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/cvs/deliantra/server/server/move.C
Revision: 1.2
Committed: Thu Aug 17 20:23:31 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +2 -22 lines
Log Message:
get rid of esrv_map_scroll and MapNewmapCmd, map update will handle it automatically

File Contents

# Content
1 /*
2 * static char *rcsid_move_c =
3 * "$Id: move.C,v 1.1 2006-08-13 17:16:04 elmex Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef __CEXTRACT__
31 #include <sproto.h>
32 #endif
33
34 #ifdef COZY_SERVER
35 // use a ptotoype
36 extern int same_party (partylist *a, partylist *b);
37 #endif
38
39 /*
40 * move_object() tries to move object op in the direction "dir".
41 * If it fails (something blocks the passage), it returns 0,
42 * otherwise 1.
43 * This is an improvement from the previous move_ob(), which
44 * removed and inserted objects even if they were unable to move.
45 */
46
47 int move_object(object *op, int dir) {
48 return move_ob(op, dir, op);
49 }
50
51
52 /* object op is trying to move in direction dir.
53 * originator is typically the same as op, but
54 * can be different if originator is causing op to
55 * move (originator is pushing op)
56 * returns 0 if the object is not able to move to the
57 * desired space, 1 otherwise (in which case we also
58 * move the object accordingly. This function is
59 * very similiar to move_object.
60 */
61 int move_ob (object *op, int dir, object *originator)
62 {
63 sint16 newx = op->x+freearr_x[dir];
64 sint16 newy = op->y+freearr_y[dir];
65 object *tmp;
66 mapstruct *m;
67 int mflags;
68
69 if(op==NULL) {
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) 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) &&
87 !QUERY_FLAG(op, FLAG_WIZPASS))
88 return 0;
89
90 /* 0.94.2 - we need to set the direction for the new animation code.
91 * it uses it to figure out face to use - I can't see it
92 * breaking anything, but it might.
93 */
94 if(op->more != NULL && !move_ob(op->more, dir, op->more->head))
95 return 0;
96
97 op->direction = dir;
98
99 if(op->will_apply&4)
100 check_earthwalls(op,m, newx,newy);
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 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 remove_ob(op);
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 tmp->x += freearr_x[dir];
134 tmp->y += freearr_y[dir];
135 tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y);
136 }
137
138 /* insert_ob_in_map will deal with any tiling issues */
139 insert_ob_in_map(op, m, originator,0);
140
141 /* Hmmm. Should be possible for multispace players now */
142 if (op->type == TRANSPORT) {
143 object *pl;
144
145 for (pl=op->inv; pl; pl=pl->below) {
146 if (pl->type == PLAYER) {
147 pl->contr->do_los=1;
148 pl->map = op->map;
149 pl->x = op->x;
150 pl->y = op->y;
151 }
152 }
153 }
154
155 return 1; /* this shouldn't be reached */
156 }
157
158
159 /*
160 * transfer_ob(): Move an object (even linked objects) to another spot
161 * on the same map.
162 *
163 * Does nothing if there is no free spot.
164 *
165 * randomly: If true, use find_free_spot() to find the destination, otherwise
166 * use find_first_free_spot().
167 *
168 * Return value: 1 if object was destroyed, 0 otherwise.
169 */
170
171 int transfer_ob (object *op, int x, int y, int randomly, object *originator)
172 {
173 int i;
174 object *tmp;
175
176 if (randomly)
177 i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE);
178 else
179 i = find_first_free_spot(op,op->map,x,y);
180
181 if (i==-1)
182 return 0; /* No free spot */
183
184 if(op->head!=NULL)
185 op=op->head;
186 remove_ob(op);
187 for(tmp=op;tmp!=NULL;tmp=tmp->more)
188 tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
189 tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
190
191 tmp = insert_ob_in_map(op,op->map,originator,0);
192 if (tmp) return 0;
193 else return 1;
194 }
195
196 /*
197 * Return value: 1 if object was destroyed, 0 otherwise.
198 * Modified so that instead of passing the 'originator' that had no
199 * real use, instead we pass the 'user' of the teleporter. All the
200 * callers know what they wanted to teleporter (move_teleporter or
201 * shop map code)
202 * tele_type is the type of teleporter we want to match against -
203 * currently, this is either set to SHOP_MAT or TELEPORTER.
204 * It is basically used so that shop_mats and normal teleporters can
205 * be used close to each other and not have the player put to the
206 * one of another type.
207 */
208 int teleport (object *teleporter, uint8 tele_type, object *user)
209 {
210 object *altern;
211 int i,j,k,nrofalt=0;
212 object *other_teleporter, *tmp;
213 mapstruct *m;
214 sint16 sx, sy;
215
216 if(user==NULL) return 0;
217 if(user->head!=NULL)
218 user=user->head;
219
220 /* Find all other teleporters within range. This range
221 * should really be setable by some object attribute instead of
222 * using hard coded values.
223 */
224 for(i= -5;i<6;i++)
225 for(j= -5;j<6;j++) {
226 if(i==0&&j==0)
227 continue;
228 /* Perhaps this should be extended to support tiled maps */
229 if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
230 continue;
231 other_teleporter=get_map_ob(teleporter->map,
232 teleporter->x+i,teleporter->y+j);
233
234 while (other_teleporter) {
235 if (other_teleporter->type == tele_type) break;
236 other_teleporter = other_teleporter->above;
237 }
238 if (other_teleporter && !(RANDOM() % ++nrofalt))
239 altern = other_teleporter;
240 }
241
242 if(!nrofalt) {
243 LOG(llevError,"No alternative teleporters around!\n");
244 return 0;
245 }
246
247 other_teleporter=altern;
248 k=find_free_spot(user,other_teleporter->map,
249 other_teleporter->x,other_teleporter->y,1,9);
250
251 /* if k==-1, unable to find a free spot. If this is shop
252 * mat that the player is using, find someplace to move
253 * the player - otherwise, player can get trapped in the shops
254 * that appear in random dungeons. We basically just make
255 * sure the space isn't no pass (eg wall), and don't care
256 * about is alive.
257 */
258 if (k==-1) {
259 if (tele_type == SHOP_MAT && user->type == PLAYER) {
260 for (k=1; k<9; k++) {
261 if (get_map_flags(other_teleporter->map, &m,
262 other_teleporter->x + freearr_x[k],
263 other_teleporter->y + freearr_y[k], &sx,&sy) &
264 P_OUT_OF_MAP) continue;
265
266 if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
267
268 }
269 if (k==9) {
270 LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
271 other_teleporter->name, other_teleporter->x, other_teleporter->y);
272 return 0;
273 }
274 }
275 else return 0;
276 }
277
278 remove_ob(user);
279
280 /* Update location for the object */
281 for(tmp=user;tmp!=NULL;tmp=tmp->more) {
282 tmp->x=other_teleporter->x+freearr_x[k]+
283 (tmp->arch==NULL?0:tmp->arch->clone.x);
284 tmp->y=other_teleporter->y+freearr_y[k]+
285 (tmp->arch==NULL?0:tmp->arch->clone.y);
286 }
287 tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
288 return (tmp == NULL);
289 }
290
291 void recursive_roll(object *op,int dir,object *pusher) {
292 if(!roll_ob(op,dir,pusher)) {
293 new_draw_info_format(NDI_UNIQUE, 0, pusher,
294 "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,
299 "You move the %s.",query_name(op));
300 return;
301 }
302
303 /*
304 * This is a new version of blocked, this one handles objects
305 * that can be passed through by monsters with the CAN_PASS_THRU defined.
306 *
307 * very new version handles also multipart objects
308 * This is currently only used for the boulder roll code.
309 * Returns 1 if object does not fit, 0 if it does.
310 */
311
312 int try_fit (object *op, mapstruct *m, int x, int y)
313 {
314 object *tmp, *more;
315 sint16 tx, ty;
316 int mflags;
317 mapstruct *m2;
318
319 if (op->head)
320 op = op->head;
321
322 for (more = op; more ; more = more->more) {
323 tx = x + more->x - op->x;
324 ty = y + more->y - op->y;
325
326 mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
327
328 if (mflags & P_OUT_OF_MAP)
329 return 1;
330
331 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
332 if (tmp->head == op || tmp == op)
333 continue;
334
335 if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
336 return 1;
337
338 if (OB_MOVE_BLOCK(op, tmp)) return 1;
339
340 }
341 }
342 return 0;
343 }
344
345 /*
346 * this is not perfect yet.
347 * it does not roll objects behind multipart objects properly.
348 * Support for rolling multipart objects is questionable.
349 */
350
351 int roll_ob(object *op,int dir, object *pusher) {
352 object *tmp;
353 sint16 x, y;
354 int flags;
355 mapstruct *m;
356 MoveType move_block;
357
358 if (op->head)
359 op = op->head;
360
361 x=op->x+freearr_x[dir];
362 y=op->y+freearr_y[dir];
363
364 if(!QUERY_FLAG(op,FLAG_CAN_ROLL) ||
365 (op->weight &&
366 random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
367 return 0;
368
369 m = op->map;
370 flags = get_map_flags(m, &m, x, y, &x, &y);
371
372 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
373 return 0;
374
375 move_block = GET_MAP_MOVE_BLOCK(m, x, y);
376
377 /* If the target space is not blocked, no need to look at the objects on it */
378 if ((op->move_type & move_block) == op->move_type) {
379 for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
380 if (tmp->head == op)
381 continue;
382 if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher))
383 return 0;
384 }
385 }
386 if (try_fit (op, m, x, y))
387 return 0;
388
389 remove_ob(op);
390 for(tmp=op; tmp!=NULL; tmp=tmp->more)
391 tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
392 insert_ob_in_map(op,op->map,pusher,0);
393 return 1;
394 }
395
396 /* returns 1 if pushing invokes a attack, 0 when not */
397 int push_ob(object *who, int dir, object *pusher) {
398 int str1, str2;
399 object *owner;
400
401 if (who->head != NULL)
402 who = who->head;
403 owner = get_owner(who);
404
405 /* Wake up sleeping monsters that may be pushed */
406 CLEAR_FLAG(who,FLAG_SLEEP);
407
408 /* player change place with his pets or summoned creature */
409 /* TODO: allow multi arch pushing. Can't be very difficult */
410 if (who->more == NULL
411 #ifdef COZY_SERVER
412 &&
413 (
414 (owner && owner->contr && pusher->contr
415 && same_party (owner->contr->party, pusher->contr->party))
416 || owner == pusher
417 )
418 #else
419 && owner == pusher
420 #endif
421 ) {
422 int temp;
423 mapstruct *m;
424
425 remove_ob(who);
426 remove_ob(pusher);
427 temp = pusher->x;
428 pusher->x = who->x;
429 who->x = temp;
430
431 temp = pusher->y;
432 pusher->y = who->y;
433 who->y = temp;
434
435 m = pusher->map;
436 pusher->map = who->map;
437 who->map = m;
438
439 insert_ob_in_map (who,who->map,pusher,0);
440 insert_ob_in_map (pusher,pusher->map,pusher,0);
441 return 0;
442 }
443
444
445 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
446 /* In original we have here a unaggressive check only - that was the reason why */
447 /* we so often become an enemy of friendly monsters... */
448 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
449
450 if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
451 !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
452 if(pusher->contr->run_on) /* only when we run */ {
453 new_draw_info_format(NDI_UNIQUE, 0, pusher,
454 "You start to attack %s !!",who->name);
455 CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
456 who->enemy = pusher;
457 return 1;
458 }
459 else
460 {
461 new_draw_info_format(NDI_UNIQUE, 0, pusher,
462 "You avoid attacking %s .",who->name);
463 }
464 }
465
466 /* now, lets test stand still. we NEVER can push stand_still monsters. */
467 if(QUERY_FLAG(who,FLAG_STAND_STILL))
468 {
469 new_draw_info_format(NDI_UNIQUE, 0, pusher,
470 "You can't push %s.",who->name);
471 return 0;
472 }
473
474 /* This block is basically if you are pushing friendly but
475 * non pet creaturs.
476 * It basically does a random strength comparision to
477 * determine if you can push someone around. Note that
478 * this pushes the other person away - its not a swap.
479 */
480
481 str1 = (who->stats.Str>0?who->stats.Str:who->level);
482 str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level);
483 if(QUERY_FLAG(who,FLAG_WIZ) ||
484 random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
485 random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
486 !move_object(who,dir))
487 {
488 if (who ->type == PLAYER) {
489 new_draw_info_format(NDI_UNIQUE, 0, who,
490 "%s tried to push you.",pusher->name);
491 }
492 return 0;
493 }
494
495 /* If we get here, the push succeeded.
496 * Let everyone know the status.
497 */
498 if (who->type == PLAYER) {
499 new_draw_info_format(NDI_UNIQUE, 0, who,
500 "%s pushed you.",pusher->name);
501 }
502 if (pusher->type == PLAYER) {
503 new_draw_info_format(NDI_UNIQUE, 0, pusher,
504 "You pushed %s back.", who->name);
505 }
506
507 return 1;
508 }