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/cvs/deliantra/server/server/move.C
Revision: 1.2
Committed: Thu Aug 17 20:23:31 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +2 -22 lines
Log Message:
get rid of esrv_map_scroll and MapNewmapCmd, map update will handle it automatically

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_move_c =
3 root 1.2 * "$Id: move.C,v 1.1 2006-08-13 17:16:04 elmex Exp $";
4 elmex 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The author can be reached via e-mail to crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef __CEXTRACT__
31     #include <sproto.h>
32     #endif
33    
34     #ifdef COZY_SERVER
35     // use a ptotoype
36     extern int same_party (partylist *a, partylist *b);
37     #endif
38    
39     /*
40     * move_object() tries to move object op in the direction "dir".
41     * If it fails (something blocks the passage), it returns 0,
42     * otherwise 1.
43     * This is an improvement from the previous move_ob(), which
44     * removed and inserted objects even if they were unable to move.
45     */
46    
47     int move_object(object *op, int dir) {
48     return move_ob(op, dir, op);
49     }
50    
51    
52     /* object op is trying to move in direction dir.
53     * originator is typically the same as op, but
54     * can be different if originator is causing op to
55     * move (originator is pushing op)
56     * returns 0 if the object is not able to move to the
57     * desired space, 1 otherwise (in which case we also
58     * move the object accordingly. This function is
59     * very similiar to move_object.
60     */
61     int move_ob (object *op, int dir, object *originator)
62     {
63     sint16 newx = op->x+freearr_x[dir];
64     sint16 newy = op->y+freearr_y[dir];
65     object *tmp;
66     mapstruct *m;
67     int mflags;
68    
69     if(op==NULL) {
70     LOG(llevError,"Trying to move NULL.\n");
71     return 0;
72     }
73    
74     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) return 0;
81    
82    
83     /* Is this space blocked? Players with wizpass are immune to
84     * this condition.
85     */
86     if(blocked_link(op, m, newx, newy) &&
87     !QUERY_FLAG(op, FLAG_WIZPASS))
88     return 0;
89    
90     /* 0.94.2 - we need to set the direction for the new animation code.
91     * it uses it to figure out face to use - I can't see it
92     * breaking anything, but it might.
93     */
94     if(op->more != NULL && !move_ob(op->more, dir, op->more->head))
95     return 0;
96    
97     op->direction = dir;
98    
99     if(op->will_apply&4)
100     check_earthwalls(op,m, newx,newy);
101     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    
114     if (QUERY_FLAG(op, FLAG_REMOVED)) {
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     }
119    
120     /* 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    
126     remove_ob(op);
127    
128     /* 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     tmp->x += freearr_x[dir];
134     tmp->y += freearr_y[dir];
135     tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y);
136     }
137    
138     /* insert_ob_in_map will deal with any tiling issues */
139     insert_ob_in_map(op, m, originator,0);
140    
141     /* Hmmm. Should be possible for multispace players now */
142 root 1.2 if (op->type == TRANSPORT) {
143 elmex 1.1 object *pl;
144    
145     for (pl=op->inv; pl; pl=pl->below) {
146     if (pl->type == PLAYER) {
147     pl->contr->do_los=1;
148     pl->map = op->map;
149     pl->x = op->x;
150     pl->y = op->y;
151     }
152     }
153     }
154    
155     return 1; /* this shouldn't be reached */
156     }
157    
158    
159     /*
160     * transfer_ob(): Move an object (even linked objects) to another spot
161     * on the same map.
162     *
163     * Does nothing if there is no free spot.
164     *
165     * randomly: If true, use find_free_spot() to find the destination, otherwise
166     * use find_first_free_spot().
167     *
168     * Return value: 1 if object was destroyed, 0 otherwise.
169     */
170    
171     int transfer_ob (object *op, int x, int y, int randomly, object *originator)
172     {
173     int i;
174     object *tmp;
175    
176     if (randomly)
177     i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE);
178     else
179     i = find_first_free_spot(op,op->map,x,y);
180    
181     if (i==-1)
182     return 0; /* No free spot */
183    
184     if(op->head!=NULL)
185     op=op->head;
186     remove_ob(op);
187     for(tmp=op;tmp!=NULL;tmp=tmp->more)
188     tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
189     tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
190    
191     tmp = insert_ob_in_map(op,op->map,originator,0);
192     if (tmp) return 0;
193     else return 1;
194     }
195    
196     /*
197     * Return value: 1 if object was destroyed, 0 otherwise.
198     * Modified so that instead of passing the 'originator' that had no
199     * real use, instead we pass the 'user' of the teleporter. All the
200     * callers know what they wanted to teleporter (move_teleporter or
201     * shop map code)
202     * tele_type is the type of teleporter we want to match against -
203     * currently, this is either set to SHOP_MAT or TELEPORTER.
204     * It is basically used so that shop_mats and normal teleporters can
205     * be used close to each other and not have the player put to the
206     * one of another type.
207     */
208     int teleport (object *teleporter, uint8 tele_type, object *user)
209     {
210     object *altern;
211     int i,j,k,nrofalt=0;
212     object *other_teleporter, *tmp;
213     mapstruct *m;
214     sint16 sx, sy;
215    
216     if(user==NULL) return 0;
217     if(user->head!=NULL)
218     user=user->head;
219    
220     /* Find all other teleporters within range. This range
221     * should really be setable by some object attribute instead of
222     * using hard coded values.
223     */
224     for(i= -5;i<6;i++)
225     for(j= -5;j<6;j++) {
226     if(i==0&&j==0)
227     continue;
228     /* Perhaps this should be extended to support tiled maps */
229     if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
230     continue;
231     other_teleporter=get_map_ob(teleporter->map,
232     teleporter->x+i,teleporter->y+j);
233    
234     while (other_teleporter) {
235     if (other_teleporter->type == tele_type) break;
236     other_teleporter = other_teleporter->above;
237     }
238     if (other_teleporter && !(RANDOM() % ++nrofalt))
239     altern = other_teleporter;
240     }
241    
242     if(!nrofalt) {
243     LOG(llevError,"No alternative teleporters around!\n");
244     return 0;
245     }
246    
247     other_teleporter=altern;
248     k=find_free_spot(user,other_teleporter->map,
249     other_teleporter->x,other_teleporter->y,1,9);
250    
251     /* if k==-1, unable to find a free spot. If this is shop
252     * mat that the player is using, find someplace to move
253     * the player - otherwise, player can get trapped in the shops
254     * that appear in random dungeons. We basically just make
255     * sure the space isn't no pass (eg wall), and don't care
256     * about is alive.
257     */
258     if (k==-1) {
259     if (tele_type == SHOP_MAT && user->type == PLAYER) {
260     for (k=1; k<9; k++) {
261     if (get_map_flags(other_teleporter->map, &m,
262     other_teleporter->x + freearr_x[k],
263     other_teleporter->y + freearr_y[k], &sx,&sy) &
264     P_OUT_OF_MAP) continue;
265    
266     if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
267    
268     }
269     if (k==9) {
270     LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
271     other_teleporter->name, other_teleporter->x, other_teleporter->y);
272     return 0;
273     }
274     }
275     else return 0;
276     }
277    
278     remove_ob(user);
279    
280     /* Update location for the object */
281     for(tmp=user;tmp!=NULL;tmp=tmp->more) {
282     tmp->x=other_teleporter->x+freearr_x[k]+
283     (tmp->arch==NULL?0:tmp->arch->clone.x);
284     tmp->y=other_teleporter->y+freearr_y[k]+
285     (tmp->arch==NULL?0:tmp->arch->clone.y);
286     }
287     tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
288     return (tmp == NULL);
289     }
290    
291     void recursive_roll(object *op,int dir,object *pusher) {
292     if(!roll_ob(op,dir,pusher)) {
293     new_draw_info_format(NDI_UNIQUE, 0, pusher,
294     "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,
299     "You move the %s.",query_name(op));
300     return;
301     }
302    
303     /*
304     * This is a new version of blocked, this one handles objects
305     * that can be passed through by monsters with the CAN_PASS_THRU defined.
306     *
307     * very new version handles also multipart objects
308     * This is currently only used for the boulder roll code.
309     * Returns 1 if object does not fit, 0 if it does.
310     */
311    
312     int try_fit (object *op, mapstruct *m, int x, int y)
313     {
314     object *tmp, *more;
315     sint16 tx, ty;
316     int mflags;
317     mapstruct *m2;
318    
319     if (op->head)
320     op = op->head;
321    
322     for (more = op; more ; more = more->more) {
323     tx = x + more->x - op->x;
324     ty = y + more->y - op->y;
325    
326     mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
327    
328     if (mflags & P_OUT_OF_MAP)
329     return 1;
330    
331     for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
332     if (tmp->head == op || tmp == op)
333     continue;
334    
335     if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
336     return 1;
337    
338     if (OB_MOVE_BLOCK(op, tmp)) return 1;
339    
340     }
341     }
342     return 0;
343     }
344    
345     /*
346     * this is not perfect yet.
347     * it does not roll objects behind multipart objects properly.
348     * Support for rolling multipart objects is questionable.
349     */
350    
351     int roll_ob(object *op,int dir, object *pusher) {
352     object *tmp;
353     sint16 x, y;
354     int flags;
355     mapstruct *m;
356     MoveType move_block;
357    
358     if (op->head)
359     op = op->head;
360    
361     x=op->x+freearr_x[dir];
362     y=op->y+freearr_y[dir];
363    
364     if(!QUERY_FLAG(op,FLAG_CAN_ROLL) ||
365     (op->weight &&
366     random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
367     return 0;
368    
369     m = op->map;
370     flags = get_map_flags(m, &m, x, y, &x, &y);
371    
372     if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
373     return 0;
374    
375     move_block = GET_MAP_MOVE_BLOCK(m, x, y);
376    
377     /* If the target space is not blocked, no need to look at the objects on it */
378     if ((op->move_type & move_block) == op->move_type) {
379     for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
380     if (tmp->head == op)
381     continue;
382     if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher))
383     return 0;
384     }
385     }
386     if (try_fit (op, m, x, y))
387     return 0;
388    
389     remove_ob(op);
390     for(tmp=op; tmp!=NULL; tmp=tmp->more)
391     tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
392     insert_ob_in_map(op,op->map,pusher,0);
393     return 1;
394     }
395    
396     /* returns 1 if pushing invokes a attack, 0 when not */
397     int push_ob(object *who, int dir, object *pusher) {
398     int str1, str2;
399     object *owner;
400    
401     if (who->head != NULL)
402     who = who->head;
403     owner = get_owner(who);
404    
405     /* Wake up sleeping monsters that may be pushed */
406     CLEAR_FLAG(who,FLAG_SLEEP);
407    
408     /* player change place with his pets or summoned creature */
409     /* TODO: allow multi arch pushing. Can't be very difficult */
410     if (who->more == NULL
411     #ifdef COZY_SERVER
412     &&
413     (
414     (owner && owner->contr && pusher->contr
415     && same_party (owner->contr->party, pusher->contr->party))
416     || owner == pusher
417     )
418     #else
419     && owner == pusher
420     #endif
421     ) {
422     int temp;
423     mapstruct *m;
424    
425     remove_ob(who);
426     remove_ob(pusher);
427     temp = pusher->x;
428     pusher->x = who->x;
429     who->x = temp;
430    
431     temp = pusher->y;
432     pusher->y = who->y;
433     who->y = temp;
434    
435     m = pusher->map;
436     pusher->map = who->map;
437     who->map = m;
438    
439     insert_ob_in_map (who,who->map,pusher,0);
440     insert_ob_in_map (pusher,pusher->map,pusher,0);
441     return 0;
442     }
443    
444    
445     /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
446     /* In original we have here a unaggressive check only - that was the reason why */
447     /* we so often become an enemy of friendly monsters... */
448     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
449    
450     if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
451     !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
452     if(pusher->contr->run_on) /* only when we run */ {
453     new_draw_info_format(NDI_UNIQUE, 0, pusher,
454     "You start to attack %s !!",who->name);
455     CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
456     who->enemy = pusher;
457     return 1;
458     }
459     else
460     {
461     new_draw_info_format(NDI_UNIQUE, 0, pusher,
462     "You avoid attacking %s .",who->name);
463     }
464     }
465    
466     /* now, lets test stand still. we NEVER can push stand_still monsters. */
467     if(QUERY_FLAG(who,FLAG_STAND_STILL))
468     {
469     new_draw_info_format(NDI_UNIQUE, 0, pusher,
470     "You can't push %s.",who->name);
471     return 0;
472     }
473    
474     /* This block is basically if you are pushing friendly but
475     * non pet creaturs.
476     * It basically does a random strength comparision to
477     * determine if you can push someone around. Note that
478     * this pushes the other person away - its not a swap.
479     */
480    
481     str1 = (who->stats.Str>0?who->stats.Str:who->level);
482     str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level);
483     if(QUERY_FLAG(who,FLAG_WIZ) ||
484     random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
485     random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
486     !move_object(who,dir))
487     {
488     if (who ->type == PLAYER) {
489     new_draw_info_format(NDI_UNIQUE, 0, who,
490     "%s tried to push you.",pusher->name);
491     }
492     return 0;
493     }
494    
495     /* If we get here, the push succeeded.
496     * Let everyone know the status.
497     */
498     if (who->type == PLAYER) {
499     new_draw_info_format(NDI_UNIQUE, 0, who,
500     "%s pushed you.",pusher->name);
501     }
502     if (pusher->type == PLAYER) {
503     new_draw_info_format(NDI_UNIQUE, 0, pusher,
504     "You pushed %s back.", who->name);
505     }
506    
507     return 1;
508     }