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/cvs/deliantra/server/server/pets.C
Revision: 1.6
Committed: Tue Sep 12 20:55:18 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +10 -2 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_pets_c =
4 * "$Id: pets.C,v 1.5 2006-09-12 18:15:35 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #ifndef __CEXTRACT__
32 # include <sproto.h>
33 #endif
34
35 /* given that 'pet' is a friendly object, this function returns a
36 * monster the pet should attack, NULL if nothing appropriate is
37 * found. it basically looks for nasty things around the owner
38 * of the pet to attack.
39 * this is now tilemap aware.
40 */
41
42 object *
43 get_pet_enemy (object *pet, rv_vector * rv)
44 {
45 object *owner, *tmp, *attacker, *tmp3;
46 int i;
47 sint16 x, y;
48 mapstruct *nm;
49 int search_arr[SIZEOFFREE];
50 int mflags;
51
52 attacker = pet->attacked_by; /*pointer to attacking enemy */
53 pet->attacked_by = NULL; /*clear this, since we are dealing with it */
54
55 if ((owner = get_owner (pet)) != NULL)
56 {
57 /* If the owner has turned on the pet, make the pet
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!
88 */
89 pet->enemy = NULL;
90 else
91 return tmp;
92 }
93 get_search_arr (search_arr);
94
95 if (owner->type == PLAYER && owner->contr->petmode > pet_normal)
96 {
97 if (owner->contr->petmode == pet_sad)
98 {
99 tmp = find_nearest_living_creature (pet);
100 if (tmp != NULL)
101 {
102 get_rangevector (pet, tmp, rv, 0);
103 if (check_enemy (pet, rv) != NULL)
104 return tmp;
105 else
106 pet->enemy = NULL;
107 }
108 /* if we got here we have no enemy */
109 /* we return NULL to avoid heading back to the owner */
110 pet->enemy = NULL;
111 return NULL;
112 }
113 }
114
115 /* Since the pet has no existing enemy, look for anything nasty
116 * around the owner that it should go and attack.
117 */
118 tmp3 = NULL;
119 for (i = 0; i < SIZEOFFREE; i++)
120 {
121 x = owner->x + freearr_x[search_arr[i]];
122 y = owner->y + freearr_y[search_arr[i]];
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;
199 /* Only look on the space if there is something alive there. */
200 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
201 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
202 {
203 for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above)
204 {
205 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
206
207 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
208 (tmp2->type != PLAYER)) ||
209 should_arena_attack (pet, owner, tmp2))
210 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
211 {
212
213 if (!can_see_enemy (pet, tmp2))
214 {
215 if (tmp3 != NULL)
216 tmp3 = tmp2;
217 }
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 */
227 } /* for objects on this space */
228 } /* if there is something living on this space */
229 } /* for loop of spaces around the pet */
230 } /* pet in defence mode */
231
232 /* fine, we went through the whole loop and didn't find one we could
233 see, take what we have */
234 if (tmp3 != NULL)
235 {
236 pet->enemy = tmp3;
237 if (check_enemy (pet, rv) != NULL)
238 return tmp3;
239 else
240 pet->enemy = NULL;
241 }
242
243 /* Didn't find anything - return the owner's enemy or NULL */
244 return check_enemy (pet, rv);
245 }
246
247 void
248 terminate_all_pets (object *owner)
249 {
250 objectlink *obl, *next;
251
252 for (obl = first_friendly_object; obl != NULL; obl = next)
253 {
254 object *ob = obl->ob;
255
256 next = obl->next;
257 if (get_owner (ob) == owner)
258 {
259 if (!QUERY_FLAG (ob, FLAG_REMOVED))
260 remove_ob (ob);
261 remove_friendly_object (ob);
262 free_object (ob);
263 }
264 }
265 }
266
267 /*
268 * Unfortunately, sometimes, the owner of a pet is in the
269 * process of entering a new map when this is called.
270 * Thus the map isn't loaded yet, and we have to remove
271 * the pet...
272 * Interesting enough, we don't use the passed map structure in
273 * this function.
274 */
275
276 void
277 remove_all_pets (mapstruct *map)
278 {
279 objectlink *obl, *next;
280 object *owner;
281
282 for (obl = first_friendly_object; obl != NULL; obl = next)
283 {
284 next = obl->next;
285 if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) &&
286 (owner = get_owner (obl->ob)) != NULL && !on_same_map (owner, obl->ob))
287 {
288 /* follow owner checks map status for us */
289 follow_owner (obl->ob, owner);
290 }
291 }
292 }
293
294 int
295 follow_owner (object *ob, object *owner)
296 {
297 object *tmp;
298 int dir;
299
300 if (!QUERY_FLAG (ob, FLAG_REMOVED))
301 remove_ob (ob);
302
303 if (owner->map == NULL)
304 {
305 LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name);
306 goto fail;
307 }
308 if (owner->map->in_memory != MAP_IN_MEMORY)
309 {
310 LOG (llevError, "Owner of the pet not on a map in memory!?\n");
311 goto fail;
312 }
313
314 dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
315
316 if (dir == -1)
317 {
318 LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name);
319 goto fail;
320 }
321 for (tmp = ob; tmp != NULL; tmp = tmp->more)
322 {
323 tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
324 tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
325 tmp->map = owner->map;
326 if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y))
327 {
328 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
329 }
330 }
331 insert_ob_in_map (ob, ob->map, NULL, 0);
332 if (owner->type == PLAYER) /* Uh, I hope this is always true... */
333 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
334
335 return 0;
336
337 fail:
338 remove_friendly_object (ob);
339 free_object (ob);
340
341 return 1;
342 }
343
344 void
345 pet_move (object *ob)
346 {
347 int dir, tag, i;
348 sint16 dx, dy;
349 object *ob2, *owner;
350 mapstruct *m;
351
352 /* Check to see if player pulled out */
353 if ((owner = get_owner (ob)) == NULL)
354 {
355 remove_ob (ob); /* Will be freed when returning */
356 remove_friendly_object (ob);
357 free_object (ob);
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))
405 return;
406
407 for (part = ob; part != NULL; part = part->more)
408 {
409 dx = part->x + freearr_x[dir];
410 dy = part->y + freearr_y[dir];
411 m = get_map_from_coord (part->map, &dx, &dy);
412 if (!m)
413 continue;
414
415 for (ob2 = get_map_ob (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
416 {
417 object *new_ob;
418
419 new_ob = ob2->head ? ob2->head : ob2;
420 if (new_ob == ob)
421 break;
422 if (new_ob == ob->owner)
423 return;
424 if (get_owner (new_ob) == ob->owner)
425 break;
426
427 /* Hmm. Did we try to move into an enemy monster? If so,
428 * make it our enemy.
429 */
430 if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
431 && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
432 {
433
434 ob->enemy = new_ob;
435 if (new_ob->enemy == NULL)
436 new_ob->enemy = ob;
437 return;
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;
443 }
444 }
445 }
446 /* Try a different course */
447 dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5));
448 (void) move_ob (ob, dir, ob);
449 }
450 return;
451 }
452
453 /****************************************************************************
454 *
455 * GOLEM SPELL CODE
456 *
457 ****************************************************************************/
458
459 /* fix_summon_pet() - this makes multisquare/single square monsters
460 * proper for map insertion.
461 * at is the archetype, op is the caster of the spell, dir is the
462 * direction the monster should be placed in.
463 * is_golem is to note that this is a golem spell.
464 */
465 object *
466 fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
467 {
468 archetype *atmp;
469 object *tmp = NULL, *prev = NULL, *head = NULL;
470
471 for (atmp = at; atmp != NULL; atmp = atmp->more)
472 {
473 tmp = arch_to_object (atmp);
474 if (atmp == at)
475 {
476 if (!is_golem)
477 SET_FLAG (tmp, FLAG_MONSTER);
478 set_owner (tmp, op);
479 if (op->type == PLAYER)
480 {
481 tmp->stats.exp = 0;
482 add_friendly_object (tmp);
483 SET_FLAG (tmp, FLAG_FRIENDLY);
484 if (is_golem)
485 CLEAR_FLAG (tmp, FLAG_MONSTER);
486 }
487 else
488 {
489 if (QUERY_FLAG (op, FLAG_FRIENDLY))
490 {
491 object *owner = get_owner (op);
492
493 if (owner != NULL)
494 { /* For now, we transfer ownership */
495 set_owner (tmp, owner);
496 tmp->attack_movement = PETMOVE;
497 add_friendly_object (tmp);
498 SET_FLAG (tmp, FLAG_FRIENDLY);
499 }
500 }
501 }
502 if (op->type != PLAYER || !is_golem)
503 {
504 tmp->attack_movement = PETMOVE;
505 tmp->speed_left = -1;
506 tmp->type = 0;
507 tmp->enemy = op->enemy;
508 }
509 else
510 tmp->type = GOLEM;
511
512 }
513 if (head == NULL)
514 head = tmp;
515 tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x;
516 tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y;
517 tmp->map = op->map;
518 if (tmp->invisible)
519 tmp->invisible = 0;
520 if (head != tmp)
521 tmp->head = head, prev->more = tmp;
522 prev = tmp;
523 }
524 head->direction = dir;
525
526 /* need to change some monster attr to prevent problems/crashing */
527 head->last_heal = 0;
528 head->last_eat = 0;
529 head->last_grace = 0;
530 head->last_sp = 0;
531 head->other_arch = NULL;
532 head->stats.exp = 0;
533 CLEAR_FLAG (head, FLAG_CHANGING);
534 CLEAR_FLAG (head, FLAG_STAND_STILL);
535 CLEAR_FLAG (head, FLAG_GENERATOR);
536 CLEAR_FLAG (head, FLAG_SPLITTING);
537 if (head->attacktype & AT_GHOSTHIT)
538 head->attacktype = (AT_PHYSICAL | AT_DRAIN);
539
540 return head;
541 }
542
543 /* updated this to allow more than the golem 'head' to attack */
544
545 /* op is the golem to be moved. */
546
547 void
548 move_golem (object *op)
549 {
550 int made_attack = 0;
551 object *tmp;
552 tag_t tag;
553
554 if (QUERY_FLAG (op, FLAG_MONSTER))
555 return; /* Has already been moved */
556
557 if (get_owner (op) == NULL)
558 {
559 LOG (llevDebug, "Golem without owner destructed.\n");
560 remove_ob (op);
561 free_object (op);
562 return;
563 }
564 /* It would be nice to have a cleaner way of what message to print
565 * when the golem expires than these hard coded entries.
566 * Note it is intentional that a golems duration is based on its
567 * hp, and not duration
568 */
569 if (--op->stats.hp < 0)
570 {
571 if (op->msg)
572 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
573 op->owner->contr->ranges[range_golem] = NULL;
574 op->owner->contr->golem_count = 0;
575 remove_friendly_object (op);
576 remove_ob (op);
577 free_object (op);
578 return;
579 }
580
581 /* Do golem attacks/movement for single & multisq golems.
582 * Assuming here that op is the 'head' object. Pass only op to
583 * move_ob (makes recursive calls to other parts)
584 * move_ob returns 0 if the creature was not able to move.
585 */
586 tag = op->count;
587 if (move_ob (op, op->direction, op))
588 return;
589 if (was_destroyed (op, tag))
590 return;
591
592 for (tmp = op; tmp; tmp = tmp->more)
593 {
594 sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
595 object *victim;
596 mapstruct *m;
597 int mflags;
598
599 m = op->map;
600 mflags = get_map_flags (m, &m, x, y, &x, &y);
601
602 if (mflags & P_OUT_OF_MAP)
603 continue;
604
605 for (victim = get_map_ob (op->map, x, y); victim; victim = victim->above)
606 if (QUERY_FLAG (victim, FLAG_ALIVE))
607 break;
608
609 /* We used to call will_hit_self to make sure we don't
610 * hit ourselves, but that didn't work, and I don't really
611 * know if that was more efficient anyways than this.
612 * This at least works. Note that victim->head can be NULL,
613 * but since we are not trying to dereferance that pointer,
614 * that isn't a problem.
615 */
616 if (victim && victim != op && victim->head != op)
617 {
618
619 /* for golems with race fields, we don't attack
620 * aligned races
621 */
622
623 if (victim->race && op->race && strstr (op->race, victim->race))
624 {
625 if (op->owner)
626 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
627 }
628 else if (victim == op->owner)
629 {
630 if (op->owner)
631 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
632 }
633 else
634 {
635 attack_ob (victim, op);
636 made_attack = 1;
637 }
638 } /* If victim */
639 }
640 if (made_attack)
641 update_object (op, UP_OBJ_FACE);
642 }
643
644 /* this is a really stupid function when you get down and
645 * look at it. Keep it here for the time being - makes life
646 * easier if we ever decide to do more interesting thing with
647 * controlled golems.
648 */
649 void
650 control_golem (object *op, int dir)
651 {
652 op->direction = dir;
653 }
654
655 /* summon golem: summons a monster for 'op'. caster is the object
656 * casting the spell, dir is the direction to place the monster,
657 * at is the archetype of the monster, and spob is the spell
658 * object. At this stage, all spob is really used for is to
659 * adjust some values in the monster.
660 */
661 int
662 summon_golem (object *op, object *caster, int dir, object *spob)
663 {
664 object *tmp, *god = NULL;
665 archetype *at;
666 char buf[MAX_BUF];
667
668 /* Because there can be different golem spells, player may want to
669 * 'lose' their old golem.
670 */
671 if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
674 remove_ob (op->contr->ranges[range_golem]);
675 free_object (op->contr->ranges[range_golem]);
676 op->contr->ranges[range_golem] = NULL;
677 op->contr->golem_count = (uint32) - 1;
678 }
679
680 if (spob->other_arch)
681 at = spob->other_arch;
682 else if (spob->race)
683 {
684 god = find_god (determine_god (caster));
685
686 if (!god)
687 {
688 new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
689 return 0;
690 }
691
692 at = determine_holy_arch (god, spob->race);
693
694 if (!at)
695 {
696 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
697 return 0;
698 }
699 }
700 else
701 {
702 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
703 return 0;
704 }
705
706 if (!dir)
707 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
708
709 if (dir == -1 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
712 return 0;
713 }
714 /* basically want to get proper map/coordinates for this object */
715
716 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
717 {
718 new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
719 return 0;
720 }
721
722 if (op->type == PLAYER)
723 {
724 tmp->type = GOLEM;
725 set_owner (tmp, op);
726 set_spell_skill (op, caster, spob, tmp);
727 op->contr->ranges[range_golem] = tmp;
728 op->contr->golem_count = tmp->count;
729 /* give the player control of the golem */
730 op->contr->shoottype = range_golem;
731 }
732 else
733 {
734 if (QUERY_FLAG (op, FLAG_FRIENDLY))
735 {
736 object *owner = get_owner (op);
737
738 if (owner != NULL)
739 { /* For now, we transfer ownership */
740 set_owner (tmp, owner);
741 tmp->attack_movement = PETMOVE;
742 add_friendly_object (tmp);
743 SET_FLAG (tmp, FLAG_FRIENDLY);
744 }
745 }
746
747 SET_FLAG (tmp, FLAG_MONSTER);
748 }
749
750 /* make the speed positive. */
751 tmp->speed = FABS (tmp->speed);
752
753 /* This sets the level dependencies on dam and hp for monsters */
754 /* players can't cope with too strong summonings. */
755 /* but monsters can. reserve these for players. */
756 if (op->type == PLAYER)
757 {
758 tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
759
760 if (!spob->stats.dam)
761 tmp->stats.dam += SP_level_dam_adjust (caster, spob);
762 else
763 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
764
765 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
766 tmp->speed = MIN (tmp->speed, 1.0);
767
768 if (spob->attacktype)
769 tmp->attacktype = spob->attacktype;
770 }
771
772 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
773
774 /* limit the speed to 0.3 for non-players, 1 for players. */
775
776 /* make experience increase in proportion to the strength.
777 * this is a bit simplistic - we are basically just looking at how
778 * often the sp doubles and use that as the ratio.
779 */
780 tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob));
781 tmp->speed_left = 0;
782 tmp->direction = dir;
783
784 /* Holy spell - some additional tailoring */
785 if (god)
786 {
787 object *tmp2;
788
789 sprintf (buf, "%s of %s", &spob->name, &god->name);
790 buf[0] = toupper (buf[0]);
791
792 for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
793 tmp2->name = buf;
794
795 tmp->attacktype |= god->attacktype;
796 memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
797 tmp->race = god->race;
798 tmp->slaying = god->slaying;
799
800 /* safety, we must allow a god's servants some reasonable attack */
801 if (!(tmp->attacktype & AT_PHYSICAL))
802 tmp->attacktype |= AT_PHYSICAL;
803 }
804
805 insert_ob_in_map (tmp, tmp->map, op, 0);
806 return 1;
807 }
808
809
810 /***************************************************************************
811 *
812 * Summon monster/pet/other object code
813 *
814 ***************************************************************************/
815
816 /* Returns a monster (chosen at random) that this particular player (and his
817 * god) find acceptable. This checks level, races allowed by god, etc
818 * to determine what is acceptable.
819 * This returns NULL if no match was found.
820 */
821
822 object *
823 choose_cult_monster (object *pl, object *god, int summon_level)
824 {
825 char buf[MAX_BUF];
826 const char *race;
827 int racenr, mon_nr, i;
828 racelink *list;
829 objectlink *tobl;
830 object *otmp;
831
832 /* Determine the number of races available */
833 racenr = 0;
834 strcpy (buf, god->race);
835 race = strtok (buf, ",");
836 while (race)
837 {
838 racenr++;
839 race = strtok (NULL, ",");
840 }
841
842 /* next, randomly select a race from the aligned_races string */
843 if (racenr > 1)
844 {
845 racenr = rndm (0, racenr - 1);
846 strcpy (buf, god->race);
847 race = strtok (buf, ",");
848 for (i = 0; i < racenr; i++)
849 race = strtok (NULL, ",");
850 }
851 else
852 race = god->race;
853
854
855 /* see if a we can match a race list of monsters. This should not
856 * happen, so graceful recovery isn't really needed, but this sanity
857 * checking is good for cases where the god archetypes mismatch the
858 * race file
859 */
860 if ((list = find_racelink (race)) == NULL)
861 {
862 new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
863 LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
864 return 0;
865 }
866
867 /* search for an apprplritate monster on this race list */
868 mon_nr = 0;
869 for (tobl = list->member; tobl; tobl = tobl->next)
870 {
871 otmp = tobl->ob;
872 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
873 continue;
874 if (otmp->level <= summon_level)
875 mon_nr++;
876 }
877
878 /* If this god has multiple race entries, we should really choose another.
879 * But then we either need to track which ones we have tried, or just
880 * make so many calls to this function, and if we get so many without
881 * a valid entry, assuming nothing is available and quit.
882 */
883 if (!mon_nr)
884 return NULL;
885
886 mon_nr = rndm (0, mon_nr - 1);
887 for (tobl = list->member; tobl; tobl = tobl->next)
888 {
889 otmp = tobl->ob;
890 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
891 continue;
892 if (otmp->level <= summon_level && !mon_nr--)
893 return otmp;
894 }
895 /* This should not happen */
896 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
897 return NULL;
898 }
899
900 int
901 summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
902 {
903 sint16 x, y, nrof = 1, i;
904 archetype *summon_arch;
905 int ndir;
906
907 if (spell_ob->other_arch)
908 summon_arch = spell_ob->other_arch;
909 else if (spell_ob->randomitems)
910 {
911 int level = caster_level (caster, spell_ob);
912 treasure *tr, *lasttr = NULL;
913
914 shstr_cmp sparam (stringarg);
915
916 /* In old code, this was a very convoluted for statement,
917 * with all the checks in the 'for' portion itself. Much
918 * more readable to break some of the conditions out.
919 */
920 for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
921 {
922 if (level < tr->magic)
923 break;
924
925 lasttr = tr;
926
927 if (stringarg && tr->item->name == sparam)
928 break;
929
930 if (!tr->next || !tr->next->item)
931 break;
932 }
933
934 if (!lasttr)
935 {
936 LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
937 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
938 return 0;
939 }
940
941 summon_arch = lasttr->item;
942 nrof = lasttr->nrof;
943 }
944 else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
945 {
946 object *god = find_god (determine_god (op)), *mon, *owner;
947 int summon_level, tries;
948
949 if (!god && ((owner = get_owner (op)) != NULL))
950 god = find_god (determine_god (owner));
951
952 /* If we can't find a god, can't get what monster to summon */
953 if (!god)
954 return 0;
955
956 if (!god->race)
957 {
958 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
959 return 0;
960 }
961
962 /* the summon level */
963 summon_level = caster_level (caster, spell_ob);
964 if (summon_level == 0)
965 summon_level = 1;
966
967 tries = 0;
968 do
969 {
970 mon = choose_cult_monster (op, god, summon_level);
971 if (!mon)
972 {
973 new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
974 return 0;
975 }
976
977 ndir = dir;
978
979 if (!ndir)
980 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
981
982 if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
983 {
984 ndir = -1;
985 if (++tries == 5)
986 {
987 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
988 return 0;
989 }
990 }
991 }
992 while (ndir == -1);
993
994 if (mon->level > (summon_level / 2))
995 nrof = random_roll (1, 2, op, PREFER_HIGH);
996 else
997 nrof = die_roll (2, 2, op, PREFER_HIGH);
998
999 summon_arch = mon->arch;
1000 }
1001 else
1002 summon_arch = 0;
1003
1004 if (spell_ob->stats.dam)
1005 nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1006
1007 if (!summon_arch)
1008 {
1009 new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
1010 return 0;
1011 }
1012
1013 for (i = 1; i <= nrof; i++)
1014 {
1015 archetype *atmp;
1016 object *prev = NULL, *head = NULL, *tmp;
1017
1018 if (dir)
1019 {
1020 ndir = dir;
1021 dir = absdir (dir + 1);
1022 }
1023 else
1024 ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
1025
1026 if (ndir > 0)
1027 {
1028 x = freearr_x[ndir];
1029 y = freearr_y[ndir];
1030 }
1031
1032 if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y))
1033 {
1034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1035 if (nrof > 1)
1036 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
1037
1038 return nrof > 1;
1039 }
1040
1041 for (atmp = summon_arch; atmp != NULL; atmp = atmp->more)
1042 {
1043 tmp = arch_to_object (atmp);
1044 if (atmp == summon_arch)
1045 {
1046 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1047 {
1048 set_owner (tmp, op);
1049 set_spell_skill (op, caster, spell_ob, tmp);
1050 tmp->enemy = op->enemy;
1051 tmp->type = 0;
1052 CLEAR_FLAG (tmp, FLAG_SLEEP);
1053
1054 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1055 {
1056 /* If this is not set, we make it friendly */
1057 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1058 {
1059 SET_FLAG (tmp, FLAG_FRIENDLY);
1060 add_friendly_object (tmp);
1061 tmp->stats.exp = 0;
1062
1063 if (spell_ob->attack_movement)
1064 tmp->attack_movement = spell_ob->attack_movement;
1065
1066 if (get_owner (op))
1067 set_owner (tmp, get_owner (op));
1068 }
1069 }
1070 }
1071
1072 if (tmp->speed > MIN_ACTIVE_SPEED)
1073 tmp->speed_left = -1;
1074 }
1075
1076 if (head == NULL)
1077 head = tmp;
1078 else
1079 {
1080 tmp->head = head;
1081 prev->more = tmp;
1082 }
1083
1084 prev = tmp;
1085 tmp->x = op->x + x + tmp->arch->clone.x;
1086 tmp->y = op->y + y + tmp->arch->clone.y;
1087 tmp->map = op->map;
1088 }
1089
1090 head->direction = freedir[ndir];
1091 head->stats.exp = 0;
1092 head = insert_ob_in_map (head, head->map, op, 0);
1093
1094 if (head && head->randomitems)
1095 {
1096 object *tmp;
1097
1098 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1099 for (tmp = head->inv; tmp; tmp = tmp->below)
1100 if (!tmp->nrof)
1101 SET_FLAG (tmp, FLAG_NO_DROP);
1102 }
1103 } /* for i < nrof */
1104
1105 return 1;
1106 }
1107
1108 /* recursively look through the owner property of objects until the real owner
1109 is found */
1110 object *
1111 get_real_owner (object *ob)
1112 {
1113 object *realowner = ob;
1114
1115 if (realowner == NULL)
1116 return NULL;
1117
1118 while (get_owner (realowner) != NULL)
1119 {
1120 realowner = get_owner (realowner);
1121 }
1122 return realowner;
1123 }
1124
1125 /* determines if checks so pets don't attack players or other pets should be
1126 overruled by the arena petmode */
1127 int
1128 should_arena_attack (object *pet, object *owner, object *target)
1129 {
1130 object *rowner, *towner;
1131
1132 /* exit if the target, pet, or owner is null. */
1133 if ((target == NULL) || (pet == NULL) || (owner == NULL))
1134 return 0;
1135
1136 /* get the owners of itself and the target, this is to deal with pets of
1137 pets */
1138 rowner = get_real_owner (owner);
1139 if (target->type != PLAYER)
1140 {
1141 towner = get_real_owner (target);
1142 }
1143 else
1144 {
1145 towner = 0;
1146 }
1147
1148 /* if the pet has now owner, exit with error */
1149 if (rowner == NULL)
1150 {
1151 LOG (llevError, "Pet has no owner.\n");
1152 return 0;
1153 }
1154
1155 /* if the target is not a player, and has no owner, we shouldn't be here
1156 */
1157 if ((towner == NULL) && (target->type != PLAYER))
1158 {
1159 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1160 return 0;
1161 }
1162
1163 /* make sure that the owner is a player */
1164 if (rowner->type != PLAYER)
1165 return 0;
1166
1167 /* abort if the petmode is not arena */
1168 if (rowner->contr->petmode != pet_arena)
1169 return 0;
1170
1171 /* abort if the pet, it's owner, or the target is not on battleground */
1172 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1173 return 0;
1174
1175 /* if the target is a monster, make sure it's owner is not the same */
1176 if ((target->type != PLAYER) && (rowner == towner))
1177 return 0;
1178
1179 /* check if the target is a player which affects how it will handle
1180 parties */
1181 if (target->type != PLAYER)
1182 {
1183 /* if the target is owned by a player make sure than make sure
1184 it's not in the same party */
1185 if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1186 {
1187 if (rowner->contr->party == towner->contr->party)
1188 return 0;
1189 }
1190 }
1191 else
1192 {
1193 /* if the target is a player make sure than make sure it's not
1194 in the same party */
1195 if (rowner->contr->party != NULL)
1196 {
1197 if (rowner->contr->party == target->contr->party)
1198 return 0;
1199 }
1200 }
1201
1202 return 1;
1203 }