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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

# Content
1 /*
2 * static char *rcsid_move_c =
3 * "$Id$";
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 #ifdef COZY_SERVER
35 // use a ptotoype
36 extern int same_party (partylist *a, partylist *b);
37 #endif
38
39 /*
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 += freearr_x[dir];
134 tmp->y += freearr_y[dir];
135 tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y);
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 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
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 object *altern;
220 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 if (other_teleporter && !(RANDOM() % ++nrofalt))
248 altern = other_teleporter;
249 }
250
251 if(!nrofalt) {
252 LOG(llevError,"No alternative teleporters around!\n");
253 return 0;
254 }
255
256 other_teleporter=altern;
257 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 if (who->more == NULL
421 #ifdef COZY_SERVER
422 &&
423 (
424 (owner && owner->contr && pusher->contr
425 && same_party (owner->contr->party, pusher->contr->party))
426 || owner == pusher
427 )
428 #else
429 && owner == pusher
430 #endif
431 ) {
432 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 }