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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.37 by root, Wed Aug 22 20:46:46 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 8 * Deliantra 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <sproto.h> 25#include <sproto.h>
26#include <spells.h> 26#include <spells.h>
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
386 /* 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 */
387 if (!enemy) 387 if (!enemy)
388 { 388 {
389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 { 390 {
391 op->destroy (); 391 op->drop_and_destroy ();
392 return 1; 392 return 1;
393 } 393 }
394 394
395 /* Probably really a bug for a creature to have both 395 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set. 396 * stand still and a movement type set.
650 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 */
651 return 1; 651 return 1;
652 652
653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 653 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
654 { 654 {
655 op->remove ();
656 op->destroy (); 655 op->drop_and_destroy ();
657 return 1; 656 return 1;
658 } 657 }
658
659 return 0; 659 return 0;
660} 660}
661 661
662int 662int
663can_hit (object *ob1, object *ob2, rv_vector * rv) 663can_hit (object *ob1, object *ob2, rv_vector * rv)
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
1768 // note that the above reasoning was utter bullshit even at the time it was written 1768 // note that the above reasoning was utter bullshit even at the time it was written
1769 // we use 25, lets see if we have the cpu time for it 1769 // we use 25, lets see if we have the cpu time for it
1770 radius = min (25, radius); 1770 radius = min (25, radius);
1771 1771
1772 /* Enemy in range! Now test for detection */ 1772 /* Enemy in range! Now test for detection */
1773 if ((int) rv->distance <= radius) 1773 if (rv->distance <= radius)
1774 { 1774 {
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))
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;
1884 * However,if you carry any source of light, then the hidden 1875 * However,if you carry any source of light, then the hidden
1885 * creature is seeable (and stupid) */ 1876 * creature is seeable (and stupid) */
1886 1877
1887 if (has_carried_lights (enemy)) 1878 if (has_carried_lights (enemy))
1888 { 1879 {
1889 if (enemy->hide) 1880 if (enemy->flag [FLAG_HIDDEN])
1890 { 1881 {
1891 make_visible (enemy); 1882 make_visible (enemy);
1892 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!");
1893 } 1884 }
1885
1894 return 1; 1886 return 1;
1895 } 1887 }
1896 else if (enemy->hide) 1888 else if (enemy->flag [FLAG_HIDDEN])
1897 return 0; 1889 return 0;
1898 1890
1899 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1900 * 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,
1901 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1902 */ 1894 */
1903 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1895 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1904 {
1905 if (makes_invisible_to (enemy, looker)) 1896 if (makes_invisible_to (enemy, looker))
1906 return 0; 1897 return 0;
1907 }
1908 } 1898 }
1909 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1899 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1910 if (player_can_view (looker, enemy)) 1900 if (player_can_view (looker, enemy))
1911 return 1; 1901 return 1;
1912 1902
1923 && (!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)))
1924 return 0; 1914 return 0;
1925 1915
1926 return 1; 1916 return 1;
1927} 1917}
1918

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