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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.45 by root, Sun Nov 16 03:52:13 2008 UTC vs.
Revision 1.49 by root, Fri Dec 26 12:59:39 2008 UTC

197 /* we check our old enemy. */ 197 /* we check our old enemy. */
198 if (!(tmp = check_enemy (npc, rv))) 198 if (!(tmp = check_enemy (npc, rv)))
199 { 199 {
200 if (attacker) /* if we have an attacker, check him */ 200 if (attacker) /* if we have an attacker, check him */
201 { 201 {
202 /* TODO: thats not finished */ 202 /* TODO: that's not finished */
203 /* we don't want a fight evil vs evil or good against non evil */ 203 /* we don't want a fight evil vs evil or good against non evil */
204 204
205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
207 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 207 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
209 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 209 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
210 { 210 {
211 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 211 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
212 npc->enemy = attacker; 212 npc->enemy = attacker;
213 return attacker; /* yes, we face our attacker! */ 213 return attacker; /* yes, we face our attacker! */
214 } 214 }
273} 273}
274 274
275int 275int
276move_randomly (object *op) 276move_randomly (object *op)
277{ 277{
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */ 278 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++) 279 for (int i = 0; i < 15; i++)
282 {
283 if (move_object (op, rndm (8) + 1)) 280 if (move_object (op, rndm (8) + 1))
284 return 1; 281 return 1;
285 } 282
286 return 0; 283 return 0;
287} 284}
288 285
289/* 286/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 287 * Move-monster returns 1 if the object has been freed, otherwise 0.
313 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
314 311
315 /* generate hp, if applicable */ 312 /* generate hp, if applicable */
316 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
317 { 314 {
318
319 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
320 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
321 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
322 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
323 * 319 *
338 } 334 }
339 335
340 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
341 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
342 { 338 {
343
344 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
345 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
346 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
347 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
348 * 343 *
357 352
358 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
359 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
360 */ 355 */
361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
362 {
363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
364 }
365 358
366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
367 return QUERY_FLAG (op, FLAG_FREED); 360 return QUERY_FLAG (op, FLAG_FREED);
368 361
369 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
370 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 363 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
371 {
372 if (!check_wakeup (op, enemy, &rv)) 364 if (!check_wakeup (op, enemy, &rv))
373 return 0; 365 return 0;
374 }
375 366
376 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
377 if (op->flag [FLAG_HIDDEN]) 368 if (op->flag [FLAG_HIDDEN])
378 do_hidden_move (op); 369 do_hidden_move (op);
379 370
399 { 390 {
400 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
401 { 392 {
402 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
403 { 394 {
404 case (PETMOVE): 395 case (PETMOVE):
405 pet_move (op); 396 pet_move (op);
406 break; 397 break;
407 398
408 case (CIRCLE1): 399 case (CIRCLE1):
409 circ1_move (op); 400 circ1_move (op);
410 break; 401 break;
411 402
412 case (CIRCLE2): 403 case (CIRCLE2):
413 circ2_move (op); 404 circ2_move (op);
414 break; 405 break;
415 406
416 case (PACEV): 407 case (PACEV):
417 pace_movev (op); 408 pace_movev (op);
418 break; 409 break;
419 410
420 case (PACEH): 411 case (PACEH):
421 pace_moveh (op); 412 pace_moveh (op);
422 break; 413 break;
423 414
424 case (PACEV2): 415 case (PACEV2):
425 pace2_movev (op); 416 pace2_movev (op);
426 break; 417 break;
427 418
428 case (PACEH2): 419 case (PACEH2):
429 pace2_moveh (op); 420 pace2_moveh (op);
430 break; 421 break;
431 422
432 case (RANDO): 423 case (RANDO):
433 rand_move (op); 424 rand_move (op);
434 break; 425 break;
435 426
436 case (RANDO2): 427 case (RANDO2):
437 move_randomly (op); 428 move_randomly (op);
438 break; 429 break;
439 } 430 }
431
440 return 0; 432 return 0;
441 } 433 }
442 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
443 (void) move_randomly (op); 435 move_randomly (op);
444
445 } /* stand still */ 436 } /* stand still */
437
446 return 0; 438 return 0;
447 } /* no enemy */ 439 } /* no enemy */
448 440
449 /* We have an enemy. Block immediately below is for pets */ 441 /* We have an enemy. Block immediately below is for pets */
450 if ((op->attack_movement & HI4) == PETMOVE 442 if ((op->attack_movement & HI4) == PETMOVE
529 521
530 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 522 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
531 { 523 {
532 switch (op->attack_movement & LO4) 524 switch (op->attack_movement & LO4)
533 { 525 {
534 case DISTATT: 526 case DISTATT:
535 dir = dist_att (dir, op, enemy, part, &rv); 527 dir = dist_att (dir, op, enemy, part, &rv);
536 break; 528 break;
537 529
538 case RUNATT: 530 case RUNATT:
539 dir = run_att (dir, op, enemy, part, &rv); 531 dir = run_att (dir, op, enemy, part, &rv);
540 break; 532 break;
541 533
542 case HITRUN: 534 case HITRUN:
543 dir = hitrun_att (dir, op, enemy); 535 dir = hitrun_att (dir, op, enemy);
544 break; 536 break;
545 537
546 case WAITATT: 538 case WAITATT:
547 dir = wait_att (dir, op, enemy, part, &rv); 539 dir = wait_att (dir, op, enemy, part, &rv);
548 break; 540 break;
549 541
550 case RUSH: /* default - monster normally moves towards player */ 542 case RUSH: /* default - monster normally moves towards player */
551 case ALLRUN: 543 case ALLRUN:
552 break; 544 break;
553 545
554 case DISTHIT: 546 case DISTHIT:
555 dir = disthit_att (dir, op, enemy, part, &rv); 547 dir = disthit_att (dir, op, enemy, part, &rv);
556 break; 548 break;
557 549
558 case WAIT2: 550 case WAIT2:
559 dir = wait_att2 (dir, op, enemy, part, &rv); 551 dir = wait_att2 (dir, op, enemy, part, &rv);
560 break; 552 break;
561 553
562 default: 554 default:
563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 555 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
564 } 556 }
565 } 557 }
566 558
567 if (!dir) 559 if (!dir)
568 return 0; 560 return 0;
578 return 0; 570 return 0;
579 } 571 }
580 572
581 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 573 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
582 { 574 {
583
584 /* Try move around corners if !close */ 575 /* Try move around corners if !close */
585 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 576 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
586 577
587 for (diff = 1; diff <= maxdiff; diff++) 578 for (diff = 1; diff <= maxdiff; diff++)
588 { 579 {
638 * still be pretty nasty. 629 * still be pretty nasty.
639 */ 630 */
640 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 631 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
641 { 632 {
642 part->stats.wc += 10; 633 part->stats.wc += 10;
643 (void) skill_attack (enemy, part, 0, NULL, NULL); 634 skill_attack (enemy, part, 0, NULL, NULL);
644 part->stats.wc -= 10; 635 part->stats.wc -= 10;
645 } 636 }
646 else 637 else
647 (void) skill_attack (enemy, part, 0, NULL, NULL); 638 skill_attack (enemy, part, 0, NULL, NULL);
648 } /* if monster is in attack range */ 639 } /* if monster is in attack range */
649 640
650 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 641 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
651 return 1; 642 return 1;
652 643
678 { 669 {
679 get_rangevector (ob1, more, &rv1, 0); 670 get_rangevector (ob1, more, &rv1, 0);
680 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 671 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
681 return 1; 672 return 1;
682 } 673 }
674
683 return 0; 675 return 0;
684
685} 676}
686 677
687/* Returns 1 is monster should cast spell sp at an enemy 678/* Returns 1 is monster should cast spell sp at an enemy
688 * Returns 0 if the monster should not cast this spell. 679 * Returns 0 if the monster should not cast this spell.
689 * 680 *
707 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 698 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
708 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 699 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
709 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 700 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
710 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 701 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
711 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 702 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
712
713 return 1; 703 return 1;
714 704
715 return 0; 705 return 0;
716} 706}
717
718 707
719#define MAX_KNOWN_SPELLS 20 708#define MAX_KNOWN_SPELLS 20
720 709
721/* Returns a randomly selected spell. This logic is still 710/* Returns a randomly selected spell. This logic is still
722 * less than ideal. This code also only seems to deal with 711 * less than ideal. This code also only seems to deal with
725 */ 714 */
726object * 715object *
727monster_choose_random_spell (object *monster) 716monster_choose_random_spell (object *monster)
728{ 717{
729 object *altern[MAX_KNOWN_SPELLS]; 718 object *altern[MAX_KNOWN_SPELLS];
730 object *tmp;
731 int i = 0; 719 int i = 0;
732 720
733 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 721 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
734 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 722 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
735 { 723 {
736 /* Check and see if it's actually a useful spell. 724 /* Check and see if it's actually a useful spell.
737 * If its a spellbook, the spell is actually the inventory item. 725 * If its a spellbook, the spell is actually the inventory item.
738 * if it is a spell, then it is just the object itself. 726 * if it is a spell, then it is just the object itself.
739 */ 727 */
740 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 728 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
741 { 729 {
742 altern[i++] = tmp; 730 altern [i++] = tmp;
731
743 if (i == MAX_KNOWN_SPELLS) 732 if (i == MAX_KNOWN_SPELLS)
744 break; 733 break;
745 } 734 }
746 } 735 }
747 if (!i) 736
748 return NULL; 737 return i ? altern [rndm (i)] : 0;
749 return altern[RANDOM () % i];
750} 738}
751 739
752/* This checks to see if the monster should cast a spell/ability. 740/* This checks to see if the monster should cast a spell/ability.
753 * it returns true if the monster casts a spell, 0 if he doesn't. 741 * it returns true if the monster casts a spell, 0 if he doesn't.
754 * head is the head of the monster. 742 * head is the head of the monster.
755 * part is the part of the monster we are checking against. 743 * part is the part of the monster we are checking against.
756 * pl is the target. 744 * pl is the target.
757 * dir is the direction to case. 745 * dir is the direction to case.
758 * rv is the vector which describes where the enemy is. 746 * rv is the vector which describes where the enemy is.
759 */ 747 */
760
761int 748int
762monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 749monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
763{ 750{
764 object *spell_item; 751 object *spell_item;
765 object *owner; 752 object *owner;
776 763
777 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 764 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
778 { 765 {
779 get_rangevector (head, owner, &rv1, 0x1); 766 get_rangevector (head, owner, &rv1, 0x1);
780 if (dirdiff (dir, rv1.direction) < 2) 767 if (dirdiff (dir, rv1.direction) < 2)
781 {
782 return 0; /* Might hit owner with spell */ 768 return 0; /* Might hit owner with spell */
783 }
784 } 769 }
785 770
786 if (QUERY_FLAG (head, FLAG_CONFUSED)) 771 if (QUERY_FLAG (head, FLAG_CONFUSED))
787 dir = absdir (dir + rndm (3) + rndm (3) - 2); 772 dir = absdir (dir + rndm (3) + rndm (3) - 2);
788 773
796 { 781 {
797 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 782 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
798 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 783 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
799 return 0; 784 return 0;
800 } 785 }
786
801 if (spell_item->type == SPELLBOOK) 787 if (spell_item->type == SPELLBOOK)
802 { 788 {
803 if (!spell_item->inv) 789 if (!spell_item->inv)
804 { 790 {
805 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 791 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
806 return 0; 792 return 0;
807 } 793 }
794
808 spell_item = spell_item->inv; 795 spell_item = spell_item->inv;
809 } 796 }
810 } 797 }
811 else 798 else
812 spell_item = head->spellitem; 799 spell_item = head->spellitem;
831 /* set this to null, so next time monster will choose something different */ 818 /* set this to null, so next time monster will choose something different */
832 head->spellitem = NULL; 819 head->spellitem = NULL;
833 820
834 return cast_spell (part, part, dir, spell_item, NULL); 821 return cast_spell (part, part, dir, spell_item, NULL);
835} 822}
836
837 823
838int 824int
839monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 825monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
840{ 826{
841 object *scroll; 827 object *scroll;
1233 } 1219 }
1234 } 1220 }
1235 1221
1236 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1222 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1237 return 1; 1223 return 1;
1224
1238 return 0; 1225 return 0;
1239} 1226}
1240 1227
1241/* 1228/*
1242 * monster_apply_below(): 1229 * monster_apply_below():
1417int 1404int
1418dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1405dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1419{ 1406{
1420 if (can_hit (part, enemy, rv)) 1407 if (can_hit (part, enemy, rv))
1421 return dir; 1408 return dir;
1409
1422 if (rv->distance < 10) 1410 if (rv->distance < 10)
1423 return absdir (dir + 4); 1411 return absdir (dir + 4);
1424 else if (rv->distance > 18) 1412 else if (rv->distance > 18)
1425 return dir; 1413 return dir;
1426 1414
1581} 1569}
1582 1570
1583void 1571void
1584rand_move (object *ob) 1572rand_move (object *ob)
1585{ 1573{
1586 int i;
1587
1588 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1574 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1589 for (i = 0; i < 5; i++) 1575 for (int i = 0; i < 5; i++)
1590 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1576 if (move_object (ob, ob->move_status = rndm (8) + 1))
1591 return; 1577 return;
1592} 1578}
1593 1579
1594void 1580void
1595check_earthwalls (object *op, maptile *m, int x, int y) 1581check_earthwalls (object *op, maptile *m, int x, int y)
1596{ 1582{
1597 object *tmp;
1598
1599 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1583 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1600 {
1601 if (tmp->type == EARTHWALL) 1584 if (tmp->type == EARTHWALL)
1602 { 1585 {
1603 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1586 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1604 return; 1587 return;
1605 } 1588 }
1606 }
1607} 1589}
1608 1590
1609void 1591void
1610check_doors (object *op, maptile *m, int x, int y) 1592check_doors (object *op, maptile *m, int x, int y)
1611{ 1593{
1612 object *tmp;
1613
1614 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1594 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1615 {
1616 if (tmp->type == DOOR) 1595 if (tmp->type == DOOR)
1617 { 1596 {
1618 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1597 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1619 return; 1598 return;
1620 } 1599 }
1621 }
1622} 1600}
1623 1601
1624/* find_mon_throw_ob() - modeled on find_throw_ob 1602/* find_mon_throw_ob() - modeled on find_throw_ob
1625 * This is probably overly simplistic as it is now - We want 1603 * This is probably overly simplistic as it is now - We want
1626 * monsters to throw things like chairs and other pieces of 1604 * monsters to throw things like chairs and other pieces of
1682 return 0; 1660 return 0;
1683 1661
1684 get_rangevector (op, enemy, rv, 0); 1662 get_rangevector (op, enemy, rv, 0);
1685 1663
1686 /* Monsters always ignore the DM */ 1664 /* Monsters always ignore the DM */
1687 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1665 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1688 return 0; 1666 return 0;
1689 1667
1690 /* simple check. Should probably put some range checks in here. */ 1668 /* simple check. Should probably put some range checks in here. */
1691 if (can_see_enemy (op, enemy)) 1669 if (can_see_enemy (op, enemy))
1692 return 1; 1670 return 1;
1816 * other side of a wall (!). 1794 * other side of a wall (!).
1817 */ 1795 */
1818int 1796int
1819stand_in_light (object *op) 1797stand_in_light (object *op)
1820{ 1798{
1821 if (!op) 1799 if (op)
1822 return 0; 1800 {
1823
1824 if (op->glow_radius > 0) 1801 if (op->glow_radius > 0)
1825 return 1; 1802 return 1;
1826 1803
1827 if (op->map) 1804 if (op->map)
1828 { 1805 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1806 {
1829 /* Check the spaces with the max light radius to see if any of them 1807 /* Check the spaces with the max light radius to see if any of them
1830 * have lights, and if any of them light the player enough, then return 1. 1808 * have lights, and if any of them light the player enough, then return 1.
1831 */
1832 for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1833 {
1834 for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1835 { 1809 */
1836 maptile *m = op->map; 1810 int light = m->at (nx, ny).light;
1837 sint16 nx = x;
1838 sint16 ny = y;
1839 1811
1840 if (xy_normalise (m, nx, ny)) 1812 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1841 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1842 return 1; 1813 return 1;
1843 } 1814 }
1844 }
1845 } 1815 }
1846 1816
1847 return 0; 1817 return 0;
1848} 1818}
1849 1819

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