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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.50 by root, Fri Dec 26 13:27:31 2008 UTC vs.
Revision 1.78 by root, Sun Feb 7 04:22:33 2010 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 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
35 * set to sane values. 38 * set to sane values.
36 */ 39 */
37object * 40object *
38check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
39{ 42{
40
41 /* if this is pet, let him attack the same enemy as his owner 43 /* 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, 44 * TODO: when there is no ower enemy, try to find a target,
43 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
44 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
45 { 47 {
47 npc->enemy = NULL; 49 npc->enemy = NULL;
48 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
49 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
50 } 52 }
51 53
52 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
53 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
54 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
55 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
56 */ 58 */
57 /* i had removed the random target leave, this invokes problems with friendly 59 /* 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 60 * objects, getting attacked and defending herself - they don't try to attack
59 * again then but perhaps get attack on and on 61 * 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 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
61 * too. */ 63 * too. */
62 64
66 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
67 */ 69 */
68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
69 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 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)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
71 npc->enemy = NULL; 73 npc->enemy = 0;
72 74
73 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
74 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
77 npc->enemy = NULL; 79 npc->enemy = 0;
78 80
79 81
80 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
81 npc->enemy = NULL; 83 npc->enemy = 0;
82 84
83 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
84 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
85 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
86 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
88 */ 90 */
89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
93 npc->enemy = NULL; 95 npc->enemy = 0;
94
95 } 96 }
96 97
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
98} 99}
99 100
100/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
102 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
152 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
153 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
154 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
155 * many cases. 156 * many cases.
156 */ 157 */
157object * 158static object *
158find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
159{ 160{
160 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
161 162
162 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
230/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
231 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
232 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
233 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
234 */ 235 */
235int 236static int
236check_wakeup (object *op, object *enemy, rv_vector *rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 238{
238 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
239 if (!enemy) 240 if (!enemy)
240 return 0; 241 return 0;
242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
241 245
242 int radius = max (op->stats.Wis, MIN_MON_RADIUS); 246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
243 247
244 if (op->flag [FLAG_BLIND]) 248 if (op->flag [FLAG_BLIND])
245 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
252 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
253 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
254 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
255 * the dark. */ 259 * the dark. */
256 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); 260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
257 else if (!op->flag [FLAG_SLEEP])
258 return 1;
259 261
260 if (enemy->flag [FLAG_STEALTH]) 262 if (enemy->flag [FLAG_STEALTH])
261 radius = radius / 2 + 1; 263 radius = radius / 2 + 1;
262 264
263 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
270 } 272 }
271 273
272 return 0; 274 return 0;
273} 275}
274 276
275int 277static int
276move_randomly (object *op) 278move_randomly (object *op)
277{ 279{
278 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
279 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
280 if (move_object (op, rndm (8) + 1)) 282 if (move_object (op, rndm (8) + 1))
282 284
283 return 0; 285 return 0;
284} 286}
285 287
286/* 288/*
287 * Move-monster returns 1 if the object has been freed, otherwise 0. 289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
288 */ 293 */
289int 294static int
290move_monster (object *op) 295monster_can_pick (object *monster, object *item)
291{ 296{
292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
293 object *owner, *enemy, *part, *oph = op; 298 int i;
294 rv_vector rv;
295 299
296 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
297 * Like royal guards in city dwellers inventories. 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
311 {
312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
298 */ 365 */
299 if (!op->map) 366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
300 return 0; 376 return 1;
301 377
302 /* for target facing, we copy this value here for fast access */ 378 return 0;
303 if (oph->head) /* force update the head - one arch one pic */ 379}
304 oph = oph->head;
305 380
306 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
307 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
308 else if ((enemy = find_enemy (op, &rv))) 383 *
309 /* we have an enemy, just tell him we want him dead */ 384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
310 enemy->attacked_by = op; /* our ptr */ 385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
395 */
396static void
397monster_check_pickup (object *monster)
398{
399 object *tmp, *next;
311 400
312 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
314 { 402 {
315 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
316 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
317 * #moves the monster makes. The scaling by 8 is
318 * to capture 8th's of a hp fraction regens
319 * 405 {
320 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
321 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 monster_check_apply (monster, tmp);
409 }
410
411 /* We could try to re-establish the cycling, of the space, but probably
412 * not a big deal to just bail out.
322 */ 413 */
323 414 if (next && next->destroyed ())
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 */
326 op->last_heal %= 32;
327
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))
330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
331
332 if (op->stats.hp > op->stats.maxhp)
333 op->stats.hp = op->stats.maxhp;
334 }
335
336 /* generate sp, if applicable */
337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338 {
339 /* last_sp is in funny units. Dividing by speed puts
340 * the regeneration rate on a basis of time instead of
341 * #moves the monster makes. The scaling by 8 is
342 * to capture 8th's of a sp fraction regens
343 *
344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345 * overflow might produce monsters with negative sp.
346 */
347
348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
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;
351 }
352
353 /* this should probably get modified by many more values.
354 * (eg, creatures resistance to fear, level, etc. )
355 */
356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
358
359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360 return QUERY_FLAG (op, FLAG_FREED);
361
362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 if (!check_wakeup (op, enemy, &rv))
365 return 0;
366
367 /* check if monster pops out of hidden spot */
368 if (op->flag [FLAG_HIDDEN])
369 do_hidden_move (op);
370
371 if (op->pick_up)
372 monster_check_pickup (op);
373
374 if (op->will_apply)
375 monster_apply_below (op); /* Check for items to apply below */
376
377 /* If we don't have an enemy, do special movement or the like */
378 if (!enemy)
379 {
380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
381 {
382 op->drop_and_destroy ();
383 return 1; 415 return;
416 }
417}
418
419/*
420 * monster_apply_below():
421 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
422 * eager to apply things, encounters something apply-able,
423 * then make him apply it
424 */
425static void
426monster_apply_below (object *monster)
427{
428 object *tmp, *next;
429
430 for (tmp = monster->below; tmp != NULL; tmp = next)
431 {
432 next = tmp->below;
433 switch (tmp->type)
384 } 434 {
385 435 case T_HANDLE:
386 /* Probably really a bug for a creature to have both 436 case TRIGGER:
387 * stand still and a movement type set. 437 if (monster->will_apply & 1)
388 */ 438 manual_apply (monster, tmp, 0);
389 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390 {
391 if (op->attack_movement & HI4)
392 {
393 switch (op->attack_movement & HI4)
394 {
395 case (PETMOVE):
396 pet_move (op);
397 break;
398
399 case (CIRCLE1):
400 circ1_move (op);
401 break;
402
403 case (CIRCLE2):
404 circ2_move (op);
405 break;
406
407 case (PACEV):
408 pace_movev (op);
409 break;
410
411 case (PACEH):
412 pace_moveh (op);
413 break;
414
415 case (PACEV2):
416 pace2_movev (op);
417 break;
418
419 case (PACEH2):
420 pace2_moveh (op);
421 break;
422
423 case (RANDO):
424 rand_move (op);
425 break;
426
427 case (RANDO2):
428 move_randomly (op);
429 break;
430 }
431
432 return 0;
433 }
434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 move_randomly (op);
436 } /* stand still */
437
438 return 0;
439 } /* no enemy */
440
441 /* We have an enemy. Block immediately below is for pets */
442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
446 return follow_owner (op, owner);
447
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
450 * arch set uses it.
451 */
452 if (op->race && strcmp (op->race, "doppleganger") == 0)
453 {
454 op->face = enemy->face;
455 op->name = enemy->name;
456 }
457
458 /* Calculate range information for closest body part - this
459 * is used for the 'skill' code, which isn't that smart when
460 * it comes to figuring it out - otherwise, giants throw boulders
461 * into themselves.
462 */
463 get_rangevector (op, enemy, &rv, 0);
464
465 /* Move the check for scared up here - if the monster was scared,
466 * we were not doing any of the logic below, so might as well save
467 * a few cpu cycles.
468 */
469 if (!QUERY_FLAG (op, FLAG_SCARED))
470 {
471 rv_vector rv1;
472
473 /* now we test every part of an object .... this is a real ugly piece of code */
474 for (part = op; part; part = part->more)
475 {
476 get_rangevector (part, enemy, &rv1, 0x1);
477 dir = rv1.direction;
478
479 /* hm, not sure about this part - in original was a scared flag here too
480 * but that we test above... so can be old code here
481 */
482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483 dir = absdir (dir + 4);
484
485 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487
488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490 return 0;
491
492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494 return 0;
495
496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 if (monster_use_range (op, part, enemy, dir))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 if (monster_use_bow (op, part, enemy, dir))
506 return 0;
507 } /* for processing of all parts */
508 } /* If not scared */
509
510
511 part = rv.part;
512 dir = rv.direction;
513
514 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
515 dir = absdir (dir + 4);
516
517 if (QUERY_FLAG (op, FLAG_CONFUSED))
518 dir = absdir (dir + rndm (3) + rndm (3) - 2);
519
520 pre_att_dir = dir; /* remember the original direction */
521
522 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
523 {
524 switch (op->attack_movement & LO4)
525 {
526 case DISTATT:
527 dir = dist_att (dir, op, enemy, part, &rv);
528 break; 439 break;
529 440
530 case RUNATT: 441 case TREASURE:
531 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
532 break; 444 break;
533 445
534 case HITRUN:
535 dir = hitrun_att (dir, op, enemy);
536 break;
537
538 case WAITATT:
539 dir = wait_att (dir, op, enemy, part, &rv);
540 break;
541
542 case RUSH: /* default - monster normally moves towards player */
543 case ALLRUN:
544 break;
545
546 case DISTHIT:
547 dir = disthit_att (dir, op, enemy, part, &rv);
548 break;
549
550 case WAIT2:
551 dir = wait_att2 (dir, op, enemy, part, &rv);
552 break;
553
554 default:
555 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
556 }
557 }
558
559 if (!dir)
560 return 0;
561
562 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
563 {
564 if (move_object (op, dir)) /* Can the monster move directly toward player? */
565 { 446 }
566 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
567 if ((op->attack_movement & LO4) == DISTATT) 448 break;
568 op->direction = pre_att_dir;
569
570 return 0;
571 }
572
573 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
574 {
575 /* Try move around corners if !close */
576 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
577
578 for (diff = 1; diff <= maxdiff; diff++)
579 {
580 /* try different detours */
581 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
582
583 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
584 return 0;
585 }
586 }
587 } /* if monster is not standing still */
588
589 /* elmex: Turn our monster after it moved if it has DISTATT attack */
590 if ((op->attack_movement & LO4) == DISTATT)
591 op->direction = pre_att_dir;
592
593 /*
594 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
595 * direction if they can't move away.
596 */
597 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
598 if (move_randomly (op))
599 return 0;
600
601 /*
602 * Try giving the monster a new enemy - the player that is closest
603 * to it. In this way, it won't just keep trying to get to a target
604 * that is inaccessible.
605 * This could be more clever - it should go through a list of several
606 * enemies, as it is now, you could perhaps get situations where there
607 * are two players flanking the monster at close distance, but which
608 * the monster can't get to, and a third one at a far distance that
609 * the monster could get to - as it is, the monster won't look at that
610 * third one.
611 */
612 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
613 { 449 }
614 object *nearest_player = get_nearest_player (op);
615
616 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
617 {
618 op->enemy = 0;
619 enemy = nearest_player;
620 }
621 }
622
623 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
624 {
625 /* The adjustement to wc that was here before looked totally bogus -
626 * since wc can in fact get negative, that would mean by adding
627 * the current wc, the creature gets better? Instead, just
628 * add a fixed amount - nasty creatures that are runny away should
629 * still be pretty nasty.
630 */
631 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
632 {
633 part->stats.wc += 10;
634 skill_attack (enemy, part, 0, NULL, NULL);
635 part->stats.wc -= 10;
636 }
637 else
638 skill_attack (enemy, part, 0, NULL, NULL);
639 } /* if monster is in attack range */
640
641 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
642 return 1;
643
644 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
645 {
646 op->drop_and_destroy ();
647 return 1;
648 }
649
650 return 0;
651}
652
653int
654can_hit (object *ob1, object *ob2, rv_vector * rv)
655{
656 object *more;
657 rv_vector rv1;
658
659 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
660 return 0;
661
662 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
663 return 1;
664
665 /* 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
667 */
668 for (more = ob2->more; more != NULL; more = more->more)
669 {
670 get_rangevector (ob1, more, &rv1, 0);
671 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
672 return 1;
673 }
674
675 return 0;
676} 450}
677 451
678/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
679 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
680 * 454 *
688 * 462 *
689 * This could be a lot smarter - if there are few monsters around, 463 * This could be a lot smarter - if there are few monsters around,
690 * then disease might not be as bad. Likewise, if the monster is damaged, 464 * then disease might not be as bad. Likewise, if the monster is damaged,
691 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
692 */ 466 */
693
694static int 467static int
695monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
696{ 469{
697 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
698 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
703 return 1; 476 return 1;
704 477
705 return 0; 478 return 0;
706} 479}
707 480
708#define MAX_KNOWN_SPELLS 20
709
710/* Returns a randomly selected spell. This logic is still
711 * less than ideal. This code also only seems to deal with
712 * wizard spells, as the check is against sp, and not grace.
713 * can mosnters know cleric spells?
714 */
715object *
716monster_choose_random_spell (object *monster)
717{
718 object *altern[MAX_KNOWN_SPELLS];
719 int i = 0;
720
721 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
722 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
723 {
724 /* Check and see if it's actually a useful spell.
725 * If its a spellbook, the spell is actually the inventory item.
726 * if it is a spell, then it is just the object itself.
727 */
728 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
729 {
730 altern [i++] = tmp;
731
732 if (i == MAX_KNOWN_SPELLS)
733 break;
734 }
735 }
736
737 return i ? altern [rndm (i)] : 0;
738}
739
740/* This checks to see if the monster should cast a spell/ability.
741 * it returns true if the monster casts a spell, 0 if he doesn't.
742 * head is the head of the monster.
743 * part is the part of the monster we are checking against.
744 * pl is the target.
745 * dir is the direction to case.
746 * rv is the vector which describes where the enemy is.
747 */
748int
749monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
750{
751 object *spell_item;
752 object *owner;
753 rv_vector rv1;
754
755 /* If you want monsters to cast spells over friends, this spell should
756 * be removed. It probably should be in most cases, since monsters still
757 * don't care about residual effects (ie, casting a cone which may have a
758 * clear path to the player, the side aspects of the code will still hit
759 * other monsters)
760 */
761 if (!(dir = path_to_player (part, pl, 0)))
762 return 0;
763
764 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
765 {
766 get_rangevector (head, owner, &rv1, 0x1);
767 if (dirdiff (dir, rv1.direction) < 2)
768 return 0; /* Might hit owner with spell */
769 }
770
771 if (QUERY_FLAG (head, FLAG_CONFUSED))
772 dir = absdir (dir + rndm (3) + rndm (3) - 2);
773
774 /* If the monster hasn't already chosen a spell, choose one
775 * I'm not sure if it really make sense to pre-select spells (events
776 * could be different by the time the monster goes again).
777 */
778 if (head->spellitem == NULL)
779 {
780 if ((spell_item = monster_choose_random_spell (head)) == NULL)
781 {
782 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
783 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
784 return 0;
785 }
786
787 if (spell_item->type == SPELLBOOK)
788 {
789 if (!spell_item->inv)
790 {
791 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
792 return 0;
793 }
794
795 spell_item = spell_item->inv;
796 }
797 }
798 else
799 spell_item = head->spellitem;
800
801 if (!spell_item)
802 return 0;
803
804 /* Best guess this is a defensive/healing spell */
805 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
806 dir = 0;
807
808 /* Monster doesn't have enough spell-points */
809 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
810 return 0;
811
812 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
813 return 0;
814
815 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
816 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
817
818 /* set this to null, so next time monster will choose something different */
819 head->spellitem = NULL;
820
821 return cast_spell (part, part, dir, spell_item, NULL);
822}
823
824int
825monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
826{
827 object *scroll;
828 object *owner;
829 rv_vector rv1;
830
831 /* If you want monsters to cast spells over friends, this spell should
832 * be removed. It probably should be in most cases, since monsters still
833 * don't care about residual effects (ie, casting a cone which may have a
834 * clear path to the player, the side aspects of the code will still hit
835 * other monsters)
836 */
837 if (!(dir = path_to_player (part, pl, 0)))
838 return 0;
839
840 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
841 {
842 get_rangevector (head, owner, &rv1, 0x1);
843 if (dirdiff (dir, rv1.direction) < 2)
844 {
845 return 0; /* Might hit owner with spell */
846 }
847 }
848
849 if (QUERY_FLAG (head, FLAG_CONFUSED))
850 dir = absdir (dir + rndm (3) + rndm (3) - 2);
851
852 for (scroll = head->inv; scroll; scroll = scroll->below)
853 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
854 break;
855
856 /* Used up all his scrolls, so nothing do to */
857 if (!scroll)
858 {
859 CLEAR_FLAG (head, FLAG_READY_SCROLL);
860 return 0;
861 }
862
863 /* Spell should be cast on caster (ie, heal, strength) */
864 if (scroll->inv->range == 0)
865 dir = 0;
866
867 apply_scroll (part, scroll, dir);
868 return 1;
869}
870
871/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
872 * Note that monsters do not need the skills SK_MELEE_WEAPON and
873 * SK_MISSILE_WEAPON to make those respective attacks, if we
874 * required that we would drastically increase the memory
875 * requirements of CF!!
876 *
877 * The skills we are treating here are all but those. -b.t.
878 *
879 * At the moment this is only useful for throwing, perhaps for
880 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
881 */
882int
883monster_use_skill (object *head, object *part, object *pl, int dir)
884{
885 object *skill, *owner;
886
887 if (!(dir = path_to_player (part, pl, 0)))
888 return 0;
889
890 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
891 {
892 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
893
894 if (dirdiff (dir, dir2) < 1)
895 return 0; /* Might hit owner with skill -thrown rocks for example ? */
896 }
897
898 if (QUERY_FLAG (head, FLAG_CONFUSED))
899 dir = absdir (dir + rndm (3) + rndm (3) - 2);
900
901 /* skill selection - monster will use the next unused skill.
902 * well...the following scenario will allow the monster to
903 * toggle between 2 skills. One day it would be nice to make
904 * more skills available to monsters.
905 */
906 for (skill = head->inv; skill; skill = skill->below)
907 if (skill->type == SKILL && skill != head->chosen_skill)
908 {
909 head->chosen_skill = skill;
910 break;
911 }
912
913 if (!skill && !head->chosen_skill)
914 {
915 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
916 CLEAR_FLAG (head, FLAG_READY_SKILL);
917 return 0;
918 }
919
920 /* use skill */
921 return do_skill (head, part, head->chosen_skill, dir, NULL);
922}
923
924/* Monster will use a ranged spell attack. */
925int
926monster_use_range (object *head, object *part, object *pl, int dir)
927{
928 object *wand, *owner;
929 int at_least_one = 0;
930
931 if (!(dir = path_to_player (part, pl, 0)))
932 return 0;
933
934 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
935 {
936 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
937
938 if (dirdiff (dir, dir2) < 2)
939 return 0; /* Might hit owner with spell */
940 }
941
942 if (QUERY_FLAG (head, FLAG_CONFUSED))
943 dir = absdir (dir + rndm (3) + rndm (3) - 2);
944
945 for (wand = head->inv; wand; wand = wand->below)
946 {
947 if (wand->type == WAND)
948 {
949 /* Found a wand, let's see if it has charges left */
950 at_least_one = 1;
951 if (wand->stats.food <= 0)
952 continue;
953
954 cast_spell (head, wand, dir, wand->inv, NULL);
955
956 if (!(--wand->stats.food))
957 {
958 if (wand->arch)
959 {
960 CLEAR_FLAG (wand, FLAG_ANIMATE);
961 wand->face = wand->arch->face;
962 wand->set_speed (0);
963 }
964 }
965 /* Success */
966 return 1;
967 }
968 else if (wand->type == ROD || wand->type == HORN)
969 {
970 /* Found rod/horn, let's use it if possible */
971 at_least_one = 1;
972 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
973 continue;
974
975 /* drain charge before casting spell - can be a case where the
976 * spell destroys the monster, and rod, so if done after, results
977 * in crash.
978 */
979 drain_rod_charge (wand);
980 cast_spell (head, wand, dir, wand->inv, NULL);
981
982 /* Success */
983 return 1;
984 }
985 }
986
987 if (at_least_one)
988 return 0;
989
990 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
991 CLEAR_FLAG (head, FLAG_READY_RANGE);
992 return 0;
993}
994
995int
996monster_use_bow (object *head, object *part, object *pl, int dir)
997{
998 object *owner;
999
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (QUERY_FLAG (head, FLAG_CONFUSED))
1004 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1005
1006 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1007 {
1008 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1009
1010 if (dirdiff (dir, dir2) < 1)
1011 return 0; /* Might hit owner with arrow */
1012 }
1013
1014 /* in server/player.c */
1015 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1016
1017}
1018
1019/* Checks if putting on 'item' will make 'who' do more 481/* Checks if putting on 'item' will make 'who' do more
1020 * damage. This is a very simplistic check - also checking things 482 * damage. This is a very simplistic check - also checking things
1021 * like speed and ac are also relevant. 483 * like speed and ac are also relevant.
1022 * 484 *
1023 * return true if item is a better object. 485 * return true if item is a better object.
1024 */ 486 */
1025int 487static int
1026check_good_weapon (object *who, object *item) 488check_good_weapon (object *who, object *item)
1027{ 489{
1028 object *other_weap; 490 object *other_weap;
1029 int val = 0, i; 491 int val = 0, i;
1030 492
1053 return 1; 515 return 1;
1054 else 516 else
1055 return 0; 517 return 0;
1056} 518}
1057 519
1058int 520static int
1059check_good_armour (object *who, object *item) 521check_good_armour (object *who, object *item)
1060{ 522{
1061 object *other_armour; 523 object *other_armour;
1062 int val = 0, i; 524 int val = 0, i;
1063 525
1091 553
1092 if (val > 0) 554 if (val > 0)
1093 return 1; 555 return 1;
1094 else 556 else
1095 return 0; 557 return 0;
1096}
1097
1098/*
1099 * monster_check_pickup(): checks for items that monster can pick up.
1100 *
1101 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1102 * Each time the blob passes over some treasure, it will
1103 * grab it a.s.a.p.
1104 *
1105 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1106 * to handle this.
1107 *
1108 * This function was seen be continueing looping at one point (tmp->below
1109 * became a recursive loop. It may be better to call monster_check_apply
1110 * after we pick everything up, since that function may call others which
1111 * affect stacking on this space.
1112 */
1113void
1114monster_check_pickup (object *monster)
1115{
1116 object *tmp, *next;
1117
1118 for (tmp = monster->below; tmp != NULL; tmp = next)
1119 {
1120 next = tmp->below;
1121 if (monster_can_pick (monster, tmp))
1122 {
1123 tmp->remove ();
1124 tmp = insert_ob_in_ob (tmp, monster);
1125 (void) monster_check_apply (monster, tmp);
1126 }
1127 /* We could try to re-establish the cycling, of the space, but probably
1128 * not a big deal to just bail out.
1129 */
1130 if (next && next->destroyed ())
1131 return;
1132 }
1133}
1134
1135/*
1136 * monster_can_pick(): If the monster is interested in picking up
1137 * the item, then return 0. Otherwise 0.
1138 * Instead of pick_up, flags for "greed", etc, should be used.
1139 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1140 */
1141int
1142monster_can_pick (object *monster, object *item)
1143{
1144 int flag = 0;
1145 int i;
1146
1147 if (!can_pick (monster, item))
1148 return 0;
1149
1150 if (QUERY_FLAG (item, FLAG_UNPAID))
1151 return 0;
1152
1153 if (monster->pick_up & 64) /* All */
1154 flag = 1;
1155
1156 else
1157 switch (item->type)
1158 {
1159 case MONEY:
1160 case GEM:
1161 flag = monster->pick_up & 2;
1162 break;
1163
1164 case FOOD:
1165 flag = monster->pick_up & 4;
1166 break;
1167
1168 case WEAPON:
1169 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1170 break;
1171
1172 case ARMOUR:
1173 case SHIELD:
1174 case HELMET:
1175 case BOOTS:
1176 case GLOVES:
1177 case GIRDLE:
1178 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1179 break;
1180
1181 case SKILL:
1182 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1183 break;
1184
1185 case RING:
1186 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1187 break;
1188
1189 case WAND:
1190 case HORN:
1191 case ROD:
1192 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1193 break;
1194
1195 case SPELLBOOK:
1196 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1197 break;
1198
1199 case SCROLL:
1200 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1201 break;
1202
1203 case BOW:
1204 case ARROW:
1205 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1206 break;
1207 }
1208
1209 /* 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
1211 * use several locations.
1212 */
1213 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1214 {
1215 if (monster->slot[i].info && item->slot[i].info)
1216 {
1217 flag = 1;
1218 break;
1219 }
1220 }
1221
1222 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1223 return 1;
1224
1225 return 0;
1226}
1227
1228/*
1229 * monster_apply_below():
1230 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1231 * eager to apply things, encounters something apply-able,
1232 * then make him apply it
1233 */
1234void
1235monster_apply_below (object *monster)
1236{
1237 object *tmp, *next;
1238
1239 for (tmp = monster->below; tmp != NULL; tmp = next)
1240 {
1241 next = tmp->below;
1242 switch (tmp->type)
1243 {
1244 case CF_HANDLE:
1245 case TRIGGER:
1246 if (monster->will_apply & 1)
1247 manual_apply (monster, tmp, 0);
1248 break;
1249
1250 case TREASURE:
1251 if (monster->will_apply & 2)
1252 manual_apply (monster, tmp, 0);
1253 break;
1254
1255 }
1256 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1257 break;
1258 }
1259} 558}
1260 559
1261/* 560/*
1262 * monster_check_apply() is meant to be called after an item is 561 * monster_check_apply() is meant to be called after an item is
1263 * inserted in a monster. 562 * inserted in a monster.
1374 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1375 */ 674 */
1376 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1377} 676}
1378 677
1379void 678static int
1380npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1381{ 680{
1382 int x, y, mflags;
1383 object *npc; 681 object *more;
1384 sint16 sx, sy; 682 rv_vector rv1;
1385 maptile *m;
1386 683
1387 for (x = -3; x < 4; x++) 684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1388 for (y = -3; y < 4; y++) 685 return 0;
686
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1;
689
690 /* check all the parts of ob2 - just because we can't get to
691 * its head doesn't mean we don't want to pound its feet
692 */
693 for (more = ob2->more; more; more = more->more)
1389 { 694 {
1390 m = op->map; 695 get_rangevector (ob1, more, &rv1, 0);
1391 sx = op->x + x; 696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1392 sy = op->y + y; 697 return 1;
1393 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1394 /* If nothing alive on this space, no need to search the space. */
1395 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1396 continue;
1397
1398 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1399 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1400 npc->enemy = op->enemy;
1401 } 698 }
1402}
1403 699
1404int 700 return 0;
701}
702
703static int
1405dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 704dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1406{ 705{
1407 if (can_hit (part, enemy, rv)) 706 if (can_hit (part, enemy, rv))
1408 return dir; 707 return dir;
1409 708
1410 if (rv->distance < 10) 709 if (rv->distance < 10)
1413 return dir; 712 return dir;
1414 713
1415 return 0; 714 return 0;
1416} 715}
1417 716
1418int 717static int
1419run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 718run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1420{ 719{
1421 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 720 if (can_hit (part, enemy, rv))
1422 {
1423 ob->move_status++;
1424 return (dir); 721 return dir;
1425 } 722 else
1426 else if (ob->move_status > 20)
1427 ob->move_status = 0;
1428
1429 return absdir (dir + 4); 723 return absdir (dir + 4);
1430} 724}
1431 725
1432int 726static int
1433hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1434{ 728{
1435 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1436 return dir; 730 return dir;
1437 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1440 ob->move_status = 0; 734 ob->move_status = 0;
1441 735
1442 return absdir (dir + 4); 736 return absdir (dir + 4);
1443} 737}
1444 738
1445int 739static int
1446wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 740wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1447{ 741{
1448
1449 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1450 743
1451 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1452 ob->move_status++; 745 ob->move_status++;
1453 746
1460 753
1461 ob->move_status = 0; 754 ob->move_status = 0;
1462 return 0; 755 return 0;
1463} 756}
1464 757
1465int 758static int
1466disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 759disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1467{ 760{
1468
1469 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1470 * happen is that if the creatures hp percentage falls below run_away, 762 * happen is that if the creatures hp percentage falls below run_away,
1471 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1472 * I think its wrong for a creature to have a zero maxhp value, but 764 * 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 765 * 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 766 * server should try to be resilant enough to avoid the problem
1475 */ 767 */
1476 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1477 return absdir (dir + 4); 769 return absdir (dir + 4);
1478 770
1479 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1480} 772}
1481 773
1482int 774static int
1483wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 775wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1484{ 776{
1485 if (rv->distance < 9) 777 if (rv->distance < 9)
1486 return absdir (dir + 4); 778 return absdir (dir + 4);
1487 779
1488 return 0; 780 return 0;
1489} 781}
1490 782
1491void 783static void
1492circ1_move (object *ob) 784circ1_move (object *ob)
1493{ 785{
1494 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1495 787
1496 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1498 790
1499 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(move_object (ob, circle[ob->move_status])))
1500 move_object (ob, rndm (8) + 1); 792 move_object (ob, rndm (8) + 1);
1501} 793}
1502 794
1503void 795static void
1504circ2_move (object *ob) 796circ2_move (object *ob)
1505{ 797{
1506 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 798 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1507 799
1508 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1510 802
1511 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(move_object (ob, circle[ob->move_status])))
1512 move_object (ob, rndm (8) + 1); 804 move_object (ob, rndm (8) + 1);
1513} 805}
1514 806
1515void 807static void
1516pace_movev (object *ob) 808pace_movev (object *ob)
1517{ 809{
1518 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1519 ob->move_status = 0; 811 ob->move_status = 0;
1520 812
1522 move_object (ob, 5); 814 move_object (ob, 5);
1523 else 815 else
1524 move_object (ob, 1); 816 move_object (ob, 1);
1525} 817}
1526 818
1527void 819static void
1528pace_moveh (object *ob) 820pace_moveh (object *ob)
1529{ 821{
1530 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1531 ob->move_status = 0; 823 ob->move_status = 0;
1532 824
1534 move_object (ob, 3); 826 move_object (ob, 3);
1535 else 827 else
1536 move_object (ob, 7); 828 move_object (ob, 7);
1537} 829}
1538 830
1539void 831static void
1540pace2_movev (object *ob) 832pace2_movev (object *ob)
1541{ 833{
1542 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1543 ob->move_status = 0; 835 ob->move_status = 0;
1544 836
1550 move_object (ob, 1); 842 move_object (ob, 1);
1551 else 843 else
1552 return; 844 return;
1553} 845}
1554 846
1555void 847static void
1556pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1557{ 849{
1558 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1559 ob->move_status = 0; 851 ob->move_status = 0;
1560 852
1566 move_object (ob, 7); 858 move_object (ob, 7);
1567 else 859 else
1568 return; 860 return;
1569} 861}
1570 862
1571void 863static void
1572rand_move (object *ob) 864rand_move (object *ob)
1573{ 865{
1574 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 866 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1575 for (int i = 0; i < 5; i++) 867 for (int i = 0; i < 5; i++)
1576 if (move_object (ob, ob->move_status = rndm (8) + 1)) 868 if (move_object (ob, ob->move_status = rndm (8) + 1))
1577 return; 869 return;
870}
871
872#define MAX_KNOWN_SPELLS 20
873
874/* Returns a randomly selected spell. This logic is still
875 * less than ideal. This code also only seems to deal with
876 * wizard spells, as the check is against sp, and not grace.
877 * can mosnters know cleric spells?
878 */
879static object *
880monster_choose_random_spell (object *monster)
881{
882 object *altern[MAX_KNOWN_SPELLS];
883 int i = 0;
884
885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
887 {
888 /* Check and see if it's actually a useful spell.
889 * If its a spellbook, the spell is actually the inventory item.
890 * if it is a spell, then it is just the object itself.
891 */
892 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
893 {
894 altern [i++] = tmp;
895
896 if (i == MAX_KNOWN_SPELLS)
897 break;
898 }
899 }
900
901 return i ? altern [rndm (i)] : 0;
902}
903
904/* This checks to see if the monster should cast a spell/ability.
905 * it returns true if the monster casts a spell, 0 if he doesn't.
906 * head is the head of the monster.
907 * part is the part of the monster we are checking against.
908 * pl is the target.
909 * dir is the direction to case.
910 * rv is the vector which describes where the enemy is.
911 */
912static int
913monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
914{
915 object *spell_item;
916 object *owner;
917 rv_vector rv1;
918
919 /* If you want monsters to cast spells over friends, this spell should
920 * be removed. It probably should be in most cases, since monsters still
921 * don't care about residual effects (ie, casting a cone which may have a
922 * clear path to the player, the side aspects of the code will still hit
923 * other monsters)
924 */
925 if (!(dir = path_to_player (part, pl, 0)))
926 return 0;
927
928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
929 {
930 get_rangevector (head, owner, &rv1, 0x1);
931 if (dirdiff (dir, rv1.direction) < 2)
932 return 0; /* Might hit owner with spell */
933 }
934
935 if (QUERY_FLAG (head, FLAG_CONFUSED))
936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937
938 /* If the monster hasn't already chosen a spell, choose one
939 * I'm not sure if it really make sense to pre-select spells (events
940 * could be different by the time the monster goes again).
941 */
942 if (head->spellitem == NULL)
943 {
944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
945 {
946 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
947 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
948 return 0;
949 }
950
951 if (spell_item->type == SPELLBOOK)
952 {
953 if (!spell_item->inv)
954 {
955 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
956 return 0;
957 }
958
959 spell_item = spell_item->inv;
960 }
961 }
962 else
963 spell_item = head->spellitem;
964
965 if (!spell_item)
966 return 0;
967
968 /* Best guess this is a defensive/healing spell */
969 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
970 dir = 0;
971
972 /* Monster doesn't have enough spell-points */
973 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
974 return 0;
975
976 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
977 return 0;
978
979 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
980 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
981
982 /* set this to null, so next time monster will choose something different */
983 head->spellitem = NULL;
984
985 return cast_spell (part, part, dir, spell_item, NULL);
986}
987
988static int
989monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
990{
991 object *scroll;
992 object *owner;
993 rv_vector rv1;
994
995 /* If you want monsters to cast spells over friends, this spell should
996 * be removed. It probably should be in most cases, since monsters still
997 * don't care about residual effects (ie, casting a cone which may have a
998 * clear path to the player, the side aspects of the code will still hit
999 * other monsters)
1000 */
1001 if (!(dir = path_to_player (part, pl, 0)))
1002 return 0;
1003
1004 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1005 {
1006 get_rangevector (head, owner, &rv1, 0x1);
1007 if (dirdiff (dir, rv1.direction) < 2)
1008 {
1009 return 0; /* Might hit owner with spell */
1010 }
1011 }
1012
1013 if (QUERY_FLAG (head, FLAG_CONFUSED))
1014 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1015
1016 for (scroll = head->inv; scroll; scroll = scroll->below)
1017 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1018 break;
1019
1020 /* Used up all his scrolls, so nothing do to */
1021 if (!scroll)
1022 {
1023 CLEAR_FLAG (head, FLAG_READY_SCROLL);
1024 return 0;
1025 }
1026
1027 /* Spell should be cast on caster (ie, heal, strength) */
1028 if (scroll->inv->range == 0)
1029 dir = 0;
1030
1031 apply_scroll (part, scroll, dir);
1032 return 1;
1033}
1034
1035/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1036 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1037 * SK_MISSILE_WEAPON to make those respective attacks, if we
1038 * required that we would drastically increase the memory
1039 * requirements of CF!!
1040 *
1041 * The skills we are treating here are all but those. -b.t.
1042 *
1043 * At the moment this is only useful for throwing, perhaps for
1044 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1045 */
1046static int
1047monster_use_skill (object *head, object *part, object *pl, int dir)
1048{
1049 object *skill, *owner;
1050
1051 if (!(dir = path_to_player (part, pl, 0)))
1052 return 0;
1053
1054 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1055 {
1056 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1057
1058 if (dirdiff (dir, dir2) < 1)
1059 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1060 }
1061
1062 if (QUERY_FLAG (head, FLAG_CONFUSED))
1063 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1064
1065 /* skill selection - monster will use the next unused skill.
1066 * well...the following scenario will allow the monster to
1067 * toggle between 2 skills. One day it would be nice to make
1068 * more skills available to monsters.
1069 */
1070 for (skill = head->inv; skill; skill = skill->below)
1071 if (skill->type == SKILL && skill != head->chosen_skill)
1072 {
1073 head->chosen_skill = skill;
1074 break;
1075 }
1076
1077 if (!skill && !head->chosen_skill)
1078 {
1079 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1080 CLEAR_FLAG (head, FLAG_READY_SKILL);
1081 return 0;
1082 }
1083
1084 /* use skill */
1085 return do_skill (head, part, head->chosen_skill, dir, NULL);
1086}
1087
1088/* Monster will use a ranged spell attack. */
1089static int
1090monster_use_range (object *head, object *part, object *pl, int dir)
1091{
1092 object *wand, *owner;
1093 int at_least_one = 0;
1094
1095 if (!(dir = path_to_player (part, pl, 0)))
1096 return 0;
1097
1098 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1099 {
1100 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1101
1102 if (dirdiff (dir, dir2) < 2)
1103 return 0; /* Might hit owner with spell */
1104 }
1105
1106 if (QUERY_FLAG (head, FLAG_CONFUSED))
1107 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1108
1109 for (wand = head->inv; wand; wand = wand->below)
1110 {
1111 if (wand->type == WAND)
1112 {
1113 /* Found a wand, let's see if it has charges left */
1114 at_least_one = 1;
1115 if (wand->stats.food <= 0)
1116 continue;
1117
1118 cast_spell (head, wand, dir, wand->inv, NULL);
1119
1120 if (!(--wand->stats.food))
1121 {
1122 if (wand->arch)
1123 {
1124 CLEAR_FLAG (wand, FLAG_ANIMATE);
1125 wand->face = wand->arch->face;
1126 wand->set_speed (0);
1127 }
1128 }
1129 /* Success */
1130 return 1;
1131 }
1132 else if (wand->type == ROD || wand->type == HORN)
1133 {
1134 /* Found rod/horn, let's use it if possible */
1135 at_least_one = 1;
1136 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1137 continue;
1138
1139 /* drain charge before casting spell - can be a case where the
1140 * spell destroys the monster, and rod, so if done after, results
1141 * in crash.
1142 */
1143 drain_rod_charge (wand);
1144 cast_spell (head, wand, dir, wand->inv, NULL);
1145
1146 /* Success */
1147 return 1;
1148 }
1149 }
1150
1151 if (at_least_one)
1152 return 0;
1153
1154 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1155 CLEAR_FLAG (head, FLAG_READY_RANGE);
1156 return 0;
1157}
1158
1159static int
1160monster_use_bow (object *head, object *part, object *pl, int dir)
1161{
1162 object *owner;
1163
1164 if (!(dir = path_to_player (part, pl, 0)))
1165 return 0;
1166
1167 if (QUERY_FLAG (head, FLAG_CONFUSED))
1168 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1169
1170 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1171 {
1172 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1173
1174 if (dirdiff (dir, dir2) < 1)
1175 return 0; /* Might hit owner with arrow */
1176 }
1177
1178 /* in server/player.c */
1179 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1180
1181}
1182
1183void
1184npc_call_help (object *op)
1185{
1186 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1187 {
1188 mapspace &ms = m->at (nx, ny);
1189
1190 /* If nothing alive on this space, no need to search the space. */
1191 if (!(ms.flags () & P_IS_ALIVE))
1192 continue;
1193
1194 for (object *npc = ms.bot; npc; npc = npc->above)
1195 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1196 npc->enemy = op->enemy;
1197 }
1578} 1198}
1579 1199
1580void 1200void
1581check_earthwalls (object *op, maptile *m, int x, int y) 1201check_earthwalls (object *op, maptile *m, int x, int y)
1582{ 1202{
1633#ifdef DEBUG_THROW 1253#ifdef DEBUG_THROW
1634 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1254 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1635#endif 1255#endif
1636 1256
1637 return tmp; 1257 return tmp;
1258}
1259
1260/*
1261 * Move-monster returns 1 if the object has been freed, otherwise 0.
1262 */
1263int
1264move_monster (object *op)
1265{
1266 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1267 object *owner, *enemy, *part, *oph = op;
1268 rv_vector rv;
1269
1270 /* Monsters not on maps don't do anything. These monsters are things
1271 * Like royal guards in city dwellers inventories.
1272 */
1273 if (!op->map)
1274 return 0;
1275
1276 /* for target facing, we copy this value here for fast access */
1277 if (oph->head) /* force update the head - one arch one pic */
1278 oph = oph->head;
1279
1280 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1281 enemy = op->enemy = NULL;
1282 else if ((enemy = find_enemy (op, &rv)))
1283 /* we have an enemy, just tell him we want him dead */
1284 enemy->attacked_by = op; /* our ptr */
1285
1286 /* generate hp, if applicable */
1287 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1288 {
1289 /* last heal is in funny units. Dividing by speed puts
1290 * the regeneration rate on a basis of time instead of
1291 * #moves the monster makes. The scaling by 8 is
1292 * to capture 8th's of a hp fraction regens
1293 *
1294 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1295 * overflow might produce monsters with negative hp.
1296 */
1297
1298 op->last_heal += (int) ((float) (8 * op->stats.Con) / op->speed);
1299 op->stats.hp = min ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1300 op->last_heal %= 32;
1301
1302 /* So if the monster has gained enough HP that they are no longer afraid */
1303 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1304 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1305
1306 if (op->stats.hp > op->stats.maxhp)
1307 op->stats.hp = op->stats.maxhp;
1308 }
1309
1310 /* generate sp, if applicable */
1311 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1312 {
1313 /* last_sp is in funny units. Dividing by speed puts
1314 * the regeneration rate on a basis of time instead of
1315 * #moves the monster makes. The scaling by 8 is
1316 * to capture 8th's of a sp fraction regens
1317 *
1318 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1319 * overflow might produce monsters with negative sp.
1320 */
1321
1322 op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed);
1323 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1324 op->last_sp %= 128;
1325 }
1326
1327 /* this should probably get modified by many more values.
1328 * (eg, creatures resistance to fear, level, etc. )
1329 */
1330 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1331 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1332
1333 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1334 return QUERY_FLAG (op, FLAG_FREED);
1335
1336 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1337 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1338 if (!check_wakeup (op, enemy, &rv))
1339 return 0;
1340
1341 /* check if monster pops out of hidden spot */
1342 if (op->flag [FLAG_HIDDEN])
1343 do_hidden_move (op);
1344
1345 if (op->pick_up)
1346 monster_check_pickup (op);
1347
1348 if (op->will_apply)
1349 monster_apply_below (op); /* Check for items to apply below */
1350
1351 /* If we don't have an enemy, do special movement or the like */
1352 if (!enemy)
1353 {
1354 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1355 {
1356 op->drop_and_destroy ();
1357 return 1;
1358 }
1359
1360 /* Probably really a bug for a creature to have both
1361 * stand still and a movement type set.
1362 */
1363 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1364 {
1365 if (op->attack_movement & HI4)
1366 {
1367 switch (op->attack_movement & HI4)
1368 {
1369 case PETMOVE:
1370 pet_move (op);
1371 break;
1372
1373 case CIRCLE1:
1374 circ1_move (op);
1375 break;
1376
1377 case CIRCLE2:
1378 circ2_move (op);
1379 break;
1380
1381 case PACEV:
1382 pace_movev (op);
1383 break;
1384
1385 case PACEH:
1386 pace_moveh (op);
1387 break;
1388
1389 case PACEV2:
1390 pace2_movev (op);
1391 break;
1392
1393 case PACEH2:
1394 pace2_moveh (op);
1395 break;
1396
1397 case RANDO:
1398 rand_move (op);
1399 break;
1400
1401 case RANDO2:
1402 move_randomly (op);
1403 break;
1404 }
1405
1406 return 0;
1407 }
1408 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1409 move_randomly (op);
1410 } /* stand still */
1411
1412 return 0;
1413 } /* no enemy */
1414
1415 /* We have an enemy. Block immediately below is for pets */
1416 if ((op->attack_movement & HI4) == PETMOVE
1417 && (owner = op->owner) != NULL
1418 && !on_same_map (op, owner)
1419 && !owner->flag [FLAG_REMOVED])
1420 return follow_owner (op, owner);
1421
1422 /* doppleganger code to change monster facing to that of the nearest
1423 * player. Hmm. The code is here, but no monster in the current
1424 * arch set uses it.
1425 */
1426 if (op->race == shstr_doppleganger)
1427 {
1428 op->face = enemy->face;
1429 op->name = enemy->name;
1430 }
1431
1432 /* Calculate range information for closest body part - this
1433 * is used for the 'skill' code, which isn't that smart when
1434 * it comes to figuring it out - otherwise, giants throw boulders
1435 * into themselves.
1436 */
1437 get_rangevector (op, enemy, &rv, 0);
1438
1439 /* Move the check for scared up here - if the monster was scared,
1440 * we were not doing any of the logic below, so might as well save
1441 * a few cpu cycles.
1442 */
1443 if (!QUERY_FLAG (op, FLAG_SCARED))
1444 {
1445 rv_vector rv1;
1446
1447 /* now we test every part of an object .... this is a real ugly piece of code */
1448 for (part = op; part; part = part->more)
1449 {
1450 get_rangevector (part, enemy, &rv1, 0x1);
1451 dir = rv1.direction;
1452
1453 /* hm, not sure about this part - in original was a scared flag here too
1454 * but that we test above... so can be old code here
1455 */
1456 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1457 dir = absdir (dir + 4);
1458
1459 if (QUERY_FLAG (op, FLAG_CONFUSED))
1460 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1461
1462 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1463 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1464 return 0;
1465
1466 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1467 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1468 return 0;
1469
1470 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1471 if (monster_use_range (op, part, enemy, dir))
1472 return 0;
1473
1474 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1475 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1476 return 0;
1477
1478 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1479 if (monster_use_bow (op, part, enemy, dir))
1480 return 0;
1481 } /* for processing of all parts */
1482 } /* If not scared */
1483
1484 part = rv.part;
1485 dir = rv.direction;
1486
1487//-GPL
1488
1489 // if the enemy is a player, we have los. if los says we
1490 // can directly reach the player, we do not deviate.
1491 // for non-players, we never deviate
1492 if (op->stats.Wis >= 8
1493 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1494 {
1495 int sdir = 0;
1496 uint32_t &smell = op->ms ().smell;
1497
1498 for (int ndir = 1; ndir <= 8; ++ndir)
1499 {
1500 mapxy pos (op); pos.move (ndir);
1501
1502 if (pos.normalise ())
1503 {
1504 mapspace &ms = pos.ms ();
1505
1506 if (ms.smell > smell)
1507 {
1508 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1509 if (op->stats.Wis >= 10)
1510 smell = ms.smell - 1; // smarter: tell others
1511
1512 sdir = ndir;
1513
1514 // perturbing the path might let the monster lose track,
1515 // but it will also widen the actual path, spreading information
1516 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1517 sdir = absdir (sdir + 1 - rndm (2) * 2);
1518 }
1519 }
1520 }
1521
1522 if (sdir)
1523 dir = sdir;
1524 else if (smell)
1525 {
1526 // no better smell found, so assume the player jumped, and erase this smell
1527 //printf ("erasing smell %d\n", op->ms ().smell);//D
1528 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1529 m->at (nx, ny).smell = 0;
1530 }
1531 }
1532
1533//+GPL
1534
1535 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1536 dir = absdir (dir + 4);
1537
1538 if (QUERY_FLAG (op, FLAG_CONFUSED))
1539 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1540
1541 pre_att_dir = dir; /* remember the original direction */
1542
1543 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1544 {
1545 switch (op->attack_movement & LO4)
1546 {
1547 case DISTATT:
1548 dir = dist_att (dir, op, enemy, part, &rv);
1549 break;
1550
1551 case RUNATT:
1552 dir = run_att (dir, op, enemy, part, &rv);
1553 break;
1554
1555 case HITRUN:
1556 dir = hitrun_att (dir, op, enemy);
1557 break;
1558
1559 case WAITATT:
1560 dir = wait_att (dir, op, enemy, part, &rv);
1561 break;
1562
1563 case RUSH: /* default - monster normally moves towards player */
1564 case ALLRUN:
1565 break;
1566
1567 case DISTHIT:
1568 dir = disthit_att (dir, op, enemy, part, &rv);
1569 break;
1570
1571 case WAIT2:
1572 dir = wait_att2 (dir, op, enemy, part, &rv);
1573 break;
1574
1575 default:
1576 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1577 }
1578 }
1579
1580 if (!dir)
1581 return 0;
1582
1583 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1584 {
1585 if (move_object (op, dir)) /* Can the monster move directly toward player? */
1586 {
1587 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1588 if ((op->attack_movement & LO4) == DISTATT)
1589 op->direction = pre_att_dir;
1590
1591 return 0;
1592 }
1593
1594 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1595 {
1596 /* Try move around corners if !close */
1597 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1598
1599 for (diff = 1; diff <= maxdiff; diff++)
1600 {
1601 /* try different detours */
1602 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1603
1604 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
1605 return 0;
1606 }
1607 }
1608 } /* if monster is not standing still */
1609
1610 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1611 if ((op->attack_movement & LO4) == DISTATT)
1612 op->direction = pre_att_dir;
1613
1614 /*
1615 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1616 * direction if they can't move away.
1617 */
1618 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1619 if (move_randomly (op))
1620 return 0;
1621
1622 /*
1623 * Try giving the monster a new enemy - the player that is closest
1624 * to it. In this way, it won't just keep trying to get to a target
1625 * that is inaccessible.
1626 * This could be more clever - it should go through a list of several
1627 * enemies, as it is now, you could perhaps get situations where there
1628 * are two players flanking the monster at close distance, but which
1629 * the monster can't get to, and a third one at a far distance that
1630 * the monster could get to - as it is, the monster won't look at that
1631 * third one.
1632 */
1633 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1634 {
1635 object *nearest_player = get_nearest_player (op);
1636
1637 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1638 {
1639 op->enemy = 0;
1640 enemy = nearest_player;
1641 }
1642 }
1643
1644 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1645 {
1646 /* The adjustement to wc that was here before looked totally bogus -
1647 * since wc can in fact get negative, that would mean by adding
1648 * the current wc, the creature gets better? Instead, just
1649 * add a fixed amount - nasty creatures that are runny away should
1650 * still be pretty nasty.
1651 */
1652 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1653 {
1654 part->stats.wc += 10;
1655 skill_attack (enemy, part, 0, NULL, NULL);
1656 part->stats.wc -= 10;
1657 }
1658 else
1659 skill_attack (enemy, part, 0, NULL, NULL);
1660 } /* if monster is in attack range */
1661
1662 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1663 return 1;
1664
1665 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1666 {
1667 op->drop_and_destroy ();
1668 return 1;
1669 }
1670
1671 return 0;
1638} 1672}
1639 1673
1640/* determine if we can 'detect' the enemy. Check for walls blocking the 1674/* determine if we can 'detect' the enemy. Check for walls blocking the
1641 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1675 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1642 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1676 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1647 * Returns 0 if enemy can not be detected, 1 if it is detected 1681 * Returns 0 if enemy can not be detected, 1 if it is detected
1648 */ 1682 */
1649int 1683int
1650can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1684can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1651{ 1685{
1652 int radius = MIN_MON_RADIUS, hide_discovery;
1653
1654 /* null detection for any of these condtions always */ 1686 /* null detection for any of these condtions always */
1655 if (!op || !enemy || !op->map || !enemy->map) 1687 if (!op || !enemy || !op->map || !enemy->map)
1656 return 0; 1688 return 0;
1657 1689
1658 /* If the monster (op) has no way to get to the enemy, do nothing */ 1690 /* If the monster (op) has no way to get to the enemy, do nothing */
1660 return 0; 1692 return 0;
1661 1693
1662 get_rangevector (op, enemy, rv, 0); 1694 get_rangevector (op, enemy, rv, 0);
1663 1695
1664 /* Monsters always ignore the DM */ 1696 /* Monsters always ignore the DM */
1665 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1666 return 0; 1698 return 0;
1667 1699
1668 /* simple check. Should probably put some range checks in here. */ 1700 /* simple check. Should probably put some range checks in here. */
1669 if (can_see_enemy (op, enemy)) 1701 if (can_see_enemy (op, enemy))
1670 return 1; 1702 return 1;
1671 1703
1672 /* The rest of this is for monsters. Players are on their own for 1704 /* The rest of this is for monsters. Players are on their own for
1673 * finding enemies! 1705 * finding enemies!
1674 */ 1706 */
1675 if (op->type == PLAYER) 1707 if (op->is_player ())
1676 return 0; 1708 return 0;
1677 1709
1678 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1710 /* 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 1711 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1680 */ 1712 */
1681 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1713 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1682 return 0; 1714 return 0;
1683 1715
1716 int radius = MIN_MON_RADIUS;
1717
1684 /* use this for invis also */ 1718 /* use this for invis also */
1685 hide_discovery = op->stats.Int / 5; 1719 int hide_discovery = op->stats.Int / 5;
1686 1720
1687 /* Determine Detection radii */ 1721 /* Determine Detection radii */
1688 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1722 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1689 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1723 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1690 else 1724 else
1691 { /* a level/INT/Dex adjustment for hiding */ 1725 { /* a level/INT/Dex adjustment for hiding */
1692 int bonus = op->level / 2 + op->stats.Int / 5; 1726 int bonus = op->level / 2 + op->stats.Int / 5;
1693 1727
1694 if (enemy->type == PLAYER) 1728 if (enemy->is_player ())
1695 { 1729 {
1696 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) 1730 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1697 bonus -= sk_hide->level; 1731 bonus -= sk_hide->level;
1698 else 1732 else
1699 { 1733 {
1716 radius /= 2; 1750 radius /= 2;
1717 hide_discovery /= 3; 1751 hide_discovery /= 3;
1718 } 1752 }
1719 1753
1720 /* Radii adjustment for enemy standing in the dark */ 1754 /* Radii adjustment for enemy standing in the dark */
1721 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1755 if (!stand_in_light (enemy))
1722 { 1756 {
1723 /* on dark maps body heat can help indicate location with infravision 1757 /* on dark maps body heat can help indicate location with infravision
1724 * undead don't have body heat, so no benefit detecting them. 1758 * undead don't have body heat, so no benefit detecting them.
1725 */ 1759 */
1726 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1760 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1727 radius += op->map->darkness / 2; 1761 radius += op->map->darklevel () / 2;
1728 else 1762 else
1729 radius -= op->map->darkness / 2; 1763 radius -= op->map->darklevel () / 2;
1730 1764
1731 /* op next to a monster (and not in complete darkness) 1765 /* op next to a monster (and not in complete darkness)
1732 * the monster should have a chance to see you. 1766 * the monster should have a chance to see you.
1733 */ 1767 */
1734 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1768 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1735 radius = MIN_MON_RADIUS; 1769 radius = MIN_MON_RADIUS;
1736 } /* if on dark map */ 1770 } /* if on dark map */
1737 1771
1738 /* Lets not worry about monsters that have incredible detection 1772 /* Lets not worry about monsters that have incredible detection
1739 * radii, we only need to worry here about things the player can 1773 * radii, we only need to worry here about things the player can
1787 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1788 return 0; 1822 return 0;
1789} 1823}
1790 1824
1791/* determine if op stands in a lighted square. This is not a very 1825/* 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 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1793 * is possible for a bright light to illuminate a player on the 1827 * is possible for a bright light to illuminate a player on the
1794 * other side of a wall (!). 1828 * other side of a wall (!).
1795 */ 1829 */
1796int 1830int
1797stand_in_light (object *op) 1831stand_in_light (object *op)
1798{ 1832{
1799 if (op) 1833 if (op)
1800 { 1834 {
1835 if (!op->is_on_map ())
1836 return 0;
1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1840
1801 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1802 return 1; 1842 return 1;
1803 1843
1804 if (op->map) 1844 if (op->map)
1805 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1845 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1806 { 1846 {
1807 /* Check the spaces with the max light radius to see if any of them 1847 /* Check the spaces with the max light radius to see if any of them
1808 * have lights, and if any of them light the player enough, then return 1. 1848 * have lights, and if any of them light the player enough, then return 1.
1809 */ 1849 */
1810 int light = m->at (nx, ny).light; 1850 int light = m->at (nx, ny).light;
1843 { 1883 {
1844 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1845 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1846 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1847 1887
1848 if (has_carried_lights (enemy)) 1888 if (enemy->has_carried_lights ())
1849 { 1889 {
1850 if (enemy->flag [FLAG_HIDDEN]) 1890 if (enemy->flag [FLAG_HIDDEN])
1851 { 1891 {
1852 make_visible (enemy); 1892 make_visible (enemy);
1853 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1893 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1856 return 1; 1896 return 1;
1857 } 1897 }
1858 else if (enemy->flag [FLAG_HIDDEN]) 1898 else if (enemy->flag [FLAG_HIDDEN])
1859 return 0; 1899 return 0;
1860 1900
1861 /* Invisible enemy. Break apart the check for invis undead/invis looker 1901 /* Invisible enemy. Break apart the check for invis undead/invis looker
1862 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1902 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1863 * and making it a conditional makes the code pretty ugly. 1903 * and making it a conditional makes the code pretty ugly.
1864 */ 1904 */
1865 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1866 if (makes_invisible_to (enemy, looker)) 1906 if (makes_invisible_to (enemy, looker))
1867 return 0; 1907 return 0;
1868 } 1908 }
1869 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1870 if (player_can_view (looker, enemy)) 1910 if (player_can_view (looker, enemy))
1871 return 1; 1911 return 1;
1872 1912
1873 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1874 * unless they carry a light or stand in light. Darkness doesnt 1914 * unless they carry a light or stand in light. Darkness doesnt
1877 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1878 * only relevant for tiled maps, but it is possible that the 1918 * 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 1919 * enemy is on a bright map and the looker on a dark - in that
1880 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1881 */ 1921 */
1882 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1922 if (!stand_in_light (enemy)
1883 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1923 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1884 return 0; 1924 return 0;
1885 1925
1886 return 1; 1926 return 1;
1887} 1927}
1888 1928
1929//-GPL

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