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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* Those functions handle object moving and pushing.
*/
#include <global.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
static int roll_ob(object *op, int dir, object *pusher);
/**
* Try to move op in the direction "dir".
* @param op
* what to move.
* @param dir
* moving direction.
* @retval 0
* something blocks the passage.
* @retval 1
* op was moved..
*/
int move_object(object *op, int dir) {
return move_ob(op, dir, op);
}
/**
* Op is trying to move in direction dir.
*
* @param op
* what is moving.
* @param dir
* what direction op wants to move.
* @param originator
* typically the same as op, but can be different if originator is causing op to
* move (originator is pushing op).
* @retval 0
* op is not able to move to the desired space.
* @retval 1
* op was moved.
*/
int move_ob(object *op, int dir, object *originator) {
object *part;
mapstruct *m;
op->direction = dir;
if (op->will_apply&(WILL_APPLY_EARTHWALL|WILL_APPLY_DOOR)) {
tag_t op_tag;
op_tag = op->count;
for (part = op; part != NULL; part = part->more) {
sint16 x, y;
if (get_map_flags(part->map, &m, part->x+freearr_x[dir], part->y+freearr_y[dir], &x, &y)&P_OUT_OF_MAP)
continue;
if (op->will_apply&WILL_APPLY_EARTHWALL) {
monster_check_earthwalls(op, m, x, y);
if (object_was_destroyed(op, op_tag))
return 1;
}
if (op->will_apply&WILL_APPLY_DOOR) {
monster_check_doors(op, m, x, y);
if (object_was_destroyed(op, op_tag))
return 1;
}
}
}
for (part = op; part != NULL; part = part->more) {
sint16 x, y;
if (get_map_flags(part->map, &m, part->x+freearr_x[dir], part->y+freearr_y[dir], &x, &y)&P_OUT_OF_MAP)
return 0;
if (!QUERY_FLAG(op, FLAG_WIZPASS) && blocked_link(op, m, x, y))
return 0;
}
object_remove(op);
object_insert_in_map_at(op, op->map, originator, 0, op->x+freearr_x[dir], op->y+freearr_y[dir]);
/* 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) {
FOR_INV_PREPARE(op, pl)
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;
}
FOR_INV_FINISH();
}
return 1; /* this shouldn't be reached */
}
/**
* Move an object (even linked objects) to another spot
* on the same map.
*
* Does nothing if there is no free spot.
*
* @param op
* what to move.
* @param x
* @param y
* new coordinates.
* @param randomly
* if true, use object_find_free_spot() to find the destination, otherwise
* use object_find_first_free_spot().
* @param originator
* what is causing op to move.
* @retval 1
* op was destroyed.
* @retval 0
* op was moved.
*/
int transfer_ob(object *op, int x, int y, int randomly, object *originator) {
int i;
object *tmp;
if (randomly)
i = object_find_free_spot(op, op->map, x, y, 0, SIZEOFFREE);
else
i = object_find_first_free_spot(op, op->map, x, y);
if (i == -1)
return 0; /* No free spot */
op = HEAD(op);
object_remove(op);
tmp = object_insert_in_map_at(op, op->map, originator, 0, x+freearr_x[i], y+freearr_y[i]);
if (op && op->type == PLAYER)
map_newmap_cmd(&op->contr->socket);
if (tmp)
return 0;
else
return 1;
}
/**
* Teleport an item around a nearby random teleporter of specified type.
*
* 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.
*
* @param teleporter
* what is teleporting user.
* @param tele_type
* what object type user can be put on. this is either set to SHOP_MAT or TELEPORTER.
* @param user
* what object to teleport.
* @retval 1
* user was destroyed.
* @retval 0
* user is still valid, but may have moved or not.
* @todo fix weird return values.
*/
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;
user = HEAD(user);
/* 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;
FOR_MAP_PREPARE(teleporter->map, teleporter->x+i, teleporter->y+j, tmp) {
if (tmp->type == tele_type) {
altern[nrofalt++] = tmp;
break;
}
} FOR_MAP_FINISH();
}
if (!nrofalt) {
LOG(llevError, "No alternative teleporters around!\n");
return 0;
}
other_teleporter = altern[RANDOM()%nrofalt];
k = object_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;
}
object_remove(user);
tmp = object_insert_in_map_at(user, other_teleporter->map, NULL, 0, other_teleporter->x+freearr_x[k], other_teleporter->y+freearr_y[k]);
if (tmp && tmp->type == PLAYER)
map_newmap_cmd(&tmp->contr->socket);
return (tmp == NULL);
}
/**
* An object is pushed by another which is trying to take its place.
*
* @param op
* what is being pushed.
* @param dir
* pushing direction.
* @param pusher
* what is pushing op.
*/
void recursive_roll(object *op, int dir, object *pusher) {
char name[MAX_BUF];
query_name(op, name, MAX_BUF);
if (!roll_ob(op, dir, pusher)) {
draw_ext_info_format(NDI_UNIQUE, 0, pusher, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"You fail to push the %s.",
name);
return;
}
(void)move_ob(pusher, dir, pusher);
draw_ext_info_format(NDI_BLACK, 0, pusher, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS,
"You move the %s.",
name);
return;
}
/**
* Checks if an objects fits on a specified spot.
*
* 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.
*
* @param op
* what object to fit.
* @param m
* @param x
* @param y
* where to put op.
* @retval 1
* object does not fit.
* @retval 0
* object fits.
*/
static int try_fit(object *op, mapstruct *m, int x, int y) {
object *more;
sint16 tx, ty;
int mflags;
mapstruct *m2;
op = HEAD(op);
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_MAP_PREPARE(m2, tx, ty, tmp) {
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;
} FOR_MAP_FINISH();
}
return 0;
}
/**
* An object is being pushed, and may push other objects.
*
* This is not perfect yet.
* it does not roll objects behind multipart objects properly.
* Support for rolling multipart objects is questionable.
*
* @param op
* what is being pushed.
* @param dir
* pushing direction.
* @param pusher
* what is pushing op.
* @retval 0
* op couldn't move.
* @retval 1
* op, and potentially other objects, moved.
*/
static int roll_ob(object *op, int dir, object *pusher) {
sint16 x, y;
int flags;
mapstruct *m;
MoveType move_block;
op = HEAD(op);
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_MAP_PREPARE(m, x, y, tmp) {
if (tmp->head == op)
continue;
if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp, dir, pusher))
return 0;
} FOR_MAP_FINISH();
}
if (try_fit(op, m, x, y))
return 0;
object_remove(op);
object_insert_in_map_at(op, op->map, pusher, 0, op->x+freearr_x[dir], op->y+freearr_y[dir]);
return 1;
}
/**
* Something is pushing some other object.
*
* @param who
* object being pushed.
* @param dir
* pushing direction.
* @param pusher
* what is pushing who.
* @retval 1
* if pushing invokes a attack
* @retval 0
* no attack during pushing.
* @todo fix return value which is weird for last case.
*/
int push_ob(object *who, int dir, object *pusher) {
int str1, str2;
object *owner;
who = HEAD(who);
owner = object_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 || (owner != NULL && owner->type == PLAYER && owner->contr->party != NULL && owner->contr->party == pusher->contr->party))) {
int temp;
mapstruct *m;
object_remove(who);
object_remove(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;
object_insert_in_map_at(who, who->map, pusher, 0, who->x, who->y);
object_insert_in_map_at(pusher, pusher->map, pusher, 0, pusher->x, pusher->y);
/* 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 */
draw_ext_info_format(NDI_UNIQUE, 0, pusher,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"You start to attack %s !!",
who->name);
CLEAR_FLAG(who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
object_set_enemy(who, pusher);
return 1;
} else {
draw_ext_info_format(NDI_UNIQUE, 0, pusher,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"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)) {
draw_ext_info_format(NDI_UNIQUE, 0, pusher,
MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE,
"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) {
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_PUSHED,
"%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) {
draw_ext_info_format(NDI_UNIQUE, 0, who, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_PUSHED,
"%s pushed you.",
pusher->name);
}
if (pusher->type == PLAYER) {
draw_ext_info_format(NDI_UNIQUE, 0, pusher, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_WAS_PUSHED,
"You pushed %s back.",
who->name);
}
return 1;
}
/**
* Move an object one square toward a specified destination on the same map.
* The move takes into account blocked squares for op, and things like that.
* No check is done to know if the object has enough speed to move.
*
* @param op object to move
* @param x
* @param y destination coordinates
* @return
* 0 if op is on the specified spot, 1 if it moved towards the goal, 2 if it didn't find any path to the goal.
*/
int move_to(object *op, int x, int y) {
int direction;
if (op->x == x && op->y == y)
return 0;
if (GET_MAP_FLAGS(op->map, x, y)&P_OUT_OF_MAP)
return 2;
direction = monster_compute_path(op, GET_MAP_OB(op->map, x, y), -1);
if (direction == -1)
return 2;
op->direction = direction;
op->facing = direction;
if (op->animation_id)
animate_object(op, op->direction);
/* can fail, as the direction computing takes into account the blocked state,
* except for the final spot... */
if (move_ob(op, direction, op) == 0)
return 2;
return 1;
}
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