server-1.12/server/pets.c

1213 lines
40 KiB
C

/*
* static char *rcsid_pets_c =
* "$Id: pets.c 11578 2009-02-23 22:02:27Z lalo $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2006 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/**
* @file
* Those functions deal with pets.
*/
#include <global.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
/**
* Mark all inventory items as FLAG_NO_DROP.
*
* @param ob
* the object to modify.
*/
static void mark_inventory_as_no_drop(object *ob) {
object *tmp;
for (tmp = ob->inv; tmp != NULL; tmp = tmp->below) {
SET_FLAG(tmp, FLAG_NO_DROP);
}
}
/**
* Given that 'pet' is a friendly object, this function returns a
* monster the pet should attack, NULL if nothing appropriate is
* found. it basically looks for nasty things around the owner
* of the pet to attack.
* This is now tilemap aware.
*
* @param pet
* who is seeking an enemy.
* @param[out] rv
* will contain the path to the enemy.
* @return
* enemy, or NULL if nothing suitable.
*/
object *get_pet_enemy(object *pet, rv_vector *rv) {
object *owner, *tmp, *attacker, *tmp3;
int i;
sint16 x, y;
mapstruct *nm;
int search_arr[SIZEOFFREE];
int mflags;
attacker = pet->attacked_by; /*pointer to attacking enemy*/
pet->attacked_by = NULL; /*clear this, since we are dealing with it*/
if ((owner = get_owner(pet)) != NULL) {
/* If the owner has turned on the pet, make the pet
* unfriendly.
*/
if ((check_enemy(owner, rv)) == pet) {
CLEAR_FLAG(pet, FLAG_FRIENDLY);
remove_friendly_object(pet);
pet->attack_movement &= ~PETMOVE;
return owner;
}
} else {
/* else the owner is no longer around, so the
* pet no longer needs to be friendly.
*/
CLEAR_FLAG(pet, FLAG_FRIENDLY);
remove_friendly_object(pet);
pet->attack_movement &= ~PETMOVE;
return NULL;
}
/* If they are not on the same map, the pet won't be agressive */
if (!on_same_map(pet, owner))
return NULL;
/* See if the pet has an existing enemy. If so, don't start a new one*/
if ((tmp = check_enemy(pet, rv)) != NULL) {
if (tmp == owner && !QUERY_FLAG(pet, FLAG_CONFUSED)
&& QUERY_FLAG(pet, FLAG_FRIENDLY))
/* without this check, you can actually get pets with
* enemy set to owner!
*/
pet->enemy = NULL;
else
return tmp;
}
get_search_arr(search_arr);
if (owner->type == PLAYER && owner->contr->petmode > pet_normal) {
if (owner->contr->petmode == pet_sad) {
tmp = find_nearest_living_creature(pet);
if (tmp != NULL) {
get_rangevector(pet, tmp, rv, 0);
if (check_enemy(pet, rv) != NULL)
return tmp;
else
pet->enemy = NULL;
}
/* if we got here we have no enemy */
/* we return NULL to avoid heading back to the owner */
pet->enemy = NULL;
return NULL;
}
}
/* Since the pet has no existing enemy, look for anything nasty
* around the owner that it should go and attack.
*/
tmp3 = NULL;
for (i = 0; i < SIZEOFFREE; i++) {
x = owner->x+freearr_x[search_arr[i]];
y = owner->y+freearr_y[search_arr[i]];
nm = owner->map;
/* Only look on the space if there is something alive there. */
mflags = get_map_flags(nm, &nm, x, y, &x, &y);
if (!(mflags&P_OUT_OF_MAP) && mflags&P_IS_ALIVE) {
for (tmp = GET_MAP_OB(nm, x, y); tmp != NULL; tmp = tmp->above) {
object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
if (QUERY_FLAG(tmp2, FLAG_ALIVE)
&& ((!QUERY_FLAG(tmp2, FLAG_FRIENDLY) && tmp2->type != PLAYER) || should_arena_attack(pet, owner, tmp2))
&& !QUERY_FLAG(tmp2, FLAG_UNAGGRESSIVE)
&& tmp2 != pet
&& tmp2 != owner
&& can_detect_enemy(pet, tmp2, rv)) {
if (!can_see_enemy(pet, tmp2)) {
if (tmp3 != NULL)
tmp3 = tmp2;
} else {
pet->enemy = tmp2;
if (check_enemy(pet, rv) != NULL)
return tmp2;
else
pet->enemy = NULL;
}
}/* if this is a valid enemy */
}/* for objects on this space */
}/* if there is something living on this space */
} /* for loop of spaces around the owner */
/* fine, we went through the whole loop and didn't find one we could
see, take what we have */
if (tmp3 != NULL) {
pet->enemy = tmp3;
if (check_enemy(pet, rv) != NULL)
return tmp3;
else
pet->enemy = NULL;
}
/* No threat to owner, check to see if the pet has an attacker*/
if (attacker) {
/* need to be sure this is the right one! */
if (attacker->count == pet->attacked_by_count) {
/* also need to check to make sure it is not freindly */
/* or otherwise non-hostile, and is an appropriate target */
if (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && on_same_map(pet, attacker)) {
pet->enemy = attacker;
if (check_enemy(pet, rv) != NULL)
return attacker;
else
pet->enemy = NULL;
}
}
}
/* Don't have an attacker or legal enemy, so look for a new one!.
* This looks for one around where the pet is. Thus, you could lead
* a pet to danger, then take a few steps back. This code is basically
* the same as the code that looks around the owner.
*/
if (owner->type == PLAYER && owner->contr->petmode != pet_defend) {
tmp3 = NULL;
for (i = 0; i < SIZEOFFREE; i++) {
x = pet->x+freearr_x[search_arr[i]];
y = pet->y+freearr_y[search_arr[i]];
nm = pet->map;
/* Only look on the space if there is something alive there. */
mflags = get_map_flags(nm, &nm, x, y, &x, &y);
if (!(mflags&P_OUT_OF_MAP) && mflags&P_IS_ALIVE) {
for (tmp = GET_MAP_OB(nm, x, y); tmp != NULL; tmp = tmp->above) {
object *tmp2 = tmp->head == NULL ? tmp : tmp->head;
if (QUERY_FLAG(tmp2, FLAG_ALIVE)
&& ((!QUERY_FLAG(tmp2, FLAG_FRIENDLY) && tmp2->type != PLAYER) || should_arena_attack(pet, owner, tmp2))
&& !QUERY_FLAG(tmp2, FLAG_UNAGGRESSIVE)
&& tmp2 != pet
&& tmp2 != owner
&& can_detect_enemy(pet, tmp2, rv)) {
if (!can_see_enemy(pet, tmp2)) {
if (tmp3 != NULL)
tmp3 = tmp2;
} else {
pet->enemy = tmp2;
if (check_enemy(pet, rv) != NULL)
return tmp2;
else
pet->enemy = NULL;
}
} /* make sure we can get to the bugger */
}/* for objects on this space */
} /* if there is something living on this space */
} /* for loop of spaces around the pet */
} /* pet in defence mode */
/* fine, we went through the whole loop and didn't find one we could
see, take what we have */
if (tmp3 != NULL) {
pet->enemy = tmp3;
if (check_enemy(pet, rv) != NULL)
return tmp3;
else
pet->enemy = NULL;
}
/* Didn't find anything - return the owner's enemy or NULL */
return check_enemy(pet, rv);
}
/**
* Removes all pets someone owns.
*
* @param owner
* player we wish to remove all pets of.
*/
void terminate_all_pets(object *owner) {
objectlink *obl, *next;
for (obl = first_friendly_object; obl != NULL; obl = next) {
object *ob = obl->ob;
next = obl->next;
if (get_owner(ob) == owner) {
if (!QUERY_FLAG(ob, FLAG_REMOVED))
remove_ob(ob);
remove_friendly_object(ob);
free_object(ob);
}
}
}
/**
* This function checks all pets so they try to follow their master around the world.
*
* Unfortunately, sometimes, the owner of a pet is in the
* process of entering a new map when this is called.
* Thus the map isn't loaded yet, and we have to remove
* the pet...
*/
void remove_all_pets(void) {
objectlink *obl, *next;
object *owner;
for (obl = first_friendly_object; obl != NULL; obl = next) {
next = obl->next;
if (obl->ob->type != PLAYER
&& QUERY_FLAG(obl->ob, FLAG_FRIENDLY)
&& (owner = get_owner(obl->ob)) != NULL
&& !on_same_map(owner, obl->ob)) {
/* follow owner checks map status for us. Note that pet can
* die in follow_owner, so check for obl->ob existence
*/
follow_owner(obl->ob, owner);
if (obl->ob && QUERY_FLAG(obl->ob, FLAG_REMOVED) && FABS(obl->ob->speed) > MIN_ACTIVE_SPEED) {
object *ob = obl->ob;
LOG(llevMonster, "(pet failed to follow)\n");
remove_friendly_object(ob);
free_object(ob);
}
}
}
}
/**
* A pet is trying to follow its owner.
*
* @param ob
* pet trying to follow. Will be remove_ob()'d if can't follow.
* @param owner
* owner of ob.
*/
void follow_owner(object *ob, object *owner) {
object *tmp;
int dir;
if (!QUERY_FLAG(ob, FLAG_REMOVED))
remove_ob(ob);
if (owner->map == NULL) {
LOG(llevError, "Can't follow owner: no map.\n");
return;
}
if (owner->map->in_memory != MAP_IN_MEMORY) {
LOG(llevError, "Owner of the pet not on a map in memory!?\n");
return;
}
dir = find_free_spot(ob, owner->map, owner->x, owner->y, 1, SIZEOFFREE);
if (dir == -1) {
LOG(llevMonster, "No space for pet to follow, freeing %s.\n", ob->name);
return; /* Will be freed since it's removed */
}
for (tmp = ob; tmp != NULL; tmp = tmp->more) {
tmp->x = owner->x+freearr_x[dir]+(tmp->arch == NULL ? 0 : tmp->arch->clone.x);
tmp->y = owner->y+freearr_y[dir]+(tmp->arch == NULL ? 0 : tmp->arch->clone.y);
tmp->map = owner->map;
if (OUT_OF_REAL_MAP(tmp->map, tmp->x, tmp->y)) {
tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y);
}
}
insert_ob_in_map(ob, ob->map, NULL, 0);
if (owner->type == PLAYER) /* Uh, I hope this is always true... */
draw_ext_info(NDI_UNIQUE, 0, owner, MSG_TYPE_SPELL, MSG_TYPE_SPELL_PET,
"Your pet magically appears next to you", NULL);
return;
}
/**
* Handles a pet's movement.
*
* @param ob
* pet to move.
*/
void pet_move(object *ob) {
int dir, i;
tag_t tag;
sint16 dx, dy;
object *ob2, *owner;
mapstruct *m;
/* Check to see if player pulled out */
if ((owner = get_owner(ob)) == NULL) {
remove_ob(ob); /* Will be freed when returning */
remove_friendly_object(ob);
free_object(ob);
LOG(llevMonster, "Pet: no owner, leaving.\n");
return;
}
/* move monster into the owners map if not in the same map */
if (!on_same_map(ob, owner)) {
follow_owner(ob, owner);
return;
}
/* Calculate Direction */
if (owner->type == PLAYER && owner->contr->petmode == pet_sad) {
/* in S&D mode, if we have no enemy, run randomly about. */
for (i = 0; i < 15; i++) {
dir = rndm(1, 8);
dx = ob->x+freearr_x[dir];
dy = ob->y+freearr_y[dir];
m = ob->map;
if (get_map_flags(ob->map, &m, dx, dy, &dx, &dy)&P_OUT_OF_MAP)
continue;
else if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m, dx, dy)))
continue;
else
break;
}
} else {
dir = find_dir_2(ob->x-ob->owner->x, ob->y-ob->owner->y);
}
ob->direction = dir;
tag = ob->count;
/* move_ob returns 0 if the object couldn't move. If that is the
* case, lets do some other work.
*/
if (!(move_ob(ob, dir, ob))) {
object *part;
/* the failed move_ob above may destroy the pet, so check here */
if (was_destroyed(ob, tag))
return;
for (part = ob; part != NULL; part = part->more) {
dx = part->x+freearr_x[dir];
dy = part->y+freearr_y[dir];
m = get_map_from_coord(part->map, &dx, &dy);
if (!m)
continue;
for (ob2 = GET_MAP_OB(m, dx, dy); ob2 != NULL; ob2 = ob2->above) {
object *new_ob;
new_ob = ob2->head ? ob2->head : ob2;
if (new_ob == ob)
break;
if (new_ob == ob->owner)
return;
if (get_owner(new_ob) == ob->owner)
break;
/* Hmm. Did we try to move into an enemy monster? If so,
* make it our enemy.
*/
if (QUERY_FLAG(new_ob, FLAG_ALIVE)
&& !QUERY_FLAG(ob, FLAG_UNAGGRESSIVE)
&& !QUERY_FLAG(new_ob, FLAG_UNAGGRESSIVE)
&& !QUERY_FLAG(new_ob, FLAG_FRIENDLY)) {
ob->enemy = new_ob;
if (new_ob->enemy == NULL)
new_ob->enemy = ob;
return;
} else if (new_ob->type == PLAYER) {
draw_ext_info(NDI_UNIQUE, 0, new_ob,
MSG_TYPE_MISC, MSG_SUBTYPE_NONE,
"You stand in the way of someones pet.", NULL);
return;
}
}
}
/* Try a different course */
dir = absdir(dir+4-(RANDOM()%5)-(RANDOM()%5));
(void)move_ob(ob, dir, ob);
}
return;
}
/****************************************************************************
*
* GOLEM SPELL CODE
*
****************************************************************************/
/**
* This makes multisquare/single square monsters
* proper for map insertion.
* @param at
* archetype to prepare.
* @param op
* caster of the spell
* @param dir
* direction the monster should be placed in.
* @param is_golem
* if set then this is a golem spell.
* @return
* suitable golem.
*/
static object *fix_summon_pet(archetype *at, object *op, int dir, int is_golem) {
archetype *atmp;
object *tmp = NULL, *prev = NULL, *head = NULL;
for (atmp = at; atmp != NULL; atmp = atmp->more) {
tmp = arch_to_object(atmp);
if (atmp == at) {
if (!is_golem)
SET_FLAG(tmp, FLAG_MONSTER);
set_owner(tmp, op);
if (op->type == PLAYER) {
tmp->stats.exp = 0;
add_friendly_object(tmp);
SET_FLAG(tmp, FLAG_FRIENDLY);
if (is_golem)
CLEAR_FLAG(tmp, FLAG_MONSTER);
} else if (QUERY_FLAG(op, FLAG_FRIENDLY)) {
object *owner = get_owner(op);
if (owner != NULL) {/* For now, we transfer ownership */
set_owner(tmp, owner);
tmp->attack_movement = PETMOVE;
add_friendly_object(tmp);
SET_FLAG(tmp, FLAG_FRIENDLY);
}
}
if (op->type != PLAYER || !is_golem) {
tmp->attack_movement = PETMOVE;
tmp->speed_left = -1;
tmp->type = 0;
tmp->enemy = op->enemy;
} else
tmp->type = GOLEM;
}
if (head == NULL)
head = tmp;
tmp->x = op->x+freearr_x[dir]+tmp->arch->clone.x;
tmp->y = op->y+freearr_y[dir]+tmp->arch->clone.y;
tmp->map = op->map;
if (tmp->invisible)
tmp->invisible = 0;
if (head != tmp)
tmp->head = head,
prev->more = tmp;
prev = tmp;
}
head->direction = dir;
if (head->randomitems) {
create_treasure(head->randomitems, head, GT_APPLY|GT_STARTEQUIP, 6, 0);
}
mark_inventory_as_no_drop(head);
/* need to change some monster attr to prevent problems/crashing */
head->last_heal = 0;
head->last_eat = 0;
head->last_grace = 0;
head->last_sp = 0;
head->other_arch = NULL;
head->stats.exp = 0;
CLEAR_FLAG(head, FLAG_CHANGING);
CLEAR_FLAG(head, FLAG_STAND_STILL);
CLEAR_FLAG(head, FLAG_GENERATOR);
CLEAR_FLAG(head, FLAG_SPLITTING);
if (head->attacktype&AT_GHOSTHIT)
head->attacktype = (AT_PHYSICAL|AT_DRAIN);
return head;
}
/**
* Handles a golem's movement.
*
* Updated this to allow more than the golem 'head' to attack.
* @param op
* golem to be moved.
*/
void move_golem(object *op) {
int made_attack = 0;
object *tmp;
tag_t tag;
if (QUERY_FLAG(op, FLAG_MONSTER))
return; /* Has already been moved */
if (get_owner(op) == NULL) {
LOG(llevDebug, "Golem without owner destructed.\n");
remove_ob(op);
free_object(op);
return;
}
/* It would be nice to have a cleaner way of what message to print
* when the golem expires than these hard coded entries.
* Note it is intentional that a golems duration is based on its
* hp, and not duration
*/
if (--op->stats.hp < 0) {
if (op->msg)
draw_ext_info(NDI_UNIQUE, 0, op->owner, MSG_TYPE_SPELL, MSG_TYPE_SPELL_PET,
op->msg, op->msg);
op->owner->contr->ranges[range_golem] = NULL;
op->owner->contr->golem_count = 0;
remove_friendly_object(op);
remove_ob(op);
free_object(op);
return;
}
/* Do golem attacks/movement for single & multisq golems.
* Assuming here that op is the 'head' object. Pass only op to
* move_ob (makes recursive calls to other parts)
* move_ob returns 0 if the creature was not able to move.
*/
tag = op->count;
if (move_ob(op, op->direction, op))
return;
if (was_destroyed(op, tag))
return;
for (tmp = op; tmp; tmp = tmp->more) {
sint16 x = tmp->x+freearr_x[op->direction], y = tmp->y+freearr_y[op->direction];
object *victim;
mapstruct *m;
int mflags;
m = op->map;
mflags = get_map_flags(m, &m, x, y, &x, &y);
if (mflags&P_OUT_OF_MAP)
continue;
for (victim = GET_MAP_OB(op->map, x, y); victim; victim = victim->above)
if (QUERY_FLAG(victim, FLAG_ALIVE))
break;
/* We used to call will_hit_self to make sure we don't
* hit ourselves, but that didn't work, and I don't really
* know if that was more efficient anyways than this.
* This at least works. Note that victim->head can be NULL,
* but since we are not trying to dereferance that pointer,
* that isn't a problem.
*/
if (victim && victim != op && victim->head != op) {
/* for golems with race fields, we don't attack
* aligned races
*/
if (victim->race && op->race && strstr(op->race, victim->race)) {
if (op->owner)
draw_ext_info_format(NDI_UNIQUE, 0, op->owner,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_PET,
"%s avoids damaging %s.",
"%s avoids damaging %s.",
op->name, victim->name);
} else if (victim == op->owner) {
if (op->owner)
draw_ext_info_format(NDI_UNIQUE, 0, op->owner,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_PET,
"%s avoids damaging you.",
"%s avoids damaging you.",
op->name);
} else {
attack_ob(victim, op);
made_attack = 1;
}
} /* If victim */
}
if (made_attack)
update_object(op, UP_OBJ_FACE);
}
/**
* Makes the golem go in specified direction.
* This is a really stupid function when you get down and
* look at it. Keep it here for the time being - makes life
* easier if we ever decide to do more interesting thing with
* controlled golems.
*
* @param op
* golem.
* @param dir
* desired direction.
* @todo trash.
*/
void control_golem(object *op, int dir) {
op->direction = dir;
}
/**
* Summons a monster.
*
* @param op
* who is summoning.
* @param caster
* object casting the spell.
* @param dir
* direction to place the monster.
* @param spob
* spell object casting. At this stage, all spob is really used for is to
* adjust some values in the monster.
* @retval 0
* failed to summon something.
* @retval 1
* summoned correctly something.
*/
int summon_golem(object *op, object *caster, int dir, object *spob) {
object *tmp;
const object *god = NULL;
archetype *at;
char buf[MAX_BUF];
/* Because there can be different golem spells, player may want to
* 'lose' their old golem.
*/
if (op->type == PLAYER
&& op->contr->ranges[range_golem] != NULL
&& op->contr->golem_count == op->contr->ranges[range_golem]->count) {
draw_ext_info(NDI_UNIQUE, 0, op,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_PET,
"You dismiss your existing golem.", NULL);
remove_ob(op->contr->ranges[range_golem]);
free_object(op->contr->ranges[range_golem]);
op->contr->ranges[range_golem] = NULL;
op->contr->golem_count = -1;
}
if (spob->other_arch)
at = spob->other_arch;
else if (spob->race) {
god = find_god(determine_god(caster));
if (!god) {
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"You must worship a god to cast %s.",
"You must worship a god to cast %s.",
spob->name);
return 0;
}
at = determine_holy_arch(god, spob->race);
if (!at) {
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"%s has no %s for you to call.",
"%s has no %s for you to call.",
god->name, spob->race);
return 0;
}
} else {
LOG(llevError, "Spell %s lacks other_arch\n", spob->name);
return 0;
}
if (!dir)
dir = find_free_spot(NULL, op->map, op->x, op->y, 1, SIZEOFFREE1+1);
if ((dir == -1)
|| ob_blocked(&at->clone, op->map, op->x+freearr_x[dir], op->y+freearr_y[dir])) {
draw_ext_info(NDI_UNIQUE, 0, op,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"There is something in the way.", NULL);
return 0;
}
/* basically want to get proper map/coordinates for this object */
if (!(tmp = fix_summon_pet(at, op, dir, GOLEM))) {
draw_ext_info(NDI_UNIQUE, 0, op,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"Your spell fails.", NULL);
return 0;
}
if (op->type == PLAYER) {
tmp->type = GOLEM;
set_owner(tmp, op);
set_spell_skill(op, caster, spob, tmp);
op->contr->ranges[range_golem] = tmp;
op->contr->golem_count = tmp->count;
/* give the player control of the golem */
op->contr->shoottype = range_golem;
} else {
if (QUERY_FLAG(op, FLAG_FRIENDLY)) {
object *owner = get_owner(op);
if (owner != NULL) { /* For now, we transfer ownership */
set_owner(tmp, owner);
tmp->attack_movement = PETMOVE;
add_friendly_object(tmp);
SET_FLAG(tmp, FLAG_FRIENDLY);
}
}
SET_FLAG(tmp, FLAG_MONSTER);
}
/* make the speed positive.*/
tmp->speed = FABS(tmp->speed);
/* This sets the level dependencies on dam and hp for monsters */
/* players can't cope with too strong summonings. */
/* but monsters can. reserve these for players. */
if (op->type == PLAYER) {
tmp->stats.hp += spob->duration+SP_level_duration_adjust(caster, spob);
if (!spob->stats.dam)
tmp->stats.dam += SP_level_dam_adjust(caster, spob);
else
tmp->stats.dam = spob->stats.dam+SP_level_dam_adjust(caster, spob);
tmp->speed += .02*SP_level_range_adjust(caster, spob);
tmp->speed = MIN(tmp->speed, 1.0);
if (spob->attacktype)
tmp->attacktype = spob->attacktype;
}
tmp->stats.wc -= SP_level_range_adjust(caster, spob);
/* limit the speed to 0.3 for non-players, 1 for players. */
/* make experience increase in proportion to the strength.
* this is a bit simplistic - we are basically just looking at how
* often the sp doubles and use that as the ratio.
*/
tmp->stats.exp *= 1+(MAX(spob->stats.maxgrace, spob->stats.sp)/caster_level(caster, spob));
tmp->speed_left = 0;
tmp->direction = dir;
/* Holy spell - some additional tailoring */
if (god) {
object *tmp2;
snprintf(buf, sizeof(buf), "%s of %s", spob->name, god->name);
buf[0] = toupper(buf[0]);
for (tmp2 = tmp; tmp2; tmp2 = tmp2->more) {
if (tmp2->name)
free_string(tmp2->name);
tmp2->name = add_string(buf);
}
tmp->attacktype |= god->attacktype;
memcpy(tmp->resist, god->resist, sizeof(tmp->resist));
if (tmp->race)
FREE_AND_CLEAR_STR(tmp->race);
if (god->race)
tmp->race = add_string(god->race);
if (tmp->slaying)
FREE_AND_CLEAR_STR(tmp->slaying);
if (god->slaying)
tmp->slaying = add_string(god->slaying);
/* safety, we must allow a god's servants some reasonable attack */
if (!(tmp->attacktype&AT_PHYSICAL))
tmp->attacktype |= AT_PHYSICAL;
}
insert_ob_in_map(tmp, tmp->map, op, 0);
return 1;
}
/***************************************************************************
*
* Summon monster/pet/other object code
*
***************************************************************************/
/**
* Returns a monster (chosen at random) that this particular player (and his
* god) find acceptable. This checks level, races allowed by god, etc
* to determine what is acceptable.
*
* @param pl
* player summoning.
* @param god
* god the player worships.
* @param summon_level
* summoning level.
* @return
* suitable monster, or NULL if no match found.
*/
static object *choose_cult_monster(object *pl, const object *god, int summon_level) {
char buf[MAX_BUF];
const char *race;
int racenr, mon_nr, i;
racelink *list;
objectlink *tobl;
object *otmp;
/* Determine the number of races available */
racenr = 0;
strcpy(buf, god->race);
race = strtok(buf, ",");
while (race) {
racenr++;
race = strtok(NULL, ",");
}
/* next, randomly select a race from the aligned_races string */
if (racenr > 1) {
racenr = rndm(0, racenr-1);
strcpy(buf, god->race);
race = strtok(buf, ",");
for (i = 0; i < racenr; i++)
race = strtok(NULL, ",");
} else
race = god->race;
/* see if a we can match a race list of monsters. This should not
* happen, so graceful recovery isn't really needed, but this sanity
* checking is good for cases where the god archetypes mismatch the
* race file
*/
if ((list = find_racelink(race)) == NULL) {
draw_ext_info_format(NDI_UNIQUE, 0, pl,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"The spell fails! %s's creatures are beyond the range of your summons",
"The spell fails! %s's creatures are beyond the range of your summons",
god->name);
LOG(llevDebug, "choose_cult_monster() requested non-existent aligned race!\n");
return NULL;
}
/* search for an apprplritate monster on this race list */
mon_nr = 0;
for (tobl = list->member; tobl; tobl = tobl->next) {
otmp = tobl->ob;
if (!otmp || !QUERY_FLAG(otmp, FLAG_MONSTER))
continue;
if (otmp->level <= summon_level)
mon_nr++;
}
/* If this god has multiple race entries, we should really choose another.
* But then we either need to track which ones we have tried, or just
* make so many calls to this function, and if we get so many without
* a valid entry, assuming nothing is available and quit.
*/
if (!mon_nr)
return NULL;
mon_nr = rndm(0, mon_nr-1);
for (tobl = list->member; tobl; tobl = tobl->next) {
otmp = tobl->ob;
if (!otmp || !QUERY_FLAG(otmp, FLAG_MONSTER))
continue;
if (otmp->level <= summon_level && !mon_nr--)
return otmp;
}
/* This should not happen */
LOG(llevDebug, "choose_cult_monster() mon_nr was set, but did not find a monster\n");
return NULL;
}
/**
* General purpose summoning function.
*
* @param op
* who is summoning.
* @param caster
* what object did cast the summoning spell.
* @param spell_ob
* actual spell object for summoning.
* @param dir
* direction to summon in.
* @param stringarg
* additional parameters.
* @retval 0
* nothing was summoned.
* @retval 1
* something was summoned.
*/
int summon_object(object *op, object *caster, object *spell_ob, int dir, const char *stringarg) {
sint16 x, y, nrof = 1, i;
archetype *summon_arch;
int ndir, mult;
if (spell_ob->other_arch) {
summon_arch = spell_ob->other_arch;
} else if (spell_ob->randomitems) {
int level = caster_level(caster, spell_ob);
treasure *tr, *lasttr = NULL;
/* In old code, this was a very convuluted for statement,
* with all the checks in the 'for' portion itself. Much
* more readable to break some of the conditions out.
*/
for (tr = spell_ob->randomitems->items; tr; tr = tr->next) {
if (level < tr->magic)
break;
lasttr = tr;
if (stringarg && !strcmp(tr->item->name, stringarg))
break;
if (tr->next == NULL || tr->next->item == NULL)
break;
}
if (!lasttr) {
LOG(llevError, "Treasurelist %s did not generate a valid entry in summon_object\n", spell_ob->randomitems->name);
draw_ext_info(NDI_UNIQUE, 0, op,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"The spell fails to summon any monsters.", NULL);
return 0;
}
summon_arch = lasttr->item;
nrof = lasttr->nrof;
} else if (spell_ob->race && !strcmp(spell_ob->race, "GODCULTMON")) {
const object *god = find_god(determine_god(op));
object *mon, *owner;
int summon_level, tries;
if (!god && ((owner = get_owner(op)) != NULL)) {
god = find_god(determine_god(owner));
}
/* If we can't find a god, can't get what monster to summon */
if (!god)
return 0;
if (!god->race) {
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"%s has no creatures that you may summon!",
"%s has no creatures that you may summon!",
god->name);
return 0;
}
/* the summon level */
summon_level = caster_level(caster, spell_ob);
if (summon_level == 0)
summon_level = 1;
tries = 0;
do {
mon = choose_cult_monster(op, god, summon_level);
if (!mon) {
draw_ext_info_format(NDI_UNIQUE, 0, op,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"%s fails to send anything.",
"%s fails to send anything.",
god->name);
return 0;
}
ndir = dir;
if (!ndir)
ndir = find_free_spot(mon, op->map, op->x, op->y, 1, SIZEOFFREE);
if (ndir == -1
|| ob_blocked(mon, op->map, op->x+freearr_x[ndir], op->y+freearr_y[ndir])) {
ndir = -1;
if (++tries == 5) {
draw_ext_info(NDI_UNIQUE, 0, op,
MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"There is something in the way.", NULL);
return 0;
}
}
} while (ndir == -1);
if (mon->level > (summon_level/2))
nrof = random_roll(1, 2, op, PREFER_HIGH);
else
nrof = die_roll(2, 2, op, PREFER_HIGH);
summon_arch = mon->arch;
} else {
summon_arch = NULL;
}
if (spell_ob->stats.dam)
nrof += spell_ob->stats.dam+SP_level_dam_adjust(caster, spell_ob);
if (!summon_arch) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"There is no monsters available for summoning.", NULL);
return 0;
}
if (dir) {
/* Only fail if caster specified a blocked direction. */
x = freearr_x[dir];
y = freearr_y[dir];
if (ob_blocked(&summon_arch->clone, op->map, op->x+x, op->y+y)) {
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
"There is something in the way.", NULL);
return 0;
}
}
mult = (RANDOM()%2 ? -1 : 1);
for (i = 1; i <= nrof; i++) {
archetype *atmp;
object *prev = NULL, *head = NULL, *tmp;
if (dir) {
ndir = absdir(dir+(i/2)*mult);
mult = -mult;
} else
ndir = find_free_spot(&summon_arch->clone, op->map, op->x, op->y, 1, SIZEOFFREE);
if (ndir > 0) {
x = freearr_x[ndir];
y = freearr_y[ndir];
}
if (ndir == -1 || ob_blocked(&summon_arch->clone, op->map, op->x+x, op->y+y))
continue;
for (atmp = summon_arch; atmp != NULL; atmp = atmp->more) {
tmp = arch_to_object(atmp);
if (atmp == summon_arch) {
if (QUERY_FLAG(tmp, FLAG_MONSTER)) {
set_owner(tmp, op);
set_spell_skill(op, caster, spell_ob, tmp);
tmp->enemy = op->enemy;
tmp->type = 0;
CLEAR_FLAG(tmp, FLAG_SLEEP);
if (op->type == PLAYER || QUERY_FLAG(op, FLAG_FRIENDLY)) {
/* If this is not set, we make it friendly */
if (!QUERY_FLAG(spell_ob, FLAG_MONSTER)) {
SET_FLAG(tmp, FLAG_FRIENDLY);
add_friendly_object(tmp);
tmp->stats.exp = 0;
if (spell_ob->attack_movement)
tmp->attack_movement = spell_ob->attack_movement;
if (get_owner(op))
set_owner(tmp, get_owner(op));
}
}
}
if (tmp->speed > MIN_ACTIVE_SPEED)
tmp->speed_left = -1;
}
if (head == NULL)
head = tmp;
else {
tmp->head = head;
prev->more = tmp;
}
prev = tmp;
tmp->x = op->x+x+tmp->arch->clone.x;
tmp->y = op->y+y+tmp->arch->clone.y;
tmp->map = get_map_from_coord(op->map, &tmp->x, &tmp->y);
}
head->direction = freedir[ndir];
head->stats.exp = 0;
head = insert_ob_in_map(head, head->map, op, 0);
if (head && head->randomitems) {
create_treasure(head->randomitems, head, GT_APPLY|GT_STARTEQUIP, 6, 0);
}
if (head != NULL) {
mark_inventory_as_no_drop(head);
}
} /* for i < nrof */
return 1;
}
/**
* Recursively look through the owner property of objects until the real owner
* is found
*
* @param ob
* item we're searching the owner of.
* @return
* owner, NULL if nothing found.
*/
static object *get_real_owner(object *ob) {
object *realowner = ob;
if (realowner == NULL)
return NULL;
while (get_owner(realowner) != NULL) {
realowner = get_owner(realowner);
}
return realowner;
}
/**
* Determines if checks so pets don't attack players or other pets should be
* overruled by the arena petmode.
*
* @param pet
* pet considered.
* @param owner
* pet's owner.
* @param target
* potential pet target.
* @retval 0
* pet shouldn't attack target.
* @retval 1
* target is a suitable victim for the pet.
*/
int should_arena_attack(object *pet, object *owner, object *target) {
object *rowner, *towner;
/* exit if the target, pet, or owner is null. */
if ((target == NULL) || (pet == NULL) || (owner == NULL))
return 0;
/* get the owners of itself and the target, this is to deal with pets of
pets */
rowner = get_real_owner(owner);
if (target->type != PLAYER) {
towner = get_real_owner(target);
} else {
towner = NULL;
}
/* if the pet has no owner, exit with error */
if (rowner == NULL) {
LOG(llevError, "Pet has no owner.\n");
return 0;
}
/* if the target is not a player, and has no owner, we shouldn't be here
*/
if (towner == NULL && target->type != PLAYER) {
LOG(llevError, "Target is not a player but has no owner. We should not be here.\n");
return 0;
}
/* make sure that the owner is a player */
if (rowner->type != PLAYER)
return 0;
/* abort if the petmode is not arena */
if (rowner->contr->petmode != pet_arena)
return 0;
/* abort if the pet, it's owner, or the target is not on battleground*/
if (!(op_on_battleground(pet, NULL, NULL, NULL)
&& op_on_battleground(owner, NULL, NULL, NULL)
&& op_on_battleground(target, NULL, NULL, NULL)))
return 0;
/* if the target is a monster, make sure it's owner is not the same */
if (target->type != PLAYER && rowner == towner)
return 0;
/* check if the target is a player which affects how it will handle
parties */
if (target->type != PLAYER) {
/* if the target is owned by a player make sure than make sure
it's not in the same party */
if (towner->type == PLAYER && rowner->contr->party != NULL) {
if (rowner->contr->party == towner->contr->party)
return 0;
}
} else {
/* if the target is a player make sure than make sure it's not
in the same party */
if (rowner->contr->party != NULL) {
if (rowner->contr->party == target->contr->party)
return 0;
}
}
return 1;
}