Esempio n. 1
0
static void
do_input_source_trap (System *system)
{
  Source *source = system->input_sources->pdata[system->cur_input_source];
  g_assert (!system->is_input_source_trapped);
  source_trap (source, handle_source, system);
  system->is_input_source_trapped = TRUE;
}
Esempio n. 2
0
/**
 * Hit a trap. 
 */
extern void hit_trap(int y, int x)
{
	bool ident = false;
	struct trap *trap;
	struct effect *effect;

    /* Count the hidden traps here */
    int num = num_traps(cave, y, x, -1);

	/* The player is safe from all traps */
	if (player_is_trapsafe(player)) return;

    /* Oops.  We've walked right into trouble. */
    if      (num == 1) msg("You stumble upon a trap!");
    else if (num >  1) msg("You stumble upon some traps!");


	/* Look at the traps in this grid */
	for (trap = square_trap(cave, y, x); trap; trap = trap->next) {
		int flag;
		bool saved = false;

		/* Require that trap be capable of affecting the character */
		if (!trf_has(trap->kind->flags, TRF_TRAP)) continue;
		if (trap->timeout) continue;

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

		/* Give a message */
		if (trap->kind->msg)
			msg(trap->kind->msg);

		/* Test for save due to flag */
		for (flag = of_next(trap->kind->save_flags, FLAG_START);
			 flag != FLAG_END;
			 flag = of_next(trap->kind->save_flags, flag + 1))
			if (player_of_has(player, flag)) {
				saved = true;
				equip_learn_flag(player, flag);
			}

		/* Test for save due to armor */
		if (trf_has(trap->kind->flags, TRF_SAVE_ARMOR) && !trap_check_hit(125))
			saved = true;

		/* Test for save due to saving throw */
		if (trf_has(trap->kind->flags, TRF_SAVE_THROW) &&
			(randint0(100) < player->state.skills[SKILL_SAVE]))
			saved = true;

		/* Save, or fire off the trap */
		if (saved) {
			if (trap->kind->msg_good)
				msg(trap->kind->msg_good);
		} else {
			if (trap->kind->msg_bad)
				msg(trap->kind->msg_bad);
			effect = trap->kind->effect;
			effect_do(effect, source_trap(trap), NULL, &ident, false, 0, 0, 0);

			/* Do any extra effects */
			if (trap->kind->effect_xtra && one_in_(2)) {
				if (trap->kind->msg_xtra)
					msg(trap->kind->msg_xtra);
				effect = trap->kind->effect_xtra;
				effect_do(effect, source_trap(trap), NULL, &ident, false, 0, 0, 0);
			}
		}

		/* Some traps drop you a dungeon level */
		if (trf_has(trap->kind->flags, TRF_DOWN))
			dungeon_change_level(player,
								 dungeon_get_next_level(player->depth, 1));

		/* Some traps drop you onto them */
		if (trf_has(trap->kind->flags, TRF_PIT))
			monster_swap(player->py, player->px, trap->fy, trap->fx);

		/* Some traps disappear after activating, all have a chance to */
		if (trf_has(trap->kind->flags, TRF_ONETIME) || one_in_(3)) {
			square_destroy_trap(cave, y, x);
			square_forget(cave, y, x);
		}

		/* Trap may have gone */
		if (!square_trap(cave, y, x)) break;

		/* Trap becomes visible (always XXX) */
		trf_on(trap->flags, TRF_VISIBLE);
		square_memorize(cave, y, x);
	}

    /* Verify traps (remove marker if appropriate) */
    (void)square_verify_trap(cave, y, x, 0);
}