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/cvs/deliantra/server/server/monster.C
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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.55 by root, Sat Dec 27 07:50:05 2008 UTC vs.
Revision 1.64 by root, Fri Sep 25 18:13:02 2009 UTC

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
389 { 390 {
390 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
391 { 392 {
392 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
393 { 394 {
394 case (PETMOVE): 395 case PETMOVE:
395 pet_move (op); 396 pet_move (op);
396 break; 397 break;
397 398
398 case (CIRCLE1): 399 case CIRCLE1:
399 circ1_move (op); 400 circ1_move (op);
400 break; 401 break;
401 402
402 case (CIRCLE2): 403 case CIRCLE2:
403 circ2_move (op); 404 circ2_move (op);
404 break; 405 break;
405 406
406 case (PACEV): 407 case PACEV:
407 pace_movev (op); 408 pace_movev (op);
408 break; 409 break;
409 410
410 case (PACEH): 411 case PACEH:
411 pace_moveh (op); 412 pace_moveh (op);
412 break; 413 break;
413 414
414 case (PACEV2): 415 case PACEV2:
415 pace2_movev (op); 416 pace2_movev (op);
416 break; 417 break;
417 418
418 case (PACEH2): 419 case PACEH2:
419 pace2_moveh (op); 420 pace2_moveh (op);
420 break; 421 break;
421 422
422 case (RANDO): 423 case RANDO:
423 rand_move (op); 424 rand_move (op);
424 break; 425 break;
425 426
426 case (RANDO2): 427 case RANDO2:
427 move_randomly (op); 428 move_randomly (op);
428 break; 429 break;
429 } 430 }
430 431
431 return 0; 432 return 0;
446 447
447 /* doppleganger code to change monster facing to that of the nearest 448 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current 449 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it. 450 * arch set uses it.
450 */ 451 */
451 if (op->race && strcmp (op->race, "doppleganger") == 0) 452 if (op->race == shstr_doppleganger)
452 { 453 {
453 op->face = enemy->face; 454 op->face = enemy->face;
454 op->name = enemy->name; 455 op->name = enemy->name;
455 } 456 }
456 457
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 (op->stats.Wis >= 8
517 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
518 {
513 int sdir = 0; 519 int sdir = 0;
520 uint32_t &smell = op->ms ().smell;
514 521
515 for (int dir = 1; dir <= 8; ++dir) 522 for (int ndir = 1; ndir <= 8; ++ndir)
516 { 523 {
517 mapxy pos (op); pos.move (dir); 524 mapxy pos (op); pos.move (ndir);
525
518 if (pos.normalise ()) 526 if (pos.normalise ())
519 {
520 mapspace &ms = pos.ms ();
521
522 if (ms.smell > op->ms ().smell)
523 { 527 {
528 mapspace &ms = pos.ms ();
529
530 if (ms.smell > smell)
531 {
524 printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D 532 //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; 533 if (op->stats.Wis >= 10)
534 smell = ms.smell - 1; // smarter: tell others
535
526 sdir = dir; 536 sdir = ndir;
527 537
528 // perturbing the path might let the monster lose track, 538 // perturbing the path might let the monster lose track,
529 // but it will also wide the actual path, spreading information 539 // but it will also widen the actual path, spreading information
530 if (!rndm (20)) 540 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
531 sdir += absdir (1 - rndm (2) * 2); 541 sdir = absdir (sdir + 1 - rndm (2) * 2);
542 }
532 } 543 }
533 } 544 }
534 }
535 545
536 if (sdir) 546 if (sdir)
537 dir = sdir; 547 dir = sdir;
538 else 548 else if (smell)
549 {
539 // no better smell found, so assume the player jumped, and erase this smell 550 // 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 551 //printf ("erasing smell %d\n", op->ms ().smell);//D
541 ordered_mapwalk_begin (op, -1, -1, 1, 1) 552 unordered_mapwalk (op, -1, -1, 1, 1)
542 if (m)
543 m->at (nx, ny).smell = 0; 553 m->at (nx, ny).smell = 0;
544 ordered_mapwalk_end 554 }
545 }//D 555 }
546
547#endif
548 556
549 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 557 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
550 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
551 559
552 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
1682 * Returns 0 if enemy can not be detected, 1 if it is detected 1690 * Returns 0 if enemy can not be detected, 1 if it is detected
1683 */ 1691 */
1684int 1692int
1685can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1693can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1686{ 1694{
1687 int radius = MIN_MON_RADIUS, hide_discovery;
1688
1689 /* null detection for any of these condtions always */ 1695 /* null detection for any of these condtions always */
1690 if (!op || !enemy || !op->map || !enemy->map) 1696 if (!op || !enemy || !op->map || !enemy->map)
1691 return 0; 1697 return 0;
1692 1698
1693 /* If the monster (op) has no way to get to the enemy, do nothing */ 1699 /* If the monster (op) has no way to get to the enemy, do nothing */
1695 return 0; 1701 return 0;
1696 1702
1697 get_rangevector (op, enemy, rv, 0); 1703 get_rangevector (op, enemy, rv, 0);
1698 1704
1699 /* Monsters always ignore the DM */ 1705 /* Monsters always ignore the DM */
1700 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1706 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1701 return 0; 1707 return 0;
1702 1708
1703 /* simple check. Should probably put some range checks in here. */ 1709 /* simple check. Should probably put some range checks in here. */
1704 if (can_see_enemy (op, enemy)) 1710 if (can_see_enemy (op, enemy))
1705 return 1; 1711 return 1;
1706 1712
1707 /* The rest of this is for monsters. Players are on their own for 1713 /* The rest of this is for monsters. Players are on their own for
1708 * finding enemies! 1714 * finding enemies!
1709 */ 1715 */
1710 if (op->type == PLAYER) 1716 if (op->is_player ())
1711 return 0; 1717 return 0;
1712 1718
1713 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1719 /* 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 1720 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1715 */ 1721 */
1716 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1722 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1717 return 0; 1723 return 0;
1718 1724
1725 int radius = MIN_MON_RADIUS;
1726
1719 /* use this for invis also */ 1727 /* use this for invis also */
1720 hide_discovery = op->stats.Int / 5; 1728 int hide_discovery = op->stats.Int / 5;
1721 1729
1722 /* Determine Detection radii */ 1730 /* Determine Detection radii */
1723 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1731 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1724 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1732 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1725 else 1733 else
1726 { /* a level/INT/Dex adjustment for hiding */ 1734 { /* a level/INT/Dex adjustment for hiding */
1727 int bonus = op->level / 2 + op->stats.Int / 5; 1735 int bonus = op->level / 2 + op->stats.Int / 5;
1728 1736
1729 if (enemy->is_player ()) 1737 if (enemy->is_player ())
1751 radius /= 2; 1759 radius /= 2;
1752 hide_discovery /= 3; 1760 hide_discovery /= 3;
1753 } 1761 }
1754 1762
1755 /* Radii adjustment for enemy standing in the dark */ 1763 /* Radii adjustment for enemy standing in the dark */
1756 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1764 if (!stand_in_light (enemy))
1757 { 1765 {
1758 /* on dark maps body heat can help indicate location with infravision 1766 /* on dark maps body heat can help indicate location with infravision
1759 * undead don't have body heat, so no benefit detecting them. 1767 * undead don't have body heat, so no benefit detecting them.
1760 */ 1768 */
1761 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1769 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1764 radius -= op->map->darklevel () / 2; 1772 radius -= op->map->darklevel () / 2;
1765 1773
1766 /* op next to a monster (and not in complete darkness) 1774 /* op next to a monster (and not in complete darkness)
1767 * the monster should have a chance to see you. 1775 * the monster should have a chance to see you.
1768 */ 1776 */
1769 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) 1777 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1770 radius = MIN_MON_RADIUS; 1778 radius = MIN_MON_RADIUS;
1771 } /* if on dark map */ 1779 } /* if on dark map */
1772 1780
1773 /* Lets not worry about monsters that have incredible detection 1781 /* Lets not worry about monsters that have incredible detection
1774 * radii, we only need to worry here about things the player can 1782 * radii, we only need to worry here about things the player can
1822 /* Wasn't detected above, so still hidden */ 1830 /* Wasn't detected above, so still hidden */
1823 return 0; 1831 return 0;
1824} 1832}
1825 1833
1826/* determine if op stands in a lighted square. This is not a very 1834/* 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 1835 * intelligent algorithm. For one thing, we ignore los here, SO it
1828 * is possible for a bright light to illuminate a player on the 1836 * is possible for a bright light to illuminate a player on the
1829 * other side of a wall (!). 1837 * other side of a wall (!).
1830 */ 1838 */
1831int 1839int
1832stand_in_light (object *op) 1840stand_in_light (object *op)
1833{ 1841{
1834 if (op) 1842 if (op)
1835 { 1843 {
1844 if (!op->is_on_map ())
1845 return 0;
1846
1847 if (op->map->darklevel () <= 0)
1848 return 1;
1849
1836 if (op->glow_radius > 0) 1850 if (op->glow_radius > 0)
1837 return 1; 1851 return 1;
1838 1852
1839 if (op->map) 1853 if (op->map)
1840 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1854 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1878 { 1892 {
1879 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1893 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1880 * However,if you carry any source of light, then the hidden 1894 * However,if you carry any source of light, then the hidden
1881 * creature is seeable (and stupid) */ 1895 * creature is seeable (and stupid) */
1882 1896
1883 if (has_carried_lights (enemy)) 1897 if (enemy->has_carried_lights ())
1884 { 1898 {
1885 if (enemy->flag [FLAG_HIDDEN]) 1899 if (enemy->flag [FLAG_HIDDEN])
1886 { 1900 {
1887 make_visible (enemy); 1901 make_visible (enemy);
1888 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1902 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1912 * we care about the enemy maps status, not the looker. 1926 * we care about the enemy maps status, not the looker.
1913 * only relevant for tiled maps, but it is possible that the 1927 * 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 1928 * enemy is on a bright map and the looker on a dark - in that
1915 * case, the looker can still see the enemy 1929 * case, the looker can still see the enemy
1916 */ 1930 */
1917 if (enemy->map->darklevel () > 0
1918 && !stand_in_light (enemy) 1931 if (!stand_in_light (enemy)
1919 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1932 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1920 return 0; 1933 return 0;
1921 1934
1922 return 1; 1935 return 1;
1923} 1936}

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