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/cvs/deliantra/server/server/pets.C
Revision: 1.47
Committed: Mon Sep 29 10:20:49 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +15 -8 lines
Log Message:
do the same everywhere else

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
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 *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 object *owner = pet->owner;
47
48 if (!owner)
49 {
50 /* the owner is no longer around, so the
51 * pet no longer needs to be friendly.
52 */
53 remove_friendly_object (pet);
54 pet->attack_movement &= ~PETMOVE;
55 return 0;
56 }
57
58 /* If the owner has turned on the pet, make the pet
59 * unfriendly.
60 */
61 if (check_enemy (owner, rv) == pet)
62 {
63 remove_friendly_object (pet);
64 pet->attack_movement &= ~PETMOVE;
65 return owner;
66 }
67
68 /* If they are not on the same map, the pet won't be agressive */
69 //if (!on_same_map (pet, owner))
70 // return 0;
71
72 /* See if the pet has an existing enemy. If so, don't start a new one */
73 if (tmp = check_enemy (pet, rv))
74 {
75 if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY))
76 /* without this check, you can actually get pets with
77 * enemy set to owner!
78 */
79 pet->enemy = 0;
80 else
81 return tmp;
82 }
83
84 get_search_arr (search_arr);
85
86 if (owner->type == PLAYER && owner->contr->petmode > pet_normal)
87 {
88 if (owner->contr->petmode == pet_sad)
89 {
90 tmp = find_nearest_living_creature (pet);
91 if (tmp != 0)
92 {
93 get_rangevector (pet, tmp, rv, 0);
94 if (check_enemy (pet, rv) != 0)
95 return tmp;
96 else
97 pet->enemy = 0;
98 }
99 /* if we got here we have no enemy */
100 /* we return 0 to avoid heading back to the owner */
101 pet->enemy = 0;
102 return 0;
103 }
104 }
105
106 /* Since the pet has no existing enemy, look for anything nasty
107 * around the owner that it should go and attack. (if the owner is
108 * still on a map)
109 */
110 // owners sometimes are not on a map but in the inventory of somehting else
111 if (!owner->flag [FLAG_REMOVED] && owner->map)
112 {
113 tmp3 = 0;
114
115 for (i = 0; i < SIZEOFFREE; i++)
116 {
117 x = owner->x + freearr_x[search_arr[i]];
118 y = owner->y + freearr_y[search_arr[i]];
119 nm = owner->map;
120 /* Only look on the space if there is something alive there. */
121 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
122
123 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
124 {
125 for (tmp = GET_MAP_OB (nm, x, y); tmp != 0; tmp = tmp->above)
126 {
127 object *tmp2 = tmp->head == 0 ? tmp : tmp->head;
128
129 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
130 (tmp2->type != PLAYER)) ||
131 should_arena_attack (pet, owner, tmp2))
132 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
133 {
134
135 if (!can_see_enemy (pet, tmp2))
136 {
137 if (tmp3 != 0)
138 tmp3 = tmp2;
139 }
140 else
141 {
142 pet->enemy = tmp2;
143 if (check_enemy (pet, rv) != 0)
144 return tmp2;
145 else
146 pet->enemy = 0;
147 }
148 } /* if this is a valid enemy */
149 } /* for objects on this space */
150 } /* if there is something living on this space */
151 } /* for loop of spaces around the owner */
152
153 /* fine, we went through the whole loop and didn't find one we could
154 see, take what we have */
155 if (tmp3 != 0)
156 {
157 pet->enemy = tmp3;
158 if (check_enemy (pet, rv) != 0)
159 return tmp3;
160 else
161 pet->enemy = 0;
162 }
163 }
164
165 /* No threat to owner, check to see if the pet has an attacker */
166 if (attacker)
167 {
168 /* also need to check to make sure it is not freindly */
169 /* or otherwise non-hostile, and is an appropriate target */
170 if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker))
171 {
172 pet->enemy = attacker;
173
174 if (check_enemy (pet, rv) != 0)
175 return attacker;
176 else
177 pet->enemy = 0;
178 }
179 }
180
181 /* Don't have an attacker or legal enemy, so look for a new one!.
182 * This looks for one around where the pet is. Thus, you could lead
183 * a pet to danger, then take a few steps back. This code is basically
184 * the same as the code that looks around the owner.
185 */
186 if (owner->type == PLAYER && owner->contr->petmode != pet_defend)
187 {
188 tmp3 = 0;
189 for (i = 0; i < SIZEOFFREE; i++)
190 {
191 x = pet->x + freearr_x[search_arr[i]];
192 y = pet->y + freearr_y[search_arr[i]];
193 nm = pet->map;
194 /* Only look on the space if there is something alive there. */
195 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
196 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
197 {
198 for (tmp = GET_MAP_OB (nm, x, y); tmp != 0; tmp = tmp->above)
199 {
200 object *tmp2 = tmp->head == 0 ? tmp : tmp->head;
201
202 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
203 (tmp2->type != PLAYER)) ||
204 should_arena_attack (pet, owner, tmp2))
205 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
206 {
207
208 if (!can_see_enemy (pet, tmp2))
209 {
210 if (tmp3 != 0)
211 tmp3 = tmp2;
212 }
213 else
214 {
215 pet->enemy = tmp2;
216 if (check_enemy (pet, rv) != 0)
217 return tmp2;
218 else
219 pet->enemy = 0;
220 }
221 } /* make sure we can get to the bugger */
222 } /* for objects on this space */
223 } /* if there is something living on this space */
224 } /* for loop of spaces around the pet */
225
226 /* fine, we went through the whole loop and didn't find one we could
227 see, take what we have */
228 if (tmp3 != 0)
229 {
230 pet->enemy = tmp3;
231 if (check_enemy (pet, rv) != 0)
232 return tmp3;
233 else
234 pet->enemy = 0;
235 }
236 } /* pet in defence mode */
237
238 object *enemy = check_enemy (pet, rv);
239 // we have a summoned pet here and the owners enemy isn't set or can't
240 // be reached => search for a player around us and set it as our new enemy!!
241 if (!enemy && pet->owner && pet->owner->type != PLAYER)
242 enemy = get_nearest_player (pet);
243
244 /* Didn't find anything - return the owner's enemy or 0 */
245 return enemy;
246 }
247
248 void
249 terminate_all_pets (object *owner)
250 {
251 objectlink *obl, *next;
252
253 for (obl = first_friendly_object; obl; obl = next)
254 {
255 object *ob = obl->ob;
256 next = obl->next;
257
258 if (ob->owner == owner)
259 {
260 op->destroy_inv (true); // be explicit about dropping
261 ob->destroy (true);
262 }
263 }
264 }
265
266 /*
267 * Unfortunately, sometimes, the owner of a pet is in the
268 * process of entering a new map when this is called.
269 * Thus the map isn't loaded yet, and we have to remove
270 * the pet...
271 * Interesting enough, we don't use the passed map structure in
272 * this function.
273 */
274 void
275 remove_all_pets (maptile *map)
276 {
277 objectlink *obl, *next;
278 object *owner;
279
280 for (obl = first_friendly_object; obl; obl = next)
281 {
282 next = obl->next;
283
284 if (obl->ob->type != PLAYER
285 && QUERY_FLAG (obl->ob, FLAG_FRIENDLY)
286 && (owner = obl->ob->owner) != 0
287 && !on_same_map (owner, obl->ob))
288 {
289 /* follow owner checks map status for us */
290 follow_owner (obl->ob, owner);
291 }
292 }
293 }
294
295 int
296 follow_owner (object *ob, object *owner)
297 {
298 if (owner->flag [FLAG_REMOVED])
299 return 0; // do nothing if the owner is removed
300 else if (!owner->map || owner->map->in_memory != MAP_ACTIVE)
301 LOG (llevError, "owner '%s' of the pet '%s' not on a map in memory!?\n", &owner->name, &ob->name);
302 else
303 {
304 int dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
305
306 if (dir >= 0)
307 {
308 owner->map->insert (ob, owner->x + freearr_x[dir], owner->y + freearr_y[dir]);
309
310 if (owner->type == PLAYER) /* Uh, I hope this is always true... */
311 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
312
313 return 0;
314 }
315 }
316
317 ob->destroy_inv (true); // be explicit about dropping
318 ob->destroy (true);
319
320 return 1;
321 }
322
323 void
324 pet_move (object *ob)
325 {
326 int dir = 0, i;
327 sint16 dx, dy;
328 object *ob2, *owner;
329 maptile *m;
330
331 /* Check to see if player pulled out */
332 if ((owner = ob->owner) == NULL)
333 {
334 op->destroy_inv (true); // be explicit about dropping
335 ob->destroy (true);
336 LOG (llevMonster, "Pet: no owner, leaving.\n");
337 return;
338 }
339
340 /* move monster into the owners map if not in the same map
341 * except when the owner is removed.
342 */
343 if (!on_same_map (ob, owner) && !owner->flag [FLAG_REMOVED])
344 {
345 follow_owner (ob, owner);
346 return;
347 }
348 /* Calculate Direction */
349 if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
350 {
351 /* in S&D mode, if we have no enemy, run randomly about. */
352 for (i = 0; i < 15; i++)
353 {
354 dir = rndm (1, 8);
355 dx = ob->x + freearr_x[dir];
356 dy = ob->y + freearr_y[dir];
357 m = ob->map;
358 if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
359 continue;
360 else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy)))
361 continue;
362 else
363 break;
364 }
365 }
366 else if (!owner->flag [FLAG_REMOVED]) // only get vector to owner when owner not removed
367 {
368 struct rv_vector rv;
369
370 get_rangevector (ob, ob->owner, &rv, 0);
371 dir = rv.direction;
372 }
373 ob->direction = dir;
374
375 /* move_ob returns 0 if the object couldn't move. If that is the
376 * case, lets do some other work.
377 */
378 if (!(move_ob (ob, dir, ob)))
379 {
380 object *part;
381
382 /* the failed move_ob above may destroy the pet, so check here */
383 if (ob->destroyed ())
384 return;
385
386 for (part = ob; part != NULL; part = part->more)
387 {
388 dx = part->x + freearr_x[dir];
389 dy = part->y + freearr_y[dir];
390 m = get_map_from_coord (part->map, &dx, &dy);
391 if (!m)
392 continue;
393
394 for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
395 {
396 object *new_ob;
397
398 new_ob = ob2->head ? ob2->head : ob2;
399 if (new_ob == ob)
400 break;
401 if (new_ob == ob->owner)
402 return;
403 if (new_ob->owner == ob->owner)
404 break;
405
406 /* Hmm. Did we try to move into an enemy monster? If so,
407 * make it our enemy.
408 */
409 if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
410 && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
411 {
412
413 ob->enemy = new_ob;
414 if (new_ob->enemy == NULL)
415 new_ob->enemy = ob;
416 return;
417 }
418 else if (new_ob->type == PLAYER)
419 {
420 new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet.");
421 return;
422 }
423 }
424 }
425 /* Try a different course */
426 dir = absdir (dir + 4 - (rndm (5)) - (rndm (5)));
427 (void) move_ob (ob, dir, ob);
428 }
429 return;
430 }
431
432 /****************************************************************************
433 *
434 * GOLEM SPELL CODE
435 *
436 ****************************************************************************/
437
438 /* fix_summon_pet() - this makes multisquare/single square monsters
439 * proper for map insertion.
440 * at is the archetype, op is the caster of the spell, dir is the
441 * direction the monster should be placed in.
442 * is_golem is to note that this is a golem spell.
443 */
444 object *
445 fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
446 {
447 object *tmp = NULL, *prev = NULL, *head = NULL;
448
449 for (archetype *atmp = at; atmp; atmp = (archetype *)atmp->more)
450 {
451 tmp = arch_to_object (atmp);
452
453 if (atmp == at)
454 {
455 if (!is_golem)
456 SET_FLAG (tmp, FLAG_MONSTER);
457
458 tmp->set_owner (op);
459
460 if (op->type == PLAYER)
461 {
462 tmp->stats.exp = 0;
463 add_friendly_object (tmp);
464 if (is_golem)
465 CLEAR_FLAG (tmp, FLAG_MONSTER);
466 }
467 else
468 {
469 if (QUERY_FLAG (op, FLAG_FRIENDLY))
470 {
471 object *owner = op->owner;
472
473 if (owner)
474 { /* For now, we transfer ownership */
475 tmp->set_owner (owner);
476 tmp->attack_movement = PETMOVE;
477 add_friendly_object (tmp);
478 }
479 }
480 }
481
482 if (op->type != PLAYER || !is_golem)
483 {
484 tmp->attack_movement = PETMOVE;
485 tmp->speed_left = -1;
486 tmp->type = 0;
487 tmp->enemy = op->enemy;
488 }
489 else
490 tmp->type = GOLEM;
491
492 }
493
494 if (!head)
495 head = tmp;
496
497 tmp->x = op->x + freearr_x[dir] + tmp->arch->x;
498 tmp->y = op->y + freearr_y[dir] + tmp->arch->y;
499 tmp->map = op->map;
500
501 if (tmp->invisible)
502 tmp->invisible = 0;
503
504 if (head != tmp)
505 tmp->head = head, prev->more = tmp;
506
507 prev = tmp;
508 }
509
510 head->direction = dir;
511
512 /* need to change some monster attr to prevent problems/crashing */
513 head->last_heal = 0;
514 head->last_eat = 0;
515 head->last_grace = 0;
516 head->last_sp = 0;
517 head->other_arch = NULL;
518 head->stats.exp = 0;
519 CLEAR_FLAG (head, FLAG_CHANGING);
520 CLEAR_FLAG (head, FLAG_STAND_STILL);
521 CLEAR_FLAG (head, FLAG_GENERATOR);
522 CLEAR_FLAG (head, FLAG_SPLITTING);
523 if (head->attacktype & AT_GHOSTHIT)
524 head->attacktype = (AT_PHYSICAL | AT_DRAIN);
525
526 return head;
527 }
528
529 /* updated this to allow more than the golem 'head' to attack */
530 /* op is the golem to be moved. */
531 void
532 move_golem (object *op)
533 {
534 int made_attack = 0;
535 object *tmp;
536
537 if (QUERY_FLAG (op, FLAG_MONSTER))
538 return; /* Has already been moved */
539
540 if (!op->owner)
541 {
542 LOG (llevDebug, "Golem without owner destructed.\n");
543 op->destroy_inv (true); // be explicit about dropping
544 op->destroy (true);
545 return;
546 }
547
548 /* It would be nice to have a cleaner way of what message to print
549 * when the golem expires than these hard coded entries.
550 * Note it is intentional that a golems duration is based on its
551 * hp, and not duration
552 */
553 if (--op->stats.hp < 0)
554 {
555 if (op->msg)
556 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
557
558 op->destroy_inv (true); // be explicit about dropping
559 op->destroy (true);
560 return;
561 }
562
563 /* Do golem attacks/movement for single & multisq golems.
564 * Assuming here that op is the 'head' object. Pass only op to
565 * move_ob (makes recursive calls to other parts)
566 * move_ob returns 0 if the creature was not able to move.
567 */
568 if (move_ob (op, op->direction, op))
569 return;
570
571 if (op->destroyed ())
572 return;
573
574 for (tmp = op; tmp; tmp = tmp->more)
575 {
576 sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
577 object *victim;
578 maptile *m;
579 int mflags;
580
581 m = op->map;
582 mflags = get_map_flags (m, &m, x, y, &x, &y);
583
584 if (mflags & P_OUT_OF_MAP)
585 continue;
586
587 for (victim = GET_MAP_OB (m, x, y); victim; victim = victim->above)
588 if (QUERY_FLAG (victim, FLAG_ALIVE))
589 break;
590
591 /* We used to call will_hit_self to make sure we don't
592 * hit ourselves, but that didn't work, and I don't really
593 * know if that was more efficient anyways than this.
594 * This at least works. Note that victim->head can be NULL,
595 * but since we are not trying to dereferance that pointer,
596 * that isn't a problem.
597 */
598 if (victim && victim != op && victim->head != op)
599 {
600 /* for golems with race fields, we don't attack
601 * aligned races
602 */
603
604 if (victim->race && op->race && strstr (op->race, victim->race))
605 {
606 if (op->owner)
607 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
608 }
609 else if (victim == op->owner)
610 {
611 if (op->owner)
612 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
613 }
614 else
615 {
616 attack_ob (victim, op);
617 made_attack = 1;
618 }
619 } /* If victim */
620 }
621
622 if (made_attack)
623 update_object (op, UP_OBJ_FACE);
624 }
625
626 /* this is a really stupid function when you get down and
627 * look at it. Keep it here for the time being - makes life
628 * easier if we ever decide to do more interesting thing with
629 * controlled golems.
630 */
631 void
632 control_golem (object *op, int dir)
633 {
634 op->direction = dir;
635 }
636
637 /* summon golem: summons a monster for 'op'. caster is the object
638 * casting the spell, dir is the direction to place the monster,
639 * at is the archetype of the monster, and spob is the spell
640 * object. At this stage, all spob is really used for is to
641 * adjust some values in the monster.
642 */
643 int
644 summon_golem (object *op, object *caster, int dir, object *spob)
645 {
646 object *tmp, *god = NULL;
647 archetype *at;
648 char buf[MAX_BUF];
649
650 /* Because there can be different golem spells, player may want to
651 * 'lose' their old golem.
652 */
653 if (op->type == PLAYER && op->contr->golem)
654 {
655 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
656 op->contr->holem->destroy_inv (true); // be explicit about dropping
657 op->contr->golem->destroy (true);
658 op->contr->golem = 0;
659 }
660
661 if (spob->other_arch)
662 at = spob->other_arch;
663 else if (spob->race)
664 {
665 god = find_god (determine_god (caster));
666
667 if (!god)
668 {
669 new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
670 return 0;
671 }
672
673 at = determine_holy_arch (god, spob->race);
674
675 if (!at)
676 {
677 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
678 return 0;
679 }
680 }
681 else
682 {
683 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
684 return 0;
685 }
686
687 if (!dir)
688 dir = find_free_spot (at, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
689
690 if (dir < 0 || at->blocked (op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
691 {
692 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
693 return 0;
694 }
695
696 /* basically want to get proper map/coordinates for this object */
697
698 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
699 {
700 new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
701 return 0;
702 }
703
704 if (op->type == PLAYER)
705 {
706 tmp->type = GOLEM;
707 op->contr->golem = tmp;
708 /* give the player control of the golem */
709 set_spell_skill (op, caster, spob, tmp);
710 }
711
712 /* make the speed positive. */
713 tmp->speed = fabs (tmp->speed);
714
715 /* This sets the level dependencies on dam and hp for monsters */
716 /* players can't cope with too strong summonings. */
717 /* but monsters can. reserve these for players. */
718 if (op->type == PLAYER)
719 {
720 tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
721
722 if (!spob->stats.dam)
723 tmp->stats.dam += SP_level_dam_adjust (caster, spob);
724 else
725 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
726
727 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
728 tmp->speed = min (tmp->speed, 1.0);
729
730 if (spob->attacktype)
731 tmp->attacktype = spob->attacktype;
732 }
733
734 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
735
736 /* limit the speed to 0.3 for non-players, 1 for players. */
737
738 /* make experience increase in proportion to the strength.
739 * this is a bit simplistic - we are basically just looking at how
740 * often the sp doubles and use that as the ratio.
741 */
742 tmp->stats.exp *= 1 + max (spob->stats.maxgrace, spob->stats.sp) / casting_level (caster, spob);
743 tmp->speed_left = 0;
744 tmp->direction = dir;
745
746 /* Holy spell - some additional tailoring */
747 if (god)
748 {
749 object *tmp2;
750
751 sprintf (buf, "%s of %s", &spob->name, &god->name);
752 buf[0] = toupper (buf[0]);
753
754 for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
755 tmp2->name = buf;
756
757 tmp->attacktype |= god->attacktype;
758 memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
759 tmp->race = god->race;
760 tmp->slaying = god->slaying;
761
762 /* safety, we must allow a god's servants some reasonable attack */
763 if (!(tmp->attacktype & AT_PHYSICAL))
764 tmp->attacktype |= AT_PHYSICAL;
765 }
766
767 insert_ob_in_map (tmp, tmp->map, op, 0);
768 return 1;
769 }
770
771
772 /***************************************************************************
773 *
774 * Summon monster/pet/other object code
775 *
776 ***************************************************************************/
777
778 /* Returns a monster (chosen at random) that this particular player (and his
779 * god) find acceptable. This checks level, races allowed by god, etc
780 * to determine what is acceptable.
781 * This returns NULL if no match was found.
782 */
783
784 object *
785 choose_cult_monster (object *pl, object *god, int summon_level)
786 {
787 char buf[MAX_BUF];
788 const char *race;
789 int racenr, mon_nr, i;
790 racelink *list;
791 objectlink *tobl;
792 object *otmp;
793
794 /* Determine the number of races available */
795 racenr = 0;
796 strcpy (buf, god->race);
797 race = strtok (buf, ",");
798 while (race)
799 {
800 racenr++;
801 race = strtok (NULL, ",");
802 }
803
804 /* next, randomly select a race from the aligned_races string */
805 if (racenr > 1)
806 {
807 racenr = rndm (0, racenr - 1);
808 strcpy (buf, god->race);
809 race = strtok (buf, ",");
810 for (i = 0; i < racenr; i++)
811 race = strtok (NULL, ",");
812 }
813 else
814 race = god->race;
815
816
817 /* see if a we can match a race list of monsters. This should not
818 * happen, so graceful recovery isn't really needed, but this sanity
819 * checking is good for cases where the god archetypes mismatch the
820 * race file
821 */
822 if ((list = find_racelink (race)) == NULL)
823 {
824 new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
825 LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
826 return 0;
827 }
828
829 /* search for an apprplritate monster on this race list */
830 mon_nr = 0;
831 for (tobl = list->member; tobl; tobl = tobl->next)
832 {
833 otmp = tobl->ob;
834 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
835 continue;
836 if (otmp->level <= summon_level)
837 mon_nr++;
838 }
839
840 /* If this god has multiple race entries, we should really choose another.
841 * But then we either need to track which ones we have tried, or just
842 * make so many calls to this function, and if we get so many without
843 * a valid entry, assuming nothing is available and quit.
844 */
845 if (!mon_nr)
846 return NULL;
847
848 mon_nr = rndm (0, mon_nr - 1);
849 for (tobl = list->member; tobl; tobl = tobl->next)
850 {
851 otmp = tobl->ob;
852 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
853 continue;
854 if (otmp->level <= summon_level && !mon_nr--)
855 return otmp;
856 }
857 /* This should not happen */
858 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
859 return NULL;
860 }
861
862 int
863 summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
864 {
865 sint16 x, y, nrof = 1, i;
866 archetype *summon_arch;
867 int ndir;
868
869 if (spell_ob->other_arch)
870 summon_arch = spell_ob->other_arch;
871 else if (spell_ob->randomitems)
872 {
873 int level = casting_level (caster, spell_ob);
874 treasure *tr, *lasttr = NULL;
875
876 shstr_cmp sparam (stringarg);
877
878 /* In old code, this was a very convoluted for statement,
879 * with all the checks in the 'for' portion itself. Much
880 * more readable to break some of the conditions out.
881 */
882 for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
883 {
884 if (!tr->item)
885 continue;
886
887 if (level < tr->magic)
888 break;
889
890 lasttr = tr;
891
892 if (tr->item->archname == sparam)
893 break;
894 }
895
896 if (!lasttr)
897 {
898 LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
899 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
900 return 0;
901 }
902
903 summon_arch = lasttr->item;
904 nrof = lasttr->nrof;
905 }
906 else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
907 {
908 object *god = find_god (determine_god (op)), *mon, *owner;
909 int summon_level, tries;
910
911 if (!god && ((owner = op->owner) != NULL))
912 god = find_god (determine_god (owner));
913
914 /* If we can't find a god, can't get what monster to summon */
915 if (!god)
916 return 0;
917
918 if (!god->race)
919 {
920 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
921 return 0;
922 }
923
924 /* the summon level */
925 summon_level = casting_level (caster, spell_ob);
926 if (summon_level == 0)
927 summon_level = 1;
928
929 tries = 0;
930 do
931 {
932 mon = choose_cult_monster (op, god, summon_level);
933 if (!mon)
934 {
935 new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
936 return 0;
937 }
938
939 ndir = dir;
940
941 if (!ndir)
942 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
943
944 if (ndir < 0 || mon->blocked (op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
945 {
946 ndir = -1;
947 if (++tries == 5)
948 {
949 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
950 return 0;
951 }
952 }
953 }
954 while (ndir == -1);
955
956 if (mon->level > (summon_level / 2))
957 nrof = random_roll (1, 2, op, PREFER_HIGH);
958 else
959 nrof = die_roll (2, 2, op, PREFER_HIGH);
960
961 summon_arch = mon->arch;
962 }
963 else
964 summon_arch = 0;
965
966 if (spell_ob->stats.dam)
967 nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968
969 if (!summon_arch)
970 {
971 new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
972 return 0;
973 }
974
975 for (i = 1; i <= nrof; i++)
976 {
977 object *prev = NULL, *head = NULL, *tmp;
978
979 if (dir)
980 {
981 ndir = dir;
982 dir = absdir (dir + 1);
983 }
984 else
985 ndir = find_free_spot (summon_arch, op->map, op->x, op->y, 1, SIZEOFFREE);
986
987 if (ndir > 0)
988 {
989 x = freearr_x[ndir];
990 y = freearr_y[ndir];
991 }
992
993 if (ndir < 0 || summon_arch->blocked (op->map, op->x + x, op->y + y))
994 {
995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
996 if (nrof > 1)
997 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
998
999 return nrof > 1;
1000 }
1001
1002 for (archetype *atmp = summon_arch; atmp != NULL; atmp = (archetype *)atmp->more)
1003 {
1004 tmp = arch_to_object (atmp);
1005 if (atmp == summon_arch)
1006 {
1007 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1008 {
1009 tmp->set_owner (op);
1010 set_spell_skill (op, caster, spell_ob, tmp);
1011 tmp->enemy = op->enemy;
1012 tmp->type = 0;
1013 CLEAR_FLAG (tmp, FLAG_SLEEP);
1014
1015 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1016 {
1017 /* If this is not set, we make it friendly */
1018 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1019 {
1020 add_friendly_object (tmp);
1021 tmp->stats.exp = 0;
1022
1023 if (spell_ob->attack_movement)
1024 tmp->attack_movement = spell_ob->attack_movement;
1025
1026 if (op->owner)
1027 tmp->set_owner (op->owner);
1028 }
1029 }
1030 }
1031
1032 if (tmp->speed > MIN_ACTIVE_SPEED)
1033 tmp->speed_left = -1;
1034 }
1035
1036 if (head == NULL)
1037 head = tmp;
1038 else
1039 {
1040 tmp->head = head;
1041 prev->more = tmp;
1042 }
1043
1044 prev = tmp;
1045 tmp->x = op->x + x + tmp->arch->x;
1046 tmp->y = op->y + y + tmp->arch->y;
1047 tmp->map = op->map;
1048 }
1049
1050 head->direction = freedir[ndir];
1051 head->stats.exp = 0;
1052 head = insert_ob_in_map (head, head->map, op, 0);
1053
1054 if (head && head->randomitems)
1055 {
1056 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1057
1058 for (object *tmp = head->inv; tmp; tmp = tmp->below)
1059 SET_FLAG (tmp, FLAG_DESTROY_ON_DEATH);
1060 }
1061 } /* for i < nrof */
1062
1063 return 1;
1064 }
1065
1066 /* recursively look through the owner property of objects until the real owner
1067 is found */
1068 object *
1069 get_real_owner (object *ob)
1070 {
1071 object *realowner = ob;
1072
1073 if (realowner == NULL)
1074 return NULL;
1075
1076 while (realowner->owner != NULL)
1077 {
1078 realowner = realowner->owner;
1079 }
1080 return realowner;
1081 }
1082
1083 /* determines if checks so pets don't attack players or other pets should be
1084 overruled by the arena petmode */
1085 int
1086 should_arena_attack (object *pet, object *owner, object *target)
1087 {
1088 object *rowner, *towner;
1089
1090 /* exit if the target, pet, or owner is null. */
1091 if ((target == NULL) || (pet == NULL) || (owner == NULL))
1092 return 0;
1093
1094 /* get the owners of itself and the target, this is to deal with pets of
1095 pets */
1096 rowner = get_real_owner (owner);
1097 towner = target->type == PLAYER ? 0 : get_real_owner (target);
1098
1099 /* if the pet has now owner, exit with error */
1100 if (!rowner)
1101 {
1102 LOG (llevError, "Pet has no owner.\n");
1103 return 0;
1104 }
1105
1106 /* if the target is not a player, and has no owner, we shouldn't be here
1107 */
1108 if ((towner == NULL) && (target->type != PLAYER))
1109 {
1110 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1111 return 0;
1112 }
1113
1114 /* make sure that the owner is a player */
1115 if (rowner->type != PLAYER)
1116 return 0;
1117
1118 /* abort if the petmode is not arena */
1119 if (rowner->contr->petmode != pet_arena)
1120 return 0;
1121
1122 /* abort if the pet, it's owner, or the target is not on battleground */
1123 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1124 return 0;
1125
1126 /* if the target is a monster, make sure it's owner is not the same */
1127 if ((target->type != PLAYER) && (rowner == towner))
1128 return 0;
1129
1130 /* check if the target is a player which affects how it will handle
1131 parties */
1132 if (target->type != PLAYER)
1133 {
1134 /* if the target is owned by a player make sure than make sure
1135 it's not in the same party */
1136 if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1137 {
1138 if (rowner->contr->party == towner->contr->party)
1139 return 0;
1140 }
1141 }
1142 else
1143 {
1144 /* if the target is a player make sure than make sure it's not
1145 in the same party */
1146 if (rowner->contr->party != NULL)
1147 {
1148 if (rowner->contr->party == target->contr->party)
1149 return 0;
1150 }
1151 }
1152
1153 return 1;
1154 }