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Comparing deliantra/server/server/move.C (file contents):
Revision 1.12 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.46 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
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 <support@deliantra.net>
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 28#endif
28 29
29#ifdef COZY_SERVER
30// use a ptotoype
31extern int same_party (partylist *a, partylist *b);
32#endif
33
34/*
35 * move_object() tries to move object op in the direction "dir".
36 * If it fails (something blocks the passage), it returns 0,
37 * otherwise 1.
38 * This is an improvement from the previous move_ob(), which
39 * removed and inserted objects even if they were unable to move.
40 */
41
42int 30int
43move_object (object *op, int dir)
44{
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 */
58int
59move_ob (object *op, int dir, object *originator) 31object::move (int dir, object *originator)
60{ 32{
61 sint16 newx = op->x + freearr_x[dir]; 33 sint16 newx = x + freearr_x[dir];
62 sint16 newy = op->y + freearr_y[dir]; 34 sint16 newy = y + freearr_y[dir];
63 object *tmp;
64 maptile *m;
65 int mflags;
66 35
67 if (op == NULL) 36 mapxy pos (this);
68 { 37 pos.move (dir);
69 LOG (llevError, "Trying to move NULL.\n");
70 return 0;
71 }
72 38
73 m = op->map;
74 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
75
76 /* If the space the player is trying to is out of the map, 39 /* If the space the object is moving to is out of the map,
77 * bail now - we know it can't work. 40 * bail now - we know it can't work.
78 */ 41 */
79 if (mflags & P_OUT_OF_MAP) 42 if (!pos.normalise ())
80 return 0; 43 return 0;
81 44
82 /* Is this space blocked? Players with wizpass are immune to 45 /* Is this space blocked? Players with wizpass are immune to
83 * this condition. 46 * this condition.
84 */ 47 */
85 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) 48 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
86 return 0; 49 return 0;
87 50
51 // check tail movability
52 if (more && !more->move (dir, more->head))
53 return 0;
54
88 /* 0.94.2 - we need to set the direction for the new animation code. 55 /* we need to set the direction for the new animation code.
89 * it uses it to figure out face to use - I can't see it 56 * it uses it to figure out face to use - I can't see it
90 * breaking anything, but it might. 57 * breaking anything, but it might.
91 */ 58 */
92 if (op->more && !move_ob (op->more, dir, op->more->head))
93 return 0;
94
95 op->direction = dir; 59 direction = dir;
96 60
97 if (op->will_apply & 4) 61 if (will_apply & 4)
98 check_earthwalls (op, m, newx, newy); 62 check_earthwalls (this, pos.m, pos.x, pos.y);
99 63
100 if (op->will_apply & 8) 64 if (will_apply & 8)
101 check_doors (op, m, newx, newy); 65 check_doors (this, pos.m, pos.x, pos.y);
102
103 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
104 * to remove a removed object, and this function was the culprit. A possible
105 * guess I have is that check_doors above ran into a trap, killing the
106 * monster.
107 *
108 * Unfortunately, it doesn't appear that the calling functions of move_object
109 * deal very well with op being killed, so all this might do is just
110 * migrate the problem someplace else.
111 */
112
113 if (QUERY_FLAG (op, FLAG_REMOVED))
114 {
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 66
120 /* If this is a tail portion, just want to tell caller that move is 67 /* 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 68 * ok - the caller will deal with actual object removal/insertion
122 */ 69 */
123 if (op->head) 70 if (head)
124 return 1; 71 return 1;
125 72
73 if (pos.m != map && contr)
74 {
75 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
76 return 0;
77
126 op->remove (); 78 remove ();
127 79
128 /* we already have newx, newy, and m, so lets use them. 80 pos.m->activate ();
129 * In addition, this fixes potential crashes, because multipart object was 81
130 * on edge of map, +=x, +=y doesn't make correct coordinates. 82 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
131 */ 83 return 0;
132 for (tmp = op; tmp != NULL; tmp = tmp->more) 84
133 { 85 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
134 tmp->x += freearr_x[dir]; 86 return 0;
135 tmp->y += freearr_y[dir];
136 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
137 } 87 }
138 88
139 /* insert_ob_in_map will deal with any tiling issues */ 89 /* insert_ob_in_map will deal with any tiling issues */
140 insert_ob_in_map (op, m, originator, 0); 90 pos.insert (this, originator);
141 91
142 return 1; 92 return 1;
143} 93}
144
145 94
146/* 95/*
147 * transfer_ob(): Move an object (even linked objects) to another spot 96 * transfer_ob(): Move an object (even linked objects) to another spot
148 * on the same map. 97 * on the same map.
149 * 98 *
157 106
158int 107int
159transfer_ob (object *op, int x, int y, int randomly, object *originator) 108transfer_ob (object *op, int x, int y, int randomly, object *originator)
160{ 109{
161 int i; 110 int i;
162 object *tmp;
163 111
164 if (randomly) 112 if (randomly)
165 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE); 113 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
166 else 114 else
167 i = find_first_free_spot (op, op->map, x, y); 115 i = find_first_free_spot (op, op->map, x, y);
168 116
169 if (i == -1) 117 if (i == -1)
170 return 0; /* No free spot */ 118 return 0; /* No free spot */
171 119
172 if (op->head != NULL)
173 op = op->head; 120 op = op->head_ ();
174 op->remove (); 121 op->remove ();
122
175 for (tmp = op; tmp != NULL; tmp = tmp->more) 123 for (object *tmp = op; tmp; tmp = tmp->more)
176 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x), 124 {
177 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 125 tmp->x = x + freearr_x[i] + tmp->arch->x;
126 tmp->y = y + freearr_y[i] + tmp->arch->y;
127 }
178 128
179 tmp = insert_ob_in_map (op, op->map, originator, 0); 129 op = insert_ob_in_map (op, op->map, originator, 0);
180 if (tmp) 130
181 return 0; 131 return !op;
182 else
183 return 1;
184} 132}
185 133
186/* 134/*
187 * Return value: 1 if object was destroyed, 0 otherwise. 135 * Return value: 1 if object was destroyed, 0 otherwise.
188 * Modified so that instead of passing the 'originator' that had no 136 * Modified so that instead of passing the 'originator' that had no
196 * one of another type. 144 * one of another type.
197 */ 145 */
198int 146int
199teleport (object *teleporter, uint8 tele_type, object *user) 147teleport (object *teleporter, uint8 tele_type, object *user)
200{ 148{
201 object *altern; 149 if (!user)
202 int i, j, k, nrofalt = 0; 150 return 0;
151
203 object *other_teleporter, *tmp; 152 object *other_teleporter = 0;
204 maptile *m; 153 int nrofalt = 0;
205 sint16 sx, sy;
206 154
207 if (user == NULL)
208 return 0;
209 if (user->head != NULL)
210 user = user->head; 155 user = user->head_ ();
211 156
212 /* Find all other teleporters within range. This range 157 /* Find all other teleporters within range. This range
213 * should really be setable by some object attribute instead of 158 * should really be setable by some object attribute instead of
214 * using hard coded values. 159 * using hard coded values.
215 */ 160 */
216 for (i = -5; i < 6; i++) 161 unordered_mapwalk (mapwalk_buf, teleporter, -5, -5, 5, 5)
217 for (j = -5; j < 6; j++)
218 { 162 {
219 if (i == 0 && j == 0) 163 mapspace &ms = m->at (nx, ny);
220 continue;
221 /* Perhaps this should be extended to support tiled maps */
222 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
223 continue;
224 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
225 164
226 while (other_teleporter) 165 for (object *tmp = ms.top; tmp; tmp = tmp->below)
166 if (tmp->type == tele_type)
227 { 167 {
228 if (other_teleporter->type == tele_type) 168 if ((dx || dy) && !rndm (++nrofalt))
169 other_teleporter = tmp;
170
229 break; 171 break;
230 other_teleporter = other_teleporter->above;
231 } 172 }
232 if (other_teleporter && !(RANDOM () % ++nrofalt))
233 altern = other_teleporter;
234 } 173 }
235 174
236 if (!nrofalt) 175 if (!nrofalt)
237 { 176 {
238 LOG (llevError, "No alternative teleporters around!\n"); 177 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
178 teleporter->debug_desc (), user->debug_desc ());
239 return 0; 179 return 0;
240 } 180 }
241 181
242 other_teleporter = altern;
243 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); 182 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, SIZEOFFREE1 + 1);
244 183
245 /* if k==-1, unable to find a free spot. If this is shop 184 /* if k==-1, unable to find a free spot. If this is shop
246 * mat that the player is using, find someplace to move 185 * mat that the player is using, find someplace to move
247 * the player - otherwise, player can get trapped in the shops 186 * the player - otherwise, player can get trapped in the shops
248 * that appear in random dungeons. We basically just make 187 * that appear in random dungeons. We basically just make
249 * sure the space isn't no pass (eg wall), and don't care 188 * sure the space isn't no pass (eg wall), and don't care
250 * about is alive. 189 * about is alive.
251 */ 190 */
252 if (k == -1) 191 if (k == -1)
253 { 192 {
254 if (tele_type == SHOP_MAT && user->type == PLAYER) 193 if (tele_type == SHOP_MAT && user->is_player ())
255 { 194 {
256 for (k = 1; k < 9; k++) 195 for (k = 1; k < 9; k++)
257 { 196 {
197 maptile *m;
198 sint16 sx, sy;
199
258 if (get_map_flags (other_teleporter->map, &m, 200 if (get_map_flags (other_teleporter->map, &m,
259 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP) 201 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
260 continue; 202 continue;
261 203
262 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) 204 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
263 break; 205 break;
264
265 } 206 }
207
266 if (k == 9) 208 if (k == 9)
267 { 209 {
268 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n", 210 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
269 &other_teleporter->name, other_teleporter->x, other_teleporter->y); 211 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
270 return 0; 212 return 0;
272 } 214 }
273 else 215 else
274 return 0; 216 return 0;
275 } 217 }
276 218
277 user->remove (); 219 return !other_teleporter->map->insert (
278 220 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
279 /* Update location for the object */ 221 );
280 for (tmp = user; tmp != NULL; tmp = tmp->more)
281 {
282 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
283 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
284 }
285 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
286 return (tmp == NULL);
287}
288
289void
290recursive_roll (object *op, int dir, object *pusher)
291{
292 if (!roll_ob (op, dir, pusher))
293 {
294 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
295 return;
296 }
297 (void) move_ob (pusher, dir, pusher);
298 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
299 return;
300} 222}
301 223
302/* 224/*
303 * This is a new version of blocked, this one handles objects 225 * This is a new version of blocked, this one handles objects
304 * that can be passed through by monsters with the CAN_PASS_THRU defined. 226 * that can be passed through by monsters with the CAN_PASS_THRU defined.
305 * 227 *
306 * very new version handles also multipart objects 228 * very new version handles also multipart objects
307 * This is currently only used for the boulder roll code. 229 * This is currently only used for the boulder roll code.
308 * Returns 1 if object does not fit, 0 if it does. 230 * Returns 1 if object does not fit, 0 if it does.
309 */ 231 */
310 232static int
311int
312try_fit (object *op, maptile *m, int x, int y) 233try_fit (object *op, maptile *m, int x, int y)
313{ 234{
314 object *tmp, *more; 235 object *tmp, *more;
315 sint16 tx, ty; 236 sint16 tx, ty;
316 int mflags; 237 int mflags;
332 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above) 253 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
333 { 254 {
334 if (tmp->head == op || tmp == op) 255 if (tmp->head == op || tmp == op)
335 continue; 256 continue;
336 257
337 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) 258 if ((tmp->flag [FLAG_ALIVE] && tmp->type != DOOR))
338 return 1; 259 return 1;
339 260
340 if (OB_MOVE_BLOCK (op, tmp)) 261 if (OB_MOVE_BLOCK (op, tmp))
341 return 1; 262 return 1;
342 263
348/* 269/*
349 * this is not perfect yet. 270 * this is not perfect yet.
350 * it does not roll objects behind multipart objects properly. 271 * it does not roll objects behind multipart objects properly.
351 * Support for rolling multipart objects is questionable. 272 * Support for rolling multipart objects is questionable.
352 */ 273 */
353 274static int
354int
355roll_ob (object *op, int dir, object *pusher) 275roll_ob (object *op, int dir, object *pusher)
356{ 276{
357 object *tmp;
358 sint16 x, y; 277 sint16 x, y;
359 int flags; 278 int flags;
360 maptile *m; 279 maptile *m;
361 MoveType move_block; 280 MoveType move_block;
362 281
364 op = op->head; 283 op = op->head;
365 284
366 x = op->x + freearr_x[dir]; 285 x = op->x + freearr_x[dir];
367 y = op->y + freearr_y[dir]; 286 y = op->y + freearr_y[dir];
368 287
369 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str)) 288 if (!op->flag [FLAG_CAN_ROLL]
289 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
290 > pusher->stats.Str))
370 return 0; 291 return 0;
371 292
372 m = op->map; 293 m = op->map;
373 flags = get_map_flags (m, &m, x, y, &x, &y); 294 flags = get_map_flags (m, &m, x, y, &x, &y);
374 295
378 move_block = GET_MAP_MOVE_BLOCK (m, x, y); 299 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
379 300
380 /* If the target space is not blocked, no need to look at the objects on it */ 301 /* If the target space is not blocked, no need to look at the objects on it */
381 if ((op->move_type & move_block) == op->move_type) 302 if ((op->move_type & move_block) == op->move_type)
382 { 303 {
383 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 304 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
384 { 305 {
385 if (tmp->head == op) 306 if (tmp->head == op)
386 continue; 307 continue;
308
387 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) 309 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
388 return 0; 310 return 0;
389 } 311 }
390 } 312 }
313
391 if (try_fit (op, m, x, y)) 314 if (try_fit (op, m, x, y))
392 return 0; 315 return 0;
393 316
394 op->remove (); 317 op->move (dir);
395 for (tmp = op; tmp != NULL; tmp = tmp->more) 318
396 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
397 insert_ob_in_map (op, op->map, pusher, 0);
398 return 1; 319 return 1;
320}
321
322void
323recursive_roll (object *op, int dir, object *pusher)
324{
325 if (!roll_ob (op, dir, pusher))
326 {
327 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
328 return;
329 }
330
331 pusher->move (dir);
332 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
333 return;
399} 334}
400 335
401/* returns 1 if pushing invokes a attack, 0 when not */ 336/* returns 1 if pushing invokes a attack, 0 when not */
402int 337int
403push_ob (object *who, int dir, object *pusher) 338push_ob (object *who, int dir, object *pusher)
408 if (who->head != NULL) 343 if (who->head != NULL)
409 who = who->head; 344 who = who->head;
410 owner = who->owner; 345 owner = who->owner;
411 346
412 /* Wake up sleeping monsters that may be pushed */ 347 /* Wake up sleeping monsters that may be pushed */
413 CLEAR_FLAG (who, FLAG_SLEEP); 348 who->clr_flag (FLAG_SLEEP);
414 349
415 /* player change place with his pets or summoned creature */ 350 /* player change place with his pets or summoned creature */
416 /* TODO: allow multi arch pushing. Can't be very difficult */ 351 /* TODO: allow multi arch pushing. Can't be very difficult */
417 if (who->more == NULL 352 if (who->more == NULL
418#ifdef COZY_SERVER
419 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher) 353 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
420#else
421 && owner == pusher 354 || owner == pusher)
422#endif
423 ) 355 )
424 { 356 {
425 int temp; 357 int temp;
426 maptile *m; 358 maptile *m;
427 359
439 pusher->map = who->map; 371 pusher->map = who->map;
440 who->map = m; 372 who->map = m;
441 373
442 insert_ob_in_map (who, who->map, pusher, 0); 374 insert_ob_in_map (who, who->map, pusher, 0);
443 insert_ob_in_map (pusher, pusher->map, pusher, 0); 375 insert_ob_in_map (pusher, pusher->map, pusher, 0);
376
444 return 0; 377 return 0;
445 } 378 }
446
447 379
448 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ 380 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
449 /* In original we have here a unaggressive check only - that was the reason why */ 381 /* In original we have here a unaggressive check only - that was the reason why */
450 /* we so often become an enemy of friendly monsters... */ 382 /* we so often become an enemy of friendly monsters... */
451 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ 383 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
452
453 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && 384 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
454 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) 385 !who->flag [FLAG_FRIENDLY] && !who->flag [FLAG_NEUTRAL])
455 { 386 {
456 if (pusher->contr->run_on) /* only when we run */ 387 if (pusher->contr->run_on) /* only when we run */
457 { 388 {
458 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name); 389 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
459 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ 390 who->clr_flag (FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
460 who->enemy = pusher; 391 who->enemy = pusher;
461 return 1; 392 return 1;
462 } 393 }
463 else 394 else
464 { 395 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s. H<You have to run if you wish to attack unnagressive NPCs.>", &who->name);
465 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
466 }
467 } 396 }
468 397
469 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 398 /* now, let's test stand still. we NEVER can push stand_still monsters. */
470 if (QUERY_FLAG (who, FLAG_STAND_STILL)) 399 if (who->flag [FLAG_STAND_STILL])
471 { 400 {
472 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name); 401 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s. H<You simply can't.>", &who->name);
473 return 0; 402 return 0;
474 } 403 }
475 404
476 /* This block is basically if you are pushing friendly but 405 /* This block is basically if you are pushing friendly but
477 * non pet creaturs. 406 * non pet creaturs.
480 * this pushes the other person away - its not a swap. 409 * this pushes the other person away - its not a swap.
481 */ 410 */
482 411
483 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); 412 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
484 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); 413 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
485 if (QUERY_FLAG (who, FLAG_WIZ) || 414 if (who->flag [FLAG_WIZ] ||
486 random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= 415 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
487 random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir)) 416 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !who->move (dir))
488 { 417 {
489 if (who->type == PLAYER) 418 if (who->type == PLAYER)
490 {
491 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); 419 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
492 } 420
493 return 0; 421 return 0;
494 } 422 }
495 423
496 /* If we get here, the push succeeded. 424 /* If we get here, the push succeeded.
497 * Let everyone know the status. 425 * Let everyone know the status.
498 */ 426 */
499 if (who->type == PLAYER) 427 if (who->type == PLAYER)
500 {
501 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name); 428 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
502 } 429
503 if (pusher->type == PLAYER) 430 if (pusher->type == PLAYER)
504 {
505 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name); 431 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
506 }
507 432
508 return 1; 433 return 1;
509} 434}

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