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/cvs/deliantra/server/server/move.c
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:14:33 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# Content
1 /*
2 * static char *rcsid_move_c =
3 * "$Id: move.c,v 1.38 2006/01/11 08:05:36 mwedel Exp $";
4 */
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 tmp->x = newx + tmp->arch->clone.x;
129 tmp->y = newy + tmp->arch->clone.y;
130 tmp->map = m;
131 }
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
143 return 1; /* this shouldn't be reached */
144 }
145
146
147 /*
148 * transfer_ob(): Move an object (even linked objects) to another spot
149 * on the same map.
150 *
151 * Does nothing if there is no free spot.
152 *
153 * randomly: If true, use find_free_spot() to find the destination, otherwise
154 * use find_first_free_spot().
155 *
156 * Return value: 1 if object was destroyed, 0 otherwise.
157 */
158
159 int transfer_ob (object *op, int x, int y, int randomly, object *originator)
160 {
161 int i;
162 object *tmp;
163
164 if (randomly)
165 i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE);
166 else
167 i = find_first_free_spot(op,op->map,x,y);
168
169 if (i==-1)
170 return 0; /* No free spot */
171
172 if(op->head!=NULL)
173 op=op->head;
174 remove_ob(op);
175 for(tmp=op;tmp!=NULL;tmp=tmp->more)
176 tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
177 tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
178
179 tmp = insert_ob_in_map(op,op->map,originator,0);
180 if (op && op->type == PLAYER) MapNewmapCmd(op->contr);
181 if (tmp) return 0;
182 else return 1;
183 }
184
185 /*
186 * Return value: 1 if object was destroyed, 0 otherwise.
187 * Modified so that instead of passing the 'originator' that had no
188 * real use, instead we pass the 'user' of the teleporter. All the
189 * callers know what they wanted to teleporter (move_teleporter or
190 * shop map code)
191 * tele_type is the type of teleporter we want to match against -
192 * currently, this is either set to SHOP_MAT or TELEPORTER.
193 * It is basically used so that shop_mats and normal teleporters can
194 * be used close to each other and not have the player put to the
195 * one of another type.
196 */
197 int teleport (object *teleporter, uint8 tele_type, object *user)
198 {
199 object *altern[120]; /* Better use c/malloc here in the future */
200 int i,j,k,nrofalt=0;
201 object *other_teleporter, *tmp;
202 mapstruct *m;
203 sint16 sx, sy;
204
205 if(user==NULL) return 0;
206 if(user->head!=NULL)
207 user=user->head;
208
209 /* Find all other teleporters within range. This range
210 * should really be setable by some object attribute instead of
211 * using hard coded values.
212 */
213 for(i= -5;i<6;i++)
214 for(j= -5;j<6;j++) {
215 if(i==0&&j==0)
216 continue;
217 /* Perhaps this should be extended to support tiled maps */
218 if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
219 continue;
220 other_teleporter=get_map_ob(teleporter->map,
221 teleporter->x+i,teleporter->y+j);
222
223 while (other_teleporter) {
224 if (other_teleporter->type == tele_type) break;
225 other_teleporter = other_teleporter->above;
226 }
227 if (other_teleporter)
228 altern[nrofalt++]=other_teleporter;
229 }
230
231 if(!nrofalt) {
232 LOG(llevError,"No alternative teleporters around!\n");
233 return 0;
234 }
235
236 other_teleporter=altern[RANDOM()%nrofalt];
237 k=find_free_spot(user,other_teleporter->map,
238 other_teleporter->x,other_teleporter->y,1,9);
239
240 /* if k==-1, unable to find a free spot. If this is shop
241 * mat that the player is using, find someplace to move
242 * the player - otherwise, player can get trapped in the shops
243 * that appear in random dungeons. We basically just make
244 * sure the space isn't no pass (eg wall), and don't care
245 * about is alive.
246 */
247 if (k==-1) {
248 if (tele_type == SHOP_MAT && user->type == PLAYER) {
249 for (k=1; k<9; k++) {
250 if (get_map_flags(other_teleporter->map, &m,
251 other_teleporter->x + freearr_x[k],
252 other_teleporter->y + freearr_y[k], &sx,&sy) &
253 P_OUT_OF_MAP) continue;
254
255 if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
256
257 }
258 if (k==9) {
259 LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
260 other_teleporter->name, other_teleporter->x, other_teleporter->y);
261 return 0;
262 }
263 }
264 else return 0;
265 }
266
267 remove_ob(user);
268
269 /* Update location for the object */
270 for(tmp=user;tmp!=NULL;tmp=tmp->more) {
271 tmp->x=other_teleporter->x+freearr_x[k]+
272 (tmp->arch==NULL?0:tmp->arch->clone.x);
273 tmp->y=other_teleporter->y+freearr_y[k]+
274 (tmp->arch==NULL?0:tmp->arch->clone.y);
275 }
276 tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
277 if (tmp && tmp->type == PLAYER) MapNewmapCmd(tmp->contr);
278 return (tmp == NULL);
279 }
280
281 void recursive_roll(object *op,int dir,object *pusher) {
282 if(!roll_ob(op,dir,pusher)) {
283 new_draw_info_format(NDI_UNIQUE, 0, pusher,
284 "You fail to push the %s.",query_name(op));
285 return;
286 }
287 (void) move_ob(pusher,dir,pusher);
288 new_draw_info_format(NDI_BLACK, 0, pusher,
289 "You move the %s.",query_name(op));
290 return;
291 }
292
293 /*
294 * This is a new version of blocked, this one handles objects
295 * that can be passed through by monsters with the CAN_PASS_THRU defined.
296 *
297 * very new version handles also multipart objects
298 * This is currently only used for the boulder roll code.
299 * Returns 1 if object does not fit, 0 if it does.
300 */
301
302 int try_fit (object *op, mapstruct *m, int x, int y)
303 {
304 object *tmp, *more;
305 sint16 tx, ty;
306 int mflags;
307 mapstruct *m2;
308
309 if (op->head)
310 op = op->head;
311
312 for (more = op; more ; more = more->more) {
313 tx = x + more->x - op->x;
314 ty = y + more->y - op->y;
315
316 mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
317
318 if (mflags & P_OUT_OF_MAP)
319 return 1;
320
321 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
322 if (tmp->head == op || tmp == op)
323 continue;
324
325 if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
326 return 1;
327
328 if (OB_MOVE_BLOCK(op, tmp)) return 1;
329
330 }
331 }
332 return 0;
333 }
334
335 /*
336 * this is not perfect yet.
337 * it does not roll objects behind multipart objects properly.
338 * Support for rolling multipart objects is questionable.
339 */
340
341 int roll_ob(object *op,int dir, object *pusher) {
342 object *tmp;
343 sint16 x, y;
344 int flags;
345 mapstruct *m;
346 MoveType move_block;
347
348 if (op->head)
349 op = op->head;
350
351 x=op->x+freearr_x[dir];
352 y=op->y+freearr_y[dir];
353
354 if(!QUERY_FLAG(op,FLAG_CAN_ROLL) ||
355 (op->weight &&
356 random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
357 return 0;
358
359 m = op->map;
360 flags = get_map_flags(m, &m, x, y, &x, &y);
361
362 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
363 return 0;
364
365 move_block = GET_MAP_MOVE_BLOCK(m, x, y);
366
367 /* If the target space is not blocked, no need to look at the objects on it */
368 if ((op->move_type & move_block) == op->move_type) {
369 for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
370 if (tmp->head == op)
371 continue;
372 if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher))
373 return 0;
374 }
375 }
376 if (try_fit (op, m, x, y))
377 return 0;
378
379 remove_ob(op);
380 for(tmp=op; tmp!=NULL; tmp=tmp->more)
381 tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
382 insert_ob_in_map(op,op->map,pusher,0);
383 return 1;
384 }
385
386 /* returns 1 if pushing invokes a attack, 0 when not */
387 int push_ob(object *who, int dir, object *pusher) {
388 int str1, str2;
389 object *owner;
390
391 if (who->head != NULL)
392 who = who->head;
393 owner = get_owner(who);
394
395 /* Wake up sleeping monsters that may be pushed */
396 CLEAR_FLAG(who,FLAG_SLEEP);
397
398 /* player change place with his pets or summoned creature */
399 /* TODO: allow multi arch pushing. Can't be very difficult */
400 if (who->more == NULL && owner == pusher) {
401 int temp;
402 mapstruct *m;
403
404 remove_ob(who);
405 remove_ob(pusher);
406 temp = pusher->x;
407 pusher->x = who->x;
408 who->x = temp;
409
410 temp = pusher->y;
411 pusher->y = who->y;
412 who->y = temp;
413
414 m = pusher->map;
415 pusher->map = who->map;
416 who->map = m;
417
418 insert_ob_in_map (who,who->map,pusher,0);
419 insert_ob_in_map (pusher,pusher->map,pusher,0);
420
421 /* we presume that if the player is pushing his put, he moved in
422 * direction 'dir'. I can' think of any case where this would not be
423 * the case. Putting the map_scroll should also improve performance some.
424 */
425 if (pusher->type == PLAYER ) {
426 esrv_map_scroll(&pusher->contr->socket, freearr_x[dir],freearr_y[dir]);
427 pusher->contr->socket.update_look=1;
428 pusher->contr->socket.look_position=0;
429 }
430 return 0;
431 }
432
433
434 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
435 /* In original we have here a unaggressive check only - that was the reason why */
436 /* we so often become an enemy of friendly monsters... */
437 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
438
439 if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
440 !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
441 if(pusher->contr->run_on) /* only when we run */ {
442 new_draw_info_format(NDI_UNIQUE, 0, pusher,
443 "You start to attack %s !!",who->name);
444 CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
445 who->enemy = pusher;
446 return 1;
447 }
448 else
449 {
450 new_draw_info_format(NDI_UNIQUE, 0, pusher,
451 "You avoid attacking %s .",who->name);
452 }
453 }
454
455 /* now, lets test stand still. we NEVER can push stand_still monsters. */
456 if(QUERY_FLAG(who,FLAG_STAND_STILL))
457 {
458 new_draw_info_format(NDI_UNIQUE, 0, pusher,
459 "You can't push %s.",who->name);
460 return 0;
461 }
462
463 /* This block is basically if you are pushing friendly but
464 * non pet creaturs.
465 * It basically does a random strength comparision to
466 * determine if you can push someone around. Note that
467 * this pushes the other person away - its not a swap.
468 */
469
470 str1 = (who->stats.Str>0?who->stats.Str:who->level);
471 str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level);
472 if(QUERY_FLAG(who,FLAG_WIZ) ||
473 random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
474 random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
475 !move_object(who,dir))
476 {
477 if (who ->type == PLAYER) {
478 new_draw_info_format(NDI_UNIQUE, 0, who,
479 "%s tried to push you.",pusher->name);
480 }
481 return 0;
482 }
483
484 /* If we get here, the push succeeded.
485 * Let everyone know the status.
486 */
487 if (who->type == PLAYER) {
488 new_draw_info_format(NDI_UNIQUE, 0, who,
489 "%s pushed you.",pusher->name);
490 }
491 if (pusher->type == PLAYER) {
492 new_draw_info_format(NDI_UNIQUE, 0, pusher,
493 "You pushed %s back.", who->name);
494 }
495
496 return 1;
497 }