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Revision: 1.22
Committed: Thu Nov 8 19:43:27 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.21: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# Content
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, "No alternative teleporters around!\n");
247 return 0;
248 }
249
250 other_teleporter = altern;
251 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
252
253 /* if k==-1, unable to find a free spot. If this is shop
254 * mat that the player is using, find someplace to move
255 * the player - otherwise, player can get trapped in the shops
256 * that appear in random dungeons. We basically just make
257 * sure the space isn't no pass (eg wall), and don't care
258 * about is alive.
259 */
260 if (k == -1)
261 {
262 if (tele_type == SHOP_MAT && user->type == PLAYER)
263 {
264 for (k = 1; k < 9; k++)
265 {
266 if (get_map_flags (other_teleporter->map, &m,
267 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
268 continue;
269
270 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
271 break;
272
273 }
274 if (k == 9)
275 {
276 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
277 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
278 return 0;
279 }
280 }
281 else
282 return 0;
283 }
284
285 user->remove ();
286
287 /* Update location for the object */
288 for (tmp = user; tmp != NULL; tmp = tmp->more)
289 {
290 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->x);
291 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->y);
292 }
293 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
294 return (tmp == NULL);
295 }
296
297 void
298 recursive_roll (object *op, int dir, object *pusher)
299 {
300 if (!roll_ob (op, dir, pusher))
301 {
302 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
303 return;
304 }
305 (void) move_ob (pusher, dir, pusher);
306 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
307 return;
308 }
309
310 /*
311 * This is a new version of blocked, this one handles objects
312 * that can be passed through by monsters with the CAN_PASS_THRU defined.
313 *
314 * very new version handles also multipart objects
315 * This is currently only used for the boulder roll code.
316 * Returns 1 if object does not fit, 0 if it does.
317 */
318
319 int
320 try_fit (object *op, maptile *m, int x, int y)
321 {
322 object *tmp, *more;
323 sint16 tx, ty;
324 int mflags;
325 maptile *m2;
326
327 if (op->head)
328 op = op->head;
329
330 for (more = op; more; more = more->more)
331 {
332 tx = x + more->x - op->x;
333 ty = y + more->y - op->y;
334
335 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
336
337 if (mflags & P_OUT_OF_MAP)
338 return 1;
339
340 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
341 {
342 if (tmp->head == op || tmp == op)
343 continue;
344
345 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
346 return 1;
347
348 if (OB_MOVE_BLOCK (op, tmp))
349 return 1;
350
351 }
352 }
353 return 0;
354 }
355
356 /*
357 * this is not perfect yet.
358 * it does not roll objects behind multipart objects properly.
359 * Support for rolling multipart objects is questionable.
360 */
361
362 int
363 roll_ob (object *op, int dir, object *pusher)
364 {
365 object *tmp;
366 sint16 x, y;
367 int flags;
368 maptile *m;
369 MoveType move_block;
370
371 if (op->head)
372 op = op->head;
373
374 x = op->x + freearr_x[dir];
375 y = op->y + freearr_y[dir];
376
377 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str))
378 return 0;
379
380 m = op->map;
381 flags = get_map_flags (m, &m, x, y, &x, &y);
382
383 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
384 return 0;
385
386 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
387
388 /* If the target space is not blocked, no need to look at the objects on it */
389 if ((op->move_type & move_block) == op->move_type)
390 {
391 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
392 {
393 if (tmp->head == op)
394 continue;
395 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
396 return 0;
397 }
398 }
399 if (try_fit (op, m, x, y))
400 return 0;
401
402 op->remove ();
403 for (tmp = op; tmp != NULL; tmp = tmp->more)
404 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
405 insert_ob_in_map (op, op->map, pusher, 0);
406 return 1;
407 }
408
409 /* returns 1 if pushing invokes a attack, 0 when not */
410 int
411 push_ob (object *who, int dir, object *pusher)
412 {
413 int str1, str2;
414 object *owner;
415
416 if (who->head != NULL)
417 who = who->head;
418 owner = who->owner;
419
420 /* Wake up sleeping monsters that may be pushed */
421 CLEAR_FLAG (who, FLAG_SLEEP);
422
423 /* player change place with his pets or summoned creature */
424 /* TODO: allow multi arch pushing. Can't be very difficult */
425 if (who->more == NULL
426 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
427 || owner == pusher)
428 )
429 {
430 int temp;
431 maptile *m;
432
433 who->remove ();
434 pusher->remove ();
435 temp = pusher->x;
436 pusher->x = who->x;
437 who->x = temp;
438
439 temp = pusher->y;
440 pusher->y = who->y;
441 who->y = temp;
442
443 m = pusher->map;
444 pusher->map = who->map;
445 who->map = m;
446
447 insert_ob_in_map (who, who->map, pusher, 0);
448 insert_ob_in_map (pusher, pusher->map, pusher, 0);
449 return 0;
450 }
451
452 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
453 /* In original we have here a unaggressive check only - that was the reason why */
454 /* we so often become an enemy of friendly monsters... */
455 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
456 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
457 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
458 {
459 if (pusher->contr->run_on) /* only when we run */
460 {
461 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
462 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
463 who->enemy = pusher;
464 return 1;
465 }
466 else
467 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
468 }
469
470 /* now, lets test stand still. we NEVER can push stand_still monsters. */
471 if (QUERY_FLAG (who, FLAG_STAND_STILL))
472 {
473 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
474 return 0;
475 }
476
477 /* This block is basically if you are pushing friendly but
478 * non pet creaturs.
479 * It basically does a random strength comparision to
480 * determine if you can push someone around. Note that
481 * this pushes the other person away - its not a swap.
482 */
483
484 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
485 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
486 if (QUERY_FLAG (who, FLAG_WIZ) ||
487 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
488 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
489 {
490 if (who->type == PLAYER)
491 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
492
493 return 0;
494 }
495
496 /* If we get here, the push succeeded.
497 * Let everyone know the status.
498 */
499 if (who->type == PLAYER)
500 {
501 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
502 }
503 if (pusher->type == PLAYER)
504 {
505 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
506 }
507
508 return 1;
509 }