1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 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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*/ |
25 |
|
26 |
#include <global.h> |
27 |
#include <sproto.h> |
28 |
|
29 |
/* given that 'pet' is a friendly object, this function returns a |
30 |
* monster the pet should attack, NULL if nothing appropriate is |
31 |
* found. it basically looks for nasty things around the owner |
32 |
* of the pet to attack. |
33 |
* this is now tilemap aware. |
34 |
*/ |
35 |
object * |
36 |
get_pet_enemy (object *pet, rv_vector * rv) |
37 |
{ |
38 |
object *tmp, *attacker, *tmp3; |
39 |
int i; |
40 |
sint16 x, y; |
41 |
maptile *nm; |
42 |
int search_arr[SIZEOFFREE]; |
43 |
int mflags; |
44 |
|
45 |
attacker = pet->attacked_by; /*pointer to attacking enemy */ |
46 |
pet->attacked_by = NULL; /*clear this, since we are dealing with it */ |
47 |
|
48 |
object *owner = pet->owner; |
49 |
|
50 |
if (!owner) |
51 |
{ |
52 |
/* the owner is no longer around, so the |
53 |
* pet no longer needs to be friendly. |
54 |
*/ |
55 |
remove_friendly_object (pet); |
56 |
pet->attack_movement &= ~PETMOVE; |
57 |
return 0; |
58 |
} |
59 |
|
60 |
/* If the owner has turned on the pet, make the pet |
61 |
* unfriendly. |
62 |
*/ |
63 |
if (check_enemy (owner, rv) == pet) |
64 |
{ |
65 |
remove_friendly_object (pet); |
66 |
pet->attack_movement &= ~PETMOVE; |
67 |
return owner; |
68 |
} |
69 |
|
70 |
/* If they are not on the same map, the pet won't be agressive */ |
71 |
//if (!on_same_map (pet, owner)) |
72 |
// return 0; |
73 |
|
74 |
/* See if the pet has an existing enemy. If so, don't start a new one */ |
75 |
if (tmp = check_enemy (pet, rv)) |
76 |
{ |
77 |
if (tmp == owner && !pet->flag [FLAG_CONFUSED] && pet->flag [FLAG_FRIENDLY]) |
78 |
/* without this check, you can actually get pets with |
79 |
* enemy set to owner! |
80 |
*/ |
81 |
pet->enemy = 0; |
82 |
else |
83 |
return tmp; |
84 |
} |
85 |
|
86 |
get_search_arr (search_arr); |
87 |
|
88 |
if (owner->type == PLAYER && owner->contr->petmode > pet_normal) |
89 |
{ |
90 |
if (owner->contr->petmode == pet_sad) |
91 |
{ |
92 |
tmp = find_nearest_living_creature (pet); |
93 |
if (tmp != 0) |
94 |
{ |
95 |
get_rangevector (pet, tmp, rv, 0); |
96 |
if (check_enemy (pet, rv) != 0) |
97 |
return tmp; |
98 |
else |
99 |
pet->enemy = 0; |
100 |
} |
101 |
/* if we got here we have no enemy */ |
102 |
/* we return 0 to avoid heading back to the owner */ |
103 |
pet->enemy = 0; |
104 |
return 0; |
105 |
} |
106 |
} |
107 |
|
108 |
/* Since the pet has no existing enemy, look for anything nasty |
109 |
* around the owner that it should go and attack. (if the owner is |
110 |
* still on a map) |
111 |
*/ |
112 |
// owners sometimes are not on a map but in the inventory of somehting else |
113 |
if (!owner->flag [FLAG_REMOVED] && owner->map) |
114 |
{ |
115 |
tmp3 = 0; |
116 |
|
117 |
for (i = 0; i < SIZEOFFREE; i++) |
118 |
{ |
119 |
x = owner->x + DIRX (search_arr[i]); |
120 |
y = owner->y + DIRY (search_arr[i]); |
121 |
nm = owner->map; |
122 |
/* Only look on the space if there is something alive there. */ |
123 |
mflags = get_map_flags (nm, &nm, x, y, &x, &y); |
124 |
|
125 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
126 |
{ |
127 |
for (tmp = GET_MAP_OB (nm, x, y); tmp != 0; tmp = tmp->above) |
128 |
{ |
129 |
object *tmp2 = tmp->head == 0 ? tmp : tmp->head; |
130 |
|
131 |
if (tmp2->flag [FLAG_ALIVE] && ((!tmp2->flag [FLAG_FRIENDLY] && |
132 |
(tmp2->type != PLAYER)) || |
133 |
should_arena_attack (pet, owner, tmp2)) |
134 |
&& !tmp2->flag [FLAG_UNAGGRESSIVE] && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv)) |
135 |
{ |
136 |
|
137 |
if (!can_see_enemy (pet, tmp2)) |
138 |
{ |
139 |
if (tmp3 != 0) |
140 |
tmp3 = tmp2; |
141 |
} |
142 |
else |
143 |
{ |
144 |
pet->enemy = tmp2; |
145 |
if (check_enemy (pet, rv) != 0) |
146 |
return tmp2; |
147 |
else |
148 |
pet->enemy = 0; |
149 |
} |
150 |
} /* if this is a valid enemy */ |
151 |
} /* for objects on this space */ |
152 |
} /* if there is something living on this space */ |
153 |
} /* for loop of spaces around the owner */ |
154 |
|
155 |
/* fine, we went through the whole loop and didn't find one we could |
156 |
see, take what we have */ |
157 |
if (tmp3 != 0) |
158 |
{ |
159 |
pet->enemy = tmp3; |
160 |
if (check_enemy (pet, rv) != 0) |
161 |
return tmp3; |
162 |
else |
163 |
pet->enemy = 0; |
164 |
} |
165 |
} |
166 |
|
167 |
/* No threat to owner, check to see if the pet has an attacker */ |
168 |
if (attacker) |
169 |
{ |
170 |
/* also need to check to make sure it is not freindly */ |
171 |
/* or otherwise non-hostile, and is an appropriate target */ |
172 |
if (!attacker->flag [FLAG_FRIENDLY] && on_same_map (pet, attacker)) |
173 |
{ |
174 |
pet->enemy = attacker; |
175 |
|
176 |
if (check_enemy (pet, rv) != 0) |
177 |
return attacker; |
178 |
else |
179 |
pet->enemy = 0; |
180 |
} |
181 |
} |
182 |
|
183 |
/* Don't have an attacker or legal enemy, so look for a new one!. |
184 |
* This looks for one around where the pet is. Thus, you could lead |
185 |
* a pet to danger, then take a few steps back. This code is basically |
186 |
* the same as the code that looks around the owner. |
187 |
*/ |
188 |
if (owner->type == PLAYER && owner->contr->petmode != pet_defend) |
189 |
{ |
190 |
tmp3 = 0; |
191 |
for (i = 0; i < SIZEOFFREE; i++) |
192 |
{ |
193 |
x = pet->x + DIRX (search_arr[i]); |
194 |
y = pet->y + DIRY (search_arr[i]); |
195 |
nm = pet->map; |
196 |
/* Only look on the space if there is something alive there. */ |
197 |
mflags = get_map_flags (nm, &nm, x, y, &x, &y); |
198 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
199 |
{ |
200 |
for (tmp = GET_MAP_OB (nm, x, y); tmp != 0; tmp = tmp->above) |
201 |
{ |
202 |
object *tmp2 = tmp->head == 0 ? tmp : tmp->head; |
203 |
|
204 |
if (tmp2->flag [FLAG_ALIVE] && ((!tmp2->flag [FLAG_FRIENDLY] && |
205 |
(tmp2->type != PLAYER)) || |
206 |
should_arena_attack (pet, owner, tmp2)) |
207 |
&& !tmp2->flag [FLAG_UNAGGRESSIVE] && tmp2 != pet && tmp2 != owner && can_detect_enemy (pet, tmp2, rv)) |
208 |
{ |
209 |
|
210 |
if (!can_see_enemy (pet, tmp2)) |
211 |
{ |
212 |
if (tmp3 != 0) |
213 |
tmp3 = tmp2; |
214 |
} |
215 |
else |
216 |
{ |
217 |
pet->enemy = tmp2; |
218 |
if (check_enemy (pet, rv) != 0) |
219 |
return tmp2; |
220 |
else |
221 |
pet->enemy = 0; |
222 |
} |
223 |
} /* make sure we can get to the bugger */ |
224 |
} /* for objects on this space */ |
225 |
} /* if there is something living on this space */ |
226 |
} /* for loop of spaces around the pet */ |
227 |
|
228 |
/* fine, we went through the whole loop and didn't find one we could |
229 |
see, take what we have */ |
230 |
if (tmp3 != 0) |
231 |
{ |
232 |
pet->enemy = tmp3; |
233 |
if (check_enemy (pet, rv) != 0) |
234 |
return tmp3; |
235 |
else |
236 |
pet->enemy = 0; |
237 |
} |
238 |
} /* pet in defence mode */ |
239 |
|
240 |
object *enemy = check_enemy (pet, rv); |
241 |
// we have a summoned pet here and the owners enemy isn't set or can't |
242 |
// be reached => search for a player around us and set it as our new enemy!! |
243 |
if (!enemy && pet->owner && pet->owner->type != PLAYER) |
244 |
enemy = get_nearest_player (pet); |
245 |
|
246 |
/* Didn't find anything - return the owner's enemy or 0 */ |
247 |
return enemy; |
248 |
} |
249 |
|
250 |
void |
251 |
terminate_all_pets (object *owner) |
252 |
{ |
253 |
objectlink *obl, *next; |
254 |
|
255 |
for (obl = first_friendly_object; obl; obl = next) |
256 |
{ |
257 |
object *ob = obl->ob; |
258 |
next = obl->next; |
259 |
|
260 |
if (ob->owner == owner) |
261 |
ob->drop_and_destroy (); |
262 |
} |
263 |
} |
264 |
|
265 |
/* |
266 |
* Unfortunately, sometimes, the owner of a pet is in the |
267 |
* process of entering a new map when this is called. |
268 |
* Interesting enough, we don't use the passed map structure in |
269 |
* this function. |
270 |
*/ |
271 |
void |
272 |
move_all_pets () |
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 |
&& obl->ob->flag [FLAG_FRIENDLY] |
283 |
&& (owner = obl->ob->owner) |
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->state != 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 + DIRX (dir), owner->y + DIRY (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->drop_and_destroy (); |
315 |
|
316 |
return 1; |
317 |
} |
318 |
|
319 |
void |
320 |
pet_move (object *ob) |
321 |
{ |
322 |
int dir = 0, i; |
323 |
sint16 dx, dy; |
324 |
object *ob2, *owner; |
325 |
maptile *m; |
326 |
|
327 |
/* Check to see if player pulled out */ |
328 |
if ((owner = ob->owner) == NULL) |
329 |
{ |
330 |
ob->drop_and_destroy (); |
331 |
LOG (llevTrace, "Pet: no owner, leaving.\n"); |
332 |
return; |
333 |
} |
334 |
|
335 |
/* move monster into the owners map if not in the same map |
336 |
* except when the owner is removed. |
337 |
*/ |
338 |
if (!on_same_map (ob, owner) && !owner->flag [FLAG_REMOVED]) |
339 |
{ |
340 |
follow_owner (ob, owner); |
341 |
return; |
342 |
} |
343 |
|
344 |
/* Calculate Direction */ |
345 |
if (owner->type == PLAYER && owner->contr->petmode == pet_sad) |
346 |
{ |
347 |
/* in S&D mode, if we have no enemy, run randomly about. */ |
348 |
for (i = 0; i < 15; i++) |
349 |
{ |
350 |
dir = rndm (1, 8); |
351 |
dx = ob->x + DIRX (dir); |
352 |
dy = ob->y + DIRY (dir); |
353 |
m = ob->map; |
354 |
if (get_map_flags (ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP) |
355 |
continue; |
356 |
else if (OB_TYPE_MOVE_BLOCK (ob, GET_MAP_MOVE_BLOCK (m, dx, dy))) |
357 |
continue; |
358 |
else |
359 |
break; |
360 |
} |
361 |
} |
362 |
else if (!owner->flag [FLAG_REMOVED]) // only get vector to owner when owner not removed |
363 |
{ |
364 |
struct rv_vector rv; |
365 |
|
366 |
get_rangevector (ob, ob->owner, &rv, 0); |
367 |
dir = rv.direction; |
368 |
} |
369 |
|
370 |
ob->direction = dir; |
371 |
|
372 |
/* move_ob returns 0 if the object couldn't move. If that is the |
373 |
* case, lets do some other work. |
374 |
*/ |
375 |
if (!(ob->move (dir))) |
376 |
{ |
377 |
object *part; |
378 |
|
379 |
/* the failed move_ob above may destroy the pet, so check here */ |
380 |
if (ob->destroyed ()) |
381 |
return; |
382 |
|
383 |
for (part = ob; part != NULL; part = part->more) |
384 |
{ |
385 |
dx = part->x + DIRX (dir); |
386 |
dy = part->y + DIRY (dir); |
387 |
m = get_map_from_coord (part->map, &dx, &dy); |
388 |
if (!m) |
389 |
continue; |
390 |
|
391 |
for (ob2 = GET_MAP_OB (m, dx, dy); ob2 != NULL; ob2 = ob2->above) |
392 |
{ |
393 |
object *new_ob; |
394 |
|
395 |
new_ob = ob2->head ? ob2->head : ob2; |
396 |
|
397 |
if (new_ob == ob) |
398 |
break; |
399 |
|
400 |
if (new_ob == ob->owner) |
401 |
return; |
402 |
|
403 |
if (new_ob->owner == ob->owner) |
404 |
break; |
405 |
|
406 |
/* Hmm. Did we try to move into an enemy monster? If so, |
407 |
* make it our enemy. |
408 |
*/ |
409 |
if (new_ob->flag [FLAG_ALIVE] && !ob->flag [FLAG_UNAGGRESSIVE] |
410 |
&& !new_ob->flag [FLAG_UNAGGRESSIVE] && !new_ob->flag [FLAG_FRIENDLY]) |
411 |
{ |
412 |
|
413 |
ob->enemy = new_ob; |
414 |
if (new_ob->enemy == NULL) |
415 |
new_ob->enemy = ob; |
416 |
return; |
417 |
} |
418 |
else if (new_ob->type == PLAYER) |
419 |
{ |
420 |
new_draw_info (NDI_UNIQUE, 0, new_ob, "You stand in the way of someones pet."); |
421 |
return; |
422 |
} |
423 |
} |
424 |
} |
425 |
/* Try a different course */ |
426 |
dir = absdir (dir + 4 - (rndm (5)) - (rndm (5))); |
427 |
ob->move (dir); |
428 |
} |
429 |
} |
430 |
|
431 |
/**************************************************************************** |
432 |
* |
433 |
* GOLEM SPELL CODE |
434 |
* |
435 |
****************************************************************************/ |
436 |
|
437 |
/* fix_summon_pet() - this makes multisquare/single square monsters |
438 |
* proper for map insertion. |
439 |
* at is the archetype, op is the caster of the spell, dir is the |
440 |
* direction the monster should be placed in. |
441 |
* is_golem is to note that this is a golem spell. |
442 |
*/ |
443 |
static object * |
444 |
fix_summon_pet (archetype *at, object *op, int dir, int is_golem) |
445 |
{ |
446 |
object *tmp = NULL, *prev = NULL, *head = NULL; |
447 |
|
448 |
for (archetype *atmp = at; atmp; atmp = (archetype *)atmp->more) |
449 |
{ |
450 |
tmp = atmp->instance (); |
451 |
|
452 |
if (atmp == at) |
453 |
{ |
454 |
if (!is_golem) |
455 |
tmp->set_flag (FLAG_MONSTER); |
456 |
|
457 |
tmp->set_owner (op); |
458 |
|
459 |
if (op->type == PLAYER) |
460 |
{ |
461 |
tmp->stats.exp = 0; |
462 |
add_friendly_object (tmp); |
463 |
if (is_golem) |
464 |
tmp->clr_flag (FLAG_MONSTER); |
465 |
} |
466 |
else |
467 |
{ |
468 |
if (op->flag [FLAG_FRIENDLY]) |
469 |
{ |
470 |
object *owner = op->owner; |
471 |
|
472 |
if (owner) |
473 |
{ /* For now, we transfer ownership */ |
474 |
tmp->set_owner (owner); |
475 |
tmp->attack_movement = PETMOVE; |
476 |
add_friendly_object (tmp); |
477 |
} |
478 |
} |
479 |
} |
480 |
|
481 |
if (op->type != PLAYER || !is_golem) |
482 |
{ |
483 |
tmp->attack_movement = PETMOVE; |
484 |
tmp->speed_left = -1; |
485 |
tmp->type = 0; |
486 |
tmp->enemy = op->enemy; |
487 |
} |
488 |
else |
489 |
tmp->type = GOLEM; |
490 |
|
491 |
} |
492 |
|
493 |
if (!head) |
494 |
head = tmp; |
495 |
|
496 |
tmp->x = op->x + DIRX (dir) + tmp->arch->x; |
497 |
tmp->y = op->y + DIRY (dir) + tmp->arch->y; |
498 |
tmp->map = op->map; |
499 |
|
500 |
if (tmp->invisible) |
501 |
tmp->invisible = 0; |
502 |
|
503 |
if (head != tmp) |
504 |
tmp->head = head, prev->more = tmp; |
505 |
|
506 |
prev = tmp; |
507 |
} |
508 |
|
509 |
head->direction = dir; |
510 |
|
511 |
/* need to change some monster attr to prevent problems/crashing */ |
512 |
head->last_heal = 0; |
513 |
head->last_eat = 0; |
514 |
head->last_grace = 0; |
515 |
head->last_sp = 0; |
516 |
head->other_arch = NULL; |
517 |
head->stats.exp = 0; |
518 |
head->clr_flag (FLAG_CHANGING); |
519 |
head->clr_flag (FLAG_STAND_STILL); |
520 |
head->clr_flag (FLAG_GENERATOR); |
521 |
head->clr_flag (FLAG_SPLITTING); |
522 |
if (head->attacktype & AT_GHOSTHIT) |
523 |
head->attacktype = (AT_PHYSICAL | AT_DRAIN); |
524 |
|
525 |
return head; |
526 |
} |
527 |
|
528 |
/* updated this to allow more than the golem 'head' to attack */ |
529 |
/* op is the golem to be moved. */ |
530 |
void |
531 |
move_golem (object *op) |
532 |
{ |
533 |
int made_attack = 0; |
534 |
object *tmp; |
535 |
|
536 |
if (op->flag [FLAG_MONSTER]) |
537 |
return; /* Has already been moved */ |
538 |
|
539 |
if (!op->owner) |
540 |
{ |
541 |
LOG (llevDebug, "Golem without owner destructed.\n"); |
542 |
op->drop_and_destroy (); |
543 |
return; |
544 |
} |
545 |
|
546 |
/* It would be nice to have a cleaner way of what message to print |
547 |
* when the golem expires than these hard coded entries. |
548 |
* Note it is intentional that a golems duration is based on its |
549 |
* hp, and not duration |
550 |
*/ |
551 |
if (--op->stats.hp < 0) |
552 |
{ |
553 |
if (op->msg) |
554 |
new_draw_info (NDI_UNIQUE, 0, op->owner, op->msg); |
555 |
|
556 |
op->drop_and_destroy (); |
557 |
return; |
558 |
} |
559 |
|
560 |
/* Do golem attacks/movement for single & multisq golems. |
561 |
* Assuming here that op is the 'head' object. Pass only op to |
562 |
* ->move (makes recursive calls to other parts) |
563 |
* move_ob returns 0 if the creature was not able to move. |
564 |
*/ |
565 |
if (op->move (op->direction, op)) |
566 |
return; |
567 |
|
568 |
if (op->destroyed ()) |
569 |
return; |
570 |
|
571 |
for (tmp = op; tmp; tmp = tmp->more) |
572 |
{ |
573 |
sint16 x = tmp->x + DIRX (op->direction), y = tmp->y + DIRY (op->direction); |
574 |
object *victim; |
575 |
maptile *m; |
576 |
int mflags; |
577 |
|
578 |
m = op->map; |
579 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
580 |
|
581 |
if (mflags & P_OUT_OF_MAP) |
582 |
continue; |
583 |
|
584 |
for (victim = GET_MAP_OB (m, x, y); victim; victim = victim->above) |
585 |
if (victim->flag [FLAG_ALIVE]) |
586 |
break; |
587 |
|
588 |
/* We used to call will_hit_self to make sure we don't |
589 |
* hit ourselves, but that didn't work, and I don't really |
590 |
* know if that was more efficient anyways than this. |
591 |
* This at least works. Note that victim->head can be NULL, |
592 |
* but since we are not trying to dereferance that pointer, |
593 |
* that isn't a problem. |
594 |
*/ |
595 |
if (victim && victim != op && victim->head != op) |
596 |
{ |
597 |
/* for golems with race fields, we don't attack |
598 |
* aligned races |
599 |
*/ |
600 |
|
601 |
if (victim->race && op->race && op->race.contains (victim->race)) |
602 |
{ |
603 |
if (op->owner) |
604 |
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging %s.", &op->name, &victim->name); |
605 |
} |
606 |
else if (victim == op->owner) |
607 |
{ |
608 |
if (op->owner) |
609 |
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s avoids damaging you.", &op->name); |
610 |
} |
611 |
else |
612 |
{ |
613 |
attack_ob (victim, op); |
614 |
made_attack = 1; |
615 |
} |
616 |
} /* If victim */ |
617 |
} |
618 |
|
619 |
if (made_attack) |
620 |
update_object (op, UP_OBJ_FACE); |
621 |
} |
622 |
|
623 |
/* this is a really stupid function when you get down and |
624 |
* look at it. Keep it here for the time being - makes life |
625 |
* easier if we ever decide to do more interesting thing with |
626 |
* controlled golems. |
627 |
*/ |
628 |
void |
629 |
control_golem (object *op, int dir) |
630 |
{ |
631 |
op->direction = dir; |
632 |
} |
633 |
|
634 |
/* summon golem: summons a monster for 'op'. caster is the object |
635 |
* casting the spell, dir is the direction to place the monster, |
636 |
* at is the archetype of the monster, and spob is the spell |
637 |
* object. At this stage, all spob is really used for is to |
638 |
* adjust some values in the monster. |
639 |
*/ |
640 |
int |
641 |
summon_golem (object *op, object *caster, int dir, object *spob) |
642 |
{ |
643 |
object *tmp, *god = NULL; |
644 |
archetype *at; |
645 |
|
646 |
/* Because there can be different golem spells, player may want to |
647 |
* 'lose' their old golem. |
648 |
*/ |
649 |
if (op->type == PLAYER && op->contr->golem) |
650 |
{ |
651 |
new_draw_info (NDI_UNIQUE, 0, op, "You dismiss your existing golem."); |
652 |
op->contr->golem->drop_and_destroy (); |
653 |
op->contr->golem = 0; |
654 |
} |
655 |
|
656 |
if (spob->other_arch) |
657 |
at = spob->other_arch; |
658 |
else if (spob->race) |
659 |
{ |
660 |
god = find_god (determine_god (caster)); |
661 |
|
662 |
if (!god) |
663 |
{ |
664 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You must worship a god to cast %s.", &spob->name); |
665 |
return 0; |
666 |
} |
667 |
|
668 |
at = determine_holy_arch (god, spob->race); |
669 |
|
670 |
if (!at) |
671 |
{ |
672 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no %s for you to call.", &god->name, &spob->race); |
673 |
return 0; |
674 |
} |
675 |
} |
676 |
else |
677 |
{ |
678 |
LOG (llevError, "Spell %s lacks other_arch\n", &spob->name); |
679 |
return 0; |
680 |
} |
681 |
|
682 |
if (!dir) |
683 |
dir = find_free_spot (at, op->map, op->x, op->y, 1, SIZEOFFREE1 + 1); |
684 |
|
685 |
if (dir < 0 || at->blocked (op->map, op->x + DIRX (dir), op->y + DIRY (dir))) |
686 |
{ |
687 |
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
688 |
return 0; |
689 |
} |
690 |
|
691 |
/* basically want to get proper map/coordinates for this object */ |
692 |
|
693 |
if (!(tmp = fix_summon_pet (at, op, dir, GOLEM))) |
694 |
{ |
695 |
new_draw_info (NDI_UNIQUE, 0, op, "Your spell fails."); |
696 |
return 0; |
697 |
} |
698 |
|
699 |
if (op->type == PLAYER) |
700 |
{ |
701 |
tmp->type = GOLEM; |
702 |
op->contr->golem = tmp; |
703 |
/* give the player control of the golem */ |
704 |
set_spell_skill (op, caster, spob, tmp); |
705 |
} |
706 |
|
707 |
/* This sets the level dependencies on dam and hp for monsters */ |
708 |
/* players can't cope with too strong summonings. */ |
709 |
/* but monsters can. reserve these for players. */ |
710 |
if (op->type == PLAYER) |
711 |
{ |
712 |
tmp->stats.hp += spob->duration + SP_level_duration_adjust (caster, spob); |
713 |
|
714 |
if (!spob->stats.dam) |
715 |
tmp->stats.dam += SP_level_dam_adjust (caster, spob); |
716 |
else |
717 |
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); |
718 |
|
719 |
tmp->set_speed (min (1.f, tmp->speed + .02f * SP_level_range_adjust (caster, spob))); |
720 |
|
721 |
if (spob->attacktype) |
722 |
tmp->attacktype = spob->attacktype; |
723 |
} |
724 |
|
725 |
tmp->stats.wc -= SP_level_range_adjust (caster, spob); |
726 |
|
727 |
/* limit the speed to 0.3 for non-players, 1 for players. */ |
728 |
|
729 |
/* make experience increase in proportion to the strength. |
730 |
* this is a bit simplistic - we are basically just looking at how |
731 |
* often the sp doubles and use that as the ratio. |
732 |
*/ |
733 |
tmp->stats.exp *= 1 + max (spob->stats.maxgrace, spob->stats.sp) / casting_level (caster, spob); |
734 |
tmp->speed_left = 0; |
735 |
tmp->direction = dir; |
736 |
|
737 |
/* Holy spell - some additional tailoring */ |
738 |
if (god) |
739 |
{ |
740 |
char *buf = format ("%s of %s", &spob->name, &god->name); |
741 |
buf[0] = toupper (buf[0]); |
742 |
|
743 |
for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) |
744 |
tmp2->name = buf; |
745 |
|
746 |
tmp->attacktype |= god->attacktype; |
747 |
memcpy (tmp->resist, god->resist, sizeof (tmp->resist)); |
748 |
tmp->race = god->race; |
749 |
tmp->slaying = god->slaying; |
750 |
|
751 |
/* safety, we must allow a god's servants some reasonable attack */ |
752 |
if (!(tmp->attacktype & AT_PHYSICAL)) |
753 |
tmp->attacktype |= AT_PHYSICAL; |
754 |
} |
755 |
|
756 |
insert_ob_in_map (tmp, tmp->map, op, 0); |
757 |
|
758 |
return 1; |
759 |
} |
760 |
|
761 |
|
762 |
/*************************************************************************** |
763 |
* |
764 |
* Summon monster/pet/other object code |
765 |
* |
766 |
***************************************************************************/ |
767 |
|
768 |
/* Returns a monster (chosen at random) that this particular player (and his |
769 |
* god) find acceptable. This checks level, races allowed by god, etc |
770 |
* to determine what is acceptable. |
771 |
* This returns NULL if no match was found. |
772 |
*/ |
773 |
static object * |
774 |
choose_cult_monster (object *pl, object *god, int summon_level) |
775 |
{ |
776 |
char buf[MAX_BUF]; |
777 |
const char *race; |
778 |
int racenr, mon_nr, i; |
779 |
racelink *list; |
780 |
objectlink *tobl; |
781 |
object *otmp; |
782 |
|
783 |
/* Determine the number of races available */ |
784 |
racenr = 0; |
785 |
strcpy (buf, god->race); |
786 |
race = strtok (buf, ","); |
787 |
while (race) |
788 |
{ |
789 |
racenr++; |
790 |
race = strtok (NULL, ","); |
791 |
} |
792 |
|
793 |
/* next, randomly select a race from the aligned_races string */ |
794 |
if (racenr > 1) |
795 |
{ |
796 |
racenr = rndm (0, racenr - 1); |
797 |
strcpy (buf, god->race); |
798 |
race = strtok (buf, ","); |
799 |
for (i = 0; i < racenr; i++) |
800 |
race = strtok (NULL, ","); |
801 |
} |
802 |
else |
803 |
race = god->race; |
804 |
|
805 |
|
806 |
/* see if a we can match a race list of monsters. This should not |
807 |
* happen, so graceful recovery isn't really needed, but this sanity |
808 |
* checking is good for cases where the god archetypes mismatch the |
809 |
* race file |
810 |
*/ |
811 |
if ((list = find_racelink (race)) == NULL) |
812 |
{ |
813 |
new_draw_info_format (NDI_UNIQUE, 0, pl, "The spell fails! %s's creatures are beyond the range of your summons", &god->name); |
814 |
LOG (llevDebug, "choose_cult_monster() requested non-existent aligned race!\n"); |
815 |
return 0; |
816 |
} |
817 |
|
818 |
/* search for an apprplritate monster on this race list */ |
819 |
mon_nr = 0; |
820 |
for (tobl = list->member; tobl; tobl = tobl->next) |
821 |
{ |
822 |
otmp = tobl->ob; |
823 |
if (!otmp || !otmp->flag [FLAG_MONSTER]) |
824 |
continue; |
825 |
if (otmp->level <= summon_level) |
826 |
mon_nr++; |
827 |
} |
828 |
|
829 |
/* If this god has multiple race entries, we should really choose another. |
830 |
* But then we either need to track which ones we have tried, or just |
831 |
* make so many calls to this function, and if we get so many without |
832 |
* a valid entry, assuming nothing is available and quit. |
833 |
*/ |
834 |
if (!mon_nr) |
835 |
return NULL; |
836 |
|
837 |
mon_nr = rndm (mon_nr - 1); |
838 |
for (tobl = list->member; tobl; tobl = tobl->next) |
839 |
{ |
840 |
otmp = tobl->ob; |
841 |
if (!otmp || !otmp->flag [FLAG_MONSTER]) |
842 |
continue; |
843 |
|
844 |
if (otmp->level <= summon_level && !mon_nr--) |
845 |
return otmp; |
846 |
} |
847 |
|
848 |
/* This should not happen */ |
849 |
LOG (llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n"); |
850 |
return NULL; |
851 |
} |
852 |
|
853 |
int |
854 |
summon_object (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
855 |
{ |
856 |
int nrof = 1; |
857 |
archetype *summon_arch; |
858 |
int ndir; |
859 |
|
860 |
if (spell_ob->other_arch) |
861 |
summon_arch = spell_ob->other_arch; |
862 |
else if (spell_ob->randomitems) |
863 |
{ |
864 |
int level = casting_level (caster, spell_ob); |
865 |
treasure *tr, *lasttr = NULL; |
866 |
|
867 |
shstr_cmp sparam (stringarg); |
868 |
|
869 |
/* In old code, this was a very convoluted for statement, |
870 |
* with all the checks in the 'for' portion itself. Much |
871 |
* more readable to break some of the conditions out. |
872 |
*/ |
873 |
for (tr = spell_ob->randomitems->items; tr; tr = tr->next) |
874 |
{ |
875 |
if (!tr->item) |
876 |
continue; |
877 |
|
878 |
if (level < tr->magic) |
879 |
break; |
880 |
|
881 |
lasttr = tr; |
882 |
|
883 |
if (tr->item->archname == sparam) |
884 |
break; |
885 |
} |
886 |
|
887 |
if (!lasttr) |
888 |
{ |
889 |
LOG (llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", &spell_ob->randomitems->name); |
890 |
new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to summon any monsters."); |
891 |
return 0; |
892 |
} |
893 |
|
894 |
summon_arch = lasttr->item; |
895 |
nrof = lasttr->nrof; |
896 |
} |
897 |
else if (spell_ob->race == shstr_GODCULTMON) |
898 |
{ |
899 |
object *god = find_god (determine_god (op)), *mon, *owner; |
900 |
int summon_level, tries; |
901 |
|
902 |
if (!god && ((owner = op->owner) != NULL)) |
903 |
god = find_god (determine_god (owner)); |
904 |
|
905 |
/* If we can't find a god, can't get what monster to summon */ |
906 |
if (!god) |
907 |
return 0; |
908 |
|
909 |
if (!god->race) |
910 |
{ |
911 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s has no creatures that you may summon!", &god->name); |
912 |
return 0; |
913 |
} |
914 |
|
915 |
/* the summon level */ |
916 |
summon_level = casting_level (caster, spell_ob); |
917 |
if (summon_level == 0) |
918 |
summon_level = 1; |
919 |
|
920 |
tries = 0; |
921 |
do |
922 |
{ |
923 |
mon = choose_cult_monster (op, god, summon_level); |
924 |
if (!mon) |
925 |
{ |
926 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s fails to send anything.", &god->name); |
927 |
return 0; |
928 |
} |
929 |
|
930 |
ndir = dir; |
931 |
|
932 |
if (!ndir) |
933 |
ndir = find_free_spot (mon, op->map, op->x, op->y, 1, SIZEOFFREE); |
934 |
|
935 |
if (ndir < 0 || mon->blocked (op->map, op->x + DIRX (ndir), op->y + DIRY (ndir))) |
936 |
{ |
937 |
ndir = -1; |
938 |
if (++tries == 5) |
939 |
{ |
940 |
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
941 |
return 0; |
942 |
} |
943 |
} |
944 |
} |
945 |
while (ndir == -1); |
946 |
|
947 |
if (mon->level > (summon_level / 2)) |
948 |
nrof = random_roll (1, 2, op, PREFER_HIGH); |
949 |
else |
950 |
nrof = die_roll (2, 2, op, PREFER_HIGH); |
951 |
|
952 |
summon_arch = mon->arch; |
953 |
} |
954 |
else |
955 |
summon_arch = 0; |
956 |
|
957 |
if (spell_ob->stats.dam) |
958 |
nrof += spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
959 |
|
960 |
if (!summon_arch) |
961 |
{ |
962 |
new_draw_info (NDI_UNIQUE, 0, op, "There is no monsters available for summoning."); |
963 |
return 0; |
964 |
} |
965 |
|
966 |
for (int i = 1; i <= nrof; i++) |
967 |
{ |
968 |
object *prev = NULL, *head = NULL, *tmp; |
969 |
|
970 |
if (dir) |
971 |
{ |
972 |
ndir = dir; |
973 |
dir = absdir (dir + 1); |
974 |
} |
975 |
else |
976 |
ndir = find_free_spot (summon_arch, op->map, op->x, op->y, 1, SIZEOFFREE); |
977 |
|
978 |
sint16 x = DIRX (ndir); |
979 |
sint16 y = DIRY (ndir); |
980 |
|
981 |
if (ndir < 0 || summon_arch->blocked (op->map, op->x + x, op->y + y)) |
982 |
{ |
983 |
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
984 |
if (nrof > 1) |
985 |
new_draw_info (NDI_UNIQUE, 0, op, "No more pets for this casting."); |
986 |
|
987 |
return nrof > 1; |
988 |
} |
989 |
|
990 |
for (archetype *atmp = summon_arch; atmp; atmp = (archetype *)atmp->more) |
991 |
{ |
992 |
tmp = atmp->instance (); |
993 |
if (atmp == summon_arch) |
994 |
{ |
995 |
if (tmp->flag [FLAG_MONSTER]) |
996 |
{ |
997 |
tmp->set_owner (op); |
998 |
set_spell_skill (op, caster, spell_ob, tmp); |
999 |
tmp->enemy = op->enemy; |
1000 |
tmp->type = 0; |
1001 |
tmp->clr_flag (FLAG_SLEEP); |
1002 |
|
1003 |
if (op->type == PLAYER || op->flag [FLAG_FRIENDLY]) |
1004 |
{ |
1005 |
/* If this is not set, we make it friendly */ |
1006 |
if (!spell_ob->flag [FLAG_MONSTER]) |
1007 |
{ |
1008 |
add_friendly_object (tmp); |
1009 |
tmp->stats.exp = 0; |
1010 |
|
1011 |
if (spell_ob->attack_movement) |
1012 |
tmp->attack_movement = spell_ob->attack_movement; |
1013 |
|
1014 |
if (op->owner) |
1015 |
tmp->set_owner (op->owner); |
1016 |
} |
1017 |
} |
1018 |
} |
1019 |
|
1020 |
if (tmp->has_active_speed ()) |
1021 |
tmp->speed_left = -1; |
1022 |
} |
1023 |
|
1024 |
if (head == NULL) |
1025 |
head = tmp; |
1026 |
else |
1027 |
{ |
1028 |
tmp->head = head; |
1029 |
prev->more = tmp; |
1030 |
} |
1031 |
|
1032 |
prev = tmp; |
1033 |
tmp->x = op->x + x + tmp->arch->x; |
1034 |
tmp->y = op->y + y + tmp->arch->y; |
1035 |
tmp->map = op->map; |
1036 |
} |
1037 |
|
1038 |
head->direction = freedir[ndir]; |
1039 |
head->stats.exp = 0; |
1040 |
head = insert_ob_in_map (head, head->map, op, 0); |
1041 |
|
1042 |
if (head && head->randomitems) |
1043 |
{ |
1044 |
create_treasure (head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0); |
1045 |
|
1046 |
for (object *tmp = head->inv; tmp; tmp = tmp->below) |
1047 |
tmp->set_flag (FLAG_DESTROY_ON_DEATH); |
1048 |
} |
1049 |
} /* for i < nrof */ |
1050 |
|
1051 |
return 1; |
1052 |
} |
1053 |
|
1054 |
/* determines if checks so pets don't attack players or other pets should be |
1055 |
overruled by the arena petmode */ |
1056 |
int |
1057 |
should_arena_attack (object *pet, object *owner, object *target) |
1058 |
{ |
1059 |
object *rowner, *towner; |
1060 |
|
1061 |
/* exit if the target, pet, or owner is null. */ |
1062 |
if ((target == NULL) || (pet == NULL) || (owner == NULL)) |
1063 |
return 0; |
1064 |
|
1065 |
/* get the owners of itself and the target, this is to deal with pets of |
1066 |
pets */ |
1067 |
rowner = owner->outer_owner (); |
1068 |
towner = target->is_player () ? 0 : target->outer_owner (); |
1069 |
|
1070 |
/* if the pet has now owner, exit with error */ |
1071 |
if (!rowner) |
1072 |
{ |
1073 |
LOG (llevError, "Pet has no owner.\n"); |
1074 |
return 0; |
1075 |
} |
1076 |
|
1077 |
/* if the target is not a player, and has no owner, we shouldn't be here |
1078 |
*/ |
1079 |
if (!towner && !target->is_player ()) |
1080 |
{ |
1081 |
LOG (llevError, "Target is not a player but has no owner. We should not be here.\n"); |
1082 |
return 0; |
1083 |
} |
1084 |
|
1085 |
/* make sure that the owner is a player */ |
1086 |
if (!rowner->is_player ()) |
1087 |
return 0; |
1088 |
|
1089 |
/* abort if the petmode is not arena */ |
1090 |
if (rowner->contr->petmode != pet_arena) |
1091 |
return 0; |
1092 |
|
1093 |
/* abort if the pet, it's owner, or the target is not on battleground */ |
1094 |
if (!(op_on_battleground (pet, NULL, NULL) && op_on_battleground (owner, NULL, NULL) && op_on_battleground (target, NULL, NULL))) |
1095 |
return 0; |
1096 |
|
1097 |
/* if the target is a monster, make sure it's owner is not the same */ |
1098 |
if (!target->is_player () && rowner == towner) |
1099 |
return 0; |
1100 |
|
1101 |
/* check if the target is a player which affects how it will handle |
1102 |
parties */ |
1103 |
if (!target->is_player ()) |
1104 |
{ |
1105 |
/* if the target is owned by a player make sure than make sure |
1106 |
it's not in the same party */ |
1107 |
if (towner->is_player () && rowner->contr->party) |
1108 |
if (rowner->contr->party == towner->contr->party) |
1109 |
return 0; |
1110 |
} |
1111 |
else |
1112 |
{ |
1113 |
/* if the target is a player make sure than make sure it's not |
1114 |
in the same party */ |
1115 |
if (rowner->contr->party) |
1116 |
if (rowner->contr->party == target->contr->party) |
1117 |
return 0; |
1118 |
} |
1119 |
|
1120 |
return 1; |
1121 |
} |
1122 |
|