1 |
/* |
2 |
CrossFire, A Multiplayer game for X-windows |
3 |
|
4 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 |
Copyright (C) 1992 Frank Tore Johansen |
6 |
|
7 |
This program is free software; you can redistribute it and/or modify |
8 |
it under the terms of the GNU General Public License as published by |
9 |
the Free Software Foundation; either version 2 of the License, or |
10 |
(at your option) any later version. |
11 |
|
12 |
This program is distributed in the hope that it will be useful, |
13 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 |
GNU General Public License for more details. |
16 |
|
17 |
You should have received a copy of the GNU General Public License |
18 |
along with this program; if not, write to the Free Software |
19 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 |
|
21 |
The author can be reached via e-mail to <crossfire@schmorp.de> |
22 |
*/ |
23 |
|
24 |
#include <global.h> |
25 |
#ifndef __CEXTRACT__ |
26 |
# include <sproto.h> |
27 |
#endif |
28 |
|
29 |
#ifdef COZY_SERVER |
30 |
// use a ptotoype |
31 |
extern int same_party (partylist *a, partylist *b); |
32 |
#endif |
33 |
|
34 |
/* |
35 |
* move_object() tries to move object op in the direction "dir". |
36 |
* If it fails (something blocks the passage), it returns 0, |
37 |
* otherwise 1. |
38 |
* This is an improvement from the previous move_ob(), which |
39 |
* removed and inserted objects even if they were unable to move. |
40 |
*/ |
41 |
|
42 |
int |
43 |
move_object (object *op, int dir) |
44 |
{ |
45 |
return move_ob (op, dir, op); |
46 |
} |
47 |
|
48 |
|
49 |
/* object op is trying to move in direction dir. |
50 |
* originator is typically the same as op, but |
51 |
* can be different if originator is causing op to |
52 |
* move (originator is pushing op) |
53 |
* returns 0 if the object is not able to move to the |
54 |
* desired space, 1 otherwise (in which case we also |
55 |
* move the object accordingly. This function is |
56 |
* very similiar to move_object. |
57 |
*/ |
58 |
int |
59 |
move_ob (object *op, int dir, object *originator) |
60 |
{ |
61 |
sint16 newx = op->x + freearr_x[dir]; |
62 |
sint16 newy = op->y + freearr_y[dir]; |
63 |
object *tmp; |
64 |
maptile *m; |
65 |
int mflags; |
66 |
|
67 |
if (op == NULL) |
68 |
{ |
69 |
LOG (llevError, "Trying to move NULL.\n"); |
70 |
return 0; |
71 |
} |
72 |
|
73 |
m = op->map; |
74 |
mflags = get_map_flags (m, &m, newx, newy, &newx, &newy); |
75 |
|
76 |
/* If the space the player is trying to is out of the map, |
77 |
* bail now - we know it can't work. |
78 |
*/ |
79 |
if (mflags & P_OUT_OF_MAP) |
80 |
return 0; |
81 |
|
82 |
|
83 |
/* Is this space blocked? Players with wizpass are immune to |
84 |
* this condition. |
85 |
*/ |
86 |
if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) |
87 |
return 0; |
88 |
|
89 |
/* 0.94.2 - we need to set the direction for the new animation code. |
90 |
* it uses it to figure out face to use - I can't see it |
91 |
* breaking anything, but it might. |
92 |
*/ |
93 |
if (op->more != NULL && !move_ob (op->more, dir, op->more->head)) |
94 |
return 0; |
95 |
|
96 |
op->direction = dir; |
97 |
|
98 |
if (op->will_apply & 4) |
99 |
check_earthwalls (op, m, newx, newy); |
100 |
if (op->will_apply & 8) |
101 |
check_doors (op, m, newx, newy); |
102 |
|
103 |
/* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying |
104 |
* to remove a removed object, and this function was the culprit. A possible |
105 |
* guess I have is that check_doors above ran into a trap, killing the |
106 |
* monster. |
107 |
* |
108 |
* Unfortunately, it doesn't appear that the calling functions of move_object |
109 |
* deal very well with op being killed, so all this might do is just |
110 |
* migrate the problem someplace else. |
111 |
*/ |
112 |
|
113 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
114 |
{ |
115 |
LOG (llevDebug, "move_object: monster has been removed - will not process further\n"); |
116 |
/* Was not successful, but don't want to try and move again */ |
117 |
return 1; |
118 |
} |
119 |
|
120 |
/* If this is a tail portion, just want to tell caller that move is |
121 |
* ok - the caller will deal with actual object removal/insertion |
122 |
*/ |
123 |
if (op->head) |
124 |
return 1; |
125 |
|
126 |
op->remove (); |
127 |
|
128 |
/* we already have newx, newy, and m, so lets use them. |
129 |
* In addition, this fixes potential crashes, because multipart object was |
130 |
* on edge of map, +=x, +=y doesn't make correct coordinates. |
131 |
*/ |
132 |
for (tmp = op; tmp != NULL; tmp = tmp->more) |
133 |
{ |
134 |
tmp->x += freearr_x[dir]; |
135 |
tmp->y += freearr_y[dir]; |
136 |
tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); |
137 |
} |
138 |
|
139 |
/* insert_ob_in_map will deal with any tiling issues */ |
140 |
insert_ob_in_map (op, m, originator, 0); |
141 |
|
142 |
return 1; |
143 |
} |
144 |
|
145 |
|
146 |
/* |
147 |
* transfer_ob(): Move an object (even linked objects) to another spot |
148 |
* on the same map. |
149 |
* |
150 |
* Does nothing if there is no free spot. |
151 |
* |
152 |
* randomly: If true, use find_free_spot() to find the destination, otherwise |
153 |
* use find_first_free_spot(). |
154 |
* |
155 |
* Return value: 1 if object was destroyed, 0 otherwise. |
156 |
*/ |
157 |
|
158 |
int |
159 |
transfer_ob (object *op, int x, int y, int randomly, object *originator) |
160 |
{ |
161 |
int i; |
162 |
object *tmp; |
163 |
|
164 |
if (randomly) |
165 |
i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE); |
166 |
else |
167 |
i = find_first_free_spot (op, op->map, x, y); |
168 |
|
169 |
if (i == -1) |
170 |
return 0; /* No free spot */ |
171 |
|
172 |
if (op->head != NULL) |
173 |
op = op->head; |
174 |
op->remove (); |
175 |
for (tmp = op; tmp != NULL; tmp = tmp->more) |
176 |
tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x), |
177 |
tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
178 |
|
179 |
tmp = insert_ob_in_map (op, op->map, originator, 0); |
180 |
if (tmp) |
181 |
return 0; |
182 |
else |
183 |
return 1; |
184 |
} |
185 |
|
186 |
/* |
187 |
* Return value: 1 if object was destroyed, 0 otherwise. |
188 |
* Modified so that instead of passing the 'originator' that had no |
189 |
* real use, instead we pass the 'user' of the teleporter. All the |
190 |
* callers know what they wanted to teleporter (move_teleporter or |
191 |
* shop map code) |
192 |
* tele_type is the type of teleporter we want to match against - |
193 |
* currently, this is either set to SHOP_MAT or TELEPORTER. |
194 |
* It is basically used so that shop_mats and normal teleporters can |
195 |
* be used close to each other and not have the player put to the |
196 |
* one of another type. |
197 |
*/ |
198 |
int |
199 |
teleport (object *teleporter, uint8 tele_type, object *user) |
200 |
{ |
201 |
object *altern; |
202 |
int i, j, k, nrofalt = 0; |
203 |
object *other_teleporter, *tmp; |
204 |
maptile *m; |
205 |
sint16 sx, sy; |
206 |
|
207 |
if (user == NULL) |
208 |
return 0; |
209 |
if (user->head != NULL) |
210 |
user = user->head; |
211 |
|
212 |
/* Find all other teleporters within range. This range |
213 |
* should really be setable by some object attribute instead of |
214 |
* using hard coded values. |
215 |
*/ |
216 |
for (i = -5; i < 6; i++) |
217 |
for (j = -5; j < 6; j++) |
218 |
{ |
219 |
if (i == 0 && j == 0) |
220 |
continue; |
221 |
/* Perhaps this should be extended to support tiled maps */ |
222 |
if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j)) |
223 |
continue; |
224 |
other_teleporter = get_map_ob (teleporter->map, teleporter->x + i, teleporter->y + j); |
225 |
|
226 |
while (other_teleporter) |
227 |
{ |
228 |
if (other_teleporter->type == tele_type) |
229 |
break; |
230 |
other_teleporter = other_teleporter->above; |
231 |
} |
232 |
if (other_teleporter && !(RANDOM () % ++nrofalt)) |
233 |
altern = other_teleporter; |
234 |
} |
235 |
|
236 |
if (!nrofalt) |
237 |
{ |
238 |
LOG (llevError, "No alternative teleporters around!\n"); |
239 |
return 0; |
240 |
} |
241 |
|
242 |
other_teleporter = altern; |
243 |
k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); |
244 |
|
245 |
/* if k==-1, unable to find a free spot. If this is shop |
246 |
* mat that the player is using, find someplace to move |
247 |
* the player - otherwise, player can get trapped in the shops |
248 |
* that appear in random dungeons. We basically just make |
249 |
* sure the space isn't no pass (eg wall), and don't care |
250 |
* about is alive. |
251 |
*/ |
252 |
if (k == -1) |
253 |
{ |
254 |
if (tele_type == SHOP_MAT && user->type == PLAYER) |
255 |
{ |
256 |
for (k = 1; k < 9; k++) |
257 |
{ |
258 |
if (get_map_flags (other_teleporter->map, &m, |
259 |
other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP) |
260 |
continue; |
261 |
|
262 |
if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
263 |
break; |
264 |
|
265 |
} |
266 |
if (k == 9) |
267 |
{ |
268 |
LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n", |
269 |
&other_teleporter->name, other_teleporter->x, other_teleporter->y); |
270 |
return 0; |
271 |
} |
272 |
} |
273 |
else |
274 |
return 0; |
275 |
} |
276 |
|
277 |
user->remove (); |
278 |
|
279 |
/* Update location for the object */ |
280 |
for (tmp = user; tmp != NULL; tmp = tmp->more) |
281 |
{ |
282 |
tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
283 |
tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
284 |
} |
285 |
tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0); |
286 |
return (tmp == NULL); |
287 |
} |
288 |
|
289 |
void |
290 |
recursive_roll (object *op, int dir, object *pusher) |
291 |
{ |
292 |
if (!roll_ob (op, dir, pusher)) |
293 |
{ |
294 |
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op)); |
295 |
return; |
296 |
} |
297 |
(void) move_ob (pusher, dir, pusher); |
298 |
new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op)); |
299 |
return; |
300 |
} |
301 |
|
302 |
/* |
303 |
* This is a new version of blocked, this one handles objects |
304 |
* that can be passed through by monsters with the CAN_PASS_THRU defined. |
305 |
* |
306 |
* very new version handles also multipart objects |
307 |
* This is currently only used for the boulder roll code. |
308 |
* Returns 1 if object does not fit, 0 if it does. |
309 |
*/ |
310 |
|
311 |
int |
312 |
try_fit (object *op, maptile *m, int x, int y) |
313 |
{ |
314 |
object *tmp, *more; |
315 |
sint16 tx, ty; |
316 |
int mflags; |
317 |
maptile *m2; |
318 |
|
319 |
if (op->head) |
320 |
op = op->head; |
321 |
|
322 |
for (more = op; more; more = more->more) |
323 |
{ |
324 |
tx = x + more->x - op->x; |
325 |
ty = y + more->y - op->y; |
326 |
|
327 |
mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty); |
328 |
|
329 |
if (mflags & P_OUT_OF_MAP) |
330 |
return 1; |
331 |
|
332 |
for (tmp = get_map_ob (m2, tx, ty); tmp; tmp = tmp->above) |
333 |
{ |
334 |
if (tmp->head == op || tmp == op) |
335 |
continue; |
336 |
|
337 |
if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) |
338 |
return 1; |
339 |
|
340 |
if (OB_MOVE_BLOCK (op, tmp)) |
341 |
return 1; |
342 |
|
343 |
} |
344 |
} |
345 |
return 0; |
346 |
} |
347 |
|
348 |
/* |
349 |
* this is not perfect yet. |
350 |
* it does not roll objects behind multipart objects properly. |
351 |
* Support for rolling multipart objects is questionable. |
352 |
*/ |
353 |
|
354 |
int |
355 |
roll_ob (object *op, int dir, object *pusher) |
356 |
{ |
357 |
object *tmp; |
358 |
sint16 x, y; |
359 |
int flags; |
360 |
maptile *m; |
361 |
MoveType move_block; |
362 |
|
363 |
if (op->head) |
364 |
op = op->head; |
365 |
|
366 |
x = op->x + freearr_x[dir]; |
367 |
y = op->y + freearr_y[dir]; |
368 |
|
369 |
if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str)) |
370 |
return 0; |
371 |
|
372 |
m = op->map; |
373 |
flags = get_map_flags (m, &m, x, y, &x, &y); |
374 |
|
375 |
if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) |
376 |
return 0; |
377 |
|
378 |
move_block = GET_MAP_MOVE_BLOCK (m, x, y); |
379 |
|
380 |
/* If the target space is not blocked, no need to look at the objects on it */ |
381 |
if ((op->move_type & move_block) == op->move_type) |
382 |
{ |
383 |
for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
384 |
{ |
385 |
if (tmp->head == op) |
386 |
continue; |
387 |
if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) |
388 |
return 0; |
389 |
} |
390 |
} |
391 |
if (try_fit (op, m, x, y)) |
392 |
return 0; |
393 |
|
394 |
op->remove (); |
395 |
for (tmp = op; tmp != NULL; tmp = tmp->more) |
396 |
tmp->x += freearr_x[dir], tmp->y += freearr_y[dir]; |
397 |
insert_ob_in_map (op, op->map, pusher, 0); |
398 |
return 1; |
399 |
} |
400 |
|
401 |
/* returns 1 if pushing invokes a attack, 0 when not */ |
402 |
int |
403 |
push_ob (object *who, int dir, object *pusher) |
404 |
{ |
405 |
int str1, str2; |
406 |
object *owner; |
407 |
|
408 |
if (who->head != NULL) |
409 |
who = who->head; |
410 |
owner = get_owner (who); |
411 |
|
412 |
/* Wake up sleeping monsters that may be pushed */ |
413 |
CLEAR_FLAG (who, FLAG_SLEEP); |
414 |
|
415 |
/* player change place with his pets or summoned creature */ |
416 |
/* TODO: allow multi arch pushing. Can't be very difficult */ |
417 |
if (who->more == NULL |
418 |
#ifdef COZY_SERVER |
419 |
&& ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher) |
420 |
#else |
421 |
&& owner == pusher |
422 |
#endif |
423 |
) |
424 |
{ |
425 |
int temp; |
426 |
maptile *m; |
427 |
|
428 |
who->remove (); |
429 |
pusher->remove (); |
430 |
temp = pusher->x; |
431 |
pusher->x = who->x; |
432 |
who->x = temp; |
433 |
|
434 |
temp = pusher->y; |
435 |
pusher->y = who->y; |
436 |
who->y = temp; |
437 |
|
438 |
m = pusher->map; |
439 |
pusher->map = who->map; |
440 |
who->map = m; |
441 |
|
442 |
insert_ob_in_map (who, who->map, pusher, 0); |
443 |
insert_ob_in_map (pusher, pusher->map, pusher, 0); |
444 |
return 0; |
445 |
} |
446 |
|
447 |
|
448 |
/* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ |
449 |
/* In original we have here a unaggressive check only - that was the reason why */ |
450 |
/* we so often become an enemy of friendly monsters... */ |
451 |
/* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ |
452 |
|
453 |
if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && |
454 |
!QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) |
455 |
{ |
456 |
if (pusher->contr->run_on) /* only when we run */ |
457 |
{ |
458 |
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name); |
459 |
CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ |
460 |
who->enemy = pusher; |
461 |
return 1; |
462 |
} |
463 |
else |
464 |
{ |
465 |
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); |
466 |
} |
467 |
} |
468 |
|
469 |
/* now, lets test stand still. we NEVER can push stand_still monsters. */ |
470 |
if (QUERY_FLAG (who, FLAG_STAND_STILL)) |
471 |
{ |
472 |
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name); |
473 |
return 0; |
474 |
} |
475 |
|
476 |
/* This block is basically if you are pushing friendly but |
477 |
* non pet creaturs. |
478 |
* It basically does a random strength comparision to |
479 |
* determine if you can push someone around. Note that |
480 |
* this pushes the other person away - its not a swap. |
481 |
*/ |
482 |
|
483 |
str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); |
484 |
str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); |
485 |
if (QUERY_FLAG (who, FLAG_WIZ) || |
486 |
random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= |
487 |
random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir)) |
488 |
{ |
489 |
if (who->type == PLAYER) |
490 |
{ |
491 |
new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); |
492 |
} |
493 |
return 0; |
494 |
} |
495 |
|
496 |
/* 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 |
} |
503 |
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 |
} |