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