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Comparing deliantra/server/server/move.C (file contents):
Revision 1.12 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.22 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef __CEXTRACT__ 25#ifndef __CEXTRACT__
26# include <sproto.h> 26# include <sproto.h>
27#endif
28
29#ifdef COZY_SERVER
30// use a ptotoype
31extern int same_party (partylist *a, partylist *b);
32#endif 27#endif
33 28
34/* 29/*
35 * move_object() tries to move object op in the direction "dir". 30 * move_object() tries to move object op in the direction "dir".
36 * If it fails (something blocks the passage), it returns 0, 31 * If it fails (something blocks the passage), it returns 0,
42int 37int
43move_object (object *op, int dir) 38move_object (object *op, int dir)
44{ 39{
45 return move_ob (op, dir, op); 40 return move_ob (op, dir, op);
46} 41}
47
48 42
49/* object op is trying to move in direction dir. 43/* object op is trying to move in direction dir.
50 * originator is typically the same as op, but 44 * originator is typically the same as op, but
51 * can be different if originator is causing op to 45 * can be different if originator is causing op to
52 * move (originator is pushing op) 46 * move (originator is pushing op)
121 * ok - the caller will deal with actual object removal/insertion 115 * ok - the caller will deal with actual object removal/insertion
122 */ 116 */
123 if (op->head) 117 if (op->head)
124 return 1; 118 return 1;
125 119
120 if (m != op->map && op->contr)
121 {
122 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
123 return 0;
124
125 op->remove ();
126
127 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
128 return 0;
129
130 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy)))
131 return 0;
132 }
133 else
126 op->remove (); 134 op->remove ();
127 135
128 /* we already have newx, newy, and m, so lets use them. 136 /* we already have newx, newy, and m, so lets use them.
129 * In addition, this fixes potential crashes, because multipart object was 137 * In addition, this fixes potential crashes, because multipart object was
130 * on edge of map, +=x, +=y doesn't make correct coordinates. 138 * on edge of map, +=x, +=y doesn't make correct coordinates.
131 */ 139 */
171 179
172 if (op->head != NULL) 180 if (op->head != NULL)
173 op = op->head; 181 op = op->head;
174 op->remove (); 182 op->remove ();
175 for (tmp = op; tmp != NULL; tmp = tmp->more) 183 for (tmp = op; tmp != NULL; tmp = tmp->more)
176 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x), 184 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->x),
177 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 185 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->y);
178 186
179 tmp = insert_ob_in_map (op, op->map, originator, 0); 187 tmp = insert_ob_in_map (op, op->map, originator, 0);
180 if (tmp) 188 if (tmp)
181 return 0; 189 return 0;
182 else 190 else
277 user->remove (); 285 user->remove ();
278 286
279 /* Update location for the object */ 287 /* Update location for the object */
280 for (tmp = user; tmp != NULL; tmp = tmp->more) 288 for (tmp = user; tmp != NULL; tmp = tmp->more)
281 { 289 {
282 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); 290 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->x);
283 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 291 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->y);
284 } 292 }
285 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0); 293 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
286 return (tmp == NULL); 294 return (tmp == NULL);
287} 295}
288 296
413 CLEAR_FLAG (who, FLAG_SLEEP); 421 CLEAR_FLAG (who, FLAG_SLEEP);
414 422
415 /* player change place with his pets or summoned creature */ 423 /* player change place with his pets or summoned creature */
416 /* TODO: allow multi arch pushing. Can't be very difficult */ 424 /* TODO: allow multi arch pushing. Can't be very difficult */
417 if (who->more == NULL 425 if (who->more == NULL
418#ifdef COZY_SERVER
419 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher) 426 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
420#else
421 && owner == pusher 427 || owner == pusher)
422#endif
423 ) 428 )
424 { 429 {
425 int temp; 430 int temp;
426 maptile *m; 431 maptile *m;
427 432
442 insert_ob_in_map (who, who->map, pusher, 0); 447 insert_ob_in_map (who, who->map, pusher, 0);
443 insert_ob_in_map (pusher, pusher->map, pusher, 0); 448 insert_ob_in_map (pusher, pusher->map, pusher, 0);
444 return 0; 449 return 0;
445 } 450 }
446 451
447
448 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ 452 /* 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 */ 453 /* In original we have here a unaggressive check only - that was the reason why */
450 /* we so often become an enemy of friendly monsters... */ 454 /* we so often become an enemy of friendly monsters... */
451 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ 455 /* 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 && 456 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
454 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) 457 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
455 { 458 {
456 if (pusher->contr->run_on) /* only when we run */ 459 if (pusher->contr->run_on) /* only when we run */
457 { 460 {
458 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name); 461 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 */ 462 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
460 who->enemy = pusher; 463 who->enemy = pusher;
461 return 1; 464 return 1;
462 } 465 }
463 else 466 else
464 {
465 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); 467 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
466 }
467 } 468 }
468 469
469 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 470 /* now, lets test stand still. we NEVER can push stand_still monsters. */
470 if (QUERY_FLAG (who, FLAG_STAND_STILL)) 471 if (QUERY_FLAG (who, FLAG_STAND_STILL))
471 { 472 {
481 */ 482 */
482 483
483 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); 484 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
484 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); 485 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
485 if (QUERY_FLAG (who, FLAG_WIZ) || 486 if (QUERY_FLAG (who, FLAG_WIZ) ||
486 random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= 487 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
487 random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir)) 488 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
488 { 489 {
489 if (who->type == PLAYER) 490 if (who->type == PLAYER)
490 {
491 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); 491 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
492 } 492
493 return 0; 493 return 0;
494 } 494 }
495 495
496 /* If we get here, the push succeeded. 496 /* If we get here, the push succeeded.
497 * Let everyone know the status. 497 * Let everyone know the status.

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