Exemple #1
0
void do_cmd_alter(struct command *cmd)
{
	int dir;

	/* Get arguments */
	if (cmd_get_direction(cmd, "direction", &dir, false) != CMD_OK)
		return;

	do_cmd_alter_aux(dir);
}
Exemple #2
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;
}
Exemple #3
0
void do_cmd_alter(cmd_code code, cmd_arg args[])
{
	do_cmd_alter_aux(args[0].direction);
}
Exemple #4
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 = p_ptr->py;
	int px = p_ptr->px;

	int y = py + ddy[dir];
	int x = px + ddx[dir];
	
	int m_idx = cave->m_idx[y][x];

	/* Attack monsters */
	if (m_idx > 0) {
		/* Mimics surprise the player */
		if (is_mimicking(m_idx)) {
			become_aware(m_idx);

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

		} else {
			py_attack(y, x);
		}
	}

	/* Optionally alter traps/doors on movement */
	else if (disarm && (cave->info[y][x] & CAVE_MARK) &&
			(cave_isknowntrap(cave, y, x) ||
			cave_iscloseddoor(cave, y, x)))
	{
		/* Auto-repeat if not already repeating */
		if (cmd_get_nrepeats() == 0)
			cmd_set_repeat(99);

		do_cmd_alter_aux(dir);
	}

	/* Cannot walk through walls */
	else if (!cave_floor_bold(y, x))
	{
		/* Disturb the player */
		disturb(p_ptr, 0, 0);

		/* Notice unknown obstacles */
		if (!(cave->info[y][x] & CAVE_MARK))
		{
			/* Rubble */
			if (cave->feat[y][x] == FEAT_RUBBLE)
			{
				msgt(MSG_HITWALL, "You feel a pile of rubble blocking your way.");
				cave->info[y][x] |= (CAVE_MARK);
				cave_light_spot(cave, y, x);
			}

			/* Closed door */
			else if (cave->feat[y][x] < FEAT_SECRET)
			{
				msgt(MSG_HITWALL, "You feel a door blocking your way.");
				cave->info[y][x] |= (CAVE_MARK);
				cave_light_spot(cave, y, x);
			}

			/* Wall (or secret door) */
			else
			{
				msgt(MSG_HITWALL, "You feel a wall blocking your way.");
				cave->info[y][x] |= (CAVE_MARK);
				cave_light_spot(cave, y, x);
			}
		}

		/* Mention known obstacles */
		else
		{
			if (cave->feat[y][x] == FEAT_RUBBLE)
				msgt(MSG_HITWALL, "There is a pile of rubble blocking your way.");
			else if (cave->feat[y][x] < FEAT_SECRET)
				msgt(MSG_HITWALL, "There is a door blocking your way.");
			else
				msgt(MSG_HITWALL, "There is a wall blocking your way.");
		}
	}

	/* Normal movement */
	else
	{
		/* See if trap detection status will change */
		bool old_dtrap = ((cave->info2[py][px] & (CAVE2_DTRAP)) != 0);
		bool new_dtrap = ((cave->info2[y][x] & (CAVE2_DTRAP)) != 0);

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

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

		/* Move player */
		monster_swap(py, px, y, x);
  
		/* New location */
		y = py = p_ptr->py;
		x = px = p_ptr->px;

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

		/* Handle "store doors" */
		if ((cave->feat[p_ptr->py][p_ptr->px] >= FEAT_SHOP_HEAD) &&
			(cave->feat[p_ptr->py][p_ptr->px] <= FEAT_SHOP_TAIL))
		{
			/* Disturb */
			disturb(p_ptr, 0, 0);
			cmd_insert(CMD_ENTER_STORE);
		}

		/* All other grids (including traps) */
		else
		{
			/* Handle objects (later) */
			p_ptr->notice |= (PN_PICKUP);
		}


		/* Discover invisible traps */
		if (cave->feat[y][x] == FEAT_INVIS)
		{
			/* Disturb */
			disturb(p_ptr, 0, 0);

			/* Message */
			msg("You found a trap!");

			/* Pick a trap */
			pick_trap(y, x);

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

		/* Set off an visible trap */
		else if (cave_isknowntrap(cave, y, x))
		{
			/* Disturb */
			disturb(p_ptr, 0, 0);

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

	p_ptr->running_firststep = FALSE;
}
Exemple #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;
}