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/cvs/deliantra/server/server/pets.C
Revision: 1.22
Committed: Mon Jan 8 01:19:04 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +0 -4 lines
Log Message:
more preperations for player eviction

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27
28 /* given that 'pet' is a friendly object, this function returns a
29 * monster the pet should attack, NULL if nothing appropriate is
30 * found. it basically looks for nasty things around the owner
31 * of the pet to attack.
32 * this is now tilemap aware.
33 */
34 object *
35 get_pet_enemy (object *pet, rv_vector * rv)
36 {
37 object *owner, *tmp, *attacker, *tmp3;
38 int i;
39 sint16 x, y;
40 maptile *nm;
41 int search_arr[SIZEOFFREE];
42 int mflags;
43
44 attacker = pet->attacked_by; /*pointer to attacking enemy */
45 pet->attacked_by = NULL; /*clear this, since we are dealing with it */
46
47 if ((owner = pet->owner) != NULL)
48 {
49 /* If the owner has turned on the pet, make the pet
50 * unfriendly.
51 */
52 if ((check_enemy (owner, rv)) == pet)
53 {
54 CLEAR_FLAG (pet, FLAG_FRIENDLY);
55 remove_friendly_object (pet);
56 pet->attack_movement &= ~PETMOVE;
57 return owner;
58 }
59 }
60 else
61 {
62 /* else the owner is no longer around, so the
63 * pet no longer needs to be friendly.
64 */
65 CLEAR_FLAG (pet, FLAG_FRIENDLY);
66 remove_friendly_object (pet);
67 pet->attack_movement &= ~PETMOVE;
68 return NULL;
69 }
70 /* If they are not on the same map, the pet won't be agressive */
71 if (!on_same_map (pet, owner))
72 return NULL;
73
74 /* See if the pet has an existing enemy. If so, don't start a new one */
75 if ((tmp = check_enemy (pet, rv)) != NULL)
76 {
77 if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY))
78 /* without this check, you can actually get pets with
79 * enemy set to owner!
80 */
81 pet->enemy = NULL;
82 else
83 return tmp;
84 }
85
86 get_search_arr (search_arr);
87
88 if (owner->type == PLAYER && owner->contr->petmode > pet_normal)
89 {
90 if (owner->contr->petmode == pet_sad)
91 {
92 tmp = find_nearest_living_creature (pet);
93 if (tmp != NULL)
94 {
95 get_rangevector (pet, tmp, rv, 0);
96 if (check_enemy (pet, rv) != NULL)
97 return tmp;
98 else
99 pet->enemy = NULL;
100 }
101 /* if we got here we have no enemy */
102 /* we return NULL to avoid heading back to the owner */
103 pet->enemy = NULL;
104 return NULL;
105 }
106 }
107
108 /* Since the pet has no existing enemy, look for anything nasty
109 * around the owner that it should go and attack.
110 */
111 tmp3 = NULL;
112 for (i = 0; i < SIZEOFFREE; i++)
113 {
114 x = owner->x + freearr_x[search_arr[i]];
115 y = owner->y + freearr_y[search_arr[i]];
116 nm = owner->map;
117 /* Only look on the space if there is something alive there. */
118 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
119
120 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
121 {
122 for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above)
123 {
124 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
125
126 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
127 (tmp2->type != PLAYER)) ||
128 should_arena_attack (pet, owner, tmp2))
129 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
130 {
131
132 if (!can_see_enemy (pet, tmp2))
133 {
134 if (tmp3 != NULL)
135 tmp3 = tmp2;
136 }
137 else
138 {
139 pet->enemy = tmp2;
140 if (check_enemy (pet, rv) != NULL)
141 return tmp2;
142 else
143 pet->enemy = NULL;
144 }
145 } /* if this is a valid enemy */
146 } /* for objects on this space */
147 } /* if there is something living on this space */
148 } /* for loop of spaces around the owner */
149
150 /* fine, we went through the whole loop and didn't find one we could
151 see, take what we have */
152 if (tmp3 != NULL)
153 {
154 pet->enemy = tmp3;
155 if (check_enemy (pet, rv) != NULL)
156 return tmp3;
157 else
158 pet->enemy = NULL;
159 }
160
161 /* No threat to owner, check to see if the pet has an attacker */
162 if (attacker)
163 {
164 /* also need to check to make sure it is not freindly */
165 /* or otherwise non-hostile, and is an appropriate target */
166 if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker))
167 {
168 pet->enemy = attacker;
169
170 if (check_enemy (pet, rv) != NULL)
171 return attacker;
172 else
173 pet->enemy = NULL;
174 }
175 }
176
177 /* Don't have an attacker or legal enemy, so look for a new one!.
178 * This looks for one around where the pet is. Thus, you could lead
179 * a pet to danger, then take a few steps back. This code is basically
180 * the same as the code that looks around the owner.
181 */
182 if (owner->type == PLAYER && owner->contr->petmode != pet_defend)
183 {
184 tmp3 = NULL;
185 for (i = 0; i < SIZEOFFREE; i++)
186 {
187 x = pet->x + freearr_x[search_arr[i]];
188 y = pet->y + freearr_y[search_arr[i]];
189 nm = pet->map;
190 /* Only look on the space if there is something alive there. */
191 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
192 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
193 {
194 for (tmp = GET_MAP_OB (nm, x, y); tmp != NULL; tmp = tmp->above)
195 {
196 object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
197
198 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
199 (tmp2->type != PLAYER)) ||
200 should_arena_attack (pet, owner, tmp2))
201 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
202 {
203
204 if (!can_see_enemy (pet, tmp2))
205 {
206 if (tmp3 != NULL)
207 tmp3 = tmp2;
208 }
209 else
210 {
211 pet->enemy = tmp2;
212 if (check_enemy (pet, rv) != NULL)
213 return tmp2;
214 else
215 pet->enemy = NULL;
216 }
217 } /* make sure we can get to the bugger */
218 } /* for objects on this space */
219 } /* if there is something living on this space */
220 } /* for loop of spaces around the pet */
221 } /* pet in defence mode */
222
223 /* fine, we went through the whole loop and didn't find one we could
224 see, take what we have */
225 if (tmp3 != NULL)
226 {
227 pet->enemy = tmp3;
228 if (check_enemy (pet, rv) != NULL)
229 return tmp3;
230 else
231 pet->enemy = NULL;
232 }
233
234 /* Didn't find anything - return the owner's enemy or NULL */
235 return check_enemy (pet, rv);
236 }
237
238 void
239 terminate_all_pets (object *owner)
240 {
241 objectlink *obl, *next;
242
243 for (obl = first_friendly_object; obl != NULL; obl = next)
244 {
245 object *ob = obl->ob;
246
247 next = obl->next;
248 if (ob->owner == owner)
249 {
250 if (!QUERY_FLAG (ob, FLAG_REMOVED))
251 ob->remove ();
252 remove_friendly_object (ob);
253 ob->destroy ();
254 }
255 }
256 }
257
258 /*
259 * Unfortunately, sometimes, the owner of a pet is in the
260 * process of entering a new map when this is called.
261 * Thus the map isn't loaded yet, and we have to remove
262 * the pet...
263 * Interesting enough, we don't use the passed map structure in
264 * this function.
265 */
266 void
267 remove_all_pets (maptile *map)
268 {
269 objectlink *obl, *next;
270 object *owner;
271
272 for (obl = first_friendly_object; obl != NULL; obl = next)
273 {
274 next = obl->next;
275 if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) &&
276 (owner = obl->ob->owner) != NULL && !on_same_map (owner, obl->ob))
277 {
278 /* follow owner checks map status for us */
279 follow_owner (obl->ob, owner);
280 }
281 }
282 }
283
284 int
285 follow_owner (object *ob, object *owner)
286 {
287 object *tmp;
288 int dir;
289
290 if (!QUERY_FLAG (ob, FLAG_REMOVED))
291 ob->remove ();
292
293 if (owner->map == NULL)
294 {
295 LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name);
296 goto fail;
297 }
298 if (owner->map->in_memory != MAP_IN_MEMORY)
299 {
300 LOG (llevError, "Owner of the pet not on a map in memory!?\n");
301 goto fail;
302 }
303
304 dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
305
306 if (dir == -1)
307 {
308 LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name);
309 goto fail;
310 }
311 for (tmp = ob; tmp != NULL; tmp = tmp->more)
312 {
313 tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
314 tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
315 tmp->map = owner->map;
316 if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y))
317 {
318 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
319 }
320 }
321 insert_ob_in_map (ob, ob->map, NULL, 0);
322 if (owner->type == PLAYER) /* Uh, I hope this is always true... */
323 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
324
325 return 0;
326
327 fail:
328 remove_friendly_object (ob);
329 ob->destroy ();
330
331 return 1;
332 }
333
334 void
335 pet_move (object *ob)
336 {
337 int dir, i;
338 sint16 dx, dy;
339 object *ob2, *owner;
340 maptile *m;
341
342 /* Check to see if player pulled out */
343 if ((owner = ob->owner) == NULL)
344 {
345 ob->remove (); /* Will be freed when returning */
346 remove_friendly_object (ob);
347 ob->destroy ();
348 LOG (llevMonster, "Pet: no owner, leaving.\n");
349 return;
350 }
351
352 /* move monster into the owners map if not in the same map */
353 if (!on_same_map (ob, owner))
354 {
355 follow_owner (ob, owner);
356 return;
357 }
358 /* Calculate Direction */
359 if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
360 {
361 /* in S&D mode, if we have no enemy, run randomly about. */
362 for (i = 0; i < 15; i++)
363 {
364 dir = rndm (1, 8);
365 dx = ob->x + freearr_x[dir];
366 dy = ob->y + freearr_y[dir];
367 m = ob->map;
368 if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
369 continue;
370 else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy)))
371 continue;
372 else
373 break;
374 }
375 }
376 else
377 {
378 struct rv_vector rv;
379
380 get_rangevector (ob, ob->owner, &rv, 0);
381 dir = rv.direction;
382 }
383 ob->direction = dir;
384
385 /* move_ob returns 0 if the object couldn't move. If that is the
386 * case, lets do some other work.
387 */
388 if (!(move_ob (ob, dir, ob)))
389 {
390 object *part;
391
392 /* the failed move_ob above may destroy the pet, so check here */
393 if (ob->destroyed ())
394 return;
395
396 for (part = ob; part != NULL; part = part->more)
397 {
398 dx = part->x + freearr_x[dir];
399 dy = part->y + freearr_y[dir];
400 m = get_map_from_coord (part->map, &dx, &dy);
401 if (!m)
402 continue;
403
404 for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
405 {
406 object *new_ob;
407
408 new_ob = ob2->head ? ob2->head : ob2;
409 if (new_ob == ob)
410 break;
411 if (new_ob == ob->owner)
412 return;
413 if (new_ob->owner == ob->owner)
414 break;
415
416 /* Hmm. Did we try to move into an enemy monster? If so,
417 * make it our enemy.
418 */
419 if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
420 && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
421 {
422
423 ob->enemy = new_ob;
424 if (new_ob->enemy == NULL)
425 new_ob->enemy = ob;
426 return;
427 }
428 else if (new_ob->type == PLAYER)
429 {
430 new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet.");
431 return;
432 }
433 }
434 }
435 /* Try a different course */
436 dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5));
437 (void) move_ob (ob, dir, ob);
438 }
439 return;
440 }
441
442 /****************************************************************************
443 *
444 * GOLEM SPELL CODE
445 *
446 ****************************************************************************/
447
448 /* fix_summon_pet() - this makes multisquare/single square monsters
449 * proper for map insertion.
450 * at is the archetype, op is the caster of the spell, dir is the
451 * direction the monster should be placed in.
452 * is_golem is to note that this is a golem spell.
453 */
454 object *
455 fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
456 {
457 archetype *atmp;
458 object *tmp = NULL, *prev = NULL, *head = NULL;
459
460 for (atmp = at; atmp; atmp = atmp->more)
461 {
462 tmp = arch_to_object (atmp);
463
464 if (atmp == at)
465 {
466 if (!is_golem)
467 SET_FLAG (tmp, FLAG_MONSTER);
468
469 tmp->set_owner (op);
470 if (op->type == PLAYER)
471 {
472 tmp->stats.exp = 0;
473 add_friendly_object (tmp);
474 if (is_golem)
475 CLEAR_FLAG (tmp, FLAG_MONSTER);
476 }
477 else
478 {
479 if (QUERY_FLAG (op, FLAG_FRIENDLY))
480 {
481 object *owner = op->owner;
482
483 if (owner)
484 { /* For now, we transfer ownership */
485 tmp->set_owner (owner);
486 tmp->attack_movement = PETMOVE;
487 add_friendly_object (tmp);
488 }
489 }
490 }
491
492 if (op->type != PLAYER || !is_golem)
493 {
494 tmp->attack_movement = PETMOVE;
495 tmp->speed_left = -1;
496 tmp->type = 0;
497 tmp->enemy = op->enemy;
498 }
499 else
500 tmp->type = GOLEM;
501
502 }
503
504 if (!head)
505 head = tmp;
506
507 tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x;
508 tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y;
509 tmp->map = op->map;
510
511 if (tmp->invisible)
512 tmp->invisible = 0;
513
514 if (head != tmp)
515 tmp->head = head, prev->more = tmp;
516
517 prev = tmp;
518 }
519
520 head->direction = dir;
521
522 /* need to change some monster attr to prevent problems/crashing */
523 head->last_heal = 0;
524 head->last_eat = 0;
525 head->last_grace = 0;
526 head->last_sp = 0;
527 head->other_arch = NULL;
528 head->stats.exp = 0;
529 CLEAR_FLAG (head, FLAG_CHANGING);
530 CLEAR_FLAG (head, FLAG_STAND_STILL);
531 CLEAR_FLAG (head, FLAG_GENERATOR);
532 CLEAR_FLAG (head, FLAG_SPLITTING);
533 if (head->attacktype & AT_GHOSTHIT)
534 head->attacktype = (AT_PHYSICAL | AT_DRAIN);
535
536 return head;
537 }
538
539 /* updated this to allow more than the golem 'head' to attack */
540 /* op is the golem to be moved. */
541 void
542 move_golem (object *op)
543 {
544 int made_attack = 0;
545 object *tmp;
546
547 if (QUERY_FLAG (op, FLAG_MONSTER))
548 return; /* Has already been moved */
549
550 if (op->owner == NULL)
551 {
552 LOG (llevDebug, "Golem without owner destructed.\n");
553 op->remove ();
554 op->destroy ();
555 return;
556 }
557
558 /* It would be nice to have a cleaner way of what message to print
559 * when the golem expires than these hard coded entries.
560 * Note it is intentional that a golems duration is based on its
561 * hp, and not duration
562 */
563 if (--op->stats.hp < 0)
564 {
565 if (op->msg)
566 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
567
568 op->owner->contr->ranges[range_golem] = 0;
569 remove_friendly_object (op);
570 op->remove ();
571 op->destroy ();
572 return;
573 }
574
575 /* Do golem attacks/movement for single & multisq golems.
576 * Assuming here that op is the 'head' object. Pass only op to
577 * move_ob (makes recursive calls to other parts)
578 * move_ob returns 0 if the creature was not able to move.
579 */
580 if (move_ob (op, op->direction, op))
581 return;
582
583 if (op->destroyed ())
584 return;
585
586 for (tmp = op; tmp; tmp = tmp->more)
587 {
588 sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
589 object *victim;
590 maptile *m;
591 int mflags;
592
593 m = op->map;
594 mflags = get_map_flags (m, &m, x, y, &x, &y);
595
596 if (mflags & P_OUT_OF_MAP)
597 continue;
598
599 for (victim = GET_MAP_OB (op->map, x, y); victim; victim = victim->above)
600 if (QUERY_FLAG (victim, FLAG_ALIVE))
601 break;
602
603 /* We used to call will_hit_self to make sure we don't
604 * hit ourselves, but that didn't work, and I don't really
605 * know if that was more efficient anyways than this.
606 * This at least works. Note that victim->head can be NULL,
607 * but since we are not trying to dereferance that pointer,
608 * that isn't a problem.
609 */
610 if (victim && victim != op && victim->head != op)
611 {
612
613 /* for golems with race fields, we don't attack
614 * aligned races
615 */
616
617 if (victim->race && op->race && strstr (op->race, victim->race))
618 {
619 if (op->owner)
620 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
621 }
622 else if (victim == op->owner)
623 {
624 if (op->owner)
625 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
626 }
627 else
628 {
629 attack_ob (victim, op);
630 made_attack = 1;
631 }
632 } /* If victim */
633 }
634 if (made_attack)
635 update_object (op, UP_OBJ_FACE);
636 }
637
638 /* this is a really stupid function when you get down and
639 * look at it. Keep it here for the time being - makes life
640 * easier if we ever decide to do more interesting thing with
641 * controlled golems.
642 */
643 void
644 control_golem (object *op, int dir)
645 {
646 op->direction = dir;
647 }
648
649 /* summon golem: summons a monster for 'op'. caster is the object
650 * casting the spell, dir is the direction to place the monster,
651 * at is the archetype of the monster, and spob is the spell
652 * object. At this stage, all spob is really used for is to
653 * adjust some values in the monster.
654 */
655 int
656 summon_golem (object *op, object *caster, int dir, object *spob)
657 {
658 object *tmp, *god = NULL;
659 archetype *at;
660 char buf[MAX_BUF];
661
662 /* Because there can be different golem spells, player may want to
663 * 'lose' their old golem.
664 */
665 if (op->type == PLAYER && op->contr->ranges[range_golem])
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
668 op->contr->ranges[range_golem]->remove ();
669 op->contr->ranges[range_golem]->destroy ();
670 op->contr->ranges[range_golem] = 0;
671 }
672
673 if (spob->other_arch)
674 at = spob->other_arch;
675 else if (spob->race)
676 {
677 god = find_god (determine_god (caster));
678
679 if (!god)
680 {
681 new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
682 return 0;
683 }
684
685 at = determine_holy_arch (god, spob->race);
686
687 if (!at)
688 {
689 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
690 return 0;
691 }
692 }
693 else
694 {
695 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
696 return 0;
697 }
698
699 if (!dir)
700 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
701
702 if (dir == -1 || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
705 return 0;
706 }
707
708 /* basically want to get proper map/coordinates for this object */
709
710 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
713 return 0;
714 }
715
716 if (op->type == PLAYER)
717 {
718 tmp->type = GOLEM;
719 tmp->set_owner (op);
720 set_spell_skill (op, caster, spob, tmp);
721 op->contr->ranges[range_golem] = tmp;
722 /* give the player control of the golem */
723 op->contr->shoottype = range_golem;
724 }
725 else
726 {
727 if (QUERY_FLAG (op, FLAG_FRIENDLY))
728 {
729 object *owner = op->owner;
730
731 if (owner)
732 { /* For now, we transfer ownership */
733 tmp->set_owner (owner);
734 tmp->attack_movement = PETMOVE;
735 add_friendly_object (tmp);
736 }
737 }
738
739 SET_FLAG (tmp, FLAG_MONSTER);
740 }
741
742 /* make the speed positive. */
743 tmp->speed = FABS (tmp->speed);
744
745 /* This sets the level dependencies on dam and hp for monsters */
746 /* players can't cope with too strong summonings. */
747 /* but monsters can. reserve these for players. */
748 if (op->type == PLAYER)
749 {
750 tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
751
752 if (!spob->stats.dam)
753 tmp->stats.dam += SP_level_dam_adjust (caster, spob);
754 else
755 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
756
757 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
758 tmp->speed = MIN (tmp->speed, 1.0);
759
760 if (spob->attacktype)
761 tmp->attacktype = spob->attacktype;
762 }
763
764 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
765
766 /* limit the speed to 0.3 for non-players, 1 for players. */
767
768 /* make experience increase in proportion to the strength.
769 * this is a bit simplistic - we are basically just looking at how
770 * often the sp doubles and use that as the ratio.
771 */
772 tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob));
773 tmp->speed_left = 0;
774 tmp->direction = dir;
775
776 /* Holy spell - some additional tailoring */
777 if (god)
778 {
779 object *tmp2;
780
781 sprintf (buf, "%s of %s", &spob->name, &god->name);
782 buf[0] = toupper (buf[0]);
783
784 for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
785 tmp2->name = buf;
786
787 tmp->attacktype |= god->attacktype;
788 memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
789 tmp->race = god->race;
790 tmp->slaying = god->slaying;
791
792 /* safety, we must allow a god's servants some reasonable attack */
793 if (!(tmp->attacktype & AT_PHYSICAL))
794 tmp->attacktype |= AT_PHYSICAL;
795 }
796
797 insert_ob_in_map (tmp, tmp->map, op, 0);
798 return 1;
799 }
800
801
802 /***************************************************************************
803 *
804 * Summon monster/pet/other object code
805 *
806 ***************************************************************************/
807
808 /* Returns a monster (chosen at random) that this particular player (and his
809 * god) find acceptable. This checks level, races allowed by god, etc
810 * to determine what is acceptable.
811 * This returns NULL if no match was found.
812 */
813
814 object *
815 choose_cult_monster (object *pl, object *god, int summon_level)
816 {
817 char buf[MAX_BUF];
818 const char *race;
819 int racenr, mon_nr, i;
820 racelink *list;
821 objectlink *tobl;
822 object *otmp;
823
824 /* Determine the number of races available */
825 racenr = 0;
826 strcpy (buf, god->race);
827 race = strtok (buf, ",");
828 while (race)
829 {
830 racenr++;
831 race = strtok (NULL, ",");
832 }
833
834 /* next, randomly select a race from the aligned_races string */
835 if (racenr > 1)
836 {
837 racenr = rndm (0, racenr - 1);
838 strcpy (buf, god->race);
839 race = strtok (buf, ",");
840 for (i = 0; i < racenr; i++)
841 race = strtok (NULL, ",");
842 }
843 else
844 race = god->race;
845
846
847 /* see if a we can match a race list of monsters. This should not
848 * happen, so graceful recovery isn't really needed, but this sanity
849 * checking is good for cases where the god archetypes mismatch the
850 * race file
851 */
852 if ((list = find_racelink (race)) == NULL)
853 {
854 new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
855 LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
856 return 0;
857 }
858
859 /* search for an apprplritate monster on this race list */
860 mon_nr = 0;
861 for (tobl = list->member; tobl; tobl = tobl->next)
862 {
863 otmp = tobl->ob;
864 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
865 continue;
866 if (otmp->level <= summon_level)
867 mon_nr++;
868 }
869
870 /* If this god has multiple race entries, we should really choose another.
871 * But then we either need to track which ones we have tried, or just
872 * make so many calls to this function, and if we get so many without
873 * a valid entry, assuming nothing is available and quit.
874 */
875 if (!mon_nr)
876 return NULL;
877
878 mon_nr = rndm (0, mon_nr - 1);
879 for (tobl = list->member; tobl; tobl = tobl->next)
880 {
881 otmp = tobl->ob;
882 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
883 continue;
884 if (otmp->level <= summon_level && !mon_nr--)
885 return otmp;
886 }
887 /* This should not happen */
888 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
889 return NULL;
890 }
891
892 int
893 summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
894 {
895 sint16 x, y, nrof = 1, i;
896 archetype *summon_arch;
897 int ndir;
898
899 if (spell_ob->other_arch)
900 summon_arch = spell_ob->other_arch;
901 else if (spell_ob->randomitems)
902 {
903 int level = caster_level (caster, spell_ob);
904 treasure *tr, *lasttr = NULL;
905
906 shstr_cmp sparam (stringarg);
907
908 /* In old code, this was a very convoluted for statement,
909 * with all the checks in the 'for' portion itself. Much
910 * more readable to break some of the conditions out.
911 */
912 for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
913 {
914 if (!tr->item)
915 continue;
916
917 if (level < tr->magic)
918 break;
919
920 lasttr = tr;
921
922 if (tr->item->name == sparam)
923 break;
924 }
925
926 if (!lasttr)
927 {
928 LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
929 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
930 return 0;
931 }
932
933 summon_arch = lasttr->item;
934 nrof = lasttr->nrof;
935 }
936 else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
937 {
938 object *god = find_god (determine_god (op)), *mon, *owner;
939 int summon_level, tries;
940
941 if (!god && ((owner = op->owner) != NULL))
942 god = find_god (determine_god (owner));
943
944 /* If we can't find a god, can't get what monster to summon */
945 if (!god)
946 return 0;
947
948 if (!god->race)
949 {
950 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
951 return 0;
952 }
953
954 /* the summon level */
955 summon_level = caster_level (caster, spell_ob);
956 if (summon_level == 0)
957 summon_level = 1;
958
959 tries = 0;
960 do
961 {
962 mon = choose_cult_monster (op, god, summon_level);
963 if (!mon)
964 {
965 new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
966 return 0;
967 }
968
969 ndir = dir;
970
971 if (!ndir)
972 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
973
974 if (ndir == -1 || ob_blocked (mon, op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
975 {
976 ndir = -1;
977 if (++tries == 5)
978 {
979 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
980 return 0;
981 }
982 }
983 }
984 while (ndir == -1);
985
986 if (mon->level > (summon_level / 2))
987 nrof = random_roll (1, 2, op, PREFER_HIGH);
988 else
989 nrof = die_roll (2, 2, op, PREFER_HIGH);
990
991 summon_arch = mon->arch;
992 }
993 else
994 summon_arch = 0;
995
996 if (spell_ob->stats.dam)
997 nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
998
999 if (!summon_arch)
1000 {
1001 new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
1002 return 0;
1003 }
1004
1005 for (i = 1; i <= nrof; i++)
1006 {
1007 archetype *atmp;
1008 object *prev = NULL, *head = NULL, *tmp;
1009
1010 if (dir)
1011 {
1012 ndir = dir;
1013 dir = absdir (dir + 1);
1014 }
1015 else
1016 ndir = find_free_spot (&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
1017
1018 if (ndir > 0)
1019 {
1020 x = freearr_x[ndir];
1021 y = freearr_y[ndir];
1022 }
1023
1024 if (ndir == -1 || ob_blocked (&summon_arch->clone, op->map, op->x + x, op->y + y))
1025 {
1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1027 if (nrof > 1)
1028 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
1029
1030 return nrof > 1;
1031 }
1032
1033 for (atmp = summon_arch; atmp != NULL; atmp = atmp->more)
1034 {
1035 tmp = arch_to_object (atmp);
1036 if (atmp == summon_arch)
1037 {
1038 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1039 {
1040 tmp->set_owner (op);
1041 set_spell_skill (op, caster, spell_ob, tmp);
1042 tmp->enemy = op->enemy;
1043 tmp->type = 0;
1044 CLEAR_FLAG (tmp, FLAG_SLEEP);
1045
1046 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1047 {
1048 /* If this is not set, we make it friendly */
1049 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1050 {
1051 add_friendly_object (tmp);
1052 tmp->stats.exp = 0;
1053
1054 if (spell_ob->attack_movement)
1055 tmp->attack_movement = spell_ob->attack_movement;
1056
1057 if (op->owner)
1058 tmp->set_owner (op->owner);
1059 }
1060 }
1061 }
1062
1063 if (tmp->speed > MIN_ACTIVE_SPEED)
1064 tmp->speed_left = -1;
1065 }
1066
1067 if (head == NULL)
1068 head = tmp;
1069 else
1070 {
1071 tmp->head = head;
1072 prev->more = tmp;
1073 }
1074
1075 prev = tmp;
1076 tmp->x = op->x + x + tmp->arch->clone.x;
1077 tmp->y = op->y + y + tmp->arch->clone.y;
1078 tmp->map = op->map;
1079 }
1080
1081 head->direction = freedir[ndir];
1082 head->stats.exp = 0;
1083 head = insert_ob_in_map (head, head->map, op, 0);
1084
1085 if (head && head->randomitems)
1086 {
1087 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1088
1089 for (object *tmp = head->inv; tmp; tmp = tmp->below)
1090 SET_FLAG (tmp, FLAG_DESTROY_ON_DEATH);
1091 }
1092 } /* for i < nrof */
1093
1094 return 1;
1095 }
1096
1097 /* recursively look through the owner property of objects until the real owner
1098 is found */
1099 object *
1100 get_real_owner (object *ob)
1101 {
1102 object *realowner = ob;
1103
1104 if (realowner == NULL)
1105 return NULL;
1106
1107 while (realowner->owner != NULL)
1108 {
1109 realowner = realowner->owner;
1110 }
1111 return realowner;
1112 }
1113
1114 /* determines if checks so pets don't attack players or other pets should be
1115 overruled by the arena petmode */
1116 int
1117 should_arena_attack (object *pet, object *owner, object *target)
1118 {
1119 object *rowner, *towner;
1120
1121 /* exit if the target, pet, or owner is null. */
1122 if ((target == NULL) || (pet == NULL) || (owner == NULL))
1123 return 0;
1124
1125 /* get the owners of itself and the target, this is to deal with pets of
1126 pets */
1127 rowner = get_real_owner (owner);
1128 if (target->type != PLAYER)
1129 {
1130 towner = get_real_owner (target);
1131 }
1132 else
1133 {
1134 towner = 0;
1135 }
1136
1137 /* if the pet has now owner, exit with error */
1138 if (rowner == NULL)
1139 {
1140 LOG (llevError, "Pet has no owner.\n");
1141 return 0;
1142 }
1143
1144 /* if the target is not a player, and has no owner, we shouldn't be here
1145 */
1146 if ((towner == NULL) && (target->type != PLAYER))
1147 {
1148 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1149 return 0;
1150 }
1151
1152 /* make sure that the owner is a player */
1153 if (rowner->type != PLAYER)
1154 return 0;
1155
1156 /* abort if the petmode is not arena */
1157 if (rowner->contr->petmode != pet_arena)
1158 return 0;
1159
1160 /* abort if the pet, it's owner, or the target is not on battleground */
1161 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1162 return 0;
1163
1164 /* if the target is a monster, make sure it's owner is not the same */
1165 if ((target->type != PLAYER) && (rowner == towner))
1166 return 0;
1167
1168 /* check if the target is a player which affects how it will handle
1169 parties */
1170 if (target->type != PLAYER)
1171 {
1172 /* if the target is owned by a player make sure than make sure
1173 it's not in the same party */
1174 if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1175 {
1176 if (rowner->contr->party == towner->contr->party)
1177 return 0;
1178 }
1179 }
1180 else
1181 {
1182 /* if the target is a player make sure than make sure it's not
1183 in the same party */
1184 if (rowner->contr->party != NULL)
1185 {
1186 if (rowner->contr->party == target->contr->party)
1187 return 0;
1188 }
1189 }
1190
1191 return 1;
1192 }