/* * static char *rcsid_move_c = * "$Id: move.C,v 1.4 2006/08/29 08:01:37 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The author can be reached via e-mail to crossfire-devel@real-time.com */ #include #ifndef __CEXTRACT__ #include #endif #ifdef COZY_SERVER // use a ptotoype extern int same_party (partylist *a, partylist *b); #endif /* * move_object() tries to move object op in the direction "dir". * If it fails (something blocks the passage), it returns 0, * otherwise 1. * This is an improvement from the previous move_ob(), which * removed and inserted objects even if they were unable to move. */ int move_object(object *op, int dir) { return move_ob(op, dir, op); } /* object op is trying to move in direction dir. * originator is typically the same as op, but * can be different if originator is causing op to * move (originator is pushing op) * returns 0 if the object is not able to move to the * desired space, 1 otherwise (in which case we also * move the object accordingly. This function is * very similiar to move_object. */ int move_ob (object *op, int dir, object *originator) { sint16 newx = op->x+freearr_x[dir]; sint16 newy = op->y+freearr_y[dir]; object *tmp; mapstruct *m; int mflags; if(op==NULL) { LOG(llevError,"Trying to move NULL.\n"); return 0; } m = op->map; mflags = get_map_flags(m, &m, newx, newy, &newx, &newy); /* If the space the player is trying to is out of the map, * bail now - we know it can't work. */ if (mflags & P_OUT_OF_MAP) return 0; /* Is this space blocked? Players with wizpass are immune to * this condition. */ if(blocked_link(op, m, newx, newy) && !QUERY_FLAG(op, FLAG_WIZPASS)) return 0; /* 0.94.2 - we need to set the direction for the new animation code. * it uses it to figure out face to use - I can't see it * breaking anything, but it might. */ if(op->more != NULL && !move_ob(op->more, dir, op->more->head)) return 0; op->direction = dir; if(op->will_apply&4) check_earthwalls(op,m, newx,newy); if(op->will_apply&8) check_doors(op,m, newx,newy); /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying * to remove a removed object, and this function was the culprit. A possible * guess I have is that check_doors above ran into a trap, killing the * monster. * * Unfortunately, it doesn't appear that the calling functions of move_object * deal very well with op being killed, so all this might do is just * migrate the problem someplace else. */ if (QUERY_FLAG(op, FLAG_REMOVED)) { LOG(llevDebug,"move_object: monster has been removed - will not process further\n"); /* Was not successful, but don't want to try and move again */ return 1; } /* If this is a tail portion, just want to tell caller that move is * ok - the caller will deal with actual object removal/insertion */ if(op->head) return 1; remove_ob(op); /* we already have newx, newy, and m, so lets use them. * In addition, this fixes potential crashes, because multipart object was * on edge of map, +=x, +=y doesn't make correct coordinates. */ for(tmp = op; tmp != NULL; tmp = tmp->more) { tmp->x += freearr_x[dir]; tmp->y += freearr_y[dir]; tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); } /* insert_ob_in_map will deal with any tiling issues */ insert_ob_in_map(op, m, originator,0); return 1; /* this shouldn't be reached */ } /* * transfer_ob(): Move an object (even linked objects) to another spot * on the same map. * * Does nothing if there is no free spot. * * randomly: If true, use find_free_spot() to find the destination, otherwise * use find_first_free_spot(). * * Return value: 1 if object was destroyed, 0 otherwise. */ int transfer_ob (object *op, int x, int y, int randomly, object *originator) { int i; object *tmp; if (randomly) i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE); else i = find_first_free_spot(op,op->map,x,y); if (i==-1) return 0; /* No free spot */ if(op->head!=NULL) op=op->head; remove_ob(op); for(tmp=op;tmp!=NULL;tmp=tmp->more) tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x), tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y); tmp = insert_ob_in_map(op,op->map,originator,0); if (tmp) return 0; else return 1; } /* * Return value: 1 if object was destroyed, 0 otherwise. * Modified so that instead of passing the 'originator' that had no * real use, instead we pass the 'user' of the teleporter. All the * callers know what they wanted to teleporter (move_teleporter or * shop map code) * tele_type is the type of teleporter we want to match against - * currently, this is either set to SHOP_MAT or TELEPORTER. * It is basically used so that shop_mats and normal teleporters can * be used close to each other and not have the player put to the * one of another type. */ int teleport (object *teleporter, uint8 tele_type, object *user) { object *altern; int i,j,k,nrofalt=0; object *other_teleporter, *tmp; mapstruct *m; sint16 sx, sy; if(user==NULL) return 0; if(user->head!=NULL) user=user->head; /* Find all other teleporters within range. This range * should really be setable by some object attribute instead of * using hard coded values. */ for(i= -5;i<6;i++) for(j= -5;j<6;j++) { if(i==0&&j==0) continue; /* Perhaps this should be extended to support tiled maps */ if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j)) continue; other_teleporter=get_map_ob(teleporter->map, teleporter->x+i,teleporter->y+j); while (other_teleporter) { if (other_teleporter->type == tele_type) break; other_teleporter = other_teleporter->above; } if (other_teleporter && !(RANDOM() % ++nrofalt)) altern = other_teleporter; } if(!nrofalt) { LOG(llevError,"No alternative teleporters around!\n"); return 0; } other_teleporter=altern; k=find_free_spot(user,other_teleporter->map, other_teleporter->x,other_teleporter->y,1,9); /* if k==-1, unable to find a free spot. If this is shop * mat that the player is using, find someplace to move * the player - otherwise, player can get trapped in the shops * that appear in random dungeons. We basically just make * sure the space isn't no pass (eg wall), and don't care * about is alive. */ if (k==-1) { if (tele_type == SHOP_MAT && user->type == PLAYER) { for (k=1; k<9; k++) { if (get_map_flags(other_teleporter->map, &m, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx,&sy) & P_OUT_OF_MAP) continue; if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; } if (k==9) { LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n", other_teleporter->name, other_teleporter->x, other_teleporter->y); return 0; } } else return 0; } remove_ob(user); /* Update location for the object */ for(tmp=user;tmp!=NULL;tmp=tmp->more) { tmp->x=other_teleporter->x+freearr_x[k]+ (tmp->arch==NULL?0:tmp->arch->clone.x); tmp->y=other_teleporter->y+freearr_y[k]+ (tmp->arch==NULL?0:tmp->arch->clone.y); } tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0); return (tmp == NULL); } void recursive_roll(object *op,int dir,object *pusher) { if(!roll_ob(op,dir,pusher)) { new_draw_info_format(NDI_UNIQUE, 0, pusher, "You fail to push the %s.",query_name(op)); return; } (void) move_ob(pusher,dir,pusher); new_draw_info_format(NDI_BLACK, 0, pusher, "You move the %s.",query_name(op)); return; } /* * This is a new version of blocked, this one handles objects * that can be passed through by monsters with the CAN_PASS_THRU defined. * * very new version handles also multipart objects * This is currently only used for the boulder roll code. * Returns 1 if object does not fit, 0 if it does. */ int try_fit (object *op, mapstruct *m, int x, int y) { object *tmp, *more; sint16 tx, ty; int mflags; mapstruct *m2; if (op->head) op = op->head; for (more = op; more ; more = more->more) { tx = x + more->x - op->x; ty = y + more->y - op->y; mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty); if (mflags & P_OUT_OF_MAP) return 1; for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) { if (tmp->head == op || tmp == op) continue; if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR)) return 1; if (OB_MOVE_BLOCK(op, tmp)) return 1; } } return 0; } /* * this is not perfect yet. * it does not roll objects behind multipart objects properly. * Support for rolling multipart objects is questionable. */ int roll_ob(object *op,int dir, object *pusher) { object *tmp; sint16 x, y; int flags; mapstruct *m; MoveType move_block; if (op->head) op = op->head; x=op->x+freearr_x[dir]; y=op->y+freearr_y[dir]; if(!QUERY_FLAG(op,FLAG_CAN_ROLL) || (op->weight && random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str)) return 0; m = op->map; flags = get_map_flags(m, &m, x, y, &x, &y); if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) return 0; move_block = GET_MAP_MOVE_BLOCK(m, x, y); /* If the target space is not blocked, no need to look at the objects on it */ if ((op->move_type & move_block) == op->move_type) { for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { if (tmp->head == op) continue; if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher)) return 0; } } if (try_fit (op, m, x, y)) return 0; remove_ob(op); for(tmp=op; tmp!=NULL; tmp=tmp->more) tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir]; insert_ob_in_map(op,op->map,pusher,0); return 1; } /* returns 1 if pushing invokes a attack, 0 when not */ int push_ob(object *who, int dir, object *pusher) { int str1, str2; object *owner; if (who->head != NULL) who = who->head; owner = get_owner(who); /* Wake up sleeping monsters that may be pushed */ CLEAR_FLAG(who,FLAG_SLEEP); /* player change place with his pets or summoned creature */ /* TODO: allow multi arch pushing. Can't be very difficult */ if (who->more == NULL #ifdef COZY_SERVER && ( (owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher ) #else && owner == pusher #endif ) { int temp; mapstruct *m; remove_ob(who); remove_ob(pusher); temp = pusher->x; pusher->x = who->x; who->x = temp; temp = pusher->y; pusher->y = who->y; who->y = temp; m = pusher->map; pusher->map = who->map; who->map = m; insert_ob_in_map (who,who->map,pusher,0); insert_ob_in_map (pusher,pusher->map,pusher,0); return 0; } /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ /* In original we have here a unaggressive check only - that was the reason why */ /* we so often become an enemy of friendly monsters... */ /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER && !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) { if(pusher->contr->run_on) /* only when we run */ { new_draw_info_format(NDI_UNIQUE, 0, pusher, "You start to attack %s !!",who->name); CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ who->enemy = pusher; return 1; } else { new_draw_info_format(NDI_UNIQUE, 0, pusher, "You avoid attacking %s .",who->name); } } /* now, lets test stand still. we NEVER can push stand_still monsters. */ if(QUERY_FLAG(who,FLAG_STAND_STILL)) { new_draw_info_format(NDI_UNIQUE, 0, pusher, "You can't push %s.",who->name); return 0; } /* This block is basically if you are pushing friendly but * non pet creaturs. * It basically does a random strength comparision to * determine if you can push someone around. Note that * this pushes the other person away - its not a swap. */ str1 = (who->stats.Str>0?who->stats.Str:who->level); str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level); if(QUERY_FLAG(who,FLAG_WIZ) || random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >= random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) || !move_object(who,dir)) { if (who ->type == PLAYER) { new_draw_info_format(NDI_UNIQUE, 0, who, "%s tried to push you.",pusher->name); } return 0; } /* If we get here, the push succeeded. * Let everyone know the status. */ if (who->type == PLAYER) { new_draw_info_format(NDI_UNIQUE, 0, who, "%s pushed you.",pusher->name); } if (pusher->type == PLAYER) { new_draw_info_format(NDI_UNIQUE, 0, pusher, "You pushed %s back.", who->name); } return 1; }