… | |
… | |
71 | * by the caller. |
71 | * by the caller. |
72 | */ |
72 | */ |
73 | int |
73 | int |
74 | blocked_link (object *ob, maptile *m, int sx, int sy) |
74 | blocked_link (object *ob, maptile *m, int sx, int sy) |
75 | { |
75 | { |
76 | object *tmp; |
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77 | int mflags, blocked; |
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78 | |
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79 | /* 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 |
80 | * have already checked this. |
77 | * have already checked this. |
81 | */ |
78 | */ |
82 | if (OUT_OF_REAL_MAP (m, sx, sy)) |
79 | if (OUT_OF_REAL_MAP (m, sx, sy)) |
83 | { |
80 | { |
… | |
… | |
86 | } |
83 | } |
87 | |
84 | |
88 | /* 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 |
89 | * directly. |
86 | * directly. |
90 | */ |
87 | */ |
91 | mflags = m->at (sx, sy).flags (); |
88 | mapspace &ms = m->at (sx, sy); |
92 | |
89 | |
93 | blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); |
90 | int mflags = ms.flags (); |
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91 | int blocked = ms.move_block; |
94 | |
92 | |
95 | /* If space is currently not blocked by anything, no need to |
93 | /* If space is currently not blocked by anything, no need to |
96 | * go further. Not true for players - all sorts of special |
94 | * go further. Not true for players - all sorts of special |
97 | * things we need to do for players. |
95 | * things we need to do for players. |
98 | */ |
96 | */ |
99 | if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) |
97 | if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) |
100 | return 0; |
98 | return 0; |
101 | |
99 | |
102 | /* 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 |
103 | * 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 |
104 | * 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 |
105 | * or another. Likewise, only if something is blocking us do we |
103 | * or another. Likewise, only if something is blocking us do we |
106 | * need to investigate if there is a special circumstance that would |
104 | * need to investigate if there is a special circumstance that would |
107 | * let the player through (inventory checkers for example) |
105 | * let the player through (inventory checkers for example) |
… | |
… | |
114 | /* 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 |
115 | * 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 |
116 | * true. If we get through the entire stack, that must mean |
114 | * true. If we get through the entire stack, that must mean |
117 | * ob is blocking it, so return 0. |
115 | * ob is blocking it, so return 0. |
118 | */ |
116 | */ |
119 | for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) |
117 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
120 | { |
118 | { |
121 | |
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122 | /* This must be before the checks below. Code for inventory checkers. */ |
119 | /* This must be before the checks below. Code for inventory checkers. */ |
123 | if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) |
120 | if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) |
124 | { |
121 | { |
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122 | bool have = check_inv_recursive (ob, tmp); |
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123 | |
125 | /* If last_sp is set, the player/monster needs an object, |
124 | /* If last_sp is set, the player/monster needs an object, |
126 | * so we check for it. If they don't have it, they can't |
125 | * so we check for it. If they don't have it, they can't |
127 | * pass through this space. |
126 | * pass through this space. |
128 | */ |
127 | */ |
129 | if (tmp->last_sp) |
128 | if (tmp->last_sp) |
130 | { |
129 | { |
131 | if (check_inv_recursive (ob, tmp) == NULL) |
130 | if (!have) |
132 | return 1; |
131 | return 1; |
133 | else |
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134 | continue; |
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|
135 | } |
132 | } |
136 | else |
133 | else |
137 | { |
134 | { |
138 | /* In this case, the player must not have the object - |
135 | /* In this case, the player must not have the object - |
139 | * if they do, they can't pass through. |
136 | * if they do, they can't pass through. |
140 | */ |
137 | */ |
141 | if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ |
138 | if (have) |
142 | return 1; |
139 | return 1; |
143 | else |
|
|
144 | continue; |
|
|
145 | } |
140 | } |
146 | } /* if check_inv */ |
141 | } |
147 | else |
142 | else |
148 | { |
143 | { |
149 | /* Broke apart a big nasty if into several here to make |
144 | /* Broke apart a big nasty if into several here to make |
150 | * this more readable. first check - if the space blocks |
145 | * this more readable. first check - if the space blocks |
151 | * movement, can't move here. |
146 | * movement, can't move here. |
152 | * second - if a monster, can't move there, unless it is a |
147 | * second - if a monster, can't move there, unless it is a |
153 | * hidden dm |
148 | * dm. |
154 | */ |
149 | */ |
155 | if (OB_MOVE_BLOCK (ob, tmp)) |
150 | if (OB_MOVE_BLOCK (ob, tmp)) |
156 | return 1; |
151 | return 1; |
157 | |
152 | |
158 | if (tmp->flag [FLAG_ALIVE] |
153 | if (tmp->flag [FLAG_ALIVE] |
159 | && tmp->head_ () != ob |
154 | && tmp->head_ () != ob |
160 | && tmp != ob |
155 | && tmp != ob |
161 | && tmp->type != DOOR |
156 | && tmp->type != DOOR |
162 | && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) |
157 | && !tmp->flag [FLAG_WIZ]) |
163 | return 1; |
158 | return 1; |
164 | } |
159 | } |
165 | |
|
|
166 | } |
160 | } |
|
|
161 | |
167 | return 0; |
162 | return 0; |
168 | } |
163 | } |
169 | |
164 | |
170 | /* |
165 | /* |
171 | * Returns qthe blocking object if the given object can't fit in the given |
166 | * Returns qthe blocking object if the given object can't fit in the given |