1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program 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 2 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <spells.h> |
26 | #include <spells.h> |
… | |
… | |
36 | * set to sane values. |
35 | * set to sane values. |
37 | */ |
36 | */ |
38 | object * |
37 | object * |
39 | check_enemy (object *npc, rv_vector * rv) |
38 | check_enemy (object *npc, rv_vector * rv) |
40 | { |
39 | { |
41 | |
|
|
42 | /* 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 |
43 | * 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, |
44 | * which CAN attack the owner. */ |
42 | * which CAN attack the owner. */ |
45 | if ((npc->attack_movement & HI4) == PETMOVE) |
43 | if ((npc->attack_movement & HI4) == PETMOVE) |
46 | { |
44 | { |
… | |
… | |
92 | && npc->enemy->type != PLAYER |
90 | && npc->enemy->type != PLAYER |
93 | && npc->enemy->type != GOLEM) |
91 | && npc->enemy->type != GOLEM) |
94 | npc->enemy = NULL; |
92 | npc->enemy = NULL; |
95 | |
93 | |
96 | } |
94 | } |
|
|
95 | |
97 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
98 | } |
97 | } |
99 | |
98 | |
100 | /* Returns the nearest living creature (monster or generator). |
99 | /* Returns the nearest living creature (monster or generator). |
101 | * Modified to deal with tiled maps properly. |
100 | * Modified to deal with tiled maps properly. |
… | |
… | |
145 | } |
144 | } |
146 | |
145 | |
147 | return 0; |
146 | return 0; |
148 | } |
147 | } |
149 | |
148 | |
150 | |
|
|
151 | /* Tries to find an enmy for npc. We pass the range vector since |
149 | /* Tries to find an enemy for npc. We pass the range vector since |
152 | * our caller will find the information useful. |
150 | * our caller will find the information useful. |
153 | * Currently, only move_monster calls this function. |
151 | * Currently, only move_monster calls this function. |
154 | * Fix function so that we always make calls to get_rangevector |
152 | * Fix function so that we always make calls to get_rangevector |
155 | * if we have a valid target - function as not doing so in |
153 | * if we have a valid target - function as not doing so in |
156 | * many cases. |
154 | * many cases. |
157 | */ |
155 | */ |
158 | |
|
|
159 | object * |
156 | object * |
160 | find_enemy (object *npc, rv_vector * rv) |
157 | find_enemy (object *npc, rv_vector * rv) |
161 | { |
158 | { |
162 | object *attacker, *tmp = NULL; |
159 | object *attacker, *tmp = NULL; |
163 | |
160 | |
… | |
… | |
169 | { |
166 | { |
170 | tmp = find_nearest_living_creature (npc); |
167 | tmp = find_nearest_living_creature (npc); |
171 | |
168 | |
172 | if (tmp) |
169 | if (tmp) |
173 | get_rangevector (npc, tmp, rv, 0); |
170 | get_rangevector (npc, tmp, rv, 0); |
|
|
171 | |
174 | return tmp; |
172 | return tmp; |
175 | } |
173 | } |
176 | |
174 | |
177 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
178 | * 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 |
… | |
… | |
198 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
199 | if (!(tmp = check_enemy (npc, rv))) |
197 | if (!(tmp = check_enemy (npc, rv))) |
200 | { |
198 | { |
201 | if (attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
202 | { |
200 | { |
203 | /* TODO: thats not finished */ |
201 | /* TODO: that's not finished */ |
204 | /* 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 */ |
205 | |
203 | |
206 | 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 */ |
207 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
208 | (!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))) |
209 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
210 | 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... */ |
211 | { |
209 | { |
212 | 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! */ |
213 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
214 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
215 | } |
213 | } |
… | |
… | |
231 | /* Sees if this monster should wake up. |
229 | /* Sees if this monster should wake up. |
232 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
233 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
234 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
235 | */ |
233 | */ |
236 | |
|
|
237 | int |
234 | int |
238 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
239 | { |
236 | { |
240 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
|
|
241 | |
|
|
242 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
243 | if (!enemy) |
238 | if (!enemy) |
244 | return 0; |
239 | return 0; |
245 | |
240 | |
|
|
241 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
|
|
242 | |
|
|
243 | if (op->flag [FLAG_BLIND]) |
246 | /* blinded monsters can only find nearby objects to attack */ |
244 | /* blinded monsters can only find nearby objects to attack */ |
247 | if (QUERY_FLAG (op, FLAG_BLIND)) |
|
|
248 | radius = MIN_MON_RADIUS; |
245 | radius = MIN_MON_RADIUS; |
249 | |
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])) |
250 | /* This covers the situation where the monster is in the dark |
250 | /* This covers the situation where the monster is in the dark |
251 | * 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 |
252 | * glowing!) then the monster has trouble finding the enemy. |
252 | * glowing!) then the monster has trouble finding the enemy. |
253 | * 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 |
254 | * the dark. */ |
254 | * the dark. */ |
255 | |
255 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
256 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
256 | else if (!op->flag [FLAG_SLEEP]) |
257 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
258 | { |
|
|
259 | int dark = radius / (op->map->darkness); |
|
|
260 | |
|
|
261 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
|
|
262 | } |
|
|
263 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
264 | return 1; |
257 | return 1; |
|
|
258 | |
|
|
259 | if (enemy->flag [FLAG_STEALTH]) |
|
|
260 | radius = radius / 2 + 1; |
265 | |
261 | |
266 | /* 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 |
267 | * for that. |
263 | * for that. |
268 | */ |
264 | */ |
269 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
265 | if (rv->distance <= radius) |
270 | { |
266 | { |
271 | CLEAR_FLAG (op, FLAG_SLEEP); |
267 | CLEAR_FLAG (op, FLAG_SLEEP); |
272 | return 1; |
268 | return 1; |
273 | } |
269 | } |
|
|
270 | |
274 | return 0; |
271 | return 0; |
275 | } |
272 | } |
276 | |
273 | |
277 | int |
274 | int |
278 | move_randomly (object *op) |
275 | move_randomly (object *op) |
279 | { |
276 | { |
280 | int i; |
|
|
281 | |
|
|
282 | /* Give up to 15 chances for a monster to move randomly */ |
277 | /* Give up to 15 chances for a monster to move randomly */ |
283 | for (i = 0; i < 15; i++) |
278 | for (int i = 0; i < 15; i++) |
284 | { |
|
|
285 | if (move_object (op, rndm (8) + 1)) |
279 | if (move_object (op, rndm (8) + 1)) |
286 | return 1; |
280 | return 1; |
287 | } |
281 | |
288 | return 0; |
282 | return 0; |
289 | } |
283 | } |
290 | |
284 | |
291 | /* |
285 | /* |
292 | * 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. |
293 | */ |
287 | */ |
294 | |
|
|
295 | int |
288 | int |
296 | move_monster (object *op) |
289 | move_monster (object *op) |
297 | { |
290 | { |
298 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
291 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
299 | object *owner, *enemy, *part, *oph = op; |
292 | object *owner, *enemy, *part, *oph = op; |
… | |
… | |
316 | enemy->attacked_by = op; /* our ptr */ |
309 | enemy->attacked_by = op; /* our ptr */ |
317 | |
310 | |
318 | /* generate hp, if applicable */ |
311 | /* generate hp, if applicable */ |
319 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
312 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
320 | { |
313 | { |
321 | |
|
|
322 | /* last heal is in funny units. Dividing by speed puts |
314 | /* last heal is in funny units. Dividing by speed puts |
323 | * the regeneration rate on a basis of time instead of |
315 | * the regeneration rate on a basis of time instead of |
324 | * #moves the monster makes. The scaling by 8 is |
316 | * #moves the monster makes. The scaling by 8 is |
325 | * to capture 8th's of a hp fraction regens |
317 | * to capture 8th's of a hp fraction regens |
326 | * |
318 | * |
… | |
… | |
331 | 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)); |
332 | 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 */ |
333 | op->last_heal %= 32; |
325 | op->last_heal %= 32; |
334 | |
326 | |
335 | /* 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 */ |
336 | 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)) |
337 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
329 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
338 | |
330 | |
339 | if (op->stats.hp > op->stats.maxhp) |
331 | if (op->stats.hp > op->stats.maxhp) |
340 | op->stats.hp = op->stats.maxhp; |
332 | op->stats.hp = op->stats.maxhp; |
341 | } |
333 | } |
342 | |
334 | |
343 | /* generate sp, if applicable */ |
335 | /* generate sp, if applicable */ |
344 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
336 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
345 | { |
337 | { |
346 | |
|
|
347 | /* last_sp is in funny units. Dividing by speed puts |
338 | /* last_sp is in funny units. Dividing by speed puts |
348 | * the regeneration rate on a basis of time instead of |
339 | * the regeneration rate on a basis of time instead of |
349 | * #moves the monster makes. The scaling by 8 is |
340 | * #moves the monster makes. The scaling by 8 is |
350 | * to capture 8th's of a sp fraction regens |
341 | * to capture 8th's of a sp fraction regens |
351 | * |
342 | * |
352 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
343 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
353 | * overflow might produce monsters with negative sp. |
344 | * overflow might produce monsters with negative sp. |
354 | */ |
345 | */ |
355 | |
346 | |
356 | 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)); |
357 | 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 */ |
358 | op->last_sp %= 128; |
349 | op->last_sp %= 128; |
359 | } |
350 | } |
360 | |
351 | |
361 | /* this should probably get modified by many more values. |
352 | /* this should probably get modified by many more values. |
362 | * (eg, creatures resistance to fear, level, etc. ) |
353 | * (eg, creatures resistance to fear, level, etc. ) |
363 | */ |
354 | */ |
364 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
355 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
365 | { |
|
|
366 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
356 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
367 | } |
|
|
368 | |
357 | |
369 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
358 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
370 | return QUERY_FLAG (op, FLAG_FREED); |
359 | return QUERY_FLAG (op, FLAG_FREED); |
371 | |
360 | |
372 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
361 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
373 | ((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))) |
374 | { |
|
|
375 | if (!check_wakeup (op, enemy, &rv)) |
363 | if (!check_wakeup (op, enemy, &rv)) |
376 | return 0; |
364 | return 0; |
377 | } |
|
|
378 | |
365 | |
379 | /* check if monster pops out of hidden spot */ |
366 | /* check if monster pops out of hidden spot */ |
380 | if (op->hide) |
367 | if (op->flag [FLAG_HIDDEN]) |
381 | do_hidden_move (op); |
368 | do_hidden_move (op); |
382 | |
369 | |
383 | if (op->pick_up) |
370 | if (op->pick_up) |
384 | monster_check_pickup (op); |
371 | monster_check_pickup (op); |
385 | |
372 | |
… | |
… | |
389 | /* 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 */ |
390 | if (!enemy) |
377 | if (!enemy) |
391 | { |
378 | { |
392 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
379 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
393 | { |
380 | { |
394 | op->destroy (); |
381 | op->drop_and_destroy (); |
395 | return 1; |
382 | return 1; |
396 | } |
383 | } |
397 | |
384 | |
398 | /* Probably really a bug for a creature to have both |
385 | /* Probably really a bug for a creature to have both |
399 | * stand still and a movement type set. |
386 | * stand still and a movement type set. |
… | |
… | |
402 | { |
389 | { |
403 | if (op->attack_movement & HI4) |
390 | if (op->attack_movement & HI4) |
404 | { |
391 | { |
405 | switch (op->attack_movement & HI4) |
392 | switch (op->attack_movement & HI4) |
406 | { |
393 | { |
407 | case (PETMOVE): |
394 | case (PETMOVE): |
408 | pet_move (op); |
395 | pet_move (op); |
409 | break; |
396 | break; |
410 | |
397 | |
411 | case (CIRCLE1): |
398 | case (CIRCLE1): |
412 | circ1_move (op); |
399 | circ1_move (op); |
413 | break; |
400 | break; |
414 | |
401 | |
415 | case (CIRCLE2): |
402 | case (CIRCLE2): |
416 | circ2_move (op); |
403 | circ2_move (op); |
417 | break; |
404 | break; |
418 | |
405 | |
419 | case (PACEV): |
406 | case (PACEV): |
420 | pace_movev (op); |
407 | pace_movev (op); |
421 | break; |
408 | break; |
422 | |
409 | |
423 | case (PACEH): |
410 | case (PACEH): |
424 | pace_moveh (op); |
411 | pace_moveh (op); |
425 | break; |
412 | break; |
426 | |
413 | |
427 | case (PACEV2): |
414 | case (PACEV2): |
428 | pace2_movev (op); |
415 | pace2_movev (op); |
429 | break; |
416 | break; |
430 | |
417 | |
431 | case (PACEH2): |
418 | case (PACEH2): |
432 | pace2_moveh (op); |
419 | pace2_moveh (op); |
433 | break; |
420 | break; |
434 | |
421 | |
435 | case (RANDO): |
422 | case (RANDO): |
436 | rand_move (op); |
423 | rand_move (op); |
437 | break; |
424 | break; |
438 | |
425 | |
439 | case (RANDO2): |
426 | case (RANDO2): |
440 | move_randomly (op); |
427 | move_randomly (op); |
441 | break; |
428 | break; |
442 | } |
429 | } |
|
|
430 | |
443 | return 0; |
431 | return 0; |
444 | } |
432 | } |
445 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
433 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
446 | (void) move_randomly (op); |
434 | move_randomly (op); |
447 | |
|
|
448 | } /* stand still */ |
435 | } /* stand still */ |
|
|
436 | |
449 | return 0; |
437 | return 0; |
450 | } /* no enemy */ |
438 | } /* no enemy */ |
451 | |
439 | |
452 | /* We have an enemy. Block immediately below is for pets */ |
440 | /* We have an enemy. Block immediately below is for pets */ |
453 | if ((op->attack_movement & HI4) == PETMOVE |
441 | if ((op->attack_movement & HI4) == PETMOVE |
… | |
… | |
455 | && !on_same_map (op, owner) |
443 | && !on_same_map (op, owner) |
456 | && !owner->flag [FLAG_REMOVED]) |
444 | && !owner->flag [FLAG_REMOVED]) |
457 | return follow_owner (op, owner); |
445 | return follow_owner (op, owner); |
458 | |
446 | |
459 | /* doppleganger code to change monster facing to that of the nearest |
447 | /* doppleganger code to change monster facing to that of the nearest |
460 | * 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 |
461 | * arch set uses it. |
449 | * arch set uses it. |
462 | */ |
450 | */ |
463 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
451 | if (op->race && strcmp (op->race, "doppleganger") == 0) |
464 | { |
452 | { |
465 | op->face = enemy->face; |
453 | op->face = enemy->face; |
466 | op->name = enemy->name; |
454 | op->name = enemy->name; |
467 | } |
455 | } |
468 | |
456 | |
… | |
… | |
480 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
468 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
481 | { |
469 | { |
482 | rv_vector rv1; |
470 | rv_vector rv1; |
483 | |
471 | |
484 | /* now we test every part of an object .... this is a real ugly piece of code */ |
472 | /* now we test every part of an object .... this is a real ugly piece of code */ |
485 | for (part = op; part != NULL; part = part->more) |
473 | for (part = op; part; part = part->more) |
486 | { |
474 | { |
487 | get_rangevector (part, enemy, &rv1, 0x1); |
475 | get_rangevector (part, enemy, &rv1, 0x1); |
488 | dir = rv1.direction; |
476 | dir = rv1.direction; |
489 | |
477 | |
490 | /* hm, not sure about this part - in original was a scared flag here too |
478 | /* hm, not sure about this part - in original was a scared flag here too |
491 | * but that we test above... so can be old code here |
479 | * but that we test above... so can be old code here |
492 | */ |
480 | */ |
493 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
481 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
494 | dir = absdir (dir + 4); |
482 | dir = absdir (dir + 4); |
|
|
483 | |
495 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
484 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
496 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
485 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
497 | |
486 | |
498 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
487 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
499 | { |
|
|
500 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
488 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
501 | return 0; |
489 | return 0; |
502 | } |
|
|
503 | |
490 | |
504 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
491 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
505 | { |
|
|
506 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
492 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
507 | return 0; |
493 | return 0; |
508 | } |
|
|
509 | |
494 | |
510 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
495 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
511 | { |
|
|
512 | if (monster_use_range (op, part, enemy, dir)) |
496 | if (monster_use_range (op, part, enemy, dir)) |
513 | return 0; |
497 | return 0; |
514 | } |
498 | |
515 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
499 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
516 | { |
|
|
517 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
500 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
518 | return 0; |
501 | return 0; |
519 | } |
502 | |
520 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
503 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
521 | { |
|
|
522 | if (monster_use_bow (op, part, enemy, dir)) |
504 | if (monster_use_bow (op, part, enemy, dir)) |
523 | return 0; |
505 | return 0; |
524 | } |
|
|
525 | } /* for processing of all parts */ |
506 | } /* for processing of all parts */ |
526 | } /* If not scared */ |
507 | } /* If not scared */ |
527 | |
508 | |
528 | |
|
|
529 | part = rv.part; |
509 | part = rv.part; |
530 | dir = rv.direction; |
510 | dir = rv.direction; |
531 | |
511 | |
|
|
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 | { |
|
|
518 | int sdir = 0; |
|
|
519 | |
|
|
520 | for (int dir = 1; dir <= 8; ++dir) |
|
|
521 | { |
|
|
522 | mapxy pos (op); pos.move (dir); |
|
|
523 | if (pos.normalise ()) |
|
|
524 | { |
|
|
525 | mapspace &ms = pos.ms (); |
|
|
526 | |
|
|
527 | if (ms.smell > op->ms ().smell) |
|
|
528 | { |
|
|
529 | printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
530 | op->ms ().smell = ms.smell - 1; |
|
|
531 | sdir = dir; |
|
|
532 | |
|
|
533 | // perturbing the path might let the monster lose track, |
|
|
534 | // but it will also wide the actual path, spreading information |
|
|
535 | if (!rndm (20)) |
|
|
536 | sdir += absdir (1 - rndm (2) * 2); |
|
|
537 | } |
|
|
538 | } |
|
|
539 | } |
|
|
540 | |
|
|
541 | if (sdir) |
|
|
542 | dir = sdir; |
|
|
543 | else |
|
|
544 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
545 | {if (op->ms ().smell) printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
546 | ordered_mapwalk_begin (op, -1, -1, 1, 1) |
|
|
547 | if (m) |
|
|
548 | m->at (nx, ny).smell = 0; |
|
|
549 | ordered_mapwalk_end |
|
|
550 | }//D |
|
|
551 | } |
|
|
552 | |
|
|
553 | #endif |
|
|
554 | |
532 | 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)) |
533 | dir = absdir (dir + 4); |
556 | dir = absdir (dir + 4); |
534 | |
557 | |
535 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
558 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
536 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
559 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
… | |
… | |
539 | |
562 | |
540 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
563 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
541 | { |
564 | { |
542 | switch (op->attack_movement & LO4) |
565 | switch (op->attack_movement & LO4) |
543 | { |
566 | { |
544 | case DISTATT: |
567 | case DISTATT: |
545 | dir = dist_att (dir, op, enemy, part, &rv); |
568 | dir = dist_att (dir, op, enemy, part, &rv); |
546 | break; |
569 | break; |
547 | |
570 | |
548 | case RUNATT: |
571 | case RUNATT: |
549 | dir = run_att (dir, op, enemy, part, &rv); |
572 | dir = run_att (dir, op, enemy, part, &rv); |
550 | break; |
573 | break; |
551 | |
574 | |
552 | case HITRUN: |
575 | case HITRUN: |
553 | dir = hitrun_att (dir, op, enemy); |
576 | dir = hitrun_att (dir, op, enemy); |
554 | break; |
577 | break; |
555 | |
578 | |
556 | case WAITATT: |
579 | case WAITATT: |
557 | dir = wait_att (dir, op, enemy, part, &rv); |
580 | dir = wait_att (dir, op, enemy, part, &rv); |
558 | break; |
581 | break; |
559 | |
582 | |
560 | case RUSH: /* default - monster normally moves towards player */ |
583 | case RUSH: /* default - monster normally moves towards player */ |
561 | case ALLRUN: |
584 | case ALLRUN: |
562 | break; |
585 | break; |
563 | |
586 | |
564 | case DISTHIT: |
587 | case DISTHIT: |
565 | dir = disthit_att (dir, op, enemy, part, &rv); |
588 | dir = disthit_att (dir, op, enemy, part, &rv); |
566 | break; |
589 | break; |
567 | |
590 | |
568 | case WAIT2: |
591 | case WAIT2: |
569 | dir = wait_att2 (dir, op, enemy, part, &rv); |
592 | dir = wait_att2 (dir, op, enemy, part, &rv); |
570 | break; |
593 | break; |
571 | |
594 | |
572 | default: |
595 | default: |
573 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
596 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
574 | } |
597 | } |
575 | } |
598 | } |
576 | |
599 | |
577 | if (!dir) |
600 | if (!dir) |
578 | return 0; |
601 | return 0; |
… | |
… | |
588 | return 0; |
611 | return 0; |
589 | } |
612 | } |
590 | |
613 | |
591 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
614 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
592 | { |
615 | { |
593 | |
|
|
594 | /* Try move around corners if !close */ |
616 | /* Try move around corners if !close */ |
595 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
617 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
596 | |
618 | |
597 | for (diff = 1; diff <= maxdiff; diff++) |
619 | for (diff = 1; diff <= maxdiff; diff++) |
598 | { |
620 | { |
599 | /* try different detours */ |
621 | /* try different detours */ |
600 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
622 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
601 | |
623 | |
602 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
624 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
603 | return 0; |
625 | return 0; |
604 | } |
626 | } |
605 | } |
627 | } |
… | |
… | |
632 | { |
654 | { |
633 | object *nearest_player = get_nearest_player (op); |
655 | object *nearest_player = get_nearest_player (op); |
634 | |
656 | |
635 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
657 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
636 | { |
658 | { |
637 | op->enemy = NULL; |
659 | op->enemy = 0; |
638 | enemy = nearest_player; |
660 | enemy = nearest_player; |
639 | } |
661 | } |
640 | } |
662 | } |
641 | |
663 | |
642 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
664 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
… | |
… | |
648 | * still be pretty nasty. |
670 | * still be pretty nasty. |
649 | */ |
671 | */ |
650 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
672 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
651 | { |
673 | { |
652 | part->stats.wc += 10; |
674 | part->stats.wc += 10; |
653 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
675 | skill_attack (enemy, part, 0, NULL, NULL); |
654 | part->stats.wc -= 10; |
676 | part->stats.wc -= 10; |
655 | } |
677 | } |
656 | else |
678 | else |
657 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
679 | skill_attack (enemy, part, 0, NULL, NULL); |
658 | } /* if monster is in attack range */ |
680 | } /* if monster is in attack range */ |
659 | |
681 | |
660 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
682 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
661 | return 1; |
683 | return 1; |
662 | |
684 | |
663 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
685 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
664 | { |
686 | { |
665 | op->remove (); |
|
|
666 | op->destroy (); |
687 | op->drop_and_destroy (); |
667 | return 1; |
688 | return 1; |
668 | } |
689 | } |
|
|
690 | |
669 | return 0; |
691 | return 0; |
670 | } |
692 | } |
671 | |
693 | |
672 | int |
694 | int |
673 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
695 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
… | |
… | |
688 | { |
710 | { |
689 | get_rangevector (ob1, more, &rv1, 0); |
711 | get_rangevector (ob1, more, &rv1, 0); |
690 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
712 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
691 | return 1; |
713 | return 1; |
692 | } |
714 | } |
|
|
715 | |
693 | return 0; |
716 | return 0; |
694 | |
|
|
695 | } |
717 | } |
696 | |
718 | |
697 | /* Returns 1 is monster should cast spell sp at an enemy |
719 | /* Returns 1 is monster should cast spell sp at an enemy |
698 | * Returns 0 if the monster should not cast this spell. |
720 | * Returns 0 if the monster should not cast this spell. |
699 | * |
721 | * |
… | |
… | |
717 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
739 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
718 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
740 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
719 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
741 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
720 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
742 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
721 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
743 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
722 | |
|
|
723 | return 1; |
744 | return 1; |
724 | |
745 | |
725 | return 0; |
746 | return 0; |
726 | } |
747 | } |
727 | |
|
|
728 | |
748 | |
729 | #define MAX_KNOWN_SPELLS 20 |
749 | #define MAX_KNOWN_SPELLS 20 |
730 | |
750 | |
731 | /* Returns a randomly selected spell. This logic is still |
751 | /* Returns a randomly selected spell. This logic is still |
732 | * less than ideal. This code also only seems to deal with |
752 | * less than ideal. This code also only seems to deal with |
… | |
… | |
735 | */ |
755 | */ |
736 | object * |
756 | object * |
737 | monster_choose_random_spell (object *monster) |
757 | monster_choose_random_spell (object *monster) |
738 | { |
758 | { |
739 | object *altern[MAX_KNOWN_SPELLS]; |
759 | object *altern[MAX_KNOWN_SPELLS]; |
740 | object *tmp; |
|
|
741 | int i = 0; |
760 | int i = 0; |
742 | |
761 | |
743 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
762 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
744 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
763 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
745 | { |
764 | { |
746 | /* Check and see if it's actually a useful spell. |
765 | /* Check and see if it's actually a useful spell. |
747 | * If its a spellbook, the spell is actually the inventory item. |
766 | * If its a spellbook, the spell is actually the inventory item. |
748 | * if it is a spell, then it is just the object itself. |
767 | * if it is a spell, then it is just the object itself. |
749 | */ |
768 | */ |
750 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
769 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
751 | { |
770 | { |
752 | altern[i++] = tmp; |
771 | altern [i++] = tmp; |
|
|
772 | |
753 | if (i == MAX_KNOWN_SPELLS) |
773 | if (i == MAX_KNOWN_SPELLS) |
754 | break; |
774 | break; |
755 | } |
775 | } |
756 | } |
776 | } |
757 | if (!i) |
777 | |
758 | return NULL; |
778 | return i ? altern [rndm (i)] : 0; |
759 | return altern[RANDOM () % i]; |
|
|
760 | } |
779 | } |
761 | |
780 | |
762 | /* This checks to see if the monster should cast a spell/ability. |
781 | /* This checks to see if the monster should cast a spell/ability. |
763 | * it returns true if the monster casts a spell, 0 if he doesn't. |
782 | * it returns true if the monster casts a spell, 0 if he doesn't. |
764 | * head is the head of the monster. |
783 | * head is the head of the monster. |
765 | * part is the part of the monster we are checking against. |
784 | * part is the part of the monster we are checking against. |
766 | * pl is the target. |
785 | * pl is the target. |
767 | * dir is the direction to case. |
786 | * dir is the direction to case. |
768 | * rv is the vector which describes where the enemy is. |
787 | * rv is the vector which describes where the enemy is. |
769 | */ |
788 | */ |
770 | |
|
|
771 | int |
789 | int |
772 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
790 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
773 | { |
791 | { |
774 | object *spell_item; |
792 | object *spell_item; |
775 | object *owner; |
793 | object *owner; |
… | |
… | |
786 | |
804 | |
787 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
805 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
788 | { |
806 | { |
789 | get_rangevector (head, owner, &rv1, 0x1); |
807 | get_rangevector (head, owner, &rv1, 0x1); |
790 | if (dirdiff (dir, rv1.direction) < 2) |
808 | if (dirdiff (dir, rv1.direction) < 2) |
791 | { |
|
|
792 | return 0; /* Might hit owner with spell */ |
809 | return 0; /* Might hit owner with spell */ |
793 | } |
|
|
794 | } |
810 | } |
795 | |
811 | |
796 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
812 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
797 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
813 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
798 | |
814 | |
… | |
… | |
806 | { |
822 | { |
807 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
823 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
808 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
824 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
809 | return 0; |
825 | return 0; |
810 | } |
826 | } |
|
|
827 | |
811 | if (spell_item->type == SPELLBOOK) |
828 | if (spell_item->type == SPELLBOOK) |
812 | { |
829 | { |
813 | if (!spell_item->inv) |
830 | if (!spell_item->inv) |
814 | { |
831 | { |
815 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
832 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
816 | return 0; |
833 | return 0; |
817 | } |
834 | } |
|
|
835 | |
818 | spell_item = spell_item->inv; |
836 | spell_item = spell_item->inv; |
819 | } |
837 | } |
820 | } |
838 | } |
821 | else |
839 | else |
822 | spell_item = head->spellitem; |
840 | spell_item = head->spellitem; |
… | |
… | |
841 | /* set this to null, so next time monster will choose something different */ |
859 | /* set this to null, so next time monster will choose something different */ |
842 | head->spellitem = NULL; |
860 | head->spellitem = NULL; |
843 | |
861 | |
844 | return cast_spell (part, part, dir, spell_item, NULL); |
862 | return cast_spell (part, part, dir, spell_item, NULL); |
845 | } |
863 | } |
846 | |
|
|
847 | |
864 | |
848 | int |
865 | int |
849 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
866 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
850 | { |
867 | { |
851 | object *scroll; |
868 | object *scroll; |
… | |
… | |
925 | /* skill selection - monster will use the next unused skill. |
942 | /* skill selection - monster will use the next unused skill. |
926 | * well...the following scenario will allow the monster to |
943 | * well...the following scenario will allow the monster to |
927 | * toggle between 2 skills. One day it would be nice to make |
944 | * toggle between 2 skills. One day it would be nice to make |
928 | * more skills available to monsters. |
945 | * more skills available to monsters. |
929 | */ |
946 | */ |
930 | |
|
|
931 | for (skill = head->inv; skill; skill = skill->below) |
947 | for (skill = head->inv; skill; skill = skill->below) |
932 | if (skill->type == SKILL && skill != head->chosen_skill) |
948 | if (skill->type == SKILL && skill != head->chosen_skill) |
933 | { |
949 | { |
934 | head->chosen_skill = skill; |
950 | head->chosen_skill = skill; |
935 | break; |
951 | break; |
… | |
… | |
961 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
977 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
962 | |
978 | |
963 | if (dirdiff (dir, dir2) < 2) |
979 | if (dirdiff (dir, dir2) < 2) |
964 | return 0; /* Might hit owner with spell */ |
980 | return 0; /* Might hit owner with spell */ |
965 | } |
981 | } |
|
|
982 | |
966 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
983 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
967 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
984 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
968 | |
985 | |
969 | for (wand = head->inv; wand; wand = wand->below) |
986 | for (wand = head->inv; wand; wand = wand->below) |
970 | { |
987 | { |
… | |
… | |
980 | if (!(--wand->stats.food)) |
997 | if (!(--wand->stats.food)) |
981 | { |
998 | { |
982 | if (wand->arch) |
999 | if (wand->arch) |
983 | { |
1000 | { |
984 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
1001 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
985 | wand->face = wand->arch->clone.face; |
1002 | wand->face = wand->arch->face; |
986 | wand->set_speed (0); |
1003 | wand->set_speed (0); |
987 | } |
1004 | } |
988 | } |
1005 | } |
989 | /* Success */ |
1006 | /* Success */ |
990 | return 1; |
1007 | return 1; |
… | |
… | |
1009 | } |
1026 | } |
1010 | |
1027 | |
1011 | if (at_least_one) |
1028 | if (at_least_one) |
1012 | return 0; |
1029 | return 0; |
1013 | |
1030 | |
1014 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
1031 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1015 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1032 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1016 | return 0; |
1033 | return 0; |
1017 | } |
1034 | } |
1018 | |
1035 | |
1019 | int |
1036 | int |
… | |
… | |
1021 | { |
1038 | { |
1022 | object *owner; |
1039 | object *owner; |
1023 | |
1040 | |
1024 | if (!(dir = path_to_player (part, pl, 0))) |
1041 | if (!(dir = path_to_player (part, pl, 0))) |
1025 | return 0; |
1042 | return 0; |
|
|
1043 | |
1026 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1044 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1027 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1045 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1028 | |
1046 | |
1029 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1047 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1030 | { |
1048 | { |
… | |
… | |
1038 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1056 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1039 | |
1057 | |
1040 | } |
1058 | } |
1041 | |
1059 | |
1042 | /* Checks if putting on 'item' will make 'who' do more |
1060 | /* Checks if putting on 'item' will make 'who' do more |
1043 | * damage. This is a very simplistic check - also checking things |
1061 | * damage. This is a very simplistic check - also checking things |
1044 | * like speed and ac are also relevant. |
1062 | * like speed and ac are also relevant. |
1045 | * |
1063 | * |
1046 | * return true if item is a better object. |
1064 | * return true if item is a better object. |
1047 | */ |
1065 | */ |
1048 | |
|
|
1049 | int |
1066 | int |
1050 | check_good_weapon (object *who, object *item) |
1067 | check_good_weapon (object *who, object *item) |
1051 | { |
1068 | { |
1052 | object *other_weap; |
1069 | object *other_weap; |
1053 | int val = 0, i; |
1070 | int val = 0, i; |
1054 | |
1071 | |
1055 | for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
1072 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
1056 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1073 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1057 | break; |
1074 | break; |
1058 | |
1075 | |
1059 | if (other_weap == NULL) /* No other weapons */ |
1076 | if (!other_weap) /* No other weapons */ |
1060 | return 1; |
1077 | return 1; |
1061 | |
1078 | |
1062 | /* Rather than go through and apply the new one, and see if it is |
1079 | /* Rather than go through and apply the new one, and see if it is |
1063 | * better, just do some simple checks |
1080 | * better, just do some simple checks |
1064 | * Put some multipliers for things that hvae several effects, |
1081 | * Put some multipliers for things that hvae several effects, |
… | |
… | |
1069 | val += (item->magic - other_weap->magic) * 3; |
1086 | val += (item->magic - other_weap->magic) * 3; |
1070 | /* Monsters don't really get benefits from things like regen rates |
1087 | /* Monsters don't really get benefits from things like regen rates |
1071 | * from items. But the bonus for their stats are very important. |
1088 | * from items. But the bonus for their stats are very important. |
1072 | */ |
1089 | */ |
1073 | for (i = 0; i < NUM_STATS; i++) |
1090 | for (i = 0; i < NUM_STATS; i++) |
1074 | val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
1091 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
1075 | |
1092 | |
1076 | if (val > 0) |
1093 | if (val > 0) |
1077 | return 1; |
1094 | return 1; |
1078 | else |
1095 | else |
1079 | return 0; |
1096 | return 0; |
… | |
… | |
1083 | check_good_armour (object *who, object *item) |
1100 | check_good_armour (object *who, object *item) |
1084 | { |
1101 | { |
1085 | object *other_armour; |
1102 | object *other_armour; |
1086 | int val = 0, i; |
1103 | int val = 0, i; |
1087 | |
1104 | |
1088 | for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
1105 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
1089 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1106 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1090 | break; |
1107 | break; |
1091 | |
1108 | |
1092 | if (other_armour == NULL) /* No other armour, use the new */ |
1109 | if (other_armour == NULL) /* No other armour, use the new */ |
1093 | return 1; |
1110 | return 1; |
… | |
… | |
1215 | case ROD: |
1232 | case ROD: |
1216 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1233 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1217 | break; |
1234 | break; |
1218 | |
1235 | |
1219 | case SPELLBOOK: |
1236 | case SPELLBOOK: |
1220 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
1237 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1221 | break; |
1238 | break; |
1222 | |
1239 | |
1223 | case SCROLL: |
1240 | case SCROLL: |
1224 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1241 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1225 | break; |
1242 | break; |
… | |
… | |
1234 | * pick it up. Note that this doesn't handle cases where an item may |
1251 | * pick it up. Note that this doesn't handle cases where an item may |
1235 | * use several locations. |
1252 | * use several locations. |
1236 | */ |
1253 | */ |
1237 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1254 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1238 | { |
1255 | { |
1239 | if (monster->body_info[i] && item->body_info[i]) |
1256 | if (monster->slot[i].info && item->slot[i].info) |
1240 | { |
1257 | { |
1241 | flag = 1; |
1258 | flag = 1; |
1242 | break; |
1259 | break; |
1243 | } |
1260 | } |
1244 | } |
1261 | } |
1245 | |
1262 | |
1246 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1263 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1247 | return 1; |
1264 | return 1; |
|
|
1265 | |
1248 | return 0; |
1266 | return 0; |
1249 | } |
1267 | } |
1250 | |
1268 | |
1251 | /* |
1269 | /* |
1252 | * monster_apply_below(): |
1270 | * monster_apply_below(): |
… | |
… | |
1294 | void |
1312 | void |
1295 | monster_check_apply (object *mon, object *item) |
1313 | monster_check_apply (object *mon, object *item) |
1296 | { |
1314 | { |
1297 | int flag = 0; |
1315 | int flag = 0; |
1298 | |
1316 | |
1299 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
1317 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
1300 | { |
1318 | { |
1301 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1319 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1302 | return; |
1320 | return; |
1303 | } |
1321 | } |
1304 | |
1322 | |
… | |
… | |
1427 | int |
1445 | int |
1428 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1446 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1429 | { |
1447 | { |
1430 | if (can_hit (part, enemy, rv)) |
1448 | if (can_hit (part, enemy, rv)) |
1431 | return dir; |
1449 | return dir; |
|
|
1450 | |
1432 | if (rv->distance < 10) |
1451 | if (rv->distance < 10) |
1433 | return absdir (dir + 4); |
1452 | return absdir (dir + 4); |
1434 | else if (rv->distance > 18) |
1453 | else if (rv->distance > 18) |
1435 | return dir; |
1454 | return dir; |
1436 | |
1455 | |
… | |
… | |
1591 | } |
1610 | } |
1592 | |
1611 | |
1593 | void |
1612 | void |
1594 | rand_move (object *ob) |
1613 | rand_move (object *ob) |
1595 | { |
1614 | { |
1596 | int i; |
|
|
1597 | |
|
|
1598 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1615 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1599 | for (i = 0; i < 5; i++) |
1616 | for (int i = 0; i < 5; i++) |
1600 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1617 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1601 | return; |
1618 | return; |
1602 | } |
1619 | } |
1603 | |
1620 | |
1604 | void |
1621 | void |
1605 | check_earthwalls (object *op, maptile *m, int x, int y) |
1622 | check_earthwalls (object *op, maptile *m, int x, int y) |
1606 | { |
1623 | { |
1607 | object *tmp; |
|
|
1608 | |
|
|
1609 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1624 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1610 | { |
|
|
1611 | if (tmp->type == EARTHWALL) |
1625 | if (tmp->type == EARTHWALL) |
1612 | { |
1626 | { |
1613 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1627 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1614 | return; |
1628 | return; |
1615 | } |
1629 | } |
1616 | } |
|
|
1617 | } |
1630 | } |
1618 | |
1631 | |
1619 | void |
1632 | void |
1620 | check_doors (object *op, maptile *m, int x, int y) |
1633 | check_doors (object *op, maptile *m, int x, int y) |
1621 | { |
1634 | { |
1622 | object *tmp; |
|
|
1623 | |
|
|
1624 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1635 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1625 | { |
|
|
1626 | if (tmp->type == DOOR) |
1636 | if (tmp->type == DOOR) |
1627 | { |
1637 | { |
1628 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1638 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1629 | return; |
1639 | return; |
1630 | } |
1640 | } |
1631 | } |
|
|
1632 | } |
1641 | } |
1633 | |
1642 | |
1634 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1643 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1635 | * This is probably overly simplistic as it is now - We want |
1644 | * This is probably overly simplistic as it is now - We want |
1636 | * monsters to throw things like chairs and other pieces of |
1645 | * monsters to throw things like chairs and other pieces of |
… | |
… | |
1676 | * properly. I also so odd code in place that checked for x distance |
1685 | * properly. I also so odd code in place that checked for x distance |
1677 | * OR y distance being within some range - that seemed wrong - both should |
1686 | * OR y distance being within some range - that seemed wrong - both should |
1678 | * be within the valid range. MSW 2001-08-05 |
1687 | * be within the valid range. MSW 2001-08-05 |
1679 | * 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 |
1680 | */ |
1689 | */ |
1681 | |
|
|
1682 | int |
1690 | int |
1683 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1691 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1684 | { |
1692 | { |
1685 | int radius = MIN_MON_RADIUS, hide_discovery; |
1693 | int radius = MIN_MON_RADIUS, hide_discovery; |
1686 | |
1694 | |
… | |
… | |
1693 | return 0; |
1701 | return 0; |
1694 | |
1702 | |
1695 | get_rangevector (op, enemy, rv, 0); |
1703 | get_rangevector (op, enemy, rv, 0); |
1696 | |
1704 | |
1697 | /* Monsters always ignore the DM */ |
1705 | /* Monsters always ignore the DM */ |
1698 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1706 | if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) |
1699 | return 0; |
1707 | return 0; |
1700 | |
1708 | |
1701 | /* simple check. Should probably put some range checks in here. */ |
1709 | /* simple check. Should probably put some range checks in here. */ |
1702 | if (can_see_enemy (op, enemy)) |
1710 | if (can_see_enemy (op, enemy)) |
1703 | return 1; |
1711 | return 1; |
… | |
… | |
1716 | |
1724 | |
1717 | /* use this for invis also */ |
1725 | /* use this for invis also */ |
1718 | hide_discovery = op->stats.Int / 5; |
1726 | hide_discovery = op->stats.Int / 5; |
1719 | |
1727 | |
1720 | /* Determine Detection radii */ |
1728 | /* Determine Detection radii */ |
1721 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1729 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1722 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1730 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1723 | else |
1731 | else |
1724 | { /* a level/INT/Dex adjustment for hiding */ |
1732 | { /* a level/INT/Dex adjustment for hiding */ |
1725 | object *sk_hide; |
|
|
1726 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1733 | int bonus = op->level / 2 + op->stats.Int / 5; |
1727 | |
1734 | |
1728 | if (enemy->type == PLAYER) |
1735 | if (enemy->is_player ()) |
1729 | { |
1736 | { |
1730 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1737 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1731 | bonus -= sk_hide->level; |
1738 | bonus -= sk_hide->level; |
1732 | else |
1739 | else |
1733 | { |
1740 | { |
1734 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1741 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1735 | make_visible (enemy); |
1742 | make_visible (enemy); |
… | |
… | |
1744 | } /* else creature has modifiers for hiding */ |
1751 | } /* else creature has modifiers for hiding */ |
1745 | |
1752 | |
1746 | /* Radii stealth adjustment. Only if you are stealthy |
1753 | /* Radii stealth adjustment. Only if you are stealthy |
1747 | * will you be able to sneak up closer to creatures */ |
1754 | * will you be able to sneak up closer to creatures */ |
1748 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1755 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1749 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1756 | { |
|
|
1757 | radius /= 2; |
|
|
1758 | hide_discovery /= 3; |
|
|
1759 | } |
1750 | |
1760 | |
1751 | /* Radii adjustment for enemy standing in the dark */ |
1761 | /* Radii adjustment for enemy standing in the dark */ |
1752 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1762 | if (op->map->darklevel () > 0 && !stand_in_light (enemy)) |
1753 | { |
1763 | { |
1754 | /* on dark maps body heat can help indicate location with infravision |
1764 | /* on dark maps body heat can help indicate location with infravision |
1755 | * undead don't have body heat, so no benefit detecting them. |
1765 | * undead don't have body heat, so no benefit detecting them. |
1756 | */ |
1766 | */ |
1757 | 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)) |
1758 | radius += op->map->darkness / 2; |
1768 | radius += op->map->darklevel () / 2; |
1759 | else |
1769 | else |
1760 | radius -= op->map->darkness / 2; |
1770 | radius -= op->map->darklevel () / 2; |
1761 | |
1771 | |
1762 | /* op next to a monster (and not in complete darkness) |
1772 | /* op next to a monster (and not in complete darkness) |
1763 | * the monster should have a chance to see you. |
1773 | * the monster should have a chance to see you. |
1764 | */ |
1774 | */ |
1765 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1775 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) |
1766 | radius = MIN_MON_RADIUS; |
1776 | radius = MIN_MON_RADIUS; |
1767 | } /* if on dark map */ |
1777 | } /* if on dark map */ |
1768 | |
1778 | |
1769 | /* Lets not worry about monsters that have incredible detection |
1779 | /* Lets not worry about monsters that have incredible detection |
1770 | * 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 |
… | |
… | |
1772 | * may have for their map - in that way, creatures at the edge will |
1782 | * may have for their map - in that way, creatures at the edge will |
1773 | * do something. Note that the distance field in the |
1783 | * do something. Note that the distance field in the |
1774 | * vector is real distance, so in theory this should be 18 to |
1784 | * vector is real distance, so in theory this should be 18 to |
1775 | * find that. |
1785 | * find that. |
1776 | */ |
1786 | */ |
1777 | if (radius > 13) |
1787 | // note that the above reasoning was utter bullshit even at the time it was written |
1778 | radius = 13; |
1788 | // we use 25, lets see if we have the cpu time for it |
|
|
1789 | radius = min (25, radius); |
1779 | |
1790 | |
1780 | /* Enemy in range! Now test for detection */ |
1791 | /* Enemy in range! Now test for detection */ |
1781 | if ((int) rv->distance <= radius) |
1792 | if (rv->distance <= radius) |
1782 | { |
1793 | { |
1783 | /* ah, we are within range, detected? take cases */ |
1794 | /* ah, we are within range, detected? take cases */ |
1784 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1795 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1785 | return 1; |
1796 | return 1; |
1786 | |
1797 | |
1787 | /* hidden or low-quality invisible */ |
1798 | /* hidden or low-quality invisible */ |
1788 | if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) |
1799 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1789 | { |
1800 | { |
1790 | make_visible (enemy); |
1801 | make_visible (enemy); |
|
|
1802 | |
1791 | /* inform players of new status */ |
1803 | /* inform players of new status */ |
1792 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1804 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1793 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1805 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
|
|
1806 | |
1794 | return 1; /* detected enemy */ |
1807 | return 1; /* detected enemy */ |
1795 | } |
1808 | } |
1796 | else if (enemy->invisible) |
1809 | else if (enemy->invisible) |
1797 | { |
1810 | { |
1798 | /* Change this around - instead of negating the invisible, just |
1811 | /* Change this around - instead of negating the invisible, just |
1799 | * return true so that the mosnter that managed to detect you can |
1812 | * return true so that the monster that managed to detect you can |
1800 | * do something to you. Decreasing the duration of invisible |
1813 | * do something to you. Decreasing the duration of invisible |
1801 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1814 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1802 | * can then basically negate the spell. The spell isn't negated - |
1815 | * can then basically negate the spell. The spell isn't negated - |
1803 | * they just know where you are! |
1816 | * they just know where you are! |
1804 | */ |
1817 | */ |
1805 | if ((rndm (50)) <= hide_discovery) |
1818 | if (rndm (50) <= hide_discovery) |
1806 | { |
1819 | { |
1807 | if (enemy->type == PLAYER) |
1820 | if (enemy->type == PLAYER) |
1808 | { |
|
|
1809 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1821 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1810 | } |
1822 | |
1811 | return 1; |
1823 | return 1; |
1812 | } |
1824 | } |
1813 | } |
1825 | } |
1814 | } /* within range */ |
1826 | } /* within range */ |
1815 | |
1827 | |
… | |
… | |
1823 | * other side of a wall (!). |
1835 | * other side of a wall (!). |
1824 | */ |
1836 | */ |
1825 | int |
1837 | int |
1826 | stand_in_light (object *op) |
1838 | stand_in_light (object *op) |
1827 | { |
1839 | { |
1828 | sint16 nx, ny; |
|
|
1829 | maptile *m; |
|
|
1830 | |
|
|
1831 | if (!op) |
1840 | if (op) |
1832 | return 0; |
1841 | { |
1833 | |
|
|
1834 | if (op->glow_radius > 0) |
1842 | if (op->glow_radius > 0) |
1835 | return 1; |
1843 | return 1; |
1836 | |
1844 | |
1837 | if (op->map) |
1845 | if (op->map) |
1838 | { |
1846 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1839 | int x, y, x1, y1; |
1847 | { |
1840 | |
|
|
1841 | /* Check the spaces with the max light radius to see if any of them |
1848 | /* Check the spaces with the max light radius to see if any of them |
1842 | * have lights, and if any of them light the player enough, then return 1. |
1849 | * have lights, and if any of them light the player enough, then return 1. |
1843 | */ |
|
|
1844 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1845 | { |
|
|
1846 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1847 | { |
1850 | */ |
1848 | m = op->map; |
1851 | int light = m->at (nx, ny).light; |
1849 | nx = x; |
|
|
1850 | ny = y; |
|
|
1851 | |
1852 | |
1852 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1853 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1853 | continue; |
|
|
1854 | |
|
|
1855 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1856 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1857 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1858 | return 1; |
1854 | return 1; |
1859 | } |
1855 | } |
1860 | } |
|
|
1861 | } |
1856 | } |
1862 | |
1857 | |
1863 | return 0; |
1858 | return 0; |
1864 | } |
1859 | } |
1865 | |
1860 | |
… | |
… | |
1891 | * However,if you carry any source of light, then the hidden |
1886 | * However,if you carry any source of light, then the hidden |
1892 | * creature is seeable (and stupid) */ |
1887 | * creature is seeable (and stupid) */ |
1893 | |
1888 | |
1894 | if (has_carried_lights (enemy)) |
1889 | if (has_carried_lights (enemy)) |
1895 | { |
1890 | { |
1896 | if (enemy->hide) |
1891 | if (enemy->flag [FLAG_HIDDEN]) |
1897 | { |
1892 | { |
1898 | make_visible (enemy); |
1893 | make_visible (enemy); |
1899 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1894 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1900 | } |
1895 | } |
|
|
1896 | |
1901 | return 1; |
1897 | return 1; |
1902 | } |
1898 | } |
1903 | else if (enemy->hide) |
1899 | else if (enemy->flag [FLAG_HIDDEN]) |
1904 | return 0; |
1900 | return 0; |
1905 | |
1901 | |
1906 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1902 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1907 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1903 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1908 | * and making it a conditional makes the code pretty ugly. |
1904 | * and making it a conditional makes the code pretty ugly. |
1909 | */ |
1905 | */ |
1910 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1906 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1911 | { |
|
|
1912 | if (makes_invisible_to (enemy, looker)) |
1907 | if (makes_invisible_to (enemy, looker)) |
1913 | return 0; |
1908 | return 0; |
1914 | } |
|
|
1915 | } |
1909 | } |
1916 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1910 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1917 | if (player_can_view (looker, enemy)) |
1911 | if (player_can_view (looker, enemy)) |
1918 | return 1; |
1912 | return 1; |
1919 | |
1913 | |
1920 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1914 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1921 | * unless they carry a light or stand in light. Darkness doesnt |
1915 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1924 | * we care about the enemy maps status, not the looker. |
1918 | * we care about the enemy maps status, not the looker. |
1925 | * only relevant for tiled maps, but it is possible that the |
1919 | * only relevant for tiled maps, but it is possible that the |
1926 | * enemy is on a bright map and the looker on a dark - in that |
1920 | * enemy is on a bright map and the looker on a dark - in that |
1927 | * case, the looker can still see the enemy |
1921 | * case, the looker can still see the enemy |
1928 | */ |
1922 | */ |
1929 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1923 | if (enemy->map->darklevel () > 0 |
|
|
1924 | && !stand_in_light (enemy) |
1930 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1925 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1931 | return 0; |
1926 | return 0; |
1932 | |
1927 | |
1933 | return 1; |
1928 | return 1; |
1934 | } |
1929 | } |
|
|
1930 | |