… | |
… | |
236 | { |
236 | { |
237 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
238 | if (!enemy) |
238 | if (!enemy) |
239 | return 0; |
239 | return 0; |
240 | |
240 | |
|
|
241 | if (!op->flag [FLAG_SLEEP]) |
|
|
242 | return 1; |
|
|
243 | |
241 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
244 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
242 | |
245 | |
243 | if (op->flag [FLAG_BLIND]) |
246 | if (op->flag [FLAG_BLIND]) |
244 | /* blinded monsters can only find nearby objects to attack */ |
247 | /* blinded monsters can only find nearby objects to attack */ |
245 | radius = MIN_MON_RADIUS; |
248 | radius = MIN_MON_RADIUS; |
… | |
… | |
251 | * and has an enemy. If the enemy has no carried light (or isnt |
254 | * and has an enemy. If the enemy has no carried light (or isnt |
252 | * glowing!) then the monster has trouble finding the enemy. |
255 | * glowing!) then the monster has trouble finding the enemy. |
253 | * Remember we already checked to see if the monster can see in |
256 | * Remember we already checked to see if the monster can see in |
254 | * the dark. */ |
257 | * the dark. */ |
255 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
258 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
256 | else if (!op->flag [FLAG_SLEEP]) |
|
|
257 | return 1; |
|
|
258 | |
259 | |
259 | if (enemy->flag [FLAG_STEALTH]) |
260 | if (enemy->flag [FLAG_STEALTH]) |
260 | radius = radius / 2 + 1; |
261 | radius = radius / 2 + 1; |
261 | |
262 | |
262 | /* enemy should already be on this map, so don't really need to check |
263 | /* enemy should already be on this map, so don't really need to check |
… | |
… | |
507 | } /* If not scared */ |
508 | } /* If not scared */ |
508 | |
509 | |
509 | part = rv.part; |
510 | part = rv.part; |
510 | dir = rv.direction; |
511 | dir = rv.direction; |
511 | |
512 | |
512 | #if DEVEL |
513 | // if the enemy is a player, we have los. if los says we |
|
|
514 | // can directly reach the player, we do not deviate. |
|
|
515 | // for non-players, we never deviate |
|
|
516 | if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
|
|
517 | { |
513 | int sdir = 0; |
518 | int sdir = 0; |
514 | |
519 | |
515 | for (int dir = 1; dir <= 8; ++dir) |
520 | for (int ndir = 1; ndir <= 8; ++ndir) |
516 | { |
521 | { |
517 | mapxy pos (op); pos.move (dir); |
522 | mapxy pos (op); pos.move (ndir); |
|
|
523 | |
518 | if (pos.normalise ()) |
524 | if (pos.normalise ()) |
519 | { |
|
|
520 | mapspace &ms = pos.ms (); |
|
|
521 | |
|
|
522 | if (ms.smell > op->ms ().smell) |
|
|
523 | { |
525 | { |
|
|
526 | mapspace &ms = pos.ms (); |
|
|
527 | |
|
|
528 | if (ms.smell > op->ms ().smell) |
|
|
529 | { |
524 | printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
530 | //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; |
531 | op->ms ().smell = ms.smell - 1; // smarter: tell others |
526 | sdir = dir; |
532 | sdir = ndir; |
527 | |
533 | |
528 | // perturbing the path might let the monster lose track, |
534 | // perturbing the path might let the monster lose track, |
529 | // but it will also wide the actual path, spreading information |
535 | // but it will also widen the actual path, spreading information |
530 | if (!rndm (20)) |
536 | if (!rndm (20)) // even smarter, deviate and spread? |
531 | sdir += absdir (1 - rndm (2) * 2); |
537 | sdir += absdir (1 - rndm (2) * 2); |
|
|
538 | } |
532 | } |
539 | } |
533 | } |
540 | } |
534 | } |
|
|
535 | |
541 | |
536 | if (sdir) |
542 | if (sdir) |
537 | dir = sdir; |
543 | dir = sdir; |
538 | else |
544 | else if (op->ms ().smell) |
|
|
545 | { |
539 | // no better smell found, so assume the player jumped, and erase this smell |
546 | // 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 |
547 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
541 | ordered_mapwalk_begin (op, -1, -1, 1, 1) |
548 | ordered_mapwalk_begin (op, -1, -1, 1, 1) |
542 | if (m) |
549 | if (m) |
543 | m->at (nx, ny).smell = 0; |
550 | m->at (nx, ny).smell = 0; |
544 | ordered_mapwalk_end |
551 | ordered_mapwalk_end |
|
|
552 | } |
545 | }//D |
553 | } |
546 | |
|
|
547 | #endif |
|
|
548 | |
554 | |
549 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
555 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
550 | dir = absdir (dir + 4); |
556 | dir = absdir (dir + 4); |
551 | |
557 | |
552 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
558 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
… | |
… | |
1682 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1688 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1683 | */ |
1689 | */ |
1684 | int |
1690 | int |
1685 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1691 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1686 | { |
1692 | { |
1687 | int radius = MIN_MON_RADIUS, hide_discovery; |
|
|
1688 | |
|
|
1689 | /* null detection for any of these condtions always */ |
1693 | /* null detection for any of these condtions always */ |
1690 | if (!op || !enemy || !op->map || !enemy->map) |
1694 | if (!op || !enemy || !op->map || !enemy->map) |
1691 | return 0; |
1695 | return 0; |
1692 | |
1696 | |
1693 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1697 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
… | |
… | |
1695 | return 0; |
1699 | return 0; |
1696 | |
1700 | |
1697 | get_rangevector (op, enemy, rv, 0); |
1701 | get_rangevector (op, enemy, rv, 0); |
1698 | |
1702 | |
1699 | /* Monsters always ignore the DM */ |
1703 | /* Monsters always ignore the DM */ |
1700 | if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) |
1704 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1701 | return 0; |
1705 | return 0; |
1702 | |
1706 | |
1703 | /* simple check. Should probably put some range checks in here. */ |
1707 | /* simple check. Should probably put some range checks in here. */ |
1704 | if (can_see_enemy (op, enemy)) |
1708 | if (can_see_enemy (op, enemy)) |
1705 | return 1; |
1709 | return 1; |
1706 | |
1710 | |
1707 | /* The rest of this is for monsters. Players are on their own for |
1711 | /* The rest of this is for monsters. Players are on their own for |
1708 | * finding enemies! |
1712 | * finding enemies! |
1709 | */ |
1713 | */ |
1710 | if (op->type == PLAYER) |
1714 | if (op->is_player ()) |
1711 | return 0; |
1715 | return 0; |
1712 | |
1716 | |
1713 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1717 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1714 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1718 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1715 | */ |
1719 | */ |
1716 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1720 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1717 | return 0; |
1721 | return 0; |
1718 | |
1722 | |
|
|
1723 | int radius = MIN_MON_RADIUS; |
|
|
1724 | |
1719 | /* use this for invis also */ |
1725 | /* use this for invis also */ |
1720 | hide_discovery = op->stats.Int / 5; |
1726 | int hide_discovery = op->stats.Int / 5; |
1721 | |
1727 | |
1722 | /* Determine Detection radii */ |
1728 | /* Determine Detection radii */ |
1723 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1729 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1724 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1730 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
1725 | else |
1731 | else |
1726 | { /* a level/INT/Dex adjustment for hiding */ |
1732 | { /* a level/INT/Dex adjustment for hiding */ |
1727 | int bonus = op->level / 2 + op->stats.Int / 5; |
1733 | int bonus = op->level / 2 + op->stats.Int / 5; |
1728 | |
1734 | |
1729 | if (enemy->is_player ()) |
1735 | if (enemy->is_player ()) |
… | |
… | |
1751 | radius /= 2; |
1757 | radius /= 2; |
1752 | hide_discovery /= 3; |
1758 | hide_discovery /= 3; |
1753 | } |
1759 | } |
1754 | |
1760 | |
1755 | /* Radii adjustment for enemy standing in the dark */ |
1761 | /* Radii adjustment for enemy standing in the dark */ |
1756 | if (op->map->darklevel () > 0 && !stand_in_light (enemy)) |
1762 | if (!stand_in_light (enemy)) |
1757 | { |
1763 | { |
1758 | /* on dark maps body heat can help indicate location with infravision |
1764 | /* on dark maps body heat can help indicate location with infravision |
1759 | * undead don't have body heat, so no benefit detecting them. |
1765 | * undead don't have body heat, so no benefit detecting them. |
1760 | */ |
1766 | */ |
1761 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1767 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
… | |
… | |
1764 | radius -= op->map->darklevel () / 2; |
1770 | radius -= op->map->darklevel () / 2; |
1765 | |
1771 | |
1766 | /* op next to a monster (and not in complete darkness) |
1772 | /* op next to a monster (and not in complete darkness) |
1767 | * the monster should have a chance to see you. |
1773 | * the monster should have a chance to see you. |
1768 | */ |
1774 | */ |
1769 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) |
1775 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1770 | radius = MIN_MON_RADIUS; |
1776 | radius = MIN_MON_RADIUS; |
1771 | } /* if on dark map */ |
1777 | } /* if on dark map */ |
1772 | |
1778 | |
1773 | /* Lets not worry about monsters that have incredible detection |
1779 | /* Lets not worry about monsters that have incredible detection |
1774 | * radii, we only need to worry here about things the player can |
1780 | * radii, we only need to worry here about things the player can |
… | |
… | |
1822 | /* Wasn't detected above, so still hidden */ |
1828 | /* Wasn't detected above, so still hidden */ |
1823 | return 0; |
1829 | return 0; |
1824 | } |
1830 | } |
1825 | |
1831 | |
1826 | /* determine if op stands in a lighted square. This is not a very |
1832 | /* determine if op stands in a lighted square. This is not a very |
1827 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1833 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1828 | * is possible for a bright light to illuminate a player on the |
1834 | * is possible for a bright light to illuminate a player on the |
1829 | * other side of a wall (!). |
1835 | * other side of a wall (!). |
1830 | */ |
1836 | */ |
1831 | int |
1837 | int |
1832 | stand_in_light (object *op) |
1838 | stand_in_light (object *op) |
1833 | { |
1839 | { |
1834 | if (op) |
1840 | if (op) |
1835 | { |
1841 | { |
|
|
1842 | if (!op->is_on_map ()) |
|
|
1843 | return 0; |
|
|
1844 | |
|
|
1845 | if (op->map->darklevel () <= 0) |
|
|
1846 | return 1; |
|
|
1847 | |
1836 | if (op->glow_radius > 0) |
1848 | if (op->glow_radius > 0) |
1837 | return 1; |
1849 | return 1; |
1838 | |
1850 | |
1839 | if (op->map) |
1851 | if (op->map) |
1840 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1852 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
… | |
… | |
1912 | * we care about the enemy maps status, not the looker. |
1924 | * we care about the enemy maps status, not the looker. |
1913 | * only relevant for tiled maps, but it is possible that the |
1925 | * 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 |
1926 | * enemy is on a bright map and the looker on a dark - in that |
1915 | * case, the looker can still see the enemy |
1927 | * case, the looker can still see the enemy |
1916 | */ |
1928 | */ |
1917 | if (enemy->map->darklevel () > 0 |
|
|
1918 | && !stand_in_light (enemy) |
1929 | if (!stand_in_light (enemy) |
1919 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1930 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1920 | return 0; |
1931 | return 0; |
1921 | |
1932 | |
1922 | return 1; |
1933 | return 1; |
1923 | } |
1934 | } |