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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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|
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/* |
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* move_object() tries to move object op in the direction "dir". |
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* If it fails (something blocks the passage), it returns 0, |
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* otherwise 1. |
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* This is an improvement from the previous move_ob(), which |
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* removed and inserted objects even if they were unable to move. |
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*/ |
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|
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int |
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move_object (object *op, int dir) |
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{ |
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return move_ob (op, dir, op); |
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} |
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|
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/* object op is trying to move in direction dir. |
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* originator is typically the same as op, but |
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* can be different if originator is causing op to |
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* move (originator is pushing op) |
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* returns 0 if the object is not able to move to the |
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* desired space, 1 otherwise (in which case we also |
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* move the object accordingly. This function is |
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* very similiar to move_object. |
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*/ |
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int |
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move_ob (object *op, int dir, object *originator) |
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{ |
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sint16 newx = op->x + freearr_x[dir]; |
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sint16 newy = op->y + freearr_y[dir]; |
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object *tmp; |
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maptile *m; |
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int mflags; |
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|
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if (op == NULL) |
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{ |
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LOG (llevError, "Trying to move NULL.\n"); |
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return 0; |
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} |
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|
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m = op->map; |
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mflags = get_map_flags (m, &m, newx, newy, &newx, &newy); |
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|
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/* If the space the player is trying to is out of the map, |
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* bail now - we know it can't work. |
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*/ |
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if (mflags & P_OUT_OF_MAP) |
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return 0; |
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|
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/* Is this space blocked? Players with wizpass are immune to |
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* this condition. |
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*/ |
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if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) |
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return 0; |
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|
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/* 0.94.2 - we need to set the direction for the new animation code. |
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* it uses it to figure out face to use - I can't see it |
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* breaking anything, but it might. |
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*/ |
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if (op->more && !move_ob (op->more, dir, op->more->head)) |
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return 0; |
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|
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op->direction = dir; |
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|
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if (op->will_apply & 4) |
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check_earthwalls (op, m, newx, newy); |
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|
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if (op->will_apply & 8) |
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check_doors (op, m, newx, newy); |
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|
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/* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying |
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* to remove a removed object, and this function was the culprit. A possible |
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* guess I have is that check_doors above ran into a trap, killing the |
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* monster. |
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* |
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* Unfortunately, it doesn't appear that the calling functions of move_object |
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* deal very well with op being killed, so all this might do is just |
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* migrate the problem someplace else. |
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*/ |
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|
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if (QUERY_FLAG (op, FLAG_REMOVED)) |
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{ |
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LOG (llevDebug, "move_object: monster has been removed - will not process further\n"); |
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/* Was not successful, but don't want to try and move again */ |
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return 1; |
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} |
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|
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/* If this is a tail portion, just want to tell caller that move is |
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* ok - the caller will deal with actual object removal/insertion |
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*/ |
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if (op->head) |
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return 1; |
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|
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if (m != op->map && op->contr) |
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{ |
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if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) |
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return 0; |
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|
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op->remove (); |
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|
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if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy))) |
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return 0; |
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|
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if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy))) |
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return 0; |
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} |
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else |
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op->remove (); |
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|
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/* we already have newx, newy, and m, so lets use them. |
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* In addition, this fixes potential crashes, because multipart object was |
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* on edge of map, +=x, +=y doesn't make correct coordinates. |
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*/ |
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for (tmp = op; tmp != NULL; tmp = tmp->more) |
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{ |
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tmp->x += freearr_x[dir]; |
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tmp->y += freearr_y[dir]; |
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tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); |
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} |
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|
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/* insert_ob_in_map will deal with any tiling issues */ |
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insert_ob_in_map (op, m, originator, 0); |
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|
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return 1; |
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} |
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|
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|
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/* |
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* transfer_ob(): Move an object (even linked objects) to another spot |
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* on the same map. |
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* |
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* Does nothing if there is no free spot. |
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* |
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* randomly: If true, use find_free_spot() to find the destination, otherwise |
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* use find_first_free_spot(). |
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* |
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* Return value: 1 if object was destroyed, 0 otherwise. |
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*/ |
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|
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int |
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transfer_ob (object *op, int x, int y, int randomly, object *originator) |
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{ |
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int i; |
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object *tmp; |
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|
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if (randomly) |
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i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE); |
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else |
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i = find_first_free_spot (op, op->map, x, y); |
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|
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if (i == -1) |
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return 0; /* No free spot */ |
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|
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if (op->head != NULL) |
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op = op->head; |
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op->remove (); |
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for (tmp = op; tmp != NULL; tmp = tmp->more) |
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tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->x), |
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tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->y); |
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|
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tmp = insert_ob_in_map (op, op->map, originator, 0); |
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if (tmp) |
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return 0; |
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else |
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return 1; |
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} |
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|
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/* |
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* Return value: 1 if object was destroyed, 0 otherwise. |
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* Modified so that instead of passing the 'originator' that had no |
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* real use, instead we pass the 'user' of the teleporter. All the |
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* callers know what they wanted to teleporter (move_teleporter or |
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* shop map code) |
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* tele_type is the type of teleporter we want to match against - |
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* currently, this is either set to SHOP_MAT or TELEPORTER. |
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* It is basically used so that shop_mats and normal teleporters can |
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* be used close to each other and not have the player put to the |
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* one of another type. |
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*/ |
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int |
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teleport (object *teleporter, uint8 tele_type, object *user) |
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{ |
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object *altern; |
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int i, j, k, nrofalt = 0; |
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object *other_teleporter, *tmp; |
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maptile *m; |
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sint16 sx, sy; |
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|
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if (user == NULL) |
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return 0; |
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if (user->head != NULL) |
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user = user->head; |
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|
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/* Find all other teleporters within range. This range |
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* should really be setable by some object attribute instead of |
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* using hard coded values. |
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*/ |
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for (i = -5; i < 6; i++) |
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for (j = -5; j < 6; j++) |
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{ |
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if (i == 0 && j == 0) |
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continue; |
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/* Perhaps this should be extended to support tiled maps */ |
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if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j)) |
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continue; |
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other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j); |
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|
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while (other_teleporter) |
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{ |
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if (other_teleporter->type == tele_type) |
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break; |
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other_teleporter = other_teleporter->above; |
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} |
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if (other_teleporter && !(RANDOM () % ++nrofalt)) |
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altern = other_teleporter; |
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} |
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|
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if (!nrofalt) |
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{ |
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LOG (llevError, "No alternative teleporters around!\n"); |
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return 0; |
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} |
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|
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other_teleporter = altern; |
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k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); |
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|
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/* if k==-1, unable to find a free spot. If this is shop |
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* mat that the player is using, find someplace to move |
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* the player - otherwise, player can get trapped in the shops |
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* that appear in random dungeons. We basically just make |
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* sure the space isn't no pass (eg wall), and don't care |
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* about is alive. |
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*/ |
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if (k == -1) |
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{ |
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if (tele_type == SHOP_MAT && user->type == PLAYER) |
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{ |
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for (k = 1; k < 9; k++) |
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{ |
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if (get_map_flags (other_teleporter->map, &m, |
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other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP) |
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continue; |
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|
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if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
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break; |
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|
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} |
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if (k == 9) |
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{ |
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LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n", |
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&other_teleporter->name, other_teleporter->x, other_teleporter->y); |
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return 0; |
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} |
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} |
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else |
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return 0; |
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} |
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|
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user->remove (); |
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|
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/* Update location for the object */ |
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for (tmp = user; tmp != NULL; tmp = tmp->more) |
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{ |
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tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->x); |
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tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->y); |
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} |
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tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0); |
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return (tmp == NULL); |
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} |
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|
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void |
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recursive_roll (object *op, int dir, object *pusher) |
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{ |
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if (!roll_ob (op, dir, pusher)) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op)); |
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return; |
304 |
} |
305 |
(void) move_ob (pusher, dir, pusher); |
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new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op)); |
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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. |
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* |
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* very new version handles also multipart objects |
315 |
* This is currently only used for the boulder roll code. |
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* Returns 1 if object does not fit, 0 if it does. |
317 |
*/ |
318 |
|
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int |
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try_fit (object *op, maptile *m, int x, int y) |
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{ |
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object *tmp, *more; |
323 |
sint16 tx, ty; |
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int mflags; |
325 |
maptile *m2; |
326 |
|
327 |
if (op->head) |
328 |
op = op->head; |
329 |
|
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for (more = op; more; more = more->more) |
331 |
{ |
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tx = x + more->x - op->x; |
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ty = y + more->y - op->y; |
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|
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mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty); |
336 |
|
337 |
if (mflags & P_OUT_OF_MAP) |
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return 1; |
339 |
|
340 |
for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above) |
341 |
{ |
342 |
if (tmp->head == op || tmp == op) |
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continue; |
344 |
|
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if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) |
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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 |
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roll_ob (object *op, int dir, object *pusher) |
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{ |
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object *tmp; |
366 |
sint16 x, y; |
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int flags; |
368 |
maptile *m; |
369 |
MoveType move_block; |
370 |
|
371 |
if (op->head) |
372 |
op = op->head; |
373 |
|
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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 |
} |