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/cvs/deliantra/server/server/move.c
Revision: 1.2
Committed: Fri Feb 3 07:25:25 2006 UTC (18 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +11 -2 lines
Log Message:
initial cfperl/cf.schmorp.de import

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_move_c =
3 root 1.2 * "$Id: move.c,v 1.1.1.1 2006/02/03 07:14:33 root 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 root 1.2 extern int same_party (partylist *a, partylist *b);
35    
36 root 1.1 /*
37     * move_object() tries to move object op in the direction "dir".
38     * If it fails (something blocks the passage), it returns 0,
39     * otherwise 1.
40     * This is an improvement from the previous move_ob(), which
41     * removed and inserted objects even if they were unable to move.
42     */
43    
44     int move_object(object *op, int dir) {
45     return move_ob(op, dir, op);
46     }
47    
48    
49     /* object op is trying to move in direction dir.
50     * originator is typically the same as op, but
51     * can be different if originator is causing op to
52     * move (originator is pushing op)
53     * returns 0 if the object is not able to move to the
54     * desired space, 1 otherwise (in which case we also
55     * move the object accordingly. This function is
56     * very similiar to move_object.
57     */
58     int move_ob (object *op, int dir, object *originator)
59     {
60     sint16 newx = op->x+freearr_x[dir];
61     sint16 newy = op->y+freearr_y[dir];
62     object *tmp;
63     mapstruct *m;
64     int mflags;
65    
66     if(op==NULL) {
67     LOG(llevError,"Trying to move NULL.\n");
68     return 0;
69     }
70    
71     m = op->map;
72     mflags = get_map_flags(m, &m, newx, newy, &newx, &newy);
73    
74     /* If the space the player is trying to is out of the map,
75     * bail now - we know it can't work.
76     */
77     if (mflags & P_OUT_OF_MAP) return 0;
78    
79    
80     /* Is this space blocked? Players with wizpass are immune to
81     * this condition.
82     */
83     if(blocked_link(op, m, newx, newy) &&
84     !QUERY_FLAG(op, FLAG_WIZPASS))
85     return 0;
86    
87     /* 0.94.2 - we need to set the direction for the new animation code.
88     * it uses it to figure out face to use - I can't see it
89     * breaking anything, but it might.
90     */
91     if(op->more != NULL && !move_ob(op->more, dir, op->more->head))
92     return 0;
93    
94     op->direction = dir;
95    
96     if(op->will_apply&4)
97     check_earthwalls(op,m, newx,newy);
98     if(op->will_apply&8)
99     check_doors(op,m, newx,newy);
100    
101     /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
102     * to remove a removed object, and this function was the culprit. A possible
103     * guess I have is that check_doors above ran into a trap, killing the
104     * monster.
105     *
106     * Unfortunately, it doesn't appear that the calling functions of move_object
107     * deal very well with op being killed, so all this might do is just
108     * migrate the problem someplace else.
109     */
110    
111     if (QUERY_FLAG(op, FLAG_REMOVED)) {
112     LOG(llevDebug,"move_object: monster has been removed - will not process further\n");
113     /* Was not successful, but don't want to try and move again */
114     return 1;
115     }
116    
117     /* If this is a tail portion, just want to tell caller that move is
118     * ok - the caller will deal with actual object removal/insertion
119     */
120     if(op->head)
121     return 1;
122    
123     remove_ob(op);
124    
125     /* we already have newx, newy, and m, so lets use them.
126     * In addition, this fixes potential crashes, because multipart object was
127     * on edge of map, +=x, +=y doesn't make correct coordinates.
128     */
129     for(tmp = op; tmp != NULL; tmp = tmp->more) {
130     tmp->x = newx + tmp->arch->clone.x;
131     tmp->y = newy + tmp->arch->clone.y;
132     tmp->map = m;
133     }
134    
135     /* insert_ob_in_map will deal with any tiling issues */
136     insert_ob_in_map(op, m, originator,0);
137    
138     /* Hmmm. Should be possible for multispace players now */
139     if (op->type==PLAYER) {
140     esrv_map_scroll(&op->contr->socket, freearr_x[dir],freearr_y[dir]);
141     op->contr->socket.update_look=1;
142     op->contr->socket.look_position=0;
143     }
144    
145     return 1; /* this shouldn't be reached */
146     }
147    
148    
149     /*
150     * transfer_ob(): Move an object (even linked objects) to another spot
151     * on the same map.
152     *
153     * Does nothing if there is no free spot.
154     *
155     * randomly: If true, use find_free_spot() to find the destination, otherwise
156     * use find_first_free_spot().
157     *
158     * Return value: 1 if object was destroyed, 0 otherwise.
159     */
160    
161     int transfer_ob (object *op, int x, int y, int randomly, object *originator)
162     {
163     int i;
164     object *tmp;
165    
166     if (randomly)
167     i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE);
168     else
169     i = find_first_free_spot(op,op->map,x,y);
170    
171     if (i==-1)
172     return 0; /* No free spot */
173    
174     if(op->head!=NULL)
175     op=op->head;
176     remove_ob(op);
177     for(tmp=op;tmp!=NULL;tmp=tmp->more)
178     tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
179     tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
180    
181     tmp = insert_ob_in_map(op,op->map,originator,0);
182     if (op && op->type == PLAYER) MapNewmapCmd(op->contr);
183     if (tmp) return 0;
184     else return 1;
185     }
186    
187     /*
188     * Return value: 1 if object was destroyed, 0 otherwise.
189     * Modified so that instead of passing the 'originator' that had no
190     * real use, instead we pass the 'user' of the teleporter. All the
191     * callers know what they wanted to teleporter (move_teleporter or
192     * shop map code)
193     * tele_type is the type of teleporter we want to match against -
194     * currently, this is either set to SHOP_MAT or TELEPORTER.
195     * It is basically used so that shop_mats and normal teleporters can
196     * be used close to each other and not have the player put to the
197     * one of another type.
198     */
199     int teleport (object *teleporter, uint8 tele_type, object *user)
200     {
201     object *altern[120]; /* Better use c/malloc here in the future */
202     int i,j,k,nrofalt=0;
203     object *other_teleporter, *tmp;
204     mapstruct *m;
205     sint16 sx, sy;
206    
207     if(user==NULL) return 0;
208     if(user->head!=NULL)
209     user=user->head;
210    
211     /* Find all other teleporters within range. This range
212     * should really be setable by some object attribute instead of
213     * using hard coded values.
214     */
215     for(i= -5;i<6;i++)
216     for(j= -5;j<6;j++) {
217     if(i==0&&j==0)
218     continue;
219     /* Perhaps this should be extended to support tiled maps */
220     if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
221     continue;
222     other_teleporter=get_map_ob(teleporter->map,
223     teleporter->x+i,teleporter->y+j);
224    
225     while (other_teleporter) {
226     if (other_teleporter->type == tele_type) break;
227     other_teleporter = other_teleporter->above;
228     }
229     if (other_teleporter)
230     altern[nrofalt++]=other_teleporter;
231     }
232    
233     if(!nrofalt) {
234     LOG(llevError,"No alternative teleporters around!\n");
235     return 0;
236     }
237    
238     other_teleporter=altern[RANDOM()%nrofalt];
239     k=find_free_spot(user,other_teleporter->map,
240     other_teleporter->x,other_teleporter->y,1,9);
241    
242     /* if k==-1, unable to find a free spot. If this is shop
243     * mat that the player is using, find someplace to move
244     * the player - otherwise, player can get trapped in the shops
245     * that appear in random dungeons. We basically just make
246     * sure the space isn't no pass (eg wall), and don't care
247     * about is alive.
248     */
249     if (k==-1) {
250     if (tele_type == SHOP_MAT && user->type == PLAYER) {
251     for (k=1; k<9; k++) {
252     if (get_map_flags(other_teleporter->map, &m,
253     other_teleporter->x + freearr_x[k],
254     other_teleporter->y + freearr_y[k], &sx,&sy) &
255     P_OUT_OF_MAP) continue;
256    
257     if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
258    
259     }
260     if (k==9) {
261     LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
262     other_teleporter->name, other_teleporter->x, other_teleporter->y);
263     return 0;
264     }
265     }
266     else return 0;
267     }
268    
269     remove_ob(user);
270    
271     /* Update location for the object */
272     for(tmp=user;tmp!=NULL;tmp=tmp->more) {
273     tmp->x=other_teleporter->x+freearr_x[k]+
274     (tmp->arch==NULL?0:tmp->arch->clone.x);
275     tmp->y=other_teleporter->y+freearr_y[k]+
276     (tmp->arch==NULL?0:tmp->arch->clone.y);
277     }
278     tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
279     if (tmp && tmp->type == PLAYER) MapNewmapCmd(tmp->contr);
280     return (tmp == NULL);
281     }
282    
283     void recursive_roll(object *op,int dir,object *pusher) {
284     if(!roll_ob(op,dir,pusher)) {
285     new_draw_info_format(NDI_UNIQUE, 0, pusher,
286     "You fail to push the %s.",query_name(op));
287     return;
288     }
289     (void) move_ob(pusher,dir,pusher);
290     new_draw_info_format(NDI_BLACK, 0, pusher,
291     "You move the %s.",query_name(op));
292     return;
293     }
294    
295     /*
296     * This is a new version of blocked, this one handles objects
297     * that can be passed through by monsters with the CAN_PASS_THRU defined.
298     *
299     * very new version handles also multipart objects
300     * This is currently only used for the boulder roll code.
301     * Returns 1 if object does not fit, 0 if it does.
302     */
303    
304     int try_fit (object *op, mapstruct *m, int x, int y)
305     {
306     object *tmp, *more;
307     sint16 tx, ty;
308     int mflags;
309     mapstruct *m2;
310    
311     if (op->head)
312     op = op->head;
313    
314     for (more = op; more ; more = more->more) {
315     tx = x + more->x - op->x;
316     ty = y + more->y - op->y;
317    
318     mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
319    
320     if (mflags & P_OUT_OF_MAP)
321     return 1;
322    
323     for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
324     if (tmp->head == op || tmp == op)
325     continue;
326    
327     if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
328     return 1;
329    
330     if (OB_MOVE_BLOCK(op, tmp)) return 1;
331    
332     }
333     }
334     return 0;
335     }
336    
337     /*
338     * this is not perfect yet.
339     * it does not roll objects behind multipart objects properly.
340     * Support for rolling multipart objects is questionable.
341     */
342    
343     int roll_ob(object *op,int dir, object *pusher) {
344     object *tmp;
345     sint16 x, y;
346     int flags;
347     mapstruct *m;
348     MoveType move_block;
349    
350     if (op->head)
351     op = op->head;
352    
353     x=op->x+freearr_x[dir];
354     y=op->y+freearr_y[dir];
355    
356     if(!QUERY_FLAG(op,FLAG_CAN_ROLL) ||
357     (op->weight &&
358     random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
359     return 0;
360    
361     m = op->map;
362     flags = get_map_flags(m, &m, x, y, &x, &y);
363    
364     if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
365     return 0;
366    
367     move_block = GET_MAP_MOVE_BLOCK(m, x, y);
368    
369     /* If the target space is not blocked, no need to look at the objects on it */
370     if ((op->move_type & move_block) == op->move_type) {
371     for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
372     if (tmp->head == op)
373     continue;
374     if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher))
375     return 0;
376     }
377     }
378     if (try_fit (op, m, x, y))
379     return 0;
380    
381     remove_ob(op);
382     for(tmp=op; tmp!=NULL; tmp=tmp->more)
383     tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
384     insert_ob_in_map(op,op->map,pusher,0);
385     return 1;
386     }
387    
388     /* returns 1 if pushing invokes a attack, 0 when not */
389     int push_ob(object *who, int dir, object *pusher) {
390     int str1, str2;
391     object *owner;
392    
393     if (who->head != NULL)
394     who = who->head;
395     owner = get_owner(who);
396    
397     /* Wake up sleeping monsters that may be pushed */
398     CLEAR_FLAG(who,FLAG_SLEEP);
399    
400     /* player change place with his pets or summoned creature */
401     /* TODO: allow multi arch pushing. Can't be very difficult */
402 root 1.2 if (who->more == NULL
403     &&
404     (
405     (owner && owner->contr && pusher->contr
406     && same_party (owner->contr->party, pusher->contr->party))
407     || owner == pusher
408     )
409     ) {
410 root 1.1 int temp;
411     mapstruct *m;
412    
413     remove_ob(who);
414     remove_ob(pusher);
415     temp = pusher->x;
416     pusher->x = who->x;
417     who->x = temp;
418    
419     temp = pusher->y;
420     pusher->y = who->y;
421     who->y = temp;
422    
423     m = pusher->map;
424     pusher->map = who->map;
425     who->map = m;
426    
427     insert_ob_in_map (who,who->map,pusher,0);
428     insert_ob_in_map (pusher,pusher->map,pusher,0);
429    
430     /* we presume that if the player is pushing his put, he moved in
431     * direction 'dir'. I can' think of any case where this would not be
432     * the case. Putting the map_scroll should also improve performance some.
433     */
434     if (pusher->type == PLAYER ) {
435     esrv_map_scroll(&pusher->contr->socket, freearr_x[dir],freearr_y[dir]);
436     pusher->contr->socket.update_look=1;
437     pusher->contr->socket.look_position=0;
438     }
439     return 0;
440     }
441    
442    
443     /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
444     /* In original we have here a unaggressive check only - that was the reason why */
445     /* we so often become an enemy of friendly monsters... */
446     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
447    
448     if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
449     !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
450     if(pusher->contr->run_on) /* only when we run */ {
451     new_draw_info_format(NDI_UNIQUE, 0, pusher,
452     "You start to attack %s !!",who->name);
453     CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
454     who->enemy = pusher;
455     return 1;
456     }
457     else
458     {
459     new_draw_info_format(NDI_UNIQUE, 0, pusher,
460     "You avoid attacking %s .",who->name);
461     }
462     }
463    
464     /* now, lets test stand still. we NEVER can push stand_still monsters. */
465     if(QUERY_FLAG(who,FLAG_STAND_STILL))
466     {
467     new_draw_info_format(NDI_UNIQUE, 0, pusher,
468     "You can't push %s.",who->name);
469     return 0;
470     }
471    
472     /* This block is basically if you are pushing friendly but
473     * non pet creaturs.
474     * It basically does a random strength comparision to
475     * determine if you can push someone around. Note that
476     * this pushes the other person away - its not a swap.
477     */
478    
479     str1 = (who->stats.Str>0?who->stats.Str:who->level);
480     str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level);
481     if(QUERY_FLAG(who,FLAG_WIZ) ||
482     random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
483     random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
484     !move_object(who,dir))
485     {
486     if (who ->type == PLAYER) {
487     new_draw_info_format(NDI_UNIQUE, 0, who,
488     "%s tried to push you.",pusher->name);
489     }
490     return 0;
491     }
492    
493     /* If we get here, the push succeeded.
494     * Let everyone know the status.
495     */
496     if (who->type == PLAYER) {
497     new_draw_info_format(NDI_UNIQUE, 0, who,
498     "%s pushed you.",pusher->name);
499     }
500     if (pusher->type == PLAYER) {
501     new_draw_info_format(NDI_UNIQUE, 0, pusher,
502     "You pushed %s back.", who->name);
503     }
504    
505     return 1;
506     }