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Revision: 1.22
Committed: Thu Nov 8 19:43:27 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.22 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.15 *
4 root 1.22 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.19 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.15 *
8 root 1.22 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.21 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.15 *
13 root 1.21 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.15 *
18 root 1.21 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.19 *
21 root 1.22 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.15 */
23 elmex 1.1
24     #include <global.h>
25     #ifndef __CEXTRACT__
26 root 1.7 # include <sproto.h>
27 elmex 1.1 #endif
28    
29     /*
30     * move_object() tries to move object op in the direction "dir".
31     * If it fails (something blocks the passage), it returns 0,
32     * otherwise 1.
33     * This is an improvement from the previous move_ob(), which
34     * removed and inserted objects even if they were unable to move.
35     */
36    
37 root 1.7 int
38     move_object (object *op, int dir)
39     {
40     return move_ob (op, dir, op);
41 elmex 1.1 }
42    
43     /* object op is trying to move in direction dir.
44     * originator is typically the same as op, but
45     * can be different if originator is causing op to
46     * move (originator is pushing op)
47     * returns 0 if the object is not able to move to the
48     * desired space, 1 otherwise (in which case we also
49     * move the object accordingly. This function is
50     * very similiar to move_object.
51     */
52 root 1.7 int
53     move_ob (object *op, int dir, object *originator)
54 elmex 1.1 {
55 root 1.7 sint16 newx = op->x + freearr_x[dir];
56     sint16 newy = op->y + freearr_y[dir];
57     object *tmp;
58 root 1.9 maptile *m;
59 root 1.7 int mflags;
60 elmex 1.1
61 root 1.7 if (op == NULL)
62     {
63     LOG (llevError, "Trying to move NULL.\n");
64     return 0;
65 elmex 1.1 }
66    
67 root 1.7 m = op->map;
68     mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
69    
70     /* If the space the player is trying to is out of the map,
71     * bail now - we know it can't work.
72     */
73     if (mflags & P_OUT_OF_MAP)
74     return 0;
75 elmex 1.1
76 root 1.7 /* Is this space blocked? Players with wizpass are immune to
77     * this condition.
78     */
79     if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS))
80     return 0;
81 elmex 1.1
82 root 1.7 /* 0.94.2 - we need to set the direction for the new animation code.
83     * it uses it to figure out face to use - I can't see it
84     * breaking anything, but it might.
85     */
86 root 1.12 if (op->more && !move_ob (op->more, dir, op->more->head))
87 root 1.7 return 0;
88 elmex 1.1
89 root 1.7 op->direction = dir;
90 elmex 1.1
91 root 1.7 if (op->will_apply & 4)
92     check_earthwalls (op, m, newx, newy);
93 root 1.12
94 root 1.7 if (op->will_apply & 8)
95     check_doors (op, m, newx, newy);
96    
97     /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
98     * to remove a removed object, and this function was the culprit. A possible
99     * guess I have is that check_doors above ran into a trap, killing the
100     * monster.
101     *
102     * Unfortunately, it doesn't appear that the calling functions of move_object
103     * deal very well with op being killed, so all this might do is just
104     * migrate the problem someplace else.
105     */
106 elmex 1.1
107 root 1.7 if (QUERY_FLAG (op, FLAG_REMOVED))
108     {
109     LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
110     /* Was not successful, but don't want to try and move again */
111     return 1;
112 elmex 1.1 }
113    
114 root 1.7 /* If this is a tail portion, just want to tell caller that move is
115     * ok - the caller will deal with actual object removal/insertion
116     */
117     if (op->head)
118     return 1;
119 elmex 1.1
120 root 1.13 if (m != op->map && op->contr)
121     {
122     if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
123     return 0;
124    
125     op->remove ();
126    
127     if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
128     return 0;
129    
130     if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy)))
131     return 0;
132     }
133     else
134     op->remove ();
135 elmex 1.1
136 root 1.7 /* we already have newx, newy, and m, so lets use them.
137     * In addition, this fixes potential crashes, because multipart object was
138     * on edge of map, +=x, +=y doesn't make correct coordinates.
139     */
140     for (tmp = op; tmp != NULL; tmp = tmp->more)
141     {
142     tmp->x += freearr_x[dir];
143     tmp->y += freearr_y[dir];
144     tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
145 elmex 1.1 }
146    
147 root 1.7 /* insert_ob_in_map will deal with any tiling issues */
148     insert_ob_in_map (op, m, originator, 0);
149 elmex 1.1
150 root 1.7 return 1;
151 elmex 1.1 }
152    
153    
154     /*
155     * transfer_ob(): Move an object (even linked objects) to another spot
156     * on the same map.
157     *
158     * Does nothing if there is no free spot.
159     *
160     * randomly: If true, use find_free_spot() to find the destination, otherwise
161     * use find_first_free_spot().
162     *
163     * Return value: 1 if object was destroyed, 0 otherwise.
164     */
165    
166 root 1.7 int
167     transfer_ob (object *op, int x, int y, int randomly, object *originator)
168 elmex 1.1 {
169 root 1.7 int i;
170     object *tmp;
171    
172     if (randomly)
173     i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
174     else
175     i = find_first_free_spot (op, op->map, x, y);
176    
177     if (i == -1)
178     return 0; /* No free spot */
179    
180     if (op->head != NULL)
181     op = op->head;
182 root 1.10 op->remove ();
183 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
184 root 1.20 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->x),
185     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->y);
186 elmex 1.1
187 root 1.7 tmp = insert_ob_in_map (op, op->map, originator, 0);
188     if (tmp)
189     return 0;
190     else
191     return 1;
192 elmex 1.1 }
193    
194     /*
195     * Return value: 1 if object was destroyed, 0 otherwise.
196     * Modified so that instead of passing the 'originator' that had no
197     * real use, instead we pass the 'user' of the teleporter. All the
198     * callers know what they wanted to teleporter (move_teleporter or
199     * shop map code)
200     * tele_type is the type of teleporter we want to match against -
201     * currently, this is either set to SHOP_MAT or TELEPORTER.
202     * It is basically used so that shop_mats and normal teleporters can
203     * be used close to each other and not have the player put to the
204     * one of another type.
205     */
206 root 1.7 int
207     teleport (object *teleporter, uint8 tele_type, object *user)
208 elmex 1.1 {
209 root 1.7 object *altern;
210     int i, j, k, nrofalt = 0;
211     object *other_teleporter, *tmp;
212 root 1.9 maptile *m;
213 root 1.7 sint16 sx, sy;
214    
215     if (user == NULL)
216     return 0;
217     if (user->head != NULL)
218     user = user->head;
219 elmex 1.1
220 root 1.7 /* Find all other teleporters within range. This range
221     * should really be setable by some object attribute instead of
222     * using hard coded values.
223     */
224     for (i = -5; i < 6; i++)
225     for (j = -5; j < 6; j++)
226     {
227     if (i == 0 && j == 0)
228     continue;
229     /* Perhaps this should be extended to support tiled maps */
230     if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
231     continue;
232 root 1.12 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
233 root 1.7
234     while (other_teleporter)
235     {
236     if (other_teleporter->type == tele_type)
237     break;
238     other_teleporter = other_teleporter->above;
239     }
240     if (other_teleporter && !(RANDOM () % ++nrofalt))
241     altern = other_teleporter;
242     }
243 elmex 1.1
244 root 1.7 if (!nrofalt)
245     {
246     LOG (llevError, "No alternative teleporters around!\n");
247     return 0;
248 elmex 1.1 }
249    
250 root 1.7 other_teleporter = altern;
251     k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
252    
253     /* if k==-1, unable to find a free spot. If this is shop
254     * mat that the player is using, find someplace to move
255     * the player - otherwise, player can get trapped in the shops
256     * that appear in random dungeons. We basically just make
257     * sure the space isn't no pass (eg wall), and don't care
258     * about is alive.
259     */
260     if (k == -1)
261     {
262     if (tele_type == SHOP_MAT && user->type == PLAYER)
263     {
264     for (k = 1; k < 9; k++)
265     {
266     if (get_map_flags (other_teleporter->map, &m,
267     other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
268     continue;
269 root 1.4
270 root 1.7 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
271     break;
272 root 1.4
273     }
274 root 1.7 if (k == 9)
275     {
276     LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
277     &other_teleporter->name, other_teleporter->x, other_teleporter->y);
278     return 0;
279 root 1.4 }
280     }
281 root 1.7 else
282     return 0;
283 elmex 1.1 }
284    
285 root 1.10 user->remove ();
286 elmex 1.1
287 root 1.7 /* Update location for the object */
288     for (tmp = user; tmp != NULL; tmp = tmp->more)
289     {
290 root 1.20 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->x);
291     tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->y);
292 elmex 1.1 }
293 root 1.7 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
294     return (tmp == NULL);
295 elmex 1.1 }
296    
297 root 1.7 void
298     recursive_roll (object *op, int dir, object *pusher)
299     {
300     if (!roll_ob (op, dir, pusher))
301     {
302     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
303     return;
304     }
305     (void) move_ob (pusher, dir, pusher);
306     new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
307 elmex 1.1 return;
308     }
309    
310     /*
311     * This is a new version of blocked, this one handles objects
312     * that can be passed through by monsters with the CAN_PASS_THRU defined.
313     *
314     * very new version handles also multipart objects
315     * This is currently only used for the boulder roll code.
316     * Returns 1 if object does not fit, 0 if it does.
317     */
318    
319 root 1.7 int
320 root 1.9 try_fit (object *op, maptile *m, int x, int y)
321 elmex 1.1 {
322 root 1.7 object *tmp, *more;
323     sint16 tx, ty;
324     int mflags;
325 root 1.9 maptile *m2;
326 elmex 1.1
327 root 1.7 if (op->head)
328     op = op->head;
329 elmex 1.1
330 root 1.7 for (more = op; more; more = more->more)
331     {
332     tx = x + more->x - op->x;
333     ty = y + more->y - op->y;
334 elmex 1.1
335 root 1.7 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
336 elmex 1.1
337 root 1.7 if (mflags & P_OUT_OF_MAP)
338     return 1;
339 elmex 1.1
340 root 1.12 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
341 root 1.7 {
342     if (tmp->head == op || tmp == op)
343     continue;
344 elmex 1.1
345 root 1.7 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
346     return 1;
347 elmex 1.1
348 root 1.7 if (OB_MOVE_BLOCK (op, tmp))
349     return 1;
350 elmex 1.1
351 root 1.4 }
352 elmex 1.1 }
353 root 1.7 return 0;
354 elmex 1.1 }
355    
356     /*
357     * this is not perfect yet.
358     * it does not roll objects behind multipart objects properly.
359     * Support for rolling multipart objects is questionable.
360     */
361    
362 root 1.7 int
363     roll_ob (object *op, int dir, object *pusher)
364     {
365     object *tmp;
366     sint16 x, y;
367     int flags;
368 root 1.9 maptile *m;
369 root 1.7 MoveType move_block;
370    
371     if (op->head)
372     op = op->head;
373    
374     x = op->x + freearr_x[dir];
375     y = op->y + freearr_y[dir];
376    
377     if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str))
378     return 0;
379 elmex 1.1
380 root 1.7 m = op->map;
381     flags = get_map_flags (m, &m, x, y, &x, &y);
382 elmex 1.1
383 root 1.7 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
384     return 0;
385 elmex 1.1
386 root 1.7 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
387 elmex 1.1
388 root 1.7 /* If the target space is not blocked, no need to look at the objects on it */
389     if ((op->move_type & move_block) == op->move_type)
390     {
391 root 1.12 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
392 root 1.7 {
393     if (tmp->head == op)
394 root 1.4 continue;
395 root 1.7 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
396 root 1.4 return 0;
397     }
398 elmex 1.1 }
399 root 1.7 if (try_fit (op, m, x, y))
400     return 0;
401 elmex 1.1
402 root 1.10 op->remove ();
403 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
404     tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
405     insert_ob_in_map (op, op->map, pusher, 0);
406     return 1;
407 elmex 1.1 }
408    
409     /* returns 1 if pushing invokes a attack, 0 when not */
410 root 1.7 int
411     push_ob (object *who, int dir, object *pusher)
412     {
413     int str1, str2;
414     object *owner;
415    
416     if (who->head != NULL)
417     who = who->head;
418 root 1.11 owner = who->owner;
419 root 1.7
420     /* Wake up sleeping monsters that may be pushed */
421     CLEAR_FLAG (who, FLAG_SLEEP);
422    
423     /* player change place with his pets or summoned creature */
424     /* TODO: allow multi arch pushing. Can't be very difficult */
425     if (who->more == NULL
426 root 1.18 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
427     || owner == pusher)
428 root 1.7 )
429     {
430     int temp;
431 root 1.9 maptile *m;
432 root 1.7
433 root 1.10 who->remove ();
434     pusher->remove ();
435 root 1.7 temp = pusher->x;
436     pusher->x = who->x;
437     who->x = temp;
438    
439     temp = pusher->y;
440     pusher->y = who->y;
441     who->y = temp;
442 root 1.4
443 root 1.7 m = pusher->map;
444     pusher->map = who->map;
445     who->map = m;
446    
447     insert_ob_in_map (who, who->map, pusher, 0);
448     insert_ob_in_map (pusher, pusher->map, pusher, 0);
449     return 0;
450 elmex 1.1 }
451    
452 root 1.7 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
453     /* In original we have here a unaggressive check only - that was the reason why */
454     /* we so often become an enemy of friendly monsters... */
455     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
456     if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
457     !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
458     {
459     if (pusher->contr->run_on) /* only when we run */
460     {
461 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
462 root 1.7 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
463     who->enemy = pusher;
464     return 1;
465 root 1.4 }
466 root 1.7 else
467 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
468 elmex 1.1 }
469    
470 root 1.7 /* now, lets test stand still. we NEVER can push stand_still monsters. */
471     if (QUERY_FLAG (who, FLAG_STAND_STILL))
472 elmex 1.1 {
473 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
474     return 0;
475 elmex 1.1 }
476 root 1.7
477     /* This block is basically if you are pushing friendly but
478     * non pet creaturs.
479     * It basically does a random strength comparision to
480     * determine if you can push someone around. Note that
481     * this pushes the other person away - its not a swap.
482     */
483    
484     str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
485     str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
486     if (QUERY_FLAG (who, FLAG_WIZ) ||
487 root 1.17 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
488     random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
489 root 1.7 {
490     if (who->type == PLAYER)
491 root 1.17 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
492    
493 root 1.7 return 0;
494 elmex 1.1 }
495    
496 root 1.7 /* If we get here, the push succeeded.
497     * Let everyone know the status.
498     */
499     if (who->type == PLAYER)
500     {
501     new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
502 elmex 1.1 }
503 root 1.7 if (pusher->type == PLAYER)
504     {
505     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
506     }
507    
508     return 1;
509 elmex 1.1 }