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/cvs/deliantra/server/server/move.C
Revision: 1.29
Committed: Sun Dec 28 06:59:27 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +28 -33 lines
Log Message:
smell, remove gcfclient support, material fixes, cfpod parse fixes, refactoring

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 op->move (dir);
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 return op->move (dir, originator);
56 }
57
58 int
59 object::move (int dir, object *originator)
60 {
61 sint16 newx = x + freearr_x[dir];
62 sint16 newy = y + freearr_y[dir];
63 object *tmp;
64 maptile *m;
65 int mflags;
66
67 m = 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 (this, m, newx, newy) && !flag [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 (more && !more->move (dir, more->head))
87 return 0;
88
89 direction = dir;
90
91 if (will_apply & 4)
92 check_earthwalls (this, m, newx, newy);
93
94 if (will_apply & 8)
95 check_doors (this, 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 if (flag [FLAG_REMOVED])//D remove or fix?
107 {
108 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
109 /* Was not successful, but don't want to try and move again */
110 return 1;
111 }
112
113 /* If this is a tail portion, just want to tell caller that move is
114 * ok - the caller will deal with actual object removal/insertion
115 */
116 if (head)
117 return 1;
118
119 if (m != map && contr)
120 {
121 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
122 return 0;
123
124 remove ();
125
126 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
127 return 0;
128
129 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (contr), ARG_INT (newx), ARG_INT (newy)))
130 return 0;
131 }
132 else
133 remove ();
134
135 for (tmp = this; tmp; tmp = tmp->more)
136 {
137 tmp->x += freearr_x[dir];
138 tmp->y += freearr_y[dir];
139 xy_normalise (tmp->map, tmp->x, tmp->y);
140 }
141
142 /* insert_ob_in_map will deal with any tiling issues */
143 insert_ob_in_map (this, map, originator, 0);
144
145 return 1;
146 }
147
148
149 /*
150 * transfer_ob(): Move an object (even linked objects) to another spot
151 * on the same map.
152 *
153 * Does nothing if there is no free spot.
154 *
155 * randomly: If true, use find_free_spot() to find the destination, otherwise
156 * use find_first_free_spot().
157 *
158 * Return value: 1 if object was destroyed, 0 otherwise.
159 */
160
161 int
162 transfer_ob (object *op, int x, int y, int randomly, object *originator)
163 {
164 int i;
165 object *tmp;
166
167 if (randomly)
168 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
169 else
170 i = find_first_free_spot (op, op->map, x, y);
171
172 if (i == -1)
173 return 0; /* No free spot */
174
175 op = op->head_ ();
176 op->remove ();
177
178 for (object *tmp = op; tmp; tmp = tmp->more)
179 {
180 tmp->x = x + freearr_x[i] + (!tmp->arch ? 0 : tmp->arch->x);
181 tmp->y = y + freearr_y[i] + (!tmp->arch ? 0 : tmp->arch->y);
182 }
183
184 op = insert_ob_in_map (op, op->map, originator, 0);
185
186 return !op;
187 }
188
189 /*
190 * Return value: 1 if object was destroyed, 0 otherwise.
191 * Modified so that instead of passing the 'originator' that had no
192 * real use, instead we pass the 'user' of the teleporter. All the
193 * callers know what they wanted to teleporter (move_teleporter or
194 * shop map code)
195 * tele_type is the type of teleporter we want to match against -
196 * currently, this is either set to SHOP_MAT or TELEPORTER.
197 * It is basically used so that shop_mats and normal teleporters can
198 * be used close to each other and not have the player put to the
199 * one of another type.
200 */
201 int
202 teleport (object *teleporter, uint8 tele_type, object *user)
203 {
204 object *altern;
205 int i, j, k, nrofalt = 0;
206 object *other_teleporter, *tmp;
207 maptile *m;
208 sint16 sx, sy;
209
210 if (user == NULL)
211 return 0;
212 if (user->head != NULL)
213 user = user->head;
214
215 /* Find all other teleporters within range. This range
216 * should really be setable by some object attribute instead of
217 * using hard coded values.
218 */
219 for (i = -5; i < 6; i++)
220 for (j = -5; j < 6; j++)
221 {
222 if (i == 0 && j == 0)
223 continue;
224
225 /* Perhaps this should be extended to support tiled maps */
226 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
227 continue;
228
229 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
230
231 while (other_teleporter)
232 {
233 if (other_teleporter->type == tele_type)
234 break;
235 other_teleporter = other_teleporter->above;
236 }
237
238 if (other_teleporter && !rndm (++nrofalt))
239 altern = other_teleporter;
240 }
241
242 if (!nrofalt)
243 {
244 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
245 teleporter->debug_desc (), user->debug_desc ());
246 return 0;
247 }
248
249 other_teleporter = altern;
250 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
251
252 /* if k==-1, unable to find a free spot. If this is shop
253 * mat that the player is using, find someplace to move
254 * the player - otherwise, player can get trapped in the shops
255 * that appear in random dungeons. We basically just make
256 * sure the space isn't no pass (eg wall), and don't care
257 * about is alive.
258 */
259 if (k == -1)
260 {
261 if (tele_type == SHOP_MAT && user->type == PLAYER)
262 {
263 for (k = 1; k < 9; k++)
264 {
265 if (get_map_flags (other_teleporter->map, &m,
266 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
267 continue;
268
269 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
270 break;
271
272 }
273 if (k == 9)
274 {
275 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
276 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
277 return 0;
278 }
279 }
280 else
281 return 0;
282 }
283
284 user->remove ();
285
286 /* Update location for the object */
287 for (tmp = user; tmp; tmp = tmp->more)
288 {
289 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch ? tmp->arch->x : 0);
290 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch ? tmp->arch->y : 0);
291 }
292
293 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
294 return !tmp;
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)
378 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
379 > pusher->stats.Str))
380 return 0;
381
382 m = op->map;
383 flags = get_map_flags (m, &m, x, y, &x, &y);
384
385 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
386 return 0;
387
388 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
389
390 /* If the target space is not blocked, no need to look at the objects on it */
391 if ((op->move_type & move_block) == op->move_type)
392 {
393 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
394 {
395 if (tmp->head == op)
396 continue;
397 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
398 return 0;
399 }
400 }
401 if (try_fit (op, m, x, y))
402 return 0;
403
404 op->remove ();
405 for (tmp = op; tmp != NULL; tmp = tmp->more)
406 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
407 insert_ob_in_map (op, op->map, pusher, 0);
408 return 1;
409 }
410
411 /* returns 1 if pushing invokes a attack, 0 when not */
412 int
413 push_ob (object *who, int dir, object *pusher)
414 {
415 int str1, str2;
416 object *owner;
417
418 if (who->head != NULL)
419 who = who->head;
420 owner = who->owner;
421
422 /* Wake up sleeping monsters that may be pushed */
423 CLEAR_FLAG (who, FLAG_SLEEP);
424
425 /* player change place with his pets or summoned creature */
426 /* TODO: allow multi arch pushing. Can't be very difficult */
427 if (who->more == NULL
428 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
429 || owner == pusher)
430 )
431 {
432 int temp;
433 maptile *m;
434
435 who->remove ();
436 pusher->remove ();
437 temp = pusher->x;
438 pusher->x = who->x;
439 who->x = temp;
440
441 temp = pusher->y;
442 pusher->y = who->y;
443 who->y = temp;
444
445 m = pusher->map;
446 pusher->map = who->map;
447 who->map = m;
448
449 insert_ob_in_map (who, who->map, pusher, 0);
450 insert_ob_in_map (pusher, pusher->map, pusher, 0);
451 return 0;
452 }
453
454 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
455 /* In original we have here a unaggressive check only - that was the reason why */
456 /* we so often become an enemy of friendly monsters... */
457 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
458 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
459 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
460 {
461 if (pusher->contr->run_on) /* only when we run */
462 {
463 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
464 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
465 who->enemy = pusher;
466 return 1;
467 }
468 else
469 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
470 }
471
472 /* now, lets test stand still. we NEVER can push stand_still monsters. */
473 if (QUERY_FLAG (who, FLAG_STAND_STILL))
474 {
475 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
476 return 0;
477 }
478
479 /* This block is basically if you are pushing friendly but
480 * non pet creaturs.
481 * It basically does a random strength comparision to
482 * determine if you can push someone around. Note that
483 * this pushes the other person away - its not a swap.
484 */
485
486 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
487 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
488 if (QUERY_FLAG (who, FLAG_WIZ) ||
489 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
490 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
491 {
492 if (who->type == PLAYER)
493 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
494
495 return 0;
496 }
497
498 /* If we get here, the push succeeded.
499 * Let everyone know the status.
500 */
501 if (who->type == PLAYER)
502 {
503 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
504 }
505 if (pusher->type == PLAYER)
506 {
507 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
508 }
509
510 return 1;
511 }