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/*
* static char *rcsid_move_c =
* "$Id: move.c 6719 2007-06-27 20:47:47Z akirschbaum $";
*/
/*
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 <global.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
static int roll_ob(object *op, int dir, object *pusher);
/**
* 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);
/* Hmmm. Should be possible for multispace players now */
if (op->type==PLAYER) {
esrv_map_scroll(&op->contr->socket, freearr_x[dir],freearr_y[dir]);
op->contr->socket.update_look=1;
op->contr->socket.look_position=0;
}
else if (op->type == TRANSPORT) {
object *pl;
for (pl=op->inv; pl; pl=pl->below) {
if (pl->type == PLAYER) {
pl->contr->do_los=1;
pl->map = op->map;
pl->x = op->x;
pl->y = op->y;
esrv_map_scroll(&pl->contr->socket, freearr_x[dir],freearr_y[dir]);
pl->contr->socket.update_look=1;
pl->contr->socket.look_position=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 (op && op->type == PLAYER) map_newmap_cmd(op->contr);
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[120]; /* Better use c/malloc here in the future */
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)
altern[nrofalt++]=other_teleporter;
}
if(!nrofalt) {
LOG(llevError,"No alternative teleporters around!\n");
return 0;
}
other_teleporter=altern[RANDOM()%nrofalt];
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);
// Teleport player on top of blocked destination: this prevents
// players from being trapped inside shops if the destination
// is blocked with earth walls.
k = 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);
if (tmp && tmp->type == PLAYER) map_newmap_cmd(tmp->contr);
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.
*/
static 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.
*/
static 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 && owner == pusher) {
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);
/* we presume that if the player is pushing his put, he moved in
* direction 'dir'. I can' think of any case where this would not be
* the case. Putting the map_scroll should also improve performance some.
*/
if (pusher->type == PLAYER ) {
esrv_map_scroll(&pusher->contr->socket, freearr_x[dir],freearr_y[dir]);
pusher->contr->socket.update_look=1;
pusher->contr->socket.look_position=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;
}
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