1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #ifndef __CEXTRACT__ |
26 | #ifndef __CEXTRACT__ |
27 | # include <sproto.h> |
27 | # include <sproto.h> |
28 | #endif |
|
|
29 | |
|
|
30 | #ifdef COZY_SERVER |
|
|
31 | // use a ptotoype |
|
|
32 | extern int same_party (partylist *a, partylist *b); |
|
|
33 | #endif |
28 | #endif |
34 | |
29 | |
35 | /* |
30 | /* |
36 | * move_object() tries to move object op in the direction "dir". |
31 | * move_object() tries to move object op in the direction "dir". |
37 | * If it fails (something blocks the passage), it returns 0, |
32 | * If it fails (something blocks the passage), it returns 0, |
… | |
… | |
43 | int |
38 | int |
44 | move_object (object *op, int dir) |
39 | move_object (object *op, int dir) |
45 | { |
40 | { |
46 | return move_ob (op, dir, op); |
41 | return move_ob (op, dir, op); |
47 | } |
42 | } |
48 | |
|
|
49 | |
43 | |
50 | /* object op is trying to move in direction dir. |
44 | /* object op is trying to move in direction dir. |
51 | * originator is typically the same as op, but |
45 | * originator is typically the same as op, but |
52 | * can be different if originator is causing op to |
46 | * can be different if originator is causing op to |
53 | * move (originator is pushing op) |
47 | * move (originator is pushing op) |
… | |
… | |
428 | CLEAR_FLAG (who, FLAG_SLEEP); |
422 | CLEAR_FLAG (who, FLAG_SLEEP); |
429 | |
423 | |
430 | /* player change place with his pets or summoned creature */ |
424 | /* player change place with his pets or summoned creature */ |
431 | /* TODO: allow multi arch pushing. Can't be very difficult */ |
425 | /* TODO: allow multi arch pushing. Can't be very difficult */ |
432 | if (who->more == NULL |
426 | if (who->more == NULL |
433 | #ifdef COZY_SERVER |
|
|
434 | && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher) |
427 | && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) |
435 | #else |
|
|
436 | && owner == pusher |
428 | || owner == pusher) |
437 | #endif |
|
|
438 | ) |
429 | ) |
439 | { |
430 | { |
440 | int temp; |
431 | int temp; |
441 | maptile *m; |
432 | maptile *m; |
442 | |
433 | |
… | |
… | |
457 | insert_ob_in_map (who, who->map, pusher, 0); |
448 | insert_ob_in_map (who, who->map, pusher, 0); |
458 | insert_ob_in_map (pusher, pusher->map, pusher, 0); |
449 | insert_ob_in_map (pusher, pusher->map, pusher, 0); |
459 | return 0; |
450 | return 0; |
460 | } |
451 | } |
461 | |
452 | |
462 | |
|
|
463 | /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ |
453 | /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ |
464 | /* In original we have here a unaggressive check only - that was the reason why */ |
454 | /* In original we have here a unaggressive check only - that was the reason why */ |
465 | /* we so often become an enemy of friendly monsters... */ |
455 | /* we so often become an enemy of friendly monsters... */ |
466 | /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ |
456 | /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ |
467 | |
|
|
468 | if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && |
457 | if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && |
469 | !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) |
458 | !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) |
470 | { |
459 | { |
471 | if (pusher->contr->run_on) /* only when we run */ |
460 | if (pusher->contr->run_on) /* only when we run */ |
472 | { |
461 | { |
473 | new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name); |
462 | new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name); |
474 | CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ |
463 | CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ |
475 | who->enemy = pusher; |
464 | who->enemy = pusher; |
476 | return 1; |
465 | return 1; |
477 | } |
466 | } |
478 | else |
467 | else |
479 | { |
|
|
480 | new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); |
468 | new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); |
481 | } |
|
|
482 | } |
469 | } |
483 | |
470 | |
484 | /* now, lets test stand still. we NEVER can push stand_still monsters. */ |
471 | /* now, lets test stand still. we NEVER can push stand_still monsters. */ |
485 | if (QUERY_FLAG (who, FLAG_STAND_STILL)) |
472 | if (QUERY_FLAG (who, FLAG_STAND_STILL)) |
486 | { |
473 | { |
… | |
… | |
496 | */ |
483 | */ |
497 | |
484 | |
498 | str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); |
485 | str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); |
499 | str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); |
486 | str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); |
500 | if (QUERY_FLAG (who, FLAG_WIZ) || |
487 | if (QUERY_FLAG (who, FLAG_WIZ) || |
501 | random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= |
488 | random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >= |
502 | random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir)) |
489 | random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir)) |
503 | { |
490 | { |
504 | if (who->type == PLAYER) |
491 | if (who->type == PLAYER) |
505 | { |
|
|
506 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); |
492 | new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); |
507 | } |
493 | |
508 | return 0; |
494 | return 0; |
509 | } |
495 | } |
510 | |
496 | |
511 | /* If we get here, the push succeeded. |
497 | /* If we get here, the push succeeded. |
512 | * Let everyone know the status. |
498 | * Let everyone know the status. |