Example #1
0
/**
 * Search for traps or secret doors
 */
static void search(void)
{
	int py = player->py;
	int px = player->px;
	int y, x;
	struct object *obj;

	/* Various conditions mean no searching */
	if (player->timed[TMD_BLIND] || no_light() ||
		player->timed[TMD_CONFUSED] || player->timed[TMD_IMAGE])
		return;

	/* Search the nearby grids, which are always in bounds */
	for (y = (py - 1); y <= (py + 1); y++) {
		for (x = (px - 1); x <= (px + 1); x++) {
			/* Traps */
			if (square_issecrettrap(cave, y, x)) {
				if (square_reveal_trap(cave, y, x, true))
					disturb(player, 0);
			}

			/* Secret doors */
			if (square_issecretdoor(cave, y, x)) {
				msg("You have found a secret door.");
				place_closed_door(cave, y, x);
				disturb(player, 0);
			}

			/* Traps on chests */
			for (obj = square_object(cave, y, x); obj; obj = obj->next) {
				if (!obj->known || !is_trapped_chest(obj))
					continue;

				if (obj->known->pval != obj->pval) {
					msg("You have discovered a trap on the chest!");
					obj->known->pval = obj->pval;
					disturb(player, 0);
				}
			}
		}
	}
}
Example #2
0
/**
 * Memorize interesting viewable object/features in the given grid
 *
 * This function should only be called on "legal" grids.
 *
 * This function will memorize the object and/or feature in the given grid,
 * if they are (1) see-able and (2) interesting.  Note that all objects are
 * interesting, all terrain features except floors (and invisible traps) are
 * interesting, and floors (and invisible traps) are interesting sometimes
 * (depending on various options involving the illumination of floor grids).
 *
 * The automatic memorization of all objects and non-floor terrain features
 * as soon as they are displayed allows incredible amounts of optimization
 * in various places, especially "map_info()" and this function itself.
 *
 * Note that the memorization of objects is completely separate from the
 * memorization of terrain features, preventing annoying floor memorization
 * when a detected object is picked up from a dark floor, and object
 * memorization when an object is dropped into a floor grid which is
 * memorized but out-of-sight.
 *
 * This function should be called every time the "memorization" of a grid
 * (or the object in a grid) is called into question, such as when an object
 * is created in a grid, when a terrain feature "changes" from "floor" to
 * "non-floor", and when any grid becomes "see-able" for any reason.
 *
 * This function is called primarily from the "update_view()" function, for
 * each grid which becomes newly "see-able".
 */
void square_note_spot(struct chunk *c, int y, int x)
{
	/* Require "seen" flag and the current level */
	if (c != cave) return;
	if (!square_isseen(c, y, x)) return;

	/* Make the player know precisely what is on this grid */
	square_know_pile(c, y, x);

	/* Notice traps */
	if (square_issecrettrap(c, y, x)) {
		square_reveal_trap(c, y, x, false, true);
	}

	if (square_isknown(c, y, x))
		return;

	/* Memorize this grid */
	square_memorize(c, y, x);
}
Example #3
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;
}
Example #4
0
/**
 * Search for hidden things.  Returns true if a search was attempted, returns
 * false when the player has a 0% chance of finding anything.  Prints messages
 * for negative confirmation when verbose mode is requested.
 */
bool search(bool verbose)
{
	int py = player->py;
	int px = player->px;
	int y, x, chance;
	bool found = false;
	struct object *obj;

	/* Start with base search ability */
	chance = player->state.skills[SKILL_SEARCH];

	/* Penalize various conditions */
	if (player->timed[TMD_BLIND] || no_light())
		chance = chance / 10;
	if (player->timed[TMD_CONFUSED] || player->timed[TMD_IMAGE])
		chance = chance / 10;

	/* Prevent fruitless searches */
	if (chance <= 0) {
		if (verbose) {
			msg("You can't make out your surroundings well enough to search.");

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

		return false;
	}

	/* Search the nearby grids, which are always in bounds */
	for (y = (py - 1); y <= (py + 1); y++) {
		for (x = (px - 1); x <= (px + 1); x++) {
			/* Sometimes, notice things */
			if (randint0(100) < chance) {
				if (square_issecrettrap(cave, y, x)) {
					found = true;

					/* Reveal trap, display a message */
					if (square_reveal_trap(cave, y, x, chance, true))
						/* Disturb */
						disturb(player, 0);
				}

				/* Secret door */
				if (square_issecretdoor(cave, y, x)) {
					found = true;

					/* Message */
					msg("You have found a secret door.");

					/* Pick a door */
					place_closed_door(cave, y, x);

					/* Disturb */
					disturb(player, 0);
				}

				/* Scan all objects in the grid */
				for (obj = square_object(cave, y, x); obj; obj = obj->next) {
					/* Skip if not a trapped chest */
					if (!is_trapped_chest(obj)) continue;

					/* Identify once */
					if (!object_is_known(obj)) {
						found = true;

						/* Message */
						msg("You have discovered a trap on the chest!");

						/* Know the trap */
						object_notice_everything(obj);

						/* Notice it */
						disturb(player, 0);
					}
				}
			}
		}
	}

	if (verbose && !found) {
		if (chance >= 100)
			msg("There are no secrets here.");
		else
			msg("You found nothing.");
	}

	return true;
}
Example #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 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;
}