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Comparing deliantra/server/common/map.C (file contents):
Revision 1.157 by root, Thu Jan 8 19:23:44 2009 UTC vs.
Revision 1.163 by root, Thu Oct 15 21:40:42 2009 UTC

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 */
72int 73int
73blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 75{
75 object *tmp;
76 int mflags, blocked;
77
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 ();
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 {
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 {
124 bool have = check_inv_recursive (ob, tmp);
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
133 continue;
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
143 continue;
144 } 142 }
145 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
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
165 } 166 }
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)
348 ms.top->above = op; 349 *(ms.top ? &ms.top->above : &ms.bot) = op;
349 else
350 ms.bot = op;
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

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