/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 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 Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ #include #ifndef __CEXTRACT__ # include #endif int object::move (int dir, object *originator) { sint16 newx = x + freearr_x[dir]; sint16 newy = y + freearr_y[dir]; mapxy pos (this); pos.move (dir); /* If the space the object is moving to is out of the map, * bail now - we know it can't work. */ if (!pos.normalise ()) return 0; /* Is this space blocked? Players with wizpass are immune to * this condition. */ if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS]) return 0; // check tail movability if (more && !more->move (dir, more->head)) return 0; /* 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. */ direction = dir; if (will_apply & 4) check_earthwalls (this, pos.m, pos.x, pos.y); if (will_apply & 8) check_doors (this, pos.m, pos.x, pos.y); /* 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 (head) return 1; if (pos.m != map && contr) { if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) return 0; remove (); pos.m->activate (); if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y))) return 0; if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y))) return 0; } /* insert_ob_in_map will deal with any tiling issues */ pos.insert (this, originator); return 1; } /* * 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 */ op = op->head_ (); op->remove (); for (object *tmp = op; tmp; tmp = tmp->more) { tmp->x = x + freearr_x[i] + tmp->arch->x; tmp->y = y + freearr_y[i] + tmp->arch->y; } op = insert_ob_in_map (op, op->map, originator, 0); return !op; } /* * 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) { if (!user) return 0; object *other_teleporter = 0; int nrofalt = 0; 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. */ unordered_mapwalk (mapwalk_buf, teleporter, -5, -5, 5, 5) { mapspace &ms = m->at (nx, ny); for (object *tmp = ms.top; tmp; tmp = tmp->below) if (tmp->type == tele_type) { if ((dx || dy) && !rndm (++nrofalt)) other_teleporter = tmp; break; } } if (!nrofalt) { LOG (llevError, "%s: no alternative teleporters around (user %s).\n", teleporter->debug_desc (), user->debug_desc ()); return 0; } int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, SIZEOFFREE1 + 1); /* 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->is_player ()) { for (k = 1; k < 9; k++) { maptile *m; sint16 sx, sy; 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; } return !other_teleporter->map->insert ( user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k] ); } /* * 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. */ static int try_fit (object *op, maptile *m, int x, int y) { object *tmp, *more; sint16 tx, ty; int mflags; maptile *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 ((tmp->flag [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. */ static int roll_ob (object *op, int dir, object *pusher) { sint16 x, y; int flags; maptile *m; MoveType move_block; if (op->head) op = op->head; x = op->x + freearr_x[dir]; y = op->y + freearr_y[dir]; if (!op->flag [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 (object *tmp = GET_MAP_OB (m, x, y); tmp; 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; op->move (dir); return 1; } 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; } pusher->move (dir); new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op)); return; } /* 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 = who->owner; /* Wake up sleeping monsters that may be pushed */ who->clr_flag (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 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher) ) { int temp; maptile *m; who->remove (); pusher->remove (); 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 && !who->flag [FLAG_FRIENDLY] && !who->flag [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); who->clr_flag (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. H", &who->name); } /* now, let's test stand still. we NEVER can push stand_still monsters. */ if (who->flag [FLAG_STAND_STILL]) { new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s. H", &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 (who->flag [FLAG_WIZ] || random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >= random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !who->move (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; }