/**
 * Set the terrain type for a square.
 *
 * This should be the only function that sets terrain, apart from the savefile
 * loading code.
 */
void square_set_feat(struct chunk *c, int y, int x, int feat)
{
	int current_feat = c->squares[y][x].feat;

	assert(c);
	assert(y >= 0 && y < c->height);
	assert(x >= 0 && x < c->width);

	/* Track changes */
	if (current_feat) c->feat_count[current_feat]--;
	if (feat) c->feat_count[feat]++;

	/* Make the change */
	c->squares[y][x].feat = feat;

	/* Make the new terrain feel at home */
	if (character_dungeon) {
		/* Remove traps if necessary */
		if (!square_player_trap_allowed(c, y, x))
			square_destroy_trap(c, y, x);

		square_note_spot(c, y, x);
		square_light_spot(c, y, x);
	} else {
		/* Make sure no incorrect wall flags set for dungeon generation */
		sqinfo_off(c->squares[y][x].info, SQUARE_WALL_INNER);
		sqinfo_off(c->squares[y][x].info, SQUARE_WALL_OUTER);
		sqinfo_off(c->squares[y][x].info, SQUARE_WALL_SOLID);
	}
}
Example #2
0
/**
 * Determine if a trap actually exists in this square.
 *
 * Called with vis = 0 to accept any trap, = 1 to accept only visible
 * traps, and = -1 to accept only invisible traps.
 *
 * Clear the SQUARE_TRAP flag if none exist.
 */
static bool square_verify_trap(struct chunk *c, int y, int x, int vis)
{
    struct trap *trap = square_trap(c, y, x);
    bool trap_exists = false;

    /* Scan the square trap list */
    while (trap) {
		/* Accept any trap */
		if (!vis)
			return true;

		/* Accept traps that match visibility requirements */
		if ((vis == 1) && trf_has(trap->flags, TRF_VISIBLE)) 
			return true;

		if ((vis == -1)  && !trf_has(trap->flags, TRF_VISIBLE)) 
			return true;

		/* Note that a trap does exist */
		trap_exists = true;
    }

    /* No traps in this location. */
    if (!trap_exists) {
		/* No traps */
		sqinfo_off(c->squares[y][x].info, SQUARE_TRAP);

		/* Take note */
		square_note_spot(c, y, x);
    }

    /* Report failure */
    return false;
}
Example #3
0
/**
 * Let the floor carry an object, deleting old ignored items if necessary.
 * The calling function must deal with the dropped object on failure.
 *
 * Optionally put the object at the top or bottom of the pile
 */
bool floor_carry(struct chunk *c, int y, int x, struct object *drop, bool last)
{
	int n = 0;
	struct object *obj, *ignore = floor_get_oldest_ignored(y, x);

	/* Fail if the square can't hold objects */
	if (!square_isobjectholding(c, y, x))
		return false;

	/* Scan objects in that grid for combination */
	for (obj = square_object(c, y, x); obj; obj = obj->next) {
		/* Check for combination */
		if (object_similar(obj, drop, OSTACK_FLOOR)) {
			/* Combine the items */
			object_absorb(obj, drop);

			/* Result */
			return true;
		}

		/* Count objects */
		n++;
	}

	/* The stack is already too large */
	if (n >= z_info->floor_size || (!OPT(player, birth_stacking) && n)) {
		/* Delete the oldest ignored object */
		if (ignore) {
			square_excise_object(c, y, x, ignore);
			delist_object(c, ignore);
			object_delete(&ignore);
		} else
			return false;
	}

	/* Location */
	drop->iy = y;
	drop->ix = x;

	/* Forget monster */
	drop->held_m_idx = 0;

	/* Link to the first or last object in the pile */
	if (last)
		pile_insert_end(&c->squares[y][x].obj, drop);
	else
		pile_insert(&c->squares[y][x].obj, drop);

	/* Record in the level list */
	list_object(c, drop);

	/* Redraw */
	square_note_spot(c, y, x);
	square_light_spot(c, y, x);

	/* Result */
	return true;
}
Example #4
0
/**
 * Determine if a trap actually exists in this square.
 *
 * Called with vis = 0 to accept any trap, = 1 to accept only visible
 * traps, and = -1 to accept only invisible traps.
 *
 * Clear the SQUARE_TRAP flag if none exist.
 */
static bool square_verify_trap(struct chunk *c, int y, int x, int vis)
{
    struct trap *trap = c->squares[y][x].trap;
    bool trap_exists = FALSE;

    /* Scan the square trap list */
    while (trap) {
		/* Accept any trap */
		if (!vis)
			return TRUE;

		/* Accept traps that match visibility requirements */
		if ((vis == 1) && trf_has(trap->flags, TRF_VISIBLE)) 
			return TRUE;

		if ((vis == -1)  && !trf_has(trap->flags, TRF_VISIBLE)) 
			return TRUE;

		/* Note that a trap does exist */
		trap_exists = TRUE;
    }

    /* No traps in this location. */
    if (!trap_exists) {
		/* No traps */
		sqinfo_off(c->squares[y][x].info, SQUARE_TRAP);

		/* No reason to mark this square, ... */
		sqinfo_off(c->squares[y][x].info, SQUARE_MARK);

		/* ... unless certain conditions apply */
		square_note_spot(c, y, x);
    }

    /* Report failure */
    return FALSE;
}
Example #5
0
/**
 * Called from project() to affect objects
 *
 * Called for projections with the PROJECT_ITEM flag set, which includes
 * beam, ball and breath effects.
 *
 * \param who is the monster list index of the caster
 * \param r is the distance from the centre of the effect
 * \param y the coordinates of the grid being handled
 * \param x the coordinates of the grid being handled
 * \param dam is the "damage" from the effect at distance r from the centre
 * \param typ is the projection (GF_) type
 * \param protected_obj is an object that should not be affected by the 
 *        projection, typically the object that created it
 * \return whether the effects were obvious
 *
 * Note that this function determines if the player can see anything that
 * happens by taking into account: blindness, line-of-sight, and illumination.
 *
 * Hack -- effects on objects which are memorized but not in view are also seen.
 */
bool project_o(int who, int r, int y, int x, int dam, int typ,
			   const struct object *protected_obj)
{
	struct object *obj = square_object(cave, y, x);
	bool obvious = false;

	/* Scan all objects in the grid */
	while (obj) {
		bool ignore = false;
		bool do_kill = false;
		const char *note_kill = NULL;
		struct object *next = obj->next;
		project_object_handler_context_t context = {
			who,
			r,
			y,
			x,
			dam,
			typ,
			obj,
			obvious,
			do_kill,
			ignore,
			note_kill,
		};
		project_object_handler_f object_handler = object_handlers[typ];

		if (object_handler != NULL)
			object_handler(&context);

		obvious = context.obvious;
		do_kill = context.do_kill && (obj != protected_obj);
		ignore = context.ignore;
		note_kill = context.note_kill;

		/* Attempt to destroy the object */
		if (do_kill) {
			char o_name[80];

			/* Effect observed */
			if (obj->known && !ignore_item_ok(obj) &&
				square_isseen(cave, y, x)) {
				obvious = true;
				object_desc(o_name, sizeof(o_name), obj, ODESC_BASE);
			}

			/* Artifacts, and other objects, get to resist */
			if (obj->artifact || ignore) {
				/* Observe the resist */
				if (obvious && obj->known && !ignore_item_ok(obj))
					msg("The %s %s unaffected!", o_name,
						VERB_AGREEMENT(obj->number, "is", "are"));
			} else if (obj->mimicking_m_idx) {
				/* Reveal mimics */
				if (obvious)
					become_aware(cave_monster(cave, obj->mimicking_m_idx));
			} else {
				/* Describe if needed */
				if (obvious && obj->known && note_kill && !ignore_item_ok(obj))
					msgt(MSG_DESTROY, "The %s %s!", o_name, note_kill);

				/* Delete the object */
				square_excise_object(cave, y, x, obj);
				delist_object(cave, obj);
				object_delete(&obj);

				/* Redraw */
				square_note_spot(cave, y, x);
				square_light_spot(cave, y, x);
			}
		}

		/* Next object */
		obj = next;
	}

	/* Return "Anything seen?" */
	return (obvious);
}
Example #6
0
/**
 * Grab all objects from the grid.
 */
void process_monster_grab_objects(struct chunk *c, struct monster *mon, 
		const char *m_name, int nx, int ny)
{
	struct monster_lore *lore = get_lore(mon->race);
	struct object *obj;
	bool visible = mflag_has(mon->mflag, MFLAG_VISIBLE);

	/* Learn about item pickup behavior */
	for (obj = square_object(c, ny, nx); obj; obj = obj->next) {
		if (!tval_is_money(obj) && visible) {
			rf_on(lore->flags, RF_TAKE_ITEM);
			rf_on(lore->flags, RF_KILL_ITEM);
			break;
		}
	}

	/* Abort if can't pickup/kill */
	if (!rf_has(mon->race->flags, RF_TAKE_ITEM) &&
		!rf_has(mon->race->flags, RF_KILL_ITEM)) {
		return;
	}

	/* Take or kill objects on the floor */
	obj = square_object(c, ny, nx);
	while (obj) {
		char o_name[80];
		bool safe = obj->artifact ? true : false;
		struct object *next = obj->next;

		/* Skip gold */
		if (tval_is_money(obj)) {
			obj = next;
			continue;
		}

		/* Skip mimicked objects */
		if (obj->mimicking_m_idx) {
			obj = next;
			continue;
		}

		/* Get the object name */
		object_desc(o_name, sizeof(o_name), obj, ODESC_PREFIX | ODESC_FULL);

		/* React to objects that hurt the monster */
		if (react_to_slay(obj, mon))
			safe = true;

		/* Try to pick up, or crush */
		if (safe) {
			/* Only give a message for "take_item" */
			if (rf_has(mon->race->flags, RF_TAKE_ITEM) && visible &&
				square_isview(c, ny, nx) && !ignore_item_ok(obj)) {
				/* Dump a message */
				msg("%s tries to pick up %s, but fails.", m_name, o_name);
			}
		} else if (rf_has(mon->race->flags, RF_TAKE_ITEM)) {
			/* Describe observable situations */
			if (square_isseen(c, ny, nx) && !ignore_item_ok(obj))
				msg("%s picks up %s.", m_name, o_name);

			/* Carry the object */
			square_excise_object(c, ny, nx, obj);
			monster_carry(c, mon, obj);
			square_note_spot(c, ny, nx);
			square_light_spot(c, ny, nx);
		} else {
			/* Describe observable situations */
			if (square_isseen(c, ny, nx) && !ignore_item_ok(obj))
				msgt(MSG_DESTROY, "%s crushes %s.", m_name, o_name);

			/* Delete the object */
			square_excise_object(c, ny, nx, obj);
			delist_object(c, obj);
			object_delete(&obj);
			square_note_spot(c, ny, nx);
			square_light_spot(c, ny, nx);
		}

		/* Next object */
		obj = next;
	}
}