--- deliantra/server/server/move.C 2007/05/28 21:28:36 1.19 +++ deliantra/server/server/move.C 2008/12/28 06:59:27 1.29 @@ -1,25 +1,24 @@ /* - * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Crossfire TRT is free software; you can redistribute it and/or modify it - * under the terms of the GNU General Public License as published by the Free - * Software Foundation; either version 2 of the License, or (at your option) - * any later version. + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. * - * This program is distributed in the hope that it will be useful, but - * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY - * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License - * for more details. + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License along - * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 - * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . * - * The authors can be reached via e-mail to + * The authors can be reached via e-mail to */ #include @@ -38,7 +37,7 @@ int move_object (object *op, int dir) { - return move_ob (op, dir, op); + return op->move (dir); } /* object op is trying to move in direction dir. @@ -53,19 +52,19 @@ int move_ob (object *op, int dir, object *originator) { - sint16 newx = op->x + freearr_x[dir]; - sint16 newy = op->y + freearr_y[dir]; + return op->move (dir, originator); +} + +int +object::move (int dir, object *originator) +{ + sint16 newx = x + freearr_x[dir]; + sint16 newy = y + freearr_y[dir]; object *tmp; maptile *m; int mflags; - if (op == NULL) - { - LOG (llevError, "Trying to move NULL.\n"); - return 0; - } - - m = op->map; + m = map; mflags = get_map_flags (m, &m, newx, newy, &newx, &newy); /* If the space the player is trying to is out of the map, @@ -77,23 +76,23 @@ /* Is this space blocked? Players with wizpass are immune to * this condition. */ - if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) + if (blocked_link (this, m, newx, newy) && !flag [FLAG_WIZPASS]) return 0; /* 0.94.2 - we need to set the direction for the new animation code. * it uses it to figure out face to use - I can't see it * breaking anything, but it might. */ - if (op->more && !move_ob (op->more, dir, op->more->head)) + if (more && !more->move (dir, more->head)) return 0; - op->direction = dir; + direction = dir; - if (op->will_apply & 4) - check_earthwalls (op, m, newx, newy); + if (will_apply & 4) + check_earthwalls (this, m, newx, newy); - if (op->will_apply & 8) - check_doors (op, m, newx, newy); + if (will_apply & 8) + check_doors (this, m, newx, newy); /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying * to remove a removed object, and this function was the culprit. A possible @@ -104,8 +103,7 @@ * deal very well with op being killed, so all this might do is just * migrate the problem someplace else. */ - - if (QUERY_FLAG (op, FLAG_REMOVED)) + if (flag [FLAG_REMOVED])//D remove or fix? { LOG (llevDebug, "move_object: monster has been removed - will not process further\n"); /* Was not successful, but don't want to try and move again */ @@ -115,38 +113,34 @@ /* If this is a tail portion, just want to tell caller that move is * ok - the caller will deal with actual object removal/insertion */ - if (op->head) + if (head) return 1; - if (m != op->map && op->contr) + if (m != map && contr) { - if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) + if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) return 0; - op->remove (); + remove (); - if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy))) + if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy))) return 0; - if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy))) + if (INVOKE_MAP (ENTER, m, ARG_PLAYER (contr), ARG_INT (newx), ARG_INT (newy))) return 0; } else - op->remove (); + remove (); - /* we already have newx, newy, and m, so lets use them. - * In addition, this fixes potential crashes, because multipart object was - * on edge of map, +=x, +=y doesn't make correct coordinates. - */ - for (tmp = op; tmp != NULL; tmp = tmp->more) + for (tmp = this; tmp; tmp = tmp->more) { tmp->x += freearr_x[dir]; tmp->y += freearr_y[dir]; - tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); + xy_normalise (tmp->map, tmp->x, tmp->y); } /* insert_ob_in_map will deal with any tiling issues */ - insert_ob_in_map (op, m, originator, 0); + insert_ob_in_map (this, map, originator, 0); return 1; } @@ -178,18 +172,18 @@ if (i == -1) return 0; /* No free spot */ - if (op->head != NULL) - op = op->head; + op = op->head_ (); op->remove (); - for (tmp = op; tmp != NULL; tmp = tmp->more) - tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x), - tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); - tmp = insert_ob_in_map (op, op->map, originator, 0); - if (tmp) - return 0; - else - return 1; + for (object *tmp = op; tmp; tmp = tmp->more) + { + tmp->x = x + freearr_x[i] + (!tmp->arch ? 0 : tmp->arch->x); + tmp->y = y + freearr_y[i] + (!tmp->arch ? 0 : tmp->arch->y); + } + + op = insert_ob_in_map (op, op->map, originator, 0); + + return !op; } /* @@ -227,9 +221,11 @@ { if (i == 0 && j == 0) continue; + /* Perhaps this should be extended to support tiled maps */ if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j)) continue; + other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j); while (other_teleporter) @@ -238,13 +234,15 @@ break; other_teleporter = other_teleporter->above; } - if (other_teleporter && !(RANDOM () % ++nrofalt)) + + if (other_teleporter && !rndm (++nrofalt)) altern = other_teleporter; } if (!nrofalt) { - LOG (llevError, "No alternative teleporters around!\n"); + LOG (llevError, "%s: no alternative teleporters around (user %s).\n", + teleporter->debug_desc (), user->debug_desc ()); return 0; } @@ -286,13 +284,14 @@ user->remove (); /* Update location for the object */ - for (tmp = user; tmp != NULL; tmp = tmp->more) + for (tmp = user; tmp; tmp = tmp->more) { - tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); - tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); + tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch ? tmp->arch->x : 0); + tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch ? tmp->arch->y : 0); } + tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0); - return (tmp == NULL); + return !tmp; } void @@ -375,7 +374,9 @@ x = op->x + freearr_x[dir]; y = op->y + freearr_y[dir]; - if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str)) + if (!QUERY_FLAG (op, FLAG_CAN_ROLL) + || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) + > pusher->stats.Str)) return 0; m = op->map;