1 |
/* |
2 |
* static char *rcsid_pets_c = |
3 |
* "$Id$"; |
4 |
*/ |
5 |
|
6 |
/* |
7 |
CrossFire, A Multiplayer game for X-windows |
8 |
|
9 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 |
Copyright (C) 1992 Frank Tore Johansen |
11 |
|
12 |
This program is free software; you can redistribute it and/or modify |
13 |
it under the terms of the GNU General Public License as published by |
14 |
the Free Software Foundation; either version 2 of the License, or |
15 |
(at your option) any later version. |
16 |
|
17 |
This program is distributed in the hope that it will be useful, |
18 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 |
GNU General Public License for more details. |
21 |
|
22 |
You should have received a copy of the GNU General Public License |
23 |
along with this program; if not, write to the Free Software |
24 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 |
|
26 |
The authors can be reached via e-mail at crossfire-devel@real-time.com |
27 |
*/ |
28 |
|
29 |
#include <global.h> |
30 |
#ifndef __CEXTRACT__ |
31 |
#include <sproto.h> |
32 |
#endif |
33 |
|
34 |
/* given that 'pet' is a friendly object, this function returns a |
35 |
* monster the pet should attack, NULL if nothing appropriate is |
36 |
* found. it basically looks for nasty things around the owner |
37 |
* of the pet to attack. |
38 |
* this is now tilemap aware. |
39 |
*/ |
40 |
|
41 |
object *get_pet_enemy(object * pet, rv_vector *rv){ |
42 |
object *owner, *tmp, *attacker, *tmp3; |
43 |
int i; |
44 |
sint16 x,y; |
45 |
mapstruct *nm; |
46 |
int search_arr[SIZEOFFREE]; |
47 |
int mflags; |
48 |
|
49 |
attacker = pet->attacked_by; /*pointer to attacking enemy*/ |
50 |
pet->attacked_by = NULL; /*clear this, since we are dealing with it*/ |
51 |
|
52 |
if ((owner = get_owner(pet)) != NULL) { |
53 |
/* If the owner has turned on the pet, make the pet |
54 |
* unfriendly. |
55 |
*/ |
56 |
if ((check_enemy(owner,rv)) == pet) { |
57 |
CLEAR_FLAG(pet, FLAG_FRIENDLY); |
58 |
remove_friendly_object(pet); |
59 |
pet->attack_movement &=~PETMOVE; |
60 |
return owner; |
61 |
} |
62 |
} else { |
63 |
/* else the owner is no longer around, so the |
64 |
* pet no longer needs to be friendly. |
65 |
*/ |
66 |
CLEAR_FLAG(pet, FLAG_FRIENDLY); |
67 |
remove_friendly_object(pet); |
68 |
pet->attack_movement &=~PETMOVE; |
69 |
return NULL; |
70 |
} |
71 |
/* If they are not on the same map, the pet won't be agressive */ |
72 |
if (!on_same_map(pet,owner)) |
73 |
return NULL; |
74 |
|
75 |
/* See if the pet has an existing enemy. If so, don't start a new one*/ |
76 |
if((tmp=check_enemy(pet, rv))!=NULL) |
77 |
{ |
78 |
if(tmp == owner && !QUERY_FLAG(pet,FLAG_CONFUSED) |
79 |
&& QUERY_FLAG(pet,FLAG_FRIENDLY)) |
80 |
/* without this check, you can actually get pets with |
81 |
* enemy set to owner! |
82 |
*/ |
83 |
pet->enemy = NULL; |
84 |
else |
85 |
return tmp; |
86 |
} |
87 |
get_search_arr(search_arr); |
88 |
|
89 |
if (owner->type == PLAYER && owner->contr->petmode > pet_normal) { |
90 |
if (owner->contr->petmode == pet_sad) { |
91 |
tmp = find_nearest_living_creature(pet); |
92 |
if (tmp != NULL) { |
93 |
get_rangevector(pet, tmp, rv, 0); |
94 |
if(check_enemy(pet, rv) != NULL) |
95 |
return tmp; |
96 |
else |
97 |
pet->enemy = NULL; |
98 |
} |
99 |
/* if we got here we have no enemy */ |
100 |
/* we return NULL to avoid heading back to the owner */ |
101 |
pet->enemy = NULL; |
102 |
return NULL; |
103 |
} |
104 |
} |
105 |
|
106 |
/* Since the pet has no existing enemy, look for anything nasty |
107 |
* around the owner that it should go and attack. |
108 |
*/ |
109 |
tmp3 = NULL; |
110 |
for (i = 0; i < SIZEOFFREE; i++) { |
111 |
x = owner->x + freearr_x[search_arr[i]]; |
112 |
y = owner->y + freearr_y[search_arr[i]]; |
113 |
nm = owner->map; |
114 |
/* Only look on the space if there is something alive there. */ |
115 |
mflags = get_map_flags(nm, &nm, x, y, &x, &y); |
116 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { |
117 |
for (tmp = get_map_ob(nm, x, y); tmp != NULL; tmp = tmp->above) { |
118 |
object *tmp2 = tmp->head == NULL?tmp:tmp->head; |
119 |
|
120 |
if (QUERY_FLAG(tmp2,FLAG_ALIVE) && (( |
121 |
!QUERY_FLAG(tmp2, FLAG_FRIENDLY) && |
122 |
(tmp2->type != PLAYER)) || |
123 |
should_arena_attack(pet, owner, tmp2)) |
124 |
&& !QUERY_FLAG(tmp2,FLAG_UNAGGRESSIVE) && |
125 |
tmp2 != pet && tmp2 != owner && |
126 |
can_detect_enemy(pet, tmp2, rv)) { |
127 |
|
128 |
if (!can_see_enemy(pet, tmp2)) { |
129 |
if (tmp3 != NULL) |
130 |
tmp3 = tmp2; |
131 |
} else { |
132 |
pet->enemy = tmp2; |
133 |
if(check_enemy(pet, rv)!=NULL) |
134 |
return tmp2; |
135 |
else |
136 |
pet->enemy = NULL; |
137 |
} |
138 |
}/* if this is a valid enemy */ |
139 |
}/* for objects on this space */ |
140 |
}/* if there is something living on this space */ |
141 |
} /* for loop of spaces around the owner */ |
142 |
|
143 |
/* fine, we went through the whole loop and didn't find one we could |
144 |
see, take what we have */ |
145 |
if (tmp3 != NULL) { |
146 |
pet->enemy = tmp3; |
147 |
if (check_enemy(pet, rv) != NULL) |
148 |
return tmp3; |
149 |
else |
150 |
pet->enemy = NULL; |
151 |
} |
152 |
|
153 |
/* No threat to owner, check to see if the pet has an attacker*/ |
154 |
if (attacker) |
155 |
{ |
156 |
/* need to be sure this is the right one! */ |
157 |
if (attacker->count == pet->attacked_by_count) |
158 |
{ |
159 |
/* also need to check to make sure it is not freindly */ |
160 |
/* or otherwise non-hostile, and is an appropriate target */ |
161 |
if (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && on_same_map(pet, attacker)) |
162 |
{ |
163 |
pet->enemy = attacker; |
164 |
if (check_enemy(pet, rv) != NULL) |
165 |
return attacker; |
166 |
else |
167 |
pet->enemy = NULL; |
168 |
} |
169 |
} |
170 |
} |
171 |
|
172 |
/* Don't have an attacker or legal enemy, so look for a new one!. |
173 |
* This looks for one around where the pet is. Thus, you could lead |
174 |
* a pet to danger, then take a few steps back. This code is basically |
175 |
* the same as the code that looks around the owner. |
176 |
*/ |
177 |
if (owner->type == PLAYER && owner->contr->petmode != pet_defend) { |
178 |
tmp3 = NULL; |
179 |
for (i = 0; i < SIZEOFFREE; i++) { |
180 |
x = pet->x + freearr_x[search_arr[i]]; |
181 |
y = pet->y + freearr_y[search_arr[i]]; |
182 |
nm = pet->map; |
183 |
/* Only look on the space if there is something alive there. */ |
184 |
mflags = get_map_flags(nm, &nm, x,y, &x, &y); |
185 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { |
186 |
for (tmp = get_map_ob(nm, x, y); tmp != NULL; tmp = tmp->above) { |
187 |
object *tmp2 = tmp->head == NULL?tmp:tmp->head; |
188 |
if (QUERY_FLAG(tmp2,FLAG_ALIVE) && (( |
189 |
!QUERY_FLAG(tmp2, FLAG_FRIENDLY) && |
190 |
(tmp2->type != PLAYER)) || |
191 |
should_arena_attack(pet, owner, tmp2)) |
192 |
&& !QUERY_FLAG(tmp2,FLAG_UNAGGRESSIVE) && |
193 |
tmp2 != pet && tmp2 != owner && |
194 |
can_detect_enemy(pet, tmp2, rv)) { |
195 |
|
196 |
if (!can_see_enemy(pet, tmp2)) { |
197 |
if (tmp3 != NULL) |
198 |
tmp3 = tmp2; |
199 |
} else { |
200 |
pet->enemy = tmp2; |
201 |
if(check_enemy(pet, rv)!=NULL) |
202 |
return tmp2; |
203 |
else |
204 |
pet->enemy = NULL; |
205 |
} |
206 |
} /* make sure we can get to the bugger */ |
207 |
}/* for objects on this space */ |
208 |
} /* if there is something living on this space */ |
209 |
} /* for loop of spaces around the pet */ |
210 |
} /* pet in defence mode */ |
211 |
|
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 |
|
226 |
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)) |
233 |
remove_ob(ob); |
234 |
remove_friendly_object(ob); |
235 |
free_object(ob); |
236 |
} |
237 |
} |
238 |
} |
239 |
|
240 |
/* |
241 |
* Unfortunately, sometimes, the owner of a pet is in the |
242 |
* process of entering a new map when this is called. |
243 |
* Thus the map isn't loaded yet, and we have to remove |
244 |
* the pet... |
245 |
* Interesting enough, we don't use the passed map structure in |
246 |
* 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 |
} |
261 |
} |
262 |
} |
263 |
|
264 |
int follow_owner(object *ob, object *owner) { |
265 |
object *tmp; |
266 |
int dir; |
267 |
|
268 |
if (!QUERY_FLAG(ob,FLAG_REMOVED)) |
269 |
remove_ob(ob); |
270 |
|
271 |
if(owner->map == NULL) { |
272 |
LOG(llevError,"Can't follow owner (%d): no map.\n", owner->name); |
273 |
goto fail; |
274 |
} |
275 |
if(owner->map->in_memory != MAP_IN_MEMORY) { |
276 |
LOG(llevError,"Owner of the pet not on a map in memory!?\n"); |
277 |
goto fail; |
278 |
} |
279 |
|
280 |
dir = find_free_spot(ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE); |
281 |
|
282 |
if (dir==-1) { |
283 |
LOG(llevMonster,"No space for pet to follow, freeing %s.\n",ob->name); |
284 |
goto fail; |
285 |
} |
286 |
for(tmp=ob;tmp!=NULL;tmp=tmp->more) { |
287 |
tmp->x = owner->x + freearr_x[dir]+(tmp->arch==NULL?0:tmp->arch->clone.x); |
288 |
tmp->y = owner->y + freearr_y[dir]+(tmp->arch==NULL?0:tmp->arch->clone.y); |
289 |
tmp->map = owner->map; |
290 |
if (OUT_OF_REAL_MAP(tmp->map, tmp->x, tmp->y)) { |
291 |
tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); |
292 |
} |
293 |
} |
294 |
insert_ob_in_map(ob, ob->map, NULL,0); |
295 |
if (owner->type == PLAYER) /* Uh, I hope this is always true... */ |
296 |
new_draw_info(NDI_UNIQUE, 0,owner, "Your pet magically appears next to you"); |
297 |
|
298 |
return 0; |
299 |
|
300 |
fail: |
301 |
remove_friendly_object (ob); |
302 |
free_object (ob); |
303 |
|
304 |
return 1; |
305 |
} |
306 |
|
307 |
void pet_move(object * ob) |
308 |
{ |
309 |
int dir, tag, i; |
310 |
sint16 dx, dy; |
311 |
object *ob2, *owner; |
312 |
mapstruct *m; |
313 |
|
314 |
/* Check to see if player pulled out */ |
315 |
if ((owner = get_owner(ob)) == NULL) { |
316 |
remove_ob(ob); /* Will be freed when returning */ |
317 |
remove_friendly_object(ob); |
318 |
free_object(ob); |
319 |
LOG(llevMonster, "Pet: no owner, leaving.\n"); |
320 |
return; |
321 |
} |
322 |
|
323 |
/* move monster into the owners map if not in the same map */ |
324 |
if (!on_same_map(ob, owner)) { |
325 |
follow_owner(ob, owner); |
326 |
return; |
327 |
} |
328 |
/* Calculate Direction */ |
329 |
if (owner->type == PLAYER && owner->contr->petmode == pet_sad) { |
330 |
/* in S&D mode, if we have no enemy, run randomly about. */ |
331 |
for (i=0; i < 15; i++) { |
332 |
dir = rndm(1, 8); |
333 |
dx = ob->x + freearr_x[dir]; |
334 |
dy = ob->y + freearr_y[dir]; |
335 |
m = ob->map; |
336 |
if (get_map_flags(ob->map, &m, dx, dy, &dx, &dy) & P_OUT_OF_MAP) |
337 |
continue; |
338 |
else if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m, dx, dy))) |
339 |
continue; |
340 |
else |
341 |
break; |
342 |
} |
343 |
} else { |
344 |
struct rv_vector rv; |
345 |
get_rangevector (ob, ob->owner, &rv, 0); |
346 |
dir = rv.direction; |
347 |
} |
348 |
ob->direction = dir; |
349 |
|
350 |
tag = ob->count; |
351 |
/* move_ob returns 0 if the object couldn't move. If that is the |
352 |
* case, lets do some other work. |
353 |
*/ |
354 |
if (!(move_ob(ob, dir, ob))) { |
355 |
object *part; |
356 |
|
357 |
/* the failed move_ob above may destroy the pet, so check here */ |
358 |
if (was_destroyed(ob, tag)) return; |
359 |
|
360 |
for(part = ob; part != NULL; part = part->more) |
361 |
{ |
362 |
dx = part->x + freearr_x[dir]; |
363 |
dy = part->y + freearr_y[dir]; |
364 |
m = get_map_from_coord(part->map, &dx, &dy); |
365 |
if (!m) continue; |
366 |
|
367 |
for (ob2 = get_map_ob(m, dx, dy); ob2 != NULL; ob2 = ob2->above) |
368 |
{ |
369 |
object *new_ob; |
370 |
new_ob = ob2->head?ob2->head:ob2; |
371 |
if(new_ob == ob) |
372 |
break; |
373 |
if (new_ob == ob->owner) |
374 |
return; |
375 |
if (get_owner(new_ob) == ob->owner) |
376 |
break; |
377 |
|
378 |
/* Hmm. Did we try to move into an enemy monster? If so, |
379 |
* make it our enemy. |
380 |
*/ |
381 |
if (QUERY_FLAG(new_ob,FLAG_ALIVE) && !QUERY_FLAG(ob,FLAG_UNAGGRESSIVE) |
382 |
&& !QUERY_FLAG(new_ob,FLAG_UNAGGRESSIVE) && |
383 |
!QUERY_FLAG(new_ob,FLAG_FRIENDLY)) { |
384 |
|
385 |
ob->enemy = new_ob; |
386 |
if(new_ob->enemy == NULL) |
387 |
new_ob->enemy = ob; |
388 |
return; |
389 |
} else if (new_ob->type == PLAYER) { |
390 |
new_draw_info(NDI_UNIQUE, 0,new_ob, "You stand in the way of someones pet."); |
391 |
return; |
392 |
} |
393 |
} |
394 |
} |
395 |
/* Try a different course */ |
396 |
dir = absdir(dir + 4 - (RANDOM() %5) - (RANDOM()%5)); |
397 |
(void) move_ob(ob, dir, ob); |
398 |
} |
399 |
return; |
400 |
} |
401 |
|
402 |
/**************************************************************************** |
403 |
* |
404 |
* GOLEM SPELL CODE |
405 |
* |
406 |
****************************************************************************/ |
407 |
|
408 |
/* fix_summon_pet() - this makes multisquare/single square monsters |
409 |
* proper for map insertion. |
410 |
* at is the archetype, op is the caster of the spell, dir is the |
411 |
* direction the monster should be placed in. |
412 |
* is_golem is to note that this is a golem spell. |
413 |
*/ |
414 |
object *fix_summon_pet(archetype *at, object *op, int dir, int is_golem ) { |
415 |
archetype *atmp; |
416 |
object *tmp=NULL, *prev=NULL, *head=NULL; |
417 |
|
418 |
for(atmp = at; atmp!=NULL; atmp = atmp->more) { |
419 |
tmp = arch_to_object(atmp); |
420 |
if (atmp == at) { |
421 |
if(!is_golem) |
422 |
SET_FLAG(tmp, FLAG_MONSTER); |
423 |
set_owner(tmp, op); |
424 |
if (op->type == PLAYER) { |
425 |
tmp->stats.exp = 0; |
426 |
add_friendly_object(tmp); |
427 |
SET_FLAG(tmp, FLAG_FRIENDLY); |
428 |
if(is_golem) CLEAR_FLAG(tmp, FLAG_MONSTER); |
429 |
} else { |
430 |
if(QUERY_FLAG(op, FLAG_FRIENDLY)) { |
431 |
object *owner = get_owner(op); |
432 |
if(owner != NULL) {/* For now, we transfer ownership */ |
433 |
set_owner(tmp,owner); |
434 |
tmp->attack_movement = PETMOVE; |
435 |
add_friendly_object(tmp); |
436 |
SET_FLAG(tmp, FLAG_FRIENDLY); |
437 |
} |
438 |
} |
439 |
} |
440 |
if(op->type!=PLAYER || !is_golem) { |
441 |
tmp->attack_movement = PETMOVE; |
442 |
tmp->speed_left = -1; |
443 |
tmp->type = 0; |
444 |
tmp->enemy = op->enemy; |
445 |
} else |
446 |
tmp->type = GOLEM; |
447 |
|
448 |
} |
449 |
if(head == NULL) |
450 |
head = tmp; |
451 |
tmp->x = op->x + freearr_x[dir] + tmp->arch->clone.x; |
452 |
tmp->y = op->y + freearr_y[dir] + tmp->arch->clone.y; |
453 |
tmp->map = op->map; |
454 |
if(tmp->invisible) tmp->invisible=0; |
455 |
if(head != tmp) |
456 |
tmp->head = head, prev->more = tmp; |
457 |
prev = tmp; |
458 |
} |
459 |
head->direction = dir; |
460 |
|
461 |
/* need to change some monster attr to prevent problems/crashing */ |
462 |
head->last_heal=0; |
463 |
head->last_eat=0; |
464 |
head->last_grace=0; |
465 |
head->last_sp=0; |
466 |
head->other_arch=NULL; |
467 |
head->stats.exp = 0; |
468 |
CLEAR_FLAG(head,FLAG_CHANGING); |
469 |
CLEAR_FLAG(head,FLAG_STAND_STILL); |
470 |
CLEAR_FLAG(head,FLAG_GENERATOR); |
471 |
CLEAR_FLAG(head,FLAG_SPLITTING); |
472 |
if(head->attacktype&AT_GHOSTHIT) head->attacktype=(AT_PHYSICAL|AT_DRAIN); |
473 |
|
474 |
return head; |
475 |
} |
476 |
|
477 |
/* updated this to allow more than the golem 'head' to attack */ |
478 |
/* op is the golem to be moved. */ |
479 |
|
480 |
void move_golem(object *op) { |
481 |
int made_attack=0; |
482 |
object *tmp; |
483 |
tag_t tag; |
484 |
|
485 |
if(QUERY_FLAG(op, FLAG_MONSTER)) |
486 |
return; /* Has already been moved */ |
487 |
|
488 |
if(get_owner(op)==NULL) { |
489 |
LOG(llevDebug,"Golem without owner destructed.\n"); |
490 |
remove_ob(op); |
491 |
free_object(op); |
492 |
return; |
493 |
} |
494 |
/* It would be nice to have a cleaner way of what message to print |
495 |
* when the golem expires than these hard coded entries. |
496 |
* Note it is intentional that a golems duration is based on its |
497 |
* hp, and not duration |
498 |
*/ |
499 |
if(--op->stats.hp<0) { |
500 |
if (op->msg) |
501 |
new_draw_info(NDI_UNIQUE, 0,op->owner,op->msg); |
502 |
op->owner->contr->ranges[range_golem]=NULL; |
503 |
op->owner->contr->golem_count = 0; |
504 |
remove_friendly_object(op); |
505 |
remove_ob(op); |
506 |
free_object(op); |
507 |
return; |
508 |
} |
509 |
|
510 |
/* Do golem attacks/movement for single & multisq golems. |
511 |
* Assuming here that op is the 'head' object. Pass only op to |
512 |
* move_ob (makes recursive calls to other parts) |
513 |
* move_ob returns 0 if the creature was not able to move. |
514 |
*/ |
515 |
tag = op->count; |
516 |
if(move_ob(op,op->direction,op)) return; |
517 |
if (was_destroyed (op, tag)) |
518 |
return; |
519 |
|
520 |
for(tmp=op;tmp;tmp=tmp->more) { |
521 |
sint16 x=tmp->x+freearr_x[op->direction],y=tmp->y+freearr_y[op->direction]; |
522 |
object *victim; |
523 |
mapstruct *m; |
524 |
int mflags; |
525 |
|
526 |
m = op->map; |
527 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
528 |
|
529 |
if (mflags & P_OUT_OF_MAP) continue; |
530 |
|
531 |
for(victim=get_map_ob(op->map,x,y);victim;victim=victim->above) |
532 |
if(QUERY_FLAG(victim,FLAG_ALIVE)) break; |
533 |
|
534 |
/* We used to call will_hit_self to make sure we don't |
535 |
* hit ourselves, but that didn't work, and I don't really |
536 |
* know if that was more efficient anyways than this. |
537 |
* This at least works. Note that victim->head can be NULL, |
538 |
* but since we are not trying to dereferance that pointer, |
539 |
* that isn't a problem. |
540 |
*/ |
541 |
if(victim && victim!=op && victim->head!=op) { |
542 |
|
543 |
/* for golems with race fields, we don't attack |
544 |
* aligned races |
545 |
*/ |
546 |
|
547 |
if(victim->race && op->race && strstr(op->race,victim->race)) { |
548 |
if(op->owner) new_draw_info_format(NDI_UNIQUE, 0,op->owner, |
549 |
"%s avoids damaging %s.",op->name,victim->name); |
550 |
} else if (victim == op->owner) { |
551 |
if(op->owner) new_draw_info_format(NDI_UNIQUE, 0,op->owner, |
552 |
"%s avoids damaging you.",op->name); |
553 |
} else { |
554 |
attack_ob(victim,op); |
555 |
made_attack=1; |
556 |
} |
557 |
} /* If victim */ |
558 |
} |
559 |
if(made_attack) update_object(op,UP_OBJ_FACE); |
560 |
} |
561 |
|
562 |
/* this is a really stupid function when you get down and |
563 |
* look at it. Keep it here for the time being - makes life |
564 |
* easier if we ever decide to do more interesting thing with |
565 |
* controlled golems. |
566 |
*/ |
567 |
void control_golem(object *op,int dir) { |
568 |
op->direction=dir; |
569 |
} |
570 |
|
571 |
/* summon golem: summons a monster for 'op'. caster is the object |
572 |
* casting the spell, dir is the direction to place the monster, |
573 |
* at is the archetype of the monster, and spob is the spell |
574 |
* object. At this stage, all spob is really used for is to |
575 |
* adjust some values in the monster. |
576 |
*/ |
577 |
int summon_golem(object *op,object *caster,int dir,object *spob) { |
578 |
object *tmp, *god=NULL; |
579 |
archetype *at; |
580 |
char buf[MAX_BUF]; |
581 |
|
582 |
/* Because there can be different golem spells, player may want to |
583 |
* 'lose' their old golem. |
584 |
*/ |
585 |
if(op->type==PLAYER && |
586 |
op->contr->ranges[range_golem]!=NULL && |
587 |
op->contr->golem_count == op->contr->ranges[range_golem]->count) { |
588 |
new_draw_info(NDI_UNIQUE, 0, op, "You dismiss your existing golem."); |
589 |
remove_ob(op->contr->ranges[range_golem]); |
590 |
free_object(op->contr->ranges[range_golem]); |
591 |
op->contr->ranges[range_golem]=NULL; |
592 |
op->contr->golem_count=-1; |
593 |
} |
594 |
|
595 |
if (spob->other_arch) |
596 |
at = spob->other_arch; |
597 |
else if (spob->race) { |
598 |
god = find_god(determine_god(caster)); |
599 |
|
600 |
if (!god) { |
601 |
new_draw_info_format(NDI_UNIQUE, 0,op,"You must worship a god to cast %s.", spob->name); |
602 |
return 0; |
603 |
} |
604 |
at = determine_holy_arch (god, spob->race); |
605 |
if (!at) { |
606 |
new_draw_info_format(NDI_UNIQUE, 0,op,"%s has no %s for you to call.", |
607 |
god->name,spob->race); |
608 |
return 0; |
609 |
} |
610 |
} else { |
611 |
LOG(llevError,"Spell %s lacks other_arch\n", spob->name); |
612 |
return 0; |
613 |
} |
614 |
|
615 |
if(!dir) |
616 |
dir=find_free_spot(NULL,op->map,op->x,op->y,1,SIZEOFFREE1+1); |
617 |
|
618 |
if ((dir==-1) || ob_blocked(&at->clone, op->map, op->x + freearr_x[dir], op->y + freearr_y[dir])) { |
619 |
new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); |
620 |
return 0; |
621 |
} |
622 |
/* basically want to get proper map/coordinates for this object */ |
623 |
|
624 |
if(!(tmp=fix_summon_pet(at,op,dir,GOLEM))) { |
625 |
new_draw_info(NDI_UNIQUE, 0,op,"Your spell fails."); |
626 |
return 0; |
627 |
} |
628 |
|
629 |
if(op->type==PLAYER) { |
630 |
tmp->type=GOLEM; |
631 |
set_owner(tmp,op); |
632 |
set_spell_skill(op, caster, spob, tmp); |
633 |
op->contr->ranges[range_golem]=tmp; |
634 |
op->contr->golem_count = tmp->count; |
635 |
/* give the player control of the golem */ |
636 |
op->contr->shoottype=range_golem; |
637 |
} else { |
638 |
if(QUERY_FLAG(op, FLAG_FRIENDLY)) { |
639 |
object *owner = get_owner(op); |
640 |
if (owner != NULL) { /* For now, we transfer ownership */ |
641 |
set_owner (tmp, owner); |
642 |
tmp->attack_movement = PETMOVE; |
643 |
add_friendly_object (tmp); |
644 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
645 |
} |
646 |
} |
647 |
SET_FLAG(tmp, FLAG_MONSTER); |
648 |
} |
649 |
|
650 |
/* make the speed positive.*/ |
651 |
tmp->speed = FABS(tmp->speed); |
652 |
|
653 |
/* This sets the level dependencies on dam and hp for monsters */ |
654 |
/* players can't cope with too strong summonings. */ |
655 |
/* but monsters can. reserve these for players. */ |
656 |
if(op->type==PLAYER) { |
657 |
tmp->stats.hp += spob->duration + |
658 |
SP_level_duration_adjust(caster,spob); |
659 |
if (!spob->stats.dam) |
660 |
tmp->stats.dam += SP_level_dam_adjust(caster,spob); |
661 |
else |
662 |
tmp->stats.dam= spob->stats.dam + |
663 |
SP_level_dam_adjust(caster,spob); |
664 |
tmp->speed += .02 * SP_level_range_adjust(caster,spob); |
665 |
tmp->speed = MIN(tmp->speed, 1.0); |
666 |
if (spob->attacktype) tmp->attacktype = spob->attacktype; |
667 |
} |
668 |
tmp->stats.wc -= SP_level_range_adjust(caster,spob); |
669 |
|
670 |
/* limit the speed to 0.3 for non-players, 1 for players. */ |
671 |
|
672 |
/* make experience increase in proportion to the strength. |
673 |
* this is a bit simplistic - we are basically just looking at how |
674 |
* often the sp doubles and use that as the ratio. |
675 |
*/ |
676 |
tmp->stats.exp *= 1 + (MAX(spob->stats.maxgrace, spob->stats.sp) / |
677 |
caster_level(caster, spob)); |
678 |
tmp->speed_left= 0; |
679 |
tmp->direction=dir; |
680 |
|
681 |
/* Holy spell - some additional tailoring */ |
682 |
if (god) { |
683 |
object *tmp2; |
684 |
|
685 |
sprintf(buf,"%s of %s",spob->name,god->name); |
686 |
buf[0] = toupper(buf[0]); |
687 |
for (tmp2=tmp; tmp2; tmp2=tmp2->more) { |
688 |
if (tmp2->name) free_string(tmp2->name); |
689 |
tmp2->name = add_string(buf); |
690 |
} |
691 |
tmp->attacktype |= god->attacktype; |
692 |
memcpy(tmp->resist, god->resist, sizeof(tmp->resist)); |
693 |
if (tmp->race) FREE_AND_CLEAR_STR(tmp->race); |
694 |
if (god->race) tmp->race = add_string(god->race); |
695 |
if (tmp->slaying) FREE_AND_CLEAR_STR(tmp->slaying); |
696 |
if (god->slaying) tmp->slaying = add_string(god->slaying); |
697 |
/* safety, we must allow a god's servants some reasonable attack */ |
698 |
if(!(tmp->attacktype&AT_PHYSICAL)) tmp->attacktype|=AT_PHYSICAL; |
699 |
} |
700 |
|
701 |
insert_ob_in_map(tmp,tmp->map,op,0); |
702 |
return 1; |
703 |
} |
704 |
|
705 |
|
706 |
/*************************************************************************** |
707 |
* |
708 |
* Summon monster/pet/other object code |
709 |
* |
710 |
***************************************************************************/ |
711 |
|
712 |
/* Returns a monster (chosen at random) that this particular player (and his |
713 |
* god) find acceptable. This checks level, races allowed by god, etc |
714 |
* to determine what is acceptable. |
715 |
* This returns NULL if no match was found. |
716 |
*/ |
717 |
|
718 |
object *choose_cult_monster(object *pl, object *god, int summon_level) { |
719 |
char buf[MAX_BUF]; |
720 |
const char *race; |
721 |
int racenr, mon_nr,i; |
722 |
racelink *list; |
723 |
objectlink *tobl; |
724 |
object *otmp; |
725 |
|
726 |
/* Determine the number of races available */ |
727 |
racenr=0; |
728 |
strcpy(buf,god->race); |
729 |
race = strtok(buf,","); |
730 |
while(race) { |
731 |
racenr++; |
732 |
race = strtok(NULL,","); |
733 |
} |
734 |
|
735 |
/* next, randomly select a race from the aligned_races string */ |
736 |
if(racenr>1) { |
737 |
racenr = rndm(0, racenr-1); |
738 |
strcpy(buf,god->race); |
739 |
race = strtok(buf,","); |
740 |
for(i=0;i<racenr;i++) |
741 |
race = strtok(NULL,","); |
742 |
} else |
743 |
race = god->race; |
744 |
|
745 |
|
746 |
/* see if a we can match a race list of monsters. This should not |
747 |
* happen, so graceful recovery isn't really needed, but this sanity |
748 |
* checking is good for cases where the god archetypes mismatch the |
749 |
* race file |
750 |
*/ |
751 |
if((list=find_racelink(race))==NULL) { |
752 |
new_draw_info_format(NDI_UNIQUE, 0,pl, |
753 |
"The spell fails! %s's creatures are beyond the range of your summons", |
754 |
god->name); |
755 |
LOG(llevDebug,"choose_cult_monster() requested non-existent aligned race!\n"); |
756 |
return 0; |
757 |
} |
758 |
|
759 |
/* search for an apprplritate monster on this race list */ |
760 |
mon_nr=0; |
761 |
for(tobl=list->member;tobl;tobl=tobl->next) { |
762 |
otmp=tobl->ob; |
763 |
if(!otmp||!QUERY_FLAG(otmp,FLAG_MONSTER)) continue; |
764 |
if(otmp->level<=summon_level) mon_nr++; |
765 |
} |
766 |
|
767 |
/* If this god has multiple race entries, we should really choose another. |
768 |
* But then we either need to track which ones we have tried, or just |
769 |
* make so many calls to this function, and if we get so many without |
770 |
* a valid entry, assuming nothing is available and quit. |
771 |
*/ |
772 |
if (!mon_nr) return NULL; |
773 |
|
774 |
mon_nr = rndm(0, mon_nr-1); |
775 |
for(tobl=list->member;tobl;tobl=tobl->next) { |
776 |
otmp=tobl->ob; |
777 |
if(!otmp||!QUERY_FLAG(otmp,FLAG_MONSTER)) continue; |
778 |
if(otmp->level<=summon_level && !mon_nr--) return otmp; |
779 |
} |
780 |
/* This should not happen */ |
781 |
LOG(llevDebug,"choose_cult_monster() mon_nr was set, but did not find a monster\n"); |
782 |
return NULL; |
783 |
} |
784 |
|
785 |
|
786 |
|
787 |
int summon_object(object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
788 |
{ |
789 |
sint16 x,y, nrof=1, i; |
790 |
archetype *summon_arch; |
791 |
int ndir; |
792 |
|
793 |
if (spell_ob->other_arch) { |
794 |
summon_arch = spell_ob->other_arch; |
795 |
} else if (spell_ob->randomitems) { |
796 |
int level = caster_level(caster, spell_ob); |
797 |
treasure *tr, *lasttr=NULL;; |
798 |
|
799 |
/* In old code, this was a very convuluted for statement, |
800 |
* with all the checks in the 'for' portion itself. Much |
801 |
* more readable to break some of the conditions out. |
802 |
*/ |
803 |
for (tr=spell_ob->randomitems->items; tr; tr=tr->next) { |
804 |
if (level < tr->magic) break; |
805 |
lasttr = tr; |
806 |
if(stringarg && !strcmp(tr->item->name,stringarg)) break; |
807 |
if (tr->next == NULL || tr->next->item == NULL) break; |
808 |
} |
809 |
if (!lasttr) { |
810 |
LOG(llevError,"Treasurelist %s did not generate a valid entry in summon_object\n", |
811 |
spell_ob->randomitems->name); |
812 |
new_draw_info(NDI_UNIQUE, 0, op, "The spell fails to summon any monsters."); |
813 |
return 0; |
814 |
} |
815 |
summon_arch = lasttr->item; |
816 |
nrof = lasttr->nrof; |
817 |
|
818 |
} else if (spell_ob->race && !strcmp(spell_ob->race,"GODCULTMON")) { |
819 |
object *god=find_god(determine_god(op)), *mon, *owner; |
820 |
int summon_level, tries; |
821 |
|
822 |
if (!god && ((owner=get_owner(op))!=NULL)) { |
823 |
god = find_god(determine_god(owner)); |
824 |
} |
825 |
/* If we can't find a god, can't get what monster to summon */ |
826 |
if (!god) return 0; |
827 |
|
828 |
if (!god->race) { |
829 |
new_draw_info_format(NDI_UNIQUE, 0,op, |
830 |
"%s has no creatures that you may summon!",god->name); |
831 |
return 0; |
832 |
} |
833 |
/* the summon level */ |
834 |
summon_level=caster_level(caster, spell_ob); |
835 |
if (summon_level==0) summon_level=1; |
836 |
tries = 0; |
837 |
do { |
838 |
mon = choose_cult_monster(op, god,summon_level); |
839 |
if (!mon) { |
840 |
new_draw_info_format(NDI_UNIQUE, 0,op, |
841 |
"%s fails to send anything.",god->name); |
842 |
return 0; |
843 |
} |
844 |
ndir = dir; |
845 |
if (!ndir) |
846 |
ndir = find_free_spot(mon, op->map, op->x, op->y, 1, SIZEOFFREE); |
847 |
if (ndir == -1 || ob_blocked(mon,op->map, op->x + freearr_x[ndir], op->y+freearr_y[ndir])) { |
848 |
ndir=-1; |
849 |
if (++tries == 5) { |
850 |
new_draw_info(NDI_UNIQUE, 0,op, "There is something in the way."); |
851 |
return 0; |
852 |
} |
853 |
} |
854 |
} while (ndir == -1); |
855 |
if (mon->level > (summon_level/2)) |
856 |
nrof = random_roll(1, 2, op, PREFER_HIGH); |
857 |
else |
858 |
nrof = die_roll(2, 2, op, PREFER_HIGH); |
859 |
summon_arch = mon->arch; |
860 |
} else { |
861 |
summon_arch = NULL; |
862 |
} |
863 |
|
864 |
if (spell_ob->stats.dam) |
865 |
nrof += spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); |
866 |
|
867 |
if (!summon_arch) { |
868 |
new_draw_info(NDI_UNIQUE, 0, op, "There is no monsters available for summoning."); |
869 |
return 0; |
870 |
} |
871 |
|
872 |
for (i=1; i <= nrof; i++) { |
873 |
archetype *atmp; |
874 |
object *prev=NULL, *head=NULL, *tmp; |
875 |
|
876 |
if (dir) { |
877 |
ndir = dir; |
878 |
dir = absdir (dir+1); |
879 |
} else |
880 |
ndir = find_free_spot(&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE); |
881 |
|
882 |
if (ndir > 0) { |
883 |
x = freearr_x[ndir]; |
884 |
y = freearr_y[ndir]; |
885 |
} |
886 |
|
887 |
if (ndir == -1 || ob_blocked(&summon_arch->clone, op->map, op->x + x, op->y + y)){ |
888 |
new_draw_info(NDI_UNIQUE, 0, op, "There is something in the way."); |
889 |
if (nrof > 1) |
890 |
new_draw_info(NDI_UNIQUE, 0,op, "No more pets for this casting."); |
891 |
|
892 |
return nrof > 1; |
893 |
} |
894 |
|
895 |
for (atmp = summon_arch; atmp!=NULL; atmp=atmp->more) { |
896 |
tmp = arch_to_object(atmp); |
897 |
if (atmp == summon_arch) { |
898 |
if (QUERY_FLAG(tmp, FLAG_MONSTER)) { |
899 |
set_owner(tmp, op); |
900 |
set_spell_skill(op, caster, spell_ob, tmp); |
901 |
tmp->enemy = op->enemy; |
902 |
tmp->type = 0; |
903 |
CLEAR_FLAG(tmp, FLAG_SLEEP); |
904 |
if (op->type == PLAYER || QUERY_FLAG(op, FLAG_FRIENDLY)) { |
905 |
/* If this is not set, we make it friendly */ |
906 |
if (!QUERY_FLAG(spell_ob, FLAG_MONSTER)) { |
907 |
SET_FLAG(tmp, FLAG_FRIENDLY); |
908 |
add_friendly_object(tmp); |
909 |
tmp->stats.exp = 0; |
910 |
if (spell_ob->attack_movement) |
911 |
tmp->attack_movement = spell_ob->attack_movement; |
912 |
if (get_owner(op)) |
913 |
set_owner(tmp, get_owner(op)); |
914 |
} |
915 |
} |
916 |
} |
917 |
if (tmp->speed > MIN_ACTIVE_SPEED) tmp->speed_left = -1; |
918 |
} |
919 |
if (head == NULL) head = tmp; |
920 |
else { |
921 |
tmp->head = head; |
922 |
prev->more = tmp; |
923 |
} |
924 |
prev = tmp; |
925 |
tmp->x = op->x + x + tmp->arch->clone.x; |
926 |
tmp->y = op->y + y + tmp->arch->clone.y; |
927 |
tmp->map = op->map; |
928 |
} |
929 |
head->direction = freedir[ndir]; |
930 |
head->stats.exp = 0; |
931 |
head = insert_ob_in_map(head, head->map, op, 0); |
932 |
if (head && head->randomitems) { |
933 |
object *tmp; |
934 |
create_treasure(head->randomitems, head, GT_APPLY | GT_STARTEQUIP, 6, 0); |
935 |
for (tmp=head->inv; tmp; tmp=tmp->below) |
936 |
if (!tmp->nrof) SET_FLAG(tmp, FLAG_NO_DROP); |
937 |
} |
938 |
} /* for i < nrof */ |
939 |
return 1; |
940 |
} |
941 |
|
942 |
/* recursively look through the owner property of objects until the real owner |
943 |
is found */ |
944 |
object *get_real_owner(object *ob) { |
945 |
object *realowner = ob; |
946 |
|
947 |
if (realowner == NULL) return NULL; |
948 |
|
949 |
while(get_owner(realowner) != NULL) |
950 |
{ |
951 |
realowner = get_owner(realowner); |
952 |
} |
953 |
return realowner; |
954 |
} |
955 |
|
956 |
/* determines if checks so pets don't attack players or other pets should be |
957 |
overruled by the arena petmode */ |
958 |
int should_arena_attack(object *pet,object *owner,object *target) { |
959 |
object *rowner, *towner; |
960 |
|
961 |
/* exit if the target, pet, or owner is null. */ |
962 |
if ((target == NULL) || (pet == NULL) || (owner == NULL)) return 0; |
963 |
|
964 |
/* get the owners of itself and the target, this is to deal with pets of |
965 |
pets */ |
966 |
rowner = get_real_owner(owner); |
967 |
if (target->type != PLAYER) { |
968 |
towner = get_real_owner(target); |
969 |
} else { |
970 |
towner = 0; |
971 |
} |
972 |
|
973 |
/* if the pet has now owner, exit with error */ |
974 |
if (rowner == NULL) { |
975 |
LOG(llevError,"Pet has no owner.\n"); |
976 |
return 0; |
977 |
} |
978 |
|
979 |
/* if the target is not a player, and has no owner, we shouldn't be here |
980 |
*/ |
981 |
if ((towner == NULL) && (target->type != PLAYER)) { |
982 |
LOG(llevError,"Target is not a player but has no owner. We should not be here.\n"); |
983 |
return 0; |
984 |
} |
985 |
|
986 |
/* make sure that the owner is a player */ |
987 |
if (rowner->type != PLAYER) return 0; |
988 |
|
989 |
/* abort if the petmode is not arena */ |
990 |
if (rowner->contr->petmode != pet_arena) return 0; |
991 |
|
992 |
/* abort if the pet, it's owner, or the target is not on battleground*/ |
993 |
if (!(op_on_battleground(pet, NULL, NULL) && |
994 |
op_on_battleground(owner, NULL, NULL) && |
995 |
op_on_battleground(target, NULL, NULL))) |
996 |
return 0; |
997 |
|
998 |
/* if the target is a monster, make sure it's owner is not the same */ |
999 |
if ((target->type != PLAYER) && (rowner == towner)) return 0; |
1000 |
|
1001 |
/* check if the target is a player which affects how it will handle |
1002 |
parties */ |
1003 |
if (target->type != PLAYER) { |
1004 |
/* if the target is owned by a player make sure than make sure |
1005 |
it's not in the same party */ |
1006 |
if ((towner->type == PLAYER) && (rowner->contr->party != NULL)) { |
1007 |
if (rowner->contr->party == towner->contr->party) return 0; |
1008 |
} |
1009 |
} else { |
1010 |
/* if the target is a player make sure than make sure it's not |
1011 |
in the same party */ |
1012 |
if (rowner->contr->party != NULL){ |
1013 |
if (rowner->contr->party == target->contr->party) return 0; |
1014 |
} |
1015 |
} |
1016 |
|
1017 |
return 1; |
1018 |
} |