1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <unistd.h> |
25 | #include <unistd.h> |
… | |
… | |
70 | * by the caller. |
71 | * by the caller. |
71 | */ |
72 | */ |
72 | int |
73 | int |
73 | blocked_link (object *ob, maptile *m, int sx, int sy) |
74 | blocked_link (object *ob, maptile *m, int sx, int sy) |
74 | { |
75 | { |
75 | object *tmp; |
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76 | int mflags, blocked; |
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77 | |
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78 | /* Make sure the coordinates are valid - they should be, as caller should |
76 | /* Make sure the coordinates are valid - they should be, as caller should |
79 | * have already checked this. |
77 | * have already checked this. |
80 | */ |
78 | */ |
81 | if (OUT_OF_REAL_MAP (m, sx, sy)) |
79 | if (OUT_OF_REAL_MAP (m, sx, sy)) |
82 | { |
80 | { |
… | |
… | |
85 | } |
83 | } |
86 | |
84 | |
87 | /* Save some cycles - instead of calling get_map_flags(), just get the value |
85 | /* Save some cycles - instead of calling get_map_flags(), just get the value |
88 | * directly. |
86 | * directly. |
89 | */ |
87 | */ |
90 | mflags = m->at (sx, sy).flags (); |
88 | mapspace &ms = m->at (sx, sy); |
91 | |
89 | |
92 | blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); |
90 | int mflags = ms.flags (); |
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91 | int blocked = ms.move_block; |
93 | |
92 | |
94 | /* If space is currently not blocked by anything, no need to |
93 | /* If space is currently not blocked by anything, no need to |
95 | * go further. Not true for players - all sorts of special |
94 | * go further. Not true for players - all sorts of special |
96 | * things we need to do for players. |
95 | * things we need to do for players. |
97 | */ |
96 | */ |
98 | if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) |
97 | if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) |
99 | return 0; |
98 | return 0; |
100 | |
99 | |
101 | /* if there isn't anytyhing alive on this space, and this space isn't |
100 | /* if there isn't anything alive on this space, and this space isn't |
102 | * otherwise blocked, we can return now. Only if there is a living |
101 | * otherwise blocked, we can return now. Only if there is a living |
103 | * creature do we need to investigate if it is part of this creature |
102 | * creature do we need to investigate if it is part of this creature |
104 | * or another. Likewise, only if something is blocking us do we |
103 | * or another. Likewise, only if something is blocking us do we |
105 | * need to investigate if there is a special circumstance that would |
104 | * need to investigate if there is a special circumstance that would |
106 | * let the player through (inventory checkers for example) |
105 | * let the player through (inventory checkers for example) |
… | |
… | |
113 | /* We basically go through the stack of objects, and if there is |
112 | /* We basically go through the stack of objects, and if there is |
114 | * some other object that has NO_PASS or FLAG_ALIVE set, return |
113 | * some other object that has NO_PASS or FLAG_ALIVE set, return |
115 | * true. If we get through the entire stack, that must mean |
114 | * true. If we get through the entire stack, that must mean |
116 | * ob is blocking it, so return 0. |
115 | * ob is blocking it, so return 0. |
117 | */ |
116 | */ |
118 | for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) |
117 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
119 | { |
118 | { |
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119 | bool block = OB_MOVE_BLOCK (ob, tmp); |
120 | |
120 | |
121 | /* This must be before the checks below. Code for inventory checkers. */ |
121 | /* This must be before the checks below. Code for inventory checkers. */ |
122 | if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) |
122 | if (block && tmp->type == CHECK_INV) |
123 | { |
123 | { |
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124 | bool have = check_inv_recursive (ob, tmp); |
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125 | |
124 | /* If last_sp is set, the player/monster needs an object, |
126 | /* If last_sp is set, the player/monster needs an object, |
125 | * so we check for it. If they don't have it, they can't |
127 | * so we check for it. If they don't have it, they can't |
126 | * pass through this space. |
128 | * pass through this space. |
127 | */ |
129 | */ |
128 | if (tmp->last_sp) |
130 | if (tmp->last_sp) |
129 | { |
131 | { |
130 | if (check_inv_recursive (ob, tmp) == NULL) |
132 | if (!have) |
131 | return 1; |
133 | return 1; |
132 | else |
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133 | continue; |
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134 | } |
134 | } |
135 | else |
135 | else |
136 | { |
136 | { |
137 | /* In this case, the player must not have the object - |
137 | /* In this case, the player must not have the object - |
138 | * if they do, they can't pass through. |
138 | * if they do, they can't pass through. |
139 | */ |
139 | */ |
140 | if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ |
140 | if (have) |
141 | return 1; |
141 | return 1; |
142 | else |
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|
143 | continue; |
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144 | } |
142 | } |
145 | } /* if check_inv */ |
143 | } |
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144 | else if (block && tmp->type == T_MATCH) |
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145 | { |
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146 | //TODO |
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147 | } |
146 | else |
148 | else |
147 | { |
149 | { |
148 | /* Broke apart a big nasty if into several here to make |
150 | /* Broke apart a big nasty if into several here to make |
149 | * this more readable. first check - if the space blocks |
151 | * this more readable. first check - if the space blocks |
150 | * movement, can't move here. |
152 | * movement, can't move here. |
151 | * second - if a monster, can't move there, unless it is a |
153 | * second - if a monster, can't move there, unless it is a |
152 | * hidden dm |
154 | * dm. |
153 | */ |
155 | */ |
154 | if (OB_MOVE_BLOCK (ob, tmp)) |
156 | if (block) |
155 | return 1; |
157 | return 1; |
156 | |
158 | |
157 | if (tmp->flag [FLAG_ALIVE] |
159 | if (tmp->flag [FLAG_ALIVE] |
158 | && tmp->head_ () != ob |
160 | && tmp->head_ () != ob |
159 | && tmp != ob |
161 | && tmp != ob |
160 | && tmp->type != DOOR |
162 | && tmp->type != DOOR |
161 | && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) |
163 | && !tmp->flag [FLAG_WIZ]) |
162 | return 1; |
164 | return 1; |
163 | } |
165 | } |
164 | |
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|
165 | } |
166 | } |
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167 | |
166 | return 0; |
168 | return 0; |
167 | } |
169 | } |
168 | |
170 | |
169 | /* |
171 | /* |
170 | * Returns qthe blocking object if the given object can't fit in the given |
172 | * Returns qthe blocking object if the given object can't fit in the given |
… | |
… | |
334 | if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) |
336 | if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) |
335 | { |
337 | { |
336 | // we insert manually because |
338 | // we insert manually because |
337 | // a) its way faster |
339 | // a) its way faster |
338 | // b) we remove manually, too, and there are good reasons for that |
340 | // b) we remove manually, too, and there are good reasons for that |
339 | // c) its correct |
341 | // c) it's correct |
340 | mapspace &ms = at (op->x, op->y); |
342 | mapspace &ms = at (op->x, op->y); |
341 | |
343 | |
342 | op->flag [FLAG_REMOVED] = false; |
344 | op->flag [FLAG_REMOVED] = false; |
343 | |
345 | |
344 | op->above = 0; |
346 | op->above = 0; |
345 | op->below = ms.top; |
347 | op->below = ms.top; |
346 | |
348 | |
347 | if (ms.top) |
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348 | ms.top->above = op; |
349 | *(ms.top ? &ms.top->above : &ms.bot) = op; |
349 | else |
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350 | ms.bot = op; |
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351 | |
350 | |
352 | ms.top = op; |
351 | ms.top = op; |
353 | ms.flags_ = 0; |
352 | ms.flags_ = 0; |
354 | } |
353 | } |
355 | else |
354 | else |
… | |
… | |
1518 | else |
1517 | else |
1519 | { |
1518 | { |
1520 | retval->distance_x += op2->x - x; |
1519 | retval->distance_x += op2->x - x; |
1521 | retval->distance_y += op2->y - y; |
1520 | retval->distance_y += op2->y - y; |
1522 | |
1521 | |
1523 | retval->part = NULL; |
1522 | retval->part = 0; |
1524 | retval->distance = idistance (retval->distance_x, retval->distance_y); |
1523 | retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); |
1525 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1524 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1526 | } |
1525 | } |
1527 | } |
1526 | } |
1528 | |
1527 | |
1529 | /* Returns true of op1 and op2 are effectively on the same map |
1528 | /* Returns true of op1 and op2 are effectively on the same map |