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