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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 1.71 by root, Thu Nov 5 16:09:51 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
46 npc->enemy = NULL; 49 npc->enemy = NULL;
47 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
48 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
49 } 52 }
50 53
51 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
52 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
53 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
54 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
55 */ 58 */
56 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
57 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
58 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
59 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
60 * too. */ 63 * too. */
61 64
65 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
66 */ 69 */
67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
68 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
70 npc->enemy = NULL; 73 npc->enemy = 0;
71 74
72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
73 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
76 npc->enemy = NULL; 79 npc->enemy = 0;
77 80
78 81
79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80 npc->enemy = NULL; 83 npc->enemy = 0;
81 84
82 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
83 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
84 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
85 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
87 */ 90 */
88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
95 97
96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
97} 99}
98 100
99/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
100 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
101 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
236{ 238{
237 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
238 if (!enemy) 240 if (!enemy)
239 return 0; 241 return 0;
240 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS); 246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242 247
243 if (op->flag [FLAG_BLIND]) 248 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
245 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
251 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
252 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
253 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
254 * the dark. */ 259 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); 260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
258 261
259 if (enemy->flag [FLAG_STEALTH]) 262 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1; 263 radius = radius / 2 + 1;
261 264
262 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
389 { 392 {
390 if (op->attack_movement & HI4) 393 if (op->attack_movement & HI4)
391 { 394 {
392 switch (op->attack_movement & HI4) 395 switch (op->attack_movement & HI4)
393 { 396 {
394 case (PETMOVE): 397 case PETMOVE:
395 pet_move (op); 398 pet_move (op);
396 break; 399 break;
397 400
398 case (CIRCLE1): 401 case CIRCLE1:
399 circ1_move (op); 402 circ1_move (op);
400 break; 403 break;
401 404
402 case (CIRCLE2): 405 case CIRCLE2:
403 circ2_move (op); 406 circ2_move (op);
404 break; 407 break;
405 408
406 case (PACEV): 409 case PACEV:
407 pace_movev (op); 410 pace_movev (op);
408 break; 411 break;
409 412
410 case (PACEH): 413 case PACEH:
411 pace_moveh (op); 414 pace_moveh (op);
412 break; 415 break;
413 416
414 case (PACEV2): 417 case PACEV2:
415 pace2_movev (op); 418 pace2_movev (op);
416 break; 419 break;
417 420
418 case (PACEH2): 421 case PACEH2:
419 pace2_moveh (op); 422 pace2_moveh (op);
420 break; 423 break;
421 424
422 case (RANDO): 425 case RANDO:
423 rand_move (op); 426 rand_move (op);
424 break; 427 break;
425 428
426 case (RANDO2): 429 case RANDO2:
427 move_randomly (op); 430 move_randomly (op);
428 break; 431 break;
429 } 432 }
430 433
431 return 0; 434 return 0;
446 449
447 /* doppleganger code to change monster facing to that of the nearest 450 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current 451 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it. 452 * arch set uses it.
450 */ 453 */
451 if (op->race && strcmp (op->race, "doppleganger") == 0) 454 if (op->race == shstr_doppleganger)
452 { 455 {
453 op->face = enemy->face; 456 op->face = enemy->face;
454 op->name = enemy->name; 457 op->name = enemy->name;
455 } 458 }
456 459
507 } /* If not scared */ 510 } /* If not scared */
508 511
509 part = rv.part; 512 part = rv.part;
510 dir = rv.direction; 513 dir = rv.direction;
511 514
512#if DEVEL 515//-GPL
516
513 // if the enemy is a player, we have los. if los says we 517 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate. 518 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate 519 // for non-players, we never deviate
520 if (op->stats.Wis >= 8
516 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) 521 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 { 522 {
518 int sdir = 0; 523 int sdir = 0;
524 uint32_t &smell = op->ms ().smell;
519 525
520 for (int dir = 1; dir <= 8; ++dir) 526 for (int ndir = 1; ndir <= 8; ++ndir)
521 { 527 {
522 mapxy pos (op); pos.move (dir); 528 mapxy pos (op); pos.move (ndir);
529
523 if (pos.normalise ()) 530 if (pos.normalise ())
524 { 531 {
525 mapspace &ms = pos.ms (); 532 mapspace &ms = pos.ms ();
526 533
527 if (ms.smell > op->ms ().smell) 534 if (ms.smell > smell)
528 { 535 {
529 printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D 536 //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; 537 if (op->stats.Wis >= 10)
538 smell = ms.smell - 1; // smarter: tell others
539
531 sdir = dir; 540 sdir = ndir;
532 541
533 // perturbing the path might let the monster lose track, 542 // perturbing the path might let the monster lose track,
534 // but it will also wide the actual path, spreading information 543 // but it will also widen the actual path, spreading information
535 if (!rndm (20)) 544 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
536 sdir += absdir (1 - rndm (2) * 2); 545 sdir = absdir (sdir + 1 - rndm (2) * 2);
537 } 546 }
538 } 547 }
539 } 548 }
540 549
541 if (sdir) 550 if (sdir)
542 dir = sdir; 551 dir = sdir;
543 else 552 else if (smell)
553 {
544 // no better smell found, so assume the player jumped, and erase this smell 554 // 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 555 //printf ("erasing smell %d\n", op->ms ().smell);//D
546 ordered_mapwalk_begin (op, -1, -1, 1, 1) 556 unordered_mapwalk (op, -1, -1, 1, 1)
547 if (m)
548 m->at (nx, ny).smell = 0; 557 m->at (nx, ny).smell = 0;
549 ordered_mapwalk_end
550 }//D 558 }
551 } 559 }
552 560
553#endif 561//+GPL
554 562
555 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 563 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
556 dir = absdir (dir + 4); 564 dir = absdir (dir + 4);
557 565
558 if (QUERY_FLAG (op, FLAG_CONFUSED)) 566 if (QUERY_FLAG (op, FLAG_CONFUSED))
704 return 1; 712 return 1;
705 713
706 /* check all the parts of ob2 - just because we can't get to 714 /* check all the parts of ob2 - just because we can't get to
707 * its head doesn't mean we don't want to pound its feet 715 * its head doesn't mean we don't want to pound its feet
708 */ 716 */
709 for (more = ob2->more; more != NULL; more = more->more) 717 for (more = ob2->more; more; more = more->more)
710 { 718 {
711 get_rangevector (ob1, more, &rv1, 0); 719 get_rangevector (ob1, more, &rv1, 0);
712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 720 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
713 return 1; 721 return 1;
714 } 722 }
1195 flag = 1; 1203 flag = 1;
1196 1204
1197 else 1205 else
1198 switch (item->type) 1206 switch (item->type)
1199 { 1207 {
1200 case MONEY: 1208 case MONEY:
1201 case GEM: 1209 case GEM:
1202 flag = monster->pick_up & 2; 1210 flag = monster->pick_up & 2;
1203 break; 1211 break;
1204 1212
1205 case FOOD: 1213 case FOOD:
1206 flag = monster->pick_up & 4; 1214 flag = monster->pick_up & 4;
1207 break; 1215 break;
1208 1216
1209 case WEAPON: 1217 case WEAPON:
1210 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1218 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1211 break; 1219 break;
1212 1220
1213 case ARMOUR: 1221 case ARMOUR:
1214 case SHIELD: 1222 case SHIELD:
1215 case HELMET: 1223 case HELMET:
1216 case BOOTS: 1224 case BOOTS:
1217 case GLOVES: 1225 case GLOVES:
1218 case GIRDLE: 1226 case GIRDLE:
1219 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1227 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1220 break; 1228 break;
1221 1229
1222 case SKILL: 1230 case SKILL:
1223 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1231 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1224 break; 1232 break;
1225 1233
1226 case RING: 1234 case RING:
1227 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1228 break; 1236 break;
1229 1237
1230 case WAND: 1238 case WAND:
1231 case HORN: 1239 case HORN:
1232 case ROD: 1240 case ROD:
1233 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1241 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1234 break; 1242 break;
1235 1243
1236 case SPELLBOOK: 1244 case SPELLBOOK:
1237 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); 1245 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1238 break; 1246 break;
1239 1247
1240 case SCROLL: 1248 case SCROLL:
1241 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1249 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1242 break; 1250 break;
1243 1251
1244 case BOW: 1252 case BOW:
1245 case ARROW: 1253 case ARROW:
1246 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1254 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1247 break; 1255 break;
1248 } 1256 }
1249 1257
1250 /* Simplistic check - if the monster has a location to equip it, he will 1258 /* Simplistic check - if the monster has a location to equip it, he will
1251 * pick it up. Note that this doesn't handle cases where an item may 1259 * pick it up. Note that this doesn't handle cases where an item may
1252 * use several locations. 1260 * use several locations.
1280 for (tmp = monster->below; tmp != NULL; tmp = next) 1288 for (tmp = monster->below; tmp != NULL; tmp = next)
1281 { 1289 {
1282 next = tmp->below; 1290 next = tmp->below;
1283 switch (tmp->type) 1291 switch (tmp->type)
1284 { 1292 {
1285 case CF_HANDLE: 1293 case T_HANDLE:
1286 case TRIGGER: 1294 case TRIGGER:
1287 if (monster->will_apply & 1) 1295 if (monster->will_apply & 1)
1288 manual_apply (monster, tmp, 0); 1296 manual_apply (monster, tmp, 0);
1289 break; 1297 break;
1290 1298
1418} 1426}
1419 1427
1420void 1428void
1421npc_call_help (object *op) 1429npc_call_help (object *op)
1422{ 1430{
1423 int x, y, mflags; 1431 unordered_mapwalk (op, -7, -7, 7, 7)
1424 object *npc;
1425 sint16 sx, sy;
1426 maptile *m;
1427
1428 for (x = -3; x < 4; x++)
1429 for (y = -3; y < 4; y++)
1430 { 1432 {
1431 m = op->map; 1433 mapspace &ms = m->at (nx, ny);
1432 sx = op->x + x; 1434
1433 sy = op->y + y;
1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435 /* If nothing alive on this space, no need to search the space. */ 1435 /* If nothing alive on this space, no need to search the space. */
1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1436 if (!(ms.flags () & P_IS_ALIVE))
1437 continue; 1437 continue;
1438 1438
1439 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1439 for (object *npc = ms.bot; npc; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy; 1441 npc->enemy = op->enemy;
1442 } 1442 }
1443} 1443}
1444 1444
1445int 1445int
1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1447{ 1447{
1448 if (can_hit (part, enemy, rv)) 1448 if (can_hit (part, enemy, rv))
1449 return dir; 1449 return dir;
1450 1450
1451 if (rv->distance < 10) 1451 if (rv->distance < 10)
1455 1455
1456 return 0; 1456 return 0;
1457} 1457}
1458 1458
1459int 1459int
1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1461{ 1461{
1462 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1462 if (can_hit (part, enemy, rv))
1463 {
1464 ob->move_status++;
1465 return (dir); 1463 return dir;
1466 } 1464 else
1467 else if (ob->move_status > 20)
1468 ob->move_status = 0;
1469
1470 return absdir (dir + 4); 1465 return absdir (dir + 4);
1471} 1466}
1472 1467
1473int 1468int
1474hitrun_att (int dir, object *ob, object *enemy) 1469hitrun_att (int dir, object *ob, object *enemy)
1475{ 1470{
1484} 1479}
1485 1480
1486int 1481int
1487wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1482wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1488{ 1483{
1489
1490 int inrange = can_hit (part, enemy, rv); 1484 int inrange = can_hit (part, enemy, rv);
1491 1485
1492 if (ob->move_status || inrange) 1486 if (ob->move_status || inrange)
1493 ob->move_status++; 1487 ob->move_status++;
1494 1488
1504} 1498}
1505 1499
1506int 1500int
1507disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1501disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1508{ 1502{
1509
1510 /* The logic below here looked plain wrong before. Basically, what should 1503 /* The logic below here looked plain wrong before. Basically, what should
1511 * happen is that if the creatures hp percentage falls below run_away, 1504 * happen is that if the creatures hp percentage falls below run_away,
1512 * the creature should run away (dir+4) 1505 * the creature should run away (dir+4)
1513 * I think its wrong for a creature to have a zero maxhp value, but 1506 * I think its wrong for a creature to have a zero maxhp value, but
1514 * at least one map has this set, and whatever the map contains, the 1507 * at least one map has this set, and whatever the map contains, the
1515 * server should try to be resilant enough to avoid the problem 1508 * server should try to be resilant enough to avoid the problem
1516 */ 1509 */
1517 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1510 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1518 return absdir (dir + 4); 1511 return absdir (dir + 4);
1519 1512
1520 return dist_att (dir, ob, enemy, part, rv); 1513 return dist_att (dir, ob, enemy, part, rv);
1521} 1514}
1522 1515
1688 * Returns 0 if enemy can not be detected, 1 if it is detected 1681 * Returns 0 if enemy can not be detected, 1 if it is detected
1689 */ 1682 */
1690int 1683int
1691can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1684can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1692{ 1685{
1693 int radius = MIN_MON_RADIUS, hide_discovery;
1694
1695 /* null detection for any of these condtions always */ 1686 /* null detection for any of these condtions always */
1696 if (!op || !enemy || !op->map || !enemy->map) 1687 if (!op || !enemy || !op->map || !enemy->map)
1697 return 0; 1688 return 0;
1698 1689
1699 /* If the monster (op) has no way to get to the enemy, do nothing */ 1690 /* If the monster (op) has no way to get to the enemy, do nothing */
1701 return 0; 1692 return 0;
1702 1693
1703 get_rangevector (op, enemy, rv, 0); 1694 get_rangevector (op, enemy, rv, 0);
1704 1695
1705 /* Monsters always ignore the DM */ 1696 /* Monsters always ignore the DM */
1706 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1707 return 0; 1698 return 0;
1708 1699
1709 /* simple check. Should probably put some range checks in here. */ 1700 /* simple check. Should probably put some range checks in here. */
1710 if (can_see_enemy (op, enemy)) 1701 if (can_see_enemy (op, enemy))
1711 return 1; 1702 return 1;
1712 1703
1713 /* The rest of this is for monsters. Players are on their own for 1704 /* The rest of this is for monsters. Players are on their own for
1714 * finding enemies! 1705 * finding enemies!
1715 */ 1706 */
1716 if (op->type == PLAYER) 1707 if (op->is_player ())
1717 return 0; 1708 return 0;
1718 1709
1719 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1710 /* 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 1711 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1721 */ 1712 */
1722 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1713 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1723 return 0; 1714 return 0;
1724 1715
1716 int radius = MIN_MON_RADIUS;
1717
1725 /* use this for invis also */ 1718 /* use this for invis also */
1726 hide_discovery = op->stats.Int / 5; 1719 int hide_discovery = op->stats.Int / 5;
1727 1720
1728 /* Determine Detection radii */ 1721 /* Determine Detection radii */
1729 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1722 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1730 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1723 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1731 else 1724 else
1732 { /* a level/INT/Dex adjustment for hiding */ 1725 { /* a level/INT/Dex adjustment for hiding */
1733 int bonus = op->level / 2 + op->stats.Int / 5; 1726 int bonus = op->level / 2 + op->stats.Int / 5;
1734 1727
1735 if (enemy->is_player ()) 1728 if (enemy->is_player ())
1757 radius /= 2; 1750 radius /= 2;
1758 hide_discovery /= 3; 1751 hide_discovery /= 3;
1759 } 1752 }
1760 1753
1761 /* Radii adjustment for enemy standing in the dark */ 1754 /* Radii adjustment for enemy standing in the dark */
1762 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1755 if (!stand_in_light (enemy))
1763 { 1756 {
1764 /* on dark maps body heat can help indicate location with infravision 1757 /* on dark maps body heat can help indicate location with infravision
1765 * undead don't have body heat, so no benefit detecting them. 1758 * undead don't have body heat, so no benefit detecting them.
1766 */ 1759 */
1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1760 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1770 radius -= op->map->darklevel () / 2; 1763 radius -= op->map->darklevel () / 2;
1771 1764
1772 /* op next to a monster (and not in complete darkness) 1765 /* op next to a monster (and not in complete darkness)
1773 * the monster should have a chance to see you. 1766 * the monster should have a chance to see you.
1774 */ 1767 */
1775 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) 1768 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1776 radius = MIN_MON_RADIUS; 1769 radius = MIN_MON_RADIUS;
1777 } /* if on dark map */ 1770 } /* if on dark map */
1778 1771
1779 /* Lets not worry about monsters that have incredible detection 1772 /* Lets not worry about monsters that have incredible detection
1780 * radii, we only need to worry here about things the player can 1773 * radii, we only need to worry here about things the player can
1828 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1829 return 0; 1822 return 0;
1830} 1823}
1831 1824
1832/* determine if op stands in a lighted square. This is not a very 1825/* 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 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1834 * is possible for a bright light to illuminate a player on the 1827 * is possible for a bright light to illuminate a player on the
1835 * other side of a wall (!). 1828 * other side of a wall (!).
1836 */ 1829 */
1837int 1830int
1838stand_in_light (object *op) 1831stand_in_light (object *op)
1839{ 1832{
1840 if (op) 1833 if (op)
1841 { 1834 {
1835 if (!op->is_on_map ())
1836 return 0;
1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1840
1842 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1843 return 1; 1842 return 1;
1844 1843
1845 if (op->map) 1844 if (op->map)
1846 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1845 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1884 { 1883 {
1885 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1886 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1887 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1888 1887
1889 if (has_carried_lights (enemy)) 1888 if (enemy->has_carried_lights ())
1890 { 1889 {
1891 if (enemy->flag [FLAG_HIDDEN]) 1890 if (enemy->flag [FLAG_HIDDEN])
1892 { 1891 {
1893 make_visible (enemy); 1892 make_visible (enemy);
1894 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1893 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1918 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1919 * only relevant for tiled maps, but it is possible that the 1918 * 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 1919 * enemy is on a bright map and the looker on a dark - in that
1921 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1922 */ 1921 */
1923 if (enemy->map->darklevel () > 0
1924 && !stand_in_light (enemy) 1922 if (!stand_in_light (enemy)
1925 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1923 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1926 return 0; 1924 return 0;
1927 1925
1928 return 1; 1926 return 1;
1929} 1927}
1930 1928
1929//-GPL

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