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/cvs/deliantra/server/server/pets.c
Revision: 1.5
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.4: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
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 }