--- deliantra/server/server/move.C 2007/01/15 21:06:20 1.15 +++ deliantra/server/server/move.C 2012/10/29 23:55:55 1.46 @@ -1,25 +1,25 @@ /* - * CrossFire, A Multiplayer game for X-windows - * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen - * - * This program 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. - * + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero 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 + * 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 this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * - * The author can be reached via e-mail to + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ #include @@ -27,137 +27,71 @@ # include #endif -#ifdef COZY_SERVER -// use a ptotoype -extern int same_party (partylist *a, partylist *b); -#endif - -/* - * move_object() tries to move object op in the direction "dir". - * If it fails (something blocks the passage), it returns 0, - * otherwise 1. - * This is an improvement from the previous move_ob(), which - * removed and inserted objects even if they were unable to move. - */ - int -move_object (object *op, int dir) +object::move (int dir, object *originator) { - return move_ob (op, dir, op); -} + sint16 newx = x + freearr_x[dir]; + sint16 newy = y + freearr_y[dir]; + mapxy pos (this); + pos.move (dir); -/* object op is trying to move in direction dir. - * originator is typically the same as op, but - * can be different if originator is causing op to - * move (originator is pushing op) - * returns 0 if the object is not able to move to the - * desired space, 1 otherwise (in which case we also - * move the object accordingly. This function is - * very similiar to move_object. - */ -int -move_ob (object *op, int dir, object *originator) -{ - sint16 newx = op->x + freearr_x[dir]; - sint16 newy = op->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; - mflags = get_map_flags (m, &m, newx, newy, &newx, &newy); - - /* If the space the player is trying to is out of the map, + /* If the space the object is moving to is out of the map, * bail now - we know it can't work. */ - if (mflags & P_OUT_OF_MAP) + if (!pos.normalise ()) return 0; /* 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, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS]) return 0; - /* 0.94.2 - we need to set the direction for the new animation code. + // check tail movability + if (more && !more->move (dir, more->head)) + return 0; + + /* 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)) - return 0; + direction = dir; - op->direction = dir; + if (will_apply & 4) + check_earthwalls (this, pos.m, pos.x, pos.y); - if (op->will_apply & 4) - check_earthwalls (op, m, newx, newy); - - if (op->will_apply & 8) - check_doors (op, 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 - * guess I have is that check_doors above ran into a trap, killing the - * monster. - * - * Unfortunately, it doesn't appear that the calling functions of move_object - * 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)) - { - 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 */ - return 1; - } + if (will_apply & 8) + check_doors (this, pos.m, pos.x, pos.y); /* 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 (pos.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))) - return 0; + pos.m->activate (); - if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy))) + if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y))) return 0; - } - else - op->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) - { - tmp->x += freearr_x[dir]; - tmp->y += freearr_y[dir]; - tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); + if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y))) + return 0; } /* insert_ob_in_map will deal with any tiling issues */ - insert_ob_in_map (op, m, originator, 0); + pos.insert (this, originator); return 1; } - /* * transfer_ob(): Move an object (even linked objects) to another spot * on the same map. @@ -174,7 +108,6 @@ transfer_ob (object *op, int x, int y, int randomly, object *originator) { int i; - object *tmp; if (randomly) i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE); @@ -184,18 +117,18 @@ 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->x; + tmp->y = y + freearr_y[i] + tmp->arch->y; + } + + op = insert_ob_in_map (op, op->map, originator, 0); + + return !op; } /* @@ -213,49 +146,40 @@ int teleport (object *teleporter, uint8 tele_type, object *user) { - object *altern; - int i, j, k, nrofalt = 0; - object *other_teleporter, *tmp; - maptile *m; - sint16 sx, sy; - - if (user == NULL) + if (!user) return 0; - if (user->head != NULL) - user = user->head; + + object *other_teleporter = 0; + int nrofalt = 0; + + user = user->head_ (); /* Find all other teleporters within range. This range * should really be setable by some object attribute instead of * using hard coded values. */ - for (i = -5; i < 6; i++) - for (j = -5; j < 6; j++) - { - 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); + unordered_mapwalk (mapwalk_buf, teleporter, -5, -5, 5, 5) + { + mapspace &ms = m->at (nx, ny); - while (other_teleporter) + for (object *tmp = ms.top; tmp; tmp = tmp->below) + if (tmp->type == tele_type) { - if (other_teleporter->type == tele_type) - break; - other_teleporter = other_teleporter->above; + if ((dx || dy) && !rndm (++nrofalt)) + other_teleporter = tmp; + + break; } - if (other_teleporter && !(RANDOM () % ++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; } - other_teleporter = altern; - k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); + int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, SIZEOFFREE1 + 1); /* if k==-1, unable to find a free spot. If this is shop * mat that the player is using, find someplace to move @@ -266,18 +190,21 @@ */ if (k == -1) { - if (tele_type == SHOP_MAT && user->type == PLAYER) + if (tele_type == SHOP_MAT && user->is_player ()) { for (k = 1; k < 9; k++) { + maptile *m; + sint16 sx, sy; + if (get_map_flags (other_teleporter->map, &m, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP) continue; if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) break; - } + if (k == 9) { LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n", @@ -289,29 +216,9 @@ return 0; } - user->remove (); - - /* Update location for the object */ - for (tmp = user; tmp != NULL; 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 = insert_ob_in_map (user, other_teleporter->map, NULL, 0); - return (tmp == NULL); -} - -void -recursive_roll (object *op, int dir, object *pusher) -{ - if (!roll_ob (op, dir, pusher)) - { - new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op)); - return; - } - (void) move_ob (pusher, dir, pusher); - new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op)); - return; + return !other_teleporter->map->insert ( + user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k] + ); } /* @@ -322,8 +229,7 @@ * This is currently only used for the boulder roll code. * Returns 1 if object does not fit, 0 if it does. */ - -int +static int try_fit (object *op, maptile *m, int x, int y) { object *tmp, *more; @@ -349,7 +255,7 @@ if (tmp->head == op || tmp == op) continue; - if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) + if ((tmp->flag [FLAG_ALIVE] && tmp->type != DOOR)) return 1; if (OB_MOVE_BLOCK (op, tmp)) @@ -365,11 +271,9 @@ * it does not roll objects behind multipart objects properly. * Support for rolling multipart objects is questionable. */ - -int +static int roll_ob (object *op, int dir, object *pusher) { - object *tmp; sint16 x, y; int flags; maptile *m; @@ -381,7 +285,9 @@ 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 (!op->flag [FLAG_CAN_ROLL] + || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) + > pusher->stats.Str)) return 0; m = op->map; @@ -395,24 +301,38 @@ /* If the target space is not blocked, no need to look at the objects on it */ if ((op->move_type & move_block) == op->move_type) { - for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) + for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) { if (tmp->head == op) continue; + if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) return 0; } } + if (try_fit (op, m, x, y)) return 0; - op->remove (); - for (tmp = op; tmp != NULL; tmp = tmp->more) - tmp->x += freearr_x[dir], tmp->y += freearr_y[dir]; - insert_ob_in_map (op, op->map, pusher, 0); + op->move (dir); + return 1; } +void +recursive_roll (object *op, int dir, object *pusher) +{ + if (!roll_ob (op, dir, pusher)) + { + new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op)); + return; + } + + pusher->move (dir); + new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op)); + return; +} + /* returns 1 if pushing invokes a attack, 0 when not */ int push_ob (object *who, int dir, object *pusher) @@ -425,16 +345,13 @@ owner = who->owner; /* Wake up sleeping monsters that may be pushed */ - CLEAR_FLAG (who, FLAG_SLEEP); + who->clr_flag (FLAG_SLEEP); /* player change place with his pets or summoned creature */ /* TODO: allow multi arch pushing. Can't be very difficult */ if (who->more == NULL -#ifdef COZY_SERVER - && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher) -#else - && owner == pusher -#endif + && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) + || owner == pusher) ) { int temp; @@ -456,35 +373,32 @@ insert_ob_in_map (who, who->map, pusher, 0); insert_ob_in_map (pusher, pusher->map, pusher, 0); + return 0; } - /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ /* In original we have here a unaggressive check only - that was the reason why */ /* we so often become an enemy of friendly monsters... */ /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ - if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && - !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) + !who->flag [FLAG_FRIENDLY] && !who->flag [FLAG_NEUTRAL]) { if (pusher->contr->run_on) /* only when we run */ { - new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name); - CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ + new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name); + who->clr_flag (FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ who->enemy = pusher; return 1; } else - { - new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); - } + new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s. H", &who->name); } - /* now, lets test stand still. we NEVER can push stand_still monsters. */ - if (QUERY_FLAG (who, FLAG_STAND_STILL)) + /* now, let's test stand still. we NEVER can push stand_still monsters. */ + if (who->flag [FLAG_STAND_STILL]) { - new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name); + new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s. H", &who->name); return 0; } @@ -497,14 +411,13 @@ str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); - if (QUERY_FLAG (who, FLAG_WIZ) || - random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= - random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir)) + if (who->flag [FLAG_WIZ] || + random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >= + random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !who->move (dir)) { if (who->type == PLAYER) - { - new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); - } + new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); + return 0; } @@ -512,13 +425,10 @@ * Let everyone know the status. */ if (who->type == PLAYER) - { - new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name); - } + new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name); + if (pusher->type == PLAYER) - { - new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name); - } + new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name); return 1; }