… | |
… | |
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 | */ |
1684 | int |
1692 | int |
1685 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1693 | can_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 | */ |
1831 | int |
1839 | int |
1832 | stand_in_light (object *op) |
1840 | stand_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 | } |