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/cvs/deliantra/server/server/pets.C
Revision: 1.8
Committed: Thu Sep 14 17:10:25 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +10 -13 lines
Log Message:
removed now obsolete generation counter checks - further slimmed down sizeof(objetc) to 616 bytes

File Contents

# Content
1
2 /*
3 * static char *rcsid_pets_c =
4 * "$Id: pets.C,v 1.7 2006-09-12 21:20:15 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #ifndef __CEXTRACT__
32 # include <sproto.h>
33 #endif
34
35 /* given that 'pet' is a friendly object, this function returns a
36 * monster the pet should attack, NULL if nothing appropriate is
37 * found. it basically looks for nasty things around the owner
38 * of the pet to attack.
39 * this is now tilemap aware.
40 */
41
42 object *
43 get_pet_enemy (object *pet, rv_vector * rv)
44 {
45 object *owner, *tmp, *attacker, *tmp3;
46 int i;
47 sint16 x, y;
48 mapstruct *nm;
49 int search_arr[SIZEOFFREE];
50 int mflags;
51
52 attacker = pet->attacked_by; /*pointer to attacking enemy */
53 pet->attacked_by = NULL; /*clear this, since we are dealing with it */
54
55 if ((owner = get_owner (pet)) != NULL)
56 {
57 /* If the owner has turned on the pet, make the pet
58 * unfriendly.
59 */
60 if ((check_enemy (owner, rv)) == pet)
61 {
62 CLEAR_FLAG (pet, FLAG_FRIENDLY);
63 remove_friendly_object (pet);
64 pet->attack_movement &= ~PETMOVE;
65 return owner;
66 }
67 }
68 else
69 {
70 /* else the owner is no longer around, so the
71 * pet no longer needs to be friendly.
72 */
73 CLEAR_FLAG (pet, FLAG_FRIENDLY);
74 remove_friendly_object (pet);
75 pet->attack_movement &= ~PETMOVE;
76 return NULL;
77 }
78 /* If they are not on the same map, the pet won't be agressive */
79 if (!on_same_map (pet, owner))
80 return NULL;
81
82 /* See if the pet has an existing enemy. If so, don't start a new one */
83 if ((tmp = check_enemy (pet, rv)) != NULL)
84 {
85 if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY))
86 /* without this check, you can actually get pets with
87 * enemy set to owner!
88 */
89 pet->enemy = NULL;
90 else
91 return tmp;
92 }
93 get_search_arr (search_arr);
94
95 if (owner->type == PLAYER && owner->contr->petmode > pet_normal)
96 {
97 if (owner->contr->petmode == pet_sad)
98 {
99 tmp = find_nearest_living_creature (pet);
100 if (tmp != NULL)
101 {
102 get_rangevector (pet, tmp, rv, 0);
103 if (check_enemy (pet, rv) != NULL)
104 return tmp;
105 else
106 pet->enemy = NULL;
107 }
108 /* if we got here we have no enemy */
109 /* we return NULL to avoid heading back to the owner */
110 pet->enemy = NULL;
111 return NULL;
112 }
113 }
114
115 /* Since the pet has no existing enemy, look for anything nasty
116 * around the owner that it should go and attack.
117 */
118 tmp3 = NULL;
119 for (i = 0; i < SIZEOFFREE; i++)
120 {
121 x = owner->x + freearr_x[search_arr[i]];
122 y = owner->y + freearr_y[search_arr[i]];
123 nm = owner->map;
124 /* Only look on the space if there is something alive there. */
125 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
126 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
127 {
128 for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above)
129 {
130 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
131
132 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
133 (tmp2->type != PLAYER)) ||
134 should_arena_attack (pet, owner, tmp2))
135 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
136 {
137
138 if (!can_see_enemy (pet, tmp2))
139 {
140 if (tmp3 != NULL)
141 tmp3 = tmp2;
142 }
143 else
144 {
145 pet->enemy = tmp2;
146 if (check_enemy (pet, rv) != NULL)
147 return tmp2;
148 else
149 pet->enemy = NULL;
150 }
151 } /* if this is a valid enemy */
152 } /* for objects on this space */
153 } /* if there is something living on this space */
154 } /* for loop of spaces around the owner */
155
156 /* fine, we went through the whole loop and didn't find one we could
157 see, take what we have */
158 if (tmp3 != NULL)
159 {
160 pet->enemy = tmp3;
161 if (check_enemy (pet, rv) != NULL)
162 return tmp3;
163 else
164 pet->enemy = NULL;
165 }
166
167 /* No threat to owner, check to see if the pet has an attacker */
168 if (attacker)
169 {
170 /* also need to check to make sure it is not freindly */
171 /* or otherwise non-hostile, and is an appropriate target */
172 if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker))
173 {
174 pet->enemy = attacker;
175
176 if (check_enemy (pet, rv) != NULL)
177 return attacker;
178 else
179 pet->enemy = NULL;
180 }
181 }
182
183 /* Don't have an attacker or legal enemy, so look for a new one!.
184 * This looks for one around where the pet is. Thus, you could lead
185 * a pet to danger, then take a few steps back. This code is basically
186 * the same as the code that looks around the owner.
187 */
188 if (owner->type == PLAYER && owner->contr->petmode != pet_defend)
189 {
190 tmp3 = NULL;
191 for (i = 0; i < SIZEOFFREE; i++)
192 {
193 x = pet->x + freearr_x[search_arr[i]];
194 y = pet->y + freearr_y[search_arr[i]];
195 nm = pet->map;
196 /* Only look on the space if there is something alive there. */
197 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
198 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
199 {
200 for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above)
201 {
202 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
203
204 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
205 (tmp2->type != PLAYER)) ||
206 should_arena_attack (pet, owner, tmp2))
207 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
208 {
209
210 if (!can_see_enemy (pet, tmp2))
211 {
212 if (tmp3 != NULL)
213 tmp3 = tmp2;
214 }
215 else
216 {
217 pet->enemy = tmp2;
218 if (check_enemy (pet, rv) != NULL)
219 return tmp2;
220 else
221 pet->enemy = NULL;
222 }
223 } /* make sure we can get to the bugger */
224 } /* for objects on this space */
225 } /* if there is something living on this space */
226 } /* for loop of spaces around the pet */
227 } /* pet in defence mode */
228
229 /* fine, we went through the whole loop and didn't find one we could
230 see, take what we have */
231 if (tmp3 != NULL)
232 {
233 pet->enemy = tmp3;
234 if (check_enemy (pet, rv) != NULL)
235 return tmp3;
236 else
237 pet->enemy = NULL;
238 }
239
240 /* Didn't find anything - return the owner's enemy or NULL */
241 return check_enemy (pet, rv);
242 }
243
244 void
245 terminate_all_pets (object *owner)
246 {
247 objectlink *obl, *next;
248
249 for (obl = first_friendly_object; obl != NULL; obl = next)
250 {
251 object *ob = obl->ob;
252
253 next = obl->next;
254 if (get_owner (ob) == owner)
255 {
256 if (!QUERY_FLAG (ob, FLAG_REMOVED))
257 remove_ob (ob);
258 remove_friendly_object (ob);
259 free_object (ob);
260 }
261 }
262 }
263
264 /*
265 * Unfortunately, sometimes, the owner of a pet is in the
266 * process of entering a new map when this is called.
267 * Thus the map isn't loaded yet, and we have to remove
268 * the pet...
269 * Interesting enough, we don't use the passed map structure in
270 * this function.
271 */
272
273 void
274 remove_all_pets (mapstruct *map)
275 {
276 objectlink *obl, *next;
277 object *owner;
278
279 for (obl = first_friendly_object; obl != NULL; obl = next)
280 {
281 next = obl->next;
282 if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) &&
283 (owner = get_owner (obl->ob)) != NULL && !on_same_map (owner, obl->ob))
284 {
285 /* follow owner checks map status for us */
286 follow_owner (obl->ob, owner);
287 }
288 }
289 }
290
291 int
292 follow_owner (object *ob, object *owner)
293 {
294 object *tmp;
295 int dir;
296
297 if (!QUERY_FLAG (ob, FLAG_REMOVED))
298 remove_ob (ob);
299
300 if (owner->map == NULL)
301 {
302 LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name);
303 goto fail;
304 }
305 if (owner->map->in_memory != MAP_IN_MEMORY)
306 {
307 LOG (llevError, "Owner of the pet not on a map in memory!?\n");
308 goto fail;
309 }
310
311 dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
312
313 if (dir == -1)
314 {
315 LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name);
316 goto fail;
317 }
318 for (tmp = ob; tmp != NULL; tmp = tmp->more)
319 {
320 tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
321 tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
322 tmp->map = owner->map;
323 if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y))
324 {
325 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
326 }
327 }
328 insert_ob_in_map (ob, ob->map, NULL, 0);
329 if (owner->type == PLAYER) /* Uh, I hope this is always true... */
330 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
331
332 return 0;
333
334 fail:
335 remove_friendly_object (ob);
336 free_object (ob);
337
338 return 1;
339 }
340
341 void
342 pet_move (object *ob)
343 {
344 int dir, tag, i;
345 sint16 dx, dy;
346 object *ob2, *owner;
347 mapstruct *m;
348
349 /* Check to see if player pulled out */
350 if ((owner = get_owner (ob)) == NULL)
351 {
352 remove_ob (ob); /* Will be freed when returning */
353 remove_friendly_object (ob);
354 free_object (ob);
355 LOG (llevMonster, "Pet: no owner, leaving.\n");
356 return;
357 }
358
359 /* move monster into the owners map if not in the same map */
360 if (!on_same_map (ob, owner))
361 {
362 follow_owner (ob, owner);
363 return;
364 }
365 /* Calculate Direction */
366 if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
367 {
368 /* in S&D mode, if we have no enemy, run randomly about. */
369 for (i = 0; i < 15; i++)
370 {
371 dir = rndm (1, 8);
372 dx = ob->x + freearr_x[dir];
373 dy = ob->y + freearr_y[dir];
374 m = ob->map;
375 if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
376 continue;
377 else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy)))
378 continue;
379 else
380 break;
381 }
382 }
383 else
384 {
385 struct rv_vector rv;
386
387 get_rangevector (ob, ob->owner, &rv, 0);
388 dir = rv.direction;
389 }
390 ob->direction = dir;
391
392 tag = ob->count;
393 /* move_ob returns 0 if the object couldn't move. If that is the
394 * case, lets do some other work.
395 */
396 if (!(move_ob (ob, dir, ob)))
397 {
398 object *part;
399
400 /* the failed move_ob above may destroy the pet, so check here */
401 if (was_destroyed (ob, tag))
402 return;
403
404 for (part = ob; part != NULL; part = part->more)
405 {
406 dx = part->x + freearr_x[dir];
407 dy = part->y + freearr_y[dir];
408 m = get_map_from_coord (part->map, &dx, &dy);
409 if (!m)
410 continue;
411
412 for (ob2 = get_map_ob (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
413 {
414 object *new_ob;
415
416 new_ob = ob2->head ? ob2->head : ob2;
417 if (new_ob == ob)
418 break;
419 if (new_ob == ob->owner)
420 return;
421 if (get_owner (new_ob) == ob->owner)
422 break;
423
424 /* Hmm. Did we try to move into an enemy monster? If so,
425 * make it our enemy.
426 */
427 if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
428 && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
429 {
430
431 ob->enemy = new_ob;
432 if (new_ob->enemy == NULL)
433 new_ob->enemy = ob;
434 return;
435 }
436 else if (new_ob->type == PLAYER)
437 {
438 new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet.");
439 return;
440 }
441 }
442 }
443 /* Try a different course */
444 dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5));
445 (void) move_ob (ob, dir, ob);
446 }
447 return;
448 }
449
450 /****************************************************************************
451 *
452 * GOLEM SPELL CODE
453 *
454 ****************************************************************************/
455
456 /* fix_summon_pet() - this makes multisquare/single square monsters
457 * proper for map insertion.
458 * at is the archetype, op is the caster of the spell, dir is the
459 * direction the monster should be placed in.
460 * is_golem is to note that this is a golem spell.
461 */
462 object *
463 fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
464 {
465 archetype *atmp;
466 object *tmp = NULL, *prev = NULL, *head = NULL;
467
468 for (atmp = at; atmp != NULL; atmp = atmp->more)
469 {
470 tmp = arch_to_object (atmp);
471 if (atmp == at)
472 {
473 if (!is_golem)
474 SET_FLAG (tmp, FLAG_MONSTER);
475 set_owner (tmp, op);
476 if (op->type == PLAYER)
477 {
478 tmp->stats.exp = 0;
479 add_friendly_object (tmp);
480 SET_FLAG (tmp, FLAG_FRIENDLY);
481 if (is_golem)
482 CLEAR_FLAG (tmp, FLAG_MONSTER);
483 }
484 else
485 {
486 if (QUERY_FLAG (op, FLAG_FRIENDLY))
487 {
488 object *owner = get_owner (op);
489
490 if (owner != NULL)
491 { /* For now, we transfer ownership */
492 set_owner (tmp, owner);
493 tmp->attack_movement = PETMOVE;
494 add_friendly_object (tmp);
495 SET_FLAG (tmp, FLAG_FRIENDLY);
496 }
497 }
498 }
499 if (op->type != PLAYER || !is_golem)
500 {
501 tmp->attack_movement = PETMOVE;
502 tmp->speed_left = -1;
503 tmp->type = 0;
504 tmp->enemy = op->enemy;
505 }
506 else
507 tmp->type = GOLEM;
508
509 }
510 if (head == NULL)
511 head = tmp;
512 tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x;
513 tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y;
514 tmp->map = op->map;
515 if (tmp->invisible)
516 tmp->invisible = 0;
517 if (head != tmp)
518 tmp->head = head, prev->more = tmp;
519 prev = tmp;
520 }
521 head->direction = dir;
522
523 /* need to change some monster attr to prevent problems/crashing */
524 head->last_heal = 0;
525 head->last_eat = 0;
526 head->last_grace = 0;
527 head->last_sp = 0;
528 head->other_arch = NULL;
529 head->stats.exp = 0;
530 CLEAR_FLAG (head, FLAG_CHANGING);
531 CLEAR_FLAG (head, FLAG_STAND_STILL);
532 CLEAR_FLAG (head, FLAG_GENERATOR);
533 CLEAR_FLAG (head, FLAG_SPLITTING);
534 if (head->attacktype & AT_GHOSTHIT)
535 head->attacktype = (AT_PHYSICAL | AT_DRAIN);
536
537 return head;
538 }
539
540 /* updated this to allow more than the golem 'head' to attack */
541
542 /* op is the golem to be moved. */
543
544 void
545 move_golem (object *op)
546 {
547 int made_attack = 0;
548 object *tmp;
549 tag_t tag;
550
551 if (QUERY_FLAG (op, FLAG_MONSTER))
552 return; /* Has already been moved */
553
554 if (get_owner (op) == NULL)
555 {
556 LOG (llevDebug, "Golem without owner destructed.\n");
557 remove_ob (op);
558 free_object (op);
559 return;
560 }
561 /* It would be nice to have a cleaner way of what message to print
562 * when the golem expires than these hard coded entries.
563 * Note it is intentional that a golems duration is based on its
564 * hp, and not duration
565 */
566 if (--op->stats.hp < 0)
567 {
568 if (op->msg)
569 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
570 op->owner->contr->ranges[range_golem] = NULL;
571 op->owner->contr->golem_count = 0;
572 remove_friendly_object (op);
573 remove_ob (op);
574 free_object (op);
575 return;
576 }
577
578 /* Do golem attacks/movement for single & multisq golems.
579 * Assuming here that op is the 'head' object. Pass only op to
580 * move_ob (makes recursive calls to other parts)
581 * move_ob returns 0 if the creature was not able to move.
582 */
583 tag = op->count;
584 if (move_ob (op, op->direction, op))
585 return;
586 if (was_destroyed (op, tag))
587 return;
588
589 for (tmp = op; tmp; tmp = tmp->more)
590 {
591 sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
592 object *victim;
593 mapstruct *m;
594 int mflags;
595
596 m = op->map;
597 mflags = get_map_flags (m, &m, x, y, &x, &y);
598
599 if (mflags & P_OUT_OF_MAP)
600 continue;
601
602 for (victim = get_map_ob (op->map, x, y); victim; victim = victim->above)
603 if (QUERY_FLAG (victim, FLAG_ALIVE))
604 break;
605
606 /* We used to call will_hit_self to make sure we don't
607 * hit ourselves, but that didn't work, and I don't really
608 * know if that was more efficient anyways than this.
609 * This at least works. Note that victim->head can be NULL,
610 * but since we are not trying to dereferance that pointer,
611 * that isn't a problem.
612 */
613 if (victim && victim != op && victim->head != op)
614 {
615
616 /* for golems with race fields, we don't attack
617 * aligned races
618 */
619
620 if (victim->race && op->race && strstr (op->race, victim->race))
621 {
622 if (op->owner)
623 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
624 }
625 else if (victim == op->owner)
626 {
627 if (op->owner)
628 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
629 }
630 else
631 {
632 attack_ob (victim, op);
633 made_attack = 1;
634 }
635 } /* If victim */
636 }
637 if (made_attack)
638 update_object (op, UP_OBJ_FACE);
639 }
640
641 /* this is a really stupid function when you get down and
642 * look at it. Keep it here for the time being - makes life
643 * easier if we ever decide to do more interesting thing with
644 * controlled golems.
645 */
646 void
647 control_golem (object *op, int dir)
648 {
649 op->direction = dir;
650 }
651
652 /* summon golem: summons a monster for 'op'. caster is the object
653 * casting the spell, dir is the direction to place the monster,
654 * at is the archetype of the monster, and spob is the spell
655 * object. At this stage, all spob is really used for is to
656 * adjust some values in the monster.
657 */
658 int
659 summon_golem (object *op, object *caster, int dir, object *spob)
660 {
661 object *tmp, *god = NULL;
662 archetype *at;
663 char buf[MAX_BUF];
664
665 /* Because there can be different golem spells, player may want to
666 * 'lose' their old golem.
667 */
668 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count)
669 {
670 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
671 remove_ob (op->contr->ranges[range_golem]);
672 free_object (op->contr->ranges[range_golem]);
673 op->contr->ranges[range_golem] = NULL;
674 op->contr->golem_count = (uint32) - 1;
675 }
676
677 if (spob->other_arch)
678 at = spob->other_arch;
679 else if (spob->race)
680 {
681 god = find_god (determine_god (caster));
682
683 if (!god)
684 {
685 new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
686 return 0;
687 }
688
689 at = determine_holy_arch (god, spob->race);
690
691 if (!at)
692 {
693 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
694 return 0;
695 }
696 }
697 else
698 {
699 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
700 return 0;
701 }
702
703 if (!dir)
704 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
705
706 if (dir == -1 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
709 return 0;
710 }
711 /* basically want to get proper map/coordinates for this object */
712
713 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
716 return 0;
717 }
718
719 if (op->type == PLAYER)
720 {
721 tmp->type = GOLEM;
722 set_owner (tmp, op);
723 set_spell_skill (op, caster, spob, tmp);
724 op->contr->ranges[range_golem] = tmp;
725 op->contr->golem_count = tmp->count;
726 /* give the player control of the golem */
727 op->contr->shoottype = range_golem;
728 }
729 else
730 {
731 if (QUERY_FLAG (op, FLAG_FRIENDLY))
732 {
733 object *owner = get_owner (op);
734
735 if (owner != NULL)
736 { /* For now, we transfer ownership */
737 set_owner (tmp, owner);
738 tmp->attack_movement = PETMOVE;
739 add_friendly_object (tmp);
740 SET_FLAG (tmp, FLAG_FRIENDLY);
741 }
742 }
743
744 SET_FLAG (tmp, FLAG_MONSTER);
745 }
746
747 /* make the speed positive. */
748 tmp->speed = FABS (tmp->speed);
749
750 /* This sets the level dependencies on dam and hp for monsters */
751 /* players can't cope with too strong summonings. */
752 /* but monsters can. reserve these for players. */
753 if (op->type == PLAYER)
754 {
755 tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
756
757 if (!spob->stats.dam)
758 tmp->stats.dam += SP_level_dam_adjust (caster, spob);
759 else
760 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
761
762 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
763 tmp->speed = MIN (tmp->speed, 1.0);
764
765 if (spob->attacktype)
766 tmp->attacktype = spob->attacktype;
767 }
768
769 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
770
771 /* limit the speed to 0.3 for non-players, 1 for players. */
772
773 /* make experience increase in proportion to the strength.
774 * this is a bit simplistic - we are basically just looking at how
775 * often the sp doubles and use that as the ratio.
776 */
777 tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob));
778 tmp->speed_left = 0;
779 tmp->direction = dir;
780
781 /* Holy spell - some additional tailoring */
782 if (god)
783 {
784 object *tmp2;
785
786 sprintf (buf, "%s of %s", &spob->name, &god->name);
787 buf[0] = toupper (buf[0]);
788
789 for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
790 tmp2->name = buf;
791
792 tmp->attacktype |= god->attacktype;
793 memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
794 tmp->race = god->race;
795 tmp->slaying = god->slaying;
796
797 /* safety, we must allow a god's servants some reasonable attack */
798 if (!(tmp->attacktype & AT_PHYSICAL))
799 tmp->attacktype |= AT_PHYSICAL;
800 }
801
802 insert_ob_in_map (tmp, tmp->map, op, 0);
803 return 1;
804 }
805
806
807 /***************************************************************************
808 *
809 * Summon monster/pet/other object code
810 *
811 ***************************************************************************/
812
813 /* Returns a monster (chosen at random) that this particular player (and his
814 * god) find acceptable. This checks level, races allowed by god, etc
815 * to determine what is acceptable.
816 * This returns NULL if no match was found.
817 */
818
819 object *
820 choose_cult_monster (object *pl, object *god, int summon_level)
821 {
822 char buf[MAX_BUF];
823 const char *race;
824 int racenr, mon_nr, i;
825 racelink *list;
826 objectlink *tobl;
827 object *otmp;
828
829 /* Determine the number of races available */
830 racenr = 0;
831 strcpy (buf, god->race);
832 race = strtok (buf, ",");
833 while (race)
834 {
835 racenr++;
836 race = strtok (NULL, ",");
837 }
838
839 /* next, randomly select a race from the aligned_races string */
840 if (racenr > 1)
841 {
842 racenr = rndm (0, racenr - 1);
843 strcpy (buf, god->race);
844 race = strtok (buf, ",");
845 for (i = 0; i < racenr; i++)
846 race = strtok (NULL, ",");
847 }
848 else
849 race = god->race;
850
851
852 /* see if a we can match a race list of monsters. This should not
853 * happen, so graceful recovery isn't really needed, but this sanity
854 * checking is good for cases where the god archetypes mismatch the
855 * race file
856 */
857 if ((list = find_racelink (race)) == NULL)
858 {
859 new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
860 LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
861 return 0;
862 }
863
864 /* search for an apprplritate monster on this race list */
865 mon_nr = 0;
866 for (tobl = list->member; tobl; tobl = tobl->next)
867 {
868 otmp = tobl->ob;
869 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
870 continue;
871 if (otmp->level <= summon_level)
872 mon_nr++;
873 }
874
875 /* If this god has multiple race entries, we should really choose another.
876 * But then we either need to track which ones we have tried, or just
877 * make so many calls to this function, and if we get so many without
878 * a valid entry, assuming nothing is available and quit.
879 */
880 if (!mon_nr)
881 return NULL;
882
883 mon_nr = rndm (0, mon_nr - 1);
884 for (tobl = list->member; tobl; tobl = tobl->next)
885 {
886 otmp = tobl->ob;
887 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
888 continue;
889 if (otmp->level <= summon_level && !mon_nr--)
890 return otmp;
891 }
892 /* This should not happen */
893 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
894 return NULL;
895 }
896
897 int
898 summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
899 {
900 sint16 x, y, nrof = 1, i;
901 archetype *summon_arch;
902 int ndir;
903
904 if (spell_ob->other_arch)
905 summon_arch = spell_ob->other_arch;
906 else if (spell_ob->randomitems)
907 {
908 int level = caster_level (caster, spell_ob);
909 treasure *tr, *lasttr = NULL;
910
911 shstr_cmp sparam (stringarg);
912
913 /* In old code, this was a very convoluted for statement,
914 * with all the checks in the 'for' portion itself. Much
915 * more readable to break some of the conditions out.
916 */
917 for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
918 {
919 if (level < tr->magic)
920 break;
921
922 lasttr = tr;
923
924 if (tr->item->name == sparam)
925 break;
926
927 if (!tr->next || !tr->next->item)
928 break;
929 }
930
931 if (!lasttr)
932 {
933 LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
934 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
935 return 0;
936 }
937
938 summon_arch = lasttr->item;
939 nrof = lasttr->nrof;
940 }
941 else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
942 {
943 object *god = find_god (determine_god (op)), *mon, *owner;
944 int summon_level, tries;
945
946 if (!god && ((owner = get_owner (op)) != NULL))
947 god = find_god (determine_god (owner));
948
949 /* If we can't find a god, can't get what monster to summon */
950 if (!god)
951 return 0;
952
953 if (!god->race)
954 {
955 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
956 return 0;
957 }
958
959 /* the summon level */
960 summon_level = caster_level (caster, spell_ob);
961 if (summon_level == 0)
962 summon_level = 1;
963
964 tries = 0;
965 do
966 {
967 mon = choose_cult_monster (op, god, summon_level);
968 if (!mon)
969 {
970 new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
971 return 0;
972 }
973
974 ndir = dir;
975
976 if (!ndir)
977 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
978
979 if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
980 {
981 ndir = -1;
982 if (++tries == 5)
983 {
984 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
985 return 0;
986 }
987 }
988 }
989 while (ndir == -1);
990
991 if (mon->level > (summon_level / 2))
992 nrof = random_roll (1, 2, op, PREFER_HIGH);
993 else
994 nrof = die_roll (2, 2, op, PREFER_HIGH);
995
996 summon_arch = mon->arch;
997 }
998 else
999 summon_arch = 0;
1000
1001 if (spell_ob->stats.dam)
1002 nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1003
1004 if (!summon_arch)
1005 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
1007 return 0;
1008 }
1009
1010 for (i = 1; i <= nrof; i++)
1011 {
1012 archetype *atmp;
1013 object *prev = NULL, *head = NULL, *tmp;
1014
1015 if (dir)
1016 {
1017 ndir = dir;
1018 dir = absdir (dir + 1);
1019 }
1020 else
1021 ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
1022
1023 if (ndir > 0)
1024 {
1025 x = freearr_x[ndir];
1026 y = freearr_y[ndir];
1027 }
1028
1029 if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y))
1030 {
1031 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1032 if (nrof > 1)
1033 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
1034
1035 return nrof > 1;
1036 }
1037
1038 for (atmp = summon_arch; atmp != NULL; atmp = atmp->more)
1039 {
1040 tmp = arch_to_object (atmp);
1041 if (atmp == summon_arch)
1042 {
1043 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1044 {
1045 set_owner (tmp, op);
1046 set_spell_skill (op, caster, spell_ob, tmp);
1047 tmp->enemy = op->enemy;
1048 tmp->type = 0;
1049 CLEAR_FLAG (tmp, FLAG_SLEEP);
1050
1051 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1052 {
1053 /* If this is not set, we make it friendly */
1054 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1055 {
1056 SET_FLAG (tmp, FLAG_FRIENDLY);
1057 add_friendly_object (tmp);
1058 tmp->stats.exp = 0;
1059
1060 if (spell_ob->attack_movement)
1061 tmp->attack_movement = spell_ob->attack_movement;
1062
1063 if (get_owner (op))
1064 set_owner (tmp, get_owner (op));
1065 }
1066 }
1067 }
1068
1069 if (tmp->speed > MIN_ACTIVE_SPEED)
1070 tmp->speed_left = -1;
1071 }
1072
1073 if (head == NULL)
1074 head = tmp;
1075 else
1076 {
1077 tmp->head = head;
1078 prev->more = tmp;
1079 }
1080
1081 prev = tmp;
1082 tmp->x = op->x + x + tmp->arch->clone.x;
1083 tmp->y = op->y + y + tmp->arch->clone.y;
1084 tmp->map = op->map;
1085 }
1086
1087 head->direction = freedir[ndir];
1088 head->stats.exp = 0;
1089 head = insert_ob_in_map (head, head->map, op, 0);
1090
1091 if (head && head->randomitems)
1092 {
1093 object *tmp;
1094
1095 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1096 for (tmp = head->inv; tmp; tmp = tmp->below)
1097 if (!tmp->nrof)
1098 SET_FLAG (tmp, FLAG_NO_DROP);
1099 }
1100 } /* for i < nrof */
1101
1102 return 1;
1103 }
1104
1105 /* recursively look through the owner property of objects until the real owner
1106 is found */
1107 object *
1108 get_real_owner (object *ob)
1109 {
1110 object *realowner = ob;
1111
1112 if (realowner == NULL)
1113 return NULL;
1114
1115 while (get_owner (realowner) != NULL)
1116 {
1117 realowner = get_owner (realowner);
1118 }
1119 return realowner;
1120 }
1121
1122 /* determines if checks so pets don't attack players or other pets should be
1123 overruled by the arena petmode */
1124 int
1125 should_arena_attack (object *pet, object *owner, object *target)
1126 {
1127 object *rowner, *towner;
1128
1129 /* exit if the target, pet, or owner is null. */
1130 if ((target == NULL) || (pet == NULL) || (owner == NULL))
1131 return 0;
1132
1133 /* get the owners of itself and the target, this is to deal with pets of
1134 pets */
1135 rowner = get_real_owner (owner);
1136 if (target->type != PLAYER)
1137 {
1138 towner = get_real_owner (target);
1139 }
1140 else
1141 {
1142 towner = 0;
1143 }
1144
1145 /* if the pet has now owner, exit with error */
1146 if (rowner == NULL)
1147 {
1148 LOG (llevError, "Pet has no owner.\n");
1149 return 0;
1150 }
1151
1152 /* if the target is not a player, and has no owner, we shouldn't be here
1153 */
1154 if ((towner == NULL) && (target->type != PLAYER))
1155 {
1156 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1157 return 0;
1158 }
1159
1160 /* make sure that the owner is a player */
1161 if (rowner->type != PLAYER)
1162 return 0;
1163
1164 /* abort if the petmode is not arena */
1165 if (rowner->contr->petmode != pet_arena)
1166 return 0;
1167
1168 /* abort if the pet, it's owner, or the target is not on battleground */
1169 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1170 return 0;
1171
1172 /* if the target is a monster, make sure it's owner is not the same */
1173 if ((target->type != PLAYER) && (rowner == towner))
1174 return 0;
1175
1176 /* check if the target is a player which affects how it will handle
1177 parties */
1178 if (target->type != PLAYER)
1179 {
1180 /* if the target is owned by a player make sure than make sure
1181 it's not in the same party */
1182 if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1183 {
1184 if (rowner->contr->party == towner->contr->party)
1185 return 0;
1186 }
1187 }
1188 else
1189 {
1190 /* if the target is a player make sure than make sure it's not
1191 in the same party */
1192 if (rowner->contr->party != NULL)
1193 {
1194 if (rowner->contr->party == target->contr->party)
1195 return 0;
1196 }
1197 }
1198
1199 return 1;
1200 }