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Comparing deliantra/server/server/move.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.5 by root, Tue Aug 29 17:32:19 2006 UTC

1/* 1/*
2 * static char *rcsid_move_c = 2 * static char *rcsid_move_c =
3 * "$Id: move.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 * "$Id: move.C,v 1.5 2006/08/29 17:32:19 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
65 object *tmp; 65 object *tmp;
66 mapstruct *m; 66 mapstruct *m;
67 int mflags; 67 int mflags;
68 68
69 if(op==NULL) { 69 if(op==NULL) {
70 LOG(llevError,"Trying to move NULL.\n"); 70 LOG(llevError,"Trying to move NULL.\n");
71 return 0; 71 return 0;
72 } 72 }
73 73
74 m = op->map; 74 m = op->map;
75 mflags = get_map_flags(m, &m, newx, newy, &newx, &newy); 75 mflags = get_map_flags(m, &m, newx, newy, &newx, &newy);
76 76
83 /* Is this space blocked? Players with wizpass are immune to 83 /* Is this space blocked? Players with wizpass are immune to
84 * this condition. 84 * this condition.
85 */ 85 */
86 if(blocked_link(op, m, newx, newy) && 86 if(blocked_link(op, m, newx, newy) &&
87 !QUERY_FLAG(op, FLAG_WIZPASS)) 87 !QUERY_FLAG(op, FLAG_WIZPASS))
88 return 0; 88 return 0;
89 89
90 /* 0.94.2 - we need to set the direction for the new animation code. 90 /* 0.94.2 - we need to set the direction for the new animation code.
91 * it uses it to figure out face to use - I can't see it 91 * it uses it to figure out face to use - I can't see it
92 * breaking anything, but it might. 92 * breaking anything, but it might.
93 */ 93 */
94 if(op->more != NULL && !move_ob(op->more, dir, op->more->head)) 94 if(op->more != NULL && !move_ob(op->more, dir, op->more->head))
95 return 0; 95 return 0;
96 96
97 op->direction = dir; 97 op->direction = dir;
98 98
99 if(op->will_apply&4) 99 if(op->will_apply&4)
100 check_earthwalls(op,m, newx,newy); 100 check_earthwalls(op,m, newx,newy);
101 if(op->will_apply&8) 101 if(op->will_apply&8)
102 check_doors(op,m, newx,newy); 102 check_doors(op,m, newx,newy);
103 103
104 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying 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 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 106 * guess I have is that check_doors above ran into a trap, killing the
107 * monster. 107 * monster.
110 * deal very well with op being killed, so all this might do is just 110 * deal very well with op being killed, so all this might do is just
111 * migrate the problem someplace else. 111 * migrate the problem someplace else.
112 */ 112 */
113 113
114 if (QUERY_FLAG(op, FLAG_REMOVED)) { 114 if (QUERY_FLAG(op, FLAG_REMOVED)) {
115 LOG(llevDebug,"move_object: monster has been removed - will not process further\n"); 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 */ 116 /* Was not successful, but don't want to try and move again */
117 return 1; 117 return 1;
118 } 118 }
119 119
120 /* If this is a tail portion, just want to tell caller that move is 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 121 * ok - the caller will deal with actual object removal/insertion
122 */ 122 */
123 if(op->head) 123 if(op->head)
124 return 1; 124 return 1;
125 125
126 remove_ob(op); 126 remove_ob(op);
127 127
128 /* we already have newx, newy, and m, so lets use them. 128 /* we already have newx, newy, and m, so lets use them.
129 * In addition, this fixes potential crashes, because multipart object was 129 * In addition, this fixes potential crashes, because multipart object was
130 * on edge of map, +=x, +=y doesn't make correct coordinates. 130 * on edge of map, +=x, +=y doesn't make correct coordinates.
131 */ 131 */
132 for(tmp = op; tmp != NULL; tmp = tmp->more) { 132 for(tmp = op; tmp != NULL; tmp = tmp->more) {
133 tmp->x += freearr_x[dir]; 133 tmp->x += freearr_x[dir];
134 tmp->y += freearr_y[dir]; 134 tmp->y += freearr_y[dir];
135 tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); 135 tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y);
136 } 136 }
137 137
138 /* insert_ob_in_map will deal with any tiling issues */ 138 /* insert_ob_in_map will deal with any tiling issues */
139 insert_ob_in_map(op, m, originator,0); 139 insert_ob_in_map(op, m, originator,0);
140 140
141 /* Hmmm. Should be possible for multispace players now */ 141 return 1;
142 if (op->type==PLAYER) {
143 esrv_map_scroll(&op->contr->socket, freearr_x[dir],freearr_y[dir]);
144 op->contr->socket.update_look=1;
145 op->contr->socket.look_position=0;
146 }
147 else if (op->type == TRANSPORT) {
148 object *pl;
149
150 for (pl=op->inv; pl; pl=pl->below) {
151 if (pl->type == PLAYER) {
152 pl->contr->do_los=1;
153 pl->map = op->map;
154 pl->x = op->x;
155 pl->y = op->y;
156 esrv_map_scroll(&pl->contr->socket, freearr_x[dir],freearr_y[dir]);
157 pl->contr->socket.update_look=1;
158 pl->contr->socket.look_position=0;
159 }
160 }
161 }
162
163 return 1; /* this shouldn't be reached */
164} 142}
165 143
166 144
167/* 145/*
168 * transfer_ob(): Move an object (even linked objects) to another spot 146 * transfer_ob(): Move an object (even linked objects) to another spot
180{ 158{
181 int i; 159 int i;
182 object *tmp; 160 object *tmp;
183 161
184 if (randomly) 162 if (randomly)
185 i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE); 163 i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE);
186 else 164 else
187 i = find_first_free_spot(op,op->map,x,y); 165 i = find_first_free_spot(op,op->map,x,y);
188 166
189 if (i==-1) 167 if (i==-1)
190 return 0; /* No free spot */ 168 return 0; /* No free spot */
191 169
192 if(op->head!=NULL) 170 if(op->head!=NULL)
193 op=op->head; 171 op=op->head;
194 remove_ob(op); 172 remove_ob(op);
195 for(tmp=op;tmp!=NULL;tmp=tmp->more) 173 for(tmp=op;tmp!=NULL;tmp=tmp->more)
196 tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x), 174 tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
197 tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y); 175 tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
198 176
199 tmp = insert_ob_in_map(op,op->map,originator,0); 177 tmp = insert_ob_in_map(op,op->map,originator,0);
200 if (op && op->type == PLAYER) MapNewmapCmd(op->contr);
201 if (tmp) return 0; 178 if (tmp) return 0;
202 else return 1; 179 else return 1;
203} 180}
204 181
205/* 182/*
222 mapstruct *m; 199 mapstruct *m;
223 sint16 sx, sy; 200 sint16 sx, sy;
224 201
225 if(user==NULL) return 0; 202 if(user==NULL) return 0;
226 if(user->head!=NULL) 203 if(user->head!=NULL)
227 user=user->head; 204 user=user->head;
228 205
229 /* Find all other teleporters within range. This range 206 /* Find all other teleporters within range. This range
230 * should really be setable by some object attribute instead of 207 * should really be setable by some object attribute instead of
231 * using hard coded values. 208 * using hard coded values.
232 */ 209 */
233 for(i= -5;i<6;i++) 210 for(i= -5;i<6;i++)
234 for(j= -5;j<6;j++) { 211 for(j= -5;j<6;j++) {
235 if(i==0&&j==0) 212 if(i==0&&j==0)
236 continue; 213 continue;
237 /* Perhaps this should be extended to support tiled maps */ 214 /* Perhaps this should be extended to support tiled maps */
238 if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j)) 215 if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j))
239 continue; 216 continue;
240 other_teleporter=get_map_ob(teleporter->map, 217 other_teleporter=get_map_ob(teleporter->map,
241 teleporter->x+i,teleporter->y+j); 218 teleporter->x+i,teleporter->y+j);
242 219
243 while (other_teleporter) { 220 while (other_teleporter) {
244 if (other_teleporter->type == tele_type) break; 221 if (other_teleporter->type == tele_type) break;
245 other_teleporter = other_teleporter->above; 222 other_teleporter = other_teleporter->above;
246 } 223 }
247 if (other_teleporter && !(RANDOM() % ++nrofalt)) 224 if (other_teleporter && !(RANDOM() % ++nrofalt))
248 altern = other_teleporter; 225 altern = other_teleporter;
249 } 226 }
250 227
251 if(!nrofalt) { 228 if(!nrofalt) {
252 LOG(llevError,"No alternative teleporters around!\n"); 229 LOG(llevError,"No alternative teleporters around!\n");
253 return 0; 230 return 0;
254 } 231 }
255 232
256 other_teleporter=altern; 233 other_teleporter=altern;
257 k=find_free_spot(user,other_teleporter->map, 234 k=find_free_spot(user,other_teleporter->map,
258 other_teleporter->x,other_teleporter->y,1,9); 235 other_teleporter->x,other_teleporter->y,1,9);
263 * that appear in random dungeons. We basically just make 240 * that appear in random dungeons. We basically just make
264 * sure the space isn't no pass (eg wall), and don't care 241 * sure the space isn't no pass (eg wall), and don't care
265 * about is alive. 242 * about is alive.
266 */ 243 */
267 if (k==-1) { 244 if (k==-1) {
268 if (tele_type == SHOP_MAT && user->type == PLAYER) { 245 if (tele_type == SHOP_MAT && user->type == PLAYER) {
269 for (k=1; k<9; k++) { 246 for (k=1; k<9; k++) {
270 if (get_map_flags(other_teleporter->map, &m, 247 if (get_map_flags(other_teleporter->map, &m,
271 other_teleporter->x + freearr_x[k], 248 other_teleporter->x + freearr_x[k],
272 other_teleporter->y + freearr_y[k], &sx,&sy) & 249 other_teleporter->y + freearr_y[k], &sx,&sy) &
273 P_OUT_OF_MAP) continue; 250 P_OUT_OF_MAP) continue;
274 251
275 if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; 252 if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
276 253
277 } 254 }
278 if (k==9) { 255 if (k==9) {
279 LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n", 256 LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
280 other_teleporter->name, other_teleporter->x, other_teleporter->y); 257 other_teleporter->name, other_teleporter->x, other_teleporter->y);
281 return 0; 258 return 0;
282 } 259 }
283 } 260 }
284 else return 0; 261 else return 0;
285 } 262 }
286 263
287 remove_ob(user); 264 remove_ob(user);
288 265
289 /* Update location for the object */ 266 /* Update location for the object */
290 for(tmp=user;tmp!=NULL;tmp=tmp->more) { 267 for(tmp=user;tmp!=NULL;tmp=tmp->more) {
291 tmp->x=other_teleporter->x+freearr_x[k]+ 268 tmp->x=other_teleporter->x+freearr_x[k]+
292 (tmp->arch==NULL?0:tmp->arch->clone.x); 269 (tmp->arch==NULL?0:tmp->arch->clone.x);
293 tmp->y=other_teleporter->y+freearr_y[k]+ 270 tmp->y=other_teleporter->y+freearr_y[k]+
294 (tmp->arch==NULL?0:tmp->arch->clone.y); 271 (tmp->arch==NULL?0:tmp->arch->clone.y);
295 } 272 }
296 tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0); 273 tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
297 if (tmp && tmp->type == PLAYER) MapNewmapCmd(tmp->contr);
298 return (tmp == NULL); 274 return (tmp == NULL);
299} 275}
300 276
301void recursive_roll(object *op,int dir,object *pusher) { 277void recursive_roll(object *op,int dir,object *pusher) {
302 if(!roll_ob(op,dir,pusher)) { 278 if(!roll_ob(op,dir,pusher)) {
303 new_draw_info_format(NDI_UNIQUE, 0, pusher, 279 new_draw_info_format(NDI_UNIQUE, 0, pusher,
304 "You fail to push the %s.",query_name(op)); 280 "You fail to push the %s.",query_name(op));
305 return; 281 return;
306 } 282 }
307 (void) move_ob(pusher,dir,pusher); 283 (void) move_ob(pusher,dir,pusher);
308 new_draw_info_format(NDI_BLACK, 0, pusher, 284 new_draw_info_format(NDI_BLACK, 0, pusher,
309 "You move the %s.",query_name(op)); 285 "You move the %s.",query_name(op));
310 return; 286 return;
311} 287}
312 288
313/* 289/*
314 * This is a new version of blocked, this one handles objects 290 * This is a new version of blocked, this one handles objects
325 sint16 tx, ty; 301 sint16 tx, ty;
326 int mflags; 302 int mflags;
327 mapstruct *m2; 303 mapstruct *m2;
328 304
329 if (op->head) 305 if (op->head)
330 op = op->head; 306 op = op->head;
331 307
332 for (more = op; more ; more = more->more) { 308 for (more = op; more ; more = more->more) {
333 tx = x + more->x - op->x; 309 tx = x + more->x - op->x;
334 ty = y + more->y - op->y; 310 ty = y + more->y - op->y;
335 311
336 mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty); 312 mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty);
337 313
338 if (mflags & P_OUT_OF_MAP) 314 if (mflags & P_OUT_OF_MAP)
339 return 1; 315 return 1;
340 316
341 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) { 317 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) {
342 if (tmp->head == op || tmp == op) 318 if (tmp->head == op || tmp == op)
343 continue; 319 continue;
344 320
345 if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR)) 321 if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR))
346 return 1; 322 return 1;
347 323
348 if (OB_MOVE_BLOCK(op, tmp)) return 1; 324 if (OB_MOVE_BLOCK(op, tmp)) return 1;
349 325
350 } 326 }
351 } 327 }
352 return 0; 328 return 0;
353} 329}
354 330
355/* 331/*
364 int flags; 340 int flags;
365 mapstruct *m; 341 mapstruct *m;
366 MoveType move_block; 342 MoveType move_block;
367 343
368 if (op->head) 344 if (op->head)
369 op = op->head; 345 op = op->head;
370 346
371 x=op->x+freearr_x[dir]; 347 x=op->x+freearr_x[dir];
372 y=op->y+freearr_y[dir]; 348 y=op->y+freearr_y[dir];
373 349
374 if(!QUERY_FLAG(op,FLAG_CAN_ROLL) || 350 if(!QUERY_FLAG(op,FLAG_CAN_ROLL) ||
375 (op->weight && 351 (op->weight &&
376 random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str)) 352 random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
377 return 0; 353 return 0;
378 354
379 m = op->map; 355 m = op->map;
380 flags = get_map_flags(m, &m, x, y, &x, &y); 356 flags = get_map_flags(m, &m, x, y, &x, &y);
381 357
382 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) 358 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
383 return 0; 359 return 0;
384 360
385 move_block = GET_MAP_MOVE_BLOCK(m, x, y); 361 move_block = GET_MAP_MOVE_BLOCK(m, x, y);
386 362
387 /* If the target space is not blocked, no need to look at the objects on it */ 363 /* If the target space is not blocked, no need to look at the objects on it */
388 if ((op->move_type & move_block) == op->move_type) { 364 if ((op->move_type & move_block) == op->move_type) {
389 for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 365 for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
390 if (tmp->head == op) 366 if (tmp->head == op)
391 continue; 367 continue;
392 if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher)) 368 if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher))
393 return 0; 369 return 0;
394 } 370 }
395 } 371 }
396 if (try_fit (op, m, x, y)) 372 if (try_fit (op, m, x, y))
397 return 0; 373 return 0;
398 374
399 remove_ob(op); 375 remove_ob(op);
400 for(tmp=op; tmp!=NULL; tmp=tmp->more) 376 for(tmp=op; tmp!=NULL; tmp=tmp->more)
401 tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir]; 377 tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
402 insert_ob_in_map(op,op->map,pusher,0); 378 insert_ob_in_map(op,op->map,pusher,0);
403 return 1; 379 return 1;
404} 380}
405 381
406/* returns 1 if pushing invokes a attack, 0 when not */ 382/* returns 1 if pushing invokes a attack, 0 when not */
407int push_ob(object *who, int dir, object *pusher) { 383int push_ob(object *who, int dir, object *pusher) {
408 int str1, str2; 384 int str1, str2;
409 object *owner; 385 object *owner;
410 386
411 if (who->head != NULL) 387 if (who->head != NULL)
412 who = who->head; 388 who = who->head;
413 owner = get_owner(who); 389 owner = get_owner(who);
414 390
415 /* Wake up sleeping monsters that may be pushed */ 391 /* Wake up sleeping monsters that may be pushed */
416 CLEAR_FLAG(who,FLAG_SLEEP); 392 CLEAR_FLAG(who,FLAG_SLEEP);
417 393
427 ) 403 )
428#else 404#else
429 && owner == pusher 405 && owner == pusher
430#endif 406#endif
431 ) { 407 ) {
432 int temp; 408 int temp;
433 mapstruct *m; 409 mapstruct *m;
434 410
435 remove_ob(who); 411 remove_ob(who);
436 remove_ob(pusher); 412 remove_ob(pusher);
437 temp = pusher->x; 413 temp = pusher->x;
438 pusher->x = who->x; 414 pusher->x = who->x;
439 who->x = temp; 415 who->x = temp;
440 416
441 temp = pusher->y; 417 temp = pusher->y;
442 pusher->y = who->y; 418 pusher->y = who->y;
443 who->y = temp; 419 who->y = temp;
444 420
445 m = pusher->map; 421 m = pusher->map;
446 pusher->map = who->map; 422 pusher->map = who->map;
447 who->map = m; 423 who->map = m;
448 424
449 insert_ob_in_map (who,who->map,pusher,0); 425 insert_ob_in_map (who,who->map,pusher,0);
450 insert_ob_in_map (pusher,pusher->map,pusher,0); 426 insert_ob_in_map (pusher,pusher->map,pusher,0);
451 427 return 0;
452 /* we presume that if the player is pushing his put, he moved in
453 * direction 'dir'. I can' think of any case where this would not be
454 * the case. Putting the map_scroll should also improve performance some.
455 */
456 if (pusher->type == PLAYER ) {
457 esrv_map_scroll(&pusher->contr->socket, freearr_x[dir],freearr_y[dir]);
458 pusher->contr->socket.update_look=1;
459 pusher->contr->socket.look_position=0;
460 }
461 return 0;
462 } 428 }
463 429
464 430
465 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ 431 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */
466 /* In original we have here a unaggressive check only - that was the reason why */ 432 /* In original we have here a unaggressive check only - that was the reason why */
467 /* we so often become an enemy of friendly monsters... */ 433 /* we so often become an enemy of friendly monsters... */
468 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ 434 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */
469 435
470 if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER && 436 if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
471 !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) { 437 !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) {
472 if(pusher->contr->run_on) /* only when we run */ { 438 if(pusher->contr->run_on) /* only when we run */ {
473 new_draw_info_format(NDI_UNIQUE, 0, pusher, 439 new_draw_info_format(NDI_UNIQUE, 0, pusher,
474 "You start to attack %s !!",who->name); 440 "You start to attack %s !!",who->name);
475 CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ 441 CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
476 who->enemy = pusher; 442 who->enemy = pusher;
477 return 1; 443 return 1;
478 } 444 }
479 else 445 else
480 { 446 {
481 new_draw_info_format(NDI_UNIQUE, 0, pusher, 447 new_draw_info_format(NDI_UNIQUE, 0, pusher,
482 "You avoid attacking %s .",who->name); 448 "You avoid attacking %s .",who->name);
483 } 449 }
484 } 450 }
485 451
486 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 452 /* now, lets test stand still. we NEVER can push stand_still monsters. */
487 if(QUERY_FLAG(who,FLAG_STAND_STILL)) 453 if(QUERY_FLAG(who,FLAG_STAND_STILL))
488 { 454 {
489 new_draw_info_format(NDI_UNIQUE, 0, pusher, 455 new_draw_info_format(NDI_UNIQUE, 0, pusher,
490 "You can't push %s.",who->name); 456 "You can't push %s.",who->name);
491 return 0; 457 return 0;
492 } 458 }
493 459
494 /* This block is basically if you are pushing friendly but 460 /* This block is basically if you are pushing friendly but
495 * non pet creaturs. 461 * non pet creaturs.
496 * It basically does a random strength comparision to 462 * It basically does a random strength comparision to
503 if(QUERY_FLAG(who,FLAG_WIZ) || 469 if(QUERY_FLAG(who,FLAG_WIZ) ||
504 random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >= 470 random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >=
505 random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) || 471 random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) ||
506 !move_object(who,dir)) 472 !move_object(who,dir))
507 { 473 {
508 if (who ->type == PLAYER) { 474 if (who ->type == PLAYER) {
509 new_draw_info_format(NDI_UNIQUE, 0, who, 475 new_draw_info_format(NDI_UNIQUE, 0, who,
510 "%s tried to push you.",pusher->name); 476 "%s tried to push you.",pusher->name);
511 } 477 }
512 return 0; 478 return 0;
513 } 479 }
514 480
515 /* If we get here, the push succeeded. 481 /* If we get here, the push succeeded.
516 * Let everyone know the status. 482 * Let everyone know the status.
517 */ 483 */
518 if (who->type == PLAYER) { 484 if (who->type == PLAYER) {
519 new_draw_info_format(NDI_UNIQUE, 0, who, 485 new_draw_info_format(NDI_UNIQUE, 0, who,
520 "%s pushed you.",pusher->name); 486 "%s pushed you.",pusher->name);
521 } 487 }
522 if (pusher->type == PLAYER) { 488 if (pusher->type == PLAYER) {
523 new_draw_info_format(NDI_UNIQUE, 0, pusher, 489 new_draw_info_format(NDI_UNIQUE, 0, pusher,
524 "You pushed %s back.", who->name); 490 "You pushed %s back.", who->name);
525 } 491 }
526 492
527 return 1; 493 return 1;
528} 494}

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