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Comparing deliantra/server/server/move.C (file contents):
Revision 1.31 by root, Wed Sep 2 22:52:36 2009 UTC vs.
Revision 1.41 by root, Sun May 9 18:40:02 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef __CEXTRACT__ 26#ifndef __CEXTRACT__
26# include <sproto.h> 27# include <sproto.h>
27#endif 28#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 */
36int
37move_object (object *op, int dir)
38{
39 return op->move (dir);
40}
41
42/* object op is trying to move in direction dir.
43 * originator is typically the same as op, but
44 * can be different if originator is causing op to
45 * move (originator is pushing op)
46 * returns 0 if the object is not able to move to the
47 * desired space, 1 otherwise (in which case we also
48 * move the object accordingly. This function is
49 * very similiar to move_object.
50 */
51int
52move_ob (object *op, int dir, object *originator)
53{
54 return op->move (dir, originator);
55}
56 29
57int 30int
58object::move (int dir, object *originator) 31object::move (int dir, object *originator)
59{ 32{
60 sint16 newx = x + freearr_x[dir]; 33 sint16 newx = x + freearr_x[dir];
182 155
183 /* Find all other teleporters within range. This range 156 /* Find all other teleporters within range. This range
184 * should really be setable by some object attribute instead of 157 * should really be setable by some object attribute instead of
185 * using hard coded values. 158 * using hard coded values.
186 */ 159 */
187 unordered_mapwalk (teleporter, -5, -5, 5, 5) 160 unordered_mapwalk (mapwalk_buf, teleporter, -5, -5, 5, 5)
188 { 161 {
189 mapspace &ms = m->at (nx, ny); 162 mapspace &ms = m->at (nx, ny);
190 163
191 for (object *tmp = ms.top; tmp; tmp = tmp->below) 164 for (object *tmp = ms.top; tmp; tmp = tmp->below)
192 if (tmp->type == tele_type) 165 if (tmp->type == tele_type)
203 LOG (llevError, "%s: no alternative teleporters around (user %s).\n", 176 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
204 teleporter->debug_desc (), user->debug_desc ()); 177 teleporter->debug_desc (), user->debug_desc ());
205 return 0; 178 return 0;
206 } 179 }
207 180
208 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); 181 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, SIZEOFFREE1 + 1);
209 182
210 /* if k==-1, unable to find a free spot. If this is shop 183 /* if k==-1, unable to find a free spot. If this is shop
211 * mat that the player is using, find someplace to move 184 * mat that the player is using, find someplace to move
212 * the player - otherwise, player can get trapped in the shops 185 * the player - otherwise, player can get trapped in the shops
213 * that appear in random dungeons. We basically just make 186 * that appear in random dungeons. We basically just make
245 return !other_teleporter->map->insert ( 218 return !other_teleporter->map->insert (
246 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k] 219 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
247 ); 220 );
248} 221}
249 222
250void
251recursive_roll (object *op, int dir, object *pusher)
252{
253 if (!roll_ob (op, dir, pusher))
254 {
255 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
256 return;
257 }
258
259 move_ob (pusher, dir, pusher);
260 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
261 return;
262}
263
264/* 223/*
265 * This is a new version of blocked, this one handles objects 224 * This is a new version of blocked, this one handles objects
266 * that can be passed through by monsters with the CAN_PASS_THRU defined. 225 * that can be passed through by monsters with the CAN_PASS_THRU defined.
267 * 226 *
268 * very new version handles also multipart objects 227 * very new version handles also multipart objects
269 * This is currently only used for the boulder roll code. 228 * This is currently only used for the boulder roll code.
270 * Returns 1 if object does not fit, 0 if it does. 229 * Returns 1 if object does not fit, 0 if it does.
271 */ 230 */
272 231static int
273int
274try_fit (object *op, maptile *m, int x, int y) 232try_fit (object *op, maptile *m, int x, int y)
275{ 233{
276 object *tmp, *more; 234 object *tmp, *more;
277 sint16 tx, ty; 235 sint16 tx, ty;
278 int mflags; 236 int mflags;
294 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above) 252 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
295 { 253 {
296 if (tmp->head == op || tmp == op) 254 if (tmp->head == op || tmp == op)
297 continue; 255 continue;
298 256
299 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) 257 if ((tmp->flag [FLAG_ALIVE] && tmp->type != DOOR))
300 return 1; 258 return 1;
301 259
302 if (OB_MOVE_BLOCK (op, tmp)) 260 if (OB_MOVE_BLOCK (op, tmp))
303 return 1; 261 return 1;
304 262
310/* 268/*
311 * this is not perfect yet. 269 * this is not perfect yet.
312 * it does not roll objects behind multipart objects properly. 270 * it does not roll objects behind multipart objects properly.
313 * Support for rolling multipart objects is questionable. 271 * Support for rolling multipart objects is questionable.
314 */ 272 */
315int 273static int
316roll_ob (object *op, int dir, object *pusher) 274roll_ob (object *op, int dir, object *pusher)
317{ 275{
318 sint16 x, y; 276 sint16 x, y;
319 int flags; 277 int flags;
320 maptile *m; 278 maptile *m;
324 op = op->head; 282 op = op->head;
325 283
326 x = op->x + freearr_x[dir]; 284 x = op->x + freearr_x[dir];
327 y = op->y + freearr_y[dir]; 285 y = op->y + freearr_y[dir];
328 286
329 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) 287 if (!op->flag [FLAG_CAN_ROLL]
330 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) 288 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
331 > pusher->stats.Str)) 289 > pusher->stats.Str))
332 return 0; 290 return 0;
333 291
334 m = op->map; 292 m = op->map;
358 op->move (dir); 316 op->move (dir);
359 317
360 return 1; 318 return 1;
361} 319}
362 320
321void
322recursive_roll (object *op, int dir, object *pusher)
323{
324 if (!roll_ob (op, dir, pusher))
325 {
326 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
327 return;
328 }
329
330 pusher->move (dir);
331 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
332 return;
333}
334
363/* returns 1 if pushing invokes a attack, 0 when not */ 335/* returns 1 if pushing invokes a attack, 0 when not */
364int 336int
365push_ob (object *who, int dir, object *pusher) 337push_ob (object *who, int dir, object *pusher)
366{ 338{
367 int str1, str2; 339 int str1, str2;
370 if (who->head != NULL) 342 if (who->head != NULL)
371 who = who->head; 343 who = who->head;
372 owner = who->owner; 344 owner = who->owner;
373 345
374 /* Wake up sleeping monsters that may be pushed */ 346 /* Wake up sleeping monsters that may be pushed */
375 CLEAR_FLAG (who, FLAG_SLEEP); 347 who->clr_flag (FLAG_SLEEP);
376 348
377 /* player change place with his pets or summoned creature */ 349 /* player change place with his pets or summoned creature */
378 /* TODO: allow multi arch pushing. Can't be very difficult */ 350 /* TODO: allow multi arch pushing. Can't be very difficult */
379 if (who->more == NULL 351 if (who->more == NULL
380 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) 352 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
407 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ 379 /* 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 */ 380 /* In original we have here a unaggressive check only - that was the reason why */
409 /* we so often become an enemy of friendly monsters... */ 381 /* we so often become an enemy of friendly monsters... */
410 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ 382 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
411 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && 383 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
412 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) 384 !who->flag [FLAG_FRIENDLY] && !who->flag [FLAG_NEUTRAL])
413 { 385 {
414 if (pusher->contr->run_on) /* only when we run */ 386 if (pusher->contr->run_on) /* only when we run */
415 { 387 {
416 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name); 388 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
417 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ 389 who->clr_flag (FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
418 who->enemy = pusher; 390 who->enemy = pusher;
419 return 1; 391 return 1;
420 } 392 }
421 else 393 else
422 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); 394 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s. H<You have to run if you wish to attack unnagressive NPCs.>", &who->name);
423 } 395 }
424 396
425 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 397 /* now, let's test stand still. we NEVER can push stand_still monsters. */
426 if (QUERY_FLAG (who, FLAG_STAND_STILL)) 398 if (who->flag [FLAG_STAND_STILL])
427 { 399 {
428 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name); 400 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s. H<You simply can't.>", &who->name);
429 return 0; 401 return 0;
430 } 402 }
431 403
432 /* This block is basically if you are pushing friendly but 404 /* This block is basically if you are pushing friendly but
433 * non pet creaturs. 405 * non pet creaturs.
436 * this pushes the other person away - its not a swap. 408 * this pushes the other person away - its not a swap.
437 */ 409 */
438 410
439 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); 411 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
440 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); 412 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
441 if (QUERY_FLAG (who, FLAG_WIZ) || 413 if (who->flag [FLAG_WIZ] ||
442 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >= 414 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
443 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir)) 415 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !who->move (dir))
444 { 416 {
445 if (who->type == PLAYER) 417 if (who->type == PLAYER)
446 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); 418 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
447 419
448 return 0; 420 return 0;
450 422
451 /* If we get here, the push succeeded. 423 /* If we get here, the push succeeded.
452 * Let everyone know the status. 424 * Let everyone know the status.
453 */ 425 */
454 if (who->type == PLAYER) 426 if (who->type == PLAYER)
455 {
456 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name); 427 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
457 } 428
458 if (pusher->type == PLAYER) 429 if (pusher->type == PLAYER)
459 {
460 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name); 430 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
461 }
462 431
463 return 1; 432 return 1;
464} 433}

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