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/cvs/deliantra/server/server/move.c
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Feb 22 18:03:22 2006 UTC (18 years, 3 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15, UPSTREAM_2006_02_22
Changes since 1.1.1.1: +19 -4 lines
Log Message:
cvs -z7 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_02_22

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_move_c =
3 elmex 1.1.1.2 * "$Id: move.c,v 1.39 2006/02/07 07:54:46 mwedel Exp $";
4 root 1.1 */
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     /*
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 move_object(object *op, int dir) {
43     return move_ob(op, dir, op);
44     }
45    
46    
47     /* object op is trying to move in direction dir.
48     * originator is typically the same as op, but
49     * can be different if originator is causing op to
50     * move (originator is pushing op)
51     * returns 0 if the object is not able to move to the
52     * desired space, 1 otherwise (in which case we also
53     * move the object accordingly. This function is
54     * very similiar to move_object.
55     */
56     int move_ob (object *op, int dir, object *originator)
57     {
58     sint16 newx = op->x+freearr_x[dir];
59     sint16 newy = op->y+freearr_y[dir];
60     object *tmp;
61     mapstruct *m;
62     int mflags;
63    
64     if(op==NULL) {
65     LOG(llevError,"Trying to move NULL.\n");
66     return 0;
67     }
68    
69     m = op->map;
70     mflags = get_map_flags(m, &m, newx, newy, &newx, &newy);
71    
72     /* If the space the player is trying to is out of the map,
73     * bail now - we know it can't work.
74     */
75     if (mflags & P_OUT_OF_MAP) return 0;
76    
77    
78     /* Is this space blocked? Players with wizpass are immune to
79     * this condition.
80     */
81     if(blocked_link(op, m, newx, newy) &&
82     !QUERY_FLAG(op, FLAG_WIZPASS))
83     return 0;
84    
85     /* 0.94.2 - we need to set the direction for the new animation code.
86     * it uses it to figure out face to use - I can't see it
87     * breaking anything, but it might.
88     */
89     if(op->more != NULL && !move_ob(op->more, dir, op->more->head))
90     return 0;
91    
92     op->direction = dir;
93    
94     if(op->will_apply&4)
95     check_earthwalls(op,m, newx,newy);
96     if(op->will_apply&8)
97     check_doors(op,m, newx,newy);
98    
99     /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
100     * to remove a removed object, and this function was the culprit. A possible
101     * guess I have is that check_doors above ran into a trap, killing the
102     * monster.
103     *
104     * Unfortunately, it doesn't appear that the calling functions of move_object
105     * deal very well with op being killed, so all this might do is just
106     * migrate the problem someplace else.
107     */
108    
109     if (QUERY_FLAG(op, FLAG_REMOVED)) {
110     LOG(llevDebug,"move_object: monster has been removed - will not process further\n");
111     /* Was not successful, but don't want to try and move again */
112     return 1;
113     }
114    
115     /* If this is a tail portion, just want to tell caller that move is
116     * ok - the caller will deal with actual object removal/insertion
117     */
118     if(op->head)
119     return 1;
120    
121     remove_ob(op);
122    
123     /* we already have newx, newy, and m, so lets use them.
124     * In addition, this fixes potential crashes, because multipart object was
125     * on edge of map, +=x, +=y doesn't make correct coordinates.
126     */
127     for(tmp = op; tmp != NULL; tmp = tmp->more) {
128 elmex 1.1.1.2 tmp->x += freearr_x[dir];
129     tmp->y += freearr_y[dir];
130     tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y);
131 root 1.1 }
132    
133     /* insert_ob_in_map will deal with any tiling issues */
134     insert_ob_in_map(op, m, originator,0);
135    
136     /* Hmmm. Should be possible for multispace players now */
137     if (op->type==PLAYER) {
138     esrv_map_scroll(&op->contr->socket, freearr_x[dir],freearr_y[dir]);
139     op->contr->socket.update_look=1;
140     op->contr->socket.look_position=0;
141     }
142 elmex 1.1.1.2 else 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     esrv_map_scroll(&pl->contr->socket, freearr_x[dir],freearr_y[dir]);
152     pl->contr->socket.update_look=1;
153     pl->contr->socket.look_position=0;
154     }
155     }
156     }
157 root 1.1
158     return 1; /* this shouldn't be reached */
159     }
160    
161    
162     /*
163     * transfer_ob(): Move an object (even linked objects) to another spot
164     * on the same map.
165     *
166     * Does nothing if there is no free spot.
167     *
168     * randomly: If true, use find_free_spot() to find the destination, otherwise
169     * use find_first_free_spot().
170     *
171     * Return value: 1 if object was destroyed, 0 otherwise.
172     */
173    
174     int 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     remove_ob(op);
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 (op && op->type == PLAYER) MapNewmapCmd(op->contr);
196     if (tmp) return 0;
197     else return 1;
198     }
199    
200     /*
201     * Return value: 1 if object was destroyed, 0 otherwise.
202     * Modified so that instead of passing the 'originator' that had no
203     * real use, instead we pass the 'user' of the teleporter. All the
204     * callers know what they wanted to teleporter (move_teleporter or
205     * shop map code)
206     * tele_type is the type of teleporter we want to match against -
207     * currently, this is either set to SHOP_MAT or TELEPORTER.
208     * It is basically used so that shop_mats and normal teleporters can
209     * be used close to each other and not have the player put to the
210     * one of another type.
211     */
212     int teleport (object *teleporter, uint8 tele_type, object *user)
213     {
214     object *altern[120]; /* Better use c/malloc here in the future */
215     int i,j,k,nrofalt=0;
216     object *other_teleporter, *tmp;
217     mapstruct *m;
218     sint16 sx, sy;
219    
220     if(user==NULL) return 0;
221     if(user->head!=NULL)
222     user=user->head;
223    
224     /* Find all other teleporters within range. This range
225     * should really be setable by some object attribute instead of
226     * using hard coded values.
227     */
228     for(i= -5;i<6;i++)
229     for(j= -5;j<6;j++) {
230     if(i==0&&j==0)
231     continue;
232     /* Perhaps this should be extended to support tiled maps */
233     if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
234     continue;
235     other_teleporter=get_map_ob(teleporter->map,
236     teleporter->x+i,teleporter->y+j);
237    
238     while (other_teleporter) {
239     if (other_teleporter->type == tele_type) break;
240     other_teleporter = other_teleporter->above;
241     }
242     if (other_teleporter)
243     altern[nrofalt++]=other_teleporter;
244     }
245    
246     if(!nrofalt) {
247     LOG(llevError,"No alternative teleporters around!\n");
248     return 0;
249     }
250    
251     other_teleporter=altern[RANDOM()%nrofalt];
252     k=find_free_spot(user,other_teleporter->map,
253     other_teleporter->x,other_teleporter->y,1,9);
254    
255     /* if k==-1, unable to find a free spot. If this is shop
256     * mat that the player is using, find someplace to move
257     * the player - otherwise, player can get trapped in the shops
258     * that appear in random dungeons. We basically just make
259     * sure the space isn't no pass (eg wall), and don't care
260     * about is alive.
261     */
262     if (k==-1) {
263     if (tele_type == SHOP_MAT && user->type == PLAYER) {
264     for (k=1; k<9; k++) {
265     if (get_map_flags(other_teleporter->map, &m,
266     other_teleporter->x + freearr_x[k],
267     other_teleporter->y + freearr_y[k], &sx,&sy) &
268     P_OUT_OF_MAP) continue;
269    
270     if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
271    
272     }
273     if (k==9) {
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 return 0;
280     }
281    
282     remove_ob(user);
283    
284     /* Update location for the object */
285     for(tmp=user;tmp!=NULL;tmp=tmp->more) {
286     tmp->x=other_teleporter->x+freearr_x[k]+
287     (tmp->arch==NULL?0:tmp->arch->clone.x);
288     tmp->y=other_teleporter->y+freearr_y[k]+
289     (tmp->arch==NULL?0:tmp->arch->clone.y);
290     }
291     tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
292     if (tmp && tmp->type == PLAYER) MapNewmapCmd(tmp->contr);
293     return (tmp == NULL);
294     }
295    
296     void recursive_roll(object *op,int dir,object *pusher) {
297     if(!roll_ob(op,dir,pusher)) {
298     new_draw_info_format(NDI_UNIQUE, 0, pusher,
299     "You fail to push the %s.",query_name(op));
300     return;
301     }
302     (void) move_ob(pusher,dir,pusher);
303     new_draw_info_format(NDI_BLACK, 0, pusher,
304     "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 try_fit (object *op, mapstruct *m, int x, int y)
318     {
319     object *tmp, *more;
320     sint16 tx, ty;
321     int mflags;
322     mapstruct *m2;
323    
324     if (op->head)
325     op = op->head;
326    
327     for (more = op; more ; more = more->more) {
328     tx = x + more->x - op->x;
329     ty = y + more->y - op->y;
330    
331     mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
332    
333     if (mflags & P_OUT_OF_MAP)
334     return 1;
335    
336     for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
337     if (tmp->head == op || tmp == op)
338     continue;
339    
340     if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
341     return 1;
342    
343     if (OB_MOVE_BLOCK(op, tmp)) return 1;
344    
345     }
346     }
347     return 0;
348     }
349    
350     /*
351     * this is not perfect yet.
352     * it does not roll objects behind multipart objects properly.
353     * Support for rolling multipart objects is questionable.
354     */
355    
356     int roll_ob(object *op,int dir, object *pusher) {
357     object *tmp;
358     sint16 x, y;
359     int flags;
360     mapstruct *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) ||
370     (op->weight &&
371     random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
372     return 0;
373    
374     m = op->map;
375     flags = get_map_flags(m, &m, x, y, &x, &y);
376    
377     if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
378     return 0;
379    
380     move_block = GET_MAP_MOVE_BLOCK(m, x, y);
381    
382     /* If the target space is not blocked, no need to look at the objects on it */
383     if ((op->move_type & move_block) == op->move_type) {
384     for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
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     remove_ob(op);
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 push_ob(object *who, int dir, object *pusher) {
403     int str1, str2;
404     object *owner;
405    
406     if (who->head != NULL)
407     who = who->head;
408     owner = get_owner(who);
409    
410     /* Wake up sleeping monsters that may be pushed */
411     CLEAR_FLAG(who,FLAG_SLEEP);
412    
413     /* player change place with his pets or summoned creature */
414     /* TODO: allow multi arch pushing. Can't be very difficult */
415     if (who->more == NULL && owner == pusher) {
416     int temp;
417     mapstruct *m;
418    
419     remove_ob(who);
420     remove_ob(pusher);
421     temp = pusher->x;
422     pusher->x = who->x;
423     who->x = temp;
424    
425     temp = pusher->y;
426     pusher->y = who->y;
427     who->y = temp;
428    
429     m = pusher->map;
430     pusher->map = who->map;
431     who->map = m;
432    
433     insert_ob_in_map (who,who->map,pusher,0);
434     insert_ob_in_map (pusher,pusher->map,pusher,0);
435    
436     /* we presume that if the player is pushing his put, he moved in
437     * direction 'dir'. I can' think of any case where this would not be
438     * the case. Putting the map_scroll should also improve performance some.
439     */
440     if (pusher->type == PLAYER ) {
441     esrv_map_scroll(&pusher->contr->socket, freearr_x[dir],freearr_y[dir]);
442     pusher->contr->socket.update_look=1;
443     pusher->contr->socket.look_position=0;
444     }
445     return 0;
446     }
447    
448    
449     /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
450     /* In original we have here a unaggressive check only - that was the reason why */
451     /* we so often become an enemy of friendly monsters... */
452     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
453    
454     if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
455     !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
456     if(pusher->contr->run_on) /* only when we run */ {
457     new_draw_info_format(NDI_UNIQUE, 0, pusher,
458     "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,
466     "You avoid attacking %s .",who->name);
467     }
468     }
469    
470     /* now, lets test stand still. we NEVER can push stand_still monsters. */
471     if(QUERY_FLAG(who,FLAG_STAND_STILL))
472     {
473     new_draw_info_format(NDI_UNIQUE, 0, pusher,
474     "You can't push %s.",who->name);
475     return 0;
476     }
477    
478     /* This block is basically if you are pushing friendly but
479     * non pet creaturs.
480     * It basically does a random strength comparision to
481     * determine if you can push someone around. Note that
482     * this pushes the other person away - its not a swap.
483     */
484    
485     str1 = (who->stats.Str>0?who->stats.Str:who->level);
486     str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level);
487     if(QUERY_FLAG(who,FLAG_WIZ) ||
488     random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
489     random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
490     !move_object(who,dir))
491     {
492     if (who ->type == PLAYER) {
493     new_draw_info_format(NDI_UNIQUE, 0, who,
494     "%s tried to push you.",pusher->name);
495     }
496     return 0;
497     }
498    
499     /* If we get here, the push succeeded.
500     * Let everyone know the status.
501     */
502     if (who->type == PLAYER) {
503     new_draw_info_format(NDI_UNIQUE, 0, who,
504     "%s pushed you.",pusher->name);
505     }
506     if (pusher->type == PLAYER) {
507     new_draw_info_format(NDI_UNIQUE, 0, pusher,
508     "You pushed %s back.", who->name);
509     }
510    
511     return 1;
512     }