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Revision: 1.10
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +6 -6 lines
Log Message:
replace some function- by method-calls

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.8 The author can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #ifndef __CEXTRACT__
26 root 1.7 # include <sproto.h>
27 elmex 1.1 #endif
28    
29     #ifdef COZY_SERVER
30     // use a ptotoype
31     extern int same_party (partylist *a, partylist *b);
32     #endif
33    
34     /*
35     * move_object() tries to move object op in the direction "dir".
36     * If it fails (something blocks the passage), it returns 0,
37     * otherwise 1.
38     * This is an improvement from the previous move_ob(), which
39     * removed and inserted objects even if they were unable to move.
40     */
41    
42 root 1.7 int
43     move_object (object *op, int dir)
44     {
45     return move_ob (op, dir, op);
46 elmex 1.1 }
47    
48    
49     /* object op is trying to move in direction dir.
50     * originator is typically the same as op, but
51     * can be different if originator is causing op to
52     * move (originator is pushing op)
53     * returns 0 if the object is not able to move to the
54     * desired space, 1 otherwise (in which case we also
55     * move the object accordingly. This function is
56     * very similiar to move_object.
57     */
58 root 1.7 int
59     move_ob (object *op, int dir, object *originator)
60 elmex 1.1 {
61 root 1.7 sint16 newx = op->x + freearr_x[dir];
62     sint16 newy = op->y + freearr_y[dir];
63     object *tmp;
64 root 1.9 maptile *m;
65 root 1.7 int mflags;
66 elmex 1.1
67 root 1.7 if (op == NULL)
68     {
69     LOG (llevError, "Trying to move NULL.\n");
70     return 0;
71 elmex 1.1 }
72    
73 root 1.7 m = op->map;
74     mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
75    
76     /* If the space the player is trying to is out of the map,
77     * bail now - we know it can't work.
78     */
79     if (mflags & P_OUT_OF_MAP)
80     return 0;
81 elmex 1.1
82    
83 root 1.7 /* Is this space blocked? Players with wizpass are immune to
84     * this condition.
85     */
86     if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS))
87     return 0;
88 elmex 1.1
89 root 1.7 /* 0.94.2 - we need to set the direction for the new animation code.
90     * it uses it to figure out face to use - I can't see it
91     * breaking anything, but it might.
92     */
93     if (op->more != NULL && !move_ob (op->more, dir, op->more->head))
94     return 0;
95 elmex 1.1
96 root 1.7 op->direction = dir;
97 elmex 1.1
98 root 1.7 if (op->will_apply & 4)
99     check_earthwalls (op, m, newx, newy);
100     if (op->will_apply & 8)
101     check_doors (op, m, newx, newy);
102    
103     /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
104     * to remove a removed object, and this function was the culprit. A possible
105     * guess I have is that check_doors above ran into a trap, killing the
106     * monster.
107     *
108     * Unfortunately, it doesn't appear that the calling functions of move_object
109     * deal very well with op being killed, so all this might do is just
110     * migrate the problem someplace else.
111     */
112 elmex 1.1
113 root 1.7 if (QUERY_FLAG (op, FLAG_REMOVED))
114     {
115     LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
116     /* Was not successful, but don't want to try and move again */
117     return 1;
118 elmex 1.1 }
119    
120 root 1.7 /* If this is a tail portion, just want to tell caller that move is
121     * ok - the caller will deal with actual object removal/insertion
122     */
123     if (op->head)
124     return 1;
125 elmex 1.1
126 root 1.10 op->remove ();
127 elmex 1.1
128 root 1.7 /* we already have newx, newy, and m, so lets use them.
129     * In addition, this fixes potential crashes, because multipart object was
130     * on edge of map, +=x, +=y doesn't make correct coordinates.
131     */
132     for (tmp = op; tmp != NULL; tmp = tmp->more)
133     {
134     tmp->x += freearr_x[dir];
135     tmp->y += freearr_y[dir];
136     tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
137 elmex 1.1 }
138    
139 root 1.7 /* insert_ob_in_map will deal with any tiling issues */
140     insert_ob_in_map (op, m, originator, 0);
141 elmex 1.1
142 root 1.7 return 1;
143 elmex 1.1 }
144    
145    
146     /*
147     * transfer_ob(): Move an object (even linked objects) to another spot
148     * on the same map.
149     *
150     * Does nothing if there is no free spot.
151     *
152     * randomly: If true, use find_free_spot() to find the destination, otherwise
153     * use find_first_free_spot().
154     *
155     * Return value: 1 if object was destroyed, 0 otherwise.
156     */
157    
158 root 1.7 int
159     transfer_ob (object *op, int x, int y, int randomly, object *originator)
160 elmex 1.1 {
161 root 1.7 int i;
162     object *tmp;
163    
164     if (randomly)
165     i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
166     else
167     i = find_first_free_spot (op, op->map, x, y);
168    
169     if (i == -1)
170     return 0; /* No free spot */
171    
172     if (op->head != NULL)
173     op = op->head;
174 root 1.10 op->remove ();
175 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
176     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x),
177     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
178 elmex 1.1
179 root 1.7 tmp = insert_ob_in_map (op, op->map, originator, 0);
180     if (tmp)
181     return 0;
182     else
183     return 1;
184 elmex 1.1 }
185    
186     /*
187     * Return value: 1 if object was destroyed, 0 otherwise.
188     * Modified so that instead of passing the 'originator' that had no
189     * real use, instead we pass the 'user' of the teleporter. All the
190     * callers know what they wanted to teleporter (move_teleporter or
191     * shop map code)
192     * tele_type is the type of teleporter we want to match against -
193     * currently, this is either set to SHOP_MAT or TELEPORTER.
194     * It is basically used so that shop_mats and normal teleporters can
195     * be used close to each other and not have the player put to the
196     * one of another type.
197     */
198 root 1.7 int
199     teleport (object *teleporter, uint8 tele_type, object *user)
200 elmex 1.1 {
201 root 1.7 object *altern;
202     int i, j, k, nrofalt = 0;
203     object *other_teleporter, *tmp;
204 root 1.9 maptile *m;
205 root 1.7 sint16 sx, sy;
206    
207     if (user == NULL)
208     return 0;
209     if (user->head != NULL)
210     user = user->head;
211 elmex 1.1
212 root 1.7 /* Find all other teleporters within range. This range
213     * should really be setable by some object attribute instead of
214     * using hard coded values.
215     */
216     for (i = -5; i < 6; i++)
217     for (j = -5; j < 6; j++)
218     {
219     if (i == 0 && j == 0)
220     continue;
221     /* Perhaps this should be extended to support tiled maps */
222     if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
223     continue;
224     other_teleporter = get_map_ob (teleporter->map, teleporter->x + i, teleporter->y + j);
225    
226     while (other_teleporter)
227     {
228     if (other_teleporter->type == tele_type)
229     break;
230     other_teleporter = other_teleporter->above;
231     }
232     if (other_teleporter && !(RANDOM () % ++nrofalt))
233     altern = other_teleporter;
234     }
235 elmex 1.1
236 root 1.7 if (!nrofalt)
237     {
238     LOG (llevError, "No alternative teleporters around!\n");
239     return 0;
240 elmex 1.1 }
241    
242 root 1.7 other_teleporter = altern;
243     k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
244    
245     /* if k==-1, unable to find a free spot. If this is shop
246     * mat that the player is using, find someplace to move
247     * the player - otherwise, player can get trapped in the shops
248     * that appear in random dungeons. We basically just make
249     * sure the space isn't no pass (eg wall), and don't care
250     * about is alive.
251     */
252     if (k == -1)
253     {
254     if (tele_type == SHOP_MAT && user->type == PLAYER)
255     {
256     for (k = 1; k < 9; k++)
257     {
258     if (get_map_flags (other_teleporter->map, &m,
259     other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
260     continue;
261 root 1.4
262 root 1.7 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
263     break;
264 root 1.4
265     }
266 root 1.7 if (k == 9)
267     {
268     LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
269     &other_teleporter->name, other_teleporter->x, other_teleporter->y);
270     return 0;
271 root 1.4 }
272     }
273 root 1.7 else
274     return 0;
275 elmex 1.1 }
276    
277 root 1.10 user->remove ();
278 elmex 1.1
279 root 1.7 /* Update location for the object */
280     for (tmp = user; tmp != NULL; tmp = tmp->more)
281     {
282     tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
283     tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
284 elmex 1.1 }
285 root 1.7 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
286     return (tmp == NULL);
287 elmex 1.1 }
288    
289 root 1.7 void
290     recursive_roll (object *op, int dir, object *pusher)
291     {
292     if (!roll_ob (op, dir, pusher))
293     {
294     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
295     return;
296     }
297     (void) move_ob (pusher, dir, pusher);
298     new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
299 elmex 1.1 return;
300     }
301    
302     /*
303     * This is a new version of blocked, this one handles objects
304     * that can be passed through by monsters with the CAN_PASS_THRU defined.
305     *
306     * very new version handles also multipart objects
307     * This is currently only used for the boulder roll code.
308     * Returns 1 if object does not fit, 0 if it does.
309     */
310    
311 root 1.7 int
312 root 1.9 try_fit (object *op, maptile *m, int x, int y)
313 elmex 1.1 {
314 root 1.7 object *tmp, *more;
315     sint16 tx, ty;
316     int mflags;
317 root 1.9 maptile *m2;
318 elmex 1.1
319 root 1.7 if (op->head)
320     op = op->head;
321 elmex 1.1
322 root 1.7 for (more = op; more; more = more->more)
323     {
324     tx = x + more->x - op->x;
325     ty = y + more->y - op->y;
326 elmex 1.1
327 root 1.7 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
328 elmex 1.1
329 root 1.7 if (mflags & P_OUT_OF_MAP)
330     return 1;
331 elmex 1.1
332 root 1.7 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp = tmp->above)
333     {
334     if (tmp->head == op || tmp == op)
335     continue;
336 elmex 1.1
337 root 1.7 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
338     return 1;
339 elmex 1.1
340 root 1.7 if (OB_MOVE_BLOCK (op, tmp))
341     return 1;
342 elmex 1.1
343 root 1.4 }
344 elmex 1.1 }
345 root 1.7 return 0;
346 elmex 1.1 }
347    
348     /*
349     * this is not perfect yet.
350     * it does not roll objects behind multipart objects properly.
351     * Support for rolling multipart objects is questionable.
352     */
353    
354 root 1.7 int
355     roll_ob (object *op, int dir, object *pusher)
356     {
357     object *tmp;
358     sint16 x, y;
359     int flags;
360 root 1.9 maptile *m;
361 root 1.7 MoveType move_block;
362    
363     if (op->head)
364     op = op->head;
365    
366     x = op->x + freearr_x[dir];
367     y = op->y + freearr_y[dir];
368    
369     if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str))
370     return 0;
371 elmex 1.1
372 root 1.7 m = op->map;
373     flags = get_map_flags (m, &m, x, y, &x, &y);
374 elmex 1.1
375 root 1.7 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
376     return 0;
377 elmex 1.1
378 root 1.7 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
379 elmex 1.1
380 root 1.7 /* If the target space is not blocked, no need to look at the objects on it */
381     if ((op->move_type & move_block) == op->move_type)
382     {
383     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
384     {
385     if (tmp->head == op)
386 root 1.4 continue;
387 root 1.7 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
388 root 1.4 return 0;
389     }
390 elmex 1.1 }
391 root 1.7 if (try_fit (op, m, x, y))
392     return 0;
393 elmex 1.1
394 root 1.10 op->remove ();
395 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
396     tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
397     insert_ob_in_map (op, op->map, pusher, 0);
398     return 1;
399 elmex 1.1 }
400    
401     /* returns 1 if pushing invokes a attack, 0 when not */
402 root 1.7 int
403     push_ob (object *who, int dir, object *pusher)
404     {
405     int str1, str2;
406     object *owner;
407    
408     if (who->head != NULL)
409     who = who->head;
410     owner = get_owner (who);
411    
412     /* Wake up sleeping monsters that may be pushed */
413     CLEAR_FLAG (who, FLAG_SLEEP);
414    
415     /* player change place with his pets or summoned creature */
416     /* TODO: allow multi arch pushing. Can't be very difficult */
417     if (who->more == NULL
418 elmex 1.1 #ifdef COZY_SERVER
419 root 1.7 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher)
420 elmex 1.1 #else
421 root 1.7 && owner == pusher
422 elmex 1.1 #endif
423 root 1.7 )
424     {
425     int temp;
426 root 1.9 maptile *m;
427 root 1.7
428 root 1.10 who->remove ();
429     pusher->remove ();
430 root 1.7 temp = pusher->x;
431     pusher->x = who->x;
432     who->x = temp;
433    
434     temp = pusher->y;
435     pusher->y = who->y;
436     who->y = temp;
437 root 1.4
438 root 1.7 m = pusher->map;
439     pusher->map = who->map;
440     who->map = m;
441    
442     insert_ob_in_map (who, who->map, pusher, 0);
443     insert_ob_in_map (pusher, pusher->map, pusher, 0);
444     return 0;
445 elmex 1.1 }
446    
447    
448 root 1.7 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
449     /* In original we have here a unaggressive check only - that was the reason why */
450     /* we so often become an enemy of friendly monsters... */
451     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
452    
453     if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
454     !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
455     {
456     if (pusher->contr->run_on) /* only when we run */
457     {
458     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name);
459     CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
460     who->enemy = pusher;
461     return 1;
462 root 1.4 }
463 root 1.7 else
464 root 1.4 {
465 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
466 root 1.4 }
467 elmex 1.1 }
468    
469 root 1.7 /* now, lets test stand still. we NEVER can push stand_still monsters. */
470     if (QUERY_FLAG (who, FLAG_STAND_STILL))
471 elmex 1.1 {
472 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
473     return 0;
474 elmex 1.1 }
475 root 1.7
476     /* This block is basically if you are pushing friendly but
477     * non pet creaturs.
478     * It basically does a random strength comparision to
479     * determine if you can push someone around. Note that
480     * this pushes the other person away - its not a swap.
481     */
482    
483     str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
484     str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
485     if (QUERY_FLAG (who, FLAG_WIZ) ||
486     random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >=
487     random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir))
488     {
489     if (who->type == PLAYER)
490     {
491     new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
492 root 1.4 }
493 root 1.7 return 0;
494 elmex 1.1 }
495    
496 root 1.7 /* If we get here, the push succeeded.
497     * Let everyone know the status.
498     */
499     if (who->type == PLAYER)
500     {
501     new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
502 elmex 1.1 }
503 root 1.7 if (pusher->type == PLAYER)
504     {
505     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
506     }
507    
508     return 1;
509 elmex 1.1 }