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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.56 by root, Sat Dec 27 08:41:44 2008 UTC vs.
Revision 1.59 by root, Sun Dec 28 10:05:42 2008 UTC

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

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