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Revision: 1.33
Committed: Fri Nov 6 12:27:06 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.32: +16 -17 lines
Log Message:
remove all protos from include/*proto.h for functions that are effectively static

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 1.32 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.32 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.19 *
22 root 1.22 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.15 */
24 elmex 1.1
25     #include <global.h>
26     #ifndef __CEXTRACT__
27 root 1.7 # include <sproto.h>
28 elmex 1.1 #endif
29    
30     /*
31     * move_object() tries to move object op in the direction "dir".
32     * If it fails (something blocks the passage), it returns 0,
33     * otherwise 1.
34     * This is an improvement from the previous move_ob(), which
35     * removed and inserted objects even if they were unable to move.
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 elmex 1.1
64 root 1.30 mapxy pos (this);
65     pos.move (dir);
66 root 1.7
67 root 1.30 /* If the space the object is moving to is out of the map,
68 root 1.7 * bail now - we know it can't work.
69     */
70 root 1.30 if (!pos.normalise ())
71 root 1.7 return 0;
72 elmex 1.1
73 root 1.7 /* Is this space blocked? Players with wizpass are immune to
74     * this condition.
75     */
76 root 1.30 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
77 root 1.7 return 0;
78 elmex 1.1
79 root 1.30 // check tail movability
80     if (more && !more->move (dir, more->head))
81     return 0;
82    
83     /* we need to set the direction for the new animation code.
84 root 1.7 * it uses it to figure out face to use - I can't see it
85     * breaking anything, but it might.
86     */
87 root 1.29 direction = dir;
88 elmex 1.1
89 root 1.29 if (will_apply & 4)
90 root 1.30 check_earthwalls (this, pos.m, pos.x, pos.y);
91 root 1.12
92 root 1.29 if (will_apply & 8)
93 root 1.30 check_doors (this, pos.m, pos.x, pos.y);
94 elmex 1.1
95 root 1.7 /* If this is a tail portion, just want to tell caller that move is
96     * ok - the caller will deal with actual object removal/insertion
97     */
98 root 1.29 if (head)
99 root 1.7 return 1;
100 elmex 1.1
101 root 1.30 if (pos.m != map && contr)
102 root 1.13 {
103 root 1.29 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
104 root 1.13 return 0;
105    
106 root 1.29 remove ();
107 root 1.13
108 root 1.30 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
109 root 1.13 return 0;
110    
111 root 1.30 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
112 root 1.13 return 0;
113     }
114 elmex 1.1
115 root 1.7 /* insert_ob_in_map will deal with any tiling issues */
116 root 1.30 pos.insert (this, originator);
117 elmex 1.1
118 root 1.7 return 1;
119 elmex 1.1 }
120    
121     /*
122     * transfer_ob(): Move an object (even linked objects) to another spot
123     * on the same map.
124     *
125     * Does nothing if there is no free spot.
126     *
127     * randomly: If true, use find_free_spot() to find the destination, otherwise
128     * use find_first_free_spot().
129     *
130     * Return value: 1 if object was destroyed, 0 otherwise.
131     */
132    
133 root 1.7 int
134     transfer_ob (object *op, int x, int y, int randomly, object *originator)
135 elmex 1.1 {
136 root 1.7 int i;
137     object *tmp;
138    
139     if (randomly)
140     i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
141     else
142     i = find_first_free_spot (op, op->map, x, y);
143    
144     if (i == -1)
145     return 0; /* No free spot */
146    
147 root 1.26 op = op->head_ ();
148 root 1.10 op->remove ();
149 elmex 1.1
150 root 1.26 for (object *tmp = op; tmp; tmp = tmp->more)
151     {
152 root 1.30 tmp->x = x + freearr_x[i] + tmp->arch->x;
153     tmp->y = y + freearr_y[i] + tmp->arch->y;
154 root 1.26 }
155    
156     op = insert_ob_in_map (op, op->map, originator, 0);
157    
158     return !op;
159 elmex 1.1 }
160    
161     /*
162     * Return value: 1 if object was destroyed, 0 otherwise.
163     * Modified so that instead of passing the 'originator' that had no
164     * real use, instead we pass the 'user' of the teleporter. All the
165     * callers know what they wanted to teleporter (move_teleporter or
166     * shop map code)
167     * tele_type is the type of teleporter we want to match against -
168     * currently, this is either set to SHOP_MAT or TELEPORTER.
169     * It is basically used so that shop_mats and normal teleporters can
170     * be used close to each other and not have the player put to the
171     * one of another type.
172     */
173 root 1.7 int
174     teleport (object *teleporter, uint8 tele_type, object *user)
175 elmex 1.1 {
176 root 1.30 if (!user)
177     return 0;
178    
179     object *other_teleporter = 0;
180     int nrofalt = 0;
181 root 1.7
182 root 1.30 user = user->head_ ();
183 elmex 1.1
184 root 1.7 /* Find all other teleporters within range. This range
185     * should really be setable by some object attribute instead of
186     * using hard coded values.
187     */
188 root 1.30 unordered_mapwalk (teleporter, -5, -5, 5, 5)
189     {
190     mapspace &ms = m->at (nx, ny);
191 root 1.28
192 root 1.30 for (object *tmp = ms.top; tmp; tmp = tmp->below)
193     if (tmp->type == tele_type)
194     {
195     if ((dx || dy) && !rndm (++nrofalt))
196     other_teleporter = tmp;
197 root 1.7
198 root 1.30 break;
199 root 1.7 }
200     }
201 elmex 1.1
202 root 1.7 if (!nrofalt)
203     {
204 root 1.23 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
205     teleporter->debug_desc (), user->debug_desc ());
206 root 1.7 return 0;
207 elmex 1.1 }
208    
209 root 1.30 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
210 root 1.7
211     /* if k==-1, unable to find a free spot. If this is shop
212     * mat that the player is using, find someplace to move
213     * the player - otherwise, player can get trapped in the shops
214     * that appear in random dungeons. We basically just make
215     * sure the space isn't no pass (eg wall), and don't care
216     * about is alive.
217     */
218     if (k == -1)
219     {
220 root 1.30 if (tele_type == SHOP_MAT && user->is_player ())
221 root 1.7 {
222     for (k = 1; k < 9; k++)
223     {
224 root 1.30 maptile *m;
225     sint16 sx, sy;
226    
227 root 1.7 if (get_map_flags (other_teleporter->map, &m,
228     other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
229     continue;
230 root 1.4
231 root 1.7 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
232     break;
233 root 1.30 }
234 root 1.4
235 root 1.7 if (k == 9)
236     {
237     LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
238     &other_teleporter->name, other_teleporter->x, other_teleporter->y);
239     return 0;
240 root 1.4 }
241     }
242 root 1.7 else
243     return 0;
244 elmex 1.1 }
245    
246 root 1.30 return !other_teleporter->map->insert (
247     user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
248     );
249 elmex 1.1 }
250    
251     /*
252     * This is a new version of blocked, this one handles objects
253     * that can be passed through by monsters with the CAN_PASS_THRU defined.
254     *
255     * very new version handles also multipart objects
256     * This is currently only used for the boulder roll code.
257     * Returns 1 if object does not fit, 0 if it does.
258     */
259 root 1.33 static int
260 root 1.9 try_fit (object *op, maptile *m, int x, int y)
261 elmex 1.1 {
262 root 1.7 object *tmp, *more;
263     sint16 tx, ty;
264     int mflags;
265 root 1.9 maptile *m2;
266 elmex 1.1
267 root 1.7 if (op->head)
268     op = op->head;
269 elmex 1.1
270 root 1.7 for (more = op; more; more = more->more)
271     {
272     tx = x + more->x - op->x;
273     ty = y + more->y - op->y;
274 elmex 1.1
275 root 1.7 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
276 elmex 1.1
277 root 1.7 if (mflags & P_OUT_OF_MAP)
278     return 1;
279 elmex 1.1
280 root 1.12 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
281 root 1.7 {
282     if (tmp->head == op || tmp == op)
283     continue;
284 elmex 1.1
285 root 1.7 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
286     return 1;
287 elmex 1.1
288 root 1.7 if (OB_MOVE_BLOCK (op, tmp))
289     return 1;
290 elmex 1.1
291 root 1.4 }
292 elmex 1.1 }
293 root 1.7 return 0;
294 elmex 1.1 }
295    
296     /*
297     * this is not perfect yet.
298     * it does not roll objects behind multipart objects properly.
299     * Support for rolling multipart objects is questionable.
300     */
301 root 1.33 static int
302 root 1.7 roll_ob (object *op, int dir, object *pusher)
303     {
304     sint16 x, y;
305     int flags;
306 root 1.9 maptile *m;
307 root 1.7 MoveType move_block;
308    
309     if (op->head)
310     op = op->head;
311    
312     x = op->x + freearr_x[dir];
313     y = op->y + freearr_y[dir];
314    
315 root 1.25 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
316     || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
317     > pusher->stats.Str))
318 root 1.7 return 0;
319 elmex 1.1
320 root 1.7 m = op->map;
321     flags = get_map_flags (m, &m, x, y, &x, &y);
322 elmex 1.1
323 root 1.7 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
324     return 0;
325 elmex 1.1
326 root 1.7 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
327 elmex 1.1
328 root 1.7 /* If the target space is not blocked, no need to look at the objects on it */
329     if ((op->move_type & move_block) == op->move_type)
330     {
331 root 1.30 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
332 root 1.7 {
333     if (tmp->head == op)
334 root 1.4 continue;
335 root 1.30
336 root 1.7 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
337 root 1.4 return 0;
338     }
339 elmex 1.1 }
340 root 1.30
341 root 1.7 if (try_fit (op, m, x, y))
342     return 0;
343 elmex 1.1
344 root 1.30 op->move (dir);
345    
346 root 1.7 return 1;
347 elmex 1.1 }
348    
349 root 1.33 void
350     recursive_roll (object *op, int dir, object *pusher)
351     {
352     if (!roll_ob (op, dir, pusher))
353     {
354     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
355     return;
356     }
357    
358     move_ob (pusher, dir, pusher);
359     new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
360     return;
361     }
362    
363 elmex 1.1 /* 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 }