Crossfire Mailing List Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
CF: blindness patch
- To: crossfire (at) ifi.uio.no
- Subject: CF: blindness patch
- From: Brian Thomas <>
- Date: Sun, 31 Mar 1996 10:15:28 -0500
- Sender:
The following patch will fix up things for the big
monsters. Basically, if a monster has see_invisible,
it cant be effected by blindness. Since all the big
monsters (exp Gaellotroll) have see_invis, your
playbalance problems should (mostly) disappear.
Someone should probably give the gaelotroll see_invis
to round out the playbalance.
b.t.
ps. if you cant figure it out, apply this to server/monster.c
*** ../../tarfiles/crossfire-0.92.3/server/monster.c Thu Mar 7 03:38:23 1996
--- ./monster.c Sun Mar 31 09:52:01 1996
***************
*** 74,84 ****
int check_wakeup(object *op, object *enemy) {
int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS;
objectlink *ol;
/* blinded monsters can only find nearby objects to attack */
! if(QUERY_FLAG(op, FLAG_BLIND))
radius = MIN_MON_RADIUS;
#ifdef USE_LIGHTING
/* This covers the situation where the monster is in the dark
* and has an enemy. If the enemy has no carried light (or isnt
* glowing!) then the monster has trouble finding the enemy.
--- 74,84 ----
int check_wakeup(object *op, object *enemy) {
int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS;
objectlink *ol;
/* blinded monsters can only find nearby objects to attack */
! if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op, FLAG_SEE_INVISIBLE))
radius = MIN_MON_RADIUS;
#ifdef USE_LIGHTING
/* This covers the situation where the monster is in the dark
* and has an enemy. If the enemy has no carried light (or isnt
* glowing!) then the monster has trouble finding the enemy.