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Revision: 1.31
Committed: Wed Sep 2 22:52:36 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80
Changes since 1.30: +2 -1 lines
Log Message:
*** empty log message ***

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 root 1.7 int
37     move_object (object *op, int dir)
38     {
39 root 1.29 return op->move (dir);
40 elmex 1.1 }
41    
42     /* object op is trying to move in direction dir.
43     * originator is typically the same as op, but
44     * can be different if originator is causing op to
45     * move (originator is pushing op)
46     * returns 0 if the object is not able to move to the
47     * desired space, 1 otherwise (in which case we also
48     * move the object accordingly. This function is
49     * very similiar to move_object.
50     */
51 root 1.7 int
52     move_ob (object *op, int dir, object *originator)
53 elmex 1.1 {
54 root 1.29 return op->move (dir, originator);
55     }
56    
57     int
58     object::move (int dir, object *originator)
59     {
60     sint16 newx = x + freearr_x[dir];
61     sint16 newy = y + freearr_y[dir];
62 elmex 1.1
63 root 1.30 mapxy pos (this);
64     pos.move (dir);
65 root 1.7
66 root 1.30 /* If the space the object is moving to is out of the map,
67 root 1.7 * bail now - we know it can't work.
68     */
69 root 1.30 if (!pos.normalise ())
70 root 1.7 return 0;
71 elmex 1.1
72 root 1.7 /* Is this space blocked? Players with wizpass are immune to
73     * this condition.
74     */
75 root 1.30 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
76 root 1.7 return 0;
77 elmex 1.1
78 root 1.30 // check tail movability
79     if (more && !more->move (dir, more->head))
80     return 0;
81    
82     /* we need to set the direction for the new animation code.
83 root 1.7 * 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 direction = dir;
87 elmex 1.1
88 root 1.29 if (will_apply & 4)
89 root 1.30 check_earthwalls (this, pos.m, pos.x, pos.y);
90 root 1.12
91 root 1.29 if (will_apply & 8)
92 root 1.30 check_doors (this, pos.m, pos.x, pos.y);
93 elmex 1.1
94 root 1.7 /* If this is a tail portion, just want to tell caller that move is
95     * ok - the caller will deal with actual object removal/insertion
96     */
97 root 1.29 if (head)
98 root 1.7 return 1;
99 elmex 1.1
100 root 1.30 if (pos.m != map && contr)
101 root 1.13 {
102 root 1.29 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
103 root 1.13 return 0;
104    
105 root 1.29 remove ();
106 root 1.13
107 root 1.30 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
108 root 1.13 return 0;
109    
110 root 1.30 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
111 root 1.13 return 0;
112     }
113 elmex 1.1
114 root 1.7 /* insert_ob_in_map will deal with any tiling issues */
115 root 1.30 pos.insert (this, originator);
116 elmex 1.1
117 root 1.7 return 1;
118 elmex 1.1 }
119    
120     /*
121     * transfer_ob(): Move an object (even linked objects) to another spot
122     * on the same map.
123     *
124     * Does nothing if there is no free spot.
125     *
126     * randomly: If true, use find_free_spot() to find the destination, otherwise
127     * use find_first_free_spot().
128     *
129     * Return value: 1 if object was destroyed, 0 otherwise.
130     */
131    
132 root 1.7 int
133     transfer_ob (object *op, int x, int y, int randomly, object *originator)
134 elmex 1.1 {
135 root 1.7 int i;
136     object *tmp;
137    
138     if (randomly)
139     i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
140     else
141     i = find_first_free_spot (op, op->map, x, y);
142    
143     if (i == -1)
144     return 0; /* No free spot */
145    
146 root 1.26 op = op->head_ ();
147 root 1.10 op->remove ();
148 elmex 1.1
149 root 1.26 for (object *tmp = op; tmp; tmp = tmp->more)
150     {
151 root 1.30 tmp->x = x + freearr_x[i] + tmp->arch->x;
152     tmp->y = y + freearr_y[i] + tmp->arch->y;
153 root 1.26 }
154    
155     op = insert_ob_in_map (op, op->map, originator, 0);
156    
157     return !op;
158 elmex 1.1 }
159    
160     /*
161     * Return value: 1 if object was destroyed, 0 otherwise.
162     * Modified so that instead of passing the 'originator' that had no
163     * real use, instead we pass the 'user' of the teleporter. All the
164     * callers know what they wanted to teleporter (move_teleporter or
165     * shop map code)
166     * tele_type is the type of teleporter we want to match against -
167     * currently, this is either set to SHOP_MAT or TELEPORTER.
168     * It is basically used so that shop_mats and normal teleporters can
169     * be used close to each other and not have the player put to the
170     * one of another type.
171     */
172 root 1.7 int
173     teleport (object *teleporter, uint8 tele_type, object *user)
174 elmex 1.1 {
175 root 1.30 if (!user)
176     return 0;
177    
178     object *other_teleporter = 0;
179     int nrofalt = 0;
180 root 1.7
181 root 1.30 user = user->head_ ();
182 elmex 1.1
183 root 1.7 /* Find all other teleporters within range. This range
184     * should really be setable by some object attribute instead of
185     * using hard coded values.
186     */
187 root 1.30 unordered_mapwalk (teleporter, -5, -5, 5, 5)
188     {
189     mapspace &ms = m->at (nx, ny);
190 root 1.28
191 root 1.30 for (object *tmp = ms.top; tmp; tmp = tmp->below)
192     if (tmp->type == tele_type)
193     {
194     if ((dx || dy) && !rndm (++nrofalt))
195     other_teleporter = tmp;
196 root 1.7
197 root 1.30 break;
198 root 1.7 }
199     }
200 elmex 1.1
201 root 1.7 if (!nrofalt)
202     {
203 root 1.23 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
204     teleporter->debug_desc (), user->debug_desc ());
205 root 1.7 return 0;
206 elmex 1.1 }
207    
208 root 1.30 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
209 root 1.7
210     /* if k==-1, unable to find a free spot. If this is shop
211     * mat that the player is using, find someplace to move
212     * the player - otherwise, player can get trapped in the shops
213     * that appear in random dungeons. We basically just make
214     * sure the space isn't no pass (eg wall), and don't care
215     * about is alive.
216     */
217     if (k == -1)
218     {
219 root 1.30 if (tele_type == SHOP_MAT && user->is_player ())
220 root 1.7 {
221     for (k = 1; k < 9; k++)
222     {
223 root 1.30 maptile *m;
224     sint16 sx, sy;
225    
226 root 1.7 if (get_map_flags (other_teleporter->map, &m,
227     other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
228     continue;
229 root 1.4
230 root 1.7 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
231     break;
232 root 1.30 }
233 root 1.4
234 root 1.7 if (k == 9)
235     {
236     LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
237     &other_teleporter->name, other_teleporter->x, other_teleporter->y);
238     return 0;
239 root 1.4 }
240     }
241 root 1.7 else
242     return 0;
243 elmex 1.1 }
244    
245 root 1.30 return !other_teleporter->map->insert (
246     user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
247     );
248 elmex 1.1 }
249    
250 root 1.7 void
251     recursive_roll (object *op, int dir, object *pusher)
252     {
253     if (!roll_ob (op, dir, pusher))
254     {
255     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
256     return;
257     }
258 root 1.31
259     move_ob (pusher, dir, pusher);
260 root 1.7 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
261 elmex 1.1 return;
262     }
263    
264     /*
265     * This is a new version of blocked, this one handles objects
266     * that can be passed through by monsters with the CAN_PASS_THRU defined.
267     *
268     * very new version handles also multipart objects
269     * This is currently only used for the boulder roll code.
270     * Returns 1 if object does not fit, 0 if it does.
271     */
272    
273 root 1.7 int
274 root 1.9 try_fit (object *op, maptile *m, int x, int y)
275 elmex 1.1 {
276 root 1.7 object *tmp, *more;
277     sint16 tx, ty;
278     int mflags;
279 root 1.9 maptile *m2;
280 elmex 1.1
281 root 1.7 if (op->head)
282     op = op->head;
283 elmex 1.1
284 root 1.7 for (more = op; more; more = more->more)
285     {
286     tx = x + more->x - op->x;
287     ty = y + more->y - op->y;
288 elmex 1.1
289 root 1.7 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
290 elmex 1.1
291 root 1.7 if (mflags & P_OUT_OF_MAP)
292     return 1;
293 elmex 1.1
294 root 1.12 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
295 root 1.7 {
296     if (tmp->head == op || tmp == op)
297     continue;
298 elmex 1.1
299 root 1.7 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
300     return 1;
301 elmex 1.1
302 root 1.7 if (OB_MOVE_BLOCK (op, tmp))
303     return 1;
304 elmex 1.1
305 root 1.4 }
306 elmex 1.1 }
307 root 1.7 return 0;
308 elmex 1.1 }
309    
310     /*
311     * this is not perfect yet.
312     * it does not roll objects behind multipart objects properly.
313     * Support for rolling multipart objects is questionable.
314     */
315 root 1.7 int
316     roll_ob (object *op, int dir, object *pusher)
317     {
318     sint16 x, y;
319     int flags;
320 root 1.9 maptile *m;
321 root 1.7 MoveType move_block;
322    
323     if (op->head)
324     op = op->head;
325    
326     x = op->x + freearr_x[dir];
327     y = op->y + freearr_y[dir];
328    
329 root 1.25 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
330     || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
331     > pusher->stats.Str))
332 root 1.7 return 0;
333 elmex 1.1
334 root 1.7 m = op->map;
335     flags = get_map_flags (m, &m, x, y, &x, &y);
336 elmex 1.1
337 root 1.7 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
338     return 0;
339 elmex 1.1
340 root 1.7 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
341 elmex 1.1
342 root 1.7 /* If the target space is not blocked, no need to look at the objects on it */
343     if ((op->move_type & move_block) == op->move_type)
344     {
345 root 1.30 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
346 root 1.7 {
347     if (tmp->head == op)
348 root 1.4 continue;
349 root 1.30
350 root 1.7 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
351 root 1.4 return 0;
352     }
353 elmex 1.1 }
354 root 1.30
355 root 1.7 if (try_fit (op, m, x, y))
356     return 0;
357 elmex 1.1
358 root 1.30 op->move (dir);
359    
360 root 1.7 return 1;
361 elmex 1.1 }
362    
363     /* returns 1 if pushing invokes a attack, 0 when not */
364 root 1.7 int
365     push_ob (object *who, int dir, object *pusher)
366     {
367     int str1, str2;
368     object *owner;
369    
370     if (who->head != NULL)
371     who = who->head;
372 root 1.11 owner = who->owner;
373 root 1.7
374     /* Wake up sleeping monsters that may be pushed */
375     CLEAR_FLAG (who, FLAG_SLEEP);
376    
377     /* player change place with his pets or summoned creature */
378     /* TODO: allow multi arch pushing. Can't be very difficult */
379     if (who->more == NULL
380 root 1.18 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
381     || owner == pusher)
382 root 1.7 )
383     {
384     int temp;
385 root 1.9 maptile *m;
386 root 1.7
387 root 1.10 who->remove ();
388     pusher->remove ();
389 root 1.7 temp = pusher->x;
390     pusher->x = who->x;
391     who->x = temp;
392    
393     temp = pusher->y;
394     pusher->y = who->y;
395     who->y = temp;
396 root 1.4
397 root 1.7 m = pusher->map;
398     pusher->map = who->map;
399     who->map = m;
400    
401     insert_ob_in_map (who, who->map, pusher, 0);
402     insert_ob_in_map (pusher, pusher->map, pusher, 0);
403 root 1.30
404 root 1.7 return 0;
405 elmex 1.1 }
406    
407 root 1.7 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
408     /* In original we have here a unaggressive check only - that was the reason why */
409     /* we so often become an enemy of friendly monsters... */
410     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
411     if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
412     !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
413     {
414     if (pusher->contr->run_on) /* only when we run */
415     {
416 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
417 root 1.7 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
418     who->enemy = pusher;
419     return 1;
420 root 1.4 }
421 root 1.7 else
422 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
423 elmex 1.1 }
424    
425 root 1.7 /* now, lets test stand still. we NEVER can push stand_still monsters. */
426     if (QUERY_FLAG (who, FLAG_STAND_STILL))
427 elmex 1.1 {
428 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
429     return 0;
430 elmex 1.1 }
431 root 1.7
432     /* This block is basically if you are pushing friendly but
433     * non pet creaturs.
434     * It basically does a random strength comparision to
435     * determine if you can push someone around. Note that
436     * this pushes the other person away - its not a swap.
437     */
438    
439     str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
440     str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
441     if (QUERY_FLAG (who, FLAG_WIZ) ||
442 root 1.17 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
443     random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
444 root 1.7 {
445     if (who->type == PLAYER)
446 root 1.17 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
447    
448 root 1.7 return 0;
449 elmex 1.1 }
450    
451 root 1.7 /* If we get here, the push succeeded.
452     * Let everyone know the status.
453     */
454     if (who->type == PLAYER)
455     {
456     new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
457 elmex 1.1 }
458 root 1.7 if (pusher->type == PLAYER)
459     {
460     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
461     }
462    
463     return 1;
464 elmex 1.1 }