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/cvs/deliantra/server/server/move.C
Revision: 1.19
Committed: Mon May 28 21:28:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +17 -17 lines
Log Message:
update copyrights in server/*.C

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #ifndef __CEXTRACT__
27 # include <sproto.h>
28 #endif
29
30 /*
31 * move_object() tries to move object op in the direction "dir".
32 * If it fails (something blocks the passage), it returns 0,
33 * otherwise 1.
34 * This is an improvement from the previous move_ob(), which
35 * removed and inserted objects even if they were unable to move.
36 */
37
38 int
39 move_object (object *op, int dir)
40 {
41 return move_ob (op, dir, op);
42 }
43
44 /* object op is trying to move in direction dir.
45 * originator is typically the same as op, but
46 * can be different if originator is causing op to
47 * move (originator is pushing op)
48 * returns 0 if the object is not able to move to the
49 * desired space, 1 otherwise (in which case we also
50 * move the object accordingly. This function is
51 * very similiar to move_object.
52 */
53 int
54 move_ob (object *op, int dir, object *originator)
55 {
56 sint16 newx = op->x + freearr_x[dir];
57 sint16 newy = op->y + freearr_y[dir];
58 object *tmp;
59 maptile *m;
60 int mflags;
61
62 if (op == NULL)
63 {
64 LOG (llevError, "Trying to move NULL.\n");
65 return 0;
66 }
67
68 m = op->map;
69 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
70
71 /* If the space the player is trying to is out of the map,
72 * bail now - we know it can't work.
73 */
74 if (mflags & P_OUT_OF_MAP)
75 return 0;
76
77 /* Is this space blocked? Players with wizpass are immune to
78 * this condition.
79 */
80 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS))
81 return 0;
82
83 /* 0.94.2 - we need to set the direction for the new animation code.
84 * it uses it to figure out face to use - I can't see it
85 * breaking anything, but it might.
86 */
87 if (op->more && !move_ob (op->more, dir, op->more->head))
88 return 0;
89
90 op->direction = dir;
91
92 if (op->will_apply & 4)
93 check_earthwalls (op, m, newx, newy);
94
95 if (op->will_apply & 8)
96 check_doors (op, m, newx, newy);
97
98 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
99 * to remove a removed object, and this function was the culprit. A possible
100 * guess I have is that check_doors above ran into a trap, killing the
101 * monster.
102 *
103 * Unfortunately, it doesn't appear that the calling functions of move_object
104 * deal very well with op being killed, so all this might do is just
105 * migrate the problem someplace else.
106 */
107
108 if (QUERY_FLAG (op, FLAG_REMOVED))
109 {
110 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
111 /* Was not successful, but don't want to try and move again */
112 return 1;
113 }
114
115 /* If this is a tail portion, just want to tell caller that move is
116 * ok - the caller will deal with actual object removal/insertion
117 */
118 if (op->head)
119 return 1;
120
121 if (m != op->map && op->contr)
122 {
123 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
124 return 0;
125
126 op->remove ();
127
128 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
129 return 0;
130
131 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy)))
132 return 0;
133 }
134 else
135 op->remove ();
136
137 /* we already have newx, newy, and m, so lets use them.
138 * In addition, this fixes potential crashes, because multipart object was
139 * on edge of map, +=x, +=y doesn't make correct coordinates.
140 */
141 for (tmp = op; tmp != NULL; tmp = tmp->more)
142 {
143 tmp->x += freearr_x[dir];
144 tmp->y += freearr_y[dir];
145 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
146 }
147
148 /* insert_ob_in_map will deal with any tiling issues */
149 insert_ob_in_map (op, m, originator, 0);
150
151 return 1;
152 }
153
154
155 /*
156 * transfer_ob(): Move an object (even linked objects) to another spot
157 * on the same map.
158 *
159 * Does nothing if there is no free spot.
160 *
161 * randomly: If true, use find_free_spot() to find the destination, otherwise
162 * use find_first_free_spot().
163 *
164 * Return value: 1 if object was destroyed, 0 otherwise.
165 */
166
167 int
168 transfer_ob (object *op, int x, int y, int randomly, object *originator)
169 {
170 int i;
171 object *tmp;
172
173 if (randomly)
174 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
175 else
176 i = find_first_free_spot (op, op->map, x, y);
177
178 if (i == -1)
179 return 0; /* No free spot */
180
181 if (op->head != NULL)
182 op = op->head;
183 op->remove ();
184 for (tmp = op; tmp != NULL; tmp = tmp->more)
185 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x),
186 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
187
188 tmp = insert_ob_in_map (op, op->map, originator, 0);
189 if (tmp)
190 return 0;
191 else
192 return 1;
193 }
194
195 /*
196 * Return value: 1 if object was destroyed, 0 otherwise.
197 * Modified so that instead of passing the 'originator' that had no
198 * real use, instead we pass the 'user' of the teleporter. All the
199 * callers know what they wanted to teleporter (move_teleporter or
200 * shop map code)
201 * tele_type is the type of teleporter we want to match against -
202 * currently, this is either set to SHOP_MAT or TELEPORTER.
203 * It is basically used so that shop_mats and normal teleporters can
204 * be used close to each other and not have the player put to the
205 * one of another type.
206 */
207 int
208 teleport (object *teleporter, uint8 tele_type, object *user)
209 {
210 object *altern;
211 int i, j, k, nrofalt = 0;
212 object *other_teleporter, *tmp;
213 maptile *m;
214 sint16 sx, sy;
215
216 if (user == NULL)
217 return 0;
218 if (user->head != NULL)
219 user = user->head;
220
221 /* Find all other teleporters within range. This range
222 * should really be setable by some object attribute instead of
223 * using hard coded values.
224 */
225 for (i = -5; i < 6; i++)
226 for (j = -5; j < 6; j++)
227 {
228 if (i == 0 && j == 0)
229 continue;
230 /* Perhaps this should be extended to support tiled maps */
231 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
232 continue;
233 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
234
235 while (other_teleporter)
236 {
237 if (other_teleporter->type == tele_type)
238 break;
239 other_teleporter = other_teleporter->above;
240 }
241 if (other_teleporter && !(RANDOM () % ++nrofalt))
242 altern = other_teleporter;
243 }
244
245 if (!nrofalt)
246 {
247 LOG (llevError, "No alternative teleporters around!\n");
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->clone.x);
292 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.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 }