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/cvs/deliantra/server/server/move.c
Revision: 1.2
Committed: Fri Feb 3 07:25:25 2006 UTC (18 years, 3 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

# Content
1 /*
2 * static char *rcsid_move_c =
3 * "$Id: move.c,v 1.1.1.1 2006/02/03 07:14:33 root 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 extern int same_party (partylist *a, partylist *b);
35
36 /*
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 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 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 }