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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

# Content
1 /*
2 * static char *rcsid_move_c =
3 * "$Id: move.c,v 1.39 2006/02/07 07:54:46 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 += freearr_x[dir];
129 tmp->y += freearr_y[dir];
130 tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y);
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 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
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 }