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Comparing deliantra/server/server/move.C (file contents):
Revision 1.11 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.17 by root, Sat Apr 28 05:55:55 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * 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 * 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 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * 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 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef __CEXTRACT__ 26#ifndef __CEXTRACT__
26# include <sproto.h> 27# include <sproto.h>
27#endif 28#endif
77 * bail now - we know it can't work. 78 * bail now - we know it can't work.
78 */ 79 */
79 if (mflags & P_OUT_OF_MAP) 80 if (mflags & P_OUT_OF_MAP)
80 return 0; 81 return 0;
81 82
82
83 /* Is this space blocked? Players with wizpass are immune to 83 /* Is this space blocked? Players with wizpass are immune to
84 * this condition. 84 * this condition.
85 */ 85 */
86 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) 86 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS))
87 return 0; 87 return 0;
88 88
89 /* 0.94.2 - we need to set the direction for the new animation code. 89 /* 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 90 * it uses it to figure out face to use - I can't see it
91 * breaking anything, but it might. 91 * breaking anything, but it might.
92 */ 92 */
93 if (op->more != NULL && !move_ob (op->more, dir, op->more->head)) 93 if (op->more && !move_ob (op->more, dir, op->more->head))
94 return 0; 94 return 0;
95 95
96 op->direction = dir; 96 op->direction = dir;
97 97
98 if (op->will_apply & 4) 98 if (op->will_apply & 4)
99 check_earthwalls (op, m, newx, newy); 99 check_earthwalls (op, m, newx, newy);
100
100 if (op->will_apply & 8) 101 if (op->will_apply & 8)
101 check_doors (op, m, newx, newy); 102 check_doors (op, m, newx, newy);
102 103
103 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying 104 /* 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 * to remove a removed object, and this function was the culprit. A possible
121 * ok - the caller will deal with actual object removal/insertion 122 * ok - the caller will deal with actual object removal/insertion
122 */ 123 */
123 if (op->head) 124 if (op->head)
124 return 1; 125 return 1;
125 126
127 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
126 op->remove (); 141 op->remove ();
127 142
128 /* we already have newx, newy, and m, so lets use them. 143 /* we already have newx, newy, and m, so lets use them.
129 * In addition, this fixes potential crashes, because multipart object was 144 * In addition, this fixes potential crashes, because multipart object was
130 * on edge of map, +=x, +=y doesn't make correct coordinates. 145 * on edge of map, +=x, +=y doesn't make correct coordinates.
131 */ 146 */
219 if (i == 0 && j == 0) 234 if (i == 0 && j == 0)
220 continue; 235 continue;
221 /* Perhaps this should be extended to support tiled maps */ 236 /* Perhaps this should be extended to support tiled maps */
222 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j)) 237 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
223 continue; 238 continue;
224 other_teleporter = get_map_ob (teleporter->map, teleporter->x + i, teleporter->y + j); 239 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
225 240
226 while (other_teleporter) 241 while (other_teleporter)
227 { 242 {
228 if (other_teleporter->type == tele_type) 243 if (other_teleporter->type == tele_type)
229 break; 244 break;
327 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty); 342 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
328 343
329 if (mflags & P_OUT_OF_MAP) 344 if (mflags & P_OUT_OF_MAP)
330 return 1; 345 return 1;
331 346
332 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp = tmp->above) 347 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
333 { 348 {
334 if (tmp->head == op || tmp == op) 349 if (tmp->head == op || tmp == op)
335 continue; 350 continue;
336 351
337 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) 352 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
378 move_block = GET_MAP_MOVE_BLOCK (m, x, y); 393 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
379 394
380 /* If the target space is not blocked, no need to look at the objects on it */ 395 /* 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) 396 if ((op->move_type & move_block) == op->move_type)
382 { 397 {
383 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 398 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
384 { 399 {
385 if (tmp->head == op) 400 if (tmp->head == op)
386 continue; 401 continue;
387 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) 402 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
388 return 0; 403 return 0;
442 insert_ob_in_map (who, who->map, pusher, 0); 457 insert_ob_in_map (who, who->map, pusher, 0);
443 insert_ob_in_map (pusher, pusher->map, pusher, 0); 458 insert_ob_in_map (pusher, pusher->map, pusher, 0);
444 return 0; 459 return 0;
445 } 460 }
446 461
447
448 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ 462 /* 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 */ 463 /* In original we have here a unaggressive check only - that was the reason why */
450 /* we so often become an enemy of friendly monsters... */ 464 /* we so often become an enemy of friendly monsters... */
451 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ 465 /* 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 && 466 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
454 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) 467 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
455 { 468 {
456 if (pusher->contr->run_on) /* only when we run */ 469 if (pusher->contr->run_on) /* only when we run */
457 { 470 {
458 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name); 471 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 */ 472 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
460 who->enemy = pusher; 473 who->enemy = pusher;
461 return 1; 474 return 1;
462 } 475 }
463 else 476 else
464 {
465 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); 477 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
466 }
467 } 478 }
468 479
469 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 480 /* now, lets test stand still. we NEVER can push stand_still monsters. */
470 if (QUERY_FLAG (who, FLAG_STAND_STILL)) 481 if (QUERY_FLAG (who, FLAG_STAND_STILL))
471 { 482 {
481 */ 492 */
482 493
483 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); 494 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
484 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); 495 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
485 if (QUERY_FLAG (who, FLAG_WIZ) || 496 if (QUERY_FLAG (who, FLAG_WIZ) ||
486 random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= 497 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
487 random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir)) 498 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
488 { 499 {
489 if (who->type == PLAYER) 500 if (who->type == PLAYER)
490 {
491 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); 501 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
492 } 502
493 return 0; 503 return 0;
494 } 504 }
495 505
496 /* If we get here, the push succeeded. 506 /* If we get here, the push succeeded.
497 * Let everyone know the status. 507 * Let everyone know the status.

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