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Revision: 1.45
Committed: Fri Jan 27 22:00:40 2012 UTC (12 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +0 -1 lines
Log Message:
remove unused variables, kernel_panic

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 int
31 object::move (int dir, object *originator)
32 {
33 sint16 newx = x + freearr_x[dir];
34 sint16 newy = y + freearr_y[dir];
35
36 mapxy pos (this);
37 pos.move (dir);
38
39 /* If the space the object is moving to is out of the map,
40 * bail now - we know it can't work.
41 */
42 if (!pos.normalise ())
43 return 0;
44
45 /* Is this space blocked? Players with wizpass are immune to
46 * this condition.
47 */
48 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
49 return 0;
50
51 // check tail movability
52 if (more && !more->move (dir, more->head))
53 return 0;
54
55 /* we need to set the direction for the new animation code.
56 * it uses it to figure out face to use - I can't see it
57 * breaking anything, but it might.
58 */
59 direction = dir;
60
61 if (will_apply & 4)
62 check_earthwalls (this, pos.m, pos.x, pos.y);
63
64 if (will_apply & 8)
65 check_doors (this, pos.m, pos.x, pos.y);
66
67 /* If this is a tail portion, just want to tell caller that move is
68 * ok - the caller will deal with actual object removal/insertion
69 */
70 if (head)
71 return 1;
72
73 if (pos.m != map && contr)
74 {
75 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
76 return 0;
77
78 remove ();
79
80 pos.m->activate ();
81
82 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
83 return 0;
84
85 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
86 return 0;
87 }
88
89 /* insert_ob_in_map will deal with any tiling issues */
90 pos.insert (this, originator);
91
92 return 1;
93 }
94
95 /*
96 * transfer_ob(): Move an object (even linked objects) to another spot
97 * on the same map.
98 *
99 * Does nothing if there is no free spot.
100 *
101 * randomly: If true, use find_free_spot() to find the destination, otherwise
102 * use find_first_free_spot().
103 *
104 * Return value: 1 if object was destroyed, 0 otherwise.
105 */
106
107 int
108 transfer_ob (object *op, int x, int y, int randomly, object *originator)
109 {
110 int i;
111
112 if (randomly)
113 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
114 else
115 i = find_first_free_spot (op, op->map, x, y);
116
117 if (i == -1)
118 return 0; /* No free spot */
119
120 op = op->head_ ();
121 op->remove ();
122
123 for (object *tmp = op; tmp; tmp = tmp->more)
124 {
125 tmp->x = x + freearr_x[i] + tmp->arch->x;
126 tmp->y = y + freearr_y[i] + tmp->arch->y;
127 }
128
129 op = insert_ob_in_map (op, op->map, originator, 0);
130
131 return !op;
132 }
133
134 /*
135 * Return value: 1 if object was destroyed, 0 otherwise.
136 * Modified so that instead of passing the 'originator' that had no
137 * real use, instead we pass the 'user' of the teleporter. All the
138 * callers know what they wanted to teleporter (move_teleporter or
139 * shop map code)
140 * tele_type is the type of teleporter we want to match against -
141 * currently, this is either set to SHOP_MAT or TELEPORTER.
142 * It is basically used so that shop_mats and normal teleporters can
143 * be used close to each other and not have the player put to the
144 * one of another type.
145 */
146 int
147 teleport (object *teleporter, uint8 tele_type, object *user)
148 {
149 if (!user)
150 return 0;
151
152 object *other_teleporter = 0;
153 int nrofalt = 0;
154
155 user = user->head_ ();
156
157 /* Find all other teleporters within range. This range
158 * should really be setable by some object attribute instead of
159 * using hard coded values.
160 */
161 unordered_mapwalk (mapwalk_buf, teleporter, -5, -5, 5, 5)
162 {
163 mapspace &ms = m->at (nx, ny);
164
165 for (object *tmp = ms.top; tmp; tmp = tmp->below)
166 if (tmp->type == tele_type)
167 {
168 if ((dx || dy) && !rndm (++nrofalt))
169 other_teleporter = tmp;
170
171 break;
172 }
173 }
174
175 if (!nrofalt)
176 {
177 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
178 teleporter->debug_desc (), user->debug_desc ());
179 return 0;
180 }
181
182 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, SIZEOFFREE1 + 1);
183
184 /* if k==-1, unable to find a free spot. If this is shop
185 * mat that the player is using, find someplace to move
186 * the player - otherwise, player can get trapped in the shops
187 * that appear in random dungeons. We basically just make
188 * sure the space isn't no pass (eg wall), and don't care
189 * about is alive.
190 */
191 if (k == -1)
192 {
193 if (tele_type == SHOP_MAT && user->is_player ())
194 {
195 for (k = 1; k < 9; k++)
196 {
197 maptile *m;
198 sint16 sx, sy;
199
200 if (get_map_flags (other_teleporter->map, &m,
201 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
202 continue;
203
204 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
205 break;
206 }
207
208 if (k == 9)
209 {
210 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
211 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
212 return 0;
213 }
214 }
215 else
216 return 0;
217 }
218
219 return !other_teleporter->map->insert (
220 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
221 );
222 }
223
224 /*
225 * This is a new version of blocked, this one handles objects
226 * that can be passed through by monsters with the CAN_PASS_THRU defined.
227 *
228 * very new version handles also multipart objects
229 * This is currently only used for the boulder roll code.
230 * Returns 1 if object does not fit, 0 if it does.
231 */
232 static int
233 try_fit (object *op, maptile *m, int x, int y)
234 {
235 object *tmp, *more;
236 sint16 tx, ty;
237 int mflags;
238 maptile *m2;
239
240 if (op->head)
241 op = op->head;
242
243 for (more = op; more; more = more->more)
244 {
245 tx = x + more->x - op->x;
246 ty = y + more->y - op->y;
247
248 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
249
250 if (mflags & P_OUT_OF_MAP)
251 return 1;
252
253 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
254 {
255 if (tmp->head == op || tmp == op)
256 continue;
257
258 if ((tmp->flag [FLAG_ALIVE] && tmp->type != DOOR))
259 return 1;
260
261 if (OB_MOVE_BLOCK (op, tmp))
262 return 1;
263
264 }
265 }
266 return 0;
267 }
268
269 /*
270 * this is not perfect yet.
271 * it does not roll objects behind multipart objects properly.
272 * Support for rolling multipart objects is questionable.
273 */
274 static int
275 roll_ob (object *op, int dir, object *pusher)
276 {
277 sint16 x, y;
278 int flags;
279 maptile *m;
280 MoveType move_block;
281
282 if (op->head)
283 op = op->head;
284
285 x = op->x + freearr_x[dir];
286 y = op->y + freearr_y[dir];
287
288 if (!op->flag [FLAG_CAN_ROLL]
289 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
290 > pusher->stats.Str))
291 return 0;
292
293 m = op->map;
294 flags = get_map_flags (m, &m, x, y, &x, &y);
295
296 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
297 return 0;
298
299 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
300
301 /* If the target space is not blocked, no need to look at the objects on it */
302 if ((op->move_type & move_block) == op->move_type)
303 {
304 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
305 {
306 if (tmp->head == op)
307 continue;
308
309 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
310 return 0;
311 }
312 }
313
314 if (try_fit (op, m, x, y))
315 return 0;
316
317 op->move (dir);
318
319 return 1;
320 }
321
322 void
323 recursive_roll (object *op, int dir, object *pusher)
324 {
325 if (!roll_ob (op, dir, pusher))
326 {
327 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
328 return;
329 }
330
331 pusher->move (dir);
332 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
333 return;
334 }
335
336 /* returns 1 if pushing invokes a attack, 0 when not */
337 int
338 push_ob (object *who, int dir, object *pusher)
339 {
340 int str1, str2;
341 object *owner;
342
343 if (who->head != NULL)
344 who = who->head;
345 owner = who->owner;
346
347 /* Wake up sleeping monsters that may be pushed */
348 who->clr_flag (FLAG_SLEEP);
349
350 /* player change place with his pets or summoned creature */
351 /* TODO: allow multi arch pushing. Can't be very difficult */
352 if (who->more == NULL
353 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
354 || owner == pusher)
355 )
356 {
357 int temp;
358 maptile *m;
359
360 who->remove ();
361 pusher->remove ();
362 temp = pusher->x;
363 pusher->x = who->x;
364 who->x = temp;
365
366 temp = pusher->y;
367 pusher->y = who->y;
368 who->y = temp;
369
370 m = pusher->map;
371 pusher->map = who->map;
372 who->map = m;
373
374 insert_ob_in_map (who, who->map, pusher, 0);
375 insert_ob_in_map (pusher, pusher->map, pusher, 0);
376
377 return 0;
378 }
379
380 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
381 /* In original we have here a unaggressive check only - that was the reason why */
382 /* we so often become an enemy of friendly monsters... */
383 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
384 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
385 !who->flag [FLAG_FRIENDLY] && !who->flag [FLAG_NEUTRAL])
386 {
387 if (pusher->contr->run_on) /* only when we run */
388 {
389 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
390 who->clr_flag (FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
391 who->enemy = pusher;
392 return 1;
393 }
394 else
395 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);
396 }
397
398 /* now, let's test stand still. we NEVER can push stand_still monsters. */
399 if (who->flag [FLAG_STAND_STILL])
400 {
401 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s. H<You simply can't.>", &who->name);
402 return 0;
403 }
404
405 /* This block is basically if you are pushing friendly but
406 * non pet creaturs.
407 * It basically does a random strength comparision to
408 * determine if you can push someone around. Note that
409 * this pushes the other person away - its not a swap.
410 */
411
412 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
413 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
414 if (who->flag [FLAG_WIZ] ||
415 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
416 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !who->move (dir))
417 {
418 if (who->type == PLAYER)
419 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
420
421 return 0;
422 }
423
424 /* If we get here, the push succeeded.
425 * Let everyone know the status.
426 */
427 if (who->type == PLAYER)
428 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
429
430 if (pusher->type == PLAYER)
431 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
432
433 return 1;
434 }