1 |
elmex |
1.1 |
/* |
2 |
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CrossFire, A Multiplayer game for X-windows |
3 |
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4 |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 |
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Copyright (C) 1992 Frank Tore Johansen |
6 |
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7 |
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This program is free software; you can redistribute it and/or modify |
8 |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
10 |
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(at your option) any later version. |
11 |
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12 |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
16 |
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You should have received a copy of the GNU General Public License |
18 |
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along with this program; if not, write to the Free Software |
19 |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 |
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21 |
root |
1.9 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 |
elmex |
1.1 |
*/ |
23 |
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24 |
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#include <global.h> |
25 |
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#ifndef __CEXTRACT__ |
26 |
root |
1.4 |
# include <sproto.h> |
27 |
elmex |
1.1 |
#endif |
28 |
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|
29 |
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/* given that 'pet' is a friendly object, this function returns a |
30 |
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* monster the pet should attack, NULL if nothing appropriate is |
31 |
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* found. it basically looks for nasty things around the owner |
32 |
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* of the pet to attack. |
33 |
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* this is now tilemap aware. |
34 |
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*/ |
35 |
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|
36 |
root |
1.4 |
object * |
37 |
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get_pet_enemy (object *pet, rv_vector * rv) |
38 |
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{ |
39 |
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object *owner, *tmp, *attacker, *tmp3; |
40 |
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int i; |
41 |
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sint16 x, y; |
42 |
root |
1.11 |
maptile *nm; |
43 |
root |
1.4 |
int search_arr[SIZEOFFREE]; |
44 |
|
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int mflags; |
45 |
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|
46 |
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attacker = pet->attacked_by; /*pointer to attacking enemy */ |
47 |
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pet->attacked_by = NULL; /*clear this, since we are dealing with it */ |
48 |
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|
49 |
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if ((owner = get_owner (pet)) != NULL) |
50 |
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{ |
51 |
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/* If the owner has turned on the pet, make the pet |
52 |
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* unfriendly. |
53 |
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*/ |
54 |
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if ((check_enemy (owner, rv)) == pet) |
55 |
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{ |
56 |
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CLEAR_FLAG (pet, FLAG_FRIENDLY); |
57 |
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remove_friendly_object (pet); |
58 |
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pet->attack_movement &= ~PETMOVE; |
59 |
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return owner; |
60 |
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} |
61 |
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} |
62 |
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else |
63 |
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{ |
64 |
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/* else the owner is no longer around, so the |
65 |
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* pet no longer needs to be friendly. |
66 |
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*/ |
67 |
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CLEAR_FLAG (pet, FLAG_FRIENDLY); |
68 |
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remove_friendly_object (pet); |
69 |
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pet->attack_movement &= ~PETMOVE; |
70 |
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return NULL; |
71 |
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} |
72 |
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/* If they are not on the same map, the pet won't be agressive */ |
73 |
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if (!on_same_map (pet, owner)) |
74 |
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return NULL; |
75 |
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|
76 |
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/* See if the pet has an existing enemy. If so, don't start a new one */ |
77 |
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if ((tmp = check_enemy (pet, rv)) != NULL) |
78 |
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{ |
79 |
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if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY)) |
80 |
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/* without this check, you can actually get pets with |
81 |
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* enemy set to owner! |
82 |
root |
1.2 |
*/ |
83 |
root |
1.4 |
pet->enemy = NULL; |
84 |
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else |
85 |
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return tmp; |
86 |
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} |
87 |
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get_search_arr (search_arr); |
88 |
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|
89 |
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if (owner->type == PLAYER && owner->contr->petmode > pet_normal) |
90 |
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{ |
91 |
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if (owner->contr->petmode == pet_sad) |
92 |
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{ |
93 |
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tmp = find_nearest_living_creature (pet); |
94 |
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if (tmp != NULL) |
95 |
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{ |
96 |
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get_rangevector (pet, tmp, rv, 0); |
97 |
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if (check_enemy (pet, rv) != NULL) |
98 |
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return tmp; |
99 |
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else |
100 |
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pet->enemy = NULL; |
101 |
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} |
102 |
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/* if we got here we have no enemy */ |
103 |
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/* we return NULL to avoid heading back to the owner */ |
104 |
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pet->enemy = NULL; |
105 |
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return NULL; |
106 |
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} |
107 |
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} |
108 |
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109 |
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/* Since the pet has no existing enemy, look for anything nasty |
110 |
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* around the owner that it should go and attack. |
111 |
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*/ |
112 |
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tmp3 = NULL; |
113 |
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for (i = 0; i < SIZEOFFREE; i++) |
114 |
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{ |
115 |
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x = owner->x + freearr_x[search_arr[i]]; |
116 |
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y = owner->y + freearr_y[search_arr[i]]; |
117 |
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nm = owner->map; |
118 |
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/* Only look on the space if there is something alive there. */ |
119 |
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mflags = get_map_flags (nm, &nm, x, y, &x, &y); |
120 |
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if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
121 |
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{ |
122 |
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for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above) |
123 |
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{ |
124 |
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object *tmp2 = tmp->head == NULL ? tmp : tmp->head; |
125 |
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|
126 |
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if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) && |
127 |
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(tmp2->type != PLAYER)) || |
128 |
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should_arena_attack (pet, owner, tmp2)) |
129 |
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&& !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv)) |
130 |
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{ |
131 |
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|
132 |
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if (!can_see_enemy (pet, tmp2)) |
133 |
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{ |
134 |
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if (tmp3 != NULL) |
135 |
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tmp3 = tmp2; |
136 |
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} |
137 |
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else |
138 |
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{ |
139 |
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pet->enemy = tmp2; |
140 |
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if (check_enemy (pet, rv) != NULL) |
141 |
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return tmp2; |
142 |
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else |
143 |
|
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pet->enemy = NULL; |
144 |
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} |
145 |
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} /* if this is a valid enemy */ |
146 |
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} /* for objects on this space */ |
147 |
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} /* if there is something living on this space */ |
148 |
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} /* for loop of spaces around the owner */ |
149 |
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|
150 |
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/* fine, we went through the whole loop and didn't find one we could |
151 |
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see, take what we have */ |
152 |
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if (tmp3 != NULL) |
153 |
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{ |
154 |
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pet->enemy = tmp3; |
155 |
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if (check_enemy (pet, rv) != NULL) |
156 |
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return tmp3; |
157 |
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else |
158 |
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pet->enemy = NULL; |
159 |
|
|
} |
160 |
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|
161 |
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/* No threat to owner, check to see if the pet has an attacker */ |
162 |
|
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if (attacker) |
163 |
|
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{ |
164 |
root |
1.8 |
/* also need to check to make sure it is not freindly */ |
165 |
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/* or otherwise non-hostile, and is an appropriate target */ |
166 |
|
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if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker)) |
167 |
root |
1.4 |
{ |
168 |
root |
1.8 |
pet->enemy = attacker; |
169 |
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|
170 |
|
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if (check_enemy (pet, rv) != NULL) |
171 |
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return attacker; |
172 |
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else |
173 |
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pet->enemy = NULL; |
174 |
root |
1.4 |
} |
175 |
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} |
176 |
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|
177 |
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/* Don't have an attacker or legal enemy, so look for a new one!. |
178 |
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* This looks for one around where the pet is. Thus, you could lead |
179 |
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* a pet to danger, then take a few steps back. This code is basically |
180 |
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* the same as the code that looks around the owner. |
181 |
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*/ |
182 |
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if (owner->type == PLAYER && owner->contr->petmode != pet_defend) |
183 |
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{ |
184 |
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tmp3 = NULL; |
185 |
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for (i = 0; i < SIZEOFFREE; i++) |
186 |
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{ |
187 |
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x = pet->x + freearr_x[search_arr[i]]; |
188 |
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y = pet->y + freearr_y[search_arr[i]]; |
189 |
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nm = pet->map; |
190 |
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/* Only look on the space if there is something alive there. */ |
191 |
|
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mflags = get_map_flags (nm, &nm, x, y, &x, &y); |
192 |
|
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if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
193 |
|
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{ |
194 |
|
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for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above) |
195 |
|
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{ |
196 |
|
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object *tmp2 = tmp->head == NULL ? tmp : tmp->head; |
197 |
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|
198 |
|
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if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) && |
199 |
|
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(tmp2->type != PLAYER)) || |
200 |
|
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should_arena_attack (pet, owner, tmp2)) |
201 |
|
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&& !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv)) |
202 |
|
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{ |
203 |
|
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|
204 |
|
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if (!can_see_enemy (pet, tmp2)) |
205 |
|
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{ |
206 |
|
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if (tmp3 != NULL) |
207 |
|
|
tmp3 = tmp2; |
208 |
|
|
} |
209 |
|
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else |
210 |
|
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{ |
211 |
|
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pet->enemy = tmp2; |
212 |
|
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if (check_enemy (pet, rv) != NULL) |
213 |
|
|
return tmp2; |
214 |
|
|
else |
215 |
|
|
pet->enemy = NULL; |
216 |
root |
1.2 |
} |
217 |
root |
1.4 |
} /* make sure we can get to the bugger */ |
218 |
|
|
} /* for objects on this space */ |
219 |
|
|
} /* if there is something living on this space */ |
220 |
|
|
} /* for loop of spaces around the pet */ |
221 |
|
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} /* pet in defence mode */ |
222 |
|
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|
223 |
|
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/* fine, we went through the whole loop and didn't find one we could |
224 |
|
|
see, take what we have */ |
225 |
|
|
if (tmp3 != NULL) |
226 |
|
|
{ |
227 |
|
|
pet->enemy = tmp3; |
228 |
|
|
if (check_enemy (pet, rv) != NULL) |
229 |
|
|
return tmp3; |
230 |
|
|
else |
231 |
|
|
pet->enemy = NULL; |
232 |
elmex |
1.1 |
} |
233 |
|
|
|
234 |
root |
1.4 |
/* Didn't find anything - return the owner's enemy or NULL */ |
235 |
|
|
return check_enemy (pet, rv); |
236 |
elmex |
1.1 |
} |
237 |
|
|
|
238 |
root |
1.4 |
void |
239 |
|
|
terminate_all_pets (object *owner) |
240 |
|
|
{ |
241 |
elmex |
1.1 |
objectlink *obl, *next; |
242 |
root |
1.4 |
|
243 |
|
|
for (obl = first_friendly_object; obl != NULL; obl = next) |
244 |
|
|
{ |
245 |
|
|
object *ob = obl->ob; |
246 |
|
|
|
247 |
|
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next = obl->next; |
248 |
|
|
if (get_owner (ob) == owner) |
249 |
|
|
{ |
250 |
|
|
if (!QUERY_FLAG (ob, FLAG_REMOVED)) |
251 |
|
|
remove_ob (ob); |
252 |
|
|
remove_friendly_object (ob); |
253 |
|
|
free_object (ob); |
254 |
|
|
} |
255 |
elmex |
1.1 |
} |
256 |
|
|
} |
257 |
|
|
|
258 |
|
|
/* |
259 |
|
|
* Unfortunately, sometimes, the owner of a pet is in the |
260 |
|
|
* process of entering a new map when this is called. |
261 |
|
|
* Thus the map isn't loaded yet, and we have to remove |
262 |
|
|
* the pet... |
263 |
|
|
* Interesting enough, we don't use the passed map structure in |
264 |
|
|
* this function. |
265 |
|
|
*/ |
266 |
|
|
|
267 |
root |
1.4 |
void |
268 |
root |
1.11 |
remove_all_pets (maptile *map) |
269 |
root |
1.4 |
{ |
270 |
elmex |
1.1 |
objectlink *obl, *next; |
271 |
|
|
object *owner; |
272 |
|
|
|
273 |
root |
1.4 |
for (obl = first_friendly_object; obl != NULL; obl = next) |
274 |
elmex |
1.1 |
{ |
275 |
root |
1.4 |
next = obl->next; |
276 |
|
|
if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) && |
277 |
|
|
(owner = get_owner (obl->ob)) != NULL && !on_same_map (owner, obl->ob)) |
278 |
|
|
{ |
279 |
|
|
/* follow owner checks map status for us */ |
280 |
|
|
follow_owner (obl->ob, owner); |
281 |
|
|
} |
282 |
elmex |
1.1 |
} |
283 |
|
|
} |
284 |
|
|
|
285 |
root |
1.4 |
int |
286 |
|
|
follow_owner (object *ob, object *owner) |
287 |
|
|
{ |
288 |
|
|
object *tmp; |
289 |
|
|
int dir; |
290 |
elmex |
1.1 |
|
291 |
root |
1.4 |
if (!QUERY_FLAG (ob, FLAG_REMOVED)) |
292 |
|
|
remove_ob (ob); |
293 |
elmex |
1.1 |
|
294 |
root |
1.4 |
if (owner->map == NULL) |
295 |
|
|
{ |
296 |
|
|
LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name); |
297 |
|
|
goto fail; |
298 |
elmex |
1.1 |
} |
299 |
root |
1.4 |
if (owner->map->in_memory != MAP_IN_MEMORY) |
300 |
|
|
{ |
301 |
|
|
LOG (llevError, "Owner of the pet not on a map in memory!?\n"); |
302 |
|
|
goto fail; |
303 |
elmex |
1.1 |
} |
304 |
|
|
|
305 |
root |
1.4 |
dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE); |
306 |
elmex |
1.1 |
|
307 |
root |
1.4 |
if (dir == -1) |
308 |
|
|
{ |
309 |
|
|
LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name); |
310 |
|
|
goto fail; |
311 |
elmex |
1.1 |
} |
312 |
root |
1.4 |
for (tmp = ob; tmp != NULL; tmp = tmp->more) |
313 |
|
|
{ |
314 |
|
|
tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
315 |
|
|
tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
316 |
|
|
tmp->map = owner->map; |
317 |
|
|
if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y)) |
318 |
|
|
{ |
319 |
|
|
tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); |
320 |
root |
1.2 |
} |
321 |
elmex |
1.1 |
} |
322 |
root |
1.4 |
insert_ob_in_map (ob, ob->map, NULL, 0); |
323 |
|
|
if (owner->type == PLAYER) /* Uh, I hope this is always true... */ |
324 |
|
|
new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you"); |
325 |
elmex |
1.1 |
|
326 |
root |
1.4 |
return 0; |
327 |
elmex |
1.1 |
|
328 |
|
|
fail: |
329 |
root |
1.4 |
remove_friendly_object (ob); |
330 |
|
|
free_object (ob); |
331 |
elmex |
1.1 |
|
332 |
root |
1.4 |
return 1; |
333 |
elmex |
1.1 |
} |
334 |
|
|
|
335 |
root |
1.4 |
void |
336 |
|
|
pet_move (object *ob) |
337 |
elmex |
1.1 |
{ |
338 |
root |
1.10 |
int dir, i; |
339 |
root |
1.4 |
sint16 dx, dy; |
340 |
|
|
object *ob2, *owner; |
341 |
root |
1.11 |
maptile *m; |
342 |
root |
1.4 |
|
343 |
|
|
/* Check to see if player pulled out */ |
344 |
|
|
if ((owner = get_owner (ob)) == NULL) |
345 |
|
|
{ |
346 |
|
|
remove_ob (ob); /* Will be freed when returning */ |
347 |
|
|
remove_friendly_object (ob); |
348 |
|
|
free_object (ob); |
349 |
|
|
LOG (llevMonster, "Pet: no owner, leaving.\n"); |
350 |
|
|
return; |
351 |
|
|
} |
352 |
|
|
|
353 |
|
|
/* move monster into the owners map if not in the same map */ |
354 |
|
|
if (!on_same_map (ob, owner)) |
355 |
|
|
{ |
356 |
|
|
follow_owner (ob, owner); |
357 |
|
|
return; |
358 |
|
|
} |
359 |
|
|
/* Calculate Direction */ |
360 |
|
|
if (owner->type == PLAYER && owner->contr->petmode == pet_sad) |
361 |
|
|
{ |
362 |
|
|
/* in S&D mode, if we have no enemy, run randomly about. */ |
363 |
|
|
for (i = 0; i < 15; i++) |
364 |
|
|
{ |
365 |
|
|
dir = rndm (1, 8); |
366 |
|
|
dx = ob->x + freearr_x[dir]; |
367 |
|
|
dy = ob->y + freearr_y[dir]; |
368 |
|
|
m = ob->map; |
369 |
|
|
if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP) |
370 |
|
|
continue; |
371 |
|
|
else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy))) |
372 |
|
|
continue; |
373 |
|
|
else |
374 |
|
|
break; |
375 |
|
|
} |
376 |
|
|
} |
377 |
|
|
else |
378 |
|
|
{ |
379 |
|
|
struct rv_vector rv; |
380 |
elmex |
1.1 |
|
381 |
root |
1.4 |
get_rangevector (ob, ob->owner, &rv, 0); |
382 |
|
|
dir = rv.direction; |
383 |
elmex |
1.1 |
} |
384 |
root |
1.4 |
ob->direction = dir; |
385 |
elmex |
1.1 |
|
386 |
root |
1.4 |
/* move_ob returns 0 if the object couldn't move. If that is the |
387 |
|
|
* case, lets do some other work. |
388 |
|
|
*/ |
389 |
|
|
if (!(move_ob (ob, dir, ob))) |
390 |
|
|
{ |
391 |
|
|
object *part; |
392 |
|
|
|
393 |
|
|
/* the failed move_ob above may destroy the pet, so check here */ |
394 |
root |
1.10 |
if (ob->destroyed ()) |
395 |
root |
1.2 |
return; |
396 |
root |
1.4 |
|
397 |
|
|
for (part = ob; part != NULL; part = part->more) |
398 |
|
|
{ |
399 |
|
|
dx = part->x + freearr_x[dir]; |
400 |
|
|
dy = part->y + freearr_y[dir]; |
401 |
|
|
m = get_map_from_coord (part->map, &dx, &dy); |
402 |
|
|
if (!m) |
403 |
|
|
continue; |
404 |
|
|
|
405 |
|
|
for (ob2 = get_map_ob (m, dx, dy); ob2 != NULL; ob2 = ob2->above) |
406 |
|
|
{ |
407 |
|
|
object *new_ob; |
408 |
|
|
|
409 |
|
|
new_ob = ob2->head ? ob2->head : ob2; |
410 |
|
|
if (new_ob == ob) |
411 |
|
|
break; |
412 |
|
|
if (new_ob == ob->owner) |
413 |
|
|
return; |
414 |
|
|
if (get_owner (new_ob) == ob->owner) |
415 |
root |
1.2 |
break; |
416 |
root |
1.4 |
|
417 |
|
|
/* Hmm. Did we try to move into an enemy monster? If so, |
418 |
|
|
* make it our enemy. |
419 |
|
|
*/ |
420 |
|
|
if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE) |
421 |
|
|
&& !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY)) |
422 |
|
|
{ |
423 |
|
|
|
424 |
|
|
ob->enemy = new_ob; |
425 |
|
|
if (new_ob->enemy == NULL) |
426 |
|
|
new_ob->enemy = ob; |
427 |
|
|
return; |
428 |
|
|
} |
429 |
|
|
else if (new_ob->type == PLAYER) |
430 |
|
|
{ |
431 |
|
|
new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet."); |
432 |
|
|
return; |
433 |
root |
1.2 |
} |
434 |
|
|
} |
435 |
|
|
} |
436 |
root |
1.4 |
/* Try a different course */ |
437 |
|
|
dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5)); |
438 |
|
|
(void) move_ob (ob, dir, ob); |
439 |
elmex |
1.1 |
} |
440 |
root |
1.4 |
return; |
441 |
elmex |
1.1 |
} |
442 |
|
|
|
443 |
|
|
/**************************************************************************** |
444 |
|
|
* |
445 |
|
|
* GOLEM SPELL CODE |
446 |
|
|
* |
447 |
|
|
****************************************************************************/ |
448 |
|
|
|
449 |
|
|
/* fix_summon_pet() - this makes multisquare/single square monsters |
450 |
|
|
* proper for map insertion. |
451 |
|
|
* at is the archetype, op is the caster of the spell, dir is the |
452 |
|
|
* direction the monster should be placed in. |
453 |
|
|
* is_golem is to note that this is a golem spell. |
454 |
|
|
*/ |
455 |
root |
1.4 |
object * |
456 |
|
|
fix_summon_pet (archetype *at, object *op, int dir, int is_golem) |
457 |
|
|
{ |
458 |
|
|
archetype *atmp; |
459 |
|
|
object *tmp = NULL, *prev = NULL, *head = NULL; |
460 |
|
|
|
461 |
|
|
for (atmp = at; atmp != NULL; atmp = atmp->more) |
462 |
|
|
{ |
463 |
|
|
tmp = arch_to_object (atmp); |
464 |
|
|
if (atmp == at) |
465 |
|
|
{ |
466 |
|
|
if (!is_golem) |
467 |
|
|
SET_FLAG (tmp, FLAG_MONSTER); |
468 |
|
|
set_owner (tmp, op); |
469 |
|
|
if (op->type == PLAYER) |
470 |
|
|
{ |
471 |
|
|
tmp->stats.exp = 0; |
472 |
|
|
add_friendly_object (tmp); |
473 |
|
|
SET_FLAG (tmp, FLAG_FRIENDLY); |
474 |
|
|
if (is_golem) |
475 |
|
|
CLEAR_FLAG (tmp, FLAG_MONSTER); |
476 |
|
|
} |
477 |
|
|
else |
478 |
|
|
{ |
479 |
|
|
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
480 |
|
|
{ |
481 |
|
|
object *owner = get_owner (op); |
482 |
|
|
|
483 |
|
|
if (owner != NULL) |
484 |
|
|
{ /* For now, we transfer ownership */ |
485 |
|
|
set_owner (tmp, owner); |
486 |
|
|
tmp->attack_movement = PETMOVE; |
487 |
|
|
add_friendly_object (tmp); |
488 |
|
|
SET_FLAG (tmp, FLAG_FRIENDLY); |
489 |
root |
1.2 |
} |
490 |
|
|
} |
491 |
|
|
} |
492 |
root |
1.4 |
if (op->type != PLAYER || !is_golem) |
493 |
|
|
{ |
494 |
|
|
tmp->attack_movement = PETMOVE; |
495 |
|
|
tmp->speed_left = -1; |
496 |
|
|
tmp->type = 0; |
497 |
|
|
tmp->enemy = op->enemy; |
498 |
|
|
} |
499 |
|
|
else |
500 |
|
|
tmp->type = GOLEM; |
501 |
|
|
|
502 |
root |
1.2 |
} |
503 |
root |
1.4 |
if (head == NULL) |
504 |
|
|
head = tmp; |
505 |
|
|
tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x; |
506 |
|
|
tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y; |
507 |
|
|
tmp->map = op->map; |
508 |
|
|
if (tmp->invisible) |
509 |
|
|
tmp->invisible = 0; |
510 |
|
|
if (head != tmp) |
511 |
|
|
tmp->head = head, prev->more = tmp; |
512 |
|
|
prev = tmp; |
513 |
|
|
} |
514 |
|
|
head->direction = dir; |
515 |
|
|
|
516 |
|
|
/* need to change some monster attr to prevent problems/crashing */ |
517 |
|
|
head->last_heal = 0; |
518 |
|
|
head->last_eat = 0; |
519 |
|
|
head->last_grace = 0; |
520 |
|
|
head->last_sp = 0; |
521 |
|
|
head->other_arch = NULL; |
522 |
|
|
head->stats.exp = 0; |
523 |
|
|
CLEAR_FLAG (head, FLAG_CHANGING); |
524 |
|
|
CLEAR_FLAG (head, FLAG_STAND_STILL); |
525 |
|
|
CLEAR_FLAG (head, FLAG_GENERATOR); |
526 |
|
|
CLEAR_FLAG (head, FLAG_SPLITTING); |
527 |
|
|
if (head->attacktype & AT_GHOSTHIT) |
528 |
|
|
head->attacktype = (AT_PHYSICAL | AT_DRAIN); |
529 |
elmex |
1.1 |
|
530 |
root |
1.4 |
return head; |
531 |
elmex |
1.1 |
} |
532 |
|
|
|
533 |
|
|
/* updated this to allow more than the golem 'head' to attack */ |
534 |
root |
1.4 |
|
535 |
elmex |
1.1 |
/* op is the golem to be moved. */ |
536 |
|
|
|
537 |
root |
1.4 |
void |
538 |
|
|
move_golem (object *op) |
539 |
|
|
{ |
540 |
|
|
int made_attack = 0; |
541 |
|
|
object *tmp; |
542 |
|
|
|
543 |
|
|
if (QUERY_FLAG (op, FLAG_MONSTER)) |
544 |
|
|
return; /* Has already been moved */ |
545 |
|
|
|
546 |
|
|
if (get_owner (op) == NULL) |
547 |
|
|
{ |
548 |
|
|
LOG (llevDebug, "Golem without owner destructed.\n"); |
549 |
|
|
remove_ob (op); |
550 |
|
|
free_object (op); |
551 |
|
|
return; |
552 |
|
|
} |
553 |
root |
1.10 |
|
554 |
root |
1.4 |
/* It would be nice to have a cleaner way of what message to print |
555 |
|
|
* when the golem expires than these hard coded entries. |
556 |
|
|
* Note it is intentional that a golems duration is based on its |
557 |
|
|
* hp, and not duration |
558 |
|
|
*/ |
559 |
|
|
if (--op->stats.hp < 0) |
560 |
|
|
{ |
561 |
|
|
if (op->msg) |
562 |
|
|
new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg); |
563 |
|
|
op->owner->contr->ranges[range_golem] = NULL; |
564 |
|
|
op->owner->contr->golem_count = 0; |
565 |
|
|
remove_friendly_object (op); |
566 |
|
|
remove_ob (op); |
567 |
|
|
free_object (op); |
568 |
|
|
return; |
569 |
|
|
} |
570 |
|
|
|
571 |
|
|
/* Do golem attacks/movement for single & multisq golems. |
572 |
|
|
* Assuming here that op is the 'head' object. Pass only op to |
573 |
|
|
* move_ob (makes recursive calls to other parts) |
574 |
|
|
* move_ob returns 0 if the creature was not able to move. |
575 |
|
|
*/ |
576 |
|
|
if (move_ob (op, op->direction, op)) |
577 |
|
|
return; |
578 |
root |
1.10 |
|
579 |
|
|
if (op->destroyed ()) |
580 |
root |
1.4 |
return; |
581 |
elmex |
1.1 |
|
582 |
root |
1.4 |
for (tmp = op; tmp; tmp = tmp->more) |
583 |
|
|
{ |
584 |
|
|
sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction]; |
585 |
|
|
object *victim; |
586 |
root |
1.11 |
maptile *m; |
587 |
root |
1.4 |
int mflags; |
588 |
|
|
|
589 |
|
|
m = op->map; |
590 |
|
|
mflags = get_map_flags (m, &m, x, y, &x, &y); |
591 |
|
|
|
592 |
|
|
if (mflags & P_OUT_OF_MAP) |
593 |
|
|
continue; |
594 |
|
|
|
595 |
|
|
for (victim = get_map_ob (op->map, x, y); victim; victim = victim->above) |
596 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
597 |
|
|
break; |
598 |
|
|
|
599 |
|
|
/* We used to call will_hit_self to make sure we don't |
600 |
|
|
* hit ourselves, but that didn't work, and I don't really |
601 |
|
|
* know if that was more efficient anyways than this. |
602 |
|
|
* This at least works. Note that victim->head can be NULL, |
603 |
|
|
* but since we are not trying to dereferance that pointer, |
604 |
|
|
* that isn't a problem. |
605 |
|
|
*/ |
606 |
|
|
if (victim && victim != op && victim->head != op) |
607 |
|
|
{ |
608 |
elmex |
1.1 |
|
609 |
root |
1.4 |
/* for golems with race fields, we don't attack |
610 |
|
|
* aligned races |
611 |
|
|
*/ |
612 |
root |
1.2 |
|
613 |
root |
1.4 |
if (victim->race && op->race && strstr (op->race, victim->race)) |
614 |
|
|
{ |
615 |
|
|
if (op->owner) |
616 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name); |
617 |
|
|
} |
618 |
|
|
else if (victim == op->owner) |
619 |
|
|
{ |
620 |
|
|
if (op->owner) |
621 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name); |
622 |
root |
1.2 |
} |
623 |
root |
1.4 |
else |
624 |
|
|
{ |
625 |
|
|
attack_ob (victim, op); |
626 |
|
|
made_attack = 1; |
627 |
|
|
} |
628 |
|
|
} /* If victim */ |
629 |
elmex |
1.1 |
} |
630 |
root |
1.4 |
if (made_attack) |
631 |
|
|
update_object (op, UP_OBJ_FACE); |
632 |
elmex |
1.1 |
} |
633 |
|
|
|
634 |
|
|
/* this is a really stupid function when you get down and |
635 |
|
|
* look at it. Keep it here for the time being - makes life |
636 |
|
|
* easier if we ever decide to do more interesting thing with |
637 |
|
|
* controlled golems. |
638 |
|
|
*/ |
639 |
root |
1.4 |
void |
640 |
|
|
control_golem (object *op, int dir) |
641 |
|
|
{ |
642 |
|
|
op->direction = dir; |
643 |
elmex |
1.1 |
} |
644 |
|
|
|
645 |
|
|
/* summon golem: summons a monster for 'op'. caster is the object |
646 |
|
|
* casting the spell, dir is the direction to place the monster, |
647 |
|
|
* at is the archetype of the monster, and spob is the spell |
648 |
|
|
* object. At this stage, all spob is really used for is to |
649 |
|
|
* adjust some values in the monster. |
650 |
|
|
*/ |
651 |
root |
1.4 |
int |
652 |
|
|
summon_golem (object *op, object *caster, int dir, object *spob) |
653 |
|
|
{ |
654 |
|
|
object *tmp, *god = NULL; |
655 |
|
|
archetype *at; |
656 |
|
|
char buf[MAX_BUF]; |
657 |
|
|
|
658 |
|
|
/* Because there can be different golem spells, player may want to |
659 |
|
|
* 'lose' their old golem. |
660 |
|
|
*/ |
661 |
|
|
if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) |
662 |
|
|
{ |
663 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem."); |
664 |
|
|
remove_ob (op->contr->ranges[range_golem]); |
665 |
|
|
free_object (op->contr->ranges[range_golem]); |
666 |
|
|
op->contr->ranges[range_golem] = NULL; |
667 |
|
|
op->contr->golem_count = (uint32) - 1; |
668 |
|
|
} |
669 |
|
|
|
670 |
|
|
if (spob->other_arch) |
671 |
|
|
at = spob->other_arch; |
672 |
|
|
else if (spob->race) |
673 |
|
|
{ |
674 |
|
|
god = find_god (determine_god (caster)); |
675 |
elmex |
1.1 |
|
676 |
root |
1.4 |
if (!god) |
677 |
|
|
{ |
678 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name); |
679 |
|
|
return 0; |
680 |
root |
1.2 |
} |
681 |
root |
1.6 |
|
682 |
root |
1.4 |
at = determine_holy_arch (god, spob->race); |
683 |
root |
1.6 |
|
684 |
root |
1.4 |
if (!at) |
685 |
|
|
{ |
686 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race); |
687 |
|
|
return 0; |
688 |
root |
1.2 |
} |
689 |
elmex |
1.1 |
} |
690 |
root |
1.4 |
else |
691 |
|
|
{ |
692 |
|
|
LOG (llevError, "Spell %s lacks other_arch\n", &spob->name); |
693 |
|
|
return 0; |
694 |
|
|
} |
695 |
|
|
|
696 |
|
|
if (!dir) |
697 |
|
|
dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
698 |
|
|
|
699 |
root |
1.6 |
if (dir == -1 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir])) |
700 |
root |
1.4 |
{ |
701 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
702 |
|
|
return 0; |
703 |
|
|
} |
704 |
|
|
/* basically want to get proper map/coordinates for this object */ |
705 |
elmex |
1.1 |
|
706 |
root |
1.4 |
if (!(tmp = fix_summon_pet (at, op, dir, GOLEM))) |
707 |
|
|
{ |
708 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails."); |
709 |
|
|
return 0; |
710 |
|
|
} |
711 |
elmex |
1.1 |
|
712 |
root |
1.4 |
if (op->type == PLAYER) |
713 |
|
|
{ |
714 |
|
|
tmp->type = GOLEM; |
715 |
|
|
set_owner (tmp, op); |
716 |
|
|
set_spell_skill (op, caster, spob, tmp); |
717 |
|
|
op->contr->ranges[range_golem] = tmp; |
718 |
|
|
op->contr->golem_count = tmp->count; |
719 |
|
|
/* give the player control of the golem */ |
720 |
|
|
op->contr->shoottype = range_golem; |
721 |
elmex |
1.1 |
} |
722 |
root |
1.4 |
else |
723 |
|
|
{ |
724 |
|
|
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
725 |
|
|
{ |
726 |
|
|
object *owner = get_owner (op); |
727 |
elmex |
1.1 |
|
728 |
root |
1.4 |
if (owner != NULL) |
729 |
|
|
{ /* For now, we transfer ownership */ |
730 |
|
|
set_owner (tmp, owner); |
731 |
|
|
tmp->attack_movement = PETMOVE; |
732 |
|
|
add_friendly_object (tmp); |
733 |
|
|
SET_FLAG (tmp, FLAG_FRIENDLY); |
734 |
|
|
} |
735 |
|
|
} |
736 |
root |
1.6 |
|
737 |
root |
1.4 |
SET_FLAG (tmp, FLAG_MONSTER); |
738 |
elmex |
1.1 |
} |
739 |
|
|
|
740 |
root |
1.4 |
/* make the speed positive. */ |
741 |
|
|
tmp->speed = FABS (tmp->speed); |
742 |
|
|
|
743 |
|
|
/* This sets the level dependencies on dam and hp for monsters */ |
744 |
|
|
/* players can't cope with too strong summonings. */ |
745 |
|
|
/* but monsters can. reserve these for players. */ |
746 |
|
|
if (op->type == PLAYER) |
747 |
|
|
{ |
748 |
|
|
tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob); |
749 |
root |
1.6 |
|
750 |
root |
1.4 |
if (!spob->stats.dam) |
751 |
|
|
tmp->stats.dam += SP_level_dam_adjust (caster, spob); |
752 |
|
|
else |
753 |
|
|
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
754 |
root |
1.6 |
|
755 |
root |
1.4 |
tmp->speed += .02 * SP_level_range_adjust (caster, spob); |
756 |
|
|
tmp->speed = MIN (tmp->speed, 1.0); |
757 |
root |
1.6 |
|
758 |
root |
1.4 |
if (spob->attacktype) |
759 |
|
|
tmp->attacktype = spob->attacktype; |
760 |
|
|
} |
761 |
root |
1.6 |
|
762 |
root |
1.4 |
tmp->stats.wc -= SP_level_range_adjust (caster, spob); |
763 |
|
|
|
764 |
|
|
/* limit the speed to 0.3 for non-players, 1 for players. */ |
765 |
|
|
|
766 |
|
|
/* make experience increase in proportion to the strength. |
767 |
|
|
* this is a bit simplistic - we are basically just looking at how |
768 |
|
|
* often the sp doubles and use that as the ratio. |
769 |
|
|
*/ |
770 |
|
|
tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob)); |
771 |
|
|
tmp->speed_left = 0; |
772 |
|
|
tmp->direction = dir; |
773 |
|
|
|
774 |
|
|
/* Holy spell - some additional tailoring */ |
775 |
|
|
if (god) |
776 |
|
|
{ |
777 |
|
|
object *tmp2; |
778 |
|
|
|
779 |
|
|
sprintf (buf, "%s of %s", &spob->name, &god->name); |
780 |
|
|
buf[0] = toupper (buf[0]); |
781 |
|
|
|
782 |
|
|
for (tmp2 = tmp; tmp2; tmp2 = tmp2->more) |
783 |
|
|
tmp2->name = buf; |
784 |
|
|
|
785 |
|
|
tmp->attacktype |= god->attacktype; |
786 |
|
|
memcpy (tmp->resist, god->resist, sizeof (tmp->resist)); |
787 |
|
|
tmp->race = god->race; |
788 |
|
|
tmp->slaying = god->slaying; |
789 |
root |
1.6 |
|
790 |
root |
1.4 |
/* safety, we must allow a god's servants some reasonable attack */ |
791 |
|
|
if (!(tmp->attacktype & AT_PHYSICAL)) |
792 |
|
|
tmp->attacktype |= AT_PHYSICAL; |
793 |
elmex |
1.1 |
} |
794 |
|
|
|
795 |
root |
1.4 |
insert_ob_in_map (tmp, tmp->map, op, 0); |
796 |
|
|
return 1; |
797 |
elmex |
1.1 |
} |
798 |
|
|
|
799 |
|
|
|
800 |
|
|
/*************************************************************************** |
801 |
|
|
* |
802 |
|
|
* Summon monster/pet/other object code |
803 |
|
|
* |
804 |
|
|
***************************************************************************/ |
805 |
|
|
|
806 |
|
|
/* Returns a monster (chosen at random) that this particular player (and his |
807 |
|
|
* god) find acceptable. This checks level, races allowed by god, etc |
808 |
|
|
* to determine what is acceptable. |
809 |
|
|
* This returns NULL if no match was found. |
810 |
|
|
*/ |
811 |
|
|
|
812 |
root |
1.4 |
object * |
813 |
|
|
choose_cult_monster (object *pl, object *god, int summon_level) |
814 |
|
|
{ |
815 |
|
|
char buf[MAX_BUF]; |
816 |
|
|
const char *race; |
817 |
|
|
int racenr, mon_nr, i; |
818 |
|
|
racelink *list; |
819 |
|
|
objectlink *tobl; |
820 |
|
|
object *otmp; |
821 |
|
|
|
822 |
|
|
/* Determine the number of races available */ |
823 |
|
|
racenr = 0; |
824 |
|
|
strcpy (buf, god->race); |
825 |
|
|
race = strtok (buf, ","); |
826 |
|
|
while (race) |
827 |
|
|
{ |
828 |
|
|
racenr++; |
829 |
|
|
race = strtok (NULL, ","); |
830 |
|
|
} |
831 |
|
|
|
832 |
|
|
/* next, randomly select a race from the aligned_races string */ |
833 |
|
|
if (racenr > 1) |
834 |
|
|
{ |
835 |
|
|
racenr = rndm (0, racenr - 1); |
836 |
|
|
strcpy (buf, god->race); |
837 |
|
|
race = strtok (buf, ","); |
838 |
|
|
for (i = 0; i < racenr; i++) |
839 |
|
|
race = strtok (NULL, ","); |
840 |
|
|
} |
841 |
|
|
else |
842 |
|
|
race = god->race; |
843 |
|
|
|
844 |
|
|
|
845 |
|
|
/* see if a we can match a race list of monsters. This should not |
846 |
|
|
* happen, so graceful recovery isn't really needed, but this sanity |
847 |
|
|
* checking is good for cases where the god archetypes mismatch the |
848 |
|
|
* race file |
849 |
|
|
*/ |
850 |
|
|
if ((list = find_racelink (race)) == NULL) |
851 |
|
|
{ |
852 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name); |
853 |
|
|
LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n"); |
854 |
|
|
return 0; |
855 |
|
|
} |
856 |
|
|
|
857 |
|
|
/* search for an apprplritate monster on this race list */ |
858 |
|
|
mon_nr = 0; |
859 |
|
|
for (tobl = list->member; tobl; tobl = tobl->next) |
860 |
|
|
{ |
861 |
|
|
otmp = tobl->ob; |
862 |
|
|
if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER)) |
863 |
|
|
continue; |
864 |
|
|
if (otmp->level <= summon_level) |
865 |
|
|
mon_nr++; |
866 |
elmex |
1.1 |
} |
867 |
root |
1.4 |
|
868 |
|
|
/* If this god has multiple race entries, we should really choose another. |
869 |
|
|
* But then we either need to track which ones we have tried, or just |
870 |
|
|
* make so many calls to this function, and if we get so many without |
871 |
|
|
* a valid entry, assuming nothing is available and quit. |
872 |
|
|
*/ |
873 |
|
|
if (!mon_nr) |
874 |
elmex |
1.1 |
return NULL; |
875 |
root |
1.4 |
|
876 |
|
|
mon_nr = rndm (0, mon_nr - 1); |
877 |
|
|
for (tobl = list->member; tobl; tobl = tobl->next) |
878 |
|
|
{ |
879 |
|
|
otmp = tobl->ob; |
880 |
|
|
if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER)) |
881 |
|
|
continue; |
882 |
|
|
if (otmp->level <= summon_level && !mon_nr--) |
883 |
|
|
return otmp; |
884 |
|
|
} |
885 |
|
|
/* This should not happen */ |
886 |
|
|
LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n"); |
887 |
|
|
return NULL; |
888 |
elmex |
1.1 |
} |
889 |
|
|
|
890 |
root |
1.4 |
int |
891 |
|
|
summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
892 |
elmex |
1.1 |
{ |
893 |
root |
1.4 |
sint16 x, y, nrof = 1, i; |
894 |
|
|
archetype *summon_arch; |
895 |
|
|
int ndir; |
896 |
|
|
|
897 |
|
|
if (spell_ob->other_arch) |
898 |
root |
1.5 |
summon_arch = spell_ob->other_arch; |
899 |
root |
1.4 |
else if (spell_ob->randomitems) |
900 |
|
|
{ |
901 |
|
|
int level = caster_level (caster, spell_ob); |
902 |
root |
1.5 |
treasure *tr, *lasttr = NULL; |
903 |
root |
1.4 |
|
904 |
root |
1.5 |
shstr_cmp sparam (stringarg); |
905 |
|
|
|
906 |
|
|
/* In old code, this was a very convoluted for statement, |
907 |
root |
1.4 |
* with all the checks in the 'for' portion itself. Much |
908 |
|
|
* more readable to break some of the conditions out. |
909 |
|
|
*/ |
910 |
|
|
for (tr = spell_ob->randomitems->items; tr; tr = tr->next) |
911 |
|
|
{ |
912 |
|
|
if (level < tr->magic) |
913 |
|
|
break; |
914 |
root |
1.5 |
|
915 |
root |
1.4 |
lasttr = tr; |
916 |
root |
1.5 |
|
917 |
root |
1.7 |
if (tr->item->name == sparam) |
918 |
root |
1.4 |
break; |
919 |
root |
1.5 |
|
920 |
|
|
if (!tr->next || !tr->next->item) |
921 |
root |
1.4 |
break; |
922 |
|
|
} |
923 |
root |
1.5 |
|
924 |
root |
1.4 |
if (!lasttr) |
925 |
|
|
{ |
926 |
|
|
LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name); |
927 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters."); |
928 |
|
|
return 0; |
929 |
|
|
} |
930 |
root |
1.5 |
|
931 |
root |
1.4 |
summon_arch = lasttr->item; |
932 |
|
|
nrof = lasttr->nrof; |
933 |
|
|
} |
934 |
|
|
else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON")) |
935 |
|
|
{ |
936 |
|
|
object *god = find_god (determine_god (op)), *mon, *owner; |
937 |
|
|
int summon_level, tries; |
938 |
|
|
|
939 |
|
|
if (!god && ((owner = get_owner (op)) != NULL)) |
940 |
root |
1.5 |
god = find_god (determine_god (owner)); |
941 |
|
|
|
942 |
root |
1.4 |
/* If we can't find a god, can't get what monster to summon */ |
943 |
|
|
if (!god) |
944 |
|
|
return 0; |
945 |
elmex |
1.1 |
|
946 |
root |
1.4 |
if (!god->race) |
947 |
|
|
{ |
948 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name); |
949 |
|
|
return 0; |
950 |
root |
1.2 |
} |
951 |
root |
1.5 |
|
952 |
root |
1.4 |
/* the summon level */ |
953 |
|
|
summon_level = caster_level (caster, spell_ob); |
954 |
|
|
if (summon_level == 0) |
955 |
|
|
summon_level = 1; |
956 |
root |
1.5 |
|
957 |
root |
1.4 |
tries = 0; |
958 |
|
|
do |
959 |
|
|
{ |
960 |
|
|
mon = choose_cult_monster (op, god, summon_level); |
961 |
|
|
if (!mon) |
962 |
|
|
{ |
963 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name); |
964 |
|
|
return 0; |
965 |
|
|
} |
966 |
root |
1.5 |
|
967 |
root |
1.4 |
ndir = dir; |
968 |
root |
1.5 |
|
969 |
root |
1.4 |
if (!ndir) |
970 |
|
|
ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE); |
971 |
root |
1.5 |
|
972 |
root |
1.4 |
if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir])) |
973 |
|
|
{ |
974 |
|
|
ndir = -1; |
975 |
|
|
if (++tries == 5) |
976 |
|
|
{ |
977 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
978 |
|
|
return 0; |
979 |
root |
1.2 |
} |
980 |
|
|
} |
981 |
root |
1.4 |
} |
982 |
|
|
while (ndir == -1); |
983 |
root |
1.5 |
|
984 |
root |
1.4 |
if (mon->level > (summon_level / 2)) |
985 |
|
|
nrof = random_roll (1, 2, op, PREFER_HIGH); |
986 |
|
|
else |
987 |
|
|
nrof = die_roll (2, 2, op, PREFER_HIGH); |
988 |
root |
1.5 |
|
989 |
root |
1.4 |
summon_arch = mon->arch; |
990 |
|
|
} |
991 |
|
|
else |
992 |
root |
1.5 |
summon_arch = 0; |
993 |
elmex |
1.1 |
|
994 |
root |
1.4 |
if (spell_ob->stats.dam) |
995 |
|
|
nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
996 |
elmex |
1.1 |
|
997 |
root |
1.4 |
if (!summon_arch) |
998 |
|
|
{ |
999 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning."); |
1000 |
|
|
return 0; |
1001 |
elmex |
1.1 |
} |
1002 |
|
|
|
1003 |
root |
1.4 |
for (i = 1; i <= nrof; i++) |
1004 |
|
|
{ |
1005 |
|
|
archetype *atmp; |
1006 |
|
|
object *prev = NULL, *head = NULL, *tmp; |
1007 |
|
|
|
1008 |
|
|
if (dir) |
1009 |
|
|
{ |
1010 |
|
|
ndir = dir; |
1011 |
|
|
dir = absdir (dir + 1); |
1012 |
|
|
} |
1013 |
|
|
else |
1014 |
|
|
ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE); |
1015 |
|
|
|
1016 |
|
|
if (ndir > 0) |
1017 |
|
|
{ |
1018 |
|
|
x = freearr_x[ndir]; |
1019 |
|
|
y = freearr_y[ndir]; |
1020 |
|
|
} |
1021 |
|
|
|
1022 |
|
|
if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y)) |
1023 |
|
|
{ |
1024 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1025 |
|
|
if (nrof > 1) |
1026 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting."); |
1027 |
|
|
|
1028 |
|
|
return nrof > 1; |
1029 |
|
|
} |
1030 |
|
|
|
1031 |
|
|
for (atmp = summon_arch; atmp != NULL; atmp = atmp->more) |
1032 |
|
|
{ |
1033 |
|
|
tmp = arch_to_object (atmp); |
1034 |
|
|
if (atmp == summon_arch) |
1035 |
|
|
{ |
1036 |
|
|
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
1037 |
|
|
{ |
1038 |
|
|
set_owner (tmp, op); |
1039 |
|
|
set_spell_skill (op, caster, spell_ob, tmp); |
1040 |
|
|
tmp->enemy = op->enemy; |
1041 |
|
|
tmp->type = 0; |
1042 |
|
|
CLEAR_FLAG (tmp, FLAG_SLEEP); |
1043 |
root |
1.5 |
|
1044 |
root |
1.4 |
if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY)) |
1045 |
|
|
{ |
1046 |
|
|
/* If this is not set, we make it friendly */ |
1047 |
|
|
if (!QUERY_FLAG (spell_ob, FLAG_MONSTER)) |
1048 |
|
|
{ |
1049 |
|
|
SET_FLAG (tmp, FLAG_FRIENDLY); |
1050 |
|
|
add_friendly_object (tmp); |
1051 |
|
|
tmp->stats.exp = 0; |
1052 |
root |
1.5 |
|
1053 |
root |
1.4 |
if (spell_ob->attack_movement) |
1054 |
|
|
tmp->attack_movement = spell_ob->attack_movement; |
1055 |
root |
1.5 |
|
1056 |
root |
1.4 |
if (get_owner (op)) |
1057 |
|
|
set_owner (tmp, get_owner (op)); |
1058 |
root |
1.2 |
} |
1059 |
|
|
} |
1060 |
|
|
} |
1061 |
root |
1.5 |
|
1062 |
root |
1.4 |
if (tmp->speed > MIN_ACTIVE_SPEED) |
1063 |
|
|
tmp->speed_left = -1; |
1064 |
|
|
} |
1065 |
root |
1.5 |
|
1066 |
root |
1.4 |
if (head == NULL) |
1067 |
|
|
head = tmp; |
1068 |
|
|
else |
1069 |
|
|
{ |
1070 |
|
|
tmp->head = head; |
1071 |
|
|
prev->more = tmp; |
1072 |
root |
1.2 |
} |
1073 |
root |
1.5 |
|
1074 |
root |
1.4 |
prev = tmp; |
1075 |
|
|
tmp->x = op->x + x + tmp->arch->clone.x; |
1076 |
|
|
tmp->y = op->y + y + tmp->arch->clone.y; |
1077 |
|
|
tmp->map = op->map; |
1078 |
|
|
} |
1079 |
root |
1.5 |
|
1080 |
root |
1.4 |
head->direction = freedir[ndir]; |
1081 |
|
|
head->stats.exp = 0; |
1082 |
|
|
head = insert_ob_in_map (head, head->map, op, 0); |
1083 |
root |
1.5 |
|
1084 |
root |
1.4 |
if (head && head->randomitems) |
1085 |
|
|
{ |
1086 |
|
|
object *tmp; |
1087 |
|
|
|
1088 |
|
|
create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0); |
1089 |
|
|
for (tmp = head->inv; tmp; tmp = tmp->below) |
1090 |
|
|
if (!tmp->nrof) |
1091 |
|
|
SET_FLAG (tmp, FLAG_NO_DROP); |
1092 |
root |
1.2 |
} |
1093 |
root |
1.4 |
} /* for i < nrof */ |
1094 |
root |
1.5 |
|
1095 |
root |
1.4 |
return 1; |
1096 |
elmex |
1.1 |
} |
1097 |
|
|
|
1098 |
|
|
/* recursively look through the owner property of objects until the real owner |
1099 |
|
|
is found */ |
1100 |
root |
1.4 |
object * |
1101 |
|
|
get_real_owner (object *ob) |
1102 |
|
|
{ |
1103 |
|
|
object *realowner = ob; |
1104 |
|
|
|
1105 |
|
|
if (realowner == NULL) |
1106 |
|
|
return NULL; |
1107 |
|
|
|
1108 |
|
|
while (get_owner (realowner) != NULL) |
1109 |
|
|
{ |
1110 |
|
|
realowner = get_owner (realowner); |
1111 |
|
|
} |
1112 |
|
|
return realowner; |
1113 |
elmex |
1.1 |
} |
1114 |
root |
1.4 |
|
1115 |
elmex |
1.1 |
/* determines if checks so pets don't attack players or other pets should be |
1116 |
|
|
overruled by the arena petmode */ |
1117 |
root |
1.4 |
int |
1118 |
|
|
should_arena_attack (object *pet, object *owner, object *target) |
1119 |
|
|
{ |
1120 |
|
|
object *rowner, *towner; |
1121 |
|
|
|
1122 |
|
|
/* exit if the target, pet, or owner is null. */ |
1123 |
|
|
if ((target == NULL) || (pet == NULL) || (owner == NULL)) |
1124 |
|
|
return 0; |
1125 |
|
|
|
1126 |
|
|
/* get the owners of itself and the target, this is to deal with pets of |
1127 |
|
|
pets */ |
1128 |
|
|
rowner = get_real_owner (owner); |
1129 |
|
|
if (target->type != PLAYER) |
1130 |
|
|
{ |
1131 |
|
|
towner = get_real_owner (target); |
1132 |
|
|
} |
1133 |
|
|
else |
1134 |
|
|
{ |
1135 |
|
|
towner = 0; |
1136 |
|
|
} |
1137 |
|
|
|
1138 |
|
|
/* if the pet has now owner, exit with error */ |
1139 |
|
|
if (rowner == NULL) |
1140 |
|
|
{ |
1141 |
|
|
LOG (llevError, "Pet has no owner.\n"); |
1142 |
|
|
return 0; |
1143 |
|
|
} |
1144 |
|
|
|
1145 |
|
|
/* if the target is not a player, and has no owner, we shouldn't be here |
1146 |
|
|
*/ |
1147 |
|
|
if ((towner == NULL) && (target->type != PLAYER)) |
1148 |
|
|
{ |
1149 |
|
|
LOG (llevError, "Target is not a player but has no owner. We should not be here.\n"); |
1150 |
|
|
return 0; |
1151 |
|
|
} |
1152 |
|
|
|
1153 |
|
|
/* make sure that the owner is a player */ |
1154 |
|
|
if (rowner->type != PLAYER) |
1155 |
|
|
return 0; |
1156 |
|
|
|
1157 |
|
|
/* abort if the petmode is not arena */ |
1158 |
|
|
if (rowner->contr->petmode != pet_arena) |
1159 |
|
|
return 0; |
1160 |
|
|
|
1161 |
|
|
/* abort if the pet, it's owner, or the target is not on battleground */ |
1162 |
|
|
if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL))) |
1163 |
|
|
return 0; |
1164 |
|
|
|
1165 |
|
|
/* if the target is a monster, make sure it's owner is not the same */ |
1166 |
|
|
if ((target->type != PLAYER) && (rowner == towner)) |
1167 |
|
|
return 0; |
1168 |
|
|
|
1169 |
|
|
/* check if the target is a player which affects how it will handle |
1170 |
|
|
parties */ |
1171 |
|
|
if (target->type != PLAYER) |
1172 |
|
|
{ |
1173 |
|
|
/* if the target is owned by a player make sure than make sure |
1174 |
|
|
it's not in the same party */ |
1175 |
|
|
if ((towner->type == PLAYER) && (rowner->contr->party != NULL)) |
1176 |
|
|
{ |
1177 |
|
|
if (rowner->contr->party == towner->contr->party) |
1178 |
|
|
return 0; |
1179 |
|
|
} |
1180 |
|
|
} |
1181 |
|
|
else |
1182 |
|
|
{ |
1183 |
|
|
/* if the target is a player make sure than make sure it's not |
1184 |
|
|
in the same party */ |
1185 |
|
|
if (rowner->contr->party != NULL) |
1186 |
|
|
{ |
1187 |
|
|
if (rowner->contr->party == target->contr->party) |
1188 |
|
|
return 0; |
1189 |
root |
1.2 |
} |
1190 |
root |
1.4 |
} |
1191 |
|
|
|
1192 |
|
|
return 1; |
1193 |
elmex |
1.1 |
} |