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/cvs/deliantra/server/server/move.c
Revision: 1.3
Committed: Thu Feb 9 02:11:26 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +8 -1 lines
Log Message:
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File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_move_c =
3 root 1.3 * "$Id: move.c,v 1.2 2006/02/03 07:25:25 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 1.3 #ifdef COZY_SERVER
35     // use a ptotoype
36 root 1.2 extern int same_party (partylist *a, partylist *b);
37 root 1.3 #endif
38 root 1.2
39 root 1.1 /*
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 = newx + tmp->arch->clone.x;
134     tmp->y = newy + tmp->arch->clone.y;
135     tmp->map = m;
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==PLAYER) {
143     esrv_map_scroll(&op->contr->socket, freearr_x[dir],freearr_y[dir]);
144     op->contr->socket.update_look=1;
145     op->contr->socket.look_position=0;
146     }
147    
148     return 1; /* this shouldn't be reached */
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 transfer_ob (object *op, int x, int y, int randomly, object *originator)
165     {
166     int i;
167     object *tmp;
168    
169     if (randomly)
170     i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE);
171     else
172     i = find_first_free_spot(op,op->map,x,y);
173    
174     if (i==-1)
175     return 0; /* No free spot */
176    
177     if(op->head!=NULL)
178     op=op->head;
179     remove_ob(op);
180     for(tmp=op;tmp!=NULL;tmp=tmp->more)
181     tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
182     tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
183    
184     tmp = insert_ob_in_map(op,op->map,originator,0);
185     if (op && op->type == PLAYER) MapNewmapCmd(op->contr);
186     if (tmp) return 0;
187     else return 1;
188     }
189    
190     /*
191     * Return value: 1 if object was destroyed, 0 otherwise.
192     * Modified so that instead of passing the 'originator' that had no
193     * real use, instead we pass the 'user' of the teleporter. All the
194     * callers know what they wanted to teleporter (move_teleporter or
195     * shop map code)
196     * tele_type is the type of teleporter we want to match against -
197     * currently, this is either set to SHOP_MAT or TELEPORTER.
198     * It is basically used so that shop_mats and normal teleporters can
199     * be used close to each other and not have the player put to the
200     * one of another type.
201     */
202     int teleport (object *teleporter, uint8 tele_type, object *user)
203     {
204     object *altern[120]; /* Better use c/malloc here in the future */
205     int i,j,k,nrofalt=0;
206     object *other_teleporter, *tmp;
207     mapstruct *m;
208     sint16 sx, sy;
209    
210     if(user==NULL) return 0;
211     if(user->head!=NULL)
212     user=user->head;
213    
214     /* Find all other teleporters within range. This range
215     * should really be setable by some object attribute instead of
216     * using hard coded values.
217     */
218     for(i= -5;i<6;i++)
219     for(j= -5;j<6;j++) {
220     if(i==0&&j==0)
221     continue;
222     /* Perhaps this should be extended to support tiled maps */
223     if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
224     continue;
225     other_teleporter=get_map_ob(teleporter->map,
226     teleporter->x+i,teleporter->y+j);
227    
228     while (other_teleporter) {
229     if (other_teleporter->type == tele_type) break;
230     other_teleporter = other_teleporter->above;
231     }
232     if (other_teleporter)
233     altern[nrofalt++]=other_teleporter;
234     }
235    
236     if(!nrofalt) {
237     LOG(llevError,"No alternative teleporters around!\n");
238     return 0;
239     }
240    
241     other_teleporter=altern[RANDOM()%nrofalt];
242     k=find_free_spot(user,other_teleporter->map,
243     other_teleporter->x,other_teleporter->y,1,9);
244    
245     /* if k==-1, unable to find a free spot. If this is shop
246     * mat that the player is using, find someplace to move
247     * the player - otherwise, player can get trapped in the shops
248     * that appear in random dungeons. We basically just make
249     * sure the space isn't no pass (eg wall), and don't care
250     * about is alive.
251     */
252     if (k==-1) {
253     if (tele_type == SHOP_MAT && user->type == PLAYER) {
254     for (k=1; k<9; k++) {
255     if (get_map_flags(other_teleporter->map, &m,
256     other_teleporter->x + freearr_x[k],
257     other_teleporter->y + freearr_y[k], &sx,&sy) &
258     P_OUT_OF_MAP) continue;
259    
260     if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
261    
262     }
263     if (k==9) {
264     LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
265     other_teleporter->name, other_teleporter->x, other_teleporter->y);
266     return 0;
267     }
268     }
269     else return 0;
270     }
271    
272     remove_ob(user);
273    
274     /* Update location for the object */
275     for(tmp=user;tmp!=NULL;tmp=tmp->more) {
276     tmp->x=other_teleporter->x+freearr_x[k]+
277     (tmp->arch==NULL?0:tmp->arch->clone.x);
278     tmp->y=other_teleporter->y+freearr_y[k]+
279     (tmp->arch==NULL?0:tmp->arch->clone.y);
280     }
281     tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
282     if (tmp && tmp->type == PLAYER) MapNewmapCmd(tmp->contr);
283     return (tmp == NULL);
284     }
285    
286     void recursive_roll(object *op,int dir,object *pusher) {
287     if(!roll_ob(op,dir,pusher)) {
288     new_draw_info_format(NDI_UNIQUE, 0, pusher,
289     "You fail to push the %s.",query_name(op));
290     return;
291     }
292     (void) move_ob(pusher,dir,pusher);
293     new_draw_info_format(NDI_BLACK, 0, pusher,
294     "You move the %s.",query_name(op));
295     return;
296     }
297    
298     /*
299     * This is a new version of blocked, this one handles objects
300     * that can be passed through by monsters with the CAN_PASS_THRU defined.
301     *
302     * very new version handles also multipart objects
303     * This is currently only used for the boulder roll code.
304     * Returns 1 if object does not fit, 0 if it does.
305     */
306    
307     int try_fit (object *op, mapstruct *m, int x, int y)
308     {
309     object *tmp, *more;
310     sint16 tx, ty;
311     int mflags;
312     mapstruct *m2;
313    
314     if (op->head)
315     op = op->head;
316    
317     for (more = op; more ; more = more->more) {
318     tx = x + more->x - op->x;
319     ty = y + more->y - op->y;
320    
321     mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
322    
323     if (mflags & P_OUT_OF_MAP)
324     return 1;
325    
326     for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
327     if (tmp->head == op || tmp == op)
328     continue;
329    
330     if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
331     return 1;
332    
333     if (OB_MOVE_BLOCK(op, tmp)) return 1;
334    
335     }
336     }
337     return 0;
338     }
339    
340     /*
341     * this is not perfect yet.
342     * it does not roll objects behind multipart objects properly.
343     * Support for rolling multipart objects is questionable.
344     */
345    
346     int roll_ob(object *op,int dir, object *pusher) {
347     object *tmp;
348     sint16 x, y;
349     int flags;
350     mapstruct *m;
351     MoveType move_block;
352    
353     if (op->head)
354     op = op->head;
355    
356     x=op->x+freearr_x[dir];
357     y=op->y+freearr_y[dir];
358    
359     if(!QUERY_FLAG(op,FLAG_CAN_ROLL) ||
360     (op->weight &&
361     random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
362     return 0;
363    
364     m = op->map;
365     flags = get_map_flags(m, &m, x, y, &x, &y);
366    
367     if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
368     return 0;
369    
370     move_block = GET_MAP_MOVE_BLOCK(m, x, y);
371    
372     /* If the target space is not blocked, no need to look at the objects on it */
373     if ((op->move_type & move_block) == op->move_type) {
374     for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
375     if (tmp->head == op)
376     continue;
377     if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher))
378     return 0;
379     }
380     }
381     if (try_fit (op, m, x, y))
382     return 0;
383    
384     remove_ob(op);
385     for(tmp=op; tmp!=NULL; tmp=tmp->more)
386     tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
387     insert_ob_in_map(op,op->map,pusher,0);
388     return 1;
389     }
390    
391     /* returns 1 if pushing invokes a attack, 0 when not */
392     int push_ob(object *who, int dir, object *pusher) {
393     int str1, str2;
394     object *owner;
395    
396     if (who->head != NULL)
397     who = who->head;
398     owner = get_owner(who);
399    
400     /* Wake up sleeping monsters that may be pushed */
401     CLEAR_FLAG(who,FLAG_SLEEP);
402    
403     /* player change place with his pets or summoned creature */
404     /* TODO: allow multi arch pushing. Can't be very difficult */
405 root 1.2 if (who->more == NULL
406 root 1.3 #ifdef COZY_SERVER
407 root 1.2 &&
408     (
409     (owner && owner->contr && pusher->contr
410     && same_party (owner->contr->party, pusher->contr->party))
411     || owner == pusher
412     )
413 root 1.3 #else
414     && owner == pusher
415     #endif
416 root 1.2 ) {
417 root 1.1 int temp;
418     mapstruct *m;
419    
420     remove_ob(who);
421     remove_ob(pusher);
422     temp = pusher->x;
423     pusher->x = who->x;
424     who->x = temp;
425    
426     temp = pusher->y;
427     pusher->y = who->y;
428     who->y = temp;
429    
430     m = pusher->map;
431     pusher->map = who->map;
432     who->map = m;
433    
434     insert_ob_in_map (who,who->map,pusher,0);
435     insert_ob_in_map (pusher,pusher->map,pusher,0);
436    
437     /* we presume that if the player is pushing his put, he moved in
438     * direction 'dir'. I can' think of any case where this would not be
439     * the case. Putting the map_scroll should also improve performance some.
440     */
441     if (pusher->type == PLAYER ) {
442     esrv_map_scroll(&pusher->contr->socket, freearr_x[dir],freearr_y[dir]);
443     pusher->contr->socket.update_look=1;
444     pusher->contr->socket.look_position=0;
445     }
446     return 0;
447     }
448    
449    
450     /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
451     /* In original we have here a unaggressive check only - that was the reason why */
452     /* we so often become an enemy of friendly monsters... */
453     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
454    
455     if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
456     !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
457     if(pusher->contr->run_on) /* only when we run */ {
458     new_draw_info_format(NDI_UNIQUE, 0, pusher,
459     "You start to attack %s !!",who->name);
460     CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
461     who->enemy = pusher;
462     return 1;
463     }
464     else
465     {
466     new_draw_info_format(NDI_UNIQUE, 0, pusher,
467     "You avoid attacking %s .",who->name);
468     }
469     }
470    
471     /* now, lets test stand still. we NEVER can push stand_still monsters. */
472     if(QUERY_FLAG(who,FLAG_STAND_STILL))
473     {
474     new_draw_info_format(NDI_UNIQUE, 0, pusher,
475     "You can't push %s.",who->name);
476     return 0;
477     }
478    
479     /* This block is basically if you are pushing friendly but
480     * non pet creaturs.
481     * It basically does a random strength comparision to
482     * determine if you can push someone around. Note that
483     * this pushes the other person away - its not a swap.
484     */
485    
486     str1 = (who->stats.Str>0?who->stats.Str:who->level);
487     str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level);
488     if(QUERY_FLAG(who,FLAG_WIZ) ||
489     random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
490     random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
491     !move_object(who,dir))
492     {
493     if (who ->type == PLAYER) {
494     new_draw_info_format(NDI_UNIQUE, 0, who,
495     "%s tried to push you.",pusher->name);
496     }
497     return 0;
498     }
499    
500     /* If we get here, the push succeeded.
501     * Let everyone know the status.
502     */
503     if (who->type == PLAYER) {
504     new_draw_info_format(NDI_UNIQUE, 0, who,
505     "%s pushed you.",pusher->name);
506     }
507     if (pusher->type == PLAYER) {
508     new_draw_info_format(NDI_UNIQUE, 0, pusher,
509     "You pushed %s back.", who->name);
510     }
511    
512     return 1;
513     }