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Comparing deliantra/server/server/move.C (file contents):
Revision 1.28 by root, Sat Dec 27 02:31:19 2008 UTC vs.
Revision 1.29 by root, Sun Dec 28 06:59:27 2008 UTC

35 */ 35 */
36 36
37int 37int
38move_object (object *op, int dir) 38move_object (object *op, int dir)
39{ 39{
40 return move_ob (op, dir, op); 40 return op->move (dir);
41} 41}
42 42
43/* object op is trying to move in direction dir. 43/* object op is trying to move in direction dir.
44 * originator is typically the same as op, but 44 * originator is typically the same as op, but
45 * can be different if originator is causing op to 45 * can be different if originator is causing op to
50 * very similiar to move_object. 50 * very similiar to move_object.
51 */ 51 */
52int 52int
53move_ob (object *op, int dir, object *originator) 53move_ob (object *op, int dir, object *originator)
54{ 54{
55 return op->move (dir, originator);
56}
57
58int
59object::move (int dir, object *originator)
60{
55 sint16 newx = op->x + freearr_x[dir]; 61 sint16 newx = x + freearr_x[dir];
56 sint16 newy = op->y + freearr_y[dir]; 62 sint16 newy = y + freearr_y[dir];
57 object *tmp; 63 object *tmp;
58 maptile *m; 64 maptile *m;
59 int mflags; 65 int mflags;
60 66
61 if (op == NULL)
62 {
63 LOG (llevError, "Trying to move NULL.\n");
64 return 0;
65 }
66
67 m = op->map; 67 m = map;
68 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy); 68 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
69 69
70 /* If the space the player is trying to is out of the map, 70 /* If the space the player is trying to is out of the map,
71 * bail now - we know it can't work. 71 * bail now - we know it can't work.
72 */ 72 */
74 return 0; 74 return 0;
75 75
76 /* Is this space blocked? Players with wizpass are immune to 76 /* Is this space blocked? Players with wizpass are immune to
77 * this condition. 77 * this condition.
78 */ 78 */
79 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) 79 if (blocked_link (this, m, newx, newy) && !flag [FLAG_WIZPASS])
80 return 0; 80 return 0;
81 81
82 /* 0.94.2 - we need to set the direction for the new animation code. 82 /* 0.94.2 - we need to set the direction for the new animation code.
83 * it uses it to figure out face to use - I can't see it 83 * it uses it to figure out face to use - I can't see it
84 * breaking anything, but it might. 84 * breaking anything, but it might.
85 */ 85 */
86 if (op->more && !move_ob (op->more, dir, op->more->head)) 86 if (more && !more->move (dir, more->head))
87 return 0; 87 return 0;
88 88
89 op->direction = dir; 89 direction = dir;
90 90
91 if (op->will_apply & 4) 91 if (will_apply & 4)
92 check_earthwalls (op, m, newx, newy); 92 check_earthwalls (this, m, newx, newy);
93 93
94 if (op->will_apply & 8) 94 if (will_apply & 8)
95 check_doors (op, m, newx, newy); 95 check_doors (this, m, newx, newy);
96 96
97 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying 97 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
98 * to remove a removed object, and this function was the culprit. A possible 98 * to remove a removed object, and this function was the culprit. A possible
99 * guess I have is that check_doors above ran into a trap, killing the 99 * guess I have is that check_doors above ran into a trap, killing the
100 * monster. 100 * monster.
101 * 101 *
102 * Unfortunately, it doesn't appear that the calling functions of move_object 102 * Unfortunately, it doesn't appear that the calling functions of move_object
103 * deal very well with op being killed, so all this might do is just 103 * deal very well with op being killed, so all this might do is just
104 * migrate the problem someplace else. 104 * migrate the problem someplace else.
105 */ 105 */
106 106 if (flag [FLAG_REMOVED])//D remove or fix?
107 if (QUERY_FLAG (op, FLAG_REMOVED))
108 { 107 {
109 LOG (llevDebug, "move_object: monster has been removed - will not process further\n"); 108 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
110 /* Was not successful, but don't want to try and move again */ 109 /* Was not successful, but don't want to try and move again */
111 return 1; 110 return 1;
112 } 111 }
113 112
114 /* If this is a tail portion, just want to tell caller that move is 113 /* If this is a tail portion, just want to tell caller that move is
115 * ok - the caller will deal with actual object removal/insertion 114 * ok - the caller will deal with actual object removal/insertion
116 */ 115 */
117 if (op->head) 116 if (head)
118 return 1; 117 return 1;
119 118
120 if (m != op->map && op->contr) 119 if (m != map && contr)
121 { 120 {
122 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 121 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
123 return 0; 122 return 0;
124 123
125 op->remove (); 124 remove ();
126 125
127 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy))) 126 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
128 return 0; 127 return 0;
129 128
130 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy))) 129 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (contr), ARG_INT (newx), ARG_INT (newy)))
131 return 0; 130 return 0;
132 } 131 }
133 else 132 else
134 op->remove (); 133 remove ();
135 134
136 /* we already have newx, newy, and m, so lets use them.
137 * In addition, this fixes potential crashes, because multipart object was
138 * on edge of map, +=x, +=y doesn't make correct coordinates.
139 */
140 for (tmp = op; tmp != NULL; tmp = tmp->more) 135 for (tmp = this; tmp; tmp = tmp->more)
141 { 136 {
142 tmp->x += freearr_x[dir]; 137 tmp->x += freearr_x[dir];
143 tmp->y += freearr_y[dir]; 138 tmp->y += freearr_y[dir];
144 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); 139 xy_normalise (tmp->map, tmp->x, tmp->y);
145 } 140 }
146 141
147 /* insert_ob_in_map will deal with any tiling issues */ 142 /* insert_ob_in_map will deal with any tiling issues */
148 insert_ob_in_map (op, m, originator, 0); 143 insert_ob_in_map (this, map, originator, 0);
149 144
150 return 1; 145 return 1;
151} 146}
152 147
153 148

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