1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <spells.h> |
26 | #include <spells.h> |
… | |
… | |
36 | * set to sane values. |
35 | * set to sane values. |
37 | */ |
36 | */ |
38 | object * |
37 | object * |
39 | check_enemy (object *npc, rv_vector * rv) |
38 | check_enemy (object *npc, rv_vector * rv) |
40 | { |
39 | { |
41 | |
|
|
42 | /* if this is pet, let him attack the same enemy as his owner |
40 | /* if this is pet, let him attack the same enemy as his owner |
43 | * TODO: when there is no ower enemy, try to find a target, |
41 | * TODO: when there is no ower enemy, try to find a target, |
44 | * which CAN attack the owner. */ |
42 | * which CAN attack the owner. */ |
45 | if ((npc->attack_movement & HI4) == PETMOVE) |
43 | if ((npc->attack_movement & HI4) == PETMOVE) |
46 | { |
44 | { |
… | |
… | |
92 | && npc->enemy->type != PLAYER |
90 | && npc->enemy->type != PLAYER |
93 | && npc->enemy->type != GOLEM) |
91 | && npc->enemy->type != GOLEM) |
94 | npc->enemy = NULL; |
92 | npc->enemy = NULL; |
95 | |
93 | |
96 | } |
94 | } |
|
|
95 | |
97 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
98 | } |
97 | } |
99 | |
98 | |
100 | /* Returns the nearest living creature (monster or generator). |
99 | /* Returns the nearest living creature (monster or generator). |
101 | * Modified to deal with tiled maps properly. |
100 | * Modified to deal with tiled maps properly. |
… | |
… | |
145 | } |
144 | } |
146 | |
145 | |
147 | return 0; |
146 | return 0; |
148 | } |
147 | } |
149 | |
148 | |
150 | |
|
|
151 | /* Tries to find an enmy for npc. We pass the range vector since |
149 | /* Tries to find an enemy for npc. We pass the range vector since |
152 | * our caller will find the information useful. |
150 | * our caller will find the information useful. |
153 | * Currently, only move_monster calls this function. |
151 | * Currently, only move_monster calls this function. |
154 | * Fix function so that we always make calls to get_rangevector |
152 | * Fix function so that we always make calls to get_rangevector |
155 | * if we have a valid target - function as not doing so in |
153 | * if we have a valid target - function as not doing so in |
156 | * many cases. |
154 | * many cases. |
157 | */ |
155 | */ |
158 | |
|
|
159 | object * |
156 | object * |
160 | find_enemy (object *npc, rv_vector * rv) |
157 | find_enemy (object *npc, rv_vector * rv) |
161 | { |
158 | { |
162 | object *attacker, *tmp = NULL; |
159 | object *attacker, *tmp = NULL; |
163 | |
160 | |
… | |
… | |
169 | { |
166 | { |
170 | tmp = find_nearest_living_creature (npc); |
167 | tmp = find_nearest_living_creature (npc); |
171 | |
168 | |
172 | if (tmp) |
169 | if (tmp) |
173 | get_rangevector (npc, tmp, rv, 0); |
170 | get_rangevector (npc, tmp, rv, 0); |
|
|
171 | |
174 | return tmp; |
172 | return tmp; |
175 | } |
173 | } |
176 | |
174 | |
177 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
178 | * We want this: if there is an enemy, attack him until its not possible or |
176 | * We want this: if there is an enemy, attack him until its not possible or |
… | |
… | |
198 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
199 | if (!(tmp = check_enemy (npc, rv))) |
197 | if (!(tmp = check_enemy (npc, rv))) |
200 | { |
198 | { |
201 | if (attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
202 | { |
200 | { |
203 | /* TODO: thats not finished */ |
201 | /* TODO: that's not finished */ |
204 | /* we don't want a fight evil vs evil or good against non evil */ |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
205 | |
203 | |
206 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
207 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
208 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
209 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
210 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
208 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
211 | { |
209 | { |
212 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
210 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
213 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
214 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
215 | } |
213 | } |
… | |
… | |
231 | /* Sees if this monster should wake up. |
229 | /* Sees if this monster should wake up. |
232 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
233 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
234 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
235 | */ |
233 | */ |
236 | |
|
|
237 | int |
234 | int |
238 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
239 | { |
236 | { |
240 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
|
|
241 | |
|
|
242 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
243 | if (!enemy) |
238 | if (!enemy) |
244 | return 0; |
239 | return 0; |
245 | |
240 | |
|
|
241 | if (!op->flag [FLAG_SLEEP]) |
|
|
242 | return 1; |
|
|
243 | |
|
|
244 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
|
|
245 | |
|
|
246 | if (op->flag [FLAG_BLIND]) |
246 | /* blinded monsters can only find nearby objects to attack */ |
247 | /* blinded monsters can only find nearby objects to attack */ |
247 | if (QUERY_FLAG (op, FLAG_BLIND)) |
|
|
248 | radius = MIN_MON_RADIUS; |
248 | radius = MIN_MON_RADIUS; |
249 | |
249 | else if (op->map |
|
|
250 | && !enemy->invisible |
|
|
251 | && !stand_in_light (enemy) |
|
|
252 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
250 | /* This covers the situation where the monster is in the dark |
253 | /* This covers the situation where the monster is in the dark |
251 | * and has an enemy. If the enemy has no carried light (or isnt |
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. */ |
|
|
258 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
255 | |
259 | |
256 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
260 | if (enemy->flag [FLAG_STEALTH]) |
257 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
261 | radius = radius / 2 + 1; |
258 | { |
|
|
259 | int dark = radius / (op->map->darkness); |
|
|
260 | |
|
|
261 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
|
|
262 | } |
|
|
263 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
264 | return 1; |
|
|
265 | |
262 | |
266 | /* 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 |
267 | * for that. |
264 | * for that. |
268 | */ |
265 | */ |
269 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
266 | if (rv->distance <= radius) |
270 | { |
267 | { |
271 | CLEAR_FLAG (op, FLAG_SLEEP); |
268 | CLEAR_FLAG (op, FLAG_SLEEP); |
272 | return 1; |
269 | return 1; |
273 | } |
270 | } |
|
|
271 | |
274 | return 0; |
272 | return 0; |
275 | } |
273 | } |
276 | |
274 | |
277 | int |
275 | int |
278 | move_randomly (object *op) |
276 | move_randomly (object *op) |
279 | { |
277 | { |
280 | int i; |
|
|
281 | |
|
|
282 | /* Give up to 15 chances for a monster to move randomly */ |
278 | /* Give up to 15 chances for a monster to move randomly */ |
283 | for (i = 0; i < 15; i++) |
279 | for (int i = 0; i < 15; i++) |
284 | { |
|
|
285 | if (move_object (op, rndm (8) + 1)) |
280 | if (move_object (op, rndm (8) + 1)) |
286 | return 1; |
281 | return 1; |
287 | } |
282 | |
288 | return 0; |
283 | return 0; |
289 | } |
284 | } |
290 | |
285 | |
291 | /* |
286 | /* |
292 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
287 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
293 | */ |
288 | */ |
294 | |
|
|
295 | int |
289 | int |
296 | move_monster (object *op) |
290 | move_monster (object *op) |
297 | { |
291 | { |
298 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
292 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
299 | object *owner, *enemy, *part, *oph = op; |
293 | object *owner, *enemy, *part, *oph = op; |
… | |
… | |
316 | enemy->attacked_by = op; /* our ptr */ |
310 | enemy->attacked_by = op; /* our ptr */ |
317 | |
311 | |
318 | /* generate hp, if applicable */ |
312 | /* generate hp, if applicable */ |
319 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
313 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
320 | { |
314 | { |
321 | |
|
|
322 | /* last heal is in funny units. Dividing by speed puts |
315 | /* last heal is in funny units. Dividing by speed puts |
323 | * the regeneration rate on a basis of time instead of |
316 | * the regeneration rate on a basis of time instead of |
324 | * #moves the monster makes. The scaling by 8 is |
317 | * #moves the monster makes. The scaling by 8 is |
325 | * to capture 8th's of a hp fraction regens |
318 | * to capture 8th's of a hp fraction regens |
326 | * |
319 | * |
… | |
… | |
331 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
324 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
332 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
325 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
333 | op->last_heal %= 32; |
326 | op->last_heal %= 32; |
334 | |
327 | |
335 | /* So if the monster has gained enough HP that they are no longer afraid */ |
328 | /* So if the monster has gained enough HP that they are no longer afraid */ |
336 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
329 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp)) |
337 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
330 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
338 | |
331 | |
339 | if (op->stats.hp > op->stats.maxhp) |
332 | if (op->stats.hp > op->stats.maxhp) |
340 | op->stats.hp = op->stats.maxhp; |
333 | op->stats.hp = op->stats.maxhp; |
341 | } |
334 | } |
342 | |
335 | |
343 | /* generate sp, if applicable */ |
336 | /* generate sp, if applicable */ |
344 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
337 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
345 | { |
338 | { |
346 | |
|
|
347 | /* last_sp is in funny units. Dividing by speed puts |
339 | /* last_sp is in funny units. Dividing by speed puts |
348 | * the regeneration rate on a basis of time instead of |
340 | * the regeneration rate on a basis of time instead of |
349 | * #moves the monster makes. The scaling by 8 is |
341 | * #moves the monster makes. The scaling by 8 is |
350 | * to capture 8th's of a sp fraction regens |
342 | * to capture 8th's of a sp fraction regens |
351 | * |
343 | * |
352 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
344 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
353 | * overflow might produce monsters with negative sp. |
345 | * overflow might produce monsters with negative sp. |
354 | */ |
346 | */ |
355 | |
347 | |
356 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
348 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed)); |
357 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
349 | op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
358 | op->last_sp %= 128; |
350 | op->last_sp %= 128; |
359 | } |
351 | } |
360 | |
352 | |
361 | /* this should probably get modified by many more values. |
353 | /* this should probably get modified by many more values. |
362 | * (eg, creatures resistance to fear, level, etc. ) |
354 | * (eg, creatures resistance to fear, level, etc. ) |
363 | */ |
355 | */ |
364 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
356 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
365 | { |
|
|
366 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
357 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
367 | } |
|
|
368 | |
358 | |
369 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
359 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
370 | return QUERY_FLAG (op, FLAG_FREED); |
360 | return QUERY_FLAG (op, FLAG_FREED); |
371 | |
361 | |
372 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
362 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
373 | ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
363 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
374 | { |
|
|
375 | if (!check_wakeup (op, enemy, &rv)) |
364 | if (!check_wakeup (op, enemy, &rv)) |
376 | return 0; |
365 | return 0; |
377 | } |
|
|
378 | |
366 | |
379 | /* check if monster pops out of hidden spot */ |
367 | /* check if monster pops out of hidden spot */ |
380 | if (op->hide) |
368 | if (op->flag [FLAG_HIDDEN]) |
381 | do_hidden_move (op); |
369 | do_hidden_move (op); |
382 | |
370 | |
383 | if (op->pick_up) |
371 | if (op->pick_up) |
384 | monster_check_pickup (op); |
372 | monster_check_pickup (op); |
385 | |
373 | |
… | |
… | |
389 | /* If we don't have an enemy, do special movement or the like */ |
377 | /* If we don't have an enemy, do special movement or the like */ |
390 | if (!enemy) |
378 | if (!enemy) |
391 | { |
379 | { |
392 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
380 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
393 | { |
381 | { |
394 | op->destroy (); |
382 | op->drop_and_destroy (); |
395 | return 1; |
383 | return 1; |
396 | } |
384 | } |
397 | |
385 | |
398 | /* Probably really a bug for a creature to have both |
386 | /* Probably really a bug for a creature to have both |
399 | * stand still and a movement type set. |
387 | * stand still and a movement type set. |
… | |
… | |
402 | { |
390 | { |
403 | if (op->attack_movement & HI4) |
391 | if (op->attack_movement & HI4) |
404 | { |
392 | { |
405 | switch (op->attack_movement & HI4) |
393 | switch (op->attack_movement & HI4) |
406 | { |
394 | { |
407 | case (PETMOVE): |
395 | case PETMOVE: |
408 | pet_move (op); |
396 | pet_move (op); |
409 | break; |
397 | break; |
410 | |
398 | |
411 | case (CIRCLE1): |
399 | case CIRCLE1: |
412 | circ1_move (op); |
400 | circ1_move (op); |
413 | break; |
401 | break; |
414 | |
402 | |
415 | case (CIRCLE2): |
403 | case CIRCLE2: |
416 | circ2_move (op); |
404 | circ2_move (op); |
417 | break; |
405 | break; |
418 | |
406 | |
419 | case (PACEV): |
407 | case PACEV: |
420 | pace_movev (op); |
408 | pace_movev (op); |
421 | break; |
409 | break; |
422 | |
410 | |
423 | case (PACEH): |
411 | case PACEH: |
424 | pace_moveh (op); |
412 | pace_moveh (op); |
425 | break; |
413 | break; |
426 | |
414 | |
427 | case (PACEV2): |
415 | case PACEV2: |
428 | pace2_movev (op); |
416 | pace2_movev (op); |
429 | break; |
417 | break; |
430 | |
418 | |
431 | case (PACEH2): |
419 | case PACEH2: |
432 | pace2_moveh (op); |
420 | pace2_moveh (op); |
433 | break; |
421 | break; |
434 | |
422 | |
435 | case (RANDO): |
423 | case RANDO: |
436 | rand_move (op); |
424 | rand_move (op); |
437 | break; |
425 | break; |
438 | |
426 | |
439 | case (RANDO2): |
427 | case RANDO2: |
440 | move_randomly (op); |
428 | move_randomly (op); |
441 | break; |
429 | break; |
442 | } |
430 | } |
|
|
431 | |
443 | return 0; |
432 | return 0; |
444 | } |
433 | } |
445 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
434 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
446 | (void) move_randomly (op); |
435 | move_randomly (op); |
447 | |
|
|
448 | } /* stand still */ |
436 | } /* stand still */ |
|
|
437 | |
449 | return 0; |
438 | return 0; |
450 | } /* no enemy */ |
439 | } /* no enemy */ |
451 | |
440 | |
452 | /* We have an enemy. Block immediately below is for pets */ |
441 | /* We have an enemy. Block immediately below is for pets */ |
453 | if ((op->attack_movement & HI4) == PETMOVE |
442 | if ((op->attack_movement & HI4) == PETMOVE |
… | |
… | |
455 | && !on_same_map (op, owner) |
444 | && !on_same_map (op, owner) |
456 | && !owner->flag [FLAG_REMOVED]) |
445 | && !owner->flag [FLAG_REMOVED]) |
457 | return follow_owner (op, owner); |
446 | return follow_owner (op, owner); |
458 | |
447 | |
459 | /* doppleganger code to change monster facing to that of the nearest |
448 | /* doppleganger code to change monster facing to that of the nearest |
460 | * player. Hmm. The code is here, but no monster in the current |
449 | * player. Hmm. The code is here, but no monster in the current |
461 | * arch set uses it. |
450 | * arch set uses it. |
462 | */ |
451 | */ |
463 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
452 | if (op->race == shstr_doppleganger) |
464 | { |
453 | { |
465 | op->face = enemy->face; |
454 | op->face = enemy->face; |
466 | op->name = enemy->name; |
455 | op->name = enemy->name; |
467 | } |
456 | } |
468 | |
457 | |
… | |
… | |
516 | if (monster_use_bow (op, part, enemy, dir)) |
505 | if (monster_use_bow (op, part, enemy, dir)) |
517 | return 0; |
506 | return 0; |
518 | } /* for processing of all parts */ |
507 | } /* for processing of all parts */ |
519 | } /* If not scared */ |
508 | } /* If not scared */ |
520 | |
509 | |
521 | |
|
|
522 | part = rv.part; |
510 | part = rv.part; |
523 | dir = rv.direction; |
511 | dir = rv.direction; |
524 | |
512 | |
|
|
513 | // if the enemy is a player, we have los. if los says we |
|
|
514 | // can directly reach the player, we do not deviate. |
|
|
515 | // for non-players, we never deviate |
|
|
516 | if (op->stats.Wis >= 8 |
|
|
517 | && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
|
|
518 | { |
|
|
519 | int sdir = 0; |
|
|
520 | uint32_t &smell = op->ms ().smell; |
|
|
521 | |
|
|
522 | for (int ndir = 1; ndir <= 8; ++ndir) |
|
|
523 | { |
|
|
524 | mapxy pos (op); pos.move (ndir); |
|
|
525 | |
|
|
526 | if (pos.normalise ()) |
|
|
527 | { |
|
|
528 | mapspace &ms = pos.ms (); |
|
|
529 | |
|
|
530 | if (ms.smell > smell) |
|
|
531 | { |
|
|
532 | //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
533 | if (op->stats.Wis >= 10) |
|
|
534 | smell = ms.smell - 1; // smarter: tell others |
|
|
535 | |
|
|
536 | sdir = ndir; |
|
|
537 | |
|
|
538 | // perturbing the path might let the monster lose track, |
|
|
539 | // but it will also widen the actual path, spreading information |
|
|
540 | if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread? |
|
|
541 | sdir = absdir (sdir + 1 - rndm (2) * 2); |
|
|
542 | } |
|
|
543 | } |
|
|
544 | } |
|
|
545 | |
|
|
546 | if (sdir) |
|
|
547 | dir = sdir; |
|
|
548 | else if (smell) |
|
|
549 | { |
|
|
550 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
551 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
552 | unordered_mapwalk (op, -1, -1, 1, 1) |
|
|
553 | m->at (nx, ny).smell = 0; |
|
|
554 | } |
|
|
555 | } |
|
|
556 | |
525 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
557 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
526 | dir = absdir (dir + 4); |
558 | dir = absdir (dir + 4); |
527 | |
559 | |
528 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
560 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
529 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
561 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
… | |
… | |
532 | |
564 | |
533 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
565 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
534 | { |
566 | { |
535 | switch (op->attack_movement & LO4) |
567 | switch (op->attack_movement & LO4) |
536 | { |
568 | { |
537 | case DISTATT: |
569 | case DISTATT: |
538 | dir = dist_att (dir, op, enemy, part, &rv); |
570 | dir = dist_att (dir, op, enemy, part, &rv); |
539 | break; |
571 | break; |
540 | |
572 | |
541 | case RUNATT: |
573 | case RUNATT: |
542 | dir = run_att (dir, op, enemy, part, &rv); |
574 | dir = run_att (dir, op, enemy, part, &rv); |
543 | break; |
575 | break; |
544 | |
576 | |
545 | case HITRUN: |
577 | case HITRUN: |
546 | dir = hitrun_att (dir, op, enemy); |
578 | dir = hitrun_att (dir, op, enemy); |
547 | break; |
579 | break; |
548 | |
580 | |
549 | case WAITATT: |
581 | case WAITATT: |
550 | dir = wait_att (dir, op, enemy, part, &rv); |
582 | dir = wait_att (dir, op, enemy, part, &rv); |
551 | break; |
583 | break; |
552 | |
584 | |
553 | case RUSH: /* default - monster normally moves towards player */ |
585 | case RUSH: /* default - monster normally moves towards player */ |
554 | case ALLRUN: |
586 | case ALLRUN: |
555 | break; |
587 | break; |
556 | |
588 | |
557 | case DISTHIT: |
589 | case DISTHIT: |
558 | dir = disthit_att (dir, op, enemy, part, &rv); |
590 | dir = disthit_att (dir, op, enemy, part, &rv); |
559 | break; |
591 | break; |
560 | |
592 | |
561 | case WAIT2: |
593 | case WAIT2: |
562 | dir = wait_att2 (dir, op, enemy, part, &rv); |
594 | dir = wait_att2 (dir, op, enemy, part, &rv); |
563 | break; |
595 | break; |
564 | |
596 | |
565 | default: |
597 | default: |
566 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
598 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
567 | } |
599 | } |
568 | } |
600 | } |
569 | |
601 | |
570 | if (!dir) |
602 | if (!dir) |
571 | return 0; |
603 | return 0; |
… | |
… | |
581 | return 0; |
613 | return 0; |
582 | } |
614 | } |
583 | |
615 | |
584 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
616 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
585 | { |
617 | { |
586 | |
|
|
587 | /* Try move around corners if !close */ |
618 | /* Try move around corners if !close */ |
588 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
619 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
589 | |
620 | |
590 | for (diff = 1; diff <= maxdiff; diff++) |
621 | for (diff = 1; diff <= maxdiff; diff++) |
591 | { |
622 | { |
592 | /* try different detours */ |
623 | /* try different detours */ |
593 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
624 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
594 | |
625 | |
595 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
626 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
596 | return 0; |
627 | return 0; |
597 | } |
628 | } |
598 | } |
629 | } |
… | |
… | |
625 | { |
656 | { |
626 | object *nearest_player = get_nearest_player (op); |
657 | object *nearest_player = get_nearest_player (op); |
627 | |
658 | |
628 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
659 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
629 | { |
660 | { |
630 | op->enemy = NULL; |
661 | op->enemy = 0; |
631 | enemy = nearest_player; |
662 | enemy = nearest_player; |
632 | } |
663 | } |
633 | } |
664 | } |
634 | |
665 | |
635 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
666 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
… | |
… | |
641 | * still be pretty nasty. |
672 | * still be pretty nasty. |
642 | */ |
673 | */ |
643 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
674 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
644 | { |
675 | { |
645 | part->stats.wc += 10; |
676 | part->stats.wc += 10; |
646 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
677 | skill_attack (enemy, part, 0, NULL, NULL); |
647 | part->stats.wc -= 10; |
678 | part->stats.wc -= 10; |
648 | } |
679 | } |
649 | else |
680 | else |
650 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
681 | skill_attack (enemy, part, 0, NULL, NULL); |
651 | } /* if monster is in attack range */ |
682 | } /* if monster is in attack range */ |
652 | |
683 | |
653 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
684 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
654 | return 1; |
685 | return 1; |
655 | |
686 | |
656 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
687 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
657 | { |
688 | { |
658 | op->remove (); |
|
|
659 | op->destroy (); |
689 | op->drop_and_destroy (); |
660 | return 1; |
690 | return 1; |
661 | } |
691 | } |
|
|
692 | |
662 | return 0; |
693 | return 0; |
663 | } |
694 | } |
664 | |
695 | |
665 | int |
696 | int |
666 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
697 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
… | |
… | |
681 | { |
712 | { |
682 | get_rangevector (ob1, more, &rv1, 0); |
713 | get_rangevector (ob1, more, &rv1, 0); |
683 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
714 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
684 | return 1; |
715 | return 1; |
685 | } |
716 | } |
|
|
717 | |
686 | return 0; |
718 | return 0; |
687 | |
|
|
688 | } |
719 | } |
689 | |
720 | |
690 | /* Returns 1 is monster should cast spell sp at an enemy |
721 | /* Returns 1 is monster should cast spell sp at an enemy |
691 | * Returns 0 if the monster should not cast this spell. |
722 | * Returns 0 if the monster should not cast this spell. |
692 | * |
723 | * |
… | |
… | |
710 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
741 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
711 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
742 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
712 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
743 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
713 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
744 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
714 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
745 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
715 | |
|
|
716 | return 1; |
746 | return 1; |
717 | |
747 | |
718 | return 0; |
748 | return 0; |
719 | } |
749 | } |
720 | |
|
|
721 | |
750 | |
722 | #define MAX_KNOWN_SPELLS 20 |
751 | #define MAX_KNOWN_SPELLS 20 |
723 | |
752 | |
724 | /* Returns a randomly selected spell. This logic is still |
753 | /* Returns a randomly selected spell. This logic is still |
725 | * less than ideal. This code also only seems to deal with |
754 | * less than ideal. This code also only seems to deal with |
… | |
… | |
728 | */ |
757 | */ |
729 | object * |
758 | object * |
730 | monster_choose_random_spell (object *monster) |
759 | monster_choose_random_spell (object *monster) |
731 | { |
760 | { |
732 | object *altern[MAX_KNOWN_SPELLS]; |
761 | object *altern[MAX_KNOWN_SPELLS]; |
733 | object *tmp; |
|
|
734 | int i = 0; |
762 | int i = 0; |
735 | |
763 | |
736 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
764 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
737 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
765 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
738 | { |
766 | { |
739 | /* Check and see if it's actually a useful spell. |
767 | /* Check and see if it's actually a useful spell. |
740 | * If its a spellbook, the spell is actually the inventory item. |
768 | * If its a spellbook, the spell is actually the inventory item. |
741 | * if it is a spell, then it is just the object itself. |
769 | * if it is a spell, then it is just the object itself. |
742 | */ |
770 | */ |
743 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
771 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
744 | { |
772 | { |
745 | altern[i++] = tmp; |
773 | altern [i++] = tmp; |
|
|
774 | |
746 | if (i == MAX_KNOWN_SPELLS) |
775 | if (i == MAX_KNOWN_SPELLS) |
747 | break; |
776 | break; |
748 | } |
777 | } |
749 | } |
778 | } |
750 | if (!i) |
779 | |
751 | return NULL; |
780 | return i ? altern [rndm (i)] : 0; |
752 | return altern[RANDOM () % i]; |
|
|
753 | } |
781 | } |
754 | |
782 | |
755 | /* This checks to see if the monster should cast a spell/ability. |
783 | /* This checks to see if the monster should cast a spell/ability. |
756 | * it returns true if the monster casts a spell, 0 if he doesn't. |
784 | * it returns true if the monster casts a spell, 0 if he doesn't. |
757 | * head is the head of the monster. |
785 | * head is the head of the monster. |
758 | * part is the part of the monster we are checking against. |
786 | * part is the part of the monster we are checking against. |
759 | * pl is the target. |
787 | * pl is the target. |
760 | * dir is the direction to case. |
788 | * dir is the direction to case. |
761 | * rv is the vector which describes where the enemy is. |
789 | * rv is the vector which describes where the enemy is. |
762 | */ |
790 | */ |
763 | |
|
|
764 | int |
791 | int |
765 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
792 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
766 | { |
793 | { |
767 | object *spell_item; |
794 | object *spell_item; |
768 | object *owner; |
795 | object *owner; |
… | |
… | |
779 | |
806 | |
780 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
807 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
781 | { |
808 | { |
782 | get_rangevector (head, owner, &rv1, 0x1); |
809 | get_rangevector (head, owner, &rv1, 0x1); |
783 | if (dirdiff (dir, rv1.direction) < 2) |
810 | if (dirdiff (dir, rv1.direction) < 2) |
784 | { |
|
|
785 | return 0; /* Might hit owner with spell */ |
811 | return 0; /* Might hit owner with spell */ |
786 | } |
|
|
787 | } |
812 | } |
788 | |
813 | |
789 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
814 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
790 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
815 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
791 | |
816 | |
… | |
… | |
799 | { |
824 | { |
800 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
825 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
801 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
826 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
802 | return 0; |
827 | return 0; |
803 | } |
828 | } |
|
|
829 | |
804 | if (spell_item->type == SPELLBOOK) |
830 | if (spell_item->type == SPELLBOOK) |
805 | { |
831 | { |
806 | if (!spell_item->inv) |
832 | if (!spell_item->inv) |
807 | { |
833 | { |
808 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
834 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
809 | return 0; |
835 | return 0; |
810 | } |
836 | } |
|
|
837 | |
811 | spell_item = spell_item->inv; |
838 | spell_item = spell_item->inv; |
812 | } |
839 | } |
813 | } |
840 | } |
814 | else |
841 | else |
815 | spell_item = head->spellitem; |
842 | spell_item = head->spellitem; |
… | |
… | |
834 | /* set this to null, so next time monster will choose something different */ |
861 | /* set this to null, so next time monster will choose something different */ |
835 | head->spellitem = NULL; |
862 | head->spellitem = NULL; |
836 | |
863 | |
837 | return cast_spell (part, part, dir, spell_item, NULL); |
864 | return cast_spell (part, part, dir, spell_item, NULL); |
838 | } |
865 | } |
839 | |
|
|
840 | |
866 | |
841 | int |
867 | int |
842 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
868 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
843 | { |
869 | { |
844 | object *scroll; |
870 | object *scroll; |
… | |
… | |
973 | if (!(--wand->stats.food)) |
999 | if (!(--wand->stats.food)) |
974 | { |
1000 | { |
975 | if (wand->arch) |
1001 | if (wand->arch) |
976 | { |
1002 | { |
977 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
1003 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
978 | wand->face = wand->arch->clone.face; |
1004 | wand->face = wand->arch->face; |
979 | wand->set_speed (0); |
1005 | wand->set_speed (0); |
980 | } |
1006 | } |
981 | } |
1007 | } |
982 | /* Success */ |
1008 | /* Success */ |
983 | return 1; |
1009 | return 1; |
… | |
… | |
1208 | case ROD: |
1234 | case ROD: |
1209 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1235 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1210 | break; |
1236 | break; |
1211 | |
1237 | |
1212 | case SPELLBOOK: |
1238 | case SPELLBOOK: |
1213 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
1239 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1214 | break; |
1240 | break; |
1215 | |
1241 | |
1216 | case SCROLL: |
1242 | case SCROLL: |
1217 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1243 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1218 | break; |
1244 | break; |
… | |
… | |
1236 | } |
1262 | } |
1237 | } |
1263 | } |
1238 | |
1264 | |
1239 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1265 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1240 | return 1; |
1266 | return 1; |
|
|
1267 | |
1241 | return 0; |
1268 | return 0; |
1242 | } |
1269 | } |
1243 | |
1270 | |
1244 | /* |
1271 | /* |
1245 | * monster_apply_below(): |
1272 | * monster_apply_below(): |
… | |
… | |
1287 | void |
1314 | void |
1288 | monster_check_apply (object *mon, object *item) |
1315 | monster_check_apply (object *mon, object *item) |
1289 | { |
1316 | { |
1290 | int flag = 0; |
1317 | int flag = 0; |
1291 | |
1318 | |
1292 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
1319 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
1293 | { |
1320 | { |
1294 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1321 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1295 | return; |
1322 | return; |
1296 | } |
1323 | } |
1297 | |
1324 | |
… | |
… | |
1393 | } |
1420 | } |
1394 | |
1421 | |
1395 | void |
1422 | void |
1396 | npc_call_help (object *op) |
1423 | npc_call_help (object *op) |
1397 | { |
1424 | { |
1398 | int x, y, mflags; |
1425 | unordered_mapwalk (op, -7, -7, 7, 7) |
1399 | object *npc; |
|
|
1400 | sint16 sx, sy; |
|
|
1401 | maptile *m; |
|
|
1402 | |
|
|
1403 | for (x = -3; x < 4; x++) |
|
|
1404 | for (y = -3; y < 4; y++) |
|
|
1405 | { |
1426 | { |
1406 | m = op->map; |
1427 | mapspace &ms = m->at (nx, ny); |
1407 | sx = op->x + x; |
1428 | |
1408 | sy = op->y + y; |
|
|
1409 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
|
|
1410 | /* If nothing alive on this space, no need to search the space. */ |
1429 | /* If nothing alive on this space, no need to search the space. */ |
1411 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1430 | if (!(ms.flags () & P_IS_ALIVE)) |
1412 | continue; |
1431 | continue; |
1413 | |
1432 | |
1414 | for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) |
1433 | for (object *npc = ms.bot; npc; npc = npc->above) |
1415 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1434 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1416 | npc->enemy = op->enemy; |
1435 | npc->enemy = op->enemy; |
1417 | } |
1436 | } |
1418 | } |
1437 | } |
1419 | |
1438 | |
1420 | int |
1439 | int |
1421 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1440 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1422 | { |
1441 | { |
1423 | if (can_hit (part, enemy, rv)) |
1442 | if (can_hit (part, enemy, rv)) |
1424 | return dir; |
1443 | return dir; |
|
|
1444 | |
1425 | if (rv->distance < 10) |
1445 | if (rv->distance < 10) |
1426 | return absdir (dir + 4); |
1446 | return absdir (dir + 4); |
1427 | else if (rv->distance > 18) |
1447 | else if (rv->distance > 18) |
1428 | return dir; |
1448 | return dir; |
1429 | |
1449 | |
1430 | return 0; |
1450 | return 0; |
1431 | } |
1451 | } |
1432 | |
1452 | |
1433 | int |
1453 | int |
1434 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1454 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1435 | { |
1455 | { |
1436 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
1456 | if (can_hit (part, enemy, rv)) |
1437 | { |
|
|
1438 | ob->move_status++; |
|
|
1439 | return (dir); |
1457 | return dir; |
1440 | } |
1458 | else |
1441 | else if (ob->move_status > 20) |
|
|
1442 | ob->move_status = 0; |
|
|
1443 | |
|
|
1444 | return absdir (dir + 4); |
1459 | return absdir (dir + 4); |
1445 | } |
1460 | } |
1446 | |
1461 | |
1447 | int |
1462 | int |
1448 | hitrun_att (int dir, object *ob, object *enemy) |
1463 | hitrun_att (int dir, object *ob, object *enemy) |
1449 | { |
1464 | { |
… | |
… | |
1458 | } |
1473 | } |
1459 | |
1474 | |
1460 | int |
1475 | int |
1461 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1476 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1462 | { |
1477 | { |
1463 | |
|
|
1464 | int inrange = can_hit (part, enemy, rv); |
1478 | int inrange = can_hit (part, enemy, rv); |
1465 | |
1479 | |
1466 | if (ob->move_status || inrange) |
1480 | if (ob->move_status || inrange) |
1467 | ob->move_status++; |
1481 | ob->move_status++; |
1468 | |
1482 | |
… | |
… | |
1478 | } |
1492 | } |
1479 | |
1493 | |
1480 | int |
1494 | int |
1481 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1495 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1482 | { |
1496 | { |
1483 | |
|
|
1484 | /* The logic below here looked plain wrong before. Basically, what should |
1497 | /* The logic below here looked plain wrong before. Basically, what should |
1485 | * happen is that if the creatures hp percentage falls below run_away, |
1498 | * happen is that if the creatures hp percentage falls below run_away, |
1486 | * the creature should run away (dir+4) |
1499 | * the creature should run away (dir+4) |
1487 | * I think its wrong for a creature to have a zero maxhp value, but |
1500 | * I think its wrong for a creature to have a zero maxhp value, but |
1488 | * at least one map has this set, and whatever the map contains, the |
1501 | * at least one map has this set, and whatever the map contains, the |
… | |
… | |
1584 | } |
1597 | } |
1585 | |
1598 | |
1586 | void |
1599 | void |
1587 | rand_move (object *ob) |
1600 | rand_move (object *ob) |
1588 | { |
1601 | { |
1589 | int i; |
|
|
1590 | |
|
|
1591 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1602 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1592 | for (i = 0; i < 5; i++) |
1603 | for (int i = 0; i < 5; i++) |
1593 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1604 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1594 | return; |
1605 | return; |
1595 | } |
1606 | } |
1596 | |
1607 | |
1597 | void |
1608 | void |
1598 | check_earthwalls (object *op, maptile *m, int x, int y) |
1609 | check_earthwalls (object *op, maptile *m, int x, int y) |
1599 | { |
1610 | { |
1600 | object *tmp; |
|
|
1601 | |
|
|
1602 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1611 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1603 | { |
|
|
1604 | if (tmp->type == EARTHWALL) |
1612 | if (tmp->type == EARTHWALL) |
1605 | { |
1613 | { |
1606 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1614 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1607 | return; |
1615 | return; |
1608 | } |
1616 | } |
1609 | } |
|
|
1610 | } |
1617 | } |
1611 | |
1618 | |
1612 | void |
1619 | void |
1613 | check_doors (object *op, maptile *m, int x, int y) |
1620 | check_doors (object *op, maptile *m, int x, int y) |
1614 | { |
1621 | { |
1615 | object *tmp; |
|
|
1616 | |
|
|
1617 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1622 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1618 | { |
|
|
1619 | if (tmp->type == DOOR) |
1623 | if (tmp->type == DOOR) |
1620 | { |
1624 | { |
1621 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1625 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1622 | return; |
1626 | return; |
1623 | } |
1627 | } |
1624 | } |
|
|
1625 | } |
1628 | } |
1626 | |
1629 | |
1627 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1630 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1628 | * This is probably overly simplistic as it is now - We want |
1631 | * This is probably overly simplistic as it is now - We want |
1629 | * monsters to throw things like chairs and other pieces of |
1632 | * monsters to throw things like chairs and other pieces of |
… | |
… | |
1669 | * properly. I also so odd code in place that checked for x distance |
1672 | * properly. I also so odd code in place that checked for x distance |
1670 | * OR y distance being within some range - that seemed wrong - both should |
1673 | * OR y distance being within some range - that seemed wrong - both should |
1671 | * be within the valid range. MSW 2001-08-05 |
1674 | * be within the valid range. MSW 2001-08-05 |
1672 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1675 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1673 | */ |
1676 | */ |
1674 | |
|
|
1675 | int |
1677 | int |
1676 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1678 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1677 | { |
1679 | { |
1678 | int radius = MIN_MON_RADIUS, hide_discovery; |
|
|
1679 | |
|
|
1680 | /* null detection for any of these condtions always */ |
1680 | /* null detection for any of these condtions always */ |
1681 | if (!op || !enemy || !op->map || !enemy->map) |
1681 | if (!op || !enemy || !op->map || !enemy->map) |
1682 | return 0; |
1682 | return 0; |
1683 | |
1683 | |
1684 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1684 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
… | |
… | |
1686 | return 0; |
1686 | return 0; |
1687 | |
1687 | |
1688 | get_rangevector (op, enemy, rv, 0); |
1688 | get_rangevector (op, enemy, rv, 0); |
1689 | |
1689 | |
1690 | /* Monsters always ignore the DM */ |
1690 | /* Monsters always ignore the DM */ |
1691 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1691 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1692 | return 0; |
1692 | return 0; |
1693 | |
1693 | |
1694 | /* simple check. Should probably put some range checks in here. */ |
1694 | /* simple check. Should probably put some range checks in here. */ |
1695 | if (can_see_enemy (op, enemy)) |
1695 | if (can_see_enemy (op, enemy)) |
1696 | return 1; |
1696 | return 1; |
1697 | |
1697 | |
1698 | /* The rest of this is for monsters. Players are on their own for |
1698 | /* The rest of this is for monsters. Players are on their own for |
1699 | * finding enemies! |
1699 | * finding enemies! |
1700 | */ |
1700 | */ |
1701 | if (op->type == PLAYER) |
1701 | if (op->is_player ()) |
1702 | return 0; |
1702 | return 0; |
1703 | |
1703 | |
1704 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1704 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1705 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1705 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1706 | */ |
1706 | */ |
1707 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1707 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1708 | return 0; |
1708 | return 0; |
1709 | |
1709 | |
|
|
1710 | int radius = MIN_MON_RADIUS; |
|
|
1711 | |
1710 | /* use this for invis also */ |
1712 | /* use this for invis also */ |
1711 | hide_discovery = op->stats.Int / 5; |
1713 | int hide_discovery = op->stats.Int / 5; |
1712 | |
1714 | |
1713 | /* Determine Detection radii */ |
1715 | /* Determine Detection radii */ |
1714 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1716 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1715 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1717 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
1716 | else |
1718 | else |
1717 | { /* a level/INT/Dex adjustment for hiding */ |
1719 | { /* a level/INT/Dex adjustment for hiding */ |
1718 | object *sk_hide; |
|
|
1719 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1720 | int bonus = op->level / 2 + op->stats.Int / 5; |
1720 | |
1721 | |
1721 | if (enemy->type == PLAYER) |
1722 | if (enemy->is_player ()) |
1722 | { |
1723 | { |
1723 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1724 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1724 | bonus -= sk_hide->level; |
1725 | bonus -= sk_hide->level; |
1725 | else |
1726 | else |
1726 | { |
1727 | { |
1727 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1728 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1728 | make_visible (enemy); |
1729 | make_visible (enemy); |
… | |
… | |
1737 | } /* else creature has modifiers for hiding */ |
1738 | } /* else creature has modifiers for hiding */ |
1738 | |
1739 | |
1739 | /* Radii stealth adjustment. Only if you are stealthy |
1740 | /* Radii stealth adjustment. Only if you are stealthy |
1740 | * will you be able to sneak up closer to creatures */ |
1741 | * will you be able to sneak up closer to creatures */ |
1741 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1742 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1742 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1743 | { |
|
|
1744 | radius /= 2; |
|
|
1745 | hide_discovery /= 3; |
|
|
1746 | } |
1743 | |
1747 | |
1744 | /* Radii adjustment for enemy standing in the dark */ |
1748 | /* Radii adjustment for enemy standing in the dark */ |
1745 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1749 | if (!stand_in_light (enemy)) |
1746 | { |
1750 | { |
1747 | /* on dark maps body heat can help indicate location with infravision |
1751 | /* on dark maps body heat can help indicate location with infravision |
1748 | * undead don't have body heat, so no benefit detecting them. |
1752 | * undead don't have body heat, so no benefit detecting them. |
1749 | */ |
1753 | */ |
1750 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1754 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1751 | radius += op->map->darkness / 2; |
1755 | radius += op->map->darklevel () / 2; |
1752 | else |
1756 | else |
1753 | radius -= op->map->darkness / 2; |
1757 | radius -= op->map->darklevel () / 2; |
1754 | |
1758 | |
1755 | /* op next to a monster (and not in complete darkness) |
1759 | /* op next to a monster (and not in complete darkness) |
1756 | * the monster should have a chance to see you. |
1760 | * the monster should have a chance to see you. |
1757 | */ |
1761 | */ |
1758 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1762 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1759 | radius = MIN_MON_RADIUS; |
1763 | radius = MIN_MON_RADIUS; |
1760 | } /* if on dark map */ |
1764 | } /* if on dark map */ |
1761 | |
1765 | |
1762 | /* Lets not worry about monsters that have incredible detection |
1766 | /* Lets not worry about monsters that have incredible detection |
1763 | * radii, we only need to worry here about things the player can |
1767 | * radii, we only need to worry here about things the player can |
… | |
… | |
1765 | * may have for their map - in that way, creatures at the edge will |
1769 | * may have for their map - in that way, creatures at the edge will |
1766 | * do something. Note that the distance field in the |
1770 | * do something. Note that the distance field in the |
1767 | * vector is real distance, so in theory this should be 18 to |
1771 | * vector is real distance, so in theory this should be 18 to |
1768 | * find that. |
1772 | * find that. |
1769 | */ |
1773 | */ |
1770 | if (radius > 13) |
1774 | // note that the above reasoning was utter bullshit even at the time it was written |
1771 | radius = 13; |
1775 | // we use 25, lets see if we have the cpu time for it |
|
|
1776 | radius = min (25, radius); |
1772 | |
1777 | |
1773 | /* Enemy in range! Now test for detection */ |
1778 | /* Enemy in range! Now test for detection */ |
1774 | if ((int) rv->distance <= radius) |
1779 | if (rv->distance <= radius) |
1775 | { |
1780 | { |
1776 | /* ah, we are within range, detected? take cases */ |
1781 | /* ah, we are within range, detected? take cases */ |
1777 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1782 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1778 | return 1; |
1783 | return 1; |
1779 | |
1784 | |
1780 | /* hidden or low-quality invisible */ |
1785 | /* hidden or low-quality invisible */ |
1781 | if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) |
1786 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1782 | { |
1787 | { |
1783 | make_visible (enemy); |
1788 | make_visible (enemy); |
|
|
1789 | |
1784 | /* inform players of new status */ |
1790 | /* inform players of new status */ |
1785 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1791 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1786 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1792 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
|
|
1793 | |
1787 | return 1; /* detected enemy */ |
1794 | return 1; /* detected enemy */ |
1788 | } |
1795 | } |
1789 | else if (enemy->invisible) |
1796 | else if (enemy->invisible) |
1790 | { |
1797 | { |
1791 | /* Change this around - instead of negating the invisible, just |
1798 | /* Change this around - instead of negating the invisible, just |
1792 | * return true so that the mosnter that managed to detect you can |
1799 | * return true so that the monster that managed to detect you can |
1793 | * do something to you. Decreasing the duration of invisible |
1800 | * do something to you. Decreasing the duration of invisible |
1794 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1801 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1795 | * can then basically negate the spell. The spell isn't negated - |
1802 | * can then basically negate the spell. The spell isn't negated - |
1796 | * they just know where you are! |
1803 | * they just know where you are! |
1797 | */ |
1804 | */ |
1798 | if ((rndm (50)) <= hide_discovery) |
1805 | if (rndm (50) <= hide_discovery) |
1799 | { |
1806 | { |
1800 | if (enemy->type == PLAYER) |
1807 | if (enemy->type == PLAYER) |
1801 | { |
|
|
1802 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1808 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1803 | } |
1809 | |
1804 | return 1; |
1810 | return 1; |
1805 | } |
1811 | } |
1806 | } |
1812 | } |
1807 | } /* within range */ |
1813 | } /* within range */ |
1808 | |
1814 | |
1809 | /* Wasn't detected above, so still hidden */ |
1815 | /* Wasn't detected above, so still hidden */ |
1810 | return 0; |
1816 | return 0; |
1811 | } |
1817 | } |
1812 | |
1818 | |
1813 | /* determine if op stands in a lighted square. This is not a very |
1819 | /* determine if op stands in a lighted square. This is not a very |
1814 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1820 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1815 | * is possible for a bright light to illuminate a player on the |
1821 | * is possible for a bright light to illuminate a player on the |
1816 | * other side of a wall (!). |
1822 | * other side of a wall (!). |
1817 | */ |
1823 | */ |
1818 | int |
1824 | int |
1819 | stand_in_light (object *op) |
1825 | stand_in_light (object *op) |
1820 | { |
1826 | { |
1821 | sint16 nx, ny; |
|
|
1822 | maptile *m; |
|
|
1823 | |
|
|
1824 | if (!op) |
1827 | if (op) |
|
|
1828 | { |
|
|
1829 | if (!op->is_on_map ()) |
1825 | return 0; |
1830 | return 0; |
1826 | |
1831 | |
|
|
1832 | if (op->map->darklevel () <= 0) |
|
|
1833 | return 1; |
|
|
1834 | |
1827 | if (op->glow_radius > 0) |
1835 | if (op->glow_radius > 0) |
1828 | return 1; |
1836 | return 1; |
1829 | |
1837 | |
1830 | if (op->map) |
1838 | if (op->map) |
1831 | { |
1839 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1832 | int x, y, x1, y1; |
1840 | { |
1833 | |
|
|
1834 | /* Check the spaces with the max light radius to see if any of them |
1841 | /* Check the spaces with the max light radius to see if any of them |
1835 | * have lights, and if any of them light the player enough, then return 1. |
1842 | * have lights, and if any of them light the player enough, then return 1. |
1836 | */ |
|
|
1837 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1838 | { |
|
|
1839 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1840 | { |
1843 | */ |
1841 | m = op->map; |
1844 | int light = m->at (nx, ny).light; |
1842 | nx = x; |
|
|
1843 | ny = y; |
|
|
1844 | |
1845 | |
1845 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1846 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1846 | continue; |
|
|
1847 | |
|
|
1848 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1849 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1850 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1851 | return 1; |
1847 | return 1; |
1852 | } |
1848 | } |
1853 | } |
|
|
1854 | } |
1849 | } |
1855 | |
1850 | |
1856 | return 0; |
1851 | return 0; |
1857 | } |
1852 | } |
1858 | |
1853 | |
… | |
… | |
1882 | { |
1877 | { |
1883 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1878 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1884 | * However,if you carry any source of light, then the hidden |
1879 | * However,if you carry any source of light, then the hidden |
1885 | * creature is seeable (and stupid) */ |
1880 | * creature is seeable (and stupid) */ |
1886 | |
1881 | |
1887 | if (has_carried_lights (enemy)) |
1882 | if (enemy->has_carried_lights ()) |
1888 | { |
1883 | { |
1889 | if (enemy->hide) |
1884 | if (enemy->flag [FLAG_HIDDEN]) |
1890 | { |
1885 | { |
1891 | make_visible (enemy); |
1886 | make_visible (enemy); |
1892 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1887 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1893 | } |
1888 | } |
|
|
1889 | |
1894 | return 1; |
1890 | return 1; |
1895 | } |
1891 | } |
1896 | else if (enemy->hide) |
1892 | else if (enemy->flag [FLAG_HIDDEN]) |
1897 | return 0; |
1893 | return 0; |
1898 | |
1894 | |
1899 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1895 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1900 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1896 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1901 | * and making it a conditional makes the code pretty ugly. |
1897 | * and making it a conditional makes the code pretty ugly. |
1902 | */ |
1898 | */ |
1903 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1899 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1904 | { |
|
|
1905 | if (makes_invisible_to (enemy, looker)) |
1900 | if (makes_invisible_to (enemy, looker)) |
1906 | return 0; |
1901 | return 0; |
1907 | } |
|
|
1908 | } |
1902 | } |
1909 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1903 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1910 | if (player_can_view (looker, enemy)) |
1904 | if (player_can_view (looker, enemy)) |
1911 | return 1; |
1905 | return 1; |
1912 | |
1906 | |
1913 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1907 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1914 | * unless they carry a light or stand in light. Darkness doesnt |
1908 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1917 | * we care about the enemy maps status, not the looker. |
1911 | * we care about the enemy maps status, not the looker. |
1918 | * only relevant for tiled maps, but it is possible that the |
1912 | * only relevant for tiled maps, but it is possible that the |
1919 | * enemy is on a bright map and the looker on a dark - in that |
1913 | * enemy is on a bright map and the looker on a dark - in that |
1920 | * case, the looker can still see the enemy |
1914 | * case, the looker can still see the enemy |
1921 | */ |
1915 | */ |
1922 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1916 | if (!stand_in_light (enemy) |
1923 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1917 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1924 | return 0; |
1918 | return 0; |
1925 | |
1919 | |
1926 | return 1; |
1920 | return 1; |
1927 | } |
1921 | } |
|
|
1922 | |