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/cvs/deliantra/server/server/move.C
Revision: 1.35
Committed: Sun Nov 15 19:13:10 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.34: +3 -6 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
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 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
64 mapxy pos (this);
65 pos.move (dir);
66
67 /* If the space the object is moving to is out of the map,
68 * bail now - we know it can't work.
69 */
70 if (!pos.normalise ())
71 return 0;
72
73 /* Is this space blocked? Players with wizpass are immune to
74 * this condition.
75 */
76 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
77 return 0;
78
79 // check tail movability
80 if (more && !more->move (dir, more->head))
81 return 0;
82
83 /* 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 direction = dir;
88
89 if (will_apply & 4)
90 check_earthwalls (this, pos.m, pos.x, pos.y);
91
92 if (will_apply & 8)
93 check_doors (this, pos.m, pos.x, pos.y);
94
95 /* If this is a tail portion, just want to tell caller that move is
96 * ok - the caller will deal with actual object removal/insertion
97 */
98 if (head)
99 return 1;
100
101 if (pos.m != map && contr)
102 {
103 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
104 return 0;
105
106 remove ();
107
108 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
109 return 0;
110
111 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
112 return 0;
113 }
114
115 /* insert_ob_in_map will deal with any tiling issues */
116 pos.insert (this, originator);
117
118 return 1;
119 }
120
121 /*
122 * transfer_ob(): Move an object (even linked objects) to another spot
123 * on the same map.
124 *
125 * Does nothing if there is no free spot.
126 *
127 * randomly: If true, use find_free_spot() to find the destination, otherwise
128 * use find_first_free_spot().
129 *
130 * Return value: 1 if object was destroyed, 0 otherwise.
131 */
132
133 int
134 transfer_ob (object *op, int x, int y, int randomly, object *originator)
135 {
136 int i;
137 object *tmp;
138
139 if (randomly)
140 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
141 else
142 i = find_first_free_spot (op, op->map, x, y);
143
144 if (i == -1)
145 return 0; /* No free spot */
146
147 op = op->head_ ();
148 op->remove ();
149
150 for (object *tmp = op; tmp; tmp = tmp->more)
151 {
152 tmp->x = x + freearr_x[i] + tmp->arch->x;
153 tmp->y = y + freearr_y[i] + tmp->arch->y;
154 }
155
156 op = insert_ob_in_map (op, op->map, originator, 0);
157
158 return !op;
159 }
160
161 /*
162 * Return value: 1 if object was destroyed, 0 otherwise.
163 * Modified so that instead of passing the 'originator' that had no
164 * real use, instead we pass the 'user' of the teleporter. All the
165 * callers know what they wanted to teleporter (move_teleporter or
166 * shop map code)
167 * tele_type is the type of teleporter we want to match against -
168 * currently, this is either set to SHOP_MAT or TELEPORTER.
169 * It is basically used so that shop_mats and normal teleporters can
170 * be used close to each other and not have the player put to the
171 * one of another type.
172 */
173 int
174 teleport (object *teleporter, uint8 tele_type, object *user)
175 {
176 if (!user)
177 return 0;
178
179 object *other_teleporter = 0;
180 int nrofalt = 0;
181
182 user = user->head_ ();
183
184 /* Find all other teleporters within range. This range
185 * should really be setable by some object attribute instead of
186 * using hard coded values.
187 */
188 unordered_mapwalk (teleporter, -5, -5, 5, 5)
189 {
190 mapspace &ms = m->at (nx, ny);
191
192 for (object *tmp = ms.top; tmp; tmp = tmp->below)
193 if (tmp->type == tele_type)
194 {
195 if ((dx || dy) && !rndm (++nrofalt))
196 other_teleporter = tmp;
197
198 break;
199 }
200 }
201
202 if (!nrofalt)
203 {
204 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
205 teleporter->debug_desc (), user->debug_desc ());
206 return 0;
207 }
208
209 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
210
211 /* if k==-1, unable to find a free spot. If this is shop
212 * mat that the player is using, find someplace to move
213 * the player - otherwise, player can get trapped in the shops
214 * that appear in random dungeons. We basically just make
215 * sure the space isn't no pass (eg wall), and don't care
216 * about is alive.
217 */
218 if (k == -1)
219 {
220 if (tele_type == SHOP_MAT && user->is_player ())
221 {
222 for (k = 1; k < 9; k++)
223 {
224 maptile *m;
225 sint16 sx, sy;
226
227 if (get_map_flags (other_teleporter->map, &m,
228 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
229 continue;
230
231 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
232 break;
233 }
234
235 if (k == 9)
236 {
237 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
238 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
239 return 0;
240 }
241 }
242 else
243 return 0;
244 }
245
246 return !other_teleporter->map->insert (
247 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
248 );
249 }
250
251 /*
252 * This is a new version of blocked, this one handles objects
253 * that can be passed through by monsters with the CAN_PASS_THRU defined.
254 *
255 * very new version handles also multipart objects
256 * This is currently only used for the boulder roll code.
257 * Returns 1 if object does not fit, 0 if it does.
258 */
259 static int
260 try_fit (object *op, maptile *m, int x, int y)
261 {
262 object *tmp, *more;
263 sint16 tx, ty;
264 int mflags;
265 maptile *m2;
266
267 if (op->head)
268 op = op->head;
269
270 for (more = op; more; more = more->more)
271 {
272 tx = x + more->x - op->x;
273 ty = y + more->y - op->y;
274
275 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
276
277 if (mflags & P_OUT_OF_MAP)
278 return 1;
279
280 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
281 {
282 if (tmp->head == op || tmp == op)
283 continue;
284
285 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
286 return 1;
287
288 if (OB_MOVE_BLOCK (op, tmp))
289 return 1;
290
291 }
292 }
293 return 0;
294 }
295
296 /*
297 * this is not perfect yet.
298 * it does not roll objects behind multipart objects properly.
299 * Support for rolling multipart objects is questionable.
300 */
301 static int
302 roll_ob (object *op, int dir, object *pusher)
303 {
304 sint16 x, y;
305 int flags;
306 maptile *m;
307 MoveType move_block;
308
309 if (op->head)
310 op = op->head;
311
312 x = op->x + freearr_x[dir];
313 y = op->y + freearr_y[dir];
314
315 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
316 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
317 > pusher->stats.Str))
318 return 0;
319
320 m = op->map;
321 flags = get_map_flags (m, &m, x, y, &x, &y);
322
323 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
324 return 0;
325
326 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
327
328 /* If the target space is not blocked, no need to look at the objects on it */
329 if ((op->move_type & move_block) == op->move_type)
330 {
331 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
332 {
333 if (tmp->head == op)
334 continue;
335
336 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
337 return 0;
338 }
339 }
340
341 if (try_fit (op, m, x, y))
342 return 0;
343
344 op->move (dir);
345
346 return 1;
347 }
348
349 void
350 recursive_roll (object *op, int dir, object *pusher)
351 {
352 if (!roll_ob (op, dir, pusher))
353 {
354 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
355 return;
356 }
357
358 move_ob (pusher, dir, pusher);
359 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
360 return;
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. H<You have to run if you wish to attack unnagressive NPCs.>", &who->name);
423 }
424
425 /* now, let's 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. H<You simply can't.>", &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 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
456
457 if (pusher->type == PLAYER)
458 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
459
460 return 1;
461 }