--- deliantra/server/server/move.C 2007/05/28 21:28:36 1.19
+++ deliantra/server/server/move.C 2010/05/09 18:40:02 1.41
@@ -1,25 +1,25 @@
/*
- * 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team
- * Copyright (©) 1992,2007 Frank Tore Johansen
+ * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992 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 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 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 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
+ * The authors can be reached via e-mail to
*/
#include
@@ -27,131 +27,69 @@
# include
#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];
-/* 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;
+ mapxy pos (this);
+ pos.move (dir);
- 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)))
+ if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
return 0;
- if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy)))
+ if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), 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);
- }
/* 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.
@@ -178,18 +116,18 @@
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;
}
/*
@@ -207,49 +145,40 @@
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
@@ -260,18 +189,21 @@
*/
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",
@@ -283,29 +215,9 @@
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]
+ );
}
/*
@@ -316,8 +228,7 @@
* 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;
@@ -343,7 +254,7 @@
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))
@@ -359,11 +270,9 @@
* 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;
@@ -375,7 +284,9 @@
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;
@@ -389,24 +300,38 @@
/* 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)
@@ -419,7 +344,7 @@
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 */
@@ -447,6 +372,7 @@
insert_ob_in_map (who, who->map, pusher, 0);
insert_ob_in_map (pusher, pusher->map, pusher, 0);
+
return 0;
}
@@ -455,23 +381,23 @@
/* 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 */
+ 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;
}
@@ -484,9 +410,9 @@
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) ||
+ if (who->flag [FLAG_WIZ] ||
random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
- random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
+ 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);
@@ -498,13 +424,10 @@
* 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;
}