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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.32 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.38 by root, Thu Aug 23 16:46:28 2007 UTC

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
159object * 157object *
160find_enemy (object *npc, rv_vector * rv) 158find_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
237int 235int
238check_wakeup (object *op, object *enemy, rv_vector * rv) 236check_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
295int 292int
296move_monster (object *op) 293move_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;
973 if (!(--wand->stats.food)) 970 if (!(--wand->stats.food))
974 { 971 {
975 if (wand->arch) 972 if (wand->arch)
976 { 973 {
977 CLEAR_FLAG (wand, FLAG_ANIMATE); 974 CLEAR_FLAG (wand, FLAG_ANIMATE);
978 wand->face = wand->arch->clone.face; 975 wand->face = wand->arch->face;
979 wand->set_speed (0); 976 wand->set_speed (0);
980 } 977 }
981 } 978 }
982 /* Success */ 979 /* Success */
983 return 1; 980 return 1;
1208 case ROD: 1205 case ROD:
1209 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1210 break; 1207 break;
1211 1208
1212 case SPELLBOOK: 1209 case SPELLBOOK:
1213 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1214 break; 1211 break;
1215 1212
1216 case SCROLL: 1213 case SCROLL:
1217 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1218 break; 1215 break;
1287void 1284void
1288monster_check_apply (object *mon, object *item) 1285monster_check_apply (object *mon, object *item)
1289{ 1286{
1290 int flag = 0; 1287 int flag = 0;
1291 1288
1292 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)))
1293 { 1290 {
1294 SET_FLAG (mon, FLAG_CAST_SPELL); 1291 SET_FLAG (mon, FLAG_CAST_SPELL);
1295 return; 1292 return;
1296 } 1293 }
1297 1294
1669 * 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
1670 * 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
1671 * be within the valid range. MSW 2001-08-05 1668 * be within the valid range. MSW 2001-08-05
1672 * 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
1673 */ 1670 */
1674
1675int 1671int
1676can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1672can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1677{ 1673{
1678 int radius = MIN_MON_RADIUS, hide_discovery; 1674 int radius = MIN_MON_RADIUS, hide_discovery;
1679 1675
1710 /* use this for invis also */ 1706 /* use this for invis also */
1711 hide_discovery = op->stats.Int / 5; 1707 hide_discovery = op->stats.Int / 5;
1712 1708
1713 /* Determine Detection radii */ 1709 /* Determine Detection radii */
1714 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1710 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1715 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);
1716 else 1712 else
1717 { /* a level/INT/Dex adjustment for hiding */ 1713 { /* a level/INT/Dex adjustment for hiding */
1718 object *sk_hide;
1719 int bonus = (op->level / 2) + (op->stats.Int / 5); 1714 int bonus = op->level / 2 + op->stats.Int / 5;
1720 1715
1721 if (enemy->type == PLAYER) 1716 if (enemy->type == PLAYER)
1722 { 1717 {
1723 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1724 bonus -= sk_hide->level; 1719 bonus -= sk_hide->level;
1725 else 1720 else
1726 { 1721 {
1727 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");
1728 make_visible (enemy); 1723 make_visible (enemy);
1737 } /* else creature has modifiers for hiding */ 1732 } /* else creature has modifiers for hiding */
1738 1733
1739 /* Radii stealth adjustment. Only if you are stealthy 1734 /* Radii stealth adjustment. Only if you are stealthy
1740 * will you be able to sneak up closer to creatures */ 1735 * will you be able to sneak up closer to creatures */
1741 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1736 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1742 radius = radius / 2, hide_discovery = hide_discovery / 3; 1737 {
1738 radius /= 2;
1739 hide_discovery /= 3;
1740 }
1743 1741
1744 /* Radii adjustment for enemy standing in the dark */ 1742 /* Radii adjustment for enemy standing in the dark */
1745 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1743 if (op->map->darkness > 0 && !stand_in_light (enemy))
1746 { 1744 {
1747 /* on dark maps body heat can help indicate location with infravision 1745 /* on dark maps body heat can help indicate location with infravision
1765 * 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
1766 * do something. Note that the distance field in the 1764 * do something. Note that the distance field in the
1767 * 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
1768 * find that. 1766 * find that.
1769 */ 1767 */
1770 if (radius > 13) 1768 // note that the above reasoning was utter bullshit even at the time it was written
1771 radius = 13; 1769 // we use 25, lets see if we have the cpu time for it
1770 radius = min (25, radius);
1772 1771
1773 /* Enemy in range! Now test for detection */ 1772 /* Enemy in range! Now test for detection */
1774 if ((int) rv->distance <= radius) 1773 if (rv->distance <= radius)
1775 { 1774 {
1776 /* ah, we are within range, detected? take cases */ 1775 /* ah, we are within range, detected? take cases */
1777 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1778 return 1; 1777 return 1;
1779 1778
1780 /* hidden or low-quality invisible */ 1779 /* hidden or low-quality invisible */
1781 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1780 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery)
1782 { 1781 {
1783 make_visible (enemy); 1782 make_visible (enemy);
1783
1784 /* inform players of new status */ 1784 /* inform players of new status */
1785 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1785 if (enemy->type == PLAYER && player_can_view (enemy, op))
1786 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
1787 return 1; /* detected enemy */ 1788 return 1; /* detected enemy */
1788 } 1789 }
1789 else if (enemy->invisible) 1790 else if (enemy->invisible)
1790 { 1791 {
1791 /* Change this around - instead of negating the invisible, just 1792 /* Change this around - instead of negating the invisible, just
1792 * 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
1793 * do something to you. Decreasing the duration of invisible 1794 * do something to you. Decreasing the duration of invisible
1794 * 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
1795 * can then basically negate the spell. The spell isn't negated - 1796 * can then basically negate the spell. The spell isn't negated -
1796 * they just know where you are! 1797 * they just know where you are!
1797 */ 1798 */
1798 if ((rndm (50)) <= hide_discovery) 1799 if (rndm (50) <= hide_discovery)
1799 { 1800 {
1800 if (enemy->type == PLAYER) 1801 if (enemy->type == PLAYER)
1801 {
1802 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));
1803 } 1803
1804 return 1; 1804 return 1;
1805 } 1805 }
1806 } 1806 }
1807 } /* within range */ 1807 } /* within range */
1808 1808
1816 * other side of a wall (!). 1816 * other side of a wall (!).
1817 */ 1817 */
1818int 1818int
1819stand_in_light (object *op) 1819stand_in_light (object *op)
1820{ 1820{
1821 sint16 nx, ny;
1822 maptile *m;
1823
1824 if (!op) 1821 if (!op)
1825 return 0; 1822 return 0;
1826 1823
1827 if (op->glow_radius > 0) 1824 if (op->glow_radius > 0)
1828 return 1; 1825 return 1;
1829 1826
1830 if (op->map) 1827 if (op->map)
1831 { 1828 {
1832 int x, y, x1, y1;
1833
1834 /* 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
1835 * 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.
1836 */ 1831 */
1837 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++)
1838 { 1833 {
1839 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++)
1840 { 1835 {
1841 m = op->map; 1836 maptile *m = op->map;
1842 nx = x; 1837 sint16 nx = x;
1843 ny = y; 1838 sint16 ny = y;
1844 1839
1845 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1840 if (xy_normalise (m, nx, ny))
1846 continue; 1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1847
1848 x1 = abs (x - op->x) * abs (x - op->x);
1849 y1 = abs (y - op->y) * abs (y - op->y);
1850 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1851 return 1; 1842 return 1;
1852 } 1843 }
1853 } 1844 }
1854 } 1845 }
1855 1846
1856 return 0; 1847 return 0;

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