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Revision: 1.18
Committed: Thu May 17 14:14:55 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.17: +3 -12 lines
Log Message:
remove superfluous/broken settings and related code

- COZY_SERVER:
  enabled most msall adjustments, changed digestion formula to the original one,
  party member treament w.r.t. pets enforced.
- PROHIBIT_PLAYERKILL: default
- real_wiz: removed and enforced
- create_home_portals: removed and enforced
- casting_time: removed and forced to be off (was crashing anyways)
- was_wiz flag removed and treated as off usually unless it was used
  in place of flag_wiz.
- do not save or restore wiz, wizcast and wizpass flags.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.18 * CrossFire, A Multiplayer game
3 pippijn 1.15 *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The author can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26     #ifndef __CEXTRACT__
27 root 1.7 # include <sproto.h>
28 elmex 1.1 #endif
29    
30     /*
31     * move_object() tries to move object op in the direction "dir".
32     * If it fails (something blocks the passage), it returns 0,
33     * otherwise 1.
34     * This is an improvement from the previous move_ob(), which
35     * removed and inserted objects even if they were unable to move.
36     */
37    
38 root 1.7 int
39     move_object (object *op, int dir)
40     {
41     return move_ob (op, dir, op);
42 elmex 1.1 }
43    
44     /* object op is trying to move in direction dir.
45     * originator is typically the same as op, but
46     * can be different if originator is causing op to
47     * move (originator is pushing op)
48     * returns 0 if the object is not able to move to the
49     * desired space, 1 otherwise (in which case we also
50     * move the object accordingly. This function is
51     * very similiar to move_object.
52     */
53 root 1.7 int
54     move_ob (object *op, int dir, object *originator)
55 elmex 1.1 {
56 root 1.7 sint16 newx = op->x + freearr_x[dir];
57     sint16 newy = op->y + freearr_y[dir];
58     object *tmp;
59 root 1.9 maptile *m;
60 root 1.7 int mflags;
61 elmex 1.1
62 root 1.7 if (op == NULL)
63     {
64     LOG (llevError, "Trying to move NULL.\n");
65     return 0;
66 elmex 1.1 }
67    
68 root 1.7 m = op->map;
69     mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
70    
71     /* If the space the player is trying to is out of the map,
72     * bail now - we know it can't work.
73     */
74     if (mflags & P_OUT_OF_MAP)
75     return 0;
76 elmex 1.1
77 root 1.7 /* Is this space blocked? Players with wizpass are immune to
78     * this condition.
79     */
80     if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS))
81     return 0;
82 elmex 1.1
83 root 1.7 /* 0.94.2 - we need to set the direction for the new animation code.
84     * it uses it to figure out face to use - I can't see it
85     * breaking anything, but it might.
86     */
87 root 1.12 if (op->more && !move_ob (op->more, dir, op->more->head))
88 root 1.7 return 0;
89 elmex 1.1
90 root 1.7 op->direction = dir;
91 elmex 1.1
92 root 1.7 if (op->will_apply & 4)
93     check_earthwalls (op, m, newx, newy);
94 root 1.12
95 root 1.7 if (op->will_apply & 8)
96     check_doors (op, m, newx, newy);
97    
98     /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
99     * to remove a removed object, and this function was the culprit. A possible
100     * guess I have is that check_doors above ran into a trap, killing the
101     * monster.
102     *
103     * Unfortunately, it doesn't appear that the calling functions of move_object
104     * deal very well with op being killed, so all this might do is just
105     * migrate the problem someplace else.
106     */
107 elmex 1.1
108 root 1.7 if (QUERY_FLAG (op, FLAG_REMOVED))
109     {
110     LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
111     /* Was not successful, but don't want to try and move again */
112     return 1;
113 elmex 1.1 }
114    
115 root 1.7 /* If this is a tail portion, just want to tell caller that move is
116     * ok - the caller will deal with actual object removal/insertion
117     */
118     if (op->head)
119     return 1;
120 elmex 1.1
121 root 1.13 if (m != op->map && op->contr)
122     {
123     if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
124     return 0;
125    
126     op->remove ();
127    
128     if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
129     return 0;
130    
131     if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy)))
132     return 0;
133     }
134     else
135     op->remove ();
136 elmex 1.1
137 root 1.7 /* we already have newx, newy, and m, so lets use them.
138     * In addition, this fixes potential crashes, because multipart object was
139     * on edge of map, +=x, +=y doesn't make correct coordinates.
140     */
141     for (tmp = op; tmp != NULL; tmp = tmp->more)
142     {
143     tmp->x += freearr_x[dir];
144     tmp->y += freearr_y[dir];
145     tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
146 elmex 1.1 }
147    
148 root 1.7 /* insert_ob_in_map will deal with any tiling issues */
149     insert_ob_in_map (op, m, originator, 0);
150 elmex 1.1
151 root 1.7 return 1;
152 elmex 1.1 }
153    
154    
155     /*
156     * transfer_ob(): Move an object (even linked objects) to another spot
157     * on the same map.
158     *
159     * Does nothing if there is no free spot.
160     *
161     * randomly: If true, use find_free_spot() to find the destination, otherwise
162     * use find_first_free_spot().
163     *
164     * Return value: 1 if object was destroyed, 0 otherwise.
165     */
166    
167 root 1.7 int
168     transfer_ob (object *op, int x, int y, int randomly, object *originator)
169 elmex 1.1 {
170 root 1.7 int i;
171     object *tmp;
172    
173     if (randomly)
174     i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
175     else
176     i = find_first_free_spot (op, op->map, x, y);
177    
178     if (i == -1)
179     return 0; /* No free spot */
180    
181     if (op->head != NULL)
182     op = op->head;
183 root 1.10 op->remove ();
184 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
185     tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x),
186     tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
187 elmex 1.1
188 root 1.7 tmp = insert_ob_in_map (op, op->map, originator, 0);
189     if (tmp)
190     return 0;
191     else
192     return 1;
193 elmex 1.1 }
194    
195     /*
196     * Return value: 1 if object was destroyed, 0 otherwise.
197     * Modified so that instead of passing the 'originator' that had no
198     * real use, instead we pass the 'user' of the teleporter. All the
199     * callers know what they wanted to teleporter (move_teleporter or
200     * shop map code)
201     * tele_type is the type of teleporter we want to match against -
202     * currently, this is either set to SHOP_MAT or TELEPORTER.
203     * It is basically used so that shop_mats and normal teleporters can
204     * be used close to each other and not have the player put to the
205     * one of another type.
206     */
207 root 1.7 int
208     teleport (object *teleporter, uint8 tele_type, object *user)
209 elmex 1.1 {
210 root 1.7 object *altern;
211     int i, j, k, nrofalt = 0;
212     object *other_teleporter, *tmp;
213 root 1.9 maptile *m;
214 root 1.7 sint16 sx, sy;
215    
216     if (user == NULL)
217     return 0;
218     if (user->head != NULL)
219     user = user->head;
220 elmex 1.1
221 root 1.7 /* Find all other teleporters within range. This range
222     * should really be setable by some object attribute instead of
223     * using hard coded values.
224     */
225     for (i = -5; i < 6; i++)
226     for (j = -5; j < 6; j++)
227     {
228     if (i == 0 && j == 0)
229     continue;
230     /* Perhaps this should be extended to support tiled maps */
231     if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
232     continue;
233 root 1.12 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
234 root 1.7
235     while (other_teleporter)
236     {
237     if (other_teleporter->type == tele_type)
238     break;
239     other_teleporter = other_teleporter->above;
240     }
241     if (other_teleporter && !(RANDOM () % ++nrofalt))
242     altern = other_teleporter;
243     }
244 elmex 1.1
245 root 1.7 if (!nrofalt)
246     {
247     LOG (llevError, "No alternative teleporters around!\n");
248     return 0;
249 elmex 1.1 }
250    
251 root 1.7 other_teleporter = altern;
252     k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
253    
254     /* if k==-1, unable to find a free spot. If this is shop
255     * mat that the player is using, find someplace to move
256     * the player - otherwise, player can get trapped in the shops
257     * that appear in random dungeons. We basically just make
258     * sure the space isn't no pass (eg wall), and don't care
259     * about is alive.
260     */
261     if (k == -1)
262     {
263     if (tele_type == SHOP_MAT && user->type == PLAYER)
264     {
265     for (k = 1; k < 9; k++)
266     {
267     if (get_map_flags (other_teleporter->map, &m,
268     other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
269     continue;
270 root 1.4
271 root 1.7 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
272     break;
273 root 1.4
274     }
275 root 1.7 if (k == 9)
276     {
277     LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
278     &other_teleporter->name, other_teleporter->x, other_teleporter->y);
279     return 0;
280 root 1.4 }
281     }
282 root 1.7 else
283     return 0;
284 elmex 1.1 }
285    
286 root 1.10 user->remove ();
287 elmex 1.1
288 root 1.7 /* Update location for the object */
289     for (tmp = user; tmp != NULL; tmp = tmp->more)
290     {
291     tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
292     tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
293 elmex 1.1 }
294 root 1.7 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
295     return (tmp == NULL);
296 elmex 1.1 }
297    
298 root 1.7 void
299     recursive_roll (object *op, int dir, object *pusher)
300     {
301     if (!roll_ob (op, dir, pusher))
302     {
303     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
304     return;
305     }
306     (void) move_ob (pusher, dir, pusher);
307     new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
308 elmex 1.1 return;
309     }
310    
311     /*
312     * This is a new version of blocked, this one handles objects
313     * that can be passed through by monsters with the CAN_PASS_THRU defined.
314     *
315     * very new version handles also multipart objects
316     * This is currently only used for the boulder roll code.
317     * Returns 1 if object does not fit, 0 if it does.
318     */
319    
320 root 1.7 int
321 root 1.9 try_fit (object *op, maptile *m, int x, int y)
322 elmex 1.1 {
323 root 1.7 object *tmp, *more;
324     sint16 tx, ty;
325     int mflags;
326 root 1.9 maptile *m2;
327 elmex 1.1
328 root 1.7 if (op->head)
329     op = op->head;
330 elmex 1.1
331 root 1.7 for (more = op; more; more = more->more)
332     {
333     tx = x + more->x - op->x;
334     ty = y + more->y - op->y;
335 elmex 1.1
336 root 1.7 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
337 elmex 1.1
338 root 1.7 if (mflags & P_OUT_OF_MAP)
339     return 1;
340 elmex 1.1
341 root 1.12 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
342 root 1.7 {
343     if (tmp->head == op || tmp == op)
344     continue;
345 elmex 1.1
346 root 1.7 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
347     return 1;
348 elmex 1.1
349 root 1.7 if (OB_MOVE_BLOCK (op, tmp))
350     return 1;
351 elmex 1.1
352 root 1.4 }
353 elmex 1.1 }
354 root 1.7 return 0;
355 elmex 1.1 }
356    
357     /*
358     * this is not perfect yet.
359     * it does not roll objects behind multipart objects properly.
360     * Support for rolling multipart objects is questionable.
361     */
362    
363 root 1.7 int
364     roll_ob (object *op, int dir, object *pusher)
365     {
366     object *tmp;
367     sint16 x, y;
368     int flags;
369 root 1.9 maptile *m;
370 root 1.7 MoveType move_block;
371    
372     if (op->head)
373     op = op->head;
374    
375     x = op->x + freearr_x[dir];
376     y = op->y + freearr_y[dir];
377    
378     if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str))
379     return 0;
380 elmex 1.1
381 root 1.7 m = op->map;
382     flags = get_map_flags (m, &m, x, y, &x, &y);
383 elmex 1.1
384 root 1.7 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
385     return 0;
386 elmex 1.1
387 root 1.7 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
388 elmex 1.1
389 root 1.7 /* If the target space is not blocked, no need to look at the objects on it */
390     if ((op->move_type & move_block) == op->move_type)
391     {
392 root 1.12 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
393 root 1.7 {
394     if (tmp->head == op)
395 root 1.4 continue;
396 root 1.7 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
397 root 1.4 return 0;
398     }
399 elmex 1.1 }
400 root 1.7 if (try_fit (op, m, x, y))
401     return 0;
402 elmex 1.1
403 root 1.10 op->remove ();
404 root 1.7 for (tmp = op; tmp != NULL; tmp = tmp->more)
405     tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
406     insert_ob_in_map (op, op->map, pusher, 0);
407     return 1;
408 elmex 1.1 }
409    
410     /* returns 1 if pushing invokes a attack, 0 when not */
411 root 1.7 int
412     push_ob (object *who, int dir, object *pusher)
413     {
414     int str1, str2;
415     object *owner;
416    
417     if (who->head != NULL)
418     who = who->head;
419 root 1.11 owner = who->owner;
420 root 1.7
421     /* Wake up sleeping monsters that may be pushed */
422     CLEAR_FLAG (who, FLAG_SLEEP);
423    
424     /* player change place with his pets or summoned creature */
425     /* TODO: allow multi arch pushing. Can't be very difficult */
426     if (who->more == NULL
427 root 1.18 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
428     || owner == pusher)
429 root 1.7 )
430     {
431     int temp;
432 root 1.9 maptile *m;
433 root 1.7
434 root 1.10 who->remove ();
435     pusher->remove ();
436 root 1.7 temp = pusher->x;
437     pusher->x = who->x;
438     who->x = temp;
439    
440     temp = pusher->y;
441     pusher->y = who->y;
442     who->y = temp;
443 root 1.4
444 root 1.7 m = pusher->map;
445     pusher->map = who->map;
446     who->map = m;
447    
448     insert_ob_in_map (who, who->map, pusher, 0);
449     insert_ob_in_map (pusher, pusher->map, pusher, 0);
450     return 0;
451 elmex 1.1 }
452    
453 root 1.7 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
454     /* In original we have here a unaggressive check only - that was the reason why */
455     /* we so often become an enemy of friendly monsters... */
456     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
457     if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
458     !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
459     {
460     if (pusher->contr->run_on) /* only when we run */
461     {
462 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
463 root 1.7 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
464     who->enemy = pusher;
465     return 1;
466 root 1.4 }
467 root 1.7 else
468 root 1.16 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
469 elmex 1.1 }
470    
471 root 1.7 /* now, lets test stand still. we NEVER can push stand_still monsters. */
472     if (QUERY_FLAG (who, FLAG_STAND_STILL))
473 elmex 1.1 {
474 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
475     return 0;
476 elmex 1.1 }
477 root 1.7
478     /* This block is basically if you are pushing friendly but
479     * non pet creaturs.
480     * It basically does a random strength comparision to
481     * determine if you can push someone around. Note that
482     * this pushes the other person away - its not a swap.
483     */
484    
485     str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
486     str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
487     if (QUERY_FLAG (who, FLAG_WIZ) ||
488 root 1.17 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
489     random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
490 root 1.7 {
491     if (who->type == PLAYER)
492 root 1.17 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
493    
494 root 1.7 return 0;
495 elmex 1.1 }
496    
497 root 1.7 /* If we get here, the push succeeded.
498     * Let everyone know the status.
499     */
500     if (who->type == PLAYER)
501     {
502     new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
503 elmex 1.1 }
504 root 1.7 if (pusher->type == PLAYER)
505     {
506     new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
507     }
508    
509     return 1;
510 elmex 1.1 }