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/cvs/deliantra/server/server/pets.C
Revision: 1.45
Committed: Tue May 6 16:55:26 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_7, rel-2_71, rel-2_54, rel-2_55, rel-2_56, rel-2_61
Changes since 1.44: +1 -1 lines
Log Message:
update copyright

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26
27 /* given that 'pet' is a friendly object, this function returns a
28 * monster the pet should attack, NULL if nothing appropriate is
29 * found. it basically looks for nasty things around the owner
30 * of the pet to attack.
31 * this is now tilemap aware.
32 */
33 object *
34 get_pet_enemy (object *pet, rv_vector * rv)
35 {
36 object *tmp, *attacker, *tmp3;
37 int i;
38 sint16 x, y;
39 maptile *nm;
40 int search_arr[SIZEOFFREE];
41 int mflags;
42
43 attacker = pet->attacked_by; /*pointer to attacking enemy */
44 pet->attacked_by = NULL; /*clear this, since we are dealing with it */
45
46 object *owner = pet->owner;
47
48 if (!owner)
49 {
50 /* the owner is no longer around, so the
51 * pet no longer needs to be friendly.
52 */
53 remove_friendly_object (pet);
54 pet->attack_movement &= ~PETMOVE;
55 return 0;
56 }
57
58 /* If the owner has turned on the pet, make the pet
59 * unfriendly.
60 */
61 if (check_enemy (owner, rv) == pet)
62 {
63 remove_friendly_object (pet);
64 pet->attack_movement &= ~PETMOVE;
65 return owner;
66 }
67
68 /* If they are not on the same map, the pet won't be agressive */
69 //if (!on_same_map (pet, owner))
70 // return 0;
71
72 /* See if the pet has an existing enemy. If so, don't start a new one */
73 if (tmp = check_enemy (pet, rv))
74 {
75 if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY))
76 /* without this check, you can actually get pets with
77 * enemy set to owner!
78 */
79 pet->enemy = 0;
80 else
81 return tmp;
82 }
83
84 get_search_arr (search_arr);
85
86 if (owner->type == PLAYER && owner->contr->petmode > pet_normal)
87 {
88 if (owner->contr->petmode == pet_sad)
89 {
90 tmp = find_nearest_living_creature (pet);
91 if (tmp != 0)
92 {
93 get_rangevector (pet, tmp, rv, 0);
94 if (check_enemy (pet, rv) != 0)
95 return tmp;
96 else
97 pet->enemy = 0;
98 }
99 /* if we got here we have no enemy */
100 /* we return 0 to avoid heading back to the owner */
101 pet->enemy = 0;
102 return 0;
103 }
104 }
105
106 /* Since the pet has no existing enemy, look for anything nasty
107 * around the owner that it should go and attack. (if the owner is
108 * still on a map)
109 */
110 // owners sometimes are not on a map but in the inventory of somehting else
111 if (!owner->flag [FLAG_REMOVED] && owner->map)
112 {
113 tmp3 = 0;
114
115 for (i = 0; i < SIZEOFFREE; i++)
116 {
117 x = owner->x + freearr_x[search_arr[i]];
118 y = owner->y + freearr_y[search_arr[i]];
119 nm = owner->map;
120 /* Only look on the space if there is something alive there. */
121 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
122
123 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
124 {
125 for (tmp = GET_MAP_OB (nm, x, y); tmp != 0; tmp = tmp->above)
126 {
127 object *tmp2 = tmp->head == 0 ? tmp : tmp->head;
128
129 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
130 (tmp2->type != PLAYER)) ||
131 should_arena_attack (pet, owner, tmp2))
132 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
133 {
134
135 if (!can_see_enemy (pet, tmp2))
136 {
137 if (tmp3 != 0)
138 tmp3 = tmp2;
139 }
140 else
141 {
142 pet->enemy = tmp2;
143 if (check_enemy (pet, rv) != 0)
144 return tmp2;
145 else
146 pet->enemy = 0;
147 }
148 } /* if this is a valid enemy */
149 } /* for objects on this space */
150 } /* if there is something living on this space */
151 } /* for loop of spaces around the owner */
152
153 /* fine, we went through the whole loop and didn't find one we could
154 see, take what we have */
155 if (tmp3 != 0)
156 {
157 pet->enemy = tmp3;
158 if (check_enemy (pet, rv) != 0)
159 return tmp3;
160 else
161 pet->enemy = 0;
162 }
163 }
164
165 /* No threat to owner, check to see if the pet has an attacker */
166 if (attacker)
167 {
168 /* also need to check to make sure it is not freindly */
169 /* or otherwise non-hostile, and is an appropriate target */
170 if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker))
171 {
172 pet->enemy = attacker;
173
174 if (check_enemy (pet, rv) != 0)
175 return attacker;
176 else
177 pet->enemy = 0;
178 }
179 }
180
181 /* Don't have an attacker or legal enemy, so look for a new one!.
182 * This looks for one around where the pet is. Thus, you could lead
183 * a pet to danger, then take a few steps back. This code is basically
184 * the same as the code that looks around the owner.
185 */
186 if (owner->type == PLAYER && owner->contr->petmode != pet_defend)
187 {
188 tmp3 = 0;
189 for (i = 0; i < SIZEOFFREE; i++)
190 {
191 x = pet->x + freearr_x[search_arr[i]];
192 y = pet->y + freearr_y[search_arr[i]];
193 nm = pet->map;
194 /* Only look on the space if there is something alive there. */
195 mflags = get_map_flags (nm, &nm, x, y, &x, &y);
196 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
197 {
198 for (tmp = GET_MAP_OB (nm, x, y); tmp != 0; tmp = tmp->above)
199 {
200 object *tmp2 = tmp->head == 0 ? tmp : tmp->head;
201
202 if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) &&
203 (tmp2->type != PLAYER)) ||
204 should_arena_attack (pet, owner, tmp2))
205 && !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv))
206 {
207
208 if (!can_see_enemy (pet, tmp2))
209 {
210 if (tmp3 != 0)
211 tmp3 = tmp2;
212 }
213 else
214 {
215 pet->enemy = tmp2;
216 if (check_enemy (pet, rv) != 0)
217 return tmp2;
218 else
219 pet->enemy = 0;
220 }
221 } /* make sure we can get to the bugger */
222 } /* for objects on this space */
223 } /* if there is something living on this space */
224 } /* for loop of spaces around the pet */
225
226 /* fine, we went through the whole loop and didn't find one we could
227 see, take what we have */
228 if (tmp3 != 0)
229 {
230 pet->enemy = tmp3;
231 if (check_enemy (pet, rv) != 0)
232 return tmp3;
233 else
234 pet->enemy = 0;
235 }
236 } /* pet in defence mode */
237
238 object *enemy = check_enemy (pet, rv);
239 // we have a summoned pet here and the owners enemy isn't set or can't
240 // be reached => search for a player around us and set it as our new enemy!!
241 if (!enemy && pet->owner && pet->owner->type != PLAYER)
242 enemy = get_nearest_player (pet);
243
244 /* Didn't find anything - return the owner's enemy or 0 */
245 return enemy;
246 }
247
248 void
249 terminate_all_pets (object *owner)
250 {
251 objectlink *obl, *next;
252
253 for (obl = first_friendly_object; obl; obl = next)
254 {
255 object *ob = obl->ob;
256 next = obl->next;
257
258 if (ob->owner == owner)
259 ob->destroy ();
260 }
261 }
262
263 /*
264 * Unfortunately, sometimes, the owner of a pet is in the
265 * process of entering a new map when this is called.
266 * Thus the map isn't loaded yet, and we have to remove
267 * the pet...
268 * Interesting enough, we don't use the passed map structure in
269 * this function.
270 */
271 void
272 remove_all_pets (maptile *map)
273 {
274 objectlink *obl, *next;
275 object *owner;
276
277 for (obl = first_friendly_object; obl; obl = next)
278 {
279 next = obl->next;
280
281 if (obl->ob->type != PLAYER
282 && QUERY_FLAG (obl->ob, FLAG_FRIENDLY)
283 && (owner = obl->ob->owner) != 0
284 && !on_same_map (owner, obl->ob))
285 {
286 /* follow owner checks map status for us */
287 follow_owner (obl->ob, owner);
288 }
289 }
290 }
291
292 int
293 follow_owner (object *ob, object *owner)
294 {
295 if (owner->flag [FLAG_REMOVED])
296 return 0; // do nothing if the owner is removed
297 else if (!owner->map || owner->map->in_memory != MAP_ACTIVE)
298 LOG (llevError, "owner '%s' of the pet '%s' not on a map in memory!?\n", &owner->name, &ob->name);
299 else
300 {
301 int dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
302
303 if (dir >= 0)
304 {
305 owner->map->insert (ob, owner->x + freearr_x[dir], owner->y + freearr_y[dir]);
306
307 if (owner->type == PLAYER) /* Uh, I hope this is always true... */
308 new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you");
309
310 return 0;
311 }
312 }
313
314 ob->destroy ();
315 return 1;
316 }
317
318 void
319 pet_move (object *ob)
320 {
321 int dir = 0, i;
322 sint16 dx, dy;
323 object *ob2, *owner;
324 maptile *m;
325
326 /* Check to see if player pulled out */
327 if ((owner = ob->owner) == NULL)
328 {
329 ob->destroy ();
330 LOG (llevMonster, "Pet: no owner, leaving.\n");
331 return;
332 }
333
334 /* move monster into the owners map if not in the same map
335 * except when the owner is removed.
336 */
337 if (!on_same_map (ob, owner) && !owner->flag [FLAG_REMOVED])
338 {
339 follow_owner (ob, owner);
340 return;
341 }
342 /* Calculate Direction */
343 if (owner->type == PLAYER && owner->contr->petmode == pet_sad)
344 {
345 /* in S&D mode, if we have no enemy, run randomly about. */
346 for (i = 0; i < 15; i++)
347 {
348 dir = rndm (1, 8);
349 dx = ob->x + freearr_x[dir];
350 dy = ob->y + freearr_y[dir];
351 m = ob->map;
352 if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP)
353 continue;
354 else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy)))
355 continue;
356 else
357 break;
358 }
359 }
360 else if (!owner->flag [FLAG_REMOVED]) // only get vector to owner when owner not removed
361 {
362 struct rv_vector rv;
363
364 get_rangevector (ob, ob->owner, &rv, 0);
365 dir = rv.direction;
366 }
367 ob->direction = dir;
368
369 /* move_ob returns 0 if the object couldn't move. If that is the
370 * case, lets do some other work.
371 */
372 if (!(move_ob (ob, dir, ob)))
373 {
374 object *part;
375
376 /* the failed move_ob above may destroy the pet, so check here */
377 if (ob->destroyed ())
378 return;
379
380 for (part = ob; part != NULL; part = part->more)
381 {
382 dx = part->x + freearr_x[dir];
383 dy = part->y + freearr_y[dir];
384 m = get_map_from_coord (part->map, &dx, &dy);
385 if (!m)
386 continue;
387
388 for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above)
389 {
390 object *new_ob;
391
392 new_ob = ob2->head ? ob2->head : ob2;
393 if (new_ob == ob)
394 break;
395 if (new_ob == ob->owner)
396 return;
397 if (new_ob->owner == ob->owner)
398 break;
399
400 /* Hmm. Did we try to move into an enemy monster? If so,
401 * make it our enemy.
402 */
403 if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE)
404 && !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY))
405 {
406
407 ob->enemy = new_ob;
408 if (new_ob->enemy == NULL)
409 new_ob->enemy = ob;
410 return;
411 }
412 else if (new_ob->type == PLAYER)
413 {
414 new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet.");
415 return;
416 }
417 }
418 }
419 /* Try a different course */
420 dir = absdir (dir + 4 - (rndm (5)) - (rndm (5)));
421 (void) move_ob (ob, dir, ob);
422 }
423 return;
424 }
425
426 /****************************************************************************
427 *
428 * GOLEM SPELL CODE
429 *
430 ****************************************************************************/
431
432 /* fix_summon_pet() - this makes multisquare/single square monsters
433 * proper for map insertion.
434 * at is the archetype, op is the caster of the spell, dir is the
435 * direction the monster should be placed in.
436 * is_golem is to note that this is a golem spell.
437 */
438 object *
439 fix_summon_pet (archetype *at, object *op, int dir, int is_golem)
440 {
441 object *tmp = NULL, *prev = NULL, *head = NULL;
442
443 for (archetype *atmp = at; atmp; atmp = (archetype *)atmp->more)
444 {
445 tmp = arch_to_object (atmp);
446
447 if (atmp == at)
448 {
449 if (!is_golem)
450 SET_FLAG (tmp, FLAG_MONSTER);
451
452 tmp->set_owner (op);
453
454 if (op->type == PLAYER)
455 {
456 tmp->stats.exp = 0;
457 add_friendly_object (tmp);
458 if (is_golem)
459 CLEAR_FLAG (tmp, FLAG_MONSTER);
460 }
461 else
462 {
463 if (QUERY_FLAG (op, FLAG_FRIENDLY))
464 {
465 object *owner = op->owner;
466
467 if (owner)
468 { /* For now, we transfer ownership */
469 tmp->set_owner (owner);
470 tmp->attack_movement = PETMOVE;
471 add_friendly_object (tmp);
472 }
473 }
474 }
475
476 if (op->type != PLAYER || !is_golem)
477 {
478 tmp->attack_movement = PETMOVE;
479 tmp->speed_left = -1;
480 tmp->type = 0;
481 tmp->enemy = op->enemy;
482 }
483 else
484 tmp->type = GOLEM;
485
486 }
487
488 if (!head)
489 head = tmp;
490
491 tmp->x = op->x + freearr_x[dir] + tmp->arch->x;
492 tmp->y = op->y + freearr_y[dir] + tmp->arch->y;
493 tmp->map = op->map;
494
495 if (tmp->invisible)
496 tmp->invisible = 0;
497
498 if (head != tmp)
499 tmp->head = head, prev->more = tmp;
500
501 prev = tmp;
502 }
503
504 head->direction = dir;
505
506 /* need to change some monster attr to prevent problems/crashing */
507 head->last_heal = 0;
508 head->last_eat = 0;
509 head->last_grace = 0;
510 head->last_sp = 0;
511 head->other_arch = NULL;
512 head->stats.exp = 0;
513 CLEAR_FLAG (head, FLAG_CHANGING);
514 CLEAR_FLAG (head, FLAG_STAND_STILL);
515 CLEAR_FLAG (head, FLAG_GENERATOR);
516 CLEAR_FLAG (head, FLAG_SPLITTING);
517 if (head->attacktype & AT_GHOSTHIT)
518 head->attacktype = (AT_PHYSICAL | AT_DRAIN);
519
520 return head;
521 }
522
523 /* updated this to allow more than the golem 'head' to attack */
524 /* op is the golem to be moved. */
525 void
526 move_golem (object *op)
527 {
528 int made_attack = 0;
529 object *tmp;
530
531 if (QUERY_FLAG (op, FLAG_MONSTER))
532 return; /* Has already been moved */
533
534 if (!op->owner)
535 {
536 LOG (llevDebug, "Golem without owner destructed.\n");
537 op->remove ();
538 op->destroy ();
539 return;
540 }
541
542 /* It would be nice to have a cleaner way of what message to print
543 * when the golem expires than these hard coded entries.
544 * Note it is intentional that a golems duration is based on its
545 * hp, and not duration
546 */
547 if (--op->stats.hp < 0)
548 {
549 if (op->msg)
550 new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg);
551
552 op->destroy ();
553 return;
554 }
555
556 /* Do golem attacks/movement for single & multisq golems.
557 * Assuming here that op is the 'head' object. Pass only op to
558 * move_ob (makes recursive calls to other parts)
559 * move_ob returns 0 if the creature was not able to move.
560 */
561 if (move_ob (op, op->direction, op))
562 return;
563
564 if (op->destroyed ())
565 return;
566
567 for (tmp = op; tmp; tmp = tmp->more)
568 {
569 sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction];
570 object *victim;
571 maptile *m;
572 int mflags;
573
574 m = op->map;
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576
577 if (mflags & P_OUT_OF_MAP)
578 continue;
579
580 for (victim = GET_MAP_OB (m, x, y); victim; victim = victim->above)
581 if (QUERY_FLAG (victim, FLAG_ALIVE))
582 break;
583
584 /* We used to call will_hit_self to make sure we don't
585 * hit ourselves, but that didn't work, and I don't really
586 * know if that was more efficient anyways than this.
587 * This at least works. Note that victim->head can be NULL,
588 * but since we are not trying to dereferance that pointer,
589 * that isn't a problem.
590 */
591 if (victim && victim != op && victim->head != op)
592 {
593 /* for golems with race fields, we don't attack
594 * aligned races
595 */
596
597 if (victim->race && op->race && strstr (op->race, victim->race))
598 {
599 if (op->owner)
600 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name);
601 }
602 else if (victim == op->owner)
603 {
604 if (op->owner)
605 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name);
606 }
607 else
608 {
609 attack_ob (victim, op);
610 made_attack = 1;
611 }
612 } /* If victim */
613 }
614
615 if (made_attack)
616 update_object (op, UP_OBJ_FACE);
617 }
618
619 /* this is a really stupid function when you get down and
620 * look at it. Keep it here for the time being - makes life
621 * easier if we ever decide to do more interesting thing with
622 * controlled golems.
623 */
624 void
625 control_golem (object *op, int dir)
626 {
627 op->direction = dir;
628 }
629
630 /* summon golem: summons a monster for 'op'. caster is the object
631 * casting the spell, dir is the direction to place the monster,
632 * at is the archetype of the monster, and spob is the spell
633 * object. At this stage, all spob is really used for is to
634 * adjust some values in the monster.
635 */
636 int
637 summon_golem (object *op, object *caster, int dir, object *spob)
638 {
639 object *tmp, *god = NULL;
640 archetype *at;
641 char buf[MAX_BUF];
642
643 /* Because there can be different golem spells, player may want to
644 * 'lose' their old golem.
645 */
646 if (op->type == PLAYER && op->contr->golem)
647 {
648 new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem.");
649 op->contr->golem->remove ();
650 op->contr->golem->destroy ();
651 op->contr->golem = 0;
652 }
653
654 if (spob->other_arch)
655 at = spob->other_arch;
656 else if (spob->race)
657 {
658 god = find_god (determine_god (caster));
659
660 if (!god)
661 {
662 new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name);
663 return 0;
664 }
665
666 at = determine_holy_arch (god, spob->race);
667
668 if (!at)
669 {
670 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race);
671 return 0;
672 }
673 }
674 else
675 {
676 LOG (llevError, "Spell %s lacks other_arch\n", &spob->name);
677 return 0;
678 }
679
680 if (!dir)
681 dir = find_free_spot (at, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1);
682
683 if (dir < 0 || at->blocked (op->map, op->x + freearr_x[dir], op->y + freearr_y[dir]))
684 {
685 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
686 return 0;
687 }
688
689 /* basically want to get proper map/coordinates for this object */
690
691 if (!(tmp = fix_summon_pet (at, op, dir, GOLEM)))
692 {
693 new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails.");
694 return 0;
695 }
696
697 if (op->type == PLAYER)
698 {
699 tmp->type = GOLEM;
700 op->contr->golem = tmp;
701 /* give the player control of the golem */
702 set_spell_skill (op, caster, spob, tmp);
703 }
704
705 /* make the speed positive. */
706 tmp->speed = FABS (tmp->speed);
707
708 /* This sets the level dependencies on dam and hp for monsters */
709 /* players can't cope with too strong summonings. */
710 /* but monsters can. reserve these for players. */
711 if (op->type == PLAYER)
712 {
713 tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob);
714
715 if (!spob->stats.dam)
716 tmp->stats.dam += SP_level_dam_adjust (caster, spob);
717 else
718 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
719
720 tmp->speed += .02 * SP_level_range_adjust (caster, spob);
721 tmp->speed = MIN (tmp->speed, 1.0);
722
723 if (spob->attacktype)
724 tmp->attacktype = spob->attacktype;
725 }
726
727 tmp->stats.wc -= SP_level_range_adjust (caster, spob);
728
729 /* limit the speed to 0.3 for non-players, 1 for players. */
730
731 /* make experience increase in proportion to the strength.
732 * this is a bit simplistic - we are basically just looking at how
733 * often the sp doubles and use that as the ratio.
734 */
735 tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob));
736 tmp->speed_left = 0;
737 tmp->direction = dir;
738
739 /* Holy spell - some additional tailoring */
740 if (god)
741 {
742 object *tmp2;
743
744 sprintf (buf, "%s of %s", &spob->name, &god->name);
745 buf[0] = toupper (buf[0]);
746
747 for (tmp2 = tmp; tmp2; tmp2 = tmp2->more)
748 tmp2->name = buf;
749
750 tmp->attacktype |= god->attacktype;
751 memcpy (tmp->resist, god->resist, sizeof (tmp->resist));
752 tmp->race = god->race;
753 tmp->slaying = god->slaying;
754
755 /* safety, we must allow a god's servants some reasonable attack */
756 if (!(tmp->attacktype & AT_PHYSICAL))
757 tmp->attacktype |= AT_PHYSICAL;
758 }
759
760 insert_ob_in_map (tmp, tmp->map, op, 0);
761 return 1;
762 }
763
764
765 /***************************************************************************
766 *
767 * Summon monster/pet/other object code
768 *
769 ***************************************************************************/
770
771 /* Returns a monster (chosen at random) that this particular player (and his
772 * god) find acceptable. This checks level, races allowed by god, etc
773 * to determine what is acceptable.
774 * This returns NULL if no match was found.
775 */
776
777 object *
778 choose_cult_monster (object *pl, object *god, int summon_level)
779 {
780 char buf[MAX_BUF];
781 const char *race;
782 int racenr, mon_nr, i;
783 racelink *list;
784 objectlink *tobl;
785 object *otmp;
786
787 /* Determine the number of races available */
788 racenr = 0;
789 strcpy (buf, god->race);
790 race = strtok (buf, ",");
791 while (race)
792 {
793 racenr++;
794 race = strtok (NULL, ",");
795 }
796
797 /* next, randomly select a race from the aligned_races string */
798 if (racenr > 1)
799 {
800 racenr = rndm (0, racenr - 1);
801 strcpy (buf, god->race);
802 race = strtok (buf, ",");
803 for (i = 0; i < racenr; i++)
804 race = strtok (NULL, ",");
805 }
806 else
807 race = god->race;
808
809
810 /* see if a we can match a race list of monsters. This should not
811 * happen, so graceful recovery isn't really needed, but this sanity
812 * checking is good for cases where the god archetypes mismatch the
813 * race file
814 */
815 if ((list = find_racelink (race)) == NULL)
816 {
817 new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name);
818 LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
819 return 0;
820 }
821
822 /* search for an apprplritate monster on this race list */
823 mon_nr = 0;
824 for (tobl = list->member; tobl; tobl = tobl->next)
825 {
826 otmp = tobl->ob;
827 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
828 continue;
829 if (otmp->level <= summon_level)
830 mon_nr++;
831 }
832
833 /* If this god has multiple race entries, we should really choose another.
834 * But then we either need to track which ones we have tried, or just
835 * make so many calls to this function, and if we get so many without
836 * a valid entry, assuming nothing is available and quit.
837 */
838 if (!mon_nr)
839 return NULL;
840
841 mon_nr = rndm (0, mon_nr - 1);
842 for (tobl = list->member; tobl; tobl = tobl->next)
843 {
844 otmp = tobl->ob;
845 if (!otmp || !QUERY_FLAG (otmp, FLAG_MONSTER))
846 continue;
847 if (otmp->level <= summon_level && !mon_nr--)
848 return otmp;
849 }
850 /* This should not happen */
851 LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
852 return NULL;
853 }
854
855 int
856 summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
857 {
858 sint16 x, y, nrof = 1, i;
859 archetype *summon_arch;
860 int ndir;
861
862 if (spell_ob->other_arch)
863 summon_arch = spell_ob->other_arch;
864 else if (spell_ob->randomitems)
865 {
866 int level = caster_level (caster, spell_ob);
867 treasure *tr, *lasttr = NULL;
868
869 shstr_cmp sparam (stringarg);
870
871 /* In old code, this was a very convoluted for statement,
872 * with all the checks in the 'for' portion itself. Much
873 * more readable to break some of the conditions out.
874 */
875 for (tr = spell_ob->randomitems->items; tr; tr = tr->next)
876 {
877 if (!tr->item)
878 continue;
879
880 if (level < tr->magic)
881 break;
882
883 lasttr = tr;
884
885 if (tr->item->archname == sparam)
886 break;
887 }
888
889 if (!lasttr)
890 {
891 LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name);
892 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters.");
893 return 0;
894 }
895
896 summon_arch = lasttr->item;
897 nrof = lasttr->nrof;
898 }
899 else if (spell_ob->race && !strcmp (spell_ob->race, "GODCULTMON"))
900 {
901 object *god = find_god (determine_god (op)), *mon, *owner;
902 int summon_level, tries;
903
904 if (!god && ((owner = op->owner) != NULL))
905 god = find_god (determine_god (owner));
906
907 /* If we can't find a god, can't get what monster to summon */
908 if (!god)
909 return 0;
910
911 if (!god->race)
912 {
913 new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name);
914 return 0;
915 }
916
917 /* the summon level */
918 summon_level = caster_level (caster, spell_ob);
919 if (summon_level == 0)
920 summon_level = 1;
921
922 tries = 0;
923 do
924 {
925 mon = choose_cult_monster (op, god, summon_level);
926 if (!mon)
927 {
928 new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name);
929 return 0;
930 }
931
932 ndir = dir;
933
934 if (!ndir)
935 ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE);
936
937 if (ndir < 0 || mon->blocked (op->map, op->x + freearr_x[ndir], op->y + freearr_y[ndir]))
938 {
939 ndir = -1;
940 if (++tries == 5)
941 {
942 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
943 return 0;
944 }
945 }
946 }
947 while (ndir == -1);
948
949 if (mon->level > (summon_level / 2))
950 nrof = random_roll (1, 2, op, PREFER_HIGH);
951 else
952 nrof = die_roll (2, 2, op, PREFER_HIGH);
953
954 summon_arch = mon->arch;
955 }
956 else
957 summon_arch = 0;
958
959 if (spell_ob->stats.dam)
960 nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
961
962 if (!summon_arch)
963 {
964 new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning.");
965 return 0;
966 }
967
968 for (i = 1; i <= nrof; i++)
969 {
970 object *prev = NULL, *head = NULL, *tmp;
971
972 if (dir)
973 {
974 ndir = dir;
975 dir = absdir (dir + 1);
976 }
977 else
978 ndir = find_free_spot (summon_arch, op->map, op->x, op->y, 1, SIZEOFFREE);
979
980 if (ndir > 0)
981 {
982 x = freearr_x[ndir];
983 y = freearr_y[ndir];
984 }
985
986 if (ndir < 0 || summon_arch->blocked (op->map, op->x + x, op->y + y))
987 {
988 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
989 if (nrof > 1)
990 new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting.");
991
992 return nrof > 1;
993 }
994
995 for (archetype *atmp = summon_arch; atmp != NULL; atmp = (archetype *)atmp->more)
996 {
997 tmp = arch_to_object (atmp);
998 if (atmp == summon_arch)
999 {
1000 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1001 {
1002 tmp->set_owner (op);
1003 set_spell_skill (op, caster, spell_ob, tmp);
1004 tmp->enemy = op->enemy;
1005 tmp->type = 0;
1006 CLEAR_FLAG (tmp, FLAG_SLEEP);
1007
1008 if (op->type == PLAYER || QUERY_FLAG (op, FLAG_FRIENDLY))
1009 {
1010 /* If this is not set, we make it friendly */
1011 if (!QUERY_FLAG (spell_ob, FLAG_MONSTER))
1012 {
1013 add_friendly_object (tmp);
1014 tmp->stats.exp = 0;
1015
1016 if (spell_ob->attack_movement)
1017 tmp->attack_movement = spell_ob->attack_movement;
1018
1019 if (op->owner)
1020 tmp->set_owner (op->owner);
1021 }
1022 }
1023 }
1024
1025 if (tmp->speed > MIN_ACTIVE_SPEED)
1026 tmp->speed_left = -1;
1027 }
1028
1029 if (head == NULL)
1030 head = tmp;
1031 else
1032 {
1033 tmp->head = head;
1034 prev->more = tmp;
1035 }
1036
1037 prev = tmp;
1038 tmp->x = op->x + x + tmp->arch->x;
1039 tmp->y = op->y + y + tmp->arch->y;
1040 tmp->map = op->map;
1041 }
1042
1043 head->direction = freedir[ndir];
1044 head->stats.exp = 0;
1045 head = insert_ob_in_map (head, head->map, op, 0);
1046
1047 if (head && head->randomitems)
1048 {
1049 create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0);
1050
1051 for (object *tmp = head->inv; tmp; tmp = tmp->below)
1052 SET_FLAG (tmp, FLAG_DESTROY_ON_DEATH);
1053 }
1054 } /* for i < nrof */
1055
1056 return 1;
1057 }
1058
1059 /* recursively look through the owner property of objects until the real owner
1060 is found */
1061 object *
1062 get_real_owner (object *ob)
1063 {
1064 object *realowner = ob;
1065
1066 if (realowner == NULL)
1067 return NULL;
1068
1069 while (realowner->owner != NULL)
1070 {
1071 realowner = realowner->owner;
1072 }
1073 return realowner;
1074 }
1075
1076 /* determines if checks so pets don't attack players or other pets should be
1077 overruled by the arena petmode */
1078 int
1079 should_arena_attack (object *pet, object *owner, object *target)
1080 {
1081 object *rowner, *towner;
1082
1083 /* exit if the target, pet, or owner is null. */
1084 if ((target == NULL) || (pet == NULL) || (owner == NULL))
1085 return 0;
1086
1087 /* get the owners of itself and the target, this is to deal with pets of
1088 pets */
1089 rowner = get_real_owner (owner);
1090 towner = target->type == PLAYER ? 0 : get_real_owner (target);
1091
1092 /* if the pet has now owner, exit with error */
1093 if (!rowner)
1094 {
1095 LOG (llevError, "Pet has no owner.\n");
1096 return 0;
1097 }
1098
1099 /* if the target is not a player, and has no owner, we shouldn't be here
1100 */
1101 if ((towner == NULL) && (target->type != PLAYER))
1102 {
1103 LOG (llevError, "Target is not a player but has no owner. We should not be here.\n");
1104 return 0;
1105 }
1106
1107 /* make sure that the owner is a player */
1108 if (rowner->type != PLAYER)
1109 return 0;
1110
1111 /* abort if the petmode is not arena */
1112 if (rowner->contr->petmode != pet_arena)
1113 return 0;
1114
1115 /* abort if the pet, it's owner, or the target is not on battleground */
1116 if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL)))
1117 return 0;
1118
1119 /* if the target is a monster, make sure it's owner is not the same */
1120 if ((target->type != PLAYER) && (rowner == towner))
1121 return 0;
1122
1123 /* check if the target is a player which affects how it will handle
1124 parties */
1125 if (target->type != PLAYER)
1126 {
1127 /* if the target is owned by a player make sure than make sure
1128 it's not in the same party */
1129 if ((towner->type == PLAYER) && (rowner->contr->party != NULL))
1130 {
1131 if (rowner->contr->party == towner->contr->party)
1132 return 0;
1133 }
1134 }
1135 else
1136 {
1137 /* if the target is a player make sure than make sure it's not
1138 in the same party */
1139 if (rowner->contr->party != NULL)
1140 {
1141 if (rowner->contr->party == target->contr->party)
1142 return 0;
1143 }
1144 }
1145
1146 return 1;
1147 }