… | |
… | |
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 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
35 | * set to sane values. |
36 | * set to sane values. |
36 | */ |
37 | */ |
37 | object * |
38 | object * |
38 | check_enemy (object *npc, rv_vector * rv) |
39 | check_enemy (object *npc, rv_vector * rv) |
39 | { |
40 | { |
40 | |
|
|
41 | /* if this is pet, let him attack the same enemy as his owner |
41 | /* if this is pet, let him attack the same enemy as his owner |
42 | * TODO: when there is no ower enemy, try to find a target, |
42 | * TODO: when there is no ower enemy, try to find a target, |
43 | * which CAN attack the owner. */ |
43 | * which CAN attack the owner. */ |
44 | if ((npc->attack_movement & HI4) == PETMOVE) |
44 | if ((npc->attack_movement & HI4) == PETMOVE) |
45 | { |
45 | { |
… | |
… | |
47 | npc->enemy = NULL; |
47 | npc->enemy = NULL; |
48 | else if (npc->enemy == NULL) |
48 | else if (npc->enemy == NULL) |
49 | npc->enemy = npc->owner->enemy; |
49 | npc->enemy = npc->owner->enemy; |
50 | } |
50 | } |
51 | |
51 | |
52 | /* periodically, a monster mayu change its target. Also, if the object |
52 | /* periodically, a monster may change its target. Also, if the object |
53 | * has been destroyed, etc, clear the enemy. |
53 | * has been destroyed, etc, clear the enemy. |
54 | * TODO: this should be changed, because it invokes to attack forced or |
54 | * TODO: this should be changed, because it invokes to attack forced or |
55 | * attacked monsters to leave the attacker alone, before it is destroyed |
55 | * attacked monsters to leave the attacker alone, before it is destroyed |
56 | */ |
56 | */ |
57 | /* i had removed the random target leave, this invokes problems with friendly |
57 | /* I had removed the random target leave, this invokes problems with friendly |
58 | * objects, getting attacked and defending herself - they don't try to attack |
58 | * objects, getting attacked and defending herself - they don't try to attack |
59 | * again then but perhaps get attack on and on |
59 | * again then but perhaps get attack on and on |
60 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
60 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
61 | * too. */ |
61 | * too. */ |
62 | |
62 | |
… | |
… | |
66 | * the grouping checks are. Code is the same. |
66 | * the grouping checks are. Code is the same. |
67 | */ |
67 | */ |
68 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
68 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
69 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
69 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
70 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
70 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
71 | npc->enemy = NULL; |
71 | npc->enemy = 0; |
72 | |
72 | |
73 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
73 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
74 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
74 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
75 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
75 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
76 | || npc->enemy == npc->owner)) |
76 | || npc->enemy == npc->owner)) |
77 | npc->enemy = NULL; |
77 | npc->enemy = 0; |
78 | |
78 | |
79 | |
79 | |
80 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
80 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
81 | npc->enemy = NULL; |
81 | npc->enemy = 0; |
82 | |
82 | |
83 | /* I've noticed that pets could sometimes get an arrow as the |
83 | /* I've noticed that pets could sometimes get an arrow as the |
84 | * target enemy - this code below makes sure the enemy is something |
84 | * target enemy - this code below makes sure the enemy is something |
85 | * that should be attacked. My guess is that the arrow hits |
85 | * that should be attacked. My guess is that the arrow hits |
86 | * the creature/owner, and so the creature then takes that |
86 | * the creature/owner, and so the creature then takes that |
… | |
… | |
88 | */ |
88 | */ |
89 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
89 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
90 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
90 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
91 | && npc->enemy->type != PLAYER |
91 | && npc->enemy->type != PLAYER |
92 | && npc->enemy->type != GOLEM) |
92 | && npc->enemy->type != GOLEM) |
93 | npc->enemy = NULL; |
93 | npc->enemy = 0; |
94 | |
|
|
95 | } |
94 | } |
96 | |
95 | |
97 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0; |
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. |
102 | * Also fixed logic so that monsters in the lower directions were more |
101 | * Also fixed logic so that monsters in the lower directions were more |
… | |
… | |
197 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
198 | if (!(tmp = check_enemy (npc, rv))) |
197 | if (!(tmp = check_enemy (npc, rv))) |
199 | { |
198 | { |
200 | if (attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
201 | { |
200 | { |
202 | /* TODO: thats not finished */ |
201 | /* TODO: that's not finished */ |
203 | /* 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 */ |
204 | |
203 | |
205 | 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 */ |
206 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
207 | (!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))) |
208 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
209 | 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... */ |
210 | { |
209 | { |
211 | 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! */ |
212 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
213 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
214 | } |
213 | } |
… | |
… | |
231 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
232 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
233 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
234 | */ |
233 | */ |
235 | int |
234 | int |
236 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
237 | { |
236 | { |
238 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
|
|
239 | |
|
|
240 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
241 | if (!enemy) |
238 | if (!enemy) |
242 | return 0; |
239 | return 0; |
243 | |
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]) |
244 | /* blinded monsters can only find nearby objects to attack */ |
247 | /* blinded monsters can only find nearby objects to attack */ |
245 | if (QUERY_FLAG (op, FLAG_BLIND)) |
|
|
246 | radius = MIN_MON_RADIUS; |
248 | radius = MIN_MON_RADIUS; |
247 | |
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])) |
248 | /* This covers the situation where the monster is in the dark |
253 | /* This covers the situation where the monster is in the dark |
249 | * 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 |
250 | * glowing!) then the monster has trouble finding the enemy. |
255 | * glowing!) then the monster has trouble finding the enemy. |
251 | * 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 |
252 | * the dark. */ |
257 | * the dark. */ |
|
|
258 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
253 | |
259 | |
254 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
260 | if (enemy->flag [FLAG_STEALTH]) |
255 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
261 | radius = radius / 2 + 1; |
256 | { |
|
|
257 | int dark = radius / (op->map->darkness); |
|
|
258 | |
|
|
259 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
|
|
260 | } |
|
|
261 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
262 | return 1; |
|
|
263 | |
262 | |
264 | /* 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 |
265 | * for that. |
264 | * for that. |
266 | */ |
265 | */ |
267 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
266 | if (rv->distance <= radius) |
268 | { |
267 | { |
269 | CLEAR_FLAG (op, FLAG_SLEEP); |
268 | CLEAR_FLAG (op, FLAG_SLEEP); |
270 | return 1; |
269 | return 1; |
271 | } |
270 | } |
|
|
271 | |
272 | return 0; |
272 | return 0; |
273 | } |
273 | } |
274 | |
274 | |
275 | int |
275 | int |
276 | move_randomly (object *op) |
276 | move_randomly (object *op) |
277 | { |
277 | { |
278 | int i; |
|
|
279 | |
|
|
280 | /* Give up to 15 chances for a monster to move randomly */ |
278 | /* Give up to 15 chances for a monster to move randomly */ |
281 | for (i = 0; i < 15; i++) |
279 | for (int i = 0; i < 15; i++) |
282 | { |
|
|
283 | if (move_object (op, rndm (8) + 1)) |
280 | if (move_object (op, rndm (8) + 1)) |
284 | return 1; |
281 | return 1; |
285 | } |
282 | |
286 | return 0; |
283 | return 0; |
287 | } |
284 | } |
288 | |
285 | |
289 | /* |
286 | /* |
290 | * 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. |
… | |
… | |
313 | enemy->attacked_by = op; /* our ptr */ |
310 | enemy->attacked_by = op; /* our ptr */ |
314 | |
311 | |
315 | /* generate hp, if applicable */ |
312 | /* generate hp, if applicable */ |
316 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
313 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
317 | { |
314 | { |
318 | |
|
|
319 | /* last heal is in funny units. Dividing by speed puts |
315 | /* last heal is in funny units. Dividing by speed puts |
320 | * the regeneration rate on a basis of time instead of |
316 | * the regeneration rate on a basis of time instead of |
321 | * #moves the monster makes. The scaling by 8 is |
317 | * #moves the monster makes. The scaling by 8 is |
322 | * to capture 8th's of a hp fraction regens |
318 | * to capture 8th's of a hp fraction regens |
323 | * |
319 | * |
… | |
… | |
328 | 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)); |
329 | 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 */ |
330 | op->last_heal %= 32; |
326 | op->last_heal %= 32; |
331 | |
327 | |
332 | /* 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 */ |
333 | 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)) |
334 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
330 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
335 | |
331 | |
336 | if (op->stats.hp > op->stats.maxhp) |
332 | if (op->stats.hp > op->stats.maxhp) |
337 | op->stats.hp = op->stats.maxhp; |
333 | op->stats.hp = op->stats.maxhp; |
338 | } |
334 | } |
339 | |
335 | |
340 | /* generate sp, if applicable */ |
336 | /* generate sp, if applicable */ |
341 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
337 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
342 | { |
338 | { |
343 | |
|
|
344 | /* last_sp is in funny units. Dividing by speed puts |
339 | /* last_sp is in funny units. Dividing by speed puts |
345 | * the regeneration rate on a basis of time instead of |
340 | * the regeneration rate on a basis of time instead of |
346 | * #moves the monster makes. The scaling by 8 is |
341 | * #moves the monster makes. The scaling by 8 is |
347 | * to capture 8th's of a sp fraction regens |
342 | * to capture 8th's of a sp fraction regens |
348 | * |
343 | * |
349 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
344 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
350 | * overflow might produce monsters with negative sp. |
345 | * overflow might produce monsters with negative sp. |
351 | */ |
346 | */ |
352 | |
347 | |
353 | 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)); |
354 | 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 */ |
355 | op->last_sp %= 128; |
350 | op->last_sp %= 128; |
356 | } |
351 | } |
357 | |
352 | |
358 | /* this should probably get modified by many more values. |
353 | /* this should probably get modified by many more values. |
359 | * (eg, creatures resistance to fear, level, etc. ) |
354 | * (eg, creatures resistance to fear, level, etc. ) |
360 | */ |
355 | */ |
361 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
356 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
362 | { |
|
|
363 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
357 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
364 | } |
|
|
365 | |
358 | |
366 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
359 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
367 | return QUERY_FLAG (op, FLAG_FREED); |
360 | return QUERY_FLAG (op, FLAG_FREED); |
368 | |
361 | |
369 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
362 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
370 | ((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))) |
371 | { |
|
|
372 | if (!check_wakeup (op, enemy, &rv)) |
364 | if (!check_wakeup (op, enemy, &rv)) |
373 | return 0; |
365 | return 0; |
374 | } |
|
|
375 | |
366 | |
376 | /* check if monster pops out of hidden spot */ |
367 | /* check if monster pops out of hidden spot */ |
377 | if (op->hide) |
368 | if (op->flag [FLAG_HIDDEN]) |
378 | do_hidden_move (op); |
369 | do_hidden_move (op); |
379 | |
370 | |
380 | if (op->pick_up) |
371 | if (op->pick_up) |
381 | monster_check_pickup (op); |
372 | monster_check_pickup (op); |
382 | |
373 | |
… | |
… | |
386 | /* 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 */ |
387 | if (!enemy) |
378 | if (!enemy) |
388 | { |
379 | { |
389 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
380 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
390 | { |
381 | { |
391 | op->destroy_inv (true); // be explicit about dropping |
|
|
392 | op->destroy (true); |
382 | op->drop_and_destroy (); |
393 | return 1; |
383 | return 1; |
394 | } |
384 | } |
395 | |
385 | |
396 | /* Probably really a bug for a creature to have both |
386 | /* Probably really a bug for a creature to have both |
397 | * stand still and a movement type set. |
387 | * stand still and a movement type set. |
… | |
… | |
400 | { |
390 | { |
401 | if (op->attack_movement & HI4) |
391 | if (op->attack_movement & HI4) |
402 | { |
392 | { |
403 | switch (op->attack_movement & HI4) |
393 | switch (op->attack_movement & HI4) |
404 | { |
394 | { |
405 | case (PETMOVE): |
395 | case PETMOVE: |
406 | pet_move (op); |
396 | pet_move (op); |
407 | break; |
397 | break; |
408 | |
398 | |
409 | case (CIRCLE1): |
399 | case CIRCLE1: |
410 | circ1_move (op); |
400 | circ1_move (op); |
411 | break; |
401 | break; |
412 | |
402 | |
413 | case (CIRCLE2): |
403 | case CIRCLE2: |
414 | circ2_move (op); |
404 | circ2_move (op); |
415 | break; |
405 | break; |
416 | |
406 | |
417 | case (PACEV): |
407 | case PACEV: |
418 | pace_movev (op); |
408 | pace_movev (op); |
419 | break; |
409 | break; |
420 | |
410 | |
421 | case (PACEH): |
411 | case PACEH: |
422 | pace_moveh (op); |
412 | pace_moveh (op); |
423 | break; |
413 | break; |
424 | |
414 | |
425 | case (PACEV2): |
415 | case PACEV2: |
426 | pace2_movev (op); |
416 | pace2_movev (op); |
427 | break; |
417 | break; |
428 | |
418 | |
429 | case (PACEH2): |
419 | case PACEH2: |
430 | pace2_moveh (op); |
420 | pace2_moveh (op); |
431 | break; |
421 | break; |
432 | |
422 | |
433 | case (RANDO): |
423 | case RANDO: |
434 | rand_move (op); |
424 | rand_move (op); |
435 | break; |
425 | break; |
436 | |
426 | |
437 | case (RANDO2): |
427 | case RANDO2: |
438 | move_randomly (op); |
428 | move_randomly (op); |
439 | break; |
429 | break; |
440 | } |
430 | } |
|
|
431 | |
441 | return 0; |
432 | return 0; |
442 | } |
433 | } |
443 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
434 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
444 | (void) move_randomly (op); |
435 | move_randomly (op); |
445 | |
|
|
446 | } /* stand still */ |
436 | } /* stand still */ |
|
|
437 | |
447 | return 0; |
438 | return 0; |
448 | } /* no enemy */ |
439 | } /* no enemy */ |
449 | |
440 | |
450 | /* We have an enemy. Block immediately below is for pets */ |
441 | /* We have an enemy. Block immediately below is for pets */ |
451 | if ((op->attack_movement & HI4) == PETMOVE |
442 | if ((op->attack_movement & HI4) == PETMOVE |
… | |
… | |
453 | && !on_same_map (op, owner) |
444 | && !on_same_map (op, owner) |
454 | && !owner->flag [FLAG_REMOVED]) |
445 | && !owner->flag [FLAG_REMOVED]) |
455 | return follow_owner (op, owner); |
446 | return follow_owner (op, owner); |
456 | |
447 | |
457 | /* doppleganger code to change monster facing to that of the nearest |
448 | /* doppleganger code to change monster facing to that of the nearest |
458 | * 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 |
459 | * arch set uses it. |
450 | * arch set uses it. |
460 | */ |
451 | */ |
461 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
452 | if (op->race == shstr_doppleganger) |
462 | { |
453 | { |
463 | op->face = enemy->face; |
454 | op->face = enemy->face; |
464 | op->name = enemy->name; |
455 | op->name = enemy->name; |
465 | } |
456 | } |
466 | |
457 | |
… | |
… | |
514 | if (monster_use_bow (op, part, enemy, dir)) |
505 | if (monster_use_bow (op, part, enemy, dir)) |
515 | return 0; |
506 | return 0; |
516 | } /* for processing of all parts */ |
507 | } /* for processing of all parts */ |
517 | } /* If not scared */ |
508 | } /* If not scared */ |
518 | |
509 | |
519 | |
|
|
520 | part = rv.part; |
510 | part = rv.part; |
521 | dir = rv.direction; |
511 | dir = rv.direction; |
522 | |
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 | |
523 | 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)) |
524 | dir = absdir (dir + 4); |
558 | dir = absdir (dir + 4); |
525 | |
559 | |
526 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
560 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
527 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
561 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
… | |
… | |
530 | |
564 | |
531 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
565 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
532 | { |
566 | { |
533 | switch (op->attack_movement & LO4) |
567 | switch (op->attack_movement & LO4) |
534 | { |
568 | { |
535 | case DISTATT: |
569 | case DISTATT: |
536 | dir = dist_att (dir, op, enemy, part, &rv); |
570 | dir = dist_att (dir, op, enemy, part, &rv); |
537 | break; |
571 | break; |
538 | |
572 | |
539 | case RUNATT: |
573 | case RUNATT: |
540 | dir = run_att (dir, op, enemy, part, &rv); |
574 | dir = run_att (dir, op, enemy, part, &rv); |
541 | break; |
575 | break; |
542 | |
576 | |
543 | case HITRUN: |
577 | case HITRUN: |
544 | dir = hitrun_att (dir, op, enemy); |
578 | dir = hitrun_att (dir, op, enemy); |
545 | break; |
579 | break; |
546 | |
580 | |
547 | case WAITATT: |
581 | case WAITATT: |
548 | dir = wait_att (dir, op, enemy, part, &rv); |
582 | dir = wait_att (dir, op, enemy, part, &rv); |
549 | break; |
583 | break; |
550 | |
584 | |
551 | case RUSH: /* default - monster normally moves towards player */ |
585 | case RUSH: /* default - monster normally moves towards player */ |
552 | case ALLRUN: |
586 | case ALLRUN: |
553 | break; |
587 | break; |
554 | |
588 | |
555 | case DISTHIT: |
589 | case DISTHIT: |
556 | dir = disthit_att (dir, op, enemy, part, &rv); |
590 | dir = disthit_att (dir, op, enemy, part, &rv); |
557 | break; |
591 | break; |
558 | |
592 | |
559 | case WAIT2: |
593 | case WAIT2: |
560 | dir = wait_att2 (dir, op, enemy, part, &rv); |
594 | dir = wait_att2 (dir, op, enemy, part, &rv); |
561 | break; |
595 | break; |
562 | |
596 | |
563 | default: |
597 | default: |
564 | 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); |
565 | } |
599 | } |
566 | } |
600 | } |
567 | |
601 | |
568 | if (!dir) |
602 | if (!dir) |
569 | return 0; |
603 | return 0; |
… | |
… | |
579 | return 0; |
613 | return 0; |
580 | } |
614 | } |
581 | |
615 | |
582 | 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)) |
583 | { |
617 | { |
584 | |
|
|
585 | /* Try move around corners if !close */ |
618 | /* Try move around corners if !close */ |
586 | 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; |
587 | |
620 | |
588 | for (diff = 1; diff <= maxdiff; diff++) |
621 | for (diff = 1; diff <= maxdiff; diff++) |
589 | { |
622 | { |
590 | /* try different detours */ |
623 | /* try different detours */ |
591 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
624 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
592 | |
625 | |
593 | 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))) |
594 | return 0; |
627 | return 0; |
595 | } |
628 | } |
596 | } |
629 | } |
… | |
… | |
623 | { |
656 | { |
624 | object *nearest_player = get_nearest_player (op); |
657 | object *nearest_player = get_nearest_player (op); |
625 | |
658 | |
626 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
659 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
627 | { |
660 | { |
628 | op->enemy = NULL; |
661 | op->enemy = 0; |
629 | enemy = nearest_player; |
662 | enemy = nearest_player; |
630 | } |
663 | } |
631 | } |
664 | } |
632 | |
665 | |
633 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
666 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
… | |
… | |
639 | * still be pretty nasty. |
672 | * still be pretty nasty. |
640 | */ |
673 | */ |
641 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
674 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
642 | { |
675 | { |
643 | part->stats.wc += 10; |
676 | part->stats.wc += 10; |
644 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
677 | skill_attack (enemy, part, 0, NULL, NULL); |
645 | part->stats.wc -= 10; |
678 | part->stats.wc -= 10; |
646 | } |
679 | } |
647 | else |
680 | else |
648 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
681 | skill_attack (enemy, part, 0, NULL, NULL); |
649 | } /* if monster is in attack range */ |
682 | } /* if monster is in attack range */ |
650 | |
683 | |
651 | 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 */ |
652 | return 1; |
685 | return 1; |
653 | |
686 | |
654 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
687 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
655 | { |
688 | { |
656 | op->destroy_inv (true); // be explicit about dropping |
|
|
657 | op->destroy (true); |
689 | op->drop_and_destroy (); |
658 | return 1; |
690 | return 1; |
659 | } |
691 | } |
660 | |
692 | |
661 | return 0; |
693 | return 0; |
662 | } |
694 | } |
… | |
… | |
674 | return 1; |
706 | return 1; |
675 | |
707 | |
676 | /* check all the parts of ob2 - just because we can't get to |
708 | /* check all the parts of ob2 - just because we can't get to |
677 | * its head doesn't mean we don't want to pound its feet |
709 | * its head doesn't mean we don't want to pound its feet |
678 | */ |
710 | */ |
679 | for (more = ob2->more; more != NULL; more = more->more) |
711 | for (more = ob2->more; more; more = more->more) |
680 | { |
712 | { |
681 | get_rangevector (ob1, more, &rv1, 0); |
713 | get_rangevector (ob1, more, &rv1, 0); |
682 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
714 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
683 | return 1; |
715 | return 1; |
684 | } |
716 | } |
|
|
717 | |
685 | return 0; |
718 | return 0; |
686 | |
|
|
687 | } |
719 | } |
688 | |
720 | |
689 | /* Returns 1 is monster should cast spell sp at an enemy |
721 | /* Returns 1 is monster should cast spell sp at an enemy |
690 | * Returns 0 if the monster should not cast this spell. |
722 | * Returns 0 if the monster should not cast this spell. |
691 | * |
723 | * |
… | |
… | |
709 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
741 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
710 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
742 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
711 | 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 || |
712 | 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 || |
713 | 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) |
714 | |
|
|
715 | return 1; |
746 | return 1; |
716 | |
747 | |
717 | return 0; |
748 | return 0; |
718 | } |
749 | } |
719 | |
|
|
720 | |
750 | |
721 | #define MAX_KNOWN_SPELLS 20 |
751 | #define MAX_KNOWN_SPELLS 20 |
722 | |
752 | |
723 | /* Returns a randomly selected spell. This logic is still |
753 | /* Returns a randomly selected spell. This logic is still |
724 | * less than ideal. This code also only seems to deal with |
754 | * less than ideal. This code also only seems to deal with |
… | |
… | |
727 | */ |
757 | */ |
728 | object * |
758 | object * |
729 | monster_choose_random_spell (object *monster) |
759 | monster_choose_random_spell (object *monster) |
730 | { |
760 | { |
731 | object *altern[MAX_KNOWN_SPELLS]; |
761 | object *altern[MAX_KNOWN_SPELLS]; |
732 | object *tmp; |
|
|
733 | int i = 0; |
762 | int i = 0; |
734 | |
763 | |
735 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
764 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
736 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
765 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
737 | { |
766 | { |
738 | /* Check and see if it's actually a useful spell. |
767 | /* Check and see if it's actually a useful spell. |
739 | * If its a spellbook, the spell is actually the inventory item. |
768 | * If its a spellbook, the spell is actually the inventory item. |
740 | * 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. |
741 | */ |
770 | */ |
742 | 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)) |
743 | { |
772 | { |
744 | altern[i++] = tmp; |
773 | altern [i++] = tmp; |
|
|
774 | |
745 | if (i == MAX_KNOWN_SPELLS) |
775 | if (i == MAX_KNOWN_SPELLS) |
746 | break; |
776 | break; |
747 | } |
777 | } |
748 | } |
778 | } |
749 | if (!i) |
779 | |
750 | return NULL; |
780 | return i ? altern [rndm (i)] : 0; |
751 | return altern[RANDOM () % i]; |
|
|
752 | } |
781 | } |
753 | |
782 | |
754 | /* 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. |
755 | * 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. |
756 | * head is the head of the monster. |
785 | * head is the head of the monster. |
757 | * part is the part of the monster we are checking against. |
786 | * part is the part of the monster we are checking against. |
758 | * pl is the target. |
787 | * pl is the target. |
759 | * dir is the direction to case. |
788 | * dir is the direction to case. |
760 | * rv is the vector which describes where the enemy is. |
789 | * rv is the vector which describes where the enemy is. |
761 | */ |
790 | */ |
762 | |
|
|
763 | int |
791 | int |
764 | 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) |
765 | { |
793 | { |
766 | object *spell_item; |
794 | object *spell_item; |
767 | object *owner; |
795 | object *owner; |
… | |
… | |
778 | |
806 | |
779 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
807 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
780 | { |
808 | { |
781 | get_rangevector (head, owner, &rv1, 0x1); |
809 | get_rangevector (head, owner, &rv1, 0x1); |
782 | if (dirdiff (dir, rv1.direction) < 2) |
810 | if (dirdiff (dir, rv1.direction) < 2) |
783 | { |
|
|
784 | return 0; /* Might hit owner with spell */ |
811 | return 0; /* Might hit owner with spell */ |
785 | } |
|
|
786 | } |
812 | } |
787 | |
813 | |
788 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
814 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
789 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
815 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
790 | |
816 | |
… | |
… | |
798 | { |
824 | { |
799 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
825 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
800 | 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 */ |
801 | return 0; |
827 | return 0; |
802 | } |
828 | } |
|
|
829 | |
803 | if (spell_item->type == SPELLBOOK) |
830 | if (spell_item->type == SPELLBOOK) |
804 | { |
831 | { |
805 | if (!spell_item->inv) |
832 | if (!spell_item->inv) |
806 | { |
833 | { |
807 | 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); |
808 | return 0; |
835 | return 0; |
809 | } |
836 | } |
|
|
837 | |
810 | spell_item = spell_item->inv; |
838 | spell_item = spell_item->inv; |
811 | } |
839 | } |
812 | } |
840 | } |
813 | else |
841 | else |
814 | spell_item = head->spellitem; |
842 | spell_item = head->spellitem; |
… | |
… | |
833 | /* 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 */ |
834 | head->spellitem = NULL; |
862 | head->spellitem = NULL; |
835 | |
863 | |
836 | return cast_spell (part, part, dir, spell_item, NULL); |
864 | return cast_spell (part, part, dir, spell_item, NULL); |
837 | } |
865 | } |
838 | |
|
|
839 | |
866 | |
840 | int |
867 | int |
841 | 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) |
842 | { |
869 | { |
843 | object *scroll; |
870 | object *scroll; |
… | |
… | |
1170 | flag = 1; |
1197 | flag = 1; |
1171 | |
1198 | |
1172 | else |
1199 | else |
1173 | switch (item->type) |
1200 | switch (item->type) |
1174 | { |
1201 | { |
1175 | case MONEY: |
1202 | case MONEY: |
1176 | case GEM: |
1203 | case GEM: |
1177 | flag = monster->pick_up & 2; |
1204 | flag = monster->pick_up & 2; |
1178 | break; |
1205 | break; |
1179 | |
1206 | |
1180 | case FOOD: |
1207 | case FOOD: |
1181 | flag = monster->pick_up & 4; |
1208 | flag = monster->pick_up & 4; |
1182 | break; |
1209 | break; |
1183 | |
1210 | |
1184 | case WEAPON: |
1211 | case WEAPON: |
1185 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1212 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1186 | break; |
1213 | break; |
1187 | |
1214 | |
1188 | case ARMOUR: |
1215 | case ARMOUR: |
1189 | case SHIELD: |
1216 | case SHIELD: |
1190 | case HELMET: |
1217 | case HELMET: |
1191 | case BOOTS: |
1218 | case BOOTS: |
1192 | case GLOVES: |
1219 | case GLOVES: |
1193 | case GIRDLE: |
1220 | case GIRDLE: |
1194 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1221 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1195 | break; |
1222 | break; |
1196 | |
1223 | |
1197 | case SKILL: |
1224 | case SKILL: |
1198 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1225 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1199 | break; |
1226 | break; |
1200 | |
1227 | |
1201 | case RING: |
1228 | case RING: |
1202 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1229 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1203 | break; |
1230 | break; |
1204 | |
1231 | |
1205 | case WAND: |
1232 | case WAND: |
1206 | case HORN: |
1233 | case HORN: |
1207 | case ROD: |
1234 | case ROD: |
1208 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1235 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1209 | break; |
1236 | break; |
1210 | |
1237 | |
1211 | case SPELLBOOK: |
1238 | case SPELLBOOK: |
1212 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1239 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1213 | break; |
1240 | break; |
1214 | |
1241 | |
1215 | case SCROLL: |
1242 | case SCROLL: |
1216 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1243 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1217 | break; |
1244 | break; |
1218 | |
1245 | |
1219 | case BOW: |
1246 | case BOW: |
1220 | case ARROW: |
1247 | case ARROW: |
1221 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1248 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1222 | break; |
1249 | break; |
1223 | } |
1250 | } |
1224 | |
1251 | |
1225 | /* Simplistic check - if the monster has a location to equip it, he will |
1252 | /* Simplistic check - if the monster has a location to equip it, he will |
1226 | * pick it up. Note that this doesn't handle cases where an item may |
1253 | * pick it up. Note that this doesn't handle cases where an item may |
1227 | * use several locations. |
1254 | * use several locations. |
… | |
… | |
1235 | } |
1262 | } |
1236 | } |
1263 | } |
1237 | |
1264 | |
1238 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1265 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1239 | return 1; |
1266 | return 1; |
|
|
1267 | |
1240 | return 0; |
1268 | return 0; |
1241 | } |
1269 | } |
1242 | |
1270 | |
1243 | /* |
1271 | /* |
1244 | * monster_apply_below(): |
1272 | * monster_apply_below(): |
… | |
… | |
1254 | for (tmp = monster->below; tmp != NULL; tmp = next) |
1282 | for (tmp = monster->below; tmp != NULL; tmp = next) |
1255 | { |
1283 | { |
1256 | next = tmp->below; |
1284 | next = tmp->below; |
1257 | switch (tmp->type) |
1285 | switch (tmp->type) |
1258 | { |
1286 | { |
1259 | case CF_HANDLE: |
1287 | case T_HANDLE: |
1260 | case TRIGGER: |
1288 | case TRIGGER: |
1261 | if (monster->will_apply & 1) |
1289 | if (monster->will_apply & 1) |
1262 | manual_apply (monster, tmp, 0); |
1290 | manual_apply (monster, tmp, 0); |
1263 | break; |
1291 | break; |
1264 | |
1292 | |
… | |
… | |
1392 | } |
1420 | } |
1393 | |
1421 | |
1394 | void |
1422 | void |
1395 | npc_call_help (object *op) |
1423 | npc_call_help (object *op) |
1396 | { |
1424 | { |
1397 | int x, y, mflags; |
1425 | unordered_mapwalk (op, -7, -7, 7, 7) |
1398 | object *npc; |
|
|
1399 | sint16 sx, sy; |
|
|
1400 | maptile *m; |
|
|
1401 | |
|
|
1402 | for (x = -3; x < 4; x++) |
|
|
1403 | for (y = -3; y < 4; y++) |
|
|
1404 | { |
1426 | { |
1405 | m = op->map; |
1427 | mapspace &ms = m->at (nx, ny); |
1406 | sx = op->x + x; |
1428 | |
1407 | sy = op->y + y; |
|
|
1408 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
|
|
1409 | /* 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. */ |
1410 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1430 | if (!(ms.flags () & P_IS_ALIVE)) |
1411 | continue; |
1431 | continue; |
1412 | |
1432 | |
1413 | for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) |
1433 | for (object *npc = ms.bot; npc; npc = npc->above) |
1414 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1434 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1415 | npc->enemy = op->enemy; |
1435 | npc->enemy = op->enemy; |
1416 | } |
1436 | } |
1417 | } |
1437 | } |
1418 | |
1438 | |
1419 | int |
1439 | int |
1420 | 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) |
1421 | { |
1441 | { |
1422 | if (can_hit (part, enemy, rv)) |
1442 | if (can_hit (part, enemy, rv)) |
1423 | return dir; |
1443 | return dir; |
|
|
1444 | |
1424 | if (rv->distance < 10) |
1445 | if (rv->distance < 10) |
1425 | return absdir (dir + 4); |
1446 | return absdir (dir + 4); |
1426 | else if (rv->distance > 18) |
1447 | else if (rv->distance > 18) |
1427 | return dir; |
1448 | return dir; |
1428 | |
1449 | |
1429 | return 0; |
1450 | return 0; |
1430 | } |
1451 | } |
1431 | |
1452 | |
1432 | int |
1453 | int |
1433 | 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) |
1434 | { |
1455 | { |
1435 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
1456 | if (can_hit (part, enemy, rv)) |
1436 | { |
|
|
1437 | ob->move_status++; |
|
|
1438 | return (dir); |
1457 | return dir; |
1439 | } |
1458 | else |
1440 | else if (ob->move_status > 20) |
|
|
1441 | ob->move_status = 0; |
|
|
1442 | |
|
|
1443 | return absdir (dir + 4); |
1459 | return absdir (dir + 4); |
1444 | } |
1460 | } |
1445 | |
1461 | |
1446 | int |
1462 | int |
1447 | hitrun_att (int dir, object *ob, object *enemy) |
1463 | hitrun_att (int dir, object *ob, object *enemy) |
1448 | { |
1464 | { |
… | |
… | |
1457 | } |
1473 | } |
1458 | |
1474 | |
1459 | int |
1475 | int |
1460 | 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) |
1461 | { |
1477 | { |
1462 | |
|
|
1463 | int inrange = can_hit (part, enemy, rv); |
1478 | int inrange = can_hit (part, enemy, rv); |
1464 | |
1479 | |
1465 | if (ob->move_status || inrange) |
1480 | if (ob->move_status || inrange) |
1466 | ob->move_status++; |
1481 | ob->move_status++; |
1467 | |
1482 | |
… | |
… | |
1477 | } |
1492 | } |
1478 | |
1493 | |
1479 | int |
1494 | int |
1480 | 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) |
1481 | { |
1496 | { |
1482 | |
|
|
1483 | /* The logic below here looked plain wrong before. Basically, what should |
1497 | /* The logic below here looked plain wrong before. Basically, what should |
1484 | * 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, |
1485 | * the creature should run away (dir+4) |
1499 | * the creature should run away (dir+4) |
1486 | * 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 |
1487 | * 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 |
1488 | * server should try to be resilant enough to avoid the problem |
1502 | * server should try to be resilant enough to avoid the problem |
1489 | */ |
1503 | */ |
1490 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1504 | if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away) |
1491 | return absdir (dir + 4); |
1505 | return absdir (dir + 4); |
1492 | |
1506 | |
1493 | return dist_att (dir, ob, enemy, part, rv); |
1507 | return dist_att (dir, ob, enemy, part, rv); |
1494 | } |
1508 | } |
1495 | |
1509 | |
… | |
… | |
1583 | } |
1597 | } |
1584 | |
1598 | |
1585 | void |
1599 | void |
1586 | rand_move (object *ob) |
1600 | rand_move (object *ob) |
1587 | { |
1601 | { |
1588 | int i; |
|
|
1589 | |
|
|
1590 | 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))))) |
1591 | for (i = 0; i < 5; i++) |
1603 | for (int i = 0; i < 5; i++) |
1592 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1604 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1593 | return; |
1605 | return; |
1594 | } |
1606 | } |
1595 | |
1607 | |
1596 | void |
1608 | void |
1597 | check_earthwalls (object *op, maptile *m, int x, int y) |
1609 | check_earthwalls (object *op, maptile *m, int x, int y) |
1598 | { |
1610 | { |
1599 | object *tmp; |
|
|
1600 | |
|
|
1601 | 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) |
1602 | { |
|
|
1603 | if (tmp->type == EARTHWALL) |
1612 | if (tmp->type == EARTHWALL) |
1604 | { |
1613 | { |
1605 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1614 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1606 | return; |
1615 | return; |
1607 | } |
1616 | } |
1608 | } |
|
|
1609 | } |
1617 | } |
1610 | |
1618 | |
1611 | void |
1619 | void |
1612 | check_doors (object *op, maptile *m, int x, int y) |
1620 | check_doors (object *op, maptile *m, int x, int y) |
1613 | { |
1621 | { |
1614 | object *tmp; |
|
|
1615 | |
|
|
1616 | 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) |
1617 | { |
|
|
1618 | if (tmp->type == DOOR) |
1623 | if (tmp->type == DOOR) |
1619 | { |
1624 | { |
1620 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1625 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1621 | return; |
1626 | return; |
1622 | } |
1627 | } |
1623 | } |
|
|
1624 | } |
1628 | } |
1625 | |
1629 | |
1626 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1630 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1627 | * This is probably overly simplistic as it is now - We want |
1631 | * This is probably overly simplistic as it is now - We want |
1628 | * monsters to throw things like chairs and other pieces of |
1632 | * monsters to throw things like chairs and other pieces of |
… | |
… | |
1671 | * 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 |
1672 | */ |
1676 | */ |
1673 | int |
1677 | int |
1674 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1678 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1675 | { |
1679 | { |
1676 | int radius = MIN_MON_RADIUS, hide_discovery; |
|
|
1677 | |
|
|
1678 | /* null detection for any of these condtions always */ |
1680 | /* null detection for any of these condtions always */ |
1679 | if (!op || !enemy || !op->map || !enemy->map) |
1681 | if (!op || !enemy || !op->map || !enemy->map) |
1680 | return 0; |
1682 | return 0; |
1681 | |
1683 | |
1682 | /* 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 */ |
… | |
… | |
1684 | return 0; |
1686 | return 0; |
1685 | |
1687 | |
1686 | get_rangevector (op, enemy, rv, 0); |
1688 | get_rangevector (op, enemy, rv, 0); |
1687 | |
1689 | |
1688 | /* Monsters always ignore the DM */ |
1690 | /* Monsters always ignore the DM */ |
1689 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1691 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1690 | return 0; |
1692 | return 0; |
1691 | |
1693 | |
1692 | /* simple check. Should probably put some range checks in here. */ |
1694 | /* simple check. Should probably put some range checks in here. */ |
1693 | if (can_see_enemy (op, enemy)) |
1695 | if (can_see_enemy (op, enemy)) |
1694 | return 1; |
1696 | return 1; |
1695 | |
1697 | |
1696 | /* 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 |
1697 | * finding enemies! |
1699 | * finding enemies! |
1698 | */ |
1700 | */ |
1699 | if (op->type == PLAYER) |
1701 | if (op->is_player ()) |
1700 | return 0; |
1702 | return 0; |
1701 | |
1703 | |
1702 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1704 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1703 | * 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 |
1704 | */ |
1706 | */ |
1705 | 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))) |
1706 | return 0; |
1708 | return 0; |
1707 | |
1709 | |
|
|
1710 | int radius = MIN_MON_RADIUS; |
|
|
1711 | |
1708 | /* use this for invis also */ |
1712 | /* use this for invis also */ |
1709 | hide_discovery = op->stats.Int / 5; |
1713 | int hide_discovery = op->stats.Int / 5; |
1710 | |
1714 | |
1711 | /* Determine Detection radii */ |
1715 | /* Determine Detection radii */ |
1712 | 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) */ |
1713 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1717 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
1714 | else |
1718 | else |
1715 | { /* a level/INT/Dex adjustment for hiding */ |
1719 | { /* a level/INT/Dex adjustment for hiding */ |
1716 | int bonus = op->level / 2 + op->stats.Int / 5; |
1720 | int bonus = op->level / 2 + op->stats.Int / 5; |
1717 | |
1721 | |
1718 | if (enemy->type == PLAYER) |
1722 | if (enemy->is_player ()) |
1719 | { |
1723 | { |
1720 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1724 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1721 | bonus -= sk_hide->level; |
1725 | bonus -= sk_hide->level; |
1722 | else |
1726 | else |
1723 | { |
1727 | { |
… | |
… | |
1740 | radius /= 2; |
1744 | radius /= 2; |
1741 | hide_discovery /= 3; |
1745 | hide_discovery /= 3; |
1742 | } |
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 |
… | |
… | |
1777 | /* ah, we are within range, detected? take cases */ |
1781 | /* ah, we are within range, detected? take cases */ |
1778 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1782 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1779 | return 1; |
1783 | return 1; |
1780 | |
1784 | |
1781 | /* hidden or low-quality invisible */ |
1785 | /* hidden or low-quality invisible */ |
1782 | if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1786 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1783 | { |
1787 | { |
1784 | make_visible (enemy); |
1788 | make_visible (enemy); |
1785 | |
1789 | |
1786 | /* inform players of new status */ |
1790 | /* inform players of new status */ |
1787 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1791 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
… | |
… | |
1811 | /* Wasn't detected above, so still hidden */ |
1815 | /* Wasn't detected above, so still hidden */ |
1812 | return 0; |
1816 | return 0; |
1813 | } |
1817 | } |
1814 | |
1818 | |
1815 | /* 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 |
1816 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1820 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1817 | * 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 |
1818 | * other side of a wall (!). |
1822 | * other side of a wall (!). |
1819 | */ |
1823 | */ |
1820 | int |
1824 | int |
1821 | stand_in_light (object *op) |
1825 | stand_in_light (object *op) |
1822 | { |
1826 | { |
1823 | if (!op) |
1827 | if (op) |
|
|
1828 | { |
|
|
1829 | if (!op->is_on_map ()) |
1824 | return 0; |
1830 | return 0; |
1825 | |
1831 | |
|
|
1832 | if (op->map->darklevel () <= 0) |
|
|
1833 | return 1; |
|
|
1834 | |
1826 | if (op->glow_radius > 0) |
1835 | if (op->glow_radius > 0) |
1827 | return 1; |
1836 | return 1; |
1828 | |
1837 | |
1829 | if (op->map) |
1838 | if (op->map) |
1830 | { |
1839 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
|
|
1840 | { |
1831 | /* 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 |
1832 | * 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. |
1833 | */ |
|
|
1834 | for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1835 | { |
|
|
1836 | for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1837 | { |
1843 | */ |
1838 | maptile *m = op->map; |
1844 | int light = m->at (nx, ny).light; |
1839 | sint16 nx = x; |
|
|
1840 | sint16 ny = y; |
|
|
1841 | |
1845 | |
1842 | if (xy_normalise (m, nx, ny)) |
1846 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1843 | if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light) |
|
|
1844 | return 1; |
1847 | return 1; |
1845 | } |
1848 | } |
1846 | } |
|
|
1847 | } |
1849 | } |
1848 | |
1850 | |
1849 | return 0; |
1851 | return 0; |
1850 | } |
1852 | } |
1851 | |
1853 | |
… | |
… | |
1875 | { |
1877 | { |
1876 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1878 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1877 | * However,if you carry any source of light, then the hidden |
1879 | * However,if you carry any source of light, then the hidden |
1878 | * creature is seeable (and stupid) */ |
1880 | * creature is seeable (and stupid) */ |
1879 | |
1881 | |
1880 | if (has_carried_lights (enemy)) |
1882 | if (enemy->has_carried_lights ()) |
1881 | { |
1883 | { |
1882 | if (enemy->hide) |
1884 | if (enemy->flag [FLAG_HIDDEN]) |
1883 | { |
1885 | { |
1884 | make_visible (enemy); |
1886 | make_visible (enemy); |
1885 | 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!"); |
1886 | } |
1888 | } |
1887 | |
1889 | |
1888 | return 1; |
1890 | return 1; |
1889 | } |
1891 | } |
1890 | else if (enemy->hide) |
1892 | else if (enemy->flag [FLAG_HIDDEN]) |
1891 | return 0; |
1893 | return 0; |
1892 | |
1894 | |
1893 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1895 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1894 | * 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, |
1895 | * and making it a conditional makes the code pretty ugly. |
1897 | * and making it a conditional makes the code pretty ugly. |
1896 | */ |
1898 | */ |
1897 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1899 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1898 | if (makes_invisible_to (enemy, looker)) |
1900 | if (makes_invisible_to (enemy, looker)) |
1899 | return 0; |
1901 | return 0; |
1900 | } |
1902 | } |
1901 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1903 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1902 | if (player_can_view (looker, enemy)) |
1904 | if (player_can_view (looker, enemy)) |
1903 | return 1; |
1905 | return 1; |
1904 | |
1906 | |
1905 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1907 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1906 | * unless they carry a light or stand in light. Darkness doesnt |
1908 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1909 | * we care about the enemy maps status, not the looker. |
1911 | * we care about the enemy maps status, not the looker. |
1910 | * only relevant for tiled maps, but it is possible that the |
1912 | * only relevant for tiled maps, but it is possible that the |
1911 | * 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 |
1912 | * case, the looker can still see the enemy |
1914 | * case, the looker can still see the enemy |
1913 | */ |
1915 | */ |
1914 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1916 | if (!stand_in_light (enemy) |
1915 | && (!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))) |
1916 | return 0; |
1918 | return 0; |
1917 | |
1919 | |
1918 | return 1; |
1920 | return 1; |
1919 | } |
1921 | } |