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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.34 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.45 by root, Sun Nov 16 03:52:13 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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.
167 { 167 {
168 tmp = find_nearest_living_creature (npc); 168 tmp = find_nearest_living_creature (npc);
169 169
170 if (tmp) 170 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 171 get_rangevector (npc, tmp, rv, 0);
172
172 return tmp; 173 return tmp;
173 } 174 }
174 175
175 /* Here is the main enemy selection. 176 /* Here is the main enemy selection.
176 * 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
371 if (!check_wakeup (op, enemy, &rv)) 372 if (!check_wakeup (op, enemy, &rv))
372 return 0; 373 return 0;
373 } 374 }
374 375
375 /* check if monster pops out of hidden spot */ 376 /* check if monster pops out of hidden spot */
376 if (op->hide) 377 if (op->flag [FLAG_HIDDEN])
377 do_hidden_move (op); 378 do_hidden_move (op);
378 379
379 if (op->pick_up) 380 if (op->pick_up)
380 monster_check_pickup (op); 381 monster_check_pickup (op);
381 382
385 /* If we don't have an enemy, do special movement or the like */ 386 /* If we don't have an enemy, do special movement or the like */
386 if (!enemy) 387 if (!enemy)
387 { 388 {
388 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
389 { 390 {
390 op->destroy (); 391 op->drop_and_destroy ();
391 return 1; 392 return 1;
392 } 393 }
393 394
394 /* Probably really a bug for a creature to have both 395 /* Probably really a bug for a creature to have both
395 * stand still and a movement type set. 396 * stand still and a movement type set.
649 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 650 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
650 return 1; 651 return 1;
651 652
652 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
653 { 654 {
654 op->remove ();
655 op->destroy (); 655 op->drop_and_destroy ();
656 return 1; 656 return 1;
657 } 657 }
658
658 return 0; 659 return 0;
659} 660}
660 661
661int 662int
662can_hit (object *ob1, object *ob2, rv_vector * rv) 663can_hit (object *ob1, object *ob2, rv_vector * rv)
969 if (!(--wand->stats.food)) 970 if (!(--wand->stats.food))
970 { 971 {
971 if (wand->arch) 972 if (wand->arch)
972 { 973 {
973 CLEAR_FLAG (wand, FLAG_ANIMATE); 974 CLEAR_FLAG (wand, FLAG_ANIMATE);
974 wand->face = wand->arch->clone.face; 975 wand->face = wand->arch->face;
975 wand->set_speed (0); 976 wand->set_speed (0);
976 } 977 }
977 } 978 }
978 /* Success */ 979 /* Success */
979 return 1; 980 return 1;
1204 case ROD: 1205 case ROD:
1205 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1206 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1206 break; 1207 break;
1207 1208
1208 case SPELLBOOK: 1209 case SPELLBOOK:
1209 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1210 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1210 break; 1211 break;
1211 1212
1212 case SCROLL: 1213 case SCROLL:
1213 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1214 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1214 break; 1215 break;
1283void 1284void
1284monster_check_apply (object *mon, object *item) 1285monster_check_apply (object *mon, object *item)
1285{ 1286{
1286 int flag = 0; 1287 int flag = 0;
1287 1288
1288 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)))
1289 { 1290 {
1290 SET_FLAG (mon, FLAG_CAST_SPELL); 1291 SET_FLAG (mon, FLAG_CAST_SPELL);
1291 return; 1292 return;
1292 } 1293 }
1293 1294
1665 * 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
1666 * 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
1667 * be within the valid range. MSW 2001-08-05 1668 * be within the valid range. MSW 2001-08-05
1668 * 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
1669 */ 1670 */
1670
1671int 1671int
1672can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1672can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1673{ 1673{
1674 int radius = MIN_MON_RADIUS, hide_discovery; 1674 int radius = MIN_MON_RADIUS, hide_discovery;
1675 1675
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 = (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);
1712 else 1712 else
1713 { /* a level/INT/Dex adjustment for hiding */ 1713 { /* a level/INT/Dex adjustment for hiding */
1714 object *sk_hide;
1715 int bonus = (op->level / 2) + (op->stats.Int / 5); 1714 int bonus = op->level / 2 + op->stats.Int / 5;
1716 1715
1717 if (enemy->type == PLAYER) 1716 if (enemy->type == PLAYER)
1718 { 1717 {
1719 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1718 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1720 bonus -= sk_hide->level; 1719 bonus -= sk_hide->level;
1721 else 1720 else
1722 { 1721 {
1723 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");
1724 make_visible (enemy); 1723 make_visible (enemy);
1733 } /* else creature has modifiers for hiding */ 1732 } /* else creature has modifiers for hiding */
1734 1733
1735 /* Radii stealth adjustment. Only if you are stealthy 1734 /* Radii stealth adjustment. Only if you are stealthy
1736 * will you be able to sneak up closer to creatures */ 1735 * will you be able to sneak up closer to creatures */
1737 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1736 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1738 radius = radius / 2, hide_discovery = hide_discovery / 3; 1737 {
1738 radius /= 2;
1739 hide_discovery /= 3;
1740 }
1739 1741
1740 /* Radii adjustment for enemy standing in the dark */ 1742 /* Radii adjustment for enemy standing in the dark */
1741 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1743 if (op->map->darkness > 0 && !stand_in_light (enemy))
1742 { 1744 {
1743 /* on dark maps body heat can help indicate location with infravision 1745 /* on dark maps body heat can help indicate location with infravision
1761 * 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
1762 * do something. Note that the distance field in the 1764 * do something. Note that the distance field in the
1763 * 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
1764 * find that. 1766 * find that.
1765 */ 1767 */
1766 if (radius > 13) 1768 // note that the above reasoning was utter bullshit even at the time it was written
1767 radius = 13; 1769 // we use 25, lets see if we have the cpu time for it
1770 radius = min (25, radius);
1768 1771
1769 /* Enemy in range! Now test for detection */ 1772 /* Enemy in range! Now test for detection */
1770 if ((int) rv->distance <= radius) 1773 if (rv->distance <= radius)
1771 { 1774 {
1772 /* ah, we are within range, detected? take cases */ 1775 /* ah, we are within range, detected? take cases */
1773 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1776 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1774 return 1; 1777 return 1;
1775 1778
1776 /* hidden or low-quality invisible */ 1779 /* hidden or low-quality invisible */
1777 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1780 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1778 { 1781 {
1779 make_visible (enemy); 1782 make_visible (enemy);
1783
1780 /* inform players of new status */ 1784 /* inform players of new status */
1781 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1785 if (enemy->type == PLAYER && player_can_view (enemy, op))
1782 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
1783 return 1; /* detected enemy */ 1788 return 1; /* detected enemy */
1784 } 1789 }
1785 else if (enemy->invisible) 1790 else if (enemy->invisible)
1786 { 1791 {
1787 /* Change this around - instead of negating the invisible, just 1792 /* Change this around - instead of negating the invisible, just
1788 * 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
1789 * do something to you. Decreasing the duration of invisible 1794 * do something to you. Decreasing the duration of invisible
1790 * 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
1791 * can then basically negate the spell. The spell isn't negated - 1796 * can then basically negate the spell. The spell isn't negated -
1792 * they just know where you are! 1797 * they just know where you are!
1793 */ 1798 */
1794 if ((rndm (50)) <= hide_discovery) 1799 if (rndm (50) <= hide_discovery)
1795 { 1800 {
1796 if (enemy->type == PLAYER) 1801 if (enemy->type == PLAYER)
1797 {
1798 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));
1799 } 1803
1800 return 1; 1804 return 1;
1801 } 1805 }
1802 } 1806 }
1803 } /* within range */ 1807 } /* within range */
1804 1808
1812 * other side of a wall (!). 1816 * other side of a wall (!).
1813 */ 1817 */
1814int 1818int
1815stand_in_light (object *op) 1819stand_in_light (object *op)
1816{ 1820{
1817 sint16 nx, ny;
1818 maptile *m;
1819
1820 if (!op) 1821 if (!op)
1821 return 0; 1822 return 0;
1822 1823
1823 if (op->glow_radius > 0) 1824 if (op->glow_radius > 0)
1824 return 1; 1825 return 1;
1825 1826
1826 if (op->map) 1827 if (op->map)
1827 { 1828 {
1828 int x, y, x1, y1;
1829
1830 /* 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
1831 * 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.
1832 */ 1831 */
1833 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++)
1834 { 1833 {
1835 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++)
1836 { 1835 {
1837 m = op->map; 1836 maptile *m = op->map;
1838 nx = x; 1837 sint16 nx = x;
1839 ny = y; 1838 sint16 ny = y;
1840 1839
1841 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1840 if (xy_normalise (m, nx, ny))
1842 continue; 1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1843
1844 x1 = abs (x - op->x) * abs (x - op->x);
1845 y1 = abs (y - op->y) * abs (y - op->y);
1846 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1847 return 1; 1842 return 1;
1848 } 1843 }
1849 } 1844 }
1850 } 1845 }
1851 1846
1852 return 0; 1847 return 0;
1880 * However,if you carry any source of light, then the hidden 1875 * However,if you carry any source of light, then the hidden
1881 * creature is seeable (and stupid) */ 1876 * creature is seeable (and stupid) */
1882 1877
1883 if (has_carried_lights (enemy)) 1878 if (has_carried_lights (enemy))
1884 { 1879 {
1885 if (enemy->hide) 1880 if (enemy->flag [FLAG_HIDDEN])
1886 { 1881 {
1887 make_visible (enemy); 1882 make_visible (enemy);
1888 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!");
1889 } 1884 }
1885
1890 return 1; 1886 return 1;
1891 } 1887 }
1892 else if (enemy->hide) 1888 else if (enemy->flag [FLAG_HIDDEN])
1893 return 0; 1889 return 0;
1894 1890
1895 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1896 * 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,
1897 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1898 */ 1894 */
1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1895 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1900 {
1901 if (makes_invisible_to (enemy, looker)) 1896 if (makes_invisible_to (enemy, looker))
1902 return 0; 1897 return 0;
1903 }
1904 } 1898 }
1905 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1899 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1906 if (player_can_view (looker, enemy)) 1900 if (player_can_view (looker, enemy))
1907 return 1; 1901 return 1;
1908 1902
1919 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1913 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1920 return 0; 1914 return 0;
1921 1915
1922 return 1; 1916 return 1;
1923} 1917}
1918

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