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Comparing deliantra/server/server/move.C (file contents):
Revision 1.7 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.34 by root, Sun Nov 15 19:13:01 2009 UTC

1
2/* 1/*
3 * static char *rcsid_move_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: move.C,v 1.7 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The author can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#ifndef __CEXTRACT__ 26#ifndef __CEXTRACT__
32# include <sproto.h> 27# include <sproto.h>
33#endif
34
35#ifdef COZY_SERVER
36// use a ptotoype
37extern int same_party (partylist *a, partylist *b);
38#endif 28#endif
39 29
40/* 30/*
41 * move_object() tries to move object op in the direction "dir". 31 * move_object() tries to move object op in the direction "dir".
42 * If it fails (something blocks the passage), it returns 0, 32 * If it fails (something blocks the passage), it returns 0,
43 * otherwise 1. 33 * otherwise 1.
44 * This is an improvement from the previous move_ob(), which 34 * This is an improvement from the previous move_ob(), which
45 * removed and inserted objects even if they were unable to move. 35 * removed and inserted objects even if they were unable to move.
46 */ 36 */
47
48int 37int
49move_object (object *op, int dir) 38move_object (object *op, int dir)
50{ 39{
51 return move_ob (op, dir, op); 40 return op->move (dir);
52} 41}
53
54 42
55/* object op is trying to move in direction dir. 43/* object op is trying to move in direction dir.
56 * originator is typically the same as op, but 44 * originator is typically the same as op, but
57 * can be different if originator is causing op to 45 * can be different if originator is causing op to
58 * move (originator is pushing op) 46 * move (originator is pushing op)
62 * very similiar to move_object. 50 * very similiar to move_object.
63 */ 51 */
64int 52int
65move_ob (object *op, int dir, object *originator) 53move_ob (object *op, int dir, object *originator)
66{ 54{
55 return op->move (dir, originator);
56}
57
58int
59object::move (int dir, object *originator)
60{
67 sint16 newx = op->x + freearr_x[dir]; 61 sint16 newx = x + freearr_x[dir];
68 sint16 newy = op->y + freearr_y[dir]; 62 sint16 newy = y + freearr_y[dir];
69 object *tmp;
70 mapstruct *m;
71 int mflags;
72 63
73 if (op == NULL) 64 mapxy pos (this);
74 { 65 pos.move (dir);
75 LOG (llevError, "Trying to move NULL.\n");
76 return 0;
77 }
78 66
79 m = op->map;
80 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
81
82 /* If the space the player is trying to is out of the map, 67 /* If the space the object is moving to is out of the map,
83 * bail now - we know it can't work. 68 * bail now - we know it can't work.
84 */ 69 */
85 if (mflags & P_OUT_OF_MAP) 70 if (!pos.normalise ())
86 return 0; 71 return 0;
87
88 72
89 /* Is this space blocked? Players with wizpass are immune to 73 /* Is this space blocked? Players with wizpass are immune to
90 * this condition. 74 * this condition.
91 */ 75 */
92 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS)) 76 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
93 return 0; 77 return 0;
94 78
79 // check tail movability
80 if (more && !more->move (dir, more->head))
81 return 0;
82
95 /* 0.94.2 - we need to set the direction for the new animation code. 83 /* we need to set the direction for the new animation code.
96 * it uses it to figure out face to use - I can't see it 84 * it uses it to figure out face to use - I can't see it
97 * breaking anything, but it might. 85 * breaking anything, but it might.
98 */ 86 */
99 if (op->more != NULL && !move_ob (op->more, dir, op->more->head))
100 return 0;
101
102 op->direction = dir; 87 direction = dir;
103 88
104 if (op->will_apply & 4) 89 if (will_apply & 4)
105 check_earthwalls (op, m, newx, newy); 90 check_earthwalls (this, pos.m, pos.x, pos.y);
91
106 if (op->will_apply & 8) 92 if (will_apply & 8)
107 check_doors (op, m, newx, newy); 93 check_doors (this, pos.m, pos.x, pos.y);
108
109 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying
110 * to remove a removed object, and this function was the culprit. A possible
111 * guess I have is that check_doors above ran into a trap, killing the
112 * monster.
113 *
114 * Unfortunately, it doesn't appear that the calling functions of move_object
115 * deal very well with op being killed, so all this might do is just
116 * migrate the problem someplace else.
117 */
118
119 if (QUERY_FLAG (op, FLAG_REMOVED))
120 {
121 LOG (llevDebug, "move_object: monster has been removed - will not process further\n");
122 /* Was not successful, but don't want to try and move again */
123 return 1;
124 }
125 94
126 /* If this is a tail portion, just want to tell caller that move is 95 /* If this is a tail portion, just want to tell caller that move is
127 * ok - the caller will deal with actual object removal/insertion 96 * ok - the caller will deal with actual object removal/insertion
128 */ 97 */
129 if (op->head) 98 if (head)
130 return 1; 99 return 1;
131 100
132 remove_ob (op); 101 if (pos.m != map && contr)
133
134 /* we already have newx, newy, and m, so lets use them.
135 * In addition, this fixes potential crashes, because multipart object was
136 * on edge of map, +=x, +=y doesn't make correct coordinates.
137 */
138 for (tmp = op; tmp != NULL; tmp = tmp->more)
139 { 102 {
140 tmp->x += freearr_x[dir]; 103 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
141 tmp->y += freearr_y[dir]; 104 return 0;
142 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y); 105
106 remove ();
107
108 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
109 return 0;
110
111 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
112 return 0;
143 } 113 }
144 114
145 /* insert_ob_in_map will deal with any tiling issues */ 115 /* insert_ob_in_map will deal with any tiling issues */
146 insert_ob_in_map (op, m, originator, 0); 116 pos.insert (this, originator);
147 117
148 return 1; 118 return 1;
149} 119}
150
151 120
152/* 121/*
153 * transfer_ob(): Move an object (even linked objects) to another spot 122 * transfer_ob(): Move an object (even linked objects) to another spot
154 * on the same map. 123 * on the same map.
155 * 124 *
173 i = find_first_free_spot (op, op->map, x, y); 142 i = find_first_free_spot (op, op->map, x, y);
174 143
175 if (i == -1) 144 if (i == -1)
176 return 0; /* No free spot */ 145 return 0; /* No free spot */
177 146
178 if (op->head != NULL)
179 op = op->head; 147 op = op->head_ ();
180 remove_ob (op); 148 op->remove ();
149
181 for (tmp = op; tmp != NULL; tmp = tmp->more) 150 for (object *tmp = op; tmp; tmp = tmp->more)
182 tmp->x = x + freearr_x[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x), 151 {
183 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y); 152 tmp->x = x + freearr_x[i] + tmp->arch->x;
153 tmp->y = y + freearr_y[i] + tmp->arch->y;
154 }
184 155
185 tmp = insert_ob_in_map (op, op->map, originator, 0); 156 op = insert_ob_in_map (op, op->map, originator, 0);
186 if (tmp) 157
187 return 0; 158 return !op;
188 else
189 return 1;
190} 159}
191 160
192/* 161/*
193 * Return value: 1 if object was destroyed, 0 otherwise. 162 * Return value: 1 if object was destroyed, 0 otherwise.
194 * Modified so that instead of passing the 'originator' that had no 163 * Modified so that instead of passing the 'originator' that had no
202 * one of another type. 171 * one of another type.
203 */ 172 */
204int 173int
205teleport (object *teleporter, uint8 tele_type, object *user) 174teleport (object *teleporter, uint8 tele_type, object *user)
206{ 175{
207 object *altern; 176 if (!user)
208 int i, j, k, nrofalt = 0; 177 return 0;
178
209 object *other_teleporter, *tmp; 179 object *other_teleporter = 0;
210 mapstruct *m; 180 int nrofalt = 0;
211 sint16 sx, sy;
212 181
213 if (user == NULL)
214 return 0;
215 if (user->head != NULL)
216 user = user->head; 182 user = user->head_ ();
217 183
218 /* Find all other teleporters within range. This range 184 /* Find all other teleporters within range. This range
219 * should really be setable by some object attribute instead of 185 * should really be setable by some object attribute instead of
220 * using hard coded values. 186 * using hard coded values.
221 */ 187 */
222 for (i = -5; i < 6; i++) 188 unordered_mapwalk (teleporter, -5, -5, 5, 5)
223 for (j = -5; j < 6; j++)
224 { 189 {
225 if (i == 0 && j == 0) 190 mapspace &ms = m->at (nx, ny);
226 continue;
227 /* Perhaps this should be extended to support tiled maps */
228 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
229 continue;
230 other_teleporter = get_map_ob (teleporter->map, teleporter->x + i, teleporter->y + j);
231 191
232 while (other_teleporter) 192 for (object *tmp = ms.top; tmp; tmp = tmp->below)
193 if (tmp->type == tele_type)
233 { 194 {
234 if (other_teleporter->type == tele_type) 195 if ((dx || dy) && !rndm (++nrofalt))
196 other_teleporter = tmp;
197
235 break; 198 break;
236 other_teleporter = other_teleporter->above;
237 } 199 }
238 if (other_teleporter && !(RANDOM () % ++nrofalt))
239 altern = other_teleporter;
240 } 200 }
241 201
242 if (!nrofalt) 202 if (!nrofalt)
243 { 203 {
244 LOG (llevError, "No alternative teleporters around!\n"); 204 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
205 teleporter->debug_desc (), user->debug_desc ());
245 return 0; 206 return 0;
246 } 207 }
247 208
248 other_teleporter = altern;
249 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9); 209 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
250 210
251 /* if k==-1, unable to find a free spot. If this is shop 211 /* if k==-1, unable to find a free spot. If this is shop
252 * mat that the player is using, find someplace to move 212 * mat that the player is using, find someplace to move
253 * the player - otherwise, player can get trapped in the shops 213 * the player - otherwise, player can get trapped in the shops
254 * that appear in random dungeons. We basically just make 214 * that appear in random dungeons. We basically just make
255 * sure the space isn't no pass (eg wall), and don't care 215 * sure the space isn't no pass (eg wall), and don't care
256 * about is alive. 216 * about is alive.
257 */ 217 */
258 if (k == -1) 218 if (k == -1)
259 { 219 {
260 if (tele_type == SHOP_MAT && user->type == PLAYER) 220 if (tele_type == SHOP_MAT && user->is_player ())
261 { 221 {
262 for (k = 1; k < 9; k++) 222 for (k = 1; k < 9; k++)
263 { 223 {
224 maptile *m;
225 sint16 sx, sy;
226
264 if (get_map_flags (other_teleporter->map, &m, 227 if (get_map_flags (other_teleporter->map, &m,
265 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP) 228 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
266 continue; 229 continue;
267 230
268 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy))) 231 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
269 break; 232 break;
270
271 } 233 }
234
272 if (k == 9) 235 if (k == 9)
273 { 236 {
274 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n", 237 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
275 &other_teleporter->name, other_teleporter->x, other_teleporter->y); 238 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
276 return 0; 239 return 0;
278 } 241 }
279 else 242 else
280 return 0; 243 return 0;
281 } 244 }
282 245
283 remove_ob (user); 246 return !other_teleporter->map->insert (
284 247 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
285 /* Update location for the object */ 248 );
286 for (tmp = user; tmp != NULL; tmp = tmp->more)
287 {
288 tmp->x = other_teleporter->x + freearr_x[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.x);
289 tmp->y = other_teleporter->y + freearr_y[k] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
290 }
291 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
292 return (tmp == NULL);
293}
294
295void
296recursive_roll (object *op, int dir, object *pusher)
297{
298 if (!roll_ob (op, dir, pusher))
299 {
300 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
301 return;
302 }
303 (void) move_ob (pusher, dir, pusher);
304 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
305 return;
306} 249}
307 250
308/* 251/*
309 * This is a new version of blocked, this one handles objects 252 * This is a new version of blocked, this one handles objects
310 * that can be passed through by monsters with the CAN_PASS_THRU defined. 253 * that can be passed through by monsters with the CAN_PASS_THRU defined.
311 * 254 *
312 * very new version handles also multipart objects 255 * very new version handles also multipart objects
313 * This is currently only used for the boulder roll code. 256 * This is currently only used for the boulder roll code.
314 * Returns 1 if object does not fit, 0 if it does. 257 * Returns 1 if object does not fit, 0 if it does.
315 */ 258 */
316 259static int
317int
318try_fit (object *op, mapstruct *m, int x, int y) 260try_fit (object *op, maptile *m, int x, int y)
319{ 261{
320 object *tmp, *more; 262 object *tmp, *more;
321 sint16 tx, ty; 263 sint16 tx, ty;
322 int mflags; 264 int mflags;
323 mapstruct *m2; 265 maptile *m2;
324 266
325 if (op->head) 267 if (op->head)
326 op = op->head; 268 op = op->head;
327 269
328 for (more = op; more; more = more->more) 270 for (more = op; more; more = more->more)
333 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty); 275 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
334 276
335 if (mflags & P_OUT_OF_MAP) 277 if (mflags & P_OUT_OF_MAP)
336 return 1; 278 return 1;
337 279
338 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp = tmp->above) 280 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
339 { 281 {
340 if (tmp->head == op || tmp == op) 282 if (tmp->head == op || tmp == op)
341 continue; 283 continue;
342 284
343 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR)) 285 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
354/* 296/*
355 * this is not perfect yet. 297 * this is not perfect yet.
356 * it does not roll objects behind multipart objects properly. 298 * it does not roll objects behind multipart objects properly.
357 * Support for rolling multipart objects is questionable. 299 * Support for rolling multipart objects is questionable.
358 */ 300 */
359 301static int
360int
361roll_ob (object *op, int dir, object *pusher) 302roll_ob (object *op, int dir, object *pusher)
362{ 303{
363 object *tmp;
364 sint16 x, y; 304 sint16 x, y;
365 int flags; 305 int flags;
366 mapstruct *m; 306 maptile *m;
367 MoveType move_block; 307 MoveType move_block;
368 308
369 if (op->head) 309 if (op->head)
370 op = op->head; 310 op = op->head;
371 311
372 x = op->x + freearr_x[dir]; 312 x = op->x + freearr_x[dir];
373 y = op->y + freearr_y[dir]; 313 y = op->y + freearr_y[dir];
374 314
375 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str)) 315 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
316 || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW)
317 > pusher->stats.Str))
376 return 0; 318 return 0;
377 319
378 m = op->map; 320 m = op->map;
379 flags = get_map_flags (m, &m, x, y, &x, &y); 321 flags = get_map_flags (m, &m, x, y, &x, &y);
380 322
384 move_block = GET_MAP_MOVE_BLOCK (m, x, y); 326 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
385 327
386 /* If the target space is not blocked, no need to look at the objects on it */ 328 /* If the target space is not blocked, no need to look at the objects on it */
387 if ((op->move_type & move_block) == op->move_type) 329 if ((op->move_type & move_block) == op->move_type)
388 { 330 {
389 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 331 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
390 { 332 {
391 if (tmp->head == op) 333 if (tmp->head == op)
392 continue; 334 continue;
335
393 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher)) 336 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
394 return 0; 337 return 0;
395 } 338 }
396 } 339 }
340
397 if (try_fit (op, m, x, y)) 341 if (try_fit (op, m, x, y))
398 return 0; 342 return 0;
399 343
400 remove_ob (op); 344 op->move (dir);
401 for (tmp = op; tmp != NULL; tmp = tmp->more) 345
402 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
403 insert_ob_in_map (op, op->map, pusher, 0);
404 return 1; 346 return 1;
347}
348
349void
350recursive_roll (object *op, int dir, object *pusher)
351{
352 if (!roll_ob (op, dir, pusher))
353 {
354 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
355 return;
356 }
357
358 move_ob (pusher, dir, pusher);
359 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
360 return;
405} 361}
406 362
407/* returns 1 if pushing invokes a attack, 0 when not */ 363/* returns 1 if pushing invokes a attack, 0 when not */
408int 364int
409push_ob (object *who, int dir, object *pusher) 365push_ob (object *who, int dir, object *pusher)
411 int str1, str2; 367 int str1, str2;
412 object *owner; 368 object *owner;
413 369
414 if (who->head != NULL) 370 if (who->head != NULL)
415 who = who->head; 371 who = who->head;
416 owner = get_owner (who); 372 owner = who->owner;
417 373
418 /* Wake up sleeping monsters that may be pushed */ 374 /* Wake up sleeping monsters that may be pushed */
419 CLEAR_FLAG (who, FLAG_SLEEP); 375 CLEAR_FLAG (who, FLAG_SLEEP);
420 376
421 /* player change place with his pets or summoned creature */ 377 /* player change place with his pets or summoned creature */
422 /* TODO: allow multi arch pushing. Can't be very difficult */ 378 /* TODO: allow multi arch pushing. Can't be very difficult */
423 if (who->more == NULL 379 if (who->more == NULL
424#ifdef COZY_SERVER
425 && ((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))
426#else
427 && owner == pusher 381 || owner == pusher)
428#endif
429 ) 382 )
430 { 383 {
431 int temp; 384 int temp;
432 mapstruct *m; 385 maptile *m;
433 386
434 remove_ob (who); 387 who->remove ();
435 remove_ob (pusher); 388 pusher->remove ();
436 temp = pusher->x; 389 temp = pusher->x;
437 pusher->x = who->x; 390 pusher->x = who->x;
438 who->x = temp; 391 who->x = temp;
439 392
440 temp = pusher->y; 393 temp = pusher->y;
445 pusher->map = who->map; 398 pusher->map = who->map;
446 who->map = m; 399 who->map = m;
447 400
448 insert_ob_in_map (who, who->map, pusher, 0); 401 insert_ob_in_map (who, who->map, pusher, 0);
449 insert_ob_in_map (pusher, pusher->map, pusher, 0); 402 insert_ob_in_map (pusher, pusher->map, pusher, 0);
403
450 return 0; 404 return 0;
451 } 405 }
452
453 406
454 /* 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 */
455 /* 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 */
456 /* we so often become an enemy of friendly monsters... */ 409 /* we so often become an enemy of friendly monsters... */
457 /* 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 */
458
459 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER && 411 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
460 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL)) 412 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
461 { 413 {
462 if (pusher->contr->run_on) /* only when we run */ 414 if (pusher->contr->run_on) /* only when we run */
463 { 415 {
464 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);
465 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 */
466 who->enemy = pusher; 418 who->enemy = pusher;
467 return 1; 419 return 1;
468 } 420 }
469 else 421 else
470 { 422 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);
471 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
472 }
473 } 423 }
474 424
475 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 425 /* now, let's test stand still. we NEVER can push stand_still monsters. */
476 if (QUERY_FLAG (who, FLAG_STAND_STILL)) 426 if (QUERY_FLAG (who, FLAG_STAND_STILL))
477 { 427 {
478 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name); 428 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s. H<You simply can't.>", &who->name);
479 return 0; 429 return 0;
480 } 430 }
481 431
482 /* This block is basically if you are pushing friendly but 432 /* This block is basically if you are pushing friendly but
483 * non pet creaturs. 433 * non pet creaturs.
487 */ 437 */
488 438
489 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level); 439 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
490 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level); 440 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
491 if (QUERY_FLAG (who, FLAG_WIZ) || 441 if (QUERY_FLAG (who, FLAG_WIZ) ||
492 random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >= 442 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
493 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))
494 { 444 {
495 if (who->type == PLAYER) 445 if (who->type == PLAYER)
496 {
497 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);
498 } 447
499 return 0; 448 return 0;
500 } 449 }
501 450
502 /* If we get here, the push succeeded. 451 /* If we get here, the push succeeded.
503 * Let everyone know the status. 452 * Let everyone know the status.

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