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Comparing deliantra/server/server/pets.C (file contents):
Revision 1.19 by root, Wed Jan 3 20:32:13 2007 UTC vs.
Revision 1.53 by root, Mon Oct 12 14:00:59 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <sproto.h> 26#include <sproto.h>
26 27
27/* given that 'pet' is a friendly object, this function returns a 28/* given that 'pet' is a friendly object, this function returns a
31 * this is now tilemap aware. 32 * this is now tilemap aware.
32 */ 33 */
33object * 34object *
34get_pet_enemy (object *pet, rv_vector * rv) 35get_pet_enemy (object *pet, rv_vector * rv)
35{ 36{
36 object *owner, *tmp, *attacker, *tmp3; 37 object *tmp, *attacker, *tmp3;
37 int i; 38 int i;
38 sint16 x, y; 39 sint16 x, y;
39 maptile *nm; 40 maptile *nm;
40 int search_arr[SIZEOFFREE]; 41 int search_arr[SIZEOFFREE];
41 int mflags; 42 int mflags;
42 43
43 attacker = pet->attacked_by; /*pointer to attacking enemy */ 44 attacker = pet->attacked_by; /*pointer to attacking enemy */
44 pet->attacked_by = NULL; /*clear this, since we are dealing with it */ 45 pet->attacked_by = NULL; /*clear this, since we are dealing with it */
45 46
46 if ((owner = pet->owner) != NULL) 47 object *owner = pet->owner;
47 { 48
48 /* If the owner has turned on the pet, make the pet 49 if (!owner)
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 } 50 {
59 else
60 {
61 /* else the owner is no longer around, so the 51 /* the owner is no longer around, so the
62 * pet no longer needs to be friendly. 52 * pet no longer needs to be friendly.
63 */ 53 */
64 CLEAR_FLAG (pet, FLAG_FRIENDLY);
65 remove_friendly_object (pet); 54 remove_friendly_object (pet);
66 pet->attack_movement &= ~PETMOVE; 55 pet->attack_movement &= ~PETMOVE;
67 return NULL; 56 return 0;
57 }
58
59 /* If the owner has turned on the pet, make the pet
60 * unfriendly.
61 */
62 if (check_enemy (owner, rv) == pet)
68 } 63 {
64 remove_friendly_object (pet);
65 pet->attack_movement &= ~PETMOVE;
66 return owner;
67 }
68
69 /* If they are not on the same map, the pet won't be agressive */ 69 /* If they are not on the same map, the pet won't be agressive */
70 if (!on_same_map (pet, owner)) 70 //if (!on_same_map (pet, owner))
71 return NULL; 71 // return 0;
72 72
73 /* See if the pet has an existing enemy. If so, don't start a new one */ 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) 74 if (tmp = check_enemy (pet, rv))
75 { 75 {
76 if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY)) 76 if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY))
77 /* without this check, you can actually get pets with 77 /* without this check, you can actually get pets with
78 * enemy set to owner! 78 * enemy set to owner!
79 */ 79 */
80 pet->enemy = NULL; 80 pet->enemy = 0;
81 else 81 else
82 return tmp; 82 return tmp;
83 } 83 }
84 84
85 get_search_arr (search_arr); 85 get_search_arr (search_arr);
87 if (owner->type == PLAYER && owner->contr->petmode > pet_normal) 87 if (owner->type == PLAYER && owner->contr->petmode > pet_normal)
88 { 88 {
89 if (owner->contr->petmode == pet_sad) 89 if (owner->contr->petmode == pet_sad)
90 { 90 {
91 tmp = find_nearest_living_creature (pet); 91 tmp = find_nearest_living_creature (pet);
92 if (tmp != NULL) 92 if (tmp != 0)
93 { 93 {
94 get_rangevector (pet, tmp, rv, 0); 94 get_rangevector (pet, tmp, rv, 0);
95 if (check_enemy (pet, rv) != NULL) 95 if (check_enemy (pet, rv) != 0)
96 return tmp; 96 return tmp;
97 else 97 else
98 pet->enemy = NULL; 98 pet->enemy = 0;
99 } 99 }
100 /* if we got here we have no enemy */ 100 /* if we got here we have no enemy */
101 /* we return NULL to avoid heading back to the owner */ 101 /* we return 0 to avoid heading back to the owner */
102 pet->enemy = NULL; 102 pet->enemy = 0;
103 return NULL; 103 return 0;
104 } 104 }
105 } 105 }
106 106
107 /* Since the pet has no existing enemy, look for anything nasty 107 /* Since the pet has no existing enemy, look for anything nasty
108 * around the owner that it should go and attack. 108 * around the owner that it should go and attack. (if the owner is
109 * still on a map)
109 */ 110 */
110 tmp3 = NULL; 111 // owners sometimes are not on a map but in the inventory of somehting else
112 if (!owner->flag [FLAG_REMOVED] && owner->map)
113 {
114 tmp3 = 0;
115
111 for (i = 0; i < SIZEOFFREE; i++) 116 for (i = 0; i < SIZEOFFREE; i++)
112 { 117 {
113 x = owner->x + freearr_x[search_arr[i]]; 118 x = owner->x + freearr_x[search_arr[i]];
114 y = owner->y + freearr_y[search_arr[i]]; 119 y = owner->y + freearr_y[search_arr[i]];
115 nm = owner->map; 120 nm = owner->map;
116 /* Only look on the space if there is something alive there. */ 121 /* Only look on the space if there is something alive there. */
117 mflags = get_map_flags (nm, &nm, x, y, &x, &y); 122 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
118 123
119 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 124 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
120 { 125 {
121 for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above) 126 for (tmp = GET_MAP_OB (nm, x, y); tmp != 0; tmp = tmp->above)
122 {
123 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
124
125 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
126 (tmp2->type != PLAYER)) ||
127 should_arena_attack (pet, owner, tmp2))
128 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
129 { 127 {
128 object *tmp2 = tmp->head == 0 ? tmp : tmp->head;
130 129
131 if (!can_see_enemy (pet, tmp2)) 130 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
131 (tmp2->type != PLAYER)) ||
132 should_arena_attack (pet, owner, tmp2))
133 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
132 { 134 {
135
136 if (!can_see_enemy (pet, tmp2))
137 {
133 if (tmp3 != NULL) 138 if (tmp3 != 0)
134 tmp3 = tmp2; 139 tmp3 = tmp2;
135 } 140 }
136 else
137 {
138 pet->enemy = tmp2;
139 if (check_enemy (pet, rv) != NULL)
140 return tmp2;
141 else 141 else
142 {
143 pet->enemy = tmp2;
144 if (check_enemy (pet, rv) != 0)
145 return tmp2;
146 else
142 pet->enemy = NULL; 147 pet->enemy = 0;
143 } 148 }
144 } /* if this is a valid enemy */ 149 } /* if this is a valid enemy */
145 } /* for objects on this space */ 150 } /* for objects on this space */
146 } /* if there is something living on this space */ 151 } /* if there is something living on this space */
147 } /* for loop of spaces around the owner */ 152 } /* for loop of spaces around the owner */
148 153
149 /* fine, we went through the whole loop and didn't find one we could 154 /* fine, we went through the whole loop and didn't find one we could
150 see, take what we have */ 155 see, take what we have */
151 if (tmp3 != NULL) 156 if (tmp3 != 0)
152 { 157 {
153 pet->enemy = tmp3; 158 pet->enemy = tmp3;
154 if (check_enemy (pet, rv) != NULL) 159 if (check_enemy (pet, rv) != 0)
155 return tmp3; 160 return tmp3;
156 else 161 else
157 pet->enemy = NULL; 162 pet->enemy = 0;
163 }
158 } 164 }
159 165
160 /* No threat to owner, check to see if the pet has an attacker */ 166 /* No threat to owner, check to see if the pet has an attacker */
161 if (attacker) 167 if (attacker)
162 { 168 {
164 /* or otherwise non-hostile, and is an appropriate target */ 170 /* or otherwise non-hostile, and is an appropriate target */
165 if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker)) 171 if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker))
166 { 172 {
167 pet->enemy = attacker; 173 pet->enemy = attacker;
168 174
169 if (check_enemy (pet, rv) != NULL) 175 if (check_enemy (pet, rv) != 0)
170 return attacker; 176 return attacker;
171 else 177 else
172 pet->enemy = NULL; 178 pet->enemy = 0;
173 } 179 }
174 } 180 }
175 181
176 /* Don't have an attacker or legal enemy, so look for a new one!. 182 /* Don't have an attacker or legal enemy, so look for a new one!.
177 * This looks for one around where the pet is. Thus, you could lead 183 * This looks for one around where the pet is. Thus, you could lead
178 * a pet to danger, then take a few steps back. This code is basically 184 * a pet to danger, then take a few steps back. This code is basically
179 * the same as the code that looks around the owner. 185 * the same as the code that looks around the owner.
180 */ 186 */
181 if (owner->type == PLAYER && owner->contr->petmode != pet_defend) 187 if (owner->type == PLAYER && owner->contr->petmode != pet_defend)
182 { 188 {
183 tmp3 = NULL; 189 tmp3 = 0;
184 for (i = 0; i < SIZEOFFREE; i++) 190 for (i = 0; i < SIZEOFFREE; i++)
185 { 191 {
186 x = pet->x + freearr_x[search_arr[i]]; 192 x = pet->x + freearr_x[search_arr[i]];
187 y = pet->y + freearr_y[search_arr[i]]; 193 y = pet->y + freearr_y[search_arr[i]];
188 nm = pet->map; 194 nm = pet->map;
189 /* Only look on the space if there is something alive there. */ 195 /* Only look on the space if there is something alive there. */
190 mflags = get_map_flags (nm, &nm, x, y, &x, &y); 196 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
191 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 197 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
192 { 198 {
193 for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above) 199 for (tmp = GET_MAP_OB (nm, x, y); tmp != 0; tmp = tmp->above)
194 { 200 {
195 object *tmp2 = tmp->head == NULL ? tmp : tmp->head; 201 object *tmp2 = tmp->head == 0 ? tmp : tmp->head;
196 202
197 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) && 203 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
198 (tmp2->type != PLAYER)) || 204 (tmp2->type != PLAYER)) ||
199 should_arena_attack (pet, owner, tmp2)) 205 should_arena_attack (pet, owner, tmp2))
200 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv)) 206 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
201 { 207 {
202 208
203 if (!can_see_enemy (pet, tmp2)) 209 if (!can_see_enemy (pet, tmp2))
204 { 210 {
205 if (tmp3 != NULL) 211 if (tmp3 != 0)
206 tmp3 = tmp2; 212 tmp3 = tmp2;
207 } 213 }
208 else 214 else
209 { 215 {
210 pet->enemy = tmp2; 216 pet->enemy = tmp2;
211 if (check_enemy (pet, rv) != NULL) 217 if (check_enemy (pet, rv) != 0)
212 return tmp2; 218 return tmp2;
213 else 219 else
214 pet->enemy = NULL; 220 pet->enemy = 0;
215 } 221 }
216 } /* make sure we can get to the bugger */ 222 } /* make sure we can get to the bugger */
217 } /* for objects on this space */ 223 } /* for objects on this space */
218 } /* if there is something living on this space */ 224 } /* if there is something living on this space */
219 } /* for loop of spaces around the pet */ 225 } /* for loop of spaces around the pet */
226
227 /* fine, we went through the whole loop and didn't find one we could
228 see, take what we have */
229 if (tmp3 != 0)
230 {
231 pet->enemy = tmp3;
232 if (check_enemy (pet, rv) != 0)
233 return tmp3;
234 else
235 pet->enemy = 0;
236 }
220 } /* pet in defence mode */ 237 } /* pet in defence mode */
221 238
222 /* fine, we went through the whole loop and didn't find one we could 239 object *enemy = check_enemy (pet, rv);
223 see, take what we have */ 240 // we have a summoned pet here and the owners enemy isn't set or can't
224 if (tmp3 != NULL) 241 // be reached => search for a player around us and set it as our new enemy!!
225 { 242 if (!enemy && pet->owner && pet->owner->type != PLAYER)
226 pet->enemy = tmp3; 243 enemy = get_nearest_player (pet);
227 if (check_enemy (pet, rv) != NULL)
228 return tmp3;
229 else
230 pet->enemy = NULL;
231 }
232 244
233 /* Didn't find anything - return the owner's enemy or NULL */ 245 /* Didn't find anything - return the owner's enemy or 0 */
234 return check_enemy (pet, rv); 246 return enemy;
235} 247}
236 248
237void 249void
238terminate_all_pets (object *owner) 250terminate_all_pets (object *owner)
239{ 251{
240 objectlink *obl, *next; 252 objectlink *obl, *next;
241 253
242 for (obl = first_friendly_object; obl != NULL; obl = next) 254 for (obl = first_friendly_object; obl; obl = next)
243 { 255 {
244 object *ob = obl->ob; 256 object *ob = obl->ob;
245
246 next = obl->next; 257 next = obl->next;
258
247 if (ob->owner == owner) 259 if (ob->owner == owner)
248 {
249 if (!QUERY_FLAG (ob, FLAG_REMOVED))
250 ob->remove ();
251 remove_friendly_object (ob);
252 ob->destroy (); 260 ob->drop_and_destroy ();
253 }
254 } 261 }
255} 262}
256 263
257/* 264/*
258 * Unfortunately, sometimes, the owner of a pet is in the 265 * Unfortunately, sometimes, the owner of a pet is in the
266remove_all_pets (maptile *map) 273remove_all_pets (maptile *map)
267{ 274{
268 objectlink *obl, *next; 275 objectlink *obl, *next;
269 object *owner; 276 object *owner;
270 277
271 for (obl = first_friendly_object; obl != NULL; obl = next) 278 for (obl = first_friendly_object; obl; obl = next)
272 { 279 {
273 next = obl->next; 280 next = obl->next;
274 if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) && 281
275 (owner = obl->ob->owner) != NULL && !on_same_map (owner, obl->ob)) 282 if (obl->ob->type != PLAYER
283 && QUERY_FLAG (obl->ob, FLAG_FRIENDLY)
284 && (owner = obl->ob->owner) != 0
285 && !on_same_map (owner, obl->ob))
276 { 286 {
277 /* follow owner checks map status for us */ 287 /* follow owner checks map status for us */
278 follow_owner (obl->ob, owner); 288 follow_owner (obl->ob, owner);
279 } 289 }
280 } 290 }
281} 291}
282 292
283int 293int
284follow_owner (object *ob, object *owner) 294follow_owner (object *ob, object *owner)
285{ 295{
286 object *tmp; 296 if (owner->flag [FLAG_REMOVED])
287 int dir; 297 return 0; // do nothing if the owner is removed
288 298 else if (!owner->map || owner->map->in_memory != MAP_ACTIVE)
289 if (!QUERY_FLAG (ob, FLAG_REMOVED)) 299 LOG (llevError, "owner '%s' of the pet '%s' not on a map in memory!?\n", &owner->name, &ob->name);
290 ob->remove (); 300 else
291
292 if (owner->map == NULL)
293 {
294 LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name);
295 goto fail;
296 } 301 {
297 if (owner->map->in_memory != MAP_IN_MEMORY)
298 {
299 LOG (llevError, "Owner of the pet not on a map in memory!?\n");
300 goto fail;
301 }
302
303 dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE); 302 int dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
304 303
305 if (dir == -1) 304 if (dir >= 0)
306 {
307 LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name);
308 goto fail;
309 }
310 for (tmp = ob; tmp != NULL; tmp = tmp->more)
311 {
312 tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
313 tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
314 tmp->map = owner->map;
315 if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y))
316 {
317 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
318 } 305 {
319 } 306 owner->map->insert (ob, owner->x + freearr_x[dir], owner->y + freearr_y[dir]);
320 insert_ob_in_map (ob, ob->map, NULL, 0); 307
321 if (owner->type == PLAYER) /* Uh, I hope this is always true... */ 308 if (owner->type == PLAYER) /* Uh, I hope this is always true... */
322 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you"); 309 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
323 310
324 return 0; 311 return 0;
312 }
313 }
325 314
326fail:
327 remove_friendly_object (ob);
328 ob->destroy (); 315 ob->drop_and_destroy ();
329 316
330 return 1; 317 return 1;
331} 318}
332 319
333void 320void
334pet_move (object *ob) 321pet_move (object *ob)
335{ 322{
336 int dir, i; 323 int dir = 0, i;
337 sint16 dx, dy; 324 sint16 dx, dy;
338 object *ob2, *owner; 325 object *ob2, *owner;
339 maptile *m; 326 maptile *m;
340 327
341 /* Check to see if player pulled out */ 328 /* Check to see if player pulled out */
342 if ((owner = ob->owner) == NULL) 329 if ((owner = ob->owner) == NULL)
343 { 330 {
344 ob->remove (); /* Will be freed when returning */
345 remove_friendly_object (ob);
346 ob->destroy (); 331 ob->drop_and_destroy ();
347 LOG (llevMonster, "Pet: no owner, leaving.\n"); 332 LOG (llevMonster, "Pet: no owner, leaving.\n");
348 return; 333 return;
349 } 334 }
350 335
351 /* move monster into the owners map if not in the same map */ 336 /* move monster into the owners map if not in the same map
352 if (!on_same_map (ob, owner)) 337 * except when the owner is removed.
338 */
339 if (!on_same_map (ob, owner) && !owner->flag [FLAG_REMOVED])
353 { 340 {
354 follow_owner (ob, owner); 341 follow_owner (ob, owner);
355 return; 342 return;
356 } 343 }
344
357 /* Calculate Direction */ 345 /* Calculate Direction */
358 if (owner->type == PLAYER && owner->contr->petmode == pet_sad) 346 if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
359 { 347 {
360 /* in S&D mode, if we have no enemy, run randomly about. */ 348 /* in S&D mode, if we have no enemy, run randomly about. */
361 for (i = 0; i < 15; i++) 349 for (i = 0; i < 15; i++)
370 continue; 358 continue;
371 else 359 else
372 break; 360 break;
373 } 361 }
374 } 362 }
375 else 363 else if (!owner->flag [FLAG_REMOVED]) // only get vector to owner when owner not removed
376 { 364 {
377 struct rv_vector rv; 365 struct rv_vector rv;
378 366
379 get_rangevector (ob, ob->owner, &rv, 0); 367 get_rangevector (ob, ob->owner, &rv, 0);
380 dir = rv.direction; 368 dir = rv.direction;
381 } 369 }
370
382 ob->direction = dir; 371 ob->direction = dir;
383 372
384 /* move_ob returns 0 if the object couldn't move. If that is the 373 /* move_ob returns 0 if the object couldn't move. If that is the
385 * case, lets do some other work. 374 * case, lets do some other work.
386 */ 375 */
403 for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above) 392 for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
404 { 393 {
405 object *new_ob; 394 object *new_ob;
406 395
407 new_ob = ob2->head ? ob2->head : ob2; 396 new_ob = ob2->head ? ob2->head : ob2;
397
408 if (new_ob == ob) 398 if (new_ob == ob)
409 break; 399 break;
400
410 if (new_ob == ob->owner) 401 if (new_ob == ob->owner)
411 return; 402 return;
403
412 if (new_ob->owner == ob->owner) 404 if (new_ob->owner == ob->owner)
413 break; 405 break;
414 406
415 /* Hmm. Did we try to move into an enemy monster? If so, 407 /* Hmm. Did we try to move into an enemy monster? If so,
416 * make it our enemy. 408 * make it our enemy.
430 return; 422 return;
431 } 423 }
432 } 424 }
433 } 425 }
434 /* Try a different course */ 426 /* Try a different course */
435 dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5)); 427 dir = absdir (dir + 4 - (rndm (5)) - (rndm (5)));
436 (void) move_ob (ob, dir, ob); 428 move_ob (ob, dir, ob);
437 } 429 }
438 return;
439} 430}
440 431
441/**************************************************************************** 432/****************************************************************************
442 * 433 *
443 * GOLEM SPELL CODE 434 * GOLEM SPELL CODE
451 * is_golem is to note that this is a golem spell. 442 * is_golem is to note that this is a golem spell.
452 */ 443 */
453object * 444object *
454fix_summon_pet (archetype *at, object *op, int dir, int is_golem) 445fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
455{ 446{
456 archetype *atmp;
457 object *tmp = NULL, *prev = NULL, *head = NULL; 447 object *tmp = NULL, *prev = NULL, *head = NULL;
458 448
459 for (atmp = at; atmp; atmp = atmp->more) 449 for (archetype *atmp = at; atmp; atmp = (archetype *)atmp->more)
460 { 450 {
461 tmp = arch_to_object (atmp); 451 tmp = arch_to_object (atmp);
462 452
463 if (atmp == at) 453 if (atmp == at)
464 { 454 {
465 if (!is_golem) 455 if (!is_golem)
466 SET_FLAG (tmp, FLAG_MONSTER); 456 SET_FLAG (tmp, FLAG_MONSTER);
467 457
468 tmp->set_owner (op); 458 tmp->set_owner (op);
459
469 if (op->type == PLAYER) 460 if (op->type == PLAYER)
470 { 461 {
471 tmp->stats.exp = 0; 462 tmp->stats.exp = 0;
472 add_friendly_object (tmp); 463 add_friendly_object (tmp);
473 SET_FLAG (tmp, FLAG_FRIENDLY);
474 if (is_golem) 464 if (is_golem)
475 CLEAR_FLAG (tmp, FLAG_MONSTER); 465 CLEAR_FLAG (tmp, FLAG_MONSTER);
476 } 466 }
477 else 467 else
478 { 468 {
483 if (owner) 473 if (owner)
484 { /* For now, we transfer ownership */ 474 { /* For now, we transfer ownership */
485 tmp->set_owner (owner); 475 tmp->set_owner (owner);
486 tmp->attack_movement = PETMOVE; 476 tmp->attack_movement = PETMOVE;
487 add_friendly_object (tmp); 477 add_friendly_object (tmp);
488 SET_FLAG (tmp, FLAG_FRIENDLY);
489 } 478 }
490 } 479 }
491 } 480 }
492 481
493 if (op->type != PLAYER || !is_golem) 482 if (op->type != PLAYER || !is_golem)
503 } 492 }
504 493
505 if (!head) 494 if (!head)
506 head = tmp; 495 head = tmp;
507 496
508 tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x; 497 tmp->x = op->x + freearr_x[dir] + tmp->arch->x;
509 tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y; 498 tmp->y = op->y + freearr_y[dir] + tmp->arch->y;
510 tmp->map = op->map; 499 tmp->map = op->map;
511 500
512 if (tmp->invisible) 501 if (tmp->invisible)
513 tmp->invisible = 0; 502 tmp->invisible = 0;
514 503
546 object *tmp; 535 object *tmp;
547 536
548 if (QUERY_FLAG (op, FLAG_MONSTER)) 537 if (QUERY_FLAG (op, FLAG_MONSTER))
549 return; /* Has already been moved */ 538 return; /* Has already been moved */
550 539
551 if (op->owner == NULL) 540 if (!op->owner)
552 { 541 {
553 LOG (llevDebug, "Golem without owner destructed.\n"); 542 LOG (llevDebug, "Golem without owner destructed.\n");
554 op->remove ();
555 op->destroy (); 543 op->drop_and_destroy ();
556 return; 544 return;
557 } 545 }
558 546
559 /* It would be nice to have a cleaner way of what message to print 547 /* It would be nice to have a cleaner way of what message to print
560 * when the golem expires than these hard coded entries. 548 * when the golem expires than these hard coded entries.
564 if (--op->stats.hp < 0) 552 if (--op->stats.hp < 0)
565 { 553 {
566 if (op->msg) 554 if (op->msg)
567 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg); 555 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
568 556
569 op->owner->contr->ranges[range_golem] = 0;
570 remove_friendly_object (op);
571 op->remove ();
572 op->destroy (); 557 op->drop_and_destroy ();
573 return; 558 return;
574 } 559 }
575 560
576 /* Do golem attacks/movement for single & multisq golems. 561 /* Do golem attacks/movement for single & multisq golems.
577 * Assuming here that op is the 'head' object. Pass only op to 562 * Assuming here that op is the 'head' object. Pass only op to
595 mflags = get_map_flags (m, &m, x, y, &x, &y); 580 mflags = get_map_flags (m, &m, x, y, &x, &y);
596 581
597 if (mflags & P_OUT_OF_MAP) 582 if (mflags & P_OUT_OF_MAP)
598 continue; 583 continue;
599 584
600 for (victim = GET_MAP_OB (op->map, x, y); victim; victim = victim->above) 585 for (victim = GET_MAP_OB (m, x, y); victim; victim = victim->above)
601 if (QUERY_FLAG (victim, FLAG_ALIVE)) 586 if (QUERY_FLAG (victim, FLAG_ALIVE))
602 break; 587 break;
603 588
604 /* We used to call will_hit_self to make sure we don't 589 /* We used to call will_hit_self to make sure we don't
605 * hit ourselves, but that didn't work, and I don't really 590 * hit ourselves, but that didn't work, and I don't really
608 * but since we are not trying to dereferance that pointer, 593 * but since we are not trying to dereferance that pointer,
609 * that isn't a problem. 594 * that isn't a problem.
610 */ 595 */
611 if (victim && victim != op && victim->head != op) 596 if (victim && victim != op && victim->head != op)
612 { 597 {
613
614 /* for golems with race fields, we don't attack 598 /* for golems with race fields, we don't attack
615 * aligned races 599 * aligned races
616 */ 600 */
617 601
618 if (victim->race && op->race && strstr (op->race, victim->race)) 602 if (victim->race && op->race && op->race.contains (victim->race))
619 { 603 {
620 if (op->owner) 604 if (op->owner)
621 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name); 605 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
622 } 606 }
623 else if (victim == op->owner) 607 else if (victim == op->owner)
630 attack_ob (victim, op); 614 attack_ob (victim, op);
631 made_attack = 1; 615 made_attack = 1;
632 } 616 }
633 } /* If victim */ 617 } /* If victim */
634 } 618 }
619
635 if (made_attack) 620 if (made_attack)
636 update_object (op, UP_OBJ_FACE); 621 update_object (op, UP_OBJ_FACE);
637} 622}
638 623
639/* this is a really stupid function when you get down and 624/* this is a really stupid function when you get down and
645control_golem (object *op, int dir) 630control_golem (object *op, int dir)
646{ 631{
647 op->direction = dir; 632 op->direction = dir;
648} 633}
649 634
650/* summon golem: summons a monster for 'op'. caster is the object 635/* summon golem: summons a monster for 'op'. caster is the object
651 * casting the spell, dir is the direction to place the monster, 636 * casting the spell, dir is the direction to place the monster,
652 * at is the archetype of the monster, and spob is the spell 637 * at is the archetype of the monster, and spob is the spell
653 * object. At this stage, all spob is really used for is to 638 * object. At this stage, all spob is really used for is to
654 * adjust some values in the monster. 639 * adjust some values in the monster.
655 */ 640 */
661 char buf[MAX_BUF]; 646 char buf[MAX_BUF];
662 647
663 /* Because there can be different golem spells, player may want to 648 /* Because there can be different golem spells, player may want to
664 * 'lose' their old golem. 649 * 'lose' their old golem.
665 */ 650 */
666 if (op->type == PLAYER && op->contr->ranges[range_golem]) 651 if (op->type == PLAYER && op->contr->golem)
667 { 652 {
668 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem."); 653 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
669 op->contr->ranges[range_golem]->remove ();
670 op->contr->ranges[range_golem]->destroy (); 654 op->contr->golem->drop_and_destroy ();
671 op->contr->ranges[range_golem] = 0; 655 op->contr->golem = 0;
672 } 656 }
673 657
674 if (spob->other_arch) 658 if (spob->other_arch)
675 at = spob->other_arch; 659 at = spob->other_arch;
676 else if (spob->race) 660 else if (spob->race)
696 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name); 680 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
697 return 0; 681 return 0;
698 } 682 }
699 683
700 if (!dir) 684 if (!dir)
701 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); 685 dir = find_free_spot (at, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
702 686
703 if (dir == -1 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir])) 687 if (dir < 0 || at->blocked (op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
704 { 688 {
705 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 689 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
706 return 0; 690 return 0;
707 } 691 }
708 692
715 } 699 }
716 700
717 if (op->type == PLAYER) 701 if (op->type == PLAYER)
718 { 702 {
719 tmp->type = GOLEM; 703 tmp->type = GOLEM;
720 tmp->set_owner (op); 704 op->contr->golem = tmp;
705 /* give the player control of the golem */
721 set_spell_skill (op, caster, spob, tmp); 706 set_spell_skill (op, caster, spob, tmp);
722 op->contr->ranges[range_golem] = tmp;
723 /* give the player control of the golem */
724 op->contr->shoottype = range_golem;
725 }
726 else
727 {
728 if (QUERY_FLAG (op, FLAG_FRIENDLY))
729 {
730 object *owner = op->owner;
731
732 if (owner)
733 { /* For now, we transfer ownership */
734 tmp->set_owner (owner);
735 tmp->attack_movement = PETMOVE;
736 add_friendly_object (tmp);
737 SET_FLAG (tmp, FLAG_FRIENDLY);
738 }
739 }
740
741 SET_FLAG (tmp, FLAG_MONSTER);
742 } 707 }
743 708
744 /* make the speed positive. */ 709 /* make the speed positive. */
745 tmp->speed = FABS (tmp->speed); 710 tmp->speed = fabs (tmp->speed);
746 711
747 /* This sets the level dependencies on dam and hp for monsters */ 712 /* This sets the level dependencies on dam and hp for monsters */
748 /* players can't cope with too strong summonings. */ 713 /* players can't cope with too strong summonings. */
749 /* but monsters can. reserve these for players. */ 714 /* but monsters can. reserve these for players. */
750 if (op->type == PLAYER) 715 if (op->type == PLAYER)
755 tmp->stats.dam += SP_level_dam_adjust (caster, spob); 720 tmp->stats.dam += SP_level_dam_adjust (caster, spob);
756 else 721 else
757 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 722 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
758 723
759 tmp->speed += .02 * SP_level_range_adjust (caster, spob); 724 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
760 tmp->speed = MIN (tmp->speed, 1.0); 725 tmp->speed = min (tmp->speed, 1.0);
761 726
762 if (spob->attacktype) 727 if (spob->attacktype)
763 tmp->attacktype = spob->attacktype; 728 tmp->attacktype = spob->attacktype;
764 } 729 }
765 730
769 734
770 /* make experience increase in proportion to the strength. 735 /* make experience increase in proportion to the strength.
771 * this is a bit simplistic - we are basically just looking at how 736 * this is a bit simplistic - we are basically just looking at how
772 * often the sp doubles and use that as the ratio. 737 * often the sp doubles and use that as the ratio.
773 */ 738 */
774 tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob)); 739 tmp->stats.exp *= 1 + max (spob->stats.maxgrace, spob->stats.sp) / casting_level (caster, spob);
775 tmp->speed_left = 0; 740 tmp->speed_left = 0;
776 tmp->direction = dir; 741 tmp->direction = dir;
777 742
778 /* Holy spell - some additional tailoring */ 743 /* Holy spell - some additional tailoring */
779 if (god) 744 if (god)
795 if (!(tmp->attacktype & AT_PHYSICAL)) 760 if (!(tmp->attacktype & AT_PHYSICAL))
796 tmp->attacktype |= AT_PHYSICAL; 761 tmp->attacktype |= AT_PHYSICAL;
797 } 762 }
798 763
799 insert_ob_in_map (tmp, tmp->map, op, 0); 764 insert_ob_in_map (tmp, tmp->map, op, 0);
765
800 return 1; 766 return 1;
801} 767}
802 768
803 769
804/*************************************************************************** 770/***************************************************************************
810/* Returns a monster (chosen at random) that this particular player (and his 776/* Returns a monster (chosen at random) that this particular player (and his
811 * god) find acceptable. This checks level, races allowed by god, etc 777 * god) find acceptable. This checks level, races allowed by god, etc
812 * to determine what is acceptable. 778 * to determine what is acceptable.
813 * This returns NULL if no match was found. 779 * This returns NULL if no match was found.
814 */ 780 */
815
816object * 781object *
817choose_cult_monster (object *pl, object *god, int summon_level) 782choose_cult_monster (object *pl, object *god, int summon_level)
818{ 783{
819 char buf[MAX_BUF]; 784 char buf[MAX_BUF];
820 const char *race; 785 const char *race;
875 * a valid entry, assuming nothing is available and quit. 840 * a valid entry, assuming nothing is available and quit.
876 */ 841 */
877 if (!mon_nr) 842 if (!mon_nr)
878 return NULL; 843 return NULL;
879 844
880 mon_nr = rndm (0, mon_nr - 1); 845 mon_nr = rndm (mon_nr - 1);
881 for (tobl = list->member; tobl; tobl = tobl->next) 846 for (tobl = list->member; tobl; tobl = tobl->next)
882 { 847 {
883 otmp = tobl->ob; 848 otmp = tobl->ob;
884 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER)) 849 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
885 continue; 850 continue;
851
886 if (otmp->level <= summon_level && !mon_nr--) 852 if (otmp->level <= summon_level && !mon_nr--)
887 return otmp; 853 return otmp;
888 } 854 }
855
889 /* This should not happen */ 856 /* This should not happen */
890 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n"); 857 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
891 return NULL; 858 return NULL;
892} 859}
893 860
900 867
901 if (spell_ob->other_arch) 868 if (spell_ob->other_arch)
902 summon_arch = spell_ob->other_arch; 869 summon_arch = spell_ob->other_arch;
903 else if (spell_ob->randomitems) 870 else if (spell_ob->randomitems)
904 { 871 {
905 int level = caster_level (caster, spell_ob); 872 int level = casting_level (caster, spell_ob);
906 treasure *tr, *lasttr = NULL; 873 treasure *tr, *lasttr = NULL;
907 874
908 shstr_cmp sparam (stringarg); 875 shstr_cmp sparam (stringarg);
909 876
910 /* In old code, this was a very convoluted for statement, 877 /* In old code, this was a very convoluted for statement,
919 if (level < tr->magic) 886 if (level < tr->magic)
920 break; 887 break;
921 888
922 lasttr = tr; 889 lasttr = tr;
923 890
924 if (tr->item->name == sparam) 891 if (tr->item->archname == sparam)
925 break; 892 break;
926 } 893 }
927 894
928 if (!lasttr) 895 if (!lasttr)
929 { 896 {
933 } 900 }
934 901
935 summon_arch = lasttr->item; 902 summon_arch = lasttr->item;
936 nrof = lasttr->nrof; 903 nrof = lasttr->nrof;
937 } 904 }
938 else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON")) 905 else if (spell_ob->race == shstr_GODCULTMON)
939 { 906 {
940 object *god = find_god (determine_god (op)), *mon, *owner; 907 object *god = find_god (determine_god (op)), *mon, *owner;
941 int summon_level, tries; 908 int summon_level, tries;
942 909
943 if (!god && ((owner = op->owner) != NULL)) 910 if (!god && ((owner = op->owner) != NULL))
952 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name); 919 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
953 return 0; 920 return 0;
954 } 921 }
955 922
956 /* the summon level */ 923 /* the summon level */
957 summon_level = caster_level (caster, spell_ob); 924 summon_level = casting_level (caster, spell_ob);
958 if (summon_level == 0) 925 if (summon_level == 0)
959 summon_level = 1; 926 summon_level = 1;
960 927
961 tries = 0; 928 tries = 0;
962 do 929 do
971 ndir = dir; 938 ndir = dir;
972 939
973 if (!ndir) 940 if (!ndir)
974 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE); 941 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
975 942
976 if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir])) 943 if (ndir < 0 || mon->blocked (op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
977 { 944 {
978 ndir = -1; 945 ndir = -1;
979 if (++tries == 5) 946 if (++tries == 5)
980 { 947 {
981 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 948 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1004 return 0; 971 return 0;
1005 } 972 }
1006 973
1007 for (i = 1; i <= nrof; i++) 974 for (i = 1; i <= nrof; i++)
1008 { 975 {
1009 archetype *atmp;
1010 object *prev = NULL, *head = NULL, *tmp; 976 object *prev = NULL, *head = NULL, *tmp;
1011 977
1012 if (dir) 978 if (dir)
1013 { 979 {
1014 ndir = dir; 980 ndir = dir;
1015 dir = absdir (dir + 1); 981 dir = absdir (dir + 1);
1016 } 982 }
1017 else 983 else
1018 ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE); 984 ndir = find_free_spot (summon_arch, op->map, op->x, op->y, 1, SIZEOFFREE);
1019 985
1020 if (ndir > 0) 986 if (ndir > 0)
1021 { 987 {
1022 x = freearr_x[ndir]; 988 x = freearr_x[ndir];
1023 y = freearr_y[ndir]; 989 y = freearr_y[ndir];
1024 } 990 }
1025 991
1026 if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y)) 992 if (ndir < 0 || summon_arch->blocked (op->map, op->x + x, op->y + y))
1027 { 993 {
1028 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 994 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1029 if (nrof > 1) 995 if (nrof > 1)
1030 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting."); 996 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
1031 997
1032 return nrof > 1; 998 return nrof > 1;
1033 } 999 }
1034 1000
1035 for (atmp = summon_arch; atmp != NULL; atmp = atmp->more) 1001 for (archetype *atmp = summon_arch; atmp != NULL; atmp = (archetype *)atmp->more)
1036 { 1002 {
1037 tmp = arch_to_object (atmp); 1003 tmp = arch_to_object (atmp);
1038 if (atmp == summon_arch) 1004 if (atmp == summon_arch)
1039 { 1005 {
1040 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1006 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1048 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY)) 1014 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1049 { 1015 {
1050 /* If this is not set, we make it friendly */ 1016 /* If this is not set, we make it friendly */
1051 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER)) 1017 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1052 { 1018 {
1053 SET_FLAG (tmp, FLAG_FRIENDLY);
1054 add_friendly_object (tmp); 1019 add_friendly_object (tmp);
1055 tmp->stats.exp = 0; 1020 tmp->stats.exp = 0;
1056 1021
1057 if (spell_ob->attack_movement) 1022 if (spell_ob->attack_movement)
1058 tmp->attack_movement = spell_ob->attack_movement; 1023 tmp->attack_movement = spell_ob->attack_movement;
1074 tmp->head = head; 1039 tmp->head = head;
1075 prev->more = tmp; 1040 prev->more = tmp;
1076 } 1041 }
1077 1042
1078 prev = tmp; 1043 prev = tmp;
1079 tmp->x = op->x + x + tmp->arch->clone.x; 1044 tmp->x = op->x + x + tmp->arch->x;
1080 tmp->y = op->y + y + tmp->arch->clone.y; 1045 tmp->y = op->y + y + tmp->arch->y;
1081 tmp->map = op->map; 1046 tmp->map = op->map;
1082 } 1047 }
1083 1048
1084 head->direction = freedir[ndir]; 1049 head->direction = freedir[ndir];
1085 head->stats.exp = 0; 1050 head->stats.exp = 0;
1088 if (head && head->randomitems) 1053 if (head && head->randomitems)
1089 { 1054 {
1090 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0); 1055 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1091 1056
1092 for (object *tmp = head->inv; tmp; tmp = tmp->below) 1057 for (object *tmp = head->inv; tmp; tmp = tmp->below)
1093 SET_FLAG (tmp, FLAG_NO_DROP); 1058 SET_FLAG (tmp, FLAG_DESTROY_ON_DEATH);
1094 } 1059 }
1095 } /* for i < nrof */ 1060 } /* for i < nrof */
1096 1061
1097 return 1; 1062 return 1;
1098}
1099
1100/* recursively look through the owner property of objects until the real owner
1101is found */
1102object *
1103get_real_owner (object *ob)
1104{
1105 object *realowner = ob;
1106
1107 if (realowner == NULL)
1108 return NULL;
1109
1110 while (realowner->owner != NULL)
1111 {
1112 realowner = realowner->owner;
1113 }
1114 return realowner;
1115} 1063}
1116 1064
1117/* determines if checks so pets don't attack players or other pets should be 1065/* determines if checks so pets don't attack players or other pets should be
1118overruled by the arena petmode */ 1066overruled by the arena petmode */
1119int 1067int
1125 if ((target == NULL) || (pet == NULL) || (owner == NULL)) 1073 if ((target == NULL) || (pet == NULL) || (owner == NULL))
1126 return 0; 1074 return 0;
1127 1075
1128 /* get the owners of itself and the target, this is to deal with pets of 1076 /* get the owners of itself and the target, this is to deal with pets of
1129 pets */ 1077 pets */
1130 rowner = get_real_owner (owner); 1078 rowner = owner->outer_owner ();
1131 if (target->type != PLAYER) 1079 towner = target->is_player () ? 0 : target->outer_owner ();
1132 {
1133 towner = get_real_owner (target);
1134 }
1135 else
1136 {
1137 towner = 0;
1138 }
1139 1080
1140 /* if the pet has now owner, exit with error */ 1081 /* if the pet has now owner, exit with error */
1141 if (rowner == NULL) 1082 if (!rowner)
1142 { 1083 {
1143 LOG (llevError, "Pet has no owner.\n"); 1084 LOG (llevError, "Pet has no owner.\n");
1144 return 0; 1085 return 0;
1145 } 1086 }
1146 1087
1147 /* if the target is not a player, and has no owner, we shouldn't be here 1088 /* if the target is not a player, and has no owner, we shouldn't be here
1148 */ 1089 */
1149 if ((towner == NULL) && (target->type != PLAYER)) 1090 if (!towner && !target->is_player ())
1150 { 1091 {
1151 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n"); 1092 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1152 return 0; 1093 return 0;
1153 } 1094 }
1154 1095
1155 /* make sure that the owner is a player */ 1096 /* make sure that the owner is a player */
1156 if (rowner->type != PLAYER) 1097 if (!rowner->is_player ())
1157 return 0; 1098 return 0;
1158 1099
1159 /* abort if the petmode is not arena */ 1100 /* abort if the petmode is not arena */
1160 if (rowner->contr->petmode != pet_arena) 1101 if (rowner->contr->petmode != pet_arena)
1161 return 0; 1102 return 0;
1163 /* abort if the pet, it's owner, or the target is not on battleground */ 1104 /* abort if the pet, it's owner, or the target is not on battleground */
1164 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL))) 1105 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1165 return 0; 1106 return 0;
1166 1107
1167 /* if the target is a monster, make sure it's owner is not the same */ 1108 /* if the target is a monster, make sure it's owner is not the same */
1168 if ((target->type != PLAYER) && (rowner == towner)) 1109 if (!target->is_player () && rowner == towner)
1169 return 0; 1110 return 0;
1170 1111
1171 /* check if the target is a player which affects how it will handle 1112 /* check if the target is a player which affects how it will handle
1172 parties */ 1113 parties */
1173 if (target->type != PLAYER) 1114 if (!target->is_player ())
1174 { 1115 {
1175 /* if the target is owned by a player make sure than make sure 1116 /* if the target is owned by a player make sure than make sure
1176 it's not in the same party */ 1117 it's not in the same party */
1177 if ((towner->type == PLAYER) && (rowner->contr->party != NULL)) 1118 if (towner->is_player () && rowner->contr->party)
1178 {
1179 if (rowner->contr->party == towner->contr->party) 1119 if (rowner->contr->party == towner->contr->party)
1180 return 0; 1120 return 0;
1181 }
1182 } 1121 }
1183 else 1122 else
1184 { 1123 {
1185 /* if the target is a player make sure than make sure it's not 1124 /* if the target is a player make sure than make sure it's not
1186 in the same party */ 1125 in the same party */
1187 if (rowner->contr->party != NULL) 1126 if (rowner->contr->party)
1188 {
1189 if (rowner->contr->party == target->contr->party) 1127 if (rowner->contr->party == target->contr->party)
1190 return 0; 1128 return 0;
1191 }
1192 } 1129 }
1193 1130
1194 return 1; 1131 return 1;
1195} 1132}
1133

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