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114 | * true. If we get through the entire stack, that must mean |
114 | * true. If we get through the entire stack, that must mean |
115 | * ob is blocking it, so return 0. |
115 | * ob is blocking it, so return 0. |
116 | */ |
116 | */ |
117 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
117 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
118 | { |
118 | { |
119 | bool block = OB_MOVE_BLOCK (ob, tmp); |
119 | if (OB_MOVE_BLOCK (ob, tmp)) |
120 | |
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121 | /* This must be before the checks below. Code for inventory checkers. */ |
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122 | if (block && tmp->type == CHECK_INV) |
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123 | { |
120 | { |
124 | bool have = check_inv_recursive (ob, tmp); |
121 | if (tmp->type == CHECK_INV) |
125 | |
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126 | /* If last_sp is set, the player/monster needs an object, |
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127 | * so we check for it. If they don't have it, they can't |
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128 | * pass through this space. |
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129 | */ |
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130 | if (tmp->last_sp) |
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131 | { |
122 | { |
132 | if (!have) |
123 | bool have = check_inv_recursive (ob, tmp); |
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124 | |
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125 | // last_sp set means we block if we don't have. |
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126 | if (logical_xor (have, tmp->last_sp)) |
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127 | return 1; |
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128 | } |
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129 | else if (tmp->type == T_MATCH) |
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130 | { |
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131 | // T_MATCH allows "entrance" iff the match is true |
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132 | // == blocks if the match fails |
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133 | |
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134 | // we could have used an INVOKE_OBJECT, but decided against it, as we |
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135 | // assume that T_MATCH is very common. |
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136 | if (!match (tmp->slaying, ob, tmp, ob)) |
133 | return 1; |
137 | return 1; |
134 | } |
138 | } |
135 | else |
139 | else |
136 | { |
140 | return 1; // unconditional block |
137 | /* In this case, the player must not have the object - |
141 | |
138 | * if they do, they can't pass through. |
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139 | */ |
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140 | if (have) |
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141 | return 1; |
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142 | } |
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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 | } |
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148 | else |
142 | } else { |
149 | { |
143 | // space does not block the ob, directly, but |
150 | /* Broke apart a big nasty if into several here to make |
144 | // anything alive that is not a door still |
151 | * this more readable. first check - if the space blocks |
145 | // blocks anything but wizards. |
152 | * movement, can't move here. |
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153 | * second - if a monster, can't move there, unless it is a |
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154 | * dm. |
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155 | */ |
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156 | if (block) |
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157 | return 1; |
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158 | |
146 | |
159 | if (tmp->flag [FLAG_ALIVE] |
147 | if (tmp->flag [FLAG_ALIVE] |
160 | && tmp->head_ () != ob |
148 | && tmp->head_ () != ob |
161 | && tmp != ob |
149 | && tmp != ob |
162 | && tmp->type != DOOR |
150 | && tmp->type != DOOR |
163 | && !tmp->flag [FLAG_WIZ]) |
151 | && !tmp->flag [FLAG_WIZPASS]) |
164 | return 1; |
152 | return 1; |
165 | } |
153 | } |
166 | } |
154 | } |
167 | |
155 | |
168 | return 0; |
156 | return 0; |