void i_fear_resist(pob o) { if (o->blessing > -1) { Objects[o->id].known = 1; if (Player.status[AFRAID] > 0) { mprint("You feel stauncher now."); Player.status[AFRAID] = 0; } } else if (! p_immune(FEAR)) { mprint("You panic!"); Player.status[AFRAID]+=random_range(100); } }
/* do dmg points of damage of type dtype, from source fromstring */ void p_damage(int dmg, int dtype, char *fromstring) { if (State.getFastMove()) { drawvision(Player.x,Player.y); State.setFastMove(false); } if (! p_immune(dtype)) { if (dtype == NORMAL_DAMAGE) Player.hp -= max(1,(dmg-Player.absorption)); else Player.hp -= dmg; if (Player.hp < 1) p_death(fromstring); } else mprint("You resist the effects!"); dataprint(); }
void m_blind_strike(pmt m) { pml ml; if ((Player.status[BLINDED] == 0) && los_p(m->x,m->y,Player.x,Player.y) && (distance(m->x,m->y,Player.x,Player.y) < 5)) { if (m->uniqueness == COMMON) { strcpy(Str2,"The "); strcat(Str2,m->monstring); } else strcpy(Str2,m->monstring); strcat(Str2," gazes at you menacingly"); mprint(Str2); if (! p_immune(GAZE)) { mprint("You've been blinded!"); Player.status[BLINDED] = random_range(4)+1; for(ml=Level->mlist;ml!=NULL;ml=ml->next) plotspot(ml->m->x,ml->m->y,FALSE); } else mprint("You gaze steadily back...."); } }
void knowledge(int blessing) { if (blessing < 0) mprint("You feel ignorant."); else { mprint("You feel knowledgeable!"); menuclear(); menuprint("Current Point Total: "); menulongprint(calc_points()); menuprint("\nAlignment:"); if (Player.alignment == 0) menuprint("Neutral, embodying the Cosmic Balance"); else if (abs(Player.alignment) < 10) menuprint("Neutral, tending toward "); else if (abs(Player.alignment) < 50) menuprint("Neutral-"); else if (abs(Player.alignment) < 100) ; else if (abs(Player.alignment) < 200) menuprint("Servant of "); else if (abs(Player.alignment) < 400) menuprint("Master of "); else if (abs(Player.alignment) < 800) menuprint("The Essence of "); else menuprint("The Ultimate Avatar of "); if (Player.alignment < 0) menuprint("Chaos\n"); else if (Player.alignment > 0) menuprint("Law\n"); showmenu(); morewait(); menuclear(); menuprint("Current stati:\n"); if (Player.status[BLINDED]) menuprint("Blinded\n"); if (Player.status[SLOWED]) menuprint("Slowed\n"); #ifdef DEBUG if (Player.status[SLOWED]) fprintf(DG_debug_log, "Slowed is %d\n", Player.status[SLOWED] ); #endif if (Player.status[HASTED]) menuprint("Hasted\n"); if (Player.status[DISPLACED]) menuprint("Displaced\n"); if (Player.status[SLEPT]) menuprint("Slept\n"); if (Player.status[DISEASED]) menuprint("Diseased\n"); if (Player.status[POISONED]) menuprint("Poisoned\n"); if (Player.status[BREATHING]) menuprint("Breathing\n"); if (Player.status[INVISIBLE]) menuprint("Invisible\n"); if (Player.status[REGENERATING]) menuprint("Regenerating\n"); if (Player.status[VULNERABLE]) menuprint("Vulnerable\n"); if (Player.status[BERSERK]) menuprint("Berserk\n"); if (Player.status[IMMOBILE]) menuprint("Immobile\n"); if (Player.status[ALERT]) menuprint("Alert\n"); if (Player.status[AFRAID]) menuprint("Afraid\n"); if (Player.status[ACCURATE]) menuprint("Accurate\n"); if (Player.status[HERO]) menuprint("Heroic\n"); if (Player.status[LEVITATING]) menuprint("Levitating\n"); if (Player.status[TRUESIGHT]) /* FIXED! 12/30/98 DG */ menuprint("Sharp\n"); if (Player.status[SHADOWFORM]) menuprint("Shadowy\n"); if (Player.status[ILLUMINATION]) menuprint("Glowing\n"); if (Player.status[DEFLECTION]) menuprint("Buffered\n"); if (Player.status[RETURNING]) menuprint("Returning\n"); showmenu(); morewait(); menuclear(); menuprint("Immunities:\n"); if (p_immune(NORMAL_DAMAGE)) menuprint("Normal Damage\n"); if (p_immune(FLAME)) menuprint("Flame\n"); if (p_immune(ELECTRICITY)) menuprint("Electricity\n"); if (p_immune(COLD)) menuprint("Cold\n"); if (p_immune(POISON)) menuprint("Poison\n"); if (p_immune(ACID)) menuprint("Acid\n"); if (p_immune(FEAR)) menuprint("Fear\n"); if (p_immune(SLEEP)) menuprint("Sleep\n"); if (p_immune(NEGENERGY)) menuprint("Negative Energies\n"); if (p_immune(THEFT)) menuprint("Theft\n"); if (p_immune(GAZE)) menuprint("Gaze\n"); if (p_immune(INFECTION)) menuprint("Infection\n"); showmenu(); morewait(); menuclear(); menuprint("Ranks:\n"); switch(Player.rank[LEGION]) { case COMMANDANT: menuprint("Commandant of the Legion"); break; case COLONEL: menuprint("Colonel of the Legion"); break; case FORCE_LEADER: menuprint("Force Leader of the Legion"); break; case CENTURION: menuprint("Centurion of the Legion"); break; case LEGIONAIRE: menuprint("Legionaire"); break; } if (Player.rank[LEGION] > 0) { menuprint(" ("); menunumprint(Player.guildxp[LEGION]); menuprint(" XP).\n"); } switch(Player.rank[ARENA]) { case -1: menuprint("Ex-gladiator\n"); break; case CHAMPION: menuprint("Gladiator Champion"); break; case GLADIATOR: menuprint("Gladiator of the Arena"); break; case RETIARIUS: menuprint("Retiarius of the Arena"); break; case BESTIARIUS: menuprint("Bestiarius of the Arena"); break; case TRAINEE: menuprint("Gladiator Trainee of the Arena"); break; } if (Player.rank[ARENA] > 0) { menuprint(" (Opponent "); menunumprint(Arena_Opponent); menuprint(")\n"); } switch(Player.rank[COLLEGE]) { case ARCHMAGE: menuprint("Archmage of the Collegium Magii"); break; case MAGE: menuprint("Collegium Magii: Mage"); break; case PRECEPTOR: menuprint("Collegium Magii: Preceptor"); break; case STUDENT: menuprint("Collegium Magii: Student"); break; case NOVICE: menuprint("Collegium Magii: Novice"); break; } if (Player.rank[COLLEGE] > 0) { menuprint(" ("); menunumprint(Player.guildxp[COLLEGE]); menuprint(" XP).\n"); } switch(Player.rank[NOBILITY]) { case DUKE: menuprint("Duke of Rampart"); break; case LORD: menuprint("Peer of the Realm"); break; case KNIGHT: menuprint("Order of the Knights of Rampart"); break; case ESQUIRE: menuprint("Squire of Rampart"); break; case COMMONER: menuprint("Commoner"); break; default: menuprint("Lowly Commoner\n"); break; } if (Player.rank[NOBILITY] > 1) { menuprint(" ("); menunumprint(Player.rank[NOBILITY] - 1); menuprint(ordinal(Player.rank[NOBILITY] - 1)); menuprint(" Quest Completed)\n"); } else if (Player.rank[NOBILITY] == 1) { menuprint(" (1st Quest Undertaken)\n"); } switch(Player.rank[CIRCLE]) { case -1: menuprint("Former member of the Circle.\n"); break; case PRIME: menuprint("Prime Sorceror of the Inner Circle"); break; case HIGHSORCEROR: menuprint("High Sorceror of the Inner Circle"); break; case SORCEROR: menuprint("Member of the Circle of Sorcerors"); break; case ENCHANTER: menuprint("Member of the Circle of Enchanters"); break; case INITIATE: menuprint("Member of the Circle of Initiates"); break; } if (Player.rank[CIRCLE] > 0) { menuprint(" ("); menunumprint(Player.guildxp[CIRCLE]); menuprint(" XP).\n"); } switch(Player.rank[ORDER]) { case -1: menuprint("Washout from the Order of Paladins\n"); break; case JUSTICIAR: menuprint("Justiciar of the Order of Paladins"); break; case PALADIN: menuprint("Paladin of the Order"); break; case CHEVALIER: menuprint("Chevalier of the Order"); break; case GUARDIAN: menuprint("Guardian of the Order"); break; case GALLANT: menuprint("Gallant of the Order"); break; } if (Player.rank[ORDER] > 0) { menuprint(" ("); menunumprint(Player.guildxp[ORDER]); menuprint(" XP).\n"); } switch(Player.rank[THIEVES]) { case SHADOWLORD: menuprint("Guild of Thieves: Shadowlord"); break; case TMASTER: menuprint("Guild of Thieves: Master Thief"); break; case THIEF: menuprint("Guild of Thieves: Thief"); break; case ATHIEF: menuprint("Guild of Thieves: Apprentice Thief"); break; case TMEMBER: menuprint("Guild of Thieves: Candidate Member"); break; } if (Player.rank[THIEVES] > 0) { menuprint(" ("); menunumprint(Player.guildxp[THIEVES]); menuprint(" XP).\n"); } switch(Player.rank[PRIESTHOOD]) { case LAY: menuprint("A lay devotee of "); break; case ACOLYTE: menuprint("An Acolyte of "); break; case PRIEST: menuprint("A Priest of "); break; case SPRIEST: menuprint("A Senior Priest of "); break; case HIGHPRIEST: menuprint("The High Priest of "); break; } switch(Player.patron) { case ODIN: menuprint("Odin"); break; case SET: menuprint("Set"); break; case ATHENA: menuprint("Athena"); break; case HECATE: menuprint("Hecate"); break; case DRUID: menuprint("Druidism"); break; case DESTINY: menuprint("the Lords of Destiny"); break; } if (Player.rank[PRIESTHOOD] > 0) { menuprint(" ("); menunumprint(Player.guildxp[PRIESTHOOD]); menuprint(" XP).\n"); } #ifdef INCLUDE_MONKS switch(Player.rank[MONKS]) { case MONK_GRANDMASTER: menuprint("Tholian Monks: Grandmaster"); break; case MONK_MASTER_TEARS: menuprint("Tholian Monks: Master of Tears"); break; case MONK_MASTER_PAINS: menuprint("Tholian Monks: Master of Pain"); break; case MONK_MASTER_SIGHS: menuprint("Tholian Monks: Master of Sighs"); break; case MONK_MASTER: menuprint("Tholian Monks: Master"); break; case MONK_MONK: menuprint("Tholian Monks: Monk"); break; case MONK_TRAINEE: menuprint("Tholian Monks: Trainee"); break; } if (Player.rank[MONKS] > 0) { menuprint(" ("); menunumprint(Player.guildxp[MONKS]); menuprint(" XP).\n"); } #endif if (Player.rank[ADEPT] > 0) menuprint("**************\n*Omegan Adept*\n**************\n"); showmenu(); morewait(); xredraw(); } }
/** * Move player in the given direction, with the given "pickup" flag. * * This routine should only be called when energy has been expended. * * Note that this routine handles monsters in the destination grid, * and also handles attempting to move into walls/doors/etc. */ void move_player(int dir) { int py = p_ptr->py; int px = p_ptr->px; byte str_escape, dex_escape; /* Permit the player to move? */ bool can_move = FALSE; /* Player is jumping off a cliff */ bool falling = FALSE; /* Player hits a trap (always unless flying) */ bool trapped = TRUE; int temp; int y, x; /* Find the result of moving */ y = py + ddy[dir]; x = px + ddx[dir]; /* Hack -- attack monsters */ if (cave_m_idx[y][x] > 0) { /* Attack */ if (py_attack(y, x, TRUE)) return; } /* It takes some dexterity, or failing that strength, to get out of pits */ if (cave_feat[p_ptr->py][p_ptr->px] == (FEAT_TRAP_HEAD + 0x01)) { str_escape = adj_dex_dis[p_ptr->state.stat_ind[A_STR]]; dex_escape = adj_dex_dis[p_ptr->state.stat_ind[A_DEX]]; /* First attempt to leap out of the pit, */ if ((dex_escape + 1) * 2 < randint1(16)) { /* then attempt to climb out of the pit. */ if (str_escape + 3 < randint1(16)) { /* Failure costs a turn. */ msg_print("You remain stuck in the pit."); return; } else msg_print("You clamber out of the pit."); } else msg_print("You leap out of the pit."); } /* Option to disarm a visible trap. -TNB- */ /* Hack - Rogues can walk over their own trap - BR */ if (OPT(easy_alter) && (cave_feat[y][x] >= FEAT_TRAP_HEAD) && (cave_feat[y][x] <= FEAT_TRAP_TAIL)) { bool more = FALSE; /* Auto-repeat if not already repeating */ if (cmd_get_nrepeats() == 0) cmd_set_repeat(99); more = do_cmd_disarm_aux(y, x); /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); return; } /* Some terrain is impassable for the player, such as stone walls. */ else if (!cave_passable_bold(y, x)) { /* Disturb the player */ disturb(0, 0); /* Notice unknown obstacles */ if (!(cave_info[y][x] & (CAVE_MARK))) { /* Closed door */ if (cave_feat[y][x] < FEAT_SECRET) { message(MSG_HITWALL, 0, "You feel a door blocking your way."); cave_info[y][x] |= (CAVE_MARK); light_spot(y, x); } /* Wall (or secret door) */ else { message(MSG_HITWALL, 0, "You feel a wall blocking your way."); cave_info[y][x] |= (CAVE_MARK); light_spot(y, x); } } /* Mention known obstacles */ else { /* Closed door */ if (cave_feat[y][x] < FEAT_SECRET) { /* Option to automatically open doors. -TNB- */ if (OPT(easy_alter)) { bool more = FALSE; /* Auto-repeat if not already repeating */ if (cmd_get_nrepeats() == 0) cmd_set_repeat(99); /* Open the door */ more = do_cmd_open_aux(y, x); /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); return; } /* Otherwise, a message. */ message(MSG_HITWALL, 0, "There is a door blocking your way."); } /* Wall (or secret door) */ else { message(MSG_HITWALL, 0, "There is a wall blocking your way."); } } /* Sound */ sound(MSG_HITWALL); } /* Normal movement */ else { /*** Handle traversable terrain. ***/ switch (cave_feat[y][x]) { case FEAT_RUBBLE: { /* Dwarves move easily through rubble */ if (player_has(PF_DWARVEN)) can_move = TRUE; /* Bats, dragons can fly */ else if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; else if (player_is_crossing == dir) { can_move = TRUE; player_is_crossing = 0; } else { player_is_crossing = dir; cmd_insert(CMD_WALK); } break; } case FEAT_TREE: case FEAT_TREE2: { /* Druids, rangers, elves and ents (SJGU) slip easily under * trees */ if (((player_has(PF_WOODSMAN)) || (player_has(PF_ELVEN))) || (player_has(PF_WOODEN))) can_move = TRUE; /* Bats, dragons can fly */ else if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; /* Allow movement only if partway through already. */ else if (player_is_crossing == dir) { can_move = TRUE; player_is_crossing = 0; } else { player_is_crossing = dir; cmd_insert(CMD_WALK); } break; } case FEAT_WATER: /* Water now slows rather than stopping -NRM- */ { /* Stop any run. */ disturb(0, 0); can_move = TRUE; /* Speed will need updating */ p_ptr->update |= PU_BONUS; break; } case FEAT_LAVA: { /* Assume player will continue. */ temp = TRUE; /* Smart enough to stop running. */ if (p_ptr->running) { if (!get_check("Lava blocks your path. Step into it? ")) { temp = FALSE; p_ptr->running = 0; } } /* Smart enough to sense trouble. */ else if ((!p_resist_pos(P_RES_FIRE)) || (!p_resist_strong(P_RES_FIRE) && (p_ptr->chp <= 100)) || (!p_immune(P_RES_FIRE) && (p_ptr->chp <= 30))) { if (!get_check ("The heat of the lava scalds you! Really enter? ")) { temp = FALSE; } } /* Enter if OK or confirmed. */ if (temp) { /* Can always cross. */ can_move = TRUE; /* Feather fall makes one lightfooted. */ if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); temp = 49 + randint1(51); } else temp = 124 + randint1(126); /* Will take serious fire damage. */ fire_dam(temp, "burnt to a cinder in molten lava"); } break; } case FEAT_VOID: { /* Bats, dragons can fly */ if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; else { /* Assume player will continue. */ temp = TRUE; /* Smart enough to stop running. */ if (p_ptr->running) { if (!get_check ("You have come to a cliff. Step off it? ")) { temp = FALSE; p_ptr->running = 0; } } /* Smart enough to sense trouble. */ else if (!p_ptr->timed[TMD_BLIND]) { if (!get_check("It's a cliff! Really step off it? ")) { temp = FALSE; } } /* Step off if confirmed. */ if (temp) { /* Can always jump. */ can_move = TRUE; /* Will take serious damage. */ falling = TRUE; } } break; } default: { /* All other terrain can be traversed normally. */ can_move = TRUE; } } /* If the player can move, handle various things. */ if (can_move) { /* Move player */ monster_swap(py, px, y, x); /* Update speed if stepping out of water */ if (cave_feat[py][px] == FEAT_WATER) p_ptr->update |= PU_BONUS; /* Update stealth for Unlight */ if (player_has(PF_UNLIGHT)) p_ptr->update |= PU_BONUS; /* Superstealth for ents in trees SJGU */ if ((player_has(PF_WOODEN)) && (tf_has (f_info[cave_feat[p_ptr->py][p_ptr->px]].flags, TF_TREE))) { if (!(tf_has(f_info[cave_feat[py][px]].flags, TF_TREE)) || !(p_ptr->timed[TMD_SSTEALTH])) { (void) inc_timed(TMD_SSTEALTH, 1, FALSE); p_ptr->update |= (PU_BONUS); } } else if ((player_has(PF_WOODEN)) && (tf_has(f_info[cave_feat[py][px]].flags, TF_TREE))) { if (p_ptr->timed[TMD_SSTEALTH]) { (void) dec_timed(TMD_SSTEALTH, 1, FALSE); p_ptr->update |= (PU_BONUS); } } /* New location */ y = py = p_ptr->py; x = px = p_ptr->px; /* No longer traversing. */ player_is_crossing = 0; /* Fall off a cliff */ if (falling) fall_off_cliff(); /* Spontaneous Searching */ if (p_ptr->state.skills[SKILL_SEARCH_FREQUENCY] > 49) { (void) search(FALSE); } else if (0 == randint0(50 - p_ptr->state.skills[SKILL_SEARCH_FREQUENCY])) { (void) search(FALSE); } /* Continuous Searching */ if (p_ptr->searching) { (void) search(FALSE); } /* Handle "store doors" */ if ((cave_feat[y][x] >= FEAT_SHOP_HEAD) && (cave_feat[y][x] <= FEAT_SHOP_TAIL)) { /* Disturb */ disturb(0, 0); cmd_insert(CMD_ENTER_STORE); } /* All other grids (including traps) */ else { /* Handle objects (later) */ p_ptr->notice |= (PN_PICKUP); } /* Flying players have a chance to miss traps */ if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) { if (((cave_feat[y][x] == FEAT_INVIS) || (cave_feat[y][x] == FEAT_GRASS_INVIS)) && (randint0(3) != 0)) trapped = FALSE; else if ((cave_feat[y][x] >= FEAT_TRAP_HEAD) && (cave_feat[y][x] <= FEAT_TRAP_TAIL) && (randint0(10) != 0)) trapped = FALSE; } /* Discover invisible traps */ else if (((cave_feat[y][x] == FEAT_INVIS) || (cave_feat[y][x] == FEAT_GRASS_INVIS) || (cave_feat[y][x] == FEAT_TREE_INVIS) || (cave_feat[y][x] == FEAT_TREE2_INVIS)) && trapped) { /* Disturb */ disturb(0, 0); /* Message */ msg_print("You stumble upon a trap!"); /* Pick a trap */ pick_trap(y, x); /* Hit the floor trap. */ hit_trap(y, x); } /* Set off a visible trap */ else if ((cave_feat[y][x] >= FEAT_TRAP_HEAD) && (cave_feat[y][x] <= FEAT_TRAP_TAIL) && trapped) { /* Disturb */ disturb(0, 0); /* Hit the floor trap. */ hit_trap(y, x); } /* Walk on a monster trap */ else if ((cave_feat[y][x] >= FEAT_MTRAP_HEAD) && (cave_feat[y][x] <= FEAT_MTRAP_TAIL)) { msg_print("You inspect your cunning trap."); } } } }
short dump_immunities( FILE *dumpfile ) { int numimmunities = 0; /* reset "checksum" */ dumpcheck = 0; dump_col = 0; if ( !dump( dumpfile, "-- Current Immunities --\n\n", FALSE ) ) return FALSE; if ( p_immune( NORMAL_DAMAGE ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Normal Damage" ) ) return FALSE; } if ( p_immune( FLAME ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Flame" ) ) return FALSE; } if ( p_immune( ELECTRICITY ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Electricity" ) ) return FALSE; } if ( p_immune( COLD ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Cold" ) ) return FALSE; } if ( p_immune( POISON ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Poison" ) ) return FALSE; } if ( p_immune( ACID ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Acid" ) ) return FALSE; } if ( p_immune( FEAR ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Fear" ) ) return FALSE; } if ( p_immune( SLEEP ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Sleep" ) ) return FALSE; } if ( p_immune( NEGENERGY ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Negative Energies" ) ) return FALSE; } if ( p_immune( THEFT ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Theft" ) ) return FALSE; } if ( p_immune( GAZE ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Gaze" ) ) return FALSE; } if ( p_immune( INFECTION ) ) { numimmunities++; if ( !dump_in_columns( dumpfile, 26, "Infection" ) ) return FALSE; } if ( numimmunities ) { /* dump last row of immunities */ if ( !end_dump_in_columns( dumpfile ) ) return FALSE; sprintf( dump_buf, "[Verification: %8.8lx]\n\n", dumpcheck ); if ( !dump( dumpfile, dump_buf, FALSE ) ) return FALSE; } else { sprintf( dump_buf, "(None)\n\n" ); if ( !dump( dumpfile, dump_buf, FALSE ) ) return FALSE; } return TRUE; }
/** * Move player in the given direction, with the given "pickup" flag. * * This routine should only be called when energy has been expended. * * Note that this routine handles monsters in the destination grid, * and also handles attempting to move into walls/doors/etc. */ void move_player(int dir, bool no_options) { unsigned int py = p_ptr->py; unsigned int px = p_ptr->px; byte str_escape, dex_escape; /* Permit the player to move? */ bool can_move = FALSE; /* Player is jumping off a cliff */ bool falling = FALSE; /* Player hits a trap (always unless flying) */ bool trapped = TRUE; /* Sliding on the ice */ bool icy_slide = FALSE; int temp; unsigned int y, x; feature_type *f_ptr; /* Find the result of moving */ y = py + ddy[dir]; x = px + ddx[dir]; f_ptr = &f_info[cave_feat[y][x]]; /* Hack -- attack monsters */ if (cave_m_idx[y][x] > 0) { /* Attack */ if (py_attack(y, x, TRUE)) return; } /* It takes some dexterity, or failing that strength, to get out of pits */ if (cave_feat[py][px] == FEAT_PIT) { str_escape = adj_dex_dis[p_ptr->state.stat_ind[A_STR]]; dex_escape = adj_dex_dis[p_ptr->state.stat_ind[A_DEX]]; /* First attempt to leap out of the pit, */ if ((dex_escape + 1) * 2 < randint1(16)) { /* then attempt to climb out of the pit. */ if (str_escape + 3 < randint1(16)) { /* Failure costs a turn. */ msg("You remain stuck in the pit."); /* Failure clears movement */ p_ptr->previous_action[0] = ACTION_NOTHING; return; } else msg("You clamber out of the pit."); } else msg("You leap out of the pit."); } /* Rooted players cannot move */ if (p_ptr->timed[TMD_ROOT]) { can_move = FALSE; msg("You are rooted to the ground and can't move."); /* Prevent repeated attempts */ disturb(0, 0); return; } /* Option to disarm a visible trap. -TNB- */ /* Hack - Rogues can walk over their own trap - BR */ else if (cave_visible_trap(y, x) && cave_player_trap(y, x) && OPT(easy_alter)) { bool more = FALSE; /* Auto-repeat if not already repeating */ if (cmd_get_nrepeats() == 0) cmd_set_repeat(99); more = do_cmd_disarm_aux(y, x); /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); return; } /* Some terrain is impassable for the player, such as stone walls. */ else if (!tf_has(f_ptr->flags, TF_PASSABLE)) { /* Disturb the player */ disturb(0, 0); /* Notice unknown obstacles */ if (!sqinfo_has(cave_info[y][x], SQUARE_MARK)) { /* Closed door */ if (tf_has(f_ptr->flags, TF_DOOR_CLOSED)) { msgt(MSG_HITWALL, "You feel a door blocking your way."); sqinfo_on(cave_info[y][x], SQUARE_MARK); light_spot(y, x); } /* Wall (or secret door) */ else { msgt(MSG_HITWALL, "You feel a wall blocking your way."); sqinfo_on(cave_info[y][x], SQUARE_MARK); light_spot(y, x); } } /* Mention known obstacles */ else { /* Closed door */ if (tf_has(f_ptr->flags, TF_DOOR_CLOSED)) { /* Option to automatically open doors. -TNB- */ if (OPT(easy_alter)) { bool more = FALSE; /* Auto-repeat if not already repeating */ if (cmd_get_nrepeats() == 0) cmd_set_repeat(99); /* Open the door */ more = do_cmd_open_aux(y, x); /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); /* Clear action list */ p_ptr->previous_action[0] = ACTION_NOTHING; return; } /* Otherwise, a message. */ msgt(MSG_HITWALL, "There is a door blocking your way."); } /* Wall (or secret door) */ else { msgt(MSG_HITWALL, "There is a wall blocking your way."); } } /* Sound */ sound(MSG_HITWALL); } /* Normal movement */ else { /* Assume terrain can be traversed normally. */ can_move = TRUE; /* Terrain blocked by a friendly monster */ if (cave_m_idx[y][x] > 0) { monster_type *n_ptr = & m_list[cave_m_idx[y][x]]; /* Push monster if it doesn't have a target and hasn't been pushed. * This allows the player to move into a corridor with a monster in * front of him, and have the monster move ahead, if it is faster. If its * not faster, the player will push over it on the second move, as the push * flag below will have been set. */ if(((n_ptr->mflag & MFLAG_PUSH) == 0) && !(n_ptr->ty) && !(n_ptr->tx) && push_aside_player(p_ptr->py, p_ptr->px, n_ptr)) { int dy = n_ptr->fy - y; int dx = n_ptr->fx - x; unsigned int count = 0; n_ptr->ty = n_ptr->fy; n_ptr->tx = n_ptr->fx; /* Hack -- get new target as far as the monster can move in the direction * pushed. We do this with a walking stick approach to prevent us getting * invalid target locations like (0,0) */ while (in_bounds_fully(n_ptr->ty + dy, n_ptr->tx + dx) && cave_exist_mon(&r_info[n_ptr->r_idx], n_ptr->ty + dy, n_ptr->tx + dx, TRUE) && (count++ < (MAX_SIGHT / 2))) { n_ptr->ty = n_ptr->ty + dy; n_ptr->tx = n_ptr->tx + dx; } /* Clear target if none available */ if ((n_ptr->ty == n_ptr->fy) && (n_ptr->tx == n_ptr->fx)) { n_ptr->ty = 0; n_ptr->tx = 0; } } /* The other monster cannot switch places */ else if (!cave_exist_mon(&r_info[n_ptr->r_idx], p_ptr->py, p_ptr->px, TRUE)) { /* Try to push it aside. Allow aborting of move if an ally */ if ((!push_aside_player(p_ptr->py, p_ptr->px, n_ptr)) && (get_reaction(F_PLAYER, n_ptr->faction) <= REACT_FRIEND)) { /* No warning if sliding */ if (no_options) {} /* Don't provide more warning */ else if (!get_check("Are you sure?")) { temp = FALSE; p_ptr->running = 0; can_move = FALSE; } } } /* Hack -- we clear the target if we move over a monster */ else { n_ptr->ty = 0; n_ptr->tx = 0; } /* Mark monsters as pushed */ n_ptr->mflag |= (MFLAG_PUSH); } /*** Handle traversable terrain. ***/ if (tf_has(f_ptr->flags, TF_ROCK)) { /* Dwarves move easily through rubble */ if (player_has(PF_DWARVEN)) can_move = TRUE; /* Bats, dragons can fly */ else if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; /* Require more energy */ else { can_move = TRUE; p_ptr->energy_use += 100; } } if (tf_has(f_ptr->flags, TF_TREE)) { /* Druids, rangers, Plant Cutie Marks slip easily under * trees */ if ((player_has(PF_WOODSMAN)) || (player_has(PF_PLANT_FRIEND))) can_move = TRUE; /* Bats, dragons can fly */ else if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; /* Require more energy */ else { can_move = TRUE; p_ptr->energy_use += 100; } } /* Water now slows rather than stopping -NRM- */ if (tf_has(f_ptr->flags, TF_WATERY)) { /* Stop any run. */ disturb(0, 0); can_move = TRUE; /* Speed will need updating */ p_ptr->update |= PU_BONUS; } /* Walking on to ice can cause you to slide an additional square. */ if (tf_has(f_ptr->flags, TF_ICY)) { /* Stop any run */ disturb(0, 0); can_move = TRUE; /* Slide is less likely with Cold Resist. Never slide with Levitation */ if (!p_ptr->state.ffall && ((!p_immune(P_RES_COLD)) && (randint1((p_resist_pos(P_RES_COLD) || p_resist_strong(P_RES_COLD)) ? 2 : 4) != 1))) icy_slide = TRUE; /* Speed will need updating */ p_ptr->update |= PU_BONUS; } if (tf_has(f_ptr->flags, TF_FIERY)) { /* Assume player will continue. */ temp = TRUE; /* Smart enough to stop running. */ if (p_ptr->running) { /* Ice keeps sliding */ if (no_options) {} else if (!get_check("Lava blocks your path. Step into it? ")) { temp = FALSE; p_ptr->running = 0; } } /* Smart enough to sense trouble. */ else if ((!p_resist_pos(P_RES_FIRE)) || (!p_resist_strong(P_RES_FIRE) && (p_ptr->chp <= 100)) || (!p_immune(P_RES_FIRE) && (p_ptr->chp <= 30))) { /* Sliding continues regardless */ if (no_options) {} else if (!get_check ("The heat of the lava scalds you! Really enter? ")) { temp = FALSE; } } /* Enter if OK or confirmed. */ if (temp) { /* Can always cross. */ can_move = TRUE; /* Feather fall makes one lightfooted. */ if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); temp = 49 + randint1(51); } else temp = 124 + randint1(126); /* Will take serious fire damage. */ fire_dam(temp, "burnt to a cinder in molten lava", SOURCE_ENVIRONMENTAL); } else /* Player refuse to go. */ can_move = FALSE; } if (tf_has(f_ptr->flags, TF_BURNING)) { /* Assume player will continue */ temp = TRUE; /* Smart enough to stop running */ if (p_ptr->running) { if (no_options) {} else if (!get_check("Your path is block by a burning tree. Step into it? ")) { temp = FALSE; p_ptr->running = 9; } } /* Smart enough to sense trouble */ else if ((!p_resist_pos(P_RES_FIRE)) || (!p_resist_strong(P_RES_FIRE) && (p_ptr->chp <= 100)) || (!p_immune(P_RES_FIRE) && (p_ptr->chp <= 30))) { if (no_options) {} else if (!get_check ("The heat of the fire burns you! Really enter? ")) { temp = FALSE; } } /* Enter if OK or confirmed. */ if (temp) { /* Can always cross. */ can_move = TRUE; /* Take light damage from the fire */ temp = 49 + randint1(51); /* Will take serious fire damage. */ fire_dam(temp, "burnt to death in a fire.", SOURCE_ENVIRONMENTAL); } else /* Player refuse to go. */ can_move = FALSE; } if (tf_has(f_ptr->flags, TF_FALL)) { /* Bats, dragons can fly */ if (!(p_ptr->schange == SHAPE_BAT) && !(p_ptr->schange == SHAPE_WYRM)) { /* Assume player will continue. */ temp = TRUE; /* Smart enough to stop running. */ if (p_ptr->running) { if (no_options) {} else if (!get_check ("You have come to a cliff. Step off it? ")) { can_move = FALSE; temp = FALSE; p_ptr->running = 0; } } /* Smart enough to sense trouble. */ else if (!p_ptr->timed[TMD_BLIND]) { if (no_options) {} else if (!get_check("It's a cliff! Really step off it? ")) { can_move = FALSE; temp = FALSE; } } /* Step off if confirmed. */ if (temp) { /* Will take serious damage. */ falling = TRUE; } } } } /* If the player can move, handle various things. */ if (can_move) { /* Move player */ monster_swap(py, px, y, x); /* Update speed if stepping out of water */ if (tf_has(f_info[cave_feat[py][px]].flags, TF_WATERY)) p_ptr->update |= PU_BONUS; /* Update stealth for Unlight */ if (player_has(PF_UNLIGHT)) p_ptr->update |= PU_BONUS; /* Update speed for Plant cutie mark woodspersons */ if (player_has(PF_WOODSMAN) && player_has(PF_PLANT_FRIEND)) p_ptr->update |= PU_BONUS; /* New location */ y = py = p_ptr->py; x = px = p_ptr->px; f_ptr = &f_info[cave_feat[y][x]]; /* Fall off a cliff */ if (falling) fall_off_cliff(); /* Sliding on ice prevents searching */ if (!icy_slide) { /* Spontaneous Searching */ if (p_ptr->state.skills[SKILL_SEARCH_FREQUENCY] > 49) { (void) search(FALSE); } else if (0 == randint0(50 - p_ptr->state.skills[SKILL_SEARCH_FREQUENCY])) { (void) search(FALSE); } /* Continuous Searching */ if (p_ptr->searching) { (void) search(FALSE); } } /* Handle "store doors" */ if (tf_has(f_ptr->flags, TF_SHOP)) { /* Disturb */ disturb(0, 0); cmd_insert(CMD_ENTER_STORE); } /* All other grids (including traps) */ else { /* Handle objects (later) */ p_ptr->notice |= (PN_PICKUP); } /* Flying players have a chance to miss traps */ if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) { if (cave_invisible_trap(y, x) && cave_player_trap(y, x) && (randint0(3) != 0)) trapped = FALSE; else if (cave_visible_trap(y, x) && cave_player_trap(y, x) && (randint0(10) != 0)) trapped = FALSE; } /* Discover invisible traps */ if (cave_invisible_trap(y, x) && trapped) { /* Disturb */ disturb(0, 0); /* Hit the trap. */ hit_trap(y, x); } /* Set off a visible trap */ else if (cave_visible_trap(y, x) && cave_player_trap(y, x) && trapped) { /* Disturb */ disturb(0, 0); /* Hit the trap. */ hit_trap(y, x); } /* Walk on a monster trap */ else if (cave_monster_trap(y, x)) { msg("You inspect your cunning trap."); } /* Slide an additional square on the ice */ if (icy_slide) move_player(dir, TRUE); } }