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/cvs/deliantra/server/server/monster.C
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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.44 by root, Mon Sep 29 10:31:32 2008 UTC vs.
Revision 1.45 by root, Sun Nov 16 03:52:13 2008 UTC

372 if (!check_wakeup (op, enemy, &rv)) 372 if (!check_wakeup (op, enemy, &rv))
373 return 0; 373 return 0;
374 } 374 }
375 375
376 /* check if monster pops out of hidden spot */ 376 /* check if monster pops out of hidden spot */
377 if (op->hide) 377 if (op->flag [FLAG_HIDDEN])
378 do_hidden_move (op); 378 do_hidden_move (op);
379 379
380 if (op->pick_up) 380 if (op->pick_up)
381 monster_check_pickup (op); 381 monster_check_pickup (op);
382 382
1705 1705
1706 /* use this for invis also */ 1706 /* use this for invis also */
1707 hide_discovery = op->stats.Int / 5; 1707 hide_discovery = op->stats.Int / 5;
1708 1708
1709 /* Determine Detection radii */ 1709 /* Determine Detection radii */
1710 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1710 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1711 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1711 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1712 else 1712 else
1713 { /* a level/INT/Dex adjustment for hiding */ 1713 { /* a level/INT/Dex adjustment for hiding */
1714 int bonus = op->level / 2 + op->stats.Int / 5; 1714 int bonus = op->level / 2 + op->stats.Int / 5;
1715 1715
1775 /* ah, we are within range, detected? take cases */ 1775 /* ah, we are within range, detected? take cases */
1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1777 return 1; 1777 return 1;
1778 1778
1779 /* hidden or low-quality invisible */ 1779 /* hidden or low-quality invisible */
1780 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery) 1780 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1781 { 1781 {
1782 make_visible (enemy); 1782 make_visible (enemy);
1783 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))
1875 * However,if you carry any source of light, then the hidden 1875 * However,if you carry any source of light, then the hidden
1876 * creature is seeable (and stupid) */ 1876 * creature is seeable (and stupid) */
1877 1877
1878 if (has_carried_lights (enemy)) 1878 if (has_carried_lights (enemy))
1879 { 1879 {
1880 if (enemy->hide) 1880 if (enemy->flag [FLAG_HIDDEN])
1881 { 1881 {
1882 make_visible (enemy); 1882 make_visible (enemy);
1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1884 } 1884 }
1885 1885
1886 return 1; 1886 return 1;
1887 } 1887 }
1888 else if (enemy->hide) 1888 else if (enemy->flag [FLAG_HIDDEN])
1889 return 0; 1889 return 0;
1890 1890
1891 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1893 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.

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