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/cvs/deliantra/server/server/pets.C
Revision: 1.2
Committed: Tue Aug 29 08:01:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +539 -539 lines
Log Message:
expand initial tabs to spaces

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_pets_c =
3 root 1.2 * "$Id: pets.C,v 1.1 2006-08-13 17:16:04 elmex Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef __CEXTRACT__
31     #include <sproto.h>
32     #endif
33    
34     /* given that 'pet' is a friendly object, this function returns a
35     * monster the pet should attack, NULL if nothing appropriate is
36     * found. it basically looks for nasty things around the owner
37     * of the pet to attack.
38     * this is now tilemap aware.
39     */
40    
41     object *get_pet_enemy(object * pet, rv_vector *rv){
42     object *owner, *tmp, *attacker, *tmp3;
43     int i;
44     sint16 x,y;
45     mapstruct *nm;
46     int search_arr[SIZEOFFREE];
47     int mflags;
48    
49     attacker = pet->attacked_by; /*pointer to attacking enemy*/
50     pet->attacked_by = NULL; /*clear this, since we are dealing with it*/
51    
52     if ((owner = get_owner(pet)) != NULL) {
53 root 1.2 /* If the owner has turned on the pet, make the pet
54     * unfriendly.
55     */
56     if ((check_enemy(owner,rv)) == pet) {
57     CLEAR_FLAG(pet, FLAG_FRIENDLY);
58     remove_friendly_object(pet);
59     pet->attack_movement &=~PETMOVE;
60     return owner;
61     }
62 elmex 1.1 } else {
63 root 1.2 /* else the owner is no longer around, so the
64     * pet no longer needs to be friendly.
65     */
66     CLEAR_FLAG(pet, FLAG_FRIENDLY);
67     remove_friendly_object(pet);
68     pet->attack_movement &=~PETMOVE;
69     return NULL;
70 elmex 1.1 }
71     /* If they are not on the same map, the pet won't be agressive */
72     if (!on_same_map(pet,owner))
73 root 1.2 return NULL;
74 elmex 1.1
75     /* See if the pet has an existing enemy. If so, don't start a new one*/
76     if((tmp=check_enemy(pet, rv))!=NULL)
77     {
78 root 1.2 if(tmp == owner && !QUERY_FLAG(pet,FLAG_CONFUSED)
79     && QUERY_FLAG(pet,FLAG_FRIENDLY))
80     /* without this check, you can actually get pets with
81     * enemy set to owner!
82     */
83 elmex 1.1 pet->enemy = NULL;
84 root 1.2 else
85     return tmp;
86 elmex 1.1 }
87     get_search_arr(search_arr);
88    
89     if (owner->type == PLAYER && owner->contr->petmode > pet_normal) {
90 root 1.2 if (owner->contr->petmode == pet_sad) {
91     tmp = find_nearest_living_creature(pet);
92     if (tmp != NULL) {
93     get_rangevector(pet, tmp, rv, 0);
94     if(check_enemy(pet, rv) != NULL)
95 elmex 1.1 return tmp;
96     else
97     pet->enemy = NULL;
98 root 1.2 }
99     /* if we got here we have no enemy */
100     /* we return NULL to avoid heading back to the owner */
101     pet->enemy = NULL;
102     return NULL;
103     }
104 elmex 1.1 }
105    
106     /* Since the pet has no existing enemy, look for anything nasty
107     * around the owner that it should go and attack.
108     */
109     tmp3 = NULL;
110     for (i = 0; i < SIZEOFFREE; i++) {
111 root 1.2 x = owner->x + freearr_x[search_arr[i]];
112 elmex 1.1 y = owner->y + freearr_y[search_arr[i]];
113 root 1.2 nm = owner->map;
114     /* Only look on the space if there is something alive there. */
115     mflags = get_map_flags(nm, &nm, x, y, &x, &y);
116     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) {
117     for (tmp = get_map_ob(nm, x, y); tmp != NULL; tmp = tmp->above) {
118     object *tmp2 = tmp->head == NULL?tmp:tmp->head;
119    
120     if (QUERY_FLAG(tmp2,FLAG_ALIVE) && ((
121     !QUERY_FLAG(tmp2, FLAG_FRIENDLY) &&
122     (tmp2->type != PLAYER)) ||
123     should_arena_attack(pet, owner, tmp2))
124     && !QUERY_FLAG(tmp2,FLAG_UNAGGRESSIVE) &&
125     tmp2 != pet && tmp2 != owner &&
126     can_detect_enemy(pet, tmp2, rv)) {
127    
128     if (!can_see_enemy(pet, tmp2)) {
129     if (tmp3 != NULL)
130     tmp3 = tmp2;
131     } else {
132     pet->enemy = tmp2;
133     if(check_enemy(pet, rv)!=NULL)
134     return tmp2;
135     else
136     pet->enemy = NULL;
137     }
138     }/* if this is a valid enemy */
139     }/* for objects on this space */
140     }/* if there is something living on this space */
141 elmex 1.1 } /* for loop of spaces around the owner */
142    
143     /* fine, we went through the whole loop and didn't find one we could
144     see, take what we have */
145     if (tmp3 != NULL) {
146 root 1.2 pet->enemy = tmp3;
147     if (check_enemy(pet, rv) != NULL)
148     return tmp3;
149     else
150     pet->enemy = NULL;
151 elmex 1.1 }
152    
153     /* No threat to owner, check to see if the pet has an attacker*/
154     if (attacker)
155     {
156     /* need to be sure this is the right one! */
157     if (attacker->count == pet->attacked_by_count)
158     {
159     /* also need to check to make sure it is not freindly */
160     /* or otherwise non-hostile, and is an appropriate target */
161     if (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && on_same_map(pet, attacker))
162 root 1.2 {
163     pet->enemy = attacker;
164     if (check_enemy(pet, rv) != NULL)
165     return attacker;
166     else
167     pet->enemy = NULL;
168     }
169 elmex 1.1 }
170     }
171    
172     /* Don't have an attacker or legal enemy, so look for a new one!.
173     * This looks for one around where the pet is. Thus, you could lead
174     * a pet to danger, then take a few steps back. This code is basically
175     * the same as the code that looks around the owner.
176     */
177     if (owner->type == PLAYER && owner->contr->petmode != pet_defend) {
178 root 1.2 tmp3 = NULL;
179     for (i = 0; i < SIZEOFFREE; i++) {
180     x = pet->x + freearr_x[search_arr[i]];
181     y = pet->y + freearr_y[search_arr[i]];
182     nm = pet->map;
183     /* Only look on the space if there is something alive there. */
184     mflags = get_map_flags(nm, &nm, x,y, &x, &y);
185     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) {
186     for (tmp = get_map_ob(nm, x, y); tmp != NULL; tmp = tmp->above) {
187     object *tmp2 = tmp->head == NULL?tmp:tmp->head;
188     if (QUERY_FLAG(tmp2,FLAG_ALIVE) && ((
189     !QUERY_FLAG(tmp2, FLAG_FRIENDLY) &&
190     (tmp2->type != PLAYER)) ||
191     should_arena_attack(pet, owner, tmp2))
192     && !QUERY_FLAG(tmp2,FLAG_UNAGGRESSIVE) &&
193     tmp2 != pet && tmp2 != owner &&
194     can_detect_enemy(pet, tmp2, rv)) {
195    
196     if (!can_see_enemy(pet, tmp2)) {
197     if (tmp3 != NULL)
198     tmp3 = tmp2;
199     } else {
200     pet->enemy = tmp2;
201     if(check_enemy(pet, rv)!=NULL)
202     return tmp2;
203     else
204     pet->enemy = NULL;
205     }
206     } /* make sure we can get to the bugger */
207     }/* for objects on this space */
208     } /* if there is something living on this space */
209     } /* for loop of spaces around the pet */
210 elmex 1.1 } /* pet in defence mode */
211    
212     /* fine, we went through the whole loop and didn't find one we could
213     see, take what we have */
214     if (tmp3 != NULL) {
215 root 1.2 pet->enemy = tmp3;
216     if (check_enemy(pet, rv) != NULL)
217     return tmp3;
218     else
219     pet->enemy = NULL;
220 elmex 1.1 }
221    
222     /* Didn't find anything - return the owner's enemy or NULL */
223     return check_enemy(pet, rv);
224     }
225    
226     void terminate_all_pets(object *owner) {
227     objectlink *obl, *next;
228     for(obl = first_friendly_object; obl != NULL; obl = next) {
229     object *ob = obl->ob;
230     next = obl->next;
231     if(get_owner(ob) == owner) {
232     if(!QUERY_FLAG(ob, FLAG_REMOVED))
233     remove_ob(ob);
234     remove_friendly_object(ob);
235     free_object(ob);
236     }
237     }
238     }
239    
240     /*
241     * Unfortunately, sometimes, the owner of a pet is in the
242     * process of entering a new map when this is called.
243     * Thus the map isn't loaded yet, and we have to remove
244     * the pet...
245     * Interesting enough, we don't use the passed map structure in
246     * this function.
247     */
248    
249     void remove_all_pets(mapstruct *map) {
250     objectlink *obl, *next;
251     object *owner;
252    
253     for(obl = first_friendly_object; obl != NULL; obl = next) {
254     next = obl->next;
255     if(obl->ob->type != PLAYER && QUERY_FLAG(obl->ob,FLAG_FRIENDLY) &&
256     (owner = get_owner(obl->ob)) != NULL && !on_same_map(owner, obl->ob))
257     {
258 root 1.2 /* follow owner checks map status for us */
259     follow_owner(obl->ob,owner);
260 elmex 1.1 }
261     }
262     }
263    
264     int follow_owner(object *ob, object *owner) {
265     object *tmp;
266     int dir;
267    
268     if (!QUERY_FLAG(ob,FLAG_REMOVED))
269 root 1.2 remove_ob(ob);
270 elmex 1.1
271     if(owner->map == NULL) {
272 root 1.2 LOG(llevError,"Can't follow owner (%d): no map.\n", owner->name);
273 elmex 1.1 goto fail;
274     }
275     if(owner->map->in_memory != MAP_IN_MEMORY) {
276 root 1.2 LOG(llevError,"Owner of the pet not on a map in memory!?\n");
277     goto fail;
278 elmex 1.1 }
279    
280     dir = find_free_spot(ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
281    
282     if (dir==-1) {
283 root 1.2 LOG(llevMonster,"No space for pet to follow, freeing %s.\n",ob->name);
284     goto fail;
285 elmex 1.1 }
286     for(tmp=ob;tmp!=NULL;tmp=tmp->more) {
287 root 1.2 tmp->x = owner->x + freearr_x[dir]+(tmp->arch==NULL?0:tmp->arch->clone.x);
288     tmp->y = owner->y + freearr_y[dir]+(tmp->arch==NULL?0:tmp->arch->clone.y);
289     tmp->map = owner->map;
290     if (OUT_OF_REAL_MAP(tmp->map, tmp->x, tmp->y)) {
291     tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y);
292     }
293 elmex 1.1 }
294     insert_ob_in_map(ob, ob->map, NULL,0);
295     if (owner->type == PLAYER) /* Uh, I hope this is always true... */
296 root 1.2 new_draw_info(NDI_UNIQUE, 0,owner, "Your pet magically appears next to you");
297 elmex 1.1
298     return 0;
299    
300     fail:
301     remove_friendly_object (ob);
302     free_object (ob);
303    
304     return 1;
305     }
306    
307     void pet_move(object * ob)
308     {
309     int dir, tag, i;
310     sint16 dx, dy;
311     object *ob2, *owner;
312     mapstruct *m;
313    
314     /* Check to see if player pulled out */
315     if ((owner = get_owner(ob)) == NULL) {
316 root 1.2 remove_ob(ob); /* Will be freed when returning */
317     remove_friendly_object(ob);
318     free_object(ob);
319     LOG(llevMonster, "Pet: no owner, leaving.\n");
320     return;
321 elmex 1.1 }
322    
323     /* move monster into the owners map if not in the same map */
324     if (!on_same_map(ob, owner)) {
325 root 1.2 follow_owner(ob, owner);
326     return;
327 elmex 1.1 }
328     /* Calculate Direction */
329     if (owner->type == PLAYER && owner->contr->petmode == pet_sad) {
330 root 1.2 /* in S&D mode, if we have no enemy, run randomly about. */
331     for (i=0; i < 15; i++) {
332     dir = rndm(1, 8);
333     dx = ob->x + freearr_x[dir];
334     dy = ob->y + freearr_y[dir];
335     m = ob->map;
336     if (get_map_flags(ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
337     continue;
338     else if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m, dx, dy)))
339     continue;
340     else
341     break;
342     }
343 elmex 1.1 } else {
344     struct rv_vector rv;
345     get_rangevector (ob, ob->owner, &rv, 0);
346     dir = rv.direction;
347     }
348     ob->direction = dir;
349    
350     tag = ob->count;
351     /* move_ob returns 0 if the object couldn't move. If that is the
352     * case, lets do some other work.
353     */
354     if (!(move_ob(ob, dir, ob))) {
355 root 1.2 object *part;
356 elmex 1.1
357 root 1.2 /* the failed move_ob above may destroy the pet, so check here */
358     if (was_destroyed(ob, tag)) return;
359 elmex 1.1
360 root 1.2 for(part = ob; part != NULL; part = part->more)
361     {
362     dx = part->x + freearr_x[dir];
363     dy = part->y + freearr_y[dir];
364     m = get_map_from_coord(part->map, &dx, &dy);
365     if (!m) continue;
366    
367     for (ob2 = get_map_ob(m, dx, dy); ob2 != NULL; ob2 = ob2->above)
368     {
369     object *new_ob;
370     new_ob = ob2->head?ob2->head:ob2;
371     if(new_ob == ob)
372     break;
373     if (new_ob == ob->owner)
374     return;
375     if (get_owner(new_ob) == ob->owner)
376     break;
377    
378     /* Hmm. Did we try to move into an enemy monster? If so,
379     * make it our enemy.
380     */
381     if (QUERY_FLAG(new_ob,FLAG_ALIVE) && !QUERY_FLAG(ob,FLAG_UNAGGRESSIVE)
382     && !QUERY_FLAG(new_ob,FLAG_UNAGGRESSIVE) &&
383     !QUERY_FLAG(new_ob,FLAG_FRIENDLY)) {
384    
385     ob->enemy = new_ob;
386     if(new_ob->enemy == NULL)
387     new_ob->enemy = ob;
388     return;
389     } else if (new_ob->type == PLAYER) {
390     new_draw_info(NDI_UNIQUE, 0,new_ob, "You stand in the way of someones pet.");
391     return;
392     }
393     }
394     }
395     /* Try a different course */
396     dir = absdir(dir + 4 - (RANDOM() %5) - (RANDOM()%5));
397     (void) move_ob(ob, dir, ob);
398 elmex 1.1 }
399     return;
400     }
401    
402     /****************************************************************************
403     *
404     * GOLEM SPELL CODE
405     *
406     ****************************************************************************/
407    
408     /* fix_summon_pet() - this makes multisquare/single square monsters
409     * proper for map insertion.
410     * at is the archetype, op is the caster of the spell, dir is the
411     * direction the monster should be placed in.
412     * is_golem is to note that this is a golem spell.
413     */
414     object *fix_summon_pet(archetype *at, object *op, int dir, int is_golem ) {
415     archetype *atmp;
416     object *tmp=NULL, *prev=NULL, *head=NULL;
417    
418     for(atmp = at; atmp!=NULL; atmp = atmp->more) {
419 root 1.2 tmp = arch_to_object(atmp);
420     if (atmp == at) {
421     if(!is_golem)
422     SET_FLAG(tmp, FLAG_MONSTER);
423     set_owner(tmp, op);
424     if (op->type == PLAYER) {
425     tmp->stats.exp = 0;
426     add_friendly_object(tmp);
427     SET_FLAG(tmp, FLAG_FRIENDLY);
428     if(is_golem) CLEAR_FLAG(tmp, FLAG_MONSTER);
429     } else {
430     if(QUERY_FLAG(op, FLAG_FRIENDLY)) {
431     object *owner = get_owner(op);
432     if(owner != NULL) {/* For now, we transfer ownership */
433     set_owner(tmp,owner);
434     tmp->attack_movement = PETMOVE;
435     add_friendly_object(tmp);
436     SET_FLAG(tmp, FLAG_FRIENDLY);
437     }
438     }
439     }
440     if(op->type!=PLAYER || !is_golem) {
441     tmp->attack_movement = PETMOVE;
442     tmp->speed_left = -1;
443     tmp->type = 0;
444     tmp->enemy = op->enemy;
445     } else
446     tmp->type = GOLEM;
447 elmex 1.1
448 root 1.2 }
449     if(head == NULL)
450     head = tmp;
451     tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x;
452     tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y;
453     tmp->map = op->map;
454     if(tmp->invisible) tmp->invisible=0;
455     if(head != tmp)
456     tmp->head = head, prev->more = tmp;
457     prev = tmp;
458 elmex 1.1 }
459     head->direction = dir;
460    
461     /* need to change some monster attr to prevent problems/crashing */
462     head->last_heal=0;
463     head->last_eat=0;
464     head->last_grace=0;
465     head->last_sp=0;
466     head->other_arch=NULL;
467     head->stats.exp = 0;
468     CLEAR_FLAG(head,FLAG_CHANGING);
469     CLEAR_FLAG(head,FLAG_STAND_STILL);
470     CLEAR_FLAG(head,FLAG_GENERATOR);
471     CLEAR_FLAG(head,FLAG_SPLITTING);
472     if(head->attacktype&AT_GHOSTHIT) head->attacktype=(AT_PHYSICAL|AT_DRAIN);
473    
474     return head;
475     }
476    
477     /* updated this to allow more than the golem 'head' to attack */
478     /* op is the golem to be moved. */
479    
480     void move_golem(object *op) {
481     int made_attack=0;
482     object *tmp;
483     tag_t tag;
484    
485     if(QUERY_FLAG(op, FLAG_MONSTER))
486 root 1.2 return; /* Has already been moved */
487 elmex 1.1
488     if(get_owner(op)==NULL) {
489 root 1.2 LOG(llevDebug,"Golem without owner destructed.\n");
490     remove_ob(op);
491     free_object(op);
492     return;
493 elmex 1.1 }
494     /* It would be nice to have a cleaner way of what message to print
495     * when the golem expires than these hard coded entries.
496     * Note it is intentional that a golems duration is based on its
497     * hp, and not duration
498     */
499     if(--op->stats.hp<0) {
500 root 1.2 if (op->msg)
501     new_draw_info(NDI_UNIQUE, 0,op->owner,op->msg);
502     op->owner->contr->ranges[range_golem]=NULL;
503     op->owner->contr->golem_count = 0;
504     remove_friendly_object(op);
505     remove_ob(op);
506     free_object(op);
507     return;
508 elmex 1.1 }
509    
510     /* Do golem attacks/movement for single & multisq golems.
511     * Assuming here that op is the 'head' object. Pass only op to
512     * move_ob (makes recursive calls to other parts)
513     * move_ob returns 0 if the creature was not able to move.
514     */
515     tag = op->count;
516     if(move_ob(op,op->direction,op)) return;
517     if (was_destroyed (op, tag))
518     return;
519    
520     for(tmp=op;tmp;tmp=tmp->more) {
521 root 1.2 sint16 x=tmp->x+freearr_x[op->direction],y=tmp->y+freearr_y[op->direction];
522     object *victim;
523     mapstruct *m;
524     int mflags;
525    
526     m = op->map;
527     mflags = get_map_flags(m, &m, x, y, &x, &y);
528    
529     if (mflags & P_OUT_OF_MAP) continue;
530    
531     for(victim=get_map_ob(op->map,x,y);victim;victim=victim->above)
532     if(QUERY_FLAG(victim,FLAG_ALIVE)) break;
533    
534     /* We used to call will_hit_self to make sure we don't
535     * hit ourselves, but that didn't work, and I don't really
536     * know if that was more efficient anyways than this.
537     * This at least works. Note that victim->head can be NULL,
538     * but since we are not trying to dereferance that pointer,
539     * that isn't a problem.
540     */
541     if(victim && victim!=op && victim->head!=op) {
542    
543     /* for golems with race fields, we don't attack
544     * aligned races
545     */
546    
547     if(victim->race && op->race && strstr(op->race,victim->race)) {
548     if(op->owner) new_draw_info_format(NDI_UNIQUE, 0,op->owner,
549     "%s avoids damaging %s.",op->name,victim->name);
550     } else if (victim == op->owner) {
551     if(op->owner) new_draw_info_format(NDI_UNIQUE, 0,op->owner,
552     "%s avoids damaging you.",op->name);
553     } else {
554     attack_ob(victim,op);
555     made_attack=1;
556     }
557     } /* If victim */
558 elmex 1.1 }
559     if(made_attack) update_object(op,UP_OBJ_FACE);
560     }
561    
562     /* this is a really stupid function when you get down and
563     * look at it. Keep it here for the time being - makes life
564     * easier if we ever decide to do more interesting thing with
565     * controlled golems.
566     */
567     void control_golem(object *op,int dir) {
568     op->direction=dir;
569     }
570    
571     /* summon golem: summons a monster for 'op'. caster is the object
572     * casting the spell, dir is the direction to place the monster,
573     * at is the archetype of the monster, and spob is the spell
574     * object. At this stage, all spob is really used for is to
575     * adjust some values in the monster.
576     */
577     int summon_golem(object *op,object *caster,int dir,object *spob) {
578     object *tmp, *god=NULL;
579     archetype *at;
580     char buf[MAX_BUF];
581    
582     /* Because there can be different golem spells, player may want to
583     * 'lose' their old golem.
584     */
585     if(op->type==PLAYER &&
586     op->contr->ranges[range_golem]!=NULL &&
587     op->contr->golem_count == op->contr->ranges[range_golem]->count) {
588 root 1.2 new_draw_info(NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
589     remove_ob(op->contr->ranges[range_golem]);
590     free_object(op->contr->ranges[range_golem]);
591     op->contr->ranges[range_golem]=NULL;
592     op->contr->golem_count=(uint32)-1;
593 elmex 1.1 }
594    
595     if (spob->other_arch)
596 root 1.2 at = spob->other_arch;
597 elmex 1.1 else if (spob->race) {
598 root 1.2 god = find_god(determine_god(caster));
599 elmex 1.1
600 root 1.2 if (!god) {
601     new_draw_info_format(NDI_UNIQUE, 0,op,"You must worship a god to cast %s.", spob->name);
602     return 0;
603     }
604     at = determine_holy_arch (god, spob->race);
605     if (!at) {
606     new_draw_info_format(NDI_UNIQUE, 0,op,"%s has no %s for you to call.",
607     god->name,spob->race);
608     return 0;
609     }
610 elmex 1.1 } else {
611 root 1.2 LOG(llevError,"Spell %s lacks other_arch\n", spob->name);
612     return 0;
613 elmex 1.1 }
614    
615     if(!dir)
616 root 1.2 dir=find_free_spot(NULL,op->map,op->x,op->y,1,SIZEOFFREE1+1);
617 elmex 1.1
618     if ((dir==-1) || ob_blocked(&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir])) {
619 root 1.2 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
620     return 0;
621 elmex 1.1 }
622     /* basically want to get proper map/coordinates for this object */
623    
624     if(!(tmp=fix_summon_pet(at,op,dir,GOLEM))) {
625 root 1.2 new_draw_info(NDI_UNIQUE, 0,op,"Your spell fails.");
626     return 0;
627 elmex 1.1 }
628    
629     if(op->type==PLAYER) {
630 root 1.2 tmp->type=GOLEM;
631     set_owner(tmp,op);
632     set_spell_skill(op, caster, spob, tmp);
633     op->contr->ranges[range_golem]=tmp;
634     op->contr->golem_count = tmp->count;
635     /* give the player control of the golem */
636     op->contr->shoottype=range_golem;
637 elmex 1.1 } else {
638 root 1.2 if(QUERY_FLAG(op, FLAG_FRIENDLY)) {
639     object *owner = get_owner(op);
640     if (owner != NULL) { /* For now, we transfer ownership */
641     set_owner (tmp, owner);
642     tmp->attack_movement = PETMOVE;
643     add_friendly_object (tmp);
644     SET_FLAG (tmp, FLAG_FRIENDLY);
645     }
646     }
647     SET_FLAG(tmp, FLAG_MONSTER);
648 elmex 1.1 }
649    
650     /* make the speed positive.*/
651     tmp->speed = FABS(tmp->speed);
652    
653     /* This sets the level dependencies on dam and hp for monsters */
654     /* players can't cope with too strong summonings. */
655     /* but monsters can. reserve these for players. */
656     if(op->type==PLAYER) {
657 root 1.2 tmp->stats.hp += spob->duration +
658 elmex 1.1 SP_level_duration_adjust(caster,spob);
659 root 1.2 if (!spob->stats.dam)
660     tmp->stats.dam += SP_level_dam_adjust(caster,spob);
661     else
662     tmp->stats.dam= spob->stats.dam +
663 elmex 1.1 SP_level_dam_adjust(caster,spob);
664 root 1.2 tmp->speed += .02 * SP_level_range_adjust(caster,spob);
665     tmp->speed = MIN(tmp->speed, 1.0);
666     if (spob->attacktype) tmp->attacktype = spob->attacktype;
667 elmex 1.1 }
668     tmp->stats.wc -= SP_level_range_adjust(caster,spob);
669    
670     /* limit the speed to 0.3 for non-players, 1 for players. */
671    
672     /* make experience increase in proportion to the strength.
673     * this is a bit simplistic - we are basically just looking at how
674     * often the sp doubles and use that as the ratio.
675     */
676     tmp->stats.exp *= 1 + (MAX(spob->stats.maxgrace, spob->stats.sp) /
677 root 1.2 caster_level(caster, spob));
678 elmex 1.1 tmp->speed_left= 0;
679     tmp->direction=dir;
680    
681     /* Holy spell - some additional tailoring */
682     if (god) {
683 root 1.2 object *tmp2;
684 elmex 1.1
685 root 1.2 sprintf(buf,"%s of %s",spob->name,god->name);
686     buf[0] = toupper(buf[0]);
687     for (tmp2=tmp; tmp2; tmp2=tmp2->more) {
688     if (tmp2->name) free_string(tmp2->name);
689     tmp2->name = add_string(buf);
690     }
691     tmp->attacktype |= god->attacktype;
692     memcpy(tmp->resist, god->resist, sizeof(tmp->resist));
693     if (tmp->race) FREE_AND_CLEAR_STR(tmp->race);
694     if (god->race) tmp->race = add_string(god->race);
695     if (tmp->slaying) FREE_AND_CLEAR_STR(tmp->slaying);
696     if (god->slaying) tmp->slaying = add_string(god->slaying);
697     /* safety, we must allow a god's servants some reasonable attack */
698     if(!(tmp->attacktype&AT_PHYSICAL)) tmp->attacktype|=AT_PHYSICAL;
699 elmex 1.1 }
700    
701     insert_ob_in_map(tmp,tmp->map,op,0);
702     return 1;
703     }
704    
705    
706     /***************************************************************************
707     *
708     * Summon monster/pet/other object code
709     *
710     ***************************************************************************/
711    
712     /* Returns a monster (chosen at random) that this particular player (and his
713     * god) find acceptable. This checks level, races allowed by god, etc
714     * to determine what is acceptable.
715     * This returns NULL if no match was found.
716     */
717    
718     object *choose_cult_monster(object *pl, object *god, int summon_level) {
719     char buf[MAX_BUF];
720     const char *race;
721     int racenr, mon_nr,i;
722     racelink *list;
723     objectlink *tobl;
724     object *otmp;
725    
726     /* Determine the number of races available */
727     racenr=0;
728     strcpy(buf,god->race);
729     race = strtok(buf,",");
730     while(race) {
731 root 1.2 racenr++;
732     race = strtok(NULL,",");
733 elmex 1.1 }
734    
735     /* next, randomly select a race from the aligned_races string */
736     if(racenr>1) {
737 root 1.2 racenr = rndm(0, racenr-1);
738     strcpy(buf,god->race);
739 elmex 1.1 race = strtok(buf,",");
740     for(i=0;i<racenr;i++)
741 root 1.2 race = strtok(NULL,",");
742 elmex 1.1 } else
743     race = god->race;
744    
745    
746     /* see if a we can match a race list of monsters. This should not
747     * happen, so graceful recovery isn't really needed, but this sanity
748     * checking is good for cases where the god archetypes mismatch the
749     * race file
750     */
751     if((list=find_racelink(race))==NULL) {
752 root 1.2 new_draw_info_format(NDI_UNIQUE, 0,pl,
753     "The spell fails! %s's creatures are beyond the range of your summons",
754     god->name);
755     LOG(llevDebug,"choose_cult_monster() requested non-existent aligned race!\n");
756     return 0;
757 elmex 1.1 }
758    
759     /* search for an apprplritate monster on this race list */
760     mon_nr=0;
761     for(tobl=list->member;tobl;tobl=tobl->next) {
762 root 1.2 otmp=tobl->ob;
763     if(!otmp||!QUERY_FLAG(otmp,FLAG_MONSTER)) continue;
764     if(otmp->level<=summon_level) mon_nr++;
765 elmex 1.1 }
766    
767     /* If this god has multiple race entries, we should really choose another.
768     * But then we either need to track which ones we have tried, or just
769     * make so many calls to this function, and if we get so many without
770     * a valid entry, assuming nothing is available and quit.
771     */
772     if (!mon_nr) return NULL;
773    
774     mon_nr = rndm(0, mon_nr-1);
775     for(tobl=list->member;tobl;tobl=tobl->next) {
776 root 1.2 otmp=tobl->ob;
777     if(!otmp||!QUERY_FLAG(otmp,FLAG_MONSTER)) continue;
778     if(otmp->level<=summon_level && !mon_nr--) return otmp;
779 elmex 1.1 }
780     /* This should not happen */
781     LOG(llevDebug,"choose_cult_monster() mon_nr was set, but did not find a monster\n");
782     return NULL;
783     }
784    
785    
786    
787     int summon_object(object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
788     {
789     sint16 x,y, nrof=1, i;
790     archetype *summon_arch;
791     int ndir;
792    
793     if (spell_ob->other_arch) {
794 root 1.2 summon_arch = spell_ob->other_arch;
795 elmex 1.1 } else if (spell_ob->randomitems) {
796 root 1.2 int level = caster_level(caster, spell_ob);
797     treasure *tr, *lasttr=NULL;;
798 elmex 1.1
799 root 1.2 /* In old code, this was a very convuluted for statement,
800     * with all the checks in the 'for' portion itself. Much
801     * more readable to break some of the conditions out.
802     */
803     for (tr=spell_ob->randomitems->items; tr; tr=tr->next) {
804     if (level < tr->magic) break;
805     lasttr = tr;
806     if(stringarg && !strcmp(tr->item->name,stringarg)) break;
807     if (tr->next == NULL || tr->next->item == NULL) break;
808     }
809     if (!lasttr) {
810     LOG(llevError,"Treasurelist %s did not generate a valid entry in summon_object\n",
811     spell_ob->randomitems->name);
812     new_draw_info(NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
813     return 0;
814     }
815     summon_arch = lasttr->item;
816     nrof = lasttr->nrof;
817 elmex 1.1
818     } else if (spell_ob->race && !strcmp(spell_ob->race,"GODCULTMON")) {
819 root 1.2 object *god=find_god(determine_god(op)), *mon, *owner;
820     int summon_level, tries;
821    
822     if (!god && ((owner=get_owner(op))!=NULL)) {
823     god = find_god(determine_god(owner));
824     }
825     /* If we can't find a god, can't get what monster to summon */
826     if (!god) return 0;
827 elmex 1.1
828 root 1.2 if (!god->race) {
829     new_draw_info_format(NDI_UNIQUE, 0,op,
830     "%s has no creatures that you may summon!",god->name);
831     return 0;
832     }
833     /* the summon level */
834     summon_level=caster_level(caster, spell_ob);
835     if (summon_level==0) summon_level=1;
836     tries = 0;
837     do {
838     mon = choose_cult_monster(op, god,summon_level);
839     if (!mon) {
840     new_draw_info_format(NDI_UNIQUE, 0,op,
841     "%s fails to send anything.",god->name);
842     return 0;
843     }
844     ndir = dir;
845     if (!ndir)
846     ndir = find_free_spot(mon, op->map, op->x, op->y, 1, SIZEOFFREE);
847     if (ndir == -1 || ob_blocked(mon,op->map, op->x + freearr_x[ndir], op->y+freearr_y[ndir])) {
848     ndir=-1;
849     if (++tries == 5) {
850     new_draw_info(NDI_UNIQUE, 0,op, "There is something in the way.");
851     return 0;
852     }
853     }
854     } while (ndir == -1);
855     if (mon->level > (summon_level/2))
856     nrof = random_roll(1, 2, op, PREFER_HIGH);
857     else
858     nrof = die_roll(2, 2, op, PREFER_HIGH);
859     summon_arch = mon->arch;
860 elmex 1.1 } else {
861 root 1.2 summon_arch = NULL;
862 elmex 1.1 }
863    
864     if (spell_ob->stats.dam)
865 root 1.2 nrof += spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
866 elmex 1.1
867     if (!summon_arch) {
868 root 1.2 new_draw_info(NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
869     return 0;
870 elmex 1.1 }
871    
872     for (i=1; i <= nrof; i++) {
873 root 1.2 archetype *atmp;
874     object *prev=NULL, *head=NULL, *tmp;
875 elmex 1.1
876     if (dir) {
877     ndir = dir;
878     dir = absdir (dir+1);
879     } else
880     ndir = find_free_spot(&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
881    
882     if (ndir > 0) {
883     x = freearr_x[ndir];
884     y = freearr_y[ndir];
885     }
886    
887     if (ndir == -1 || ob_blocked(&summon_arch->clone, op->map, op->x + x, op->y + y)){
888     new_draw_info(NDI_UNIQUE, 0, op, "There is something in the way.");
889     if (nrof > 1)
890 root 1.2 new_draw_info(NDI_UNIQUE, 0,op, "No more pets for this casting.");
891 elmex 1.1
892     return nrof > 1;
893     }
894    
895 root 1.2 for (atmp = summon_arch; atmp!=NULL; atmp=atmp->more) {
896     tmp = arch_to_object(atmp);
897     if (atmp == summon_arch) {
898     if (QUERY_FLAG(tmp, FLAG_MONSTER)) {
899     set_owner(tmp, op);
900     set_spell_skill(op, caster, spell_ob, tmp);
901     tmp->enemy = op->enemy;
902     tmp->type = 0;
903     CLEAR_FLAG(tmp, FLAG_SLEEP);
904     if (op->type == PLAYER || QUERY_FLAG(op, FLAG_FRIENDLY)) {
905     /* If this is not set, we make it friendly */
906     if (!QUERY_FLAG(spell_ob, FLAG_MONSTER)) {
907     SET_FLAG(tmp, FLAG_FRIENDLY);
908     add_friendly_object(tmp);
909     tmp->stats.exp = 0;
910     if (spell_ob->attack_movement)
911     tmp->attack_movement = spell_ob->attack_movement;
912     if (get_owner(op))
913     set_owner(tmp, get_owner(op));
914     }
915     }
916     }
917     if (tmp->speed > MIN_ACTIVE_SPEED) tmp->speed_left = -1;
918     }
919     if (head == NULL) head = tmp;
920     else {
921     tmp->head = head;
922     prev->more = tmp;
923     }
924     prev = tmp;
925     tmp->x = op->x + x + tmp->arch->clone.x;
926     tmp->y = op->y + y + tmp->arch->clone.y;
927     tmp->map = op->map;
928     }
929     head->direction = freedir[ndir];
930     head->stats.exp = 0;
931     head = insert_ob_in_map(head, head->map, op, 0);
932     if (head && head->randomitems) {
933     object *tmp;
934     create_treasure(head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
935     for (tmp=head->inv; tmp; tmp=tmp->below)
936     if (!tmp->nrof) SET_FLAG(tmp, FLAG_NO_DROP);
937     }
938 elmex 1.1 } /* for i < nrof */
939     return 1;
940     }
941    
942     /* recursively look through the owner property of objects until the real owner
943     is found */
944     object *get_real_owner(object *ob) {
945 root 1.2 object *realowner = ob;
946    
947     if (realowner == NULL) return NULL;
948    
949     while(get_owner(realowner) != NULL)
950     {
951     realowner = get_owner(realowner);
952     }
953     return realowner;
954 elmex 1.1 }
955 root 1.2
956 elmex 1.1 /* determines if checks so pets don't attack players or other pets should be
957     overruled by the arena petmode */
958     int should_arena_attack(object *pet,object *owner,object *target) {
959 root 1.2 object *rowner, *towner;
960    
961     /* exit if the target, pet, or owner is null. */
962     if ((target == NULL) || (pet == NULL) || (owner == NULL)) return 0;
963    
964     /* get the owners of itself and the target, this is to deal with pets of
965     pets */
966     rowner = get_real_owner(owner);
967     if (target->type != PLAYER) {
968     towner = get_real_owner(target);
969     } else {
970     towner = 0;
971     }
972    
973     /* if the pet has now owner, exit with error */
974     if (rowner == NULL) {
975     LOG(llevError,"Pet has no owner.\n");
976     return 0;
977     }
978    
979     /* if the target is not a player, and has no owner, we shouldn't be here
980     */
981     if ((towner == NULL) && (target->type != PLAYER)) {
982     LOG(llevError,"Target is not a player but has no owner. We should not be here.\n");
983     return 0;
984     }
985    
986     /* make sure that the owner is a player */
987     if (rowner->type != PLAYER) return 0;
988    
989     /* abort if the petmode is not arena */
990     if (rowner->contr->petmode != pet_arena) return 0;
991    
992     /* abort if the pet, it's owner, or the target is not on battleground*/
993     if (!(op_on_battleground(pet, NULL, NULL) &&
994     op_on_battleground(owner, NULL, NULL) &&
995     op_on_battleground(target, NULL, NULL)))
996     return 0;
997    
998     /* if the target is a monster, make sure it's owner is not the same */
999     if ((target->type != PLAYER) && (rowner == towner)) return 0;
1000    
1001     /* check if the target is a player which affects how it will handle
1002     parties */
1003     if (target->type != PLAYER) {
1004     /* if the target is owned by a player make sure than make sure
1005     it's not in the same party */
1006     if ((towner->type == PLAYER) && (rowner->contr->party != NULL)) {
1007     if (rowner->contr->party == towner->contr->party) return 0;
1008     }
1009     } else {
1010     /* if the target is a player make sure than make sure it's not
1011     in the same party */
1012     if (rowner->contr->party != NULL){
1013     if (rowner->contr->party == target->contr->party) return 0;
1014     }
1015     }
1016    
1017     return 1;
1018 elmex 1.1 }