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Revision: 1.28
Committed: Sat Dec 27 02:31:19 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +4 -1 lines
Log Message:
implement smell member for mapspaces, remove all traces of the old RANDOM macro

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 1.24 * Copyright (©) 2005,2006,2007,2008 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 root 1.26 op = op->head_ ();
181 root 1.10 op->remove ();
182 elmex 1.1
183 root 1.26 for (object *tmp = op; tmp; tmp = tmp->more)
184     {
185     tmp->x = x + freearr_x[i] + (!tmp->arch ? 0 : tmp->arch->x);
186     tmp->y = y + freearr_y[i] + (!tmp->arch ? 0 : tmp->arch->y);
187     }
188    
189     op = insert_ob_in_map (op, op->map, originator, 0);
190    
191     return !op;
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 root 1.28
230 root 1.7 /* Perhaps this should be extended to support tiled maps */
231     if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
232     continue;
233 root 1.28
234 root 1.12 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
235 root 1.7
236     while (other_teleporter)
237     {
238     if (other_teleporter->type == tele_type)
239     break;
240     other_teleporter = other_teleporter->above;
241     }
242 root 1.28
243     if (other_teleporter && !rndm (++nrofalt))
244 root 1.7 altern = other_teleporter;
245     }
246 elmex 1.1
247 root 1.7 if (!nrofalt)
248     {
249 root 1.23 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
250     teleporter->debug_desc (), user->debug_desc ());
251 root 1.7 return 0;
252 elmex 1.1 }
253    
254 root 1.7 other_teleporter = altern;
255     k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
256    
257     /* if k==-1, unable to find a free spot. If this is shop
258     * mat that the player is using, find someplace to move
259     * the player - otherwise, player can get trapped in the shops
260     * that appear in random dungeons. We basically just make
261     * sure the space isn't no pass (eg wall), and don't care
262     * about is alive.
263     */
264     if (k == -1)
265     {
266     if (tele_type == SHOP_MAT && user->type == PLAYER)
267     {
268     for (k = 1; k < 9; k++)
269     {
270     if (get_map_flags (other_teleporter->map, &m,
271     other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
272     continue;
273 root 1.4
274 root 1.7 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
275     break;
276 root 1.4
277     }
278 root 1.7 if (k == 9)
279     {
280     LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
281     &other_teleporter->name, other_teleporter->x, other_teleporter->y);
282     return 0;
283 root 1.4 }
284     }
285 root 1.7 else
286     return 0;
287 elmex 1.1 }
288    
289 root 1.10 user->remove ();
290 elmex 1.1
291 root 1.7 /* Update location for the object */
292 root 1.27 for (tmp = user; tmp; tmp = tmp->more)
293 root 1.7 {
294 root 1.27 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch ? tmp->arch->x : 0);
295     tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch ? tmp->arch->y : 0);
296 elmex 1.1 }
297 root 1.27
298 root 1.7 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
299 root 1.27 return !tmp;
300 elmex 1.1 }
301    
302 root 1.7 void
303     recursive_roll (object *op, int dir, object *pusher)
304     {
305     if (!roll_ob (op, dir, pusher))
306     {
307     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
308     return;
309     }
310     (void) move_ob (pusher, dir, pusher);
311     new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
312 elmex 1.1 return;
313     }
314    
315     /*
316     * This is a new version of blocked, this one handles objects
317     * that can be passed through by monsters with the CAN_PASS_THRU defined.
318     *
319     * very new version handles also multipart objects
320     * This is currently only used for the boulder roll code.
321     * Returns 1 if object does not fit, 0 if it does.
322     */
323    
324 root 1.7 int
325 root 1.9 try_fit (object *op, maptile *m, int x, int y)
326 elmex 1.1 {
327 root 1.7 object *tmp, *more;
328     sint16 tx, ty;
329     int mflags;
330 root 1.9 maptile *m2;
331 elmex 1.1
332 root 1.7 if (op->head)
333     op = op->head;
334 elmex 1.1
335 root 1.7 for (more = op; more; more = more->more)
336     {
337     tx = x + more->x - op->x;
338     ty = y + more->y - op->y;
339 elmex 1.1
340 root 1.7 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
341 elmex 1.1
342 root 1.7 if (mflags & P_OUT_OF_MAP)
343     return 1;
344 elmex 1.1
345 root 1.12 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
346 root 1.7 {
347     if (tmp->head == op || tmp == op)
348     continue;
349 elmex 1.1
350 root 1.7 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
351     return 1;
352 elmex 1.1
353 root 1.7 if (OB_MOVE_BLOCK (op, tmp))
354     return 1;
355 elmex 1.1
356 root 1.4 }
357 elmex 1.1 }
358 root 1.7 return 0;
359 elmex 1.1 }
360    
361     /*
362     * this is not perfect yet.
363     * it does not roll objects behind multipart objects properly.
364     * Support for rolling multipart objects is questionable.
365     */
366    
367 root 1.7 int
368     roll_ob (object *op, int dir, object *pusher)
369     {
370     object *tmp;
371     sint16 x, y;
372     int flags;
373 root 1.9 maptile *m;
374 root 1.7 MoveType move_block;
375    
376     if (op->head)
377     op = op->head;
378    
379     x = op->x + freearr_x[dir];
380     y = op->y + freearr_y[dir];
381    
382 root 1.25 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
383     || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
384     > pusher->stats.Str))
385 root 1.7 return 0;
386 elmex 1.1
387 root 1.7 m = op->map;
388     flags = get_map_flags (m, &m, x, y, &x, &y);
389 elmex 1.1
390 root 1.7 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
391     return 0;
392 elmex 1.1
393 root 1.7 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
394 elmex 1.1
395 root 1.7 /* If the target space is not blocked, no need to look at the objects on it */
396     if ((op->move_type & move_block) == op->move_type)
397     {
398 root 1.12 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
399 root 1.7 {
400     if (tmp->head == op)
401 root 1.4 continue;
402 root 1.7 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
403 root 1.4 return 0;
404     }
405 elmex 1.1 }
406 root 1.7 if (try_fit (op, m, x, y))
407     return 0;
408 elmex 1.1
409 root 1.10 op->remove ();
410 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
411     tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
412     insert_ob_in_map (op, op->map, pusher, 0);
413     return 1;
414 elmex 1.1 }
415    
416     /* returns 1 if pushing invokes a attack, 0 when not */
417 root 1.7 int
418     push_ob (object *who, int dir, object *pusher)
419     {
420     int str1, str2;
421     object *owner;
422    
423     if (who->head != NULL)
424     who = who->head;
425 root 1.11 owner = who->owner;
426 root 1.7
427     /* Wake up sleeping monsters that may be pushed */
428     CLEAR_FLAG (who, FLAG_SLEEP);
429    
430     /* player change place with his pets or summoned creature */
431     /* TODO: allow multi arch pushing. Can't be very difficult */
432     if (who->more == NULL
433 root 1.18 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
434     || owner == pusher)
435 root 1.7 )
436     {
437     int temp;
438 root 1.9 maptile *m;
439 root 1.7
440 root 1.10 who->remove ();
441     pusher->remove ();
442 root 1.7 temp = pusher->x;
443     pusher->x = who->x;
444     who->x = temp;
445    
446     temp = pusher->y;
447     pusher->y = who->y;
448     who->y = temp;
449 root 1.4
450 root 1.7 m = pusher->map;
451     pusher->map = who->map;
452     who->map = m;
453    
454     insert_ob_in_map (who, who->map, pusher, 0);
455     insert_ob_in_map (pusher, pusher->map, pusher, 0);
456     return 0;
457 elmex 1.1 }
458    
459 root 1.7 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
460     /* In original we have here a unaggressive check only - that was the reason why */
461     /* we so often become an enemy of friendly monsters... */
462     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
463     if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
464     !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
465     {
466     if (pusher->contr->run_on) /* only when we run */
467     {
468 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
469 root 1.7 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
470     who->enemy = pusher;
471     return 1;
472 root 1.4 }
473 root 1.7 else
474 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
475 elmex 1.1 }
476    
477 root 1.7 /* now, lets test stand still. we NEVER can push stand_still monsters. */
478     if (QUERY_FLAG (who, FLAG_STAND_STILL))
479 elmex 1.1 {
480 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
481     return 0;
482 elmex 1.1 }
483 root 1.7
484     /* This block is basically if you are pushing friendly but
485     * non pet creaturs.
486     * It basically does a random strength comparision to
487     * determine if you can push someone around. Note that
488     * this pushes the other person away - its not a swap.
489     */
490    
491     str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
492     str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
493     if (QUERY_FLAG (who, FLAG_WIZ) ||
494 root 1.17 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
495     random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
496 root 1.7 {
497     if (who->type == PLAYER)
498 root 1.17 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
499    
500 root 1.7 return 0;
501 elmex 1.1 }
502    
503 root 1.7 /* If we get here, the push succeeded.
504     * Let everyone know the status.
505     */
506     if (who->type == PLAYER)
507     {
508     new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
509 elmex 1.1 }
510 root 1.7 if (pusher->type == PLAYER)
511     {
512     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
513     }
514    
515     return 1;
516 elmex 1.1 }