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/cvs/deliantra/server/server/move.c
Revision: 1.6
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.5: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_move_c =
3 elmex 1.4 * "$Id$";
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 elmex 1.4 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 root 1.1 }
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 elmex 1.4 else if (op->type == TRANSPORT) {
148     object *pl;
149    
150     for (pl=op->inv; pl; pl=pl->below) {
151     if (pl->type == PLAYER) {
152     pl->contr->do_los=1;
153     pl->map = op->map;
154     pl->x = op->x;
155     pl->y = op->y;
156     esrv_map_scroll(&pl->contr->socket, freearr_x[dir],freearr_y[dir]);
157     pl->contr->socket.update_look=1;
158     pl->contr->socket.look_position=0;
159     }
160     }
161     }
162 root 1.1
163     return 1; /* this shouldn't be reached */
164     }
165    
166    
167     /*
168     * transfer_ob(): Move an object (even linked objects) to another spot
169     * on the same map.
170     *
171     * Does nothing if there is no free spot.
172     *
173     * randomly: If true, use find_free_spot() to find the destination, otherwise
174     * use find_first_free_spot().
175     *
176     * Return value: 1 if object was destroyed, 0 otherwise.
177     */
178    
179     int transfer_ob (object *op, int x, int y, int randomly, object *originator)
180     {
181     int i;
182     object *tmp;
183    
184     if (randomly)
185     i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE);
186     else
187     i = find_first_free_spot(op,op->map,x,y);
188    
189     if (i==-1)
190     return 0; /* No free spot */
191    
192     if(op->head!=NULL)
193     op=op->head;
194     remove_ob(op);
195     for(tmp=op;tmp!=NULL;tmp=tmp->more)
196     tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
197     tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
198    
199     tmp = insert_ob_in_map(op,op->map,originator,0);
200     if (op && op->type == PLAYER) MapNewmapCmd(op->contr);
201     if (tmp) return 0;
202     else return 1;
203     }
204    
205     /*
206     * Return value: 1 if object was destroyed, 0 otherwise.
207     * Modified so that instead of passing the 'originator' that had no
208     * real use, instead we pass the 'user' of the teleporter. All the
209     * callers know what they wanted to teleporter (move_teleporter or
210     * shop map code)
211     * tele_type is the type of teleporter we want to match against -
212     * currently, this is either set to SHOP_MAT or TELEPORTER.
213     * It is basically used so that shop_mats and normal teleporters can
214     * be used close to each other and not have the player put to the
215     * one of another type.
216     */
217     int teleport (object *teleporter, uint8 tele_type, object *user)
218     {
219 root 1.5 object *altern;
220 root 1.1 int i,j,k,nrofalt=0;
221     object *other_teleporter, *tmp;
222     mapstruct *m;
223     sint16 sx, sy;
224    
225     if(user==NULL) return 0;
226     if(user->head!=NULL)
227     user=user->head;
228    
229     /* Find all other teleporters within range. This range
230     * should really be setable by some object attribute instead of
231     * using hard coded values.
232     */
233     for(i= -5;i<6;i++)
234     for(j= -5;j<6;j++) {
235     if(i==0&&j==0)
236     continue;
237     /* Perhaps this should be extended to support tiled maps */
238     if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
239     continue;
240     other_teleporter=get_map_ob(teleporter->map,
241     teleporter->x+i,teleporter->y+j);
242    
243     while (other_teleporter) {
244     if (other_teleporter->type == tele_type) break;
245     other_teleporter = other_teleporter->above;
246     }
247 root 1.5 if (other_teleporter && !(RANDOM() % ++nrofalt))
248     altern = other_teleporter;
249 root 1.1 }
250    
251     if(!nrofalt) {
252     LOG(llevError,"No alternative teleporters around!\n");
253     return 0;
254     }
255    
256 root 1.5 other_teleporter=altern;
257 root 1.1 k=find_free_spot(user,other_teleporter->map,
258     other_teleporter->x,other_teleporter->y,1,9);
259    
260     /* if k==-1, unable to find a free spot. If this is shop
261     * mat that the player is using, find someplace to move
262     * the player - otherwise, player can get trapped in the shops
263     * that appear in random dungeons. We basically just make
264     * sure the space isn't no pass (eg wall), and don't care
265     * about is alive.
266     */
267     if (k==-1) {
268     if (tele_type == SHOP_MAT && user->type == PLAYER) {
269     for (k=1; k<9; k++) {
270     if (get_map_flags(other_teleporter->map, &m,
271     other_teleporter->x + freearr_x[k],
272     other_teleporter->y + freearr_y[k], &sx,&sy) &
273     P_OUT_OF_MAP) continue;
274    
275     if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
276    
277     }
278     if (k==9) {
279     LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
280     other_teleporter->name, other_teleporter->x, other_teleporter->y);
281     return 0;
282     }
283     }
284     else return 0;
285     }
286    
287     remove_ob(user);
288    
289     /* Update location for the object */
290     for(tmp=user;tmp!=NULL;tmp=tmp->more) {
291     tmp->x=other_teleporter->x+freearr_x[k]+
292     (tmp->arch==NULL?0:tmp->arch->clone.x);
293     tmp->y=other_teleporter->y+freearr_y[k]+
294     (tmp->arch==NULL?0:tmp->arch->clone.y);
295     }
296     tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
297     if (tmp && tmp->type == PLAYER) MapNewmapCmd(tmp->contr);
298     return (tmp == NULL);
299     }
300    
301     void recursive_roll(object *op,int dir,object *pusher) {
302     if(!roll_ob(op,dir,pusher)) {
303     new_draw_info_format(NDI_UNIQUE, 0, pusher,
304     "You fail to push the %s.",query_name(op));
305     return;
306     }
307     (void) move_ob(pusher,dir,pusher);
308     new_draw_info_format(NDI_BLACK, 0, pusher,
309     "You move the %s.",query_name(op));
310     return;
311     }
312    
313     /*
314     * This is a new version of blocked, this one handles objects
315     * that can be passed through by monsters with the CAN_PASS_THRU defined.
316     *
317     * very new version handles also multipart objects
318     * This is currently only used for the boulder roll code.
319     * Returns 1 if object does not fit, 0 if it does.
320     */
321    
322     int try_fit (object *op, mapstruct *m, int x, int y)
323     {
324     object *tmp, *more;
325     sint16 tx, ty;
326     int mflags;
327     mapstruct *m2;
328    
329     if (op->head)
330     op = op->head;
331    
332     for (more = op; more ; more = more->more) {
333     tx = x + more->x - op->x;
334     ty = y + more->y - op->y;
335    
336     mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
337    
338     if (mflags & P_OUT_OF_MAP)
339     return 1;
340    
341     for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
342     if (tmp->head == op || tmp == op)
343     continue;
344    
345     if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
346     return 1;
347    
348     if (OB_MOVE_BLOCK(op, tmp)) return 1;
349    
350     }
351     }
352     return 0;
353     }
354    
355     /*
356     * this is not perfect yet.
357     * it does not roll objects behind multipart objects properly.
358     * Support for rolling multipart objects is questionable.
359     */
360    
361     int roll_ob(object *op,int dir, object *pusher) {
362     object *tmp;
363     sint16 x, y;
364     int flags;
365     mapstruct *m;
366     MoveType move_block;
367    
368     if (op->head)
369     op = op->head;
370    
371     x=op->x+freearr_x[dir];
372     y=op->y+freearr_y[dir];
373    
374     if(!QUERY_FLAG(op,FLAG_CAN_ROLL) ||
375     (op->weight &&
376     random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
377     return 0;
378    
379     m = op->map;
380     flags = get_map_flags(m, &m, x, y, &x, &y);
381    
382     if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
383     return 0;
384    
385     move_block = GET_MAP_MOVE_BLOCK(m, x, y);
386    
387     /* If the target space is not blocked, no need to look at the objects on it */
388     if ((op->move_type & move_block) == op->move_type) {
389     for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
390     if (tmp->head == op)
391     continue;
392     if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher))
393     return 0;
394     }
395     }
396     if (try_fit (op, m, x, y))
397     return 0;
398    
399     remove_ob(op);
400     for(tmp=op; tmp!=NULL; tmp=tmp->more)
401     tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
402     insert_ob_in_map(op,op->map,pusher,0);
403     return 1;
404     }
405    
406     /* returns 1 if pushing invokes a attack, 0 when not */
407     int push_ob(object *who, int dir, object *pusher) {
408     int str1, str2;
409     object *owner;
410    
411     if (who->head != NULL)
412     who = who->head;
413     owner = get_owner(who);
414    
415     /* Wake up sleeping monsters that may be pushed */
416     CLEAR_FLAG(who,FLAG_SLEEP);
417    
418     /* player change place with his pets or summoned creature */
419     /* TODO: allow multi arch pushing. Can't be very difficult */
420 root 1.2 if (who->more == NULL
421 root 1.3 #ifdef COZY_SERVER
422 root 1.2 &&
423     (
424     (owner && owner->contr && pusher->contr
425     && same_party (owner->contr->party, pusher->contr->party))
426     || owner == pusher
427     )
428 root 1.3 #else
429     && owner == pusher
430     #endif
431 root 1.2 ) {
432 root 1.1 int temp;
433     mapstruct *m;
434    
435     remove_ob(who);
436     remove_ob(pusher);
437     temp = pusher->x;
438     pusher->x = who->x;
439     who->x = temp;
440    
441     temp = pusher->y;
442     pusher->y = who->y;
443     who->y = temp;
444    
445     m = pusher->map;
446     pusher->map = who->map;
447     who->map = m;
448    
449     insert_ob_in_map (who,who->map,pusher,0);
450     insert_ob_in_map (pusher,pusher->map,pusher,0);
451    
452     /* we presume that if the player is pushing his put, he moved in
453     * direction 'dir'. I can' think of any case where this would not be
454     * the case. Putting the map_scroll should also improve performance some.
455     */
456     if (pusher->type == PLAYER ) {
457     esrv_map_scroll(&pusher->contr->socket, freearr_x[dir],freearr_y[dir]);
458     pusher->contr->socket.update_look=1;
459     pusher->contr->socket.look_position=0;
460     }
461     return 0;
462     }
463    
464    
465     /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
466     /* In original we have here a unaggressive check only - that was the reason why */
467     /* we so often become an enemy of friendly monsters... */
468     /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
469    
470     if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
471     !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
472     if(pusher->contr->run_on) /* only when we run */ {
473     new_draw_info_format(NDI_UNIQUE, 0, pusher,
474     "You start to attack %s !!",who->name);
475     CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
476     who->enemy = pusher;
477     return 1;
478     }
479     else
480     {
481     new_draw_info_format(NDI_UNIQUE, 0, pusher,
482     "You avoid attacking %s .",who->name);
483     }
484     }
485    
486     /* now, lets test stand still. we NEVER can push stand_still monsters. */
487     if(QUERY_FLAG(who,FLAG_STAND_STILL))
488     {
489     new_draw_info_format(NDI_UNIQUE, 0, pusher,
490     "You can't push %s.",who->name);
491     return 0;
492     }
493    
494     /* This block is basically if you are pushing friendly but
495     * non pet creaturs.
496     * It basically does a random strength comparision to
497     * determine if you can push someone around. Note that
498     * this pushes the other person away - its not a swap.
499     */
500    
501     str1 = (who->stats.Str>0?who->stats.Str:who->level);
502     str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level);
503     if(QUERY_FLAG(who,FLAG_WIZ) ||
504     random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
505     random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
506     !move_object(who,dir))
507     {
508     if (who ->type == PLAYER) {
509     new_draw_info_format(NDI_UNIQUE, 0, who,
510     "%s tried to push you.",pusher->name);
511     }
512     return 0;
513     }
514    
515     /* If we get here, the push succeeded.
516     * Let everyone know the status.
517     */
518     if (who->type == PLAYER) {
519     new_draw_info_format(NDI_UNIQUE, 0, who,
520     "%s pushed you.",pusher->name);
521     }
522     if (pusher->type == PLAYER) {
523     new_draw_info_format(NDI_UNIQUE, 0, pusher,
524     "You pushed %s back.", who->name);
525     }
526    
527     return 1;
528     }