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Revision: 1.29
Committed: Sun Dec 28 06:59:27 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +28 -33 lines
Log Message:
smell, remove gcfclient support, material fixes, cfpod parse fixes, refactoring

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 root 1.29 return op->move (dir);
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 1.29 return op->move (dir, originator);
56     }
57    
58     int
59     object::move (int dir, object *originator)
60     {
61     sint16 newx = x + freearr_x[dir];
62     sint16 newy = y + freearr_y[dir];
63 root 1.7 object *tmp;
64 root 1.9 maptile *m;
65 root 1.7 int mflags;
66 elmex 1.1
67 root 1.29 m = map;
68 root 1.7 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 root 1.29 if (blocked_link (this, m, newx, newy) && !flag [FLAG_WIZPASS])
80 root 1.7 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 1.29 if (more && !more->move (dir, more->head))
87 root 1.7 return 0;
88 elmex 1.1
89 root 1.29 direction = dir;
90 elmex 1.1
91 root 1.29 if (will_apply & 4)
92     check_earthwalls (this, m, newx, newy);
93 root 1.12
94 root 1.29 if (will_apply & 8)
95     check_doors (this, m, newx, newy);
96 root 1.7
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 root 1.29 if (flag [FLAG_REMOVED])//D remove or fix?
107 root 1.7 {
108     LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
109     /* Was not successful, but don't want to try and move again */
110     return 1;
111 elmex 1.1 }
112    
113 root 1.7 /* If this is a tail portion, just want to tell caller that move is
114     * ok - the caller will deal with actual object removal/insertion
115     */
116 root 1.29 if (head)
117 root 1.7 return 1;
118 elmex 1.1
119 root 1.29 if (m != map && contr)
120 root 1.13 {
121 root 1.29 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
122 root 1.13 return 0;
123    
124 root 1.29 remove ();
125 root 1.13
126 root 1.29 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
127 root 1.13 return 0;
128    
129 root 1.29 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (contr), ARG_INT (newx), ARG_INT (newy)))
130 root 1.13 return 0;
131     }
132     else
133 root 1.29 remove ();
134 elmex 1.1
135 root 1.29 for (tmp = this; tmp; tmp = tmp->more)
136 root 1.7 {
137     tmp->x += freearr_x[dir];
138     tmp->y += freearr_y[dir];
139 root 1.29 xy_normalise (tmp->map, tmp->x, tmp->y);
140 elmex 1.1 }
141    
142 root 1.7 /* insert_ob_in_map will deal with any tiling issues */
143 root 1.29 insert_ob_in_map (this, map, originator, 0);
144 elmex 1.1
145 root 1.7 return 1;
146 elmex 1.1 }
147    
148    
149     /*
150     * transfer_ob(): Move an object (even linked objects) to another spot
151     * on the same map.
152     *
153     * Does nothing if there is no free spot.
154     *
155     * randomly: If true, use find_free_spot() to find the destination, otherwise
156     * use find_first_free_spot().
157     *
158     * Return value: 1 if object was destroyed, 0 otherwise.
159     */
160    
161 root 1.7 int
162     transfer_ob (object *op, int x, int y, int randomly, object *originator)
163 elmex 1.1 {
164 root 1.7 int i;
165     object *tmp;
166    
167     if (randomly)
168     i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
169     else
170     i = find_first_free_spot (op, op->map, x, y);
171    
172     if (i == -1)
173     return 0; /* No free spot */
174    
175 root 1.26 op = op->head_ ();
176 root 1.10 op->remove ();
177 elmex 1.1
178 root 1.26 for (object *tmp = op; tmp; tmp = tmp->more)
179     {
180     tmp->x = x + freearr_x[i] + (!tmp->arch ? 0 : tmp->arch->x);
181     tmp->y = y + freearr_y[i] + (!tmp->arch ? 0 : tmp->arch->y);
182     }
183    
184     op = insert_ob_in_map (op, op->map, originator, 0);
185    
186     return !op;
187 elmex 1.1 }
188    
189     /*
190     * Return value: 1 if object was destroyed, 0 otherwise.
191     * Modified so that instead of passing the 'originator' that had no
192     * real use, instead we pass the 'user' of the teleporter. All the
193     * callers know what they wanted to teleporter (move_teleporter or
194     * shop map code)
195     * tele_type is the type of teleporter we want to match against -
196     * currently, this is either set to SHOP_MAT or TELEPORTER.
197     * It is basically used so that shop_mats and normal teleporters can
198     * be used close to each other and not have the player put to the
199     * one of another type.
200     */
201 root 1.7 int
202     teleport (object *teleporter, uint8 tele_type, object *user)
203 elmex 1.1 {
204 root 1.7 object *altern;
205     int i, j, k, nrofalt = 0;
206     object *other_teleporter, *tmp;
207 root 1.9 maptile *m;
208 root 1.7 sint16 sx, sy;
209    
210     if (user == NULL)
211     return 0;
212     if (user->head != NULL)
213     user = user->head;
214 elmex 1.1
215 root 1.7 /* Find all other teleporters within range. This range
216     * should really be setable by some object attribute instead of
217     * using hard coded values.
218     */
219     for (i = -5; i < 6; i++)
220     for (j = -5; j < 6; j++)
221     {
222     if (i == 0 && j == 0)
223     continue;
224 root 1.28
225 root 1.7 /* Perhaps this should be extended to support tiled maps */
226     if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
227     continue;
228 root 1.28
229 root 1.12 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
230 root 1.7
231     while (other_teleporter)
232     {
233     if (other_teleporter->type == tele_type)
234     break;
235     other_teleporter = other_teleporter->above;
236     }
237 root 1.28
238     if (other_teleporter && !rndm (++nrofalt))
239 root 1.7 altern = other_teleporter;
240     }
241 elmex 1.1
242 root 1.7 if (!nrofalt)
243     {
244 root 1.23 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
245     teleporter->debug_desc (), user->debug_desc ());
246 root 1.7 return 0;
247 elmex 1.1 }
248    
249 root 1.7 other_teleporter = altern;
250     k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
251    
252     /* if k==-1, unable to find a free spot. If this is shop
253     * mat that the player is using, find someplace to move
254     * the player - otherwise, player can get trapped in the shops
255     * that appear in random dungeons. We basically just make
256     * sure the space isn't no pass (eg wall), and don't care
257     * about is alive.
258     */
259     if (k == -1)
260     {
261     if (tele_type == SHOP_MAT && user->type == PLAYER)
262     {
263     for (k = 1; k < 9; k++)
264     {
265     if (get_map_flags (other_teleporter->map, &m,
266     other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
267     continue;
268 root 1.4
269 root 1.7 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
270     break;
271 root 1.4
272     }
273 root 1.7 if (k == 9)
274     {
275     LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
276     &other_teleporter->name, other_teleporter->x, other_teleporter->y);
277     return 0;
278 root 1.4 }
279     }
280 root 1.7 else
281     return 0;
282 elmex 1.1 }
283    
284 root 1.10 user->remove ();
285 elmex 1.1
286 root 1.7 /* Update location for the object */
287 root 1.27 for (tmp = user; tmp; tmp = tmp->more)
288 root 1.7 {
289 root 1.27 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch ? tmp->arch->x : 0);
290     tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch ? tmp->arch->y : 0);
291 elmex 1.1 }
292 root 1.27
293 root 1.7 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
294 root 1.27 return !tmp;
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 root 1.25 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
378     || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
379     > pusher->stats.Str))
380 root 1.7 return 0;
381 elmex 1.1
382 root 1.7 m = op->map;
383     flags = get_map_flags (m, &m, x, y, &x, &y);
384 elmex 1.1
385 root 1.7 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
386     return 0;
387 elmex 1.1
388 root 1.7 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
389 elmex 1.1
390 root 1.7 /* If the target space is not blocked, no need to look at the objects on it */
391     if ((op->move_type & move_block) == op->move_type)
392     {
393 root 1.12 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
394 root 1.7 {
395     if (tmp->head == op)
396 root 1.4 continue;
397 root 1.7 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
398 root 1.4 return 0;
399     }
400 elmex 1.1 }
401 root 1.7 if (try_fit (op, m, x, y))
402     return 0;
403 elmex 1.1
404 root 1.10 op->remove ();
405 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
406     tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
407     insert_ob_in_map (op, op->map, pusher, 0);
408     return 1;
409 elmex 1.1 }
410    
411     /* returns 1 if pushing invokes a attack, 0 when not */
412 root 1.7 int
413     push_ob (object *who, int dir, object *pusher)
414     {
415     int str1, str2;
416     object *owner;
417    
418     if (who->head != NULL)
419     who = who->head;
420 root 1.11 owner = who->owner;
421 root 1.7
422     /* Wake up sleeping monsters that may be pushed */
423     CLEAR_FLAG (who, FLAG_SLEEP);
424    
425     /* player change place with his pets or summoned creature */
426     /* TODO: allow multi arch pushing. Can't be very difficult */
427     if (who->more == NULL
428 root 1.18 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
429     || owner == pusher)
430 root 1.7 )
431     {
432     int temp;
433 root 1.9 maptile *m;
434 root 1.7
435 root 1.10 who->remove ();
436     pusher->remove ();
437 root 1.7 temp = pusher->x;
438     pusher->x = who->x;
439     who->x = temp;
440    
441     temp = pusher->y;
442     pusher->y = who->y;
443     who->y = temp;
444 root 1.4
445 root 1.7 m = pusher->map;
446     pusher->map = who->map;
447     who->map = m;
448    
449     insert_ob_in_map (who, who->map, pusher, 0);
450     insert_ob_in_map (pusher, pusher->map, pusher, 0);
451     return 0;
452 elmex 1.1 }
453    
454 root 1.7 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
455     /* In original we have here a unaggressive check only - that was the reason why */
456     /* we so often become an enemy of friendly monsters... */
457     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
458     if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
459     !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
460     {
461     if (pusher->contr->run_on) /* only when we run */
462     {
463 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
464 root 1.7 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
465     who->enemy = pusher;
466     return 1;
467 root 1.4 }
468 root 1.7 else
469 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
470 elmex 1.1 }
471    
472 root 1.7 /* now, lets test stand still. we NEVER can push stand_still monsters. */
473     if (QUERY_FLAG (who, FLAG_STAND_STILL))
474 elmex 1.1 {
475 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
476     return 0;
477 elmex 1.1 }
478 root 1.7
479     /* This block is basically if you are pushing friendly but
480     * non pet creaturs.
481     * It basically does a random strength comparision to
482     * determine if you can push someone around. Note that
483     * this pushes the other person away - its not a swap.
484     */
485    
486     str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
487     str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
488     if (QUERY_FLAG (who, FLAG_WIZ) ||
489 root 1.17 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
490     random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
491 root 1.7 {
492     if (who->type == PLAYER)
493 root 1.17 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
494    
495 root 1.7 return 0;
496 elmex 1.1 }
497    
498 root 1.7 /* If we get here, the push succeeded.
499     * Let everyone know the status.
500     */
501     if (who->type == PLAYER)
502     {
503     new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
504 elmex 1.1 }
505 root 1.7 if (pusher->type == PLAYER)
506     {
507     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
508     }
509    
510     return 1;
511 elmex 1.1 }