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/cvs/deliantra/server/server/pets.C
Revision: 1.19
Committed: Wed Jan 3 20:32:13 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +19 -12 lines
Log Message:
set no_drop flag on all inv items of created objects (e.g. pets), experimental.

File Contents

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