… | |
… | |
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 | { |
… | |
… | |
197 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
198 | if (!(tmp = check_enemy (npc, rv))) |
197 | if (!(tmp = check_enemy (npc, rv))) |
199 | { |
198 | { |
200 | if (attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
201 | { |
200 | { |
202 | /* TODO: thats not finished */ |
201 | /* TODO: that's not finished */ |
203 | /* 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 */ |
204 | |
203 | |
205 | 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 */ |
206 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
207 | (!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))) |
208 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | 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... */ |
208 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
210 | { |
209 | { |
211 | 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! */ |
212 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
213 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
214 | } |
213 | } |
… | |
… | |
231 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
232 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
233 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
234 | */ |
233 | */ |
235 | int |
234 | int |
236 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
237 | { |
236 | { |
238 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
|
|
239 | |
|
|
240 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
241 | if (!enemy) |
238 | if (!enemy) |
242 | return 0; |
239 | return 0; |
243 | |
240 | |
|
|
241 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
|
|
242 | |
|
|
243 | if (op->flag [FLAG_BLIND]) |
244 | /* blinded monsters can only find nearby objects to attack */ |
244 | /* blinded monsters can only find nearby objects to attack */ |
245 | if (QUERY_FLAG (op, FLAG_BLIND)) |
|
|
246 | radius = MIN_MON_RADIUS; |
245 | radius = MIN_MON_RADIUS; |
247 | |
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])) |
248 | /* This covers the situation where the monster is in the dark |
250 | /* This covers the situation where the monster is in the dark |
249 | * 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 |
250 | * glowing!) then the monster has trouble finding the enemy. |
252 | * glowing!) then the monster has trouble finding the enemy. |
251 | * 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 |
252 | * the dark. */ |
254 | * the dark. */ |
253 | |
255 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
254 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
256 | else if (!op->flag [FLAG_SLEEP]) |
255 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
256 | { |
|
|
257 | int dark = radius / (op->map->darkness); |
|
|
258 | |
|
|
259 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
|
|
260 | } |
|
|
261 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
262 | return 1; |
257 | return 1; |
|
|
258 | |
|
|
259 | if (enemy->flag [FLAG_STEALTH]) |
|
|
260 | radius = radius / 2 + 1; |
263 | |
261 | |
264 | /* 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 |
265 | * for that. |
263 | * for that. |
266 | */ |
264 | */ |
267 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
265 | if (rv->distance <= radius) |
268 | { |
266 | { |
269 | CLEAR_FLAG (op, FLAG_SLEEP); |
267 | CLEAR_FLAG (op, FLAG_SLEEP); |
270 | return 1; |
268 | return 1; |
271 | } |
269 | } |
|
|
270 | |
272 | return 0; |
271 | return 0; |
273 | } |
272 | } |
274 | |
273 | |
275 | int |
274 | int |
276 | move_randomly (object *op) |
275 | move_randomly (object *op) |
… | |
… | |
324 | 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)); |
325 | 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 */ |
326 | op->last_heal %= 32; |
325 | op->last_heal %= 32; |
327 | |
326 | |
328 | /* 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 */ |
329 | 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)) |
330 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
329 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
331 | |
330 | |
332 | if (op->stats.hp > op->stats.maxhp) |
331 | if (op->stats.hp > op->stats.maxhp) |
333 | op->stats.hp = op->stats.maxhp; |
332 | op->stats.hp = op->stats.maxhp; |
334 | } |
333 | } |
335 | |
334 | |
336 | /* generate sp, if applicable */ |
335 | /* generate sp, if applicable */ |
337 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
336 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
338 | { |
337 | { |
339 | /* last_sp is in funny units. Dividing by speed puts |
338 | /* last_sp is in funny units. Dividing by speed puts |
340 | * the regeneration rate on a basis of time instead of |
339 | * the regeneration rate on a basis of time instead of |
341 | * #moves the monster makes. The scaling by 8 is |
340 | * #moves the monster makes. The scaling by 8 is |
342 | * to capture 8th's of a sp fraction regens |
341 | * to capture 8th's of a sp fraction regens |
343 | * |
342 | * |
344 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
343 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
345 | * overflow might produce monsters with negative sp. |
344 | * overflow might produce monsters with negative sp. |
346 | */ |
345 | */ |
347 | |
346 | |
348 | 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)); |
349 | 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 */ |
350 | op->last_sp %= 128; |
349 | op->last_sp %= 128; |
351 | } |
350 | } |
352 | |
351 | |
353 | /* this should probably get modified by many more values. |
352 | /* this should probably get modified by many more values. |
354 | * (eg, creatures resistance to fear, level, etc. ) |
353 | * (eg, creatures resistance to fear, level, etc. ) |
… | |
… | |
358 | |
357 | |
359 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
358 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
360 | return QUERY_FLAG (op, FLAG_FREED); |
359 | return QUERY_FLAG (op, FLAG_FREED); |
361 | |
360 | |
362 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
361 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
363 | ((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))) |
364 | if (!check_wakeup (op, enemy, &rv)) |
363 | if (!check_wakeup (op, enemy, &rv)) |
365 | return 0; |
364 | return 0; |
366 | |
365 | |
367 | /* check if monster pops out of hidden spot */ |
366 | /* check if monster pops out of hidden spot */ |
368 | if (op->flag [FLAG_HIDDEN]) |
367 | if (op->flag [FLAG_HIDDEN]) |
… | |
… | |
444 | && !on_same_map (op, owner) |
443 | && !on_same_map (op, owner) |
445 | && !owner->flag [FLAG_REMOVED]) |
444 | && !owner->flag [FLAG_REMOVED]) |
446 | return follow_owner (op, owner); |
445 | return follow_owner (op, owner); |
447 | |
446 | |
448 | /* doppleganger code to change monster facing to that of the nearest |
447 | /* doppleganger code to change monster facing to that of the nearest |
449 | * 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 |
450 | * arch set uses it. |
449 | * arch set uses it. |
451 | */ |
450 | */ |
452 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
451 | if (op->race && strcmp (op->race, "doppleganger") == 0) |
453 | { |
452 | { |
454 | op->face = enemy->face; |
453 | op->face = enemy->face; |
455 | op->name = enemy->name; |
454 | op->name = enemy->name; |
456 | } |
455 | } |
457 | |
456 | |
… | |
… | |
505 | if (monster_use_bow (op, part, enemy, dir)) |
504 | if (monster_use_bow (op, part, enemy, dir)) |
506 | return 0; |
505 | return 0; |
507 | } /* for processing of all parts */ |
506 | } /* for processing of all parts */ |
508 | } /* If not scared */ |
507 | } /* If not scared */ |
509 | |
508 | |
510 | |
|
|
511 | part = rv.part; |
509 | part = rv.part; |
512 | dir = rv.direction; |
510 | dir = rv.direction; |
|
|
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 |
513 | |
548 | |
514 | 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)) |
515 | dir = absdir (dir + 4); |
550 | dir = absdir (dir + 4); |
516 | |
551 | |
517 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
552 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
… | |
… | |
571 | } |
606 | } |
572 | |
607 | |
573 | 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)) |
574 | { |
609 | { |
575 | /* Try move around corners if !close */ |
610 | /* Try move around corners if !close */ |
576 | 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; |
577 | |
612 | |
578 | for (diff = 1; diff <= maxdiff; diff++) |
613 | for (diff = 1; diff <= maxdiff; diff++) |
579 | { |
614 | { |
580 | /* try different detours */ |
615 | /* try different detours */ |
581 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
616 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
582 | |
617 | |
583 | 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))) |
584 | return 0; |
619 | return 0; |
585 | } |
620 | } |
586 | } |
621 | } |
… | |
… | |
613 | { |
648 | { |
614 | object *nearest_player = get_nearest_player (op); |
649 | object *nearest_player = get_nearest_player (op); |
615 | |
650 | |
616 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
651 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
617 | { |
652 | { |
618 | op->enemy = NULL; |
653 | op->enemy = 0; |
619 | enemy = nearest_player; |
654 | enemy = nearest_player; |
620 | } |
655 | } |
621 | } |
656 | } |
622 | |
657 | |
623 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
658 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
… | |
… | |
1689 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1724 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1690 | else |
1725 | else |
1691 | { /* a level/INT/Dex adjustment for hiding */ |
1726 | { /* a level/INT/Dex adjustment for hiding */ |
1692 | int bonus = op->level / 2 + op->stats.Int / 5; |
1727 | int bonus = op->level / 2 + op->stats.Int / 5; |
1693 | |
1728 | |
1694 | if (enemy->type == PLAYER) |
1729 | if (enemy->is_player ()) |
1695 | { |
1730 | { |
1696 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1731 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1697 | bonus -= sk_hide->level; |
1732 | bonus -= sk_hide->level; |
1698 | else |
1733 | else |
1699 | { |
1734 | { |
… | |
… | |
1716 | radius /= 2; |
1751 | radius /= 2; |
1717 | hide_discovery /= 3; |
1752 | hide_discovery /= 3; |
1718 | } |
1753 | } |
1719 | |
1754 | |
1720 | /* Radii adjustment for enemy standing in the dark */ |
1755 | /* Radii adjustment for enemy standing in the dark */ |
1721 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1756 | if (op->map->darklevel () > 0 && !stand_in_light (enemy)) |
1722 | { |
1757 | { |
1723 | /* on dark maps body heat can help indicate location with infravision |
1758 | /* on dark maps body heat can help indicate location with infravision |
1724 | * undead don't have body heat, so no benefit detecting them. |
1759 | * undead don't have body heat, so no benefit detecting them. |
1725 | */ |
1760 | */ |
1726 | 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)) |
1727 | radius += op->map->darkness / 2; |
1762 | radius += op->map->darklevel () / 2; |
1728 | else |
1763 | else |
1729 | radius -= op->map->darkness / 2; |
1764 | radius -= op->map->darklevel () / 2; |
1730 | |
1765 | |
1731 | /* op next to a monster (and not in complete darkness) |
1766 | /* op next to a monster (and not in complete darkness) |
1732 | * the monster should have a chance to see you. |
1767 | * the monster should have a chance to see you. |
1733 | */ |
1768 | */ |
1734 | 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) |
1735 | radius = MIN_MON_RADIUS; |
1770 | radius = MIN_MON_RADIUS; |
1736 | } /* if on dark map */ |
1771 | } /* if on dark map */ |
1737 | |
1772 | |
1738 | /* Lets not worry about monsters that have incredible detection |
1773 | /* Lets not worry about monsters that have incredible detection |
1739 | * 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 |
… | |
… | |
1794 | * other side of a wall (!). |
1829 | * other side of a wall (!). |
1795 | */ |
1830 | */ |
1796 | int |
1831 | int |
1797 | stand_in_light (object *op) |
1832 | stand_in_light (object *op) |
1798 | { |
1833 | { |
1799 | if (!op) |
1834 | if (op) |
1800 | return 0; |
1835 | { |
1801 | |
|
|
1802 | if (op->glow_radius > 0) |
1836 | if (op->glow_radius > 0) |
1803 | return 1; |
1837 | return 1; |
1804 | |
1838 | |
1805 | if (op->map) |
1839 | if (op->map) |
1806 | { |
1840 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
|
|
1841 | { |
1807 | /* 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 |
1808 | * 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. |
1809 | */ |
|
|
1810 | for (int x = op->x - MAX_LIGHT_RADIUS; x <= op->x + MAX_LIGHT_RADIUS; x++) |
|
|
1811 | { |
|
|
1812 | for (int y = op->y - MAX_LIGHT_RADIUS; y <= op->y + MAX_LIGHT_RADIUS; y++) |
|
|
1813 | { |
1844 | */ |
1814 | maptile *m = op->map; |
1845 | int light = m->at (nx, ny).light; |
1815 | sint16 nx = x; |
|
|
1816 | sint16 ny = y; |
|
|
1817 | |
1846 | |
1818 | if (xy_normalise (m, nx, ny)) |
1847 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1819 | if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light) |
|
|
1820 | return 1; |
1848 | return 1; |
1821 | } |
1849 | } |
1822 | } |
|
|
1823 | } |
1850 | } |
1824 | |
1851 | |
1825 | return 0; |
1852 | return 0; |
1826 | } |
1853 | } |
1827 | |
1854 | |
… | |
… | |
1864 | return 1; |
1891 | return 1; |
1865 | } |
1892 | } |
1866 | else if (enemy->flag [FLAG_HIDDEN]) |
1893 | else if (enemy->flag [FLAG_HIDDEN]) |
1867 | return 0; |
1894 | return 0; |
1868 | |
1895 | |
1869 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1896 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1870 | * 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, |
1871 | * and making it a conditional makes the code pretty ugly. |
1898 | * and making it a conditional makes the code pretty ugly. |
1872 | */ |
1899 | */ |
1873 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1900 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1874 | if (makes_invisible_to (enemy, looker)) |
1901 | if (makes_invisible_to (enemy, looker)) |
1875 | return 0; |
1902 | return 0; |
1876 | } |
1903 | } |
1877 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1904 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1878 | if (player_can_view (looker, enemy)) |
1905 | if (player_can_view (looker, enemy)) |
1879 | return 1; |
1906 | return 1; |
1880 | |
1907 | |
1881 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1908 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1882 | * unless they carry a light or stand in light. Darkness doesnt |
1909 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1885 | * we care about the enemy maps status, not the looker. |
1912 | * we care about the enemy maps status, not the looker. |
1886 | * only relevant for tiled maps, but it is possible that the |
1913 | * only relevant for tiled maps, but it is possible that the |
1887 | * 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 |
1888 | * case, the looker can still see the enemy |
1915 | * case, the looker can still see the enemy |
1889 | */ |
1916 | */ |
1890 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1917 | if (enemy->map->darklevel () > 0 |
|
|
1918 | && !stand_in_light (enemy) |
1891 | && (!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))) |
1892 | return 0; |
1920 | return 0; |
1893 | |
1921 | |
1894 | return 1; |
1922 | return 1; |
1895 | } |
1923 | } |