1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * it under the terms of the GNU General Public License as published by |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * 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, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * 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 along |
18 | * You should have received a copy of the GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <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. |
… | |
… | |
167 | { |
166 | { |
168 | tmp = find_nearest_living_creature (npc); |
167 | tmp = find_nearest_living_creature (npc); |
169 | |
168 | |
170 | if (tmp) |
169 | if (tmp) |
171 | get_rangevector (npc, tmp, rv, 0); |
170 | get_rangevector (npc, tmp, rv, 0); |
|
|
171 | |
172 | return tmp; |
172 | return tmp; |
173 | } |
173 | } |
174 | |
174 | |
175 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
176 | * 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 |
… | |
… | |
196 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
197 | if (!(tmp = check_enemy (npc, rv))) |
197 | if (!(tmp = check_enemy (npc, rv))) |
198 | { |
198 | { |
199 | if (attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
200 | { |
200 | { |
201 | /* TODO: thats not finished */ |
201 | /* TODO: that's not finished */ |
202 | /* 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 */ |
203 | |
203 | |
204 | 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 */ |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
206 | (!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))) |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
208 | 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... */ |
209 | { |
209 | { |
210 | 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! */ |
211 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
212 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
213 | } |
213 | } |
… | |
… | |
230 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
231 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
233 | */ |
233 | */ |
234 | int |
234 | int |
235 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
236 | { |
236 | { |
237 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
|
|
238 | |
|
|
239 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
240 | if (!enemy) |
238 | if (!enemy) |
241 | return 0; |
239 | return 0; |
242 | |
240 | |
|
|
241 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
|
|
242 | |
|
|
243 | if (op->flag [FLAG_BLIND]) |
243 | /* blinded monsters can only find nearby objects to attack */ |
244 | /* blinded monsters can only find nearby objects to attack */ |
244 | if (QUERY_FLAG (op, FLAG_BLIND)) |
|
|
245 | radius = MIN_MON_RADIUS; |
245 | radius = MIN_MON_RADIUS; |
246 | |
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])) |
247 | /* This covers the situation where the monster is in the dark |
250 | /* This covers the situation where the monster is in the dark |
248 | * 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 |
249 | * glowing!) then the monster has trouble finding the enemy. |
252 | * glowing!) then the monster has trouble finding the enemy. |
250 | * 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 |
251 | * the dark. */ |
254 | * the dark. */ |
252 | |
255 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
253 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
256 | else if (!op->flag [FLAG_SLEEP]) |
254 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
255 | { |
|
|
256 | int dark = radius / (op->map->darkness); |
|
|
257 | |
|
|
258 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
|
|
259 | } |
|
|
260 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
261 | return 1; |
257 | return 1; |
|
|
258 | |
|
|
259 | if (enemy->flag [FLAG_STEALTH]) |
|
|
260 | radius = radius / 2 + 1; |
262 | |
261 | |
263 | /* 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 |
264 | * for that. |
263 | * for that. |
265 | */ |
264 | */ |
266 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
265 | if (rv->distance <= radius) |
267 | { |
266 | { |
268 | CLEAR_FLAG (op, FLAG_SLEEP); |
267 | CLEAR_FLAG (op, FLAG_SLEEP); |
269 | return 1; |
268 | return 1; |
270 | } |
269 | } |
|
|
270 | |
271 | return 0; |
271 | return 0; |
272 | } |
272 | } |
273 | |
273 | |
274 | int |
274 | int |
275 | move_randomly (object *op) |
275 | move_randomly (object *op) |
276 | { |
276 | { |
277 | int i; |
|
|
278 | |
|
|
279 | /* Give up to 15 chances for a monster to move randomly */ |
277 | /* Give up to 15 chances for a monster to move randomly */ |
280 | for (i = 0; i < 15; i++) |
278 | for (int i = 0; i < 15; i++) |
281 | { |
|
|
282 | if (move_object (op, rndm (8) + 1)) |
279 | if (move_object (op, rndm (8) + 1)) |
283 | return 1; |
280 | return 1; |
284 | } |
281 | |
285 | return 0; |
282 | return 0; |
286 | } |
283 | } |
287 | |
284 | |
288 | /* |
285 | /* |
289 | * 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. |
… | |
… | |
312 | enemy->attacked_by = op; /* our ptr */ |
309 | enemy->attacked_by = op; /* our ptr */ |
313 | |
310 | |
314 | /* generate hp, if applicable */ |
311 | /* generate hp, if applicable */ |
315 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
312 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
316 | { |
313 | { |
317 | |
|
|
318 | /* last heal is in funny units. Dividing by speed puts |
314 | /* last heal is in funny units. Dividing by speed puts |
319 | * the regeneration rate on a basis of time instead of |
315 | * the regeneration rate on a basis of time instead of |
320 | * #moves the monster makes. The scaling by 8 is |
316 | * #moves the monster makes. The scaling by 8 is |
321 | * to capture 8th's of a hp fraction regens |
317 | * to capture 8th's of a hp fraction regens |
322 | * |
318 | * |
… | |
… | |
327 | 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)); |
328 | 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 */ |
329 | op->last_heal %= 32; |
325 | op->last_heal %= 32; |
330 | |
326 | |
331 | /* 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 */ |
332 | 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)) |
333 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
329 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
334 | |
330 | |
335 | if (op->stats.hp > op->stats.maxhp) |
331 | if (op->stats.hp > op->stats.maxhp) |
336 | op->stats.hp = op->stats.maxhp; |
332 | op->stats.hp = op->stats.maxhp; |
337 | } |
333 | } |
338 | |
334 | |
339 | /* generate sp, if applicable */ |
335 | /* generate sp, if applicable */ |
340 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
336 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
341 | { |
337 | { |
342 | |
|
|
343 | /* last_sp is in funny units. Dividing by speed puts |
338 | /* last_sp is in funny units. Dividing by speed puts |
344 | * the regeneration rate on a basis of time instead of |
339 | * the regeneration rate on a basis of time instead of |
345 | * #moves the monster makes. The scaling by 8 is |
340 | * #moves the monster makes. The scaling by 8 is |
346 | * to capture 8th's of a sp fraction regens |
341 | * to capture 8th's of a sp fraction regens |
347 | * |
342 | * |
348 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
343 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
349 | * overflow might produce monsters with negative sp. |
344 | * overflow might produce monsters with negative sp. |
350 | */ |
345 | */ |
351 | |
346 | |
352 | 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)); |
353 | 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 */ |
354 | op->last_sp %= 128; |
349 | op->last_sp %= 128; |
355 | } |
350 | } |
356 | |
351 | |
357 | /* this should probably get modified by many more values. |
352 | /* this should probably get modified by many more values. |
358 | * (eg, creatures resistance to fear, level, etc. ) |
353 | * (eg, creatures resistance to fear, level, etc. ) |
359 | */ |
354 | */ |
360 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
355 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
361 | { |
|
|
362 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
356 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
363 | } |
|
|
364 | |
357 | |
365 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
358 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
366 | return QUERY_FLAG (op, FLAG_FREED); |
359 | return QUERY_FLAG (op, FLAG_FREED); |
367 | |
360 | |
368 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
361 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
369 | ((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))) |
370 | { |
|
|
371 | if (!check_wakeup (op, enemy, &rv)) |
363 | if (!check_wakeup (op, enemy, &rv)) |
372 | return 0; |
364 | return 0; |
373 | } |
|
|
374 | |
365 | |
375 | /* check if monster pops out of hidden spot */ |
366 | /* check if monster pops out of hidden spot */ |
376 | if (op->hide) |
367 | if (op->flag [FLAG_HIDDEN]) |
377 | do_hidden_move (op); |
368 | do_hidden_move (op); |
378 | |
369 | |
379 | if (op->pick_up) |
370 | if (op->pick_up) |
380 | monster_check_pickup (op); |
371 | monster_check_pickup (op); |
381 | |
372 | |
… | |
… | |
385 | /* 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 */ |
386 | if (!enemy) |
377 | if (!enemy) |
387 | { |
378 | { |
388 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
379 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
389 | { |
380 | { |
390 | op->destroy (); |
381 | op->drop_and_destroy (); |
391 | return 1; |
382 | return 1; |
392 | } |
383 | } |
393 | |
384 | |
394 | /* Probably really a bug for a creature to have both |
385 | /* Probably really a bug for a creature to have both |
395 | * stand still and a movement type set. |
386 | * stand still and a movement type set. |
… | |
… | |
398 | { |
389 | { |
399 | if (op->attack_movement & HI4) |
390 | if (op->attack_movement & HI4) |
400 | { |
391 | { |
401 | switch (op->attack_movement & HI4) |
392 | switch (op->attack_movement & HI4) |
402 | { |
393 | { |
403 | case (PETMOVE): |
394 | case (PETMOVE): |
404 | pet_move (op); |
395 | pet_move (op); |
405 | break; |
396 | break; |
406 | |
397 | |
407 | case (CIRCLE1): |
398 | case (CIRCLE1): |
408 | circ1_move (op); |
399 | circ1_move (op); |
409 | break; |
400 | break; |
410 | |
401 | |
411 | case (CIRCLE2): |
402 | case (CIRCLE2): |
412 | circ2_move (op); |
403 | circ2_move (op); |
413 | break; |
404 | break; |
414 | |
405 | |
415 | case (PACEV): |
406 | case (PACEV): |
416 | pace_movev (op); |
407 | pace_movev (op); |
417 | break; |
408 | break; |
418 | |
409 | |
419 | case (PACEH): |
410 | case (PACEH): |
420 | pace_moveh (op); |
411 | pace_moveh (op); |
421 | break; |
412 | break; |
422 | |
413 | |
423 | case (PACEV2): |
414 | case (PACEV2): |
424 | pace2_movev (op); |
415 | pace2_movev (op); |
425 | break; |
416 | break; |
426 | |
417 | |
427 | case (PACEH2): |
418 | case (PACEH2): |
428 | pace2_moveh (op); |
419 | pace2_moveh (op); |
429 | break; |
420 | break; |
430 | |
421 | |
431 | case (RANDO): |
422 | case (RANDO): |
432 | rand_move (op); |
423 | rand_move (op); |
433 | break; |
424 | break; |
434 | |
425 | |
435 | case (RANDO2): |
426 | case (RANDO2): |
436 | move_randomly (op); |
427 | move_randomly (op); |
437 | break; |
428 | break; |
438 | } |
429 | } |
|
|
430 | |
439 | return 0; |
431 | return 0; |
440 | } |
432 | } |
441 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
433 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
442 | (void) move_randomly (op); |
434 | move_randomly (op); |
443 | |
|
|
444 | } /* stand still */ |
435 | } /* stand still */ |
|
|
436 | |
445 | return 0; |
437 | return 0; |
446 | } /* no enemy */ |
438 | } /* no enemy */ |
447 | |
439 | |
448 | /* We have an enemy. Block immediately below is for pets */ |
440 | /* We have an enemy. Block immediately below is for pets */ |
449 | if ((op->attack_movement & HI4) == PETMOVE |
441 | if ((op->attack_movement & HI4) == PETMOVE |
… | |
… | |
451 | && !on_same_map (op, owner) |
443 | && !on_same_map (op, owner) |
452 | && !owner->flag [FLAG_REMOVED]) |
444 | && !owner->flag [FLAG_REMOVED]) |
453 | return follow_owner (op, owner); |
445 | return follow_owner (op, owner); |
454 | |
446 | |
455 | /* doppleganger code to change monster facing to that of the nearest |
447 | /* doppleganger code to change monster facing to that of the nearest |
456 | * 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 |
457 | * arch set uses it. |
449 | * arch set uses it. |
458 | */ |
450 | */ |
459 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
451 | if (op->race && strcmp (op->race, "doppleganger") == 0) |
460 | { |
452 | { |
461 | op->face = enemy->face; |
453 | op->face = enemy->face; |
462 | op->name = enemy->name; |
454 | op->name = enemy->name; |
463 | } |
455 | } |
464 | |
456 | |
… | |
… | |
512 | if (monster_use_bow (op, part, enemy, dir)) |
504 | if (monster_use_bow (op, part, enemy, dir)) |
513 | return 0; |
505 | return 0; |
514 | } /* for processing of all parts */ |
506 | } /* for processing of all parts */ |
515 | } /* If not scared */ |
507 | } /* If not scared */ |
516 | |
508 | |
517 | |
|
|
518 | part = rv.part; |
509 | part = rv.part; |
519 | dir = rv.direction; |
510 | dir = rv.direction; |
520 | |
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 | |
521 | 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)) |
522 | dir = absdir (dir + 4); |
556 | dir = absdir (dir + 4); |
523 | |
557 | |
524 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
558 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
525 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
559 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
… | |
… | |
528 | |
562 | |
529 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
563 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
530 | { |
564 | { |
531 | switch (op->attack_movement & LO4) |
565 | switch (op->attack_movement & LO4) |
532 | { |
566 | { |
533 | case DISTATT: |
567 | case DISTATT: |
534 | dir = dist_att (dir, op, enemy, part, &rv); |
568 | dir = dist_att (dir, op, enemy, part, &rv); |
535 | break; |
569 | break; |
536 | |
570 | |
537 | case RUNATT: |
571 | case RUNATT: |
538 | dir = run_att (dir, op, enemy, part, &rv); |
572 | dir = run_att (dir, op, enemy, part, &rv); |
539 | break; |
573 | break; |
540 | |
574 | |
541 | case HITRUN: |
575 | case HITRUN: |
542 | dir = hitrun_att (dir, op, enemy); |
576 | dir = hitrun_att (dir, op, enemy); |
543 | break; |
577 | break; |
544 | |
578 | |
545 | case WAITATT: |
579 | case WAITATT: |
546 | dir = wait_att (dir, op, enemy, part, &rv); |
580 | dir = wait_att (dir, op, enemy, part, &rv); |
547 | break; |
581 | break; |
548 | |
582 | |
549 | case RUSH: /* default - monster normally moves towards player */ |
583 | case RUSH: /* default - monster normally moves towards player */ |
550 | case ALLRUN: |
584 | case ALLRUN: |
551 | break; |
585 | break; |
552 | |
586 | |
553 | case DISTHIT: |
587 | case DISTHIT: |
554 | dir = disthit_att (dir, op, enemy, part, &rv); |
588 | dir = disthit_att (dir, op, enemy, part, &rv); |
555 | break; |
589 | break; |
556 | |
590 | |
557 | case WAIT2: |
591 | case WAIT2: |
558 | dir = wait_att2 (dir, op, enemy, part, &rv); |
592 | dir = wait_att2 (dir, op, enemy, part, &rv); |
559 | break; |
593 | break; |
560 | |
594 | |
561 | default: |
595 | default: |
562 | 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); |
563 | } |
597 | } |
564 | } |
598 | } |
565 | |
599 | |
566 | if (!dir) |
600 | if (!dir) |
567 | return 0; |
601 | return 0; |
… | |
… | |
577 | return 0; |
611 | return 0; |
578 | } |
612 | } |
579 | |
613 | |
580 | 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)) |
581 | { |
615 | { |
582 | |
|
|
583 | /* Try move around corners if !close */ |
616 | /* Try move around corners if !close */ |
584 | 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; |
585 | |
618 | |
586 | for (diff = 1; diff <= maxdiff; diff++) |
619 | for (diff = 1; diff <= maxdiff; diff++) |
587 | { |
620 | { |
588 | /* try different detours */ |
621 | /* try different detours */ |
589 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
622 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
590 | |
623 | |
591 | 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))) |
592 | return 0; |
625 | return 0; |
593 | } |
626 | } |
594 | } |
627 | } |
… | |
… | |
621 | { |
654 | { |
622 | object *nearest_player = get_nearest_player (op); |
655 | object *nearest_player = get_nearest_player (op); |
623 | |
656 | |
624 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
657 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
625 | { |
658 | { |
626 | op->enemy = NULL; |
659 | op->enemy = 0; |
627 | enemy = nearest_player; |
660 | enemy = nearest_player; |
628 | } |
661 | } |
629 | } |
662 | } |
630 | |
663 | |
631 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
664 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
… | |
… | |
637 | * still be pretty nasty. |
670 | * still be pretty nasty. |
638 | */ |
671 | */ |
639 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
672 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
640 | { |
673 | { |
641 | part->stats.wc += 10; |
674 | part->stats.wc += 10; |
642 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
675 | skill_attack (enemy, part, 0, NULL, NULL); |
643 | part->stats.wc -= 10; |
676 | part->stats.wc -= 10; |
644 | } |
677 | } |
645 | else |
678 | else |
646 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
679 | skill_attack (enemy, part, 0, NULL, NULL); |
647 | } /* if monster is in attack range */ |
680 | } /* if monster is in attack range */ |
648 | |
681 | |
649 | 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 */ |
650 | return 1; |
683 | return 1; |
651 | |
684 | |
652 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
685 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
653 | { |
686 | { |
654 | op->remove (); |
|
|
655 | op->destroy (); |
687 | op->drop_and_destroy (); |
656 | return 1; |
688 | return 1; |
657 | } |
689 | } |
|
|
690 | |
658 | return 0; |
691 | return 0; |
659 | } |
692 | } |
660 | |
693 | |
661 | int |
694 | int |
662 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
695 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
… | |
… | |
677 | { |
710 | { |
678 | get_rangevector (ob1, more, &rv1, 0); |
711 | get_rangevector (ob1, more, &rv1, 0); |
679 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
712 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
680 | return 1; |
713 | return 1; |
681 | } |
714 | } |
|
|
715 | |
682 | return 0; |
716 | return 0; |
683 | |
|
|
684 | } |
717 | } |
685 | |
718 | |
686 | /* Returns 1 is monster should cast spell sp at an enemy |
719 | /* Returns 1 is monster should cast spell sp at an enemy |
687 | * Returns 0 if the monster should not cast this spell. |
720 | * Returns 0 if the monster should not cast this spell. |
688 | * |
721 | * |
… | |
… | |
706 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
739 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
707 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
740 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
708 | 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 || |
709 | 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 || |
710 | 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) |
711 | |
|
|
712 | return 1; |
744 | return 1; |
713 | |
745 | |
714 | return 0; |
746 | return 0; |
715 | } |
747 | } |
716 | |
|
|
717 | |
748 | |
718 | #define MAX_KNOWN_SPELLS 20 |
749 | #define MAX_KNOWN_SPELLS 20 |
719 | |
750 | |
720 | /* Returns a randomly selected spell. This logic is still |
751 | /* Returns a randomly selected spell. This logic is still |
721 | * less than ideal. This code also only seems to deal with |
752 | * less than ideal. This code also only seems to deal with |
… | |
… | |
724 | */ |
755 | */ |
725 | object * |
756 | object * |
726 | monster_choose_random_spell (object *monster) |
757 | monster_choose_random_spell (object *monster) |
727 | { |
758 | { |
728 | object *altern[MAX_KNOWN_SPELLS]; |
759 | object *altern[MAX_KNOWN_SPELLS]; |
729 | object *tmp; |
|
|
730 | int i = 0; |
760 | int i = 0; |
731 | |
761 | |
732 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
762 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
733 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
763 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
734 | { |
764 | { |
735 | /* Check and see if it's actually a useful spell. |
765 | /* Check and see if it's actually a useful spell. |
736 | * If its a spellbook, the spell is actually the inventory item. |
766 | * If its a spellbook, the spell is actually the inventory item. |
737 | * 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. |
738 | */ |
768 | */ |
739 | 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)) |
740 | { |
770 | { |
741 | altern[i++] = tmp; |
771 | altern [i++] = tmp; |
|
|
772 | |
742 | if (i == MAX_KNOWN_SPELLS) |
773 | if (i == MAX_KNOWN_SPELLS) |
743 | break; |
774 | break; |
744 | } |
775 | } |
745 | } |
776 | } |
746 | if (!i) |
777 | |
747 | return NULL; |
778 | return i ? altern [rndm (i)] : 0; |
748 | return altern[RANDOM () % i]; |
|
|
749 | } |
779 | } |
750 | |
780 | |
751 | /* 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. |
752 | * 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. |
753 | * head is the head of the monster. |
783 | * head is the head of the monster. |
754 | * part is the part of the monster we are checking against. |
784 | * part is the part of the monster we are checking against. |
755 | * pl is the target. |
785 | * pl is the target. |
756 | * dir is the direction to case. |
786 | * dir is the direction to case. |
757 | * rv is the vector which describes where the enemy is. |
787 | * rv is the vector which describes where the enemy is. |
758 | */ |
788 | */ |
759 | |
|
|
760 | int |
789 | int |
761 | 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) |
762 | { |
791 | { |
763 | object *spell_item; |
792 | object *spell_item; |
764 | object *owner; |
793 | object *owner; |
… | |
… | |
775 | |
804 | |
776 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
805 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
777 | { |
806 | { |
778 | get_rangevector (head, owner, &rv1, 0x1); |
807 | get_rangevector (head, owner, &rv1, 0x1); |
779 | if (dirdiff (dir, rv1.direction) < 2) |
808 | if (dirdiff (dir, rv1.direction) < 2) |
780 | { |
|
|
781 | return 0; /* Might hit owner with spell */ |
809 | return 0; /* Might hit owner with spell */ |
782 | } |
|
|
783 | } |
810 | } |
784 | |
811 | |
785 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
812 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
786 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
813 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
787 | |
814 | |
… | |
… | |
795 | { |
822 | { |
796 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
823 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
797 | 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 */ |
798 | return 0; |
825 | return 0; |
799 | } |
826 | } |
|
|
827 | |
800 | if (spell_item->type == SPELLBOOK) |
828 | if (spell_item->type == SPELLBOOK) |
801 | { |
829 | { |
802 | if (!spell_item->inv) |
830 | if (!spell_item->inv) |
803 | { |
831 | { |
804 | 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); |
805 | return 0; |
833 | return 0; |
806 | } |
834 | } |
|
|
835 | |
807 | spell_item = spell_item->inv; |
836 | spell_item = spell_item->inv; |
808 | } |
837 | } |
809 | } |
838 | } |
810 | else |
839 | else |
811 | spell_item = head->spellitem; |
840 | spell_item = head->spellitem; |
… | |
… | |
830 | /* 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 */ |
831 | head->spellitem = NULL; |
860 | head->spellitem = NULL; |
832 | |
861 | |
833 | return cast_spell (part, part, dir, spell_item, NULL); |
862 | return cast_spell (part, part, dir, spell_item, NULL); |
834 | } |
863 | } |
835 | |
|
|
836 | |
864 | |
837 | int |
865 | int |
838 | 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) |
839 | { |
867 | { |
840 | object *scroll; |
868 | object *scroll; |
… | |
… | |
1232 | } |
1260 | } |
1233 | } |
1261 | } |
1234 | |
1262 | |
1235 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1263 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1236 | return 1; |
1264 | return 1; |
|
|
1265 | |
1237 | return 0; |
1266 | return 0; |
1238 | } |
1267 | } |
1239 | |
1268 | |
1240 | /* |
1269 | /* |
1241 | * monster_apply_below(): |
1270 | * monster_apply_below(): |
… | |
… | |
1416 | int |
1445 | int |
1417 | 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) |
1418 | { |
1447 | { |
1419 | if (can_hit (part, enemy, rv)) |
1448 | if (can_hit (part, enemy, rv)) |
1420 | return dir; |
1449 | return dir; |
|
|
1450 | |
1421 | if (rv->distance < 10) |
1451 | if (rv->distance < 10) |
1422 | return absdir (dir + 4); |
1452 | return absdir (dir + 4); |
1423 | else if (rv->distance > 18) |
1453 | else if (rv->distance > 18) |
1424 | return dir; |
1454 | return dir; |
1425 | |
1455 | |
… | |
… | |
1580 | } |
1610 | } |
1581 | |
1611 | |
1582 | void |
1612 | void |
1583 | rand_move (object *ob) |
1613 | rand_move (object *ob) |
1584 | { |
1614 | { |
1585 | int i; |
|
|
1586 | |
|
|
1587 | 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))))) |
1588 | for (i = 0; i < 5; i++) |
1616 | for (int i = 0; i < 5; i++) |
1589 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1617 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1590 | return; |
1618 | return; |
1591 | } |
1619 | } |
1592 | |
1620 | |
1593 | void |
1621 | void |
1594 | check_earthwalls (object *op, maptile *m, int x, int y) |
1622 | check_earthwalls (object *op, maptile *m, int x, int y) |
1595 | { |
1623 | { |
1596 | object *tmp; |
|
|
1597 | |
|
|
1598 | 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) |
1599 | { |
|
|
1600 | if (tmp->type == EARTHWALL) |
1625 | if (tmp->type == EARTHWALL) |
1601 | { |
1626 | { |
1602 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1627 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1603 | return; |
1628 | return; |
1604 | } |
1629 | } |
1605 | } |
|
|
1606 | } |
1630 | } |
1607 | |
1631 | |
1608 | void |
1632 | void |
1609 | check_doors (object *op, maptile *m, int x, int y) |
1633 | check_doors (object *op, maptile *m, int x, int y) |
1610 | { |
1634 | { |
1611 | object *tmp; |
|
|
1612 | |
|
|
1613 | 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) |
1614 | { |
|
|
1615 | if (tmp->type == DOOR) |
1636 | if (tmp->type == DOOR) |
1616 | { |
1637 | { |
1617 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1638 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1618 | return; |
1639 | return; |
1619 | } |
1640 | } |
1620 | } |
|
|
1621 | } |
1641 | } |
1622 | |
1642 | |
1623 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1643 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1624 | * This is probably overly simplistic as it is now - We want |
1644 | * This is probably overly simplistic as it is now - We want |
1625 | * monsters to throw things like chairs and other pieces of |
1645 | * monsters to throw things like chairs and other pieces of |
… | |
… | |
1665 | * 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 |
1666 | * 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 |
1667 | * be within the valid range. MSW 2001-08-05 |
1687 | * be within the valid range. MSW 2001-08-05 |
1668 | * 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 |
1669 | */ |
1689 | */ |
1670 | |
|
|
1671 | int |
1690 | int |
1672 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1691 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1673 | { |
1692 | { |
1674 | int radius = MIN_MON_RADIUS, hide_discovery; |
1693 | int radius = MIN_MON_RADIUS, hide_discovery; |
1675 | |
1694 | |
… | |
… | |
1682 | return 0; |
1701 | return 0; |
1683 | |
1702 | |
1684 | get_rangevector (op, enemy, rv, 0); |
1703 | get_rangevector (op, enemy, rv, 0); |
1685 | |
1704 | |
1686 | /* Monsters always ignore the DM */ |
1705 | /* Monsters always ignore the DM */ |
1687 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1706 | if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) |
1688 | return 0; |
1707 | return 0; |
1689 | |
1708 | |
1690 | /* simple check. Should probably put some range checks in here. */ |
1709 | /* simple check. Should probably put some range checks in here. */ |
1691 | if (can_see_enemy (op, enemy)) |
1710 | if (can_see_enemy (op, enemy)) |
1692 | return 1; |
1711 | return 1; |
… | |
… | |
1705 | |
1724 | |
1706 | /* use this for invis also */ |
1725 | /* use this for invis also */ |
1707 | hide_discovery = op->stats.Int / 5; |
1726 | hide_discovery = op->stats.Int / 5; |
1708 | |
1727 | |
1709 | /* Determine Detection radii */ |
1728 | /* Determine Detection radii */ |
1710 | 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) */ |
1711 | 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); |
1712 | else |
1731 | else |
1713 | { /* a level/INT/Dex adjustment for hiding */ |
1732 | { /* a level/INT/Dex adjustment for hiding */ |
1714 | object *sk_hide; |
|
|
1715 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1733 | int bonus = op->level / 2 + op->stats.Int / 5; |
1716 | |
1734 | |
1717 | if (enemy->type == PLAYER) |
1735 | if (enemy->is_player ()) |
1718 | { |
1736 | { |
1719 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1737 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1720 | bonus -= sk_hide->level; |
1738 | bonus -= sk_hide->level; |
1721 | else |
1739 | else |
1722 | { |
1740 | { |
1723 | 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"); |
1724 | make_visible (enemy); |
1742 | make_visible (enemy); |
… | |
… | |
1733 | } /* else creature has modifiers for hiding */ |
1751 | } /* else creature has modifiers for hiding */ |
1734 | |
1752 | |
1735 | /* Radii stealth adjustment. Only if you are stealthy |
1753 | /* Radii stealth adjustment. Only if you are stealthy |
1736 | * will you be able to sneak up closer to creatures */ |
1754 | * will you be able to sneak up closer to creatures */ |
1737 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1755 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1738 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1756 | { |
|
|
1757 | radius /= 2; |
|
|
1758 | hide_discovery /= 3; |
|
|
1759 | } |
1739 | |
1760 | |
1740 | /* Radii adjustment for enemy standing in the dark */ |
1761 | /* Radii adjustment for enemy standing in the dark */ |
1741 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1762 | if (op->map->darklevel () > 0 && !stand_in_light (enemy)) |
1742 | { |
1763 | { |
1743 | /* on dark maps body heat can help indicate location with infravision |
1764 | /* on dark maps body heat can help indicate location with infravision |
1744 | * undead don't have body heat, so no benefit detecting them. |
1765 | * undead don't have body heat, so no benefit detecting them. |
1745 | */ |
1766 | */ |
1746 | 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)) |
1747 | radius += op->map->darkness / 2; |
1768 | radius += op->map->darklevel () / 2; |
1748 | else |
1769 | else |
1749 | radius -= op->map->darkness / 2; |
1770 | radius -= op->map->darklevel () / 2; |
1750 | |
1771 | |
1751 | /* op next to a monster (and not in complete darkness) |
1772 | /* op next to a monster (and not in complete darkness) |
1752 | * the monster should have a chance to see you. |
1773 | * the monster should have a chance to see you. |
1753 | */ |
1774 | */ |
1754 | 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) |
1755 | radius = MIN_MON_RADIUS; |
1776 | radius = MIN_MON_RADIUS; |
1756 | } /* if on dark map */ |
1777 | } /* if on dark map */ |
1757 | |
1778 | |
1758 | /* Lets not worry about monsters that have incredible detection |
1779 | /* Lets not worry about monsters that have incredible detection |
1759 | * 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 |
… | |
… | |
1761 | * 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 |
1762 | * do something. Note that the distance field in the |
1783 | * do something. Note that the distance field in the |
1763 | * 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 |
1764 | * find that. |
1785 | * find that. |
1765 | */ |
1786 | */ |
1766 | if (radius > 13) |
1787 | // note that the above reasoning was utter bullshit even at the time it was written |
1767 | radius = 13; |
1788 | // we use 25, lets see if we have the cpu time for it |
|
|
1789 | radius = min (25, radius); |
1768 | |
1790 | |
1769 | /* Enemy in range! Now test for detection */ |
1791 | /* Enemy in range! Now test for detection */ |
1770 | if ((int) rv->distance <= radius) |
1792 | if (rv->distance <= radius) |
1771 | { |
1793 | { |
1772 | /* ah, we are within range, detected? take cases */ |
1794 | /* ah, we are within range, detected? take cases */ |
1773 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1795 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1774 | return 1; |
1796 | return 1; |
1775 | |
1797 | |
1776 | /* hidden or low-quality invisible */ |
1798 | /* hidden or low-quality invisible */ |
1777 | if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) |
1799 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1778 | { |
1800 | { |
1779 | make_visible (enemy); |
1801 | make_visible (enemy); |
|
|
1802 | |
1780 | /* inform players of new status */ |
1803 | /* inform players of new status */ |
1781 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1804 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1782 | 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 | |
1783 | return 1; /* detected enemy */ |
1807 | return 1; /* detected enemy */ |
1784 | } |
1808 | } |
1785 | else if (enemy->invisible) |
1809 | else if (enemy->invisible) |
1786 | { |
1810 | { |
1787 | /* Change this around - instead of negating the invisible, just |
1811 | /* Change this around - instead of negating the invisible, just |
1788 | * 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 |
1789 | * do something to you. Decreasing the duration of invisible |
1813 | * do something to you. Decreasing the duration of invisible |
1790 | * 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 |
1791 | * can then basically negate the spell. The spell isn't negated - |
1815 | * can then basically negate the spell. The spell isn't negated - |
1792 | * they just know where you are! |
1816 | * they just know where you are! |
1793 | */ |
1817 | */ |
1794 | if ((rndm (50)) <= hide_discovery) |
1818 | if (rndm (50) <= hide_discovery) |
1795 | { |
1819 | { |
1796 | if (enemy->type == PLAYER) |
1820 | if (enemy->type == PLAYER) |
1797 | { |
|
|
1798 | 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)); |
1799 | } |
1822 | |
1800 | return 1; |
1823 | return 1; |
1801 | } |
1824 | } |
1802 | } |
1825 | } |
1803 | } /* within range */ |
1826 | } /* within range */ |
1804 | |
1827 | |
… | |
… | |
1812 | * other side of a wall (!). |
1835 | * other side of a wall (!). |
1813 | */ |
1836 | */ |
1814 | int |
1837 | int |
1815 | stand_in_light (object *op) |
1838 | stand_in_light (object *op) |
1816 | { |
1839 | { |
1817 | sint16 nx, ny; |
|
|
1818 | maptile *m; |
|
|
1819 | |
|
|
1820 | if (!op) |
1840 | if (op) |
1821 | return 0; |
1841 | { |
1822 | |
|
|
1823 | if (op->glow_radius > 0) |
1842 | if (op->glow_radius > 0) |
1824 | return 1; |
1843 | return 1; |
1825 | |
1844 | |
1826 | if (op->map) |
1845 | if (op->map) |
1827 | { |
1846 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1828 | int x, y, x1, y1; |
1847 | { |
1829 | |
|
|
1830 | /* 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 |
1831 | * 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. |
1832 | */ |
|
|
1833 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1834 | { |
|
|
1835 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1836 | { |
1850 | */ |
1837 | m = op->map; |
1851 | int light = m->at (nx, ny).light; |
1838 | nx = x; |
|
|
1839 | ny = y; |
|
|
1840 | |
1852 | |
1841 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1853 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1842 | continue; |
|
|
1843 | |
|
|
1844 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1845 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1846 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1847 | return 1; |
1854 | return 1; |
1848 | } |
1855 | } |
1849 | } |
|
|
1850 | } |
1856 | } |
1851 | |
1857 | |
1852 | return 0; |
1858 | return 0; |
1853 | } |
1859 | } |
1854 | |
1860 | |
… | |
… | |
1880 | * However,if you carry any source of light, then the hidden |
1886 | * However,if you carry any source of light, then the hidden |
1881 | * creature is seeable (and stupid) */ |
1887 | * creature is seeable (and stupid) */ |
1882 | |
1888 | |
1883 | if (has_carried_lights (enemy)) |
1889 | if (has_carried_lights (enemy)) |
1884 | { |
1890 | { |
1885 | if (enemy->hide) |
1891 | if (enemy->flag [FLAG_HIDDEN]) |
1886 | { |
1892 | { |
1887 | make_visible (enemy); |
1893 | make_visible (enemy); |
1888 | 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!"); |
1889 | } |
1895 | } |
|
|
1896 | |
1890 | return 1; |
1897 | return 1; |
1891 | } |
1898 | } |
1892 | else if (enemy->hide) |
1899 | else if (enemy->flag [FLAG_HIDDEN]) |
1893 | return 0; |
1900 | return 0; |
1894 | |
1901 | |
1895 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1902 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1896 | * 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, |
1897 | * and making it a conditional makes the code pretty ugly. |
1904 | * and making it a conditional makes the code pretty ugly. |
1898 | */ |
1905 | */ |
1899 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1906 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1900 | { |
|
|
1901 | if (makes_invisible_to (enemy, looker)) |
1907 | if (makes_invisible_to (enemy, looker)) |
1902 | return 0; |
1908 | return 0; |
1903 | } |
|
|
1904 | } |
1909 | } |
1905 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1910 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1906 | if (player_can_view (looker, enemy)) |
1911 | if (player_can_view (looker, enemy)) |
1907 | return 1; |
1912 | return 1; |
1908 | |
1913 | |
1909 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1914 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1910 | * unless they carry a light or stand in light. Darkness doesnt |
1915 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1913 | * we care about the enemy maps status, not the looker. |
1918 | * we care about the enemy maps status, not the looker. |
1914 | * only relevant for tiled maps, but it is possible that the |
1919 | * only relevant for tiled maps, but it is possible that the |
1915 | * 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 |
1916 | * case, the looker can still see the enemy |
1921 | * case, the looker can still see the enemy |
1917 | */ |
1922 | */ |
1918 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1923 | if (enemy->map->darklevel () > 0 |
|
|
1924 | && !stand_in_light (enemy) |
1919 | && (!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))) |
1920 | return 0; |
1926 | return 0; |
1921 | |
1927 | |
1922 | return 1; |
1928 | return 1; |
1923 | } |
1929 | } |
|
|
1930 | |