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/cvs/deliantra/server/server/pets.C
Revision: 1.21
Committed: Sun Jan 7 23:12:03 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +1 -1 lines
Log Message:
use destroy_on_detah, not no_drop, for summoned stuff

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.20 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.9 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #include <global.h>
26 root 1.17 #include <sproto.h>
27 elmex 1.1
28     /* given that 'pet' is a friendly object, this function returns a
29     * monster the pet should attack, NULL if nothing appropriate is
30     * found. it basically looks for nasty things around the owner
31     * of the pet to attack.
32     * this is now tilemap aware.
33     */
34 root 1.4 object *
35     get_pet_enemy (object *pet, rv_vector * rv)
36     {
37     object *owner, *tmp, *attacker, *tmp3;
38     int i;
39     sint16 x, y;
40 root 1.11 maptile *nm;
41 root 1.4 int search_arr[SIZEOFFREE];
42     int mflags;
43    
44     attacker = pet->attacked_by; /*pointer to attacking enemy */
45     pet->attacked_by = NULL; /*clear this, since we are dealing with it */
46    
47 root 1.15 if ((owner = pet->owner) != NULL)
48 root 1.4 {
49     /* If the owner has turned on the pet, make the pet
50     * unfriendly.
51     */
52     if ((check_enemy (owner, rv)) == pet)
53     {
54     CLEAR_FLAG (pet, FLAG_FRIENDLY);
55     remove_friendly_object (pet);
56     pet->attack_movement &= ~PETMOVE;
57     return owner;
58     }
59     }
60     else
61     {
62     /* else the owner is no longer around, so the
63     * pet no longer needs to be friendly.
64     */
65     CLEAR_FLAG (pet, FLAG_FRIENDLY);
66     remove_friendly_object (pet);
67     pet->attack_movement &= ~PETMOVE;
68     return NULL;
69     }
70     /* If they are not on the same map, the pet won't be agressive */
71     if (!on_same_map (pet, owner))
72     return NULL;
73    
74     /* See if the pet has an existing enemy. If so, don't start a new one */
75     if ((tmp = check_enemy (pet, rv)) != NULL)
76     {
77     if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY))
78     /* without this check, you can actually get pets with
79     * enemy set to owner!
80 root 1.2 */
81 root 1.4 pet->enemy = NULL;
82     else
83     return tmp;
84     }
85 root 1.19
86 root 1.4 get_search_arr (search_arr);
87    
88     if (owner->type == PLAYER && owner->contr->petmode > pet_normal)
89     {
90     if (owner->contr->petmode == pet_sad)
91     {
92     tmp = find_nearest_living_creature (pet);
93     if (tmp != NULL)
94     {
95     get_rangevector (pet, tmp, rv, 0);
96     if (check_enemy (pet, rv) != NULL)
97     return tmp;
98     else
99     pet->enemy = NULL;
100     }
101     /* if we got here we have no enemy */
102     /* we return NULL to avoid heading back to the owner */
103     pet->enemy = NULL;
104     return NULL;
105     }
106     }
107    
108     /* Since the pet has no existing enemy, look for anything nasty
109     * around the owner that it should go and attack.
110     */
111     tmp3 = NULL;
112     for (i = 0; i < SIZEOFFREE; i++)
113     {
114     x = owner->x + freearr_x[search_arr[i]];
115     y = owner->y + freearr_y[search_arr[i]];
116     nm = owner->map;
117     /* Only look on the space if there is something alive there. */
118     mflags = get_map_flags (nm, &nm, x, y, &x, &y);
119 root 1.19
120 root 1.4 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
121     {
122 root 1.16 for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above)
123 root 1.4 {
124     object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
125    
126     if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
127     (tmp2->type != PLAYER)) ||
128     should_arena_attack (pet, owner, tmp2))
129     && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
130     {
131    
132     if (!can_see_enemy (pet, tmp2))
133     {
134     if (tmp3 != NULL)
135     tmp3 = tmp2;
136     }
137     else
138     {
139     pet->enemy = tmp2;
140     if (check_enemy (pet, rv) != NULL)
141     return tmp2;
142     else
143     pet->enemy = NULL;
144     }
145     } /* if this is a valid enemy */
146     } /* for objects on this space */
147     } /* if there is something living on this space */
148     } /* for loop of spaces around the owner */
149    
150     /* fine, we went through the whole loop and didn't find one we could
151     see, take what we have */
152     if (tmp3 != NULL)
153     {
154     pet->enemy = tmp3;
155     if (check_enemy (pet, rv) != NULL)
156     return tmp3;
157     else
158     pet->enemy = NULL;
159     }
160    
161     /* No threat to owner, check to see if the pet has an attacker */
162     if (attacker)
163     {
164 root 1.8 /* also need to check to make sure it is not freindly */
165     /* or otherwise non-hostile, and is an appropriate target */
166     if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker))
167 root 1.4 {
168 root 1.8 pet->enemy = attacker;
169    
170     if (check_enemy (pet, rv) != NULL)
171     return attacker;
172     else
173     pet->enemy = NULL;
174 root 1.4 }
175     }
176    
177     /* Don't have an attacker or legal enemy, so look for a new one!.
178     * This looks for one around where the pet is. Thus, you could lead
179     * a pet to danger, then take a few steps back. This code is basically
180     * the same as the code that looks around the owner.
181     */
182     if (owner->type == PLAYER && owner->contr->petmode != pet_defend)
183     {
184     tmp3 = NULL;
185     for (i = 0; i < SIZEOFFREE; i++)
186     {
187     x = pet->x + freearr_x[search_arr[i]];
188     y = pet->y + freearr_y[search_arr[i]];
189     nm = pet->map;
190     /* Only look on the space if there is something alive there. */
191     mflags = get_map_flags (nm, &nm, x, y, &x, &y);
192     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
193     {
194 root 1.16 for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above)
195 root 1.4 {
196     object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
197    
198     if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
199     (tmp2->type != PLAYER)) ||
200     should_arena_attack (pet, owner, tmp2))
201     && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
202     {
203    
204     if (!can_see_enemy (pet, tmp2))
205     {
206     if (tmp3 != NULL)
207     tmp3 = tmp2;
208     }
209     else
210     {
211     pet->enemy = tmp2;
212     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     } /* pet in defence mode */
222    
223     /* 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     next = obl->next;
248 root 1.15 if (ob->owner == owner)
249 root 1.4 {
250     if (!QUERY_FLAG (ob, FLAG_REMOVED))
251 root 1.13 ob->remove ();
252 root 1.4 remove_friendly_object (ob);
253 root 1.14 ob->destroy ();
254 root 1.4 }
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 root 1.4 void
267 root 1.11 remove_all_pets (maptile *map)
268 root 1.4 {
269 elmex 1.1 objectlink *obl, *next;
270     object *owner;
271    
272 root 1.4 for (obl = first_friendly_object; obl != NULL; obl = next)
273 elmex 1.1 {
274 root 1.4 next = obl->next;
275     if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) &&
276 root 1.15 (owner = obl->ob->owner) != NULL && !on_same_map (owner, obl->ob))
277 root 1.4 {
278     /* follow owner checks map status for us */
279     follow_owner (obl->ob, owner);
280     }
281 elmex 1.1 }
282     }
283    
284 root 1.4 int
285     follow_owner (object *ob, object *owner)
286     {
287     object *tmp;
288     int dir;
289 elmex 1.1
290 root 1.4 if (!QUERY_FLAG (ob, FLAG_REMOVED))
291 root 1.13 ob->remove ();
292 elmex 1.1
293 root 1.4 if (owner->map == NULL)
294     {
295     LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name);
296     goto fail;
297 elmex 1.1 }
298 root 1.4 if (owner->map->in_memory != MAP_IN_MEMORY)
299     {
300     LOG (llevError, "Owner of the pet not on a map in memory!?\n");
301     goto fail;
302 elmex 1.1 }
303    
304 root 1.4 dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
305 elmex 1.1
306 root 1.4 if (dir == -1)
307     {
308     LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name);
309     goto fail;
310 elmex 1.1 }
311 root 1.4 for (tmp = ob; tmp != NULL; tmp = tmp->more)
312     {
313     tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
314     tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
315     tmp->map = owner->map;
316     if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y))
317     {
318     tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
319 root 1.2 }
320 elmex 1.1 }
321 root 1.4 insert_ob_in_map (ob, ob->map, NULL, 0);
322     if (owner->type == PLAYER) /* Uh, I hope this is always true... */
323     new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
324 elmex 1.1
325 root 1.4 return 0;
326 elmex 1.1
327     fail:
328 root 1.4 remove_friendly_object (ob);
329 root 1.14 ob->destroy ();
330 elmex 1.1
331 root 1.4 return 1;
332 elmex 1.1 }
333    
334 root 1.4 void
335     pet_move (object *ob)
336 elmex 1.1 {
337 root 1.10 int dir, i;
338 root 1.4 sint16 dx, dy;
339     object *ob2, *owner;
340 root 1.11 maptile *m;
341 root 1.4
342     /* Check to see if player pulled out */
343 root 1.15 if ((owner = ob->owner) == NULL)
344 root 1.4 {
345 root 1.13 ob->remove (); /* Will be freed when returning */
346 root 1.4 remove_friendly_object (ob);
347 root 1.14 ob->destroy ();
348 root 1.4 LOG (llevMonster, "Pet: no owner, leaving.\n");
349     return;
350     }
351    
352     /* move monster into the owners map if not in the same map */
353     if (!on_same_map (ob, owner))
354     {
355     follow_owner (ob, owner);
356     return;
357     }
358     /* Calculate Direction */
359     if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
360     {
361     /* in S&D mode, if we have no enemy, run randomly about. */
362     for (i = 0; i < 15; i++)
363     {
364     dir = rndm (1, 8);
365     dx = ob->x + freearr_x[dir];
366     dy = ob->y + freearr_y[dir];
367     m = ob->map;
368     if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
369     continue;
370     else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy)))
371     continue;
372     else
373     break;
374     }
375     }
376     else
377     {
378     struct rv_vector rv;
379 elmex 1.1
380 root 1.4 get_rangevector (ob, ob->owner, &rv, 0);
381     dir = rv.direction;
382 elmex 1.1 }
383 root 1.4 ob->direction = dir;
384 elmex 1.1
385 root 1.4 /* move_ob returns 0 if the object couldn't move. If that is the
386     * case, lets do some other work.
387     */
388     if (!(move_ob (ob, dir, ob)))
389     {
390     object *part;
391    
392     /* the failed move_ob above may destroy the pet, so check here */
393 root 1.10 if (ob->destroyed ())
394 root 1.2 return;
395 root 1.4
396     for (part = ob; part != NULL; part = part->more)
397     {
398     dx = part->x + freearr_x[dir];
399     dy = part->y + freearr_y[dir];
400     m = get_map_from_coord (part->map, &dx, &dy);
401     if (!m)
402     continue;
403    
404 root 1.16 for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
405 root 1.4 {
406     object *new_ob;
407    
408     new_ob = ob2->head ? ob2->head : ob2;
409     if (new_ob == ob)
410     break;
411     if (new_ob == ob->owner)
412     return;
413 root 1.15 if (new_ob->owner == ob->owner)
414 root 1.2 break;
415 root 1.4
416     /* Hmm. Did we try to move into an enemy monster? If so,
417     * make it our enemy.
418     */
419     if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
420     && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
421     {
422    
423     ob->enemy = new_ob;
424     if (new_ob->enemy == NULL)
425     new_ob->enemy = ob;
426     return;
427     }
428     else if (new_ob->type == PLAYER)
429     {
430     new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet.");
431     return;
432 root 1.2 }
433     }
434     }
435 root 1.4 /* Try a different course */
436     dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5));
437     (void) move_ob (ob, dir, ob);
438 elmex 1.1 }
439 root 1.4 return;
440 elmex 1.1 }
441    
442     /****************************************************************************
443     *
444     * GOLEM SPELL CODE
445     *
446     ****************************************************************************/
447    
448     /* fix_summon_pet() - this makes multisquare/single square monsters
449     * proper for map insertion.
450     * at is the archetype, op is the caster of the spell, dir is the
451     * direction the monster should be placed in.
452     * is_golem is to note that this is a golem spell.
453     */
454 root 1.4 object *
455     fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
456     {
457     archetype *atmp;
458     object *tmp = NULL, *prev = NULL, *head = NULL;
459    
460 root 1.19 for (atmp = at; atmp; atmp = atmp->more)
461 root 1.4 {
462     tmp = arch_to_object (atmp);
463 root 1.19
464 root 1.4 if (atmp == at)
465     {
466     if (!is_golem)
467     SET_FLAG (tmp, FLAG_MONSTER);
468 root 1.19
469 root 1.15 tmp->set_owner (op);
470 root 1.4 if (op->type == PLAYER)
471     {
472     tmp->stats.exp = 0;
473     add_friendly_object (tmp);
474     SET_FLAG (tmp, FLAG_FRIENDLY);
475     if (is_golem)
476     CLEAR_FLAG (tmp, FLAG_MONSTER);
477     }
478     else
479     {
480     if (QUERY_FLAG (op, FLAG_FRIENDLY))
481     {
482 root 1.15 object *owner = op->owner;
483 root 1.4
484 root 1.19 if (owner)
485 root 1.4 { /* For now, we transfer ownership */
486 root 1.15 tmp->set_owner (owner);
487 root 1.4 tmp->attack_movement = PETMOVE;
488     add_friendly_object (tmp);
489     SET_FLAG (tmp, FLAG_FRIENDLY);
490 root 1.2 }
491     }
492     }
493 root 1.19
494 root 1.4 if (op->type != PLAYER || !is_golem)
495     {
496     tmp->attack_movement = PETMOVE;
497     tmp->speed_left = -1;
498     tmp->type = 0;
499     tmp->enemy = op->enemy;
500     }
501     else
502     tmp->type = GOLEM;
503    
504 root 1.2 }
505 root 1.19
506     if (!head)
507 root 1.4 head = tmp;
508 root 1.19
509 root 1.4 tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x;
510     tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y;
511     tmp->map = op->map;
512 root 1.19
513 root 1.4 if (tmp->invisible)
514     tmp->invisible = 0;
515 root 1.19
516 root 1.4 if (head != tmp)
517     tmp->head = head, prev->more = tmp;
518 root 1.19
519 root 1.4 prev = tmp;
520     }
521 root 1.19
522 root 1.4 head->direction = dir;
523    
524     /* need to change some monster attr to prevent problems/crashing */
525     head->last_heal = 0;
526     head->last_eat = 0;
527     head->last_grace = 0;
528     head->last_sp = 0;
529     head->other_arch = NULL;
530     head->stats.exp = 0;
531     CLEAR_FLAG (head, FLAG_CHANGING);
532     CLEAR_FLAG (head, FLAG_STAND_STILL);
533     CLEAR_FLAG (head, FLAG_GENERATOR);
534     CLEAR_FLAG (head, FLAG_SPLITTING);
535     if (head->attacktype & AT_GHOSTHIT)
536     head->attacktype = (AT_PHYSICAL | AT_DRAIN);
537 elmex 1.1
538 root 1.4 return head;
539 elmex 1.1 }
540    
541     /* updated this to allow more than the golem 'head' to attack */
542     /* op is the golem to be moved. */
543 root 1.4 void
544     move_golem (object *op)
545     {
546     int made_attack = 0;
547     object *tmp;
548    
549     if (QUERY_FLAG (op, FLAG_MONSTER))
550     return; /* Has already been moved */
551    
552 root 1.15 if (op->owner == NULL)
553 root 1.4 {
554     LOG (llevDebug, "Golem without owner destructed.\n");
555 root 1.13 op->remove ();
556 root 1.14 op->destroy ();
557 root 1.4 return;
558     }
559 root 1.10
560 root 1.4 /* It would be nice to have a cleaner way of what message to print
561     * when the golem expires than these hard coded entries.
562     * Note it is intentional that a golems duration is based on its
563     * hp, and not duration
564     */
565     if (--op->stats.hp < 0)
566     {
567     if (op->msg)
568     new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
569 root 1.12
570     op->owner->contr->ranges[range_golem] = 0;
571 root 1.4 remove_friendly_object (op);
572 root 1.13 op->remove ();
573 root 1.14 op->destroy ();
574 root 1.4 return;
575     }
576    
577     /* Do golem attacks/movement for single & multisq golems.
578     * Assuming here that op is the 'head' object. Pass only op to
579     * move_ob (makes recursive calls to other parts)
580     * move_ob returns 0 if the creature was not able to move.
581     */
582     if (move_ob (op, op->direction, op))
583     return;
584 root 1.10
585     if (op->destroyed ())
586 root 1.4 return;
587 elmex 1.1
588 root 1.4 for (tmp = op; tmp; tmp = tmp->more)
589     {
590     sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
591     object *victim;
592 root 1.11 maptile *m;
593 root 1.4 int mflags;
594    
595     m = op->map;
596     mflags = get_map_flags (m, &m, x, y, &x, &y);
597    
598     if (mflags & P_OUT_OF_MAP)
599     continue;
600    
601 root 1.16 for (victim = GET_MAP_OB (op->map, x, y); victim; victim = victim->above)
602 root 1.4 if (QUERY_FLAG (victim, FLAG_ALIVE))
603     break;
604    
605     /* We used to call will_hit_self to make sure we don't
606     * hit ourselves, but that didn't work, and I don't really
607     * know if that was more efficient anyways than this.
608     * This at least works. Note that victim->head can be NULL,
609     * but since we are not trying to dereferance that pointer,
610     * that isn't a problem.
611     */
612     if (victim && victim != op && victim->head != op)
613     {
614 elmex 1.1
615 root 1.4 /* for golems with race fields, we don't attack
616     * aligned races
617     */
618 root 1.2
619 root 1.4 if (victim->race && op->race && strstr (op->race, victim->race))
620     {
621     if (op->owner)
622     new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
623     }
624     else if (victim == op->owner)
625     {
626     if (op->owner)
627     new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
628 root 1.2 }
629 root 1.4 else
630     {
631     attack_ob (victim, op);
632     made_attack = 1;
633     }
634     } /* If victim */
635 elmex 1.1 }
636 root 1.4 if (made_attack)
637     update_object (op, UP_OBJ_FACE);
638 elmex 1.1 }
639    
640     /* this is a really stupid function when you get down and
641     * look at it. Keep it here for the time being - makes life
642     * easier if we ever decide to do more interesting thing with
643     * controlled golems.
644     */
645 root 1.4 void
646     control_golem (object *op, int dir)
647     {
648     op->direction = dir;
649 elmex 1.1 }
650    
651     /* summon golem: summons a monster for 'op'. caster is the object
652     * casting the spell, dir is the direction to place the monster,
653     * at is the archetype of the monster, and spob is the spell
654     * object. At this stage, all spob is really used for is to
655     * adjust some values in the monster.
656     */
657 root 1.4 int
658     summon_golem (object *op, object *caster, int dir, object *spob)
659     {
660     object *tmp, *god = NULL;
661     archetype *at;
662     char buf[MAX_BUF];
663    
664     /* Because there can be different golem spells, player may want to
665     * 'lose' their old golem.
666     */
667 root 1.12 if (op->type == PLAYER && op->contr->ranges[range_golem])
668 root 1.4 {
669     new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
670 root 1.13 op->contr->ranges[range_golem]->remove ();
671 root 1.14 op->contr->ranges[range_golem]->destroy ();
672 root 1.12 op->contr->ranges[range_golem] = 0;
673 root 1.4 }
674    
675     if (spob->other_arch)
676     at = spob->other_arch;
677     else if (spob->race)
678     {
679     god = find_god (determine_god (caster));
680 elmex 1.1
681 root 1.4 if (!god)
682     {
683     new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
684     return 0;
685 root 1.2 }
686 root 1.6
687 root 1.4 at = determine_holy_arch (god, spob->race);
688 root 1.6
689 root 1.4 if (!at)
690     {
691     new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
692     return 0;
693 root 1.2 }
694 elmex 1.1 }
695 root 1.4 else
696     {
697     LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
698     return 0;
699     }
700    
701     if (!dir)
702     dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
703    
704 root 1.6 if (dir == -1 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
705 root 1.4 {
706     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
707     return 0;
708     }
709 root 1.19
710 root 1.4 /* basically want to get proper map/coordinates for this object */
711 elmex 1.1
712 root 1.4 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
713     {
714     new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
715     return 0;
716     }
717 elmex 1.1
718 root 1.4 if (op->type == PLAYER)
719     {
720     tmp->type = GOLEM;
721 root 1.15 tmp->set_owner (op);
722 root 1.4 set_spell_skill (op, caster, spob, tmp);
723     op->contr->ranges[range_golem] = tmp;
724     /* give the player control of the golem */
725     op->contr->shoottype = range_golem;
726 elmex 1.1 }
727 root 1.4 else
728     {
729     if (QUERY_FLAG (op, FLAG_FRIENDLY))
730     {
731 root 1.15 object *owner = op->owner;
732 elmex 1.1
733 root 1.19 if (owner)
734 root 1.4 { /* For now, we transfer ownership */
735 root 1.15 tmp->set_owner (owner);
736 root 1.4 tmp->attack_movement = PETMOVE;
737     add_friendly_object (tmp);
738     SET_FLAG (tmp, FLAG_FRIENDLY);
739     }
740     }
741 root 1.6
742 root 1.4 SET_FLAG (tmp, FLAG_MONSTER);
743 elmex 1.1 }
744    
745 root 1.4 /* make the speed positive. */
746     tmp->speed = FABS (tmp->speed);
747    
748     /* This sets the level dependencies on dam and hp for monsters */
749     /* players can't cope with too strong summonings. */
750     /* but monsters can. reserve these for players. */
751     if (op->type == PLAYER)
752     {
753     tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
754 root 1.6
755 root 1.4 if (!spob->stats.dam)
756     tmp->stats.dam += SP_level_dam_adjust (caster, spob);
757     else
758     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
759 root 1.6
760 root 1.4 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
761     tmp->speed = MIN (tmp->speed, 1.0);
762 root 1.6
763 root 1.4 if (spob->attacktype)
764     tmp->attacktype = spob->attacktype;
765     }
766 root 1.6
767 root 1.4 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
768    
769     /* limit the speed to 0.3 for non-players, 1 for players. */
770    
771     /* make experience increase in proportion to the strength.
772     * this is a bit simplistic - we are basically just looking at how
773     * often the sp doubles and use that as the ratio.
774     */
775     tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob));
776     tmp->speed_left = 0;
777     tmp->direction = dir;
778    
779     /* Holy spell - some additional tailoring */
780     if (god)
781     {
782     object *tmp2;
783    
784     sprintf (buf, "%s of %s", &spob->name, &god->name);
785     buf[0] = toupper (buf[0]);
786    
787     for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
788     tmp2->name = buf;
789    
790     tmp->attacktype |= god->attacktype;
791     memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
792     tmp->race = god->race;
793     tmp->slaying = god->slaying;
794 root 1.6
795 root 1.4 /* safety, we must allow a god's servants some reasonable attack */
796     if (!(tmp->attacktype & AT_PHYSICAL))
797     tmp->attacktype |= AT_PHYSICAL;
798 elmex 1.1 }
799    
800 root 1.4 insert_ob_in_map (tmp, tmp->map, op, 0);
801     return 1;
802 elmex 1.1 }
803    
804    
805     /***************************************************************************
806     *
807     * Summon monster/pet/other object code
808     *
809     ***************************************************************************/
810    
811     /* Returns a monster (chosen at random) that this particular player (and his
812     * god) find acceptable. This checks level, races allowed by god, etc
813     * to determine what is acceptable.
814     * This returns NULL if no match was found.
815     */
816    
817 root 1.4 object *
818     choose_cult_monster (object *pl, object *god, int summon_level)
819     {
820     char buf[MAX_BUF];
821     const char *race;
822     int racenr, mon_nr, i;
823     racelink *list;
824     objectlink *tobl;
825     object *otmp;
826    
827     /* Determine the number of races available */
828     racenr = 0;
829     strcpy (buf, god->race);
830     race = strtok (buf, ",");
831     while (race)
832     {
833     racenr++;
834     race = strtok (NULL, ",");
835     }
836    
837     /* next, randomly select a race from the aligned_races string */
838     if (racenr > 1)
839     {
840     racenr = rndm (0, racenr - 1);
841     strcpy (buf, god->race);
842     race = strtok (buf, ",");
843     for (i = 0; i < racenr; i++)
844     race = strtok (NULL, ",");
845     }
846     else
847     race = god->race;
848    
849    
850     /* see if a we can match a race list of monsters. This should not
851     * happen, so graceful recovery isn't really needed, but this sanity
852     * checking is good for cases where the god archetypes mismatch the
853     * race file
854     */
855     if ((list = find_racelink (race)) == NULL)
856     {
857     new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
858     LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
859     return 0;
860     }
861    
862     /* search for an apprplritate monster on this race list */
863     mon_nr = 0;
864     for (tobl = list->member; tobl; tobl = tobl->next)
865     {
866     otmp = tobl->ob;
867     if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
868     continue;
869     if (otmp->level <= summon_level)
870     mon_nr++;
871 elmex 1.1 }
872 root 1.4
873     /* If this god has multiple race entries, we should really choose another.
874     * But then we either need to track which ones we have tried, or just
875     * make so many calls to this function, and if we get so many without
876     * a valid entry, assuming nothing is available and quit.
877     */
878     if (!mon_nr)
879 elmex 1.1 return NULL;
880 root 1.4
881     mon_nr = rndm (0, mon_nr - 1);
882     for (tobl = list->member; tobl; tobl = tobl->next)
883     {
884     otmp = tobl->ob;
885     if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
886     continue;
887     if (otmp->level <= summon_level && !mon_nr--)
888     return otmp;
889     }
890     /* This should not happen */
891     LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
892     return NULL;
893 elmex 1.1 }
894    
895 root 1.4 int
896     summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
897 elmex 1.1 {
898 root 1.4 sint16 x, y, nrof = 1, i;
899     archetype *summon_arch;
900     int ndir;
901    
902     if (spell_ob->other_arch)
903 root 1.5 summon_arch = spell_ob->other_arch;
904 root 1.4 else if (spell_ob->randomitems)
905     {
906     int level = caster_level (caster, spell_ob);
907 root 1.5 treasure *tr, *lasttr = NULL;
908 root 1.4
909 root 1.5 shstr_cmp sparam (stringarg);
910    
911     /* In old code, this was a very convoluted for statement,
912 root 1.4 * with all the checks in the 'for' portion itself. Much
913     * more readable to break some of the conditions out.
914     */
915     for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
916     {
917 elmex 1.18 if (!tr->item)
918     continue;
919    
920 root 1.4 if (level < tr->magic)
921     break;
922 root 1.5
923 root 1.4 lasttr = tr;
924 root 1.5
925 root 1.7 if (tr->item->name == sparam)
926 root 1.4 break;
927     }
928 root 1.5
929 root 1.4 if (!lasttr)
930     {
931     LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
932     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
933     return 0;
934     }
935 root 1.5
936 root 1.4 summon_arch = lasttr->item;
937 elmex 1.18 nrof = lasttr->nrof;
938 root 1.4 }
939     else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
940     {
941     object *god = find_god (determine_god (op)), *mon, *owner;
942     int summon_level, tries;
943    
944 root 1.15 if (!god && ((owner = op->owner) != NULL))
945 root 1.5 god = find_god (determine_god (owner));
946    
947 root 1.4 /* If we can't find a god, can't get what monster to summon */
948     if (!god)
949     return 0;
950 elmex 1.1
951 root 1.4 if (!god->race)
952     {
953     new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
954     return 0;
955 root 1.2 }
956 root 1.5
957 root 1.4 /* the summon level */
958     summon_level = caster_level (caster, spell_ob);
959     if (summon_level == 0)
960     summon_level = 1;
961 root 1.5
962 root 1.4 tries = 0;
963     do
964     {
965     mon = choose_cult_monster (op, god, summon_level);
966     if (!mon)
967     {
968     new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
969     return 0;
970     }
971 root 1.5
972 root 1.4 ndir = dir;
973 root 1.5
974 root 1.4 if (!ndir)
975     ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
976 root 1.5
977 root 1.4 if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
978     {
979     ndir = -1;
980     if (++tries == 5)
981     {
982     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
983     return 0;
984 root 1.2 }
985     }
986 root 1.4 }
987     while (ndir == -1);
988 root 1.5
989 root 1.4 if (mon->level > (summon_level / 2))
990     nrof = random_roll (1, 2, op, PREFER_HIGH);
991     else
992     nrof = die_roll (2, 2, op, PREFER_HIGH);
993 root 1.5
994 root 1.4 summon_arch = mon->arch;
995     }
996     else
997 root 1.5 summon_arch = 0;
998 elmex 1.1
999 root 1.4 if (spell_ob->stats.dam)
1000     nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1001 elmex 1.1
1002 root 1.4 if (!summon_arch)
1003     {
1004     new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
1005     return 0;
1006 elmex 1.1 }
1007    
1008 root 1.4 for (i = 1; i <= nrof; i++)
1009     {
1010     archetype *atmp;
1011     object *prev = NULL, *head = NULL, *tmp;
1012    
1013     if (dir)
1014     {
1015     ndir = dir;
1016     dir = absdir (dir + 1);
1017     }
1018     else
1019     ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
1020    
1021     if (ndir > 0)
1022     {
1023     x = freearr_x[ndir];
1024     y = freearr_y[ndir];
1025     }
1026    
1027     if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y))
1028     {
1029     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1030     if (nrof > 1)
1031     new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
1032    
1033     return nrof > 1;
1034     }
1035    
1036     for (atmp = summon_arch; atmp != NULL; atmp = atmp->more)
1037     {
1038     tmp = arch_to_object (atmp);
1039     if (atmp == summon_arch)
1040     {
1041     if (QUERY_FLAG (tmp, FLAG_MONSTER))
1042     {
1043 root 1.15 tmp->set_owner (op);
1044 root 1.4 set_spell_skill (op, caster, spell_ob, tmp);
1045     tmp->enemy = op->enemy;
1046     tmp->type = 0;
1047     CLEAR_FLAG (tmp, FLAG_SLEEP);
1048 root 1.5
1049 root 1.4 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1050     {
1051     /* If this is not set, we make it friendly */
1052     if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1053     {
1054     SET_FLAG (tmp, FLAG_FRIENDLY);
1055     add_friendly_object (tmp);
1056     tmp->stats.exp = 0;
1057 root 1.5
1058 root 1.4 if (spell_ob->attack_movement)
1059     tmp->attack_movement = spell_ob->attack_movement;
1060 root 1.5
1061 root 1.15 if (op->owner)
1062     tmp->set_owner (op->owner);
1063 root 1.2 }
1064     }
1065     }
1066 root 1.5
1067 root 1.4 if (tmp->speed > MIN_ACTIVE_SPEED)
1068     tmp->speed_left = -1;
1069     }
1070 root 1.5
1071 root 1.4 if (head == NULL)
1072     head = tmp;
1073     else
1074     {
1075     tmp->head = head;
1076     prev->more = tmp;
1077 root 1.2 }
1078 root 1.5
1079 root 1.4 prev = tmp;
1080     tmp->x = op->x + x + tmp->arch->clone.x;
1081     tmp->y = op->y + y + tmp->arch->clone.y;
1082     tmp->map = op->map;
1083     }
1084 root 1.5
1085 root 1.4 head->direction = freedir[ndir];
1086     head->stats.exp = 0;
1087     head = insert_ob_in_map (head, head->map, op, 0);
1088 root 1.5
1089 root 1.4 if (head && head->randomitems)
1090     {
1091 root 1.19 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1092 root 1.4
1093 root 1.19 for (object *tmp = head->inv; tmp; tmp = tmp->below)
1094 root 1.21 SET_FLAG (tmp, FLAG_DESTROY_ON_DEATH);
1095 root 1.2 }
1096 root 1.4 } /* for i < nrof */
1097 root 1.5
1098 root 1.4 return 1;
1099 elmex 1.1 }
1100    
1101     /* recursively look through the owner property of objects until the real owner
1102     is found */
1103 root 1.4 object *
1104     get_real_owner (object *ob)
1105     {
1106     object *realowner = ob;
1107    
1108     if (realowner == NULL)
1109     return NULL;
1110    
1111 root 1.15 while (realowner->owner != NULL)
1112 root 1.4 {
1113 root 1.15 realowner = realowner->owner;
1114 root 1.4 }
1115     return realowner;
1116 elmex 1.1 }
1117 root 1.4
1118 elmex 1.1 /* determines if checks so pets don't attack players or other pets should be
1119     overruled by the arena petmode */
1120 root 1.4 int
1121     should_arena_attack (object *pet, object *owner, object *target)
1122     {
1123     object *rowner, *towner;
1124    
1125     /* exit if the target, pet, or owner is null. */
1126     if ((target == NULL) || (pet == NULL) || (owner == NULL))
1127     return 0;
1128    
1129     /* get the owners of itself and the target, this is to deal with pets of
1130     pets */
1131     rowner = get_real_owner (owner);
1132     if (target->type != PLAYER)
1133     {
1134     towner = get_real_owner (target);
1135     }
1136     else
1137     {
1138     towner = 0;
1139     }
1140    
1141     /* if the pet has now owner, exit with error */
1142     if (rowner == NULL)
1143     {
1144     LOG (llevError, "Pet has no owner.\n");
1145     return 0;
1146     }
1147    
1148     /* if the target is not a player, and has no owner, we shouldn't be here
1149     */
1150     if ((towner == NULL) && (target->type != PLAYER))
1151     {
1152     LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1153     return 0;
1154     }
1155    
1156     /* make sure that the owner is a player */
1157     if (rowner->type != PLAYER)
1158     return 0;
1159    
1160     /* abort if the petmode is not arena */
1161     if (rowner->contr->petmode != pet_arena)
1162     return 0;
1163    
1164     /* abort if the pet, it's owner, or the target is not on battleground */
1165     if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1166     return 0;
1167    
1168     /* if the target is a monster, make sure it's owner is not the same */
1169     if ((target->type != PLAYER) && (rowner == towner))
1170     return 0;
1171    
1172     /* check if the target is a player which affects how it will handle
1173     parties */
1174     if (target->type != PLAYER)
1175     {
1176     /* if the target is owned by a player make sure than make sure
1177     it's not in the same party */
1178     if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1179     {
1180     if (rowner->contr->party == towner->contr->party)
1181     return 0;
1182     }
1183     }
1184     else
1185     {
1186     /* if the target is a player make sure than make sure it's not
1187     in the same party */
1188     if (rowner->contr->party != NULL)
1189     {
1190     if (rowner->contr->party == target->contr->party)
1191     return 0;
1192 root 1.2 }
1193 root 1.4 }
1194    
1195     return 1;
1196 elmex 1.1 }