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/cvs/deliantra/server/server/pets.C
Revision: 1.24
Committed: Thu Jan 18 16:19:34 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.23: +22 -43 lines
Log Message:
- fix a horrendous bug that might have caused all the map corruption
- optimise/modernise some map-insert-related stuff
- fix debug_desc
- remove crypt configury
- minor adjustments/cleanups

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * 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 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27
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 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 maptile *nm;
41 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 if ((owner = pet->owner) != NULL)
48 {
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 */
81 pet->enemy = NULL;
82 else
83 return tmp;
84 }
85
86 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
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 /* 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 {
168 pet->enemy = attacker;
169
170 if (check_enemy (pet, rv) != NULL)
171 return attacker;
172 else
173 pet->enemy = NULL;
174 }
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 }
217 } /* 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 }
233
234 /* Didn't find anything - return the owner's enemy or NULL */
235 return check_enemy (pet, rv);
236 }
237
238 void
239 terminate_all_pets (object *owner)
240 {
241 objectlink *obl, *next;
242
243 for (obl = first_friendly_object; obl != NULL; obl = next)
244 {
245 object *ob = obl->ob;
246
247 next = obl->next;
248 if (ob->owner == owner)
249 {
250 if (!QUERY_FLAG (ob, FLAG_REMOVED))
251 ob->remove ();
252 remove_friendly_object (ob);
253 ob->destroy ();
254 }
255 }
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 void
267 remove_all_pets (maptile *map)
268 {
269 objectlink *obl, *next;
270 object *owner;
271
272 for (obl = first_friendly_object; obl; obl = next)
273 {
274 next = obl->next;
275
276 if (obl->ob->type != PLAYER
277 && QUERY_FLAG (obl->ob, FLAG_FRIENDLY)
278 && (owner = obl->ob->owner) != 0
279 && !on_same_map (owner, obl->ob))
280 {
281 /* follow owner checks map status for us */
282 follow_owner (obl->ob, owner);
283 }
284 }
285 }
286
287 int
288 follow_owner (object *ob, object *owner)
289 {
290 if (!owner->map)
291 LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name);
292 else if (owner->map->in_memory != MAP_IN_MEMORY)
293 LOG (llevError, "Owner of the pet not on a map in memory!?\n");
294 else
295 {
296 int dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
297
298 if (dir >= 0)
299 {
300 owner->map->insert (ob, owner->x + freearr_x[dir], owner->y + freearr_y[dir]);
301
302 if (owner->type == PLAYER) /* Uh, I hope this is always true... */
303 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
304
305 return 0;
306 }
307 }
308
309 ob->destroy ();
310 return 1;
311 }
312
313 void
314 pet_move (object *ob)
315 {
316 int dir, i;
317 sint16 dx, dy;
318 object *ob2, *owner;
319 maptile *m;
320
321 /* Check to see if player pulled out */
322 if ((owner = ob->owner) == NULL)
323 {
324 ob->remove (); /* Will be freed when returning */
325 remove_friendly_object (ob);
326 ob->destroy ();
327 LOG (llevMonster, "Pet: no owner, leaving.\n");
328 return;
329 }
330
331 /* move monster into the owners map if not in the same map */
332 if (!on_same_map (ob, owner))
333 {
334 follow_owner (ob, owner);
335 return;
336 }
337 /* Calculate Direction */
338 if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
339 {
340 /* in S&D mode, if we have no enemy, run randomly about. */
341 for (i = 0; i < 15; i++)
342 {
343 dir = rndm (1, 8);
344 dx = ob->x + freearr_x[dir];
345 dy = ob->y + freearr_y[dir];
346 m = ob->map;
347 if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
348 continue;
349 else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy)))
350 continue;
351 else
352 break;
353 }
354 }
355 else
356 {
357 struct rv_vector rv;
358
359 get_rangevector (ob, ob->owner, &rv, 0);
360 dir = rv.direction;
361 }
362 ob->direction = dir;
363
364 /* move_ob returns 0 if the object couldn't move. If that is the
365 * case, lets do some other work.
366 */
367 if (!(move_ob (ob, dir, ob)))
368 {
369 object *part;
370
371 /* the failed move_ob above may destroy the pet, so check here */
372 if (ob->destroyed ())
373 return;
374
375 for (part = ob; part != NULL; part = part->more)
376 {
377 dx = part->x + freearr_x[dir];
378 dy = part->y + freearr_y[dir];
379 m = get_map_from_coord (part->map, &dx, &dy);
380 if (!m)
381 continue;
382
383 for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
384 {
385 object *new_ob;
386
387 new_ob = ob2->head ? ob2->head : ob2;
388 if (new_ob == ob)
389 break;
390 if (new_ob == ob->owner)
391 return;
392 if (new_ob->owner == ob->owner)
393 break;
394
395 /* Hmm. Did we try to move into an enemy monster? If so,
396 * make it our enemy.
397 */
398 if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
399 && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
400 {
401
402 ob->enemy = new_ob;
403 if (new_ob->enemy == NULL)
404 new_ob->enemy = ob;
405 return;
406 }
407 else if (new_ob->type == PLAYER)
408 {
409 new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet.");
410 return;
411 }
412 }
413 }
414 /* Try a different course */
415 dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5));
416 (void) move_ob (ob, dir, ob);
417 }
418 return;
419 }
420
421 /****************************************************************************
422 *
423 * GOLEM SPELL CODE
424 *
425 ****************************************************************************/
426
427 /* fix_summon_pet() - this makes multisquare/single square monsters
428 * proper for map insertion.
429 * at is the archetype, op is the caster of the spell, dir is the
430 * direction the monster should be placed in.
431 * is_golem is to note that this is a golem spell.
432 */
433 object *
434 fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
435 {
436 archetype *atmp;
437 object *tmp = NULL, *prev = NULL, *head = NULL;
438
439 for (atmp = at; atmp; atmp = atmp->more)
440 {
441 tmp = arch_to_object (atmp);
442
443 if (atmp == at)
444 {
445 if (!is_golem)
446 SET_FLAG (tmp, FLAG_MONSTER);
447
448 tmp->set_owner (op);
449 if (op->type == PLAYER)
450 {
451 tmp->stats.exp = 0;
452 add_friendly_object (tmp);
453 if (is_golem)
454 CLEAR_FLAG (tmp, FLAG_MONSTER);
455 }
456 else
457 {
458 if (QUERY_FLAG (op, FLAG_FRIENDLY))
459 {
460 object *owner = op->owner;
461
462 if (owner)
463 { /* For now, we transfer ownership */
464 tmp->set_owner (owner);
465 tmp->attack_movement = PETMOVE;
466 add_friendly_object (tmp);
467 }
468 }
469 }
470
471 if (op->type != PLAYER || !is_golem)
472 {
473 tmp->attack_movement = PETMOVE;
474 tmp->speed_left = -1;
475 tmp->type = 0;
476 tmp->enemy = op->enemy;
477 }
478 else
479 tmp->type = GOLEM;
480
481 }
482
483 if (!head)
484 head = tmp;
485
486 tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x;
487 tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y;
488 tmp->map = op->map;
489
490 if (tmp->invisible)
491 tmp->invisible = 0;
492
493 if (head != tmp)
494 tmp->head = head, prev->more = tmp;
495
496 prev = tmp;
497 }
498
499 head->direction = dir;
500
501 /* need to change some monster attr to prevent problems/crashing */
502 head->last_heal = 0;
503 head->last_eat = 0;
504 head->last_grace = 0;
505 head->last_sp = 0;
506 head->other_arch = NULL;
507 head->stats.exp = 0;
508 CLEAR_FLAG (head, FLAG_CHANGING);
509 CLEAR_FLAG (head, FLAG_STAND_STILL);
510 CLEAR_FLAG (head, FLAG_GENERATOR);
511 CLEAR_FLAG (head, FLAG_SPLITTING);
512 if (head->attacktype & AT_GHOSTHIT)
513 head->attacktype = (AT_PHYSICAL | AT_DRAIN);
514
515 return head;
516 }
517
518 /* updated this to allow more than the golem 'head' to attack */
519 /* op is the golem to be moved. */
520 void
521 move_golem (object *op)
522 {
523 int made_attack = 0;
524 object *tmp;
525
526 if (QUERY_FLAG (op, FLAG_MONSTER))
527 return; /* Has already been moved */
528
529 if (op->owner == NULL)
530 {
531 LOG (llevDebug, "Golem without owner destructed.\n");
532 op->remove ();
533 op->destroy ();
534 return;
535 }
536
537 /* It would be nice to have a cleaner way of what message to print
538 * when the golem expires than these hard coded entries.
539 * Note it is intentional that a golems duration is based on its
540 * hp, and not duration
541 */
542 if (--op->stats.hp < 0)
543 {
544 if (op->msg)
545 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
546
547 op->owner->contr->ranges[range_golem] = 0;
548 remove_friendly_object (op);
549 op->remove ();
550 op->destroy ();
551 return;
552 }
553
554 /* Do golem attacks/movement for single & multisq golems.
555 * Assuming here that op is the 'head' object. Pass only op to
556 * move_ob (makes recursive calls to other parts)
557 * move_ob returns 0 if the creature was not able to move.
558 */
559 if (move_ob (op, op->direction, op))
560 return;
561
562 if (op->destroyed ())
563 return;
564
565 for (tmp = op; tmp; tmp = tmp->more)
566 {
567 sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
568 object *victim;
569 maptile *m;
570 int mflags;
571
572 m = op->map;
573 mflags = get_map_flags (m, &m, x, y, &x, &y);
574
575 if (mflags & P_OUT_OF_MAP)
576 continue;
577
578 for (victim = GET_MAP_OB (op->map, x, y); victim; victim = victim->above)
579 if (QUERY_FLAG (victim, FLAG_ALIVE))
580 break;
581
582 /* We used to call will_hit_self to make sure we don't
583 * hit ourselves, but that didn't work, and I don't really
584 * know if that was more efficient anyways than this.
585 * This at least works. Note that victim->head can be NULL,
586 * but since we are not trying to dereferance that pointer,
587 * that isn't a problem.
588 */
589 if (victim && victim != op && victim->head != op)
590 {
591
592 /* for golems with race fields, we don't attack
593 * aligned races
594 */
595
596 if (victim->race && op->race && strstr (op->race, victim->race))
597 {
598 if (op->owner)
599 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
600 }
601 else if (victim == op->owner)
602 {
603 if (op->owner)
604 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
605 }
606 else
607 {
608 attack_ob (victim, op);
609 made_attack = 1;
610 }
611 } /* If victim */
612 }
613 if (made_attack)
614 update_object (op, UP_OBJ_FACE);
615 }
616
617 /* this is a really stupid function when you get down and
618 * look at it. Keep it here for the time being - makes life
619 * easier if we ever decide to do more interesting thing with
620 * controlled golems.
621 */
622 void
623 control_golem (object *op, int dir)
624 {
625 op->direction = dir;
626 }
627
628 /* summon golem: summons a monster for 'op'. caster is the object
629 * casting the spell, dir is the direction to place the monster,
630 * at is the archetype of the monster, and spob is the spell
631 * object. At this stage, all spob is really used for is to
632 * adjust some values in the monster.
633 */
634 int
635 summon_golem (object *op, object *caster, int dir, object *spob)
636 {
637 object *tmp, *god = NULL;
638 archetype *at;
639 char buf[MAX_BUF];
640
641 /* Because there can be different golem spells, player may want to
642 * 'lose' their old golem.
643 */
644 if (op->type == PLAYER && op->contr->ranges[range_golem])
645 {
646 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
647 op->contr->ranges[range_golem]->remove ();
648 op->contr->ranges[range_golem]->destroy ();
649 op->contr->ranges[range_golem] = 0;
650 }
651
652 if (spob->other_arch)
653 at = spob->other_arch;
654 else if (spob->race)
655 {
656 god = find_god (determine_god (caster));
657
658 if (!god)
659 {
660 new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
661 return 0;
662 }
663
664 at = determine_holy_arch (god, spob->race);
665
666 if (!at)
667 {
668 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
669 return 0;
670 }
671 }
672 else
673 {
674 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
675 return 0;
676 }
677
678 if (!dir)
679 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
680
681 if (dir < 0 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
682 {
683 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
684 return 0;
685 }
686
687 /* basically want to get proper map/coordinates for this object */
688
689 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
690 {
691 new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
692 return 0;
693 }
694
695 if (op->type == PLAYER)
696 {
697 tmp->type = GOLEM;
698 tmp->set_owner (op);
699 set_spell_skill (op, caster, spob, tmp);
700 op->contr->ranges[range_golem] = tmp;
701 /* give the player control of the golem */
702 op->contr->shoottype = range_golem;
703 }
704 else
705 {
706 if (QUERY_FLAG (op, FLAG_FRIENDLY))
707 {
708 object *owner = op->owner;
709
710 if (owner)
711 { /* For now, we transfer ownership */
712 tmp->set_owner (owner);
713 tmp->attack_movement = PETMOVE;
714 add_friendly_object (tmp);
715 }
716 }
717
718 SET_FLAG (tmp, FLAG_MONSTER);
719 }
720
721 /* make the speed positive. */
722 tmp->speed = FABS (tmp->speed);
723
724 /* This sets the level dependencies on dam and hp for monsters */
725 /* players can't cope with too strong summonings. */
726 /* but monsters can. reserve these for players. */
727 if (op->type == PLAYER)
728 {
729 tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
730
731 if (!spob->stats.dam)
732 tmp->stats.dam += SP_level_dam_adjust (caster, spob);
733 else
734 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
735
736 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
737 tmp->speed = MIN (tmp->speed, 1.0);
738
739 if (spob->attacktype)
740 tmp->attacktype = spob->attacktype;
741 }
742
743 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
744
745 /* limit the speed to 0.3 for non-players, 1 for players. */
746
747 /* make experience increase in proportion to the strength.
748 * this is a bit simplistic - we are basically just looking at how
749 * often the sp doubles and use that as the ratio.
750 */
751 tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob));
752 tmp->speed_left = 0;
753 tmp->direction = dir;
754
755 /* Holy spell - some additional tailoring */
756 if (god)
757 {
758 object *tmp2;
759
760 sprintf (buf, "%s of %s", &spob->name, &god->name);
761 buf[0] = toupper (buf[0]);
762
763 for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
764 tmp2->name = buf;
765
766 tmp->attacktype |= god->attacktype;
767 memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
768 tmp->race = god->race;
769 tmp->slaying = god->slaying;
770
771 /* safety, we must allow a god's servants some reasonable attack */
772 if (!(tmp->attacktype & AT_PHYSICAL))
773 tmp->attacktype |= AT_PHYSICAL;
774 }
775
776 insert_ob_in_map (tmp, tmp->map, op, 0);
777 return 1;
778 }
779
780
781 /***************************************************************************
782 *
783 * Summon monster/pet/other object code
784 *
785 ***************************************************************************/
786
787 /* Returns a monster (chosen at random) that this particular player (and his
788 * god) find acceptable. This checks level, races allowed by god, etc
789 * to determine what is acceptable.
790 * This returns NULL if no match was found.
791 */
792
793 object *
794 choose_cult_monster (object *pl, object *god, int summon_level)
795 {
796 char buf[MAX_BUF];
797 const char *race;
798 int racenr, mon_nr, i;
799 racelink *list;
800 objectlink *tobl;
801 object *otmp;
802
803 /* Determine the number of races available */
804 racenr = 0;
805 strcpy (buf, god->race);
806 race = strtok (buf, ",");
807 while (race)
808 {
809 racenr++;
810 race = strtok (NULL, ",");
811 }
812
813 /* next, randomly select a race from the aligned_races string */
814 if (racenr > 1)
815 {
816 racenr = rndm (0, racenr - 1);
817 strcpy (buf, god->race);
818 race = strtok (buf, ",");
819 for (i = 0; i < racenr; i++)
820 race = strtok (NULL, ",");
821 }
822 else
823 race = god->race;
824
825
826 /* see if a we can match a race list of monsters. This should not
827 * happen, so graceful recovery isn't really needed, but this sanity
828 * checking is good for cases where the god archetypes mismatch the
829 * race file
830 */
831 if ((list = find_racelink (race)) == NULL)
832 {
833 new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
834 LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
835 return 0;
836 }
837
838 /* search for an apprplritate monster on this race list */
839 mon_nr = 0;
840 for (tobl = list->member; tobl; tobl = tobl->next)
841 {
842 otmp = tobl->ob;
843 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
844 continue;
845 if (otmp->level <= summon_level)
846 mon_nr++;
847 }
848
849 /* If this god has multiple race entries, we should really choose another.
850 * But then we either need to track which ones we have tried, or just
851 * make so many calls to this function, and if we get so many without
852 * a valid entry, assuming nothing is available and quit.
853 */
854 if (!mon_nr)
855 return NULL;
856
857 mon_nr = rndm (0, mon_nr - 1);
858 for (tobl = list->member; tobl; tobl = tobl->next)
859 {
860 otmp = tobl->ob;
861 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
862 continue;
863 if (otmp->level <= summon_level && !mon_nr--)
864 return otmp;
865 }
866 /* This should not happen */
867 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
868 return NULL;
869 }
870
871 int
872 summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
873 {
874 sint16 x, y, nrof = 1, i;
875 archetype *summon_arch;
876 int ndir;
877
878 if (spell_ob->other_arch)
879 summon_arch = spell_ob->other_arch;
880 else if (spell_ob->randomitems)
881 {
882 int level = caster_level (caster, spell_ob);
883 treasure *tr, *lasttr = NULL;
884
885 shstr_cmp sparam (stringarg);
886
887 /* In old code, this was a very convoluted for statement,
888 * with all the checks in the 'for' portion itself. Much
889 * more readable to break some of the conditions out.
890 */
891 for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
892 {
893 if (!tr->item)
894 continue;
895
896 if (level < tr->magic)
897 break;
898
899 lasttr = tr;
900
901 if (tr->item->name == sparam)
902 break;
903 }
904
905 if (!lasttr)
906 {
907 LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
908 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
909 return 0;
910 }
911
912 summon_arch = lasttr->item;
913 nrof = lasttr->nrof;
914 }
915 else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
916 {
917 object *god = find_god (determine_god (op)), *mon, *owner;
918 int summon_level, tries;
919
920 if (!god && ((owner = op->owner) != NULL))
921 god = find_god (determine_god (owner));
922
923 /* If we can't find a god, can't get what monster to summon */
924 if (!god)
925 return 0;
926
927 if (!god->race)
928 {
929 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
930 return 0;
931 }
932
933 /* the summon level */
934 summon_level = caster_level (caster, spell_ob);
935 if (summon_level == 0)
936 summon_level = 1;
937
938 tries = 0;
939 do
940 {
941 mon = choose_cult_monster (op, god, summon_level);
942 if (!mon)
943 {
944 new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
945 return 0;
946 }
947
948 ndir = dir;
949
950 if (!ndir)
951 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
952
953 if (ndir < 0 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
954 {
955 ndir = -1;
956 if (++tries == 5)
957 {
958 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
959 return 0;
960 }
961 }
962 }
963 while (ndir == -1);
964
965 if (mon->level > (summon_level / 2))
966 nrof = random_roll (1, 2, op, PREFER_HIGH);
967 else
968 nrof = die_roll (2, 2, op, PREFER_HIGH);
969
970 summon_arch = mon->arch;
971 }
972 else
973 summon_arch = 0;
974
975 if (spell_ob->stats.dam)
976 nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
977
978 if (!summon_arch)
979 {
980 new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
981 return 0;
982 }
983
984 for (i = 1; i <= nrof; i++)
985 {
986 archetype *atmp;
987 object *prev = NULL, *head = NULL, *tmp;
988
989 if (dir)
990 {
991 ndir = dir;
992 dir = absdir (dir + 1);
993 }
994 else
995 ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
996
997 if (ndir > 0)
998 {
999 x = freearr_x[ndir];
1000 y = freearr_y[ndir];
1001 }
1002
1003 if (ndir < 0 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y))
1004 {
1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1006 if (nrof > 1)
1007 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
1008
1009 return nrof > 1;
1010 }
1011
1012 for (atmp = summon_arch; atmp != NULL; atmp = atmp->more)
1013 {
1014 tmp = arch_to_object (atmp);
1015 if (atmp == summon_arch)
1016 {
1017 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1018 {
1019 tmp->set_owner (op);
1020 set_spell_skill (op, caster, spell_ob, tmp);
1021 tmp->enemy = op->enemy;
1022 tmp->type = 0;
1023 CLEAR_FLAG (tmp, FLAG_SLEEP);
1024
1025 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1026 {
1027 /* If this is not set, we make it friendly */
1028 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1029 {
1030 add_friendly_object (tmp);
1031 tmp->stats.exp = 0;
1032
1033 if (spell_ob->attack_movement)
1034 tmp->attack_movement = spell_ob->attack_movement;
1035
1036 if (op->owner)
1037 tmp->set_owner (op->owner);
1038 }
1039 }
1040 }
1041
1042 if (tmp->speed > MIN_ACTIVE_SPEED)
1043 tmp->speed_left = -1;
1044 }
1045
1046 if (head == NULL)
1047 head = tmp;
1048 else
1049 {
1050 tmp->head = head;
1051 prev->more = tmp;
1052 }
1053
1054 prev = tmp;
1055 tmp->x = op->x + x + tmp->arch->clone.x;
1056 tmp->y = op->y + y + tmp->arch->clone.y;
1057 tmp->map = op->map;
1058 }
1059
1060 head->direction = freedir[ndir];
1061 head->stats.exp = 0;
1062 head = insert_ob_in_map (head, head->map, op, 0);
1063
1064 if (head && head->randomitems)
1065 {
1066 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1067
1068 for (object *tmp = head->inv; tmp; tmp = tmp->below)
1069 SET_FLAG (tmp, FLAG_DESTROY_ON_DEATH);
1070 }
1071 } /* for i < nrof */
1072
1073 return 1;
1074 }
1075
1076 /* recursively look through the owner property of objects until the real owner
1077 is found */
1078 object *
1079 get_real_owner (object *ob)
1080 {
1081 object *realowner = ob;
1082
1083 if (realowner == NULL)
1084 return NULL;
1085
1086 while (realowner->owner != NULL)
1087 {
1088 realowner = realowner->owner;
1089 }
1090 return realowner;
1091 }
1092
1093 /* determines if checks so pets don't attack players or other pets should be
1094 overruled by the arena petmode */
1095 int
1096 should_arena_attack (object *pet, object *owner, object *target)
1097 {
1098 object *rowner, *towner;
1099
1100 /* exit if the target, pet, or owner is null. */
1101 if ((target == NULL) || (pet == NULL) || (owner == NULL))
1102 return 0;
1103
1104 /* get the owners of itself and the target, this is to deal with pets of
1105 pets */
1106 rowner = get_real_owner (owner);
1107 if (target->type != PLAYER)
1108 {
1109 towner = get_real_owner (target);
1110 }
1111 else
1112 {
1113 towner = 0;
1114 }
1115
1116 /* if the pet has now owner, exit with error */
1117 if (rowner == NULL)
1118 {
1119 LOG (llevError, "Pet has no owner.\n");
1120 return 0;
1121 }
1122
1123 /* if the target is not a player, and has no owner, we shouldn't be here
1124 */
1125 if ((towner == NULL) && (target->type != PLAYER))
1126 {
1127 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1128 return 0;
1129 }
1130
1131 /* make sure that the owner is a player */
1132 if (rowner->type != PLAYER)
1133 return 0;
1134
1135 /* abort if the petmode is not arena */
1136 if (rowner->contr->petmode != pet_arena)
1137 return 0;
1138
1139 /* abort if the pet, it's owner, or the target is not on battleground */
1140 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1141 return 0;
1142
1143 /* if the target is a monster, make sure it's owner is not the same */
1144 if ((target->type != PLAYER) && (rowner == towner))
1145 return 0;
1146
1147 /* check if the target is a player which affects how it will handle
1148 parties */
1149 if (target->type != PLAYER)
1150 {
1151 /* if the target is owned by a player make sure than make sure
1152 it's not in the same party */
1153 if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1154 {
1155 if (rowner->contr->party == towner->contr->party)
1156 return 0;
1157 }
1158 }
1159 else
1160 {
1161 /* if the target is a player make sure than make sure it's not
1162 in the same party */
1163 if (rowner->contr->party != NULL)
1164 {
1165 if (rowner->contr->party == target->contr->party)
1166 return 0;
1167 }
1168 }
1169
1170 return 1;
1171 }