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/cvs/deliantra/server/server/move.C
Revision: 1.31
Committed: Wed Sep 2 22:52:36 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80
Changes since 1.30: +2 -1 lines
Log Message:
*** empty log message ***

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 int
37 move_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 */
51 int
52 move_ob (object *op, int dir, object *originator)
53 {
54 return op->move (dir, originator);
55 }
56
57 int
58 object::move (int dir, object *originator)
59 {
60 sint16 newx = x + freearr_x[dir];
61 sint16 newy = y + freearr_y[dir];
62
63 mapxy pos (this);
64 pos.move (dir);
65
66 /* If the space the object is moving to is out of the map,
67 * bail now - we know it can't work.
68 */
69 if (!pos.normalise ())
70 return 0;
71
72 /* Is this space blocked? Players with wizpass are immune to
73 * this condition.
74 */
75 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
76 return 0;
77
78 // check tail movability
79 if (more && !more->move (dir, more->head))
80 return 0;
81
82 /* 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 direction = dir;
87
88 if (will_apply & 4)
89 check_earthwalls (this, pos.m, pos.x, pos.y);
90
91 if (will_apply & 8)
92 check_doors (this, pos.m, pos.x, pos.y);
93
94 /* If this is a tail portion, just want to tell caller that move is
95 * ok - the caller will deal with actual object removal/insertion
96 */
97 if (head)
98 return 1;
99
100 if (pos.m != map && contr)
101 {
102 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
103 return 0;
104
105 remove ();
106
107 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
108 return 0;
109
110 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
111 return 0;
112 }
113
114 /* insert_ob_in_map will deal with any tiling issues */
115 pos.insert (this, originator);
116
117 return 1;
118 }
119
120 /*
121 * transfer_ob(): Move an object (even linked objects) to another spot
122 * on the same map.
123 *
124 * Does nothing if there is no free spot.
125 *
126 * randomly: If true, use find_free_spot() to find the destination, otherwise
127 * use find_first_free_spot().
128 *
129 * Return value: 1 if object was destroyed, 0 otherwise.
130 */
131
132 int
133 transfer_ob (object *op, int x, int y, int randomly, object *originator)
134 {
135 int i;
136 object *tmp;
137
138 if (randomly)
139 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
140 else
141 i = find_first_free_spot (op, op->map, x, y);
142
143 if (i == -1)
144 return 0; /* No free spot */
145
146 op = op->head_ ();
147 op->remove ();
148
149 for (object *tmp = op; tmp; tmp = tmp->more)
150 {
151 tmp->x = x + freearr_x[i] + tmp->arch->x;
152 tmp->y = y + freearr_y[i] + tmp->arch->y;
153 }
154
155 op = insert_ob_in_map (op, op->map, originator, 0);
156
157 return !op;
158 }
159
160 /*
161 * Return value: 1 if object was destroyed, 0 otherwise.
162 * Modified so that instead of passing the 'originator' that had no
163 * real use, instead we pass the 'user' of the teleporter. All the
164 * callers know what they wanted to teleporter (move_teleporter or
165 * shop map code)
166 * tele_type is the type of teleporter we want to match against -
167 * currently, this is either set to SHOP_MAT or TELEPORTER.
168 * It is basically used so that shop_mats and normal teleporters can
169 * be used close to each other and not have the player put to the
170 * one of another type.
171 */
172 int
173 teleport (object *teleporter, uint8 tele_type, object *user)
174 {
175 if (!user)
176 return 0;
177
178 object *other_teleporter = 0;
179 int nrofalt = 0;
180
181 user = user->head_ ();
182
183 /* Find all other teleporters within range. This range
184 * should really be setable by some object attribute instead of
185 * using hard coded values.
186 */
187 unordered_mapwalk (teleporter, -5, -5, 5, 5)
188 {
189 mapspace &ms = m->at (nx, ny);
190
191 for (object *tmp = ms.top; tmp; tmp = tmp->below)
192 if (tmp->type == tele_type)
193 {
194 if ((dx || dy) && !rndm (++nrofalt))
195 other_teleporter = tmp;
196
197 break;
198 }
199 }
200
201 if (!nrofalt)
202 {
203 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
204 teleporter->debug_desc (), user->debug_desc ());
205 return 0;
206 }
207
208 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
209
210 /* if k==-1, unable to find a free spot. If this is shop
211 * mat that the player is using, find someplace to move
212 * the player - otherwise, player can get trapped in the shops
213 * that appear in random dungeons. We basically just make
214 * sure the space isn't no pass (eg wall), and don't care
215 * about is alive.
216 */
217 if (k == -1)
218 {
219 if (tele_type == SHOP_MAT && user->is_player ())
220 {
221 for (k = 1; k < 9; k++)
222 {
223 maptile *m;
224 sint16 sx, sy;
225
226 if (get_map_flags (other_teleporter->map, &m,
227 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
228 continue;
229
230 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
231 break;
232 }
233
234 if (k == 9)
235 {
236 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
237 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
238 return 0;
239 }
240 }
241 else
242 return 0;
243 }
244
245 return !other_teleporter->map->insert (
246 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
247 );
248 }
249
250 void
251 recursive_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 /*
265 * 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.
267 *
268 * very new version handles also multipart objects
269 * This is currently only used for the boulder roll code.
270 * Returns 1 if object does not fit, 0 if it does.
271 */
272
273 int
274 try_fit (object *op, maptile *m, int x, int y)
275 {
276 object *tmp, *more;
277 sint16 tx, ty;
278 int mflags;
279 maptile *m2;
280
281 if (op->head)
282 op = op->head;
283
284 for (more = op; more; more = more->more)
285 {
286 tx = x + more->x - op->x;
287 ty = y + more->y - op->y;
288
289 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
290
291 if (mflags & P_OUT_OF_MAP)
292 return 1;
293
294 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
295 {
296 if (tmp->head == op || tmp == op)
297 continue;
298
299 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
300 return 1;
301
302 if (OB_MOVE_BLOCK (op, tmp))
303 return 1;
304
305 }
306 }
307 return 0;
308 }
309
310 /*
311 * this is not perfect yet.
312 * it does not roll objects behind multipart objects properly.
313 * Support for rolling multipart objects is questionable.
314 */
315 int
316 roll_ob (object *op, int dir, object *pusher)
317 {
318 sint16 x, y;
319 int flags;
320 maptile *m;
321 MoveType move_block;
322
323 if (op->head)
324 op = op->head;
325
326 x = op->x + freearr_x[dir];
327 y = op->y + freearr_y[dir];
328
329 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
330 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
331 > pusher->stats.Str))
332 return 0;
333
334 m = op->map;
335 flags = get_map_flags (m, &m, x, y, &x, &y);
336
337 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
338 return 0;
339
340 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
341
342 /* If the target space is not blocked, no need to look at the objects on it */
343 if ((op->move_type & move_block) == op->move_type)
344 {
345 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
346 {
347 if (tmp->head == op)
348 continue;
349
350 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
351 return 0;
352 }
353 }
354
355 if (try_fit (op, m, x, y))
356 return 0;
357
358 op->move (dir);
359
360 return 1;
361 }
362
363 /* returns 1 if pushing invokes a attack, 0 when not */
364 int
365 push_ob (object *who, int dir, object *pusher)
366 {
367 int str1, str2;
368 object *owner;
369
370 if (who->head != NULL)
371 who = who->head;
372 owner = who->owner;
373
374 /* Wake up sleeping monsters that may be pushed */
375 CLEAR_FLAG (who, FLAG_SLEEP);
376
377 /* player change place with his pets or summoned creature */
378 /* TODO: allow multi arch pushing. Can't be very difficult */
379 if (who->more == NULL
380 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
381 || owner == pusher)
382 )
383 {
384 int temp;
385 maptile *m;
386
387 who->remove ();
388 pusher->remove ();
389 temp = pusher->x;
390 pusher->x = who->x;
391 who->x = temp;
392
393 temp = pusher->y;
394 pusher->y = who->y;
395 who->y = temp;
396
397 m = pusher->map;
398 pusher->map = who->map;
399 who->map = m;
400
401 insert_ob_in_map (who, who->map, pusher, 0);
402 insert_ob_in_map (pusher, pusher->map, pusher, 0);
403
404 return 0;
405 }
406
407 /* 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 */
409 /* we so often become an enemy of friendly monsters... */
410 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
411 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
412 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
413 {
414 if (pusher->contr->run_on) /* only when we run */
415 {
416 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 */
418 who->enemy = pusher;
419 return 1;
420 }
421 else
422 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
423 }
424
425 /* now, lets test stand still. we NEVER can push stand_still monsters. */
426 if (QUERY_FLAG (who, FLAG_STAND_STILL))
427 {
428 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
429 return 0;
430 }
431
432 /* This block is basically if you are pushing friendly but
433 * non pet creaturs.
434 * It basically does a random strength comparision to
435 * determine if you can push someone around. Note that
436 * this pushes the other person away - its not a swap.
437 */
438
439 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
440 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
441 if (QUERY_FLAG (who, FLAG_WIZ) ||
442 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
443 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
444 {
445 if (who->type == PLAYER)
446 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
447
448 return 0;
449 }
450
451 /* If we get here, the push succeeded.
452 * Let everyone know the status.
453 */
454 if (who->type == PLAYER)
455 {
456 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
457 }
458 if (pusher->type == PLAYER)
459 {
460 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
461 }
462
463 return 1;
464 }