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/cvs/deliantra/server/server/move.C
Revision: 1.10
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +6 -6 lines
Log Message:
replace some function- by method-calls

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program 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 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 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 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #ifndef __CEXTRACT__
26 # include <sproto.h>
27 #endif
28
29 #ifdef COZY_SERVER
30 // use a ptotoype
31 extern int same_party (partylist *a, partylist *b);
32 #endif
33
34 /*
35 * move_object() tries to move object op in the direction "dir".
36 * If it fails (something blocks the passage), it returns 0,
37 * otherwise 1.
38 * This is an improvement from the previous move_ob(), which
39 * removed and inserted objects even if they were unable to move.
40 */
41
42 int
43 move_object (object *op, int dir)
44 {
45 return move_ob (op, dir, op);
46 }
47
48
49 /* object op is trying to move in direction dir.
50 * originator is typically the same as op, but
51 * can be different if originator is causing op to
52 * move (originator is pushing op)
53 * returns 0 if the object is not able to move to the
54 * desired space, 1 otherwise (in which case we also
55 * move the object accordingly. This function is
56 * very similiar to move_object.
57 */
58 int
59 move_ob (object *op, int dir, object *originator)
60 {
61 sint16 newx = op->x + freearr_x[dir];
62 sint16 newy = op->y + freearr_y[dir];
63 object *tmp;
64 maptile *m;
65 int mflags;
66
67 if (op == NULL)
68 {
69 LOG (llevError, "Trying to move NULL.\n");
70 return 0;
71 }
72
73 m = op->map;
74 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
75
76 /* If the space the player is trying to is out of the map,
77 * bail now - we know it can't work.
78 */
79 if (mflags & P_OUT_OF_MAP)
80 return 0;
81
82
83 /* Is this space blocked? Players with wizpass are immune to
84 * this condition.
85 */
86 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS))
87 return 0;
88
89 /* 0.94.2 - we need to set the direction for the new animation code.
90 * it uses it to figure out face to use - I can't see it
91 * breaking anything, but it might.
92 */
93 if (op->more != NULL && !move_ob (op->more, dir, op->more->head))
94 return 0;
95
96 op->direction = dir;
97
98 if (op->will_apply & 4)
99 check_earthwalls (op, m, newx, newy);
100 if (op->will_apply & 8)
101 check_doors (op, m, newx, newy);
102
103 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
104 * to remove a removed object, and this function was the culprit. A possible
105 * guess I have is that check_doors above ran into a trap, killing the
106 * monster.
107 *
108 * Unfortunately, it doesn't appear that the calling functions of move_object
109 * deal very well with op being killed, so all this might do is just
110 * migrate the problem someplace else.
111 */
112
113 if (QUERY_FLAG (op, FLAG_REMOVED))
114 {
115 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
116 /* Was not successful, but don't want to try and move again */
117 return 1;
118 }
119
120 /* If this is a tail portion, just want to tell caller that move is
121 * ok - the caller will deal with actual object removal/insertion
122 */
123 if (op->head)
124 return 1;
125
126 op->remove ();
127
128 /* we already have newx, newy, and m, so lets use them.
129 * In addition, this fixes potential crashes, because multipart object was
130 * on edge of map, +=x, +=y doesn't make correct coordinates.
131 */
132 for (tmp = op; tmp != NULL; tmp = tmp->more)
133 {
134 tmp->x += freearr_x[dir];
135 tmp->y += freearr_y[dir];
136 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
137 }
138
139 /* insert_ob_in_map will deal with any tiling issues */
140 insert_ob_in_map (op, m, originator, 0);
141
142 return 1;
143 }
144
145
146 /*
147 * transfer_ob(): Move an object (even linked objects) to another spot
148 * on the same map.
149 *
150 * Does nothing if there is no free spot.
151 *
152 * randomly: If true, use find_free_spot() to find the destination, otherwise
153 * use find_first_free_spot().
154 *
155 * Return value: 1 if object was destroyed, 0 otherwise.
156 */
157
158 int
159 transfer_ob (object *op, int x, int y, int randomly, object *originator)
160 {
161 int i;
162 object *tmp;
163
164 if (randomly)
165 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
166 else
167 i = find_first_free_spot (op, op->map, x, y);
168
169 if (i == -1)
170 return 0; /* No free spot */
171
172 if (op->head != NULL)
173 op = op->head;
174 op->remove ();
175 for (tmp = op; tmp != NULL; tmp = tmp->more)
176 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x),
177 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
178
179 tmp = insert_ob_in_map (op, op->map, originator, 0);
180 if (tmp)
181 return 0;
182 else
183 return 1;
184 }
185
186 /*
187 * Return value: 1 if object was destroyed, 0 otherwise.
188 * Modified so that instead of passing the 'originator' that had no
189 * real use, instead we pass the 'user' of the teleporter. All the
190 * callers know what they wanted to teleporter (move_teleporter or
191 * shop map code)
192 * tele_type is the type of teleporter we want to match against -
193 * currently, this is either set to SHOP_MAT or TELEPORTER.
194 * It is basically used so that shop_mats and normal teleporters can
195 * be used close to each other and not have the player put to the
196 * one of another type.
197 */
198 int
199 teleport (object *teleporter, uint8 tele_type, object *user)
200 {
201 object *altern;
202 int i, j, k, nrofalt = 0;
203 object *other_teleporter, *tmp;
204 maptile *m;
205 sint16 sx, sy;
206
207 if (user == NULL)
208 return 0;
209 if (user->head != NULL)
210 user = user->head;
211
212 /* Find all other teleporters within range. This range
213 * should really be setable by some object attribute instead of
214 * using hard coded values.
215 */
216 for (i = -5; i < 6; i++)
217 for (j = -5; j < 6; j++)
218 {
219 if (i == 0 && j == 0)
220 continue;
221 /* Perhaps this should be extended to support tiled maps */
222 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
223 continue;
224 other_teleporter = get_map_ob (teleporter->map, teleporter->x + i, teleporter->y + j);
225
226 while (other_teleporter)
227 {
228 if (other_teleporter->type == tele_type)
229 break;
230 other_teleporter = other_teleporter->above;
231 }
232 if (other_teleporter && !(RANDOM () % ++nrofalt))
233 altern = other_teleporter;
234 }
235
236 if (!nrofalt)
237 {
238 LOG (llevError, "No alternative teleporters around!\n");
239 return 0;
240 }
241
242 other_teleporter = altern;
243 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
244
245 /* if k==-1, unable to find a free spot. If this is shop
246 * mat that the player is using, find someplace to move
247 * the player - otherwise, player can get trapped in the shops
248 * that appear in random dungeons. We basically just make
249 * sure the space isn't no pass (eg wall), and don't care
250 * about is alive.
251 */
252 if (k == -1)
253 {
254 if (tele_type == SHOP_MAT && user->type == PLAYER)
255 {
256 for (k = 1; k < 9; k++)
257 {
258 if (get_map_flags (other_teleporter->map, &m,
259 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
260 continue;
261
262 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
263 break;
264
265 }
266 if (k == 9)
267 {
268 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
269 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
270 return 0;
271 }
272 }
273 else
274 return 0;
275 }
276
277 user->remove ();
278
279 /* Update location for the object */
280 for (tmp = user; tmp != NULL; tmp = tmp->more)
281 {
282 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
283 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
284 }
285 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
286 return (tmp == NULL);
287 }
288
289 void
290 recursive_roll (object *op, int dir, object *pusher)
291 {
292 if (!roll_ob (op, dir, pusher))
293 {
294 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
295 return;
296 }
297 (void) move_ob (pusher, dir, pusher);
298 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
299 return;
300 }
301
302 /*
303 * This is a new version of blocked, this one handles objects
304 * that can be passed through by monsters with the CAN_PASS_THRU defined.
305 *
306 * very new version handles also multipart objects
307 * This is currently only used for the boulder roll code.
308 * Returns 1 if object does not fit, 0 if it does.
309 */
310
311 int
312 try_fit (object *op, maptile *m, int x, int y)
313 {
314 object *tmp, *more;
315 sint16 tx, ty;
316 int mflags;
317 maptile *m2;
318
319 if (op->head)
320 op = op->head;
321
322 for (more = op; more; more = more->more)
323 {
324 tx = x + more->x - op->x;
325 ty = y + more->y - op->y;
326
327 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
328
329 if (mflags & P_OUT_OF_MAP)
330 return 1;
331
332 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp = tmp->above)
333 {
334 if (tmp->head == op || tmp == op)
335 continue;
336
337 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
338 return 1;
339
340 if (OB_MOVE_BLOCK (op, tmp))
341 return 1;
342
343 }
344 }
345 return 0;
346 }
347
348 /*
349 * this is not perfect yet.
350 * it does not roll objects behind multipart objects properly.
351 * Support for rolling multipart objects is questionable.
352 */
353
354 int
355 roll_ob (object *op, int dir, object *pusher)
356 {
357 object *tmp;
358 sint16 x, y;
359 int flags;
360 maptile *m;
361 MoveType move_block;
362
363 if (op->head)
364 op = op->head;
365
366 x = op->x + freearr_x[dir];
367 y = op->y + freearr_y[dir];
368
369 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str))
370 return 0;
371
372 m = op->map;
373 flags = get_map_flags (m, &m, x, y, &x, &y);
374
375 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
376 return 0;
377
378 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
379
380 /* If the target space is not blocked, no need to look at the objects on it */
381 if ((op->move_type & move_block) == op->move_type)
382 {
383 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
384 {
385 if (tmp->head == op)
386 continue;
387 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
388 return 0;
389 }
390 }
391 if (try_fit (op, m, x, y))
392 return 0;
393
394 op->remove ();
395 for (tmp = op; tmp != NULL; tmp = tmp->more)
396 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
397 insert_ob_in_map (op, op->map, pusher, 0);
398 return 1;
399 }
400
401 /* returns 1 if pushing invokes a attack, 0 when not */
402 int
403 push_ob (object *who, int dir, object *pusher)
404 {
405 int str1, str2;
406 object *owner;
407
408 if (who->head != NULL)
409 who = who->head;
410 owner = get_owner (who);
411
412 /* Wake up sleeping monsters that may be pushed */
413 CLEAR_FLAG (who, FLAG_SLEEP);
414
415 /* player change place with his pets or summoned creature */
416 /* TODO: allow multi arch pushing. Can't be very difficult */
417 if (who->more == NULL
418 #ifdef COZY_SERVER
419 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher)
420 #else
421 && owner == pusher
422 #endif
423 )
424 {
425 int temp;
426 maptile *m;
427
428 who->remove ();
429 pusher->remove ();
430 temp = pusher->x;
431 pusher->x = who->x;
432 who->x = temp;
433
434 temp = pusher->y;
435 pusher->y = who->y;
436 who->y = temp;
437
438 m = pusher->map;
439 pusher->map = who->map;
440 who->map = m;
441
442 insert_ob_in_map (who, who->map, pusher, 0);
443 insert_ob_in_map (pusher, pusher->map, pusher, 0);
444 return 0;
445 }
446
447
448 /* 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 */
450 /* we so often become an enemy of friendly monsters... */
451 /* 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 &&
454 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
455 {
456 if (pusher->contr->run_on) /* only when we run */
457 {
458 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 */
460 who->enemy = pusher;
461 return 1;
462 }
463 else
464 {
465 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
466 }
467 }
468
469 /* now, lets test stand still. we NEVER can push stand_still monsters. */
470 if (QUERY_FLAG (who, FLAG_STAND_STILL))
471 {
472 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
473 return 0;
474 }
475
476 /* This block is basically if you are pushing friendly but
477 * non pet creaturs.
478 * It basically does a random strength comparision to
479 * determine if you can push someone around. Note that
480 * this pushes the other person away - its not a swap.
481 */
482
483 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
484 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
485 if (QUERY_FLAG (who, FLAG_WIZ) ||
486 random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >=
487 random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir))
488 {
489 if (who->type == PLAYER)
490 {
491 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
492 }
493 return 0;
494 }
495
496 /* If we get here, the push succeeded.
497 * Let everyone know the status.
498 */
499 if (who->type == PLAYER)
500 {
501 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
502 }
503 if (pusher->type == PLAYER)
504 {
505 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
506 }
507
508 return 1;
509 }