ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/move.C
(Generate patch)

Comparing deliantra/server/server/move.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.7 by root, Sun Sep 10 15:59:57 2006 UTC

1
1/* 2/*
2 * static char *rcsid_move_c = 3 * static char *rcsid_move_c =
3 * "$Id: move.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 4 * "$Id: move.C,v 1.7 2006/09/10 15:59:57 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
26 The author can be reached via e-mail to crossfire-devel@real-time.com 27 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/ 28*/
28 29
29#include <global.h> 30#include <global.h>
30#ifndef __CEXTRACT__ 31#ifndef __CEXTRACT__
31#include <sproto.h> 32# include <sproto.h>
32#endif 33#endif
33 34
34#ifdef COZY_SERVER 35#ifdef COZY_SERVER
35// use a ptotoype 36// use a ptotoype
36extern int same_party (partylist *a, partylist *b); 37extern int same_party (partylist *a, partylist *b);
42 * otherwise 1. 43 * otherwise 1.
43 * This is an improvement from the previous move_ob(), which 44 * This is an improvement from the previous move_ob(), which
44 * removed and inserted objects even if they were unable to move. 45 * removed and inserted objects even if they were unable to move.
45 */ 46 */
46 47
48int
47int move_object(object *op, int dir) { 49move_object (object *op, int dir)
50{
48 return move_ob(op, dir, op); 51 return move_ob (op, dir, op);
49} 52}
50 53
51 54
52/* object op is trying to move in direction dir. 55/* object op is trying to move in direction dir.
53 * originator is typically the same as op, but 56 * originator is typically the same as op, but
56 * returns 0 if the object is not able to move to the 59 * returns 0 if the object is not able to move to the
57 * desired space, 1 otherwise (in which case we also 60 * desired space, 1 otherwise (in which case we also
58 * move the object accordingly. This function is 61 * move the object accordingly. This function is
59 * very similiar to move_object. 62 * very similiar to move_object.
60 */ 63 */
64int
61int move_ob (object *op, int dir, object *originator) 65move_ob (object *op, int dir, object *originator)
62{ 66{
63 sint16 newx = op->x+freearr_x[dir]; 67 sint16 newx = op->x + freearr_x[dir];
64 sint16 newy = op->y+freearr_y[dir]; 68 sint16 newy = op->y + freearr_y[dir];
65 object *tmp; 69 object *tmp;
66 mapstruct *m; 70 mapstruct *m;
67 int mflags; 71 int mflags;
68 72
69 if(op==NULL) { 73 if (op == NULL)
74 {
70 LOG(llevError,"Trying to move NULL.\n"); 75 LOG (llevError, "Trying to move NULL.\n");
71 return 0; 76 return 0;
72 } 77 }
73 78
74 m = op->map; 79 m = op->map;
75 mflags = get_map_flags(m, &m, newx, newy, &newx, &newy); 80 mflags = get_map_flags (m, &m, newx, newy, &newx, &newy);
76 81
77 /* If the space the player is trying to is out of the map, 82 /* If the space the player is trying to is out of the map,
78 * bail now - we know it can't work. 83 * bail now - we know it can't work.
79 */ 84 */
80 if (mflags & P_OUT_OF_MAP) return 0; 85 if (mflags & P_OUT_OF_MAP)
86 return 0;
81 87
82 88
83 /* Is this space blocked? Players with wizpass are immune to 89 /* Is this space blocked? Players with wizpass are immune to
84 * this condition. 90 * this condition.
85 */ 91 */
86 if(blocked_link(op, m, newx, newy) && 92 if (blocked_link (op, m, newx, newy) && !QUERY_FLAG (op, FLAG_WIZPASS))
87 !QUERY_FLAG(op, FLAG_WIZPASS))
88 return 0; 93 return 0;
89 94
90 /* 0.94.2 - we need to set the direction for the new animation code. 95 /* 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 96 * it uses it to figure out face to use - I can't see it
92 * breaking anything, but it might. 97 * breaking anything, but it might.
93 */ 98 */
94 if(op->more != NULL && !move_ob(op->more, dir, op->more->head)) 99 if (op->more != NULL && !move_ob (op->more, dir, op->more->head))
95 return 0; 100 return 0;
96 101
97 op->direction = dir; 102 op->direction = dir;
98 103
99 if(op->will_apply&4) 104 if (op->will_apply & 4)
100 check_earthwalls(op,m, newx,newy); 105 check_earthwalls (op, m, newx, newy);
101 if(op->will_apply&8) 106 if (op->will_apply & 8)
102 check_doors(op,m, newx,newy); 107 check_doors (op, m, newx, newy);
103 108
104 /* 0.94.1 - I got a stack trace that showed it crash with remove_ob trying 109 /* 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 110 * 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 111 * guess I have is that check_doors above ran into a trap, killing the
107 * monster. 112 * monster.
108 * 113 *
109 * Unfortunately, it doesn't appear that the calling functions of move_object 114 * 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 115 * deal very well with op being killed, so all this might do is just
111 * migrate the problem someplace else. 116 * migrate the problem someplace else.
112 */ 117 */
113 118
114 if (QUERY_FLAG(op, FLAG_REMOVED)) { 119 if (QUERY_FLAG (op, FLAG_REMOVED))
120 {
115 LOG(llevDebug,"move_object: monster has been removed - will not process further\n"); 121 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 */ 122 /* Was not successful, but don't want to try and move again */
117 return 1; 123 return 1;
118 } 124 }
119 125
120 /* If this is a tail portion, just want to tell caller that move is 126 /* 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 127 * ok - the caller will deal with actual object removal/insertion
122 */ 128 */
123 if(op->head) 129 if (op->head)
124 return 1; 130 return 1;
125 131
126 remove_ob(op); 132 remove_ob (op);
127 133
128 /* we already have newx, newy, and m, so lets use them. 134 /* we already have newx, newy, and m, so lets use them.
129 * In addition, this fixes potential crashes, because multipart object was 135 * In addition, this fixes potential crashes, because multipart object was
130 * on edge of map, +=x, +=y doesn't make correct coordinates. 136 * on edge of map, +=x, +=y doesn't make correct coordinates.
131 */ 137 */
132 for(tmp = op; tmp != NULL; tmp = tmp->more) { 138 for (tmp = op; tmp != NULL; tmp = tmp->more)
139 {
133 tmp->x += freearr_x[dir]; 140 tmp->x += freearr_x[dir];
134 tmp->y += freearr_y[dir]; 141 tmp->y += freearr_y[dir];
135 tmp->map = get_map_from_coord(tmp->map, &tmp->x, &tmp->y); 142 tmp->map = get_map_from_coord (tmp->map, &tmp->x, &tmp->y);
136 } 143 }
137 144
138 /* insert_ob_in_map will deal with any tiling issues */ 145 /* insert_ob_in_map will deal with any tiling issues */
139 insert_ob_in_map(op, m, originator,0); 146 insert_ob_in_map (op, m, originator, 0);
140 147
141 /* Hmmm. Should be possible for multispace players now */ 148 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} 149}
165 150
166 151
167/* 152/*
168 * transfer_ob(): Move an object (even linked objects) to another spot 153 * transfer_ob(): Move an object (even linked objects) to another spot
174 * use find_first_free_spot(). 159 * use find_first_free_spot().
175 * 160 *
176 * Return value: 1 if object was destroyed, 0 otherwise. 161 * Return value: 1 if object was destroyed, 0 otherwise.
177 */ 162 */
178 163
164int
179int transfer_ob (object *op, int x, int y, int randomly, object *originator) 165transfer_ob (object *op, int x, int y, int randomly, object *originator)
180{ 166{
181 int i; 167 int i;
182 object *tmp; 168 object *tmp;
183 169
184 if (randomly) 170 if (randomly)
185 i = find_free_spot (op,op->map,x,y,0,SIZEOFFREE); 171 i = find_free_spot (op, op->map, x, y, 0, SIZEOFFREE);
186 else 172 else
187 i = find_first_free_spot(op,op->map,x,y); 173 i = find_first_free_spot (op, op->map, x, y);
188 174
189 if (i==-1) 175 if (i == -1)
190 return 0; /* No free spot */ 176 return 0; /* No free spot */
191 177
192 if(op->head!=NULL) 178 if (op->head != NULL)
193 op=op->head; 179 op = op->head;
194 remove_ob(op); 180 remove_ob (op);
195 for(tmp=op;tmp!=NULL;tmp=tmp->more) 181 for (tmp = op; tmp != NULL; tmp = tmp->more)
196 tmp->x=x+freearr_x[i]+(tmp->arch==NULL?0:tmp->arch->clone.x), 182 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); 183 tmp->y = y + freearr_y[i] + (tmp->arch == NULL ? 0 : tmp->arch->clone.y);
198 184
199 tmp = insert_ob_in_map(op,op->map,originator,0); 185 tmp = insert_ob_in_map (op, op->map, originator, 0);
200 if (op && op->type == PLAYER) MapNewmapCmd(op->contr); 186 if (tmp)
201 if (tmp) return 0; 187 return 0;
188 else
202 else return 1; 189 return 1;
203} 190}
204 191
205/* 192/*
206 * Return value: 1 if object was destroyed, 0 otherwise. 193 * Return value: 1 if object was destroyed, 0 otherwise.
207 * Modified so that instead of passing the 'originator' that had no 194 * Modified so that instead of passing the 'originator' that had no
212 * currently, this is either set to SHOP_MAT or TELEPORTER. 199 * currently, this is either set to SHOP_MAT or TELEPORTER.
213 * It is basically used so that shop_mats and normal teleporters can 200 * It is basically used so that shop_mats and normal teleporters can
214 * be used close to each other and not have the player put to the 201 * be used close to each other and not have the player put to the
215 * one of another type. 202 * one of another type.
216 */ 203 */
204int
217int teleport (object *teleporter, uint8 tele_type, object *user) 205teleport (object *teleporter, uint8 tele_type, object *user)
218{ 206{
219 object *altern; 207 object *altern;
220 int i,j,k,nrofalt=0; 208 int i, j, k, nrofalt = 0;
221 object *other_teleporter, *tmp; 209 object *other_teleporter, *tmp;
222 mapstruct *m; 210 mapstruct *m;
223 sint16 sx, sy; 211 sint16 sx, sy;
224 212
225 if(user==NULL) return 0; 213 if (user == NULL)
214 return 0;
226 if(user->head!=NULL) 215 if (user->head != NULL)
227 user=user->head; 216 user = user->head;
228 217
229 /* Find all other teleporters within range. This range 218 /* Find all other teleporters within range. This range
230 * should really be setable by some object attribute instead of 219 * should really be setable by some object attribute instead of
231 * using hard coded values. 220 * using hard coded values.
232 */ 221 */
233 for(i= -5;i<6;i++) 222 for (i = -5; i < 6; i++)
234 for(j= -5;j<6;j++) { 223 for (j = -5; j < 6; j++)
224 {
235 if(i==0&&j==0) 225 if (i == 0 && j == 0)
236 continue; 226 continue;
237 /* Perhaps this should be extended to support tiled maps */ 227 /* Perhaps this should be extended to support tiled maps */
238 if(OUT_OF_REAL_MAP(teleporter->map,teleporter->x+i,teleporter->y+j)) 228 if (OUT_OF_REAL_MAP (teleporter->map, teleporter->x + i, teleporter->y + j))
239 continue; 229 continue;
240 other_teleporter=get_map_ob(teleporter->map, 230 other_teleporter = get_map_ob (teleporter->map, teleporter->x + i, teleporter->y + j);
241 teleporter->x+i,teleporter->y+j);
242 231
243 while (other_teleporter) { 232 while (other_teleporter)
233 {
244 if (other_teleporter->type == tele_type) break; 234 if (other_teleporter->type == tele_type)
235 break;
245 other_teleporter = other_teleporter->above; 236 other_teleporter = other_teleporter->above;
246 } 237 }
247 if (other_teleporter && !(RANDOM() % ++nrofalt)) 238 if (other_teleporter && !(RANDOM () % ++nrofalt))
248 altern = other_teleporter; 239 altern = other_teleporter;
249 } 240 }
250 241
251 if(!nrofalt) { 242 if (!nrofalt)
243 {
252 LOG(llevError,"No alternative teleporters around!\n"); 244 LOG (llevError, "No alternative teleporters around!\n");
253 return 0; 245 return 0;
254 } 246 }
255 247
256 other_teleporter=altern; 248 other_teleporter = altern;
257 k=find_free_spot(user,other_teleporter->map, 249 k = find_free_spot (user, other_teleporter->map, other_teleporter->x, other_teleporter->y, 1, 9);
258 other_teleporter->x,other_teleporter->y,1,9);
259 250
260 /* if k==-1, unable to find a free spot. If this is shop 251 /* if k==-1, unable to find a free spot. If this is shop
261 * mat that the player is using, find someplace to move 252 * mat that the player is using, find someplace to move
262 * the player - otherwise, player can get trapped in the shops 253 * the player - otherwise, player can get trapped in the shops
263 * that appear in random dungeons. We basically just make 254 * that appear in random dungeons. We basically just make
264 * sure the space isn't no pass (eg wall), and don't care 255 * sure the space isn't no pass (eg wall), and don't care
265 * about is alive. 256 * about is alive.
266 */ 257 */
267 if (k==-1) { 258 if (k == -1)
259 {
268 if (tele_type == SHOP_MAT && user->type == PLAYER) { 260 if (tele_type == SHOP_MAT && user->type == PLAYER)
261 {
269 for (k=1; k<9; k++) { 262 for (k = 1; k < 9; k++)
263 {
270 if (get_map_flags(other_teleporter->map, &m, 264 if (get_map_flags (other_teleporter->map, &m,
271 other_teleporter->x + freearr_x[k], 265 other_teleporter->x + freearr_x[k], other_teleporter->y + freearr_y[k], &sx, &sy) & P_OUT_OF_MAP)
272 other_teleporter->y + freearr_y[k], &sx,&sy) & 266 continue;
273 P_OUT_OF_MAP) continue;
274 267
275 if (!OB_TYPE_MOVE_BLOCK(user, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; 268 if (!OB_TYPE_MOVE_BLOCK (user, GET_MAP_MOVE_BLOCK (m, sx, sy)))
269 break;
276 270
271 }
272 if (k == 9)
273 {
274 LOG (llevError, "Shop mat %s (%d, %d) is in solid rock?\n",
275 &other_teleporter->name, other_teleporter->x, other_teleporter->y);
276 return 0;
277 }
278 }
279 else
280 return 0;
277 } 281 }
278 if (k==9) {
279 LOG(llevError,"Shop mat %s (%d, %d) is in solid rock?\n",
280 other_teleporter->name, other_teleporter->x, other_teleporter->y);
281 return 0;
282 }
283 }
284 else return 0;
285 }
286 282
287 remove_ob(user); 283 remove_ob (user);
288 284
289 /* Update location for the object */ 285 /* Update location for the object */
290 for(tmp=user;tmp!=NULL;tmp=tmp->more) { 286 for (tmp = user; tmp != NULL; tmp = tmp->more)
291 tmp->x=other_teleporter->x+freearr_x[k]+
292 (tmp->arch==NULL?0:tmp->arch->clone.x);
293 tmp->y=other_teleporter->y+freearr_y[k]+
294 (tmp->arch==NULL?0:tmp->arch->clone.y);
295 } 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 }
296 tmp = insert_ob_in_map(user,other_teleporter->map,NULL,0); 291 tmp = insert_ob_in_map (user, other_teleporter->map, NULL, 0);
297 if (tmp && tmp->type == PLAYER) MapNewmapCmd(tmp->contr);
298 return (tmp == NULL); 292 return (tmp == NULL);
299} 293}
300 294
295void
301void recursive_roll(object *op,int dir,object *pusher) { 296recursive_roll (object *op, int dir, object *pusher)
297{
302 if(!roll_ob(op,dir,pusher)) { 298 if (!roll_ob (op, dir, pusher))
303 new_draw_info_format(NDI_UNIQUE, 0, pusher, 299 {
304 "You fail to push the %s.",query_name(op)); 300 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You fail to push the %s.", query_name (op));
305 return; 301 return;
306 } 302 }
307 (void) move_ob(pusher,dir,pusher); 303 (void) move_ob (pusher, dir, pusher);
308 new_draw_info_format(NDI_BLACK, 0, pusher, 304 new_draw_info_format (NDI_BLACK, 0, pusher, "You move the %s.", query_name (op));
309 "You move the %s.",query_name(op));
310 return; 305 return;
311} 306}
312 307
313/* 308/*
314 * This is a new version of blocked, this one handles objects 309 * This is a new version of blocked, this one handles objects
317 * very new version handles also multipart objects 312 * very new version handles also multipart objects
318 * This is currently only used for the boulder roll code. 313 * This is currently only used for the boulder roll code.
319 * Returns 1 if object does not fit, 0 if it does. 314 * Returns 1 if object does not fit, 0 if it does.
320 */ 315 */
321 316
317int
322int try_fit (object *op, mapstruct *m, int x, int y) 318try_fit (object *op, mapstruct *m, int x, int y)
323{ 319{
324 object *tmp, *more; 320 object *tmp, *more;
325 sint16 tx, ty; 321 sint16 tx, ty;
326 int mflags; 322 int mflags;
327 mapstruct *m2; 323 mapstruct *m2;
328 324
329 if (op->head) 325 if (op->head)
330 op = op->head; 326 op = op->head;
331 327
332 for (more = op; more ; more = more->more) { 328 for (more = op; more; more = more->more)
329 {
333 tx = x + more->x - op->x; 330 tx = x + more->x - op->x;
334 ty = y + more->y - op->y; 331 ty = y + more->y - op->y;
335 332
336 mflags = get_map_flags(m, &m2, tx, ty, &tx, &ty); 333 mflags = get_map_flags (m, &m2, tx, ty, &tx, &ty);
337 334
338 if (mflags & P_OUT_OF_MAP) 335 if (mflags & P_OUT_OF_MAP)
339 return 1; 336 return 1;
340 337
341 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp=tmp->above) { 338 for (tmp = get_map_ob (m2, tx, ty); tmp; tmp = tmp->above)
339 {
342 if (tmp->head == op || tmp == op) 340 if (tmp->head == op || tmp == op)
343 continue; 341 continue;
344 342
345 if ((QUERY_FLAG(tmp,FLAG_ALIVE) && tmp->type!=DOOR)) 343 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->type != DOOR))
346 return 1; 344 return 1;
347 345
348 if (OB_MOVE_BLOCK(op, tmp)) return 1; 346 if (OB_MOVE_BLOCK (op, tmp))
347 return 1;
349 348
350 } 349 }
351 } 350 }
352 return 0; 351 return 0;
353} 352}
354 353
355/* 354/*
356 * this is not perfect yet. 355 * this is not perfect yet.
357 * it does not roll objects behind multipart objects properly. 356 * it does not roll objects behind multipart objects properly.
358 * Support for rolling multipart objects is questionable. 357 * Support for rolling multipart objects is questionable.
359 */ 358 */
360 359
360int
361int roll_ob(object *op,int dir, object *pusher) { 361roll_ob (object *op, int dir, object *pusher)
362{
362 object *tmp; 363 object *tmp;
363 sint16 x, y; 364 sint16 x, y;
364 int flags; 365 int flags;
365 mapstruct *m; 366 mapstruct *m;
366 MoveType move_block; 367 MoveType move_block;
367 368
368 if (op->head) 369 if (op->head)
369 op = op->head; 370 op = op->head;
370 371
371 x=op->x+freearr_x[dir]; 372 x = op->x + freearr_x[dir];
372 y=op->y+freearr_y[dir]; 373 y = op->y + freearr_y[dir];
373 374
374 if(!QUERY_FLAG(op,FLAG_CAN_ROLL) || 375 if (!QUERY_FLAG (op, FLAG_CAN_ROLL) || (op->weight && random_roll (0, op->weight / 50000 - 1, pusher, PREFER_LOW) > pusher->stats.Str))
375 (op->weight &&
376 random_roll(0, op->weight/50000-1, pusher, PREFER_LOW) > pusher->stats.Str))
377 return 0; 376 return 0;
378 377
379 m = op->map; 378 m = op->map;
380 flags = get_map_flags(m, &m, x, y, &x, &y); 379 flags = get_map_flags (m, &m, x, y, &x, &y);
381 380
382 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE)) 381 if (flags & (P_OUT_OF_MAP | P_IS_ALIVE))
383 return 0; 382 return 0;
384 383
385 move_block = GET_MAP_MOVE_BLOCK(m, x, y); 384 move_block = GET_MAP_MOVE_BLOCK (m, x, y);
386 385
387 /* If the target space is not blocked, no need to look at the objects on it */ 386 /* 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) { 387 if ((op->move_type & move_block) == op->move_type)
388 {
389 for (tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { 389 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
390 {
390 if (tmp->head == op) 391 if (tmp->head == op)
391 continue; 392 continue;
392 if (OB_MOVE_BLOCK(op, tmp) && !roll_ob(tmp,dir,pusher)) 393 if (OB_MOVE_BLOCK (op, tmp) && !roll_ob (tmp, dir, pusher))
393 return 0; 394 return 0;
394 } 395 }
395 } 396 }
396 if (try_fit (op, m, x, y)) 397 if (try_fit (op, m, x, y))
397 return 0; 398 return 0;
398 399
399 remove_ob(op); 400 remove_ob (op);
400 for(tmp=op; tmp!=NULL; tmp=tmp->more) 401 for (tmp = op; tmp != NULL; tmp = tmp->more)
401 tmp->x+=freearr_x[dir],tmp->y+=freearr_y[dir]; 402 tmp->x += freearr_x[dir], tmp->y += freearr_y[dir];
402 insert_ob_in_map(op,op->map,pusher,0); 403 insert_ob_in_map (op, op->map, pusher, 0);
403 return 1; 404 return 1;
404} 405}
405 406
406/* returns 1 if pushing invokes a attack, 0 when not */ 407/* returns 1 if pushing invokes a attack, 0 when not */
408int
407int push_ob(object *who, int dir, object *pusher) { 409push_ob (object *who, int dir, object *pusher)
410{
408 int str1, str2; 411 int str1, str2;
409 object *owner; 412 object *owner;
410 413
411 if (who->head != NULL) 414 if (who->head != NULL)
412 who = who->head; 415 who = who->head;
413 owner = get_owner(who); 416 owner = get_owner (who);
414 417
415 /* Wake up sleeping monsters that may be pushed */ 418 /* Wake up sleeping monsters that may be pushed */
416 CLEAR_FLAG(who,FLAG_SLEEP); 419 CLEAR_FLAG (who, FLAG_SLEEP);
417 420
418 /* player change place with his pets or summoned creature */ 421 /* player change place with his pets or summoned creature */
419 /* TODO: allow multi arch pushing. Can't be very difficult */ 422 /* TODO: allow multi arch pushing. Can't be very difficult */
420 if (who->more == NULL 423 if (who->more == NULL
421#ifdef COZY_SERVER 424#ifdef COZY_SERVER
422 && 425 && ((owner && owner->contr && pusher->contr && same_party (owner->contr->party, pusher->contr->party)) || owner == pusher)
423 (
424 (owner && owner->contr && pusher->contr
425 && same_party (owner->contr->party, pusher->contr->party))
426 || owner == pusher
427 )
428#else 426#else
429 && owner == pusher 427 && owner == pusher
430#endif 428#endif
431 ) { 429 )
432 int temp; 430 {
431 int temp;
433 mapstruct *m; 432 mapstruct *m;
434 433
435 remove_ob(who); 434 remove_ob (who);
436 remove_ob(pusher); 435 remove_ob (pusher);
437 temp = pusher->x; 436 temp = pusher->x;
438 pusher->x = who->x; 437 pusher->x = who->x;
439 who->x = temp; 438 who->x = temp;
440 439
441 temp = pusher->y; 440 temp = pusher->y;
442 pusher->y = who->y; 441 pusher->y = who->y;
443 who->y = temp; 442 who->y = temp;
444 443
445 m = pusher->map; 444 m = pusher->map;
446 pusher->map = who->map; 445 pusher->map = who->map;
447 who->map = m; 446 who->map = m;
448 447
449 insert_ob_in_map (who,who->map,pusher,0); 448 insert_ob_in_map (who, who->map, pusher, 0);
450 insert_ob_in_map (pusher,pusher->map,pusher,0); 449 insert_ob_in_map (pusher, pusher->map, pusher, 0);
451 450 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 } 451 }
463 452
464 453
465 /* 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 */
466 /* 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 */
467 /* we so often become an enemy of friendly monsters... */ 456 /* we so often become an enemy of friendly monsters... */
468 /* 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 */
469 458
470 if(owner != pusher && pusher->type == PLAYER && who->type != PLAYER && 459 if (owner != pusher && pusher->type == PLAYER && who->type != PLAYER &&
471 !QUERY_FLAG(who,FLAG_FRIENDLY)&& !QUERY_FLAG(who,FLAG_NEUTRAL)) { 460 !QUERY_FLAG (who, FLAG_FRIENDLY) && !QUERY_FLAG (who, FLAG_NEUTRAL))
461 {
472 if(pusher->contr->run_on) /* only when we run */ { 462 if (pusher->contr->run_on) /* only when we run */
473 new_draw_info_format(NDI_UNIQUE, 0, pusher, 463 {
474 "You start to attack %s !!",who->name); 464 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You start to attack %s !!", &who->name);
475 CLEAR_FLAG(who,FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */ 465 CLEAR_FLAG (who, FLAG_UNAGGRESSIVE); /* the sucker don't like you anymore */
476 who->enemy = pusher; 466 who->enemy = pusher;
477 return 1; 467 return 1;
478 } 468 }
479 else 469 else
480 { 470 {
481 new_draw_info_format(NDI_UNIQUE, 0, pusher, 471 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You avoid attacking %s.", &who->name);
482 "You avoid attacking %s .",who->name); 472 }
483 }
484 } 473 }
485 474
486 /* now, lets test stand still. we NEVER can push stand_still monsters. */ 475 /* now, lets test stand still. we NEVER can push stand_still monsters. */
487 if(QUERY_FLAG(who,FLAG_STAND_STILL)) 476 if (QUERY_FLAG (who, FLAG_STAND_STILL))
488 {
489 new_draw_info_format(NDI_UNIQUE, 0, pusher,
490 "You can't push %s.",who->name);
491 return 0;
492 } 477 {
493 478 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You can't push %s.", &who->name);
479 return 0;
480 }
481
494 /* This block is basically if you are pushing friendly but 482 /* This block is basically if you are pushing friendly but
495 * non pet creaturs. 483 * non pet creaturs.
496 * It basically does a random strength comparision to 484 * It basically does a random strength comparision to
497 * determine if you can push someone around. Note that 485 * determine if you can push someone around. Note that
498 * this pushes the other person away - its not a swap. 486 * this pushes the other person away - its not a swap.
499 */ 487 */
500 488
501 str1 = (who->stats.Str>0?who->stats.Str:who->level); 489 str1 = (who->stats.Str > 0 ? who->stats.Str : who->level);
502 str2 = (pusher->stats.Str>0?pusher->stats.Str:pusher->level); 490 str2 = (pusher->stats.Str > 0 ? pusher->stats.Str : pusher->level);
503 if(QUERY_FLAG(who,FLAG_WIZ) || 491 if (QUERY_FLAG (who, FLAG_WIZ) ||
504 random_roll(str1, str1/2+str1*2, who, PREFER_HIGH) >= 492 random_roll (str1, str1 / 2 + str1 * 2, who, PREFER_HIGH) >=
505 random_roll(str2, str2/2+str2*2, pusher, PREFER_HIGH) || 493 random_roll (str2, str2 / 2 + str2 * 2, pusher, PREFER_HIGH) || !move_object (who, dir))
506 !move_object(who,dir))
507 { 494 {
508 if (who ->type == PLAYER) { 495 if (who->type == PLAYER)
509 new_draw_info_format(NDI_UNIQUE, 0, who, 496 {
510 "%s tried to push you.",pusher->name); 497 new_draw_info_format (NDI_UNIQUE, 0, who, "%s tried to push you.", &pusher->name);
511 } 498 }
512 return 0; 499 return 0;
513 } 500 }
514 501
515 /* If we get here, the push succeeded. 502 /* If we get here, the push succeeded.
516 * Let everyone know the status. 503 * Let everyone know the status.
517 */ 504 */
518 if (who->type == PLAYER) { 505 if (who->type == PLAYER)
519 new_draw_info_format(NDI_UNIQUE, 0, who,
520 "%s pushed you.",pusher->name);
521 } 506 {
507 new_draw_info_format (NDI_UNIQUE, 0, who, "%s pushed you.", &pusher->name);
508 }
522 if (pusher->type == PLAYER) { 509 if (pusher->type == PLAYER)
523 new_draw_info_format(NDI_UNIQUE, 0, pusher,
524 "You pushed %s back.", who->name);
525 } 510 {
526 511 new_draw_info_format (NDI_UNIQUE, 0, pusher, "You pushed %s back.", &who->name);
512 }
513
527 return 1; 514 return 1;
528} 515}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines