Beispiel #1
0
static bool is_valid_pf(int y, int x)
{
	/* Unvisited means allowed */
	if (!square_isknown(cave, y, x)) return (true);

	/* No lava */
	if (!square_isfiery(cave, y, x)) return (true);

	/* Require open space */
	return (square_ispassable(cave, y, x));
}
Beispiel #2
0
/**
 * Determine if a given grid may be "walked"
 */
static bool do_cmd_walk_test(int y, int x)
{
	int m_idx = cave->squares[y][x].mon;
	struct monster *mon = cave_monster(cave, m_idx);

	/* Allow attack on visible monsters if unafraid */
	if (m_idx > 0 && mflag_has(mon->mflag, MFLAG_VISIBLE) &&
		!is_mimicking(mon)) {
		/* Handle player fear */
		if (player_of_has(player, OF_AFRAID)) {
			/* Extract monster name (or "it") */
			char m_name[80];
			monster_desc(m_name, sizeof(m_name), mon, MDESC_DEFAULT);

			/* Message */
			msgt(MSG_AFRAID, "You are too afraid to attack %s!", m_name);

			/* Nope */
			return (false);
		}

		return (true);
	}

	/* If we don't know the grid, allow attempts to walk into it */
	if (!square_isknown(cave, y, x))
		return true;

	/* Require open space */
	if (!square_ispassable(cave, y, x)) {
		if (square_isrubble(cave, y, x))
			/* Rubble */
			msgt(MSG_HITWALL, "There is a pile of rubble in the way!");
		else if (square_iscloseddoor(cave, y, x))
			/* Door */
			return true;
		else if (square_isbright(cave, y, x))
			/* Lava */
			msgt(MSG_HITWALL, "The heat of the lava turns you away!");
		else
			/* Wall */
			msgt(MSG_HITWALL, "There is a wall in the way!");

		/* Cancel repeat */
		disturb(player, 0);

		/* Nope */
		return (false);
	}

	/* Okay */
	return (true);
}
Beispiel #3
0
/**
 * Try to push past / kill another monster.  Returns true on success.
 */
static bool process_monster_try_push(struct chunk *c, struct monster *mon,
									 const char *m_name, int nx, int ny)
{
	struct monster *mon1 = square_monster(c, ny, nx);
	struct monster_lore *lore = get_lore(mon->race);

	/* Kill weaker monsters */
	int kill_ok = rf_has(mon->race->flags, RF_KILL_BODY);

	/* Move weaker monsters if they can swap places */
	/* (not in a wall) */
	int move_ok = (rf_has(mon->race->flags, RF_MOVE_BODY) &&
				   square_ispassable(c, mon->fy, mon->fx));

	if (compare_monsters(mon, mon1) > 0) {
		/* Learn about pushing and shoving */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
			rf_on(lore->flags, RF_KILL_BODY);
			rf_on(lore->flags, RF_MOVE_BODY);
		}

		if (kill_ok || move_ok) {
			/* Get the names of the monsters involved */
			char n_name[80];
			monster_desc(n_name, sizeof(n_name), mon1, MDESC_IND_HID);

			/* Reveal mimics */
			if (is_mimicking(mon1))
				become_aware(mon1);

			/* Note if visible */
			if (mflag_has(mon->mflag, MFLAG_VISIBLE) &&
				mflag_has(mon->mflag, MFLAG_VIEW))
				msg("%s %s %s.", m_name,
					kill_ok ? "tramples over" : "pushes past", n_name);

			/* Monster ate another monster */
			if (kill_ok)
				delete_monster(ny, nx);

			monster_swap(mon->fy, mon->fx, ny, nx);
			return true;
		} 
	}

	return false;
}
void square_earthquake(struct chunk *c, int y, int x) {
	int t = randint0(100);
	int f;

	if (!square_ispassable(c, y, x)) {
		square_set_feat(c, y, x, FEAT_FLOOR);
		return;
	}

	if (t < 20)
		f = FEAT_GRANITE;
	else if (t < 70)
		f = FEAT_QUARTZ;
	else
		f = FEAT_MAGMA;
	square_set_feat(c, y, x, f);
}
Beispiel #5
0
/**
 * Move player in the given direction.
 *
 * 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/rubble/etc.
 */
void move_player(int dir, bool disarm)
{
	int y = player->py + ddy[dir];
	int x = player->px + ddx[dir];

	int m_idx = cave->squares[y][x].mon;
	struct monster *mon = cave_monster(cave, m_idx);
	bool alterable = (square_isknowntrap(cave, y, x) ||
					  square_iscloseddoor(cave, y, x));

	/* Attack monsters, alter traps/doors on movement, hit obstacles or move */
	if (m_idx > 0) {
		/* Mimics surprise the player */
		if (is_mimicking(mon)) {
			become_aware(mon);

			/* Mimic wakes up */
			mon_clear_timed(mon, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, false);

		} else {
			py_attack(y, x);
		}
	} else if (disarm && square_isknown(cave, y, x) && alterable) {
		/* Auto-repeat if not already repeating */
		if (cmd_get_nrepeats() == 0)
			cmd_set_repeat(99);

		do_cmd_alter_aux(dir);
	} else if (player->upkeep->running && square_isknowntrap(cave, y, x)) {
		/* Stop running before known traps */
		disturb(player, 0);
	} else if (!square_ispassable(cave, y, x)) {
		disturb(player, 0);

		/* Notice unknown obstacles, mention known obstacles */
		if (!square_isknown(cave, y, x)) {
			if (square_isrubble(cave, y, x)) {
				msgt(MSG_HITWALL,
					 "You feel a pile of rubble blocking your way.");
				square_memorize(cave, y, x);
				square_light_spot(cave, y, x);
			} else if (square_iscloseddoor(cave, y, x)) {
				msgt(MSG_HITWALL, "You feel a door blocking your way.");
				square_memorize(cave, y, x);
				square_light_spot(cave, y, x);
			} else {
				msgt(MSG_HITWALL, "You feel a wall blocking your way.");
				square_memorize(cave, y, x);
				square_light_spot(cave, y, x);
			}
		} else {
			if (square_isrubble(cave, y, x))
				msgt(MSG_HITWALL,
					 "There is a pile of rubble blocking your way.");
			else if (square_iscloseddoor(cave, y, x))
				msgt(MSG_HITWALL, "There is a door blocking your way.");
			else
				msgt(MSG_HITWALL, "There is a wall blocking your way.");
		}
	} else {
		/* Move player */
		monster_swap(player->py, player->px, y, x);

		/* Handle store doors, or notice objects */
		if (square_isshop(cave, y, x)) {
			disturb(player, 0);
			event_signal(EVENT_ENTER_STORE);
			event_remove_handler_type(EVENT_ENTER_STORE);
			event_signal(EVENT_USE_STORE);
			event_remove_handler_type(EVENT_USE_STORE);
			event_signal(EVENT_LEAVE_STORE);
			event_remove_handler_type(EVENT_LEAVE_STORE);
		} else {
			square_know_pile(cave, y, x);
			cmdq_push(CMD_AUTOPICKUP);
		}

		/* Discover invisible traps, set off visible ones */
		if (square_issecrettrap(cave, y, x)) {
			disturb(player, 0);
			hit_trap(y, x);
		} else if (square_isknowntrap(cave, y, x)) {
			disturb(player, 0);
			hit_trap(y, x);
		}

		/* Update view and search */
		update_view(cave, player);
		search();
	}

	player->upkeep->running_firststep = false;
}
Beispiel #6
0
/*
 * Choose a "safe" location near a monster for it to run toward.
 *
 * A location is "safe" if it can be reached quickly and the player
 * is not able to fire into it (it isn't a "clean shot").  So, this will
 * cause monsters to "duck" behind walls.  Hopefully, monsters will also
 * try to run towards corridor openings if they are in a room.
 *
 * This function may take lots of CPU time if lots of monsters are fleeing.
 *
 * Return TRUE if a safe location is available.
 */
static bool find_safety(struct chunk *c, struct monster *m_ptr)
{
	int fy = m_ptr->fy;
	int fx = m_ptr->fx;

	int py = player->py;
	int px = player->px;

	int i, y, x, dy, dx, d, dis;
	int gy = 0, gx = 0, gdis = 0;

	const int *y_offsets;
	const int *x_offsets;

	/* Start with adjacent locations, spread further */
	for (d = 1; d < 10; d++)
	{
		/* Get the lists of points with a distance d from (fx, fy) */
		y_offsets = dist_offsets_y[d];
		x_offsets = dist_offsets_x[d];

		/* Check the locations */
		for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
		     dx != 0 || dy != 0;
		     i++, dx = x_offsets[i], dy = y_offsets[i])
		{
			y = fy + dy;
			x = fx + dx;

			/* Skip illegal locations */
			if (!square_in_bounds_fully(cave, y, x)) continue;

			/* Skip locations in a wall */
			if (!square_ispassable(cave, y, x)) continue;

			/* Ignore grids very far from the player */
			if (c->squares[y][x].when < c->squares[py][px].when) continue;

			/* Ignore too-distant grids */
			if (c->squares[y][x].cost > c->squares[fy][fx].cost + 2 * d) continue;

			/* Check for absence of shot (more or less) */
			if (!player_has_los_bold(y,x))
			{
				/* Calculate distance from player */
				dis = distance(y, x, py, px);

				/* Remember if further than previous */
				if (dis > gdis)
				{
					gy = y;
					gx = x;
					gdis = dis;
				}
			}
		}

		/* Check for success */
		if (gdis > 0)
		{
			/* Good location */
			m_ptr->ty = gy;
			m_ptr->tx = gx;

			/* Found safe place */
			return (TRUE);
		}
	}

	/* No safe place */
	return (FALSE);
}
Beispiel #7
0
/**
 * Choose "logical" directions for monster movement
 */
static bool get_moves(struct chunk *c, struct monster *mon, int *dir)
{
	int py = player->py;
	int px = player->px;

	int y, x;

	/* Monsters will run up to z_info->flee_range grids out of sight */
	int flee_range = z_info->max_sight + z_info->flee_range;

	bool done = false;

	/* Calculate range */
	find_range(mon);

	/* Flow towards the player */
	if (get_moves_flow(c, mon)) {
		/* Extract the "pseudo-direction" */
		y = mon->ty - mon->fy;
		x = mon->tx - mon->fx;
	} else {
		/* Head straight for the player */
		y = player->py - mon->fy;
		x = player->px - mon->fx;
	}

	/* Normal animal packs try to get the player out of corridors. */
	if (rf_has(mon->race->flags, RF_GROUP_AI) &&
	    !flags_test(mon->race->flags, RF_SIZE, RF_PASS_WALL, RF_KILL_WALL,
					FLAG_END)) {
		int i, open = 0;

		/* Count empty grids next to player */
		for (i = 0; i < 8; i++) {
			int ry = py + ddy_ddd[i];
			int rx = px + ddx_ddd[i];
			/* Check grid around the player for room interior (room walls count)
			 * or other empty space */
			if (square_ispassable(c, ry, rx) || square_isroom(c, ry, rx)) {
				/* One more open grid */
				open++;
			}
		}

		/* Not in an empty space and strong player */
		if ((open < 7) && (player->chp > player->mhp / 2)) {
			/* Find hiding place */
			if (find_hiding(c, mon)) {
				done = true;
				y = mon->ty - mon->fy;
				x = mon->tx - mon->fx;
			}
		}
	}

	/* Apply fear */
	if (!done && (mon->min_range == flee_range)) {
		/* Try to find safe place */
		if (!find_safety(c, mon)) {
			/* Just leg it away from the player */
			y = (-y);
			x = (-x);
		} else {
			/* Set a course for the safe place */
			get_moves_fear(c, mon);
			y = mon->ty - mon->fy;
			x = mon->tx - mon->fx;
		}

		done = true;
	}

	/* Monster groups try to surround the player */
	if (!done && rf_has(mon->race->flags, RF_GROUP_AI)) {
		int i, yy = mon->ty, xx = mon->tx;

		/* If we are not already adjacent */
		if (mon->cdis > 1) {
			/* Find an empty square near the player to fill */
			int tmp = randint0(8);
			for (i = 0; i < 8; i++) {
				/* Pick squares near player (pseudo-randomly) */
				yy = py + ddy_ddd[(tmp + i) & 7];
				xx = px + ddx_ddd[(tmp + i) & 7];

				/* Ignore filled grids */
				if (!square_isempty(cave, yy, xx)) continue;

				/* Try to fill this hole */
				break;
			}
		}

		/* Extract the new "pseudo-direction" */
		y = yy - mon->fy;
		x = xx - mon->fx;
	}

	/* Check for no move */
	if (!x && !y) return (false);

	/* Pick the correct direction */
	*dir = choose_direction(y, x);

	/* Want to move */
	return (true);
}
Beispiel #8
0
/**
 * Choose "logical" directions for monster movement
 */
static bool get_move(struct chunk *c, struct monster *mon, int *dir, bool *good)
{
	struct loc decoy = cave_find_decoy(c);
	struct loc target = (decoy.y && decoy.x) ? decoy :
		loc(player->px, player->py);

	int y, x;

	/* Monsters will run up to z_info->flee_range grids out of sight */
	int flee_range = z_info->max_sight + z_info->flee_range;

	bool done = false;

	/* Calculate range */
	get_move_find_range(mon);

	/* Assume we're heading towards the player */
	if (get_move_advance(c, mon)) {
		/* Extract the "pseudo-direction" */
		y = mon->target.grid.y - mon->fy;
		x = mon->target.grid.x - mon->fx;
		*good = true;
	} else {
		/* Head blindly straight for the "player" if there's no better idea */
		y = target.y - mon->fy;
		x = target.x - mon->fx;
	}

	/* Normal animal packs try to get the player out of corridors. */
	if (rf_has(mon->race->flags, RF_GROUP_AI) &&
	    !flags_test(mon->race->flags, RF_SIZE, RF_PASS_WALL, RF_KILL_WALL,
					FLAG_END)) {
		int i, open = 0;

		/* Count empty grids next to player */
		for (i = 0; i < 8; i++) {
			int ry = target.y + ddy_ddd[i];
			int rx = target.x + ddx_ddd[i];
			/* Check grid around the player for room interior (room walls count)
			 * or other empty space */
			if (square_ispassable(c, ry, rx) || square_isroom(c, ry, rx)) {
				/* One more open grid */
				open++;
			}
		}

		/* Not in an empty space and strong player */
		if ((open < 5) && (player->chp > player->mhp / 2)) {
			/* Find hiding place */
			if (get_move_find_hiding(c, mon)) {
				done = true;
				y = mon->target.grid.y - mon->fy;
				x = mon->target.grid.x - mon->fx;
			}
		}
	}

	/* Apply fear */
	if (!done && (mon->min_range == flee_range)) {
		/* Try to find safe place */
		if (!get_move_find_safety(c, mon)) {
			/* Just leg it away from the player */
			y = (-y);
			x = (-x);
		} else {
			/* Set a course for the safe place */
			get_move_flee(c, mon);
			y = mon->target.grid.y - mon->fy;
			x = mon->target.grid.x - mon->fx;
		}

		done = true;
	}

	/* Monster groups try to surround the player */
	if (!done && rf_has(mon->race->flags, RF_GROUP_AI) &&
		square_isview(c, mon->fy, mon->fx)) {
		int i, yy = mon->target.grid.y, xx = mon->target.grid.x;

		/* If we are not already adjacent */
		if (mon->cdis > 1) {
			/* Find an empty square near the player to fill */
			int tmp = randint0(8);
			for (i = 0; i < 8; i++) {
				/* Pick squares near player (pseudo-randomly) */
				yy = target.y + ddy_ddd[(tmp + i) & 7];
				xx = target.x + ddx_ddd[(tmp + i) & 7];

				/* Ignore filled grids */
				if (!square_isempty(c, yy, xx)) continue;

				/* Try to fill this hole */
				break;
			}
		}

		/* Extract the new "pseudo-direction" */
		y = yy - mon->fy;
		x = xx - mon->fx;
	}

	/* Check if the monster has already reached its target */
	if (!x && !y) return (false);

	/* Pick the correct direction */
	*dir = get_move_choose_direction(y, x);

	/* Want to move */
	return (true);
}
Beispiel #9
0
/**
 * Work out if a monster can move through the grid, if necessary bashing 
 * down doors in the way.
 *
 * Returns true if the monster is able to move through the grid.
 */
static bool monster_turn_can_move(struct chunk *c, struct monster *mon,
		const char *m_name, int nx, int ny, bool *did_something)
{
	struct monster_lore *lore = get_lore(mon->race);

	/* Dangerous terrain in the way */
	if (monster_hates_grid(c, mon, ny, nx)) {
		return false;
	}

	/* Floor is open? */
	if (square_ispassable(c, ny, nx)) {
		return true;
	}

	/* Permanent wall in the way */
	if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx)) {
		return false;
	}

	/* Normal wall, door, or secret door in the way */

	/* There's some kind of feature in the way, so learn about
	 * kill-wall and pass-wall now */
	if (monster_is_visible(mon)) {
		rf_on(lore->flags, RF_PASS_WALL);
		rf_on(lore->flags, RF_KILL_WALL);
	}

	/* Monster may be able to deal with walls and doors */
	if (rf_has(mon->race->flags, RF_PASS_WALL)) {
		return true;
	} else if (rf_has(mon->race->flags, RF_KILL_WALL)) {
		/* Remove the wall */
		square_destroy_wall(c, ny, nx);

		/* Note changes to viewable region */
		if (square_isview(c, ny, nx))
			player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

		return true;
	} else if (square_iscloseddoor(c, ny, nx) ||
			   square_issecretdoor(c, ny, nx)) {
		bool can_open = rf_has(mon->race->flags, RF_OPEN_DOOR);
		bool can_bash = rf_has(mon->race->flags, RF_BASH_DOOR);
		bool will_bash = false;

		/* Take a turn */
		*did_something = true;

		/* Learn about door abilities */
		if (monster_is_visible(mon)) {
			rf_on(lore->flags, RF_OPEN_DOOR);
			rf_on(lore->flags, RF_BASH_DOOR);
		}

		/* If creature can open or bash doors, make a choice */
		if (can_open) {
			/* Sometimes bash anyway (impatient) */
			if (can_bash) {
				will_bash = one_in_(2) ? true : false;
			}
		} else if (can_bash) {
			/* Only choice */
			will_bash = true;
		} else {
			/* Door is an insurmountable obstacle */
			return false;
		}

		/* Now outcome depends on type of door */
		if (square_islockeddoor(c, ny, nx)) {
			/* Locked door -- test monster strength against door strength */
			int k = square_door_power(c, ny, nx);
			if (randint0(mon->hp / 10) > k) {
				if (will_bash) {
					msg("%s slams against the door.", m_name);
				} else {
					msg("%s fiddles with the lock.", m_name);
				}

				/* Reduce the power of the door by one */
				square_set_door_lock(c, ny, nx, k - 1);
			}
		} else {
			/* Closed or secret door -- always open or bash */
			if (square_isview(c, ny, nx))
				player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

			if (will_bash) {
				square_smash_door(c, ny, nx);

				msg("You hear a door burst open!");
				disturb(player, 0);

				/* Fall into doorway */
				return true;
			} else {
				square_open_door(c, ny, nx);
			}
		}
	}

	return false;
}
Beispiel #10
0
/**
 * Choose a "safe" location near a monster for it to run toward.
 *
 * A location is "safe" if it can be reached quickly and the player
 * is not able to fire into it (it isn't a "clean shot").  So, this will
 * cause monsters to "duck" behind walls.  Hopefully, monsters will also
 * try to run towards corridor openings if they are in a room.
 *
 * This function may take lots of CPU time if lots of monsters are fleeing.
 *
 * Return true if a safe location is available.
 */
static bool find_safety(struct chunk *c, struct monster *mon)
{
	int fy = mon->fy;
	int fx = mon->fx;

	int py = player->py;
	int px = player->px;

	int i, y, x, dy, dx, d, dis;
	int gy = 0, gx = 0, gdis = 0;

	const int *y_offsets;
	const int *x_offsets;

	/* Start with adjacent locations, spread further */
	for (d = 1; d < 10; d++) {
		/* Get the lists of points with a distance d from (fx, fy) */
		y_offsets = dist_offsets_y[d];
		x_offsets = dist_offsets_x[d];

		/* Check the locations */
		for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
		     dx != 0 || dy != 0;
		     i++, dx = x_offsets[i], dy = y_offsets[i]) {
			y = fy + dy;
			x = fx + dx;

			/* Skip illegal locations */
			if (!square_in_bounds_fully(c, y, x)) continue;

			/* Skip locations in a wall */
			if (!square_ispassable(c, y, x)) continue;

			/* Ignore grids very far from the player */
			if (c->squares[y][x].scent < c->squares[py][px].scent) continue;

			/* Ignore too-distant grids */
			if (c->squares[y][x].noise > c->squares[fy][fx].noise + 2 * d)
				continue;

			/* Ignore lava if they can't handle the heat */
			if (square_isfiery(c, y, x) &&
				!rf_has(mon->race->flags, RF_IM_FIRE))
				continue;

			/* Check for absence of shot (more or less) */
			if (!square_isview(c, y, x)) {
				/* Calculate distance from player */
				dis = distance(y, x, py, px);

				/* Remember if further than previous */
				if (dis > gdis) {
					gy = y;
					gx = x;
					gdis = dis;
				}
			}
		}

		/* Check for success */
		if (gdis > 0) {
			/* Good location */
			mon->ty = gy;
			mon->tx = gx;

			/* Found safe place */
			return (true);
		}
	}

	/* No safe place */
	return (false);
}
Beispiel #11
0
/**
 * Take one step along the current "run" path
 *
 * Called with a real direction to begin a new run, and with zero
 * to continue a run in progress.
 */
void run_step(int dir)
{
	int x, y;

	/* Start or continue run */
	if (dir) {
		/* Initialize */
		run_init(dir);

		/* Hack -- Set the run counter */
		player->upkeep->running = 1000;

		/* Calculate torch radius */
		player->upkeep->update |= (PU_TORCH);
	} else {
		/* Continue running */
		if (!player->upkeep->running_withpathfind) {
			/* Update regular running */
			if (run_test()) {
				/* Disturb */
				disturb(player, 0);
				return;
			}
		} else {
			/* Pathfinding */
			if (pf_result_index < 0) {
				/* Abort if the path is finished */
				disturb(player, 0);
				player->upkeep->running_withpathfind = FALSE;
				return;
			} else if (pf_result_index == 0) {
				/* Abort if we would hit a wall */
				y = player->py + ddy[pf_result[pf_result_index] - '0'];
				x = player->px + ddx[pf_result[pf_result_index] - '0'];

				/* Known wall */
				if (square_ismark(cave, y, x) &&
					!square_ispassable(cave, y, x)) {
					disturb(player, 0);
					player->upkeep->running_withpathfind = FALSE;
					return;
				}
			} else if (pf_result_index > 0) {
				/* If the player has computed a path that is going to end up
				 * in a wall, we notice this and convert to a normal run. This
				 * allows us to click on unknown areas to explore the map.
				 *
				 * We have to look ahead two, otherwise we don't know which is
				 * the last direction moved and don't initialise the run
				 * properly. */
				y = player->py + ddy[pf_result[pf_result_index] - '0'];
				x = player->px + ddx[pf_result[pf_result_index] - '0'];

				/* Known wall */
				if (square_ismark(cave, y, x) &&
					!square_ispassable(cave, y, x)) {
					disturb(player, 0);
					player->upkeep->running_withpathfind = FALSE;
					return;
				}

				/* Get step after */
				y = y + ddy[pf_result[pf_result_index - 1] - '0'];
				x = x + ddx[pf_result[pf_result_index - 1] - '0'];

				/* Known wall, so run the direction we were going */
				if (square_ismark(cave, y, x) &&
					!square_ispassable(cave, y, x)) {
					player->upkeep->running_withpathfind = FALSE;
					run_init(pf_result[pf_result_index] - '0');
				}
			}

			/* Now actually run the step if we're still going */
			run_cur_dir = pf_result[pf_result_index--] - '0';
		}
	}

	/* Decrease counter if it hasn't been cancelled */
	if (player->upkeep->running)
		player->upkeep->running--;

	/* Take time */
	player->upkeep->energy_use = z_info->move_energy;

	/* Move the player */
	move_player(run_cur_dir, TRUE);

	/* Prepare the next step */
	if (player->upkeep->running) {
		cmdq_push(CMD_RUN);
		cmd_set_arg_direction(cmdq_peek(), "direction", 0);
	}
}
Beispiel #12
0
/**
 * Work out if a monster can move through the grid, if necessary bashing 
 * down doors in the way.
 *
 * Returns true if the monster is able to move through the grid.
 */
static bool process_monster_can_move(struct chunk *c, struct monster *mon,
		const char *m_name, int nx, int ny, bool *did_something)
{
	struct monster_lore *lore = get_lore(mon->race);

	/* Only fiery creatures can handle lava */
	if (square_isfiery(c, ny, nx) && !rf_has(mon->race->flags, RF_IM_FIRE))
		return false;

	/* Floor is open? */
	if (square_ispassable(c, ny, nx))
		return true;

	/* Permanent wall in the way */
	if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx))
		return false;

	/* Normal wall, door, or secret door in the way */

	/* There's some kind of feature in the way, so learn about
	 * kill-wall and pass-wall now */
	if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
		rf_on(lore->flags, RF_PASS_WALL);
		rf_on(lore->flags, RF_KILL_WALL);
	}

	/* Monster may be able to deal with walls and doors */
	if (rf_has(mon->race->flags, RF_PASS_WALL)) {
		return true;
	} else if (rf_has(mon->race->flags, RF_KILL_WALL)) {
		/* Remove the wall */
		square_destroy_wall(c, ny, nx);

		/* Note changes to viewable region */
		if (square_isview(c, ny, nx))
			player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

		/* Fully update the flow since terrain changed */
		player->upkeep->update |= (PU_FORGET_FLOW | PU_UPDATE_FLOW);

		return true;
	} else if (square_iscloseddoor(c, ny, nx) ||
			   square_issecretdoor(c, ny, nx)) {
		bool may_bash = rf_has(mon->race->flags, RF_BASH_DOOR) && one_in_(2);

		/* Take a turn */
		*did_something = true;

		/* Learn about door abilities */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
			rf_on(lore->flags, RF_OPEN_DOOR);
			rf_on(lore->flags, RF_BASH_DOOR);
		}

		/* Creature can open or bash doors */
		if (!rf_has(mon->race->flags, RF_OPEN_DOOR) &&
			!rf_has(mon->race->flags, RF_BASH_DOOR))
			return false;

		/* Stuck door -- try to unlock it */
		if (square_islockeddoor(c, ny, nx)) {
			int k = square_door_power(c, ny, nx);

			if (randint0(mon->hp / 10) > k) {
				if (may_bash)
					msg("%s slams against the door.", m_name);
				else
					msg("%s fiddles with the lock.", m_name);

				/* Reduce the power of the door by one */
				square_set_door_lock(c, ny, nx, k - 1);
			}
		} else {
			/* Handle viewable doors */
			if (square_isview(c, ny, nx))
				player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

			/* Closed or secret door -- open or bash if allowed */
			if (may_bash) {
				square_smash_door(c, ny, nx);

				msg("You hear a door burst open!");
				disturb(player, 0);

				/* Fall into doorway */
				return true;
			} else if (rf_has(mon->race->flags, RF_OPEN_DOOR)) {
				square_open_door(c, ny, nx);
			}
		}
	}

	return false;
}
Beispiel #13
0
/**
 * Choose a "safe" location near a monster for it to run toward.
 *
 * A location is "safe" if it can be reached quickly and the player
 * is not able to fire into it (it isn't a "clean shot").  So, this will
 * cause monsters to "duck" behind walls.  Hopefully, monsters will also
 * try to run towards corridor openings if they are in a room.
 *
 * This function may take lots of CPU time if lots of monsters are fleeing.
 *
 * Return true if a safe location is available.
 */
static bool get_move_find_safety(struct chunk *c, struct monster *mon)
{
	int fy = mon->fy;
	int fx = mon->fx;

	int py = player->py;
	int px = player->px;

	int i, y, x, dy, dx, d, dis;
	int gy = 0, gx = 0, gdis = 0;

	const int *y_offsets;
	const int *x_offsets;

	/* Start with adjacent locations, spread further */
	for (d = 1; d < 10; d++) {
		/* Get the lists of points with a distance d from (fx, fy) */
		y_offsets = dist_offsets_y[d];
		x_offsets = dist_offsets_x[d];

		/* Check the locations */
		for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
		     dx != 0 || dy != 0;
		     i++, dx = x_offsets[i], dy = y_offsets[i]) {
			y = fy + dy;
			x = fx + dx;

			/* Skip illegal locations */
			if (!square_in_bounds_fully(c, y, x)) continue;

			/* Skip locations in a wall */
			if (!square_ispassable(c, y, x)) continue;

			/* Ignore too-distant grids */
			if (c->noise.grids[y][x] > c->noise.grids[fy][fx] + 2 * d)
				continue;

			/* Ignore damaging terrain if they can't handle it */
			if (square_isdamaging(c, y, x) &&
				!rf_has(mon->race->flags, square_feat(c, y, x)->resist_flag))
				continue;

			/* Check for absence of shot (more or less) */
			if (!square_isview(c, y, x)) {
				/* Calculate distance from player */
				dis = distance(loc(x, y), loc(px, py));

				/* Remember if further than previous */
				if (dis > gdis) {
					gy = y;
					gx = x;
					gdis = dis;
				}
			}
		}

		/* Check for success */
		if (gdis > 0) {
			/* Good location */
			mon->target.grid = loc(gx, gy);
			return (true);
		}
	}

	/* No safe place */
	return (false);
}
Beispiel #14
0
/**
 * Update the current "run" path
 *
 * Return TRUE if the running should be stopped
 */
static bool run_test(void)
{
	int py = player->py;
	int px = player->px;

	int prev_dir;
	int new_dir;

	int row, col;
	int i, max, inv;
	int option, option2;


	/* No options yet */
	option = 0;
	option2 = 0;

	/* Where we came from */
	prev_dir = run_old_dir;


	/* Range of newly adjacent grids */
	max = (prev_dir & 0x01) + 1;


	/* Look at every newly adjacent square. */
	for (i = -max; i <= max; i++) {
		struct object *obj;

		/* New direction */
		new_dir = cycle[chome[prev_dir] + i];

		/* New location */
		row = py + ddy[new_dir];
		col = px + ddx[new_dir];


		/* Visible monsters abort running */
		if (cave->squares[row][col].mon > 0) {
			monster_type *m_ptr = square_monster(cave, row, col);

			/* Visible monster */
			if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) return (TRUE);
		}

		/* Visible objects abort running */
		for (obj = square_object(cave, row, col); obj; obj = obj->next)
			/* Visible object */
			if (obj->marked && !ignore_item_ok(obj)) return (TRUE);

		/* Assume unknown */
		inv = TRUE;

		/* Check memorized grids */
		if (square_ismark(cave, row, col)) {
			bool notice = square_noticeable(cave, row, col);

			/* Interesting feature */
			if (notice) return (TRUE);

			/* The grid is "visible" */
			inv = FALSE;
		}

		/* Analyze unknown grids and floors */
		if (inv || square_ispassable(cave, row, col)) {
			/* Looking for open area */
			if (run_open_area) {
				/* Nothing */
			} else if (!option) {
				/* The first new direction. */
				option = new_dir;
			} else if (option2) {
				/* Three new directions. Stop running. */
				return (TRUE);
			} else if (option != cycle[chome[prev_dir] + i - 1]) {
				/* Two non-adjacent new directions.  Stop running. */
				return (TRUE);
			} else if (new_dir & 0x01) {
				/* Two new (adjacent) directions (case 1) */
				option2 = new_dir;
			} else {
				/* Two new (adjacent) directions (case 2) */
				option2 = option;
				option = new_dir;
			}
		} else { /* Obstacle, while looking for open area */
			if (run_open_area) {
				if (i < 0) {
					/* Break to the right */
					run_break_right = TRUE;
				} else if (i > 0) {
					/* Break to the left */
					run_break_left = TRUE;
				}
			}
		}
	}


	/* Look at every soon to be newly adjacent square. */
	for (i = -max; i <= max; i++) {		
		/* New direction */
		new_dir = cycle[chome[prev_dir] + i];
		
		/* New location */
		row = py + ddy[prev_dir] + ddy[new_dir];
		col = px + ddx[prev_dir] + ddx[new_dir];
		
		/* HACK: Ugh. Sometimes we come up with illegal bounds. This will
		 * treat the symptom but not the disease. */
		if (row >= cave->height || col >= cave->width) continue;
		if (row < 0 || col < 0) continue;

		/* Visible monsters abort running */
		if (cave->squares[row][col].mon > 0) {
			monster_type *m_ptr = square_monster(cave, row, col);
			
			/* Visible monster */
			if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE) && !is_mimicking(m_ptr))
				return (TRUE);
		}
	}

	/* Looking for open area */
	if (run_open_area) {
		/* Hack -- look again */
		for (i = -max; i < 0; i++) {
			new_dir = cycle[chome[prev_dir] + i];

			row = py + ddy[new_dir];
			col = px + ddx[new_dir];

			/* Unknown grid or non-wall */
			/* Was: square_ispassable(cave, row, col) */
			if (!square_ismark(cave, row, col) ||
			    (square_ispassable(cave, row, col))) {
				/* Looking to break right */
				if (run_break_right) {
					return (TRUE);
				}
			} else { /* Obstacle */
				/* Looking to break left */
				if (run_break_left) {
					return (TRUE);
				}
			}
		}

		/* Hack -- look again */
		for (i = max; i > 0; i--) {
			new_dir = cycle[chome[prev_dir] + i];

			row = py + ddy[new_dir];
			col = px + ddx[new_dir];

			/* Unknown grid or non-wall */
			/* Was: square_ispassable(cave, row, col) */
			if (!square_ismark(cave, row, col) ||
			    (square_ispassable(cave, row, col))) {
				/* Looking to break left */
				if (run_break_left) {
					return (TRUE);
				}
			} else { /* Obstacle */
				/* Looking to break right */
				if (run_break_right) {
					return (TRUE);
				}
			}
		}
	} else { /* Not looking for open area */
		/* No options */
		if (!option) {
			return (TRUE);
		} else if (!option2) { /* One option */
			/* Primary option */
			run_cur_dir = option;

			/* No other options */
			run_old_dir = option;
		} else { /* Two options, examining corners */
			/* Primary option */
			run_cur_dir = option;

			/* Hack -- allow curving */
			run_old_dir = option2;
		}
	}


	/* About to hit a known wall, stop */
	if (see_wall(run_cur_dir, py, px))
		return (TRUE);


	/* Failure */
	return (FALSE);
}
Beispiel #15
0
/**
 * Work out if a monster can move through the grid, if necessary bashing 
 * down doors in the way.
 *
 * Returns TRUE if the monster is able to move through the grid.
 */
static bool process_monster_can_move(struct chunk *c, struct monster *m_ptr,
		const char *m_name, int nx, int ny, bool *did_something)
{
	monster_lore *l_ptr = get_lore(m_ptr->race);

	/* Floor is open? */
	if (square_ispassable(c, ny, nx))
		return TRUE;

	/* Permanent wall in the way */
	if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx))
		return FALSE;

	/* Normal wall, door, or secret door in the way */

	/* There's some kind of feature in the way, so learn about
	 * kill-wall and pass-wall now */
	if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) {
		rf_on(l_ptr->flags, RF_PASS_WALL);
		rf_on(l_ptr->flags, RF_KILL_WALL);
	}

	/* Monster moves through walls (and doors) */
	if (rf_has(m_ptr->race->flags, RF_PASS_WALL)) 
		return TRUE;

	/* Monster destroys walls (and doors) */
	else if (rf_has(m_ptr->race->flags, RF_KILL_WALL)) {
		/* Forget the wall */
		sqinfo_off(c->squares[ny][nx].info, SQUARE_MARK);

		/* Notice */
		square_destroy_wall(c, ny, nx);

		/* Note changes to viewable region */
		if (player_has_los_bold(ny, nx))
			player->upkeep->update |= PU_UPDATE_VIEW;

		/* Update the flow, since walls affect flow */
		player->upkeep->update |= PU_UPDATE_FLOW;

		return TRUE;
	}

	/* Handle doors and secret doors */
	else if (square_iscloseddoor(c, ny, nx) || square_issecretdoor(c, ny, nx)) {
		bool may_bash = rf_has(m_ptr->race->flags, RF_BASH_DOOR) && one_in_(2);

		/* Take a turn */
		*did_something = TRUE;

		/* Learn about door abilities */
		if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) {
			rf_on(l_ptr->flags, RF_OPEN_DOOR);
			rf_on(l_ptr->flags, RF_BASH_DOOR);
		}

		/* Creature can open or bash doors */
		if (!rf_has(m_ptr->race->flags, RF_OPEN_DOOR) && !rf_has(m_ptr->race->flags, RF_BASH_DOOR))
			return FALSE;

		/* Stuck door -- try to unlock it */
		if (square_islockeddoor(c, ny, nx)) {
			int k = square_door_power(c, ny, nx);

			if (randint0(m_ptr->hp / 10) > k) {
				if (may_bash)
					msg("%s slams against the door.", m_name);
				else
					msg("%s fiddles with the lock.", m_name);

				/* Reduce the power of the door by one */
				square_set_door_lock(c, ny, nx, k - 1);
			}
		} else {
			/* Handle viewable doors */
			if (player_has_los_bold(ny, nx))
				player->upkeep->update |= PU_UPDATE_VIEW;

			/* Closed or secret door -- open or bash if allowed */
			if (may_bash) {
				square_smash_door(c, ny, nx);

				msg("You hear a door burst open!");
				disturb(player, 0);

				/* Fall into doorway */
				return TRUE;
			} else if (rf_has(m_ptr->race->flags, RF_OPEN_DOOR)) {
				square_open_door(c, ny, nx);
			}
		}
	}

	return FALSE;
}
Beispiel #16
0
/* Destroy walls (and doors) */
static void project_feature_handler_KILL_WALL(project_feature_handler_context_t *context)
{
	const int x = context->x;
	const int y = context->y;

	/* Non-walls (etc) */
	if (square_ispassable(cave, y, x)) return;

	/* Permanent walls */
	if (square_isperm(cave, y, x)) return;

	/* Different treatment for different walls */
	if (square_iswall(cave, y, x) && !square_hasgoldvein(cave, y, x)) {
		/* Message */
		if (square_isseen(cave, y, x)) {
			msg("The wall turns into mud!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the wall */
		square_destroy_wall(cave, y, x);
	} else if (square_iswall(cave, y, x) && square_hasgoldvein(cave, y, x)) {
		/* Message */
		if (square_isseen(cave, y, x)) {
			msg("The vein turns into mud!");
			msg("You have found something!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the wall */
		square_destroy_wall(cave, y, x);

		/* Place some gold */
		place_gold(cave, y, x, player->depth, ORIGIN_FLOOR);
	} else if (square_ismagma(cave, y, x) || square_isquartz(cave, y, x)) {
		/* Message */
		if (square_isseen(cave, y, x)) {
			msg("The vein turns into mud!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the wall */
		square_destroy_wall(cave, y, x);
	} else if (square_isrubble(cave, y, x)) {
		/* Message */
		if (square_isseen(cave, y, x)) {
			msg("The rubble turns into mud!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the rubble */
		square_destroy_rubble(cave, y, x);

		/* Hack -- place an object */
		if (randint0(100) < 10){
			if (square_isseen(cave, y, x)) {
				msg("There was something buried in the rubble!");
				context->obvious = true;
			}
			place_object(cave, y, x, player->depth, false, false,
						 ORIGIN_RUBBLE, 0);
		}
	} else if (square_isdoor(cave, y, x)) {
		/* Hack -- special message */
		if (square_isseen(cave, y, x)) {
			msg("The door turns into mud!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the feature */
		square_destroy_door(cave, y, x);
	}

	/* Update the visuals */
	player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

	/* Fully update the flow */
	player->upkeep->update |= (PU_FORGET_FLOW | PU_UPDATE_FLOW);
}
Beispiel #17
0
/**
 * This is a helper function used by do_cmd_throw and do_cmd_fire.
 *
 * It abstracts out the projectile path, display code, identify and clean up
 * logic, while using the 'attack' parameter to do work particular to each
 * kind of attack.
 */
static void ranged_helper(struct object *obj, int dir, int range, int shots,
						  ranged_attack attack)
{
	int i, j;

	char o_name[80];

	int path_n;
	struct loc path_g[256];

	/* Start at the player */
	int x = player->px;
	int y = player->py;

	/* Predict the "target" location */
	int ty = y + 99 * ddy[dir];
	int tx = x + 99 * ddx[dir];

	bool hit_target = FALSE;
	bool none_left = FALSE;

	struct object *missile;

	/* Check for target validity */
	if ((dir == 5) && target_okay()) {
		int taim;
		target_get(&tx, &ty);
		taim = distance(y, x, ty, tx);
		if (taim > range) {
			char msg[80];
			strnfmt(msg, sizeof(msg),
					"Target out of range by %d squares. Fire anyway? ",
				taim - range);
			if (!get_check(msg)) return;
		}
	}

	/* Sound */
	sound(MSG_SHOOT);

	/* Describe the object */
	object_desc(o_name, sizeof(o_name), obj, ODESC_FULL | ODESC_SINGULAR);

	/* Actually "fire" the object -- Take a partial turn */
	player->upkeep->energy_use = (z_info->move_energy / shots);

	/* Calculate the path */
	path_n = project_path(path_g, range, y, x, ty, tx, 0);

	/* Hack -- Handle stuff */
	handle_stuff(player);

	/* Start at the player */
	x = player->px;
	y = player->py;

	/* Project along the path */
	for (i = 0; i < path_n; ++i) {
		struct monster *mon = NULL;
		int ny = path_g[i].y;
		int nx = path_g[i].x;
		bool see = square_isseen(cave, ny, nx);

		/* Stop before hitting walls */
		if (!(square_ispassable(cave, ny, nx)) &&
			!(square_isprojectable(cave, ny, nx)))
			break;

		/* Advance */
		x = nx;
		y = ny;

		/* Tell the UI to display the missile */
		event_signal_missile(EVENT_MISSILE, obj, see, y, x);

		/* Try the attack on the monster at (x, y) if any */
		mon = square_monster(cave, y, x);
		if (mon) {
			int visible = mflag_has(mon->mflag, MFLAG_VISIBLE);

			bool fear = FALSE;
			const char *note_dies = monster_is_unusual(mon->race) ? 
				" is destroyed." : " dies.";

			struct attack_result result = attack(obj, y, x);
			int dmg = result.dmg;
			u32b msg_type = result.msg_type;
			char hit_verb[20];
			my_strcpy(hit_verb, result.hit_verb, sizeof(hit_verb));
			mem_free(result.hit_verb);

			if (result.success) {
				hit_target = TRUE;

				object_notice_attack_plusses(obj);

				/* Learn by use for other equipped items */
				equip_notice_to_hit_on_attack(player);

				/* No negative damage; change verb if no damage done */
				if (dmg <= 0) {
					dmg = 0;
					msg_type = MSG_MISS;
					my_strcpy(hit_verb, "fails to harm", sizeof(hit_verb));
				}

				if (!visible) {
					/* Invisible monster */
					msgt(MSG_SHOOT_HIT, "The %s finds a mark.", o_name);
				} else {
					for (j = 0; j < (int)N_ELEMENTS(ranged_hit_types); j++) {
						char m_name[80];
						const char *dmg_text = "";

						if (msg_type != ranged_hit_types[j].msg)
							continue;

						if (OPT(show_damage))
							dmg_text = format(" (%d)", dmg);

						monster_desc(m_name, sizeof(m_name), mon, MDESC_OBJE);

						if (ranged_hit_types[j].text)
							msgt(msg_type, "Your %s %s %s%s. %s", o_name, 
								 hit_verb, m_name, dmg_text, 
								 ranged_hit_types[j].text);
						else
							msgt(msg_type, "Your %s %s %s%s.", o_name, hit_verb,
								 m_name, dmg_text);
					}
					
					/* Track this monster */
					if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
						monster_race_track(player->upkeep, mon->race);
						health_track(player->upkeep, mon);
					}
				}

				/* Hit the monster, check for death */
				if (!mon_take_hit(mon, dmg, &fear, note_dies)) {
					message_pain(mon, dmg);
					if (fear && mflag_has(mon->mflag, MFLAG_VISIBLE)) {
						char m_name[80];
						monster_desc(m_name, sizeof(m_name), mon, 
									 MDESC_DEFAULT);
						add_monster_message(m_name, mon, 
											MON_MSG_FLEE_IN_TERROR, TRUE);
					}
				}
			}
			/* Stop the missile */
			break;
		}

		/* Stop if non-projectable but passable */
		if (!(square_isprojectable(cave, ny, nx))) 
			break;
	}

	/* Get the missile */
	if (object_is_carried(player, obj))
		missile = gear_object_for_use(obj, 1, TRUE, &none_left);
	else
		missile = floor_object_for_use(obj, 1, TRUE, &none_left);

	/* Drop (or break) near that location */
	drop_near(cave, missile, breakage_chance(missile, hit_target), y, x, TRUE);
}
Beispiel #18
0
/**
 * Take one step along the current "run" path
 *
 * Called with a real direction to begin a new run, and with zero
 * to continue a run in progress.
 */
void run_step(int dir)
{
	/* Start or continue run */
	if (dir) {
		/* Initialize */
		run_init(dir);

		/* Hack -- Set the run counter */
		player->upkeep->running = 1000;

		/* Calculate torch radius */
		player->upkeep->update |= (PU_TORCH);
	} else {
		/* Continue running */
		if (!player->upkeep->running_withpathfind) {
			/* Update regular running */
			if (run_test()) {
				/* Disturb */
				disturb(player, 0);
				return;
			}
		} else if (pf_result_index < 0) {
			/* Pathfinding, and the path is finished */
			disturb(player, 0);
			player->upkeep->running_withpathfind = false;
			return;
		} else {
			int y = player->py + ddy[pf_result[pf_result_index] - '0'];
			int x = player->px + ddx[pf_result[pf_result_index] - '0'];

			if (pf_result_index == 0) {
				/* Known wall */
				if (square_isknown(cave, y, x) &&
					!square_ispassable(cave, y, x)) {
					disturb(player, 0);
					player->upkeep->running_withpathfind = false;
					return;
				}
			} else if (pf_result_index > 0) {
				struct object *obj;

				/* If the player has computed a path that is going to end up
				 * in a wall, we notice this and convert to a normal run. This
				 * allows us to click on unknown areas to explore the map.
				 *
				 * We have to look ahead two, otherwise we don't know which is
				 * the last direction moved and don't initialise the run
				 * properly. */
				y = player->py + ddy[pf_result[pf_result_index] - '0'];
				x = player->px + ddx[pf_result[pf_result_index] - '0'];

				/* Known wall */
				if (square_isknown(cave, y, x) &&
					!square_ispassable(cave, y, x)) {
					disturb(player, 0);
					player->upkeep->running_withpathfind = false;
					return;
				}

				/* Visible monsters abort running */
				if (cave->squares[y][x].mon > 0) {
					struct monster *mon = square_monster(cave, y, x);

					/* Visible monster */
					if (mflag_has(mon->mflag, MFLAG_VISIBLE)) {
						disturb(player, 0);
						player->upkeep->running_withpathfind = false;
						return;
					}
				}

				/* Visible objects abort running */
				for (obj = square_object(cave, y, x); obj; obj = obj->next)
					/* Visible object */
					if (obj->known && !ignore_item_ok(obj)) {
					disturb(player, 0);
					player->upkeep->running_withpathfind = false;
					return;
				}

				/* Get step after */
				y = y + ddy[pf_result[pf_result_index - 1] - '0'];
				x = x + ddx[pf_result[pf_result_index - 1] - '0'];

				/* Known wall, so run the direction we were going */
				if (square_isknown(cave, y, x) &&
					!square_ispassable(cave, y, x)) {
					player->upkeep->running_withpathfind = false;
					run_init(pf_result[pf_result_index] - '0');
				}
			}

			/* Now actually run the step if we're still going */
			run_cur_dir = pf_result[pf_result_index--] - '0';
		}
	}

	/* Decrease counter if it hasn't been cancelled */
	if (player->upkeep->running)
		player->upkeep->running--;
	else if (!player->upkeep->running_withpathfind)
		return;

	/* Take time */
	player->upkeep->energy_use = z_info->move_energy;

	/* Move the player; running straight into a trap == trying to disarm */
	move_player(run_cur_dir, dir ? true : false);

	/* Prepare the next step */
	if (player->upkeep->running) {
		cmdq_push(CMD_RUN);
		cmd_set_arg_direction(cmdq_peek(), "direction", 0);
	}
}
Beispiel #19
0
/**
 * Move player in the given direction.
 *
 * 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/rubble/etc.
 */
void move_player(int dir, bool disarm)
{
	int py = player->py;
	int px = player->px;

	int y = py + ddy[dir];
	int x = px + ddx[dir];

	int m_idx = cave->squares[y][x].mon;
	struct monster *mon = cave_monster(cave, m_idx);
	bool alterable = (square_isknowntrap(cave, y, x) ||
					  square_iscloseddoor(cave, y, x));

	/* Attack monsters, alter traps/doors on movement, hit obstacles or move */
	if (m_idx > 0) {
		/* Mimics surprise the player */
		if (is_mimicking(mon)) {
			become_aware(mon);

			/* Mimic wakes up */
			mon_clear_timed(mon, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, false);

		} else {
			py_attack(y, x);
		}
	} else if (disarm && square_isknown(cave, y, x) && alterable) {
		/* Auto-repeat if not already repeating */
		if (cmd_get_nrepeats() == 0)
			cmd_set_repeat(99);

		do_cmd_alter_aux(dir);
	} else if (player->upkeep->running && square_isknowntrap(cave, y, x)) {
		/* Stop running before known traps */
		disturb(player, 0);
	} else if (!square_ispassable(cave, y, x)) {
		/* Disturb the player */
		disturb(player, 0);

		/* Notice unknown obstacles, mention known obstacles */
		if (!square_isknown(cave, y, x)) {
			if (square_isrubble(cave, y, x)) {
				msgt(MSG_HITWALL,
					 "You feel a pile of rubble blocking your way.");
				square_memorize(cave, y, x);
				square_light_spot(cave, y, x);
			} else if (square_iscloseddoor(cave, y, x)) {
				msgt(MSG_HITWALL, "You feel a door blocking your way.");
				square_memorize(cave, y, x);
				square_light_spot(cave, y, x);
			} else {
				msgt(MSG_HITWALL, "You feel a wall blocking your way.");
				square_memorize(cave, y, x);
				square_light_spot(cave, y, x);
			}
		} else {
			if (square_isrubble(cave, y, x))
				msgt(MSG_HITWALL,
					 "There is a pile of rubble blocking your way.");
			else if (square_iscloseddoor(cave, y, x))
				msgt(MSG_HITWALL, "There is a door blocking your way.");
			else
				msgt(MSG_HITWALL, "There is a wall blocking your way.");
		}
	} else {
		/* See if trap detection status will change */
		bool old_dtrap = square_isdtrap(cave, py, px);
		bool new_dtrap = square_isdtrap(cave, y, x);

		/* Note the change in the detect status */
		if (old_dtrap != new_dtrap)
			player->upkeep->redraw |= (PR_DTRAP);

		/* Disturb player if the player is about to leave the area */
		if (player->upkeep->running && !player->upkeep->running_firststep && 
			old_dtrap && !new_dtrap) {
			disturb(player, 0);
			return;
		}

		/* Move player */
		monster_swap(py, px, y, x);

		/* New location */
		y = py = player->py;
		x = px = player->px;

		/* Searching */
		if (player->searching ||
				(player->state.skills[SKILL_SEARCH_FREQUENCY] >= 50) ||
				one_in_(50 - player->state.skills[SKILL_SEARCH_FREQUENCY]))
			search(false);

		/* Handle store doors, or notice objects */
		if (square_isshop(cave, player->py, player->px)) {
			/* Disturb */
			disturb(player, 0);
			event_signal(EVENT_ENTER_STORE);
			event_remove_handler_type(EVENT_ENTER_STORE);
			event_signal(EVENT_USE_STORE);
			event_remove_handler_type(EVENT_USE_STORE);
			event_signal(EVENT_LEAVE_STORE);
			event_remove_handler_type(EVENT_LEAVE_STORE);
		} else {
			/* Know objects, queue autopickup */
			floor_pile_know(cave, player->py, player->px);
			cmdq_push(CMD_AUTOPICKUP);
		}


		/* Discover invisible traps, set off visible ones */
		if (square_issecrettrap(cave, y, x)) {
			/* Disturb */
			disturb(player, 0);

			/* Hit the trap. */
			hit_trap(y, x);
		} else if (square_isknowntrap(cave, y, x)) {
			/* Disturb */
			disturb(player, 0);

			/* Hit the trap */
			hit_trap(y, x);
		}
	}

	player->upkeep->running_firststep = false;
}