/** * Calls a monster from the level and moves it to the desired spot */ int call_monster(int y, int x) { int i, mon_count, choice; int oy, ox; int *mon_indices; struct monster *mon; mon_count = 0; for (i = 1; i < cave_monster_max(cave); i++) { mon = cave_monster(cave, i); /* Figure out how many good monsters there are */ if (can_call_monster(y, x, mon)) mon_count++; } /* There were no good monsters on the level */ if (mon_count == 0) return (0); /* Make the array */ mon_indices = mem_zalloc(mon_count * sizeof(int)); /* Reset mon_count */ mon_count = 0; /* Now go through a second time and store the indices */ for (i = 1; i < cave_monster_max(cave); i++) { mon = cave_monster(cave, i); /* Save the values of the good monster */ if (can_call_monster(y, x, mon)){ mon_indices[mon_count] = i; mon_count++; } } /* Pick one */ choice = randint0(mon_count - 1); /* Get the lucky monster */ mon = cave_monster(cave, mon_indices[choice]); mem_free(mon_indices); /* Extract monster location */ oy = mon->fy; ox = mon->fx; /* Swap the moster */ monster_swap(oy, ox, y, x); /* Wake it up */ mon_clear_timed(mon, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, false); /* Set it's energy to 0 */ mon->energy = 0; return (mon->race->level); }
/** * Try to push past / kill another monster. Returns true on success. */ static bool process_monster_try_push(struct chunk *c, struct monster *mon, const char *m_name, int nx, int ny) { struct monster *mon1 = square_monster(c, ny, nx); struct monster_lore *lore = get_lore(mon->race); /* Kill weaker monsters */ int kill_ok = rf_has(mon->race->flags, RF_KILL_BODY); /* Move weaker monsters if they can swap places */ /* (not in a wall) */ int move_ok = (rf_has(mon->race->flags, RF_MOVE_BODY) && square_ispassable(c, mon->fy, mon->fx)); if (compare_monsters(mon, mon1) > 0) { /* Learn about pushing and shoving */ if (mflag_has(mon->mflag, MFLAG_VISIBLE)) { rf_on(lore->flags, RF_KILL_BODY); rf_on(lore->flags, RF_MOVE_BODY); } if (kill_ok || move_ok) { /* Get the names of the monsters involved */ char n_name[80]; monster_desc(n_name, sizeof(n_name), mon1, MDESC_IND_HID); /* Reveal mimics */ if (is_mimicking(mon1)) become_aware(mon1); /* Note if visible */ if (mflag_has(mon->mflag, MFLAG_VISIBLE) && mflag_has(mon->mflag, MFLAG_VIEW)) msg("%s %s %s.", m_name, kill_ok ? "tramples over" : "pushes past", n_name); /* Monster ate another monster */ if (kill_ok) delete_monster(ny, nx); monster_swap(mon->fy, mon->fx, ny, nx); return true; } } return false; }
/** * 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; }
/* * 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; }
/** * Process a monster * * In several cases, we directly update the monster lore * * Note that a monster is only allowed to "reproduce" if there * are a limited number of "reproducing" monsters on the current * level. This should prevent the level from being "swamped" by * reproducing monsters. It also allows a large mass of mice to * prevent a louse from multiplying, but this is a small price to * pay for a simple multiplication method. * * XXX Monster fear is slightly odd, in particular, monsters will * fixate on opening a door even if they cannot open it. Actually, * the same thing happens to normal monsters when they hit a door * * In addition, monsters which *cannot* open or bash down a door * will still stand there trying to open it... XXX XXX XXX * * Technically, need to check for monster in the way combined * with that monster being in a wall (or door?) XXX */ static void process_monster(struct chunk *c, struct monster *mon) { struct monster_lore *lore = get_lore(mon->race); bool did_something = false; int i; int dir = 0; bool stagger = false; char m_name[80]; /* Get the monster name */ monster_desc(m_name, sizeof(m_name), mon, MDESC_CAPITAL | MDESC_IND_HID); /* Try to multiply - this can use up a turn */ if (process_monster_multiply(c, mon)) return; /* Attempt to cast a spell */ if (make_attack_spell(mon)) return; /* Work out what kind of movement to use - AI or staggered movement */ if (!process_monster_should_stagger(mon)) { if (!get_moves(c, mon, &dir)) return; } else { stagger = true; } /* Process moves */ for (i = 0; i < 5 && !did_something; i++) { int oy = mon->fy; int ox = mon->fx; /* Get the direction (or stagger) */ int d = (stagger ? ddd[randint0(8)] : side_dirs[dir][i]); /* Get the destination */ int ny = oy + ddy[d]; int nx = ox + ddx[d]; /* Check if we can move */ if (!process_monster_can_move(c, mon, m_name, nx, ny, &did_something)) continue; /* Try to break the glyph if there is one. This can happen multiple * times per turn because failure does not break the loop */ if (square_iswarded(c, ny, nx) && !process_monster_glyph(c, mon, nx, ny)) continue; /* The player is in the way. */ if (square_isplayer(c, ny, nx)) { /* Learn about if the monster attacks */ if (mflag_has(mon->mflag, MFLAG_VISIBLE)) rf_on(lore->flags, RF_NEVER_BLOW); /* Some monsters never attack */ if (rf_has(mon->race->flags, RF_NEVER_BLOW)) continue; /* Otherwise, attack the player */ make_attack_normal(mon, player); did_something = true; break; } else { /* Some monsters never move */ if (rf_has(mon->race->flags, RF_NEVER_MOVE)) { /* Learn about lack of movement */ if (mflag_has(mon->mflag, MFLAG_VISIBLE)) rf_on(lore->flags, RF_NEVER_MOVE); return; } } /* A monster is in the way, try to push past/kill */ if (square_monster(c, ny, nx)) { did_something = process_monster_try_push(c, mon, m_name, nx, ny); } else { /* Otherwise we can just move */ monster_swap(oy, ox, ny, nx); did_something = true; } /* Scan all objects in the grid, if we reached it */ if (mon == square_monster(c, ny, nx)) { monster_desc(m_name, sizeof(m_name), mon, MDESC_CAPITAL | MDESC_IND_HID); process_monster_grab_objects(c, mon, m_name, nx, ny); } } if (did_something) { /* Learn about no lack of movement */ if (mflag_has(mon->mflag, MFLAG_VISIBLE)) rf_on(lore->flags, RF_NEVER_MOVE); /* Possible disturb */ if (mflag_has(mon->mflag, MFLAG_VISIBLE) && mflag_has(mon->mflag, MFLAG_VIEW) && OPT(player, disturb_near)) disturb(player, 0); } /* Hack -- get "bold" if out of options */ if (!did_something && mon->m_timed[MON_TMD_FEAR]) mon_clear_timed(mon, MON_TMD_FEAR, MON_TMD_FLG_NOTIFY, false); /* If we see an unaware monster do something, become aware of it */ if (did_something && mflag_has(mon->mflag, MFLAG_UNAWARE)) become_aware(mon); }
/** * Move player in the given direction, with the given "pickup" flag. * * 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/etc. */ void move_player(int dir) { int py = p_ptr->py; int px = p_ptr->px; byte str_escape, dex_escape; /* Permit the player to move? */ bool can_move = FALSE; /* Player is jumping off a cliff */ bool falling = FALSE; /* Player hits a trap (always unless flying) */ bool trapped = TRUE; int temp; int y, x; /* Find the result of moving */ y = py + ddy[dir]; x = px + ddx[dir]; /* Hack -- attack monsters */ if (cave_m_idx[y][x] > 0) { /* Attack */ if (py_attack(y, x, TRUE)) return; } /* It takes some dexterity, or failing that strength, to get out of pits */ if (cave_feat[p_ptr->py][p_ptr->px] == (FEAT_TRAP_HEAD + 0x01)) { str_escape = adj_dex_dis[p_ptr->state.stat_ind[A_STR]]; dex_escape = adj_dex_dis[p_ptr->state.stat_ind[A_DEX]]; /* First attempt to leap out of the pit, */ if ((dex_escape + 1) * 2 < randint1(16)) { /* then attempt to climb out of the pit. */ if (str_escape + 3 < randint1(16)) { /* Failure costs a turn. */ msg_print("You remain stuck in the pit."); return; } else msg_print("You clamber out of the pit."); } else msg_print("You leap out of the pit."); } /* Option to disarm a visible trap. -TNB- */ /* Hack - Rogues can walk over their own trap - BR */ if (OPT(easy_alter) && (cave_feat[y][x] >= FEAT_TRAP_HEAD) && (cave_feat[y][x] <= FEAT_TRAP_TAIL)) { bool more = FALSE; /* Auto-repeat if not already repeating */ if (cmd_get_nrepeats() == 0) cmd_set_repeat(99); more = do_cmd_disarm_aux(y, x); /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); return; } /* Some terrain is impassable for the player, such as stone walls. */ else if (!cave_passable_bold(y, x)) { /* Disturb the player */ disturb(0, 0); /* Notice unknown obstacles */ if (!(cave_info[y][x] & (CAVE_MARK))) { /* Closed door */ if (cave_feat[y][x] < FEAT_SECRET) { message(MSG_HITWALL, 0, "You feel a door blocking your way."); cave_info[y][x] |= (CAVE_MARK); light_spot(y, x); } /* Wall (or secret door) */ else { message(MSG_HITWALL, 0, "You feel a wall blocking your way."); cave_info[y][x] |= (CAVE_MARK); light_spot(y, x); } } /* Mention known obstacles */ else { /* Closed door */ if (cave_feat[y][x] < FEAT_SECRET) { /* Option to automatically open doors. -TNB- */ if (OPT(easy_alter)) { bool more = FALSE; /* Auto-repeat if not already repeating */ if (cmd_get_nrepeats() == 0) cmd_set_repeat(99); /* Open the door */ more = do_cmd_open_aux(y, x); /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); return; } /* Otherwise, a message. */ message(MSG_HITWALL, 0, "There is a door blocking your way."); } /* Wall (or secret door) */ else { message(MSG_HITWALL, 0, "There is a wall blocking your way."); } } /* Sound */ sound(MSG_HITWALL); } /* Normal movement */ else { /*** Handle traversable terrain. ***/ switch (cave_feat[y][x]) { case FEAT_RUBBLE: { /* Dwarves move easily through rubble */ if (player_has(PF_DWARVEN)) can_move = TRUE; /* Bats, dragons can fly */ else if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; else if (player_is_crossing == dir) { can_move = TRUE; player_is_crossing = 0; } else { player_is_crossing = dir; cmd_insert(CMD_WALK); } break; } case FEAT_TREE: case FEAT_TREE2: { /* Druids, rangers, elves and ents (SJGU) slip easily under * trees */ if (((player_has(PF_WOODSMAN)) || (player_has(PF_ELVEN))) || (player_has(PF_WOODEN))) can_move = TRUE; /* Bats, dragons can fly */ else if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; /* Allow movement only if partway through already. */ else if (player_is_crossing == dir) { can_move = TRUE; player_is_crossing = 0; } else { player_is_crossing = dir; cmd_insert(CMD_WALK); } break; } case FEAT_WATER: /* Water now slows rather than stopping -NRM- */ { /* Stop any run. */ disturb(0, 0); can_move = TRUE; /* Speed will need updating */ p_ptr->update |= PU_BONUS; break; } case FEAT_LAVA: { /* Assume player will continue. */ temp = TRUE; /* Smart enough to stop running. */ if (p_ptr->running) { if (!get_check("Lava blocks your path. Step into it? ")) { temp = FALSE; p_ptr->running = 0; } } /* Smart enough to sense trouble. */ else if ((!p_resist_pos(P_RES_FIRE)) || (!p_resist_strong(P_RES_FIRE) && (p_ptr->chp <= 100)) || (!p_immune(P_RES_FIRE) && (p_ptr->chp <= 30))) { if (!get_check ("The heat of the lava scalds you! Really enter? ")) { temp = FALSE; } } /* Enter if OK or confirmed. */ if (temp) { /* Can always cross. */ can_move = TRUE; /* Feather fall makes one lightfooted. */ if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); temp = 49 + randint1(51); } else temp = 124 + randint1(126); /* Will take serious fire damage. */ fire_dam(temp, "burnt to a cinder in molten lava"); } break; } case FEAT_VOID: { /* Bats, dragons can fly */ if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; else { /* Assume player will continue. */ temp = TRUE; /* Smart enough to stop running. */ if (p_ptr->running) { if (!get_check ("You have come to a cliff. Step off it? ")) { temp = FALSE; p_ptr->running = 0; } } /* Smart enough to sense trouble. */ else if (!p_ptr->timed[TMD_BLIND]) { if (!get_check("It's a cliff! Really step off it? ")) { temp = FALSE; } } /* Step off if confirmed. */ if (temp) { /* Can always jump. */ can_move = TRUE; /* Will take serious damage. */ falling = TRUE; } } break; } default: { /* All other terrain can be traversed normally. */ can_move = TRUE; } } /* If the player can move, handle various things. */ if (can_move) { /* Move player */ monster_swap(py, px, y, x); /* Update speed if stepping out of water */ if (cave_feat[py][px] == FEAT_WATER) p_ptr->update |= PU_BONUS; /* Update stealth for Unlight */ if (player_has(PF_UNLIGHT)) p_ptr->update |= PU_BONUS; /* Superstealth for ents in trees SJGU */ if ((player_has(PF_WOODEN)) && (tf_has (f_info[cave_feat[p_ptr->py][p_ptr->px]].flags, TF_TREE))) { if (!(tf_has(f_info[cave_feat[py][px]].flags, TF_TREE)) || !(p_ptr->timed[TMD_SSTEALTH])) { (void) inc_timed(TMD_SSTEALTH, 1, FALSE); p_ptr->update |= (PU_BONUS); } } else if ((player_has(PF_WOODEN)) && (tf_has(f_info[cave_feat[py][px]].flags, TF_TREE))) { if (p_ptr->timed[TMD_SSTEALTH]) { (void) dec_timed(TMD_SSTEALTH, 1, FALSE); p_ptr->update |= (PU_BONUS); } } /* New location */ y = py = p_ptr->py; x = px = p_ptr->px; /* No longer traversing. */ player_is_crossing = 0; /* Fall off a cliff */ if (falling) fall_off_cliff(); /* Spontaneous Searching */ if (p_ptr->state.skills[SKILL_SEARCH_FREQUENCY] > 49) { (void) search(FALSE); } else if (0 == randint0(50 - p_ptr->state.skills[SKILL_SEARCH_FREQUENCY])) { (void) search(FALSE); } /* Continuous Searching */ if (p_ptr->searching) { (void) search(FALSE); } /* Handle "store doors" */ if ((cave_feat[y][x] >= FEAT_SHOP_HEAD) && (cave_feat[y][x] <= FEAT_SHOP_TAIL)) { /* Disturb */ disturb(0, 0); cmd_insert(CMD_ENTER_STORE); } /* All other grids (including traps) */ else { /* Handle objects (later) */ p_ptr->notice |= (PN_PICKUP); } /* Flying players have a chance to miss traps */ if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) { if (((cave_feat[y][x] == FEAT_INVIS) || (cave_feat[y][x] == FEAT_GRASS_INVIS)) && (randint0(3) != 0)) trapped = FALSE; else if ((cave_feat[y][x] >= FEAT_TRAP_HEAD) && (cave_feat[y][x] <= FEAT_TRAP_TAIL) && (randint0(10) != 0)) trapped = FALSE; } /* Discover invisible traps */ else if (((cave_feat[y][x] == FEAT_INVIS) || (cave_feat[y][x] == FEAT_GRASS_INVIS) || (cave_feat[y][x] == FEAT_TREE_INVIS) || (cave_feat[y][x] == FEAT_TREE2_INVIS)) && trapped) { /* Disturb */ disturb(0, 0); /* Message */ msg_print("You stumble upon a trap!"); /* Pick a trap */ pick_trap(y, x); /* Hit the floor trap. */ hit_trap(y, x); } /* Set off a visible trap */ else if ((cave_feat[y][x] >= FEAT_TRAP_HEAD) && (cave_feat[y][x] <= FEAT_TRAP_TAIL) && trapped) { /* Disturb */ disturb(0, 0); /* Hit the floor trap. */ hit_trap(y, x); } /* Walk on a monster trap */ else if ((cave_feat[y][x] >= FEAT_MTRAP_HEAD) && (cave_feat[y][x] <= FEAT_MTRAP_TAIL)) { msg_print("You inspect your cunning trap."); } } } }
/** * Handle player hitting a real trap. Rewritten in Oangband to allow a * greater variety of traps, with effects controlled by dungeon level. * To allow a trap to choose one of a variety of effects consistantly, * the quick RNG is often used, and xy coordinates input as a seed value. */ extern void hit_trap(int y, int x) { int i, j, k, num; int dam = 0; int nastyness, selection; feature_type *f_ptr = &f_info[cave_feat[y][x]]; cptr name = f_ptr->name; /* Use the "simple" RNG to insure that traps are consistant. */ Rand_quick = TRUE; /* Use the coordinates of the trap to seed the RNG. */ Rand_value = y * x; /* Disturb the player */ disturb(0, 0); /* Analyze XXX XXX XXX */ switch (cave_feat[y][x]) { /* trap door. */ case FEAT_TRAP_HEAD + 0x00: { Rand_quick = FALSE; /* Paranoia -NRM- */ if (((stage_map[p_ptr->stage][STAGE_TYPE] == CAVE) || (stage_map[p_ptr->stage][STAGE_TYPE] == VALLEY)) && (!stage_map[p_ptr->stage][DOWN])) { cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); msg_print("The trap fails!"); break; } msg_print("You fall through a trap door!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently down to the next level."); } else { dam = damroll(2, 8); take_hit(dam, name); } /* Remember where we came from */ p_ptr->last_stage = p_ptr->stage; if (!stage_map[p_ptr->stage][DOWN]) { /* Set the ways forward and back */ stage_map[255][UP] = p_ptr->stage; stage_map[p_ptr->stage][DOWN] = 255; stage_map[255][DEPTH] = p_ptr->depth + 1; } /* New stage */ p_ptr->stage = stage_map[p_ptr->stage][DOWN]; /* New depth */ p_ptr->depth = stage_map[p_ptr->stage][DEPTH]; /* Leaving */ p_ptr->leaving = TRUE; Rand_quick = TRUE; break; } /* pits. */ case FEAT_TRAP_HEAD + 0x01: { /* determine how dangerous the trap is allowed to be. */ nastyness = randint1(p_ptr->depth); if (randint1(20) == 1) nastyness += 20; else if (randint1(5) == 1) nastyness += 10; /* Player is now in pit. */ monster_swap(p_ptr->py, p_ptr->px, y, x); /* Center on player. */ y = p_ptr->py; x = p_ptr->px; /* pit of daggers. */ if ((nastyness > 80) && (randint1(3) != 3)) { msg_print("You fall into a pit of daggers!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently to the floor of the pit."); msg_print("You carefully avoid setting off the daggers."); } else { /* a trap of morgul. */ if (randint1(6) == 1) { Rand_quick = FALSE; msg_print ("A single coldly gleaming dagger pierces you deeply!"); msg_print ("You feel a deadly chill slowly withering your soul."); /* activate the Black Breath. */ p_ptr->black_breath = TRUE; /* lots of damage. */ dam = damroll(20, 15); /* undead may be attracted. */ if (randint1(2) == 1) { msg_print ("Undead suddenly appear and call you to them!"); k = randint1(3) + 2; for (i = 0; i < k; i++) { summon_specific(y, x, FALSE, p_ptr->depth, SUMMON_UNDEAD); } } /* morgul-traps are one-time only. */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); Rand_quick = TRUE; } else { Rand_quick = FALSE; /* activate the ordinary daggers. */ msg_print("Daggers pierce you everywhere!"); k = randint1(10) + 5; for (i = 0; i < k; i++) { dam += damroll(3, 4); } Rand_quick = TRUE; } /* cut the player. */ (void) inc_timed(TMD_CUT, randint1(dam), TRUE); /* Take the damage. */ take_hit(dam, name); } } /* poisoned spiked pit. */ else if ((nastyness > 55) && (randint1(3) != 3)) { msg_print("You fall into a spiked pit!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently to the floor of the pit."); msg_print("You carefully avoid touching the spikes."); } else { Rand_quick = FALSE; /* Base damage */ dam = damroll(2, 6); /* Extra spike damage */ if (randint0(100) < 85) { bool was_poisoned; msg_print("You are impaled on poisonous spikes!"); dam = dam * (randint1(6) + 3); (void) inc_timed(TMD_CUT, randint1(dam), TRUE); was_poisoned = pois_hit(dam); if (!was_poisoned) msg_print("The poison does not affect you!"); } /* Take the damage */ take_hit(dam, name); Rand_quick = TRUE; } } /* spiked pit. */ else if ((nastyness > 30) && (randint1(3) != 3)) { msg_print("You fall into a spiked pit!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently to the floor of the pit."); msg_print("You carefully avoid touching the spikes."); } else { Rand_quick = FALSE; /* Base damage */ dam = damroll(2, 6); /* Extra spike damage */ if (randint0(100) < 85) { msg_print("You are impaled!"); dam = dam * (2 + randint1(4)); (void) inc_timed(TMD_CUT, randint1(dam), TRUE); } /* Take the damage */ take_hit(dam, name); Rand_quick = TRUE; } } /* ordinary pit in all other cases. */ else { msg_print("You fall into a pit!"); if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); msg_print("You float gently to the bottom of the pit."); } else { Rand_quick = FALSE; dam = damroll(2, 6); take_hit(dam, name); Rand_quick = TRUE; } } break; } /* stat-reducing dart traps. */ case FEAT_TRAP_HEAD + 0x02: { /* decide if the dart hits. */ if (check_trap_hit(50 + p_ptr->depth)) { /* select a stat to drain. */ selection = randint0(6); Rand_quick = FALSE; msg_print("A small dart hits you!"); dam = damroll(1, 4); take_hit(dam, name); /* Determine how dangerous the trap is allowed to be. */ nastyness = randint1(p_ptr->depth); /* decide how much to drain the stat by. */ if ((nastyness > 50) && (randint1(3) == 1)) { num = randint1(4); } else num = 1; /* drain the stat. */ for (i = 0; i < num; i++) { (void) do_dec_stat(selection); } Rand_quick = TRUE; } else { msg_print("A small dart barely misses you."); } break; } /* discolored spots. */ case FEAT_TRAP_HEAD + 0x03: { /* determine how dangerous the trap is allowed to be. */ nastyness = randint1(p_ptr->depth); if (randint1(5) == 1) nastyness += 10; /* pick a elemental attack type. */ selection = randint1(4); /* electicity trap. */ if (selection == 1) { if ((nastyness >= 50) && (randint1(2) == 1)) { Rand_quick = FALSE; msg_print("You are struck by lightning!"); dam = damroll(6, 30); Rand_quick = TRUE; } else { Rand_quick = FALSE; msg_print("You get zapped!"); dam = damroll(4, 8); Rand_quick = TRUE; } Rand_quick = FALSE; elec_dam(dam, "an electricity trap"); Rand_quick = TRUE; } /* frost trap. */ if (selection == 2) { if ((nastyness >= 50) && (randint1(2) == 1)) { Rand_quick = FALSE; msg_print("You are lost within a blizzard!"); dam = damroll(6, 30); Rand_quick = TRUE; } else { Rand_quick = FALSE; msg_print("You are coated in frost!"); dam = damroll(4, 8); Rand_quick = TRUE; } Rand_quick = FALSE; cold_dam(dam, "a frost trap"); Rand_quick = TRUE; } /* fire trap. */ if (selection == 3) { if ((nastyness >= 50) && (randint1(2) == 1)) { Rand_quick = FALSE; msg_print("You are enveloped in a column of fire!"); dam = damroll(6, 30); Rand_quick = TRUE; } else { Rand_quick = FALSE; msg_print("You are surrounded by flames!"); dam = damroll(4, 8); Rand_quick = TRUE; } Rand_quick = FALSE; fire_dam(dam, "a fire trap"); Rand_quick = TRUE; } /* acid trap. */ if (selection == 4) { if ((nastyness >= 50) && (randint1(2) == 1)) { Rand_quick = FALSE; msg_print("A cauldron of acid is tipped over your head!"); dam = damroll(6, 30); Rand_quick = TRUE; } else { Rand_quick = FALSE; msg_print("You are splashed with acid!"); dam = damroll(4, 8); Rand_quick = TRUE; } Rand_quick = FALSE; acid_dam(dam, "an acid trap"); Rand_quick = TRUE; } break; } /* gas traps. */ case FEAT_TRAP_HEAD + 0x04: { selection = randint1(4); /* blinding trap. */ if (selection == 1) { msg_print("You are surrounded by a black gas!"); if (!p_ptr->state.no_blind) { Rand_quick = FALSE; (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE); Rand_quick = TRUE; } } else notice_obj(OF_SEEING, 0); /* confusing trap. */ if (selection == 2) { msg_print ("You are surrounded by a gas of scintillating colors!"); if (!p_resist_good(P_RES_CONFU)) { Rand_quick = FALSE; (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE); Rand_quick = TRUE; } else notice_other(IF_RES_CONFU, 0); } /* poisoning trap. */ if (selection == 3) { msg_print("You are surrounded by a pungent green gas!"); Rand_quick = FALSE; pois_hit(25); Rand_quick = TRUE; } /* sleeping trap. */ if (selection == 4) { msg_print("You are surrounded by a strange white mist!"); if (!p_ptr->state.free_act) { (void) inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE); } else notice_obj(OF_FREE_ACT, 0); } break; } /* summoning traps. */ case FEAT_TRAP_HEAD + 0x05: { sound(MSG_SUM_MONSTER); /* sometimes summon thieves. */ if ((p_ptr->depth > 8) && (randint1(5) == 1)) { msg_print("You have aroused a den of thieves!"); Rand_quick = FALSE; num = 2 + randint1(3); for (i = 0; i < num; i++) { (void) summon_specific(y, x, FALSE, p_ptr->depth, SUMMON_THIEF); } Rand_quick = TRUE; } /* sometimes summon a nasty unique. */ else if (randint1(8) == 1) { msg_print("You are enveloped in a cloud of smoke!"); Rand_quick = FALSE; (void) summon_specific(y, x, FALSE, p_ptr->depth + 5, SUMMON_UNIQUE); Rand_quick = TRUE; } /* otherwise, the ordinary summon monsters. */ else { msg_print("You are enveloped in a cloud of smoke!"); Rand_quick = FALSE; num = 2 + randint1(3); for (i = 0; i < num; i++) { (void) summon_specific(y, x, FALSE, p_ptr->depth, 0); } Rand_quick = TRUE; } /* these are all one-time traps. */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); break; } /* dungeon alteration traps. */ case FEAT_TRAP_HEAD + 0x06: { /* determine how dangerous the trap is allowed to be. */ nastyness = randint1(p_ptr->depth); if (randint1(5) == 1) nastyness += 10; /* make room for alterations. */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); /* Everything truely random from here on. */ Rand_quick = FALSE; /* dungeon destruction trap. */ if ((nastyness > 60) && (randint1(12) == 1)) { msg_print ("A ear-splitting howl shatters your mind as the dungeon is smashed by hammer blows!"); (void) destroy_level(FALSE); /* the player is hard-hit. */ (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE); (void) inc_timed(TMD_BLIND, randint0(30) + 15, TRUE); (void) inc_timed(TMD_STUN, randint1(50) + 50, TRUE); dam = damroll(15, 15); take_hit(dam, name); } /* earthquake trap. */ else if ((nastyness > 20) && (randint1(4) == 1)) { msg_print("A tremor shakes the earth around you"); earthquake(y, x, 10, FALSE); } /* falling rock trap. */ else if ((nastyness > 4) && (randint1(2) == 1)) { msg_print("A rock falls on your head."); dam = damroll(2, 10); take_hit(dam, name); (void) inc_timed(TMD_STUN, randint1(10) + 10, TRUE); } /* a few pebbles. */ else { msg_print("A bunch of pebbles rain down on you."); dam = damroll(1, 8); take_hit(dam, name); } Rand_quick = TRUE; break; } /* various char and equipment-alteration traps, lumped together to * avoid any one effect being too common (some of them can be rather * nasty). */ case FEAT_TRAP_HEAD + 0x07: { /* determine how dangerous the trap is allowed to be. */ nastyness = randint0(100); /* these are all one-time traps. */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); /* Everything truely random from here on. */ Rand_quick = FALSE; /* trap of drain wands. */ if (nastyness < 15) { /* Hold the object information. */ object_type *o_ptr; /* Find an item */ for (i = 0; i < 20; i++) { /* Pick an item */ i = randint0(INVEN_PACK - p_ptr->pack_size_reduce); /* Obtain the item */ o_ptr = &p_ptr->inventory[i]; /* use "num" to decide if a item can be uncharged. By * default, assume it can't. */ num = 0; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Drain charged wands/staffs/rods */ if ((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND) || (o_ptr->tval == TV_ROD)) { /* case of charged wands/staffs. */ if (((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)) && (o_ptr->pval)) num = 1; /* case of charged rods. */ if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < randcalc(o_ptr->time, 0, MINIMISE))) num = 1; if (num == 1) { /* Message */ msg_print("Energy drains from your pack!"); /* Uncharge */ if ((o_ptr->tval == TV_STAFF) || (o_ptr->tval == TV_WAND)) o_ptr->pval = 0; if (o_ptr->tval == TV_ROD) o_ptr->timeout = randcalc(o_ptr->time, 0, RANDOMISE) * o_ptr->number * 2; /* Combine / Reorder the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); /* not more than one inventory slot effected. */ break; } else continue; } } } /* trap of forgetting. */ else if (nastyness < 35) { if (check_save(100)) { msg_print("You hang on to your memories!"); } else if (lose_all_info()) { msg_print("Your memories fade away."); } } /* trap of alter reality. */ else if (nastyness < 50) { if (OPT(adult_ironman)) msg_print("Nothing happens."); else { msg_print("The world changes!"); /* Leaving */ p_ptr->leaving = TRUE; } } /* trap of remold player. */ else if (nastyness < 75) { int max1, cur1, max2, cur2, ii, jj; msg_print("You feel yourself being twisted by wild magic!"); if (check_save(100)) { msg_print("You resist the effects!"); } else { msg_print("Your body starts to scramble..."); /* Pick a pair of stats */ ii = randint0(6); for (jj = ii; jj == ii; jj = randint0(6)) /* loop */ ; max1 = p_ptr->stat_max[ii]; cur1 = p_ptr->stat_cur[ii]; max2 = p_ptr->stat_max[jj]; cur2 = p_ptr->stat_cur[jj]; p_ptr->stat_max[ii] = max2; p_ptr->stat_cur[ii] = cur2; p_ptr->stat_max[jj] = max1; p_ptr->stat_cur[jj] = cur1; p_ptr->update |= (PU_BONUS); } } /* time ball trap. */ else if (nastyness < 90) { msg_print("You feel time itself assault you!"); /* Target the player with a radius 0 ball attack. */ fire_meteor(0, GF_TIME, p_ptr->py, p_ptr->px, 75, 0, TRUE); } /* trap of bugs gone berserk. */ else { /* explain what the dickens is going on. */ msg_print("GRUESOME Gnawing Bugs leap out at you!"); if (!p_resist_good(P_RES_CONFU)) { (void) inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE); } else notice_other(IF_RES_CONFU, 0); if (!p_resist_good(P_RES_CHAOS)) { (void) inc_timed(TMD_IMAGE, randint1(40), TRUE); } else notice_other(IF_RES_CHAOS, 0); /* XXX (hard coded) summon 3-6 bugs. */ k = randint1(4) + 2; for (i = 0; i < k; ++i) { /* Look for a location */ for (j = 0; j < 20; ++j) { /* Pick a (scattered) distance. */ int d = (j / 10) + randint1(3); /* Pick a location */ scatter(&y, &x, y, x, d, 0); /* Require passable terrain */ if (!cave_passable_bold(y, x)) continue; /* Hack -- no summon on glyph of warding */ if (cave_feat[y][x] == FEAT_RUNE_PROTECT) continue; /* Okay */ break; } /* Attempt to place the awake bug */ place_monster_aux(y, x, 453, FALSE, TRUE); } /* herald the arrival of bugs. */ msg_print("AAAAAAAHHHH! THEY'RE EVERYWHERE!"); } Rand_quick = TRUE; break; } /* teleport trap */ case FEAT_TRAP_HEAD + 0x08: { if (stage_map[p_ptr->stage][STAGE_TYPE] >= CAVE) msg_print("You teleport across the dungeon."); else msg_print("You teleport across the wilderness."); Rand_quick = FALSE; teleport_player(250, FALSE); Rand_quick = TRUE; break; } /* murder holes. */ case FEAT_TRAP_HEAD + 0x09: { /* hold the object info. */ object_type *o_ptr; object_type object_type_body; /* hold the missile type and name. */ int sval = 0; int tval = 0; cptr missile_name = ""; /* Determine the missile type and base damage. */ if (randint1(3) == 1) { if (p_ptr->depth < 40) { missile_name = "shot"; dam = damroll(2, 3); tval = TV_SHOT; sval = SV_AMMO_NORMAL; } else { missile_name = "seeker shot"; dam = damroll(3, 7); tval = TV_SHOT; sval = SV_AMMO_HEAVY; } } else if (randint1(2) == 1) { if (p_ptr->depth < 55) { missile_name = "arrow"; dam = damroll(2, 4); tval = TV_ARROW; sval = SV_AMMO_NORMAL; } else { missile_name = "seeker arrow"; dam = damroll(3, 9); tval = TV_ARROW; sval = SV_AMMO_HEAVY; } } else { if (p_ptr->depth < 65) { missile_name = "bolt"; dam = damroll(2, 5); tval = TV_BOLT; sval = SV_AMMO_NORMAL; } else { missile_name = "seeker bolt"; dam = damroll(3, 11); tval = TV_BOLT; sval = SV_AMMO_HEAVY; } } /* determine if the missile hits. */ if (check_trap_hit(75 + p_ptr->depth)) { msg_format("A %s hits you from above.", missile_name); Rand_quick = FALSE; /* critical hits. */ if (randint1(2) == 1) { msg_print("It was well-aimed!"); dam *= 1 + randint1(2); } if (randint1(2) == 1) { msg_print("It gouges you!"); dam = 3 * dam / 2; /* cut the player. */ (void) inc_timed(TMD_CUT, randint1(dam), TRUE); } Rand_quick = TRUE; take_hit(dam, name); } /* Explain what just happened. */ else msg_format("A %s wizzes by your head.", missile_name); /* these will eventually run out of ammo. */ Rand_quick = FALSE; if (randint0(8) == 0) { cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_FLOOR); } Rand_quick = TRUE; /* Get local object */ o_ptr = &object_type_body; /* Make a missile, identify it, and drop it near the player. */ object_prep(o_ptr, lookup_kind(tval, sval), MINIMISE); object_aware(o_ptr); object_known(o_ptr); drop_near(o_ptr, -1, y, x, TRUE); break; } /* falling tree branch */ case FEAT_TRAP_HEAD + 0x0A: { /* determine if the missile hits. */ if (check_trap_hit(75 + p_ptr->depth)) { /* Take damage */ dam = damroll(3, 5); msg_print("A branch hits you from above."); Rand_quick = FALSE; /* critical hits. */ if (randint1(2) == 1) { msg_print("It was heavy!"); dam = 3 * dam / 2; /* stun the player. */ (void) inc_timed(TMD_STUN, randint1(dam), TRUE); } Rand_quick = TRUE; take_hit(dam, name); } /* Explain what just happened. */ else msg_print("A falling branch just misses you."); /* No more */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_TREE); break; } /* falling tree branch */ case FEAT_TRAP_HEAD + 0x0B: { /* determine if the missile hits. */ if (check_trap_hit(75 + p_ptr->depth)) { /* Take damage */ dam = damroll(3, 5); msg_print("A branch hits you from above."); Rand_quick = FALSE; /* critical hits. */ if (randint1(2) == 1) { msg_print("It was heavy!"); dam = 3 * dam / 2; /* stun the player. */ (void) inc_timed(TMD_STUN, randint1(dam), TRUE); } Rand_quick = TRUE; take_hit(dam, name); } /* Explain what just happened. */ else msg_print("A falling branch just misses you."); /* No more */ cave_info[y][x] &= ~(CAVE_MARK); cave_set_feat(y, x, FEAT_TREE2); break; } /* undefined trap. */ case FEAT_TRAP_HEAD + 0x0C: { msg_print("A dagger is thrown at you from the shadows!"); dam = damroll(3, 4); take_hit(dam, name); break; } /* undefined trap. */ case FEAT_TRAP_HEAD + 0x0D: { msg_print("A dagger is thrown at you from the shadows!"); dam = damroll(3, 4); take_hit(dam, name); break; } /* undefined trap. */ case FEAT_TRAP_HEAD + 0x0E: { msg_print("A dagger is thrown at you from the shadows!"); dam = damroll(3, 4); take_hit(dam, name); break; } /* undefined trap. */ case FEAT_TRAP_HEAD + 0x0F: { msg_print("A dagger is thrown at you from the shadows!"); dam = damroll(3, 4); take_hit(dam, name); break; } } /* Revert to usage of the complex RNG. */ Rand_quick = FALSE; }
/** * 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; }
/* * Handle monster hitting a real trap. */ void mon_hit_trap(int m_idx, int y, int x) { feature_type *f_ptr; monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; int feat = cave_feat[y][x]; bool fear; /* Option */ if (!variant_hit_traps) return; /* Hack --- don't activate unknown invisible traps */ if (cave_feat[y][x] == FEAT_INVIS) return; /* Get feature */ f_ptr = &f_info[cave_feat[y][x]]; /* Hack --- trapped doors */ /* XXX XXX Dangerous */ while (!(f_ptr->spell) && !(f_ptr->blow.method) && (f_ptr->flags1 & (FF1_TRAP))) { pick_trap(y,x); /* Error */ if (cave_feat[y][x] == feat) break; feat = cave_feat[y][x]; /* Get feature */ f_ptr = &f_info[feat]; } /* Use covered or bridged if necessary */ if ((f_ptr->flags2 & (FF2_COVERED)) || (f_ptr->flags2 & (FF2_BRIDGED))) { f_ptr = &f_info[f_ptr->mimic]; } /* Hack -- monster falls onto trap */ if ((m_ptr->fy!=y)|| (m_ptr->fx !=x)) { /* Move monster */ monster_swap(m_ptr->fy, m_ptr->fx, y, x); } /* Apply the object */ if ((cave_o_idx[y][x]) && (f_ptr->flags1 & (FF1_HIT_TRAP))) { object_type *o_ptr = &o_list[cave_o_idx[y][x]]; char o_name[80]; int power = 0; switch (o_ptr->tval) { case TV_BOW: { object_type *j_ptr; u32b f1,f2,f3; int i, shots = 1; /* Get bow */ j_ptr = o_ptr; /* Get bow flags */ object_flags(o_ptr,&f1,&f2,&f3); /* Apply extra shots */ if (f1 & (TR1_SHOTS)) shots += j_ptr->pval; /* Test for hit */ for (i = 0; i < shots; i++) { if (j_ptr->next_o_idx) { int ammo = j_ptr->next_o_idx; object_type *i_ptr; object_type object_type_body; /* Use ammo instead of bow */ o_ptr = &o_list[ammo]; /* Describe ammo */ object_desc(o_name, sizeof(o_name), o_ptr, TRUE, 0); if ((ammo) && (test_hit_fire((j_ptr->to_h + o_ptr->to_h)* BTH_PLUS_ADJ + f_ptr->power, r_ptr->ac * (r_ptr->flags2 & (RF2_ARMOR) ? 2 : 1), TRUE))) { int k, mult; switch (j_ptr->sval) { case SV_SLING: case SV_SHORT_BOW: mult = 2; break; case SV_LONG_BOW: case SV_LIGHT_XBOW: mult = 3; break; case SV_HEAVY_XBOW: mult = 4; break; default: mult = 1; break; } /* Apply extra might */ if (f1 & (TR1_MIGHT)) mult += j_ptr->pval; k = damroll(o_ptr->dd, o_ptr->ds); k *= mult; k = tot_dam_aux(o_ptr, k, m_ptr); k = critical_shot(o_ptr->weight, o_ptr->to_h + j_ptr->to_h, k); k += o_ptr->to_d + j_ptr->to_d; /* No negative damage */ if (k < 0) k = 0; /* Trap description */ msg_format("%^s hits you.",o_name); /* Damage, check for fear and death */ (void)mon_take_hit(cave_m_idx[y][x], k, &fear, NULL); } else { /* Trap description */ msg_format("%^s narrowly misses you.",o_name); } /* Get local object */ i_ptr = &object_type_body; /* Obtain a local object */ object_copy(i_ptr, o_ptr); /* Modify quantity */ i_ptr->number = 1; /* Drop nearby - some chance of breakage */ drop_near(i_ptr,y,x,breakage_chance(i_ptr)); /* Decrease the item */ floor_item_increase(ammo, -1); floor_item_optimize(ammo); break; } else { /* Disarm */ cave_alter_feat(y,x,FS_DISARM); } } } case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_HAFTED: case TV_SWORD: case TV_POLEARM: { object_type *i_ptr; object_type object_type_body; /* Describe ammo */ object_desc(o_name, sizeof(o_name), o_ptr, TRUE, 0); /* Test for hit */ if (test_hit_norm(o_ptr->to_h * BTH_PLUS_ADJ + f_ptr->power, r_ptr->ac, TRUE)) { int k; k = damroll(o_ptr->dd, o_ptr->ds); k = tot_dam_aux(o_ptr, k, m_ptr); k = critical_norm(o_ptr->weight, o_ptr->to_h, k); k += o_ptr->to_d; /* Armour reduces total damage */ k -= (k * ((p_ptr->ac < 150) ? p_ptr->ac : 150) / 250); /* No negative damage */ if (k < 0) k = 0; /* Trap description */ msg_format("%^s hits you.",o_name); /* Damage, check for fear and death */ (void)mon_take_hit(cave_m_idx[y][x], k, &fear, NULL); } else { /* Trap description */ msg_format("%^s narrowly misses you.",o_name); } /* Get local object */ i_ptr = &object_type_body; /* Obtain a local object */ object_copy(i_ptr, o_ptr); /* Modify quantity */ i_ptr->number = 1; /* Drop nearby - some chance of breakage */ drop_near(i_ptr,y,x,breakage_chance(i_ptr)); /* Decrease the item */ floor_item_increase(cave_o_idx[y][x], -1); floor_item_optimize(cave_o_idx[y][x]); /* Disarm if runs out */ if (!cave_o_idx[y][x]) cave_alter_feat(y,x,FS_DISARM); break; } case TV_WAND: case TV_STAFF: { if (o_ptr->pval > 0) { /* Get item effect */ get_spell(&power, "use", o_ptr, FALSE); /* XXX Hack -- new unstacking code */ o_ptr->stackc++; /* No spare charges */ if (o_ptr->stackc >= o_ptr->number) { /* Use a charge off the stack */ o_ptr->pval--; /* Reset the stack count */ o_ptr->stackc = 0; } /* XXX Hack -- unstack if necessary */ if ((o_ptr->number > 1) && ((!variant_pval_stacks) || ((!object_known_p(o_ptr) && (o_ptr->pval == 2) && (o_ptr->stackc > 1)) || (!object_known_p(o_ptr) && (rand_int(o_ptr->number) <= o_ptr->stackc) && (o_ptr->stackc != 1) && (o_ptr->pval > 2))))) { object_type *i_ptr; object_type object_type_body; /* Get local object */ i_ptr = &object_type_body; /* Obtain a local object */ object_copy(i_ptr, o_ptr); /* Modify quantity */ i_ptr->number = 1; /* Reset stack counter */ i_ptr->stackc = 0; /* Unstack the used item */ o_ptr->number--; /* Reduce the charges on the new item */ if (o_ptr->stackc > 1) { i_ptr->pval-=2; o_ptr->stackc--; } else if (!o_ptr->stackc) { i_ptr->pval--; o_ptr->pval++; o_ptr->stackc = o_ptr->number-1; } (void)floor_carry(y,x,i_ptr); } } else { /* Disarm if runs out */ cave_alter_feat(y,x,FS_DISARM); } break; } case TV_ROD: case TV_DRAG_ARMOR: { if (!((o_ptr->timeout) && ((!o_ptr->stackc) || (o_ptr->stackc >= o_ptr->number)))) { int tmpval; /* Store pval */ tmpval = o_ptr->timeout; /* Time rod out */ o_ptr->timeout = o_ptr->pval; /* Get item effect */ get_spell(&power, "use", o_ptr, FALSE); /* Has a power */ /* Hack -- check if we are stacking rods */ if ((o_ptr->timeout > 0) && (!(tmpval) || stack_force_times)) { /* Hack -- one more rod charging */ if (o_ptr->timeout) o_ptr->stackc++; /* Reset stack count */ if (o_ptr->stackc == o_ptr->number) o_ptr->stackc = 0; /* Hack -- always use maximum timeout */ if (tmpval > o_ptr->timeout) o_ptr->timeout = tmpval; } /* XXX Hack -- unstack if necessary */ if ((o_ptr->number > 1) && (o_ptr->timeout > 0)) { object_type *i_ptr; object_type object_type_body; /* Get local object */ i_ptr = &object_type_body; /* Obtain a local object */ object_copy(i_ptr, o_ptr); /* Modify quantity */ i_ptr->number = 1; /* Clear stack counter */ i_ptr->stackc = 0; /* Restore "charge" */ o_ptr->timeout = tmpval; /* Unstack the used item */ o_ptr->number--; /* Reset the stack if required */ if (o_ptr->stackc == o_ptr->number) o_ptr->stackc = 0; (void)floor_carry(y,x,i_ptr); } } break; } case TV_POTION: case TV_SCROLL: case TV_FLASK: case TV_FOOD: { /* Hack -- boring food */ if ((o_ptr->tval == TV_FOOD) && (o_ptr->sval >= SV_FOOD_MIN_FOOD)) { /* Disarm */ cave_alter_feat(y,x,FS_DISARM); } else { /* Get item effect */ get_spell(&power, "use", o_ptr, FALSE); /* Decrease the item */ floor_item_increase(cave_o_idx[y][x], -1); floor_item_optimize(cave_o_idx[y][x]); /* Disarm if runs out */ if (!cave_o_idx[y][x]) cave_alter_feat(y,x,FS_DISARM); } break; } case TV_RUNESTONE: { u32b runes = p_ptr->cur_runes; int num = 0; s16b book[26]; /* Hack -- use current rune */ p_ptr->cur_runes = (2 << (o_ptr->sval-1)); /* Fill the book with spells */ fill_book(o_ptr,book,&num); /* Unhack */ p_ptr->cur_runes = runes; /* Get a power */ power = book[rand_int(num)]; /* Decrease the item */ floor_item_increase(cave_o_idx[y][x], -1); floor_item_optimize(cave_o_idx[y][x]); /* Disarm if runs out */ if (!cave_o_idx[y][x]) cave_alter_feat(y,x,FS_DISARM); break; } default: { /* Disarm */ cave_alter_feat(y,x,FS_DISARM); break; } } /* Has a power */ if (power > 0) { spell_type *s_ptr = &s_info[power]; int ap_cnt; /* Object is used */ if (k_info[o_ptr->k_idx].used < MAX_SHORT) k_info[o_ptr->k_idx].used++; /* Scan through all four blows */ for (ap_cnt = 0; ap_cnt < 4; ap_cnt++) { int damage = 0; /* Extract the attack infomation */ int effect = s_ptr->blow[ap_cnt].effect; int method = s_ptr->blow[ap_cnt].method; int d_dice = s_ptr->blow[ap_cnt].d_dice; int d_side = s_ptr->blow[ap_cnt].d_side; int d_plus = s_ptr->blow[ap_cnt].d_plus; /* Hack -- no more attacks */ if (!method) break; /* Mega hack -- dispel evil/undead objects */ if (!d_side) { d_plus += 25 * d_dice; } /* Roll out the damage */ if ((d_dice) && (d_side)) { damage = damroll(d_dice, d_side) + d_plus; } else { damage = d_plus; } (void)project_m(0,0,y,x,damage, effect); (void)project_f(0,0,y,x,damage, effect); } } } /* Regular traps */ else { if (f_ptr->spell) { make_attack_spell_aux(0,y,x,f_ptr->spell); } else if (f_ptr->blow.method) { int damage = damroll(f_ptr->blow.d_side,f_ptr->blow.d_dice); /* Apply the blow */ project_m(0, 0, y, x, damage, f_ptr->blow.effect); } /* Get feature */ f_ptr = &f_info[cave_feat[p_ptr->py][p_ptr->px]]; if (f_ptr->flags1 & (FF1_HIT_TRAP)) { /* Modify the location hit by the trap */ cave_alter_feat(y,x,FS_HIT_TRAP); } else if (f_ptr->flags1 & (FF1_SECRET)) { /* Discover */ cave_alter_feat(y,x,FS_SECRET); } } }
/** * Move player in the given direction, with the given "pickup" flag. * * 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/etc. */ void move_player(int dir, bool no_options) { unsigned int py = p_ptr->py; unsigned int px = p_ptr->px; byte str_escape, dex_escape; /* Permit the player to move? */ bool can_move = FALSE; /* Player is jumping off a cliff */ bool falling = FALSE; /* Player hits a trap (always unless flying) */ bool trapped = TRUE; /* Sliding on the ice */ bool icy_slide = FALSE; int temp; unsigned int y, x; feature_type *f_ptr; /* Find the result of moving */ y = py + ddy[dir]; x = px + ddx[dir]; f_ptr = &f_info[cave_feat[y][x]]; /* Hack -- attack monsters */ if (cave_m_idx[y][x] > 0) { /* Attack */ if (py_attack(y, x, TRUE)) return; } /* It takes some dexterity, or failing that strength, to get out of pits */ if (cave_feat[py][px] == FEAT_PIT) { str_escape = adj_dex_dis[p_ptr->state.stat_ind[A_STR]]; dex_escape = adj_dex_dis[p_ptr->state.stat_ind[A_DEX]]; /* First attempt to leap out of the pit, */ if ((dex_escape + 1) * 2 < randint1(16)) { /* then attempt to climb out of the pit. */ if (str_escape + 3 < randint1(16)) { /* Failure costs a turn. */ msg("You remain stuck in the pit."); /* Failure clears movement */ p_ptr->previous_action[0] = ACTION_NOTHING; return; } else msg("You clamber out of the pit."); } else msg("You leap out of the pit."); } /* Rooted players cannot move */ if (p_ptr->timed[TMD_ROOT]) { can_move = FALSE; msg("You are rooted to the ground and can't move."); /* Prevent repeated attempts */ disturb(0, 0); return; } /* Option to disarm a visible trap. -TNB- */ /* Hack - Rogues can walk over their own trap - BR */ else if (cave_visible_trap(y, x) && cave_player_trap(y, x) && OPT(easy_alter)) { bool more = FALSE; /* Auto-repeat if not already repeating */ if (cmd_get_nrepeats() == 0) cmd_set_repeat(99); more = do_cmd_disarm_aux(y, x); /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); return; } /* Some terrain is impassable for the player, such as stone walls. */ else if (!tf_has(f_ptr->flags, TF_PASSABLE)) { /* Disturb the player */ disturb(0, 0); /* Notice unknown obstacles */ if (!sqinfo_has(cave_info[y][x], SQUARE_MARK)) { /* Closed door */ if (tf_has(f_ptr->flags, TF_DOOR_CLOSED)) { msgt(MSG_HITWALL, "You feel a door blocking your way."); sqinfo_on(cave_info[y][x], SQUARE_MARK); light_spot(y, x); } /* Wall (or secret door) */ else { msgt(MSG_HITWALL, "You feel a wall blocking your way."); sqinfo_on(cave_info[y][x], SQUARE_MARK); light_spot(y, x); } } /* Mention known obstacles */ else { /* Closed door */ if (tf_has(f_ptr->flags, TF_DOOR_CLOSED)) { /* Option to automatically open doors. -TNB- */ if (OPT(easy_alter)) { bool more = FALSE; /* Auto-repeat if not already repeating */ if (cmd_get_nrepeats() == 0) cmd_set_repeat(99); /* Open the door */ more = do_cmd_open_aux(y, x); /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); /* Clear action list */ p_ptr->previous_action[0] = ACTION_NOTHING; return; } /* Otherwise, a message. */ msgt(MSG_HITWALL, "There is a door blocking your way."); } /* Wall (or secret door) */ else { msgt(MSG_HITWALL, "There is a wall blocking your way."); } } /* Sound */ sound(MSG_HITWALL); } /* Normal movement */ else { /* Assume terrain can be traversed normally. */ can_move = TRUE; /* Terrain blocked by a friendly monster */ if (cave_m_idx[y][x] > 0) { monster_type *n_ptr = & m_list[cave_m_idx[y][x]]; /* Push monster if it doesn't have a target and hasn't been pushed. * This allows the player to move into a corridor with a monster in * front of him, and have the monster move ahead, if it is faster. If its * not faster, the player will push over it on the second move, as the push * flag below will have been set. */ if(((n_ptr->mflag & MFLAG_PUSH) == 0) && !(n_ptr->ty) && !(n_ptr->tx) && push_aside_player(p_ptr->py, p_ptr->px, n_ptr)) { int dy = n_ptr->fy - y; int dx = n_ptr->fx - x; unsigned int count = 0; n_ptr->ty = n_ptr->fy; n_ptr->tx = n_ptr->fx; /* Hack -- get new target as far as the monster can move in the direction * pushed. We do this with a walking stick approach to prevent us getting * invalid target locations like (0,0) */ while (in_bounds_fully(n_ptr->ty + dy, n_ptr->tx + dx) && cave_exist_mon(&r_info[n_ptr->r_idx], n_ptr->ty + dy, n_ptr->tx + dx, TRUE) && (count++ < (MAX_SIGHT / 2))) { n_ptr->ty = n_ptr->ty + dy; n_ptr->tx = n_ptr->tx + dx; } /* Clear target if none available */ if ((n_ptr->ty == n_ptr->fy) && (n_ptr->tx == n_ptr->fx)) { n_ptr->ty = 0; n_ptr->tx = 0; } } /* The other monster cannot switch places */ else if (!cave_exist_mon(&r_info[n_ptr->r_idx], p_ptr->py, p_ptr->px, TRUE)) { /* Try to push it aside. Allow aborting of move if an ally */ if ((!push_aside_player(p_ptr->py, p_ptr->px, n_ptr)) && (get_reaction(F_PLAYER, n_ptr->faction) <= REACT_FRIEND)) { /* No warning if sliding */ if (no_options) {} /* Don't provide more warning */ else if (!get_check("Are you sure?")) { temp = FALSE; p_ptr->running = 0; can_move = FALSE; } } } /* Hack -- we clear the target if we move over a monster */ else { n_ptr->ty = 0; n_ptr->tx = 0; } /* Mark monsters as pushed */ n_ptr->mflag |= (MFLAG_PUSH); } /*** Handle traversable terrain. ***/ if (tf_has(f_ptr->flags, TF_ROCK)) { /* Dwarves move easily through rubble */ if (player_has(PF_DWARVEN)) can_move = TRUE; /* Bats, dragons can fly */ else if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; /* Require more energy */ else { can_move = TRUE; p_ptr->energy_use += 100; } } if (tf_has(f_ptr->flags, TF_TREE)) { /* Druids, rangers, Plant Cutie Marks slip easily under * trees */ if ((player_has(PF_WOODSMAN)) || (player_has(PF_PLANT_FRIEND))) can_move = TRUE; /* Bats, dragons can fly */ else if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) can_move = TRUE; /* Require more energy */ else { can_move = TRUE; p_ptr->energy_use += 100; } } /* Water now slows rather than stopping -NRM- */ if (tf_has(f_ptr->flags, TF_WATERY)) { /* Stop any run. */ disturb(0, 0); can_move = TRUE; /* Speed will need updating */ p_ptr->update |= PU_BONUS; } /* Walking on to ice can cause you to slide an additional square. */ if (tf_has(f_ptr->flags, TF_ICY)) { /* Stop any run */ disturb(0, 0); can_move = TRUE; /* Slide is less likely with Cold Resist. Never slide with Levitation */ if (!p_ptr->state.ffall && ((!p_immune(P_RES_COLD)) && (randint1((p_resist_pos(P_RES_COLD) || p_resist_strong(P_RES_COLD)) ? 2 : 4) != 1))) icy_slide = TRUE; /* Speed will need updating */ p_ptr->update |= PU_BONUS; } if (tf_has(f_ptr->flags, TF_FIERY)) { /* Assume player will continue. */ temp = TRUE; /* Smart enough to stop running. */ if (p_ptr->running) { /* Ice keeps sliding */ if (no_options) {} else if (!get_check("Lava blocks your path. Step into it? ")) { temp = FALSE; p_ptr->running = 0; } } /* Smart enough to sense trouble. */ else if ((!p_resist_pos(P_RES_FIRE)) || (!p_resist_strong(P_RES_FIRE) && (p_ptr->chp <= 100)) || (!p_immune(P_RES_FIRE) && (p_ptr->chp <= 30))) { /* Sliding continues regardless */ if (no_options) {} else if (!get_check ("The heat of the lava scalds you! Really enter? ")) { temp = FALSE; } } /* Enter if OK or confirmed. */ if (temp) { /* Can always cross. */ can_move = TRUE; /* Feather fall makes one lightfooted. */ if (p_ptr->state.ffall) { notice_obj(OF_FEATHER, 0); temp = 49 + randint1(51); } else temp = 124 + randint1(126); /* Will take serious fire damage. */ fire_dam(temp, "burnt to a cinder in molten lava", SOURCE_ENVIRONMENTAL); } else /* Player refuse to go. */ can_move = FALSE; } if (tf_has(f_ptr->flags, TF_BURNING)) { /* Assume player will continue */ temp = TRUE; /* Smart enough to stop running */ if (p_ptr->running) { if (no_options) {} else if (!get_check("Your path is block by a burning tree. Step into it? ")) { temp = FALSE; p_ptr->running = 9; } } /* Smart enough to sense trouble */ else if ((!p_resist_pos(P_RES_FIRE)) || (!p_resist_strong(P_RES_FIRE) && (p_ptr->chp <= 100)) || (!p_immune(P_RES_FIRE) && (p_ptr->chp <= 30))) { if (no_options) {} else if (!get_check ("The heat of the fire burns you! Really enter? ")) { temp = FALSE; } } /* Enter if OK or confirmed. */ if (temp) { /* Can always cross. */ can_move = TRUE; /* Take light damage from the fire */ temp = 49 + randint1(51); /* Will take serious fire damage. */ fire_dam(temp, "burnt to death in a fire.", SOURCE_ENVIRONMENTAL); } else /* Player refuse to go. */ can_move = FALSE; } if (tf_has(f_ptr->flags, TF_FALL)) { /* Bats, dragons can fly */ if (!(p_ptr->schange == SHAPE_BAT) && !(p_ptr->schange == SHAPE_WYRM)) { /* Assume player will continue. */ temp = TRUE; /* Smart enough to stop running. */ if (p_ptr->running) { if (no_options) {} else if (!get_check ("You have come to a cliff. Step off it? ")) { can_move = FALSE; temp = FALSE; p_ptr->running = 0; } } /* Smart enough to sense trouble. */ else if (!p_ptr->timed[TMD_BLIND]) { if (no_options) {} else if (!get_check("It's a cliff! Really step off it? ")) { can_move = FALSE; temp = FALSE; } } /* Step off if confirmed. */ if (temp) { /* Will take serious damage. */ falling = TRUE; } } } } /* If the player can move, handle various things. */ if (can_move) { /* Move player */ monster_swap(py, px, y, x); /* Update speed if stepping out of water */ if (tf_has(f_info[cave_feat[py][px]].flags, TF_WATERY)) p_ptr->update |= PU_BONUS; /* Update stealth for Unlight */ if (player_has(PF_UNLIGHT)) p_ptr->update |= PU_BONUS; /* Update speed for Plant cutie mark woodspersons */ if (player_has(PF_WOODSMAN) && player_has(PF_PLANT_FRIEND)) p_ptr->update |= PU_BONUS; /* New location */ y = py = p_ptr->py; x = px = p_ptr->px; f_ptr = &f_info[cave_feat[y][x]]; /* Fall off a cliff */ if (falling) fall_off_cliff(); /* Sliding on ice prevents searching */ if (!icy_slide) { /* Spontaneous Searching */ if (p_ptr->state.skills[SKILL_SEARCH_FREQUENCY] > 49) { (void) search(FALSE); } else if (0 == randint0(50 - p_ptr->state.skills[SKILL_SEARCH_FREQUENCY])) { (void) search(FALSE); } /* Continuous Searching */ if (p_ptr->searching) { (void) search(FALSE); } } /* Handle "store doors" */ if (tf_has(f_ptr->flags, TF_SHOP)) { /* Disturb */ disturb(0, 0); cmd_insert(CMD_ENTER_STORE); } /* All other grids (including traps) */ else { /* Handle objects (later) */ p_ptr->notice |= (PN_PICKUP); } /* Flying players have a chance to miss traps */ if ((p_ptr->schange == SHAPE_BAT) || (p_ptr->schange == SHAPE_WYRM)) { if (cave_invisible_trap(y, x) && cave_player_trap(y, x) && (randint0(3) != 0)) trapped = FALSE; else if (cave_visible_trap(y, x) && cave_player_trap(y, x) && (randint0(10) != 0)) trapped = FALSE; } /* Discover invisible traps */ if (cave_invisible_trap(y, x) && trapped) { /* Disturb */ disturb(0, 0); /* Hit the trap. */ hit_trap(y, x); } /* Set off a visible trap */ else if (cave_visible_trap(y, x) && cave_player_trap(y, x) && trapped) { /* Disturb */ disturb(0, 0); /* Hit the trap. */ hit_trap(y, x); } /* Walk on a monster trap */ else if (cave_monster_trap(y, x)) { msg("You inspect your cunning trap."); } /* Slide an additional square on the ice */ if (icy_slide) move_player(dir, TRUE); } }
/** * 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); }