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/cvs/deliantra/server/server/pets.C
Revision: 1.17
Committed: Tue Dec 26 08:55:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +1 -4 lines
Log Message:
replace update_ob_speed by ->set_speed

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26
27 /* given that 'pet' is a friendly object, this function returns a
28 * monster the pet should attack, NULL if nothing appropriate is
29 * found. it basically looks for nasty things around the owner
30 * of the pet to attack.
31 * this is now tilemap aware.
32 */
33 object *
34 get_pet_enemy (object *pet, rv_vector * rv)
35 {
36 object *owner, *tmp, *attacker, *tmp3;
37 int i;
38 sint16 x, y;
39 maptile *nm;
40 int search_arr[SIZEOFFREE];
41 int mflags;
42
43 attacker = pet->attacked_by; /*pointer to attacking enemy */
44 pet->attacked_by = NULL; /*clear this, since we are dealing with it */
45
46 if ((owner = pet->owner) != NULL)
47 {
48 /* If the owner has turned on the pet, make the pet
49 * unfriendly.
50 */
51 if ((check_enemy (owner, rv)) == pet)
52 {
53 CLEAR_FLAG (pet, FLAG_FRIENDLY);
54 remove_friendly_object (pet);
55 pet->attack_movement &= ~PETMOVE;
56 return owner;
57 }
58 }
59 else
60 {
61 /* else the owner is no longer around, so the
62 * pet no longer needs to be friendly.
63 */
64 CLEAR_FLAG (pet, FLAG_FRIENDLY);
65 remove_friendly_object (pet);
66 pet->attack_movement &= ~PETMOVE;
67 return NULL;
68 }
69 /* If they are not on the same map, the pet won't be agressive */
70 if (!on_same_map (pet, owner))
71 return NULL;
72
73 /* See if the pet has an existing enemy. If so, don't start a new one */
74 if ((tmp = check_enemy (pet, rv)) != NULL)
75 {
76 if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY))
77 /* without this check, you can actually get pets with
78 * enemy set to owner!
79 */
80 pet->enemy = NULL;
81 else
82 return tmp;
83 }
84 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 != NULL)
92 {
93 get_rangevector (pet, tmp, rv, 0);
94 if (check_enemy (pet, rv) != NULL)
95 return tmp;
96 else
97 pet->enemy = NULL;
98 }
99 /* if we got here we have no enemy */
100 /* we return NULL to avoid heading back to the owner */
101 pet->enemy = NULL;
102 return NULL;
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.
108 */
109 tmp3 = NULL;
110 for (i = 0; i < SIZEOFFREE; i++)
111 {
112 x = owner->x + freearr_x[search_arr[i]];
113 y = owner->y + freearr_y[search_arr[i]];
114 nm = owner->map;
115 /* Only look on the space if there is something alive there. */
116 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
117 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
118 {
119 for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above)
120 {
121 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
122
123 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
124 (tmp2->type != PLAYER)) ||
125 should_arena_attack (pet, owner, tmp2))
126 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
127 {
128
129 if (!can_see_enemy (pet, tmp2))
130 {
131 if (tmp3 != NULL)
132 tmp3 = tmp2;
133 }
134 else
135 {
136 pet->enemy = tmp2;
137 if (check_enemy (pet, rv) != NULL)
138 return tmp2;
139 else
140 pet->enemy = NULL;
141 }
142 } /* if this is a valid enemy */
143 } /* for objects on this space */
144 } /* if there is something living on this space */
145 } /* for loop of spaces around the owner */
146
147 /* fine, we went through the whole loop and didn't find one we could
148 see, take what we have */
149 if (tmp3 != NULL)
150 {
151 pet->enemy = tmp3;
152 if (check_enemy (pet, rv) != NULL)
153 return tmp3;
154 else
155 pet->enemy = NULL;
156 }
157
158 /* No threat to owner, check to see if the pet has an attacker */
159 if (attacker)
160 {
161 /* also need to check to make sure it is not freindly */
162 /* or otherwise non-hostile, and is an appropriate target */
163 if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker))
164 {
165 pet->enemy = attacker;
166
167 if (check_enemy (pet, rv) != NULL)
168 return attacker;
169 else
170 pet->enemy = NULL;
171 }
172 }
173
174 /* Don't have an attacker or legal enemy, so look for a new one!.
175 * This looks for one around where the pet is. Thus, you could lead
176 * a pet to danger, then take a few steps back. This code is basically
177 * the same as the code that looks around the owner.
178 */
179 if (owner->type == PLAYER && owner->contr->petmode != pet_defend)
180 {
181 tmp3 = NULL;
182 for (i = 0; i < SIZEOFFREE; i++)
183 {
184 x = pet->x + freearr_x[search_arr[i]];
185 y = pet->y + freearr_y[search_arr[i]];
186 nm = pet->map;
187 /* Only look on the space if there is something alive there. */
188 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
189 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
190 {
191 for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above)
192 {
193 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
194
195 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
196 (tmp2->type != PLAYER)) ||
197 should_arena_attack (pet, owner, tmp2))
198 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
199 {
200
201 if (!can_see_enemy (pet, tmp2))
202 {
203 if (tmp3 != NULL)
204 tmp3 = tmp2;
205 }
206 else
207 {
208 pet->enemy = tmp2;
209 if (check_enemy (pet, rv) != NULL)
210 return tmp2;
211 else
212 pet->enemy = NULL;
213 }
214 } /* make sure we can get to the bugger */
215 } /* for objects on this space */
216 } /* if there is something living on this space */
217 } /* for loop of spaces around the pet */
218 } /* pet in defence mode */
219
220 /* fine, we went through the whole loop and didn't find one we could
221 see, take what we have */
222 if (tmp3 != NULL)
223 {
224 pet->enemy = tmp3;
225 if (check_enemy (pet, rv) != NULL)
226 return tmp3;
227 else
228 pet->enemy = NULL;
229 }
230
231 /* Didn't find anything - return the owner's enemy or NULL */
232 return check_enemy (pet, rv);
233 }
234
235 void
236 terminate_all_pets (object *owner)
237 {
238 objectlink *obl, *next;
239
240 for (obl = first_friendly_object; obl != NULL; obl = next)
241 {
242 object *ob = obl->ob;
243
244 next = obl->next;
245 if (ob->owner == owner)
246 {
247 if (!QUERY_FLAG (ob, FLAG_REMOVED))
248 ob->remove ();
249 remove_friendly_object (ob);
250 ob->destroy ();
251 }
252 }
253 }
254
255 /*
256 * Unfortunately, sometimes, the owner of a pet is in the
257 * process of entering a new map when this is called.
258 * Thus the map isn't loaded yet, and we have to remove
259 * the pet...
260 * Interesting enough, we don't use the passed map structure in
261 * this function.
262 */
263
264 void
265 remove_all_pets (maptile *map)
266 {
267 objectlink *obl, *next;
268 object *owner;
269
270 for (obl = first_friendly_object; obl != NULL; obl = next)
271 {
272 next = obl->next;
273 if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) &&
274 (owner = obl->ob->owner) != NULL && !on_same_map (owner, obl->ob))
275 {
276 /* follow owner checks map status for us */
277 follow_owner (obl->ob, owner);
278 }
279 }
280 }
281
282 int
283 follow_owner (object *ob, object *owner)
284 {
285 object *tmp;
286 int dir;
287
288 if (!QUERY_FLAG (ob, FLAG_REMOVED))
289 ob->remove ();
290
291 if (owner->map == NULL)
292 {
293 LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name);
294 goto fail;
295 }
296 if (owner->map->in_memory != MAP_IN_MEMORY)
297 {
298 LOG (llevError, "Owner of the pet not on a map in memory!?\n");
299 goto fail;
300 }
301
302 dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
303
304 if (dir == -1)
305 {
306 LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name);
307 goto fail;
308 }
309 for (tmp = ob; tmp != NULL; tmp = tmp->more)
310 {
311 tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
312 tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
313 tmp->map = owner->map;
314 if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y))
315 {
316 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
317 }
318 }
319 insert_ob_in_map (ob, ob->map, NULL, 0);
320 if (owner->type == PLAYER) /* Uh, I hope this is always true... */
321 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
322
323 return 0;
324
325 fail:
326 remove_friendly_object (ob);
327 ob->destroy ();
328
329 return 1;
330 }
331
332 void
333 pet_move (object *ob)
334 {
335 int dir, i;
336 sint16 dx, dy;
337 object *ob2, *owner;
338 maptile *m;
339
340 /* Check to see if player pulled out */
341 if ((owner = ob->owner) == NULL)
342 {
343 ob->remove (); /* Will be freed when returning */
344 remove_friendly_object (ob);
345 ob->destroy ();
346 LOG (llevMonster, "Pet: no owner, leaving.\n");
347 return;
348 }
349
350 /* move monster into the owners map if not in the same map */
351 if (!on_same_map (ob, owner))
352 {
353 follow_owner (ob, owner);
354 return;
355 }
356 /* Calculate Direction */
357 if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
358 {
359 /* in S&D mode, if we have no enemy, run randomly about. */
360 for (i = 0; i < 15; i++)
361 {
362 dir = rndm (1, 8);
363 dx = ob->x + freearr_x[dir];
364 dy = ob->y + freearr_y[dir];
365 m = ob->map;
366 if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
367 continue;
368 else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy)))
369 continue;
370 else
371 break;
372 }
373 }
374 else
375 {
376 struct rv_vector rv;
377
378 get_rangevector (ob, ob->owner, &rv, 0);
379 dir = rv.direction;
380 }
381 ob->direction = dir;
382
383 /* move_ob returns 0 if the object couldn't move. If that is the
384 * case, lets do some other work.
385 */
386 if (!(move_ob (ob, dir, ob)))
387 {
388 object *part;
389
390 /* the failed move_ob above may destroy the pet, so check here */
391 if (ob->destroyed ())
392 return;
393
394 for (part = ob; part != NULL; part = part->more)
395 {
396 dx = part->x + freearr_x[dir];
397 dy = part->y + freearr_y[dir];
398 m = get_map_from_coord (part->map, &dx, &dy);
399 if (!m)
400 continue;
401
402 for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
403 {
404 object *new_ob;
405
406 new_ob = ob2->head ? ob2->head : ob2;
407 if (new_ob == ob)
408 break;
409 if (new_ob == ob->owner)
410 return;
411 if (new_ob->owner == ob->owner)
412 break;
413
414 /* Hmm. Did we try to move into an enemy monster? If so,
415 * make it our enemy.
416 */
417 if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
418 && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
419 {
420
421 ob->enemy = new_ob;
422 if (new_ob->enemy == NULL)
423 new_ob->enemy = ob;
424 return;
425 }
426 else if (new_ob->type == PLAYER)
427 {
428 new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet.");
429 return;
430 }
431 }
432 }
433 /* Try a different course */
434 dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5));
435 (void) move_ob (ob, dir, ob);
436 }
437 return;
438 }
439
440 /****************************************************************************
441 *
442 * GOLEM SPELL CODE
443 *
444 ****************************************************************************/
445
446 /* fix_summon_pet() - this makes multisquare/single square monsters
447 * proper for map insertion.
448 * at is the archetype, op is the caster of the spell, dir is the
449 * direction the monster should be placed in.
450 * is_golem is to note that this is a golem spell.
451 */
452 object *
453 fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
454 {
455 archetype *atmp;
456 object *tmp = NULL, *prev = NULL, *head = NULL;
457
458 for (atmp = at; atmp != NULL; atmp = atmp->more)
459 {
460 tmp = arch_to_object (atmp);
461 if (atmp == at)
462 {
463 if (!is_golem)
464 SET_FLAG (tmp, FLAG_MONSTER);
465 tmp->set_owner (op);
466 if (op->type == PLAYER)
467 {
468 tmp->stats.exp = 0;
469 add_friendly_object (tmp);
470 SET_FLAG (tmp, FLAG_FRIENDLY);
471 if (is_golem)
472 CLEAR_FLAG (tmp, FLAG_MONSTER);
473 }
474 else
475 {
476 if (QUERY_FLAG (op, FLAG_FRIENDLY))
477 {
478 object *owner = op->owner;
479
480 if (owner != NULL)
481 { /* For now, we transfer ownership */
482 tmp->set_owner (owner);
483 tmp->attack_movement = PETMOVE;
484 add_friendly_object (tmp);
485 SET_FLAG (tmp, FLAG_FRIENDLY);
486 }
487 }
488 }
489 if (op->type != PLAYER || !is_golem)
490 {
491 tmp->attack_movement = PETMOVE;
492 tmp->speed_left = -1;
493 tmp->type = 0;
494 tmp->enemy = op->enemy;
495 }
496 else
497 tmp->type = GOLEM;
498
499 }
500 if (head == NULL)
501 head = tmp;
502 tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x;
503 tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y;
504 tmp->map = op->map;
505 if (tmp->invisible)
506 tmp->invisible = 0;
507 if (head != tmp)
508 tmp->head = head, prev->more = tmp;
509 prev = tmp;
510 }
511 head->direction = dir;
512
513 /* need to change some monster attr to prevent problems/crashing */
514 head->last_heal = 0;
515 head->last_eat = 0;
516 head->last_grace = 0;
517 head->last_sp = 0;
518 head->other_arch = NULL;
519 head->stats.exp = 0;
520 CLEAR_FLAG (head, FLAG_CHANGING);
521 CLEAR_FLAG (head, FLAG_STAND_STILL);
522 CLEAR_FLAG (head, FLAG_GENERATOR);
523 CLEAR_FLAG (head, FLAG_SPLITTING);
524 if (head->attacktype & AT_GHOSTHIT)
525 head->attacktype = (AT_PHYSICAL | AT_DRAIN);
526
527 return head;
528 }
529
530 /* updated this to allow more than the golem 'head' to attack */
531
532 /* op is the golem to be moved. */
533
534 void
535 move_golem (object *op)
536 {
537 int made_attack = 0;
538 object *tmp;
539
540 if (QUERY_FLAG (op, FLAG_MONSTER))
541 return; /* Has already been moved */
542
543 if (op->owner == NULL)
544 {
545 LOG (llevDebug, "Golem without owner destructed.\n");
546 op->remove ();
547 op->destroy ();
548 return;
549 }
550
551 /* It would be nice to have a cleaner way of what message to print
552 * when the golem expires than these hard coded entries.
553 * Note it is intentional that a golems duration is based on its
554 * hp, and not duration
555 */
556 if (--op->stats.hp < 0)
557 {
558 if (op->msg)
559 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
560
561 op->owner->contr->ranges[range_golem] = 0;
562 remove_friendly_object (op);
563 op->remove ();
564 op->destroy ();
565 return;
566 }
567
568 /* Do golem attacks/movement for single & multisq golems.
569 * Assuming here that op is the 'head' object. Pass only op to
570 * move_ob (makes recursive calls to other parts)
571 * move_ob returns 0 if the creature was not able to move.
572 */
573 if (move_ob (op, op->direction, op))
574 return;
575
576 if (op->destroyed ())
577 return;
578
579 for (tmp = op; tmp; tmp = tmp->more)
580 {
581 sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
582 object *victim;
583 maptile *m;
584 int mflags;
585
586 m = op->map;
587 mflags = get_map_flags (m, &m, x, y, &x, &y);
588
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591
592 for (victim = GET_MAP_OB (op->map, x, y); victim; victim = victim->above)
593 if (QUERY_FLAG (victim, FLAG_ALIVE))
594 break;
595
596 /* We used to call will_hit_self to make sure we don't
597 * hit ourselves, but that didn't work, and I don't really
598 * know if that was more efficient anyways than this.
599 * This at least works. Note that victim->head can be NULL,
600 * but since we are not trying to dereferance that pointer,
601 * that isn't a problem.
602 */
603 if (victim && victim != op && victim->head != op)
604 {
605
606 /* for golems with race fields, we don't attack
607 * aligned races
608 */
609
610 if (victim->race && op->race && strstr (op->race, victim->race))
611 {
612 if (op->owner)
613 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
614 }
615 else if (victim == op->owner)
616 {
617 if (op->owner)
618 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
619 }
620 else
621 {
622 attack_ob (victim, op);
623 made_attack = 1;
624 }
625 } /* If victim */
626 }
627 if (made_attack)
628 update_object (op, UP_OBJ_FACE);
629 }
630
631 /* this is a really stupid function when you get down and
632 * look at it. Keep it here for the time being - makes life
633 * easier if we ever decide to do more interesting thing with
634 * controlled golems.
635 */
636 void
637 control_golem (object *op, int dir)
638 {
639 op->direction = dir;
640 }
641
642 /* summon golem: summons a monster for 'op'. caster is the object
643 * casting the spell, dir is the direction to place the monster,
644 * at is the archetype of the monster, and spob is the spell
645 * object. At this stage, all spob is really used for is to
646 * adjust some values in the monster.
647 */
648 int
649 summon_golem (object *op, object *caster, int dir, object *spob)
650 {
651 object *tmp, *god = NULL;
652 archetype *at;
653 char buf[MAX_BUF];
654
655 /* Because there can be different golem spells, player may want to
656 * 'lose' their old golem.
657 */
658 if (op->type == PLAYER && op->contr->ranges[range_golem])
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
661 op->contr->ranges[range_golem]->remove ();
662 op->contr->ranges[range_golem]->destroy ();
663 op->contr->ranges[range_golem] = 0;
664 }
665
666 if (spob->other_arch)
667 at = spob->other_arch;
668 else if (spob->race)
669 {
670 god = find_god (determine_god (caster));
671
672 if (!god)
673 {
674 new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
675 return 0;
676 }
677
678 at = determine_holy_arch (god, spob->race);
679
680 if (!at)
681 {
682 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
683 return 0;
684 }
685 }
686 else
687 {
688 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
689 return 0;
690 }
691
692 if (!dir)
693 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
694
695 if (dir == -1 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
696 {
697 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
698 return 0;
699 }
700 /* basically want to get proper map/coordinates for this object */
701
702 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
705 return 0;
706 }
707
708 if (op->type == PLAYER)
709 {
710 tmp->type = GOLEM;
711 tmp->set_owner (op);
712 set_spell_skill (op, caster, spob, tmp);
713 op->contr->ranges[range_golem] = tmp;
714 /* give the player control of the golem */
715 op->contr->shoottype = range_golem;
716 }
717 else
718 {
719 if (QUERY_FLAG (op, FLAG_FRIENDLY))
720 {
721 object *owner = op->owner;
722
723 if (owner != NULL)
724 { /* For now, we transfer ownership */
725 tmp->set_owner (owner);
726 tmp->attack_movement = PETMOVE;
727 add_friendly_object (tmp);
728 SET_FLAG (tmp, FLAG_FRIENDLY);
729 }
730 }
731
732 SET_FLAG (tmp, FLAG_MONSTER);
733 }
734
735 /* make the speed positive. */
736 tmp->speed = FABS (tmp->speed);
737
738 /* This sets the level dependencies on dam and hp for monsters */
739 /* players can't cope with too strong summonings. */
740 /* but monsters can. reserve these for players. */
741 if (op->type == PLAYER)
742 {
743 tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
744
745 if (!spob->stats.dam)
746 tmp->stats.dam += SP_level_dam_adjust (caster, spob);
747 else
748 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
749
750 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
751 tmp->speed = MIN (tmp->speed, 1.0);
752
753 if (spob->attacktype)
754 tmp->attacktype = spob->attacktype;
755 }
756
757 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
758
759 /* limit the speed to 0.3 for non-players, 1 for players. */
760
761 /* make experience increase in proportion to the strength.
762 * this is a bit simplistic - we are basically just looking at how
763 * often the sp doubles and use that as the ratio.
764 */
765 tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob));
766 tmp->speed_left = 0;
767 tmp->direction = dir;
768
769 /* Holy spell - some additional tailoring */
770 if (god)
771 {
772 object *tmp2;
773
774 sprintf (buf, "%s of %s", &spob->name, &god->name);
775 buf[0] = toupper (buf[0]);
776
777 for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
778 tmp2->name = buf;
779
780 tmp->attacktype |= god->attacktype;
781 memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
782 tmp->race = god->race;
783 tmp->slaying = god->slaying;
784
785 /* safety, we must allow a god's servants some reasonable attack */
786 if (!(tmp->attacktype & AT_PHYSICAL))
787 tmp->attacktype |= AT_PHYSICAL;
788 }
789
790 insert_ob_in_map (tmp, tmp->map, op, 0);
791 return 1;
792 }
793
794
795 /***************************************************************************
796 *
797 * Summon monster/pet/other object code
798 *
799 ***************************************************************************/
800
801 /* Returns a monster (chosen at random) that this particular player (and his
802 * god) find acceptable. This checks level, races allowed by god, etc
803 * to determine what is acceptable.
804 * This returns NULL if no match was found.
805 */
806
807 object *
808 choose_cult_monster (object *pl, object *god, int summon_level)
809 {
810 char buf[MAX_BUF];
811 const char *race;
812 int racenr, mon_nr, i;
813 racelink *list;
814 objectlink *tobl;
815 object *otmp;
816
817 /* Determine the number of races available */
818 racenr = 0;
819 strcpy (buf, god->race);
820 race = strtok (buf, ",");
821 while (race)
822 {
823 racenr++;
824 race = strtok (NULL, ",");
825 }
826
827 /* next, randomly select a race from the aligned_races string */
828 if (racenr > 1)
829 {
830 racenr = rndm (0, racenr - 1);
831 strcpy (buf, god->race);
832 race = strtok (buf, ",");
833 for (i = 0; i < racenr; i++)
834 race = strtok (NULL, ",");
835 }
836 else
837 race = god->race;
838
839
840 /* see if a we can match a race list of monsters. This should not
841 * happen, so graceful recovery isn't really needed, but this sanity
842 * checking is good for cases where the god archetypes mismatch the
843 * race file
844 */
845 if ((list = find_racelink (race)) == NULL)
846 {
847 new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
848 LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
849 return 0;
850 }
851
852 /* search for an apprplritate monster on this race list */
853 mon_nr = 0;
854 for (tobl = list->member; tobl; tobl = tobl->next)
855 {
856 otmp = tobl->ob;
857 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
858 continue;
859 if (otmp->level <= summon_level)
860 mon_nr++;
861 }
862
863 /* If this god has multiple race entries, we should really choose another.
864 * But then we either need to track which ones we have tried, or just
865 * make so many calls to this function, and if we get so many without
866 * a valid entry, assuming nothing is available and quit.
867 */
868 if (!mon_nr)
869 return NULL;
870
871 mon_nr = rndm (0, mon_nr - 1);
872 for (tobl = list->member; tobl; tobl = tobl->next)
873 {
874 otmp = tobl->ob;
875 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
876 continue;
877 if (otmp->level <= summon_level && !mon_nr--)
878 return otmp;
879 }
880 /* This should not happen */
881 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
882 return NULL;
883 }
884
885 int
886 summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
887 {
888 sint16 x, y, nrof = 1, i;
889 archetype *summon_arch;
890 int ndir;
891
892 if (spell_ob->other_arch)
893 summon_arch = spell_ob->other_arch;
894 else if (spell_ob->randomitems)
895 {
896 int level = caster_level (caster, spell_ob);
897 treasure *tr, *lasttr = NULL;
898
899 shstr_cmp sparam (stringarg);
900
901 /* In old code, this was a very convoluted for statement,
902 * with all the checks in the 'for' portion itself. Much
903 * more readable to break some of the conditions out.
904 */
905 for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
906 {
907 if (level < tr->magic)
908 break;
909
910 lasttr = tr;
911
912 if (tr->item->name == sparam)
913 break;
914
915 if (!tr->next || !tr->next->item)
916 break;
917 }
918
919 if (!lasttr)
920 {
921 LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
922 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
923 return 0;
924 }
925
926 summon_arch = lasttr->item;
927 nrof = lasttr->nrof;
928 }
929 else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
930 {
931 object *god = find_god (determine_god (op)), *mon, *owner;
932 int summon_level, tries;
933
934 if (!god && ((owner = op->owner) != NULL))
935 god = find_god (determine_god (owner));
936
937 /* If we can't find a god, can't get what monster to summon */
938 if (!god)
939 return 0;
940
941 if (!god->race)
942 {
943 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
944 return 0;
945 }
946
947 /* the summon level */
948 summon_level = caster_level (caster, spell_ob);
949 if (summon_level == 0)
950 summon_level = 1;
951
952 tries = 0;
953 do
954 {
955 mon = choose_cult_monster (op, god, summon_level);
956 if (!mon)
957 {
958 new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
959 return 0;
960 }
961
962 ndir = dir;
963
964 if (!ndir)
965 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
966
967 if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
968 {
969 ndir = -1;
970 if (++tries == 5)
971 {
972 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
973 return 0;
974 }
975 }
976 }
977 while (ndir == -1);
978
979 if (mon->level > (summon_level / 2))
980 nrof = random_roll (1, 2, op, PREFER_HIGH);
981 else
982 nrof = die_roll (2, 2, op, PREFER_HIGH);
983
984 summon_arch = mon->arch;
985 }
986 else
987 summon_arch = 0;
988
989 if (spell_ob->stats.dam)
990 nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
991
992 if (!summon_arch)
993 {
994 new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
995 return 0;
996 }
997
998 for (i = 1; i <= nrof; i++)
999 {
1000 archetype *atmp;
1001 object *prev = NULL, *head = NULL, *tmp;
1002
1003 if (dir)
1004 {
1005 ndir = dir;
1006 dir = absdir (dir + 1);
1007 }
1008 else
1009 ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
1010
1011 if (ndir > 0)
1012 {
1013 x = freearr_x[ndir];
1014 y = freearr_y[ndir];
1015 }
1016
1017 if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y))
1018 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 if (nrof > 1)
1021 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
1022
1023 return nrof > 1;
1024 }
1025
1026 for (atmp = summon_arch; atmp != NULL; atmp = atmp->more)
1027 {
1028 tmp = arch_to_object (atmp);
1029 if (atmp == summon_arch)
1030 {
1031 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1032 {
1033 tmp->set_owner (op);
1034 set_spell_skill (op, caster, spell_ob, tmp);
1035 tmp->enemy = op->enemy;
1036 tmp->type = 0;
1037 CLEAR_FLAG (tmp, FLAG_SLEEP);
1038
1039 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1040 {
1041 /* If this is not set, we make it friendly */
1042 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1043 {
1044 SET_FLAG (tmp, FLAG_FRIENDLY);
1045 add_friendly_object (tmp);
1046 tmp->stats.exp = 0;
1047
1048 if (spell_ob->attack_movement)
1049 tmp->attack_movement = spell_ob->attack_movement;
1050
1051 if (op->owner)
1052 tmp->set_owner (op->owner);
1053 }
1054 }
1055 }
1056
1057 if (tmp->speed > MIN_ACTIVE_SPEED)
1058 tmp->speed_left = -1;
1059 }
1060
1061 if (head == NULL)
1062 head = tmp;
1063 else
1064 {
1065 tmp->head = head;
1066 prev->more = tmp;
1067 }
1068
1069 prev = tmp;
1070 tmp->x = op->x + x + tmp->arch->clone.x;
1071 tmp->y = op->y + y + tmp->arch->clone.y;
1072 tmp->map = op->map;
1073 }
1074
1075 head->direction = freedir[ndir];
1076 head->stats.exp = 0;
1077 head = insert_ob_in_map (head, head->map, op, 0);
1078
1079 if (head && head->randomitems)
1080 {
1081 object *tmp;
1082
1083 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1084 for (tmp = head->inv; tmp; tmp = tmp->below)
1085 if (!tmp->nrof)
1086 SET_FLAG (tmp, FLAG_NO_DROP);
1087 }
1088 } /* for i < nrof */
1089
1090 return 1;
1091 }
1092
1093 /* recursively look through the owner property of objects until the real owner
1094 is found */
1095 object *
1096 get_real_owner (object *ob)
1097 {
1098 object *realowner = ob;
1099
1100 if (realowner == NULL)
1101 return NULL;
1102
1103 while (realowner->owner != NULL)
1104 {
1105 realowner = realowner->owner;
1106 }
1107 return realowner;
1108 }
1109
1110 /* determines if checks so pets don't attack players or other pets should be
1111 overruled by the arena petmode */
1112 int
1113 should_arena_attack (object *pet, object *owner, object *target)
1114 {
1115 object *rowner, *towner;
1116
1117 /* exit if the target, pet, or owner is null. */
1118 if ((target == NULL) || (pet == NULL) || (owner == NULL))
1119 return 0;
1120
1121 /* get the owners of itself and the target, this is to deal with pets of
1122 pets */
1123 rowner = get_real_owner (owner);
1124 if (target->type != PLAYER)
1125 {
1126 towner = get_real_owner (target);
1127 }
1128 else
1129 {
1130 towner = 0;
1131 }
1132
1133 /* if the pet has now owner, exit with error */
1134 if (rowner == NULL)
1135 {
1136 LOG (llevError, "Pet has no owner.\n");
1137 return 0;
1138 }
1139
1140 /* if the target is not a player, and has no owner, we shouldn't be here
1141 */
1142 if ((towner == NULL) && (target->type != PLAYER))
1143 {
1144 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1145 return 0;
1146 }
1147
1148 /* make sure that the owner is a player */
1149 if (rowner->type != PLAYER)
1150 return 0;
1151
1152 /* abort if the petmode is not arena */
1153 if (rowner->contr->petmode != pet_arena)
1154 return 0;
1155
1156 /* abort if the pet, it's owner, or the target is not on battleground */
1157 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1158 return 0;
1159
1160 /* if the target is a monster, make sure it's owner is not the same */
1161 if ((target->type != PLAYER) && (rowner == towner))
1162 return 0;
1163
1164 /* check if the target is a player which affects how it will handle
1165 parties */
1166 if (target->type != PLAYER)
1167 {
1168 /* if the target is owned by a player make sure than make sure
1169 it's not in the same party */
1170 if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1171 {
1172 if (rowner->contr->party == towner->contr->party)
1173 return 0;
1174 }
1175 }
1176 else
1177 {
1178 /* if the target is a player make sure than make sure it's not
1179 in the same party */
1180 if (rowner->contr->party != NULL)
1181 {
1182 if (rowner->contr->party == target->contr->party)
1183 return 0;
1184 }
1185 }
1186
1187 return 1;
1188 }