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Comparing deliantra/server/server/move.C (file contents):
Revision 1.6 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.29 by root, Sun Dec 28 06:59:27 2008 UTC

1/* 1/*
2 * static char *rcsid_move_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: move.C,v 1.6 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef __CEXTRACT__ 25#ifndef __CEXTRACT__
31#include <sproto.h> 26# include <sproto.h>
32#endif
33
34#ifdef COZY_SERVER
35// use a ptotoype
36extern int same_party (partylist *a, partylist *b);
37#endif 27#endif
38 28
39/* 29/*
40 * move_object() tries to move object op in the direction "dir". 30 * move_object() tries to move object op in the direction "dir".
41 * If it fails (something blocks the passage), it returns 0, 31 * If it fails (something blocks the passage), it returns 0,
42 * otherwise 1. 32 * otherwise 1.
43 * This is an improvement from the previous move_ob(), which 33 * This is an improvement from the previous move_ob(), which
44 * removed and inserted objects even if they were unable to move. 34 * removed and inserted objects even if they were unable to move.
45 */ 35 */
46 36
37int
47int move_object(object *op, int dir) { 38move_object (object *op, int dir)
48 return move_ob(op, dir, op); 39{
40 return op->move (dir);
49} 41}
50
51 42
52/* object op is trying to move in direction dir. 43/* object op is trying to move in direction dir.
53 * originator is typically the same as op, but 44 * originator is typically the same as op, but
54 * can be different if originator is causing op to 45 * can be different if originator is causing op to
55 * move (originator is pushing op) 46 * move (originator is pushing op)
56 * returns 0 if the object is not able to move to the 47 * returns 0 if the object is not able to move to the
57 * desired space, 1 otherwise (in which case we also 48 * desired space, 1 otherwise (in which case we also
58 * move the object accordingly. This function is 49 * move the object accordingly. This function is
59 * very similiar to move_object. 50 * very similiar to move_object.
60 */ 51 */
52int
61int move_ob (object *op, int dir, object *originator) 53move_ob (object *op, int dir, object *originator)
62{ 54{
55 return op->move (dir, originator);
56}
57
58int
59object::move (int dir, object *originator)
60{
63 sint16 newx = op->x+freearr_x[dir]; 61 sint16 newx = x + freearr_x[dir];
64 sint16 newy = op->y+freearr_y[dir]; 62 sint16 newy = y + freearr_y[dir];
65 object *tmp; 63 object *tmp;
66 mapstruct *m; 64 maptile *m;
67 int mflags; 65 int mflags;
68 66
69 if(op==NULL) { 67 m = map;
70 LOG(llevError,"Trying to move NULL.\n"); 68 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
69
70 /* If the space the player is trying to is out of the map,
71 * bail now - we know it can't work.
72 */
73 if (mflags & P_OUT_OF_MAP)
74 return 0;
75
76 /* Is this space blocked? Players with wizpass are immune to
77 * this condition.
78 */
79 if (blocked_link (this, m, newx, newy) && !flag [FLAG_WIZPASS])
80 return 0;
81
82 /* 0.94.2 - 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
84 * breaking anything, but it might.
85 */
86 if (more && !more->move (dir, more->head))
87 return 0;
88
89 direction = dir;
90
91 if (will_apply & 4)
92 check_earthwalls (this, m, newx, newy);
93
94 if (will_apply & 8)
95 check_doors (this, m, newx, newy);
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
113 /* 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
115 */
116 if (head)
117 return 1;
118
119 if (m != map && contr)
120 {
121 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
71 return 0; 122 return 0;
72 }
73 123
74 m = op->map; 124 remove ();
75 mflags = get_map_flags(m, &m, newx, newy, &newx, &newy);
76 125
77 /* If the space the player is trying to is out of the map, 126 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (m), ARG_INT (newx), ARG_INT (newy)))
78 * bail now - we know it can't work.
79 */
80 if (mflags & P_OUT_OF_MAP) return 0;
81
82
83 /* Is this space blocked? Players with wizpass are immune to
84 * this condition.
85 */
86 if(blocked_link(op, m, newx, newy) &&
87 !QUERY_FLAG(op, FLAG_WIZPASS))
88 return 0; 127 return 0;
89 128
90 /* 0.94.2 - we need to set the direction for the new animation code. 129 if (INVOKE_MAP (ENTER, m, ARG_PLAYER (contr), ARG_INT (newx), ARG_INT (newy)))
91 * it uses it to figure out face to use - I can't see it
92 * breaking anything, but it might.
93 */
94 if(op->more != NULL && !move_ob(op->more, dir, op->more->head))
95 return 0; 130 return 0;
96
97 op->direction = dir;
98
99 if(op->will_apply&4)
100 check_earthwalls(op,m, newx,newy);
101 if(op->will_apply&8)
102 check_doors(op,m, newx,newy);
103
104 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
105 * to remove a removed object, and this function was the culprit. A possible
106 * guess I have is that check_doors above ran into a trap, killing the
107 * monster.
108 *
109 * Unfortunately, it doesn't appear that the calling functions of move_object
110 * deal very well with op being killed, so all this might do is just
111 * migrate the problem someplace else.
112 */
113
114 if (QUERY_FLAG(op, FLAG_REMOVED)) {
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 } 131 }
119 132 else
120 /* 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
122 */
123 if(op->head)
124 return 1;
125
126 remove_ob(op); 133 remove ();
127 134
128 /* we already have newx, newy, and m, so lets use them.
129 * In addition, this fixes potential crashes, because multipart object was
130 * on edge of map, +=x, +=y doesn't make correct coordinates.
131 */
132 for(tmp = op; tmp != NULL; tmp = tmp->more) { 135 for (tmp = this; tmp; tmp = tmp->more)
136 {
133 tmp->x += freearr_x[dir]; 137 tmp->x += freearr_x[dir];
134 tmp->y += freearr_y[dir]; 138 tmp->y += freearr_y[dir];
135 tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); 139 xy_normalise (tmp->map, tmp->x, tmp->y);
136 } 140 }
137 141
138 /* insert_ob_in_map will deal with any tiling issues */ 142 /* insert_ob_in_map will deal with any tiling issues */
139 insert_ob_in_map(op, m, originator,0); 143 insert_ob_in_map (this, map, originator, 0);
140 144
141 return 1; 145 return 1;
142} 146}
143 147
144 148
145/* 149/*
146 * transfer_ob(): Move an object (even linked objects) to another spot 150 * transfer_ob(): Move an object (even linked objects) to another spot
152 * use find_first_free_spot(). 156 * use find_first_free_spot().
153 * 157 *
154 * Return value: 1 if object was destroyed, 0 otherwise. 158 * Return value: 1 if object was destroyed, 0 otherwise.
155 */ 159 */
156 160
161int
157int transfer_ob (object *op, int x, int y, int randomly, object *originator) 162transfer_ob (object *op, int x, int y, int randomly, object *originator)
158{ 163{
159 int i; 164 int i;
160 object *tmp; 165 object *tmp;
161 166
162 if (randomly) 167 if (randomly)
163 i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE); 168 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
164 else 169 else
165 i = find_first_free_spot(op,op->map,x,y); 170 i = find_first_free_spot (op, op->map, x, y);
166 171
167 if (i==-1) 172 if (i == -1)
168 return 0; /* No free spot */ 173 return 0; /* No free spot */
169 174
170 if(op->head!=NULL) 175 op = op->head_ ();
171 op=op->head; 176 op->remove ();
172 remove_ob(op); 177
173 for(tmp=op;tmp!=NULL;tmp=tmp->more) 178 for (object *tmp = op; tmp; tmp = tmp->more)
179 {
174 tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x), 180 tmp->x = x + freearr_x[i] + (!tmp->arch ? 0 : tmp->arch->x);
175 tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y); 181 tmp->y = y + freearr_y[i] + (!tmp->arch ? 0 : tmp->arch->y);
182 }
176 183
177 tmp = insert_ob_in_map(op,op->map,originator,0); 184 op = insert_ob_in_map (op, op->map, originator, 0);
178 if (tmp) return 0; 185
179 else return 1; 186 return !op;
180} 187}
181 188
182/* 189/*
183 * Return value: 1 if object was destroyed, 0 otherwise. 190 * Return value: 1 if object was destroyed, 0 otherwise.
184 * Modified so that instead of passing the 'originator' that had no 191 * Modified so that instead of passing the 'originator' that had no
189 * currently, this is either set to SHOP_MAT or TELEPORTER. 196 * currently, this is either set to SHOP_MAT or TELEPORTER.
190 * It is basically used so that shop_mats and normal teleporters can 197 * It is basically used so that shop_mats and normal teleporters can
191 * be used close to each other and not have the player put to the 198 * be used close to each other and not have the player put to the
192 * one of another type. 199 * one of another type.
193 */ 200 */
201int
194int teleport (object *teleporter, uint8 tele_type, object *user) 202teleport (object *teleporter, uint8 tele_type, object *user)
195{ 203{
196 object *altern; 204 object *altern;
197 int i,j,k,nrofalt=0; 205 int i, j, k, nrofalt = 0;
198 object *other_teleporter, *tmp; 206 object *other_teleporter, *tmp;
199 mapstruct *m; 207 maptile *m;
200 sint16 sx, sy; 208 sint16 sx, sy;
201 209
202 if(user==NULL) return 0; 210 if (user == NULL)
211 return 0;
203 if(user->head!=NULL) 212 if (user->head != NULL)
204 user=user->head; 213 user = user->head;
205 214
206 /* Find all other teleporters within range. This range 215 /* Find all other teleporters within range. This range
207 * should really be setable by some object attribute instead of 216 * should really be setable by some object attribute instead of
208 * using hard coded values. 217 * using hard coded values.
209 */ 218 */
210 for(i= -5;i<6;i++) 219 for (i = -5; i < 6; i++)
211 for(j= -5;j<6;j++) { 220 for (j = -5; j < 6; j++)
221 {
212 if(i==0&&j==0) 222 if (i == 0 && j == 0)
223 continue;
224
225 /* Perhaps this should be extended to support tiled maps */
226 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
227 continue;
228
229 other_teleporter = GET_MAP_OB (teleporter->map, teleporter->x + i, teleporter->y + j);
230
231 while (other_teleporter)
232 {
233 if (other_teleporter->type == tele_type)
234 break;
235 other_teleporter = other_teleporter->above;
236 }
237
238 if (other_teleporter && !rndm (++nrofalt))
239 altern = other_teleporter;
240 }
241
242 if (!nrofalt)
243 {
244 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
245 teleporter->debug_desc (), user->debug_desc ());
246 return 0;
247 }
248
249 other_teleporter = altern;
250 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
251
252 /* if k==-1, unable to find a free spot. If this is shop
253 * mat that the player is using, find someplace to move
254 * the player - otherwise, player can get trapped in the shops
255 * that appear in random dungeons. We basically just make
256 * sure the space isn't no pass (eg wall), and don't care
257 * about is alive.
258 */
259 if (k == -1)
260 {
261 if (tele_type == SHOP_MAT && user->type == PLAYER)
262 {
263 for (k = 1; k < 9; k++)
264 {
265 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)
213 continue; 267 continue;
214 /* Perhaps this should be extended to support tiled maps */ 268
215 if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j)) 269 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
216 continue; 270 break;
217 other_teleporter=get_map_ob(teleporter->map,
218 teleporter->x+i,teleporter->y+j);
219 271
220 while (other_teleporter) {
221 if (other_teleporter->type == tele_type) break;
222 other_teleporter = other_teleporter->above;
223 } 272 }
224 if (other_teleporter && !(RANDOM() % ++nrofalt)) 273 if (k == 9)
225 altern = other_teleporter;
226 }
227
228 if(!nrofalt) {
229 LOG(llevError,"No alternative teleporters around!\n");
230 return 0;
231 }
232
233 other_teleporter=altern;
234 k=find_free_spot(user,other_teleporter->map,
235 other_teleporter->x,other_teleporter->y,1,9);
236
237 /* if k==-1, unable to find a free spot. If this is shop
238 * mat that the player is using, find someplace to move
239 * the player - otherwise, player can get trapped in the shops
240 * that appear in random dungeons. We basically just make
241 * sure the space isn't no pass (eg wall), and don't care
242 * about is alive.
243 */
244 if (k==-1) {
245 if (tele_type == SHOP_MAT && user->type == PLAYER) {
246 for (k=1; k<9; k++) {
247 if (get_map_flags(other_teleporter->map, &m,
248 other_teleporter->x + freearr_x[k],
249 other_teleporter->y + freearr_y[k], &sx,&sy) &
250 P_OUT_OF_MAP) continue;
251
252 if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
253
254 } 274 {
255 if (k==9) {
256 LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n", 275 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
257 &other_teleporter->name, other_teleporter->x, other_teleporter->y); 276 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
258 return 0; 277 return 0;
259 } 278 }
260 } 279 }
280 else
261 else return 0; 281 return 0;
262 } 282 }
263 283
264 remove_ob(user); 284 user->remove ();
265 285
266 /* Update location for the object */ 286 /* Update location for the object */
267 for(tmp=user;tmp!=NULL;tmp=tmp->more) { 287 for (tmp = user; tmp; tmp = tmp->more)
268 tmp->x=other_teleporter->x+freearr_x[k]+
269 (tmp->arch==NULL?0:tmp->arch->clone.x);
270 tmp->y=other_teleporter->y+freearr_y[k]+
271 (tmp->arch==NULL?0:tmp->arch->clone.y);
272 } 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
273 tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0); 293 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
274 return (tmp == NULL); 294 return !tmp;
275} 295}
276 296
297void
277void recursive_roll(object *op,int dir,object *pusher) { 298recursive_roll (object *op, int dir, object *pusher)
299{
278 if(!roll_ob(op,dir,pusher)) { 300 if (!roll_ob (op, dir, pusher))
279 new_draw_info_format(NDI_UNIQUE, 0, pusher, 301 {
280 "You fail to push the %s.",query_name(op)); 302 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
281 return; 303 return;
282 } 304 }
283 (void) move_ob(pusher,dir,pusher); 305 (void) move_ob (pusher, dir, pusher);
284 new_draw_info_format(NDI_BLACK, 0, pusher, 306 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
285 "You move the %s.",query_name(op));
286 return; 307 return;
287} 308}
288 309
289/* 310/*
290 * This is a new version of blocked, this one handles objects 311 * This is a new version of blocked, this one handles objects
293 * very new version handles also multipart objects 314 * very new version handles also multipart objects
294 * This is currently only used for the boulder roll code. 315 * This is currently only used for the boulder roll code.
295 * Returns 1 if object does not fit, 0 if it does. 316 * Returns 1 if object does not fit, 0 if it does.
296 */ 317 */
297 318
319int
298int try_fit (object *op, mapstruct *m, int x, int y) 320try_fit (object *op, maptile *m, int x, int y)
299{ 321{
300 object *tmp, *more; 322 object *tmp, *more;
301 sint16 tx, ty; 323 sint16 tx, ty;
302 int mflags; 324 int mflags;
303 mapstruct *m2; 325 maptile *m2;
304 326
305 if (op->head) 327 if (op->head)
306 op = op->head; 328 op = op->head;
307 329
308 for (more = op; more ; more = more->more) { 330 for (more = op; more; more = more->more)
331 {
309 tx = x + more->x - op->x; 332 tx = x + more->x - op->x;
310 ty = y + more->y - op->y; 333 ty = y + more->y - op->y;
311 334
312 mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty); 335 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
313 336
314 if (mflags & P_OUT_OF_MAP) 337 if (mflags & P_OUT_OF_MAP)
338 return 1;
339
340 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
341 {
342 if (tmp->head == op || tmp == op)
343 continue;
344
345 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
315 return 1; 346 return 1;
316 347
317 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) { 348 if (OB_MOVE_BLOCK (op, tmp))
318 if (tmp->head == op || tmp == op)
319 continue;
320
321 if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
322 return 1; 349 return 1;
323
324 if (OB_MOVE_BLOCK(op, tmp)) return 1;
325 350
326 } 351 }
327 } 352 }
328 return 0; 353 return 0;
329} 354}
330 355
331/* 356/*
332 * this is not perfect yet. 357 * this is not perfect yet.
333 * it does not roll objects behind multipart objects properly. 358 * it does not roll objects behind multipart objects properly.
334 * Support for rolling multipart objects is questionable. 359 * Support for rolling multipart objects is questionable.
335 */ 360 */
336 361
362int
337int roll_ob(object *op,int dir, object *pusher) { 363roll_ob (object *op, int dir, object *pusher)
364{
338 object *tmp; 365 object *tmp;
339 sint16 x, y; 366 sint16 x, y;
340 int flags; 367 int flags;
341 mapstruct *m; 368 maptile *m;
342 MoveType move_block; 369 MoveType move_block;
343 370
344 if (op->head) 371 if (op->head)
345 op = op->head; 372 op = op->head;
346 373
347 x=op->x+freearr_x[dir]; 374 x = op->x + freearr_x[dir];
348 y=op->y+freearr_y[dir]; 375 y = op->y + freearr_y[dir];
349 376
350 if(!QUERY_FLAG(op,FLAG_CAN_ROLL) || 377 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
351 (op->weight && 378 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
352 random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str)) 379 > pusher->stats.Str))
353 return 0; 380 return 0;
354 381
355 m = op->map; 382 m = op->map;
356 flags = get_map_flags(m, &m, x, y, &x, &y); 383 flags = get_map_flags (m, &m, x, y, &x, &y);
357 384
358 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) 385 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
359 return 0; 386 return 0;
360 387
361 move_block = GET_MAP_MOVE_BLOCK(m, x, y); 388 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
362 389
363 /* If the target space is not blocked, no need to look at the objects on it */ 390 /* If the target space is not blocked, no need to look at the objects on it */
364 if ((op->move_type & move_block) == op->move_type) { 391 if ((op->move_type & move_block) == op->move_type)
392 {
365 for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 393 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
394 {
366 if (tmp->head == op) 395 if (tmp->head == op)
367 continue; 396 continue;
368 if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher)) 397 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
369 return 0; 398 return 0;
370 } 399 }
371 } 400 }
372 if (try_fit (op, m, x, y)) 401 if (try_fit (op, m, x, y))
373 return 0; 402 return 0;
374 403
375 remove_ob(op); 404 op->remove ();
376 for(tmp=op; tmp!=NULL; tmp=tmp->more) 405 for (tmp = op; tmp != NULL; tmp = tmp->more)
377 tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir]; 406 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
378 insert_ob_in_map(op,op->map,pusher,0); 407 insert_ob_in_map (op, op->map, pusher, 0);
379 return 1; 408 return 1;
380} 409}
381 410
382/* returns 1 if pushing invokes a attack, 0 when not */ 411/* returns 1 if pushing invokes a attack, 0 when not */
412int
383int push_ob(object *who, int dir, object *pusher) { 413push_ob (object *who, int dir, object *pusher)
414{
384 int str1, str2; 415 int str1, str2;
385 object *owner; 416 object *owner;
386 417
387 if (who->head != NULL) 418 if (who->head != NULL)
388 who = who->head; 419 who = who->head;
389 owner = get_owner(who); 420 owner = who->owner;
390 421
391 /* Wake up sleeping monsters that may be pushed */ 422 /* Wake up sleeping monsters that may be pushed */
392 CLEAR_FLAG(who,FLAG_SLEEP); 423 CLEAR_FLAG (who, FLAG_SLEEP);
393 424
394 /* player change place with his pets or summoned creature */ 425 /* player change place with his pets or summoned creature */
395 /* TODO: allow multi arch pushing. Can't be very difficult */ 426 /* TODO: allow multi arch pushing. Can't be very difficult */
396 if (who->more == NULL 427 if (who->more == NULL
397#ifdef COZY_SERVER 428 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party))
398 &&
399 (
400 (owner && owner->contr && pusher->contr
401 && same_party (owner->contr->party, pusher->contr->party))
402 || owner == pusher 429 || owner == pusher)
403 ) 430 )
404#else 431 {
405 && owner == pusher
406#endif
407 ) {
408 int temp; 432 int temp;
409 mapstruct *m; 433 maptile *m;
410 434
411 remove_ob(who); 435 who->remove ();
412 remove_ob(pusher); 436 pusher->remove ();
413 temp = pusher->x; 437 temp = pusher->x;
414 pusher->x = who->x; 438 pusher->x = who->x;
415 who->x = temp; 439 who->x = temp;
416 440
417 temp = pusher->y; 441 temp = pusher->y;
418 pusher->y = who->y; 442 pusher->y = who->y;
419 who->y = temp; 443 who->y = temp;
420 444
421 m = pusher->map; 445 m = pusher->map;
422 pusher->map = who->map; 446 pusher->map = who->map;
423 who->map = m; 447 who->map = m;
424 448
425 insert_ob_in_map (who,who->map,pusher,0); 449 insert_ob_in_map (who, who->map, pusher, 0);
426 insert_ob_in_map (pusher,pusher->map,pusher,0); 450 insert_ob_in_map (pusher, pusher->map, pusher, 0);
427 return 0; 451 return 0;
428 } 452 }
429 453
430
431 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ 454 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
432 /* In original we have here a unaggressive check only - that was the reason why */ 455 /* In original we have here a unaggressive check only - that was the reason why */
433 /* we so often become an enemy of friendly monsters... */ 456 /* we so often become an enemy of friendly monsters... */
434 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ 457 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
435
436 if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER && 458 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
437 !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) { 459 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
460 {
438 if(pusher->contr->run_on) /* only when we run */ { 461 if (pusher->contr->run_on) /* only when we run */
439 new_draw_info_format(NDI_UNIQUE, 0, pusher, 462 {
440 "You start to attack %s !!", &who->name); 463 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s!!", &who->name);
441 CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ 464 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
442 who->enemy = pusher; 465 who->enemy = pusher;
443 return 1; 466 return 1;
444 } 467 }
445 else 468 else
446 { 469 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
447 new_draw_info_format(NDI_UNIQUE, 0, pusher,
448 "You avoid attacking %s.", &who->name);
449 }
450 } 470 }
451 471
452 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 472 /* now, lets test stand still. we NEVER can push stand_still monsters. */
453 if(QUERY_FLAG(who,FLAG_STAND_STILL)) 473 if (QUERY_FLAG (who, FLAG_STAND_STILL))
454 { 474 {
455 new_draw_info_format(NDI_UNIQUE, 0, pusher, 475 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
456 "You can't push %s.", &who->name);
457 return 0; 476 return 0;
458 } 477 }
459 478
460 /* This block is basically if you are pushing friendly but 479 /* This block is basically if you are pushing friendly but
461 * non pet creaturs. 480 * non pet creaturs.
462 * It basically does a random strength comparision to 481 * It basically does a random strength comparision to
463 * determine if you can push someone around. Note that 482 * determine if you can push someone around. Note that
464 * this pushes the other person away - its not a swap. 483 * this pushes the other person away - its not a swap.
465 */ 484 */
466 485
467 str1 = (who->stats.Str>0?who->stats.Str:who->level); 486 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
468 str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level); 487 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
469 if(QUERY_FLAG(who,FLAG_WIZ) || 488 if (QUERY_FLAG (who, FLAG_WIZ) ||
470 random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >= 489 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
471 random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) || 490 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
472 !move_object(who,dir))
473 { 491 {
474 if (who ->type == PLAYER) { 492 if (who->type == PLAYER)
475 new_draw_info_format(NDI_UNIQUE, 0, who, 493 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
476 "%s tried to push you.", &pusher->name); 494
477 }
478 return 0; 495 return 0;
479 } 496 }
480 497
481 /* If we get here, the push succeeded. 498 /* If we get here, the push succeeded.
482 * Let everyone know the status. 499 * Let everyone know the status.
483 */ 500 */
484 if (who->type == PLAYER) { 501 if (who->type == PLAYER)
485 new_draw_info_format(NDI_UNIQUE, 0, who,
486 "%s pushed you.", &pusher->name);
487 } 502 {
503 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
504 }
488 if (pusher->type == PLAYER) { 505 if (pusher->type == PLAYER)
489 new_draw_info_format(NDI_UNIQUE, 0, pusher,
490 "You pushed %s back.", &who->name);
491 } 506 {
492 507 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
508 }
509
493 return 1; 510 return 1;
494} 511}

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