* within range */ |
1807 | } /* within range */ |
1814 | |
1808 | |
… | |
… | |
1822 | * other side of a wall (!). |
1816 | * other side of a wall (!). |
1823 | */ |
1817 | */ |
1824 | int |
1818 | int |
1825 | stand_in_light (object *op) |
1819 | stand_in_light (object *op) |
1826 | { |
1820 | { |
1827 | sint16 nx, ny; |
|
|
1828 | maptile *m; |
|
|
1829 | |
|
|
1830 | if (!op) |
1821 | if (!op) |
1831 | return 0; |
1822 | return 0; |
1832 | |
1823 | |
1833 | if (op->glow_radius > 0) |
1824 | if (op->glow_radius > 0) |
1834 | return 1; |
1825 | return 1; |
1835 | |
1826 | |
1836 | if (op->map) |
1827 | if (op->map) |
1837 | { |
1828 | { |
1838 | int x, y, x1, y1; |
|
|
1839 | |
|
|
1840 | /* Check the spaces with the max light radius to see if any of them |
1829 | /* Check the spaces with the max light radius to see if any of them |
1841 | * have lights, and if any of them light the player enough, then return 1. |
1830 | * have lights, and if any of them light the player enough, then return 1. |
1842 | */ |
1831 | */ |
1843 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
1832 | for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
1844 | { |
1833 | { |
1845 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
1834 | for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
1846 | { |
1835 | { |
1847 | m = op->map; |
1836 | maptile *m = op->map; |
1848 | nx = x; |
1837 | sint16 nx = x; |
1849 | ny = y; |
1838 | sint16 ny = y; |
1850 | |
1839 | |
1851 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1840 | if (xy_normalise (m, nx, ny)) |
1852 | continue; |
1841 | if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light) |
1853 | |
|
|
1854 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1855 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1856 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1857 | return 1; |
1842 | return 1; |
1858 | } |
1843 | } |
1859 | } |
1844 | } |
1860 | } |
1845 | } |
1861 | |
1846 | |
1862 | return 0; |
1847 | return 0; |