1 |
root |
1.7 |
|
2 |
elmex |
1.1 |
/* |
3 |
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* static char *rcsid_move_c = |
4 |
root |
1.7 |
* "$Id: move.C,v 1.6 2006-09-03 00:18:42 root Exp $"; |
5 |
elmex |
1.1 |
*/ |
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7 |
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/* |
8 |
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CrossFire, A Multiplayer game for X-windows |
9 |
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10 |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The author can be reached via e-mail to crossfire-devel@real-time.com |
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*/ |
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30 |
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#include <global.h> |
31 |
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#ifndef __CEXTRACT__ |
32 |
root |
1.7 |
# include <sproto.h> |
33 |
elmex |
1.1 |
#endif |
34 |
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35 |
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#ifdef COZY_SERVER |
36 |
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// use a ptotoype |
37 |
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extern int same_party (partylist *a, partylist *b); |
38 |
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#endif |
39 |
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40 |
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/* |
41 |
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* move_object() tries to move object op in the direction "dir". |
42 |
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* If it fails (something blocks the passage), it returns 0, |
43 |
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* otherwise 1. |
44 |
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* This is an improvement from the previous move_ob(), which |
45 |
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* removed and inserted objects even if they were unable to move. |
46 |
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*/ |
47 |
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|
48 |
root |
1.7 |
int |
49 |
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move_object (object *op, int dir) |
50 |
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{ |
51 |
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return move_ob (op, dir, op); |
52 |
elmex |
1.1 |
} |
53 |
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54 |
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55 |
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/* object op is trying to move in direction dir. |
56 |
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* originator is typically the same as op, but |
57 |
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* can be different if originator is causing op to |
58 |
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* move (originator is pushing op) |
59 |
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* returns 0 if the object is not able to move to the |
60 |
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* desired space, 1 otherwise (in which case we also |
61 |
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* move the object accordingly. This function is |
62 |
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* very similiar to move_object. |
63 |
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*/ |
64 |
root |
1.7 |
int |
65 |
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move_ob (object *op, int dir, object *originator) |
66 |
elmex |
1.1 |
{ |
67 |
root |
1.7 |
sint16 newx = op->x + freearr_x[dir]; |
68 |
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sint16 newy = op->y + freearr_y[dir]; |
69 |
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object *tmp; |
70 |
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mapstruct *m; |
71 |
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int mflags; |
72 |
elmex |
1.1 |
|
73 |
root |
1.7 |
if (op == NULL) |
74 |
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{ |
75 |
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LOG (llevError, "Trying to move NULL.\n"); |
76 |
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return 0; |
77 |
elmex |
1.1 |
} |
78 |
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|
79 |
root |
1.7 |
m = op->map; |
80 |
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mflags = get_map_flags (m, &m, newx, newy, &newx, &newy); |
81 |
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|
82 |
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/* If the space the player is trying to is out of the map, |
83 |
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* bail now - we know it can't work. |
84 |
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*/ |
85 |
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if (mflags & P_OUT_OF_MAP) |
86 |
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return 0; |
87 |
elmex |
1.1 |
|
88 |
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|
89 |
root |
1.7 |
/* Is this space blocked? Players with wizpass are immune to |
90 |
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* this condition. |
91 |
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*/ |
92 |
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if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) |
93 |
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return 0; |
94 |
elmex |
1.1 |
|
95 |
root |
1.7 |
/* 0.94.2 - we need to set the direction for the new animation code. |
96 |
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* it uses it to figure out face to use - I can't see it |
97 |
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* breaking anything, but it might. |
98 |
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*/ |
99 |
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if (op->more != NULL && !move_ob (op->more, dir, op->more->head)) |
100 |
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return 0; |
101 |
elmex |
1.1 |
|
102 |
root |
1.7 |
op->direction = dir; |
103 |
elmex |
1.1 |
|
104 |
root |
1.7 |
if (op->will_apply & 4) |
105 |
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check_earthwalls (op, m, newx, newy); |
106 |
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if (op->will_apply & 8) |
107 |
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check_doors (op, m, newx, newy); |
108 |
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|
109 |
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/* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying |
110 |
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* to remove a removed object, and this function was the culprit. A possible |
111 |
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* guess I have is that check_doors above ran into a trap, killing the |
112 |
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* monster. |
113 |
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* |
114 |
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* Unfortunately, it doesn't appear that the calling functions of move_object |
115 |
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* deal very well with op being killed, so all this might do is just |
116 |
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* migrate the problem someplace else. |
117 |
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*/ |
118 |
elmex |
1.1 |
|
119 |
root |
1.7 |
if (QUERY_FLAG (op, FLAG_REMOVED)) |
120 |
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{ |
121 |
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LOG (llevDebug, "move_object: monster has been removed - will not process further\n"); |
122 |
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/* Was not successful, but don't want to try and move again */ |
123 |
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return 1; |
124 |
elmex |
1.1 |
} |
125 |
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126 |
root |
1.7 |
/* If this is a tail portion, just want to tell caller that move is |
127 |
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* ok - the caller will deal with actual object removal/insertion |
128 |
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*/ |
129 |
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if (op->head) |
130 |
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return 1; |
131 |
elmex |
1.1 |
|
132 |
root |
1.7 |
remove_ob (op); |
133 |
elmex |
1.1 |
|
134 |
root |
1.7 |
/* we already have newx, newy, and m, so lets use them. |
135 |
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* In addition, this fixes potential crashes, because multipart object was |
136 |
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* on edge of map, +=x, +=y doesn't make correct coordinates. |
137 |
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*/ |
138 |
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for (tmp = op; tmp != NULL; tmp = tmp->more) |
139 |
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{ |
140 |
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tmp->x += freearr_x[dir]; |
141 |
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tmp->y += freearr_y[dir]; |
142 |
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tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); |
143 |
elmex |
1.1 |
} |
144 |
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|
145 |
root |
1.7 |
/* insert_ob_in_map will deal with any tiling issues */ |
146 |
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insert_ob_in_map (op, m, originator, 0); |
147 |
elmex |
1.1 |
|
148 |
root |
1.7 |
return 1; |
149 |
elmex |
1.1 |
} |
150 |
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|
151 |
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|
152 |
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/* |
153 |
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* transfer_ob(): Move an object (even linked objects) to another spot |
154 |
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* on the same map. |
155 |
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* |
156 |
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* Does nothing if there is no free spot. |
157 |
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* |
158 |
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* randomly: If true, use find_free_spot() to find the destination, otherwise |
159 |
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* use find_first_free_spot(). |
160 |
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* |
161 |
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* Return value: 1 if object was destroyed, 0 otherwise. |
162 |
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*/ |
163 |
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|
164 |
root |
1.7 |
int |
165 |
|
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transfer_ob (object *op, int x, int y, int randomly, object *originator) |
166 |
elmex |
1.1 |
{ |
167 |
root |
1.7 |
int i; |
168 |
|
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object *tmp; |
169 |
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|
170 |
|
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if (randomly) |
171 |
|
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i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE); |
172 |
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else |
173 |
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i = find_first_free_spot (op, op->map, x, y); |
174 |
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|
175 |
|
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if (i == -1) |
176 |
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return 0; /* No free spot */ |
177 |
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|
178 |
|
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if (op->head != NULL) |
179 |
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op = op->head; |
180 |
|
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remove_ob (op); |
181 |
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for (tmp = op; tmp != NULL; tmp = tmp->more) |
182 |
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tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x), |
183 |
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tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
184 |
elmex |
1.1 |
|
185 |
root |
1.7 |
tmp = insert_ob_in_map (op, op->map, originator, 0); |
186 |
|
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if (tmp) |
187 |
|
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return 0; |
188 |
|
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else |
189 |
|
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return 1; |
190 |
elmex |
1.1 |
} |
191 |
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|
192 |
|
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/* |
193 |
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* Return value: 1 if object was destroyed, 0 otherwise. |
194 |
|
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* Modified so that instead of passing the 'originator' that had no |
195 |
|
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* real use, instead we pass the 'user' of the teleporter. All the |
196 |
|
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* callers know what they wanted to teleporter (move_teleporter or |
197 |
|
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* shop map code) |
198 |
|
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* tele_type is the type of teleporter we want to match against - |
199 |
|
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* currently, this is either set to SHOP_MAT or TELEPORTER. |
200 |
|
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* It is basically used so that shop_mats and normal teleporters can |
201 |
|
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* be used close to each other and not have the player put to the |
202 |
|
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* one of another type. |
203 |
|
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*/ |
204 |
root |
1.7 |
int |
205 |
|
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teleport (object *teleporter, uint8 tele_type, object *user) |
206 |
elmex |
1.1 |
{ |
207 |
root |
1.7 |
object *altern; |
208 |
|
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int i, j, k, nrofalt = 0; |
209 |
|
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object *other_teleporter, *tmp; |
210 |
|
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mapstruct *m; |
211 |
|
|
sint16 sx, sy; |
212 |
|
|
|
213 |
|
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if (user == NULL) |
214 |
|
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return 0; |
215 |
|
|
if (user->head != NULL) |
216 |
|
|
user = user->head; |
217 |
elmex |
1.1 |
|
218 |
root |
1.7 |
/* Find all other teleporters within range. This range |
219 |
|
|
* should really be setable by some object attribute instead of |
220 |
|
|
* using hard coded values. |
221 |
|
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*/ |
222 |
|
|
for (i = -5; i < 6; i++) |
223 |
|
|
for (j = -5; j < 6; j++) |
224 |
|
|
{ |
225 |
|
|
if (i == 0 && j == 0) |
226 |
|
|
continue; |
227 |
|
|
/* Perhaps this should be extended to support tiled maps */ |
228 |
|
|
if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j)) |
229 |
|
|
continue; |
230 |
|
|
other_teleporter = get_map_ob (teleporter->map, teleporter->x + i, teleporter->y + j); |
231 |
|
|
|
232 |
|
|
while (other_teleporter) |
233 |
|
|
{ |
234 |
|
|
if (other_teleporter->type == tele_type) |
235 |
|
|
break; |
236 |
|
|
other_teleporter = other_teleporter->above; |
237 |
|
|
} |
238 |
|
|
if (other_teleporter && !(RANDOM () % ++nrofalt)) |
239 |
|
|
altern = other_teleporter; |
240 |
|
|
} |
241 |
elmex |
1.1 |
|
242 |
root |
1.7 |
if (!nrofalt) |
243 |
|
|
{ |
244 |
|
|
LOG (llevError, "No alternative teleporters around!\n"); |
245 |
|
|
return 0; |
246 |
elmex |
1.1 |
} |
247 |
|
|
|
248 |
root |
1.7 |
other_teleporter = altern; |
249 |
|
|
k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); |
250 |
|
|
|
251 |
|
|
/* if k==-1, unable to find a free spot. If this is shop |
252 |
|
|
* mat that the player is using, find someplace to move |
253 |
|
|
* the player - otherwise, player can get trapped in the shops |
254 |
|
|
* that appear in random dungeons. We basically just make |
255 |
|
|
* sure the space isn't no pass (eg wall), and don't care |
256 |
|
|
* about is alive. |
257 |
|
|
*/ |
258 |
|
|
if (k == -1) |
259 |
|
|
{ |
260 |
|
|
if (tele_type == SHOP_MAT && user->type == PLAYER) |
261 |
|
|
{ |
262 |
|
|
for (k = 1; k < 9; k++) |
263 |
|
|
{ |
264 |
|
|
if (get_map_flags (other_teleporter->map, &m, |
265 |
|
|
other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP) |
266 |
|
|
continue; |
267 |
root |
1.4 |
|
268 |
root |
1.7 |
if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
269 |
|
|
break; |
270 |
root |
1.4 |
|
271 |
|
|
} |
272 |
root |
1.7 |
if (k == 9) |
273 |
|
|
{ |
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 |
root |
1.4 |
} |
278 |
|
|
} |
279 |
root |
1.7 |
else |
280 |
|
|
return 0; |
281 |
elmex |
1.1 |
} |
282 |
|
|
|
283 |
root |
1.7 |
remove_ob (user); |
284 |
elmex |
1.1 |
|
285 |
root |
1.7 |
/* Update location for the object */ |
286 |
|
|
for (tmp = user; tmp != NULL; tmp = tmp->more) |
287 |
|
|
{ |
288 |
|
|
tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x); |
289 |
|
|
tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); |
290 |
elmex |
1.1 |
} |
291 |
root |
1.7 |
tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0); |
292 |
|
|
return (tmp == NULL); |
293 |
elmex |
1.1 |
} |
294 |
|
|
|
295 |
root |
1.7 |
void |
296 |
|
|
recursive_roll (object *op, int dir, object *pusher) |
297 |
|
|
{ |
298 |
|
|
if (!roll_ob (op, dir, pusher)) |
299 |
|
|
{ |
300 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op)); |
301 |
|
|
return; |
302 |
|
|
} |
303 |
|
|
(void) move_ob (pusher, dir, pusher); |
304 |
|
|
new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op)); |
305 |
elmex |
1.1 |
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 |
root |
1.7 |
int |
318 |
|
|
try_fit (object *op, mapstruct *m, int x, int y) |
319 |
elmex |
1.1 |
{ |
320 |
root |
1.7 |
object *tmp, *more; |
321 |
|
|
sint16 tx, ty; |
322 |
|
|
int mflags; |
323 |
|
|
mapstruct *m2; |
324 |
elmex |
1.1 |
|
325 |
root |
1.7 |
if (op->head) |
326 |
|
|
op = op->head; |
327 |
elmex |
1.1 |
|
328 |
root |
1.7 |
for (more = op; more; more = more->more) |
329 |
|
|
{ |
330 |
|
|
tx = x + more->x - op->x; |
331 |
|
|
ty = y + more->y - op->y; |
332 |
elmex |
1.1 |
|
333 |
root |
1.7 |
mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty); |
334 |
elmex |
1.1 |
|
335 |
root |
1.7 |
if (mflags & P_OUT_OF_MAP) |
336 |
|
|
return 1; |
337 |
elmex |
1.1 |
|
338 |
root |
1.7 |
for (tmp = get_map_ob (m2, tx, ty); tmp; tmp = tmp->above) |
339 |
|
|
{ |
340 |
|
|
if (tmp->head == op || tmp == op) |
341 |
|
|
continue; |
342 |
elmex |
1.1 |
|
343 |
root |
1.7 |
if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) |
344 |
|
|
return 1; |
345 |
elmex |
1.1 |
|
346 |
root |
1.7 |
if (OB_MOVE_BLOCK (op, tmp)) |
347 |
|
|
return 1; |
348 |
elmex |
1.1 |
|
349 |
root |
1.4 |
} |
350 |
elmex |
1.1 |
} |
351 |
root |
1.7 |
return 0; |
352 |
elmex |
1.1 |
} |
353 |
|
|
|
354 |
|
|
/* |
355 |
|
|
* this is not perfect yet. |
356 |
|
|
* it does not roll objects behind multipart objects properly. |
357 |
|
|
* Support for rolling multipart objects is questionable. |
358 |
|
|
*/ |
359 |
|
|
|
360 |
root |
1.7 |
int |
361 |
|
|
roll_ob (object *op, int dir, object *pusher) |
362 |
|
|
{ |
363 |
|
|
object *tmp; |
364 |
|
|
sint16 x, y; |
365 |
|
|
int flags; |
366 |
|
|
mapstruct *m; |
367 |
|
|
MoveType move_block; |
368 |
|
|
|
369 |
|
|
if (op->head) |
370 |
|
|
op = op->head; |
371 |
|
|
|
372 |
|
|
x = op->x + freearr_x[dir]; |
373 |
|
|
y = op->y + freearr_y[dir]; |
374 |
|
|
|
375 |
|
|
if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str)) |
376 |
|
|
return 0; |
377 |
elmex |
1.1 |
|
378 |
root |
1.7 |
m = op->map; |
379 |
|
|
flags = get_map_flags (m, &m, x, y, &x, &y); |
380 |
elmex |
1.1 |
|
381 |
root |
1.7 |
if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) |
382 |
|
|
return 0; |
383 |
elmex |
1.1 |
|
384 |
root |
1.7 |
move_block = GET_MAP_MOVE_BLOCK (m, x, y); |
385 |
elmex |
1.1 |
|
386 |
root |
1.7 |
/* If the target space is not blocked, no need to look at the objects on it */ |
387 |
|
|
if ((op->move_type & move_block) == op->move_type) |
388 |
|
|
{ |
389 |
|
|
for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
390 |
|
|
{ |
391 |
|
|
if (tmp->head == op) |
392 |
root |
1.4 |
continue; |
393 |
root |
1.7 |
if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) |
394 |
root |
1.4 |
return 0; |
395 |
|
|
} |
396 |
elmex |
1.1 |
} |
397 |
root |
1.7 |
if (try_fit (op, m, x, y)) |
398 |
|
|
return 0; |
399 |
elmex |
1.1 |
|
400 |
root |
1.7 |
remove_ob (op); |
401 |
|
|
for (tmp = op; tmp != NULL; tmp = tmp->more) |
402 |
|
|
tmp->x += freearr_x[dir], tmp->y += freearr_y[dir]; |
403 |
|
|
insert_ob_in_map (op, op->map, pusher, 0); |
404 |
|
|
return 1; |
405 |
elmex |
1.1 |
} |
406 |
|
|
|
407 |
|
|
/* returns 1 if pushing invokes a attack, 0 when not */ |
408 |
root |
1.7 |
int |
409 |
|
|
push_ob (object *who, int dir, object *pusher) |
410 |
|
|
{ |
411 |
|
|
int str1, str2; |
412 |
|
|
object *owner; |
413 |
|
|
|
414 |
|
|
if (who->head != NULL) |
415 |
|
|
who = who->head; |
416 |
|
|
owner = get_owner (who); |
417 |
|
|
|
418 |
|
|
/* Wake up sleeping monsters that may be pushed */ |
419 |
|
|
CLEAR_FLAG (who, FLAG_SLEEP); |
420 |
|
|
|
421 |
|
|
/* player change place with his pets or summoned creature */ |
422 |
|
|
/* TODO: allow multi arch pushing. Can't be very difficult */ |
423 |
|
|
if (who->more == NULL |
424 |
elmex |
1.1 |
#ifdef COZY_SERVER |
425 |
root |
1.7 |
&& ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher) |
426 |
elmex |
1.1 |
#else |
427 |
root |
1.7 |
&& owner == pusher |
428 |
elmex |
1.1 |
#endif |
429 |
root |
1.7 |
) |
430 |
|
|
{ |
431 |
|
|
int temp; |
432 |
|
|
mapstruct *m; |
433 |
|
|
|
434 |
|
|
remove_ob (who); |
435 |
|
|
remove_ob (pusher); |
436 |
|
|
temp = pusher->x; |
437 |
|
|
pusher->x = who->x; |
438 |
|
|
who->x = temp; |
439 |
|
|
|
440 |
|
|
temp = pusher->y; |
441 |
|
|
pusher->y = who->y; |
442 |
|
|
who->y = temp; |
443 |
root |
1.4 |
|
444 |
root |
1.7 |
m = pusher->map; |
445 |
|
|
pusher->map = who->map; |
446 |
|
|
who->map = m; |
447 |
|
|
|
448 |
|
|
insert_ob_in_map (who, who->map, pusher, 0); |
449 |
|
|
insert_ob_in_map (pusher, pusher->map, pusher, 0); |
450 |
|
|
return 0; |
451 |
elmex |
1.1 |
} |
452 |
|
|
|
453 |
|
|
|
454 |
root |
1.7 |
/* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ |
455 |
|
|
/* In original we have here a unaggressive check only - that was the reason why */ |
456 |
|
|
/* we so often become an enemy of friendly monsters... */ |
457 |
|
|
/* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ |
458 |
|
|
|
459 |
|
|
if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && |
460 |
|
|
!QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) |
461 |
|
|
{ |
462 |
|
|
if (pusher->contr->run_on) /* only when we run */ |
463 |
|
|
{ |
464 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name); |
465 |
|
|
CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ |
466 |
|
|
who->enemy = pusher; |
467 |
|
|
return 1; |
468 |
root |
1.4 |
} |
469 |
root |
1.7 |
else |
470 |
root |
1.4 |
{ |
471 |
root |
1.7 |
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); |
472 |
root |
1.4 |
} |
473 |
elmex |
1.1 |
} |
474 |
|
|
|
475 |
root |
1.7 |
/* now, lets test stand still. we NEVER can push stand_still monsters. */ |
476 |
|
|
if (QUERY_FLAG (who, FLAG_STAND_STILL)) |
477 |
elmex |
1.1 |
{ |
478 |
root |
1.7 |
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name); |
479 |
|
|
return 0; |
480 |
elmex |
1.1 |
} |
481 |
root |
1.7 |
|
482 |
|
|
/* This block is basically if you are pushing friendly but |
483 |
|
|
* non pet creaturs. |
484 |
|
|
* It basically does a random strength comparision to |
485 |
|
|
* determine if you can push someone around. Note that |
486 |
|
|
* this pushes the other person away - its not a swap. |
487 |
|
|
*/ |
488 |
|
|
|
489 |
|
|
str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); |
490 |
|
|
str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); |
491 |
|
|
if (QUERY_FLAG (who, FLAG_WIZ) || |
492 |
|
|
random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= |
493 |
|
|
random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir)) |
494 |
|
|
{ |
495 |
|
|
if (who->type == PLAYER) |
496 |
|
|
{ |
497 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); |
498 |
root |
1.4 |
} |
499 |
root |
1.7 |
return 0; |
500 |
elmex |
1.1 |
} |
501 |
|
|
|
502 |
root |
1.7 |
/* If we get here, the push succeeded. |
503 |
|
|
* Let everyone know the status. |
504 |
|
|
*/ |
505 |
|
|
if (who->type == PLAYER) |
506 |
|
|
{ |
507 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name); |
508 |
elmex |
1.1 |
} |
509 |
root |
1.7 |
if (pusher->type == PLAYER) |
510 |
|
|
{ |
511 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name); |
512 |
|
|
} |
513 |
|
|
|
514 |
|
|
return 1; |
515 |
elmex |
1.1 |
} |