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/cvs/deliantra/server/server/move.C
Revision: 1.5
Committed: Tue Aug 29 17:32:19 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +2 -2 lines
Log Message:
more docs, more events

File Contents

# Content
1 /*
2 * static char *rcsid_move_c =
3 * "$Id: move.C,v 1.4 2006-08-29 08:01:37 root 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 return 1;
142 }
143
144
145 /*
146 * transfer_ob(): Move an object (even linked objects) to another spot
147 * on the same map.
148 *
149 * Does nothing if there is no free spot.
150 *
151 * randomly: If true, use find_free_spot() to find the destination, otherwise
152 * use find_first_free_spot().
153 *
154 * Return value: 1 if object was destroyed, 0 otherwise.
155 */
156
157 int transfer_ob (object *op, int x, int y, int randomly, object *originator)
158 {
159 int i;
160 object *tmp;
161
162 if (randomly)
163 i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE);
164 else
165 i = find_first_free_spot(op,op->map,x,y);
166
167 if (i==-1)
168 return 0; /* No free spot */
169
170 if(op->head!=NULL)
171 op=op->head;
172 remove_ob(op);
173 for(tmp=op;tmp!=NULL;tmp=tmp->more)
174 tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
175 tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
176
177 tmp = insert_ob_in_map(op,op->map,originator,0);
178 if (tmp) return 0;
179 else return 1;
180 }
181
182 /*
183 * Return value: 1 if object was destroyed, 0 otherwise.
184 * Modified so that instead of passing the 'originator' that had no
185 * real use, instead we pass the 'user' of the teleporter. All the
186 * callers know what they wanted to teleporter (move_teleporter or
187 * shop map code)
188 * tele_type is the type of teleporter we want to match against -
189 * currently, this is either set to SHOP_MAT or TELEPORTER.
190 * It is basically used so that shop_mats and normal teleporters can
191 * be used close to each other and not have the player put to the
192 * one of another type.
193 */
194 int teleport (object *teleporter, uint8 tele_type, object *user)
195 {
196 object *altern;
197 int i,j,k,nrofalt=0;
198 object *other_teleporter, *tmp;
199 mapstruct *m;
200 sint16 sx, sy;
201
202 if(user==NULL) return 0;
203 if(user->head!=NULL)
204 user=user->head;
205
206 /* Find all other teleporters within range. This range
207 * should really be setable by some object attribute instead of
208 * using hard coded values.
209 */
210 for(i= -5;i<6;i++)
211 for(j= -5;j<6;j++) {
212 if(i==0&&j==0)
213 continue;
214 /* Perhaps this should be extended to support tiled maps */
215 if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
216 continue;
217 other_teleporter=get_map_ob(teleporter->map,
218 teleporter->x+i,teleporter->y+j);
219
220 while (other_teleporter) {
221 if (other_teleporter->type == tele_type) break;
222 other_teleporter = other_teleporter->above;
223 }
224 if (other_teleporter && !(RANDOM() % ++nrofalt))
225 altern = other_teleporter;
226 }
227
228 if(!nrofalt) {
229 LOG(llevError,"No alternative teleporters around!\n");
230 return 0;
231 }
232
233 other_teleporter=altern;
234 k=find_free_spot(user,other_teleporter->map,
235 other_teleporter->x,other_teleporter->y,1,9);
236
237 /* if k==-1, unable to find a free spot. If this is shop
238 * mat that the player is using, find someplace to move
239 * the player - otherwise, player can get trapped in the shops
240 * that appear in random dungeons. We basically just make
241 * sure the space isn't no pass (eg wall), and don't care
242 * about is alive.
243 */
244 if (k==-1) {
245 if (tele_type == SHOP_MAT && user->type == PLAYER) {
246 for (k=1; k<9; k++) {
247 if (get_map_flags(other_teleporter->map, &m,
248 other_teleporter->x + freearr_x[k],
249 other_teleporter->y + freearr_y[k], &sx,&sy) &
250 P_OUT_OF_MAP) continue;
251
252 if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
253
254 }
255 if (k==9) {
256 LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
257 other_teleporter->name, other_teleporter->x, other_teleporter->y);
258 return 0;
259 }
260 }
261 else return 0;
262 }
263
264 remove_ob(user);
265
266 /* Update location for the object */
267 for(tmp=user;tmp!=NULL;tmp=tmp->more) {
268 tmp->x=other_teleporter->x+freearr_x[k]+
269 (tmp->arch==NULL?0:tmp->arch->clone.x);
270 tmp->y=other_teleporter->y+freearr_y[k]+
271 (tmp->arch==NULL?0:tmp->arch->clone.y);
272 }
273 tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
274 return (tmp == NULL);
275 }
276
277 void recursive_roll(object *op,int dir,object *pusher) {
278 if(!roll_ob(op,dir,pusher)) {
279 new_draw_info_format(NDI_UNIQUE, 0, pusher,
280 "You fail to push the %s.",query_name(op));
281 return;
282 }
283 (void) move_ob(pusher,dir,pusher);
284 new_draw_info_format(NDI_BLACK, 0, pusher,
285 "You move the %s.",query_name(op));
286 return;
287 }
288
289 /*
290 * This is a new version of blocked, this one handles objects
291 * that can be passed through by monsters with the CAN_PASS_THRU defined.
292 *
293 * very new version handles also multipart objects
294 * This is currently only used for the boulder roll code.
295 * Returns 1 if object does not fit, 0 if it does.
296 */
297
298 int try_fit (object *op, mapstruct *m, int x, int y)
299 {
300 object *tmp, *more;
301 sint16 tx, ty;
302 int mflags;
303 mapstruct *m2;
304
305 if (op->head)
306 op = op->head;
307
308 for (more = op; more ; more = more->more) {
309 tx = x + more->x - op->x;
310 ty = y + more->y - op->y;
311
312 mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
313
314 if (mflags & P_OUT_OF_MAP)
315 return 1;
316
317 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
318 if (tmp->head == op || tmp == op)
319 continue;
320
321 if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
322 return 1;
323
324 if (OB_MOVE_BLOCK(op, tmp)) return 1;
325
326 }
327 }
328 return 0;
329 }
330
331 /*
332 * this is not perfect yet.
333 * it does not roll objects behind multipart objects properly.
334 * Support for rolling multipart objects is questionable.
335 */
336
337 int roll_ob(object *op,int dir, object *pusher) {
338 object *tmp;
339 sint16 x, y;
340 int flags;
341 mapstruct *m;
342 MoveType move_block;
343
344 if (op->head)
345 op = op->head;
346
347 x=op->x+freearr_x[dir];
348 y=op->y+freearr_y[dir];
349
350 if(!QUERY_FLAG(op,FLAG_CAN_ROLL) ||
351 (op->weight &&
352 random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
353 return 0;
354
355 m = op->map;
356 flags = get_map_flags(m, &m, x, y, &x, &y);
357
358 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
359 return 0;
360
361 move_block = GET_MAP_MOVE_BLOCK(m, x, y);
362
363 /* If the target space is not blocked, no need to look at the objects on it */
364 if ((op->move_type & move_block) == op->move_type) {
365 for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
366 if (tmp->head == op)
367 continue;
368 if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher))
369 return 0;
370 }
371 }
372 if (try_fit (op, m, x, y))
373 return 0;
374
375 remove_ob(op);
376 for(tmp=op; tmp!=NULL; tmp=tmp->more)
377 tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
378 insert_ob_in_map(op,op->map,pusher,0);
379 return 1;
380 }
381
382 /* returns 1 if pushing invokes a attack, 0 when not */
383 int push_ob(object *who, int dir, object *pusher) {
384 int str1, str2;
385 object *owner;
386
387 if (who->head != NULL)
388 who = who->head;
389 owner = get_owner(who);
390
391 /* Wake up sleeping monsters that may be pushed */
392 CLEAR_FLAG(who,FLAG_SLEEP);
393
394 /* player change place with his pets or summoned creature */
395 /* TODO: allow multi arch pushing. Can't be very difficult */
396 if (who->more == NULL
397 #ifdef COZY_SERVER
398 &&
399 (
400 (owner && owner->contr && pusher->contr
401 && same_party (owner->contr->party, pusher->contr->party))
402 || owner == pusher
403 )
404 #else
405 && owner == pusher
406 #endif
407 ) {
408 int temp;
409 mapstruct *m;
410
411 remove_ob(who);
412 remove_ob(pusher);
413 temp = pusher->x;
414 pusher->x = who->x;
415 who->x = temp;
416
417 temp = pusher->y;
418 pusher->y = who->y;
419 who->y = temp;
420
421 m = pusher->map;
422 pusher->map = who->map;
423 who->map = m;
424
425 insert_ob_in_map (who,who->map,pusher,0);
426 insert_ob_in_map (pusher,pusher->map,pusher,0);
427 return 0;
428 }
429
430
431 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
432 /* In original we have here a unaggressive check only - that was the reason why */
433 /* we so often become an enemy of friendly monsters... */
434 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
435
436 if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
437 !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
438 if(pusher->contr->run_on) /* only when we run */ {
439 new_draw_info_format(NDI_UNIQUE, 0, pusher,
440 "You start to attack %s !!",who->name);
441 CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
442 who->enemy = pusher;
443 return 1;
444 }
445 else
446 {
447 new_draw_info_format(NDI_UNIQUE, 0, pusher,
448 "You avoid attacking %s .",who->name);
449 }
450 }
451
452 /* now, lets test stand still. we NEVER can push stand_still monsters. */
453 if(QUERY_FLAG(who,FLAG_STAND_STILL))
454 {
455 new_draw_info_format(NDI_UNIQUE, 0, pusher,
456 "You can't push %s.",who->name);
457 return 0;
458 }
459
460 /* This block is basically if you are pushing friendly but
461 * non pet creaturs.
462 * It basically does a random strength comparision to
463 * determine if you can push someone around. Note that
464 * this pushes the other person away - its not a swap.
465 */
466
467 str1 = (who->stats.Str>0?who->stats.Str:who->level);
468 str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level);
469 if(QUERY_FLAG(who,FLAG_WIZ) ||
470 random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
471 random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
472 !move_object(who,dir))
473 {
474 if (who ->type == PLAYER) {
475 new_draw_info_format(NDI_UNIQUE, 0, who,
476 "%s tried to push you.",pusher->name);
477 }
478 return 0;
479 }
480
481 /* If we get here, the push succeeded.
482 * Let everyone know the status.
483 */
484 if (who->type == PLAYER) {
485 new_draw_info_format(NDI_UNIQUE, 0, who,
486 "%s pushed you.",pusher->name);
487 }
488 if (pusher->type == PLAYER) {
489 new_draw_info_format(NDI_UNIQUE, 0, pusher,
490 "You pushed %s back.", who->name);
491 }
492
493 return 1;
494 }