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Comparing deliantra/server/server/move.C (file contents):
Revision 1.13 by root, Thu Jan 4 16:19:32 2007 UTC vs.
Revision 1.31 by root, Wed Sep 2 22:52:36 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The author can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#ifndef __CEXTRACT__ 25#ifndef __CEXTRACT__
26# include <sproto.h> 26# include <sproto.h>
27#endif
28
29#ifdef COZY_SERVER
30// use a ptotoype
31extern int same_party (partylist *a, partylist *b);
32#endif 27#endif
33 28
34/* 29/*
35 * move_object() tries to move object op in the direction "dir". 30 * move_object() tries to move object op in the direction "dir".
36 * If it fails (something blocks the passage), it returns 0, 31 * If it fails (something blocks the passage), it returns 0,
37 * otherwise 1. 32 * otherwise 1.
38 * This is an improvement from the previous move_ob(), which 33 * This is an improvement from the previous move_ob(), which
39 * removed and inserted objects even if they were unable to move. 34 * removed and inserted objects even if they were unable to move.
40 */ 35 */
41
42int 36int
43move_object (object *op, int dir) 37move_object (object *op, int dir)
44{ 38{
45 return move_ob (op, dir, op); 39 return op->move (dir);
46} 40}
47
48 41
49/* object op is trying to move in direction dir. 42/* object op is trying to move in direction dir.
50 * originator is typically the same as op, but 43 * originator is typically the same as op, but
51 * can be different if originator is causing op to 44 * can be different if originator is causing op to
52 * move (originator is pushing op) 45 * move (originator is pushing op)
56 * very similiar to move_object. 49 * very similiar to move_object.
57 */ 50 */
58int 51int
59move_ob (object *op, int dir, object *originator) 52move_ob (object *op, int dir, object *originator)
60{ 53{
54 return op->move (dir, originator);
55}
56
57int
58object::move (int dir, object *originator)
59{
61 sint16 newx = op->x + freearr_x[dir]; 60 sint16 newx = x + freearr_x[dir];
62 sint16 newy = op->y + freearr_y[dir]; 61 sint16 newy = y + freearr_y[dir];
63 object *tmp;
64 maptile *m;
65 int mflags;
66 62
67 if (op == NULL) 63 mapxy pos (this);
68 { 64 pos.move (dir);
69 LOG (llevError, "Trying to move NULL.\n");
70 return 0;
71 }
72 65
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, 66 /* If the space the object is moving to is out of the map,
77 * bail now - we know it can't work. 67 * bail now - we know it can't work.
78 */ 68 */
79 if (mflags & P_OUT_OF_MAP) 69 if (!pos.normalise ())
80 return 0; 70 return 0;
81 71
82 /* Is this space blocked? Players with wizpass are immune to 72 /* Is this space blocked? Players with wizpass are immune to
83 * this condition. 73 * this condition.
84 */ 74 */
85 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) 75 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
86 return 0; 76 return 0;
87 77
78 // check tail movability
79 if (more && !more->move (dir, more->head))
80 return 0;
81
88 /* 0.94.2 - we need to set the direction for the new animation code. 82 /* 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 83 * it uses it to figure out face to use - I can't see it
90 * breaking anything, but it might. 84 * breaking anything, but it might.
91 */ 85 */
92 if (op->more && !move_ob (op->more, dir, op->more->head))
93 return 0;
94
95 op->direction = dir; 86 direction = dir;
96 87
97 if (op->will_apply & 4) 88 if (will_apply & 4)
98 check_earthwalls (op, m, newx, newy); 89 check_earthwalls (this, pos.m, pos.x, pos.y);
99 90
100 if (op->will_apply & 8) 91 if (will_apply & 8)
101 check_doors (op, m, newx, newy); 92 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 93
120 /* If this is a tail portion, just want to tell caller that move is 94 /* 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 95 * ok - the caller will deal with actual object removal/insertion
122 */ 96 */
123 if (op->head) 97 if (head)
124 return 1; 98 return 1;
125 99
126 if (m != op->map && op->contr) 100 if (pos.m != map && contr)
127 { 101 {
128 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 102 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
129 return 0; 103 return 0;
130 104
131 op->remove (); 105 remove ();
132 106
133 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy))) 107 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
134 return 0; 108 return 0;
135 109
136 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy))) 110 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
137 return 0; 111 return 0;
138 } 112 }
139 else
140 op->remove ();
141
142 /* we already have newx, newy, and m, so lets use them.
143 * In addition, this fixes potential crashes, because multipart object was
144 * on edge of map, +=x, +=y doesn't make correct coordinates.
145 */
146 for (tmp = op; tmp != NULL; tmp = tmp->more)
147 {
148 tmp->x += freearr_x[dir];
149 tmp->y += freearr_y[dir];
150 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
151 }
152 113
153 /* insert_ob_in_map will deal with any tiling issues */ 114 /* insert_ob_in_map will deal with any tiling issues */
154 insert_ob_in_map (op, m, originator, 0); 115 pos.insert (this, originator);
155 116
156 return 1; 117 return 1;
157} 118}
158
159 119
160/* 120/*
161 * transfer_ob(): Move an object (even linked objects) to another spot 121 * transfer_ob(): Move an object (even linked objects) to another spot
162 * on the same map. 122 * on the same map.
163 * 123 *
181 i = find_first_free_spot (op, op->map, x, y); 141 i = find_first_free_spot (op, op->map, x, y);
182 142
183 if (i == -1) 143 if (i == -1)
184 return 0; /* No free spot */ 144 return 0; /* No free spot */
185 145
186 if (op->head != NULL)
187 op = op->head; 146 op = op->head_ ();
188 op->remove (); 147 op->remove ();
148
189 for (tmp = op; tmp != NULL; tmp = tmp->more) 149 for (object *tmp = op; tmp; tmp = tmp->more)
190 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x), 150 {
191 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 151 tmp->x = x + freearr_x[i] + tmp->arch->x;
152 tmp->y = y + freearr_y[i] + tmp->arch->y;
153 }
192 154
193 tmp = insert_ob_in_map (op, op->map, originator, 0); 155 op = insert_ob_in_map (op, op->map, originator, 0);
194 if (tmp) 156
195 return 0; 157 return !op;
196 else
197 return 1;
198} 158}
199 159
200/* 160/*
201 * Return value: 1 if object was destroyed, 0 otherwise. 161 * Return value: 1 if object was destroyed, 0 otherwise.
202 * Modified so that instead of passing the 'originator' that had no 162 * Modified so that instead of passing the 'originator' that had no
210 * one of another type. 170 * one of another type.
211 */ 171 */
212int 172int
213teleport (object *teleporter, uint8 tele_type, object *user) 173teleport (object *teleporter, uint8 tele_type, object *user)
214{ 174{
215 object *altern; 175 if (!user)
216 int i, j, k, nrofalt = 0; 176 return 0;
177
217 object *other_teleporter, *tmp; 178 object *other_teleporter = 0;
218 maptile *m; 179 int nrofalt = 0;
219 sint16 sx, sy;
220 180
221 if (user == NULL)
222 return 0;
223 if (user->head != NULL)
224 user = user->head; 181 user = user->head_ ();
225 182
226 /* Find all other teleporters within range. This range 183 /* Find all other teleporters within range. This range
227 * should really be setable by some object attribute instead of 184 * should really be setable by some object attribute instead of
228 * using hard coded values. 185 * using hard coded values.
229 */ 186 */
230 for (i = -5; i < 6; i++) 187 unordered_mapwalk (teleporter, -5, -5, 5, 5)
231 for (j = -5; j < 6; j++)
232 { 188 {
233 if (i == 0 && j == 0) 189 mapspace &ms = m->at (nx, ny);
234 continue;
235 /* Perhaps this should be extended to support tiled maps */
236 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
237 continue;
238 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
239 190
240 while (other_teleporter) 191 for (object *tmp = ms.top; tmp; tmp = tmp->below)
192 if (tmp->type == tele_type)
241 { 193 {
242 if (other_teleporter->type == tele_type) 194 if ((dx || dy) && !rndm (++nrofalt))
195 other_teleporter = tmp;
196
243 break; 197 break;
244 other_teleporter = other_teleporter->above;
245 } 198 }
246 if (other_teleporter && !(RANDOM () % ++nrofalt))
247 altern = other_teleporter;
248 } 199 }
249 200
250 if (!nrofalt) 201 if (!nrofalt)
251 { 202 {
252 LOG (llevError, "No alternative teleporters around!\n"); 203 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
204 teleporter->debug_desc (), user->debug_desc ());
253 return 0; 205 return 0;
254 } 206 }
255 207
256 other_teleporter = altern;
257 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); 208 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
258 209
259 /* if k==-1, unable to find a free spot. If this is shop 210 /* if k==-1, unable to find a free spot. If this is shop
260 * mat that the player is using, find someplace to move 211 * mat that the player is using, find someplace to move
261 * the player - otherwise, player can get trapped in the shops 212 * the player - otherwise, player can get trapped in the shops
262 * that appear in random dungeons. We basically just make 213 * that appear in random dungeons. We basically just make
263 * sure the space isn't no pass (eg wall), and don't care 214 * sure the space isn't no pass (eg wall), and don't care
264 * about is alive. 215 * about is alive.
265 */ 216 */
266 if (k == -1) 217 if (k == -1)
267 { 218 {
268 if (tele_type == SHOP_MAT && user->type == PLAYER) 219 if (tele_type == SHOP_MAT && user->is_player ())
269 { 220 {
270 for (k = 1; k < 9; k++) 221 for (k = 1; k < 9; k++)
271 { 222 {
223 maptile *m;
224 sint16 sx, sy;
225
272 if (get_map_flags (other_teleporter->map, &m, 226 if (get_map_flags (other_teleporter->map, &m,
273 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP) 227 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
274 continue; 228 continue;
275 229
276 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) 230 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
277 break; 231 break;
278
279 } 232 }
233
280 if (k == 9) 234 if (k == 9)
281 { 235 {
282 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n", 236 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
283 &other_teleporter->name, other_teleporter->x, other_teleporter->y); 237 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
284 return 0; 238 return 0;
286 } 240 }
287 else 241 else
288 return 0; 242 return 0;
289 } 243 }
290 244
291 user->remove (); 245 return !other_teleporter->map->insert (
292 246 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
293 /* Update location for the object */ 247 );
294 for (tmp = user; tmp != NULL; tmp = tmp->more)
295 {
296 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
297 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
298 }
299 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
300 return (tmp == NULL);
301} 248}
302 249
303void 250void
304recursive_roll (object *op, int dir, object *pusher) 251recursive_roll (object *op, int dir, object *pusher)
305{ 252{
306 if (!roll_ob (op, dir, pusher)) 253 if (!roll_ob (op, dir, pusher))
307 { 254 {
308 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op)); 255 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
309 return; 256 return;
310 } 257 }
258
311 (void) move_ob (pusher, dir, pusher); 259 move_ob (pusher, dir, pusher);
312 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op)); 260 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
313 return; 261 return;
314} 262}
315 263
316/* 264/*
362/* 310/*
363 * this is not perfect yet. 311 * this is not perfect yet.
364 * it does not roll objects behind multipart objects properly. 312 * it does not roll objects behind multipart objects properly.
365 * Support for rolling multipart objects is questionable. 313 * Support for rolling multipart objects is questionable.
366 */ 314 */
367
368int 315int
369roll_ob (object *op, int dir, object *pusher) 316roll_ob (object *op, int dir, object *pusher)
370{ 317{
371 object *tmp;
372 sint16 x, y; 318 sint16 x, y;
373 int flags; 319 int flags;
374 maptile *m; 320 maptile *m;
375 MoveType move_block; 321 MoveType move_block;
376 322
378 op = op->head; 324 op = op->head;
379 325
380 x = op->x + freearr_x[dir]; 326 x = op->x + freearr_x[dir];
381 y = op->y + freearr_y[dir]; 327 y = op->y + freearr_y[dir];
382 328
383 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str)) 329 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
330 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
331 > pusher->stats.Str))
384 return 0; 332 return 0;
385 333
386 m = op->map; 334 m = op->map;
387 flags = get_map_flags (m, &m, x, y, &x, &y); 335 flags = get_map_flags (m, &m, x, y, &x, &y);
388 336
392 move_block = GET_MAP_MOVE_BLOCK (m, x, y); 340 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
393 341
394 /* If the target space is not blocked, no need to look at the objects on it */ 342 /* If the target space is not blocked, no need to look at the objects on it */
395 if ((op->move_type & move_block) == op->move_type) 343 if ((op->move_type & move_block) == op->move_type)
396 { 344 {
397 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 345 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
398 { 346 {
399 if (tmp->head == op) 347 if (tmp->head == op)
400 continue; 348 continue;
349
401 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) 350 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
402 return 0; 351 return 0;
403 } 352 }
404 } 353 }
354
405 if (try_fit (op, m, x, y)) 355 if (try_fit (op, m, x, y))
406 return 0; 356 return 0;
407 357
408 op->remove (); 358 op->move (dir);
409 for (tmp = op; tmp != NULL; tmp = tmp->more) 359
410 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
411 insert_ob_in_map (op, op->map, pusher, 0);
412 return 1; 360 return 1;
413} 361}
414 362
415/* returns 1 if pushing invokes a attack, 0 when not */ 363/* returns 1 if pushing invokes a attack, 0 when not */
416int 364int
427 CLEAR_FLAG (who, FLAG_SLEEP); 375 CLEAR_FLAG (who, FLAG_SLEEP);
428 376
429 /* player change place with his pets or summoned creature */ 377 /* player change place with his pets or summoned creature */
430 /* TODO: allow multi arch pushing. Can't be very difficult */ 378 /* TODO: allow multi arch pushing. Can't be very difficult */
431 if (who->more == NULL 379 if (who->more == NULL
432#ifdef COZY_SERVER
433 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher) 380 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
434#else
435 && owner == pusher 381 || owner == pusher)
436#endif
437 ) 382 )
438 { 383 {
439 int temp; 384 int temp;
440 maptile *m; 385 maptile *m;
441 386
453 pusher->map = who->map; 398 pusher->map = who->map;
454 who->map = m; 399 who->map = m;
455 400
456 insert_ob_in_map (who, who->map, pusher, 0); 401 insert_ob_in_map (who, who->map, pusher, 0);
457 insert_ob_in_map (pusher, pusher->map, pusher, 0); 402 insert_ob_in_map (pusher, pusher->map, pusher, 0);
403
458 return 0; 404 return 0;
459 } 405 }
460
461 406
462 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ 407 /* 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 */ 408 /* In original we have here a unaggressive check only - that was the reason why */
464 /* we so often become an enemy of friendly monsters... */ 409 /* we so often become an enemy of friendly monsters... */
465 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ 410 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
466
467 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && 411 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
468 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) 412 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
469 { 413 {
470 if (pusher->contr->run_on) /* only when we run */ 414 if (pusher->contr->run_on) /* only when we run */
471 { 415 {
472 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name); 416 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 */ 417 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
474 who->enemy = pusher; 418 who->enemy = pusher;
475 return 1; 419 return 1;
476 } 420 }
477 else 421 else
478 {
479 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); 422 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
480 }
481 } 423 }
482 424
483 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 425 /* now, lets test stand still. we NEVER can push stand_still monsters. */
484 if (QUERY_FLAG (who, FLAG_STAND_STILL)) 426 if (QUERY_FLAG (who, FLAG_STAND_STILL))
485 { 427 {
495 */ 437 */
496 438
497 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); 439 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
498 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); 440 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
499 if (QUERY_FLAG (who, FLAG_WIZ) || 441 if (QUERY_FLAG (who, FLAG_WIZ) ||
500 random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= 442 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
501 random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir)) 443 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
502 { 444 {
503 if (who->type == PLAYER) 445 if (who->type == PLAYER)
504 {
505 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); 446 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
506 } 447
507 return 0; 448 return 0;
508 } 449 }
509 450
510 /* If we get here, the push succeeded. 451 /* If we get here, the push succeeded.
511 * Let everyone know the status. 452 * Let everyone know the status.

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