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Revision: 1.14
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.14 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.8 The author can be reached via e-mail to <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #include <global.h>
26     #ifndef __CEXTRACT__
27 root 1.7 # include <sproto.h>
28 elmex 1.1 #endif
29    
30     #ifdef COZY_SERVER
31     // use a ptotoype
32     extern int same_party (partylist *a, partylist *b);
33     #endif
34    
35     /*
36     * move_object() tries to move object op in the direction "dir".
37     * If it fails (something blocks the passage), it returns 0,
38     * otherwise 1.
39     * This is an improvement from the previous move_ob(), which
40     * removed and inserted objects even if they were unable to move.
41     */
42    
43 root 1.7 int
44     move_object (object *op, int dir)
45     {
46     return move_ob (op, dir, op);
47 elmex 1.1 }
48    
49    
50     /* object op is trying to move in direction dir.
51     * originator is typically the same as op, but
52     * can be different if originator is causing op to
53     * move (originator is pushing op)
54     * returns 0 if the object is not able to move to the
55     * desired space, 1 otherwise (in which case we also
56     * move the object accordingly. This function is
57     * very similiar to move_object.
58     */
59 root 1.7 int
60     move_ob (object *op, int dir, object *originator)
61 elmex 1.1 {
62 root 1.7 sint16 newx = op->x + freearr_x[dir];
63     sint16 newy = op->y + freearr_y[dir];
64     object *tmp;
65 root 1.9 maptile *m;
66 root 1.7 int mflags;
67 elmex 1.1
68 root 1.7 if (op == NULL)
69     {
70     LOG (llevError, "Trying to move NULL.\n");
71     return 0;
72 elmex 1.1 }
73    
74 root 1.7 m = op->map;
75     mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
76    
77     /* If the space the player is trying to is out of the map,
78     * bail now - we know it can't work.
79     */
80     if (mflags & P_OUT_OF_MAP)
81     return 0;
82 elmex 1.1
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 root 1.12 if (op->more && !move_ob (op->more, dir, op->more->head))
94 root 1.7 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 root 1.12
101 root 1.7 if (op->will_apply & 8)
102     check_doors (op, m, newx, newy);
103    
104     /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
105     * to remove a removed object, and this function was the culprit. A possible
106     * guess I have is that check_doors above ran into a trap, killing the
107     * monster.
108     *
109     * Unfortunately, it doesn't appear that the calling functions of move_object
110     * deal very well with op being killed, so all this might do is just
111     * migrate the problem someplace else.
112     */
113 elmex 1.1
114 root 1.7 if (QUERY_FLAG (op, FLAG_REMOVED))
115     {
116     LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
117     /* Was not successful, but don't want to try and move again */
118     return 1;
119 elmex 1.1 }
120    
121 root 1.7 /* If this is a tail portion, just want to tell caller that move is
122     * ok - the caller will deal with actual object removal/insertion
123     */
124     if (op->head)
125     return 1;
126 elmex 1.1
127 root 1.13 if (m != op->map && op->contr)
128     {
129     if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
130     return 0;
131    
132     op->remove ();
133    
134     if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
135     return 0;
136    
137     if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy)))
138     return 0;
139     }
140     else
141     op->remove ();
142 elmex 1.1
143 root 1.7 /* we already have newx, newy, and m, so lets use them.
144     * In addition, this fixes potential crashes, because multipart object was
145     * on edge of map, +=x, +=y doesn't make correct coordinates.
146     */
147     for (tmp = op; tmp != NULL; tmp = tmp->more)
148     {
149     tmp->x += freearr_x[dir];
150     tmp->y += freearr_y[dir];
151     tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
152 elmex 1.1 }
153    
154 root 1.7 /* insert_ob_in_map will deal with any tiling issues */
155     insert_ob_in_map (op, m, originator, 0);
156 elmex 1.1
157 root 1.7 return 1;
158 elmex 1.1 }
159    
160    
161     /*
162     * transfer_ob(): Move an object (even linked objects) to another spot
163     * on the same map.
164     *
165     * Does nothing if there is no free spot.
166     *
167     * randomly: If true, use find_free_spot() to find the destination, otherwise
168     * use find_first_free_spot().
169     *
170     * Return value: 1 if object was destroyed, 0 otherwise.
171     */
172    
173 root 1.7 int
174     transfer_ob (object *op, int x, int y, int randomly, object *originator)
175 elmex 1.1 {
176 root 1.7 int i;
177     object *tmp;
178    
179     if (randomly)
180     i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
181     else
182     i = find_first_free_spot (op, op->map, x, y);
183    
184     if (i == -1)
185     return 0; /* No free spot */
186    
187     if (op->head != NULL)
188     op = op->head;
189 root 1.10 op->remove ();
190 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
191     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x),
192     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
193 elmex 1.1
194 root 1.7 tmp = insert_ob_in_map (op, op->map, originator, 0);
195     if (tmp)
196     return 0;
197     else
198     return 1;
199 elmex 1.1 }
200    
201     /*
202     * Return value: 1 if object was destroyed, 0 otherwise.
203     * Modified so that instead of passing the 'originator' that had no
204     * real use, instead we pass the 'user' of the teleporter. All the
205     * callers know what they wanted to teleporter (move_teleporter or
206     * shop map code)
207     * tele_type is the type of teleporter we want to match against -
208     * currently, this is either set to SHOP_MAT or TELEPORTER.
209     * It is basically used so that shop_mats and normal teleporters can
210     * be used close to each other and not have the player put to the
211     * one of another type.
212     */
213 root 1.7 int
214     teleport (object *teleporter, uint8 tele_type, object *user)
215 elmex 1.1 {
216 root 1.7 object *altern;
217     int i, j, k, nrofalt = 0;
218     object *other_teleporter, *tmp;
219 root 1.9 maptile *m;
220 root 1.7 sint16 sx, sy;
221    
222     if (user == NULL)
223     return 0;
224     if (user->head != NULL)
225     user = user->head;
226 elmex 1.1
227 root 1.7 /* Find all other teleporters within range. This range
228     * should really be setable by some object attribute instead of
229     * using hard coded values.
230     */
231     for (i = -5; i < 6; i++)
232     for (j = -5; j < 6; j++)
233     {
234     if (i == 0 && j == 0)
235     continue;
236     /* Perhaps this should be extended to support tiled maps */
237     if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
238     continue;
239 root 1.12 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
240 root 1.7
241     while (other_teleporter)
242     {
243     if (other_teleporter->type == tele_type)
244     break;
245     other_teleporter = other_teleporter->above;
246     }
247     if (other_teleporter && !(RANDOM () % ++nrofalt))
248     altern = other_teleporter;
249     }
250 elmex 1.1
251 root 1.7 if (!nrofalt)
252     {
253     LOG (llevError, "No alternative teleporters around!\n");
254     return 0;
255 elmex 1.1 }
256    
257 root 1.7 other_teleporter = altern;
258     k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
259    
260     /* if k==-1, unable to find a free spot. If this is shop
261     * mat that the player is using, find someplace to move
262     * the player - otherwise, player can get trapped in the shops
263     * that appear in random dungeons. We basically just make
264     * sure the space isn't no pass (eg wall), and don't care
265     * about is alive.
266     */
267     if (k == -1)
268     {
269     if (tele_type == SHOP_MAT && user->type == PLAYER)
270     {
271     for (k = 1; k < 9; k++)
272     {
273     if (get_map_flags (other_teleporter->map, &m,
274     other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
275     continue;
276 root 1.4
277 root 1.7 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
278     break;
279 root 1.4
280     }
281 root 1.7 if (k == 9)
282     {
283     LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
284     &other_teleporter->name, other_teleporter->x, other_teleporter->y);
285     return 0;
286 root 1.4 }
287     }
288 root 1.7 else
289     return 0;
290 elmex 1.1 }
291    
292 root 1.10 user->remove ();
293 elmex 1.1
294 root 1.7 /* Update location for the object */
295     for (tmp = user; tmp != NULL; tmp = tmp->more)
296     {
297     tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
298     tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
299 elmex 1.1 }
300 root 1.7 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
301     return (tmp == NULL);
302 elmex 1.1 }
303    
304 root 1.7 void
305     recursive_roll (object *op, int dir, object *pusher)
306     {
307     if (!roll_ob (op, dir, pusher))
308     {
309     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
310     return;
311     }
312     (void) move_ob (pusher, dir, pusher);
313     new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
314 elmex 1.1 return;
315     }
316    
317     /*
318     * This is a new version of blocked, this one handles objects
319     * that can be passed through by monsters with the CAN_PASS_THRU defined.
320     *
321     * very new version handles also multipart objects
322     * This is currently only used for the boulder roll code.
323     * Returns 1 if object does not fit, 0 if it does.
324     */
325    
326 root 1.7 int
327 root 1.9 try_fit (object *op, maptile *m, int x, int y)
328 elmex 1.1 {
329 root 1.7 object *tmp, *more;
330     sint16 tx, ty;
331     int mflags;
332 root 1.9 maptile *m2;
333 elmex 1.1
334 root 1.7 if (op->head)
335     op = op->head;
336 elmex 1.1
337 root 1.7 for (more = op; more; more = more->more)
338     {
339     tx = x + more->x - op->x;
340     ty = y + more->y - op->y;
341 elmex 1.1
342 root 1.7 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
343 elmex 1.1
344 root 1.7 if (mflags & P_OUT_OF_MAP)
345     return 1;
346 elmex 1.1
347 root 1.12 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
348 root 1.7 {
349     if (tmp->head == op || tmp == op)
350     continue;
351 elmex 1.1
352 root 1.7 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
353     return 1;
354 elmex 1.1
355 root 1.7 if (OB_MOVE_BLOCK (op, tmp))
356     return 1;
357 elmex 1.1
358 root 1.4 }
359 elmex 1.1 }
360 root 1.7 return 0;
361 elmex 1.1 }
362    
363     /*
364     * this is not perfect yet.
365     * it does not roll objects behind multipart objects properly.
366     * Support for rolling multipart objects is questionable.
367     */
368    
369 root 1.7 int
370     roll_ob (object *op, int dir, object *pusher)
371     {
372     object *tmp;
373     sint16 x, y;
374     int flags;
375 root 1.9 maptile *m;
376 root 1.7 MoveType move_block;
377    
378     if (op->head)
379     op = op->head;
380    
381     x = op->x + freearr_x[dir];
382     y = op->y + freearr_y[dir];
383    
384     if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str))
385     return 0;
386 elmex 1.1
387 root 1.7 m = op->map;
388     flags = get_map_flags (m, &m, x, y, &x, &y);
389 elmex 1.1
390 root 1.7 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
391     return 0;
392 elmex 1.1
393 root 1.7 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
394 elmex 1.1
395 root 1.7 /* If the target space is not blocked, no need to look at the objects on it */
396     if ((op->move_type & move_block) == op->move_type)
397     {
398 root 1.12 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
399 root 1.7 {
400     if (tmp->head == op)
401 root 1.4 continue;
402 root 1.7 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
403 root 1.4 return 0;
404     }
405 elmex 1.1 }
406 root 1.7 if (try_fit (op, m, x, y))
407     return 0;
408 elmex 1.1
409 root 1.10 op->remove ();
410 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
411     tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
412     insert_ob_in_map (op, op->map, pusher, 0);
413     return 1;
414 elmex 1.1 }
415    
416     /* returns 1 if pushing invokes a attack, 0 when not */
417 root 1.7 int
418     push_ob (object *who, int dir, object *pusher)
419     {
420     int str1, str2;
421     object *owner;
422    
423     if (who->head != NULL)
424     who = who->head;
425 root 1.11 owner = who->owner;
426 root 1.7
427     /* Wake up sleeping monsters that may be pushed */
428     CLEAR_FLAG (who, FLAG_SLEEP);
429    
430     /* player change place with his pets or summoned creature */
431     /* TODO: allow multi arch pushing. Can't be very difficult */
432     if (who->more == NULL
433 elmex 1.1 #ifdef COZY_SERVER
434 root 1.7 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher)
435 elmex 1.1 #else
436 root 1.7 && owner == pusher
437 elmex 1.1 #endif
438 root 1.7 )
439     {
440     int temp;
441 root 1.9 maptile *m;
442 root 1.7
443 root 1.10 who->remove ();
444     pusher->remove ();
445 root 1.7 temp = pusher->x;
446     pusher->x = who->x;
447     who->x = temp;
448    
449     temp = pusher->y;
450     pusher->y = who->y;
451     who->y = temp;
452 root 1.4
453 root 1.7 m = pusher->map;
454     pusher->map = who->map;
455     who->map = m;
456    
457     insert_ob_in_map (who, who->map, pusher, 0);
458     insert_ob_in_map (pusher, pusher->map, pusher, 0);
459     return 0;
460 elmex 1.1 }
461    
462    
463 root 1.7 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
464     /* In original we have here a unaggressive check only - that was the reason why */
465     /* we so often become an enemy of friendly monsters... */
466     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
467    
468     if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
469     !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
470     {
471     if (pusher->contr->run_on) /* only when we run */
472     {
473     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name);
474     CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
475     who->enemy = pusher;
476     return 1;
477 root 1.4 }
478 root 1.7 else
479 root 1.4 {
480 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
481 root 1.4 }
482 elmex 1.1 }
483    
484 root 1.7 /* now, lets test stand still. we NEVER can push stand_still monsters. */
485     if (QUERY_FLAG (who, FLAG_STAND_STILL))
486 elmex 1.1 {
487 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
488     return 0;
489 elmex 1.1 }
490 root 1.7
491     /* This block is basically if you are pushing friendly but
492     * non pet creaturs.
493     * It basically does a random strength comparision to
494     * determine if you can push someone around. Note that
495     * this pushes the other person away - its not a swap.
496     */
497    
498     str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
499     str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
500     if (QUERY_FLAG (who, FLAG_WIZ) ||
501     random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >=
502     random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir))
503     {
504     if (who->type == PLAYER)
505     {
506     new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
507 root 1.4 }
508 root 1.7 return 0;
509 elmex 1.1 }
510    
511 root 1.7 /* If we get here, the push succeeded.
512     * Let everyone know the status.
513     */
514     if (who->type == PLAYER)
515     {
516     new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
517 elmex 1.1 }
518 root 1.7 if (pusher->type == PLAYER)
519     {
520     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
521     }
522    
523     return 1;
524 elmex 1.1 }