/** * Return the features around (or under) the character */ void get_feats(int *surroundings) { int d; int xx, yy; int count; /* Count how many matches */ count = 0; /* Check around (and under) the character */ for (d = 0; d < 9; d++) { /* Initialise */ surroundings[d] = FEAT_FLOOR; /* Extract adjacent (legal) location */ yy = p_ptr->py + ddy_ddd[d]; xx = p_ptr->px + ddx_ddd[d]; /* Paranoia */ if (!in_bounds_fully(yy, xx)) continue; /* Must have knowledge */ if (!cave_has(cave_info[yy][xx], CAVE_MARK)) continue; /* Record the feature */ surroundings[d] = cave_feat[yy][xx]; } /* All done */ return; }
/* * Return a target set of target_able monsters. */ static struct point_set *target_set_interactive_prepare(int mode) { int y, x; struct point_set *targets = point_set_new(TS_INITIAL_SIZE); /* Scan the current panel */ for (y = Term->offset_y; y < Term->offset_y + SCREEN_HGT; y++) { for (x = Term->offset_x; x < Term->offset_x + SCREEN_WID; x++) { /* Check bounds */ if (!in_bounds_fully(y, x)) continue; /* Require "interesting" contents */ if (!target_set_interactive_accept(y, x)) continue; /* Special mode */ if (mode & (TARGET_KILL)) { /* Must contain a monster */ if (!(cave->m_idx[y][x] > 0)) continue; /* Must be a targettable monster */ if (!target_able(cave->m_idx[y][x])) continue; } /* Save the location */ add_to_point_set(targets, y, x); } } sort(targets->pts, point_set_size(targets), sizeof(*(targets->pts)), cmp_distance); return targets; }
/* * Hack -- quick debugging hook */ static void do_cmd_wiz_hack_ben(void) { int py = p_ptr->py; int px = p_ptr->px; int i, y, x; for (i = 0; i < MONSTER_FLOW_DEPTH; ++i) { /* Update map */ for (y = Term->offset_y; y < Term->offset_y + SCREEN_HGT; y++) { for (x = Term->offset_x; x < Term->offset_x + SCREEN_WID; x++) { byte a = TERM_RED; if (!in_bounds_fully(y, x)) continue; /* Display proper cost */ if (cave_cost[y][x] != i) continue; /* Reliability in yellow */ if (cave_when[y][x] == cave_when[py][px]) { a = TERM_YELLOW; } /* Display player/floors/walls */ if ((y == py) && (x == px)) { print_rel('@', a, y, x); } else if (cave_floor_bold(y, x)) { print_rel('*', a, y, x); } else { print_rel('#', a, y, x); } } } /* Prompt */ prt(format("Depth %d: ", i), 0, 0); /* Get key */ if (inkey() == ESCAPE) break; /* Redraw map */ prt_map(); } /* Done */ prt("", 0, 0); /* Redraw map */ prt_map(); }
/** * Handle a textui mouseclick. */ static void textui_process_click(ui_event_data e) { int x, y; if (!OPT(mouse_movement)) return; y = KEY_GRID_Y(e); x = KEY_GRID_X(e); /* Check for a valid location */ if (!in_bounds_fully(y, x)) return; /* XXX show context menu here */ if ((p_ptr->py == y) && (p_ptr->px == x)) textui_cmd_rest(); else /* if (e.mousebutton == 1) */ { if (p_ptr->timed[TMD_CONFUSED]) { cmd_insert(CMD_WALK); } else { cmd_insert(CMD_PATHFIND); cmd_set_arg_point(cmd_get_top(), 0, y, x); } } #if 0 else if (e.mousebutton == 2)
/* * Aux function -- see below */ void project_grid_mark(int y, int x, bool room) { if(!in_bounds_fully(y, x)) return; /* Avoid infinite recursion */ if (dungeon_info[y][x].cave_info & (CAVE_TEMP)) return; /* Option -- do not leave the current room */ if ((room) && (!(dungeon_info[y][x].cave_info & (CAVE_ROOM)))) return; /* Mark the grid */ dungeon_info[y][x].cave_info |= (CAVE_TEMP); /* Add it to the marked set */ project_grids.append(make_coords(y, x)); }
/* XXX: Untangle this. The whole temp_* thing is complete madness. */ static void target_set_interactive_prepare(int mode) { int y, x; struct point *pts = mem_zalloc(sizeof(*pts) * SCREEN_HGT * SCREEN_WID); unsigned int n = 0; /* Scan the current panel */ for (y = Term->offset_y; y < Term->offset_y + SCREEN_HGT; y++) { for (x = Term->offset_x; x < Term->offset_x + SCREEN_WID; x++) { /* Check bounds */ if (!in_bounds_fully(y, x)) continue; /* Require "interesting" contents */ if (!target_set_interactive_accept(y, x)) continue; /* Special mode */ if (mode & (TARGET_KILL)) { /* Must contain a monster */ if (!(cave_m_idx[y][x] > 0)) continue; /* Must be a targettable monster */ if (!target_able(cave_m_idx[y][x])) continue; } /* Save the location */ pts[n].x = x; pts[n].y = y; n++; } } sort(pts, n, sizeof(*pts), cmp_distance); /* Reset "temp" array */ temp_n = n; while (n--) { temp_x[n] = pts[n].x; temp_y[n] = pts[n].y; } }
/* * Prepare the "temp" array for "target_interactive_set" * * Return the number of target_able monsters in the set. */ static void target_set_interactive_prepare(int mode) { int y, x; /* Reset "temp" array */ temp_n = 0; /* Scan the current panel */ for (y = Term->offset_y; y < Term->offset_y + SCREEN_HGT; y++) { for (x = Term->offset_x; x < Term->offset_x + SCREEN_WID; x++) { /* Check bounds */ if (!in_bounds_fully(y, x)) continue; /* Require "interesting" contents */ if (!target_set_interactive_accept(y, x)) continue; /* Special mode */ if (mode & (TARGET_KILL)) { /* Must contain a monster */ if (!(cave_m_idx[y][x] > 0)) continue; /* Must be a targettable monster */ if (!target_able(cave_m_idx[y][x])) continue; } /* Save the location */ temp_x[temp_n] = x; temp_y[temp_n] = y; temp_n++; } } /* Set the sort hooks */ ang_sort_comp = ang_sort_comp_distance; ang_sort_swap = ang_sort_swap_distance; /* Sort the positions */ ang_sort(temp_x, temp_y, temp_n); }
/* * Set the target to a location */ void target_set_location(int y, int x) { /* Legal target */ if (in_bounds_fully(y, x)) { /* Save target info */ target_set = TRUE; target_who = 0; target_y = y; target_x = x; } /* Clear target */ else { /* Reset target info */ target_set = FALSE; target_who = 0; target_y = 0; target_x = 0; } }
/* * Return the number of doors/traps around (or under) the character */ static int count_feats(int *y, int *x, bool (*test)(int feat), bool under) { int d; int xx, yy; int count; /* Count how many matches */ count = 0; /* Check around (and under) the character */ for (d = 0; d < 9; d++) { /* Not searching under the character */ if ((d == 8) && !under) continue; /* Extract adjacent (legal) location */ yy = p_ptr->py + ddy_ddd[d]; xx = p_ptr->px + ddx_ddd[d]; /* Paranoia */ if (!in_bounds_fully(yy, xx)) continue; /* Must have knowledge */ if (!(cave_info[yy][xx] & (CAVE_MARK))) continue; /* Not looking for this feature */ if (!(*test)(cave_feat[yy][xx])) continue; /* Count it */ ++count; /* Remember the location of the last door found */ *y = yy; *x = xx; } /* All done */ return count; }
/* * Set the target to a location */ void target_set_location(int y, int x) { /* Legal target */ if (in_bounds_fully(y, x)) { /* Save target info */ p_ptr->target_set = TRUE; p_ptr->target_who = 0; p_ptr->target_row = y; p_ptr->target_col = x; } /* Clear target */ else { /* Reset target info */ p_ptr->target_set = FALSE; p_ptr->target_who = 0; p_ptr->target_row = 0; p_ptr->target_col = 0; } }
/* * Fire beams in random directions. */ bool beam_burst(int y, int x, int typ, int num, int dam) { int i, yy, xx; bool notice = FALSE; /* Require legal centerpoint */ if (!in_bounds_fully(y, x)) return (FALSE); /* Fire beams in all directions */ for (i = 0; i < num; i++) { /* Get a totally random grid within six grids from current position */ yy = rand_spread(y, 6); xx = rand_spread(x, 6); /* Fire a beam of (strong) light towards it */ if (project(-1, 0, y, x, yy, xx, dam, typ, PROJECT_BEAM | PROJECT_KILL | PROJECT_EFCT, 0, 0)) notice = TRUE; } /* Return "anything noticed" */ return (notice); }
/* * Query the dungeon */ static void do_cmd_wiz_query(void) { int py = p_ptr->py; int px = p_ptr->px; int y, x; struct keypress cmd; u16b mask = 0x00; /* Get a "debug command" */ if (!get_com("Debug Command Query: ", &cmd)) return; /* Extract a flag */ switch (cmd.code) { case '0': mask = (1 << 0); break; case '1': mask = (1 << 1); break; case '2': mask = (1 << 2); break; case '3': mask = (1 << 3); break; case '4': mask = (1 << 4); break; case '5': mask = (1 << 5); break; case '6': mask = (1 << 6); break; case '7': mask = (1 << 7); break; case 'm': mask |= (CAVE_MARK); break; case 'g': mask |= (CAVE_GLOW); break; case 'r': mask |= (CAVE_ROOM); break; case 'i': mask |= (CAVE_ICKY); break; case 's': mask |= (CAVE_SEEN); break; case 'v': mask |= (CAVE_VIEW); break; case 't': mask |= (CAVE_TEMP); break; case 'w': mask |= (CAVE_WALL); break; } /* Scan map */ for (y = Term->offset_y; y < Term->offset_y + SCREEN_HGT; y++) { for (x = Term->offset_x; x < Term->offset_x + SCREEN_WID; x++) { byte a = TERM_RED; if (!in_bounds_fully(y, x)) continue; /* Given mask, show only those grids */ if (mask && !(cave->info[y][x] & mask)) continue; /* Given no mask, show unknown grids */ if (!mask && (cave->info[y][x] & (CAVE_MARK))) continue; /* Color */ if (cave_floor_bold(y, x)) a = TERM_YELLOW; /* Display player/floors/walls */ if ((y == py) && (x == px)) print_rel(L'@', a, y, x); else if (cave_floor_bold(y, x)) print_rel(L'*', a, y, x); else print_rel(L'#', a, y, x); } } /* Get keypress */ msg("Press any key."); message_flush(); /* Redraw map */ prt_map(); }
/** * Allocates some objects (using "place" and "type") */ void alloc_object(int set, int typ, int num) { int y, x, k; feature_type *f_ptr; /* Place some objects */ for (k = 0; k < num; k++) { /* Pick a "legal" spot */ while (TRUE) { bool room; /* Location */ y = randint0(DUNGEON_HGT); x = randint0(DUNGEON_WID); f_ptr = &f_info[cave_feat[y][x]]; /* Paranoia - keep objects out of the outer walls */ if (!in_bounds_fully(y, x)) continue; /* Require "naked" floor grid */ f_ptr = &f_info[cave_feat[y][x]]; if (!(cave_naked_bold(y, x) && tf_has(f_ptr->flags, TF_FLOOR))) continue; /* Check for "room" */ room = cave_has(cave_info[y][x], CAVE_ROOM) ? TRUE : FALSE; /* Require corridor? */ if ((set == ALLOC_SET_CORR) && room) continue; /* Require room? */ if ((set == ALLOC_SET_ROOM) && !room) continue; /* Accept it */ break; } /* Place something */ switch (typ) { case ALLOC_TYP_RUBBLE: { place_rubble(y, x); break; } case ALLOC_TYP_TRAP: { place_trap(y, x, -1, p_ptr->depth); break; } case ALLOC_TYP_GOLD: { place_gold(y, x); break; } case ALLOC_TYP_OBJECT: { place_object(y, x, FALSE, FALSE, FALSE); break; } } } }
/* * Using the angle given, find a grid that is in that direction from the * origin. * * Note: This function does not yield very good results when the * character is adjacent to the outer wall of the dungeon and the projection * heads towards it. */ void get_grid_using_angle(int angle, int y0, int x0, int *ty, int *tx) { int y, x; int best_y = 0, best_x = 0; int diff; int this_angle; int fudge = 180; /* Angle must be legal */ if ((angle < 0) || (angle >= 180)) return; /* Scan the table, get as good a match as possible */ for (y = 0; y < 41; y++) { for (x = 0; x < 41; x++) { /* Corresponding grid in dungeon must be fully in bounds XXX */ if (!in_bounds_fully(y0 - 20 + y, x0 - 20 + x)) continue; /* Check this table grid */ this_angle = get_angle_to_grid[y][x]; /* Get inaccuracy of this angle */ diff = ABS(angle - this_angle); /* Inaccuracy is lower than previous best */ if (diff < fudge) { /* Note coordinates */ best_y = y; best_x = x; /* Save inaccuracy as a new best */ fudge = diff; /* Note perfection */ if (fudge == 0) break; } } /* Note perfection */ if (fudge == 0) break; } /* We have an unacceptably large fudge factor */ if (fudge >= 30) { /* Set target to original grid */ *ty = y0; *tx = x0; } /* Usual case */ else { /* Set target */ *ty = y0 - 20 + best_y; *tx = x0 - 20 + best_x; } }
/* * Prepare the "temp" array for "target_interactive_set" * * Return the number of target_able monsters in the set. */ static void target_set_interactive_prepare(int mode) { int y, x; bool expand_look = (mode & (TARGET_LOOK)) ? TRUE : FALSE; /* Reset "temp" array */ target_grids.clear(); // Not needed. if (mode & (TARGET_GRID)) return; QRect vis = visible_dungeon(); /* Scan the current panel */ for (y = vis.y(); y <= vis.y() + vis.height(); y++) { for (x = vis.x(); x <= vis.x() + vis.width(); x++) { bool do_continue = FALSE; /* Check bounds */ if (!in_bounds_fully(y, x)) continue; /* Require line of sight, unless "look" is "expanded" */ if (!player_has_los_bold(y, x) && (!expand_look)) continue; /* Require "interesting" contents */ if (!target_set_interactive_accept(mode, y, x)) continue; /* Special mode */ if (mode & (TARGET_KILL)) { /* Must contain a monster */ if (!dungeon_info[y][x].has_monster()) do_continue = TRUE; /* Must be a targetable monster */ if (!target_able(dungeon_info[y][x].monster_idx, FALSE)) do_continue = TRUE; } /* Don't continue on the trap exception, or if probing. */ if ((mode & (TARGET_TRAP)) && target_able_trap(y, x)) do_continue = FALSE; else if (mode & (TARGET_PROBE)) do_continue = FALSE; if (do_continue) continue; /* * Hack - don't go over redundant elemental terrain \ * (since we have large lakes and pools of the same terrain) */ if ((p_ptr->target_row > 0) || (p_ptr->target_col > 0)) { if (dungeon_info[p_ptr->target_row][p_ptr->target_col].feature_idx == dungeon_info[y][x].feature_idx) { if (cave_ff3_match(y, x, TERRAIN_MASK)) continue; } } /* Save the location */ target_grids.append(make_coords(y, x)); } } // Sort by distance qSort(target_grids.begin(), target_grids.end(), coords_sort_distance); }
/* * Read the dungeon * * The monsters/objects must be loaded in the same order * that they were stored, since the actual indexes matter. * * Note that the size of the dungeon is now hard-coded to * DUNGEON_HGT by DUNGEON_WID, and any dungeon with another * size will be silently discarded by this routine. * * Note that dungeon objects, including objects held by monsters, are * placed directly into the dungeon, using "object_copy()", which will * copy "iy", "ix", and "held_m_idx", leaving "next_o_idx" blank for * objects held by monsters, since it is not saved in the savefile. * * After loading the monsters, the objects being held by monsters are * linked directly into those monsters. */ static errr rd_dungeon(void) { int i, y, x; s16b depth; s16b py, px; byte count; byte tmp8u; u16b tmp16u; u16b limit; /*** Basic info ***/ /* Header info */ rd_s16b(&depth); rd_u16b(&p_ptr->dungeon_type); /* Get dungeon capabilities */ set_dungeon_type(p_ptr->dungeon_type); rd_s16b(&py); rd_s16b(&px); rd_byte(&p_ptr->cur_map_hgt); rd_byte(&p_ptr->cur_map_wid); rd_u16b(&altered_inventory_counter); /* Paranoia */ allow_altered_inventory = FALSE; rd_u16b(&tmp16u); /* Ignore illegal dungeons */ if ((depth < 0) || (depth >= MAX_DEPTH)) { note(format("Ignoring illegal dungeon depth (%d)", depth)); return (0); } /* Ignore illegal dungeons */ if ((p_ptr->cur_map_hgt > MAX_DUNGEON_HGT) || (p_ptr->cur_map_wid > MAX_DUNGEON_WID)) { /* XXX XXX XXX */ note(format("Ignoring illegal dungeon size (%d,%d).", p_ptr->cur_map_hgt, p_ptr->cur_map_wid)); return (0); } /* Ignore illegal dungeons */ if ((px < 0) || (px >= p_ptr->cur_map_wid) || (py < 0) || (py >= p_ptr->cur_map_hgt)) { note(format("Ignoring illegal player location (%d,%d).", py, px)); return (1); } /*** Run length decoding ***/ /* Load the dungeon data */ for (x = y = 0; y < p_ptr->cur_map_hgt; ) { /* Grab RLE info */ rd_byte(&count); rd_byte(&tmp8u); /* Apply the RLE info */ for (i = count; i > 0; i--) { /* Extract "info" */ cave_info[y][x] = tmp8u; /* Advance/Wrap */ if (++x >= p_ptr->cur_map_wid) { /* Wrap */ x = 0; /* Advance/Wrap */ if (++y >= p_ptr->cur_map_hgt) break; } } } /*** Run length decoding ***/ /* Load the dungeon data */ for (x = y = 0; y < p_ptr->cur_map_hgt; ) { /* Grab RLE info */ rd_byte(&count); rd_byte(&tmp8u); /* Apply the RLE info */ for (i = count; i > 0; i--) { feature_type *f_ptr; /* Extract "feat" */ cave_feat[y][x] = tmp8u; update_los_proj_move(y, x); /* Get fast access to feature */ f_ptr = &f_info[tmp8u]; /* Handle glowing grids */ if (_feat_ff2_match(f_ptr, FF2_GLOW)) { int d; /* Turn on super glow */ cave_info[y][x] |= (CAVE_HALO); /* Spread super glow through adjacent grids */ for (d = 0; d < 8; d++) { /* Get coordinates */ int yy = y + ddy_ddd[d]; int xx = x + ddx_ddd[d]; /* Ignore annoying locations */ if (!in_bounds_fully(yy, xx)) { continue; } /* Turn on super glow */ cave_info[yy][xx] |= (CAVE_HALO); } } /* Register dynamic features */ if (_feat_ff3_match(f_ptr, FF3_DYNAMIC)) { (void)add_dynamic_terrain(y, x); } /* Update the flags of the current level */ if (_feat_ff3_match(f_ptr, TERRAIN_MASK)) { level_flag |= get_level_flag((u16b)(f_ptr - f_info)); } /* Advance/Wrap */ if (++x >= p_ptr->cur_map_wid) { /* Wrap */ x = 0; /* Advance/Wrap */ if (++y >= p_ptr->cur_map_hgt) break; } } } /*** Player ***/ /* Load depth */ p_ptr->depth = depth; /* Place player in dungeon */ if (!player_place(py, px)) { note(format("Cannot place player (%d,%d)!", py, px)); return (-1); } /*** Objects ***/ /* Read the item count */ rd_u16b(&limit); /* Verify maximum */ if (limit > z_info->o_max) { note(format("Too many (%d) object entries!", limit)); return (-1); } /* Read the dungeon items */ for (i = 1; i < limit; i++) { object_type *i_ptr; object_type object_type_body; s16b o_idx; object_type *o_ptr; /* Get the object */ i_ptr = &object_type_body; /* Wipe the object */ object_wipe(i_ptr); /* Read the item */ if (rd_item(i_ptr)) { note("Error reading item"); return (-1); } /* Make an object */ o_idx = o_pop(); /* Paranoia */ if (o_idx != i) { note(format("Cannot place object %d!", i)); return (-1); } /* Get the object */ o_ptr = &o_list[o_idx]; /* Structure Copy */ object_copy(o_ptr, i_ptr); /* Dungeon floor */ if (!i_ptr->held_m_idx) { int x = i_ptr->ix; int y = i_ptr->iy; /* ToDo: Verify coordinates */ /* Link the object to the pile */ o_ptr->next_o_idx = cave_o_idx[y][x]; /* Link the floor to the object */ cave_o_idx[y][x] = o_idx; /* Rearrange stack if needed */ rearrange_stack(y, x); } } /*** Monsters ***/ /* Read the monster count */ rd_u16b(&limit); /* Hack -- verify */ if (limit > z_info->m_max) { note(format("Too many (%d) monster entries!", limit)); return (-1); } /* Read the monsters */ for (i = 1; i < limit; i++) { monster_type *n_ptr; monster_type monster_type_body; monster_race *r_ptr; int r_idx; /* Get local monster */ n_ptr = &monster_type_body; /* Clear the monster */ (void)WIPE(n_ptr, monster_type); /* Read the monster */ rd_monster(n_ptr); /* Access the "r_idx" of the chosen monster */ r_idx = n_ptr->r_idx; /* Access the actual race */ r_ptr = &r_info[r_idx]; /* If a player ghost, some special features need to be added. */ if (r_ptr->flags2 & (RF2_PLAYER_GHOST)) { (void)prepare_ghost(n_ptr->r_idx); } /* Place monster in dungeon */ if (monster_place(n_ptr->fy, n_ptr->fx, n_ptr) != i) { note(format("Cannot place monster %d", i)); return (-1); } } /*** Holding ***/ /* Reacquire objects */ for (i = 1; i < o_max; ++i) { object_type *o_ptr; monster_type *m_ptr; /* Get the object */ o_ptr = &o_list[i]; /* Ignore dungeon objects */ if (!o_ptr->held_m_idx) continue; /* Verify monster index */ if (o_ptr->held_m_idx > z_info->m_max) { note("Invalid monster index"); return (-1); } /* Get the monster */ m_ptr = &mon_list[o_ptr->held_m_idx]; /* Link the object to the pile */ o_ptr->next_o_idx = m_ptr->hold_o_idx; /* Link the monster to the object */ m_ptr->hold_o_idx = i; } /*** Effects ***/ /* Read the effect count */ rd_u16b(&limit); /* Verify maximum */ if (limit > z_info->x_max) { note(format("Too many (%d) effect entries!", limit)); return (-1); } /* Read the dungeon items */ for (i = 1; i < limit; i++) { /* Read the item */ if (rd_effect()) { note("Error reading effect"); return (-1); } } /*** Success ***/ /* The dungeon is ready */ character_dungeon = TRUE; /* Success */ return (0); }
/* * Prepare the "temp" array for "target_interactive_set" * * Return the number of target_able monsters in the set. */ static void target_set_interactive_prepare(int mode) { int y, x; bool expand_look = (mode & (TARGET_LOOK)) ? TRUE : FALSE; /* Reset "temp" array */ clear_temp_array(); /* Scan the current panel */ for (y = Term->offset_y; y < Term->offset_y + SCREEN_HGT; y++) { for (x = Term->offset_x; x < Term->offset_x + SCREEN_WID; x++) { bool do_continue = FALSE; /* Check overflow */ if (temp_n >= TEMP_MAX) continue; /* Check bounds */ if (!in_bounds_fully(y, x)) continue; /* Require line of sight, unless "look" is "expanded" */ if (!player_has_los_bold(y, x) && (!expand_look)) continue; /* Require "interesting" contents */ if (!target_set_interactive_accept(y, x)) continue; /* Special mode */ if (mode & (TARGET_KILL)) { /* Must contain a monster */ if (!(cave_m_idx[y][x] > 0)) do_continue = TRUE; /* Must be a targettable monster */ if (!target_able(cave_m_idx[y][x])) do_continue = TRUE; } /* Don't continue on the trap exception, or if probing. */ if ((mode & (TARGET_TRAP)) && target_able_trap(y, x)) do_continue = FALSE; else if (mode & (TARGET_PROBE)) do_continue = FALSE; if (do_continue) continue; /* * Hack - don't go over redundant elemental terrain \ * (since we have large lakes and pools of the same terrain) */ if ((p_ptr->target_row > 0) || (p_ptr->target_col > 0)) { if (cave_feat[p_ptr->target_row][p_ptr->target_col] == cave_feat[y][x]) { if (cave_ff3_match(y, x, TERRAIN_MASK)) continue; } } /* Save the location */ temp_x[temp_n] = x; temp_y[temp_n] = y; temp_n++; } } /* Set the sort hooks */ ang_sort_comp = ang_sort_comp_distance; ang_sort_swap = ang_sort_swap_distance; /* Sort the positions */ ang_sort(temp_x, temp_y, temp_n); }
/** * 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); } }