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/cvs/deliantra/server/server/move.C
Revision: 1.14
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #ifndef __CEXTRACT__
27 # include <sproto.h>
28 #endif
29
30 #ifdef COZY_SERVER
31 // use a ptotoype
32 extern int same_party (partylist *a, partylist *b);
33 #endif
34
35 /*
36 * move_object() tries to move object op in the direction "dir".
37 * If it fails (something blocks the passage), it returns 0,
38 * otherwise 1.
39 * This is an improvement from the previous move_ob(), which
40 * removed and inserted objects even if they were unable to move.
41 */
42
43 int
44 move_object (object *op, int dir)
45 {
46 return move_ob (op, dir, op);
47 }
48
49
50 /* object op is trying to move in direction dir.
51 * originator is typically the same as op, but
52 * can be different if originator is causing op to
53 * move (originator is pushing op)
54 * returns 0 if the object is not able to move to the
55 * desired space, 1 otherwise (in which case we also
56 * move the object accordingly. This function is
57 * very similiar to move_object.
58 */
59 int
60 move_ob (object *op, int dir, object *originator)
61 {
62 sint16 newx = op->x + freearr_x[dir];
63 sint16 newy = op->y + freearr_y[dir];
64 object *tmp;
65 maptile *m;
66 int mflags;
67
68 if (op == NULL)
69 {
70 LOG (llevError, "Trying to move NULL.\n");
71 return 0;
72 }
73
74 m = op->map;
75 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
76
77 /* If the space the player is trying to is out of the map,
78 * bail now - we know it can't work.
79 */
80 if (mflags & P_OUT_OF_MAP)
81 return 0;
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 && !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
101 if (op->will_apply & 8)
102 check_doors (op, m, newx, newy);
103
104 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
105 * to remove a removed object, and this function was the culprit. A possible
106 * guess I have is that check_doors above ran into a trap, killing the
107 * monster.
108 *
109 * Unfortunately, it doesn't appear that the calling functions of move_object
110 * deal very well with op being killed, so all this might do is just
111 * migrate the problem someplace else.
112 */
113
114 if (QUERY_FLAG (op, FLAG_REMOVED))
115 {
116 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
117 /* Was not successful, but don't want to try and move again */
118 return 1;
119 }
120
121 /* If this is a tail portion, just want to tell caller that move is
122 * ok - the caller will deal with actual object removal/insertion
123 */
124 if (op->head)
125 return 1;
126
127 if (m != op->map && op->contr)
128 {
129 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr)))
130 return 0;
131
132 op->remove ();
133
134 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
135 return 0;
136
137 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy)))
138 return 0;
139 }
140 else
141 op->remove ();
142
143 /* we already have newx, newy, and m, so lets use them.
144 * In addition, this fixes potential crashes, because multipart object was
145 * on edge of map, +=x, +=y doesn't make correct coordinates.
146 */
147 for (tmp = op; tmp != NULL; tmp = tmp->more)
148 {
149 tmp->x += freearr_x[dir];
150 tmp->y += freearr_y[dir];
151 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
152 }
153
154 /* insert_ob_in_map will deal with any tiling issues */
155 insert_ob_in_map (op, m, originator, 0);
156
157 return 1;
158 }
159
160
161 /*
162 * transfer_ob(): Move an object (even linked objects) to another spot
163 * on the same map.
164 *
165 * Does nothing if there is no free spot.
166 *
167 * randomly: If true, use find_free_spot() to find the destination, otherwise
168 * use find_first_free_spot().
169 *
170 * Return value: 1 if object was destroyed, 0 otherwise.
171 */
172
173 int
174 transfer_ob (object *op, int x, int y, int randomly, object *originator)
175 {
176 int i;
177 object *tmp;
178
179 if (randomly)
180 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
181 else
182 i = find_first_free_spot (op, op->map, x, y);
183
184 if (i == -1)
185 return 0; /* No free spot */
186
187 if (op->head != NULL)
188 op = op->head;
189 op->remove ();
190 for (tmp = op; tmp != NULL; tmp = tmp->more)
191 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x),
192 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
193
194 tmp = insert_ob_in_map (op, op->map, originator, 0);
195 if (tmp)
196 return 0;
197 else
198 return 1;
199 }
200
201 /*
202 * Return value: 1 if object was destroyed, 0 otherwise.
203 * Modified so that instead of passing the 'originator' that had no
204 * real use, instead we pass the 'user' of the teleporter. All the
205 * callers know what they wanted to teleporter (move_teleporter or
206 * shop map code)
207 * tele_type is the type of teleporter we want to match against -
208 * currently, this is either set to SHOP_MAT or TELEPORTER.
209 * It is basically used so that shop_mats and normal teleporters can
210 * be used close to each other and not have the player put to the
211 * one of another type.
212 */
213 int
214 teleport (object *teleporter, uint8 tele_type, object *user)
215 {
216 object *altern;
217 int i, j, k, nrofalt = 0;
218 object *other_teleporter, *tmp;
219 maptile *m;
220 sint16 sx, sy;
221
222 if (user == NULL)
223 return 0;
224 if (user->head != NULL)
225 user = user->head;
226
227 /* Find all other teleporters within range. This range
228 * should really be setable by some object attribute instead of
229 * using hard coded values.
230 */
231 for (i = -5; i < 6; i++)
232 for (j = -5; j < 6; j++)
233 {
234 if (i == 0 && j == 0)
235 continue;
236 /* Perhaps this should be extended to support tiled maps */
237 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
238 continue;
239 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
240
241 while (other_teleporter)
242 {
243 if (other_teleporter->type == tele_type)
244 break;
245 other_teleporter = other_teleporter->above;
246 }
247 if (other_teleporter && !(RANDOM () % ++nrofalt))
248 altern = other_teleporter;
249 }
250
251 if (!nrofalt)
252 {
253 LOG (llevError, "No alternative teleporters around!\n");
254 return 0;
255 }
256
257 other_teleporter = altern;
258 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
259
260 /* if k==-1, unable to find a free spot. If this is shop
261 * mat that the player is using, find someplace to move
262 * the player - otherwise, player can get trapped in the shops
263 * that appear in random dungeons. We basically just make
264 * sure the space isn't no pass (eg wall), and don't care
265 * about is alive.
266 */
267 if (k == -1)
268 {
269 if (tele_type == SHOP_MAT && user->type == PLAYER)
270 {
271 for (k = 1; k < 9; k++)
272 {
273 if (get_map_flags (other_teleporter->map, &m,
274 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
275 continue;
276
277 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
278 break;
279
280 }
281 if (k == 9)
282 {
283 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
284 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
285 return 0;
286 }
287 }
288 else
289 return 0;
290 }
291
292 user->remove ();
293
294 /* Update location for the object */
295 for (tmp = user; tmp != NULL; tmp = tmp->more)
296 {
297 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
298 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
299 }
300 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
301 return (tmp == NULL);
302 }
303
304 void
305 recursive_roll (object *op, int dir, object *pusher)
306 {
307 if (!roll_ob (op, dir, pusher))
308 {
309 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
310 return;
311 }
312 (void) move_ob (pusher, dir, pusher);
313 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
314 return;
315 }
316
317 /*
318 * This is a new version of blocked, this one handles objects
319 * that can be passed through by monsters with the CAN_PASS_THRU defined.
320 *
321 * very new version handles also multipart objects
322 * This is currently only used for the boulder roll code.
323 * Returns 1 if object does not fit, 0 if it does.
324 */
325
326 int
327 try_fit (object *op, maptile *m, int x, int y)
328 {
329 object *tmp, *more;
330 sint16 tx, ty;
331 int mflags;
332 maptile *m2;
333
334 if (op->head)
335 op = op->head;
336
337 for (more = op; more; more = more->more)
338 {
339 tx = x + more->x - op->x;
340 ty = y + more->y - op->y;
341
342 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
343
344 if (mflags & P_OUT_OF_MAP)
345 return 1;
346
347 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
348 {
349 if (tmp->head == op || tmp == op)
350 continue;
351
352 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
353 return 1;
354
355 if (OB_MOVE_BLOCK (op, tmp))
356 return 1;
357
358 }
359 }
360 return 0;
361 }
362
363 /*
364 * this is not perfect yet.
365 * it does not roll objects behind multipart objects properly.
366 * Support for rolling multipart objects is questionable.
367 */
368
369 int
370 roll_ob (object *op, int dir, object *pusher)
371 {
372 object *tmp;
373 sint16 x, y;
374 int flags;
375 maptile *m;
376 MoveType move_block;
377
378 if (op->head)
379 op = op->head;
380
381 x = op->x + freearr_x[dir];
382 y = op->y + freearr_y[dir];
383
384 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str))
385 return 0;
386
387 m = op->map;
388 flags = get_map_flags (m, &m, x, y, &x, &y);
389
390 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
391 return 0;
392
393 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
394
395 /* If the target space is not blocked, no need to look at the objects on it */
396 if ((op->move_type & move_block) == op->move_type)
397 {
398 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
399 {
400 if (tmp->head == op)
401 continue;
402 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
403 return 0;
404 }
405 }
406 if (try_fit (op, m, x, y))
407 return 0;
408
409 op->remove ();
410 for (tmp = op; tmp != NULL; tmp = tmp->more)
411 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
412 insert_ob_in_map (op, op->map, pusher, 0);
413 return 1;
414 }
415
416 /* returns 1 if pushing invokes a attack, 0 when not */
417 int
418 push_ob (object *who, int dir, object *pusher)
419 {
420 int str1, str2;
421 object *owner;
422
423 if (who->head != NULL)
424 who = who->head;
425 owner = who->owner;
426
427 /* Wake up sleeping monsters that may be pushed */
428 CLEAR_FLAG (who, FLAG_SLEEP);
429
430 /* player change place with his pets or summoned creature */
431 /* TODO: allow multi arch pushing. Can't be very difficult */
432 if (who->more == NULL
433 #ifdef COZY_SERVER
434 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher)
435 #else
436 && owner == pusher
437 #endif
438 )
439 {
440 int temp;
441 maptile *m;
442
443 who->remove ();
444 pusher->remove ();
445 temp = pusher->x;
446 pusher->x = who->x;
447 who->x = temp;
448
449 temp = pusher->y;
450 pusher->y = who->y;
451 who->y = temp;
452
453 m = pusher->map;
454 pusher->map = who->map;
455 who->map = m;
456
457 insert_ob_in_map (who, who->map, pusher, 0);
458 insert_ob_in_map (pusher, pusher->map, pusher, 0);
459 return 0;
460 }
461
462
463 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
464 /* In original we have here a unaggressive check only - that was the reason why */
465 /* we so often become an enemy of friendly monsters... */
466 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
467
468 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
469 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
470 {
471 if (pusher->contr->run_on) /* only when we run */
472 {
473 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name);
474 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
475 who->enemy = pusher;
476 return 1;
477 }
478 else
479 {
480 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
481 }
482 }
483
484 /* now, lets test stand still. we NEVER can push stand_still monsters. */
485 if (QUERY_FLAG (who, FLAG_STAND_STILL))
486 {
487 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
488 return 0;
489 }
490
491 /* This block is basically if you are pushing friendly but
492 * non pet creaturs.
493 * It basically does a random strength comparision to
494 * determine if you can push someone around. Note that
495 * this pushes the other person away - its not a swap.
496 */
497
498 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
499 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
500 if (QUERY_FLAG (who, FLAG_WIZ) ||
501 random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >=
502 random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir))
503 {
504 if (who->type == PLAYER)
505 {
506 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
507 }
508 return 0;
509 }
510
511 /* If we get here, the push succeeded.
512 * Let everyone know the status.
513 */
514 if (who->type == PLAYER)
515 {
516 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
517 }
518 if (pusher->type == PLAYER)
519 {
520 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
521 }
522
523 return 1;
524 }