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Comparing deliantra/server/server/move.C (file contents):
Revision 1.5 by root, Tue Aug 29 17:32:19 2006 UTC vs.
Revision 1.30 by root, Sun Dec 28 15:28:47 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 1.5 2006/08/29 17:32:19 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * 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 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/ 22 */
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 36int
47int move_object(object *op, int dir) { 37move_object (object *op, int dir)
48 return move_ob(op, dir, op); 38{
39 return op->move (dir);
49} 40}
50
51 41
52/* object op is trying to move in direction dir. 42/* object op is trying to move in direction dir.
53 * originator is typically the same as op, but 43 * originator is typically the same as op, but
54 * can be different if originator is causing op to 44 * can be different if originator is causing op to
55 * move (originator is pushing op) 45 * move (originator is pushing op)
56 * returns 0 if the object is not able to move to the 46 * returns 0 if the object is not able to move to the
57 * desired space, 1 otherwise (in which case we also 47 * desired space, 1 otherwise (in which case we also
58 * move the object accordingly. This function is 48 * move the object accordingly. This function is
59 * very similiar to move_object. 49 * very similiar to move_object.
60 */ 50 */
51int
61int move_ob (object *op, int dir, object *originator) 52move_ob (object *op, int dir, object *originator)
62{ 53{
54 return op->move (dir, originator);
55}
56
57int
58object::move (int dir, object *originator)
59{
63 sint16 newx = op->x+freearr_x[dir]; 60 sint16 newx = x + freearr_x[dir];
64 sint16 newy = op->y+freearr_y[dir]; 61 sint16 newy = y + freearr_y[dir];
65 object *tmp;
66 mapstruct *m;
67 int mflags;
68 62
69 if(op==NULL) { 63 mapxy pos (this);
70 LOG(llevError,"Trying to move NULL.\n"); 64 pos.move (dir);
65
66 /* If the space the object is moving to is out of the map,
67 * bail now - we know it can't work.
68 */
69 if (!pos.normalise ())
70 return 0;
71
72 /* Is this space blocked? Players with wizpass are immune to
73 * this condition.
74 */
75 if (blocked_link (this, pos.m, pos.x, pos.y) && !flag [FLAG_WIZPASS])
76 return 0;
77
78 // check tail movability
79 if (more && !more->move (dir, more->head))
80 return 0;
81
82 /* 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 direction = dir;
87
88 if (will_apply & 4)
89 check_earthwalls (this, pos.m, pos.x, pos.y);
90
91 if (will_apply & 8)
92 check_doors (this, pos.m, pos.x, pos.y);
93
94 /* If this is a tail portion, just want to tell caller that move is
95 * ok - the caller will deal with actual object removal/insertion
96 */
97 if (head)
98 return 1;
99
100 if (pos.m != map && contr)
101 {
102 if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr)))
71 return 0; 103 return 0;
72 }
73 104
74 m = op->map; 105 remove ();
75 mflags = get_map_flags(m, &m, newx, newy, &newx, &newy);
76 106
77 /* If the space the player is trying to is out of the map, 107 if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (pos.m), ARG_INT (pos.x), ARG_INT (pos.y)))
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; 108 return 0;
89 109
90 /* 0.94.2 - we need to set the direction for the new animation code. 110 if (INVOKE_MAP (ENTER, pos.m, ARG_PLAYER (contr), ARG_INT (pos.x), ARG_INT (pos.y)))
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; 111 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 } 112 }
119 113
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);
127
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) {
133 tmp->x += freearr_x[dir];
134 tmp->y += freearr_y[dir];
135 tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y);
136 }
137
138 /* insert_ob_in_map will deal with any tiling issues */ 114 /* insert_ob_in_map will deal with any tiling issues */
139 insert_ob_in_map(op, m, originator,0); 115 pos.insert (this, originator);
140 116
141 return 1; 117 return 1;
142} 118}
143
144 119
145/* 120/*
146 * transfer_ob(): Move an object (even linked objects) to another spot 121 * transfer_ob(): Move an object (even linked objects) to another spot
147 * on the same map. 122 * on the same map.
148 * 123 *
152 * use find_first_free_spot(). 127 * use find_first_free_spot().
153 * 128 *
154 * Return value: 1 if object was destroyed, 0 otherwise. 129 * Return value: 1 if object was destroyed, 0 otherwise.
155 */ 130 */
156 131
132int
157int transfer_ob (object *op, int x, int y, int randomly, object *originator) 133transfer_ob (object *op, int x, int y, int randomly, object *originator)
158{ 134{
159 int i; 135 int i;
160 object *tmp; 136 object *tmp;
161 137
162 if (randomly) 138 if (randomly)
163 i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE); 139 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
164 else 140 else
165 i = find_first_free_spot(op,op->map,x,y); 141 i = find_first_free_spot (op, op->map, x, y);
166 142
167 if (i==-1) 143 if (i == -1)
168 return 0; /* No free spot */ 144 return 0; /* No free spot */
169 145
170 if(op->head!=NULL) 146 op = op->head_ ();
171 op=op->head; 147 op->remove ();
172 remove_ob(op);
173 for(tmp=op;tmp!=NULL;tmp=tmp->more)
174 tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x),
175 tmp->y=y+freearr_y[i]+(tmp->arch==NULL?0:tmp->arch->clone.y);
176 148
149 for (object *tmp = op; tmp; tmp = tmp->more)
150 {
151 tmp->x = x + freearr_x[i] + tmp->arch->x;
152 tmp->y = y + freearr_y[i] + tmp->arch->y;
153 }
154
177 tmp = insert_ob_in_map(op,op->map,originator,0); 155 op = insert_ob_in_map (op, op->map, originator, 0);
178 if (tmp) return 0; 156
179 else return 1; 157 return !op;
180} 158}
181 159
182/* 160/*
183 * Return value: 1 if object was destroyed, 0 otherwise. 161 * Return value: 1 if object was destroyed, 0 otherwise.
184 * Modified so that instead of passing the 'originator' that had no 162 * Modified so that instead of passing the 'originator' that had no
189 * currently, this is either set to SHOP_MAT or TELEPORTER. 167 * currently, this is either set to SHOP_MAT or TELEPORTER.
190 * It is basically used so that shop_mats and normal teleporters can 168 * 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 169 * be used close to each other and not have the player put to the
192 * one of another type. 170 * one of another type.
193 */ 171 */
172int
194int teleport (object *teleporter, uint8 tele_type, object *user) 173teleport (object *teleporter, uint8 tele_type, object *user)
195{ 174{
196 object *altern; 175 if (!user)
197 int i,j,k,nrofalt=0; 176 return 0;
177
198 object *other_teleporter, *tmp; 178 object *other_teleporter = 0;
199 mapstruct *m; 179 int nrofalt = 0;
200 sint16 sx, sy;
201 180
202 if(user==NULL) return 0;
203 if(user->head!=NULL)
204 user=user->head; 181 user = user->head_ ();
205 182
206 /* Find all other teleporters within range. This range 183 /* Find all other teleporters within range. This range
207 * should really be setable by some object attribute instead of 184 * should really be setable by some object attribute instead of
208 * using hard coded values. 185 * using hard coded values.
209 */ 186 */
210 for(i= -5;i<6;i++) 187 unordered_mapwalk (teleporter, -5, -5, 5, 5)
211 for(j= -5;j<6;j++) { 188 {
212 if(i==0&&j==0) 189 mapspace &ms = m->at (nx, ny);
190
191 for (object *tmp = ms.top; tmp; tmp = tmp->below)
192 if (tmp->type == tele_type)
193 {
194 if ((dx || dy) && !rndm (++nrofalt))
195 other_teleporter = tmp;
196
197 break;
198 }
199 }
200
201 if (!nrofalt)
202 {
203 LOG (llevError, "%s: no alternative teleporters around (user %s).\n",
204 teleporter->debug_desc (), user->debug_desc ());
205 return 0;
206 }
207
208 int k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
209
210 /* if k==-1, unable to find a free spot. If this is shop
211 * mat that the player is using, find someplace to move
212 * the player - otherwise, player can get trapped in the shops
213 * that appear in random dungeons. We basically just make
214 * sure the space isn't no pass (eg wall), and don't care
215 * about is alive.
216 */
217 if (k == -1)
218 {
219 if (tele_type == SHOP_MAT && user->is_player ())
220 {
221 for (k = 1; k < 9; k++)
222 {
223 maptile *m;
224 sint16 sx, sy;
225
226 if (get_map_flags (other_teleporter->map, &m,
227 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
213 continue; 228 continue;
214 /* Perhaps this should be extended to support tiled maps */ 229
215 if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j)) 230 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
216 continue; 231 break;
217 other_teleporter=get_map_ob(teleporter->map,
218 teleporter->x+i,teleporter->y+j);
219
220 while (other_teleporter) {
221 if (other_teleporter->type == tele_type) break;
222 other_teleporter = other_teleporter->above;
223 } 232 }
224 if (other_teleporter && !(RANDOM() % ++nrofalt))
225 altern = other_teleporter;
226 }
227 233
228 if(!nrofalt) { 234 if (k == 9)
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 } 235 {
255 if (k==9) {
256 LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n", 236 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
257 other_teleporter->name, other_teleporter->x, other_teleporter->y); 237 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
258 return 0; 238 return 0;
259 } 239 }
260 } 240 }
241 else
261 else return 0; 242 return 0;
262 } 243 }
263 244
264 remove_ob(user); 245 return !other_teleporter->map->insert (
265 246 user, other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k]
266 /* Update location for the object */ 247 );
267 for(tmp=user;tmp!=NULL;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 }
273 tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0);
274 return (tmp == NULL);
275} 248}
276 249
250void
277void recursive_roll(object *op,int dir,object *pusher) { 251recursive_roll (object *op, int dir, object *pusher)
252{
278 if(!roll_ob(op,dir,pusher)) { 253 if (!roll_ob (op, dir, pusher))
279 new_draw_info_format(NDI_UNIQUE, 0, pusher, 254 {
280 "You fail to push the %s.",query_name(op)); 255 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
281 return; 256 return;
282 } 257 }
283 (void) move_ob(pusher,dir,pusher); 258 (void) move_ob (pusher, dir, pusher);
284 new_draw_info_format(NDI_BLACK, 0, pusher, 259 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; 260 return;
287} 261}
288 262
289/* 263/*
290 * This is a new version of blocked, this one handles objects 264 * This is a new version of blocked, this one handles objects
293 * very new version handles also multipart objects 267 * very new version handles also multipart objects
294 * This is currently only used for the boulder roll code. 268 * This is currently only used for the boulder roll code.
295 * Returns 1 if object does not fit, 0 if it does. 269 * Returns 1 if object does not fit, 0 if it does.
296 */ 270 */
297 271
272int
298int try_fit (object *op, mapstruct *m, int x, int y) 273try_fit (object *op, maptile *m, int x, int y)
299{ 274{
300 object *tmp, *more; 275 object *tmp, *more;
301 sint16 tx, ty; 276 sint16 tx, ty;
302 int mflags; 277 int mflags;
303 mapstruct *m2; 278 maptile *m2;
304 279
305 if (op->head) 280 if (op->head)
306 op = op->head; 281 op = op->head;
307 282
308 for (more = op; more ; more = more->more) { 283 for (more = op; more; more = more->more)
284 {
309 tx = x + more->x - op->x; 285 tx = x + more->x - op->x;
310 ty = y + more->y - op->y; 286 ty = y + more->y - op->y;
311 287
312 mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty); 288 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
313 289
314 if (mflags & P_OUT_OF_MAP) 290 if (mflags & P_OUT_OF_MAP)
291 return 1;
292
293 for (tmp = GET_MAP_OB (m2, tx, ty); tmp; tmp = tmp->above)
294 {
295 if (tmp->head == op || tmp == op)
296 continue;
297
298 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
315 return 1; 299 return 1;
316 300
317 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) { 301 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; 302 return 1;
323
324 if (OB_MOVE_BLOCK(op, tmp)) return 1;
325 303
326 } 304 }
327 } 305 }
328 return 0; 306 return 0;
329} 307}
330 308
331/* 309/*
332 * this is not perfect yet. 310 * this is not perfect yet.
333 * it does not roll objects behind multipart objects properly. 311 * it does not roll objects behind multipart objects properly.
334 * Support for rolling multipart objects is questionable. 312 * Support for rolling multipart objects is questionable.
335 */ 313 */
336 314int
337int roll_ob(object *op,int dir, object *pusher) { 315roll_ob (object *op, int dir, object *pusher)
338 object *tmp; 316{
339 sint16 x, y; 317 sint16 x, y;
340 int flags; 318 int flags;
341 mapstruct *m; 319 maptile *m;
342 MoveType move_block; 320 MoveType move_block;
343 321
344 if (op->head) 322 if (op->head)
345 op = op->head; 323 op = op->head;
346 324
347 x=op->x+freearr_x[dir]; 325 x = op->x + freearr_x[dir];
348 y=op->y+freearr_y[dir]; 326 y = op->y + freearr_y[dir];
349 327
350 if(!QUERY_FLAG(op,FLAG_CAN_ROLL) || 328 if (!QUERY_FLAG (op, FLAG_CAN_ROLL)
351 (op->weight && 329 || (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)) 330 > pusher->stats.Str))
353 return 0; 331 return 0;
354 332
355 m = op->map; 333 m = op->map;
356 flags = get_map_flags(m, &m, x, y, &x, &y); 334 flags = get_map_flags (m, &m, x, y, &x, &y);
357 335
358 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) 336 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
359 return 0; 337 return 0;
360 338
361 move_block = GET_MAP_MOVE_BLOCK(m, x, y); 339 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
362 340
363 /* If the target space is not blocked, no need to look at the objects on it */ 341 /* 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) { 342 if ((op->move_type & move_block) == op->move_type)
365 for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 343 {
344 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
345 {
366 if (tmp->head == op) 346 if (tmp->head == op)
367 continue; 347 continue;
348
368 if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher)) 349 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
369 return 0; 350 return 0;
370 } 351 }
371 } 352 }
353
372 if (try_fit (op, m, x, y)) 354 if (try_fit (op, m, x, y))
373 return 0;
374
375 remove_ob(op);
376 for(tmp=op; tmp!=NULL; tmp=tmp->more)
377 tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir];
378 insert_ob_in_map(op,op->map,pusher,0);
379 return 1; 355 return 0;
356
357 op->move (dir);
358
359 return 1;
380} 360}
381 361
382/* returns 1 if pushing invokes a attack, 0 when not */ 362/* returns 1 if pushing invokes a attack, 0 when not */
363int
383int push_ob(object *who, int dir, object *pusher) { 364push_ob (object *who, int dir, object *pusher)
365{
384 int str1, str2; 366 int str1, str2;
385 object *owner; 367 object *owner;
386 368
387 if (who->head != NULL) 369 if (who->head != NULL)
388 who = who->head; 370 who = who->head;
389 owner = get_owner(who); 371 owner = who->owner;
390 372
391 /* Wake up sleeping monsters that may be pushed */ 373 /* Wake up sleeping monsters that may be pushed */
392 CLEAR_FLAG(who,FLAG_SLEEP); 374 CLEAR_FLAG (who, FLAG_SLEEP);
393 375
394 /* player change place with his pets or summoned creature */ 376 /* player change place with his pets or summoned creature */
395 /* TODO: allow multi arch pushing. Can't be very difficult */ 377 /* TODO: allow multi arch pushing. Can't be very difficult */
396 if (who->more == NULL 378 if (who->more == NULL
397#ifdef COZY_SERVER 379 && ((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 380 || owner == pusher)
403 ) 381 )
404#else 382 {
405 && owner == pusher
406#endif
407 ) {
408 int temp; 383 int temp;
409 mapstruct *m; 384 maptile *m;
410 385
411 remove_ob(who); 386 who->remove ();
412 remove_ob(pusher); 387 pusher->remove ();
413 temp = pusher->x; 388 temp = pusher->x;
414 pusher->x = who->x; 389 pusher->x = who->x;
415 who->x = temp; 390 who->x = temp;
416 391
417 temp = pusher->y; 392 temp = pusher->y;
418 pusher->y = who->y; 393 pusher->y = who->y;
419 who->y = temp; 394 who->y = temp;
420 395
421 m = pusher->map; 396 m = pusher->map;
422 pusher->map = who->map; 397 pusher->map = who->map;
423 who->map = m; 398 who->map = m;
424 399
425 insert_ob_in_map (who,who->map,pusher,0); 400 insert_ob_in_map (who, who->map, pusher, 0);
426 insert_ob_in_map (pusher,pusher->map,pusher,0); 401 insert_ob_in_map (pusher, pusher->map, pusher, 0);
402
427 return 0; 403 return 0;
428 } 404 }
429 405
430
431 /* We want ONLY become enemy of evil, unaggressive monster. We must RUN in them */ 406 /* 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 */ 407 /* In original we have here a unaggressive check only - that was the reason why */
433 /* we so often become an enemy of friendly monsters... */ 408 /* we so often become an enemy of friendly monsters... */
434 /* funny: was they set to unaggressive 0 (= not so nice) they don't attack */ 409 /* 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 && 410 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
437 !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) { 411 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
412 {
438 if(pusher->contr->run_on) /* only when we run */ { 413 if (pusher->contr->run_on) /* only when we run */
439 new_draw_info_format(NDI_UNIQUE, 0, pusher, 414 {
440 "You start to attack %s !!",who->name); 415 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 */ 416 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
442 who->enemy = pusher; 417 who->enemy = pusher;
443 return 1; 418 return 1;
444 } 419 }
445 else 420 else
446 { 421 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 } 422 }
451 423
452 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 424 /* now, lets test stand still. we NEVER can push stand_still monsters. */
453 if(QUERY_FLAG(who,FLAG_STAND_STILL)) 425 if (QUERY_FLAG (who, FLAG_STAND_STILL))
454 { 426 {
455 new_draw_info_format(NDI_UNIQUE, 0, pusher, 427 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; 428 return 0;
458 } 429 }
459 430
460 /* This block is basically if you are pushing friendly but 431 /* This block is basically if you are pushing friendly but
461 * non pet creaturs. 432 * non pet creaturs.
462 * It basically does a random strength comparision to 433 * It basically does a random strength comparision to
463 * determine if you can push someone around. Note that 434 * determine if you can push someone around. Note that
464 * this pushes the other person away - its not a swap. 435 * this pushes the other person away - its not a swap.
465 */ 436 */
466 437
467 str1 = (who->stats.Str>0?who->stats.Str:who->level); 438 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
468 str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level); 439 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
469 if(QUERY_FLAG(who,FLAG_WIZ) || 440 if (QUERY_FLAG (who, FLAG_WIZ) ||
470 random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >= 441 random_roll (str1, str1 * 5 / 2, who, PREFER_HIGH) >=
471 random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) || 442 random_roll (str2, str2 * 5 / 2, pusher, PREFER_HIGH) || !move_object (who, dir))
472 !move_object(who,dir))
473 { 443 {
474 if (who ->type == PLAYER) { 444 if (who->type == PLAYER)
475 new_draw_info_format(NDI_UNIQUE, 0, who, 445 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
476 "%s tried to push you.",pusher->name); 446
477 }
478 return 0; 447 return 0;
479 } 448 }
480 449
481 /* If we get here, the push succeeded. 450 /* If we get here, the push succeeded.
482 * Let everyone know the status. 451 * Let everyone know the status.
483 */ 452 */
484 if (who->type == PLAYER) { 453 if (who->type == PLAYER)
485 new_draw_info_format(NDI_UNIQUE, 0, who,
486 "%s pushed you.",pusher->name);
487 } 454 {
455 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
456 }
488 if (pusher->type == PLAYER) { 457 if (pusher->type == PLAYER)
489 new_draw_info_format(NDI_UNIQUE, 0, pusher,
490 "You pushed %s back.", who->name);
491 } 458 {
492 459 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
460 }
461
493 return 1; 462 return 1;
494} 463}

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