示例#1
0
/**
 * Perform the basic "tunnel" command
 *
 * Assumes that no monster is blocking the destination.
 * Uses twall() (above) to do all "terrain feature changing".
 * Returns true if repeated commands may continue.
 */
static bool do_cmd_tunnel_aux(int y, int x)
{
	bool more = false;
	int digging_chances[DIGGING_MAX];
	bool okay = false;
	bool gold = square_hasgoldvein(cave, y, x);
	bool rubble = square_isrubble(cave, y, x);

	/* Verify legality */
	if (!do_cmd_tunnel_test(y, x)) return (false);

	calc_digging_chances(&player->state, digging_chances);

	/* Do we succeed? */
	okay = (digging_chances[square_digging(cave, y, x) - 1] > randint0(1600));

	/* Success */
	if (okay && twall(y, x)) {
		/* Rubble is a special case - could be handled more generally NRM */
		if (rubble) {
			/* Message */
			msg("You have removed the rubble.");

			/* Place an object (except in town) */
			if ((randint0(100) < 10) && player->depth) {
				/* Create a simple object */
				place_object(cave, y, x, player->depth, false, false,
							 ORIGIN_RUBBLE, 0);

				/* Observe the new object */
				if (!ignore_item_ok(square_object(cave, y, x)) &&
					square_isseen(cave, y, x))
					msg("You have found something!");
			} 
		} else if (gold) {
			/* Found treasure */
			place_gold(cave, y, x, player->depth, ORIGIN_FLOOR);
			msg("You have found something!");
		} else {
			msg("You have finished the tunnel.");
		}
	} else {
		/* Failure, continue digging */
		if (rubble)
			msg("You dig in the rubble.");
		else
			msg("You tunnel into the %s.",
				square_apparent_name(cave, player, y, x));
		more = true;
		if (square_issecretdoor(cave, y, x))
			/* Occasional Search XXX XXX */
			if (randint0(100) < 25) search(false);
	}

	/* Result */
	return (more);
}
示例#2
0
/**
 * Determine if a given grid may be "walked"
 */
static bool do_cmd_walk_test(int y, int x)
{
	int m_idx = cave->squares[y][x].mon;
	struct monster *mon = cave_monster(cave, m_idx);

	/* Allow attack on visible monsters if unafraid */
	if (m_idx > 0 && mflag_has(mon->mflag, MFLAG_VISIBLE) &&
		!is_mimicking(mon)) {
		/* Handle player fear */
		if (player_of_has(player, OF_AFRAID)) {
			/* Extract monster name (or "it") */
			char m_name[80];
			monster_desc(m_name, sizeof(m_name), mon, MDESC_DEFAULT);

			/* Message */
			msgt(MSG_AFRAID, "You are too afraid to attack %s!", m_name);

			/* Nope */
			return (false);
		}

		return (true);
	}

	/* If we don't know the grid, allow attempts to walk into it */
	if (!square_isknown(cave, y, x))
		return true;

	/* Require open space */
	if (!square_ispassable(cave, y, x)) {
		if (square_isrubble(cave, y, x))
			/* Rubble */
			msgt(MSG_HITWALL, "There is a pile of rubble in the way!");
		else if (square_iscloseddoor(cave, y, x))
			/* Door */
			return true;
		else if (square_isbright(cave, y, x))
			/* Lava */
			msgt(MSG_HITWALL, "The heat of the lava turns you away!");
		else
			/* Wall */
			msgt(MSG_HITWALL, "There is a wall in the way!");

		/* Cancel repeat */
		disturb(player, 0);

		/* Nope */
		return (false);
	}

	/* Okay */
	return (true);
}
void square_destroy_rubble(struct chunk *c, int y, int x) {
	assert(square_isrubble(c, y, x));
	square_set_feat(c, y, x, FEAT_FLOOR);
}
/**
 * True if the square can be dug: this includes rubble and non-permanent walls.
 */
bool square_isdiggable(struct chunk *c, int y, int x) {
	return (square_ismineral(c, y, x) ||
			square_issecretdoor(c, y, x) || 
			square_isrubble(c, y, x));
}
示例#5
0
/**
 * 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;
}
示例#6
0
/* Destroy walls (and doors) */
static void project_feature_handler_KILL_WALL(project_feature_handler_context_t *context)
{
	const int x = context->x;
	const int y = context->y;

	/* Non-walls (etc) */
	if (square_ispassable(cave, y, x)) return;

	/* Permanent walls */
	if (square_isperm(cave, y, x)) return;

	/* Different treatment for different walls */
	if (square_iswall(cave, y, x) && !square_hasgoldvein(cave, y, x)) {
		/* Message */
		if (square_isseen(cave, y, x)) {
			msg("The wall turns into mud!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the wall */
		square_destroy_wall(cave, y, x);
	} else if (square_iswall(cave, y, x) && square_hasgoldvein(cave, y, x)) {
		/* Message */
		if (square_isseen(cave, y, x)) {
			msg("The vein turns into mud!");
			msg("You have found something!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the wall */
		square_destroy_wall(cave, y, x);

		/* Place some gold */
		place_gold(cave, y, x, player->depth, ORIGIN_FLOOR);
	} else if (square_ismagma(cave, y, x) || square_isquartz(cave, y, x)) {
		/* Message */
		if (square_isseen(cave, y, x)) {
			msg("The vein turns into mud!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the wall */
		square_destroy_wall(cave, y, x);
	} else if (square_isrubble(cave, y, x)) {
		/* Message */
		if (square_isseen(cave, y, x)) {
			msg("The rubble turns into mud!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the rubble */
		square_destroy_rubble(cave, y, x);

		/* Hack -- place an object */
		if (randint0(100) < 10){
			if (square_isseen(cave, y, x)) {
				msg("There was something buried in the rubble!");
				context->obvious = true;
			}
			place_object(cave, y, x, player->depth, false, false,
						 ORIGIN_RUBBLE, 0);
		}
	} else if (square_isdoor(cave, y, x)) {
		/* Hack -- special message */
		if (square_isseen(cave, y, x)) {
			msg("The door turns into mud!");
			context->obvious = true;

			/* Forget the wall */
			square_forget(cave, y, x);
		}

		/* Destroy the feature */
		square_destroy_door(cave, y, x);
	}

	/* Update the visuals */
	player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS);

	/* Fully update the flow */
	player->upkeep->update |= (PU_FORGET_FLOW | PU_UPDATE_FLOW);
}
示例#7
0
/**
 * 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;
}