Exemple #1
0
void
id_trap(void)
{
	short dir, row, col, d, t;

	messagef(0, "direction? ");

	while (!is_direction(dir = rgetchar(), &d)) {
		beep();
	}
	check_message();

	if (dir == CANCEL) {
		return;
	}
	row = rogue.row;
	col = rogue.col;

	get_dir_rc(d, &row, &col, 0);

	if ((dungeon[row][col] & TRAP) && (!(dungeon[row][col] & HIDDEN))) {
		t = trap_at(row, col);
		messagef(0, "%s", trap_strings[t*2]);
	} else {
		messagef(0, "no trap there");
	}
}
Exemple #2
0
static Boolean teleok(Short x, Short y)
{	/* might throw him into a POOL */
  return( !OUT_OF_BOUNDS(x,y) &&
	  !IS_ROCK(get_cell_type(floor_info[x][y])) &&
	  !mon_at(x,y) &&
	  !sobj_at(ENORMOUS_ROCK,x,y) &&
	  !trap_at(x,y)
	  );
  /* Note: gold is permitted (because of vaults) */
}
Exemple #3
0
void
search(short n, boolean is_auto)
{
    short s, i, j, row, col, t;
    short shown = 0, found = 0;
    static boolean reg_search;

    for (i = -1; i <= 1; i++) {
	for (j = -1; j <= 1; j++) {
	    row = rogue.row + i;
	    col = rogue.col + j;
	    if ((row < MIN_ROW) || (row >= (ROGUE_LINES - 1)) ||
		(col < 0) || (col >= ROGUE_COLUMNS)) {
		continue;
	    }
	    if (dungeon[row][col] & HIDDEN) {
		found++;
	    }
	}
    }
    for (s = 0; s < n; s++) {
	for (i = -1; i <= 1; i++) {
	    for (j = -1; j <= 1; j++) {
		row = rogue.row + i;
		col = rogue.col + j;
		if ((row < MIN_ROW) || (row >= (ROGUE_LINES - 1)) ||
		    (col < 0) || (col >= ROGUE_COLUMNS)) {
		    continue;
		}
		if (dungeon[row][col] & HIDDEN) {
		    if (rand_percent(17 + (rogue.exp + ring_exp))) {
			dungeon[row][col] &= (~HIDDEN);
			if ((!blind) && ((row != rogue.row) ||
					 (col != rogue.col))) {
			    mvaddch_rogue(row, col,
					  get_dungeon_char(row, col));
			}
			shown++;
			if (dungeon[row][col] & TRAP) {
			    t = trap_at(row, col);
			    message(trap_strings[t * 2], 1);
			}
		    }
		}
		if (((shown == found) && (found > 0)) || interrupted) {
		    return;
		}
	    }
	}
	if ((!is_auto) && (reg_search = !reg_search)) {
	    (void) reg_move();
	}
    }
}
Exemple #4
0
void
trap_player(short row, short col)
{
    short t;

    if ((t = trap_at(row, col)) == NO_TRAP) {
	return;
    }
    dungeon[row][col] &= (~HIDDEN);
    if (rand_percent(rogue.exp + ring_exp)) {
	message(mesg[228], 1);
	return;
    }
    switch (t) {
    case TRAP_DOOR:
	trap_door = 1;
	new_level_message = trap_strings[(t * 2) + 1];
	break;
    case BEAR_TRAP:
	message(trap_strings[(t * 2) + 1], 1);
	bear_trap = get_rand(4, 7);
	break;
    case TELE_TRAP:
	mvaddch_rogue(rogue.row, rogue.col, '^');
	tele();
	break;
    case DART_TRAP:
	message(trap_strings[(t * 2) + 1], 1);
	rogue.hp_current -= get_damage("1d6", 1);
	if (rogue.hp_current <= 0) {
	    rogue.hp_current = 0;
	}
	if ((!sustain_strength) && rand_percent(40) &&
	    (rogue.str_current >= 3)) {
	    rogue.str_current--;
	}
	print_stats(STAT_HP | STAT_STRENGTH);
	if (rogue.hp_current <= 0) {
	    killed_by((object *) 0, POISON_DART);
	}
	break;
    case SLEEPING_GAS_TRAP:
	message(trap_strings[(t * 2) + 1], 1);
	take_a_nap();
	break;
    case RUST_TRAP:
	message(trap_strings[(t * 2) + 1], 1);
	rust((object *) 0);
	break;
    }
}
Exemple #5
0
Short findit()   /* returns number of things found */
{
  Short num;
  UChar zx,zy;
  trap_t *ttmp;
  monst_t *mtmp;
  UChar lx,hx,ly,hy;

  if (you.uswallow) return false;
  for (lx = you.ux;
       (num = get_cell_type(floor_info[lx-1][you.uy])) && num != CORR; lx--) ;
  for (hx = you.ux;
       (num = get_cell_type(floor_info[hx+1][you.uy])) && num != CORR; hx++) ;
  for (ly = you.uy;
       (num = get_cell_type(floor_info[you.ux][ly-1])) && num != CORR; ly--) ;
  for (hy = you.uy;
       (num = get_cell_type(floor_info[you.ux][hy+1])) && num != CORR; hy++) ;
  num = 0;
  for (zy = ly; zy <= hy; zy++) {
    for (zx = lx; zx <= hx; zx++) {
      if (get_cell_type(floor_info[zx][zy]) == SDOOR) {
	set_cell_type(floor_info[zx][zy], DOOR);
	print(zx, zy, DOOR_SYM);
	num++;
      } else if (get_cell_type(floor_info[zx][zy]) == SCORR) {
	set_cell_type(floor_info[zx][zy], CORR);
	print(zx, zy, CORR_SYM);
	num++;
      } else if ((ttmp = trap_at(zx, zy))) {
	if (get_trap_type(ttmp->trap_info) == PIERC) {
	  makemon(PM_PIERCER, zx, zy);
	  num++;
	  deltrap(ttmp);
	} else if (!get_trap_seen(ttmp->trap_info)) {
	  ttmp->trap_info |= SEEN_TRAP;
	  if (!vism_at(zx, zy))
	    print(zx,zy,'^');
	  num++;
	}
      } else if ((mtmp = mon_at(zx,zy)) && (mtmp->bitflags & M_IS_MIMIC)) {
	see_mimic(mtmp);
	num++;
      }
    }
  }
  return num;
}
Exemple #6
0
void float_down()
{
  trap_t *trap;
  message("You float gently to the ground.");
  trap = trap_at(you.ux, you.uy);
  if (trap)
    switch(get_trap_type(trap->trap_info)) {
    case PIERC:
      break;
    case TRAPDOOR:
      if (!xdnstair || you.ustuck) break;
      /* fall into next case */
    default:
      do_trap(trap);
    }
  pickup(true);
}
Exemple #7
0
Char loc_symbol(Short x, Short y) // Equivalent of "news0"
{
  obj_t *otmp;
  trap_t *ttmp;
  UChar cell_type;
  Char c;
  Boolean blind = Blind;

  if (OUT_OF_BOUNDS(x,y)) return ' ';
  cell_type = get_cell_type(floor_info[x][y]);
  if (!get_cell_seen(floor_info[x][y]))
    c = ' ';
  else if (cell_type == POOL)
    c = POOL_SYM;
  else if (!blind && (otmp = obj_at(x,y)))
    c = otmp->olet;
  else if (!blind && gold_at(x,y))
    c = GOLD_SYM;
  else if (x == xupstair && y == yupstair)
    c = UPSTAIR_SYM;
  else if (x == xdnstair && y == ydnstair)
    c = DOWNSTAIR_SYM;
  else if ((ttmp = trap_at(x,y)) && get_trap_seen(ttmp->trap_info))
    c = TRAP_SYM;
  else switch(cell_type) {
  case HWALL: c = HWALL_SYM;  break;
  case VWALL: c = VWALL_SYM;  break;
  case CORR:  c = CORR_SYM;   break;
  case SCORR: case SDOOR:
    c = floor_symbol[x][y];	/* %% wrong after killing mimic ! */
    break;
  case LDOOR: case DOOR:
    c = DOOR_SYM;
    break;
  case ROOM:
    // the 'blind' here seems strange to me:
    if (get_cell_lit(floor_info[x][y]) || cansee(x,y) || blind) c = ROOM_SYM;
    else c = ' ';
    break;
  default:
    c = ERRCHAR;
  }
  return c;
}
Exemple #8
0
void
id_trap(void)
{
    short dir, row, col;
    short t;

    dir = get_direction();
    if (dir == CANCEL) {
	return;
    }
    row = rogue.row;
    col = rogue.col;

    get_dir_rc(dir, &row, &col, 0);

    if ((dungeon[row][col] & TRAP) && (!(dungeon[row][col] & HIDDEN))) {
	t = trap_at(row, col);
	message(trap_strings[t * 2], 0);
    } else {
	message(mesg[229], 0);
    }
}
void
look(int wakeup)
{
    int     x, y;
    char   ch, och;
    int  oldx, oldy;
    int inpass, horizontal, vertical, do_light = FALSE, do_blank = FALSE;
    int passcount = 0;
    struct room *rp;
    int ey, ex;

    /* Are we moving vertically or horizontally? */

    if (runch == 'h' || runch == 'l')
        horizontal = TRUE;
    else
        horizontal = FALSE;

    if (runch == 'j' || runch == 'k')
        vertical = TRUE;
    else
        vertical = FALSE;

    getyx(cw, oldy, oldx);  /* Save current position */

    /*
     * Blank out the floor around our last position and check for moving
     * out of a corridor in a maze.
    */

    if (oldrp != NULL && (oldrp->r_flags & ISDARK) &&
            !(oldrp->r_flags & HASFIRE) && off(player, ISBLIND))
        do_blank = TRUE;

    for (x = player.t_oldpos.x - 1; x <= player.t_oldpos.x + 1; x++)
        for (y = player.t_oldpos.y - 1; y <= player.t_oldpos.y + 1;
                y++)
        {
            ch = show(y, x);

            if (do_blank && (y != hero.y || x != hero.x) && ch == FLOOR)
                mvwaddch(cw, y, x, ' ');

            /* Moving out of a corridor? */

            if (levtype == MAZELEV &&
                    (ch != '|' && ch != '-') && /* Not a wall */
                    ((vertical && x != player.t_oldpos.x &&
                      y == player.t_oldpos.y) ||
                     (horizontal && y != player.t_oldpos.y &&
                      x == player.t_oldpos.x)))
                do_light = TRUE;    /* Just came to a turn */
        }

    inpass = ((rp = roomin(hero)) == NULL);    /* Are we in a passage? */

    /* Are we coming out of a wall into a corridor in a maze? */
    och = show(player.t_oldpos.y, player.t_oldpos.x);
    ch = show(hero.y, hero.x);

    if (levtype == MAZELEV && (och == '|' || och == '-' ||
                               och == SECRETDOOR) && (ch != '|' && ch != '-' && ch != SECRETDOOR))
    {
        do_light = off(player, ISBLIND);    /* Light it up if not blind */
    }

    /* Look around the player */

    ey = hero.y + 1;
    ex = hero.x + 1;

    for (x = hero.x - 1; x <= ex; x++)
        if (x >= 0 && x < COLS)
            for (y = hero.y - 1; y <= ey; y++)
            {
                if (y <= 0 || y >= LINES - 2)
                    continue;

                if (isalpha(mvwinch(mw, y, x)))
                {
                    struct linked_list  *it;
                    struct thing    *tp;

                    if (wakeup)
                        it = wake_monster(y, x);
                    else
                        it = find_mons(y, x);

                    if (it == NULL)
                        continue;

                    tp = THINGPTR(it);
                    tp->t_oldch = CCHAR( mvinch(y, x) );

                    if (isatrap(tp->t_oldch))
                    {
                        struct trap *trp = trap_at(y, x);

                        tp->t_oldch = (trp->tr_flags & ISFOUND) ? tp->t_oldch
                                      : trp->tr_show;
                    }

                    if (tp->t_oldch == FLOOR &&
                            (rp->r_flags & ISDARK)
                            && !(rp->r_flags & HASFIRE) &&
                            off(player, ISBLIND))
                        tp->t_oldch = ' ';
                }

                /* Secret doors show as walls */

                if ((ch = show(y, x)) == SECRETDOOR)
                    ch = secretdoor(y, x);

                /*
                 * Don't show room walls if he is in a
                 * passage and check for maze turns
                */

                if (off(player, ISBLIND))
                {
                    if (y == hero.y && x == hero.x || (inpass && (ch == '-' ||
                                                       ch == '|')))
                        continue;

                    /* Are we at a crossroads in a maze? */

                    if (levtype == MAZELEV && (ch != '|' && ch != '-') &&
                            /* Not a wall */
                            ((vertical && x != hero.x && y == hero.y) ||
                             (horizontal && y != hero.y && x == hero.x)))
                        do_light = TRUE;
                    /* Just came to a turn */
                }
                else if (y != hero.y || x != hero.x)
                    continue;

                wmove(cw, y, x);
                waddch(cw, ch);

                if (door_stop && !firstmove && running)
                {
                    switch (runch)
                    {
                    case 'h':
                        if (x == ex)
                            continue;
                        break;
                    case 'j':
                        if (y == hero.y - 1)
                            continue;
                        break;
                    case 'k':
                        if (y == ey)
                            continue;
                        break;
                    case 'l':
                        if (x == hero.x - 1)
                            continue;
                        break;
                    case 'y':
                        if ((x + y) - (hero.x + hero.y) >= 1)
                            continue;
                        break;
                    case 'u':
                        if ((y - x) - (hero.y - hero.x) >= 1)
                            continue;
                        break;
                    case 'n':
                        if ((x + y) - (hero.x + hero.y) <= -1)
                            continue;
                        break;
                    case 'b':
                        if ((y - x) - (hero.y - hero.x) <= -1)
                            continue;
                        break;
                    }

                    switch (ch)
                    {
                    case DOOR:
                        if (x == hero.x || y == hero.y)
                            running = FALSE;
                        break;
                    case PASSAGE:
                        if (x == hero.x || y == hero.y)
                            passcount++;
                        break;
                    case FLOOR:

                        /*
                         * Stop by new passages in a
                         * maze (floor next to us)
                         */
                        if ((levtype == MAZELEV) &&
                                ((horizontal && x == hero.x && y != hero.y) ||
                                 (vertical &&   y == hero.y && x != hero.x)))
                            running = FALSE;

                    case '|':
                    case '-':
                    case ' ':
                        break;

                    default:
                        running = FALSE;
                        break;
                    }
                }
            }

    if (door_stop && !firstmove && passcount > 1)
        running = FALSE;

    /*
     * Do we have to light up the area (just stepped into a new
     * corridor)?
     */

    if (do_light && wakeup &&   /* wakeup will be true on a normal move */
            !(rp->r_flags & ISDARK) &&  /* We have some light */
            !ce(hero, player.t_oldpos)) /* Don't do anything if we didn't move */
        light(&hero);

    mvwaddch(cw, hero.y, hero.x, PLAYER);
    wmove(cw, oldy, oldx);

    if (wakeup)
    {
        player.t_oldpos = hero; /* Don't change if we didn't move */
        oldrp = rp;
    }
}
Exemple #10
0
Short mon_in_trap(monst_t *mtmp) // was mintrap
{
  trap_t *trap = trap_at(mtmp->mx, mtmp->my);
  Boolean wasintrap = (mtmp->bitflags & M_IS_TRAPPED);

  if (!trap) {
    mtmp->bitflags &= ~M_IS_TRAPPED;	/* perhaps teleported? */
  } else if (wasintrap) {
    if (!rund(40)) mtmp->bitflags &= ~M_IS_TRAPPED;
  } else {
    Short tt = get_trap_type(trap->trap_info);
    Short in_sight = cansee(mtmp->mx, mtmp->my);

    if (mtmp->mtraps_seen & (1 << tt)) {
      /* he has been in such a trap - perhaps he escapes */
      if (rund(4)) return 0;
    }
    mtmp->mtraps_seen |= (1 << tt);
    switch (tt) {
    case BEAR_TRAP:
      if (StrChr(mlarge, mtmp->data->mlet)) {
	if (in_sight) {
	  StrPrintF(ScratchBuffer,"%s is caught in a bear trap!",Monnam(mtmp));
	  message(ScratchBuffer);
	} else
	  if (mtmp->data->mlet == 'o')
	    message("You hear the roaring of an angry bear!");
	mtmp->bitflags |= M_IS_TRAPPED;
      }
      break;
    case PIT:
      /* there should be a mtmp/data -> floating */
      if (!StrChr("EywBfk'& ", mtmp->data->mlet)) { /* ab */
	mtmp->bitflags |= M_IS_TRAPPED;
	if (in_sight) {
	  StrPrintF(ScratchBuffer, "%s falls in a pit!", Monnam(mtmp));
	  message(ScratchBuffer);
	}
      }
      break;
    case SLP_GAS_TRAP:
      if (!(mtmp->bitflags & (M_IS_ASLEEP | M_IS_FROZEN))) {
	mtmp->bitflags |= M_IS_ASLEEP;
	if (in_sight) {
	  StrPrintF(ScratchBuffer, "%s suddenly falls asleep!", Monnam(mtmp));
	  message(ScratchBuffer);
	}
      }
      break;
    case TELEP_TRAP:
      rloc(mtmp);
      if (in_sight && !cansee(mtmp->mx,mtmp->my)) {
	StrPrintF(ScratchBuffer, "%s suddenly disappears!", Monnam(mtmp));
	  message(ScratchBuffer);
      }
      break;
    case ARROW_TRAP:
      if (in_sight) {
	StrPrintF(ScratchBuffer, "%s is hit by an arrow!", Monnam(mtmp));
	message(ScratchBuffer);
      }
      mtmp->mhp -= 3;
      break;
    case DART_TRAP:
      if (in_sight) {
	StrPrintF(ScratchBuffer, "%s is hit by a dart!", Monnam(mtmp));
	message(ScratchBuffer);
      }
      mtmp->mhp -= 2;
      /* not mondied here !! */
      break;
    case TRAPDOOR:
      if (!xdnstair) {
	mtmp->mhp -= 10;
	if (in_sight) {
	  StrPrintF(ScratchBuffer,
		    "A trap door in the ceiling opens and a rock hits %s!",
		    monnam(mtmp));
	  message(ScratchBuffer);
	}
	break;
      }
      if (mtmp->data->mlet != 'w') {
	fall_down(mtmp);
	if (in_sight) {
	  StrPrintF(ScratchBuffer, "Suddenly, %s disappears out of sight.",
		    monnam(mtmp));
	  message(ScratchBuffer);
	}
	return 2;	/* no longer on this level */
      }
      break;
    case PIERC:
      break;
    default:
      message("BUG: Some monster encountered a strange trap.");
    }
  }
  return ((mtmp->bitflags & M_IS_TRAPPED) != 0);
}