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Comparing deliantra/server/server/move.C (file contents):
Revision 1.29 by root, Sun Dec 28 06:59:27 2008 UTC vs.
Revision 1.42 by root, Sat Apr 23 04:56:56 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 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/*
30 * move_object() tries to move object op in the direction "dir".
31 * If it fails (something blocks the passage), it returns 0,
32 * otherwise 1.
33 * This is an improvement from the previous move_ob(), which
34 * removed and inserted objects even if they were unable to move.
35 */
36
37int
38move_object (object *op, int dir)
39{
40 return op->move (dir);
41}
42
43/* object op is trying to move in direction dir.
44 * originator is typically the same as op, but
45 * can be different if originator is causing op to
46 * move (originator is pushing op)
47 * returns 0 if the object is not able to move to the
48 * desired space, 1 otherwise (in which case we also
49 * move the object accordingly. This function is
50 * very similiar to move_object.
51 */
52int
53move_ob (object *op, int dir, object *originator)
54{
55 return op->move (dir, originator);
56}
57
58int 30int
59object::move (int dir, object *originator) 31object::move (int dir, object *originator)
60{ 32{
61 sint16 newx = x + freearr_x[dir]; 33 sint16 newx = x + freearr_x[dir];
62 sint16 newy = y + freearr_y[dir]; 34 sint16 newy = y + freearr_y[dir];
63 object *tmp;
64 maptile *m;
65 int mflags;
66 35
67 m = map; 36 mapxy pos (this);
68 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy); 37 pos.move (dir);
69 38
70 /* 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,
71 * bail now - we know it can't work. 40 * bail now - we know it can't work.
72 */ 41 */
73 if (mflags & P_OUT_OF_MAP) 42 if (!pos.normalise ())
74 return 0; 43 return 0;
75 44
76 /* Is this space blocked? Players with wizpass are immune to 45 /* Is this space blocked? Players with wizpass are immune to
77 * this condition. 46 * this condition.
78 */ 47 */
79 if (blocked_link (this, m, newx, newy) && !flag [FLAG_WIZPASS]) 48 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
80 return 0; 49 return 0;
81 50
51 // check tail movability
52 if (more && !more->move (dir, more->head))
53 return 0;
54
82 /* 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.
83 * 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
84 * breaking anything, but it might. 57 * breaking anything, but it might.
85 */ 58 */
86 if (more && !more->move (dir, more->head))
87 return 0;
88
89 direction = dir; 59 direction = dir;
90 60
91 if (will_apply & 4) 61 if (will_apply & 4)
92 check_earthwalls (this, m, newx, newy); 62 check_earthwalls (this, pos.m, pos.x, pos.y);
93 63
94 if (will_apply & 8) 64 if (will_apply & 8)
95 check_doors (this, m, newx, newy); 65 check_doors (this, pos.m, pos.x, pos.y);
96
97 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
98 * to remove a removed object, and this function was the culprit. A possible
99 * guess I have is that check_doors above ran into a trap, killing the
100 * monster.
101 *
102 * Unfortunately, it doesn't appear that the calling functions of move_object
103 * deal very well with op being killed, so all this might do is just
104 * migrate the problem someplace else.
105 */
106 if (flag [FLAG_REMOVED])//D remove or fix?
107 {
108 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
109 /* Was not successful, but don't want to try and move again */
110 return 1;
111 }
112 66
113 /* 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
114 * ok - the caller will deal with actual object removal/insertion 68 * ok - the caller will deal with actual object removal/insertion
115 */ 69 */
116 if (head) 70 if (head)
117 return 1; 71 return 1;
118 72
119 if (m != map && contr) 73 if (pos.m != map && contr)
120 { 74 {
121 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) 75 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
122 return 0; 76 return 0;
123 77
124 remove (); 78 remove ();
125 79
126 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy))) 80 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
127 return 0; 81 return 0;
128 82
129 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (contr), ARG_INT (newx), ARG_INT (newy))) 83 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
130 return 0; 84 return 0;
131 } 85 }
132 else
133 remove ();
134
135 for (tmp = this; tmp; tmp = tmp->more)
136 {
137 tmp->x += freearr_x[dir];
138 tmp->y += freearr_y[dir];
139 xy_normalise (tmp->map, tmp->x, tmp->y);
140 }
141 86
142 /* insert_ob_in_map will deal with any tiling issues */ 87 /* insert_ob_in_map will deal with any tiling issues */
143 insert_ob_in_map (this, map, originator, 0); 88 pos.insert (this, originator);
144 89
145 return 1; 90 return 1;
146} 91}
147
148 92
149/* 93/*
150 * transfer_ob(): Move an object (even linked objects) to another spot 94 * transfer_ob(): Move an object (even linked objects) to another spot
151 * on the same map. 95 * on the same map.
152 * 96 *
175 op = op->head_ (); 119 op = op->head_ ();
176 op->remove (); 120 op->remove ();
177 121
178 for (object *tmp = op; tmp; tmp = tmp->more) 122 for (object *tmp = op; tmp; tmp = tmp->more)
179 { 123 {
180 tmp->x = x + freearr_x[i] + (!tmp->arch ? 0 : tmp->arch->x); 124 tmp->x = x + freearr_x[i] + tmp->arch->x;
181 tmp->y = y + freearr_y[i] + (!tmp->arch ? 0 : tmp->arch->y); 125 tmp->y = y + freearr_y[i] + tmp->arch->y;
182 } 126 }
183 127
184 op = insert_ob_in_map (op, op->map, originator, 0); 128 op = insert_ob_in_map (op, op->map, originator, 0);
185 129
186 return !op; 130 return !op;
199 * one of another type. 143 * one of another type.
200 */ 144 */
201int 145int
202teleport (object *teleporter, uint8 tele_type, object *user) 146teleport (object *teleporter, uint8 tele_type, object *user)
203{ 147{
204 object *altern; 148 if (!user)
205 int i, j, k, nrofalt = 0; 149 return 0;
150
206 object *other_teleporter, *tmp; 151 object *other_teleporter = 0;
207 maptile *m; 152 int nrofalt = 0;
208 sint16 sx, sy;
209 153
210 if (user == NULL)
211 return 0;
212 if (user->head != NULL)
213 user = user->head; 154 user = user->head_ ();
214 155
215 /* Find all other teleporters within range. This range 156 /* Find all other teleporters within range. This range
216 * should really be setable by some object attribute instead of 157 * should really be setable by some object attribute instead of
217 * using hard coded values. 158 * using hard coded values.
218 */ 159 */
219 for (i = -5; i < 6; i++) 160 unordered_mapwalk (mapwalk_buf, teleporter, -5, -5, 5, 5)
220 for (j = -5; j < 6; j++)
221 { 161 {
222 if (i == 0 && j == 0) 162 mapspace &ms = m->at (nx, ny);
223 continue;
224 163
225 /* Perhaps this should be extended to support tiled maps */ 164 for (object *tmp = ms.top; tmp; tmp = tmp->below)
226 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j)) 165 if (tmp->type == tele_type)
227 continue;
228
229 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
230
231 while (other_teleporter)
232 { 166 {
233 if (other_teleporter->type == tele_type) 167 if ((dx || dy) && !rndm (++nrofalt))
168 other_teleporter = tmp;
169
234 break; 170 break;
235 other_teleporter = other_teleporter->above;
236 } 171 }
237
238 if (other_teleporter && !rndm (++nrofalt))
239 altern = other_teleporter;
240 } 172 }
241 173
242 if (!nrofalt) 174 if (!nrofalt)
243 { 175 {
244 LOG (llevError, "%s: no alternative teleporters around (user %s).\n", 176 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
245 teleporter->debug_desc (), user->debug_desc ()); 177 teleporter->debug_desc (), user->debug_desc ());
246 return 0; 178 return 0;
247 } 179 }
248 180
249 other_teleporter = altern;
250 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); 181 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, SIZEOFFREE1 + 1);
251 182
252 /* if k==-1, unable to find a free spot. If this is shop 183 /* if k==-1, unable to find a free spot. If this is shop
253 * mat that the player is using, find someplace to move 184 * mat that the player is using, find someplace to move
254 * the player - otherwise, player can get trapped in the shops 185 * the player - otherwise, player can get trapped in the shops
255 * that appear in random dungeons. We basically just make 186 * that appear in random dungeons. We basically just make
256 * sure the space isn't no pass (eg wall), and don't care 187 * sure the space isn't no pass (eg wall), and don't care
257 * about is alive. 188 * about is alive.
258 */ 189 */
259 if (k == -1) 190 if (k == -1)
260 { 191 {
261 if (tele_type == SHOP_MAT && user->type == PLAYER) 192 if (tele_type == SHOP_MAT && user->is_player ())
262 { 193 {
263 for (k = 1; k < 9; k++) 194 for (k = 1; k < 9; k++)
264 { 195 {
196 maptile *m;
197 sint16 sx, sy;
198
265 if (get_map_flags (other_teleporter->map, &m, 199 if (get_map_flags (other_teleporter->map, &m,
266 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP) 200 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
267 continue; 201 continue;
268 202
269 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) 203 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
270 break; 204 break;
271
272 } 205 }
206
273 if (k == 9) 207 if (k == 9)
274 { 208 {
275 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n", 209 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
276 &other_teleporter->name, other_teleporter->x, other_teleporter->y); 210 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
277 return 0; 211 return 0;
279 } 213 }
280 else 214 else
281 return 0; 215 return 0;
282 } 216 }
283 217
284 user->remove (); 218 return !other_teleporter->map->insert (
285 219 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
286 /* Update location for the object */ 220 );
287 for (tmp = user; tmp; tmp = tmp->more)
288 {
289 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch ? tmp->arch->x : 0);
290 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch ? tmp->arch->y : 0);
291 }
292
293 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
294 return !tmp;
295}
296
297void
298recursive_roll (object *op, int dir, object *pusher)
299{
300 if (!roll_ob (op, dir, pusher))
301 {
302 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
303 return;
304 }
305 (void) move_ob (pusher, dir, pusher);
306 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
307 return;
308} 221}
309 222
310/* 223/*
311 * This is a new version of blocked, this one handles objects 224 * This is a new version of blocked, this one handles objects
312 * that can be passed through by monsters with the CAN_PASS_THRU defined. 225 * that can be passed through by monsters with the CAN_PASS_THRU defined.
313 * 226 *
314 * very new version handles also multipart objects 227 * very new version handles also multipart objects
315 * This is currently only used for the boulder roll code. 228 * This is currently only used for the boulder roll code.
316 * Returns 1 if object does not fit, 0 if it does. 229 * Returns 1 if object does not fit, 0 if it does.
317 */ 230 */
318 231static int
319int
320try_fit (object *op, maptile *m, int x, int y) 232try_fit (object *op, maptile *m, int x, int y)
321{ 233{
322 object *tmp, *more; 234 object *tmp, *more;
323 sint16 tx, ty; 235 sint16 tx, ty;
324 int mflags; 236 int mflags;
340 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above) 252 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
341 { 253 {
342 if (tmp->head == op || tmp == op) 254 if (tmp->head == op || tmp == op)
343 continue; 255 continue;
344 256
345 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) 257 if ((tmp->flag [FLAG_ALIVE] && tmp->type != DOOR))
346 return 1; 258 return 1;
347 259
348 if (OB_MOVE_BLOCK (op, tmp)) 260 if (OB_MOVE_BLOCK (op, tmp))
349 return 1; 261 return 1;
350 262
356/* 268/*
357 * this is not perfect yet. 269 * this is not perfect yet.
358 * it does not roll objects behind multipart objects properly. 270 * it does not roll objects behind multipart objects properly.
359 * Support for rolling multipart objects is questionable. 271 * Support for rolling multipart objects is questionable.
360 */ 272 */
361 273static int
362int
363roll_ob (object *op, int dir, object *pusher) 274roll_ob (object *op, int dir, object *pusher)
364{ 275{
365 object *tmp;
366 sint16 x, y; 276 sint16 x, y;
367 int flags; 277 int flags;
368 maptile *m; 278 maptile *m;
369 MoveType move_block; 279 MoveType move_block;
370 280
372 op = op->head; 282 op = op->head;
373 283
374 x = op->x + freearr_x[dir]; 284 x = op->x + freearr_x[dir];
375 y = op->y + freearr_y[dir]; 285 y = op->y + freearr_y[dir];
376 286
377 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) 287 if (!op->flag [FLAG_CAN_ROLL]
378 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) 288 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
379 > pusher->stats.Str)) 289 > pusher->stats.Str))
380 return 0; 290 return 0;
381 291
382 m = op->map; 292 m = op->map;
388 move_block = GET_MAP_MOVE_BLOCK (m, x, y); 298 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
389 299
390 /* If the target space is not blocked, no need to look at the objects on it */ 300 /* If the target space is not blocked, no need to look at the objects on it */
391 if ((op->move_type & move_block) == op->move_type) 301 if ((op->move_type & move_block) == op->move_type)
392 { 302 {
393 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 303 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
394 { 304 {
395 if (tmp->head == op) 305 if (tmp->head == op)
396 continue; 306 continue;
307
397 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) 308 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
398 return 0; 309 return 0;
399 } 310 }
400 } 311 }
312
401 if (try_fit (op, m, x, y)) 313 if (try_fit (op, m, x, y))
402 return 0; 314 return 0;
403 315
404 op->remove (); 316 op->move (dir);
405 for (tmp = op; tmp != NULL; tmp = tmp->more) 317
406 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
407 insert_ob_in_map (op, op->map, pusher, 0);
408 return 1; 318 return 1;
319}
320
321void
322recursive_roll (object *op, int dir, object *pusher)
323{
324 if (!roll_ob (op, dir, pusher))
325 {
326 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
327 return;
328 }
329
330 pusher->move (dir);
331 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
332 return;
409} 333}
410 334
411/* returns 1 if pushing invokes a attack, 0 when not */ 335/* returns 1 if pushing invokes a attack, 0 when not */
412int 336int
413push_ob (object *who, int dir, object *pusher) 337push_ob (object *who, int dir, object *pusher)
418 if (who->head != NULL) 342 if (who->head != NULL)
419 who = who->head; 343 who = who->head;
420 owner = who->owner; 344 owner = who->owner;
421 345
422 /* Wake up sleeping monsters that may be pushed */ 346 /* Wake up sleeping monsters that may be pushed */
423 CLEAR_FLAG (who, FLAG_SLEEP); 347 who->clr_flag (FLAG_SLEEP);
424 348
425 /* player change place with his pets or summoned creature */ 349 /* player change place with his pets or summoned creature */
426 /* TODO: allow multi arch pushing. Can't be very difficult */ 350 /* TODO: allow multi arch pushing. Can't be very difficult */
427 if (who->more == NULL 351 if (who->more == NULL
428 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) 352 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
446 pusher->map = who->map; 370 pusher->map = who->map;
447 who->map = m; 371 who->map = m;
448 372
449 insert_ob_in_map (who, who->map, pusher, 0); 373 insert_ob_in_map (who, who->map, pusher, 0);
450 insert_ob_in_map (pusher, pusher->map, pusher, 0); 374 insert_ob_in_map (pusher, pusher->map, pusher, 0);
375
451 return 0; 376 return 0;
452 } 377 }
453 378
454 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ 379 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
455 /* In original we have here a unaggressive check only - that was the reason why */ 380 /* In original we have here a unaggressive check only - that was the reason why */
456 /* we so often become an enemy of friendly monsters... */ 381 /* we so often become an enemy of friendly monsters... */
457 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ 382 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
458 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && 383 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
459 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) 384 !who->flag [FLAG_FRIENDLY] && !who->flag [FLAG_NEUTRAL])
460 { 385 {
461 if (pusher->contr->run_on) /* only when we run */ 386 if (pusher->contr->run_on) /* only when we run */
462 { 387 {
463 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name); 388 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
464 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ 389 who->clr_flag (FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
465 who->enemy = pusher; 390 who->enemy = pusher;
466 return 1; 391 return 1;
467 } 392 }
468 else 393 else
469 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name); 394 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);
470 } 395 }
471 396
472 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 397 /* now, let's test stand still. we NEVER can push stand_still monsters. */
473 if (QUERY_FLAG (who, FLAG_STAND_STILL)) 398 if (who->flag [FLAG_STAND_STILL])
474 { 399 {
475 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name); 400 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s. H<You simply can't.>", &who->name);
476 return 0; 401 return 0;
477 } 402 }
478 403
479 /* This block is basically if you are pushing friendly but 404 /* This block is basically if you are pushing friendly but
480 * non pet creaturs. 405 * non pet creaturs.
483 * this pushes the other person away - its not a swap. 408 * this pushes the other person away - its not a swap.
484 */ 409 */
485 410
486 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); 411 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
487 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); 412 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
488 if (QUERY_FLAG (who, FLAG_WIZ) || 413 if (who->flag [FLAG_WIZ] ||
489 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >= 414 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
490 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir)) 415 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !who->move (dir))
491 { 416 {
492 if (who->type == PLAYER) 417 if (who->type == PLAYER)
493 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name); 418 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
494 419
495 return 0; 420 return 0;
497 422
498 /* If we get here, the push succeeded. 423 /* If we get here, the push succeeded.
499 * Let everyone know the status. 424 * Let everyone know the status.
500 */ 425 */
501 if (who->type == PLAYER) 426 if (who->type == PLAYER)
502 {
503 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name); 427 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
504 } 428
505 if (pusher->type == PLAYER) 429 if (pusher->type == PLAYER)
506 {
507 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name); 430 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
508 }
509 431
510 return 1; 432 return 1;
511} 433}

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