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> |
… | |
… | |
35 | * set to sane values. |
35 | * set to sane values. |
36 | */ |
36 | */ |
37 | object * |
37 | object * |
38 | check_enemy (object *npc, rv_vector * rv) |
38 | check_enemy (object *npc, rv_vector * rv) |
39 | { |
39 | { |
40 | |
|
|
41 | /* if this is pet, let him attack the same enemy as his owner |
40 | /* if this is pet, let him attack the same enemy as his owner |
42 | * TODO: when there is no ower enemy, try to find a target, |
41 | * TODO: when there is no ower enemy, try to find a target, |
43 | * which CAN attack the owner. */ |
42 | * which CAN attack the owner. */ |
44 | if ((npc->attack_movement & HI4) == PETMOVE) |
43 | if ((npc->attack_movement & HI4) == PETMOVE) |
45 | { |
44 | { |
… | |
… | |
91 | && npc->enemy->type != PLAYER |
90 | && npc->enemy->type != PLAYER |
92 | && npc->enemy->type != GOLEM) |
91 | && npc->enemy->type != GOLEM) |
93 | npc->enemy = NULL; |
92 | npc->enemy = NULL; |
94 | |
93 | |
95 | } |
94 | } |
|
|
95 | |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
97 | } |
97 | } |
98 | |
98 | |
99 | /* Returns the nearest living creature (monster or generator). |
99 | /* Returns the nearest living creature (monster or generator). |
100 | * Modified to deal with tiled maps properly. |
100 | * Modified to deal with tiled maps properly. |
… | |
… | |
166 | { |
166 | { |
167 | tmp = find_nearest_living_creature (npc); |
167 | tmp = find_nearest_living_creature (npc); |
168 | |
168 | |
169 | if (tmp) |
169 | if (tmp) |
170 | get_rangevector (npc, tmp, rv, 0); |
170 | get_rangevector (npc, tmp, rv, 0); |
|
|
171 | |
171 | return tmp; |
172 | return tmp; |
172 | } |
173 | } |
173 | |
174 | |
174 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
175 | * We want this: if there is an enemy, attack him until its not possible or |
176 | * We want this: if there is an enemy, attack him until its not possible or |
… | |
… | |
195 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
196 | if (!(tmp = check_enemy (npc, rv))) |
197 | if (!(tmp = check_enemy (npc, rv))) |
197 | { |
198 | { |
198 | if (attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
199 | { |
200 | { |
200 | /* TODO: thats not finished */ |
201 | /* TODO: that's not finished */ |
201 | /* we don't want a fight evil vs evil or good against non evil */ |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
202 | |
203 | |
203 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
204 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
206 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
208 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
208 | { |
209 | { |
209 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
210 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
210 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
211 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
212 | } |
213 | } |
… | |
… | |
229 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
230 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
231 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | */ |
233 | */ |
233 | int |
234 | int |
234 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
235 | { |
236 | { |
236 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
|
|
237 | |
|
|
238 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
239 | if (!enemy) |
238 | if (!enemy) |
240 | return 0; |
239 | return 0; |
241 | |
240 | |
|
|
241 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
|
|
242 | |
|
|
243 | if (op->flag [FLAG_BLIND]) |
242 | /* blinded monsters can only find nearby objects to attack */ |
244 | /* blinded monsters can only find nearby objects to attack */ |
243 | if (QUERY_FLAG (op, FLAG_BLIND)) |
|
|
244 | radius = MIN_MON_RADIUS; |
245 | radius = MIN_MON_RADIUS; |
245 | |
246 | else if (op->map |
|
|
247 | && !enemy->invisible |
|
|
248 | && !stand_in_light (enemy) |
|
|
249 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
246 | /* This covers the situation where the monster is in the dark |
250 | /* This covers the situation where the monster is in the dark |
247 | * and has an enemy. If the enemy has no carried light (or isnt |
251 | * and has an enemy. If the enemy has no carried light (or isnt |
248 | * glowing!) then the monster has trouble finding the enemy. |
252 | * glowing!) then the monster has trouble finding the enemy. |
249 | * Remember we already checked to see if the monster can see in |
253 | * Remember we already checked to see if the monster can see in |
250 | * the dark. */ |
254 | * the dark. */ |
251 | |
255 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
252 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
256 | else if (!op->flag [FLAG_SLEEP]) |
253 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
254 | { |
|
|
255 | int dark = radius / (op->map->darkness); |
|
|
256 | |
|
|
257 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
|
|
258 | } |
|
|
259 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
260 | return 1; |
257 | return 1; |
|
|
258 | |
|
|
259 | if (enemy->flag [FLAG_STEALTH]) |
|
|
260 | radius = radius / 2 + 1; |
261 | |
261 | |
262 | /* enemy should already be on this map, so don't really need to check |
262 | /* enemy should already be on this map, so don't really need to check |
263 | * for that. |
263 | * for that. |
264 | */ |
264 | */ |
265 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
265 | if (rv->distance <= radius) |
266 | { |
266 | { |
267 | CLEAR_FLAG (op, FLAG_SLEEP); |
267 | CLEAR_FLAG (op, FLAG_SLEEP); |
268 | return 1; |
268 | return 1; |
269 | } |
269 | } |
|
|
270 | |
270 | return 0; |
271 | return 0; |
271 | } |
272 | } |
272 | |
273 | |
273 | int |
274 | int |
274 | move_randomly (object *op) |
275 | move_randomly (object *op) |
275 | { |
276 | { |
276 | int i; |
|
|
277 | |
|
|
278 | /* Give up to 15 chances for a monster to move randomly */ |
277 | /* Give up to 15 chances for a monster to move randomly */ |
279 | for (i = 0; i < 15; i++) |
278 | for (int i = 0; i < 15; i++) |
280 | { |
|
|
281 | if (move_object (op, rndm (8) + 1)) |
279 | if (move_object (op, rndm (8) + 1)) |
282 | return 1; |
280 | return 1; |
283 | } |
281 | |
284 | return 0; |
282 | return 0; |
285 | } |
283 | } |
286 | |
284 | |
287 | /* |
285 | /* |
288 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
286 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
… | |
… | |
311 | enemy->attacked_by = op; /* our ptr */ |
309 | enemy->attacked_by = op; /* our ptr */ |
312 | |
310 | |
313 | /* generate hp, if applicable */ |
311 | /* generate hp, if applicable */ |
314 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
312 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
315 | { |
313 | { |
316 | |
|
|
317 | /* last heal is in funny units. Dividing by speed puts |
314 | /* last heal is in funny units. Dividing by speed puts |
318 | * the regeneration rate on a basis of time instead of |
315 | * the regeneration rate on a basis of time instead of |
319 | * #moves the monster makes. The scaling by 8 is |
316 | * #moves the monster makes. The scaling by 8 is |
320 | * to capture 8th's of a hp fraction regens |
317 | * to capture 8th's of a hp fraction regens |
321 | * |
318 | * |
… | |
… | |
326 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
323 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
327 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
324 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
328 | op->last_heal %= 32; |
325 | op->last_heal %= 32; |
329 | |
326 | |
330 | /* So if the monster has gained enough HP that they are no longer afraid */ |
327 | /* So if the monster has gained enough HP that they are no longer afraid */ |
331 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
328 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp)) |
332 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
329 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
333 | |
330 | |
334 | if (op->stats.hp > op->stats.maxhp) |
331 | if (op->stats.hp > op->stats.maxhp) |
335 | op->stats.hp = op->stats.maxhp; |
332 | op->stats.hp = op->stats.maxhp; |
336 | } |
333 | } |
337 | |
334 | |
338 | /* generate sp, if applicable */ |
335 | /* generate sp, if applicable */ |
339 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
336 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
340 | { |
337 | { |
341 | |
|
|
342 | /* last_sp is in funny units. Dividing by speed puts |
338 | /* last_sp is in funny units. Dividing by speed puts |
343 | * the regeneration rate on a basis of time instead of |
339 | * the regeneration rate on a basis of time instead of |
344 | * #moves the monster makes. The scaling by 8 is |
340 | * #moves the monster makes. The scaling by 8 is |
345 | * to capture 8th's of a sp fraction regens |
341 | * to capture 8th's of a sp fraction regens |
346 | * |
342 | * |
347 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
343 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
348 | * overflow might produce monsters with negative sp. |
344 | * overflow might produce monsters with negative sp. |
349 | */ |
345 | */ |
350 | |
346 | |
351 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
347 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed)); |
352 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
348 | op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
353 | op->last_sp %= 128; |
349 | op->last_sp %= 128; |
354 | } |
350 | } |
355 | |
351 | |
356 | /* this should probably get modified by many more values. |
352 | /* this should probably get modified by many more values. |
357 | * (eg, creatures resistance to fear, level, etc. ) |
353 | * (eg, creatures resistance to fear, level, etc. ) |
358 | */ |
354 | */ |
359 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
355 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
360 | { |
|
|
361 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
356 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
362 | } |
|
|
363 | |
357 | |
364 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
358 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
365 | return QUERY_FLAG (op, FLAG_FREED); |
359 | return QUERY_FLAG (op, FLAG_FREED); |
366 | |
360 | |
367 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
361 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
368 | ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
362 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
369 | { |
|
|
370 | if (!check_wakeup (op, enemy, &rv)) |
363 | if (!check_wakeup (op, enemy, &rv)) |
371 | return 0; |
364 | return 0; |
372 | } |
|
|
373 | |
365 | |
374 | /* check if monster pops out of hidden spot */ |
366 | /* check if monster pops out of hidden spot */ |
375 | if (op->hide) |
367 | if (op->flag [FLAG_HIDDEN]) |
376 | do_hidden_move (op); |
368 | do_hidden_move (op); |
377 | |
369 | |
378 | if (op->pick_up) |
370 | if (op->pick_up) |
379 | monster_check_pickup (op); |
371 | monster_check_pickup (op); |
380 | |
372 | |
… | |
… | |
384 | /* If we don't have an enemy, do special movement or the like */ |
376 | /* If we don't have an enemy, do special movement or the like */ |
385 | if (!enemy) |
377 | if (!enemy) |
386 | { |
378 | { |
387 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
379 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
388 | { |
380 | { |
389 | op->destroy (); |
381 | op->drop_and_destroy (); |
390 | return 1; |
382 | return 1; |
391 | } |
383 | } |
392 | |
384 | |
393 | /* Probably really a bug for a creature to have both |
385 | /* Probably really a bug for a creature to have both |
394 | * stand still and a movement type set. |
386 | * stand still and a movement type set. |
… | |
… | |
397 | { |
389 | { |
398 | if (op->attack_movement & HI4) |
390 | if (op->attack_movement & HI4) |
399 | { |
391 | { |
400 | switch (op->attack_movement & HI4) |
392 | switch (op->attack_movement & HI4) |
401 | { |
393 | { |
402 | case (PETMOVE): |
394 | case (PETMOVE): |
403 | pet_move (op); |
395 | pet_move (op); |
404 | break; |
396 | break; |
405 | |
397 | |
406 | case (CIRCLE1): |
398 | case (CIRCLE1): |
407 | circ1_move (op); |
399 | circ1_move (op); |
408 | break; |
400 | break; |
409 | |
401 | |
410 | case (CIRCLE2): |
402 | case (CIRCLE2): |
411 | circ2_move (op); |
403 | circ2_move (op); |
412 | break; |
404 | break; |
413 | |
405 | |
414 | case (PACEV): |
406 | case (PACEV): |
415 | pace_movev (op); |
407 | pace_movev (op); |
416 | break; |
408 | break; |
417 | |
409 | |
418 | case (PACEH): |
410 | case (PACEH): |
419 | pace_moveh (op); |
411 | pace_moveh (op); |
420 | break; |
412 | break; |
421 | |
413 | |
422 | case (PACEV2): |
414 | case (PACEV2): |
423 | pace2_movev (op); |
415 | pace2_movev (op); |
424 | break; |
416 | break; |
425 | |
417 | |
426 | case (PACEH2): |
418 | case (PACEH2): |
427 | pace2_moveh (op); |
419 | pace2_moveh (op); |
428 | break; |
420 | break; |
429 | |
421 | |
430 | case (RANDO): |
422 | case (RANDO): |
431 | rand_move (op); |
423 | rand_move (op); |
432 | break; |
424 | break; |
433 | |
425 | |
434 | case (RANDO2): |
426 | case (RANDO2): |
435 | move_randomly (op); |
427 | move_randomly (op); |
436 | break; |
428 | break; |
437 | } |
429 | } |
|
|
430 | |
438 | return 0; |
431 | return 0; |
439 | } |
432 | } |
440 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
433 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
441 | (void) move_randomly (op); |
434 | move_randomly (op); |
442 | |
|
|
443 | } /* stand still */ |
435 | } /* stand still */ |
|
|
436 | |
444 | return 0; |
437 | return 0; |
445 | } /* no enemy */ |
438 | } /* no enemy */ |
446 | |
439 | |
447 | /* We have an enemy. Block immediately below is for pets */ |
440 | /* We have an enemy. Block immediately below is for pets */ |
448 | if ((op->attack_movement & HI4) == PETMOVE |
441 | if ((op->attack_movement & HI4) == PETMOVE |
… | |
… | |
450 | && !on_same_map (op, owner) |
443 | && !on_same_map (op, owner) |
451 | && !owner->flag [FLAG_REMOVED]) |
444 | && !owner->flag [FLAG_REMOVED]) |
452 | return follow_owner (op, owner); |
445 | return follow_owner (op, owner); |
453 | |
446 | |
454 | /* doppleganger code to change monster facing to that of the nearest |
447 | /* doppleganger code to change monster facing to that of the nearest |
455 | * player. Hmm. The code is here, but no monster in the current |
448 | * player. Hmm. The code is here, but no monster in the current |
456 | * arch set uses it. |
449 | * arch set uses it. |
457 | */ |
450 | */ |
458 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
451 | if (op->race && strcmp (op->race, "doppleganger") == 0) |
459 | { |
452 | { |
460 | op->face = enemy->face; |
453 | op->face = enemy->face; |
461 | op->name = enemy->name; |
454 | op->name = enemy->name; |
462 | } |
455 | } |
463 | |
456 | |
… | |
… | |
511 | if (monster_use_bow (op, part, enemy, dir)) |
504 | if (monster_use_bow (op, part, enemy, dir)) |
512 | return 0; |
505 | return 0; |
513 | } /* for processing of all parts */ |
506 | } /* for processing of all parts */ |
514 | } /* If not scared */ |
507 | } /* If not scared */ |
515 | |
508 | |
516 | |
|
|
517 | part = rv.part; |
509 | part = rv.part; |
518 | dir = rv.direction; |
510 | dir = rv.direction; |
519 | |
511 | |
|
|
512 | #if DEVEL |
|
|
513 | int sdir = 0; |
|
|
514 | |
|
|
515 | for (int dir = 1; dir <= 8; ++dir) |
|
|
516 | { |
|
|
517 | mapxy pos (op); pos.move (dir); |
|
|
518 | if (pos.normalise ()) |
|
|
519 | { |
|
|
520 | mapspace &ms = pos.ms (); |
|
|
521 | |
|
|
522 | if (ms.smell > op->ms ().smell) |
|
|
523 | { |
|
|
524 | printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
525 | op->ms ().smell = ms.smell - 1; |
|
|
526 | sdir = dir; |
|
|
527 | |
|
|
528 | // perturbing the path might let the monster lose track, |
|
|
529 | // but it will also wide the actual path, spreading information |
|
|
530 | if (!rndm (20)) |
|
|
531 | sdir += absdir (1 - rndm (2) * 2); |
|
|
532 | } |
|
|
533 | } |
|
|
534 | } |
|
|
535 | |
|
|
536 | if (sdir) |
|
|
537 | dir = sdir; |
|
|
538 | else |
|
|
539 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
540 | {if (op->ms ().smell) printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
541 | ordered_mapwalk_begin (op, -1, -1, 1, 1) |
|
|
542 | if (m) |
|
|
543 | m->at (nx, ny).smell = 0; |
|
|
544 | ordered_mapwalk_end |
|
|
545 | }//D |
|
|
546 | |
|
|
547 | #endif |
|
|
548 | |
520 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
549 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
521 | dir = absdir (dir + 4); |
550 | dir = absdir (dir + 4); |
522 | |
551 | |
523 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
552 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
524 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
553 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
… | |
… | |
527 | |
556 | |
528 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
557 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
529 | { |
558 | { |
530 | switch (op->attack_movement & LO4) |
559 | switch (op->attack_movement & LO4) |
531 | { |
560 | { |
532 | case DISTATT: |
561 | case DISTATT: |
533 | dir = dist_att (dir, op, enemy, part, &rv); |
562 | dir = dist_att (dir, op, enemy, part, &rv); |
534 | break; |
563 | break; |
535 | |
564 | |
536 | case RUNATT: |
565 | case RUNATT: |
537 | dir = run_att (dir, op, enemy, part, &rv); |
566 | dir = run_att (dir, op, enemy, part, &rv); |
538 | break; |
567 | break; |
539 | |
568 | |
540 | case HITRUN: |
569 | case HITRUN: |
541 | dir = hitrun_att (dir, op, enemy); |
570 | dir = hitrun_att (dir, op, enemy); |
542 | break; |
571 | break; |
543 | |
572 | |
544 | case WAITATT: |
573 | case WAITATT: |
545 | dir = wait_att (dir, op, enemy, part, &rv); |
574 | dir = wait_att (dir, op, enemy, part, &rv); |
546 | break; |
575 | break; |
547 | |
576 | |
548 | case RUSH: /* default - monster normally moves towards player */ |
577 | case RUSH: /* default - monster normally moves towards player */ |
549 | case ALLRUN: |
578 | case ALLRUN: |
550 | break; |
579 | break; |
551 | |
580 | |
552 | case DISTHIT: |
581 | case DISTHIT: |
553 | dir = disthit_att (dir, op, enemy, part, &rv); |
582 | dir = disthit_att (dir, op, enemy, part, &rv); |
554 | break; |
583 | break; |
555 | |
584 | |
556 | case WAIT2: |
585 | case WAIT2: |
557 | dir = wait_att2 (dir, op, enemy, part, &rv); |
586 | dir = wait_att2 (dir, op, enemy, part, &rv); |
558 | break; |
587 | break; |
559 | |
588 | |
560 | default: |
589 | default: |
561 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
590 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
562 | } |
591 | } |
563 | } |
592 | } |
564 | |
593 | |
565 | if (!dir) |
594 | if (!dir) |
566 | return 0; |
595 | return 0; |
… | |
… | |
576 | return 0; |
605 | return 0; |
577 | } |
606 | } |
578 | |
607 | |
579 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
608 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
580 | { |
609 | { |
581 | |
|
|
582 | /* Try move around corners if !close */ |
610 | /* Try move around corners if !close */ |
583 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
611 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
584 | |
612 | |
585 | for (diff = 1; diff <= maxdiff; diff++) |
613 | for (diff = 1; diff <= maxdiff; diff++) |
586 | { |
614 | { |
587 | /* try different detours */ |
615 | /* try different detours */ |
588 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
616 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
589 | |
617 | |
590 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
618 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
591 | return 0; |
619 | return 0; |
592 | } |
620 | } |
593 | } |
621 | } |
… | |
… | |
620 | { |
648 | { |
621 | object *nearest_player = get_nearest_player (op); |
649 | object *nearest_player = get_nearest_player (op); |
622 | |
650 | |
623 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
651 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
624 | { |
652 | { |
625 | op->enemy = NULL; |
653 | op->enemy = 0; |
626 | enemy = nearest_player; |
654 | enemy = nearest_player; |
627 | } |
655 | } |
628 | } |
656 | } |
629 | |
657 | |
630 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
658 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
… | |
… | |
636 | * still be pretty nasty. |
664 | * still be pretty nasty. |
637 | */ |
665 | */ |
638 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
666 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
639 | { |
667 | { |
640 | part->stats.wc += 10; |
668 | part->stats.wc += 10; |
641 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
669 | skill_attack (enemy, part, 0, NULL, NULL); |
642 | part->stats.wc -= 10; |
670 | part->stats.wc -= 10; |
643 | } |
671 | } |
644 | else |
672 | else |
645 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
673 | skill_attack (enemy, part, 0, NULL, NULL); |
646 | } /* if monster is in attack range */ |
674 | } /* if monster is in attack range */ |
647 | |
675 | |
648 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
676 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
649 | return 1; |
677 | return 1; |
650 | |
678 | |
651 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
679 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
652 | { |
680 | { |
653 | op->remove (); |
|
|
654 | op->destroy (); |
681 | op->drop_and_destroy (); |
655 | return 1; |
682 | return 1; |
656 | } |
683 | } |
|
|
684 | |
657 | return 0; |
685 | return 0; |
658 | } |
686 | } |
659 | |
687 | |
660 | int |
688 | int |
661 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
689 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
… | |
… | |
676 | { |
704 | { |
677 | get_rangevector (ob1, more, &rv1, 0); |
705 | get_rangevector (ob1, more, &rv1, 0); |
678 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
706 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
679 | return 1; |
707 | return 1; |
680 | } |
708 | } |
|
|
709 | |
681 | return 0; |
710 | return 0; |
682 | |
|
|
683 | } |
711 | } |
684 | |
712 | |
685 | /* Returns 1 is monster should cast spell sp at an enemy |
713 | /* Returns 1 is monster should cast spell sp at an enemy |
686 | * Returns 0 if the monster should not cast this spell. |
714 | * Returns 0 if the monster should not cast this spell. |
687 | * |
715 | * |
… | |
… | |
705 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
733 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
706 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
734 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
707 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
735 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
708 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
736 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
709 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
737 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
710 | |
|
|
711 | return 1; |
738 | return 1; |
712 | |
739 | |
713 | return 0; |
740 | return 0; |
714 | } |
741 | } |
715 | |
|
|
716 | |
742 | |
717 | #define MAX_KNOWN_SPELLS 20 |
743 | #define MAX_KNOWN_SPELLS 20 |
718 | |
744 | |
719 | /* Returns a randomly selected spell. This logic is still |
745 | /* Returns a randomly selected spell. This logic is still |
720 | * less than ideal. This code also only seems to deal with |
746 | * less than ideal. This code also only seems to deal with |
… | |
… | |
723 | */ |
749 | */ |
724 | object * |
750 | object * |
725 | monster_choose_random_spell (object *monster) |
751 | monster_choose_random_spell (object *monster) |
726 | { |
752 | { |
727 | object *altern[MAX_KNOWN_SPELLS]; |
753 | object *altern[MAX_KNOWN_SPELLS]; |
728 | object *tmp; |
|
|
729 | int i = 0; |
754 | int i = 0; |
730 | |
755 | |
731 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
756 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
732 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
757 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
733 | { |
758 | { |
734 | /* Check and see if it's actually a useful spell. |
759 | /* Check and see if it's actually a useful spell. |
735 | * If its a spellbook, the spell is actually the inventory item. |
760 | * If its a spellbook, the spell is actually the inventory item. |
736 | * if it is a spell, then it is just the object itself. |
761 | * if it is a spell, then it is just the object itself. |
737 | */ |
762 | */ |
738 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
763 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
739 | { |
764 | { |
740 | altern[i++] = tmp; |
765 | altern [i++] = tmp; |
|
|
766 | |
741 | if (i == MAX_KNOWN_SPELLS) |
767 | if (i == MAX_KNOWN_SPELLS) |
742 | break; |
768 | break; |
743 | } |
769 | } |
744 | } |
770 | } |
745 | if (!i) |
771 | |
746 | return NULL; |
772 | return i ? altern [rndm (i)] : 0; |
747 | return altern[RANDOM () % i]; |
|
|
748 | } |
773 | } |
749 | |
774 | |
750 | /* This checks to see if the monster should cast a spell/ability. |
775 | /* This checks to see if the monster should cast a spell/ability. |
751 | * it returns true if the monster casts a spell, 0 if he doesn't. |
776 | * it returns true if the monster casts a spell, 0 if he doesn't. |
752 | * head is the head of the monster. |
777 | * head is the head of the monster. |
753 | * part is the part of the monster we are checking against. |
778 | * part is the part of the monster we are checking against. |
754 | * pl is the target. |
779 | * pl is the target. |
755 | * dir is the direction to case. |
780 | * dir is the direction to case. |
756 | * rv is the vector which describes where the enemy is. |
781 | * rv is the vector which describes where the enemy is. |
757 | */ |
782 | */ |
758 | |
|
|
759 | int |
783 | int |
760 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
784 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
761 | { |
785 | { |
762 | object *spell_item; |
786 | object *spell_item; |
763 | object *owner; |
787 | object *owner; |
… | |
… | |
774 | |
798 | |
775 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
799 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
776 | { |
800 | { |
777 | get_rangevector (head, owner, &rv1, 0x1); |
801 | get_rangevector (head, owner, &rv1, 0x1); |
778 | if (dirdiff (dir, rv1.direction) < 2) |
802 | if (dirdiff (dir, rv1.direction) < 2) |
779 | { |
|
|
780 | return 0; /* Might hit owner with spell */ |
803 | return 0; /* Might hit owner with spell */ |
781 | } |
|
|
782 | } |
804 | } |
783 | |
805 | |
784 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
806 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
785 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
807 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
786 | |
808 | |
… | |
… | |
794 | { |
816 | { |
795 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
817 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
796 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
818 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
797 | return 0; |
819 | return 0; |
798 | } |
820 | } |
|
|
821 | |
799 | if (spell_item->type == SPELLBOOK) |
822 | if (spell_item->type == SPELLBOOK) |
800 | { |
823 | { |
801 | if (!spell_item->inv) |
824 | if (!spell_item->inv) |
802 | { |
825 | { |
803 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
826 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
804 | return 0; |
827 | return 0; |
805 | } |
828 | } |
|
|
829 | |
806 | spell_item = spell_item->inv; |
830 | spell_item = spell_item->inv; |
807 | } |
831 | } |
808 | } |
832 | } |
809 | else |
833 | else |
810 | spell_item = head->spellitem; |
834 | spell_item = head->spellitem; |
… | |
… | |
829 | /* set this to null, so next time monster will choose something different */ |
853 | /* set this to null, so next time monster will choose something different */ |
830 | head->spellitem = NULL; |
854 | head->spellitem = NULL; |
831 | |
855 | |
832 | return cast_spell (part, part, dir, spell_item, NULL); |
856 | return cast_spell (part, part, dir, spell_item, NULL); |
833 | } |
857 | } |
834 | |
|
|
835 | |
858 | |
836 | int |
859 | int |
837 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
860 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
838 | { |
861 | { |
839 | object *scroll; |
862 | object *scroll; |
… | |
… | |
1231 | } |
1254 | } |
1232 | } |
1255 | } |
1233 | |
1256 | |
1234 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1257 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1235 | return 1; |
1258 | return 1; |
|
|
1259 | |
1236 | return 0; |
1260 | return 0; |
1237 | } |
1261 | } |
1238 | |
1262 | |
1239 | /* |
1263 | /* |
1240 | * monster_apply_below(): |
1264 | * monster_apply_below(): |
… | |
… | |
1415 | int |
1439 | int |
1416 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1440 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1417 | { |
1441 | { |
1418 | if (can_hit (part, enemy, rv)) |
1442 | if (can_hit (part, enemy, rv)) |
1419 | return dir; |
1443 | return dir; |
|
|
1444 | |
1420 | if (rv->distance < 10) |
1445 | if (rv->distance < 10) |
1421 | return absdir (dir + 4); |
1446 | return absdir (dir + 4); |
1422 | else if (rv->distance > 18) |
1447 | else if (rv->distance > 18) |
1423 | return dir; |
1448 | return dir; |
1424 | |
1449 | |
… | |
… | |
1579 | } |
1604 | } |
1580 | |
1605 | |
1581 | void |
1606 | void |
1582 | rand_move (object *ob) |
1607 | rand_move (object *ob) |
1583 | { |
1608 | { |
1584 | int i; |
|
|
1585 | |
|
|
1586 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1609 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1587 | for (i = 0; i < 5; i++) |
1610 | for (int i = 0; i < 5; i++) |
1588 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1611 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1589 | return; |
1612 | return; |
1590 | } |
1613 | } |
1591 | |
1614 | |
1592 | void |
1615 | void |
1593 | check_earthwalls (object *op, maptile *m, int x, int y) |
1616 | check_earthwalls (object *op, maptile *m, int x, int y) |
1594 | { |
1617 | { |
1595 | object *tmp; |
|
|
1596 | |
|
|
1597 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1618 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1598 | { |
|
|
1599 | if (tmp->type == EARTHWALL) |
1619 | if (tmp->type == EARTHWALL) |
1600 | { |
1620 | { |
1601 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1621 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1602 | return; |
1622 | return; |
1603 | } |
1623 | } |
1604 | } |
|
|
1605 | } |
1624 | } |
1606 | |
1625 | |
1607 | void |
1626 | void |
1608 | check_doors (object *op, maptile *m, int x, int y) |
1627 | check_doors (object *op, maptile *m, int x, int y) |
1609 | { |
1628 | { |
1610 | object *tmp; |
|
|
1611 | |
|
|
1612 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1629 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1613 | { |
|
|
1614 | if (tmp->type == DOOR) |
1630 | if (tmp->type == DOOR) |
1615 | { |
1631 | { |
1616 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1632 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1617 | return; |
1633 | return; |
1618 | } |
1634 | } |
1619 | } |
|
|
1620 | } |
1635 | } |
1621 | |
1636 | |
1622 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1637 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1623 | * This is probably overly simplistic as it is now - We want |
1638 | * This is probably overly simplistic as it is now - We want |
1624 | * monsters to throw things like chairs and other pieces of |
1639 | * monsters to throw things like chairs and other pieces of |
… | |
… | |
1664 | * properly. I also so odd code in place that checked for x distance |
1679 | * properly. I also so odd code in place that checked for x distance |
1665 | * OR y distance being within some range - that seemed wrong - both should |
1680 | * OR y distance being within some range - that seemed wrong - both should |
1666 | * be within the valid range. MSW 2001-08-05 |
1681 | * be within the valid range. MSW 2001-08-05 |
1667 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1682 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1668 | */ |
1683 | */ |
1669 | |
|
|
1670 | int |
1684 | int |
1671 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1685 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1672 | { |
1686 | { |
1673 | int radius = MIN_MON_RADIUS, hide_discovery; |
1687 | int radius = MIN_MON_RADIUS, hide_discovery; |
1674 | |
1688 | |
… | |
… | |
1681 | return 0; |
1695 | return 0; |
1682 | |
1696 | |
1683 | get_rangevector (op, enemy, rv, 0); |
1697 | get_rangevector (op, enemy, rv, 0); |
1684 | |
1698 | |
1685 | /* Monsters always ignore the DM */ |
1699 | /* Monsters always ignore the DM */ |
1686 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1700 | if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) |
1687 | return 0; |
1701 | return 0; |
1688 | |
1702 | |
1689 | /* simple check. Should probably put some range checks in here. */ |
1703 | /* simple check. Should probably put some range checks in here. */ |
1690 | if (can_see_enemy (op, enemy)) |
1704 | if (can_see_enemy (op, enemy)) |
1691 | return 1; |
1705 | return 1; |
… | |
… | |
1704 | |
1718 | |
1705 | /* use this for invis also */ |
1719 | /* use this for invis also */ |
1706 | hide_discovery = op->stats.Int / 5; |
1720 | hide_discovery = op->stats.Int / 5; |
1707 | |
1721 | |
1708 | /* Determine Detection radii */ |
1722 | /* Determine Detection radii */ |
1709 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1723 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1710 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1724 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1711 | else |
1725 | else |
1712 | { /* a level/INT/Dex adjustment for hiding */ |
1726 | { /* a level/INT/Dex adjustment for hiding */ |
1713 | object *sk_hide; |
|
|
1714 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1727 | int bonus = op->level / 2 + op->stats.Int / 5; |
1715 | |
1728 | |
1716 | if (enemy->type == PLAYER) |
1729 | if (enemy->is_player ()) |
1717 | { |
1730 | { |
1718 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1731 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1719 | bonus -= sk_hide->level; |
1732 | bonus -= sk_hide->level; |
1720 | else |
1733 | else |
1721 | { |
1734 | { |
1722 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1735 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1723 | make_visible (enemy); |
1736 | make_visible (enemy); |
… | |
… | |
1732 | } /* else creature has modifiers for hiding */ |
1745 | } /* else creature has modifiers for hiding */ |
1733 | |
1746 | |
1734 | /* Radii stealth adjustment. Only if you are stealthy |
1747 | /* Radii stealth adjustment. Only if you are stealthy |
1735 | * will you be able to sneak up closer to creatures */ |
1748 | * will you be able to sneak up closer to creatures */ |
1736 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1749 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1737 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1750 | { |
|
|
1751 | radius /= 2; |
|
|
1752 | hide_discovery /= 3; |
|
|
1753 | } |
1738 | |
1754 | |
1739 | /* Radii adjustment for enemy standing in the dark */ |
1755 | /* Radii adjustment for enemy standing in the dark */ |
1740 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1756 | if (op->map->darklevel () > 0 && !stand_in_light (enemy)) |
1741 | { |
1757 | { |
1742 | /* on dark maps body heat can help indicate location with infravision |
1758 | /* on dark maps body heat can help indicate location with infravision |
1743 | * undead don't have body heat, so no benefit detecting them. |
1759 | * undead don't have body heat, so no benefit detecting them. |
1744 | */ |
1760 | */ |
1745 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1761 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1746 | radius += op->map->darkness / 2; |
1762 | radius += op->map->darklevel () / 2; |
1747 | else |
1763 | else |
1748 | radius -= op->map->darkness / 2; |
1764 | radius -= op->map->darklevel () / 2; |
1749 | |
1765 | |
1750 | /* op next to a monster (and not in complete darkness) |
1766 | /* op next to a monster (and not in complete darkness) |
1751 | * the monster should have a chance to see you. |
1767 | * the monster should have a chance to see you. |
1752 | */ |
1768 | */ |
1753 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1769 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) |
1754 | radius = MIN_MON_RADIUS; |
1770 | radius = MIN_MON_RADIUS; |
1755 | } /* if on dark map */ |
1771 | } /* if on dark map */ |
1756 | |
1772 | |
1757 | /* Lets not worry about monsters that have incredible detection |
1773 | /* Lets not worry about monsters that have incredible detection |
1758 | * radii, we only need to worry here about things the player can |
1774 | * radii, we only need to worry here about things the player can |
… | |
… | |
1760 | * may have for their map - in that way, creatures at the edge will |
1776 | * may have for their map - in that way, creatures at the edge will |
1761 | * do something. Note that the distance field in the |
1777 | * do something. Note that the distance field in the |
1762 | * vector is real distance, so in theory this should be 18 to |
1778 | * vector is real distance, so in theory this should be 18 to |
1763 | * find that. |
1779 | * find that. |
1764 | */ |
1780 | */ |
1765 | if (radius > 13) |
1781 | // note that the above reasoning was utter bullshit even at the time it was written |
1766 | radius = 13; |
1782 | // we use 25, lets see if we have the cpu time for it |
|
|
1783 | radius = min (25, radius); |
1767 | |
1784 | |
1768 | /* Enemy in range! Now test for detection */ |
1785 | /* Enemy in range! Now test for detection */ |
1769 | if ((int) rv->distance <= radius) |
1786 | if (rv->distance <= radius) |
1770 | { |
1787 | { |
1771 | /* ah, we are within range, detected? take cases */ |
1788 | /* ah, we are within range, detected? take cases */ |
1772 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1789 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1773 | return 1; |
1790 | return 1; |
1774 | |
1791 | |
1775 | /* hidden or low-quality invisible */ |
1792 | /* hidden or low-quality invisible */ |
1776 | if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) |
1793 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1777 | { |
1794 | { |
1778 | make_visible (enemy); |
1795 | make_visible (enemy); |
|
|
1796 | |
1779 | /* inform players of new status */ |
1797 | /* inform players of new status */ |
1780 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1798 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1781 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1799 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
|
|
1800 | |
1782 | return 1; /* detected enemy */ |
1801 | return 1; /* detected enemy */ |
1783 | } |
1802 | } |
1784 | else if (enemy->invisible) |
1803 | else if (enemy->invisible) |
1785 | { |
1804 | { |
1786 | /* Change this around - instead of negating the invisible, just |
1805 | /* Change this around - instead of negating the invisible, just |
1787 | * return true so that the mosnter that managed to detect you can |
1806 | * return true so that the monster that managed to detect you can |
1788 | * do something to you. Decreasing the duration of invisible |
1807 | * do something to you. Decreasing the duration of invisible |
1789 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1808 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1790 | * can then basically negate the spell. The spell isn't negated - |
1809 | * can then basically negate the spell. The spell isn't negated - |
1791 | * they just know where you are! |
1810 | * they just know where you are! |
1792 | */ |
1811 | */ |
1793 | if ((rndm (50)) <= hide_discovery) |
1812 | if (rndm (50) <= hide_discovery) |
1794 | { |
1813 | { |
1795 | if (enemy->type == PLAYER) |
1814 | if (enemy->type == PLAYER) |
1796 | { |
|
|
1797 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1815 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1798 | } |
1816 | |
1799 | return 1; |
1817 | return 1; |
1800 | } |
1818 | } |
1801 | } |
1819 | } |
1802 | } /* within range */ |
1820 | } /* within range */ |
1803 | |
1821 | |
… | |
… | |
1811 | * other side of a wall (!). |
1829 | * other side of a wall (!). |
1812 | */ |
1830 | */ |
1813 | int |
1831 | int |
1814 | stand_in_light (object *op) |
1832 | stand_in_light (object *op) |
1815 | { |
1833 | { |
1816 | sint16 nx, ny; |
|
|
1817 | maptile *m; |
|
|
1818 | |
|
|
1819 | if (!op) |
1834 | if (op) |
1820 | return 0; |
1835 | { |
1821 | |
|
|
1822 | if (op->glow_radius > 0) |
1836 | if (op->glow_radius > 0) |
1823 | return 1; |
1837 | return 1; |
1824 | |
1838 | |
1825 | if (op->map) |
1839 | if (op->map) |
1826 | { |
1840 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1827 | int x, y, x1, y1; |
1841 | { |
1828 | |
|
|
1829 | /* Check the spaces with the max light radius to see if any of them |
1842 | /* 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. |
1843 | * have lights, and if any of them light the player enough, then return 1. |
1831 | */ |
|
|
1832 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1833 | { |
|
|
1834 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1835 | { |
1844 | */ |
1836 | m = op->map; |
1845 | int light = m->at (nx, ny).light; |
1837 | nx = x; |
|
|
1838 | ny = y; |
|
|
1839 | |
1846 | |
1840 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1847 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1841 | continue; |
|
|
1842 | |
|
|
1843 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1844 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1845 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1846 | return 1; |
1848 | return 1; |
1847 | } |
1849 | } |
1848 | } |
|
|
1849 | } |
1850 | } |
1850 | |
1851 | |
1851 | return 0; |
1852 | return 0; |
1852 | } |
1853 | } |
1853 | |
1854 | |
… | |
… | |
1879 | * However,if you carry any source of light, then the hidden |
1880 | * However,if you carry any source of light, then the hidden |
1880 | * creature is seeable (and stupid) */ |
1881 | * creature is seeable (and stupid) */ |
1881 | |
1882 | |
1882 | if (has_carried_lights (enemy)) |
1883 | if (has_carried_lights (enemy)) |
1883 | { |
1884 | { |
1884 | if (enemy->hide) |
1885 | if (enemy->flag [FLAG_HIDDEN]) |
1885 | { |
1886 | { |
1886 | make_visible (enemy); |
1887 | make_visible (enemy); |
1887 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1888 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1888 | } |
1889 | } |
|
|
1890 | |
1889 | return 1; |
1891 | return 1; |
1890 | } |
1892 | } |
1891 | else if (enemy->hide) |
1893 | else if (enemy->flag [FLAG_HIDDEN]) |
1892 | return 0; |
1894 | return 0; |
1893 | |
1895 | |
1894 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1896 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1895 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1897 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1896 | * and making it a conditional makes the code pretty ugly. |
1898 | * and making it a conditional makes the code pretty ugly. |
1897 | */ |
1899 | */ |
1898 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1900 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1899 | { |
|
|
1900 | if (makes_invisible_to (enemy, looker)) |
1901 | if (makes_invisible_to (enemy, looker)) |
1901 | return 0; |
1902 | return 0; |
1902 | } |
|
|
1903 | } |
1903 | } |
1904 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1904 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1905 | if (player_can_view (looker, enemy)) |
1905 | if (player_can_view (looker, enemy)) |
1906 | return 1; |
1906 | return 1; |
1907 | |
1907 | |
1908 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1908 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1909 | * unless they carry a light or stand in light. Darkness doesnt |
1909 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1912 | * we care about the enemy maps status, not the looker. |
1912 | * we care about the enemy maps status, not the looker. |
1913 | * only relevant for tiled maps, but it is possible that the |
1913 | * only relevant for tiled maps, but it is possible that the |
1914 | * enemy is on a bright map and the looker on a dark - in that |
1914 | * enemy is on a bright map and the looker on a dark - in that |
1915 | * case, the looker can still see the enemy |
1915 | * case, the looker can still see the enemy |
1916 | */ |
1916 | */ |
1917 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1917 | if (enemy->map->darklevel () > 0 |
|
|
1918 | && !stand_in_light (enemy) |
1918 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1919 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1919 | return 0; |
1920 | return 0; |
1920 | |
1921 | |
1921 | return 1; |
1922 | return 1; |
1922 | } |
1923 | } |
|
|
1924 | |