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/cvs/deliantra/server/server/pets.C
Revision: 1.9
Committed: Thu Sep 14 22:34:04 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +1 -7 lines
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.9 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #ifndef __CEXTRACT__
26 root 1.4 # include <sproto.h>
27 elmex 1.1 #endif
28    
29     /* given that 'pet' is a friendly object, this function returns a
30     * monster the pet should attack, NULL if nothing appropriate is
31     * found. it basically looks for nasty things around the owner
32     * of the pet to attack.
33     * this is now tilemap aware.
34     */
35    
36 root 1.4 object *
37     get_pet_enemy (object *pet, rv_vector * rv)
38     {
39     object *owner, *tmp, *attacker, *tmp3;
40     int i;
41     sint16 x, y;
42     mapstruct *nm;
43     int search_arr[SIZEOFFREE];
44     int mflags;
45    
46     attacker = pet->attacked_by; /*pointer to attacking enemy */
47     pet->attacked_by = NULL; /*clear this, since we are dealing with it */
48    
49     if ((owner = get_owner (pet)) != NULL)
50     {
51     /* If the owner has turned on the pet, make the pet
52     * unfriendly.
53     */
54     if ((check_enemy (owner, rv)) == pet)
55     {
56     CLEAR_FLAG (pet, FLAG_FRIENDLY);
57     remove_friendly_object (pet);
58     pet->attack_movement &= ~PETMOVE;
59     return owner;
60     }
61     }
62     else
63     {
64     /* else the owner is no longer around, so the
65     * pet no longer needs to be friendly.
66     */
67     CLEAR_FLAG (pet, FLAG_FRIENDLY);
68     remove_friendly_object (pet);
69     pet->attack_movement &= ~PETMOVE;
70     return NULL;
71     }
72     /* If they are not on the same map, the pet won't be agressive */
73     if (!on_same_map (pet, owner))
74     return NULL;
75    
76     /* See if the pet has an existing enemy. If so, don't start a new one */
77     if ((tmp = check_enemy (pet, rv)) != NULL)
78     {
79     if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY))
80     /* without this check, you can actually get pets with
81     * enemy set to owner!
82 root 1.2 */
83 root 1.4 pet->enemy = NULL;
84     else
85     return tmp;
86     }
87     get_search_arr (search_arr);
88    
89     if (owner->type == PLAYER && owner->contr->petmode > pet_normal)
90     {
91     if (owner->contr->petmode == pet_sad)
92     {
93     tmp = find_nearest_living_creature (pet);
94     if (tmp != NULL)
95     {
96     get_rangevector (pet, tmp, rv, 0);
97     if (check_enemy (pet, rv) != NULL)
98     return tmp;
99     else
100     pet->enemy = NULL;
101     }
102     /* if we got here we have no enemy */
103     /* we return NULL to avoid heading back to the owner */
104     pet->enemy = NULL;
105     return NULL;
106     }
107     }
108    
109     /* Since the pet has no existing enemy, look for anything nasty
110     * around the owner that it should go and attack.
111     */
112     tmp3 = NULL;
113     for (i = 0; i < SIZEOFFREE; i++)
114     {
115     x = owner->x + freearr_x[search_arr[i]];
116     y = owner->y + freearr_y[search_arr[i]];
117     nm = owner->map;
118     /* Only look on the space if there is something alive there. */
119     mflags = get_map_flags (nm, &nm, x, y, &x, &y);
120     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
121     {
122     for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above)
123     {
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     for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above)
195     {
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     if (get_owner (ob) == owner)
249     {
250     if (!QUERY_FLAG (ob, FLAG_REMOVED))
251     remove_ob (ob);
252     remove_friendly_object (ob);
253     free_object (ob);
254     }
255 elmex 1.1 }
256     }
257    
258     /*
259     * Unfortunately, sometimes, the owner of a pet is in the
260     * process of entering a new map when this is called.
261     * Thus the map isn't loaded yet, and we have to remove
262     * the pet...
263     * Interesting enough, we don't use the passed map structure in
264     * this function.
265     */
266    
267 root 1.4 void
268     remove_all_pets (mapstruct *map)
269     {
270 elmex 1.1 objectlink *obl, *next;
271     object *owner;
272    
273 root 1.4 for (obl = first_friendly_object; obl != NULL; obl = next)
274 elmex 1.1 {
275 root 1.4 next = obl->next;
276     if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) &&
277     (owner = get_owner (obl->ob)) != NULL && !on_same_map (owner, obl->ob))
278     {
279     /* follow owner checks map status for us */
280     follow_owner (obl->ob, owner);
281     }
282 elmex 1.1 }
283     }
284    
285 root 1.4 int
286     follow_owner (object *ob, object *owner)
287     {
288     object *tmp;
289     int dir;
290 elmex 1.1
291 root 1.4 if (!QUERY_FLAG (ob, FLAG_REMOVED))
292     remove_ob (ob);
293 elmex 1.1
294 root 1.4 if (owner->map == NULL)
295     {
296     LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name);
297     goto fail;
298 elmex 1.1 }
299 root 1.4 if (owner->map->in_memory != MAP_IN_MEMORY)
300     {
301     LOG (llevError, "Owner of the pet not on a map in memory!?\n");
302     goto fail;
303 elmex 1.1 }
304    
305 root 1.4 dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
306 elmex 1.1
307 root 1.4 if (dir == -1)
308     {
309     LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name);
310     goto fail;
311 elmex 1.1 }
312 root 1.4 for (tmp = ob; tmp != NULL; tmp = tmp->more)
313     {
314     tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
315     tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
316     tmp->map = owner->map;
317     if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y))
318     {
319     tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
320 root 1.2 }
321 elmex 1.1 }
322 root 1.4 insert_ob_in_map (ob, ob->map, NULL, 0);
323     if (owner->type == PLAYER) /* Uh, I hope this is always true... */
324     new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
325 elmex 1.1
326 root 1.4 return 0;
327 elmex 1.1
328     fail:
329 root 1.4 remove_friendly_object (ob);
330     free_object (ob);
331 elmex 1.1
332 root 1.4 return 1;
333 elmex 1.1 }
334    
335 root 1.4 void
336     pet_move (object *ob)
337 elmex 1.1 {
338 root 1.4 int dir, tag, i;
339     sint16 dx, dy;
340     object *ob2, *owner;
341     mapstruct *m;
342    
343     /* Check to see if player pulled out */
344     if ((owner = get_owner (ob)) == NULL)
345     {
346     remove_ob (ob); /* Will be freed when returning */
347     remove_friendly_object (ob);
348     free_object (ob);
349     LOG (llevMonster, "Pet: no owner, leaving.\n");
350     return;
351     }
352    
353     /* move monster into the owners map if not in the same map */
354     if (!on_same_map (ob, owner))
355     {
356     follow_owner (ob, owner);
357     return;
358     }
359     /* Calculate Direction */
360     if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
361     {
362     /* in S&D mode, if we have no enemy, run randomly about. */
363     for (i = 0; i < 15; i++)
364     {
365     dir = rndm (1, 8);
366     dx = ob->x + freearr_x[dir];
367     dy = ob->y + freearr_y[dir];
368     m = ob->map;
369     if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
370     continue;
371     else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy)))
372     continue;
373     else
374     break;
375     }
376     }
377     else
378     {
379     struct rv_vector rv;
380 elmex 1.1
381 root 1.4 get_rangevector (ob, ob->owner, &rv, 0);
382     dir = rv.direction;
383 elmex 1.1 }
384 root 1.4 ob->direction = dir;
385 elmex 1.1
386 root 1.4 tag = ob->count;
387     /* move_ob returns 0 if the object couldn't move. If that is the
388     * case, lets do some other work.
389     */
390     if (!(move_ob (ob, dir, ob)))
391     {
392     object *part;
393    
394     /* the failed move_ob above may destroy the pet, so check here */
395     if (was_destroyed (ob, tag))
396 root 1.2 return;
397 root 1.4
398     for (part = ob; part != NULL; part = part->more)
399     {
400     dx = part->x + freearr_x[dir];
401     dy = part->y + freearr_y[dir];
402     m = get_map_from_coord (part->map, &dx, &dy);
403     if (!m)
404     continue;
405    
406     for (ob2 = get_map_ob (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
407     {
408     object *new_ob;
409    
410     new_ob = ob2->head ? ob2->head : ob2;
411     if (new_ob == ob)
412     break;
413     if (new_ob == ob->owner)
414     return;
415     if (get_owner (new_ob) == ob->owner)
416 root 1.2 break;
417 root 1.4
418     /* Hmm. Did we try to move into an enemy monster? If so,
419     * make it our enemy.
420     */
421     if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
422     && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
423     {
424    
425     ob->enemy = new_ob;
426     if (new_ob->enemy == NULL)
427     new_ob->enemy = ob;
428     return;
429     }
430     else if (new_ob->type == PLAYER)
431     {
432     new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet.");
433     return;
434 root 1.2 }
435     }
436     }
437 root 1.4 /* Try a different course */
438     dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5));
439     (void) move_ob (ob, dir, ob);
440 elmex 1.1 }
441 root 1.4 return;
442 elmex 1.1 }
443    
444     /****************************************************************************
445     *
446     * GOLEM SPELL CODE
447     *
448     ****************************************************************************/
449    
450     /* fix_summon_pet() - this makes multisquare/single square monsters
451     * proper for map insertion.
452     * at is the archetype, op is the caster of the spell, dir is the
453     * direction the monster should be placed in.
454     * is_golem is to note that this is a golem spell.
455     */
456 root 1.4 object *
457     fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
458     {
459     archetype *atmp;
460     object *tmp = NULL, *prev = NULL, *head = NULL;
461    
462     for (atmp = at; atmp != NULL; atmp = atmp->more)
463     {
464     tmp = arch_to_object (atmp);
465     if (atmp == at)
466     {
467     if (!is_golem)
468     SET_FLAG (tmp, FLAG_MONSTER);
469     set_owner (tmp, op);
470     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     object *owner = get_owner (op);
483    
484     if (owner != NULL)
485     { /* For now, we transfer ownership */
486     set_owner (tmp, owner);
487     tmp->attack_movement = PETMOVE;
488     add_friendly_object (tmp);
489     SET_FLAG (tmp, FLAG_FRIENDLY);
490 root 1.2 }
491     }
492     }
493 root 1.4 if (op->type != PLAYER || !is_golem)
494     {
495     tmp->attack_movement = PETMOVE;
496     tmp->speed_left = -1;
497     tmp->type = 0;
498     tmp->enemy = op->enemy;
499     }
500     else
501     tmp->type = GOLEM;
502    
503 root 1.2 }
504 root 1.4 if (head == NULL)
505     head = tmp;
506     tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x;
507     tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y;
508     tmp->map = op->map;
509     if (tmp->invisible)
510     tmp->invisible = 0;
511     if (head != tmp)
512     tmp->head = head, prev->more = tmp;
513     prev = tmp;
514     }
515     head->direction = dir;
516    
517     /* need to change some monster attr to prevent problems/crashing */
518     head->last_heal = 0;
519     head->last_eat = 0;
520     head->last_grace = 0;
521     head->last_sp = 0;
522     head->other_arch = NULL;
523     head->stats.exp = 0;
524     CLEAR_FLAG (head, FLAG_CHANGING);
525     CLEAR_FLAG (head, FLAG_STAND_STILL);
526     CLEAR_FLAG (head, FLAG_GENERATOR);
527     CLEAR_FLAG (head, FLAG_SPLITTING);
528     if (head->attacktype & AT_GHOSTHIT)
529     head->attacktype = (AT_PHYSICAL | AT_DRAIN);
530 elmex 1.1
531 root 1.4 return head;
532 elmex 1.1 }
533    
534     /* updated this to allow more than the golem 'head' to attack */
535 root 1.4
536 elmex 1.1 /* op is the golem to be moved. */
537    
538 root 1.4 void
539     move_golem (object *op)
540     {
541     int made_attack = 0;
542     object *tmp;
543     tag_t tag;
544    
545     if (QUERY_FLAG (op, FLAG_MONSTER))
546     return; /* Has already been moved */
547    
548     if (get_owner (op) == NULL)
549     {
550     LOG (llevDebug, "Golem without owner destructed.\n");
551     remove_ob (op);
552     free_object (op);
553     return;
554     }
555     /* It would be nice to have a cleaner way of what message to print
556     * when the golem expires than these hard coded entries.
557     * Note it is intentional that a golems duration is based on its
558     * hp, and not duration
559     */
560     if (--op->stats.hp < 0)
561     {
562     if (op->msg)
563     new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
564     op->owner->contr->ranges[range_golem] = NULL;
565     op->owner->contr->golem_count = 0;
566     remove_friendly_object (op);
567     remove_ob (op);
568     free_object (op);
569     return;
570     }
571    
572     /* Do golem attacks/movement for single & multisq golems.
573     * Assuming here that op is the 'head' object. Pass only op to
574     * move_ob (makes recursive calls to other parts)
575     * move_ob returns 0 if the creature was not able to move.
576     */
577     tag = op->count;
578     if (move_ob (op, op->direction, op))
579     return;
580     if (was_destroyed (op, tag))
581     return;
582 elmex 1.1
583 root 1.4 for (tmp = op; tmp; tmp = tmp->more)
584     {
585     sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
586     object *victim;
587     mapstruct *m;
588     int mflags;
589    
590     m = op->map;
591     mflags = get_map_flags (m, &m, x, y, &x, &y);
592    
593     if (mflags & P_OUT_OF_MAP)
594     continue;
595    
596     for (victim = get_map_ob (op->map, x, y); victim; victim = victim->above)
597     if (QUERY_FLAG (victim, FLAG_ALIVE))
598     break;
599    
600     /* We used to call will_hit_self to make sure we don't
601     * hit ourselves, but that didn't work, and I don't really
602     * know if that was more efficient anyways than this.
603     * This at least works. Note that victim->head can be NULL,
604     * but since we are not trying to dereferance that pointer,
605     * that isn't a problem.
606     */
607     if (victim && victim != op && victim->head != op)
608     {
609 elmex 1.1
610 root 1.4 /* for golems with race fields, we don't attack
611     * aligned races
612     */
613 root 1.2
614 root 1.4 if (victim->race && op->race && strstr (op->race, victim->race))
615     {
616     if (op->owner)
617     new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
618     }
619     else if (victim == op->owner)
620     {
621     if (op->owner)
622     new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
623 root 1.2 }
624 root 1.4 else
625     {
626     attack_ob (victim, op);
627     made_attack = 1;
628     }
629     } /* If victim */
630 elmex 1.1 }
631 root 1.4 if (made_attack)
632     update_object (op, UP_OBJ_FACE);
633 elmex 1.1 }
634    
635     /* this is a really stupid function when you get down and
636     * look at it. Keep it here for the time being - makes life
637     * easier if we ever decide to do more interesting thing with
638     * controlled golems.
639     */
640 root 1.4 void
641     control_golem (object *op, int dir)
642     {
643     op->direction = dir;
644 elmex 1.1 }
645    
646     /* summon golem: summons a monster for 'op'. caster is the object
647     * casting the spell, dir is the direction to place the monster,
648     * at is the archetype of the monster, and spob is the spell
649     * object. At this stage, all spob is really used for is to
650     * adjust some values in the monster.
651     */
652 root 1.4 int
653     summon_golem (object *op, object *caster, int dir, object *spob)
654     {
655     object *tmp, *god = NULL;
656     archetype *at;
657     char buf[MAX_BUF];
658    
659     /* Because there can be different golem spells, player may want to
660     * 'lose' their old golem.
661     */
662     if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count)
663     {
664     new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
665     remove_ob (op->contr->ranges[range_golem]);
666     free_object (op->contr->ranges[range_golem]);
667     op->contr->ranges[range_golem] = NULL;
668     op->contr->golem_count = (uint32) - 1;
669     }
670    
671     if (spob->other_arch)
672     at = spob->other_arch;
673     else if (spob->race)
674     {
675     god = find_god (determine_god (caster));
676 elmex 1.1
677 root 1.4 if (!god)
678     {
679     new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
680     return 0;
681 root 1.2 }
682 root 1.6
683 root 1.4 at = determine_holy_arch (god, spob->race);
684 root 1.6
685 root 1.4 if (!at)
686     {
687     new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
688     return 0;
689 root 1.2 }
690 elmex 1.1 }
691 root 1.4 else
692     {
693     LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
694     return 0;
695     }
696    
697     if (!dir)
698     dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
699    
700 root 1.6 if (dir == -1 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
701 root 1.4 {
702     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
703     return 0;
704     }
705     /* basically want to get proper map/coordinates for this object */
706 elmex 1.1
707 root 1.4 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
708     {
709     new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
710     return 0;
711     }
712 elmex 1.1
713 root 1.4 if (op->type == PLAYER)
714     {
715     tmp->type = GOLEM;
716     set_owner (tmp, op);
717     set_spell_skill (op, caster, spob, tmp);
718     op->contr->ranges[range_golem] = tmp;
719     op->contr->golem_count = tmp->count;
720     /* give the player control of the golem */
721     op->contr->shoottype = range_golem;
722 elmex 1.1 }
723 root 1.4 else
724     {
725     if (QUERY_FLAG (op, FLAG_FRIENDLY))
726     {
727     object *owner = get_owner (op);
728 elmex 1.1
729 root 1.4 if (owner != NULL)
730     { /* For now, we transfer ownership */
731     set_owner (tmp, owner);
732     tmp->attack_movement = PETMOVE;
733     add_friendly_object (tmp);
734     SET_FLAG (tmp, FLAG_FRIENDLY);
735     }
736     }
737 root 1.6
738 root 1.4 SET_FLAG (tmp, FLAG_MONSTER);
739 elmex 1.1 }
740    
741 root 1.4 /* make the speed positive. */
742     tmp->speed = FABS (tmp->speed);
743    
744     /* This sets the level dependencies on dam and hp for monsters */
745     /* players can't cope with too strong summonings. */
746     /* but monsters can. reserve these for players. */
747     if (op->type == PLAYER)
748     {
749     tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
750 root 1.6
751 root 1.4 if (!spob->stats.dam)
752     tmp->stats.dam += SP_level_dam_adjust (caster, spob);
753     else
754     tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
755 root 1.6
756 root 1.4 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
757     tmp->speed = MIN (tmp->speed, 1.0);
758 root 1.6
759 root 1.4 if (spob->attacktype)
760     tmp->attacktype = spob->attacktype;
761     }
762 root 1.6
763 root 1.4 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
764    
765     /* limit the speed to 0.3 for non-players, 1 for players. */
766    
767     /* make experience increase in proportion to the strength.
768     * this is a bit simplistic - we are basically just looking at how
769     * often the sp doubles and use that as the ratio.
770     */
771     tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob));
772     tmp->speed_left = 0;
773     tmp->direction = dir;
774    
775     /* Holy spell - some additional tailoring */
776     if (god)
777     {
778     object *tmp2;
779    
780     sprintf (buf, "%s of %s", &spob->name, &god->name);
781     buf[0] = toupper (buf[0]);
782    
783     for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
784     tmp2->name = buf;
785    
786     tmp->attacktype |= god->attacktype;
787     memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
788     tmp->race = god->race;
789     tmp->slaying = god->slaying;
790 root 1.6
791 root 1.4 /* safety, we must allow a god's servants some reasonable attack */
792     if (!(tmp->attacktype & AT_PHYSICAL))
793     tmp->attacktype |= AT_PHYSICAL;
794 elmex 1.1 }
795    
796 root 1.4 insert_ob_in_map (tmp, tmp->map, op, 0);
797     return 1;
798 elmex 1.1 }
799    
800    
801     /***************************************************************************
802     *
803     * Summon monster/pet/other object code
804     *
805     ***************************************************************************/
806    
807     /* Returns a monster (chosen at random) that this particular player (and his
808     * god) find acceptable. This checks level, races allowed by god, etc
809     * to determine what is acceptable.
810     * This returns NULL if no match was found.
811     */
812    
813 root 1.4 object *
814     choose_cult_monster (object *pl, object *god, int summon_level)
815     {
816     char buf[MAX_BUF];
817     const char *race;
818     int racenr, mon_nr, i;
819     racelink *list;
820     objectlink *tobl;
821     object *otmp;
822    
823     /* Determine the number of races available */
824     racenr = 0;
825     strcpy (buf, god->race);
826     race = strtok (buf, ",");
827     while (race)
828     {
829     racenr++;
830     race = strtok (NULL, ",");
831     }
832    
833     /* next, randomly select a race from the aligned_races string */
834     if (racenr > 1)
835     {
836     racenr = rndm (0, racenr - 1);
837     strcpy (buf, god->race);
838     race = strtok (buf, ",");
839     for (i = 0; i < racenr; i++)
840     race = strtok (NULL, ",");
841     }
842     else
843     race = god->race;
844    
845    
846     /* see if a we can match a race list of monsters. This should not
847     * happen, so graceful recovery isn't really needed, but this sanity
848     * checking is good for cases where the god archetypes mismatch the
849     * race file
850     */
851     if ((list = find_racelink (race)) == NULL)
852     {
853     new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
854     LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
855     return 0;
856     }
857    
858     /* search for an apprplritate monster on this race list */
859     mon_nr = 0;
860     for (tobl = list->member; tobl; tobl = tobl->next)
861     {
862     otmp = tobl->ob;
863     if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
864     continue;
865     if (otmp->level <= summon_level)
866     mon_nr++;
867 elmex 1.1 }
868 root 1.4
869     /* If this god has multiple race entries, we should really choose another.
870     * But then we either need to track which ones we have tried, or just
871     * make so many calls to this function, and if we get so many without
872     * a valid entry, assuming nothing is available and quit.
873     */
874     if (!mon_nr)
875 elmex 1.1 return NULL;
876 root 1.4
877     mon_nr = rndm (0, mon_nr - 1);
878     for (tobl = list->member; tobl; tobl = tobl->next)
879     {
880     otmp = tobl->ob;
881     if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
882     continue;
883     if (otmp->level <= summon_level && !mon_nr--)
884     return otmp;
885     }
886     /* This should not happen */
887     LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
888     return NULL;
889 elmex 1.1 }
890    
891 root 1.4 int
892     summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
893 elmex 1.1 {
894 root 1.4 sint16 x, y, nrof = 1, i;
895     archetype *summon_arch;
896     int ndir;
897    
898     if (spell_ob->other_arch)
899 root 1.5 summon_arch = spell_ob->other_arch;
900 root 1.4 else if (spell_ob->randomitems)
901     {
902     int level = caster_level (caster, spell_ob);
903 root 1.5 treasure *tr, *lasttr = NULL;
904 root 1.4
905 root 1.5 shstr_cmp sparam (stringarg);
906    
907     /* In old code, this was a very convoluted for statement,
908 root 1.4 * with all the checks in the 'for' portion itself. Much
909     * more readable to break some of the conditions out.
910     */
911     for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
912     {
913     if (level < tr->magic)
914     break;
915 root 1.5
916 root 1.4 lasttr = tr;
917 root 1.5
918 root 1.7 if (tr->item->name == sparam)
919 root 1.4 break;
920 root 1.5
921     if (!tr->next || !tr->next->item)
922 root 1.4 break;
923     }
924 root 1.5
925 root 1.4 if (!lasttr)
926     {
927     LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
928     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
929     return 0;
930     }
931 root 1.5
932 root 1.4 summon_arch = lasttr->item;
933     nrof = lasttr->nrof;
934     }
935     else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
936     {
937     object *god = find_god (determine_god (op)), *mon, *owner;
938     int summon_level, tries;
939    
940     if (!god && ((owner = get_owner (op)) != NULL))
941 root 1.5 god = find_god (determine_god (owner));
942    
943 root 1.4 /* If we can't find a god, can't get what monster to summon */
944     if (!god)
945     return 0;
946 elmex 1.1
947 root 1.4 if (!god->race)
948     {
949     new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
950     return 0;
951 root 1.2 }
952 root 1.5
953 root 1.4 /* the summon level */
954     summon_level = caster_level (caster, spell_ob);
955     if (summon_level == 0)
956     summon_level = 1;
957 root 1.5
958 root 1.4 tries = 0;
959     do
960     {
961     mon = choose_cult_monster (op, god, summon_level);
962     if (!mon)
963     {
964     new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
965     return 0;
966     }
967 root 1.5
968 root 1.4 ndir = dir;
969 root 1.5
970 root 1.4 if (!ndir)
971     ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
972 root 1.5
973 root 1.4 if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
974     {
975     ndir = -1;
976     if (++tries == 5)
977     {
978     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
979     return 0;
980 root 1.2 }
981     }
982 root 1.4 }
983     while (ndir == -1);
984 root 1.5
985 root 1.4 if (mon->level > (summon_level / 2))
986     nrof = random_roll (1, 2, op, PREFER_HIGH);
987     else
988     nrof = die_roll (2, 2, op, PREFER_HIGH);
989 root 1.5
990 root 1.4 summon_arch = mon->arch;
991     }
992     else
993 root 1.5 summon_arch = 0;
994 elmex 1.1
995 root 1.4 if (spell_ob->stats.dam)
996     nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
997 elmex 1.1
998 root 1.4 if (!summon_arch)
999     {
1000     new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
1001     return 0;
1002 elmex 1.1 }
1003    
1004 root 1.4 for (i = 1; i <= nrof; i++)
1005     {
1006     archetype *atmp;
1007     object *prev = NULL, *head = NULL, *tmp;
1008    
1009     if (dir)
1010     {
1011     ndir = dir;
1012     dir = absdir (dir + 1);
1013     }
1014     else
1015     ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
1016    
1017     if (ndir > 0)
1018     {
1019     x = freearr_x[ndir];
1020     y = freearr_y[ndir];
1021     }
1022    
1023     if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y))
1024     {
1025     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1026     if (nrof > 1)
1027     new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
1028    
1029     return nrof > 1;
1030     }
1031    
1032     for (atmp = summon_arch; atmp != NULL; atmp = atmp->more)
1033     {
1034     tmp = arch_to_object (atmp);
1035     if (atmp == summon_arch)
1036     {
1037     if (QUERY_FLAG (tmp, FLAG_MONSTER))
1038     {
1039     set_owner (tmp, op);
1040     set_spell_skill (op, caster, spell_ob, tmp);
1041     tmp->enemy = op->enemy;
1042     tmp->type = 0;
1043     CLEAR_FLAG (tmp, FLAG_SLEEP);
1044 root 1.5
1045 root 1.4 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1046     {
1047     /* If this is not set, we make it friendly */
1048     if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1049     {
1050     SET_FLAG (tmp, FLAG_FRIENDLY);
1051     add_friendly_object (tmp);
1052     tmp->stats.exp = 0;
1053 root 1.5
1054 root 1.4 if (spell_ob->attack_movement)
1055     tmp->attack_movement = spell_ob->attack_movement;
1056 root 1.5
1057 root 1.4 if (get_owner (op))
1058     set_owner (tmp, get_owner (op));
1059 root 1.2 }
1060     }
1061     }
1062 root 1.5
1063 root 1.4 if (tmp->speed > MIN_ACTIVE_SPEED)
1064     tmp->speed_left = -1;
1065     }
1066 root 1.5
1067 root 1.4 if (head == NULL)
1068     head = tmp;
1069     else
1070     {
1071     tmp->head = head;
1072     prev->more = tmp;
1073 root 1.2 }
1074 root 1.5
1075 root 1.4 prev = tmp;
1076     tmp->x = op->x + x + tmp->arch->clone.x;
1077     tmp->y = op->y + y + tmp->arch->clone.y;
1078     tmp->map = op->map;
1079     }
1080 root 1.5
1081 root 1.4 head->direction = freedir[ndir];
1082     head->stats.exp = 0;
1083     head = insert_ob_in_map (head, head->map, op, 0);
1084 root 1.5
1085 root 1.4 if (head && head->randomitems)
1086     {
1087     object *tmp;
1088    
1089     create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1090     for (tmp = head->inv; tmp; tmp = tmp->below)
1091     if (!tmp->nrof)
1092     SET_FLAG (tmp, FLAG_NO_DROP);
1093 root 1.2 }
1094 root 1.4 } /* for i < nrof */
1095 root 1.5
1096 root 1.4 return 1;
1097 elmex 1.1 }
1098    
1099     /* recursively look through the owner property of objects until the real owner
1100     is found */
1101 root 1.4 object *
1102     get_real_owner (object *ob)
1103     {
1104     object *realowner = ob;
1105    
1106     if (realowner == NULL)
1107     return NULL;
1108    
1109     while (get_owner (realowner) != NULL)
1110     {
1111     realowner = get_owner (realowner);
1112     }
1113     return realowner;
1114 elmex 1.1 }
1115 root 1.4
1116 elmex 1.1 /* determines if checks so pets don't attack players or other pets should be
1117     overruled by the arena petmode */
1118 root 1.4 int
1119     should_arena_attack (object *pet, object *owner, object *target)
1120     {
1121     object *rowner, *towner;
1122    
1123     /* exit if the target, pet, or owner is null. */
1124     if ((target == NULL) || (pet == NULL) || (owner == NULL))
1125     return 0;
1126    
1127     /* get the owners of itself and the target, this is to deal with pets of
1128     pets */
1129     rowner = get_real_owner (owner);
1130     if (target->type != PLAYER)
1131     {
1132     towner = get_real_owner (target);
1133     }
1134     else
1135     {
1136     towner = 0;
1137     }
1138    
1139     /* if the pet has now owner, exit with error */
1140     if (rowner == NULL)
1141     {
1142     LOG (llevError, "Pet has no owner.\n");
1143     return 0;
1144     }
1145    
1146     /* if the target is not a player, and has no owner, we shouldn't be here
1147     */
1148     if ((towner == NULL) && (target->type != PLAYER))
1149     {
1150     LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1151     return 0;
1152     }
1153    
1154     /* make sure that the owner is a player */
1155     if (rowner->type != PLAYER)
1156     return 0;
1157    
1158     /* abort if the petmode is not arena */
1159     if (rowner->contr->petmode != pet_arena)
1160     return 0;
1161    
1162     /* abort if the pet, it's owner, or the target is not on battleground */
1163     if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1164     return 0;
1165    
1166     /* if the target is a monster, make sure it's owner is not the same */
1167     if ((target->type != PLAYER) && (rowner == towner))
1168     return 0;
1169    
1170     /* check if the target is a player which affects how it will handle
1171     parties */
1172     if (target->type != PLAYER)
1173     {
1174     /* if the target is owned by a player make sure than make sure
1175     it's not in the same party */
1176     if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1177     {
1178     if (rowner->contr->party == towner->contr->party)
1179     return 0;
1180     }
1181     }
1182     else
1183     {
1184     /* if the target is a player make sure than make sure it's not
1185     in the same party */
1186     if (rowner->contr->party != NULL)
1187     {
1188     if (rowner->contr->party == target->contr->party)
1189     return 0;
1190 root 1.2 }
1191 root 1.4 }
1192    
1193     return 1;
1194 elmex 1.1 }