1 | /* |
1 | /* |
2 | * static char *rcsid_move_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: move.C,v 1.5 2006/08/29 17:32:19 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
22 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The author can be reached via e-mail to crossfire-devel@real-time.com |
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27 | */ |
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28 | |
23 | |
29 | #include <global.h> |
24 | #include <global.h> |
30 | #ifndef __CEXTRACT__ |
25 | #ifndef __CEXTRACT__ |
31 | #include <sproto.h> |
26 | # include <sproto.h> |
32 | #endif |
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33 | |
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34 | #ifdef COZY_SERVER |
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35 | // use a ptotoype |
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36 | extern int same_party (partylist *a, partylist *b); |
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37 | #endif |
27 | #endif |
38 | |
28 | |
39 | /* |
29 | /* |
40 | * move_object() tries to move object op in the direction "dir". |
30 | * move_object() tries to move object op in the direction "dir". |
41 | * If it fails (something blocks the passage), it returns 0, |
31 | * If it fails (something blocks the passage), it returns 0, |
42 | * otherwise 1. |
32 | * otherwise 1. |
43 | * This is an improvement from the previous move_ob(), which |
33 | * This is an improvement from the previous move_ob(), which |
44 | * removed and inserted objects even if they were unable to move. |
34 | * removed and inserted objects even if they were unable to move. |
45 | */ |
35 | */ |
46 | |
36 | |
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37 | int |
47 | int move_object(object *op, int dir) { |
38 | move_object (object *op, int dir) |
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39 | { |
48 | return move_ob(op, dir, op); |
40 | return move_ob (op, dir, op); |
49 | } |
41 | } |
50 | |
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51 | |
42 | |
52 | /* object op is trying to move in direction dir. |
43 | /* object op is trying to move in direction dir. |
53 | * originator is typically the same as op, but |
44 | * originator is typically the same as op, but |
54 | * can be different if originator is causing op to |
45 | * can be different if originator is causing op to |
55 | * move (originator is pushing op) |
46 | * move (originator is pushing op) |
56 | * returns 0 if the object is not able to move to the |
47 | * returns 0 if the object is not able to move to the |
57 | * desired space, 1 otherwise (in which case we also |
48 | * desired space, 1 otherwise (in which case we also |
58 | * move the object accordingly. This function is |
49 | * move the object accordingly. This function is |
59 | * very similiar to move_object. |
50 | * very similiar to move_object. |
60 | */ |
51 | */ |
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52 | int |
61 | int move_ob (object *op, int dir, object *originator) |
53 | move_ob (object *op, int dir, object *originator) |
62 | { |
54 | { |
63 | sint16 newx = op->x+freearr_x[dir]; |
55 | sint16 newx = op->x + freearr_x[dir]; |
64 | sint16 newy = op->y+freearr_y[dir]; |
56 | sint16 newy = op->y + freearr_y[dir]; |
65 | object *tmp; |
57 | object *tmp; |
66 | mapstruct *m; |
58 | maptile *m; |
67 | int mflags; |
59 | int mflags; |
68 | |
60 | |
69 | if(op==NULL) { |
61 | if (op == NULL) |
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62 | { |
70 | LOG(llevError,"Trying to move NULL.\n"); |
63 | LOG (llevError, "Trying to move NULL.\n"); |
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64 | return 0; |
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65 | } |
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66 | |
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67 | m = op->map; |
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68 | mflags = get_map_flags (m, &m, newx, newy, &newx, &newy); |
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69 | |
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70 | /* If the space the player is trying to is out of the map, |
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71 | * bail now - we know it can't work. |
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72 | */ |
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73 | if (mflags & P_OUT_OF_MAP) |
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74 | return 0; |
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75 | |
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76 | /* Is this space blocked? Players with wizpass are immune to |
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77 | * this condition. |
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78 | */ |
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79 | if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) |
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80 | return 0; |
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81 | |
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82 | /* 0.94.2 - we need to set the direction for the new animation code. |
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83 | * it uses it to figure out face to use - I can't see it |
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84 | * breaking anything, but it might. |
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85 | */ |
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86 | if (op->more && !move_ob (op->more, dir, op->more->head)) |
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87 | return 0; |
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88 | |
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89 | op->direction = dir; |
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90 | |
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91 | if (op->will_apply & 4) |
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92 | check_earthwalls (op, m, newx, newy); |
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93 | |
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94 | if (op->will_apply & 8) |
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95 | check_doors (op, m, newx, newy); |
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96 | |
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97 | /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying |
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98 | * to remove a removed object, and this function was the culprit. A possible |
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99 | * guess I have is that check_doors above ran into a trap, killing the |
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100 | * monster. |
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101 | * |
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102 | * Unfortunately, it doesn't appear that the calling functions of move_object |
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103 | * deal very well with op being killed, so all this might do is just |
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104 | * migrate the problem someplace else. |
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105 | */ |
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106 | |
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107 | if (QUERY_FLAG (op, FLAG_REMOVED)) |
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108 | { |
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109 | LOG (llevDebug, "move_object: monster has been removed - will not process further\n"); |
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110 | /* Was not successful, but don't want to try and move again */ |
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111 | return 1; |
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112 | } |
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113 | |
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114 | /* If this is a tail portion, just want to tell caller that move is |
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115 | * ok - the caller will deal with actual object removal/insertion |
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116 | */ |
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117 | if (op->head) |
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118 | return 1; |
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119 | |
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120 | if (m != op->map && op->contr) |
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121 | { |
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122 | if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) |
71 | return 0; |
123 | return 0; |
72 | } |
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73 | |
124 | |
74 | m = op->map; |
125 | op->remove (); |
75 | mflags = get_map_flags(m, &m, newx, newy, &newx, &newy); |
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76 | |
126 | |
77 | /* If the space the player is trying to is out of the map, |
127 | if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy))) |
78 | * bail now - we know it can't work. |
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79 | */ |
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80 | if (mflags & P_OUT_OF_MAP) return 0; |
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81 | |
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82 | |
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83 | /* Is this space blocked? Players with wizpass are immune to |
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84 | * this condition. |
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85 | */ |
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86 | if(blocked_link(op, m, newx, newy) && |
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87 | !QUERY_FLAG(op, FLAG_WIZPASS)) |
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88 | return 0; |
128 | return 0; |
89 | |
129 | |
90 | /* 0.94.2 - we need to set the direction for the new animation code. |
130 | if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy))) |
91 | * it uses it to figure out face to use - I can't see it |
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92 | * breaking anything, but it might. |
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93 | */ |
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94 | if(op->more != NULL && !move_ob(op->more, dir, op->more->head)) |
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95 | return 0; |
131 | return 0; |
96 | |
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97 | op->direction = dir; |
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98 | |
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99 | if(op->will_apply&4) |
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100 | check_earthwalls(op,m, newx,newy); |
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101 | if(op->will_apply&8) |
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102 | check_doors(op,m, newx,newy); |
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103 | |
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104 | /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying |
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105 | * to remove a removed object, and this function was the culprit. A possible |
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106 | * guess I have is that check_doors above ran into a trap, killing the |
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107 | * monster. |
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108 | * |
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109 | * Unfortunately, it doesn't appear that the calling functions of move_object |
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110 | * deal very well with op being killed, so all this might do is just |
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111 | * migrate the problem someplace else. |
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112 | */ |
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113 | |
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114 | if (QUERY_FLAG(op, FLAG_REMOVED)) { |
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115 | LOG(llevDebug,"move_object: monster has been removed - will not process further\n"); |
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116 | /* Was not successful, but don't want to try and move again */ |
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117 | return 1; |
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118 | } |
132 | } |
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133 | else |
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134 | op->remove (); |
119 | |
135 | |
120 | /* If this is a tail portion, just want to tell caller that move is |
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121 | * ok - the caller will deal with actual object removal/insertion |
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122 | */ |
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123 | if(op->head) |
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124 | return 1; |
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125 | |
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126 | remove_ob(op); |
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127 | |
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128 | /* we already have newx, newy, and m, so lets use them. |
136 | /* we already have newx, newy, and m, so lets use them. |
129 | * In addition, this fixes potential crashes, because multipart object was |
137 | * In addition, this fixes potential crashes, because multipart object was |
130 | * on edge of map, +=x, +=y doesn't make correct coordinates. |
138 | * on edge of map, +=x, +=y doesn't make correct coordinates. |
131 | */ |
139 | */ |
132 | for(tmp = op; tmp != NULL; tmp = tmp->more) { |
140 | for (tmp = op; tmp != NULL; tmp = tmp->more) |
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141 | { |
133 | tmp->x += freearr_x[dir]; |
142 | tmp->x += freearr_x[dir]; |
134 | tmp->y += freearr_y[dir]; |
143 | tmp->y += freearr_y[dir]; |
135 | tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); |
144 | tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); |
136 | } |
145 | } |
137 | |
146 | |
138 | /* insert_ob_in_map will deal with any tiling issues */ |
147 | /* insert_ob_in_map will deal with any tiling issues */ |
139 | insert_ob_in_map(op, m, originator,0); |
148 | insert_ob_in_map (op, m, originator, 0); |
140 | |
149 | |
141 | return 1; |
150 | return 1; |
142 | } |
151 | } |
143 | |
152 | |
144 | |
153 | |
145 | /* |
154 | /* |
146 | * transfer_ob(): Move an object (even linked objects) to another spot |
155 | * transfer_ob(): Move an object (even linked objects) to another spot |
… | |
… | |
152 | * use find_first_free_spot(). |
161 | * use find_first_free_spot(). |
153 | * |
162 | * |
154 | * Return value: 1 if object was destroyed, 0 otherwise. |
163 | * Return value: 1 if object was destroyed, 0 otherwise. |
155 | */ |
164 | */ |
156 | |
165 | |
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166 | int |
157 | int transfer_ob (object *op, int x, int y, int randomly, object *originator) |
167 | transfer_ob (object *op, int x, int y, int randomly, object *originator) |
158 | { |
168 | { |
159 | int i; |
169 | int i; |
160 | object *tmp; |
170 | object *tmp; |
161 | |
171 | |
162 | if (randomly) |
172 | if (randomly) |
163 | i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE); |
173 | i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE); |
164 | else |
174 | else |
165 | i = find_first_free_spot(op,op->map,x,y); |
175 | i = find_first_free_spot (op, op->map, x, y); |
166 | |
176 | |
167 | if (i==-1) |
177 | if (i == -1) |
168 | return 0; /* No free spot */ |
178 | return 0; /* No free spot */ |
169 | |
179 | |
170 | if(op->head!=NULL) |
180 | op = op->head_ (); |
171 | op=op->head; |
181 | op->remove (); |
172 | remove_ob(op); |
182 | |
173 | for(tmp=op;tmp!=NULL;tmp=tmp->more) |
183 | for (object *tmp = op; tmp; tmp = tmp->more) |
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184 | { |
174 | tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x), |
185 | tmp->x = x + freearr_x[i] + (!tmp->arch ? 0 : tmp->arch->x); |
175 | tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y); |
186 | tmp->y = y + freearr_y[i] + (!tmp->arch ? 0 : tmp->arch->y); |
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187 | } |
176 | |
188 | |
177 | tmp = insert_ob_in_map(op,op->map,originator,0); |
189 | op = insert_ob_in_map (op, op->map, originator, 0); |
178 | if (tmp) return 0; |
190 | |
179 | else return 1; |
191 | return !op; |
180 | } |
192 | } |
181 | |
193 | |
182 | /* |
194 | /* |
183 | * Return value: 1 if object was destroyed, 0 otherwise. |
195 | * Return value: 1 if object was destroyed, 0 otherwise. |
184 | * Modified so that instead of passing the 'originator' that had no |
196 | * Modified so that instead of passing the 'originator' that had no |
… | |
… | |
189 | * currently, this is either set to SHOP_MAT or TELEPORTER. |
201 | * currently, this is either set to SHOP_MAT or TELEPORTER. |
190 | * It is basically used so that shop_mats and normal teleporters can |
202 | * It is basically used so that shop_mats and normal teleporters can |
191 | * be used close to each other and not have the player put to the |
203 | * be used close to each other and not have the player put to the |
192 | * one of another type. |
204 | * one of another type. |
193 | */ |
205 | */ |
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206 | int |
194 | int teleport (object *teleporter, uint8 tele_type, object *user) |
207 | teleport (object *teleporter, uint8 tele_type, object *user) |
195 | { |
208 | { |
196 | object *altern; |
209 | object *altern; |
197 | int i,j,k,nrofalt=0; |
210 | int i, j, k, nrofalt = 0; |
198 | object *other_teleporter, *tmp; |
211 | object *other_teleporter, *tmp; |
199 | mapstruct *m; |
212 | maptile *m; |
200 | sint16 sx, sy; |
213 | sint16 sx, sy; |
201 | |
214 | |
202 | if(user==NULL) return 0; |
215 | if (user == NULL) |
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216 | return 0; |
203 | if(user->head!=NULL) |
217 | if (user->head != NULL) |
204 | user=user->head; |
218 | user = user->head; |
205 | |
219 | |
206 | /* Find all other teleporters within range. This range |
220 | /* Find all other teleporters within range. This range |
207 | * should really be setable by some object attribute instead of |
221 | * should really be setable by some object attribute instead of |
208 | * using hard coded values. |
222 | * using hard coded values. |
209 | */ |
223 | */ |
210 | for(i= -5;i<6;i++) |
224 | for (i = -5; i < 6; i++) |
211 | for(j= -5;j<6;j++) { |
225 | for (j = -5; j < 6; j++) |
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226 | { |
212 | if(i==0&&j==0) |
227 | if (i == 0 && j == 0) |
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228 | continue; |
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229 | /* Perhaps this should be extended to support tiled maps */ |
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230 | if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j)) |
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231 | continue; |
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232 | other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j); |
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233 | |
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234 | while (other_teleporter) |
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235 | { |
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236 | if (other_teleporter->type == tele_type) |
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237 | break; |
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238 | other_teleporter = other_teleporter->above; |
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239 | } |
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240 | if (other_teleporter && !(RANDOM () % ++nrofalt)) |
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241 | altern = other_teleporter; |
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242 | } |
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243 | |
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244 | if (!nrofalt) |
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245 | { |
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246 | LOG (llevError, "%s: no alternative teleporters around (user %s).\n", |
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247 | teleporter->debug_desc (), user->debug_desc ()); |
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248 | return 0; |
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249 | } |
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250 | |
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251 | other_teleporter = altern; |
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252 | k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); |
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253 | |
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254 | /* if k==-1, unable to find a free spot. If this is shop |
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255 | * mat that the player is using, find someplace to move |
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256 | * the player - otherwise, player can get trapped in the shops |
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257 | * that appear in random dungeons. We basically just make |
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258 | * sure the space isn't no pass (eg wall), and don't care |
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259 | * about is alive. |
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260 | */ |
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261 | if (k == -1) |
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262 | { |
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263 | if (tele_type == SHOP_MAT && user->type == PLAYER) |
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264 | { |
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265 | for (k = 1; k < 9; k++) |
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266 | { |
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267 | if (get_map_flags (other_teleporter->map, &m, |
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268 | other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP) |
213 | continue; |
269 | continue; |
214 | /* Perhaps this should be extended to support tiled maps */ |
270 | |
215 | if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j)) |
271 | if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
216 | continue; |
272 | break; |
217 | other_teleporter=get_map_ob(teleporter->map, |
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218 | teleporter->x+i,teleporter->y+j); |
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219 | |
273 | |
220 | while (other_teleporter) { |
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221 | if (other_teleporter->type == tele_type) break; |
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222 | other_teleporter = other_teleporter->above; |
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223 | } |
274 | } |
224 | if (other_teleporter && !(RANDOM() % ++nrofalt)) |
275 | if (k == 9) |
225 | altern = other_teleporter; |
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226 | } |
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227 | |
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228 | if(!nrofalt) { |
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229 | LOG(llevError,"No alternative teleporters around!\n"); |
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230 | return 0; |
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231 | } |
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232 | |
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233 | other_teleporter=altern; |
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234 | k=find_free_spot(user,other_teleporter->map, |
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235 | other_teleporter->x,other_teleporter->y,1,9); |
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236 | |
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237 | /* if k==-1, unable to find a free spot. If this is shop |
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238 | * mat that the player is using, find someplace to move |
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239 | * the player - otherwise, player can get trapped in the shops |
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240 | * that appear in random dungeons. We basically just make |
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241 | * sure the space isn't no pass (eg wall), and don't care |
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242 | * about is alive. |
|
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243 | */ |
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244 | if (k==-1) { |
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245 | if (tele_type == SHOP_MAT && user->type == PLAYER) { |
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246 | for (k=1; k<9; k++) { |
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247 | if (get_map_flags(other_teleporter->map, &m, |
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248 | other_teleporter->x + freearr_x[k], |
|
|
249 | other_teleporter->y + freearr_y[k], &sx,&sy) & |
|
|
250 | P_OUT_OF_MAP) continue; |
|
|
251 | |
|
|
252 | if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
253 | |
|
|
254 | } |
276 | { |
255 | if (k==9) { |
|
|
256 | LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n", |
277 | LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n", |
257 | other_teleporter->name, other_teleporter->x, other_teleporter->y); |
278 | &other_teleporter->name, other_teleporter->x, other_teleporter->y); |
258 | return 0; |
279 | return 0; |
259 | } |
280 | } |
260 | } |
281 | } |
|
|
282 | else |
261 | else return 0; |
283 | return 0; |
262 | } |
284 | } |
263 | |
285 | |
264 | remove_ob(user); |
286 | user->remove (); |
265 | |
287 | |
266 | /* Update location for the object */ |
288 | /* Update location for the object */ |
267 | for(tmp=user;tmp!=NULL;tmp=tmp->more) { |
289 | for (tmp = user; tmp; tmp = tmp->more) |
268 | tmp->x=other_teleporter->x+freearr_x[k]+ |
|
|
269 | (tmp->arch==NULL?0:tmp->arch->clone.x); |
|
|
270 | tmp->y=other_teleporter->y+freearr_y[k]+ |
|
|
271 | (tmp->arch==NULL?0:tmp->arch->clone.y); |
|
|
272 | } |
290 | { |
|
|
291 | tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch ? tmp->arch->x : 0); |
|
|
292 | tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch ? tmp->arch->y : 0); |
|
|
293 | } |
|
|
294 | |
273 | tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0); |
295 | tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0); |
274 | return (tmp == NULL); |
296 | return !tmp; |
275 | } |
297 | } |
276 | |
298 | |
|
|
299 | void |
277 | void recursive_roll(object *op,int dir,object *pusher) { |
300 | recursive_roll (object *op, int dir, object *pusher) |
|
|
301 | { |
278 | if(!roll_ob(op,dir,pusher)) { |
302 | if (!roll_ob (op, dir, pusher)) |
279 | new_draw_info_format(NDI_UNIQUE, 0, pusher, |
303 | { |
280 | "You fail to push the %s.",query_name(op)); |
304 | new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op)); |
281 | return; |
305 | return; |
282 | } |
306 | } |
283 | (void) move_ob(pusher,dir,pusher); |
307 | (void) move_ob (pusher, dir, pusher); |
284 | new_draw_info_format(NDI_BLACK, 0, pusher, |
308 | new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op)); |
285 | "You move the %s.",query_name(op)); |
|
|
286 | return; |
309 | return; |
287 | } |
310 | } |
288 | |
311 | |
289 | /* |
312 | /* |
290 | * This is a new version of blocked, this one handles objects |
313 | * This is a new version of blocked, this one handles objects |
… | |
… | |
293 | * very new version handles also multipart objects |
316 | * very new version handles also multipart objects |
294 | * This is currently only used for the boulder roll code. |
317 | * This is currently only used for the boulder roll code. |
295 | * Returns 1 if object does not fit, 0 if it does. |
318 | * Returns 1 if object does not fit, 0 if it does. |
296 | */ |
319 | */ |
297 | |
320 | |
|
|
321 | int |
298 | int try_fit (object *op, mapstruct *m, int x, int y) |
322 | try_fit (object *op, maptile *m, int x, int y) |
299 | { |
323 | { |
300 | object *tmp, *more; |
324 | object *tmp, *more; |
301 | sint16 tx, ty; |
325 | sint16 tx, ty; |
302 | int mflags; |
326 | int mflags; |
303 | mapstruct *m2; |
327 | maptile *m2; |
304 | |
328 | |
305 | if (op->head) |
329 | if (op->head) |
306 | op = op->head; |
330 | op = op->head; |
307 | |
331 | |
308 | for (more = op; more ; more = more->more) { |
332 | for (more = op; more; more = more->more) |
|
|
333 | { |
309 | tx = x + more->x - op->x; |
334 | tx = x + more->x - op->x; |
310 | ty = y + more->y - op->y; |
335 | ty = y + more->y - op->y; |
311 | |
336 | |
312 | mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty); |
337 | mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty); |
313 | |
338 | |
314 | if (mflags & P_OUT_OF_MAP) |
339 | if (mflags & P_OUT_OF_MAP) |
|
|
340 | return 1; |
|
|
341 | |
|
|
342 | for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above) |
|
|
343 | { |
|
|
344 | if (tmp->head == op || tmp == op) |
|
|
345 | continue; |
|
|
346 | |
|
|
347 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) |
315 | return 1; |
348 | return 1; |
316 | |
349 | |
317 | for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) { |
350 | if (OB_MOVE_BLOCK (op, tmp)) |
318 | if (tmp->head == op || tmp == op) |
|
|
319 | continue; |
|
|
320 | |
|
|
321 | if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR)) |
|
|
322 | return 1; |
351 | return 1; |
323 | |
|
|
324 | if (OB_MOVE_BLOCK(op, tmp)) return 1; |
|
|
325 | |
352 | |
326 | } |
353 | } |
327 | } |
354 | } |
328 | return 0; |
355 | return 0; |
329 | } |
356 | } |
330 | |
357 | |
331 | /* |
358 | /* |
332 | * this is not perfect yet. |
359 | * this is not perfect yet. |
333 | * it does not roll objects behind multipart objects properly. |
360 | * it does not roll objects behind multipart objects properly. |
334 | * Support for rolling multipart objects is questionable. |
361 | * Support for rolling multipart objects is questionable. |
335 | */ |
362 | */ |
336 | |
363 | |
|
|
364 | int |
337 | int roll_ob(object *op,int dir, object *pusher) { |
365 | roll_ob (object *op, int dir, object *pusher) |
|
|
366 | { |
338 | object *tmp; |
367 | object *tmp; |
339 | sint16 x, y; |
368 | sint16 x, y; |
340 | int flags; |
369 | int flags; |
341 | mapstruct *m; |
370 | maptile *m; |
342 | MoveType move_block; |
371 | MoveType move_block; |
343 | |
372 | |
344 | if (op->head) |
373 | if (op->head) |
345 | op = op->head; |
374 | op = op->head; |
346 | |
375 | |
347 | x=op->x+freearr_x[dir]; |
376 | x = op->x + freearr_x[dir]; |
348 | y=op->y+freearr_y[dir]; |
377 | y = op->y + freearr_y[dir]; |
349 | |
378 | |
350 | if(!QUERY_FLAG(op,FLAG_CAN_ROLL) || |
379 | if (!QUERY_FLAG (op, FLAG_CAN_ROLL) |
351 | (op->weight && |
380 | || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) |
352 | random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str)) |
381 | > pusher->stats.Str)) |
353 | return 0; |
382 | return 0; |
354 | |
383 | |
355 | m = op->map; |
384 | m = op->map; |
356 | flags = get_map_flags(m, &m, x, y, &x, &y); |
385 | flags = get_map_flags (m, &m, x, y, &x, &y); |
357 | |
386 | |
358 | if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) |
387 | if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) |
359 | return 0; |
388 | return 0; |
360 | |
389 | |
361 | move_block = GET_MAP_MOVE_BLOCK(m, x, y); |
390 | move_block = GET_MAP_MOVE_BLOCK (m, x, y); |
362 | |
391 | |
363 | /* If the target space is not blocked, no need to look at the objects on it */ |
392 | /* If the target space is not blocked, no need to look at the objects on it */ |
364 | if ((op->move_type & move_block) == op->move_type) { |
393 | if ((op->move_type & move_block) == op->move_type) |
|
|
394 | { |
365 | for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
395 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
396 | { |
366 | if (tmp->head == op) |
397 | if (tmp->head == op) |
367 | continue; |
398 | continue; |
368 | if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher)) |
399 | if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) |
369 | return 0; |
400 | return 0; |
370 | } |
401 | } |
371 | } |
402 | } |
372 | if (try_fit (op, m, x, y)) |
403 | if (try_fit (op, m, x, y)) |
373 | return 0; |
404 | return 0; |
374 | |
405 | |
375 | remove_ob(op); |
406 | op->remove (); |
376 | for(tmp=op; tmp!=NULL; tmp=tmp->more) |
407 | for (tmp = op; tmp != NULL; tmp = tmp->more) |
377 | tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir]; |
408 | tmp->x += freearr_x[dir], tmp->y += freearr_y[dir]; |
378 | insert_ob_in_map(op,op->map,pusher,0); |
409 | insert_ob_in_map (op, op->map, pusher, 0); |
379 | return 1; |
410 | return 1; |
380 | } |
411 | } |
381 | |
412 | |
382 | /* returns 1 if pushing invokes a attack, 0 when not */ |
413 | /* returns 1 if pushing invokes a attack, 0 when not */ |
|
|
414 | int |
383 | int push_ob(object *who, int dir, object *pusher) { |
415 | push_ob (object *who, int dir, object *pusher) |
|
|
416 | { |
384 | int str1, str2; |
417 | int str1, str2; |
385 | object *owner; |
418 | object *owner; |
386 | |
419 | |
387 | if (who->head != NULL) |
420 | if (who->head != NULL) |
388 | who = who->head; |
421 | who = who->head; |
389 | owner = get_owner(who); |
422 | owner = who->owner; |
390 | |
423 | |
391 | /* Wake up sleeping monsters that may be pushed */ |
424 | /* Wake up sleeping monsters that may be pushed */ |
392 | CLEAR_FLAG(who,FLAG_SLEEP); |
425 | CLEAR_FLAG (who, FLAG_SLEEP); |
393 | |
426 | |
394 | /* player change place with his pets or summoned creature */ |
427 | /* player change place with his pets or summoned creature */ |
395 | /* TODO: allow multi arch pushing. Can't be very difficult */ |
428 | /* TODO: allow multi arch pushing. Can't be very difficult */ |
396 | if (who->more == NULL |
429 | if (who->more == NULL |
397 | #ifdef COZY_SERVER |
430 | && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) |
398 | && |
|
|
399 | ( |
|
|
400 | (owner && owner->contr && pusher->contr |
|
|
401 | && same_party (owner->contr->party, pusher->contr->party)) |
|
|
402 | || owner == pusher |
431 | || owner == pusher) |
403 | ) |
432 | ) |
404 | #else |
433 | { |
405 | && owner == pusher |
|
|
406 | #endif |
|
|
407 | ) { |
|
|
408 | int temp; |
434 | int temp; |
409 | mapstruct *m; |
435 | maptile *m; |
410 | |
436 | |
411 | remove_ob(who); |
437 | who->remove (); |
412 | remove_ob(pusher); |
438 | pusher->remove (); |
413 | temp = pusher->x; |
439 | temp = pusher->x; |
414 | pusher->x = who->x; |
440 | pusher->x = who->x; |
415 | who->x = temp; |
441 | who->x = temp; |
416 | |
442 | |
417 | temp = pusher->y; |
443 | temp = pusher->y; |
418 | pusher->y = who->y; |
444 | pusher->y = who->y; |
419 | who->y = temp; |
445 | who->y = temp; |
420 | |
446 | |
421 | m = pusher->map; |
447 | m = pusher->map; |
422 | pusher->map = who->map; |
448 | pusher->map = who->map; |
423 | who->map = m; |
449 | who->map = m; |
424 | |
450 | |
425 | insert_ob_in_map (who,who->map,pusher,0); |
451 | insert_ob_in_map (who, who->map, pusher, 0); |
426 | insert_ob_in_map (pusher,pusher->map,pusher,0); |
452 | insert_ob_in_map (pusher, pusher->map, pusher, 0); |
427 | return 0; |
453 | return 0; |
428 | } |
454 | } |
429 | |
455 | |
430 | |
|
|
431 | /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ |
456 | /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ |
432 | /* In original we have here a unaggressive check only - that was the reason why */ |
457 | /* In original we have here a unaggressive check only - that was the reason why */ |
433 | /* we so often become an enemy of friendly monsters... */ |
458 | /* we so often become an enemy of friendly monsters... */ |
434 | /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ |
459 | /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ |
435 | |
|
|
436 | if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER && |
460 | if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && |
437 | !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) { |
461 | !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) |
|
|
462 | { |
438 | if(pusher->contr->run_on) /* only when we run */ { |
463 | if (pusher->contr->run_on) /* only when we run */ |
439 | new_draw_info_format(NDI_UNIQUE, 0, pusher, |
464 | { |
440 | "You start to attack %s !!",who->name); |
465 | new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name); |
441 | CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ |
466 | CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ |
442 | who->enemy = pusher; |
467 | who->enemy = pusher; |
443 | return 1; |
468 | return 1; |
444 | } |
469 | } |
445 | else |
470 | else |
446 | { |
471 | new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); |
447 | new_draw_info_format(NDI_UNIQUE, 0, pusher, |
|
|
448 | "You avoid attacking %s .",who->name); |
|
|
449 | } |
|
|
450 | } |
472 | } |
451 | |
473 | |
452 | /* now, lets test stand still. we NEVER can push stand_still monsters. */ |
474 | /* now, lets test stand still. we NEVER can push stand_still monsters. */ |
453 | if(QUERY_FLAG(who,FLAG_STAND_STILL)) |
475 | if (QUERY_FLAG (who, FLAG_STAND_STILL)) |
454 | { |
476 | { |
455 | new_draw_info_format(NDI_UNIQUE, 0, pusher, |
477 | new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name); |
456 | "You can't push %s.",who->name); |
|
|
457 | return 0; |
478 | return 0; |
458 | } |
479 | } |
459 | |
480 | |
460 | /* This block is basically if you are pushing friendly but |
481 | /* This block is basically if you are pushing friendly but |
461 | * non pet creaturs. |
482 | * non pet creaturs. |
462 | * It basically does a random strength comparision to |
483 | * It basically does a random strength comparision to |
463 | * determine if you can push someone around. Note that |
484 | * determine if you can push someone around. Note that |
464 | * this pushes the other person away - its not a swap. |
485 | * this pushes the other person away - its not a swap. |
465 | */ |
486 | */ |
466 | |
487 | |
467 | str1 = (who->stats.Str>0?who->stats.Str:who->level); |
488 | str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); |
468 | str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level); |
489 | str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); |
469 | if(QUERY_FLAG(who,FLAG_WIZ) || |
490 | if (QUERY_FLAG (who, FLAG_WIZ) || |
470 | random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >= |
491 | random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >= |
471 | random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) || |
492 | random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir)) |
472 | !move_object(who,dir)) |
|
|
473 | { |
493 | { |
474 | if (who ->type == PLAYER) { |
494 | if (who->type == PLAYER) |
475 | new_draw_info_format(NDI_UNIQUE, 0, who, |
495 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); |
476 | "%s tried to push you.",pusher->name); |
496 | |
477 | } |
|
|
478 | return 0; |
497 | return 0; |
479 | } |
498 | } |
480 | |
499 | |
481 | /* If we get here, the push succeeded. |
500 | /* If we get here, the push succeeded. |
482 | * Let everyone know the status. |
501 | * Let everyone know the status. |
483 | */ |
502 | */ |
484 | if (who->type == PLAYER) { |
503 | if (who->type == PLAYER) |
485 | new_draw_info_format(NDI_UNIQUE, 0, who, |
|
|
486 | "%s pushed you.",pusher->name); |
|
|
487 | } |
504 | { |
|
|
505 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name); |
|
|
506 | } |
488 | if (pusher->type == PLAYER) { |
507 | if (pusher->type == PLAYER) |
489 | new_draw_info_format(NDI_UNIQUE, 0, pusher, |
|
|
490 | "You pushed %s back.", who->name); |
|
|
491 | } |
508 | { |
492 | |
509 | new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name); |
|
|
510 | } |
|
|
511 | |
493 | return 1; |
512 | return 1; |
494 | } |
513 | } |