Ejemplo n.º 1
0
/*Place the effect in a stack of effects.*/
static void place_effect_idx(int x_idx, int y, int x)
{

	/* Get this effect */
	effect_type *x_ptr = &x_list[x_idx];

	/*
	 * Handle next_x_idx.  Traps (and glyphs) always have first priority.
	 */
	if (cave_any_trap_bold(y, x))
	{
		x_ptr->next_x_idx = x_list[cave_x_idx[y][x]].next_x_idx;
		x_list[cave_x_idx[y][x]].next_x_idx = x_idx;
	}
	else
	{
 		x_ptr->next_x_idx = cave_x_idx[y][x];
 		cave_x_idx[y][x] = x_idx;
	}

	/* Update some CAVE_* flags */
	update_los_proj_move(y, x);

	/* Redraw grid if necessary */
	if (character_dungeon && !(x_ptr->x_flags & (EF1_HIDDEN)))
	{
		light_spot(y, x);
	}

}
Ejemplo n.º 2
0
/*
 * Create magical stairs after finishing a quest monster.
 */
static void build_quest_stairs(int y, int x)
{
	int ny, nx;

	/* Stagger around */
	while (!cave_clean_bold(y, x))
	{

		/* Pick a location */
		scatter(&ny, &nx, y, x, 5, 1);

		/* Stagger */
		y = ny; x = nx;
	}

	/* Destroy any objects */
	delete_object(y, x);

	/* Explain the staircase */
	msg_print("A magical staircase appears...");

	/* Create stairs down */
	cave_set_feat(y, x, FEAT_MORE);

	light_spot(y, x);

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

}
Ejemplo n.º 3
0
static void hp_colour_change(game_event_type type, game_event_data *data, void *user)
{
	/*
	 * hack:  redraw player, since the player's color
	 * now indicates approximate health.  Note that
	 * using this command when graphics mode is on
	 * causes the character to be a black square.
	 */
	if ((OPT(hp_changes_color)) && (arg_graphics == GRAPHICS_NONE))
	{
		light_spot(p_ptr->py, p_ptr->px);
	}
}
Ejemplo n.º 4
0
/**
 * Mark an object's flavour as as one the player is aware of.
 *
 * \param o_ptr is the object whose flavour should be marked as aware
 */
void object_flavor_aware(object_type *o_ptr)
{
	int i;

	if (o_ptr->kind->aware) return;
	o_ptr->kind->aware = TRUE;

	/* Fix squelch/autoinscribe */
	p_ptr->notice |= PN_SQUELCH;
	apply_autoinscription(o_ptr);

	for (i = 1; i < o_max; i++)
	{
		const object_type *floor_o_ptr = &o_list[i];

		/* Some objects change tile on awareness */
		/* So update display for all floor objects of this kind */
		if (!floor_o_ptr->held_m_idx &&
				floor_o_ptr->k_idx == o_ptr->k_idx)
			light_spot(floor_o_ptr->iy, floor_o_ptr->ix);
	}
}
Ejemplo n.º 5
0
/*
 * Attempt to open the given chest at the given location
 *
 * Assume there is no monster blocking the destination
 *
 * Returns TRUE if repeated commands may continue
 */
static bool do_cmd_open_chest(int y, int x, s16b o_idx)
{
	int i, j;

	bool flag = TRUE;

	bool more = FALSE;

	object_type *o_ptr = &o_list[o_idx];


	/* Attempt to unlock it */
	if (o_ptr->pval > 0)
	{
		/* Assume locked, and thus not open */
		flag = FALSE;

		/* Get the "disarm" factor */
		i = p_ptr->state.skills[SKILL_DISARM];

		/* Penalize some conditions */
		if (p_ptr->timed[TMD_BLIND] || no_light()) i = i / 10;
		if (p_ptr->timed[TMD_CONFUSED] || p_ptr->timed[TMD_IMAGE]) i = i / 10;

		/* Extract the difficulty */
		j = i - o_ptr->pval;

		/* Always have a small chance of success */
		if (j < 2) j = 2;

		/* Success -- May still have traps */
		if (randint0(100) < j)
		{
			message(MSG_LOCKPICK, 0, "You have picked the lock.");
			gain_exp(1);
			flag = TRUE;
		}

		/* Failure -- Keep trying */
		else
		{
			/* We may continue repeating */
			more = TRUE;
			flush();
			message(MSG_LOCKPICK_FAIL, 0, "You failed to pick the lock.");
		}
	}

	/* Allowed to open */
	if (flag)
	{
		/* Apply chest traps, if any */
		chest_trap(y, x, o_idx);

		/* Let the Chest drop items */
		chest_death(y, x, o_idx);

		/* Squelch chest if autosquelch calls for it */
		p_ptr->notice |= PN_SQUELCH;

		/* Redraw chest, to be on the safe side (it may have been squelched) */
		light_spot(y, x);
	}

	/* Result */
	return (more);
}
Ejemplo n.º 6
0
/**
 * 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.");
	    }
	}
    }
}
Ejemplo n.º 7
0
/**
 * Rogues may set traps.  Only one such trap may exist at any one time,
 * but an old trap can be disarmed to free up equipment for a new trap.
 * -LM-
 */
extern bool py_set_trap(int y, int x)
{
    int max_traps;
    s16b this_o_idx, next_o_idx = 0;
    object_type *o_ptr;
    bool destroy_message = FALSE;

    max_traps =
        1 + ((p_ptr->lev >= 25) ? 1 : 0) +
        (player_has(PF_EXTRA_TRAP) ? 1 : 0);

    if (p_ptr->timed[TMD_BLIND] || no_light()) {
        msg_print("You can not see to set a trap.");
        return FALSE;
    }

    if (p_ptr->timed[TMD_CONFUSED] || p_ptr->timed[TMD_IMAGE]) {
        msg_print("You are too confused.");
        return FALSE;
    }

    /* Paranoia -- Forbid more than max_traps being set. */
    if (num_trap_on_level >= max_traps) {
        msg_print
        ("You must disarm your existing trap to free up your equipment.");
        return FALSE;
    }

    /* No setting traps while shapeshifted */
    if (SCHANGE) {
        msg_print("You can not set traps while shapechanged.");
        msg_print("Use the ']' command to return to your normal form.");
        return FALSE;
    }

    /* Scan all objects in the grid */
    for (this_o_idx = cave_o_idx[y][x]; this_o_idx; this_o_idx = next_o_idx) {
        /* Acquire object */
        o_ptr = &o_list[this_o_idx];

        /* Acquire next object */
        next_o_idx = o_ptr->next_o_idx;

        /* Artifact */
        if (o_ptr->name1) {
            msg_print("There is an indestructible object here.");
            return FALSE;
        }

        /* Visible object to be destroyed */
        if (!squelch_hide_item(o_ptr))
            destroy_message = TRUE;
    }

    /* Verify */
    if (cave_o_idx[y][x]) {
        if (destroy_message)
            if (!get_check("Destroy all items and set a trap?"))
                return FALSE;

        for (this_o_idx = cave_o_idx[y][x]; this_o_idx; this_o_idx = next_o_idx) {
            /* Acquire object */
            o_ptr = &o_list[this_o_idx];

            /* Acquire next object */
            next_o_idx = o_ptr->next_o_idx;

            /* Delete the object */
            delete_object_idx(this_o_idx);
        }

        /* Redraw */
        light_spot(y, x);
    }

    /* Set the trap, and draw it. */
    cave_set_feat(y, x, FEAT_MTRAP_BASE);

    /* Notify the player. */
    msg_print("You set a monster trap.");

    /* Increment the number of monster traps. */
    num_trap_on_level++;

    /* A trap has been set */
    return TRUE;
}
Ejemplo n.º 8
0
/*
 * Fire an object from the pack or floor.
 *
 * You may only fire items that "match" your missile launcher.
 *
 * See "calc_bonuses()" for more calculations and such.
 *
 * Note that "firing" a missile is MUCH better than "throwing" it.
 *
 * Note: "unseen" monsters are very hard to hit.
 *
 * Objects are more likely to break if they "attempt" to hit a monster.
 *
 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
 * The "extra shot" code works by decreasing the amount of energy
 * required to make each shot, spreading the shots out over time.
 *
 * Note that when firing missiles, the launcher multiplier is applied
 * after all the bonuses are added in, making multipliers very useful.
 *
 * Note that Bows of "Extra Might" get extra range and an extra bonus
 * for the damage multiplier.
 */
void do_cmd_fire(cmd_code code, cmd_arg args[])
{
	int dir, item;
	int i, j, y, x;
	s16b ty, tx;
	int tdam, tdis, thits;
	int bonus, chance;

	object_type *o_ptr;
	object_type *j_ptr;

	object_type *i_ptr;
	object_type object_type_body;

	bool hit_body = FALSE;

	byte missile_attr;
	char missile_char;

	char o_name[80];

	u32b msg_type = 0;

	int path_n;
	u16b path_g[256];

	int msec = op_ptr->delay_factor * op_ptr->delay_factor;

	/* Get the "bow" */
	j_ptr = &p_ptr->inventory[INVEN_BOW];

	/* Require a usable launcher */
	if (!j_ptr->tval || !p_ptr->state.ammo_tval)
	{
		msg_print("You have nothing to fire with.");
		return;
	}

	/* Get item to fire and direction to fire in. */
	item = args[0].item;
	dir = args[1].direction;

	/* Check the item being fired is usable by the player. */
	if (!item_is_available(item, NULL, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
	{
		msg_format("That item is not within your reach.");
		return;
	}

	/* Get the object for the ammo */
	o_ptr = object_from_item_idx(item);

	/* Check the ammo can be used with the launcher */
	if (o_ptr->tval != p_ptr->state.ammo_tval)
	{
		msg_format("That ammo cannot be fired by your current weapon.");
		return;
	}

	/* Base range XXX XXX */
	tdis = 6 + 2 * p_ptr->state.ammo_mult;

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

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

	/* Check for target validity */
	if ((dir == 5) && target_okay())
	{
		target_get(&tx, &ty);
		if (distance(y, x, ty, tx) > tdis)
		{
			if (!get_check("Target out of range.  Fire anyway? "))
				return;
		}
	}

	/* Sound */
	sound(MSG_SHOOT);

	object_notice_on_firing(o_ptr);

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

	/* Find the color and symbol for the object for throwing */
	missile_attr = object_attr(o_ptr);
	missile_char = object_char(o_ptr);

	/* Use the proper number of shots */
	thits = p_ptr->state.num_fire;

	/* Actually "fire" the object */
	bonus = (p_ptr->state.to_h + o_ptr->to_h + j_ptr->to_h);
	chance = p_ptr->state.skills[SKILL_TO_HIT_BOW] +
			(bonus * BTH_PLUS_ADJ);

	/* Take a (partial) turn */
	p_ptr->energy_use = (100 / thits);

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

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

	/* Project along the path */
	for (i = 0; i < path_n; ++i)
	{
		int ny = GRID_Y(path_g[i]);
		int nx = GRID_X(path_g[i]);

		/* Hack -- Stop before hitting walls */
		if (!cave_floor_bold(ny, nx)) break;

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

		/* Only do visuals if the player can "see" the missile */
		if (player_can_see_bold(y, x))
		{
			/* Visual effects */
			print_rel(missile_char, missile_attr, y, x);
			move_cursor_relative(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();

			Term_xtra(TERM_XTRA_DELAY, msec);
			light_spot(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();
		}

		/* Delay anyway for consistency */
		else
		{
			/* Pause anyway, for consistancy */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Handle monster */
		if (cave_m_idx[y][x] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			int chance2 = chance - distance(p_ptr->py, p_ptr->px, y, x);
			int visible = m_ptr->ml;
			int multiplier = 1;

			const char *hit_verb = "hits";
			const slay_t *best_s_ptr = NULL;

			/* Note the collision */
			hit_body = TRUE;

			/* Did we hit it (penalize distance travelled) */
			if (test_hit(chance2, r_ptr->ac, m_ptr->ml))
			{
				bool fear = FALSE;

				/* Assume a default death */
				cptr note_dies = " dies.";

				improve_attack_modifier(o_ptr, m_ptr, &best_s_ptr);
				improve_attack_modifier(j_ptr, m_ptr, &best_s_ptr);
				if (best_s_ptr != NULL)
					hit_verb = best_s_ptr->range_verb;

				/* Some monsters get "destroyed" */
				if (monster_is_unusual(r_ptr))
				{
					/* Special note at death */
					note_dies = " is destroyed.";
				}

				/* Calculate multiplier */
				multiplier = p_ptr->state.ammo_mult;
				if (best_s_ptr != NULL) multiplier += best_s_ptr->mult;

				/* Apply damage: multiplier, slays, criticals, bonuses */
				tdam = damroll(o_ptr->dd, o_ptr->ds);
				tdam += o_ptr->to_d + j_ptr->to_d;
				tdam *= multiplier;
				tdam = critical_shot(o_ptr->weight, o_ptr->to_h, tdam, &msg_type);

				object_notice_attack_plusses(o_ptr);
				object_notice_attack_plusses(&p_ptr->inventory[INVEN_BOW]);

				/* No negative damage; change verb if no damage done */
				if (tdam <= 0)
				{
					tdam = 0;
					hit_verb = "fail to harm";
				}

				/* Handle unseen monster */
				if (!visible)
				{
					/* Invisible monster */
					message_format(MSG_SHOOT_HIT, 0, "The %s finds a mark.", o_name);
				}

				/* Handle visible monster */
				else
				{
					char m_name[80];

					/* Get "the monster" or "it" */
					monster_desc(m_name, sizeof(m_name), m_ptr, 0);

					/* Tell the player what happened */
					if (msg_type == MSG_SHOOT_HIT)
						message_format(MSG_SHOOT_HIT, 0, "The %s %s %s.", o_name, hit_verb, m_name);
					else
					{
						if (msg_type == MSG_HIT_GOOD)
						{
							message_format(MSG_HIT_GOOD, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a good hit!");
						}
						else if (msg_type == MSG_HIT_GREAT)
						{
							message_format(MSG_HIT_GREAT, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a great hit!");
						}
						else if (msg_type == MSG_HIT_SUPERB)
						{
							message_format(MSG_HIT_SUPERB, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a superb hit!");
						}
					}
					/* Hack -- Track this monster race */
					if (m_ptr->ml) monster_race_track(m_ptr->r_idx);

					/* Hack -- Track this monster */
					if (m_ptr->ml) health_track(cave_m_idx[y][x]);

				}

				/* Complex message */
				if (p_ptr->wizard)
				{
					msg_format("You do %d (out of %d) damage.",
					           tdam, m_ptr->hp);
				}

				/* Hit the monster, check for death */
				if (mon_take_hit(cave_m_idx[y][x], tdam, &fear, note_dies))
				{
					/* Dead monster */
				}

				/* No death */
				else
				{
					/* Message */
					message_pain(cave_m_idx[y][x], tdam);

					/* Take note */
					if (fear && m_ptr->ml)
					{
						char m_name[80];

						/* Get the monster name (or "it") */
						monster_desc(m_name, sizeof(m_name), m_ptr, 0);

						/* Message */
						message_format(MSG_FLEE, m_ptr->r_idx,
						               "%^s flees in terror!", m_name);
					}
				}
			}

			/* Stop looking */
			break;
		}
	}



	/* Get local object */
	i_ptr = &object_type_body;

	/* Obtain a local object */
	object_copy(i_ptr, o_ptr);

	/* Single object */
	i_ptr->number = 1;

	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Reduce and describe floor item */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}


	/* Chance of breakage (during attacks) */
	j = (hit_body ? breakage_chance(i_ptr) : 0);

	/* Drop (or break) near that location */
	drop_near(i_ptr, j, y, x, TRUE);
}
Ejemplo n.º 9
0
/*
 * Throw an object from the pack or floor.
 *
 * Note: "unseen" monsters are very hard to hit.
 *
 * Should throwing a weapon do full damage?  Should it allow the magic
 * to hit bonus of the weapon to have an effect?  Should it ever cause
 * the item to be destroyed?  Should it do any damage at all?
 */
void do_cmd_throw(cmd_code code, cmd_arg args[])
{
	int dir, item;
	int i, j, y, x;
	s16b ty, tx;
	int chance, tdam, tdis;
	int weight;

	object_type *o_ptr;

	object_type *i_ptr;
	object_type object_type_body;

	bool hit_body = FALSE;

	byte missile_attr;
	char missile_char;

	char o_name[80];

	u32b msg_type = 0;

	int path_n;
	u16b path_g[256];

	int msec = op_ptr->delay_factor * op_ptr->delay_factor;

	/* Get item to throw and direction in which to throw it. */
	item = args[0].item;
	dir = args[1].direction;

	/* Make sure the player isn't throwing wielded items */
	if (item >= INVEN_WIELD && item < QUIVER_START)
	{
		msg_print("You have cannot throw wielded items.");
		return;
	}

	/* Check the item being thrown is usable by the player. */
	if (!item_is_available(item, NULL, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
	{
		msg_format("That item is not within your reach.");
		return;
	}

	/* Get the object */
	o_ptr = object_from_item_idx(item);
	object_notice_on_firing(o_ptr);

	/* Get local object */
	i_ptr = &object_type_body;

	/* Obtain a local object */
	object_copy(i_ptr, o_ptr);

	/* Distribute the charges of rods/wands/staves between the stacks */
	distribute_charges(o_ptr, i_ptr, 1);

	/* Single object */
	i_ptr->number = 1;

	/* Reduce and describe inventory */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Reduce and describe floor item */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}


	/* Description */
	object_desc(o_name, sizeof(o_name), i_ptr, ODESC_FULL);

	/* Find the color and symbol for the object for throwing */
	missile_attr = object_attr(i_ptr);
	missile_char = object_char(i_ptr);


	/* Enforce a minimum "weight" of one pound */
	weight = ((i_ptr->weight > 10) ? i_ptr->weight : 10);

	/* Hack -- Distance -- Reward strength, penalize weight */
	tdis = (adj_str_blow[p_ptr->state.stat_ind[A_STR]] + 20) * 10 / weight;

	/* Max distance of 10 */
	if (tdis > 10) tdis = 10;

	/* Hack -- Base damage from thrown object */
	tdam = damroll(i_ptr->dd, i_ptr->ds);
	if (!tdam) tdam = 1;
	tdam += i_ptr->to_d;

	/* Chance of hitting */
	chance = (p_ptr->state.skills[SKILL_TO_HIT_THROW] + (p_ptr->state.to_h * BTH_PLUS_ADJ));


	/* Take a turn */
	p_ptr->energy_use = 100;


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

	/* Predict the "target" location */
	ty = p_ptr->py + 99 * ddy[dir];
	tx = p_ptr->px + 99 * ddx[dir];

	/* Check for "target request" */
	if ((dir == 5) && target_okay())
	{
		target_get(&tx, &ty);
	}

	/* Calculate the path */
	path_n = project_path(path_g, tdis, p_ptr->py, p_ptr->px, ty, tx, 0);


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

	/* Project along the path */
	for (i = 0; i < path_n; ++i)
	{
		int ny = GRID_Y(path_g[i]);
		int nx = GRID_X(path_g[i]);

		/* Hack -- Stop before hitting walls */
		if (!cave_floor_bold(ny, nx)) break;

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

		/* Only do visuals if the player can "see" the missile */
		if (player_can_see_bold(y, x))
		{
			/* Visual effects */
			print_rel(missile_char, missile_attr, y, x);
			move_cursor_relative(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();

			Term_xtra(TERM_XTRA_DELAY, msec);
			light_spot(y, x);

			Term_fresh();
			if (p_ptr->redraw) redraw_stuff();
		}

		/* Delay anyway for consistency */
		else
		{
			/* Pause anyway, for consistancy */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Handle monster */
		if (cave_m_idx[y][x] > 0)
		{
			monster_type *m_ptr = &mon_list[cave_m_idx[y][x]];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			int chance2 = chance - distance(p_ptr->py, p_ptr->px, y, x);

			int visible = m_ptr->ml;

			/* Note the collision */
			hit_body = TRUE;

			/* Did we hit it (penalize range) */
			if (test_hit(chance2, r_ptr->ac, m_ptr->ml))
			{
				const char *hit_verb = "hits";
				bool fear = FALSE;
				const slay_t *best_s_ptr = NULL;

				/* Assume a default death */
				cptr note_dies = " dies.";

				/* Some monsters get "destroyed" */
				if (monster_is_unusual(r_ptr))
				{
					/* Special note at death */
					note_dies = " is destroyed.";
				}

				/* Apply special damage  - brought forward to fill in hit_verb XXX XXX XXX */
				improve_attack_modifier(i_ptr, m_ptr, &best_s_ptr);
				if (best_s_ptr != NULL)
				{
					tdam *= best_s_ptr->mult;
					hit_verb = best_s_ptr->range_verb;
				}
				/* Apply special damage XXX XXX XXX */
				tdam = critical_shot(i_ptr->weight, i_ptr->to_h, tdam, &msg_type);

				/* No negative damage; change verb if no damage done */
				if (tdam <= 0)
				{
					tdam = 0;
					hit_verb = "fail to harm";
				}

				/* Handle unseen monster */
				if (!visible)
				{
					/* Invisible monster */
					msg_format("The %s finds a mark.", o_name);
				}

				/* Handle visible monster */
				else
				{
					char m_name[80];

					/* Get "the monster" or "it" */
					monster_desc(m_name, sizeof(m_name), m_ptr, 0);

					/* Tell the player what happened */
					if (msg_type == MSG_SHOOT_HIT)
						message_format(MSG_SHOOT_HIT, 0, "The %s %s %s.", o_name, hit_verb, m_name);
					else
					{
						if (msg_type == MSG_HIT_GOOD)
						{
							message_format(MSG_HIT_GOOD, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a good hit!");
						}
						else if (msg_type == MSG_HIT_GREAT)
						{
							message_format(MSG_HIT_GREAT, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a great hit!");
						}
						else if (msg_type == MSG_HIT_SUPERB)
						{
							message_format(MSG_HIT_SUPERB, 0, "The %s %s %s. %s", o_name, hit_verb, m_name,
										   "It was a superb hit!");
						}
					}
					/* Hack -- Track this monster race */
					if (m_ptr->ml) monster_race_track(m_ptr->r_idx);

					/* Hack -- Track this monster */
					if (m_ptr->ml) health_track(cave_m_idx[y][x]);
				}

				/* Learn the bonuses */
				/* XXX Eddie This is messed up, better done for firing, */
				/* should use that method [split last] instead */
				/* check if inven_optimize removed what o_ptr referenced */
				if (object_similar(i_ptr, o_ptr, OSTACK_PACK))
					object_notice_attack_plusses(o_ptr);
				object_notice_attack_plusses(i_ptr);

				/* Complex message */
				if (p_ptr->wizard)
					msg_format("You do %d (out of %d) damage.",
							   tdam, m_ptr->hp);

				/* Hit the monster, check for death */
				if (mon_take_hit(cave_m_idx[y][x], tdam, &fear, note_dies))
				{
					/* Dead monster */
				}

				/* No death */
				else
				{
					/* Message */
					message_pain(cave_m_idx[y][x], tdam);

					/* Take note */
					if (fear && m_ptr->ml)
					{
						char m_name[80];

						/* Get the monster name (or "it") */
						monster_desc(m_name, sizeof(m_name), m_ptr, 0);

						/* Message */
						message_format(MSG_FLEE, m_ptr->r_idx,
						               "%^s flees in terror!", m_name);
					}
				}
			}

			/* Stop looking */
			break;
		}
	}

	/* Chance of breakage (during attacks) */
	j = (hit_body ? breakage_chance(i_ptr) : 0);

	/* Drop (or break) near that location */
	drop_near(i_ptr, j, y, x, TRUE);
}
Ejemplo n.º 10
0
/**
 * 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);
	}
}