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/cvs/deliantra/server/server/move.C
Revision: 1.7
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +333 -312 lines
Log Message:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_move_c =
4 * "$Id: move.C,v 1.6 2006-09-03 00:18:42 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The author can be reached via e-mail to crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #ifndef __CEXTRACT__
32 # include <sproto.h>
33 #endif
34
35 #ifdef COZY_SERVER
36 // use a ptotoype
37 extern int same_party (partylist *a, partylist *b);
38 #endif
39
40 /*
41 * move_object() tries to move object op in the direction "dir".
42 * If it fails (something blocks the passage), it returns 0,
43 * otherwise 1.
44 * This is an improvement from the previous move_ob(), which
45 * removed and inserted objects even if they were unable to move.
46 */
47
48 int
49 move_object (object *op, int dir)
50 {
51 return move_ob (op, dir, op);
52 }
53
54
55 /* object op is trying to move in direction dir.
56 * originator is typically the same as op, but
57 * can be different if originator is causing op to
58 * move (originator is pushing op)
59 * returns 0 if the object is not able to move to the
60 * desired space, 1 otherwise (in which case we also
61 * move the object accordingly. This function is
62 * very similiar to move_object.
63 */
64 int
65 move_ob (object *op, int dir, object *originator)
66 {
67 sint16 newx = op->x + freearr_x[dir];
68 sint16 newy = op->y + freearr_y[dir];
69 object *tmp;
70 mapstruct *m;
71 int mflags;
72
73 if (op == NULL)
74 {
75 LOG (llevError, "Trying to move NULL.\n");
76 return 0;
77 }
78
79 m = op->map;
80 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
81
82 /* If the space the player is trying to is out of the map,
83 * bail now - we know it can't work.
84 */
85 if (mflags & P_OUT_OF_MAP)
86 return 0;
87
88
89 /* Is this space blocked? Players with wizpass are immune to
90 * this condition.
91 */
92 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS))
93 return 0;
94
95 /* 0.94.2 - we need to set the direction for the new animation code.
96 * it uses it to figure out face to use - I can't see it
97 * breaking anything, but it might.
98 */
99 if (op->more != NULL && !move_ob (op->more, dir, op->more->head))
100 return 0;
101
102 op->direction = dir;
103
104 if (op->will_apply & 4)
105 check_earthwalls (op, m, newx, newy);
106 if (op->will_apply & 8)
107 check_doors (op, m, newx, newy);
108
109 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
110 * to remove a removed object, and this function was the culprit. A possible
111 * guess I have is that check_doors above ran into a trap, killing the
112 * monster.
113 *
114 * Unfortunately, it doesn't appear that the calling functions of move_object
115 * deal very well with op being killed, so all this might do is just
116 * migrate the problem someplace else.
117 */
118
119 if (QUERY_FLAG (op, FLAG_REMOVED))
120 {
121 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
122 /* Was not successful, but don't want to try and move again */
123 return 1;
124 }
125
126 /* If this is a tail portion, just want to tell caller that move is
127 * ok - the caller will deal with actual object removal/insertion
128 */
129 if (op->head)
130 return 1;
131
132 remove_ob (op);
133
134 /* we already have newx, newy, and m, so lets use them.
135 * In addition, this fixes potential crashes, because multipart object was
136 * on edge of map, +=x, +=y doesn't make correct coordinates.
137 */
138 for (tmp = op; tmp != NULL; tmp = tmp->more)
139 {
140 tmp->x += freearr_x[dir];
141 tmp->y += freearr_y[dir];
142 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
143 }
144
145 /* insert_ob_in_map will deal with any tiling issues */
146 insert_ob_in_map (op, m, originator, 0);
147
148 return 1;
149 }
150
151
152 /*
153 * transfer_ob(): Move an object (even linked objects) to another spot
154 * on the same map.
155 *
156 * Does nothing if there is no free spot.
157 *
158 * randomly: If true, use find_free_spot() to find the destination, otherwise
159 * use find_first_free_spot().
160 *
161 * Return value: 1 if object was destroyed, 0 otherwise.
162 */
163
164 int
165 transfer_ob (object *op, int x, int y, int randomly, object *originator)
166 {
167 int i;
168 object *tmp;
169
170 if (randomly)
171 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
172 else
173 i = find_first_free_spot (op, op->map, x, y);
174
175 if (i == -1)
176 return 0; /* No free spot */
177
178 if (op->head != NULL)
179 op = op->head;
180 remove_ob (op);
181 for (tmp = op; tmp != NULL; tmp = tmp->more)
182 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x),
183 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
184
185 tmp = insert_ob_in_map (op, op->map, originator, 0);
186 if (tmp)
187 return 0;
188 else
189 return 1;
190 }
191
192 /*
193 * Return value: 1 if object was destroyed, 0 otherwise.
194 * Modified so that instead of passing the 'originator' that had no
195 * real use, instead we pass the 'user' of the teleporter. All the
196 * callers know what they wanted to teleporter (move_teleporter or
197 * shop map code)
198 * tele_type is the type of teleporter we want to match against -
199 * currently, this is either set to SHOP_MAT or TELEPORTER.
200 * It is basically used so that shop_mats and normal teleporters can
201 * be used close to each other and not have the player put to the
202 * one of another type.
203 */
204 int
205 teleport (object *teleporter, uint8 tele_type, object *user)
206 {
207 object *altern;
208 int i, j, k, nrofalt = 0;
209 object *other_teleporter, *tmp;
210 mapstruct *m;
211 sint16 sx, sy;
212
213 if (user == NULL)
214 return 0;
215 if (user->head != NULL)
216 user = user->head;
217
218 /* Find all other teleporters within range. This range
219 * should really be setable by some object attribute instead of
220 * using hard coded values.
221 */
222 for (i = -5; i < 6; i++)
223 for (j = -5; j < 6; j++)
224 {
225 if (i == 0 && j == 0)
226 continue;
227 /* Perhaps this should be extended to support tiled maps */
228 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
229 continue;
230 other_teleporter = get_map_ob (teleporter->map, teleporter->x + i, teleporter->y + j);
231
232 while (other_teleporter)
233 {
234 if (other_teleporter->type == tele_type)
235 break;
236 other_teleporter = other_teleporter->above;
237 }
238 if (other_teleporter && !(RANDOM () % ++nrofalt))
239 altern = other_teleporter;
240 }
241
242 if (!nrofalt)
243 {
244 LOG (llevError, "No alternative teleporters around!\n");
245 return 0;
246 }
247
248 other_teleporter = altern;
249 k = find_free_spot (user, other_teleporter->map, 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 {
260 if (tele_type == SHOP_MAT && user->type == PLAYER)
261 {
262 for (k = 1; k < 9; k++)
263 {
264 if (get_map_flags (other_teleporter->map, &m,
265 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
266 continue;
267
268 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
269 break;
270
271 }
272 if (k == 9)
273 {
274 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
275 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
276 return 0;
277 }
278 }
279 else
280 return 0;
281 }
282
283 remove_ob (user);
284
285 /* Update location for the object */
286 for (tmp = user; tmp != NULL; tmp = tmp->more)
287 {
288 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
289 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
290 }
291 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
292 return (tmp == NULL);
293 }
294
295 void
296 recursive_roll (object *op, int dir, object *pusher)
297 {
298 if (!roll_ob (op, dir, pusher))
299 {
300 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
301 return;
302 }
303 (void) move_ob (pusher, dir, pusher);
304 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
305 return;
306 }
307
308 /*
309 * This is a new version of blocked, this one handles objects
310 * that can be passed through by monsters with the CAN_PASS_THRU defined.
311 *
312 * very new version handles also multipart objects
313 * This is currently only used for the boulder roll code.
314 * Returns 1 if object does not fit, 0 if it does.
315 */
316
317 int
318 try_fit (object *op, mapstruct *m, int x, int y)
319 {
320 object *tmp, *more;
321 sint16 tx, ty;
322 int mflags;
323 mapstruct *m2;
324
325 if (op->head)
326 op = op->head;
327
328 for (more = op; more; more = more->more)
329 {
330 tx = x + more->x - op->x;
331 ty = y + more->y - op->y;
332
333 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
334
335 if (mflags & P_OUT_OF_MAP)
336 return 1;
337
338 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp = tmp->above)
339 {
340 if (tmp->head == op || tmp == op)
341 continue;
342
343 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
344 return 1;
345
346 if (OB_MOVE_BLOCK (op, tmp))
347 return 1;
348
349 }
350 }
351 return 0;
352 }
353
354 /*
355 * this is not perfect yet.
356 * it does not roll objects behind multipart objects properly.
357 * Support for rolling multipart objects is questionable.
358 */
359
360 int
361 roll_ob (object *op, int dir, object *pusher)
362 {
363 object *tmp;
364 sint16 x, y;
365 int flags;
366 mapstruct *m;
367 MoveType move_block;
368
369 if (op->head)
370 op = op->head;
371
372 x = op->x + freearr_x[dir];
373 y = op->y + freearr_y[dir];
374
375 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str))
376 return 0;
377
378 m = op->map;
379 flags = get_map_flags (m, &m, x, y, &x, &y);
380
381 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
382 return 0;
383
384 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
385
386 /* If the target space is not blocked, no need to look at the objects on it */
387 if ((op->move_type & move_block) == op->move_type)
388 {
389 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
390 {
391 if (tmp->head == op)
392 continue;
393 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
394 return 0;
395 }
396 }
397 if (try_fit (op, m, x, y))
398 return 0;
399
400 remove_ob (op);
401 for (tmp = op; tmp != NULL; tmp = tmp->more)
402 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
403 insert_ob_in_map (op, op->map, pusher, 0);
404 return 1;
405 }
406
407 /* returns 1 if pushing invokes a attack, 0 when not */
408 int
409 push_ob (object *who, int dir, object *pusher)
410 {
411 int str1, str2;
412 object *owner;
413
414 if (who->head != NULL)
415 who = who->head;
416 owner = get_owner (who);
417
418 /* Wake up sleeping monsters that may be pushed */
419 CLEAR_FLAG (who, FLAG_SLEEP);
420
421 /* player change place with his pets or summoned creature */
422 /* TODO: allow multi arch pushing. Can't be very difficult */
423 if (who->more == NULL
424 #ifdef COZY_SERVER
425 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher)
426 #else
427 && owner == pusher
428 #endif
429 )
430 {
431 int temp;
432 mapstruct *m;
433
434 remove_ob (who);
435 remove_ob (pusher);
436 temp = pusher->x;
437 pusher->x = who->x;
438 who->x = temp;
439
440 temp = pusher->y;
441 pusher->y = who->y;
442 who->y = temp;
443
444 m = pusher->map;
445 pusher->map = who->map;
446 who->map = m;
447
448 insert_ob_in_map (who, who->map, pusher, 0);
449 insert_ob_in_map (pusher, pusher->map, pusher, 0);
450 return 0;
451 }
452
453
454 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
455 /* In original we have here a unaggressive check only - that was the reason why */
456 /* we so often become an enemy of friendly monsters... */
457 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
458
459 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
460 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
461 {
462 if (pusher->contr->run_on) /* only when we run */
463 {
464 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name);
465 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
466 who->enemy = pusher;
467 return 1;
468 }
469 else
470 {
471 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
472 }
473 }
474
475 /* now, lets test stand still. we NEVER can push stand_still monsters. */
476 if (QUERY_FLAG (who, FLAG_STAND_STILL))
477 {
478 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
479 return 0;
480 }
481
482 /* This block is basically if you are pushing friendly but
483 * non pet creaturs.
484 * It basically does a random strength comparision to
485 * determine if you can push someone around. Note that
486 * this pushes the other person away - its not a swap.
487 */
488
489 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
490 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
491 if (QUERY_FLAG (who, FLAG_WIZ) ||
492 random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >=
493 random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir))
494 {
495 if (who->type == PLAYER)
496 {
497 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
498 }
499 return 0;
500 }
501
502 /* If we get here, the push succeeded.
503 * Let everyone know the status.
504 */
505 if (who->type == PLAYER)
506 {
507 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
508 }
509 if (pusher->type == PLAYER)
510 {
511 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
512 }
513
514 return 1;
515 }