/* * static char *rcsid_move_c = * "$Id: move.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002-2006 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 */ /** * @file * Those functions handle object moving and pushing. */ #include #ifndef __CEXTRACT__ #include #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) { 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&WILL_APPLY_EARTHWALL) check_earthwalls(op, m, newx, newy); if (op->will_apply&WILL_APPLY_DOOR) 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 */ } /** * 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 find_free_spot() to find the destination, otherwise * use 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 = 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->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; 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->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.", "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.", "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 *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; } /** * 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) { 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; } /** * 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; 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 || (owner != NULL && owner->type == PLAYER && owner->contr->party != NULL && owner->contr->party == pusher->contr->party))) { 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 */ draw_ext_info_format(NDI_UNIQUE, 0, pusher, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE, "You start to attack %s !!", "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 { draw_ext_info_format(NDI_UNIQUE, 0, pusher, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE, "You avoid attacking %s.", "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.", "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.", "%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.", "%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.", "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 = compute_path(op, GET_MAP_OB(op->map, x, y), -1); if (direction == -1) return 2; /* this shouldn't fail, as the direction computing takes into account the blocked state... */ move_ob(op, direction, op); return 1; }