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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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|
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int |
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object::move (int dir, object *originator) |
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{ |
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sint16 newx = x + DIRX (dir); |
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sint16 newy = y + DIRY (dir); |
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|
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mapxy pos (this); |
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pos.move (dir); |
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|
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/* If the space the object is moving to is out of the map, |
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* bail now - we know it can't work. |
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*/ |
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if (!pos.normalise ()) |
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return 0; |
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|
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/* Is this space blocked? Players with wizpass are immune to |
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* this condition. |
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*/ |
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if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS]) |
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return 0; |
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|
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// check tail movability |
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if (more && !more->move (dir, more->head)) |
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return 0; |
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|
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/* we need to set the direction for the new animation code. |
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* it uses it to figure out face to use - I can't see it |
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* breaking anything, but it might. |
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*/ |
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direction = dir; |
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|
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if (will_apply & 4) |
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check_earthwalls (this, pos.m, pos.x, pos.y); |
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|
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if (will_apply & 8) |
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check_doors (this, pos.m, pos.x, pos.y); |
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|
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/* If this is a tail portion, just want to tell caller that move is |
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* ok - the caller will deal with actual object removal/insertion |
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*/ |
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if (head) |
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return 1; |
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|
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if (pos.m != map && contr) |
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{ |
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if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) |
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return 0; |
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|
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remove (); |
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|
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pos.m->activate (); |
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|
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if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y))) |
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return 0; |
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|
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if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y))) |
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return 0; |
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} |
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|
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/* insert_ob_in_map will deal with any tiling issues */ |
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pos.insert (this, originator); |
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|
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return 1; |
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} |
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|
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/* |
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* transfer_ob(): Move an object (even linked objects) to another spot |
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* on the same map. |
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* |
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* Does nothing if there is no free spot. |
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* |
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* randomly: If true, use find_free_spot() to find the destination, otherwise |
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* use find_first_free_spot(). |
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* |
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* Return value: 1 if object was destroyed, 0 otherwise. |
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*/ |
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|
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int |
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transfer_ob (object *op, int x, int y, int randomly, object *originator) |
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{ |
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int i; |
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|
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if (randomly) |
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i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE); |
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else |
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i = find_first_free_spot (op, op->map, x, y); |
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|
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if (i == -1) |
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return 0; /* No free spot */ |
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|
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op = op->head_ (); |
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op->remove (); |
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|
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for (object *tmp = op; tmp; tmp = tmp->more) |
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{ |
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tmp->x = x + DIRX (i) + tmp->arch->x; |
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tmp->y = y + DIRY (i) + tmp->arch->y; |
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} |
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|
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op = insert_ob_in_map (op, op->map, originator, 0); |
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|
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return !op; |
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} |
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|
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/* |
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* Return value: 1 if object was destroyed, 0 otherwise. |
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* Modified so that instead of passing the 'originator' that had no |
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* real use, instead we pass the 'user' of the teleporter. All the |
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* callers know what they wanted to teleporter (move_teleporter or |
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* shop map code) |
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* tele_type is the type of teleporter we want to match against - |
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* currently, this is either set to SHOP_MAT or TELEPORTER. |
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* It is basically used so that shop_mats and normal teleporters can |
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* be used close to each other and not have the player put to the |
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* one of another type. |
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*/ |
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int |
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teleport (object *teleporter, uint8 tele_type, object *user) |
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{ |
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if (!user) |
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return 0; |
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|
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object *other_teleporter = 0; |
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int nrofalt = 0; |
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|
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user = user->head_ (); |
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|
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/* Find all other teleporters within range. This range |
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* should really be setable by some object attribute instead of |
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* using hard coded values. |
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*/ |
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unordered_mapwalk (mapwalk_buf, teleporter, -5, -5, 5, 5) |
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{ |
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mapspace &ms = m->at (nx, ny); |
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|
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for (object *tmp = ms.top; tmp; tmp = tmp->below) |
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if (tmp->type == tele_type) |
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{ |
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if ((dx || dy) && !rndm (++nrofalt)) |
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other_teleporter = tmp; |
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|
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break; |
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} |
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} |
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|
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if (!nrofalt) |
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{ |
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LOG (llevError, "%s: no alternative teleporters around (user %s).\n", |
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teleporter->debug_desc (), user->debug_desc ()); |
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return 0; |
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} |
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|
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int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, SIZEOFFREE1 + 1); |
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|
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/* if k==-1, unable to find a free spot. If this is shop |
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* mat that the player is using, find someplace to move |
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* the player - otherwise, player can get trapped in the shops |
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* that appear in random dungeons. We basically just make |
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* sure the space isn't no pass (eg wall), and don't care |
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* about is alive. |
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*/ |
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if (k == -1) |
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{ |
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if (tele_type == SHOP_MAT && user->is_player ()) |
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{ |
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for (k = 1; k < 9; k++) |
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{ |
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maptile *m; |
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sint16 sx, sy; |
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|
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if (get_map_flags (other_teleporter->map, &m, |
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other_teleporter->x + DIRX (k), other_teleporter->y + DIRY (k), &sx, &sy) & P_OUT_OF_MAP) |
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continue; |
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|
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if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
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break; |
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} |
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|
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if (k == 9) |
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{ |
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LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n", |
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&other_teleporter->name, other_teleporter->x, other_teleporter->y); |
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return 0; |
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} |
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} |
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else |
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return 0; |
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} |
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|
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return !other_teleporter->map->insert ( |
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user, other_teleporter->x + DIRX (k), other_teleporter->y + DIRY (k) |
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); |
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} |
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|
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/* |
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* This is a new version of blocked, this one handles objects |
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* that can be passed through by monsters with the CAN_PASS_THRU defined. |
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* |
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* very new version handles also multipart objects |
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* This is currently only used for the boulder roll code. |
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* Returns 1 if object does not fit, 0 if it does. |
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*/ |
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static int |
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try_fit (object *op, maptile *m, int x, int y) |
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{ |
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object *tmp, *more; |
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sint16 tx, ty; |
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int mflags; |
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maptile *m2; |
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|
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if (op->head) |
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op = op->head; |
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|
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for (more = op; more; more = more->more) |
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{ |
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tx = x + more->x - op->x; |
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ty = y + more->y - op->y; |
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|
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mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty); |
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|
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if (mflags & P_OUT_OF_MAP) |
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return 1; |
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|
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for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above) |
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{ |
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if (tmp->head == op || tmp == op) |
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continue; |
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|
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if ((tmp->flag [FLAG_ALIVE] && tmp->type != DOOR)) |
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return 1; |
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|
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if (OB_MOVE_BLOCK (op, tmp)) |
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return 1; |
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|
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} |
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} |
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return 0; |
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} |
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|
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/* |
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* this is not perfect yet. |
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* it does not roll objects behind multipart objects properly. |
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* Support for rolling multipart objects is questionable. |
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*/ |
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static int |
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roll_ob (object *op, int dir, object *pusher) |
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{ |
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sint16 x, y; |
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int flags; |
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maptile *m; |
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MoveType move_block; |
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|
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if (op->head) |
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op = op->head; |
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|
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x = op->x + DIRX (dir); |
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y = op->y + DIRY (dir); |
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|
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if (!op->flag [FLAG_CAN_ROLL] |
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|| (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) |
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> pusher->stats.Str)) |
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return 0; |
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|
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m = op->map; |
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flags = get_map_flags (m, &m, x, y, &x, &y); |
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|
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if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) |
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return 0; |
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|
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move_block = GET_MAP_MOVE_BLOCK (m, x, y); |
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|
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/* If the target space is not blocked, no need to look at the objects on it */ |
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if ((op->move_type & move_block) == op->move_type) |
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{ |
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for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
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{ |
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if (tmp->head == op) |
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continue; |
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|
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if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) |
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return 0; |
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} |
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} |
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|
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if (try_fit (op, m, x, y)) |
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return 0; |
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|
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op->move (dir); |
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|
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return 1; |
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} |
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|
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void |
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recursive_roll (object *op, int dir, object *pusher) |
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{ |
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if (!roll_ob (op, dir, pusher)) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op)); |
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return; |
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} |
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|
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pusher->move (dir); |
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new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op)); |
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return; |
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} |
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|
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/* returns 1 if pushing invokes a attack, 0 when not */ |
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int |
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push_ob (object *who, int dir, object *pusher) |
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{ |
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int str1, str2; |
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object *owner; |
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|
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if (who->head != NULL) |
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who = who->head; |
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owner = who->owner; |
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|
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/* Wake up sleeping monsters that may be pushed */ |
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who->clr_flag (FLAG_SLEEP); |
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|
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/* player change place with his pets or summoned creature */ |
352 |
/* TODO: allow multi arch pushing. Can't be very difficult */ |
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if (who->more == NULL |
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&& ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) |
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|| owner == pusher) |
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) |
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{ |
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int temp; |
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maptile *m; |
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|
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who->remove (); |
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pusher->remove (); |
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temp = pusher->x; |
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pusher->x = who->x; |
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who->x = temp; |
366 |
|
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temp = pusher->y; |
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pusher->y = who->y; |
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who->y = temp; |
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|
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m = pusher->map; |
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pusher->map = who->map; |
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who->map = m; |
374 |
|
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insert_ob_in_map (who, who->map, pusher, 0); |
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insert_ob_in_map (pusher, pusher->map, pusher, 0); |
377 |
|
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return 0; |
379 |
} |
380 |
|
381 |
/* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ |
382 |
/* In original we have here a unaggressive check only - that was the reason why */ |
383 |
/* we so often become an enemy of friendly monsters... */ |
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/* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ |
385 |
if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && |
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!who->flag [FLAG_FRIENDLY] && !who->flag [FLAG_NEUTRAL]) |
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{ |
388 |
if (pusher->contr->run_on) /* only when we run */ |
389 |
{ |
390 |
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name); |
391 |
who->clr_flag (FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ |
392 |
who->enemy = pusher; |
393 |
return 1; |
394 |
} |
395 |
else |
396 |
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); |
397 |
} |
398 |
|
399 |
/* now, let's test stand still. we NEVER can push stand_still monsters. */ |
400 |
if (who->flag [FLAG_STAND_STILL]) |
401 |
{ |
402 |
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s. H<You simply can't.>", &who->name); |
403 |
return 0; |
404 |
} |
405 |
|
406 |
/* This block is basically if you are pushing friendly but |
407 |
* non pet creaturs. |
408 |
* It basically does a random strength comparision to |
409 |
* determine if you can push someone around. Note that |
410 |
* this pushes the other person away - its not a swap. |
411 |
*/ |
412 |
|
413 |
str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); |
414 |
str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); |
415 |
if (who->flag [FLAG_WIZ] || |
416 |
random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >= |
417 |
random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !who->move (dir)) |
418 |
{ |
419 |
if (who->type == PLAYER) |
420 |
new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); |
421 |
|
422 |
return 0; |
423 |
} |
424 |
|
425 |
/* If we get here, the push succeeded. |
426 |
* Let everyone know the status. |
427 |
*/ |
428 |
if (who->type == PLAYER) |
429 |
new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name); |
430 |
|
431 |
if (pusher->type == PLAYER) |
432 |
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name); |
433 |
|
434 |
return 1; |
435 |
} |