ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/move.C
Revision: 1.4
Committed: Tue Aug 29 08:01:37 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.3: +124 -124 lines
Log Message:
expand initial tabs to spaces

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_move_c =
3 root 1.4 * "$Id: move.C,v 1.3 2006-08-29 07:34:00 root 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 root 1.4 LOG(llevError,"Trying to move NULL.\n");
71     return 0;
72 elmex 1.1 }
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 root 1.4 return 0;
89 elmex 1.1
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 root 1.4 return 0;
96 elmex 1.1
97     op->direction = dir;
98    
99     if(op->will_apply&4)
100 root 1.4 check_earthwalls(op,m, newx,newy);
101 elmex 1.1 if(op->will_apply&8)
102 root 1.4 check_doors(op,m, newx,newy);
103 elmex 1.1
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 root 1.4 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     /* 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 root 1.4 return 1;
125 elmex 1.1
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 root 1.4 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 elmex 1.1 }
137    
138     /* insert_ob_in_map will deal with any tiling issues */
139     insert_ob_in_map(op, m, originator,0);
140    
141     return 1; /* this shouldn't be reached */
142     }
143    
144    
145     /*
146     * transfer_ob(): Move an object (even linked objects) to another spot
147     * on the same map.
148     *
149     * Does nothing if there is no free spot.
150     *
151     * randomly: If true, use find_free_spot() to find the destination, otherwise
152     * use find_first_free_spot().
153     *
154     * Return value: 1 if object was destroyed, 0 otherwise.
155     */
156    
157     int transfer_ob (object *op, int x, int y, int randomly, object *originator)
158     {
159     int i;
160     object *tmp;
161    
162     if (randomly)
163 root 1.4 i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE);
164 elmex 1.1 else
165 root 1.4 i = find_first_free_spot(op,op->map,x,y);
166 elmex 1.1
167     if (i==-1)
168 root 1.4 return 0; /* No free spot */
169 elmex 1.1
170     if(op->head!=NULL)
171 root 1.4 op=op->head;
172 elmex 1.1 remove_ob(op);
173     for(tmp=op;tmp!=NULL;tmp=tmp->more)
174 root 1.4 tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
175     tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
176 elmex 1.1
177     tmp = insert_ob_in_map(op,op->map,originator,0);
178     if (tmp) return 0;
179     else return 1;
180     }
181    
182     /*
183     * Return value: 1 if object was destroyed, 0 otherwise.
184     * Modified so that instead of passing the 'originator' that had no
185     * real use, instead we pass the 'user' of the teleporter. All the
186     * callers know what they wanted to teleporter (move_teleporter or
187     * shop map code)
188     * tele_type is the type of teleporter we want to match against -
189     * currently, this is either set to SHOP_MAT or TELEPORTER.
190     * It is basically used so that shop_mats and normal teleporters can
191     * be used close to each other and not have the player put to the
192     * one of another type.
193     */
194     int teleport (object *teleporter, uint8 tele_type, object *user)
195     {
196     object *altern;
197     int i,j,k,nrofalt=0;
198     object *other_teleporter, *tmp;
199     mapstruct *m;
200     sint16 sx, sy;
201    
202     if(user==NULL) return 0;
203     if(user->head!=NULL)
204 root 1.4 user=user->head;
205 elmex 1.1
206     /* Find all other teleporters within range. This range
207     * should really be setable by some object attribute instead of
208     * using hard coded values.
209     */
210     for(i= -5;i<6;i++)
211 root 1.4 for(j= -5;j<6;j++) {
212     if(i==0&&j==0)
213     continue;
214     /* Perhaps this should be extended to support tiled maps */
215     if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
216     continue;
217     other_teleporter=get_map_ob(teleporter->map,
218 elmex 1.1 teleporter->x+i,teleporter->y+j);
219    
220 root 1.4 while (other_teleporter) {
221     if (other_teleporter->type == tele_type) break;
222     other_teleporter = other_teleporter->above;
223     }
224     if (other_teleporter && !(RANDOM() % ++nrofalt))
225     altern = other_teleporter;
226     }
227 elmex 1.1
228     if(!nrofalt) {
229 root 1.4 LOG(llevError,"No alternative teleporters around!\n");
230     return 0;
231 elmex 1.1 }
232    
233     other_teleporter=altern;
234     k=find_free_spot(user,other_teleporter->map,
235     other_teleporter->x,other_teleporter->y,1,9);
236    
237     /* if k==-1, unable to find a free spot. If this is shop
238     * mat that the player is using, find someplace to move
239     * the player - otherwise, player can get trapped in the shops
240     * that appear in random dungeons. We basically just make
241     * sure the space isn't no pass (eg wall), and don't care
242     * about is alive.
243     */
244     if (k==-1) {
245 root 1.4 if (tele_type == SHOP_MAT && user->type == PLAYER) {
246     for (k=1; k<9; k++) {
247     if (get_map_flags(other_teleporter->map, &m,
248     other_teleporter->x + freearr_x[k],
249     other_teleporter->y + freearr_y[k], &sx,&sy) &
250     P_OUT_OF_MAP) continue;
251    
252     if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
253    
254     }
255     if (k==9) {
256     LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
257     other_teleporter->name, other_teleporter->x, other_teleporter->y);
258     return 0;
259     }
260     }
261     else return 0;
262 elmex 1.1 }
263    
264     remove_ob(user);
265    
266     /* Update location for the object */
267     for(tmp=user;tmp!=NULL;tmp=tmp->more) {
268 root 1.4 tmp->x=other_teleporter->x+freearr_x[k]+
269 elmex 1.1 (tmp->arch==NULL?0:tmp->arch->clone.x);
270 root 1.4 tmp->y=other_teleporter->y+freearr_y[k]+
271 elmex 1.1 (tmp->arch==NULL?0:tmp->arch->clone.y);
272     }
273     tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
274     return (tmp == NULL);
275     }
276    
277     void recursive_roll(object *op,int dir,object *pusher) {
278     if(!roll_ob(op,dir,pusher)) {
279     new_draw_info_format(NDI_UNIQUE, 0, pusher,
280 root 1.4 "You fail to push the %s.",query_name(op));
281 elmex 1.1 return;
282     }
283     (void) move_ob(pusher,dir,pusher);
284     new_draw_info_format(NDI_BLACK, 0, pusher,
285 root 1.4 "You move the %s.",query_name(op));
286 elmex 1.1 return;
287     }
288    
289     /*
290     * This is a new version of blocked, this one handles objects
291     * that can be passed through by monsters with the CAN_PASS_THRU defined.
292     *
293     * very new version handles also multipart objects
294     * This is currently only used for the boulder roll code.
295     * Returns 1 if object does not fit, 0 if it does.
296     */
297    
298     int try_fit (object *op, mapstruct *m, int x, int y)
299     {
300     object *tmp, *more;
301     sint16 tx, ty;
302     int mflags;
303     mapstruct *m2;
304    
305     if (op->head)
306 root 1.4 op = op->head;
307 elmex 1.1
308     for (more = op; more ; more = more->more) {
309 root 1.4 tx = x + more->x - op->x;
310     ty = y + more->y - op->y;
311 elmex 1.1
312 root 1.4 mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
313 elmex 1.1
314 root 1.4 if (mflags & P_OUT_OF_MAP)
315     return 1;
316 elmex 1.1
317 root 1.4 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
318     if (tmp->head == op || tmp == op)
319     continue;
320 elmex 1.1
321 root 1.4 if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
322     return 1;
323 elmex 1.1
324 root 1.4 if (OB_MOVE_BLOCK(op, tmp)) return 1;
325 elmex 1.1
326 root 1.4 }
327 elmex 1.1 }
328     return 0;
329     }
330    
331     /*
332     * this is not perfect yet.
333     * it does not roll objects behind multipart objects properly.
334     * Support for rolling multipart objects is questionable.
335     */
336    
337     int roll_ob(object *op,int dir, object *pusher) {
338     object *tmp;
339     sint16 x, y;
340     int flags;
341     mapstruct *m;
342     MoveType move_block;
343    
344     if (op->head)
345 root 1.4 op = op->head;
346 elmex 1.1
347     x=op->x+freearr_x[dir];
348     y=op->y+freearr_y[dir];
349    
350     if(!QUERY_FLAG(op,FLAG_CAN_ROLL) ||
351     (op->weight &&
352     random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
353 root 1.4 return 0;
354 elmex 1.1
355     m = op->map;
356     flags = get_map_flags(m, &m, x, y, &x, &y);
357    
358     if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
359 root 1.4 return 0;
360 elmex 1.1
361     move_block = GET_MAP_MOVE_BLOCK(m, x, y);
362    
363     /* If the target space is not blocked, no need to look at the objects on it */
364     if ((op->move_type & move_block) == op->move_type) {
365 root 1.4 for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
366     if (tmp->head == op)
367     continue;
368     if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher))
369     return 0;
370     }
371 elmex 1.1 }
372     if (try_fit (op, m, x, y))
373 root 1.4 return 0;
374 elmex 1.1
375     remove_ob(op);
376     for(tmp=op; tmp!=NULL; tmp=tmp->more)
377 root 1.4 tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
378 elmex 1.1 insert_ob_in_map(op,op->map,pusher,0);
379     return 1;
380     }
381    
382     /* returns 1 if pushing invokes a attack, 0 when not */
383     int push_ob(object *who, int dir, object *pusher) {
384     int str1, str2;
385     object *owner;
386    
387     if (who->head != NULL)
388 root 1.4 who = who->head;
389 elmex 1.1 owner = get_owner(who);
390    
391     /* Wake up sleeping monsters that may be pushed */
392     CLEAR_FLAG(who,FLAG_SLEEP);
393    
394     /* player change place with his pets or summoned creature */
395     /* TODO: allow multi arch pushing. Can't be very difficult */
396     if (who->more == NULL
397     #ifdef COZY_SERVER
398     &&
399     (
400     (owner && owner->contr && pusher->contr
401     && same_party (owner->contr->party, pusher->contr->party))
402     || owner == pusher
403     )
404     #else
405     && owner == pusher
406     #endif
407     ) {
408 root 1.4 int temp;
409     mapstruct *m;
410 elmex 1.1
411 root 1.4 remove_ob(who);
412     remove_ob(pusher);
413     temp = pusher->x;
414     pusher->x = who->x;
415     who->x = temp;
416    
417     temp = pusher->y;
418     pusher->y = who->y;
419     who->y = temp;
420    
421     m = pusher->map;
422     pusher->map = who->map;
423     who->map = m;
424    
425     insert_ob_in_map (who,who->map,pusher,0);
426     insert_ob_in_map (pusher,pusher->map,pusher,0);
427     return 0;
428 elmex 1.1 }
429    
430    
431     /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
432     /* In original we have here a unaggressive check only - that was the reason why */
433     /* we so often become an enemy of friendly monsters... */
434     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
435    
436     if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
437     !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
438 root 1.4 if(pusher->contr->run_on) /* only when we run */ {
439     new_draw_info_format(NDI_UNIQUE, 0, pusher,
440 elmex 1.1 "You start to attack %s !!",who->name);
441 root 1.4 CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
442     who->enemy = pusher;
443     return 1;
444     }
445     else
446     {
447     new_draw_info_format(NDI_UNIQUE, 0, pusher,
448     "You avoid attacking %s .",who->name);
449     }
450 elmex 1.1 }
451    
452     /* now, lets test stand still. we NEVER can push stand_still monsters. */
453     if(QUERY_FLAG(who,FLAG_STAND_STILL))
454     {
455 root 1.4 new_draw_info_format(NDI_UNIQUE, 0, pusher,
456 elmex 1.1 "You can't push %s.",who->name);
457 root 1.4 return 0;
458 elmex 1.1 }
459    
460     /* This block is basically if you are pushing friendly but
461     * non pet creaturs.
462     * It basically does a random strength comparision to
463     * determine if you can push someone around. Note that
464     * this pushes the other person away - its not a swap.
465     */
466    
467     str1 = (who->stats.Str>0?who->stats.Str:who->level);
468     str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level);
469     if(QUERY_FLAG(who,FLAG_WIZ) ||
470     random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
471     random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
472     !move_object(who,dir))
473     {
474 root 1.4 if (who ->type == PLAYER) {
475     new_draw_info_format(NDI_UNIQUE, 0, who,
476     "%s tried to push you.",pusher->name);
477     }
478     return 0;
479 elmex 1.1 }
480    
481     /* If we get here, the push succeeded.
482     * Let everyone know the status.
483     */
484     if (who->type == PLAYER) {
485 root 1.4 new_draw_info_format(NDI_UNIQUE, 0, who,
486     "%s pushed you.",pusher->name);
487 elmex 1.1 }
488     if (pusher->type == PLAYER) {
489 root 1.4 new_draw_info_format(NDI_UNIQUE, 0, pusher,
490     "You pushed %s back.", who->name);
491 elmex 1.1 }
492    
493     return 1;
494     }