Example #1
0
bool is_valid_pf(int y, int x)
{
    feature_type *f_ptr = NULL;
    int feat = cave_feat[y][x];

    /* Hack -- assume unvisited is permitted */
    if (!cave_has(cave_info[y][x], CAVE_MARK))
	return (TRUE);

    /* Get mimiced feat */
    f_ptr = &f_info[f_info[feat].mimic];

    /* Optionally alter known traps/doors on movement */
    if (OPT(easy_alter) && (tf_has(f_ptr->flags, TF_DOOR_CLOSED)
			    || cave_visible_trap(y, x))) 
    {
	return (TRUE);
    }

    /* Require moveable space */
    if (tf_has(f_ptr->flags, TF_WALL))
	return (FALSE);

    /* Don't move over lava or void */
    if (tf_has(f_ptr->flags, TF_FIERY) || tf_has(f_ptr->flags, TF_FALL))
	return (FALSE);

    /* Otherwise good */
    return (TRUE);
}
Example #2
0
/**
 * Bring up player actions 
 */
void show_player(void)
{
    int i, j, fy, fx;
    int adj_grid[9];
    bool exist_rock = FALSE;
    bool exist_door = FALSE;
    bool exist_open_door = FALSE;
    bool exist_trap = FALSE;
    bool exist_mtrap = FALSE;
    bool exist_floor = FALSE;
    bool exist_monster = FALSE;

    feature_type *f_ptr;

    /* No commands yet */
    poss = 0;

    /* Get surroundings */
    get_feats(adj_grid);

    /* Analyze surroundings */
    for (i = 0; i < 8; i++) 
    {
	int yy = p_ptr->py + ddy_ddd[i];
	int xx = p_ptr->px + ddx_ddd[i];
	f_ptr = &f_info[adj_grid[i]];

	if (cave_visible_trap(yy, xx))
	    exist_trap = TRUE;
	if (tf_has(f_ptr->flags, TF_DOOR_CLOSED))
	    exist_door = TRUE;
	if (tf_has(f_ptr->flags, TF_ROCK))
	    exist_rock = TRUE;
	if (cave_monster_trap(yy, xx))
	    exist_mtrap = TRUE;
	if (adj_grid[i] == FEAT_OPEN)
	    exist_open_door = TRUE;
	if (cave_naked_bold(yy, xx))
	    exist_floor = TRUE;
	if (cave_m_idx[yy][xx] > 0)
	    exist_monster = TRUE;
    }

    /* In a web? */
    if (cave_web(p_ptr->py, p_ptr->px))
	exist_trap = TRUE;

    /* Alter a grid */
    if (exist_trap || exist_door || exist_rock || exist_mtrap
	|| exist_open_door || count_chests(&fy, &fx, TRUE)
	|| count_chests(&fy, &fx, FALSE) || (player_has(PF_TRAP)
					     && exist_floor)
	|| (player_has(PF_STEAL) && exist_monster && (!SCHANGE))) {
	comm[poss] = '+';
	comm_code[poss] = CMD_ALTER;
	comm_descr[poss++] = "Alter";
    }

    /* Dig a tunnel */
    if (exist_door || exist_rock) {
	comm[poss] = 'T';
	comm_code[poss] = CMD_TUNNEL;
	comm_descr[poss++] = "Tunnel";
    }

    /* Begin Running -- Arg is Max Distance */
    {
	comm[poss] = '.';
	comm_code[poss] = CMD_RUN;
	comm_descr[poss++] = "Run";
    }

    /* Hold still for a turn.  Pickup objects if auto-pickup is true. */
    {
	comm[poss] = ',';
	comm_code[poss] = CMD_HOLD;
	comm_descr[poss++] = "Stand still";
    }

    /* Pick up objects. */
    if (cave_o_idx[p_ptr->py][p_ptr->px]) {
	comm[poss] = 'g';
	comm_code[poss] = CMD_PICKUP;
	comm_descr[poss++] = "Pick up";
    }

    /* Rest -- Arg is time */
    {
	comm[poss] = 'R';
	comm_code[poss] = CMD_REST;
	comm_descr[poss++] = "Rest";
    }

    /* Search for traps/doors */
    {
	comm[poss] = 's';
	comm_code[poss] = CMD_SEARCH;
	comm_descr[poss++] = "Search";
    }

    /* Look around */
    {
	comm[poss] = 'l';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Look";
    }

    /* Scroll the map */
    {
	comm[poss] = 'L';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Scroll map";
    }

    /* Show the map */
    {
	comm[poss] = 'M';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Level map";
    }

    /* Knowledge */
    {
	comm[poss] = '~';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Knowledge";
    }

    /* Options */
    {
	comm[poss] = '=';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Options";
    }

    /* Toggle search mode */
    {
	comm[poss] = 'S';
	comm_code[poss] = CMD_TOGGLE_SEARCH;
	comm_descr[poss++] = "Toggle searching";
    }


    /* Go up staircase */
    if ((adj_grid[8] == FEAT_LESS)
	|| ((adj_grid[8] >= FEAT_LESS_NORTH) && (!(adj_grid[8] % 2)))) {
	comm[poss] = '<';
	comm_code[poss] = CMD_GO_UP;
	comm_descr[poss++] = "Take stair/path";
    }

    /* Go down staircase */
    if ((adj_grid[8] == FEAT_MORE)
	|| ((adj_grid[8] >= FEAT_LESS_NORTH) && (adj_grid[8] % 2))) {
	comm[poss] = '>';
	comm_code[poss] = CMD_GO_DOWN;
	comm_descr[poss++] = "Take stair/path";
    }

    /* Open a door or chest */
    if (exist_door || count_chests(&fy, &fx, TRUE)
	|| count_chests(&fy, &fx, FALSE)) {
	comm[poss] = 'o';
	comm_code[poss] = CMD_OPEN;
	comm_descr[poss++] = "Open";
    }

    /* Close a door */
    if (exist_open_door) {
	comm[poss] = 'c';
	comm_code[poss] = CMD_CLOSE;
	comm_descr[poss++] = "Close";
    }

    /* Jam a door with spikes */
    if (exist_door) {
	comm[poss] = 'j';
	comm_code[poss] = CMD_JAM;
	comm_descr[poss++] = "Jam";
    }

    /* Bash a door */
    if (exist_door) {
	comm[poss] = 'B';
	comm_code[poss] = CMD_BASH;
	comm_descr[poss++] = "Bash";
    }

    /* Disarm a trap or chest */
    if (count_chests(&fy, &fx, TRUE) || exist_trap || exist_mtrap) {
	comm[poss] = 'D';
	comm_code[poss] = CMD_DISARM;
	comm_descr[poss++] = "Disarm";
    }

    /* Shapechange */
    if ((SCHANGE) || (player_has(PF_BEARSKIN))) {
	comm[poss] = ']';
	comm_code[poss] = CMD_NULL;
	comm_descr[poss++] = "Shapechange";
    }

    /* Save screen */
    screen_save();

    /* Prompt */
    put_str("Choose a command, or ESC:", 0, 0);

    /* Hack - delete exact graphics rows */
    if (tile_height > 1) {
	j = poss + 1;
	while ((j % tile_height) && (j <= SCREEN_ROWS))
	    prt("", ++j, 0);
    }

    /* Get a choice */
    (void) show_cmd_menu(FALSE);

    /* Load screen */
    screen_load();
}
Example #3
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;

	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.");
				return;
			} else
				msg("You clamber out of the pit.");
		} else
			msg("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_visible_trap(y, x)
		&& cave_player_trap(y, x)) {
		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);
					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;

		/*** 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, 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;

			/* 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;
		}

		if (tf_has(f_ptr->flags, TF_FIERY)) {
			/* 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");
			}
			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 (!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 (!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 elven woodspersons */
		if (player_has(PF_WOODSMAN) && player_has(PF_ELVEN))
			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;
		f_ptr = &f_info[cave_feat[y][x]];

		/* 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 (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.");
		}
	}
}
Example #4
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);
	}
}