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/cvs/deliantra/server/server/pets.C
Revision: 1.28
Committed: Mon Apr 16 11:50:45 2007 UTC (17 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.27: +92 -92 lines
Log Message:
finally fixed the inactive pet monsters and the disappearing pet monsters
of traps/runes and doors. yay!

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