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