1 |
/* |
2 |
* static char *rcsid_pets_c = |
3 |
* "$Id: pets.c,v 1.41 2006/01/07 18:13:50 akirschbaum Exp $"; |
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*/ |
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|
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/* |
7 |
CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your 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 GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#include <global.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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|
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/* given that 'pet' is a friendly object, this function returns a |
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* monster the pet should attack, NULL if nothing appropriate is |
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* found. it basically looks for nasty things around the owner |
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* of the pet to attack. |
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* this is now tilemap aware. |
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*/ |
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|
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object *get_pet_enemy(object * pet, rv_vector *rv){ |
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object *owner, *tmp, *attacker, *tmp3; |
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int i; |
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sint16 x,y; |
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mapstruct *nm; |
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int search_arr[SIZEOFFREE]; |
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int mflags; |
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|
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attacker = pet->attacked_by; /*pointer to attacking enemy*/ |
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pet->attacked_by = NULL; /*clear this, since we are dealing with it*/ |
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|
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if ((owner = get_owner(pet)) != NULL) { |
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/* If the owner has turned on the pet, make the pet |
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* unfriendly. |
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*/ |
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if ((check_enemy(owner,rv)) == pet) { |
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CLEAR_FLAG(pet, FLAG_FRIENDLY); |
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remove_friendly_object(pet); |
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pet->attack_movement &=~PETMOVE; |
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return owner; |
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} |
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} else { |
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/* else the owner is no longer around, so the |
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* pet no longer needs to be friendly. |
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*/ |
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CLEAR_FLAG(pet, FLAG_FRIENDLY); |
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remove_friendly_object(pet); |
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pet->attack_movement &=~PETMOVE; |
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return NULL; |
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} |
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/* If they are not on the same map, the pet won't be agressive */ |
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if (!on_same_map(pet,owner)) |
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return NULL; |
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|
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/* See if the pet has an existing enemy. If so, don't start a new one*/ |
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if((tmp=check_enemy(pet, rv))!=NULL) |
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{ |
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if(tmp == owner && !QUERY_FLAG(pet,FLAG_CONFUSED) |
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&& QUERY_FLAG(pet,FLAG_FRIENDLY)) |
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/* without this check, you can actually get pets with |
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* enemy set to owner! |
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*/ |
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pet->enemy = NULL; |
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else |
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return tmp; |
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} |
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get_search_arr(search_arr); |
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|
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if (owner->type == PLAYER && owner->contr->petmode > pet_normal) { |
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if (owner->contr->petmode == pet_sad) { |
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tmp = find_nearest_living_creature(pet); |
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if (tmp != NULL) { |
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get_rangevector(pet, tmp, rv, 0); |
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if(check_enemy(pet, rv) != NULL) |
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return tmp; |
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else |
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pet->enemy = NULL; |
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} |
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/* if we got here we have no enemy */ |
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/* we return NULL to avoid heading back to the owner */ |
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pet->enemy = NULL; |
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return NULL; |
103 |
} |
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} |
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|
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/* Since the pet has no existing enemy, look for anything nasty |
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* around the owner that it should go and attack. |
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*/ |
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tmp3 = NULL; |
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for (i = 0; i < SIZEOFFREE; i++) { |
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x = owner->x + freearr_x[search_arr[i]]; |
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y = owner->y + freearr_y[search_arr[i]]; |
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nm = owner->map; |
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/* Only look on the space if there is something alive there. */ |
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mflags = get_map_flags(nm, &nm, x, y, &x, &y); |
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if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { |
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for (tmp = get_map_ob(nm, x, y); tmp != NULL; tmp = tmp->above) { |
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object *tmp2 = tmp->head == NULL?tmp:tmp->head; |
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|
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if (QUERY_FLAG(tmp2,FLAG_ALIVE) && (( |
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!QUERY_FLAG(tmp2, FLAG_FRIENDLY) && |
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(tmp2->type != PLAYER)) || |
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should_arena_attack(pet, owner, tmp2)) |
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&& !QUERY_FLAG(tmp2,FLAG_UNAGGRESSIVE) && |
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tmp2 != pet && tmp2 != owner && |
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can_detect_enemy(pet, tmp2, rv)) { |
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|
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if (!can_see_enemy(pet, tmp2)) { |
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if (tmp3 != NULL) |
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tmp3 = tmp2; |
131 |
} else { |
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pet->enemy = tmp2; |
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if(check_enemy(pet, rv)!=NULL) |
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return tmp2; |
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else |
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pet->enemy = NULL; |
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} |
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}/* if this is a valid enemy */ |
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}/* for objects on this space */ |
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}/* if there is something living on this space */ |
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} /* for loop of spaces around the owner */ |
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|
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/* fine, we went through the whole loop and didn't find one we could |
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see, take what we have */ |
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if (tmp3 != NULL) { |
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pet->enemy = tmp3; |
147 |
if (check_enemy(pet, rv) != NULL) |
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return tmp3; |
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else |
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pet->enemy = NULL; |
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} |
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|
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/* No threat to owner, check to see if the pet has an attacker*/ |
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if (attacker) |
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{ |
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/* need to be sure this is the right one! */ |
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if (attacker->count == pet->attacked_by_count) |
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{ |
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/* also need to check to make sure it is not freindly */ |
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/* or otherwise non-hostile, and is an appropriate target */ |
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if (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && on_same_map(pet, attacker)) |
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{ |
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pet->enemy = attacker; |
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if (check_enemy(pet, rv) != NULL) |
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return attacker; |
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else |
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pet->enemy = NULL; |
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} |
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} |
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} |
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|
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/* Don't have an attacker or legal enemy, so look for a new one!. |
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* This looks for one around where the pet is. Thus, you could lead |
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* a pet to danger, then take a few steps back. This code is basically |
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* the same as the code that looks around the owner. |
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*/ |
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if (owner->type == PLAYER && owner->contr->petmode != pet_defend) { |
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tmp3 = NULL; |
179 |
for (i = 0; i < SIZEOFFREE; i++) { |
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x = pet->x + freearr_x[search_arr[i]]; |
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y = pet->y + freearr_y[search_arr[i]]; |
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nm = pet->map; |
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/* Only look on the space if there is something alive there. */ |
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mflags = get_map_flags(nm, &nm, x,y, &x, &y); |
185 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { |
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for (tmp = get_map_ob(nm, x, y); tmp != NULL; tmp = tmp->above) { |
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object *tmp2 = tmp->head == NULL?tmp:tmp->head; |
188 |
if (QUERY_FLAG(tmp2,FLAG_ALIVE) && (( |
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!QUERY_FLAG(tmp2, FLAG_FRIENDLY) && |
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(tmp2->type != PLAYER)) || |
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should_arena_attack(pet, owner, tmp2)) |
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&& !QUERY_FLAG(tmp2,FLAG_UNAGGRESSIVE) && |
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tmp2 != pet && tmp2 != owner && |
194 |
can_detect_enemy(pet, tmp2, rv)) { |
195 |
|
196 |
if (!can_see_enemy(pet, tmp2)) { |
197 |
if (tmp3 != NULL) |
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tmp3 = tmp2; |
199 |
} else { |
200 |
pet->enemy = tmp2; |
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if(check_enemy(pet, rv)!=NULL) |
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return tmp2; |
203 |
else |
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pet->enemy = NULL; |
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} |
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} /* make sure we can get to the bugger */ |
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}/* for objects on this space */ |
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} /* if there is something living on this space */ |
209 |
} /* for loop of spaces around the pet */ |
210 |
} /* pet in defence mode */ |
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|
212 |
/* fine, we went through the whole loop and didn't find one we could |
213 |
see, take what we have */ |
214 |
if (tmp3 != NULL) { |
215 |
pet->enemy = tmp3; |
216 |
if (check_enemy(pet, rv) != NULL) |
217 |
return tmp3; |
218 |
else |
219 |
pet->enemy = NULL; |
220 |
} |
221 |
|
222 |
/* Didn't find anything - return the owner's enemy or NULL */ |
223 |
return check_enemy(pet, rv); |
224 |
} |
225 |
|
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void terminate_all_pets(object *owner) { |
227 |
objectlink *obl, *next; |
228 |
for(obl = first_friendly_object; obl != NULL; obl = next) { |
229 |
object *ob = obl->ob; |
230 |
next = obl->next; |
231 |
if(get_owner(ob) == owner) { |
232 |
if(!QUERY_FLAG(ob, FLAG_REMOVED)) |
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remove_ob(ob); |
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remove_friendly_object(ob); |
235 |
free_object(ob); |
236 |
} |
237 |
} |
238 |
} |
239 |
|
240 |
/* |
241 |
* Unfortunately, sometimes, the owner of a pet is in the |
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* process of entering a new map when this is called. |
243 |
* Thus the map isn't loaded yet, and we have to remove |
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* the pet... |
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* Interesting enough, we don't use the passed map structure in |
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* this function. |
247 |
*/ |
248 |
|
249 |
void remove_all_pets(mapstruct *map) { |
250 |
objectlink *obl, *next; |
251 |
object *owner; |
252 |
|
253 |
for(obl = first_friendly_object; obl != NULL; obl = next) { |
254 |
next = obl->next; |
255 |
if(obl->ob->type != PLAYER && QUERY_FLAG(obl->ob,FLAG_FRIENDLY) && |
256 |
(owner = get_owner(obl->ob)) != NULL && !on_same_map(owner, obl->ob)) |
257 |
{ |
258 |
/* follow owner checks map status for us */ |
259 |
follow_owner(obl->ob,owner); |
260 |
if(QUERY_FLAG(obl->ob, FLAG_REMOVED) && FABS(obl->ob->speed) > MIN_ACTIVE_SPEED) { |
261 |
object *ob = obl->ob; |
262 |
LOG(llevMonster,"(pet failed to follow)\n"); |
263 |
remove_friendly_object(ob); |
264 |
free_object(ob); |
265 |
} |
266 |
} |
267 |
} |
268 |
} |
269 |
|
270 |
void follow_owner(object *ob, object *owner) { |
271 |
object *tmp; |
272 |
int dir; |
273 |
|
274 |
if (!QUERY_FLAG(ob,FLAG_REMOVED)) |
275 |
remove_ob(ob); |
276 |
|
277 |
if(owner->map == NULL) { |
278 |
LOG(llevError,"Can't follow owner: no map.\n"); |
279 |
return; |
280 |
} |
281 |
if(owner->map->in_memory != MAP_IN_MEMORY) { |
282 |
LOG(llevError,"Owner of the pet not on a map in memory!?\n"); |
283 |
return; |
284 |
} |
285 |
dir = find_free_spot(ob, owner->map, |
286 |
owner->x, owner->y, 1, SIZEOFFREE); |
287 |
|
288 |
if (dir==-1) { |
289 |
LOG(llevMonster,"No space for pet to follow, freeing %s.\n",ob->name); |
290 |
return; /* Will be freed since it's removed */ |
291 |
} |
292 |
for(tmp=ob;tmp!=NULL;tmp=tmp->more) { |
293 |
tmp->x = owner->x + freearr_x[dir]+(tmp->arch==NULL?0:tmp->arch->clone.x); |
294 |
tmp->y = owner->y + freearr_y[dir]+(tmp->arch==NULL?0:tmp->arch->clone.y); |
295 |
tmp->map = owner->map; |
296 |
if (OUT_OF_REAL_MAP(tmp->map, tmp->x, tmp->y)) { |
297 |
tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); |
298 |
} |
299 |
} |
300 |
insert_ob_in_map(ob, ob->map, NULL,0); |
301 |
if (owner->type == PLAYER) /* Uh, I hope this is always true... */ |
302 |
new_draw_info(NDI_UNIQUE, 0,owner, "Your pet magically appears next to you"); |
303 |
return; |
304 |
} |
305 |
|
306 |
void pet_move(object * ob) |
307 |
{ |
308 |
int dir, tag, i; |
309 |
sint16 dx, dy; |
310 |
object *ob2, *owner; |
311 |
mapstruct *m; |
312 |
|
313 |
/* Check to see if player pulled out */ |
314 |
if ((owner = get_owner(ob)) == NULL) { |
315 |
remove_ob(ob); /* Will be freed when returning */ |
316 |
remove_friendly_object(ob); |
317 |
free_object(ob); |
318 |
LOG(llevMonster, "Pet: no owner, leaving.\n"); |
319 |
return; |
320 |
} |
321 |
|
322 |
/* move monster into the owners map if not in the same map */ |
323 |
if (!on_same_map(ob, owner)) { |
324 |
follow_owner(ob, owner); |
325 |
return; |
326 |
} |
327 |
/* Calculate Direction */ |
328 |
if (owner->type == PLAYER && owner->contr->petmode == pet_sad) { |
329 |
/* in S&D mode, if we have no enemy, run randomly about. */ |
330 |
for (i=0; i < 15; i++) { |
331 |
dir = rndm(1, 8); |
332 |
dx = ob->x + freearr_x[dir]; |
333 |
dy = ob->y + freearr_y[dir]; |
334 |
m = ob->map; |
335 |
if (get_map_flags(ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP) |
336 |
continue; |
337 |
else if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m, dx, dy))) |
338 |
continue; |
339 |
else |
340 |
break; |
341 |
} |
342 |
} else { |
343 |
dir = find_dir_2(ob->x - ob->owner->x, ob->y - ob->owner->y); |
344 |
} |
345 |
ob->direction = dir; |
346 |
|
347 |
tag = ob->count; |
348 |
/* move_ob returns 0 if the object couldn't move. If that is the |
349 |
* case, lets do some other work. |
350 |
*/ |
351 |
if (!(move_ob(ob, dir, ob))) { |
352 |
object *part; |
353 |
|
354 |
/* the failed move_ob above may destroy the pet, so check here */ |
355 |
if (was_destroyed(ob, tag)) return; |
356 |
|
357 |
for(part = ob; part != NULL; part = part->more) |
358 |
{ |
359 |
dx = part->x + freearr_x[dir]; |
360 |
dy = part->y + freearr_y[dir]; |
361 |
m = get_map_from_coord(part->map, &dx, &dy); |
362 |
if (!m) continue; |
363 |
|
364 |
for (ob2 = get_map_ob(m, dx, dy); ob2 != NULL; ob2 = ob2->above) |
365 |
{ |
366 |
object *new_ob; |
367 |
new_ob = ob2->head?ob2->head:ob2; |
368 |
if(new_ob == ob) |
369 |
break; |
370 |
if (new_ob == ob->owner) |
371 |
return; |
372 |
if (get_owner(new_ob) == ob->owner) |
373 |
break; |
374 |
|
375 |
/* Hmm. Did we try to move into an enemy monster? If so, |
376 |
* make it our enemy. |
377 |
*/ |
378 |
if (QUERY_FLAG(new_ob,FLAG_ALIVE) && !QUERY_FLAG(ob,FLAG_UNAGGRESSIVE) |
379 |
&& !QUERY_FLAG(new_ob,FLAG_UNAGGRESSIVE) && |
380 |
!QUERY_FLAG(new_ob,FLAG_FRIENDLY)) { |
381 |
|
382 |
ob->enemy = new_ob; |
383 |
if(new_ob->enemy == NULL) |
384 |
new_ob->enemy = ob; |
385 |
return; |
386 |
} else if (new_ob->type == PLAYER) { |
387 |
new_draw_info(NDI_UNIQUE, 0,new_ob, "You stand in the way of someones pet."); |
388 |
return; |
389 |
} |
390 |
} |
391 |
} |
392 |
/* Try a different course */ |
393 |
dir = absdir(dir + 4 - (RANDOM() %5) - (RANDOM()%5)); |
394 |
(void) move_ob(ob, dir, ob); |
395 |
} |
396 |
return; |
397 |
} |
398 |
|
399 |
/**************************************************************************** |
400 |
* |
401 |
* GOLEM SPELL CODE |
402 |
* |
403 |
****************************************************************************/ |
404 |
|
405 |
/* fix_summon_pet() - this makes multisquare/single square monsters |
406 |
* proper for map insertion. |
407 |
* at is the archetype, op is the caster of the spell, dir is the |
408 |
* direction the monster should be placed in. |
409 |
* is_golem is to note that this is a golem spell. |
410 |
*/ |
411 |
object *fix_summon_pet(archetype *at, object *op, int dir, int is_golem ) { |
412 |
archetype *atmp; |
413 |
object *tmp=NULL, *prev=NULL, *head=NULL; |
414 |
|
415 |
for(atmp = at; atmp!=NULL; atmp = atmp->more) { |
416 |
tmp = arch_to_object(atmp); |
417 |
if (atmp == at) { |
418 |
if(!is_golem) |
419 |
SET_FLAG(tmp, FLAG_MONSTER); |
420 |
set_owner(tmp, op); |
421 |
if (op->type == PLAYER) { |
422 |
tmp->stats.exp = 0; |
423 |
add_friendly_object(tmp); |
424 |
SET_FLAG(tmp, FLAG_FRIENDLY); |
425 |
if(is_golem) CLEAR_FLAG(tmp, FLAG_MONSTER); |
426 |
} else { |
427 |
if(QUERY_FLAG(op, FLAG_FRIENDLY)) { |
428 |
object *owner = get_owner(op); |
429 |
if(owner != NULL) {/* For now, we transfer ownership */ |
430 |
set_owner(tmp,owner); |
431 |
tmp->attack_movement = PETMOVE; |
432 |
add_friendly_object(tmp); |
433 |
SET_FLAG(tmp, FLAG_FRIENDLY); |
434 |
} |
435 |
} |
436 |
} |
437 |
if(op->type!=PLAYER || !is_golem) { |
438 |
tmp->attack_movement = PETMOVE; |
439 |
tmp->speed_left = -1; |
440 |
tmp->type = 0; |
441 |
tmp->enemy = op->enemy; |
442 |
} else |
443 |
tmp->type = GOLEM; |
444 |
|
445 |
} |
446 |
if(head == NULL) |
447 |
head = tmp; |
448 |
tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x; |
449 |
tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y; |
450 |
tmp->map = op->map; |
451 |
if(tmp->invisible) tmp->invisible=0; |
452 |
if(head != tmp) |
453 |
tmp->head = head, prev->more = tmp; |
454 |
prev = tmp; |
455 |
} |
456 |
head->direction = dir; |
457 |
|
458 |
/* need to change some monster attr to prevent problems/crashing */ |
459 |
head->last_heal=0; |
460 |
head->last_eat=0; |
461 |
head->last_grace=0; |
462 |
head->last_sp=0; |
463 |
head->other_arch=NULL; |
464 |
head->stats.exp = 0; |
465 |
CLEAR_FLAG(head,FLAG_CHANGING); |
466 |
CLEAR_FLAG(head,FLAG_STAND_STILL); |
467 |
CLEAR_FLAG(head,FLAG_GENERATOR); |
468 |
CLEAR_FLAG(head,FLAG_SPLITTING); |
469 |
if(head->attacktype&AT_GHOSTHIT) head->attacktype=(AT_PHYSICAL|AT_DRAIN); |
470 |
|
471 |
return head; |
472 |
} |
473 |
|
474 |
/* updated this to allow more than the golem 'head' to attack */ |
475 |
/* op is the golem to be moved. */ |
476 |
|
477 |
void move_golem(object *op) { |
478 |
int made_attack=0; |
479 |
object *tmp; |
480 |
tag_t tag; |
481 |
|
482 |
if(QUERY_FLAG(op, FLAG_MONSTER)) |
483 |
return; /* Has already been moved */ |
484 |
|
485 |
if(get_owner(op)==NULL) { |
486 |
LOG(llevDebug,"Golem without owner destructed.\n"); |
487 |
remove_ob(op); |
488 |
free_object(op); |
489 |
return; |
490 |
} |
491 |
/* It would be nice to have a cleaner way of what message to print |
492 |
* when the golem expires than these hard coded entries. |
493 |
* Note it is intentional that a golems duration is based on its |
494 |
* hp, and not duration |
495 |
*/ |
496 |
if(--op->stats.hp<0) { |
497 |
if (op->msg) |
498 |
new_draw_info(NDI_UNIQUE, 0,op->owner,op->msg); |
499 |
op->owner->contr->ranges[range_golem]=NULL; |
500 |
op->owner->contr->golem_count = 0; |
501 |
remove_friendly_object(op); |
502 |
remove_ob(op); |
503 |
free_object(op); |
504 |
return; |
505 |
} |
506 |
|
507 |
/* Do golem attacks/movement for single & multisq golems. |
508 |
* Assuming here that op is the 'head' object. Pass only op to |
509 |
* move_ob (makes recursive calls to other parts) |
510 |
* move_ob returns 0 if the creature was not able to move. |
511 |
*/ |
512 |
tag = op->count; |
513 |
if(move_ob(op,op->direction,op)) return; |
514 |
if (was_destroyed (op, tag)) |
515 |
return; |
516 |
|
517 |
for(tmp=op;tmp;tmp=tmp->more) { |
518 |
sint16 x=tmp->x+freearr_x[op->direction],y=tmp->y+freearr_y[op->direction]; |
519 |
object *victim; |
520 |
mapstruct *m; |
521 |
int mflags; |
522 |
|
523 |
m = op->map; |
524 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
525 |
|
526 |
if (mflags & P_OUT_OF_MAP) continue; |
527 |
|
528 |
for(victim=get_map_ob(op->map,x,y);victim;victim=victim->above) |
529 |
if(QUERY_FLAG(victim,FLAG_ALIVE)) break; |
530 |
|
531 |
/* We used to call will_hit_self to make sure we don't |
532 |
* hit ourselves, but that didn't work, and I don't really |
533 |
* know if that was more efficient anyways than this. |
534 |
* This at least works. Note that victim->head can be NULL, |
535 |
* but since we are not trying to dereferance that pointer, |
536 |
* that isn't a problem. |
537 |
*/ |
538 |
if(victim && victim!=op && victim->head!=op) { |
539 |
|
540 |
/* for golems with race fields, we don't attack |
541 |
* aligned races |
542 |
*/ |
543 |
|
544 |
if(victim->race && op->race && strstr(op->race,victim->race)) { |
545 |
if(op->owner) new_draw_info_format(NDI_UNIQUE, 0,op->owner, |
546 |
"%s avoids damaging %s.",op->name,victim->name); |
547 |
} else if (victim == op->owner) { |
548 |
if(op->owner) new_draw_info_format(NDI_UNIQUE, 0,op->owner, |
549 |
"%s avoids damaging you.",op->name); |
550 |
} else { |
551 |
attack_ob(victim,op); |
552 |
made_attack=1; |
553 |
} |
554 |
} /* If victim */ |
555 |
} |
556 |
if(made_attack) update_object(op,UP_OBJ_FACE); |
557 |
} |
558 |
|
559 |
/* this is a really stupid function when you get down and |
560 |
* look at it. Keep it here for the time being - makes life |
561 |
* easier if we ever decide to do more interesting thing with |
562 |
* controlled golems. |
563 |
*/ |
564 |
void control_golem(object *op,int dir) { |
565 |
op->direction=dir; |
566 |
} |
567 |
|
568 |
/* summon golem: summons a monster for 'op'. caster is the object |
569 |
* casting the spell, dir is the direction to place the monster, |
570 |
* at is the archetype of the monster, and spob is the spell |
571 |
* object. At this stage, all spob is really used for is to |
572 |
* adjust some values in the monster. |
573 |
*/ |
574 |
int summon_golem(object *op,object *caster,int dir,object *spob) { |
575 |
object *tmp, *god=NULL; |
576 |
archetype *at; |
577 |
char buf[MAX_BUF]; |
578 |
|
579 |
/* Because there can be different golem spells, player may want to |
580 |
* 'lose' their old golem. |
581 |
*/ |
582 |
if(op->type==PLAYER && |
583 |
op->contr->ranges[range_golem]!=NULL && |
584 |
op->contr->golem_count == op->contr->ranges[range_golem]->count) { |
585 |
new_draw_info(NDI_UNIQUE, 0, op, "You dismiss your existing golem."); |
586 |
remove_ob(op->contr->ranges[range_golem]); |
587 |
free_object(op->contr->ranges[range_golem]); |
588 |
op->contr->ranges[range_golem]=NULL; |
589 |
op->contr->golem_count=-1; |
590 |
} |
591 |
|
592 |
if (spob->other_arch) |
593 |
at = spob->other_arch; |
594 |
else if (spob->race) { |
595 |
god = find_god(determine_god(caster)); |
596 |
|
597 |
if (!god) { |
598 |
new_draw_info_format(NDI_UNIQUE, 0,op,"You must worship a god to cast %s.", spob->name); |
599 |
return 0; |
600 |
} |
601 |
at = determine_holy_arch (god, spob->race); |
602 |
if (!at) { |
603 |
new_draw_info_format(NDI_UNIQUE, 0,op,"%s has no %s for you to call.", |
604 |
god->name,spob->race); |
605 |
return 0; |
606 |
} |
607 |
} else { |
608 |
LOG(llevError,"Spell %s lacks other_arch\n", spob->name); |
609 |
return 0; |
610 |
} |
611 |
|
612 |
if(!dir) |
613 |
dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); |
614 |
|
615 |
if ((dir==-1) || ob_blocked(&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir])) { |
616 |
new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); |
617 |
return 0; |
618 |
} |
619 |
/* basically want to get proper map/coordinates for this object */ |
620 |
|
621 |
if(!(tmp=fix_summon_pet(at,op,dir,GOLEM))) { |
622 |
new_draw_info(NDI_UNIQUE, 0,op,"Your spell fails."); |
623 |
return 0; |
624 |
} |
625 |
|
626 |
if(op->type==PLAYER) { |
627 |
tmp->type=GOLEM; |
628 |
set_owner(tmp,op); |
629 |
set_spell_skill(op, caster, spob, tmp); |
630 |
op->contr->ranges[range_golem]=tmp; |
631 |
op->contr->golem_count = tmp->count; |
632 |
/* give the player control of the golem */ |
633 |
op->contr->shoottype=range_golem; |
634 |
} else { |
635 |
if(QUERY_FLAG(op, FLAG_FRIENDLY)) { |
636 |
object *owner = get_owner(op); |
637 |
if (owner != NULL) { /* For now, we transfer ownership */ |
638 |
set_owner (tmp, owner); |
639 |
tmp->attack_movement = PETMOVE; |
640 |
add_friendly_object (tmp); |
641 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
642 |
} |
643 |
} |
644 |
SET_FLAG(tmp, FLAG_MONSTER); |
645 |
} |
646 |
|
647 |
/* make the speed positive.*/ |
648 |
tmp->speed = FABS(tmp->speed); |
649 |
|
650 |
/* This sets the level dependencies on dam and hp for monsters */ |
651 |
/* players can't cope with too strong summonings. */ |
652 |
/* but monsters can. reserve these for players. */ |
653 |
if(op->type==PLAYER) { |
654 |
tmp->stats.hp += spob->duration + |
655 |
SP_level_duration_adjust(caster,spob); |
656 |
if (!spob->stats.dam) |
657 |
tmp->stats.dam += SP_level_dam_adjust(caster,spob); |
658 |
else |
659 |
tmp->stats.dam= spob->stats.dam + |
660 |
SP_level_dam_adjust(caster,spob); |
661 |
tmp->speed += .02 * SP_level_range_adjust(caster,spob); |
662 |
tmp->speed = MIN(tmp->speed, 1.0); |
663 |
if (spob->attacktype) tmp->attacktype = spob->attacktype; |
664 |
} |
665 |
tmp->stats.wc -= SP_level_range_adjust(caster,spob); |
666 |
|
667 |
/* limit the speed to 0.3 for non-players, 1 for players. */ |
668 |
|
669 |
/* make experience increase in proportion to the strength. |
670 |
* this is a bit simplistic - we are basically just looking at how |
671 |
* often the sp doubles and use that as the ratio. |
672 |
*/ |
673 |
tmp->stats.exp *= 1 + (MAX(spob->stats.maxgrace, spob->stats.sp) / |
674 |
caster_level(caster, spob)); |
675 |
tmp->speed_left= 0; |
676 |
tmp->direction=dir; |
677 |
|
678 |
/* Holy spell - some additional tailoring */ |
679 |
if (god) { |
680 |
object *tmp2; |
681 |
|
682 |
sprintf(buf,"%s of %s",spob->name,god->name); |
683 |
buf[0] = toupper(buf[0]); |
684 |
for (tmp2=tmp; tmp2; tmp2=tmp2->more) { |
685 |
if (tmp2->name) free_string(tmp2->name); |
686 |
tmp2->name = add_string(buf); |
687 |
} |
688 |
tmp->attacktype |= god->attacktype; |
689 |
memcpy(tmp->resist, god->resist, sizeof(tmp->resist)); |
690 |
if (tmp->race) FREE_AND_CLEAR_STR(tmp->race); |
691 |
if (god->race) tmp->race = add_string(god->race); |
692 |
if (tmp->slaying) FREE_AND_CLEAR_STR(tmp->slaying); |
693 |
if (god->slaying) tmp->slaying = add_string(god->slaying); |
694 |
/* safety, we must allow a god's servants some reasonable attack */ |
695 |
if(!(tmp->attacktype&AT_PHYSICAL)) tmp->attacktype|=AT_PHYSICAL; |
696 |
} |
697 |
|
698 |
insert_ob_in_map(tmp,tmp->map,op,0); |
699 |
return 1; |
700 |
} |
701 |
|
702 |
|
703 |
/*************************************************************************** |
704 |
* |
705 |
* Summon monster/pet/other object code |
706 |
* |
707 |
***************************************************************************/ |
708 |
|
709 |
/* Returns a monster (chosen at random) that this particular player (and his |
710 |
* god) find acceptable. This checks level, races allowed by god, etc |
711 |
* to determine what is acceptable. |
712 |
* This returns NULL if no match was found. |
713 |
*/ |
714 |
|
715 |
object *choose_cult_monster(object *pl, object *god, int summon_level) { |
716 |
char buf[MAX_BUF]; |
717 |
const char *race; |
718 |
int racenr, mon_nr,i; |
719 |
racelink *list; |
720 |
objectlink *tobl; |
721 |
object *otmp; |
722 |
|
723 |
/* Determine the number of races available */ |
724 |
racenr=0; |
725 |
strcpy(buf,god->race); |
726 |
race = strtok(buf,","); |
727 |
while(race) { |
728 |
racenr++; |
729 |
race = strtok(NULL,","); |
730 |
} |
731 |
|
732 |
/* next, randomly select a race from the aligned_races string */ |
733 |
if(racenr>1) { |
734 |
racenr = rndm(0, racenr-1); |
735 |
strcpy(buf,god->race); |
736 |
race = strtok(buf,","); |
737 |
for(i=0;i<racenr;i++) |
738 |
race = strtok(NULL,","); |
739 |
} else |
740 |
race = god->race; |
741 |
|
742 |
|
743 |
/* see if a we can match a race list of monsters. This should not |
744 |
* happen, so graceful recovery isn't really needed, but this sanity |
745 |
* checking is good for cases where the god archetypes mismatch the |
746 |
* race file |
747 |
*/ |
748 |
if((list=find_racelink(race))==NULL) { |
749 |
new_draw_info_format(NDI_UNIQUE, 0,pl, |
750 |
"The spell fails! %s's creatures are beyond the range of your summons", |
751 |
god->name); |
752 |
LOG(llevDebug,"choose_cult_monster() requested non-existent aligned race!\n"); |
753 |
return 0; |
754 |
} |
755 |
|
756 |
/* search for an apprplritate monster on this race list */ |
757 |
mon_nr=0; |
758 |
for(tobl=list->member;tobl;tobl=tobl->next) { |
759 |
otmp=tobl->ob; |
760 |
if(!otmp||!QUERY_FLAG(otmp,FLAG_MONSTER)) continue; |
761 |
if(otmp->level<=summon_level) mon_nr++; |
762 |
} |
763 |
|
764 |
/* If this god has multiple race entries, we should really choose another. |
765 |
* But then we either need to track which ones we have tried, or just |
766 |
* make so many calls to this function, and if we get so many without |
767 |
* a valid entry, assuming nothing is available and quit. |
768 |
*/ |
769 |
if (!mon_nr) return NULL; |
770 |
|
771 |
mon_nr = rndm(0, mon_nr-1); |
772 |
for(tobl=list->member;tobl;tobl=tobl->next) { |
773 |
otmp=tobl->ob; |
774 |
if(!otmp||!QUERY_FLAG(otmp,FLAG_MONSTER)) continue; |
775 |
if(otmp->level<=summon_level && !mon_nr--) return otmp; |
776 |
} |
777 |
/* This should not happen */ |
778 |
LOG(llevDebug,"choose_cult_monster() mon_nr was set, but did not find a monster\n"); |
779 |
return NULL; |
780 |
} |
781 |
|
782 |
|
783 |
|
784 |
int summon_object(object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
785 |
{ |
786 |
sint16 x,y, nrof=1, i; |
787 |
archetype *summon_arch; |
788 |
|
789 |
if (spell_ob->other_arch) { |
790 |
summon_arch = spell_ob->other_arch; |
791 |
} else if (spell_ob->randomitems) { |
792 |
int level = caster_level(caster, spell_ob); |
793 |
treasure *tr, *lasttr=NULL;; |
794 |
|
795 |
/* In old code, this was a very convuluted for statement, |
796 |
* with all the checks in the 'for' portion itself. Much |
797 |
* more readable to break some of the conditions out. |
798 |
*/ |
799 |
for (tr=spell_ob->randomitems->items; tr; tr=tr->next) { |
800 |
if (level < tr->magic) break; |
801 |
lasttr = tr; |
802 |
if(stringarg && !strcmp(tr->item->name,stringarg)) break; |
803 |
if (tr->next == NULL || tr->next->item == NULL) break; |
804 |
} |
805 |
if (!lasttr) { |
806 |
LOG(llevError,"Treasurelist %s did not generate a valid entry in summon_object\n", |
807 |
spell_ob->randomitems->name); |
808 |
new_draw_info(NDI_UNIQUE, 0, op, "The spell fails to summon any monsters."); |
809 |
return 0; |
810 |
} |
811 |
summon_arch = lasttr->item; |
812 |
nrof = lasttr->nrof; |
813 |
|
814 |
} else if (spell_ob->race && !strcmp(spell_ob->race,"GODCULTMON")) { |
815 |
object *god=find_god(determine_god(op)), *mon, *owner; |
816 |
int summon_level, tries, ndir; |
817 |
|
818 |
if (!god && ((owner=get_owner(op))!=NULL)) { |
819 |
god = find_god(determine_god(owner)); |
820 |
} |
821 |
/* If we can't find a god, can't get what monster to summon */ |
822 |
if (!god) return 0; |
823 |
|
824 |
if (!god->race) { |
825 |
new_draw_info_format(NDI_UNIQUE, 0,op, |
826 |
"%s has no creatures that you may summon!",god->name); |
827 |
return 0; |
828 |
} |
829 |
/* the summon level */ |
830 |
summon_level=caster_level(caster, spell_ob); |
831 |
if (summon_level==0) summon_level=1; |
832 |
tries = 0; |
833 |
do { |
834 |
mon = choose_cult_monster(op, god,summon_level); |
835 |
if (!mon) { |
836 |
new_draw_info_format(NDI_UNIQUE, 0,op, |
837 |
"%s fails to send anything.",god->name); |
838 |
return 0; |
839 |
} |
840 |
ndir = dir; |
841 |
if (!ndir) |
842 |
ndir = find_free_spot(mon, op->map, op->x, op->y, 1, SIZEOFFREE); |
843 |
if (ndir == -1 || ob_blocked(mon,op->map, op->x + freearr_x[ndir], op->y+freearr_y[ndir])) { |
844 |
ndir=-1; |
845 |
if (++tries == 5) { |
846 |
new_draw_info(NDI_UNIQUE, 0,op, "There is something in the way."); |
847 |
return 0; |
848 |
} |
849 |
} |
850 |
} while (ndir == -1); |
851 |
if (mon->level > (summon_level/2)) |
852 |
nrof = random_roll(1, 2, op, PREFER_HIGH); |
853 |
else |
854 |
nrof = die_roll(2, 2, op, PREFER_HIGH); |
855 |
summon_arch = mon->arch; |
856 |
} else { |
857 |
summon_arch = NULL; |
858 |
} |
859 |
|
860 |
if (spell_ob->stats.dam) |
861 |
nrof += spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); |
862 |
|
863 |
if (!summon_arch) { |
864 |
new_draw_info(NDI_UNIQUE, 0, op, "There is no monsters available for summoning."); |
865 |
return 0; |
866 |
} |
867 |
|
868 |
if (!dir) |
869 |
dir = find_free_spot(&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE); |
870 |
|
871 |
if (dir > 0) { |
872 |
x = op->x + freearr_x[dir]; |
873 |
y = op->y + freearr_y[dir]; |
874 |
} else { |
875 |
x = 0; |
876 |
y = 0; |
877 |
} |
878 |
|
879 |
if (dir == -1 || ob_blocked(&summon_arch->clone, op->map, x, y)){ |
880 |
new_draw_info(NDI_UNIQUE, 0, op, "There is something in the way."); |
881 |
return 0; |
882 |
} |
883 |
|
884 |
for (i=1; i <= nrof; i++) { |
885 |
archetype *atmp; |
886 |
object *prev=NULL, *head=NULL, *tmp; |
887 |
|
888 |
for (atmp = summon_arch; atmp!=NULL; atmp=atmp->more) { |
889 |
tmp = arch_to_object(atmp); |
890 |
if (atmp == summon_arch) { |
891 |
if (QUERY_FLAG(tmp, FLAG_MONSTER)) { |
892 |
set_owner(tmp, op); |
893 |
set_spell_skill(op, caster, spell_ob, tmp); |
894 |
tmp->enemy = op->enemy; |
895 |
tmp->type = 0; |
896 |
CLEAR_FLAG(tmp, FLAG_SLEEP); |
897 |
if (op->type == PLAYER || QUERY_FLAG(op, FLAG_FRIENDLY)) { |
898 |
/* If this is not set, we make it friendly */ |
899 |
if (!QUERY_FLAG(spell_ob, FLAG_MONSTER)) { |
900 |
SET_FLAG(tmp, FLAG_FRIENDLY); |
901 |
add_friendly_object(tmp); |
902 |
tmp->stats.exp = 0; |
903 |
if (spell_ob->attack_movement) |
904 |
tmp->attack_movement = spell_ob->attack_movement; |
905 |
if (get_owner(op)) |
906 |
set_owner(tmp, get_owner(op)); |
907 |
} |
908 |
} |
909 |
} |
910 |
if (tmp->speed > MIN_ACTIVE_SPEED) tmp->speed_left = -1; |
911 |
} |
912 |
if (head == NULL) head = tmp; |
913 |
else { |
914 |
tmp->head = head; |
915 |
prev->more = tmp; |
916 |
} |
917 |
prev = tmp; |
918 |
tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x; |
919 |
tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y; |
920 |
tmp->map = op->map; |
921 |
} |
922 |
head->direction = dir; |
923 |
head->stats.exp = 0; |
924 |
head = insert_ob_in_map(head, head->map, op, 0); |
925 |
if (head && head->randomitems) { |
926 |
object *tmp; |
927 |
create_treasure(head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0); |
928 |
for (tmp=head->inv; tmp; tmp=tmp->below) |
929 |
if (!tmp->nrof) SET_FLAG(tmp, FLAG_NO_DROP); |
930 |
} |
931 |
dir = absdir(dir + 1); |
932 |
if (ob_blocked(&summon_arch->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir])) { |
933 |
if (i < nrof) { |
934 |
new_draw_info(NDI_UNIQUE, 0,op, "There is something in the way,"); |
935 |
new_draw_info(NDI_UNIQUE, 0,op, "No more pets for this casting."); |
936 |
return 1; |
937 |
} |
938 |
} |
939 |
} /* for i < nrof */ |
940 |
return 1; |
941 |
} |
942 |
|
943 |
/* recursively look through the owner property of objects until the real owner |
944 |
is found */ |
945 |
object *get_real_owner(object *ob) { |
946 |
object *realowner = ob; |
947 |
|
948 |
if (realowner == NULL) return NULL; |
949 |
|
950 |
while(get_owner(realowner) != NULL) |
951 |
{ |
952 |
realowner = get_owner(realowner); |
953 |
} |
954 |
return realowner; |
955 |
} |
956 |
|
957 |
/* determines if checks so pets don't attack players or other pets should be |
958 |
overruled by the arena petmode */ |
959 |
int should_arena_attack(object *pet,object *owner,object *target) { |
960 |
object *rowner, *towner; |
961 |
|
962 |
/* exit if the target, pet, or owner is null. */ |
963 |
if ((target == NULL) || (pet == NULL) || (owner == NULL)) return 0; |
964 |
|
965 |
/* get the owners of itself and the target, this is to deal with pets of |
966 |
pets */ |
967 |
rowner = get_real_owner(owner); |
968 |
if (target->type != PLAYER) { |
969 |
towner = get_real_owner(target); |
970 |
} else { |
971 |
towner = 0; |
972 |
} |
973 |
|
974 |
/* if the pet has now owner, exit with error */ |
975 |
if (rowner == NULL) { |
976 |
LOG(llevError,"Pet has no owner.\n"); |
977 |
return 0; |
978 |
} |
979 |
|
980 |
/* if the target is not a player, and has no owner, we shouldn't be here |
981 |
*/ |
982 |
if ((towner == NULL) && (target->type != PLAYER)) { |
983 |
LOG(llevError,"Target is not a player but has no owner. We should not be here.\n"); |
984 |
return 0; |
985 |
} |
986 |
|
987 |
/* make sure that the owner is a player */ |
988 |
if (rowner->type != PLAYER) return 0; |
989 |
|
990 |
/* abort if the petmode is not arena */ |
991 |
if (rowner->contr->petmode != pet_arena) return 0; |
992 |
|
993 |
/* abort if the pet, it's owner, or the target is not on battleground*/ |
994 |
if (!(op_on_battleground(pet, NULL, NULL) && |
995 |
op_on_battleground(owner, NULL, NULL) && |
996 |
op_on_battleground(target, NULL, NULL))) |
997 |
return 0; |
998 |
|
999 |
/* if the target is a monster, make sure it's owner is not the same */ |
1000 |
if ((target->type != PLAYER) && (rowner == towner)) return 0; |
1001 |
|
1002 |
/* check if the target is a player which affects how it will handle |
1003 |
parties */ |
1004 |
if (target->type != PLAYER) { |
1005 |
/* if the target is owned by a player make sure than make sure |
1006 |
it's not in the same party */ |
1007 |
if ((towner->type == PLAYER) && (rowner->contr->party != NULL)) { |
1008 |
if (rowner->contr->party == towner->contr->party) return 0; |
1009 |
} |
1010 |
} else { |
1011 |
/* if the target is a player make sure than make sure it's not |
1012 |
in the same party */ |
1013 |
if (rowner->contr->party != NULL){ |
1014 |
if (rowner->contr->party == target->contr->party) return 0; |
1015 |
} |
1016 |
} |
1017 |
|
1018 |
return 1; |
1019 |
} |