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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.53 by root, Sat Dec 27 03:18:08 2008 UTC vs.
Revision 1.65 by root, Fri Sep 25 18:44:58 2009 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
389 { 390 {
390 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
391 { 392 {
392 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
393 { 394 {
394 case (PETMOVE): 395 case PETMOVE:
395 pet_move (op); 396 pet_move (op);
396 break; 397 break;
397 398
398 case (CIRCLE1): 399 case CIRCLE1:
399 circ1_move (op); 400 circ1_move (op);
400 break; 401 break;
401 402
402 case (CIRCLE2): 403 case CIRCLE2:
403 circ2_move (op); 404 circ2_move (op);
404 break; 405 break;
405 406
406 case (PACEV): 407 case PACEV:
407 pace_movev (op); 408 pace_movev (op);
408 break; 409 break;
409 410
410 case (PACEH): 411 case PACEH:
411 pace_moveh (op); 412 pace_moveh (op);
412 break; 413 break;
413 414
414 case (PACEV2): 415 case PACEV2:
415 pace2_movev (op); 416 pace2_movev (op);
416 break; 417 break;
417 418
418 case (PACEH2): 419 case PACEH2:
419 pace2_moveh (op); 420 pace2_moveh (op);
420 break; 421 break;
421 422
422 case (RANDO): 423 case RANDO:
423 rand_move (op); 424 rand_move (op);
424 break; 425 break;
425 426
426 case (RANDO2): 427 case RANDO2:
427 move_randomly (op); 428 move_randomly (op);
428 break; 429 break;
429 } 430 }
430 431
431 return 0; 432 return 0;
446 447
447 /* doppleganger code to change monster facing to that of the nearest 448 /* doppleganger code to change monster facing to that of the nearest
448 * 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
449 * arch set uses it. 450 * arch set uses it.
450 */ 451 */
451 if (op->race && strcmp (op->race, "doppleganger") == 0) 452 if (op->race == shstr_doppleganger)
452 { 453 {
453 op->face = enemy->face; 454 op->face = enemy->face;
454 op->name = enemy->name; 455 op->name = enemy->name;
455 } 456 }
456 457
506 } /* for processing of all parts */ 507 } /* for processing of all parts */
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;
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 }
511 556
512 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))
513 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
514 559
515 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
1375} 1420}
1376 1421
1377void 1422void
1378npc_call_help (object *op) 1423npc_call_help (object *op)
1379{ 1424{
1380 int x, y, mflags; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1381 object *npc;
1382 sint16 sx, sy;
1383 maptile *m;
1384
1385 for (x = -3; x < 4; x++)
1386 for (y = -3; y < 4; y++)
1387 { 1426 {
1388 m = op->map; 1427 mapspace &ms = m->at (nx, ny);
1389 sx = op->x + x; 1428
1390 sy = op->y + y;
1391 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1392 /* 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. */
1393 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1394 continue; 1431 continue;
1395 1432
1396 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1397 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1398 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1399 } 1436 }
1400} 1437}
1401 1438
1402int 1439int
1403dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1440dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1404{ 1441{
1405 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1406 return dir; 1443 return dir;
1407 1444
1408 if (rv->distance < 10) 1445 if (rv->distance < 10)
1412 1449
1413 return 0; 1450 return 0;
1414} 1451}
1415 1452
1416int 1453int
1417run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1454run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1418{ 1455{
1419 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1456 if (can_hit (part, enemy, rv))
1420 {
1421 ob->move_status++;
1422 return (dir); 1457 return dir;
1423 } 1458 else
1424 else if (ob->move_status > 20)
1425 ob->move_status = 0;
1426
1427 return absdir (dir + 4); 1459 return absdir (dir + 4);
1428} 1460}
1429 1461
1430int 1462int
1431hitrun_att (int dir, object *ob, object *enemy) 1463hitrun_att (int dir, object *ob, object *enemy)
1432{ 1464{
1441} 1473}
1442 1474
1443int 1475int
1444wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1476wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1445{ 1477{
1446
1447 int inrange = can_hit (part, enemy, rv); 1478 int inrange = can_hit (part, enemy, rv);
1448 1479
1449 if (ob->move_status || inrange) 1480 if (ob->move_status || inrange)
1450 ob->move_status++; 1481 ob->move_status++;
1451 1482
1461} 1492}
1462 1493
1463int 1494int
1464disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1495disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1465{ 1496{
1466
1467 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1468 * 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,
1469 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1470 * 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
1471 * 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
1645 * 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
1646 */ 1676 */
1647int 1677int
1648can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1649{ 1679{
1650 int radius = MIN_MON_RADIUS, hide_discovery;
1651
1652 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1653 if (!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1654 return 0; 1682 return 0;
1655 1683
1656 /* 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 */
1658 return 0; 1686 return 0;
1659 1687
1660 get_rangevector (op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1661 1689
1662 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1663 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1664 return 0; 1692 return 0;
1665 1693
1666 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1667 if (can_see_enemy (op, enemy)) 1695 if (can_see_enemy (op, enemy))
1668 return 1; 1696 return 1;
1669 1697
1670 /* 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
1671 * finding enemies! 1699 * finding enemies!
1672 */ 1700 */
1673 if (op->type == PLAYER) 1701 if (op->is_player ())
1674 return 0; 1702 return 0;
1675 1703
1676 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1677 * 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
1678 */ 1706 */
1679 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)))
1680 return 0; 1708 return 0;
1681 1709
1710 int radius = MIN_MON_RADIUS;
1711
1682 /* use this for invis also */ 1712 /* use this for invis also */
1683 hide_discovery = op->stats.Int / 5; 1713 int hide_discovery = op->stats.Int / 5;
1684 1714
1685 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1686 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1716 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1687 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1717 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1688 else 1718 else
1689 { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1690 int bonus = op->level / 2 + op->stats.Int / 5; 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1691 1721
1692 if (enemy->is_player ()) 1722 if (enemy->is_player ())
1714 radius /= 2; 1744 radius /= 2;
1715 hide_discovery /= 3; 1745 hide_discovery /= 3;
1716 } 1746 }
1717 1747
1718 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1719 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1749 if (!stand_in_light (enemy))
1720 { 1750 {
1721 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1722 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1723 */ 1753 */
1724 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))
1727 radius -= op->map->darklevel () / 2; 1757 radius -= op->map->darklevel () / 2;
1728 1758
1729 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1730 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1731 */ 1761 */
1732 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) 1762 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1733 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1734 } /* if on dark map */ 1764 } /* if on dark map */
1735 1765
1736 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1737 * 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
1785 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1786 return 0; 1816 return 0;
1787} 1817}
1788 1818
1789/* 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
1790 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1791 * 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
1792 * other side of a wall (!). 1822 * other side of a wall (!).
1793 */ 1823 */
1794int 1824int
1795stand_in_light (object *op) 1825stand_in_light (object *op)
1796{ 1826{
1797 if (op) 1827 if (op)
1798 { 1828 {
1829 if (!op->is_on_map ())
1830 return 0;
1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1834
1799 if (op->glow_radius > 0) 1835 if (op->glow_radius > 0)
1800 return 1; 1836 return 1;
1801 1837
1802 if (op->map) 1838 if (op->map)
1803 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1839 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1841 { 1877 {
1842 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1843 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1844 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1845 1881
1846 if (has_carried_lights (enemy)) 1882 if (enemy->has_carried_lights ())
1847 { 1883 {
1848 if (enemy->flag [FLAG_HIDDEN]) 1884 if (enemy->flag [FLAG_HIDDEN])
1849 { 1885 {
1850 make_visible (enemy); 1886 make_visible (enemy);
1851 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!");
1875 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1876 * only relevant for tiled maps, but it is possible that the 1912 * only relevant for tiled maps, but it is possible that the
1877 * 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
1878 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1879 */ 1915 */
1880 if (enemy->map->darklevel () > 0
1881 && !stand_in_light (enemy) 1916 if (!stand_in_light (enemy)
1882 && (!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)))
1883 return 0; 1918 return 0;
1884 1919
1885 return 1; 1920 return 1;
1886} 1921}

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