1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | (at your option) any later version. |
11 | * any later version. |
11 | |
12 | * |
12 | 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, but |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | GNU General Public License for more details. |
16 | * for more details. |
16 | |
17 | * |
17 | 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 along |
18 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #ifndef __CEXTRACT__ |
26 | #ifndef __CEXTRACT__ |
26 | # include <sproto.h> |
27 | # include <sproto.h> |
27 | #endif |
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28 | |
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29 | #ifdef COZY_SERVER |
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30 | // use a ptotoype |
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31 | extern int same_party (partylist *a, partylist *b); |
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32 | #endif |
28 | #endif |
33 | |
29 | |
34 | /* |
30 | /* |
35 | * move_object() tries to move object op in the direction "dir". |
31 | * move_object() tries to move object op in the direction "dir". |
36 | * If it fails (something blocks the passage), it returns 0, |
32 | * If it fails (something blocks the passage), it returns 0, |
… | |
… | |
42 | int |
38 | int |
43 | move_object (object *op, int dir) |
39 | move_object (object *op, int dir) |
44 | { |
40 | { |
45 | return move_ob (op, dir, op); |
41 | return move_ob (op, dir, op); |
46 | } |
42 | } |
47 | |
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48 | |
43 | |
49 | /* object op is trying to move in direction dir. |
44 | /* object op is trying to move in direction dir. |
50 | * originator is typically the same as op, but |
45 | * originator is typically the same as op, but |
51 | * can be different if originator is causing op to |
46 | * can be different if originator is causing op to |
52 | * move (originator is pushing op) |
47 | * move (originator is pushing op) |
… | |
… | |
427 | CLEAR_FLAG (who, FLAG_SLEEP); |
422 | CLEAR_FLAG (who, FLAG_SLEEP); |
428 | |
423 | |
429 | /* player change place with his pets or summoned creature */ |
424 | /* player change place with his pets or summoned creature */ |
430 | /* TODO: allow multi arch pushing. Can't be very difficult */ |
425 | /* TODO: allow multi arch pushing. Can't be very difficult */ |
431 | if (who->more == NULL |
426 | if (who->more == NULL |
432 | #ifdef COZY_SERVER |
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433 | && ((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)) |
434 | #else |
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435 | && owner == pusher |
428 | || owner == pusher) |
436 | #endif |
|
|
437 | ) |
429 | ) |
438 | { |
430 | { |
439 | int temp; |
431 | int temp; |
440 | maptile *m; |
432 | maptile *m; |
441 | |
433 | |
… | |
… | |
456 | insert_ob_in_map (who, who->map, pusher, 0); |
448 | insert_ob_in_map (who, who->map, pusher, 0); |
457 | insert_ob_in_map (pusher, pusher->map, pusher, 0); |
449 | insert_ob_in_map (pusher, pusher->map, pusher, 0); |
458 | return 0; |
450 | return 0; |
459 | } |
451 | } |
460 | |
452 | |
461 | |
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462 | /* 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 */ |
463 | /* 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 */ |
464 | /* we so often become an enemy of friendly monsters... */ |
455 | /* we so often become an enemy of friendly monsters... */ |
465 | /* 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 */ |
466 | |
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467 | if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && |
457 | if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && |
468 | !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) |
458 | !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) |
469 | { |
459 | { |
470 | if (pusher->contr->run_on) /* only when we run */ |
460 | if (pusher->contr->run_on) /* only when we run */ |
471 | { |
461 | { |
472 | 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); |
473 | 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 */ |
474 | who->enemy = pusher; |
464 | who->enemy = pusher; |
475 | return 1; |
465 | return 1; |
476 | } |
466 | } |
477 | else |
467 | else |
478 | { |
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479 | 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); |
480 | } |
|
|
481 | } |
469 | } |
482 | |
470 | |
483 | /* 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. */ |
484 | if (QUERY_FLAG (who, FLAG_STAND_STILL)) |
472 | if (QUERY_FLAG (who, FLAG_STAND_STILL)) |
485 | { |
473 | { |
… | |
… | |
495 | */ |
483 | */ |
496 | |
484 | |
497 | str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); |
485 | str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); |
498 | str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); |
486 | str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); |
499 | if (QUERY_FLAG (who, FLAG_WIZ) || |
487 | if (QUERY_FLAG (who, FLAG_WIZ) || |
500 | random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= |
488 | random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >= |
501 | 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)) |
502 | { |
490 | { |
503 | if (who->type == PLAYER) |
491 | if (who->type == PLAYER) |
504 | { |
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505 | 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); |
506 | } |
493 | |
507 | return 0; |
494 | return 0; |
508 | } |
495 | } |
509 | |
496 | |
510 | /* If we get here, the push succeeded. |
497 | /* If we get here, the push succeeded. |
511 | * Let everyone know the status. |
498 | * Let everyone know the status. |