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(Generate patch)

Comparing deliantra/server/server/monster.C (file contents):
Revision 1.52 by root, Sat Dec 27 02:31:19 2008 UTC vs.
Revision 1.70 by root, Mon Oct 12 21:27:55 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
35 * set to sane values. 36 * set to sane values.
36 */ 37 */
37object * 38object *
38check_enemy (object *npc, rv_vector * rv) 39check_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
237{ 236{
238 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
239 if (!enemy) 238 if (!enemy)
240 return 0; 239 return 0;
241 240
241 if (!op->flag [FLAG_SLEEP])
242 return 1;
243
242 int radius = max (op->stats.Wis, MIN_MON_RADIUS); 244 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
243 245
244 if (op->flag [FLAG_BLIND]) 246 if (op->flag [FLAG_BLIND])
245 /* blinded monsters can only find nearby objects to attack */ 247 /* blinded monsters can only find nearby objects to attack */
246 radius = MIN_MON_RADIUS; 248 radius = MIN_MON_RADIUS;
252 * 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
253 * glowing!) then the monster has trouble finding the enemy. 255 * glowing!) then the monster has trouble finding the enemy.
254 * 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
255 * the dark. */ 257 * the dark. */
256 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); 258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
257 else if (!op->flag [FLAG_SLEEP])
258 return 1;
259 259
260 if (enemy->flag [FLAG_STEALTH]) 260 if (enemy->flag [FLAG_STEALTH])
261 radius = radius / 2 + 1; 261 radius = radius / 2 + 1;
262 262
263 /* 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
324 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));
325 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 */
326 op->last_heal %= 32; 326 op->last_heal %= 32;
327 327
328 /* 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 */
329 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))
330 CLEAR_FLAG (op, FLAG_RUN_AWAY); 330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
331 331
332 if (op->stats.hp > op->stats.maxhp) 332 if (op->stats.hp > op->stats.maxhp)
333 op->stats.hp = op->stats.maxhp; 333 op->stats.hp = op->stats.maxhp;
334 } 334 }
335 335
336 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338 { 338 {
339 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
340 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
341 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
342 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
343 * 343 *
344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345 * overflow might produce monsters with negative sp. 345 * overflow might produce monsters with negative sp.
346 */ 346 */
347 347
348 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));
349 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 */
350 op->last_sp %= 128; 350 op->last_sp %= 128;
351 } 351 }
352 352
353 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
354 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
390 { 390 {
391 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
392 { 392 {
393 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
394 { 394 {
395 case (PETMOVE): 395 case PETMOVE:
396 pet_move (op); 396 pet_move (op);
397 break; 397 break;
398 398
399 case (CIRCLE1): 399 case CIRCLE1:
400 circ1_move (op); 400 circ1_move (op);
401 break; 401 break;
402 402
403 case (CIRCLE2): 403 case CIRCLE2:
404 circ2_move (op); 404 circ2_move (op);
405 break; 405 break;
406 406
407 case (PACEV): 407 case PACEV:
408 pace_movev (op); 408 pace_movev (op);
409 break; 409 break;
410 410
411 case (PACEH): 411 case PACEH:
412 pace_moveh (op); 412 pace_moveh (op);
413 break; 413 break;
414 414
415 case (PACEV2): 415 case PACEV2:
416 pace2_movev (op); 416 pace2_movev (op);
417 break; 417 break;
418 418
419 case (PACEH2): 419 case PACEH2:
420 pace2_moveh (op); 420 pace2_moveh (op);
421 break; 421 break;
422 422
423 case (RANDO): 423 case RANDO:
424 rand_move (op); 424 rand_move (op);
425 break; 425 break;
426 426
427 case (RANDO2): 427 case RANDO2:
428 move_randomly (op); 428 move_randomly (op);
429 break; 429 break;
430 } 430 }
431 431
432 return 0; 432 return 0;
447 447
448 /* doppleganger code to change monster facing to that of the nearest 448 /* doppleganger code to change monster facing to that of the nearest
449 * 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
450 * arch set uses it. 450 * arch set uses it.
451 */ 451 */
452 if (op->race && strcmp (op->race, "doppleganger") == 0) 452 if (op->race == shstr_doppleganger)
453 { 453 {
454 op->face = enemy->face; 454 op->face = enemy->face;
455 op->name = enemy->name; 455 op->name = enemy->name;
456 } 456 }
457 457
505 if (monster_use_bow (op, part, enemy, dir)) 505 if (monster_use_bow (op, part, enemy, dir))
506 return 0; 506 return 0;
507 } /* for processing of all parts */ 507 } /* for processing of all parts */
508 } /* If not scared */ 508 } /* If not scared */
509 509
510
511 part = rv.part; 510 part = rv.part;
512 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 }
513 556
514 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))
515 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
516 559
517 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
663 return 1; 706 return 1;
664 707
665 /* 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
666 * 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
667 */ 710 */
668 for (more = ob2->more; more != NULL; more = more->more) 711 for (more = ob2->more; more; more = more->more)
669 { 712 {
670 get_rangevector (ob1, more, &rv1, 0); 713 get_rangevector (ob1, more, &rv1, 0);
671 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
672 return 1; 715 return 1;
673 } 716 }
1154 flag = 1; 1197 flag = 1;
1155 1198
1156 else 1199 else
1157 switch (item->type) 1200 switch (item->type)
1158 { 1201 {
1159 case MONEY: 1202 case MONEY:
1160 case GEM: 1203 case GEM:
1161 flag = monster->pick_up & 2; 1204 flag = monster->pick_up & 2;
1162 break; 1205 break;
1163 1206
1164 case FOOD: 1207 case FOOD:
1165 flag = monster->pick_up & 4; 1208 flag = monster->pick_up & 4;
1166 break; 1209 break;
1167 1210
1168 case WEAPON: 1211 case WEAPON:
1169 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1212 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1170 break; 1213 break;
1171 1214
1172 case ARMOUR: 1215 case ARMOUR:
1173 case SHIELD: 1216 case SHIELD:
1174 case HELMET: 1217 case HELMET:
1175 case BOOTS: 1218 case BOOTS:
1176 case GLOVES: 1219 case GLOVES:
1177 case GIRDLE: 1220 case GIRDLE:
1178 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1221 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1179 break; 1222 break;
1180 1223
1181 case SKILL: 1224 case SKILL:
1182 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1225 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1183 break; 1226 break;
1184 1227
1185 case RING: 1228 case RING:
1186 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1229 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1187 break; 1230 break;
1188 1231
1189 case WAND: 1232 case WAND:
1190 case HORN: 1233 case HORN:
1191 case ROD: 1234 case ROD:
1192 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1193 break; 1236 break;
1194 1237
1195 case SPELLBOOK: 1238 case SPELLBOOK:
1196 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); 1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1197 break; 1240 break;
1198 1241
1199 case SCROLL: 1242 case SCROLL:
1200 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1201 break; 1244 break;
1202 1245
1203 case BOW: 1246 case BOW:
1204 case ARROW: 1247 case ARROW:
1205 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1248 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1206 break; 1249 break;
1207 } 1250 }
1208 1251
1209 /* 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
1210 * 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
1211 * use several locations. 1254 * use several locations.
1239 for (tmp = monster->below; tmp != NULL; tmp = next) 1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1240 { 1283 {
1241 next = tmp->below; 1284 next = tmp->below;
1242 switch (tmp->type) 1285 switch (tmp->type)
1243 { 1286 {
1244 case CF_HANDLE: 1287 case T_HANDLE:
1245 case TRIGGER: 1288 case TRIGGER:
1246 if (monster->will_apply & 1) 1289 if (monster->will_apply & 1)
1247 manual_apply (monster, tmp, 0); 1290 manual_apply (monster, tmp, 0);
1248 break; 1291 break;
1249 1292
1377} 1420}
1378 1421
1379void 1422void
1380npc_call_help (object *op) 1423npc_call_help (object *op)
1381{ 1424{
1382 int x, y, mflags; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1383 object *npc;
1384 sint16 sx, sy;
1385 maptile *m;
1386
1387 for (x = -3; x < 4; x++)
1388 for (y = -3; y < 4; y++)
1389 { 1426 {
1390 m = op->map; 1427 mapspace &ms = m->at (nx, ny);
1391 sx = op->x + x; 1428
1392 sy = op->y + y;
1393 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1394 /* 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. */
1395 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1396 continue; 1431 continue;
1397 1432
1398 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1399 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1400 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1401 } 1436 }
1402} 1437}
1403 1438
1404int 1439int
1405dist_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)
1406{ 1441{
1407 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1408 return dir; 1443 return dir;
1409 1444
1410 if (rv->distance < 10) 1445 if (rv->distance < 10)
1414 1449
1415 return 0; 1450 return 0;
1416} 1451}
1417 1452
1418int 1453int
1419run_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)
1420{ 1455{
1421 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 1456 if (can_hit (part, enemy, rv))
1422 {
1423 ob->move_status++;
1424 return (dir); 1457 return dir;
1425 } 1458 else
1426 else if (ob->move_status > 20)
1427 ob->move_status = 0;
1428
1429 return absdir (dir + 4); 1459 return absdir (dir + 4);
1430} 1460}
1431 1461
1432int 1462int
1433hitrun_att (int dir, object *ob, object *enemy) 1463hitrun_att (int dir, object *ob, object *enemy)
1434{ 1464{
1443} 1473}
1444 1474
1445int 1475int
1446wait_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)
1447{ 1477{
1448
1449 int inrange = can_hit (part, enemy, rv); 1478 int inrange = can_hit (part, enemy, rv);
1450 1479
1451 if (ob->move_status || inrange) 1480 if (ob->move_status || inrange)
1452 ob->move_status++; 1481 ob->move_status++;
1453 1482
1463} 1492}
1464 1493
1465int 1494int
1466disthit_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)
1467{ 1496{
1468
1469 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1470 * 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,
1471 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1472 * 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
1473 * 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
1474 * server should try to be resilant enough to avoid the problem 1502 * server should try to be resilant enough to avoid the problem
1475 */ 1503 */
1476 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)
1477 return absdir (dir + 4); 1505 return absdir (dir + 4);
1478 1506
1479 return dist_att (dir, ob, enemy, part, rv); 1507 return dist_att (dir, ob, enemy, part, rv);
1480} 1508}
1481 1509
1647 * 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
1648 */ 1676 */
1649int 1677int
1650can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1651{ 1679{
1652 int radius = MIN_MON_RADIUS, hide_discovery;
1653
1654 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1655 if (!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1656 return 0; 1682 return 0;
1657 1683
1658 /* 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 */
1660 return 0; 1686 return 0;
1661 1687
1662 get_rangevector (op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1663 1689
1664 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1665 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1666 return 0; 1692 return 0;
1667 1693
1668 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1669 if (can_see_enemy (op, enemy)) 1695 if (can_see_enemy (op, enemy))
1670 return 1; 1696 return 1;
1671 1697
1672 /* 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
1673 * finding enemies! 1699 * finding enemies!
1674 */ 1700 */
1675 if (op->type == PLAYER) 1701 if (op->is_player ())
1676 return 0; 1702 return 0;
1677 1703
1678 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1679 * 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
1680 */ 1706 */
1681 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)))
1682 return 0; 1708 return 0;
1683 1709
1710 int radius = MIN_MON_RADIUS;
1711
1684 /* use this for invis also */ 1712 /* use this for invis also */
1685 hide_discovery = op->stats.Int / 5; 1713 int hide_discovery = op->stats.Int / 5;
1686 1714
1687 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1688 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) */
1689 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1717 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1690 else 1718 else
1691 { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1692 int bonus = op->level / 2 + op->stats.Int / 5; 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1693 1721
1694 if (enemy->is_player ()) 1722 if (enemy->is_player ())
1716 radius /= 2; 1744 radius /= 2;
1717 hide_discovery /= 3; 1745 hide_discovery /= 3;
1718 } 1746 }
1719 1747
1720 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1721 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1749 if (!stand_in_light (enemy))
1722 { 1750 {
1723 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1724 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1725 */ 1753 */
1726 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))
1729 radius -= op->map->darklevel () / 2; 1757 radius -= op->map->darklevel () / 2;
1730 1758
1731 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1732 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1733 */ 1761 */
1734 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)
1735 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1736 } /* if on dark map */ 1764 } /* if on dark map */
1737 1765
1738 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1739 * 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
1787 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1788 return 0; 1816 return 0;
1789} 1817}
1790 1818
1791/* 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
1792 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1793 * 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
1794 * other side of a wall (!). 1822 * other side of a wall (!).
1795 */ 1823 */
1796int 1824int
1797stand_in_light (object *op) 1825stand_in_light (object *op)
1798{ 1826{
1799 if (op) 1827 if (op)
1800 { 1828 {
1829 if (!op->is_on_map ())
1830 return 0;
1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1834
1801 if (op->glow_radius > 0) 1835 if (op->glow_radius > 0)
1802 return 1; 1836 return 1;
1803 1837
1804 if (op->map) 1838 if (op->map)
1805 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)
1843 { 1877 {
1844 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1845 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1846 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1847 1881
1848 if (has_carried_lights (enemy)) 1882 if (enemy->has_carried_lights ())
1849 { 1883 {
1850 if (enemy->flag [FLAG_HIDDEN]) 1884 if (enemy->flag [FLAG_HIDDEN])
1851 { 1885 {
1852 make_visible (enemy); 1886 make_visible (enemy);
1853 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!");
1877 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1878 * only relevant for tiled maps, but it is possible that the 1912 * only relevant for tiled maps, but it is possible that the
1879 * 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
1880 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1881 */ 1915 */
1882 if (enemy->map->darklevel () > 0
1883 && !stand_in_light (enemy) 1916 if (!stand_in_light (enemy)
1884 && (!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)))
1885 return 0; 1918 return 0;
1886 1919
1887 return 1; 1920 return 1;
1888} 1921}

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