1 |
|
2 |
/* |
3 |
* static char *rcsid_pets_c = |
4 |
* "$Id: pets.C,v 1.4 2006-09-10 15:59:57 root Exp $"; |
5 |
*/ |
6 |
|
7 |
/* |
8 |
CrossFire, A Multiplayer game for X-windows |
9 |
|
10 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 |
Copyright (C) 1992 Frank Tore Johansen |
12 |
|
13 |
This program is free software; you can redistribute it and/or modify |
14 |
it under the terms of the GNU General Public License as published by |
15 |
the Free Software Foundation; either version 2 of the License, or |
16 |
(at your option) any later version. |
17 |
|
18 |
This program is distributed in the hope that it will be useful, |
19 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 |
GNU General Public License for more details. |
22 |
|
23 |
You should have received a copy of the GNU General Public License |
24 |
along with this program; if not, write to the Free Software |
25 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 |
|
27 |
The authors can be reached via e-mail at crossfire-devel@real-time.com |
28 |
*/ |
29 |
|
30 |
#include <global.h> |
31 |
#ifndef __CEXTRACT__ |
32 |
# include <sproto.h> |
33 |
#endif |
34 |
|
35 |
/* given that 'pet' is a friendly object, this function returns a |
36 |
* monster the pet should attack, NULL if nothing appropriate is |
37 |
* found. it basically looks for nasty things around the owner |
38 |
* of the pet to attack. |
39 |
* this is now tilemap aware. |
40 |
*/ |
41 |
|
42 |
object * |
43 |
get_pet_enemy (object *pet, rv_vector * rv) |
44 |
{ |
45 |
object *owner, *tmp, *attacker, *tmp3; |
46 |
int i; |
47 |
sint16 x, y; |
48 |
mapstruct *nm; |
49 |
int search_arr[SIZEOFFREE]; |
50 |
int mflags; |
51 |
|
52 |
attacker = pet->attacked_by; /*pointer to attacking enemy */ |
53 |
pet->attacked_by = NULL; /*clear this, since we are dealing with it */ |
54 |
|
55 |
if ((owner = get_owner (pet)) != NULL) |
56 |
{ |
57 |
/* If the owner has turned on the pet, make the pet |
58 |
* unfriendly. |
59 |
*/ |
60 |
if ((check_enemy (owner, rv)) == pet) |
61 |
{ |
62 |
CLEAR_FLAG (pet, FLAG_FRIENDLY); |
63 |
remove_friendly_object (pet); |
64 |
pet->attack_movement &= ~PETMOVE; |
65 |
return owner; |
66 |
} |
67 |
} |
68 |
else |
69 |
{ |
70 |
/* else the owner is no longer around, so the |
71 |
* pet no longer needs to be friendly. |
72 |
*/ |
73 |
CLEAR_FLAG (pet, FLAG_FRIENDLY); |
74 |
remove_friendly_object (pet); |
75 |
pet->attack_movement &= ~PETMOVE; |
76 |
return NULL; |
77 |
} |
78 |
/* If they are not on the same map, the pet won't be agressive */ |
79 |
if (!on_same_map (pet, owner)) |
80 |
return NULL; |
81 |
|
82 |
/* See if the pet has an existing enemy. If so, don't start a new one */ |
83 |
if ((tmp = check_enemy (pet, rv)) != NULL) |
84 |
{ |
85 |
if (tmp == owner && !QUERY_FLAG (pet, FLAG_CONFUSED) && QUERY_FLAG (pet, FLAG_FRIENDLY)) |
86 |
/* without this check, you can actually get pets with |
87 |
* enemy set to owner! |
88 |
*/ |
89 |
pet->enemy = NULL; |
90 |
else |
91 |
return tmp; |
92 |
} |
93 |
get_search_arr (search_arr); |
94 |
|
95 |
if (owner->type == PLAYER && owner->contr->petmode > pet_normal) |
96 |
{ |
97 |
if (owner->contr->petmode == pet_sad) |
98 |
{ |
99 |
tmp = find_nearest_living_creature (pet); |
100 |
if (tmp != NULL) |
101 |
{ |
102 |
get_rangevector (pet, tmp, rv, 0); |
103 |
if (check_enemy (pet, rv) != NULL) |
104 |
return tmp; |
105 |
else |
106 |
pet->enemy = NULL; |
107 |
} |
108 |
/* if we got here we have no enemy */ |
109 |
/* we return NULL to avoid heading back to the owner */ |
110 |
pet->enemy = NULL; |
111 |
return NULL; |
112 |
} |
113 |
} |
114 |
|
115 |
/* Since the pet has no existing enemy, look for anything nasty |
116 |
* around the owner that it should go and attack. |
117 |
*/ |
118 |
tmp3 = NULL; |
119 |
for (i = 0; i < SIZEOFFREE; i++) |
120 |
{ |
121 |
x = owner->x + freearr_x[search_arr[i]]; |
122 |
y = owner->y + freearr_y[search_arr[i]]; |
123 |
nm = owner->map; |
124 |
/* Only look on the space if there is something alive there. */ |
125 |
mflags = get_map_flags (nm, &nm, x, y, &x, &y); |
126 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
127 |
{ |
128 |
for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above) |
129 |
{ |
130 |
object *tmp2 = tmp->head == NULL ? tmp : tmp->head; |
131 |
|
132 |
if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) && |
133 |
(tmp2->type != PLAYER)) || |
134 |
should_arena_attack (pet, owner, tmp2)) |
135 |
&& !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv)) |
136 |
{ |
137 |
|
138 |
if (!can_see_enemy (pet, tmp2)) |
139 |
{ |
140 |
if (tmp3 != NULL) |
141 |
tmp3 = tmp2; |
142 |
} |
143 |
else |
144 |
{ |
145 |
pet->enemy = tmp2; |
146 |
if (check_enemy (pet, rv) != NULL) |
147 |
return tmp2; |
148 |
else |
149 |
pet->enemy = NULL; |
150 |
} |
151 |
} /* if this is a valid enemy */ |
152 |
} /* for objects on this space */ |
153 |
} /* if there is something living on this space */ |
154 |
} /* for loop of spaces around the owner */ |
155 |
|
156 |
/* fine, we went through the whole loop and didn't find one we could |
157 |
see, take what we have */ |
158 |
if (tmp3 != NULL) |
159 |
{ |
160 |
pet->enemy = tmp3; |
161 |
if (check_enemy (pet, rv) != NULL) |
162 |
return tmp3; |
163 |
else |
164 |
pet->enemy = NULL; |
165 |
} |
166 |
|
167 |
/* No threat to owner, check to see if the pet has an attacker */ |
168 |
if (attacker) |
169 |
{ |
170 |
/* need to be sure this is the right one! */ |
171 |
if (attacker->count == pet->attacked_by_count) |
172 |
{ |
173 |
/* also need to check to make sure it is not freindly */ |
174 |
/* or otherwise non-hostile, and is an appropriate target */ |
175 |
if (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && on_same_map (pet, attacker)) |
176 |
{ |
177 |
pet->enemy = attacker; |
178 |
if (check_enemy (pet, rv) != NULL) |
179 |
return attacker; |
180 |
else |
181 |
pet->enemy = NULL; |
182 |
} |
183 |
} |
184 |
} |
185 |
|
186 |
/* Don't have an attacker or legal enemy, so look for a new one!. |
187 |
* This looks for one around where the pet is. Thus, you could lead |
188 |
* a pet to danger, then take a few steps back. This code is basically |
189 |
* the same as the code that looks around the owner. |
190 |
*/ |
191 |
if (owner->type == PLAYER && owner->contr->petmode != pet_defend) |
192 |
{ |
193 |
tmp3 = NULL; |
194 |
for (i = 0; i < SIZEOFFREE; i++) |
195 |
{ |
196 |
x = pet->x + freearr_x[search_arr[i]]; |
197 |
y = pet->y + freearr_y[search_arr[i]]; |
198 |
nm = pet->map; |
199 |
/* Only look on the space if there is something alive there. */ |
200 |
mflags = get_map_flags (nm, &nm, x, y, &x, &y); |
201 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
202 |
{ |
203 |
for (tmp = get_map_ob (nm, x, y); tmp != NULL; tmp = tmp->above) |
204 |
{ |
205 |
object *tmp2 = tmp->head == NULL ? tmp : tmp->head; |
206 |
|
207 |
if (QUERY_FLAG (tmp2, FLAG_ALIVE) && ((!QUERY_FLAG (tmp2, FLAG_FRIENDLY) && |
208 |
(tmp2->type != PLAYER)) || |
209 |
should_arena_attack (pet, owner, tmp2)) |
210 |
&& !QUERY_FLAG (tmp2, FLAG_UNAGGRESSIVE) && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv)) |
211 |
{ |
212 |
|
213 |
if (!can_see_enemy (pet, tmp2)) |
214 |
{ |
215 |
if (tmp3 != NULL) |
216 |
tmp3 = tmp2; |
217 |
} |
218 |
else |
219 |
{ |
220 |
pet->enemy = tmp2; |
221 |
if (check_enemy (pet, rv) != NULL) |
222 |
return tmp2; |
223 |
else |
224 |
pet->enemy = NULL; |
225 |
} |
226 |
} /* make sure we can get to the bugger */ |
227 |
} /* for objects on this space */ |
228 |
} /* if there is something living on this space */ |
229 |
} /* for loop of spaces around the pet */ |
230 |
} /* pet in defence mode */ |
231 |
|
232 |
/* fine, we went through the whole loop and didn't find one we could |
233 |
see, take what we have */ |
234 |
if (tmp3 != NULL) |
235 |
{ |
236 |
pet->enemy = tmp3; |
237 |
if (check_enemy (pet, rv) != NULL) |
238 |
return tmp3; |
239 |
else |
240 |
pet->enemy = NULL; |
241 |
} |
242 |
|
243 |
/* Didn't find anything - return the owner's enemy or NULL */ |
244 |
return check_enemy (pet, rv); |
245 |
} |
246 |
|
247 |
void |
248 |
terminate_all_pets (object *owner) |
249 |
{ |
250 |
objectlink *obl, *next; |
251 |
|
252 |
for (obl = first_friendly_object; obl != NULL; obl = next) |
253 |
{ |
254 |
object *ob = obl->ob; |
255 |
|
256 |
next = obl->next; |
257 |
if (get_owner (ob) == owner) |
258 |
{ |
259 |
if (!QUERY_FLAG (ob, FLAG_REMOVED)) |
260 |
remove_ob (ob); |
261 |
remove_friendly_object (ob); |
262 |
free_object (ob); |
263 |
} |
264 |
} |
265 |
} |
266 |
|
267 |
/* |
268 |
* Unfortunately, sometimes, the owner of a pet is in the |
269 |
* process of entering a new map when this is called. |
270 |
* Thus the map isn't loaded yet, and we have to remove |
271 |
* the pet... |
272 |
* Interesting enough, we don't use the passed map structure in |
273 |
* this function. |
274 |
*/ |
275 |
|
276 |
void |
277 |
remove_all_pets (mapstruct *map) |
278 |
{ |
279 |
objectlink *obl, *next; |
280 |
object *owner; |
281 |
|
282 |
for (obl = first_friendly_object; obl != NULL; obl = next) |
283 |
{ |
284 |
next = obl->next; |
285 |
if (obl->ob->type != PLAYER && QUERY_FLAG (obl->ob, FLAG_FRIENDLY) && |
286 |
(owner = get_owner (obl->ob)) != NULL && !on_same_map (owner, obl->ob)) |
287 |
{ |
288 |
/* follow owner checks map status for us */ |
289 |
follow_owner (obl->ob, owner); |
290 |
} |
291 |
} |
292 |
} |
293 |
|
294 |
int |
295 |
follow_owner (object *ob, object *owner) |
296 |
{ |
297 |
object *tmp; |
298 |
int dir; |
299 |
|
300 |
if (!QUERY_FLAG (ob, FLAG_REMOVED)) |
301 |
remove_ob (ob); |
302 |
|
303 |
if (owner->map == NULL) |
304 |
{ |
305 |
LOG (llevError, "Can't follow owner (%d): no map.\n", &owner->name); |
306 |
goto fail; |
307 |
} |
308 |
if (owner->map->in_memory != MAP_IN_MEMORY) |
309 |
{ |
310 |
LOG (llevError, "Owner of the pet not on a map in memory!?\n"); |
311 |
goto fail; |
312 |
} |
313 |
|
314 |
dir = find_free_spot (ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE); |
315 |
|
316 |
if (dir == -1) |
317 |
{ |
318 |
LOG (llevMonster, "No space for pet to follow, freeing %s.\n", &ob->name); |
319 |
goto fail; |
320 |
} |
321 |
for (tmp = ob; tmp != NULL; tmp = tmp->more) |
322 |
{ |
323 |
tmp->x = owner->x + freearr_x[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
324 |
tmp->y = owner->y + freearr_y[dir] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
325 |
tmp->map = owner->map; |
326 |
if (OUT_OF_REAL_MAP (tmp->map, tmp->x, tmp->y)) |
327 |
{ |
328 |
tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); |
329 |
} |
330 |
} |
331 |
insert_ob_in_map (ob, ob->map, NULL, 0); |
332 |
if (owner->type == PLAYER) /* Uh, I hope this is always true... */ |
333 |
new_draw_info (NDI_UNIQUE, 0, owner, "Your pet magically appears next to you"); |
334 |
|
335 |
return 0; |
336 |
|
337 |
fail: |
338 |
remove_friendly_object (ob); |
339 |
free_object (ob); |
340 |
|
341 |
return 1; |
342 |
} |
343 |
|
344 |
void |
345 |
pet_move (object *ob) |
346 |
{ |
347 |
int dir, tag, i; |
348 |
sint16 dx, dy; |
349 |
object *ob2, *owner; |
350 |
mapstruct *m; |
351 |
|
352 |
/* Check to see if player pulled out */ |
353 |
if ((owner = get_owner (ob)) == NULL) |
354 |
{ |
355 |
remove_ob (ob); /* Will be freed when returning */ |
356 |
remove_friendly_object (ob); |
357 |
free_object (ob); |
358 |
LOG (llevMonster, "Pet: no owner, leaving.\n"); |
359 |
return; |
360 |
} |
361 |
|
362 |
/* move monster into the owners map if not in the same map */ |
363 |
if (!on_same_map (ob, owner)) |
364 |
{ |
365 |
follow_owner (ob, owner); |
366 |
return; |
367 |
} |
368 |
/* Calculate Direction */ |
369 |
if (owner->type == PLAYER && owner->contr->petmode == pet_sad) |
370 |
{ |
371 |
/* in S&D mode, if we have no enemy, run randomly about. */ |
372 |
for (i = 0; i < 15; i++) |
373 |
{ |
374 |
dir = rndm (1, 8); |
375 |
dx = ob->x + freearr_x[dir]; |
376 |
dy = ob->y + freearr_y[dir]; |
377 |
m = ob->map; |
378 |
if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP) |
379 |
continue; |
380 |
else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy))) |
381 |
continue; |
382 |
else |
383 |
break; |
384 |
} |
385 |
} |
386 |
else |
387 |
{ |
388 |
struct rv_vector rv; |
389 |
|
390 |
get_rangevector (ob, ob->owner, &rv, 0); |
391 |
dir = rv.direction; |
392 |
} |
393 |
ob->direction = dir; |
394 |
|
395 |
tag = ob->count; |
396 |
/* move_ob returns 0 if the object couldn't move. If that is the |
397 |
* case, lets do some other work. |
398 |
*/ |
399 |
if (!(move_ob (ob, dir, ob))) |
400 |
{ |
401 |
object *part; |
402 |
|
403 |
/* the failed move_ob above may destroy the pet, so check here */ |
404 |
if (was_destroyed (ob, tag)) |
405 |
return; |
406 |
|
407 |
for (part = ob; part != NULL; part = part->more) |
408 |
{ |
409 |
dx = part->x + freearr_x[dir]; |
410 |
dy = part->y + freearr_y[dir]; |
411 |
m = get_map_from_coord (part->map, &dx, &dy); |
412 |
if (!m) |
413 |
continue; |
414 |
|
415 |
for (ob2 = get_map_ob (m, dx, dy); ob2 != NULL; ob2 = ob2->above) |
416 |
{ |
417 |
object *new_ob; |
418 |
|
419 |
new_ob = ob2->head ? ob2->head : ob2; |
420 |
if (new_ob == ob) |
421 |
break; |
422 |
if (new_ob == ob->owner) |
423 |
return; |
424 |
if (get_owner (new_ob) == ob->owner) |
425 |
break; |
426 |
|
427 |
/* Hmm. Did we try to move into an enemy monster? If so, |
428 |
* make it our enemy. |
429 |
*/ |
430 |
if (QUERY_FLAG (new_ob, FLAG_ALIVE) && !QUERY_FLAG (ob, FLAG_UNAGGRESSIVE) |
431 |
&& !QUERY_FLAG (new_ob, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (new_ob, FLAG_FRIENDLY)) |
432 |
{ |
433 |
|
434 |
ob->enemy = new_ob; |
435 |
if (new_ob->enemy == NULL) |
436 |
new_ob->enemy = ob; |
437 |
return; |
438 |
} |
439 |
else if (new_ob->type == PLAYER) |
440 |
{ |
441 |
new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet."); |
442 |
return; |
443 |
} |
444 |
} |
445 |
} |
446 |
/* Try a different course */ |
447 |
dir = absdir (dir + 4 - (RANDOM () % 5) - (RANDOM () % 5)); |
448 |
(void) move_ob (ob, dir, ob); |
449 |
} |
450 |
return; |
451 |
} |
452 |
|
453 |
/**************************************************************************** |
454 |
* |
455 |
* GOLEM SPELL CODE |
456 |
* |
457 |
****************************************************************************/ |
458 |
|
459 |
/* fix_summon_pet() - this makes multisquare/single square monsters |
460 |
* proper for map insertion. |
461 |
* at is the archetype, op is the caster of the spell, dir is the |
462 |
* direction the monster should be placed in. |
463 |
* is_golem is to note that this is a golem spell. |
464 |
*/ |
465 |
object * |
466 |
fix_summon_pet (archetype *at, object *op, int dir, int is_golem) |
467 |
{ |
468 |
archetype *atmp; |
469 |
object *tmp = NULL, *prev = NULL, *head = NULL; |
470 |
|
471 |
for (atmp = at; atmp != NULL; atmp = atmp->more) |
472 |
{ |
473 |
tmp = arch_to_object (atmp); |
474 |
if (atmp == at) |
475 |
{ |
476 |
if (!is_golem) |
477 |
SET_FLAG (tmp, FLAG_MONSTER); |
478 |
set_owner (tmp, op); |
479 |
if (op->type == PLAYER) |
480 |
{ |
481 |
tmp->stats.exp = 0; |
482 |
add_friendly_object (tmp); |
483 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
484 |
if (is_golem) |
485 |
CLEAR_FLAG (tmp, FLAG_MONSTER); |
486 |
} |
487 |
else |
488 |
{ |
489 |
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
490 |
{ |
491 |
object *owner = get_owner (op); |
492 |
|
493 |
if (owner != NULL) |
494 |
{ /* For now, we transfer ownership */ |
495 |
set_owner (tmp, owner); |
496 |
tmp->attack_movement = PETMOVE; |
497 |
add_friendly_object (tmp); |
498 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
499 |
} |
500 |
} |
501 |
} |
502 |
if (op->type != PLAYER || !is_golem) |
503 |
{ |
504 |
tmp->attack_movement = PETMOVE; |
505 |
tmp->speed_left = -1; |
506 |
tmp->type = 0; |
507 |
tmp->enemy = op->enemy; |
508 |
} |
509 |
else |
510 |
tmp->type = GOLEM; |
511 |
|
512 |
} |
513 |
if (head == NULL) |
514 |
head = tmp; |
515 |
tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x; |
516 |
tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y; |
517 |
tmp->map = op->map; |
518 |
if (tmp->invisible) |
519 |
tmp->invisible = 0; |
520 |
if (head != tmp) |
521 |
tmp->head = head, prev->more = tmp; |
522 |
prev = tmp; |
523 |
} |
524 |
head->direction = dir; |
525 |
|
526 |
/* need to change some monster attr to prevent problems/crashing */ |
527 |
head->last_heal = 0; |
528 |
head->last_eat = 0; |
529 |
head->last_grace = 0; |
530 |
head->last_sp = 0; |
531 |
head->other_arch = NULL; |
532 |
head->stats.exp = 0; |
533 |
CLEAR_FLAG (head, FLAG_CHANGING); |
534 |
CLEAR_FLAG (head, FLAG_STAND_STILL); |
535 |
CLEAR_FLAG (head, FLAG_GENERATOR); |
536 |
CLEAR_FLAG (head, FLAG_SPLITTING); |
537 |
if (head->attacktype & AT_GHOSTHIT) |
538 |
head->attacktype = (AT_PHYSICAL | AT_DRAIN); |
539 |
|
540 |
return head; |
541 |
} |
542 |
|
543 |
/* updated this to allow more than the golem 'head' to attack */ |
544 |
|
545 |
/* op is the golem to be moved. */ |
546 |
|
547 |
void |
548 |
move_golem (object *op) |
549 |
{ |
550 |
int made_attack = 0; |
551 |
object *tmp; |
552 |
tag_t tag; |
553 |
|
554 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
555 |
return; /* Has already been moved */ |
556 |
|
557 |
if (get_owner (op) == NULL) |
558 |
{ |
559 |
LOG (llevDebug, "Golem without owner destructed.\n"); |
560 |
remove_ob (op); |
561 |
free_object (op); |
562 |
return; |
563 |
} |
564 |
/* It would be nice to have a cleaner way of what message to print |
565 |
* when the golem expires than these hard coded entries. |
566 |
* Note it is intentional that a golems duration is based on its |
567 |
* hp, and not duration |
568 |
*/ |
569 |
if (--op->stats.hp < 0) |
570 |
{ |
571 |
if (op->msg) |
572 |
new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg); |
573 |
op->owner->contr->ranges[range_golem] = NULL; |
574 |
op->owner->contr->golem_count = 0; |
575 |
remove_friendly_object (op); |
576 |
remove_ob (op); |
577 |
free_object (op); |
578 |
return; |
579 |
} |
580 |
|
581 |
/* Do golem attacks/movement for single & multisq golems. |
582 |
* Assuming here that op is the 'head' object. Pass only op to |
583 |
* move_ob (makes recursive calls to other parts) |
584 |
* move_ob returns 0 if the creature was not able to move. |
585 |
*/ |
586 |
tag = op->count; |
587 |
if (move_ob (op, op->direction, op)) |
588 |
return; |
589 |
if (was_destroyed (op, tag)) |
590 |
return; |
591 |
|
592 |
for (tmp = op; tmp; tmp = tmp->more) |
593 |
{ |
594 |
sint16 x = tmp->x + freearr_x[op->direction], y = tmp->y + freearr_y[op->direction]; |
595 |
object *victim; |
596 |
mapstruct *m; |
597 |
int mflags; |
598 |
|
599 |
m = op->map; |
600 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
601 |
|
602 |
if (mflags & P_OUT_OF_MAP) |
603 |
continue; |
604 |
|
605 |
for (victim = get_map_ob (op->map, x, y); victim; victim = victim->above) |
606 |
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
607 |
break; |
608 |
|
609 |
/* We used to call will_hit_self to make sure we don't |
610 |
* hit ourselves, but that didn't work, and I don't really |
611 |
* know if that was more efficient anyways than this. |
612 |
* This at least works. Note that victim->head can be NULL, |
613 |
* but since we are not trying to dereferance that pointer, |
614 |
* that isn't a problem. |
615 |
*/ |
616 |
if (victim && victim != op && victim->head != op) |
617 |
{ |
618 |
|
619 |
/* for golems with race fields, we don't attack |
620 |
* aligned races |
621 |
*/ |
622 |
|
623 |
if (victim->race && op->race && strstr (op->race, victim->race)) |
624 |
{ |
625 |
if (op->owner) |
626 |
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name); |
627 |
} |
628 |
else if (victim == op->owner) |
629 |
{ |
630 |
if (op->owner) |
631 |
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name); |
632 |
} |
633 |
else |
634 |
{ |
635 |
attack_ob (victim, op); |
636 |
made_attack = 1; |
637 |
} |
638 |
} /* If victim */ |
639 |
} |
640 |
if (made_attack) |
641 |
update_object (op, UP_OBJ_FACE); |
642 |
} |
643 |
|
644 |
/* this is a really stupid function when you get down and |
645 |
* look at it. Keep it here for the time being - makes life |
646 |
* easier if we ever decide to do more interesting thing with |
647 |
* controlled golems. |
648 |
*/ |
649 |
void |
650 |
control_golem (object *op, int dir) |
651 |
{ |
652 |
op->direction = dir; |
653 |
} |
654 |
|
655 |
/* summon golem: summons a monster for 'op'. caster is the object |
656 |
* casting the spell, dir is the direction to place the monster, |
657 |
* at is the archetype of the monster, and spob is the spell |
658 |
* object. At this stage, all spob is really used for is to |
659 |
* adjust some values in the monster. |
660 |
*/ |
661 |
int |
662 |
summon_golem (object *op, object *caster, int dir, object *spob) |
663 |
{ |
664 |
object *tmp, *god = NULL; |
665 |
archetype *at; |
666 |
char buf[MAX_BUF]; |
667 |
|
668 |
/* Because there can be different golem spells, player may want to |
669 |
* 'lose' their old golem. |
670 |
*/ |
671 |
if (op->type == PLAYER && op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) |
672 |
{ |
673 |
new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem."); |
674 |
remove_ob (op->contr->ranges[range_golem]); |
675 |
free_object (op->contr->ranges[range_golem]); |
676 |
op->contr->ranges[range_golem] = NULL; |
677 |
op->contr->golem_count = (uint32) - 1; |
678 |
} |
679 |
|
680 |
if (spob->other_arch) |
681 |
at = spob->other_arch; |
682 |
else if (spob->race) |
683 |
{ |
684 |
god = find_god (determine_god (caster)); |
685 |
|
686 |
if (!god) |
687 |
{ |
688 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name); |
689 |
return 0; |
690 |
} |
691 |
at = determine_holy_arch (god, spob->race); |
692 |
if (!at) |
693 |
{ |
694 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race); |
695 |
return 0; |
696 |
} |
697 |
} |
698 |
else |
699 |
{ |
700 |
LOG (llevError, "Spell %s lacks other_arch\n", &spob->name); |
701 |
return 0; |
702 |
} |
703 |
|
704 |
if (!dir) |
705 |
dir = find_free_spot (NULL, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
706 |
|
707 |
if ((dir == -1) || ob_blocked (&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir])) |
708 |
{ |
709 |
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
710 |
return 0; |
711 |
} |
712 |
/* basically want to get proper map/coordinates for this object */ |
713 |
|
714 |
if (!(tmp = fix_summon_pet (at, op, dir, GOLEM))) |
715 |
{ |
716 |
new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails."); |
717 |
return 0; |
718 |
} |
719 |
|
720 |
if (op->type == PLAYER) |
721 |
{ |
722 |
tmp->type = GOLEM; |
723 |
set_owner (tmp, op); |
724 |
set_spell_skill (op, caster, spob, tmp); |
725 |
op->contr->ranges[range_golem] = tmp; |
726 |
op->contr->golem_count = tmp->count; |
727 |
/* give the player control of the golem */ |
728 |
op->contr->shoottype = range_golem; |
729 |
} |
730 |
else |
731 |
{ |
732 |
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
733 |
{ |
734 |
object *owner = get_owner (op); |
735 |
|
736 |
if (owner != NULL) |
737 |
{ /* For now, we transfer ownership */ |
738 |
set_owner (tmp, owner); |
739 |
tmp->attack_movement = PETMOVE; |
740 |
add_friendly_object (tmp); |
741 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
742 |
} |
743 |
} |
744 |
SET_FLAG (tmp, FLAG_MONSTER); |
745 |
} |
746 |
|
747 |
/* make the speed positive. */ |
748 |
tmp->speed = FABS (tmp->speed); |
749 |
|
750 |
/* This sets the level dependencies on dam and hp for monsters */ |
751 |
/* players can't cope with too strong summonings. */ |
752 |
/* but monsters can. reserve these for players. */ |
753 |
if (op->type == PLAYER) |
754 |
{ |
755 |
tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob); |
756 |
if (!spob->stats.dam) |
757 |
tmp->stats.dam += SP_level_dam_adjust (caster, spob); |
758 |
else |
759 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
760 |
tmp->speed += .02 * SP_level_range_adjust (caster, spob); |
761 |
tmp->speed = MIN (tmp->speed, 1.0); |
762 |
if (spob->attacktype) |
763 |
tmp->attacktype = spob->attacktype; |
764 |
} |
765 |
tmp->stats.wc -= SP_level_range_adjust (caster, spob); |
766 |
|
767 |
/* limit the speed to 0.3 for non-players, 1 for players. */ |
768 |
|
769 |
/* make experience increase in proportion to the strength. |
770 |
* this is a bit simplistic - we are basically just looking at how |
771 |
* often the sp doubles and use that as the ratio. |
772 |
*/ |
773 |
tmp->stats.exp *= 1 + (MAX (spob->stats.maxgrace, spob->stats.sp) / caster_level (caster, spob)); |
774 |
tmp->speed_left = 0; |
775 |
tmp->direction = dir; |
776 |
|
777 |
/* Holy spell - some additional tailoring */ |
778 |
if (god) |
779 |
{ |
780 |
object *tmp2; |
781 |
|
782 |
sprintf (buf, "%s of %s", &spob->name, &god->name); |
783 |
buf[0] = toupper (buf[0]); |
784 |
|
785 |
for (tmp2 = tmp; tmp2; tmp2 = tmp2->more) |
786 |
tmp2->name = buf; |
787 |
|
788 |
tmp->attacktype |= god->attacktype; |
789 |
memcpy (tmp->resist, god->resist, sizeof (tmp->resist)); |
790 |
tmp->race = god->race; |
791 |
tmp->slaying = god->slaying; |
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 (level < tr->magic) |
915 |
break; |
916 |
|
917 |
lasttr = tr; |
918 |
|
919 |
if (stringarg && tr->item->name == sparam) |
920 |
break; |
921 |
|
922 |
if (!tr->next || !tr->next->item) |
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 = get_owner (op)) != 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 |
set_owner (tmp, 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 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
1052 |
add_friendly_object (tmp); |
1053 |
tmp->stats.exp = 0; |
1054 |
|
1055 |
if (spell_ob->attack_movement) |
1056 |
tmp->attack_movement = spell_ob->attack_movement; |
1057 |
|
1058 |
if (get_owner (op)) |
1059 |
set_owner (tmp, get_owner (op)); |
1060 |
} |
1061 |
} |
1062 |
} |
1063 |
|
1064 |
if (tmp->speed > MIN_ACTIVE_SPEED) |
1065 |
tmp->speed_left = -1; |
1066 |
} |
1067 |
|
1068 |
if (head == NULL) |
1069 |
head = tmp; |
1070 |
else |
1071 |
{ |
1072 |
tmp->head = head; |
1073 |
prev->more = tmp; |
1074 |
} |
1075 |
|
1076 |
prev = tmp; |
1077 |
tmp->x = op->x + x + tmp->arch->clone.x; |
1078 |
tmp->y = op->y + y + tmp->arch->clone.y; |
1079 |
tmp->map = op->map; |
1080 |
} |
1081 |
|
1082 |
head->direction = freedir[ndir]; |
1083 |
head->stats.exp = 0; |
1084 |
head = insert_ob_in_map (head, head->map, op, 0); |
1085 |
|
1086 |
if (head && head->randomitems) |
1087 |
{ |
1088 |
object *tmp; |
1089 |
|
1090 |
create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0); |
1091 |
for (tmp = head->inv; tmp; tmp = tmp->below) |
1092 |
if (!tmp->nrof) |
1093 |
SET_FLAG (tmp, FLAG_NO_DROP); |
1094 |
} |
1095 |
} /* for i < nrof */ |
1096 |
|
1097 |
return 1; |
1098 |
} |
1099 |
|
1100 |
/* recursively look through the owner property of objects until the real owner |
1101 |
is found */ |
1102 |
object * |
1103 |
get_real_owner (object *ob) |
1104 |
{ |
1105 |
object *realowner = ob; |
1106 |
|
1107 |
if (realowner == NULL) |
1108 |
return NULL; |
1109 |
|
1110 |
while (get_owner (realowner) != NULL) |
1111 |
{ |
1112 |
realowner = get_owner (realowner); |
1113 |
} |
1114 |
return realowner; |
1115 |
} |
1116 |
|
1117 |
/* determines if checks so pets don't attack players or other pets should be |
1118 |
overruled by the arena petmode */ |
1119 |
int |
1120 |
should_arena_attack (object *pet, object *owner, object *target) |
1121 |
{ |
1122 |
object *rowner, *towner; |
1123 |
|
1124 |
/* exit if the target, pet, or owner is null. */ |
1125 |
if ((target == NULL) || (pet == NULL) || (owner == NULL)) |
1126 |
return 0; |
1127 |
|
1128 |
/* get the owners of itself and the target, this is to deal with pets of |
1129 |
pets */ |
1130 |
rowner = get_real_owner (owner); |
1131 |
if (target->type != PLAYER) |
1132 |
{ |
1133 |
towner = get_real_owner (target); |
1134 |
} |
1135 |
else |
1136 |
{ |
1137 |
towner = 0; |
1138 |
} |
1139 |
|
1140 |
/* if the pet has now owner, exit with error */ |
1141 |
if (rowner == NULL) |
1142 |
{ |
1143 |
LOG (llevError, "Pet has no owner.\n"); |
1144 |
return 0; |
1145 |
} |
1146 |
|
1147 |
/* if the target is not a player, and has no owner, we shouldn't be here |
1148 |
*/ |
1149 |
if ((towner == NULL) && (target->type != PLAYER)) |
1150 |
{ |
1151 |
LOG (llevError, "Target is not a player but has no owner. We should not be here.\n"); |
1152 |
return 0; |
1153 |
} |
1154 |
|
1155 |
/* make sure that the owner is a player */ |
1156 |
if (rowner->type != PLAYER) |
1157 |
return 0; |
1158 |
|
1159 |
/* abort if the petmode is not arena */ |
1160 |
if (rowner->contr->petmode != pet_arena) |
1161 |
return 0; |
1162 |
|
1163 |
/* 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))) |
1165 |
return 0; |
1166 |
|
1167 |
/* if the target is a monster, make sure it's owner is not the same */ |
1168 |
if ((target->type != PLAYER) && (rowner == towner)) |
1169 |
return 0; |
1170 |
|
1171 |
/* check if the target is a player which affects how it will handle |
1172 |
parties */ |
1173 |
if (target->type != PLAYER) |
1174 |
{ |
1175 |
/* if the target is owned by a player make sure than make sure |
1176 |
it's not in the same party */ |
1177 |
if ((towner->type == PLAYER) && (rowner->contr->party != NULL)) |
1178 |
{ |
1179 |
if (rowner->contr->party == towner->contr->party) |
1180 |
return 0; |
1181 |
} |
1182 |
} |
1183 |
else |
1184 |
{ |
1185 |
/* if the target is a player make sure than make sure it's not |
1186 |
in the same party */ |
1187 |
if (rowner->contr->party != NULL) |
1188 |
{ |
1189 |
if (rowner->contr->party == target->contr->party) |
1190 |
return 0; |
1191 |
} |
1192 |
} |
1193 |
|
1194 |
return 1; |
1195 |
} |