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, |
13 |
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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. |
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17 |
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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 |
root |
1.17 |
#include <sproto.h> |
26 |
elmex |
1.1 |
|
27 |
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/* given that 'pet' is a friendly object, this function returns a |
28 |
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* monster the pet should attack, NULL if nothing appropriate is |
29 |
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* found. it basically looks for nasty things around the owner |
30 |
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* of the pet to attack. |
31 |
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* this is now tilemap aware. |
32 |
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*/ |
33 |
root |
1.4 |
object * |
34 |
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get_pet_enemy (object *pet, rv_vector * rv) |
35 |
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{ |
36 |
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object *owner, *tmp, *attacker, *tmp3; |
37 |
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int i; |
38 |
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sint16 x, y; |
39 |
root |
1.11 |
maptile *nm; |
40 |
root |
1.4 |
int search_arr[SIZEOFFREE]; |
41 |
|
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int mflags; |
42 |
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|
43 |
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attacker = pet->attacked_by; /*pointer to attacking enemy */ |
44 |
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pet->attacked_by = NULL; /*clear this, since we are dealing with it */ |
45 |
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|
46 |
root |
1.15 |
if ((owner = pet->owner) != NULL) |
47 |
root |
1.4 |
{ |
48 |
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/* If the owner has turned on the pet, make the pet |
49 |
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* unfriendly. |
50 |
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*/ |
51 |
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if ((check_enemy (owner, rv)) == pet) |
52 |
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{ |
53 |
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CLEAR_FLAG (pet, FLAG_FRIENDLY); |
54 |
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remove_friendly_object (pet); |
55 |
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pet->attack_movement &= ~PETMOVE; |
56 |
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return owner; |
57 |
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} |
58 |
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} |
59 |
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else |
60 |
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{ |
61 |
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/* else the owner is no longer around, so the |
62 |
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* pet no longer needs to be friendly. |
63 |
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*/ |
64 |
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CLEAR_FLAG (pet, FLAG_FRIENDLY); |
65 |
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remove_friendly_object (pet); |
66 |
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pet->attack_movement &= ~PETMOVE; |
67 |
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return NULL; |
68 |
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} |
69 |
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/* If they are not on the same map, the pet won't be agressive */ |
70 |
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if (!on_same_map (pet, owner)) |
71 |
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return NULL; |
72 |
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|
73 |
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/* See if the pet has an existing enemy. If so, don't start a new one */ |
74 |
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if ((tmp = check_enemy (pet, rv)) != NULL) |
75 |
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{ |
76 |
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if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY)) |
77 |
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/* without this check, you can actually get pets with |
78 |
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* enemy set to owner! |
79 |
root |
1.2 |
*/ |
80 |
root |
1.4 |
pet->enemy = NULL; |
81 |
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else |
82 |
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return tmp; |
83 |
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} |
84 |
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get_search_arr (search_arr); |
85 |
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|
86 |
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if (owner->type == PLAYER && owner->contr->petmode > pet_normal) |
87 |
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{ |
88 |
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if (owner->contr->petmode == pet_sad) |
89 |
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{ |
90 |
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tmp = find_nearest_living_creature (pet); |
91 |
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if (tmp != NULL) |
92 |
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{ |
93 |
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get_rangevector (pet, tmp, rv, 0); |
94 |
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if (check_enemy (pet, rv) != NULL) |
95 |
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return tmp; |
96 |
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else |
97 |
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pet->enemy = NULL; |
98 |
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} |
99 |
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/* if we got here we have no enemy */ |
100 |
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/* we return NULL to avoid heading back to the owner */ |
101 |
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pet->enemy = NULL; |
102 |
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return NULL; |
103 |
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} |
104 |
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} |
105 |
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|
106 |
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/* Since the pet has no existing enemy, look for anything nasty |
107 |
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* around the owner that it should go and attack. |
108 |
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*/ |
109 |
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tmp3 = NULL; |
110 |
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for (i = 0; i < SIZEOFFREE; i++) |
111 |
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{ |
112 |
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x = owner->x + freearr_x[search_arr[i]]; |
113 |
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y = owner->y + freearr_y[search_arr[i]]; |
114 |
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nm = owner->map; |
115 |
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/* Only look on the space if there is something alive there. */ |
116 |
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mflags = get_map_flags (nm, &nm, x, y, &x, &y); |
117 |
|
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if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
118 |
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{ |
119 |
root |
1.16 |
for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above) |
120 |
root |
1.4 |
{ |
121 |
|
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object *tmp2 = tmp->head == NULL ? tmp : tmp->head; |
122 |
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|
123 |
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if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) && |
124 |
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(tmp2->type != PLAYER)) || |
125 |
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should_arena_attack (pet, owner, tmp2)) |
126 |
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&& !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv)) |
127 |
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{ |
128 |
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|
129 |
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if (!can_see_enemy (pet, tmp2)) |
130 |
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{ |
131 |
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if (tmp3 != NULL) |
132 |
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tmp3 = tmp2; |
133 |
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} |
134 |
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else |
135 |
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{ |
136 |
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pet->enemy = tmp2; |
137 |
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if (check_enemy (pet, rv) != NULL) |
138 |
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return tmp2; |
139 |
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else |
140 |
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pet->enemy = NULL; |
141 |
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} |
142 |
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} /* if this is a valid enemy */ |
143 |
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} /* for objects on this space */ |
144 |
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} /* if there is something living on this space */ |
145 |
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} /* for loop of spaces around the owner */ |
146 |
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|
147 |
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/* fine, we went through the whole loop and didn't find one we could |
148 |
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see, take what we have */ |
149 |
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if (tmp3 != NULL) |
150 |
|
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{ |
151 |
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pet->enemy = tmp3; |
152 |
|
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if (check_enemy (pet, rv) != NULL) |
153 |
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return tmp3; |
154 |
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else |
155 |
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pet->enemy = NULL; |
156 |
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} |
157 |
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|
158 |
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/* No threat to owner, check to see if the pet has an attacker */ |
159 |
|
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if (attacker) |
160 |
|
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{ |
161 |
root |
1.8 |
/* also need to check to make sure it is not freindly */ |
162 |
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/* or otherwise non-hostile, and is an appropriate target */ |
163 |
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if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker)) |
164 |
root |
1.4 |
{ |
165 |
root |
1.8 |
pet->enemy = attacker; |
166 |
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|
167 |
|
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if (check_enemy (pet, rv) != NULL) |
168 |
|
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return attacker; |
169 |
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else |
170 |
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pet->enemy = NULL; |
171 |
root |
1.4 |
} |
172 |
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} |
173 |
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|
174 |
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/* Don't have an attacker or legal enemy, so look for a new one!. |
175 |
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* This looks for one around where the pet is. Thus, you could lead |
176 |
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* a pet to danger, then take a few steps back. This code is basically |
177 |
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* the same as the code that looks around the owner. |
178 |
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*/ |
179 |
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if (owner->type == PLAYER && owner->contr->petmode != pet_defend) |
180 |
|
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{ |
181 |
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tmp3 = NULL; |
182 |
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for (i = 0; i < SIZEOFFREE; i++) |
183 |
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{ |
184 |
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x = pet->x + freearr_x[search_arr[i]]; |
185 |
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y = pet->y + freearr_y[search_arr[i]]; |
186 |
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nm = pet->map; |
187 |
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/* Only look on the space if there is something alive there. */ |
188 |
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mflags = get_map_flags (nm, &nm, x, y, &x, &y); |
189 |
|
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if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
190 |
|
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{ |
191 |
root |
1.16 |
for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above) |
192 |
root |
1.4 |
{ |
193 |
|
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object *tmp2 = tmp->head == NULL ? tmp : tmp->head; |
194 |
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|
195 |
|
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if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) && |
196 |
|
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(tmp2->type != PLAYER)) || |
197 |
|
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should_arena_attack (pet, owner, tmp2)) |
198 |
|
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&& !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv)) |
199 |
|
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{ |
200 |
|
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|
201 |
|
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if (!can_see_enemy (pet, tmp2)) |
202 |
|
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{ |
203 |
|
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if (tmp3 != NULL) |
204 |
|
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tmp3 = tmp2; |
205 |
|
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} |
206 |
|
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else |
207 |
|
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{ |
208 |
|
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pet->enemy = tmp2; |
209 |
|
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if (check_enemy (pet, rv) != NULL) |
210 |
|
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return tmp2; |
211 |
|
|
else |
212 |
|
|
pet->enemy = NULL; |
213 |
root |
1.2 |
} |
214 |
root |
1.4 |
} /* make sure we can get to the bugger */ |
215 |
|
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} /* for objects on this space */ |
216 |
|
|
} /* if there is something living on this space */ |
217 |
|
|
} /* for loop of spaces around the pet */ |
218 |
|
|
} /* pet in defence mode */ |
219 |
|
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|
220 |
|
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/* fine, we went through the whole loop and didn't find one we could |
221 |
|
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see, take what we have */ |
222 |
|
|
if (tmp3 != NULL) |
223 |
|
|
{ |
224 |
|
|
pet->enemy = tmp3; |
225 |
|
|
if (check_enemy (pet, rv) != NULL) |
226 |
|
|
return tmp3; |
227 |
|
|
else |
228 |
|
|
pet->enemy = NULL; |
229 |
elmex |
1.1 |
} |
230 |
|
|
|
231 |
root |
1.4 |
/* Didn't find anything - return the owner's enemy or NULL */ |
232 |
|
|
return check_enemy (pet, rv); |
233 |
elmex |
1.1 |
} |
234 |
|
|
|
235 |
root |
1.4 |
void |
236 |
|
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terminate_all_pets (object *owner) |
237 |
|
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{ |
238 |
elmex |
1.1 |
objectlink *obl, *next; |
239 |
root |
1.4 |
|
240 |
|
|
for (obl = first_friendly_object; obl != NULL; obl = next) |
241 |
|
|
{ |
242 |
|
|
object *ob = obl->ob; |
243 |
|
|
|
244 |
|
|
next = obl->next; |
245 |
root |
1.15 |
if (ob->owner == owner) |
246 |
root |
1.4 |
{ |
247 |
|
|
if (!QUERY_FLAG (ob, FLAG_REMOVED)) |
248 |
root |
1.13 |
ob->remove (); |
249 |
root |
1.4 |
remove_friendly_object (ob); |
250 |
root |
1.14 |
ob->destroy (); |
251 |
root |
1.4 |
} |
252 |
elmex |
1.1 |
} |
253 |
|
|
} |
254 |
|
|
|
255 |
|
|
/* |
256 |
|
|
* Unfortunately, sometimes, the owner of a pet is in the |
257 |
|
|
* process of entering a new map when this is called. |
258 |
|
|
* Thus the map isn't loaded yet, and we have to remove |
259 |
|
|
* the pet... |
260 |
|
|
* Interesting enough, we don't use the passed map structure in |
261 |
|
|
* this function. |
262 |
|
|
*/ |
263 |
|
|
|
264 |
root |
1.4 |
void |
265 |
root |
1.11 |
remove_all_pets (maptile *map) |
266 |
root |
1.4 |
{ |
267 |
elmex |
1.1 |
objectlink *obl, *next; |
268 |
|
|
object *owner; |
269 |
|
|
|
270 |
root |
1.4 |
for (obl = first_friendly_object; obl != NULL; obl = next) |
271 |
elmex |
1.1 |
{ |
272 |
root |
1.4 |
next = obl->next; |
273 |
|
|
if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) && |
274 |
root |
1.15 |
(owner = obl->ob->owner) != NULL && !on_same_map (owner, obl->ob)) |
275 |
root |
1.4 |
{ |
276 |
|
|
/* follow owner checks map status for us */ |
277 |
|
|
follow_owner (obl->ob, owner); |
278 |
|
|
} |
279 |
elmex |
1.1 |
} |
280 |
|
|
} |
281 |
|
|
|
282 |
root |
1.4 |
int |
283 |
|
|
follow_owner (object *ob, object *owner) |
284 |
|
|
{ |
285 |
|
|
object *tmp; |
286 |
|
|
int dir; |
287 |
elmex |
1.1 |
|
288 |
root |
1.4 |
if (!QUERY_FLAG (ob, FLAG_REMOVED)) |
289 |
root |
1.13 |
ob->remove (); |
290 |
elmex |
1.1 |
|
291 |
root |
1.4 |
if (owner->map == NULL) |
292 |
|
|
{ |
293 |
|
|
LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name); |
294 |
|
|
goto fail; |
295 |
elmex |
1.1 |
} |
296 |
root |
1.4 |
if (owner->map->in_memory != MAP_IN_MEMORY) |
297 |
|
|
{ |
298 |
|
|
LOG (llevError, "Owner of the pet not on a map in memory!?\n"); |
299 |
|
|
goto fail; |
300 |
elmex |
1.1 |
} |
301 |
|
|
|
302 |
root |
1.4 |
dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE); |
303 |
elmex |
1.1 |
|
304 |
root |
1.4 |
if (dir == -1) |
305 |
|
|
{ |
306 |
|
|
LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name); |
307 |
|
|
goto fail; |
308 |
elmex |
1.1 |
} |
309 |
root |
1.4 |
for (tmp = ob; tmp != NULL; tmp = tmp->more) |
310 |
|
|
{ |
311 |
|
|
tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
312 |
|
|
tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
313 |
|
|
tmp->map = owner->map; |
314 |
|
|
if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y)) |
315 |
|
|
{ |
316 |
|
|
tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); |
317 |
root |
1.2 |
} |
318 |
elmex |
1.1 |
} |
319 |
root |
1.4 |
insert_ob_in_map (ob, ob->map, NULL, 0); |
320 |
|
|
if (owner->type == PLAYER) /* Uh, I hope this is always true... */ |
321 |
|
|
new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you"); |
322 |
elmex |
1.1 |
|
323 |
root |
1.4 |
return 0; |
324 |
elmex |
1.1 |
|
325 |
|
|
fail: |
326 |
root |
1.4 |
remove_friendly_object (ob); |
327 |
root |
1.14 |
ob->destroy (); |
328 |
elmex |
1.1 |
|
329 |
root |
1.4 |
return 1; |
330 |
elmex |
1.1 |
} |
331 |
|
|
|
332 |
root |
1.4 |
void |
333 |
|
|
pet_move (object *ob) |
334 |
elmex |
1.1 |
{ |
335 |
root |
1.10 |
int dir, i; |
336 |
root |
1.4 |
sint16 dx, dy; |
337 |
|
|
object *ob2, *owner; |
338 |
root |
1.11 |
maptile *m; |
339 |
root |
1.4 |
|
340 |
|
|
/* Check to see if player pulled out */ |
341 |
root |
1.15 |
if ((owner = ob->owner) == NULL) |
342 |
root |
1.4 |
{ |
343 |
root |
1.13 |
ob->remove (); /* Will be freed when returning */ |
344 |
root |
1.4 |
remove_friendly_object (ob); |
345 |
root |
1.14 |
ob->destroy (); |
346 |
root |
1.4 |
LOG (llevMonster, "Pet: no owner, leaving.\n"); |
347 |
|
|
return; |
348 |
|
|
} |
349 |
|
|
|
350 |
|
|
/* move monster into the owners map if not in the same map */ |
351 |
|
|
if (!on_same_map (ob, owner)) |
352 |
|
|
{ |
353 |
|
|
follow_owner (ob, owner); |
354 |
|
|
return; |
355 |
|
|
} |
356 |
|
|
/* Calculate Direction */ |
357 |
|
|
if (owner->type == PLAYER && owner->contr->petmode == pet_sad) |
358 |
|
|
{ |
359 |
|
|
/* in S&D mode, if we have no enemy, run randomly about. */ |
360 |
|
|
for (i = 0; i < 15; i++) |
361 |
|
|
{ |
362 |
|
|
dir = rndm (1, 8); |
363 |
|
|
dx = ob->x + freearr_x[dir]; |
364 |
|
|
dy = ob->y + freearr_y[dir]; |
365 |
|
|
m = ob->map; |
366 |
|
|
if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP) |
367 |
|
|
continue; |
368 |
|
|
else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy))) |
369 |
|
|
continue; |
370 |
|
|
else |
371 |
|
|
break; |
372 |
|
|
} |
373 |
|
|
} |
374 |
|
|
else |
375 |
|
|
{ |
376 |
|
|
struct rv_vector rv; |
377 |
elmex |
1.1 |
|
378 |
root |
1.4 |
get_rangevector (ob, ob->owner, &rv, 0); |
379 |
|
|
dir = rv.direction; |
380 |
elmex |
1.1 |
} |
381 |
root |
1.4 |
ob->direction = dir; |
382 |
elmex |
1.1 |
|
383 |
root |
1.4 |
/* move_ob returns 0 if the object couldn't move. If that is the |
384 |
|
|
* case, lets do some other work. |
385 |
|
|
*/ |
386 |
|
|
if (!(move_ob (ob, dir, ob))) |
387 |
|
|
{ |
388 |
|
|
object *part; |
389 |
|
|
|
390 |
|
|
/* the failed move_ob above may destroy the pet, so check here */ |
391 |
root |
1.10 |
if (ob->destroyed ()) |
392 |
root |
1.2 |
return; |
393 |
root |
1.4 |
|
394 |
|
|
for (part = ob; part != NULL; part = part->more) |
395 |
|
|
{ |
396 |
|
|
dx = part->x + freearr_x[dir]; |
397 |
|
|
dy = part->y + freearr_y[dir]; |
398 |
|
|
m = get_map_from_coord (part->map, &dx, &dy); |
399 |
|
|
if (!m) |
400 |
|
|
continue; |
401 |
|
|
|
402 |
root |
1.16 |
for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above) |
403 |
root |
1.4 |
{ |
404 |
|
|
object *new_ob; |
405 |
|
|
|
406 |
|
|
new_ob = ob2->head ? ob2->head : ob2; |
407 |
|
|
if (new_ob == ob) |
408 |
|
|
break; |
409 |
|
|
if (new_ob == ob->owner) |
410 |
|
|
return; |
411 |
root |
1.15 |
if (new_ob->owner == ob->owner) |
412 |
root |
1.2 |
break; |
413 |
root |
1.4 |
|
414 |
|
|
/* Hmm. Did we try to move into an enemy monster? If so, |
415 |
|
|
* make it our enemy. |
416 |
|
|
*/ |
417 |
|
|
if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE) |
418 |
|
|
&& !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY)) |
419 |
|
|
{ |
420 |
|
|
|
421 |
|
|
ob->enemy = new_ob; |
422 |
|
|
if (new_ob->enemy == NULL) |
423 |
|
|
new_ob->enemy = ob; |
424 |
|
|
return; |
425 |
|
|
} |
426 |
|
|
else if (new_ob->type == PLAYER) |
427 |
|
|
{ |
428 |
|
|
new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet."); |
429 |
|
|
return; |
430 |
root |
1.2 |
} |
431 |
|
|
} |
432 |
|
|
} |
433 |
root |
1.4 |
/* Try a different course */ |
434 |
|
|
dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5)); |
435 |
|
|
(void) move_ob (ob, dir, ob); |
436 |
elmex |
1.1 |
} |
437 |
root |
1.4 |
return; |
438 |
elmex |
1.1 |
} |
439 |
|
|
|
440 |
|
|
/**************************************************************************** |
441 |
|
|
* |
442 |
|
|
* GOLEM SPELL CODE |
443 |
|
|
* |
444 |
|
|
****************************************************************************/ |
445 |
|
|
|
446 |
|
|
/* fix_summon_pet() - this makes multisquare/single square monsters |
447 |
|
|
* proper for map insertion. |
448 |
|
|
* at is the archetype, op is the caster of the spell, dir is the |
449 |
|
|
* direction the monster should be placed in. |
450 |
|
|
* is_golem is to note that this is a golem spell. |
451 |
|
|
*/ |
452 |
root |
1.4 |
object * |
453 |
|
|
fix_summon_pet (archetype *at, object *op, int dir, int is_golem) |
454 |
|
|
{ |
455 |
|
|
archetype *atmp; |
456 |
|
|
object *tmp = NULL, *prev = NULL, *head = NULL; |
457 |
|
|
|
458 |
|
|
for (atmp = at; atmp != NULL; atmp = atmp->more) |
459 |
|
|
{ |
460 |
|
|
tmp = arch_to_object (atmp); |
461 |
|
|
if (atmp == at) |
462 |
|
|
{ |
463 |
|
|
if (!is_golem) |
464 |
|
|
SET_FLAG (tmp, FLAG_MONSTER); |
465 |
root |
1.15 |
tmp->set_owner (op); |
466 |
root |
1.4 |
if (op->type == PLAYER) |
467 |
|
|
{ |
468 |
|
|
tmp->stats.exp = 0; |
469 |
|
|
add_friendly_object (tmp); |
470 |
|
|
SET_FLAG (tmp, FLAG_FRIENDLY); |
471 |
|
|
if (is_golem) |
472 |
|
|
CLEAR_FLAG (tmp, FLAG_MONSTER); |
473 |
|
|
} |
474 |
|
|
else |
475 |
|
|
{ |
476 |
|
|
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
477 |
|
|
{ |
478 |
root |
1.15 |
object *owner = op->owner; |
479 |
root |
1.4 |
|
480 |
|
|
if (owner != NULL) |
481 |
|
|
{ /* For now, we transfer ownership */ |
482 |
root |
1.15 |
tmp->set_owner (owner); |
483 |
root |
1.4 |
tmp->attack_movement = PETMOVE; |
484 |
|
|
add_friendly_object (tmp); |
485 |
|
|
SET_FLAG (tmp, FLAG_FRIENDLY); |
486 |
root |
1.2 |
} |
487 |
|
|
} |
488 |
|
|
} |
489 |
root |
1.4 |
if (op->type != PLAYER || !is_golem) |
490 |
|
|
{ |
491 |
|
|
tmp->attack_movement = PETMOVE; |
492 |
|
|
tmp->speed_left = -1; |
493 |
|
|
tmp->type = 0; |
494 |
|
|
tmp->enemy = op->enemy; |
495 |
|
|
} |
496 |
|
|
else |
497 |
|
|
tmp->type = GOLEM; |
498 |
|
|
|
499 |
root |
1.2 |
} |
500 |
root |
1.4 |
if (head == NULL) |
501 |
|
|
head = tmp; |
502 |
|
|
tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x; |
503 |
|
|
tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y; |
504 |
|
|
tmp->map = op->map; |
505 |
|
|
if (tmp->invisible) |
506 |
|
|
tmp->invisible = 0; |
507 |
|
|
if (head != tmp) |
508 |
|
|
tmp->head = head, prev->more = tmp; |
509 |
|
|
prev = tmp; |
510 |
|
|
} |
511 |
|
|
head->direction = dir; |
512 |
|
|
|
513 |
|
|
/* need to change some monster attr to prevent problems/crashing */ |
514 |
|
|
head->last_heal = 0; |
515 |
|
|
head->last_eat = 0; |
516 |
|
|
head->last_grace = 0; |
517 |
|
|
head->last_sp = 0; |
518 |
|
|
head->other_arch = NULL; |
519 |
|
|
head->stats.exp = 0; |
520 |
|
|
CLEAR_FLAG (head, FLAG_CHANGING); |
521 |
|
|
CLEAR_FLAG (head, FLAG_STAND_STILL); |
522 |
|
|
CLEAR_FLAG (head, FLAG_GENERATOR); |
523 |
|
|
CLEAR_FLAG (head, FLAG_SPLITTING); |
524 |
|
|
if (head->attacktype & AT_GHOSTHIT) |
525 |
|
|
head->attacktype = (AT_PHYSICAL | AT_DRAIN); |
526 |
elmex |
1.1 |
|
527 |
root |
1.4 |
return head; |
528 |
elmex |
1.1 |
} |
529 |
|
|
|
530 |
|
|
/* updated this to allow more than the golem 'head' to attack */ |
531 |
root |
1.4 |
|
532 |
elmex |
1.1 |
/* op is the golem to be moved. */ |
533 |
|
|
|
534 |
root |
1.4 |
void |
535 |
|
|
move_golem (object *op) |
536 |
|
|
{ |
537 |
|
|
int made_attack = 0; |
538 |
|
|
object *tmp; |
539 |
|
|
|
540 |
|
|
if (QUERY_FLAG (op, FLAG_MONSTER)) |
541 |
|
|
return; /* Has already been moved */ |
542 |
|
|
|
543 |
root |
1.15 |
if (op->owner == NULL) |
544 |
root |
1.4 |
{ |
545 |
|
|
LOG (llevDebug, "Golem without owner destructed.\n"); |
546 |
root |
1.13 |
op->remove (); |
547 |
root |
1.14 |
op->destroy (); |
548 |
root |
1.4 |
return; |
549 |
|
|
} |
550 |
root |
1.10 |
|
551 |
root |
1.4 |
/* It would be nice to have a cleaner way of what message to print |
552 |
|
|
* when the golem expires than these hard coded entries. |
553 |
|
|
* Note it is intentional that a golems duration is based on its |
554 |
|
|
* hp, and not duration |
555 |
|
|
*/ |
556 |
|
|
if (--op->stats.hp < 0) |
557 |
|
|
{ |
558 |
|
|
if (op->msg) |
559 |
|
|
new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg); |
560 |
root |
1.12 |
|
561 |
|
|
op->owner->contr->ranges[range_golem] = 0; |
562 |
root |
1.4 |
remove_friendly_object (op); |
563 |
root |
1.13 |
op->remove (); |
564 |
root |
1.14 |
op->destroy (); |
565 |
root |
1.4 |
return; |
566 |
|
|
} |
567 |
|
|
|
568 |
|
|
/* Do golem attacks/movement for single & multisq golems. |
569 |
|
|
* Assuming here that op is the 'head' object. Pass only op to |
570 |
|
|
* move_ob (makes recursive calls to other parts) |
571 |
|
|
* move_ob returns 0 if the creature was not able to move. |
572 |
|
|
*/ |
573 |
|
|
if (move_ob (op, op->direction, op)) |
574 |
|
|
return; |
575 |
root |
1.10 |
|
576 |
|
|
if (op->destroyed ()) |
577 |
root |
1.4 |
return; |
578 |
elmex |
1.1 |
|
579 |
root |
1.4 |
for (tmp = op; tmp; tmp = tmp->more) |
580 |
|
|
{ |
581 |
|
|
sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction]; |
582 |
|
|
object *victim; |
583 |
root |
1.11 |
maptile *m; |
584 |
root |
1.4 |
int mflags; |
585 |
|
|
|
586 |
|
|
m = op->map; |
587 |
|
|
mflags = get_map_flags (m, &m, x, y, &x, &y); |
588 |
|
|
|
589 |
|
|
if (mflags & P_OUT_OF_MAP) |
590 |
|
|
continue; |
591 |
|
|
|
592 |
root |
1.16 |
for (victim = GET_MAP_OB (op->map, x, y); victim; victim = victim->above) |
593 |
root |
1.4 |
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
594 |
|
|
break; |
595 |
|
|
|
596 |
|
|
/* We used to call will_hit_self to make sure we don't |
597 |
|
|
* hit ourselves, but that didn't work, and I don't really |
598 |
|
|
* know if that was more efficient anyways than this. |
599 |
|
|
* This at least works. Note that victim->head can be NULL, |
600 |
|
|
* but since we are not trying to dereferance that pointer, |
601 |
|
|
* that isn't a problem. |
602 |
|
|
*/ |
603 |
|
|
if (victim && victim != op && victim->head != op) |
604 |
|
|
{ |
605 |
elmex |
1.1 |
|
606 |
root |
1.4 |
/* for golems with race fields, we don't attack |
607 |
|
|
* aligned races |
608 |
|
|
*/ |
609 |
root |
1.2 |
|
610 |
root |
1.4 |
if (victim->race && op->race && strstr (op->race, victim->race)) |
611 |
|
|
{ |
612 |
|
|
if (op->owner) |
613 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name); |
614 |
|
|
} |
615 |
|
|
else if (victim == op->owner) |
616 |
|
|
{ |
617 |
|
|
if (op->owner) |
618 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name); |
619 |
root |
1.2 |
} |
620 |
root |
1.4 |
else |
621 |
|
|
{ |
622 |
|
|
attack_ob (victim, op); |
623 |
|
|
made_attack = 1; |
624 |
|
|
} |
625 |
|
|
} /* If victim */ |
626 |
elmex |
1.1 |
} |
627 |
root |
1.4 |
if (made_attack) |
628 |
|
|
update_object (op, UP_OBJ_FACE); |
629 |
elmex |
1.1 |
} |
630 |
|
|
|
631 |
|
|
/* this is a really stupid function when you get down and |
632 |
|
|
* look at it. Keep it here for the time being - makes life |
633 |
|
|
* easier if we ever decide to do more interesting thing with |
634 |
|
|
* controlled golems. |
635 |
|
|
*/ |
636 |
root |
1.4 |
void |
637 |
|
|
control_golem (object *op, int dir) |
638 |
|
|
{ |
639 |
|
|
op->direction = dir; |
640 |
elmex |
1.1 |
} |
641 |
|
|
|
642 |
|
|
/* summon golem: summons a monster for 'op'. caster is the object |
643 |
|
|
* casting the spell, dir is the direction to place the monster, |
644 |
|
|
* at is the archetype of the monster, and spob is the spell |
645 |
|
|
* object. At this stage, all spob is really used for is to |
646 |
|
|
* adjust some values in the monster. |
647 |
|
|
*/ |
648 |
root |
1.4 |
int |
649 |
|
|
summon_golem (object *op, object *caster, int dir, object *spob) |
650 |
|
|
{ |
651 |
|
|
object *tmp, *god = NULL; |
652 |
|
|
archetype *at; |
653 |
|
|
char buf[MAX_BUF]; |
654 |
|
|
|
655 |
|
|
/* Because there can be different golem spells, player may want to |
656 |
|
|
* 'lose' their old golem. |
657 |
|
|
*/ |
658 |
root |
1.12 |
if (op->type == PLAYER && op->contr->ranges[range_golem]) |
659 |
root |
1.4 |
{ |
660 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem."); |
661 |
root |
1.13 |
op->contr->ranges[range_golem]->remove (); |
662 |
root |
1.14 |
op->contr->ranges[range_golem]->destroy (); |
663 |
root |
1.12 |
op->contr->ranges[range_golem] = 0; |
664 |
root |
1.4 |
} |
665 |
|
|
|
666 |
|
|
if (spob->other_arch) |
667 |
|
|
at = spob->other_arch; |
668 |
|
|
else if (spob->race) |
669 |
|
|
{ |
670 |
|
|
god = find_god (determine_god (caster)); |
671 |
elmex |
1.1 |
|
672 |
root |
1.4 |
if (!god) |
673 |
|
|
{ |
674 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name); |
675 |
|
|
return 0; |
676 |
root |
1.2 |
} |
677 |
root |
1.6 |
|
678 |
root |
1.4 |
at = determine_holy_arch (god, spob->race); |
679 |
root |
1.6 |
|
680 |
root |
1.4 |
if (!at) |
681 |
|
|
{ |
682 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race); |
683 |
|
|
return 0; |
684 |
root |
1.2 |
} |
685 |
elmex |
1.1 |
} |
686 |
root |
1.4 |
else |
687 |
|
|
{ |
688 |
|
|
LOG (llevError, "Spell %s lacks other_arch\n", &spob->name); |
689 |
|
|
return 0; |
690 |
|
|
} |
691 |
|
|
|
692 |
|
|
if (!dir) |
693 |
|
|
dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
694 |
|
|
|
695 |
root |
1.6 |
if (dir == -1 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir])) |
696 |
root |
1.4 |
{ |
697 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
698 |
|
|
return 0; |
699 |
|
|
} |
700 |
|
|
/* basically want to get proper map/coordinates for this object */ |
701 |
elmex |
1.1 |
|
702 |
root |
1.4 |
if (!(tmp = fix_summon_pet (at, op, dir, GOLEM))) |
703 |
|
|
{ |
704 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails."); |
705 |
|
|
return 0; |
706 |
|
|
} |
707 |
elmex |
1.1 |
|
708 |
root |
1.4 |
if (op->type == PLAYER) |
709 |
|
|
{ |
710 |
|
|
tmp->type = GOLEM; |
711 |
root |
1.15 |
tmp->set_owner (op); |
712 |
root |
1.4 |
set_spell_skill (op, caster, spob, tmp); |
713 |
|
|
op->contr->ranges[range_golem] = tmp; |
714 |
|
|
/* give the player control of the golem */ |
715 |
|
|
op->contr->shoottype = range_golem; |
716 |
elmex |
1.1 |
} |
717 |
root |
1.4 |
else |
718 |
|
|
{ |
719 |
|
|
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
720 |
|
|
{ |
721 |
root |
1.15 |
object *owner = op->owner; |
722 |
elmex |
1.1 |
|
723 |
root |
1.4 |
if (owner != NULL) |
724 |
|
|
{ /* For now, we transfer ownership */ |
725 |
root |
1.15 |
tmp->set_owner (owner); |
726 |
root |
1.4 |
tmp->attack_movement = PETMOVE; |
727 |
|
|
add_friendly_object (tmp); |
728 |
|
|
SET_FLAG (tmp, FLAG_FRIENDLY); |
729 |
|
|
} |
730 |
|
|
} |
731 |
root |
1.6 |
|
732 |
root |
1.4 |
SET_FLAG (tmp, FLAG_MONSTER); |
733 |
elmex |
1.1 |
} |
734 |
|
|
|
735 |
root |
1.4 |
/* make the speed positive. */ |
736 |
|
|
tmp->speed = FABS (tmp->speed); |
737 |
|
|
|
738 |
|
|
/* This sets the level dependencies on dam and hp for monsters */ |
739 |
|
|
/* players can't cope with too strong summonings. */ |
740 |
|
|
/* but monsters can. reserve these for players. */ |
741 |
|
|
if (op->type == PLAYER) |
742 |
|
|
{ |
743 |
|
|
tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob); |
744 |
root |
1.6 |
|
745 |
root |
1.4 |
if (!spob->stats.dam) |
746 |
|
|
tmp->stats.dam += SP_level_dam_adjust (caster, spob); |
747 |
|
|
else |
748 |
|
|
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
749 |
root |
1.6 |
|
750 |
root |
1.4 |
tmp->speed += .02 * SP_level_range_adjust (caster, spob); |
751 |
|
|
tmp->speed = MIN (tmp->speed, 1.0); |
752 |
root |
1.6 |
|
753 |
root |
1.4 |
if (spob->attacktype) |
754 |
|
|
tmp->attacktype = spob->attacktype; |
755 |
|
|
} |
756 |
root |
1.6 |
|
757 |
root |
1.4 |
tmp->stats.wc -= SP_level_range_adjust (caster, spob); |
758 |
|
|
|
759 |
|
|
/* limit the speed to 0.3 for non-players, 1 for players. */ |
760 |
|
|
|
761 |
|
|
/* make experience increase in proportion to the strength. |
762 |
|
|
* this is a bit simplistic - we are basically just looking at how |
763 |
|
|
* often the sp doubles and use that as the ratio. |
764 |
|
|
*/ |
765 |
|
|
tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob)); |
766 |
|
|
tmp->speed_left = 0; |
767 |
|
|
tmp->direction = dir; |
768 |
|
|
|
769 |
|
|
/* Holy spell - some additional tailoring */ |
770 |
|
|
if (god) |
771 |
|
|
{ |
772 |
|
|
object *tmp2; |
773 |
|
|
|
774 |
|
|
sprintf (buf, "%s of %s", &spob->name, &god->name); |
775 |
|
|
buf[0] = toupper (buf[0]); |
776 |
|
|
|
777 |
|
|
for (tmp2 = tmp; tmp2; tmp2 = tmp2->more) |
778 |
|
|
tmp2->name = buf; |
779 |
|
|
|
780 |
|
|
tmp->attacktype |= god->attacktype; |
781 |
|
|
memcpy (tmp->resist, god->resist, sizeof (tmp->resist)); |
782 |
|
|
tmp->race = god->race; |
783 |
|
|
tmp->slaying = god->slaying; |
784 |
root |
1.6 |
|
785 |
root |
1.4 |
/* safety, we must allow a god's servants some reasonable attack */ |
786 |
|
|
if (!(tmp->attacktype & AT_PHYSICAL)) |
787 |
|
|
tmp->attacktype |= AT_PHYSICAL; |
788 |
elmex |
1.1 |
} |
789 |
|
|
|
790 |
root |
1.4 |
insert_ob_in_map (tmp, tmp->map, op, 0); |
791 |
|
|
return 1; |
792 |
elmex |
1.1 |
} |
793 |
|
|
|
794 |
|
|
|
795 |
|
|
/*************************************************************************** |
796 |
|
|
* |
797 |
|
|
* Summon monster/pet/other object code |
798 |
|
|
* |
799 |
|
|
***************************************************************************/ |
800 |
|
|
|
801 |
|
|
/* Returns a monster (chosen at random) that this particular player (and his |
802 |
|
|
* god) find acceptable. This checks level, races allowed by god, etc |
803 |
|
|
* to determine what is acceptable. |
804 |
|
|
* This returns NULL if no match was found. |
805 |
|
|
*/ |
806 |
|
|
|
807 |
root |
1.4 |
object * |
808 |
|
|
choose_cult_monster (object *pl, object *god, int summon_level) |
809 |
|
|
{ |
810 |
|
|
char buf[MAX_BUF]; |
811 |
|
|
const char *race; |
812 |
|
|
int racenr, mon_nr, i; |
813 |
|
|
racelink *list; |
814 |
|
|
objectlink *tobl; |
815 |
|
|
object *otmp; |
816 |
|
|
|
817 |
|
|
/* Determine the number of races available */ |
818 |
|
|
racenr = 0; |
819 |
|
|
strcpy (buf, god->race); |
820 |
|
|
race = strtok (buf, ","); |
821 |
|
|
while (race) |
822 |
|
|
{ |
823 |
|
|
racenr++; |
824 |
|
|
race = strtok (NULL, ","); |
825 |
|
|
} |
826 |
|
|
|
827 |
|
|
/* next, randomly select a race from the aligned_races string */ |
828 |
|
|
if (racenr > 1) |
829 |
|
|
{ |
830 |
|
|
racenr = rndm (0, racenr - 1); |
831 |
|
|
strcpy (buf, god->race); |
832 |
|
|
race = strtok (buf, ","); |
833 |
|
|
for (i = 0; i < racenr; i++) |
834 |
|
|
race = strtok (NULL, ","); |
835 |
|
|
} |
836 |
|
|
else |
837 |
|
|
race = god->race; |
838 |
|
|
|
839 |
|
|
|
840 |
|
|
/* see if a we can match a race list of monsters. This should not |
841 |
|
|
* happen, so graceful recovery isn't really needed, but this sanity |
842 |
|
|
* checking is good for cases where the god archetypes mismatch the |
843 |
|
|
* race file |
844 |
|
|
*/ |
845 |
|
|
if ((list = find_racelink (race)) == NULL) |
846 |
|
|
{ |
847 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name); |
848 |
|
|
LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n"); |
849 |
|
|
return 0; |
850 |
|
|
} |
851 |
|
|
|
852 |
|
|
/* search for an apprplritate monster on this race list */ |
853 |
|
|
mon_nr = 0; |
854 |
|
|
for (tobl = list->member; tobl; tobl = tobl->next) |
855 |
|
|
{ |
856 |
|
|
otmp = tobl->ob; |
857 |
|
|
if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER)) |
858 |
|
|
continue; |
859 |
|
|
if (otmp->level <= summon_level) |
860 |
|
|
mon_nr++; |
861 |
elmex |
1.1 |
} |
862 |
root |
1.4 |
|
863 |
|
|
/* If this god has multiple race entries, we should really choose another. |
864 |
|
|
* But then we either need to track which ones we have tried, or just |
865 |
|
|
* make so many calls to this function, and if we get so many without |
866 |
|
|
* a valid entry, assuming nothing is available and quit. |
867 |
|
|
*/ |
868 |
|
|
if (!mon_nr) |
869 |
elmex |
1.1 |
return NULL; |
870 |
root |
1.4 |
|
871 |
|
|
mon_nr = rndm (0, mon_nr - 1); |
872 |
|
|
for (tobl = list->member; tobl; tobl = tobl->next) |
873 |
|
|
{ |
874 |
|
|
otmp = tobl->ob; |
875 |
|
|
if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER)) |
876 |
|
|
continue; |
877 |
|
|
if (otmp->level <= summon_level && !mon_nr--) |
878 |
|
|
return otmp; |
879 |
|
|
} |
880 |
|
|
/* This should not happen */ |
881 |
|
|
LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n"); |
882 |
|
|
return NULL; |
883 |
elmex |
1.1 |
} |
884 |
|
|
|
885 |
root |
1.4 |
int |
886 |
|
|
summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
887 |
elmex |
1.1 |
{ |
888 |
root |
1.4 |
sint16 x, y, nrof = 1, i; |
889 |
|
|
archetype *summon_arch; |
890 |
|
|
int ndir; |
891 |
|
|
|
892 |
|
|
if (spell_ob->other_arch) |
893 |
root |
1.5 |
summon_arch = spell_ob->other_arch; |
894 |
root |
1.4 |
else if (spell_ob->randomitems) |
895 |
|
|
{ |
896 |
|
|
int level = caster_level (caster, spell_ob); |
897 |
root |
1.5 |
treasure *tr, *lasttr = NULL; |
898 |
root |
1.4 |
|
899 |
root |
1.5 |
shstr_cmp sparam (stringarg); |
900 |
|
|
|
901 |
|
|
/* In old code, this was a very convoluted for statement, |
902 |
root |
1.4 |
* with all the checks in the 'for' portion itself. Much |
903 |
|
|
* more readable to break some of the conditions out. |
904 |
|
|
*/ |
905 |
|
|
for (tr = spell_ob->randomitems->items; tr; tr = tr->next) |
906 |
|
|
{ |
907 |
elmex |
1.18 |
if (!tr->item) |
908 |
|
|
continue; |
909 |
|
|
|
910 |
root |
1.4 |
if (level < tr->magic) |
911 |
|
|
break; |
912 |
root |
1.5 |
|
913 |
root |
1.4 |
lasttr = tr; |
914 |
root |
1.5 |
|
915 |
root |
1.7 |
if (tr->item->name == sparam) |
916 |
root |
1.4 |
break; |
917 |
|
|
} |
918 |
root |
1.5 |
|
919 |
root |
1.4 |
if (!lasttr) |
920 |
|
|
{ |
921 |
|
|
LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name); |
922 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters."); |
923 |
|
|
return 0; |
924 |
|
|
} |
925 |
root |
1.5 |
|
926 |
root |
1.4 |
summon_arch = lasttr->item; |
927 |
elmex |
1.18 |
nrof = lasttr->nrof; |
928 |
root |
1.4 |
} |
929 |
|
|
else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON")) |
930 |
|
|
{ |
931 |
|
|
object *god = find_god (determine_god (op)), *mon, *owner; |
932 |
|
|
int summon_level, tries; |
933 |
|
|
|
934 |
root |
1.15 |
if (!god && ((owner = op->owner) != NULL)) |
935 |
root |
1.5 |
god = find_god (determine_god (owner)); |
936 |
|
|
|
937 |
root |
1.4 |
/* If we can't find a god, can't get what monster to summon */ |
938 |
|
|
if (!god) |
939 |
|
|
return 0; |
940 |
elmex |
1.1 |
|
941 |
root |
1.4 |
if (!god->race) |
942 |
|
|
{ |
943 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name); |
944 |
|
|
return 0; |
945 |
root |
1.2 |
} |
946 |
root |
1.5 |
|
947 |
root |
1.4 |
/* the summon level */ |
948 |
|
|
summon_level = caster_level (caster, spell_ob); |
949 |
|
|
if (summon_level == 0) |
950 |
|
|
summon_level = 1; |
951 |
root |
1.5 |
|
952 |
root |
1.4 |
tries = 0; |
953 |
|
|
do |
954 |
|
|
{ |
955 |
|
|
mon = choose_cult_monster (op, god, summon_level); |
956 |
|
|
if (!mon) |
957 |
|
|
{ |
958 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name); |
959 |
|
|
return 0; |
960 |
|
|
} |
961 |
root |
1.5 |
|
962 |
root |
1.4 |
ndir = dir; |
963 |
root |
1.5 |
|
964 |
root |
1.4 |
if (!ndir) |
965 |
|
|
ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE); |
966 |
root |
1.5 |
|
967 |
root |
1.4 |
if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir])) |
968 |
|
|
{ |
969 |
|
|
ndir = -1; |
970 |
|
|
if (++tries == 5) |
971 |
|
|
{ |
972 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
973 |
|
|
return 0; |
974 |
root |
1.2 |
} |
975 |
|
|
} |
976 |
root |
1.4 |
} |
977 |
|
|
while (ndir == -1); |
978 |
root |
1.5 |
|
979 |
root |
1.4 |
if (mon->level > (summon_level / 2)) |
980 |
|
|
nrof = random_roll (1, 2, op, PREFER_HIGH); |
981 |
|
|
else |
982 |
|
|
nrof = die_roll (2, 2, op, PREFER_HIGH); |
983 |
root |
1.5 |
|
984 |
root |
1.4 |
summon_arch = mon->arch; |
985 |
|
|
} |
986 |
|
|
else |
987 |
root |
1.5 |
summon_arch = 0; |
988 |
elmex |
1.1 |
|
989 |
root |
1.4 |
if (spell_ob->stats.dam) |
990 |
|
|
nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
991 |
elmex |
1.1 |
|
992 |
root |
1.4 |
if (!summon_arch) |
993 |
|
|
{ |
994 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning."); |
995 |
|
|
return 0; |
996 |
elmex |
1.1 |
} |
997 |
|
|
|
998 |
root |
1.4 |
for (i = 1; i <= nrof; i++) |
999 |
|
|
{ |
1000 |
|
|
archetype *atmp; |
1001 |
|
|
object *prev = NULL, *head = NULL, *tmp; |
1002 |
|
|
|
1003 |
|
|
if (dir) |
1004 |
|
|
{ |
1005 |
|
|
ndir = dir; |
1006 |
|
|
dir = absdir (dir + 1); |
1007 |
|
|
} |
1008 |
|
|
else |
1009 |
|
|
ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE); |
1010 |
|
|
|
1011 |
|
|
if (ndir > 0) |
1012 |
|
|
{ |
1013 |
|
|
x = freearr_x[ndir]; |
1014 |
|
|
y = freearr_y[ndir]; |
1015 |
|
|
} |
1016 |
|
|
|
1017 |
|
|
if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y)) |
1018 |
|
|
{ |
1019 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1020 |
|
|
if (nrof > 1) |
1021 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting."); |
1022 |
|
|
|
1023 |
|
|
return nrof > 1; |
1024 |
|
|
} |
1025 |
|
|
|
1026 |
|
|
for (atmp = summon_arch; atmp != NULL; atmp = atmp->more) |
1027 |
|
|
{ |
1028 |
|
|
tmp = arch_to_object (atmp); |
1029 |
|
|
if (atmp == summon_arch) |
1030 |
|
|
{ |
1031 |
|
|
if (QUERY_FLAG (tmp, FLAG_MONSTER)) |
1032 |
|
|
{ |
1033 |
root |
1.15 |
tmp->set_owner (op); |
1034 |
root |
1.4 |
set_spell_skill (op, caster, spell_ob, tmp); |
1035 |
|
|
tmp->enemy = op->enemy; |
1036 |
|
|
tmp->type = 0; |
1037 |
|
|
CLEAR_FLAG (tmp, FLAG_SLEEP); |
1038 |
root |
1.5 |
|
1039 |
root |
1.4 |
if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY)) |
1040 |
|
|
{ |
1041 |
|
|
/* If this is not set, we make it friendly */ |
1042 |
|
|
if (!QUERY_FLAG (spell_ob, FLAG_MONSTER)) |
1043 |
|
|
{ |
1044 |
|
|
SET_FLAG (tmp, FLAG_FRIENDLY); |
1045 |
|
|
add_friendly_object (tmp); |
1046 |
|
|
tmp->stats.exp = 0; |
1047 |
root |
1.5 |
|
1048 |
root |
1.4 |
if (spell_ob->attack_movement) |
1049 |
|
|
tmp->attack_movement = spell_ob->attack_movement; |
1050 |
root |
1.5 |
|
1051 |
root |
1.15 |
if (op->owner) |
1052 |
|
|
tmp->set_owner (op->owner); |
1053 |
root |
1.2 |
} |
1054 |
|
|
} |
1055 |
|
|
} |
1056 |
root |
1.5 |
|
1057 |
root |
1.4 |
if (tmp->speed > MIN_ACTIVE_SPEED) |
1058 |
|
|
tmp->speed_left = -1; |
1059 |
|
|
} |
1060 |
root |
1.5 |
|
1061 |
root |
1.4 |
if (head == NULL) |
1062 |
|
|
head = tmp; |
1063 |
|
|
else |
1064 |
|
|
{ |
1065 |
|
|
tmp->head = head; |
1066 |
|
|
prev->more = tmp; |
1067 |
root |
1.2 |
} |
1068 |
root |
1.5 |
|
1069 |
root |
1.4 |
prev = tmp; |
1070 |
|
|
tmp->x = op->x + x + tmp->arch->clone.x; |
1071 |
|
|
tmp->y = op->y + y + tmp->arch->clone.y; |
1072 |
|
|
tmp->map = op->map; |
1073 |
|
|
} |
1074 |
root |
1.5 |
|
1075 |
root |
1.4 |
head->direction = freedir[ndir]; |
1076 |
|
|
head->stats.exp = 0; |
1077 |
|
|
head = insert_ob_in_map (head, head->map, op, 0); |
1078 |
root |
1.5 |
|
1079 |
root |
1.4 |
if (head && head->randomitems) |
1080 |
|
|
{ |
1081 |
|
|
object *tmp; |
1082 |
|
|
|
1083 |
|
|
create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0); |
1084 |
|
|
for (tmp = head->inv; tmp; tmp = tmp->below) |
1085 |
|
|
if (!tmp->nrof) |
1086 |
|
|
SET_FLAG (tmp, FLAG_NO_DROP); |
1087 |
root |
1.2 |
} |
1088 |
root |
1.4 |
} /* for i < nrof */ |
1089 |
root |
1.5 |
|
1090 |
root |
1.4 |
return 1; |
1091 |
elmex |
1.1 |
} |
1092 |
|
|
|
1093 |
|
|
/* recursively look through the owner property of objects until the real owner |
1094 |
|
|
is found */ |
1095 |
root |
1.4 |
object * |
1096 |
|
|
get_real_owner (object *ob) |
1097 |
|
|
{ |
1098 |
|
|
object *realowner = ob; |
1099 |
|
|
|
1100 |
|
|
if (realowner == NULL) |
1101 |
|
|
return NULL; |
1102 |
|
|
|
1103 |
root |
1.15 |
while (realowner->owner != NULL) |
1104 |
root |
1.4 |
{ |
1105 |
root |
1.15 |
realowner = realowner->owner; |
1106 |
root |
1.4 |
} |
1107 |
|
|
return realowner; |
1108 |
elmex |
1.1 |
} |
1109 |
root |
1.4 |
|
1110 |
elmex |
1.1 |
/* determines if checks so pets don't attack players or other pets should be |
1111 |
|
|
overruled by the arena petmode */ |
1112 |
root |
1.4 |
int |
1113 |
|
|
should_arena_attack (object *pet, object *owner, object *target) |
1114 |
|
|
{ |
1115 |
|
|
object *rowner, *towner; |
1116 |
|
|
|
1117 |
|
|
/* exit if the target, pet, or owner is null. */ |
1118 |
|
|
if ((target == NULL) || (pet == NULL) || (owner == NULL)) |
1119 |
|
|
return 0; |
1120 |
|
|
|
1121 |
|
|
/* get the owners of itself and the target, this is to deal with pets of |
1122 |
|
|
pets */ |
1123 |
|
|
rowner = get_real_owner (owner); |
1124 |
|
|
if (target->type != PLAYER) |
1125 |
|
|
{ |
1126 |
|
|
towner = get_real_owner (target); |
1127 |
|
|
} |
1128 |
|
|
else |
1129 |
|
|
{ |
1130 |
|
|
towner = 0; |
1131 |
|
|
} |
1132 |
|
|
|
1133 |
|
|
/* if the pet has now owner, exit with error */ |
1134 |
|
|
if (rowner == NULL) |
1135 |
|
|
{ |
1136 |
|
|
LOG (llevError, "Pet has no owner.\n"); |
1137 |
|
|
return 0; |
1138 |
|
|
} |
1139 |
|
|
|
1140 |
|
|
/* if the target is not a player, and has no owner, we shouldn't be here |
1141 |
|
|
*/ |
1142 |
|
|
if ((towner == NULL) && (target->type != PLAYER)) |
1143 |
|
|
{ |
1144 |
|
|
LOG (llevError, "Target is not a player but has no owner. We should not be here.\n"); |
1145 |
|
|
return 0; |
1146 |
|
|
} |
1147 |
|
|
|
1148 |
|
|
/* make sure that the owner is a player */ |
1149 |
|
|
if (rowner->type != PLAYER) |
1150 |
|
|
return 0; |
1151 |
|
|
|
1152 |
|
|
/* abort if the petmode is not arena */ |
1153 |
|
|
if (rowner->contr->petmode != pet_arena) |
1154 |
|
|
return 0; |
1155 |
|
|
|
1156 |
|
|
/* abort if the pet, it's owner, or the target is not on battleground */ |
1157 |
|
|
if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL))) |
1158 |
|
|
return 0; |
1159 |
|
|
|
1160 |
|
|
/* if the target is a monster, make sure it's owner is not the same */ |
1161 |
|
|
if ((target->type != PLAYER) && (rowner == towner)) |
1162 |
|
|
return 0; |
1163 |
|
|
|
1164 |
|
|
/* check if the target is a player which affects how it will handle |
1165 |
|
|
parties */ |
1166 |
|
|
if (target->type != PLAYER) |
1167 |
|
|
{ |
1168 |
|
|
/* if the target is owned by a player make sure than make sure |
1169 |
|
|
it's not in the same party */ |
1170 |
|
|
if ((towner->type == PLAYER) && (rowner->contr->party != NULL)) |
1171 |
|
|
{ |
1172 |
|
|
if (rowner->contr->party == towner->contr->party) |
1173 |
|
|
return 0; |
1174 |
|
|
} |
1175 |
|
|
} |
1176 |
|
|
else |
1177 |
|
|
{ |
1178 |
|
|
/* if the target is a player make sure than make sure it's not |
1179 |
|
|
in the same party */ |
1180 |
|
|
if (rowner->contr->party != NULL) |
1181 |
|
|
{ |
1182 |
|
|
if (rowner->contr->party == target->contr->party) |
1183 |
|
|
return 0; |
1184 |
root |
1.2 |
} |
1185 |
root |
1.4 |
} |
1186 |
|
|
|
1187 |
|
|
return 1; |
1188 |
elmex |
1.1 |
} |