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Comparing deliantra/server/server/move.C (file contents):
Revision 1.18 by root, Thu May 17 14:14:55 2007 UTC vs.
Revision 1.45 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
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 28#endif
29 29
30/*
31 * move_object() tries to move object op in the direction "dir".
32 * If it fails (something blocks the passage), it returns 0,
33 * otherwise 1.
34 * This is an improvement from the previous move_ob(), which
35 * removed and inserted objects even if they were unable to move.
36 */
37
38int 30int
39move_object (object *op, int dir)
40{
41 return move_ob (op, dir, op);
42}
43
44/* object op is trying to move in direction dir.
45 * originator is typically the same as op, but
46 * can be different if originator is causing op to
47 * move (originator is pushing op)
48 * returns 0 if the object is not able to move to the
49 * desired space, 1 otherwise (in which case we also
50 * move the object accordingly. This function is
51 * very similiar to move_object.
52 */
53int
54move_ob (object *op, int dir, object *originator) 31object::move (int dir, object *originator)
55{ 32{
56 sint16 newx = op->x + freearr_x[dir]; 33 sint16 newx = x + freearr_x[dir];
57 sint16 newy = op->y + freearr_y[dir]; 34 sint16 newy = y + freearr_y[dir];
58 object *tmp;
59 maptile *m;
60 int mflags;
61 35
62 if (op == NULL) 36 mapxy pos (this);
63 { 37 pos.move (dir);
64 LOG (llevError, "Trying to move NULL.\n");
65 return 0;
66 }
67 38
68 m = op->map;
69 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
70
71 /* 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,
72 * bail now - we know it can't work. 40 * bail now - we know it can't work.
73 */ 41 */
74 if (mflags & P_OUT_OF_MAP) 42 if (!pos.normalise ())
75 return 0; 43 return 0;
76 44
77 /* Is this space blocked? Players with wizpass are immune to 45 /* Is this space blocked? Players with wizpass are immune to
78 * this condition. 46 * this condition.
79 */ 47 */
80 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])
81 return 0; 49 return 0;
82 50
51 // check tail movability
52 if (more && !more->move (dir, more->head))
53 return 0;
54
83 /* 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.
84 * 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
85 * breaking anything, but it might. 57 * breaking anything, but it might.
86 */ 58 */
87 if (op->more && !move_ob (op->more, dir, op->more->head))
88 return 0;
89
90 op->direction = dir; 59 direction = dir;
91 60
92 if (op->will_apply & 4) 61 if (will_apply & 4)
93 check_earthwalls (op, m, newx, newy); 62 check_earthwalls (this, pos.m, pos.x, pos.y);
94 63
95 if (op->will_apply & 8) 64 if (will_apply & 8)
96 check_doors (op, m, newx, newy); 65 check_doors (this, pos.m, pos.x, pos.y);
97
98 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
99 * to remove a removed object, and this function was the culprit. A possible
100 * guess I have is that check_doors above ran into a trap, killing the
101 * monster.
102 *
103 * Unfortunately, it doesn't appear that the calling functions of move_object
104 * deal very well with op being killed, so all this might do is just
105 * migrate the problem someplace else.
106 */
107
108 if (QUERY_FLAG (op, FLAG_REMOVED))
109 {
110 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
111 /* Was not successful, but don't want to try and move again */
112 return 1;
113 }
114 66
115 /* 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
116 * ok - the caller will deal with actual object removal/insertion 68 * ok - the caller will deal with actual object removal/insertion
117 */ 69 */
118 if (op->head) 70 if (head)
119 return 1; 71 return 1;
120 72
121 if (m != op->map && op->contr) 73 if (pos.m != map && contr)
122 { 74 {
123 if (INVOKE_MAP (LEAVE, op->map, ARG_PLAYER (op->contr))) 75 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
124 return 0; 76 return 0;
125 77
126 op->remove (); 78 remove ();
127 79
80 pos.m->activate ();
81
128 if (INVOKE_PLAYER (MAP_CHANGE, op->contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy))) 82 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
129 return 0; 83 return 0;
130 84
131 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (op->contr), ARG_INT (newx), ARG_INT (newy))) 85 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
132 return 0; 86 return 0;
133 } 87 }
134 else
135 op->remove ();
136
137 /* we already have newx, newy, and m, so lets use them.
138 * In addition, this fixes potential crashes, because multipart object was
139 * on edge of map, +=x, +=y doesn't make correct coordinates.
140 */
141 for (tmp = op; tmp != NULL; tmp = tmp->more)
142 {
143 tmp->x += freearr_x[dir];
144 tmp->y += freearr_y[dir];
145 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
146 }
147 88
148 /* insert_ob_in_map will deal with any tiling issues */ 89 /* insert_ob_in_map will deal with any tiling issues */
149 insert_ob_in_map (op, m, originator, 0); 90 pos.insert (this, originator);
150 91
151 return 1; 92 return 1;
152} 93}
153
154 94
155/* 95/*
156 * transfer_ob(): Move an object (even linked objects) to another spot 96 * transfer_ob(): Move an object (even linked objects) to another spot
157 * on the same map. 97 * on the same map.
158 * 98 *
166 106
167int 107int
168transfer_ob (object *op, int x, int y, int randomly, object *originator) 108transfer_ob (object *op, int x, int y, int randomly, object *originator)
169{ 109{
170 int i; 110 int i;
171 object *tmp;
172 111
173 if (randomly) 112 if (randomly)
174 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE); 113 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
175 else 114 else
176 i = find_first_free_spot (op, op->map, x, y); 115 i = find_first_free_spot (op, op->map, x, y);
177 116
178 if (i == -1) 117 if (i == -1)
179 return 0; /* No free spot */ 118 return 0; /* No free spot */
180 119
181 if (op->head != NULL)
182 op = op->head; 120 op = op->head_ ();
183 op->remove (); 121 op->remove ();
122
184 for (tmp = op; tmp != NULL; tmp = tmp->more) 123 for (object *tmp = op; tmp; tmp = tmp->more)
185 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x), 124 {
186 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 }
187 128
188 tmp = insert_ob_in_map (op, op->map, originator, 0); 129 op = insert_ob_in_map (op, op->map, originator, 0);
189 if (tmp) 130
190 return 0; 131 return !op;
191 else
192 return 1;
193} 132}
194 133
195/* 134/*
196 * Return value: 1 if object was destroyed, 0 otherwise. 135 * Return value: 1 if object was destroyed, 0 otherwise.
197 * Modified so that instead of passing the 'originator' that had no 136 * Modified so that instead of passing the 'originator' that had no
205 * one of another type. 144 * one of another type.
206 */ 145 */
207int 146int
208teleport (object *teleporter, uint8 tele_type, object *user) 147teleport (object *teleporter, uint8 tele_type, object *user)
209{ 148{
210 object *altern; 149 if (!user)
211 int i, j, k, nrofalt = 0; 150 return 0;
151
212 object *other_teleporter, *tmp; 152 object *other_teleporter = 0;
213 maptile *m; 153 int nrofalt = 0;
214 sint16 sx, sy;
215 154
216 if (user == NULL)
217 return 0;
218 if (user->head != NULL)
219 user = user->head; 155 user = user->head_ ();
220 156
221 /* Find all other teleporters within range. This range 157 /* Find all other teleporters within range. This range
222 * should really be setable by some object attribute instead of 158 * should really be setable by some object attribute instead of
223 * using hard coded values. 159 * using hard coded values.
224 */ 160 */
225 for (i = -5; i < 6; i++) 161 unordered_mapwalk (mapwalk_buf, teleporter, -5, -5, 5, 5)
226 for (j = -5; j < 6; j++)
227 { 162 {
228 if (i == 0 && j == 0) 163 mapspace &ms = m->at (nx, ny);
229 continue;
230 /* Perhaps this should be extended to support tiled maps */
231 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
232 continue;
233 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
234 164
235 while (other_teleporter) 165 for (object *tmp = ms.top; tmp; tmp = tmp->below)
166 if (tmp->type == tele_type)
236 { 167 {
237 if (other_teleporter->type == tele_type) 168 if ((dx || dy) && !rndm (++nrofalt))
169 other_teleporter = tmp;
170
238 break; 171 break;
239 other_teleporter = other_teleporter->above;
240 } 172 }
241 if (other_teleporter && !(RANDOM () % ++nrofalt))
242 altern = other_teleporter;
243 } 173 }
244 174
245 if (!nrofalt) 175 if (!nrofalt)
246 { 176 {
247 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 ());
248 return 0; 179 return 0;
249 } 180 }
250 181
251 other_teleporter = altern;
252 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);
253 183
254 /* 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
255 * mat that the player is using, find someplace to move 185 * mat that the player is using, find someplace to move
256 * the player - otherwise, player can get trapped in the shops 186 * the player - otherwise, player can get trapped in the shops
257 * that appear in random dungeons. We basically just make 187 * that appear in random dungeons. We basically just make
258 * 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
259 * about is alive. 189 * about is alive.
260 */ 190 */
261 if (k == -1) 191 if (k == -1)
262 { 192 {
263 if (tele_type == SHOP_MAT && user->type == PLAYER) 193 if (tele_type == SHOP_MAT && user->is_player ())
264 { 194 {
265 for (k = 1; k < 9; k++) 195 for (k = 1; k < 9; k++)
266 { 196 {
197 maptile *m;
198 sint16 sx, sy;
199
267 if (get_map_flags (other_teleporter->map, &m, 200 if (get_map_flags (other_teleporter->map, &m,
268 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)
269 continue; 202 continue;
270 203
271 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)))
272 break; 205 break;
273
274 } 206 }
207
275 if (k == 9) 208 if (k == 9)
276 { 209 {
277 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",
278 &other_teleporter->name, other_teleporter->x, other_teleporter->y); 211 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
279 return 0; 212 return 0;
281 } 214 }
282 else 215 else
283 return 0; 216 return 0;
284 } 217 }
285 218
286 user->remove (); 219 return !other_teleporter->map->insert (
287 220 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
288 /* Update location for the object */ 221 );
289 for (tmp = user; tmp != NULL; tmp = tmp->more)
290 {
291 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
292 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
293 }
294 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
295 return (tmp == NULL);
296}
297
298void
299recursive_roll (object *op, int dir, object *pusher)
300{
301 if (!roll_ob (op, dir, pusher))
302 {
303 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
304 return;
305 }
306 (void) move_ob (pusher, dir, pusher);
307 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
308 return;
309} 222}
310 223
311/* 224/*
312 * This is a new version of blocked, this one handles objects 225 * This is a new version of blocked, this one handles objects
313 * 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.
314 * 227 *
315 * very new version handles also multipart objects 228 * very new version handles also multipart objects
316 * This is currently only used for the boulder roll code. 229 * This is currently only used for the boulder roll code.
317 * Returns 1 if object does not fit, 0 if it does. 230 * Returns 1 if object does not fit, 0 if it does.
318 */ 231 */
319 232static int
320int
321try_fit (object *op, maptile *m, int x, int y) 233try_fit (object *op, maptile *m, int x, int y)
322{ 234{
323 object *tmp, *more; 235 object *tmp, *more;
324 sint16 tx, ty; 236 sint16 tx, ty;
325 int mflags; 237 int mflags;
341 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)
342 { 254 {
343 if (tmp->head == op || tmp == op) 255 if (tmp->head == op || tmp == op)
344 continue; 256 continue;
345 257
346 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) 258 if ((tmp->flag [FLAG_ALIVE] && tmp->type != DOOR))
347 return 1; 259 return 1;
348 260
349 if (OB_MOVE_BLOCK (op, tmp)) 261 if (OB_MOVE_BLOCK (op, tmp))
350 return 1; 262 return 1;
351 263
357/* 269/*
358 * this is not perfect yet. 270 * this is not perfect yet.
359 * it does not roll objects behind multipart objects properly. 271 * it does not roll objects behind multipart objects properly.
360 * Support for rolling multipart objects is questionable. 272 * Support for rolling multipart objects is questionable.
361 */ 273 */
362 274static int
363int
364roll_ob (object *op, int dir, object *pusher) 275roll_ob (object *op, int dir, object *pusher)
365{ 276{
366 object *tmp;
367 sint16 x, y; 277 sint16 x, y;
368 int flags; 278 int flags;
369 maptile *m; 279 maptile *m;
370 MoveType move_block; 280 MoveType move_block;
371 281
373 op = op->head; 283 op = op->head;
374 284
375 x = op->x + freearr_x[dir]; 285 x = op->x + freearr_x[dir];
376 y = op->y + freearr_y[dir]; 286 y = op->y + freearr_y[dir];
377 287
378 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))
379 return 0; 291 return 0;
380 292
381 m = op->map; 293 m = op->map;
382 flags = get_map_flags (m, &m, x, y, &x, &y); 294 flags = get_map_flags (m, &m, x, y, &x, &y);
383 295
387 move_block = GET_MAP_MOVE_BLOCK (m, x, y); 299 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
388 300
389 /* 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 */
390 if ((op->move_type & move_block) == op->move_type) 302 if ((op->move_type & move_block) == op->move_type)
391 { 303 {
392 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)
393 { 305 {
394 if (tmp->head == op) 306 if (tmp->head == op)
395 continue; 307 continue;
308
396 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) 309 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
397 return 0; 310 return 0;
398 } 311 }
399 } 312 }
313
400 if (try_fit (op, m, x, y)) 314 if (try_fit (op, m, x, y))
401 return 0; 315 return 0;
402 316
403 op->remove (); 317 op->move (dir);
404 for (tmp = op; tmp != NULL; tmp = tmp->more) 318
405 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
406 insert_ob_in_map (op, op->map, pusher, 0);
407 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;
408} 334}
409 335
410/* returns 1 if pushing invokes a attack, 0 when not */ 336/* returns 1 if pushing invokes a attack, 0 when not */
411int 337int
412push_ob (object *who, int dir, object *pusher) 338push_ob (object *who, int dir, object *pusher)
417 if (who->head != NULL) 343 if (who->head != NULL)
418 who = who->head; 344 who = who->head;
419 owner = who->owner; 345 owner = who->owner;
420 346
421 /* Wake up sleeping monsters that may be pushed */ 347 /* Wake up sleeping monsters that may be pushed */
422 CLEAR_FLAG (who, FLAG_SLEEP); 348 who->clr_flag (FLAG_SLEEP);
423 349
424 /* player change place with his pets or summoned creature */ 350 /* player change place with his pets or summoned creature */
425 /* TODO: allow multi arch pushing. Can't be very difficult */ 351 /* TODO: allow multi arch pushing. Can't be very difficult */
426 if (who->more == NULL 352 if (who->more == NULL
427 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) 353 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
445 pusher->map = who->map; 371 pusher->map = who->map;
446 who->map = m; 372 who->map = m;
447 373
448 insert_ob_in_map (who, who->map, pusher, 0); 374 insert_ob_in_map (who, who->map, pusher, 0);
449 insert_ob_in_map (pusher, pusher->map, pusher, 0); 375 insert_ob_in_map (pusher, pusher->map, pusher, 0);
376
450 return 0; 377 return 0;
451 } 378 }
452 379
453 /* 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 */
454 /* 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 */
455 /* we so often become an enemy of friendly monsters... */ 382 /* we so often become an enemy of friendly monsters... */
456 /* 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 */
457 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && 384 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
458 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) 385 !who->flag [FLAG_FRIENDLY] && !who->flag [FLAG_NEUTRAL])
459 { 386 {
460 if (pusher->contr->run_on) /* only when we run */ 387 if (pusher->contr->run_on) /* only when we run */
461 { 388 {
462 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);
463 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 */
464 who->enemy = pusher; 391 who->enemy = pusher;
465 return 1; 392 return 1;
466 } 393 }
467 else 394 else
468 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); 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);
469 } 396 }
470 397
471 /* 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. */
472 if (QUERY_FLAG (who, FLAG_STAND_STILL)) 399 if (who->flag [FLAG_STAND_STILL])
473 { 400 {
474 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);
475 return 0; 402 return 0;
476 } 403 }
477 404
478 /* This block is basically if you are pushing friendly but 405 /* This block is basically if you are pushing friendly but
479 * non pet creaturs. 406 * non pet creaturs.
482 * this pushes the other person away - its not a swap. 409 * this pushes the other person away - its not a swap.
483 */ 410 */
484 411
485 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); 412 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
486 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); 413 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
487 if (QUERY_FLAG (who, FLAG_WIZ) || 414 if (who->flag [FLAG_WIZ] ||
488 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >= 415 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
489 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir)) 416 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !who->move (dir))
490 { 417 {
491 if (who->type == PLAYER) 418 if (who->type == PLAYER)
492 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);
493 420
494 return 0; 421 return 0;
496 423
497 /* If we get here, the push succeeded. 424 /* If we get here, the push succeeded.
498 * Let everyone know the status. 425 * Let everyone know the status.
499 */ 426 */
500 if (who->type == PLAYER) 427 if (who->type == PLAYER)
501 {
502 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);
503 } 429
504 if (pusher->type == PLAYER) 430 if (pusher->type == PLAYER)
505 {
506 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);
507 }
508 432
509 return 1; 433 return 1;
510} 434}

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