/** * Light or Darken the town */ void cave_illuminate(struct chunk *c, bool daytime) { int y, x, i; /* Apply light or darkness */ for (y = 0; y < c->height; y++) for (x = 0; x < c->width; x++) { int d; bool light = FALSE; feature_type *f_ptr = &f_info[c->squares[y][x].feat]; /* Skip grids with no surrounding floors or stairs */ for (d = 0; d < 9; d++) { /* Extract adjacent (legal) location */ int yy = y + ddy_ddd[d]; int xx = x + ddx_ddd[d]; /* Paranoia */ if (!square_in_bounds_fully(c, yy, xx)) continue; /* Test */ if (square_isfloor(c, yy, xx) || square_isstairs(c, yy, xx)) light = TRUE; } if (!light) continue; /* Only interesting grids at night */ if (daytime || !tf_has(f_ptr->flags, TF_FLOOR)) { sqinfo_on(c->squares[y][x].info, SQUARE_GLOW); sqinfo_on(c->squares[y][x].info, SQUARE_MARK); } else { sqinfo_off(c->squares[y][x].info, SQUARE_GLOW); sqinfo_off(c->squares[y][x].info, SQUARE_MARK); } } /* Light shop doorways */ for (y = 0; y < c->height; y++) { for (x = 0; x < c->width; x++) { if (!square_isshop(c, y, x)) continue; for (i = 0; i < 8; i++) { int yy = y + ddy_ddd[i]; int xx = x + ddx_ddd[i]; sqinfo_on(c->squares[yy][xx].info, SQUARE_GLOW); sqinfo_on(c->squares[yy][xx].info, SQUARE_MARK); } } } /* Fully update the visuals */ player->upkeep->update |= (PU_FORGET_VIEW | PU_UPDATE_VIEW | PU_MONSTERS); /* Redraw map, monster list */ player->upkeep->redraw |= (PR_MAP | PR_MONLIST | PR_ITEMLIST); }
/** * Reveal some of the player traps in a square */ bool square_reveal_trap(struct chunk *c, int y, int x, int chance, bool domsg) { int found_trap = 0; struct trap *trap = c->squares[y][x].trap; /* Check there is a player trap */ if (!square_isplayertrap(c, y, x)) return FALSE; /* Scan the grid */ while (trap) { /* Skip non-player traps */ if (!trf_has(trap->flags, TRF_TRAP)) { trap = trap->next; continue; } /* Trap is invisible */ if (!trf_has(trap->flags, TRF_VISIBLE)) { /* See the trap */ trf_on(trap->flags, TRF_VISIBLE); sqinfo_on(c->squares[y][x].info, SQUARE_MARK); /* We found a trap */ found_trap++; /* If chance is < 100, check for further looking */ if ((chance < 100) && (randint1(100) > chance)) break; } trap = trap->next; } /* We found at least one trap */ if (found_trap) { /* We want to talk about it */ if (domsg) { if (found_trap == 1) msg("You have found a trap."); else msg("You have found %d traps.", found_trap); } /* Memorize */ sqinfo_on(c->squares[y][x].info, SQUARE_MARK); /* Redraw */ square_light_spot(c, y, x); } /* Return TRUE if we found any traps */ return (found_trap != 0); }
/** * Place hidden squares that will be used to generate feeling * \param c is the cave struct the feeling squares are being placed in */ static void place_feeling(struct chunk *c) { int y,x,i,j; int tries = 500; for (i = 0; i < z_info->feeling_total; i++) { for (j = 0; j < tries; j++) { /* Pick a random dungeon coordinate */ y = randint0(c->height); x = randint0(c->width); /* Check to see if it is not a wall */ if (square_iswall(c, y, x)) continue; /* Check to see if it is already marked */ if (square_isfeel(c, y, x)) continue; /* Set the cave square appropriately */ sqinfo_on(c->squares[y][x].info, SQUARE_FEEL); break; } } /* Reset number of feeling squares */ c->feeling_squares = 0; }
/** * Hit a trap. */ extern void hit_trap(int y, int x) { bool ident; struct trap *trap; struct effect *effect; /* Count the hidden traps here */ int num = num_traps(cave, y, x, -1); /* 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 = cave->squares[y][x].trap; trap; trap = trap->next) { /* Require that trap be capable of affecting the character */ if (!trf_has(trap->kind->flags, TRF_TRAP)) continue; /* Disturb the player */ disturb(player, 0); /* Fire off the trap */ effect = trap->kind->effect; effect_do(effect, &ident, FALSE, 0, 0, 0); /* Trap becomes visible (always XXX) */ trf_on(trap->flags, TRF_VISIBLE); sqinfo_on(cave->squares[y][x].info, SQUARE_MARK); } /* Verify traps (remove marker if appropriate) */ (void)square_verify_trap(cave, y, x, 0); }
/** * Make a new trap of the given type. Return TRUE if successful. * * We choose a player trap at random if the index is not legal. This means that * things which are not player traps must be picked by passing a valid index. * * This should be the only function that places traps in the dungeon * except the savefile loading code. */ void place_trap(struct chunk *c, int y, int x, int t_idx, int trap_level) { struct trap *new_trap; /* We've been called with an illegal index; choose a random trap */ if ((t_idx <= 0) || (t_idx >= z_info->trap_max)) { /* Require the correct terrain */ if (!square_player_trap_allowed(c, y, x)) return; t_idx = pick_trap(c->squares[y][x].feat, trap_level); } /* Failure */ if (t_idx < 0) return; /* Allocate a new trap for this grid (at the front of the list) */ new_trap = mem_zalloc(sizeof(*new_trap)); new_trap->next = c->squares[y][x].trap; c->squares[y][x].trap = new_trap; /* Set the details */ new_trap->t_idx = t_idx; new_trap->kind = &trap_info[t_idx]; new_trap->fy = y; new_trap->fx = x; trf_copy(new_trap->flags, trap_info[t_idx].flags); /* Toggle on the trap marker */ sqinfo_on(c->squares[y][x].info, SQUARE_TRAP); /* Redraw the grid */ square_light_spot(c, y, x); }
/** * Light up the dungeon using "claravoyance" * * This function "illuminates" every grid in the dungeon, memorizes all * "objects" (or notes the existence of an object "if" full is TRUE), * and memorizes all grids as with magic mapping. */ void wiz_light(struct chunk *c, bool full) { int i, y, x; /* Scan all grids */ for (y = 1; y < c->height - 1; y++) { for (x = 1; x < c->width - 1; x++) { struct object *obj; /* Process all non-walls */ if (!square_seemslikewall(c, y, x)) { /* Scan all neighbors */ for (i = 0; i < 9; i++) { int yy = y + ddy_ddd[i]; int xx = x + ddx_ddd[i]; /* Perma-light the grid */ sqinfo_on(c->squares[yy][xx].info, SQUARE_GLOW); /* Memorize normal features */ if (!square_isfloor(c, yy, xx) || square_isvisibletrap(c, yy, xx)) { sqinfo_on(c->squares[yy][xx].info, SQUARE_MARK); cave_k->squares[yy][xx].feat = c->squares[yy][xx].feat; } } } /* Memorize objects */ for (obj = square_object(cave, y, x); obj; obj = obj->next) { /* Skip dead objects */ assert(obj->kind); /* Memorize it */ if (obj->marked < MARK_SEEN) obj->marked = full ? MARK_SEEN : MARK_AWARE; } } } /* Fully update the visuals */ player->upkeep->update |= (PU_FORGET_VIEW | PU_UPDATE_VIEW | PU_MONSTERS); /* Redraw whole map, monster list */ player->upkeep->redraw |= (PR_MAP | PR_MONLIST | PR_ITEMLIST); }
/** * Light up the dungeon using "claravoyance" * * This function "illuminates" every grid in the dungeon, memorizes all * "objects" (or notes the existence of an object "if" full is true), * and memorizes all grids as with magic mapping. */ void wiz_light(struct chunk *c, struct player *p, bool full) { int i, y, x; /* Scan all grids */ for (y = 1; y < c->height - 1; y++) { for (x = 1; x < c->width - 1; x++) { /* Process all non-walls */ if (!square_seemslikewall(c, y, x)) { if (!square_in_bounds_fully(c, y, x)) continue; /* Scan all neighbors */ for (i = 0; i < 9; i++) { int yy = y + ddy_ddd[i]; int xx = x + ddx_ddd[i]; /* Perma-light the grid */ sqinfo_on(c->squares[yy][xx].info, SQUARE_GLOW); /* Memorize normal features */ if (!square_isfloor(c, yy, xx) || square_isvisibletrap(c, yy, xx)) { square_memorize(c, yy, xx); square_mark(c, yy, xx); } } } /* Memorize objects */ if (full) { square_know_pile(c, y, x); } else { square_sense_pile(c, y, x); } /* Forget unprocessed, unknown grids in the mapping area */ if (!square_ismark(c, y, x) && square_isnotknown(c, y, x)) square_forget(c, y, x); } } /* Unmark grids */ for (y = 1; y < c->height - 1; y++) { for (x = 1; x < c->width - 1; x++) { if (!square_in_bounds(c, y, x)) continue; square_unmark(c, y, x); } } /* Fully update the visuals */ p->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Redraw whole map, monster list */ p->upkeep->redraw |= (PR_MAP | PR_MONLIST | PR_ITEMLIST); }
/** * This routine will Perma-Light all grids in the set passed in. * * This routine is used (only) by "light_room()" * * Dark grids are illuminated. * * Also, process all affected monsters. * * SMART monsters always wake up when illuminated * NORMAL monsters wake up 1/4 the time when illuminated * STUPID monsters wake up 1/10 the time when illuminated */ static void cave_light(struct point_set *ps) { int i; /* Apply flag changes */ for (i = 0; i < ps->n; i++) { int y = ps->pts[i].y; int x = ps->pts[i].x; /* Perma-Light */ sqinfo_on(cave->squares[y][x].info, SQUARE_GLOW); } /* Fully update the visuals */ player->upkeep->update |= (PU_FORGET_VIEW | PU_UPDATE_VIEW | PU_MONSTERS); /* Update stuff */ update_stuff(player); /* Process the grids */ for (i = 0; i < ps->n; i++) { int y = ps->pts[i].y; int x = ps->pts[i].x; /* Redraw the grid */ square_light_spot(cave, y, x); /* Process affected monsters */ if (cave->squares[y][x].mon > 0) { int chance = 25; monster_type *m_ptr = square_monster(cave, y, x); /* Stupid monsters rarely wake up */ if (rf_has(m_ptr->race->flags, RF_STUPID)) chance = 10; /* Smart monsters always wake up */ if (rf_has(m_ptr->race->flags, RF_SMART)) chance = 100; /* Sometimes monsters wake up */ if (m_ptr->m_timed[MON_TMD_SLEEP] && (randint0(100) < chance)) { /* Wake up! */ mon_clear_timed(m_ptr, MON_TMD_SLEEP, MON_TMD_FLG_NOTIFY, FALSE); } } } }
/** * Memorize interesting viewable object/features in the given grid * * This function should only be called on "legal" grids. * * This function will memorize the object and/or feature in the given grid, * if they are (1) see-able and (2) interesting. Note that all objects are * interesting, all terrain features except floors (and invisible traps) are * interesting, and floors (and invisible traps) are interesting sometimes * (depending on various options involving the illumination of floor grids). * * The automatic memorization of all objects and non-floor terrain features * as soon as they are displayed allows incredible amounts of optimization * in various places, especially "map_info()" and this function itself. * * Note that the memorization of objects is completely separate from the * memorization of terrain features, preventing annoying floor memorization * when a detected object is picked up from a dark floor, and object * memorization when an object is dropped into a floor grid which is * memorized but out-of-sight. * * This function should be called every time the "memorization" of a grid * (or the object in a grid) is called into question, such as when an object * is created in a grid, when a terrain feature "changes" from "floor" to * "non-floor", and when any grid becomes "see-able" for any reason. * * This function is called primarily from the "update_view()" function, for * each grid which becomes newly "see-able". */ void square_note_spot(struct chunk *c, int y, int x) { object_type *obj; /* Require "seen" flag */ if (!square_isseen(c, y, x)) return; for (obj = square_object(c, y, x); obj; obj = obj->next) obj->marked = MARK_SEEN; if (square_ismark(c, y, x)) return; /* Memorize this grid */ sqinfo_on(c->squares[y][x].info, SQUARE_MARK); }
/* Light up the grid */ static void project_feature_handler_LIGHT_WEAK(project_feature_handler_context_t *context) { const int x = context->x; const int y = context->y; /* Turn on the light */ sqinfo_on(cave->squares[y][x].info, SQUARE_GLOW); /* Grid is in line of sight */ if (square_isview(cave, y, x)) { if (!player->timed[TMD_BLIND]) { /* Observe */ context->obvious = true; } /* Fully update the visuals */ player->upkeep->update |= (PU_FORGET_VIEW | PU_UPDATE_VIEW | PU_MONSTERS); } }
/** * This routine will Perma-Light all grids in the set passed in. * * This routine is used (only) by "light_room()" * * Dark grids are illuminated. * * Also, process all affected monsters. * * SMART monsters always wake up when illuminated * NORMAL monsters wake up 1/4 the time when illuminated * STUPID monsters wake up 1/10 the time when illuminated */ static void cave_light(struct point_set *ps) { int i; /* Apply flag changes */ for (i = 0; i < ps->n; i++) { int y = ps->pts[i].y; int x = ps->pts[i].x; /* Perma-Light */ sqinfo_on(cave->squares[y][x].info, SQUARE_GLOW); } /* Process the grids */ for (i = 0; i < ps->n; i++) { int y = ps->pts[i].y; int x = ps->pts[i].x; /* Redraw the grid */ square_light_spot(cave, y, x); /* Process affected monsters */ if (cave->squares[y][x].mon > 0) { int chance = 25; struct monster *mon = square_monster(cave, y, x); /* Stupid monsters rarely wake up */ if (monster_is_stupid(mon)) chance = 10; /* Smart monsters always wake up */ if (monster_is_smart(mon)) chance = 100; /* Sometimes monsters wake up */ if (mon->m_timed[MON_TMD_SLEEP] && (randint0(100) < chance)) { mon_clear_timed(mon, MON_TMD_SLEEP, MON_TMD_FLG_NOTIFY, false); } } } }
/** * Perform the basic "close" command * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_close_aux(int y, int x) { bool more = FALSE; /* Verify legality */ if (!do_cmd_close_test(y, x)) return (FALSE); /* Broken door */ if (square_isbrokendoor(cave, y, x)) { msg("The door appears to be broken."); } else { /* Close door */ square_close_door(cave, y, x); sqinfo_on(cave->squares[y][x].info, SQUARE_MARK); square_light_spot(cave, y, x); player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); sound(MSG_SHUTDOOR); } /* Result */ return (more); }
/** * 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 *m_ptr = 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(m_ptr)) { become_aware(m_ptr); /* Mimic wakes up */ mon_clear_timed(m_ptr, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, FALSE); } else { py_attack(y, x); } } else if (disarm && square_ismark(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_ismark(cave, y, x)) { if (square_isrubble(cave, y, x)) { msgt(MSG_HITWALL, "You feel a pile of rubble blocking your way."); sqinfo_on(cave->squares[y][x].info, SQUARE_MARK); square_light_spot(cave, y, x); } else if (square_iscloseddoor(cave, y, x)) { msgt(MSG_HITWALL, "You feel a door blocking your way."); sqinfo_on(cave->squares[y][x].info, SQUARE_MARK); square_light_spot(cave, y, x); } else { msgt(MSG_HITWALL, "You feel a wall blocking your way."); sqinfo_on(cave->squares[y][x].info, SQUARE_MARK); 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 { /* Handle objects (later) */ 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; }
void square_mark(struct chunk *c, int y, int x) { sqinfo_on(c->squares[y][x].info, SQUARE_MARK); }
/** * Perform the basic "open" command on doors * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_open_aux(int y, int x) { int i, j; bool more = FALSE; /* Verify legality */ if (!do_cmd_open_test(y, x)) return (FALSE); /* Locked door */ if (square_islockeddoor(cave, y, x)) { /* Disarm factor */ i = player->state.skills[SKILL_DISARM]; /* Penalize some conditions */ if (player->timed[TMD_BLIND] || no_light()) i = i / 10; if (player->timed[TMD_CONFUSED] || player->timed[TMD_IMAGE]) i = i / 10; /* Extract the lock power */ j = square_door_power(cave, y, x); /* Extract the difficulty XXX XXX XXX */ j = i - (j * 4); /* Always have a small chance of success */ if (j < 2) j = 2; if (randint0(100) < j) { /* Message */ msgt(MSG_LOCKPICK, "You have picked the lock."); /* Open the door */ square_open_door(cave, y, x); /* Update the visuals */ sqinfo_on(cave->squares[y][x].info, SQUARE_MARK); square_light_spot(cave, y, x); player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Experience */ /* Removed to avoid exploit by repeatedly locking and unlocking */ /* player_exp_gain(player, 1); */ } else { event_signal(EVENT_INPUT_FLUSH); /* Message */ msgt(MSG_LOCKPICK_FAIL, "You failed to pick the lock."); /* We may keep trying */ more = TRUE; } } else { /* Closed door */ square_open_door(cave, y, x); sqinfo_on(cave->squares[y][x].info, SQUARE_MARK); square_light_spot(cave, y, x); player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); sound(MSG_OPENDOOR); } /* Result */ return (more); }
/** * 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; 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."); return; } else msg("You clamber out of the pit."); } else msg("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_visible_trap(y, x) && cave_player_trap(y, x)) { 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); 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; /*** 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, 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; /* 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; } if (tf_has(f_ptr->flags, TF_FIERY)) { /* 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"); } 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 (!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 (!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 elven woodspersons */ if (player_has(PF_WOODSMAN) && player_has(PF_ELVEN)) 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; f_ptr = &f_info[cave_feat[y][x]]; /* 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 (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."); } } }
/** * 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); } }