Exemple #1
0
/**
 * Place a random type of door at the given location.
 */
void place_random_door(int y, int x)
{
    int tmp;

    /* Choose an object */
    tmp = randint0(1000);

    /* Open doors (300/1000) */
    if (tmp < 300) {
	/* Create open door */
	cave_set_feat(y, x, FEAT_OPEN);
    }

    /* Broken doors (100/1000) */
    else if (tmp < 400) {
	/* Create broken door */
	cave_set_feat(y, x, FEAT_BROKEN);
    }

    /* Secret doors (200/1000) */
    else if (tmp < 600) {
	/* Create secret door */
	cave_set_feat(y, x, FEAT_SECRET);
    }

    /* Closed, locked, or stuck doors (400/1000) */
    else {
	/* Create closed door */
	place_closed_door(y, x);
    }
}
Exemple #2
0
/* Destroy Traps (and Locks) */
static void project_feature_handler_KILL_TRAP(project_feature_handler_context_t *context)
{
	const int x = context->x;
	const int y = context->y;

	/* Reveal secret doors */
	if (square_issecretdoor(cave, y, x)) {
		place_closed_door(cave, y, x);

		/* Check line of sight */
		if (square_isseen(cave, y, x))
			context->obvious = true;
	}

	/* Destroy traps, unlock doors */
	if (square_istrap(cave, y, x)) {
		/* Check line of sight */
		if (square_isview(cave, y, x)) {
			msg("There is a bright flash of light!");
			context->obvious = true;
		}

		/* Destroy the trap */
		square_destroy_trap(cave, y, x);
	} else if (square_islockeddoor(cave, y, x)) {
		/* Unlock the door */
		square_unlock_door(cave, y, x);

		/* Check line of sound */
		if (square_isview(cave, y, x)) {
			msg("Click!");
			context->obvious = true;
		}
	}
}
Exemple #3
0
/**
 * Place a random door at (x, y).
 * \param c current chunk
 * \param y co-ordinates
 * \param x co-ordinates
 *
 * The door generated could be closed, open, broken, or secret.
 */
void place_random_door(struct chunk *c, int y, int x)
{
    int tmp = randint0(100);

    if (tmp < 30)
		square_set_feat(c, y, x, FEAT_OPEN);
    else if (tmp < 40)
		square_set_feat(c, y, x, FEAT_BROKEN);
    else
		place_closed_door(c, y, x);
}
Exemple #4
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);
				}
			}
		}
	}
}
Exemple #5
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 = p_ptr->py;
	int px = p_ptr->px;

	int y, x, chance;

	bool found = FALSE;

	object_type *o_ptr;


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

	/* Penalize various conditions */
	if (p_ptr->timed[TMD_BLIND] || no_light()) chance = chance / 10;
	if (p_ptr->timed[TMD_CONFUSED] || p_ptr->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(p_ptr, 0, 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)
			{
				/* Invisible trap */
				if (cave->feat[y][x] == FEAT_INVIS)
				{
					found = TRUE;

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

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

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

				/* Secret door */
				if (cave->feat[y][x] == FEAT_SECRET)
				{
					found = TRUE;

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

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

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

				/* Scan all objects in the grid */
				for (o_ptr = get_first_object(y, x); o_ptr; o_ptr = get_next_object(o_ptr))
				{
					/* Skip non-chests */
					if (o_ptr->tval != TV_CHEST) continue;

					/* Skip disarmed chests */
					if (o_ptr->pval[DEFAULT_PVAL] <= 0) continue;

					/* Skip non-trapped chests */
					if (!chest_traps[o_ptr->pval[DEFAULT_PVAL]]) continue;

					/* Identify once */
					if (!object_is_known(o_ptr))
					{
						found = TRUE;

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

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

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

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

	return TRUE;
}
/*
 * Place a random type of door at the given location
 */
void place_random_door(int y, int x, bool room)
{
    int tmp, type;
    s16b feat = feat_none;
    cave_type *c_ptr = &cave[y][x];

    /* Initialize mimic info */
    c_ptr->mimic = 0;

/*    if (dungeon_type == DUNGEON_ARENA)
    {
        place_rubble_bold(y, x);
        return;
    }*/

    if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
    {
        place_floor_bold(y, x);
        return;
    }

    type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
        one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
        ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);

    /* Choose an object */
    tmp = randint0(1000);

    /* Open doors (300/1000) */
    if (tmp < 300)
    {
        /* Create open door */
        feat = feat_door[type].open;
    }

    /* Broken doors (100/1000) */
    else if (tmp < 400)
    {
        /* Create broken door */
        feat = feat_door[type].broken;
    }

    /* Secret doors (200/1000) */
    else if (tmp < 600)
    {
        /* Create secret door */
        place_closed_door(y, x, type);

        if (type != DOOR_CURTAIN)
        {
            /* Hide. If on the edge of room, use outer wall. */
            c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)];

            /* Floor type terrain cannot hide a door */
            if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
            {
                if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
                {
                    c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
                }
                c_ptr->mimic = 0;
            }
        }
    }

    /* Closed, locked, or stuck doors (400/1000) */
    else place_closed_door(y, x, type);

    if (tmp < 400)
    {
        if (feat != feat_none)
        {
            set_cave_feat(y, x, feat);
        }
        else
        {
            place_floor_bold(y, x);
        }
    }

    delete_monster(y, x);
}
Exemple #7
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;
}