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/cvs/deliantra/server/server/pets.C
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Comparing deliantra/server/server/pets.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.4 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_pets_c = 3 * static char *rcsid_pets_c =
3 * "$Id: pets.C,v 1.3 2006/09/03 00:18:42 root Exp $"; 4 * "$Id: pets.C,v 1.4 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 27 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 28*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef __CEXTRACT__ 31#ifndef __CEXTRACT__
31#include <sproto.h> 32# include <sproto.h>
32#endif 33#endif
33 34
34/* given that 'pet' is a friendly object, this function returns a 35/* given that 'pet' is a friendly object, this function returns a
35 * monster the pet should attack, NULL if nothing appropriate is 36 * monster the pet should attack, NULL if nothing appropriate is
36 * found. it basically looks for nasty things around the owner 37 * found. it basically looks for nasty things around the owner
37 * of the pet to attack. 38 * of the pet to attack.
38 * this is now tilemap aware. 39 * this is now tilemap aware.
39 */ 40 */
40 41
42object *
41object *get_pet_enemy(object * pet, rv_vector *rv){ 43get_pet_enemy (object *pet, rv_vector * rv)
44{
42 object *owner, *tmp, *attacker, *tmp3; 45 object *owner, *tmp, *attacker, *tmp3;
43 int i; 46 int i;
44 sint16 x,y; 47 sint16 x, y;
45 mapstruct *nm; 48 mapstruct *nm;
46 int search_arr[SIZEOFFREE]; 49 int search_arr[SIZEOFFREE];
47 int mflags; 50 int mflags;
48 51
49 attacker = pet->attacked_by; /*pointer to attacking enemy*/ 52 attacker = pet->attacked_by; /*pointer to attacking enemy */
50 pet->attacked_by = NULL; /*clear this, since we are dealing with it*/ 53 pet->attacked_by = NULL; /*clear this, since we are dealing with it */
51 54
52 if ((owner = get_owner(pet)) != NULL) { 55 if ((owner = get_owner (pet)) != NULL)
56 {
53 /* If the owner has turned on the pet, make the pet 57 /* If the owner has turned on the pet, make the pet
54 * unfriendly. 58 * unfriendly.
59 */
60 if ((check_enemy (owner, rv)) == pet)
61 {
62 CLEAR_FLAG (pet, FLAG_FRIENDLY);
63 remove_friendly_object (pet);
64 pet->attack_movement &= ~PETMOVE;
65 return owner;
66 }
67 }
68 else
69 {
70 /* else the owner is no longer around, so the
71 * pet no longer needs to be friendly.
72 */
73 CLEAR_FLAG (pet, FLAG_FRIENDLY);
74 remove_friendly_object (pet);
75 pet->attack_movement &= ~PETMOVE;
76 return NULL;
77 }
78 /* If they are not on the same map, the pet won't be agressive */
79 if (!on_same_map (pet, owner))
80 return NULL;
81
82 /* See if the pet has an existing enemy. If so, don't start a new one */
83 if ((tmp = check_enemy (pet, rv)) != NULL)
84 {
85 if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY))
86 /* without this check, you can actually get pets with
87 * enemy set to owner!
55 */ 88 */
56 if ((check_enemy(owner,rv)) == pet) {
57 CLEAR_FLAG(pet, FLAG_FRIENDLY);
58 remove_friendly_object(pet);
59 pet->attack_movement &=~PETMOVE;
60 return owner;
61 }
62 } else {
63 /* else the owner is no longer around, so the
64 * pet no longer needs to be friendly.
65 */
66 CLEAR_FLAG(pet, FLAG_FRIENDLY);
67 remove_friendly_object(pet);
68 pet->attack_movement &=~PETMOVE;
69 return NULL;
70 }
71 /* If they are not on the same map, the pet won't be agressive */
72 if (!on_same_map(pet,owner))
73 return NULL;
74
75 /* See if the pet has an existing enemy. If so, don't start a new one*/
76 if((tmp=check_enemy(pet, rv))!=NULL)
77 {
78 if(tmp == owner && !QUERY_FLAG(pet,FLAG_CONFUSED)
79 && QUERY_FLAG(pet,FLAG_FRIENDLY))
80 /* without this check, you can actually get pets with
81 * enemy set to owner!
82 */
83 pet->enemy = NULL; 89 pet->enemy = NULL;
84 else 90 else
85 return tmp; 91 return tmp;
86 } 92 }
87 get_search_arr(search_arr); 93 get_search_arr (search_arr);
88 94
89 if (owner->type == PLAYER && owner->contr->petmode > pet_normal) { 95 if (owner->type == PLAYER && owner->contr->petmode > pet_normal)
96 {
90 if (owner->contr->petmode == pet_sad) { 97 if (owner->contr->petmode == pet_sad)
98 {
91 tmp = find_nearest_living_creature(pet); 99 tmp = find_nearest_living_creature (pet);
92 if (tmp != NULL) { 100 if (tmp != NULL)
101 {
93 get_rangevector(pet, tmp, rv, 0); 102 get_rangevector (pet, tmp, rv, 0);
94 if(check_enemy(pet, rv) != NULL) 103 if (check_enemy (pet, rv) != NULL)
95 return tmp; 104 return tmp;
96 else 105 else
97 pet->enemy = NULL; 106 pet->enemy = NULL;
98 } 107 }
99 /* if we got here we have no enemy */ 108 /* if we got here we have no enemy */
100 /* we return NULL to avoid heading back to the owner */ 109 /* we return NULL to avoid heading back to the owner */
101 pet->enemy = NULL; 110 pet->enemy = NULL;
102 return NULL; 111 return NULL;
103 } 112 }
104 } 113 }
105 114
106 /* Since the pet has no existing enemy, look for anything nasty 115 /* Since the pet has no existing enemy, look for anything nasty
107 * around the owner that it should go and attack. 116 * around the owner that it should go and attack.
108 */ 117 */
109 tmp3 = NULL; 118 tmp3 = NULL;
110 for (i = 0; i < SIZEOFFREE; i++) { 119 for (i = 0; i < SIZEOFFREE; i++)
120 {
111 x = owner->x + freearr_x[search_arr[i]]; 121 x = owner->x + freearr_x[search_arr[i]];
112 y = owner->y + freearr_y[search_arr[i]]; 122 y = owner->y + freearr_y[search_arr[i]];
113 nm = owner->map; 123 nm = owner->map;
124 /* Only look on the space if there is something alive there. */
125 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
126 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
127 {
128 for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above)
129 {
130 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
131
132 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
133 (tmp2->type != PLAYER)) ||
134 should_arena_attack (pet, owner, tmp2))
135 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
136 {
137
138 if (!can_see_enemy (pet, tmp2))
139 {
140 if (tmp3 != NULL)
141 tmp3 = tmp2;
142 }
143 else
144 {
145 pet->enemy = tmp2;
146 if (check_enemy (pet, rv) != NULL)
147 return tmp2;
148 else
149 pet->enemy = NULL;
150 }
151 } /* if this is a valid enemy */
152 } /* for objects on this space */
153 } /* if there is something living on this space */
154 } /* for loop of spaces around the owner */
155
156 /* fine, we went through the whole loop and didn't find one we could
157 see, take what we have */
158 if (tmp3 != NULL)
159 {
160 pet->enemy = tmp3;
161 if (check_enemy (pet, rv) != NULL)
162 return tmp3;
163 else
164 pet->enemy = NULL;
165 }
166
167 /* No threat to owner, check to see if the pet has an attacker */
168 if (attacker)
169 {
170 /* need to be sure this is the right one! */
171 if (attacker->count == pet->attacked_by_count)
172 {
173 /* also need to check to make sure it is not freindly */
174 /* or otherwise non-hostile, and is an appropriate target */
175 if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker))
176 {
177 pet->enemy = attacker;
178 if (check_enemy (pet, rv) != NULL)
179 return attacker;
180 else
181 pet->enemy = NULL;
182 }
183 }
184 }
185
186 /* Don't have an attacker or legal enemy, so look for a new one!.
187 * This looks for one around where the pet is. Thus, you could lead
188 * a pet to danger, then take a few steps back. This code is basically
189 * the same as the code that looks around the owner.
190 */
191 if (owner->type == PLAYER && owner->contr->petmode != pet_defend)
192 {
193 tmp3 = NULL;
194 for (i = 0; i < SIZEOFFREE; i++)
195 {
196 x = pet->x + freearr_x[search_arr[i]];
197 y = pet->y + freearr_y[search_arr[i]];
198 nm = pet->map;
114 /* Only look on the space if there is something alive there. */ 199 /* Only look on the space if there is something alive there. */
115 mflags = get_map_flags(nm, &nm, x, y, &x, &y); 200 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
116 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 201 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
202 {
117 for (tmp = get_map_ob(nm, x, y); tmp != NULL; tmp = tmp->above) { 203 for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above)
204 {
118 object *tmp2 = tmp->head == NULL?tmp:tmp->head; 205 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
119 206
120 if (QUERY_FLAG(tmp2,FLAG_ALIVE) && (( 207 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
121 !QUERY_FLAG(tmp2, FLAG_FRIENDLY) &&
122 (tmp2->type != PLAYER)) || 208 (tmp2->type != PLAYER)) ||
123 should_arena_attack(pet, owner, tmp2)) 209 should_arena_attack (pet, owner, tmp2))
124 && !QUERY_FLAG(tmp2,FLAG_UNAGGRESSIVE) && 210 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
125 tmp2 != pet && tmp2 != owner && 211 {
126 can_detect_enemy(pet, tmp2, rv)) {
127 212
128 if (!can_see_enemy(pet, tmp2)) { 213 if (!can_see_enemy (pet, tmp2))
214 {
129 if (tmp3 != NULL) 215 if (tmp3 != NULL)
130 tmp3 = tmp2; 216 tmp3 = tmp2;
131 } else {
132 pet->enemy = tmp2;
133 if(check_enemy(pet, rv)!=NULL)
134 return tmp2;
135 else
136 pet->enemy = NULL;
137 } 217 }
138 }/* if this is a valid enemy */ 218 else
219 {
220 pet->enemy = tmp2;
221 if (check_enemy (pet, rv) != NULL)
222 return tmp2;
223 else
224 pet->enemy = NULL;
225 }
226 } /* make sure we can get to the bugger */
139 }/* for objects on this space */ 227 } /* for objects on this space */
140 }/* if there is something living on this space */ 228 } /* if there is something living on this space */
141 } /* for loop of spaces around the owner */ 229 } /* for loop of spaces around the pet */
230 } /* pet in defence mode */
142 231
143 /* fine, we went through the whole loop and didn't find one we could 232 /* fine, we went through the whole loop and didn't find one we could
144 see, take what we have */ 233 see, take what we have */
145 if (tmp3 != NULL) { 234 if (tmp3 != NULL)
235 {
146 pet->enemy = tmp3; 236 pet->enemy = tmp3;
147 if (check_enemy(pet, rv) != NULL) 237 if (check_enemy (pet, rv) != NULL)
148 return tmp3; 238 return tmp3;
149 else 239 else
150 pet->enemy = NULL; 240 pet->enemy = NULL;
151 }
152
153 /* No threat to owner, check to see if the pet has an attacker*/
154 if (attacker)
155 { 241 }
156 /* need to be sure this is the right one! */
157 if (attacker->count == pet->attacked_by_count)
158 {
159 /* also need to check to make sure it is not freindly */
160 /* or otherwise non-hostile, and is an appropriate target */
161 if (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && on_same_map(pet, attacker))
162 {
163 pet->enemy = attacker;
164 if (check_enemy(pet, rv) != NULL)
165 return attacker;
166 else
167 pet->enemy = NULL;
168 }
169 }
170 }
171 242
172 /* Don't have an attacker or legal enemy, so look for a new one!.
173 * This looks for one around where the pet is. Thus, you could lead
174 * a pet to danger, then take a few steps back. This code is basically
175 * the same as the code that looks around the owner.
176 */
177 if (owner->type == PLAYER && owner->contr->petmode != pet_defend) {
178 tmp3 = NULL;
179 for (i = 0; i < SIZEOFFREE; i++) {
180 x = pet->x + freearr_x[search_arr[i]];
181 y = pet->y + freearr_y[search_arr[i]];
182 nm = pet->map;
183 /* Only look on the space if there is something alive there. */
184 mflags = get_map_flags(nm, &nm, x,y, &x, &y);
185 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) {
186 for (tmp = get_map_ob(nm, x, y); tmp != NULL; tmp = tmp->above) {
187 object *tmp2 = tmp->head == NULL?tmp:tmp->head;
188 if (QUERY_FLAG(tmp2,FLAG_ALIVE) && ((
189 !QUERY_FLAG(tmp2, FLAG_FRIENDLY) &&
190 (tmp2->type != PLAYER)) ||
191 should_arena_attack(pet, owner, tmp2))
192 && !QUERY_FLAG(tmp2,FLAG_UNAGGRESSIVE) &&
193 tmp2 != pet && tmp2 != owner &&
194 can_detect_enemy(pet, tmp2, rv)) {
195
196 if (!can_see_enemy(pet, tmp2)) {
197 if (tmp3 != NULL)
198 tmp3 = tmp2;
199 } else {
200 pet->enemy = tmp2;
201 if(check_enemy(pet, rv)!=NULL)
202 return tmp2;
203 else
204 pet->enemy = NULL;
205 }
206 } /* make sure we can get to the bugger */
207 }/* for objects on this space */
208 } /* if there is something living on this space */
209 } /* for loop of spaces around the pet */
210 } /* pet in defence mode */
211
212 /* fine, we went through the whole loop and didn't find one we could
213 see, take what we have */
214 if (tmp3 != NULL) {
215 pet->enemy = tmp3;
216 if (check_enemy(pet, rv) != NULL)
217 return tmp3;
218 else
219 pet->enemy = NULL;
220 }
221
222 /* Didn't find anything - return the owner's enemy or NULL */ 243 /* Didn't find anything - return the owner's enemy or NULL */
223 return check_enemy(pet, rv); 244 return check_enemy (pet, rv);
224} 245}
225 246
247void
226void terminate_all_pets(object *owner) { 248terminate_all_pets (object *owner)
249{
227 objectlink *obl, *next; 250 objectlink *obl, *next;
251
228 for(obl = first_friendly_object; obl != NULL; obl = next) { 252 for (obl = first_friendly_object; obl != NULL; obl = next)
253 {
229 object *ob = obl->ob; 254 object *ob = obl->ob;
255
230 next = obl->next; 256 next = obl->next;
231 if(get_owner(ob) == owner) { 257 if (get_owner (ob) == owner)
258 {
232 if(!QUERY_FLAG(ob, FLAG_REMOVED)) 259 if (!QUERY_FLAG (ob, FLAG_REMOVED))
233 remove_ob(ob); 260 remove_ob (ob);
234 remove_friendly_object(ob); 261 remove_friendly_object (ob);
235 free_object(ob); 262 free_object (ob);
236 } 263 }
237 } 264 }
238} 265}
239 266
240/* 267/*
241 * Unfortunately, sometimes, the owner of a pet is in the 268 * Unfortunately, sometimes, the owner of a pet is in the
242 * process of entering a new map when this is called. 269 * process of entering a new map when this is called.
244 * the pet... 271 * the pet...
245 * Interesting enough, we don't use the passed map structure in 272 * Interesting enough, we don't use the passed map structure in
246 * this function. 273 * this function.
247 */ 274 */
248 275
276void
249void remove_all_pets(mapstruct *map) { 277remove_all_pets (mapstruct *map)
278{
250 objectlink *obl, *next; 279 objectlink *obl, *next;
251 object *owner; 280 object *owner;
252 281
253 for(obl = first_friendly_object; obl != NULL; obl = next) { 282 for (obl = first_friendly_object; obl != NULL; obl = next)
283 {
254 next = obl->next; 284 next = obl->next;
255 if(obl->ob->type != PLAYER && QUERY_FLAG(obl->ob,FLAG_FRIENDLY) && 285 if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) &&
256 (owner = get_owner(obl->ob)) != NULL && !on_same_map(owner, obl->ob)) 286 (owner = get_owner (obl->ob)) != NULL && !on_same_map (owner, obl->ob))
257 { 287 {
258 /* follow owner checks map status for us */ 288 /* follow owner checks map status for us */
259 follow_owner(obl->ob,owner); 289 follow_owner (obl->ob, owner);
260 } 290 }
261 } 291 }
262} 292}
263 293
294int
264int follow_owner(object *ob, object *owner) { 295follow_owner (object *ob, object *owner)
296{
265 object *tmp; 297 object *tmp;
266 int dir; 298 int dir;
267 299
268 if (!QUERY_FLAG(ob,FLAG_REMOVED)) 300 if (!QUERY_FLAG (ob, FLAG_REMOVED))
269 remove_ob(ob); 301 remove_ob (ob);
270 302
271 if(owner->map == NULL) { 303 if (owner->map == NULL)
304 {
272 LOG(llevError,"Can't follow owner (%d): no map.\n", &owner->name); 305 LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name);
273 goto fail; 306 goto fail;
274 } 307 }
275 if(owner->map->in_memory != MAP_IN_MEMORY) { 308 if (owner->map->in_memory != MAP_IN_MEMORY)
309 {
276 LOG(llevError,"Owner of the pet not on a map in memory!?\n"); 310 LOG (llevError, "Owner of the pet not on a map in memory!?\n");
277 goto fail; 311 goto fail;
278 } 312 }
279 313
280 dir = find_free_spot(ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE); 314 dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
281 315
282 if (dir==-1) { 316 if (dir == -1)
317 {
283 LOG(llevMonster,"No space for pet to follow, freeing %s.\n", &ob->name); 318 LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name);
284 goto fail; 319 goto fail;
285 } 320 }
286 for(tmp=ob;tmp!=NULL;tmp=tmp->more) { 321 for (tmp = ob; tmp != NULL; tmp = tmp->more)
322 {
287 tmp->x = owner->x + freearr_x[dir]+(tmp->arch==NULL?0:tmp->arch->clone.x); 323 tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
288 tmp->y = owner->y + freearr_y[dir]+(tmp->arch==NULL?0:tmp->arch->clone.y); 324 tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
289 tmp->map = owner->map; 325 tmp->map = owner->map;
290 if (OUT_OF_REAL_MAP(tmp->map, tmp->x, tmp->y)) { 326 if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y))
327 {
291 tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); 328 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
292 } 329 }
293 } 330 }
294 insert_ob_in_map(ob, ob->map, NULL,0); 331 insert_ob_in_map (ob, ob->map, NULL, 0);
295 if (owner->type == PLAYER) /* Uh, I hope this is always true... */ 332 if (owner->type == PLAYER) /* Uh, I hope this is always true... */
296 new_draw_info(NDI_UNIQUE, 0,owner, "Your pet magically appears next to you"); 333 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
297 334
298 return 0; 335 return 0;
299 336
300fail: 337fail:
301 remove_friendly_object (ob); 338 remove_friendly_object (ob);
302 free_object (ob); 339 free_object (ob);
303 340
304 return 1; 341 return 1;
305} 342}
306 343
344void
307void pet_move(object * ob) 345pet_move (object *ob)
308{ 346{
309 int dir, tag, i; 347 int dir, tag, i;
310 sint16 dx, dy; 348 sint16 dx, dy;
311 object *ob2, *owner; 349 object *ob2, *owner;
312 mapstruct *m; 350 mapstruct *m;
313 351
314 /* Check to see if player pulled out */ 352 /* Check to see if player pulled out */
315 if ((owner = get_owner(ob)) == NULL) { 353 if ((owner = get_owner (ob)) == NULL)
354 {
316 remove_ob(ob); /* Will be freed when returning */ 355 remove_ob (ob); /* Will be freed when returning */
317 remove_friendly_object(ob); 356 remove_friendly_object (ob);
318 free_object(ob); 357 free_object (ob);
319 LOG(llevMonster, "Pet: no owner, leaving.\n"); 358 LOG (llevMonster, "Pet: no owner, leaving.\n");
359 return;
360 }
361
362 /* move monster into the owners map if not in the same map */
363 if (!on_same_map (ob, owner))
364 {
365 follow_owner (ob, owner);
366 return;
367 }
368 /* Calculate Direction */
369 if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
370 {
371 /* in S&D mode, if we have no enemy, run randomly about. */
372 for (i = 0; i < 15; i++)
373 {
374 dir = rndm (1, 8);
375 dx = ob->x + freearr_x[dir];
376 dy = ob->y + freearr_y[dir];
377 m = ob->map;
378 if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
379 continue;
380 else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy)))
381 continue;
382 else
383 break;
384 }
385 }
386 else
387 {
388 struct rv_vector rv;
389
390 get_rangevector (ob, ob->owner, &rv, 0);
391 dir = rv.direction;
392 }
393 ob->direction = dir;
394
395 tag = ob->count;
396 /* move_ob returns 0 if the object couldn't move. If that is the
397 * case, lets do some other work.
398 */
399 if (!(move_ob (ob, dir, ob)))
400 {
401 object *part;
402
403 /* the failed move_ob above may destroy the pet, so check here */
404 if (was_destroyed (ob, tag))
320 return; 405 return;
321 }
322 406
323 /* move monster into the owners map if not in the same map */ 407 for (part = ob; part != NULL; part = part->more)
324 if (!on_same_map(ob, owner)) { 408 {
325 follow_owner(ob, owner);
326 return;
327 }
328 /* Calculate Direction */
329 if (owner->type == PLAYER && owner->contr->petmode == pet_sad) {
330 /* in S&D mode, if we have no enemy, run randomly about. */
331 for (i=0; i < 15; i++) {
332 dir = rndm(1, 8);
333 dx = ob->x + freearr_x[dir]; 409 dx = part->x + freearr_x[dir];
334 dy = ob->y + freearr_y[dir]; 410 dy = part->y + freearr_y[dir];
335 m = ob->map; 411 m = get_map_from_coord (part->map, &dx, &dy);
336 if (get_map_flags(ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP) 412 if (!m)
337 continue; 413 continue;
338 else if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m, dx, dy))) 414
339 continue; 415 for (ob2 = get_map_ob (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
340 else 416 {
417 object *new_ob;
418
419 new_ob = ob2->head ? ob2->head : ob2;
420 if (new_ob == ob)
341 break; 421 break;
342 }
343 } else {
344 struct rv_vector rv;
345 get_rangevector (ob, ob->owner, &rv, 0);
346 dir = rv.direction;
347 }
348 ob->direction = dir;
349
350 tag = ob->count;
351 /* move_ob returns 0 if the object couldn't move. If that is the
352 * case, lets do some other work.
353 */
354 if (!(move_ob(ob, dir, ob))) {
355 object *part;
356
357 /* the failed move_ob above may destroy the pet, so check here */
358 if (was_destroyed(ob, tag)) return;
359
360 for(part = ob; part != NULL; part = part->more)
361 {
362 dx = part->x + freearr_x[dir];
363 dy = part->y + freearr_y[dir];
364 m = get_map_from_coord(part->map, &dx, &dy);
365 if (!m) continue;
366
367 for (ob2 = get_map_ob(m, dx, dy); ob2 != NULL; ob2 = ob2->above)
368 {
369 object *new_ob;
370 new_ob = ob2->head?ob2->head:ob2;
371 if(new_ob == ob)
372 break;
373 if (new_ob == ob->owner) 422 if (new_ob == ob->owner)
374 return; 423 return;
375 if (get_owner(new_ob) == ob->owner) 424 if (get_owner (new_ob) == ob->owner)
376 break; 425 break;
377 426
378 /* Hmm. Did we try to move into an enemy monster? If so, 427 /* Hmm. Did we try to move into an enemy monster? If so,
379 * make it our enemy. 428 * make it our enemy.
380 */ 429 */
381 if (QUERY_FLAG(new_ob,FLAG_ALIVE) && !QUERY_FLAG(ob,FLAG_UNAGGRESSIVE) 430 if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
382 && !QUERY_FLAG(new_ob,FLAG_UNAGGRESSIVE) && 431 && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
383 !QUERY_FLAG(new_ob,FLAG_FRIENDLY)) { 432 {
384 433
385 ob->enemy = new_ob; 434 ob->enemy = new_ob;
386 if(new_ob->enemy == NULL) 435 if (new_ob->enemy == NULL)
387 new_ob->enemy = ob; 436 new_ob->enemy = ob;
388 return;
389 } else if (new_ob->type == PLAYER) {
390 new_draw_info(NDI_UNIQUE, 0,new_ob, "You stand in the way of someones pet.");
391 return; 437 return;
392 } 438 }
439 else if (new_ob->type == PLAYER)
440 {
441 new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet.");
442 return;
393 } 443 }
394 } 444 }
445 }
395 /* Try a different course */ 446 /* Try a different course */
396 dir = absdir(dir + 4 - (RANDOM() %5) - (RANDOM()%5)); 447 dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5));
397 (void) move_ob(ob, dir, ob); 448 (void) move_ob (ob, dir, ob);
398 } 449 }
399 return; 450 return;
400} 451}
401 452
402/**************************************************************************** 453/****************************************************************************
403 * 454 *
404 * GOLEM SPELL CODE 455 * GOLEM SPELL CODE
409 * proper for map insertion. 460 * proper for map insertion.
410 * at is the archetype, op is the caster of the spell, dir is the 461 * at is the archetype, op is the caster of the spell, dir is the
411 * direction the monster should be placed in. 462 * direction the monster should be placed in.
412 * is_golem is to note that this is a golem spell. 463 * is_golem is to note that this is a golem spell.
413 */ 464 */
465object *
414object *fix_summon_pet(archetype *at, object *op, int dir, int is_golem ) { 466fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
467{
415 archetype *atmp; 468 archetype *atmp;
416 object *tmp=NULL, *prev=NULL, *head=NULL; 469 object *tmp = NULL, *prev = NULL, *head = NULL;
417 470
418 for(atmp = at; atmp!=NULL; atmp = atmp->more) { 471 for (atmp = at; atmp != NULL; atmp = atmp->more)
472 {
419 tmp = arch_to_object(atmp); 473 tmp = arch_to_object (atmp);
420 if (atmp == at) { 474 if (atmp == at)
475 {
421 if(!is_golem) 476 if (!is_golem)
422 SET_FLAG(tmp, FLAG_MONSTER); 477 SET_FLAG (tmp, FLAG_MONSTER);
423 set_owner(tmp, op); 478 set_owner (tmp, op);
424 if (op->type == PLAYER) { 479 if (op->type == PLAYER)
480 {
425 tmp->stats.exp = 0; 481 tmp->stats.exp = 0;
426 add_friendly_object(tmp); 482 add_friendly_object (tmp);
427 SET_FLAG(tmp, FLAG_FRIENDLY); 483 SET_FLAG (tmp, FLAG_FRIENDLY);
484 if (is_golem)
428 if(is_golem) CLEAR_FLAG(tmp, FLAG_MONSTER); 485 CLEAR_FLAG (tmp, FLAG_MONSTER);
486 }
429 } else { 487 else
488 {
430 if(QUERY_FLAG(op, FLAG_FRIENDLY)) { 489 if (QUERY_FLAG (op, FLAG_FRIENDLY))
490 {
431 object *owner = get_owner(op); 491 object *owner = get_owner (op);
492
493 if (owner != NULL)
432 if(owner != NULL) {/* For now, we transfer ownership */ 494 { /* For now, we transfer ownership */
433 set_owner(tmp,owner); 495 set_owner (tmp, owner);
434 tmp->attack_movement = PETMOVE; 496 tmp->attack_movement = PETMOVE;
435 add_friendly_object(tmp); 497 add_friendly_object (tmp);
436 SET_FLAG(tmp, FLAG_FRIENDLY); 498 SET_FLAG (tmp, FLAG_FRIENDLY);
437 } 499 }
438 } 500 }
439 } 501 }
440 if(op->type!=PLAYER || !is_golem) { 502 if (op->type != PLAYER || !is_golem)
503 {
441 tmp->attack_movement = PETMOVE; 504 tmp->attack_movement = PETMOVE;
442 tmp->speed_left = -1; 505 tmp->speed_left = -1;
443 tmp->type = 0; 506 tmp->type = 0;
444 tmp->enemy = op->enemy; 507 tmp->enemy = op->enemy;
508 }
445 } else 509 else
446 tmp->type = GOLEM; 510 tmp->type = GOLEM;
511
447 512 }
448 }
449 if(head == NULL) 513 if (head == NULL)
450 head = tmp; 514 head = tmp;
451 tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x; 515 tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x;
452 tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y; 516 tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y;
453 tmp->map = op->map; 517 tmp->map = op->map;
454 if(tmp->invisible) tmp->invisible=0; 518 if (tmp->invisible)
519 tmp->invisible = 0;
455 if(head != tmp) 520 if (head != tmp)
456 tmp->head = head, prev->more = tmp; 521 tmp->head = head, prev->more = tmp;
457 prev = tmp; 522 prev = tmp;
458 } 523 }
459 head->direction = dir; 524 head->direction = dir;
460 525
461 /* need to change some monster attr to prevent problems/crashing */ 526 /* need to change some monster attr to prevent problems/crashing */
462 head->last_heal=0; 527 head->last_heal = 0;
463 head->last_eat=0; 528 head->last_eat = 0;
464 head->last_grace=0; 529 head->last_grace = 0;
465 head->last_sp=0; 530 head->last_sp = 0;
466 head->other_arch=NULL; 531 head->other_arch = NULL;
467 head->stats.exp = 0; 532 head->stats.exp = 0;
468 CLEAR_FLAG(head,FLAG_CHANGING); 533 CLEAR_FLAG (head, FLAG_CHANGING);
469 CLEAR_FLAG(head,FLAG_STAND_STILL); 534 CLEAR_FLAG (head, FLAG_STAND_STILL);
470 CLEAR_FLAG(head,FLAG_GENERATOR); 535 CLEAR_FLAG (head, FLAG_GENERATOR);
471 CLEAR_FLAG(head,FLAG_SPLITTING); 536 CLEAR_FLAG (head, FLAG_SPLITTING);
472 if(head->attacktype&AT_GHOSTHIT) head->attacktype=(AT_PHYSICAL|AT_DRAIN); 537 if (head->attacktype & AT_GHOSTHIT)
538 head->attacktype = (AT_PHYSICAL | AT_DRAIN);
473 539
474 return head; 540 return head;
475} 541}
476 542
477/* updated this to allow more than the golem 'head' to attack */ 543/* updated this to allow more than the golem 'head' to attack */
544
478/* op is the golem to be moved. */ 545/* op is the golem to be moved. */
479 546
547void
480void move_golem(object *op) { 548move_golem (object *op)
549{
481 int made_attack=0; 550 int made_attack = 0;
482 object *tmp; 551 object *tmp;
483 tag_t tag; 552 tag_t tag;
484 553
485 if(QUERY_FLAG(op, FLAG_MONSTER)) 554 if (QUERY_FLAG (op, FLAG_MONSTER))
486 return; /* Has already been moved */ 555 return; /* Has already been moved */
487 556
488 if(get_owner(op)==NULL) { 557 if (get_owner (op) == NULL)
558 {
489 LOG(llevDebug,"Golem without owner destructed.\n"); 559 LOG (llevDebug, "Golem without owner destructed.\n");
490 remove_ob(op); 560 remove_ob (op);
491 free_object(op); 561 free_object (op);
492 return; 562 return;
493 } 563 }
494 /* It would be nice to have a cleaner way of what message to print 564 /* It would be nice to have a cleaner way of what message to print
495 * when the golem expires than these hard coded entries. 565 * when the golem expires than these hard coded entries.
496 * Note it is intentional that a golems duration is based on its 566 * Note it is intentional that a golems duration is based on its
497 * hp, and not duration 567 * hp, and not duration
498 */ 568 */
499 if(--op->stats.hp<0) { 569 if (--op->stats.hp < 0)
570 {
500 if (op->msg) 571 if (op->msg)
501 new_draw_info(NDI_UNIQUE, 0,op->owner,op->msg); 572 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
502 op->owner->contr->ranges[range_golem]=NULL; 573 op->owner->contr->ranges[range_golem] = NULL;
503 op->owner->contr->golem_count = 0; 574 op->owner->contr->golem_count = 0;
504 remove_friendly_object(op); 575 remove_friendly_object (op);
505 remove_ob(op); 576 remove_ob (op);
506 free_object(op); 577 free_object (op);
507 return; 578 return;
508 } 579 }
509 580
510 /* Do golem attacks/movement for single & multisq golems. 581 /* Do golem attacks/movement for single & multisq golems.
511 * Assuming here that op is the 'head' object. Pass only op to 582 * Assuming here that op is the 'head' object. Pass only op to
512 * move_ob (makes recursive calls to other parts) 583 * move_ob (makes recursive calls to other parts)
513 * move_ob returns 0 if the creature was not able to move. 584 * move_ob returns 0 if the creature was not able to move.
514 */ 585 */
515 tag = op->count; 586 tag = op->count;
516 if(move_ob(op,op->direction,op)) return; 587 if (move_ob (op, op->direction, op))
588 return;
517 if (was_destroyed (op, tag)) 589 if (was_destroyed (op, tag))
518 return; 590 return;
519 591
520 for(tmp=op;tmp;tmp=tmp->more) { 592 for (tmp = op; tmp; tmp = tmp->more)
593 {
521 sint16 x=tmp->x+freearr_x[op->direction],y=tmp->y+freearr_y[op->direction]; 594 sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
522 object *victim; 595 object *victim;
523 mapstruct *m; 596 mapstruct *m;
524 int mflags; 597 int mflags;
525 598
526 m = op->map; 599 m = op->map;
527 mflags = get_map_flags(m, &m, x, y, &x, &y); 600 mflags = get_map_flags (m, &m, x, y, &x, &y);
528 601
529 if (mflags & P_OUT_OF_MAP) continue; 602 if (mflags & P_OUT_OF_MAP)
603 continue;
530 604
531 for(victim=get_map_ob(op->map,x,y);victim;victim=victim->above) 605 for (victim = get_map_ob (op->map, x, y); victim; victim = victim->above)
532 if(QUERY_FLAG(victim,FLAG_ALIVE)) break; 606 if (QUERY_FLAG (victim, FLAG_ALIVE))
607 break;
533 608
534 /* We used to call will_hit_self to make sure we don't 609 /* We used to call will_hit_self to make sure we don't
535 * hit ourselves, but that didn't work, and I don't really 610 * hit ourselves, but that didn't work, and I don't really
536 * know if that was more efficient anyways than this. 611 * know if that was more efficient anyways than this.
537 * This at least works. Note that victim->head can be NULL, 612 * This at least works. Note that victim->head can be NULL,
538 * but since we are not trying to dereferance that pointer, 613 * but since we are not trying to dereferance that pointer,
539 * that isn't a problem. 614 * that isn't a problem.
540 */ 615 */
541 if(victim && victim!=op && victim->head!=op) { 616 if (victim && victim != op && victim->head != op)
617 {
542 618
543 /* for golems with race fields, we don't attack 619 /* for golems with race fields, we don't attack
544 * aligned races 620 * aligned races
545 */ 621 */
546 622
547 if(victim->race && op->race && strstr(op->race,victim->race)) { 623 if (victim->race && op->race && strstr (op->race, victim->race))
548 if(op->owner) new_draw_info_format(NDI_UNIQUE, 0,op->owner, 624 {
549 "%s avoids damaging %s.", &op->name, &victim->name); 625 if (op->owner)
626 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
627 }
550 } else if (victim == op->owner) { 628 else if (victim == op->owner)
551 if(op->owner) new_draw_info_format(NDI_UNIQUE, 0,op->owner, 629 {
552 "%s avoids damaging you.", &op->name); 630 if (op->owner)
631 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
632 }
553 } else { 633 else
634 {
554 attack_ob(victim,op); 635 attack_ob (victim, op);
555 made_attack=1; 636 made_attack = 1;
556 } 637 }
557 } /* If victim */ 638 } /* If victim */
558 } 639 }
640 if (made_attack)
559 if(made_attack) update_object(op,UP_OBJ_FACE); 641 update_object (op, UP_OBJ_FACE);
560} 642}
561 643
562/* this is a really stupid function when you get down and 644/* this is a really stupid function when you get down and
563 * look at it. Keep it here for the time being - makes life 645 * look at it. Keep it here for the time being - makes life
564 * easier if we ever decide to do more interesting thing with 646 * easier if we ever decide to do more interesting thing with
565 * controlled golems. 647 * controlled golems.
566 */ 648 */
649void
567void control_golem(object *op,int dir) { 650control_golem (object *op, int dir)
651{
568 op->direction=dir; 652 op->direction = dir;
569} 653}
570 654
571/* summon golem: summons a monster for 'op'. caster is the object 655/* summon golem: summons a monster for 'op'. caster is the object
572 * casting the spell, dir is the direction to place the monster, 656 * casting the spell, dir is the direction to place the monster,
573 * at is the archetype of the monster, and spob is the spell 657 * at is the archetype of the monster, and spob is the spell
574 * object. At this stage, all spob is really used for is to 658 * object. At this stage, all spob is really used for is to
575 * adjust some values in the monster. 659 * adjust some values in the monster.
576 */ 660 */
661int
577int summon_golem(object *op,object *caster,int dir,object *spob) { 662summon_golem (object *op, object *caster, int dir, object *spob)
663{
578 object *tmp, *god=NULL; 664 object *tmp, *god = NULL;
579 archetype *at; 665 archetype *at;
580 char buf[MAX_BUF]; 666 char buf[MAX_BUF];
581 667
582 /* Because there can be different golem spells, player may want to 668 /* Because there can be different golem spells, player may want to
583 * 'lose' their old golem. 669 * 'lose' their old golem.
584 */ 670 */
585 if(op->type==PLAYER && 671 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count)
586 op->contr->ranges[range_golem]!=NULL && 672 {
587 op->contr->golem_count == op->contr->ranges[range_golem]->count) {
588 new_draw_info(NDI_UNIQUE, 0, op, "You dismiss your existing golem."); 673 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
589 remove_ob(op->contr->ranges[range_golem]); 674 remove_ob (op->contr->ranges[range_golem]);
590 free_object(op->contr->ranges[range_golem]); 675 free_object (op->contr->ranges[range_golem]);
591 op->contr->ranges[range_golem]=NULL; 676 op->contr->ranges[range_golem] = NULL;
592 op->contr->golem_count=(uint32)-1; 677 op->contr->golem_count = (uint32) - 1;
593 } 678 }
594 679
595 if (spob->other_arch) 680 if (spob->other_arch)
596 at = spob->other_arch; 681 at = spob->other_arch;
597 else if (spob->race) { 682 else if (spob->race)
683 {
598 god = find_god(determine_god(caster)); 684 god = find_god (determine_god (caster));
599 685
600 if (!god) { 686 if (!god)
687 {
601 new_draw_info_format(NDI_UNIQUE, 0,op,"You must worship a god to cast %s.", &spob->name); 688 new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
602 return 0; 689 return 0;
603 } 690 }
604 at = determine_holy_arch (god, spob->race); 691 at = determine_holy_arch (god, spob->race);
605 if (!at) { 692 if (!at)
693 {
606 new_draw_info_format(NDI_UNIQUE, 0,op,"%s has no %s for you to call.", 694 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
607 &god->name, &spob->race);
608 return 0; 695 return 0;
609 } 696 }
610 } else { 697 }
698 else
699 {
611 LOG(llevError,"Spell %s lacks other_arch\n", &spob->name); 700 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
612 return 0; 701 return 0;
613 } 702 }
614 703
615 if(!dir) 704 if (!dir)
616 dir=find_free_spot(NULL,op->map,op->x,op->y,1,SIZEOFFREE1+1); 705 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
617 706
618 if ((dir==-1) || ob_blocked(&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir])) { 707 if ((dir == -1) || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
708 {
619 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 709 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
620 return 0; 710 return 0;
621 } 711 }
622 /* basically want to get proper map/coordinates for this object */ 712 /* basically want to get proper map/coordinates for this object */
623 713
624 if(!(tmp=fix_summon_pet(at,op,dir,GOLEM))) { 714 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
715 {
625 new_draw_info(NDI_UNIQUE, 0,op,"Your spell fails."); 716 new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
626 return 0; 717 return 0;
627 } 718 }
628 719
629 if(op->type==PLAYER) { 720 if (op->type == PLAYER)
721 {
630 tmp->type=GOLEM; 722 tmp->type = GOLEM;
631 set_owner(tmp,op); 723 set_owner (tmp, op);
632 set_spell_skill(op, caster, spob, tmp); 724 set_spell_skill (op, caster, spob, tmp);
633 op->contr->ranges[range_golem]=tmp; 725 op->contr->ranges[range_golem] = tmp;
634 op->contr->golem_count = tmp->count; 726 op->contr->golem_count = tmp->count;
635 /* give the player control of the golem */ 727 /* give the player control of the golem */
636 op->contr->shoottype=range_golem; 728 op->contr->shoottype = range_golem;
637 } else { 729 }
730 else
731 {
638 if(QUERY_FLAG(op, FLAG_FRIENDLY)) { 732 if (QUERY_FLAG (op, FLAG_FRIENDLY))
733 {
639 object *owner = get_owner(op); 734 object *owner = get_owner (op);
640 if (owner != NULL) { /* For now, we transfer ownership */ 735
736 if (owner != NULL)
737 { /* For now, we transfer ownership */
641 set_owner (tmp, owner); 738 set_owner (tmp, owner);
642 tmp->attack_movement = PETMOVE; 739 tmp->attack_movement = PETMOVE;
643 add_friendly_object (tmp); 740 add_friendly_object (tmp);
644 SET_FLAG (tmp, FLAG_FRIENDLY); 741 SET_FLAG (tmp, FLAG_FRIENDLY);
645 }
646 } 742 }
743 }
647 SET_FLAG(tmp, FLAG_MONSTER); 744 SET_FLAG (tmp, FLAG_MONSTER);
648 } 745 }
649 746
650 /* make the speed positive.*/ 747 /* make the speed positive. */
651 tmp->speed = FABS(tmp->speed); 748 tmp->speed = FABS (tmp->speed);
652 749
653 /* This sets the level dependencies on dam and hp for monsters */ 750 /* This sets the level dependencies on dam and hp for monsters */
654 /* players can't cope with too strong summonings. */ 751 /* players can't cope with too strong summonings. */
655 /* but monsters can. reserve these for players. */ 752 /* but monsters can. reserve these for players. */
656 if(op->type==PLAYER) { 753 if (op->type == PLAYER)
657 tmp->stats.hp += spob->duration + 754 {
658 SP_level_duration_adjust(caster,spob); 755 tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
659 if (!spob->stats.dam) 756 if (!spob->stats.dam)
660 tmp->stats.dam += SP_level_dam_adjust(caster,spob); 757 tmp->stats.dam += SP_level_dam_adjust (caster, spob);
661 else 758 else
662 tmp->stats.dam= spob->stats.dam + 759 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
663 SP_level_dam_adjust(caster,spob);
664 tmp->speed += .02 * SP_level_range_adjust(caster,spob); 760 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
665 tmp->speed = MIN(tmp->speed, 1.0); 761 tmp->speed = MIN (tmp->speed, 1.0);
762 if (spob->attacktype)
666 if (spob->attacktype) tmp->attacktype = spob->attacktype; 763 tmp->attacktype = spob->attacktype;
667 } 764 }
668 tmp->stats.wc -= SP_level_range_adjust(caster,spob); 765 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
669 766
670 /* limit the speed to 0.3 for non-players, 1 for players. */ 767 /* limit the speed to 0.3 for non-players, 1 for players. */
671 768
672 /* make experience increase in proportion to the strength. 769 /* make experience increase in proportion to the strength.
673 * this is a bit simplistic - we are basically just looking at how 770 * this is a bit simplistic - we are basically just looking at how
674 * often the sp doubles and use that as the ratio. 771 * often the sp doubles and use that as the ratio.
675 */ 772 */
676 tmp->stats.exp *= 1 + (MAX(spob->stats.maxgrace, spob->stats.sp) / 773 tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob));
677 caster_level(caster, spob));
678 tmp->speed_left= 0; 774 tmp->speed_left = 0;
679 tmp->direction=dir; 775 tmp->direction = dir;
680 776
681 /* Holy spell - some additional tailoring */ 777 /* Holy spell - some additional tailoring */
682 if (god) { 778 if (god)
779 {
683 object *tmp2; 780 object *tmp2;
684 781
685 sprintf(buf,"%s of %s", &spob->name, &god->name); 782 sprintf (buf, "%s of %s", &spob->name, &god->name);
686 buf[0] = toupper(buf[0]); 783 buf[0] = toupper (buf[0]);
687 784
688 for (tmp2=tmp; tmp2; tmp2=tmp2->more) 785 for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
689 tmp2->name = buf; 786 tmp2->name = buf;
690 787
691 tmp->attacktype |= god->attacktype; 788 tmp->attacktype |= god->attacktype;
692 memcpy(tmp->resist, god->resist, sizeof(tmp->resist)); 789 memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
693 tmp->race = god->race; 790 tmp->race = god->race;
694 tmp->slaying = god->slaying; 791 tmp->slaying = god->slaying;
695 /* safety, we must allow a god's servants some reasonable attack */ 792 /* safety, we must allow a god's servants some reasonable attack */
696 if(!(tmp->attacktype&AT_PHYSICAL)) tmp->attacktype|=AT_PHYSICAL; 793 if (!(tmp->attacktype & AT_PHYSICAL))
794 tmp->attacktype |= AT_PHYSICAL;
697 } 795 }
698 796
699 insert_ob_in_map(tmp,tmp->map,op,0); 797 insert_ob_in_map (tmp, tmp->map, op, 0);
700 return 1; 798 return 1;
701} 799}
702 800
703 801
704/*************************************************************************** 802/***************************************************************************
705 * 803 *
711 * god) find acceptable. This checks level, races allowed by god, etc 809 * god) find acceptable. This checks level, races allowed by god, etc
712 * to determine what is acceptable. 810 * to determine what is acceptable.
713 * This returns NULL if no match was found. 811 * This returns NULL if no match was found.
714 */ 812 */
715 813
814object *
716object *choose_cult_monster(object *pl, object *god, int summon_level) { 815choose_cult_monster (object *pl, object *god, int summon_level)
816{
717 char buf[MAX_BUF]; 817 char buf[MAX_BUF];
718 const char *race; 818 const char *race;
719 int racenr, mon_nr,i; 819 int racenr, mon_nr, i;
720 racelink *list; 820 racelink *list;
721 objectlink *tobl; 821 objectlink *tobl;
722 object *otmp; 822 object *otmp;
723 823
724 /* Determine the number of races available */ 824 /* Determine the number of races available */
725 racenr=0; 825 racenr = 0;
726 strcpy(buf,god->race); 826 strcpy (buf, god->race);
727 race = strtok(buf,","); 827 race = strtok (buf, ",");
728 while(race) { 828 while (race)
829 {
729 racenr++; 830 racenr++;
730 race = strtok(NULL,","); 831 race = strtok (NULL, ",");
731 } 832 }
732 833
733 /* next, randomly select a race from the aligned_races string */ 834 /* next, randomly select a race from the aligned_races string */
734 if(racenr>1) { 835 if (racenr > 1)
836 {
735 racenr = rndm(0, racenr-1); 837 racenr = rndm (0, racenr - 1);
736 strcpy(buf,god->race); 838 strcpy (buf, god->race);
737 race = strtok(buf,","); 839 race = strtok (buf, ",");
738 for(i=0;i<racenr;i++) 840 for (i = 0; i < racenr; i++)
739 race = strtok(NULL,","); 841 race = strtok (NULL, ",");
740 } else 842 }
843 else
741 race = god->race; 844 race = god->race;
742 845
743 846
744 /* see if a we can match a race list of monsters. This should not 847 /* see if a we can match a race list of monsters. This should not
745 * happen, so graceful recovery isn't really needed, but this sanity 848 * happen, so graceful recovery isn't really needed, but this sanity
746 * checking is good for cases where the god archetypes mismatch the 849 * checking is good for cases where the god archetypes mismatch the
747 * race file 850 * race file
748 */ 851 */
749 if((list=find_racelink(race))==NULL) { 852 if ((list = find_racelink (race)) == NULL)
750 new_draw_info_format(NDI_UNIQUE, 0,pl, 853 {
751 "The spell fails! %s's creatures are beyond the range of your summons", 854 new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
752 &god->name);
753 LOG(llevDebug,"choose_cult_monster() requested non-existent aligned race!\n"); 855 LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
754 return 0; 856 return 0;
755 } 857 }
756 858
757 /* search for an apprplritate monster on this race list */ 859 /* search for an apprplritate monster on this race list */
758 mon_nr=0; 860 mon_nr = 0;
759 for(tobl=list->member;tobl;tobl=tobl->next) { 861 for (tobl = list->member; tobl; tobl = tobl->next)
862 {
760 otmp=tobl->ob; 863 otmp = tobl->ob;
761 if(!otmp||!QUERY_FLAG(otmp,FLAG_MONSTER)) continue; 864 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
865 continue;
762 if(otmp->level<=summon_level) mon_nr++; 866 if (otmp->level <= summon_level)
867 mon_nr++;
763 } 868 }
764 869
765 /* If this god has multiple race entries, we should really choose another. 870 /* If this god has multiple race entries, we should really choose another.
766 * But then we either need to track which ones we have tried, or just 871 * But then we either need to track which ones we have tried, or just
767 * make so many calls to this function, and if we get so many without 872 * make so many calls to this function, and if we get so many without
768 * a valid entry, assuming nothing is available and quit. 873 * a valid entry, assuming nothing is available and quit.
769 */ 874 */
770 if (!mon_nr) return NULL; 875 if (!mon_nr)
771
772 mon_nr = rndm(0, mon_nr-1);
773 for(tobl=list->member;tobl;tobl=tobl->next) {
774 otmp=tobl->ob;
775 if(!otmp||!QUERY_FLAG(otmp,FLAG_MONSTER)) continue;
776 if(otmp->level<=summon_level && !mon_nr--) return otmp;
777 }
778 /* This should not happen */
779 LOG(llevDebug,"choose_cult_monster() mon_nr was set, but did not find a monster\n");
780 return NULL; 876 return NULL;
781}
782 877
878 mon_nr = rndm (0, mon_nr - 1);
879 for (tobl = list->member; tobl; tobl = tobl->next)
880 {
881 otmp = tobl->ob;
882 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
883 continue;
884 if (otmp->level <= summon_level && !mon_nr--)
885 return otmp;
886 }
887 /* This should not happen */
888 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
889 return NULL;
890}
783 891
784 892
893
894int
785int summon_object(object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 895summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
786{ 896{
787 sint16 x,y, nrof=1, i; 897 sint16 x, y, nrof = 1, i;
788 archetype *summon_arch; 898 archetype *summon_arch;
789 int ndir; 899 int ndir;
790 900
791 if (spell_ob->other_arch) { 901 if (spell_ob->other_arch)
902 {
792 summon_arch = spell_ob->other_arch; 903 summon_arch = spell_ob->other_arch;
904 }
793 } else if (spell_ob->randomitems) { 905 else if (spell_ob->randomitems)
906 {
794 int level = caster_level(caster, spell_ob); 907 int level = caster_level (caster, spell_ob);
795 treasure *tr, *lasttr=NULL;; 908 treasure *tr, *lasttr = NULL;;
796 909
797 /* In old code, this was a very convuluted for statement, 910 /* In old code, this was a very convuluted for statement,
798 * with all the checks in the 'for' portion itself. Much 911 * with all the checks in the 'for' portion itself. Much
799 * more readable to break some of the conditions out. 912 * more readable to break some of the conditions out.
800 */ 913 */
801 for (tr=spell_ob->randomitems->items; tr; tr=tr->next) { 914 for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
915 {
802 if (level < tr->magic) break; 916 if (level < tr->magic)
917 break;
803 lasttr = tr; 918 lasttr = tr;
804 if(stringarg && !strcmp(tr->item->name,stringarg)) break; 919 if (stringarg && !strcmp (tr->item->name, stringarg))
920 break;
805 if (tr->next == NULL || tr->next->item == NULL) break; 921 if (tr->next == NULL || tr->next->item == NULL)
922 break;
806 } 923 }
807 if (!lasttr) { 924 if (!lasttr)
925 {
808 LOG(llevError,"Treasurelist %s did not generate a valid entry in summon_object\n", 926 LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
809 &spell_ob->randomitems->name);
810 new_draw_info(NDI_UNIQUE, 0, op, "The spell fails to summon any monsters."); 927 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
811 return 0; 928 return 0;
812 } 929 }
813 summon_arch = lasttr->item; 930 summon_arch = lasttr->item;
814 nrof = lasttr->nrof; 931 nrof = lasttr->nrof;
815 932
933 }
816 } else if (spell_ob->race && !strcmp(spell_ob->race,"GODCULTMON")) { 934 else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
935 {
817 object *god=find_god(determine_god(op)), *mon, *owner; 936 object *god = find_god (determine_god (op)), *mon, *owner;
818 int summon_level, tries; 937 int summon_level, tries;
819 938
820 if (!god && ((owner=get_owner(op))!=NULL)) { 939 if (!god && ((owner = get_owner (op)) != NULL))
940 {
821 god = find_god(determine_god(owner)); 941 god = find_god (determine_god (owner));
822 } 942 }
823 /* If we can't find a god, can't get what monster to summon */ 943 /* If we can't find a god, can't get what monster to summon */
944 if (!god)
824 if (!god) return 0; 945 return 0;
825 946
826 if (!god->race) { 947 if (!god->race)
827 new_draw_info_format(NDI_UNIQUE, 0,op, 948 {
828 "%s has no creatures that you may summon!", &god->name); 949 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
829 return 0; 950 return 0;
830 } 951 }
831 /* the summon level */ 952 /* the summon level */
832 summon_level=caster_level(caster, spell_ob); 953 summon_level = caster_level (caster, spell_ob);
833 if (summon_level==0) summon_level=1; 954 if (summon_level == 0)
955 summon_level = 1;
834 tries = 0; 956 tries = 0;
957 do
835 do { 958 {
836 mon = choose_cult_monster(op, god,summon_level); 959 mon = choose_cult_monster (op, god, summon_level);
837 if (!mon) { 960 if (!mon)
838 new_draw_info_format(NDI_UNIQUE, 0,op, 961 {
839 "%s fails to send anything.", &god->name); 962 new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
840 return 0; 963 return 0;
841 } 964 }
842 ndir = dir; 965 ndir = dir;
843 if (!ndir) 966 if (!ndir)
844 ndir = find_free_spot(mon, op->map, op->x, op->y, 1, SIZEOFFREE); 967 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
845 if (ndir == -1 || ob_blocked(mon,op->map, op->x + freearr_x[ndir], op->y+freearr_y[ndir])) { 968 if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
969 {
846 ndir=-1; 970 ndir = -1;
847 if (++tries == 5) { 971 if (++tries == 5)
972 {
848 new_draw_info(NDI_UNIQUE, 0,op, "There is something in the way."); 973 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
849 return 0; 974 return 0;
850 } 975 }
851 } 976 }
977 }
852 } while (ndir == -1); 978 while (ndir == -1);
853 if (mon->level > (summon_level/2)) 979 if (mon->level > (summon_level / 2))
854 nrof = random_roll(1, 2, op, PREFER_HIGH); 980 nrof = random_roll (1, 2, op, PREFER_HIGH);
855 else 981 else
856 nrof = die_roll(2, 2, op, PREFER_HIGH); 982 nrof = die_roll (2, 2, op, PREFER_HIGH);
857 summon_arch = mon->arch; 983 summon_arch = mon->arch;
858 } else { 984 }
985 else
986 {
859 summon_arch = NULL; 987 summon_arch = NULL;
860 } 988 }
861 989
862 if (spell_ob->stats.dam) 990 if (spell_ob->stats.dam)
863 nrof += spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 991 nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
864 992
865 if (!summon_arch) { 993 if (!summon_arch)
994 {
866 new_draw_info(NDI_UNIQUE, 0, op, "There is no monsters available for summoning."); 995 new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
867 return 0; 996 return 0;
868 } 997 }
869 998
870 for (i=1; i <= nrof; i++) { 999 for (i = 1; i <= nrof; i++)
1000 {
871 archetype *atmp; 1001 archetype *atmp;
872 object *prev=NULL, *head=NULL, *tmp; 1002 object *prev = NULL, *head = NULL, *tmp;
873 1003
874 if (dir) { 1004 if (dir)
1005 {
875 ndir = dir; 1006 ndir = dir;
876 dir = absdir (dir+1); 1007 dir = absdir (dir + 1);
1008 }
877 } else 1009 else
878 ndir = find_free_spot(&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE); 1010 ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
879 1011
880 if (ndir > 0) { 1012 if (ndir > 0)
1013 {
881 x = freearr_x[ndir]; 1014 x = freearr_x[ndir];
882 y = freearr_y[ndir]; 1015 y = freearr_y[ndir];
883 } 1016 }
884 1017
885 if (ndir == -1 || ob_blocked(&summon_arch->clone, op->map, op->x + x, op->y + y)){ 1018 if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y))
1019 {
886 new_draw_info(NDI_UNIQUE, 0, op, "There is something in the way."); 1020 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
887 if (nrof > 1) 1021 if (nrof > 1)
888 new_draw_info(NDI_UNIQUE, 0,op, "No more pets for this casting."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
889 1023
890 return nrof > 1; 1024 return nrof > 1;
891 } 1025 }
892 1026
893 for (atmp = summon_arch; atmp!=NULL; atmp=atmp->more) { 1027 for (atmp = summon_arch; atmp != NULL; atmp = atmp->more)
1028 {
894 tmp = arch_to_object(atmp); 1029 tmp = arch_to_object (atmp);
895 if (atmp == summon_arch) { 1030 if (atmp == summon_arch)
1031 {
896 if (QUERY_FLAG(tmp, FLAG_MONSTER)) { 1032 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1033 {
897 set_owner(tmp, op); 1034 set_owner (tmp, op);
898 set_spell_skill(op, caster, spell_ob, tmp); 1035 set_spell_skill (op, caster, spell_ob, tmp);
899 tmp->enemy = op->enemy; 1036 tmp->enemy = op->enemy;
900 tmp->type = 0; 1037 tmp->type = 0;
901 CLEAR_FLAG(tmp, FLAG_SLEEP); 1038 CLEAR_FLAG (tmp, FLAG_SLEEP);
902 if (op->type == PLAYER || QUERY_FLAG(op, FLAG_FRIENDLY)) { 1039 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1040 {
903 /* If this is not set, we make it friendly */ 1041 /* If this is not set, we make it friendly */
904 if (!QUERY_FLAG(spell_ob, FLAG_MONSTER)) { 1042 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1043 {
905 SET_FLAG(tmp, FLAG_FRIENDLY); 1044 SET_FLAG (tmp, FLAG_FRIENDLY);
906 add_friendly_object(tmp); 1045 add_friendly_object (tmp);
907 tmp->stats.exp = 0; 1046 tmp->stats.exp = 0;
908 if (spell_ob->attack_movement) 1047 if (spell_ob->attack_movement)
909 tmp->attack_movement = spell_ob->attack_movement; 1048 tmp->attack_movement = spell_ob->attack_movement;
910 if (get_owner(op)) 1049 if (get_owner (op))
911 set_owner(tmp, get_owner(op)); 1050 set_owner (tmp, get_owner (op));
912 } 1051 }
913 } 1052 }
914 } 1053 }
915 if (tmp->speed > MIN_ACTIVE_SPEED) tmp->speed_left = -1; 1054 if (tmp->speed > MIN_ACTIVE_SPEED)
1055 tmp->speed_left = -1;
1056 }
1057 if (head == NULL)
1058 head = tmp;
1059 else
916 } 1060 {
917 if (head == NULL) head = tmp;
918 else {
919 tmp->head = head; 1061 tmp->head = head;
920 prev->more = tmp; 1062 prev->more = tmp;
921 } 1063 }
922 prev = tmp; 1064 prev = tmp;
923 tmp->x = op->x + x + tmp->arch->clone.x; 1065 tmp->x = op->x + x + tmp->arch->clone.x;
924 tmp->y = op->y + y + tmp->arch->clone.y; 1066 tmp->y = op->y + y + tmp->arch->clone.y;
925 tmp->map = op->map; 1067 tmp->map = op->map;
926 } 1068 }
927 head->direction = freedir[ndir]; 1069 head->direction = freedir[ndir];
928 head->stats.exp = 0; 1070 head->stats.exp = 0;
929 head = insert_ob_in_map(head, head->map, op, 0); 1071 head = insert_ob_in_map (head, head->map, op, 0);
930 if (head && head->randomitems) { 1072 if (head && head->randomitems)
1073 {
931 object *tmp; 1074 object *tmp;
1075
932 create_treasure(head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0); 1076 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
933 for (tmp=head->inv; tmp; tmp=tmp->below) 1077 for (tmp = head->inv; tmp; tmp = tmp->below)
1078 if (!tmp->nrof)
934 if (!tmp->nrof) SET_FLAG(tmp, FLAG_NO_DROP); 1079 SET_FLAG (tmp, FLAG_NO_DROP);
935 } 1080 }
936 } /* for i < nrof */ 1081 } /* for i < nrof */
937 return 1; 1082 return 1;
938} 1083}
939 1084
940/* recursively look through the owner property of objects until the real owner 1085/* recursively look through the owner property of objects until the real owner
941is found */ 1086is found */
1087object *
942object *get_real_owner(object *ob) { 1088get_real_owner (object *ob)
1089{
943 object *realowner = ob; 1090 object *realowner = ob;
944 1091
945 if (realowner == NULL) return NULL; 1092 if (realowner == NULL)
946 1093 return NULL;
1094
947 while(get_owner(realowner) != NULL) 1095 while (get_owner (realowner) != NULL)
948 { 1096 {
949 realowner = get_owner(realowner); 1097 realowner = get_owner (realowner);
950 } 1098 }
951 return realowner; 1099 return realowner;
952} 1100}
953 1101
954/* determines if checks so pets don't attack players or other pets should be 1102/* determines if checks so pets don't attack players or other pets should be
955overruled by the arena petmode */ 1103overruled by the arena petmode */
1104int
956int should_arena_attack(object *pet,object *owner,object *target) { 1105should_arena_attack (object *pet, object *owner, object *target)
1106{
957 object *rowner, *towner; 1107 object *rowner, *towner;
958 1108
959 /* exit if the target, pet, or owner is null. */ 1109 /* exit if the target, pet, or owner is null. */
960 if ((target == NULL) || (pet == NULL) || (owner == NULL)) return 0; 1110 if ((target == NULL) || (pet == NULL) || (owner == NULL))
961 1111 return 0;
1112
962 /* get the owners of itself and the target, this is to deal with pets of 1113 /* get the owners of itself and the target, this is to deal with pets of
963 pets */ 1114 pets */
964 rowner = get_real_owner(owner); 1115 rowner = get_real_owner (owner);
965 if (target->type != PLAYER) { 1116 if (target->type != PLAYER)
1117 {
966 towner = get_real_owner(target); 1118 towner = get_real_owner (target);
967 } else { 1119 }
1120 else
1121 {
968 towner = 0; 1122 towner = 0;
969 } 1123 }
970 1124
971 /* if the pet has now owner, exit with error */ 1125 /* if the pet has now owner, exit with error */
972 if (rowner == NULL) { 1126 if (rowner == NULL)
1127 {
973 LOG(llevError,"Pet has no owner.\n"); 1128 LOG (llevError, "Pet has no owner.\n");
974 return 0; 1129 return 0;
975 } 1130 }
976 1131
977 /* if the target is not a player, and has no owner, we shouldn't be here 1132 /* if the target is not a player, and has no owner, we shouldn't be here
978 */ 1133 */
979 if ((towner == NULL) && (target->type != PLAYER)) { 1134 if ((towner == NULL) && (target->type != PLAYER))
1135 {
980 LOG(llevError,"Target is not a player but has no owner. We should not be here.\n"); 1136 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
981 return 0; 1137 return 0;
982 } 1138 }
983 1139
984 /* make sure that the owner is a player */ 1140 /* make sure that the owner is a player */
985 if (rowner->type != PLAYER) return 0; 1141 if (rowner->type != PLAYER)
986 1142 return 0;
1143
987 /* abort if the petmode is not arena */ 1144 /* abort if the petmode is not arena */
988 if (rowner->contr->petmode != pet_arena) return 0; 1145 if (rowner->contr->petmode != pet_arena)
989 1146 return 0;
1147
990 /* abort if the pet, it's owner, or the target is not on battleground*/ 1148 /* abort if the pet, it's owner, or the target is not on battleground */
991 if (!(op_on_battleground(pet, NULL, NULL) && 1149 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
992 op_on_battleground(owner, NULL, NULL) && 1150 return 0;
993 op_on_battleground(target, NULL, NULL))) 1151
1152 /* if the target is a monster, make sure it's owner is not the same */
1153 if ((target->type != PLAYER) && (rowner == towner))
1154 return 0;
1155
1156 /* check if the target is a player which affects how it will handle
1157 parties */
1158 if (target->type != PLAYER)
1159 {
1160 /* if the target is owned by a player make sure than make sure
1161 it's not in the same party */
1162 if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1163 {
1164 if (rowner->contr->party == towner->contr->party)
994 return 0; 1165 return 0;
995 1166 }
996 /* if the target is a monster, make sure it's owner is not the same */ 1167 }
997 if ((target->type != PLAYER) && (rowner == towner)) return 0; 1168 else
998 1169 {
999 /* check if the target is a player which affects how it will handle
1000 parties */
1001 if (target->type != PLAYER) {
1002 /* if the target is owned by a player make sure than make sure
1003 it's not in the same party */
1004 if ((towner->type == PLAYER) && (rowner->contr->party != NULL)) {
1005 if (rowner->contr->party == towner->contr->party) return 0;
1006 }
1007 } else {
1008 /* if the target is a player make sure than make sure it's not 1170 /* if the target is a player make sure than make sure it's not
1009 in the same party */ 1171 in the same party */
1010 if (rowner->contr->party != NULL){ 1172 if (rowner->contr->party != NULL)
1011 if (rowner->contr->party == target->contr->party) return 0;
1012 }
1013 }
1014 1173 {
1174 if (rowner->contr->party == target->contr->party)
1015 return 1; 1175 return 0;
1176 }
1177 }
1178
1179 return 1;
1016} 1180}

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