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Comparing deliantra/server/common/map.C (file contents):
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 UTC vs.
Revision 1.166 by root, Wed Oct 21 00:44:39 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
80 { 80 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 82 return 1;
83 } 83 }
84 84
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 85 mapspace &ms = m->at (sx, sy);
89 86
90 int mflags = ms.flags (); 87 int mflags = ms.flags ();
91 int blocked = ms.move_block; 88 int blocked = ms.move_block;
92 89
93 /* If space is currently not blocked by anything, no need to 90 /* If space is currently not blocked by anything, no need to
94 * go further. Not true for players - all sorts of special 91 * go further. Not true for players - all sorts of special
95 * things we need to do for players. 92 * things we need to do for players.
114 * true. If we get through the entire stack, that must mean 111 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 112 * ob is blocking it, so return 0.
116 */ 113 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 114 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 { 115 {
119 /* This must be before the checks below. Code for inventory checkers. */ 116 if (OB_MOVE_BLOCK (ob, tmp))
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 117 {
122 bool have = check_inv_recursive (ob, tmp); 118 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 119 if (RESULT_INT (0))
124 /* If last_sp is set, the player/monster needs an object, 120 return 1;
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */ 121 else
128 if (tmp->last_sp) 122 continue;
123
124 if (tmp->type == CHECK_INV)
129 { 125 {
130 if (!have) 126 bool have = check_inv_recursive (ob, tmp);
127
128 // last_sp set means we block if we don't have.
129 if (logical_xor (have, tmp->last_sp))
130 return 1;
131 }
132 else if (tmp->type == T_MATCH)
133 {
134 // T_MATCH allows "entrance" iff the match is true
135 // == blocks if the match fails
136
137 // we could have used an INVOKE_OBJECT, but decided against it, as we
138 // assume that T_MATCH is relatively common.
139 if (!match (tmp->slaying, ob, tmp, ob))
131 return 1; 140 return 1;
132 } 141 }
133 else 142 else
134 { 143 return 1; // unconditional block
135 /* In this case, the player must not have the object - 144
136 * if they do, they can't pass through.
137 */
138 if (have)
139 return 1;
140 }
141 }
142 else 145 } else {
143 { 146 // space does not block the ob, directly, but
144 /* Broke apart a big nasty if into several here to make 147 // anything alive that is not a door still
145 * this more readable. first check - if the space blocks 148 // blocks anything but wizards.
146 * movement, can't move here.
147 * second - if a monster, can't move there, unless it is a
148 * dm.
149 */
150 if (OB_MOVE_BLOCK (ob, tmp))
151 return 1;
152 149
153 if (tmp->flag [FLAG_ALIVE] 150 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob 151 && tmp->head_ () != ob
155 && tmp != ob 152 && tmp != ob
156 && tmp->type != DOOR 153 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ]) 154 && !tmp->flag [FLAG_WIZPASS])
158 return 1; 155 return 1;
159 } 156 }
160 } 157 }
161 158
162 return 0; 159 return 0;
560 return items; 557 return items;
561} 558}
562 559
563/* opposite of parse string, this puts the string that was originally fed in to 560/* opposite of parse string, this puts the string that was originally fed in to
564 * the map (or something equivilent) into output_string. */ 561 * the map (or something equivilent) into output_string. */
565static void 562static const char *
566print_shop_string (maptile *m, char *output_string) 563print_shop_string (maptile *m)
567{ 564{
568 int i; 565 static dynbuf_text buf; buf.clear ();
569 char tmp[MAX_BUF];
570 566
571 strcpy (output_string, "");
572 for (i = 0; i < m->shopitems[0].index; i++) 567 for (int i = 0; i < m->shopitems[0].index; i++)
573 { 568 {
574 if (m->shopitems[i].typenum) 569 if (m->shopitems[i].typenum)
575 { 570 {
576 if (m->shopitems[i].strength) 571 if (m->shopitems[i].strength)
577 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 572 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
578 else 573 else
579 sprintf (tmp, "%s;", m->shopitems[i].name); 574 buf.printf ("%s;", m->shopitems[i].name);
580 } 575 }
581 else 576 else
582 { 577 {
583 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
584 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 579 buf.printf ("*:%d;", m->shopitems[i].strength);
585 else 580 else
586 sprintf (tmp, "*"); 581 buf.printf ("*");
587 } 582 }
588
589 strcat (output_string, tmp);
590 } 583 }
584
585 return buf;
591} 586}
592 587
593/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
594 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
595 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
730 MAP_OUT (reset_timeout); 725 MAP_OUT (reset_timeout);
731 MAP_OUT (fixed_resettime); 726 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset); 727 MAP_OUT (no_reset);
733 MAP_OUT (no_drop); 728 MAP_OUT (no_drop);
734 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
735
736 if (default_region) MAP_OUT2 (region, default_region->name); 730 if (default_region) MAP_OUT2 (region, default_region->name);
737 731
738 if (shopitems) 732 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
739 {
740 char shop[MAX_BUF];
741 print_shop_string (this, shop);
742 MAP_OUT2 (shopitems, shop);
743 }
744
745 MAP_OUT (shopgreed); 733 MAP_OUT (shopgreed);
746 MAP_OUT (shopmin); 734 MAP_OUT (shopmin);
747 MAP_OUT (shopmax); 735 MAP_OUT (shopmax);
748 if (shoprace) MAP_OUT (shoprace); 736 if (shoprace) MAP_OUT (shoprace);
737
749 MAP_OUT (darkness); 738 MAP_OUT (darkness);
750 MAP_OUT (width); 739 MAP_OUT (width);
751 MAP_OUT (height); 740 MAP_OUT (height);
752 MAP_OUT (enter_x); 741 MAP_OUT (enter_x);
753 MAP_OUT (enter_y); 742 MAP_OUT (enter_y);

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