Files
nethack/src/detect.c
PatR 28fb6fc67b crystal ball enhancements
Allow crystal ball to search for furniture (stairs and ladders,
altar, throne, sink, fountain) as well as for a class or objects
or of monsters or all traps.  Giving any of '<','>','_','\','#',
or '{' will find all of those rather than just the individual type
specified.  Because of the default character conflict, '_' can no
longer be used to find chains; looking for altars is more useful.

The chance of getting the cursed effect due to failing a saving
throw against intelligence when the ball isn't actually cursed has
been reduced.  If it is the hero's own quest artifact, it will
happen if rnd(8) is greater than Int, so Int of 8 or more will
never yield that effect.  Otherwise if it is blessed, rnd(16) is
used so 16 or better Int means it can't act like it is cursed.
When uncursed and not hero's quest artifact, the old rnd(20) > Int
test is still used.

Crystal balls now start with 3..7 charges rather than 1..5, and
blessed charging sets the amount to 7 charges rather than 6 and
also blesses the ball.  Recharing with uncursed scroll of charging
is slightly better (adds 1..2 charges instead of always just 1,
caps the amount at 7 rather than 5) and uncurses the ball.  Cursed
scroll strips off all charges even if the ball is blessed and also
curses the ball so is harsher than before.

Crystal balls now cancel to -1 instead of 0, like wands, and using
one effect will destroy it, like zapping cancelled wands.

Also a minor tweak to the initial charges for can of grease (5..25
instead of 1..25) and horn of plenty and bag of tricks (both now
3..20 instead of 1..20).
2020-04-22 01:14:09 -07:00

2129 lines
71 KiB
C

/* NetHack 3.6 detect.c $NHDT-Date: 1586815085 2020/04/13 21:58:05 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.118 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2018. */
/* NetHack may be freely redistributed. See license for details. */
/*
* Detection routines, including crystal ball, magic mapping, and search
* command.
*/
#include "hack.h"
#include "artifact.h"
static boolean NDECL(unconstrain_map);
static void NDECL(reconstrain_map);
static void FDECL(browse_map, (int, const char *));
static void FDECL(map_monst, (struct monst *, BOOLEAN_P));
static void FDECL(do_dknown_of, (struct obj *));
static boolean FDECL(check_map_spot, (int, int, CHAR_P, unsigned));
static boolean FDECL(clear_stale_map, (CHAR_P, unsigned));
static void FDECL(sense_trap, (struct trap *, XCHAR_P, XCHAR_P, int));
static int FDECL(detect_obj_traps, (struct obj *, BOOLEAN_P, int));
static int NDECL(furniture_detect);
static void FDECL(show_map_spot, (int, int));
static void FDECL(findone, (int, int, genericptr_t));
static void FDECL(openone, (int, int, genericptr_t));
static int FDECL(mfind0, (struct monst *, BOOLEAN_P));
static int FDECL(reveal_terrain_getglyph, (int, int, int,
unsigned, int, int));
/* bring hero out from underwater or underground or being engulfed;
return True iff any change occurred */
static boolean
unconstrain_map()
{
boolean res = u.uinwater || u.uburied || u.uswallow;
/* bring Underwater, buried, or swallowed hero to normal map */
iflags.save_uinwater = u.uinwater, u.uinwater = 0; /* bypass set_uinwater() */
iflags.save_uburied = u.uburied, u.uburied = 0;
iflags.save_uswallow = u.uswallow, u.uswallow = 0;
return res;
}
/* put hero back underwater or underground or engulfed */
static void
reconstrain_map()
{
u.uinwater = iflags.save_uinwater, iflags.save_uinwater = 0; /* set_uinwater() */
u.uburied = iflags.save_uburied, iflags.save_uburied = 0;
u.uswallow = iflags.save_uswallow, iflags.save_uswallow = 0;
}
/* use getpos()'s 'autodescribe' to view whatever is currently shown on map */
static void
browse_map(ter_typ, ter_explain)
int ter_typ;
const char *ter_explain;
{
coord dummy_pos; /* don't care whether player actually picks a spot */
boolean save_autodescribe;
dummy_pos.x = u.ux, dummy_pos.y = u.uy; /* starting spot for getpos() */
save_autodescribe = iflags.autodescribe;
iflags.autodescribe = TRUE;
iflags.terrainmode = ter_typ;
getpos(&dummy_pos, FALSE, ter_explain);
iflags.terrainmode = 0;
iflags.autodescribe = save_autodescribe;
}
/* extracted from monster_detection() so can be shared by do_vicinity_map() */
static void
map_monst(mtmp, showtail)
struct monst *mtmp;
boolean showtail;
{
if (def_monsyms[(int) mtmp->data->mlet].sym == ' ')
show_glyph(mtmp->mx, mtmp->my,
detected_mon_to_glyph(mtmp, newsym_rn2));
else
show_glyph(mtmp->mx, mtmp->my, mtmp->mtame
? pet_to_glyph(mtmp, newsym_rn2)
: mon_to_glyph(mtmp, newsym_rn2));
if (showtail && mtmp->data == &mons[PM_LONG_WORM])
detect_wsegs(mtmp, 0);
}
/* this is checking whether a trap symbol represents a trapped chest,
not whether a trapped chest is actually present */
boolean
trapped_chest_at(ttyp, x, y)
int ttyp;
int x, y;
{
struct monst *mtmp;
struct obj *otmp;
if (!glyph_is_trap(glyph_at(x, y)))
return FALSE;
if (ttyp != BEAR_TRAP || (Hallucination && rn2(20)))
return FALSE;
/*
* TODO? We should check containers recursively like the trap
* detecting routine does. Chests and large boxes do not nest in
* themselves or each other, but could be contained inside statues.
*
* For farlook, we should also check for buried containers, but
* for '^' command to examine adjacent trap glyph, we shouldn't.
*/
/* on map, presence of any trappable container will do */
if (sobj_at(CHEST, x, y) || sobj_at(LARGE_BOX, x, y))
return TRUE;
/* in inventory, we need to find one which is actually trapped */
if (x == u.ux && y == u.uy) {
for (otmp = g.invent; otmp; otmp = otmp->nobj)
if (Is_box(otmp) && otmp->otrapped)
return TRUE;
if (u.usteed) { /* steed isn't on map so won't be found by m_at() */
for (otmp = u.usteed->minvent; otmp; otmp = otmp->nobj)
if (Is_box(otmp) && otmp->otrapped)
return TRUE;
}
}
if ((mtmp = m_at(x, y)) != 0)
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
if (Is_box(otmp) && otmp->otrapped)
return TRUE;
return FALSE;
}
/* this is checking whether a trap symbol represents a trapped door,
not whether the door here is actually trapped */
boolean
trapped_door_at(ttyp, x, y)
int ttyp;
int x, y;
{
struct rm *lev;
if (!glyph_is_trap(glyph_at(x, y)))
return FALSE;
if (ttyp != BEAR_TRAP || (Hallucination && rn2(20)))
return FALSE;
lev = &levl[x][y];
if (!IS_DOOR(lev->typ))
return FALSE;
if ((lev->doormask & (D_NODOOR | D_BROKEN | D_ISOPEN)) != 0
&& trapped_chest_at(ttyp, x, y))
return FALSE;
return TRUE;
}
/* recursively search obj for an object in class oclass, return 1st found */
struct obj *
o_in(obj, oclass)
struct obj *obj;
char oclass;
{
register struct obj *otmp;
struct obj *temp;
if (obj->oclass == oclass)
return obj;
/*
* Note: we exclude SchroedingersBox because the corpse it contains
* isn't necessarily a corpse yet. Resolving the status would lead
* to complications if it turns out to be a live cat. We know that
* that Box can't contain anything else because putting something in
* would resolve the cat/corpse situation and convert to ordinary box.
*/
if (Has_contents(obj) && !SchroedingersBox(obj)) {
for (otmp = obj->cobj; otmp; otmp = otmp->nobj)
if (otmp->oclass == oclass)
return otmp;
else if (Has_contents(otmp) && (temp = o_in(otmp, oclass)) != 0)
return temp;
}
return (struct obj *) 0;
}
/* Recursively search obj for an object made of specified material.
* Return first found.
*/
struct obj *
o_material(obj, material)
struct obj *obj;
unsigned material;
{
register struct obj *otmp;
struct obj *temp;
if (objects[obj->otyp].oc_material == material)
return obj;
if (Has_contents(obj)) {
for (otmp = obj->cobj; otmp; otmp = otmp->nobj)
if (objects[otmp->otyp].oc_material == material)
return otmp;
else if (Has_contents(otmp)
&& (temp = o_material(otmp, material)) != 0)
return temp;
}
return (struct obj *) 0;
}
static void
do_dknown_of(obj)
struct obj *obj;
{
struct obj *otmp;
obj->dknown = 1;
if (Has_contents(obj)) {
for (otmp = obj->cobj; otmp; otmp = otmp->nobj)
do_dknown_of(otmp);
}
}
/* Check whether the location has an outdated object displayed on it. */
static boolean
check_map_spot(x, y, oclass, material)
int x, y;
char oclass;
unsigned material;
{
int glyph;
register struct obj *otmp;
register struct monst *mtmp;
glyph = glyph_at(x, y);
if (glyph_is_object(glyph)) {
/* there's some object shown here */
if (oclass == ALL_CLASSES) {
return (boolean) !(g.level.objects[x][y] /* stale if nothing here */
|| ((mtmp = m_at(x, y)) != 0 && mtmp->minvent));
} else {
if (material
&& objects[glyph_to_obj(glyph)].oc_material == material) {
/* object shown here is of interest because material matches */
for (otmp = g.level.objects[x][y]; otmp; otmp = otmp->nexthere)
if (o_material(otmp, GOLD))
return FALSE;
/* didn't find it; perhaps a monster is carrying it */
if ((mtmp = m_at(x, y)) != 0) {
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
if (o_material(otmp, GOLD))
return FALSE;
}
/* detection indicates removal of this object from the map */
return TRUE;
}
if (oclass && objects[glyph_to_obj(glyph)].oc_class == oclass) {
/* obj shown here is of interest because its class matches */
for (otmp = g.level.objects[x][y]; otmp; otmp = otmp->nexthere)
if (o_in(otmp, oclass))
return FALSE;
/* didn't find it; perhaps a monster is carrying it */
if ((mtmp = m_at(x, y)) != 0) {
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
if (o_in(otmp, oclass))
return FALSE;
}
/* detection indicates removal of this object from the map */
return TRUE;
}
}
}
return FALSE;
}
/*
* When doing detection, remove stale data from the map display (corpses
* rotted away, objects carried away by monsters, etc) so that it won't
* reappear after the detection has completed. Return true if noticeable
* change occurs.
*/
static boolean
clear_stale_map(oclass, material)
char oclass;
unsigned material;
{
register int zx, zy;
boolean change_made = FALSE;
for (zx = 1; zx < COLNO; zx++)
for (zy = 0; zy < ROWNO; zy++)
if (check_map_spot(zx, zy, oclass, material)) {
unmap_object(zx, zy);
change_made = TRUE;
}
return change_made;
}
/* look for gold, on the floor or in monsters' possession */
int
gold_detect(sobj)
register struct obj *sobj;
{
register struct obj *obj;
register struct monst *mtmp;
struct obj gold, *temp = 0;
boolean stale, ugold = FALSE, steedgold = FALSE;
int ter_typ = TER_DETECT | TER_OBJ;
g.known = stale = clear_stale_map(COIN_CLASS,
(unsigned) (sobj->blessed ? GOLD : 0));
/* look for gold carried by monsters (might be in a container) */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp) || (mtmp->isgd && !mtmp->mx))
continue;
if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
if (mtmp == u.usteed) {
steedgold = TRUE;
} else {
g.known = TRUE;
goto outgoldmap; /* skip further searching */
}
} else {
for (obj = mtmp->minvent; obj; obj = obj->nobj)
if ((sobj->blessed && o_material(obj, GOLD))
|| o_in(obj, COIN_CLASS)) {
if (mtmp == u.usteed) {
steedgold = TRUE;
} else {
g.known = TRUE;
goto outgoldmap; /* skip further searching */
}
}
}
}
/* look for gold objects */
for (obj = fobj; obj; obj = obj->nobj) {
if (sobj->blessed && o_material(obj, GOLD)) {
g.known = TRUE;
if (obj->ox != u.ux || obj->oy != u.uy)
goto outgoldmap;
} else if (o_in(obj, COIN_CLASS)) {
g.known = TRUE;
if (obj->ox != u.ux || obj->oy != u.uy)
goto outgoldmap;
}
}
if (!g.known) {
/* no gold found on floor or monster's inventory.
adjust message if you have gold in your inventory */
if (sobj) {
char buf[BUFSZ];
if (g.youmonst.data == &mons[PM_GOLD_GOLEM])
Sprintf(buf, "You feel like a million %s!", currency(2L));
else if (money_cnt(g.invent) || hidden_gold())
Strcpy(buf,
"You feel worried about your future financial situation.");
else if (steedgold)
Sprintf(buf, "You feel interested in %s financial situation.",
s_suffix(x_monnam(u.usteed,
u.usteed->mtame ? ARTICLE_YOUR
: ARTICLE_THE,
(char *) 0,
SUPPRESS_SADDLE, FALSE)));
else
Strcpy(buf, "You feel materially poor.");
strange_feeling(sobj, buf);
}
return 1;
}
/* only under me - no separate display required */
if (stale)
docrt();
You("notice some gold between your %s.", makeplural(body_part(FOOT)));
return 0;
outgoldmap:
cls();
(void) unconstrain_map();
/* Discover gold locations. */
for (obj = fobj; obj; obj = obj->nobj) {
if (sobj->blessed && (temp = o_material(obj, GOLD)) != 0) {
if (temp != obj) {
temp->ox = obj->ox;
temp->oy = obj->oy;
}
map_object(temp, 1);
} else if ((temp = o_in(obj, COIN_CLASS)) != 0) {
if (temp != obj) {
temp->ox = obj->ox;
temp->oy = obj->oy;
}
map_object(temp, 1);
}
if (temp && temp->ox == u.ux && temp->oy == u.uy)
ugold = TRUE;
}
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp) || (mtmp->isgd && !mtmp->mx))
continue;
temp = 0;
if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
gold = cg.zeroobj; /* ensure oextra is cleared too */
gold.otyp = GOLD_PIECE;
gold.quan = (long) rnd(10); /* usually more than 1 */
gold.ox = mtmp->mx;
gold.oy = mtmp->my;
map_object(&gold, 1);
temp = &gold;
} else {
for (obj = mtmp->minvent; obj; obj = obj->nobj)
if (sobj->blessed && (temp = o_material(obj, GOLD)) != 0) {
temp->ox = mtmp->mx;
temp->oy = mtmp->my;
map_object(temp, 1);
break;
} else if ((temp = o_in(obj, COIN_CLASS)) != 0) {
temp->ox = mtmp->mx;
temp->oy = mtmp->my;
map_object(temp, 1);
break;
}
}
if (temp && temp->ox == u.ux && temp->oy == u.uy)
ugold = TRUE;
}
if (!ugold) {
newsym(u.ux, u.uy);
ter_typ |= TER_MON; /* so autodescribe will recognize hero */
}
You_feel("very greedy, and sense gold!");
exercise(A_WIS, TRUE);
browse_map(ter_typ, "gold");
reconstrain_map();
docrt();
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
return 0;
}
/* returns 1 if nothing was detected, 0 if something was detected */
int
food_detect(sobj)
register struct obj *sobj;
{
register struct obj *obj;
register struct monst *mtmp;
register int ct = 0, ctu = 0;
boolean confused = (Confusion || (sobj && sobj->cursed)), stale;
char oclass = confused ? POTION_CLASS : FOOD_CLASS;
const char *what = confused ? something : "food";
stale = clear_stale_map(oclass, 0);
if (u.usteed) /* some situations leave steed with stale coordinates */
u.usteed->mx = u.ux, u.usteed->my = u.uy;
for (obj = fobj; obj; obj = obj->nobj)
if (o_in(obj, oclass)) {
if (obj->ox == u.ux && obj->oy == u.uy)
ctu++;
else
ct++;
}
for (mtmp = fmon; mtmp && (!ct || !ctu); mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp) || (mtmp->isgd && !mtmp->mx))
continue;
for (obj = mtmp->minvent; obj; obj = obj->nobj)
if (o_in(obj, oclass)) {
if (mtmp->mx == u.ux && mtmp->my == u.uy)
ctu++; /* steed or an engulfer with inventory */
else
ct++;
break;
}
}
if (!ct && !ctu) {
g.known = stale && !confused;
if (stale) {
docrt();
You("sense a lack of %s nearby.", what);
if (sobj && sobj->blessed) {
if (!u.uedibility)
Your("%s starts to tingle.", body_part(NOSE));
u.uedibility = 1;
}
} else if (sobj) {
char buf[BUFSZ];
Sprintf(buf, "Your %s twitches%s.", body_part(NOSE),
(sobj->blessed && !u.uedibility)
? " then starts to tingle"
: "");
if (sobj->blessed && !u.uedibility) {
boolean savebeginner = flags.beginner;
flags.beginner = FALSE; /* prevent non-delivery of message */
strange_feeling(sobj, buf);
flags.beginner = savebeginner;
u.uedibility = 1;
} else
strange_feeling(sobj, buf);
}
return !stale;
} else if (!ct) {
g.known = TRUE;
You("%s %s nearby.", sobj ? "smell" : "sense", what);
if (sobj && sobj->blessed) {
if (!u.uedibility)
pline("Your %s starts to tingle.", body_part(NOSE));
u.uedibility = 1;
}
} else {
struct obj *temp;
int ter_typ = TER_DETECT | TER_OBJ;
g.known = TRUE;
cls();
(void) unconstrain_map();
for (obj = fobj; obj; obj = obj->nobj)
if ((temp = o_in(obj, oclass)) != 0) {
if (temp != obj) {
temp->ox = obj->ox;
temp->oy = obj->oy;
}
map_object(temp, 1);
}
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp) || (mtmp->isgd && !mtmp->mx))
continue;
for (obj = mtmp->minvent; obj; obj = obj->nobj)
if ((temp = o_in(obj, oclass)) != 0) {
temp->ox = mtmp->mx;
temp->oy = mtmp->my;
map_object(temp, 1);
break; /* skip rest of this monster's inventory */
}
}
if (!ctu) {
newsym(u.ux, u.uy);
ter_typ |= TER_MON; /* for autodescribe of self */
}
if (sobj) {
if (sobj->blessed) {
Your("%s %s to tingle and you smell %s.", body_part(NOSE),
u.uedibility ? "continues" : "starts", what);
u.uedibility = 1;
} else
Your("%s tingles and you smell %s.", body_part(NOSE), what);
} else
You("sense %s.", what);
exercise(A_WIS, TRUE);
browse_map(ter_typ, "food");
reconstrain_map();
docrt();
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
}
return 0;
}
/*
* Used for scrolls, potions, spells, and crystal balls. Returns:
*
* 1 - nothing was detected
* 0 - something was detected
*/
int
object_detect(detector, class)
struct obj *detector; /* object doing the detecting */
int class; /* an object class, 0 for all */
{
register int x, y;
char stuff[BUFSZ];
int is_cursed = (detector && detector->cursed);
int do_dknown = (detector && (detector->oclass == POTION_CLASS
|| detector->oclass == SPBOOK_CLASS)
&& detector->blessed);
int ct = 0, ctu = 0;
register struct obj *obj, *otmp = (struct obj *) 0;
register struct monst *mtmp;
int sym, boulder = 0, ter_typ = TER_DETECT | TER_OBJ;
if (class < 0 || class >= MAXOCLASSES) {
impossible("object_detect: illegal class %d", class);
class = 0;
}
/* Special boulder symbol check - does the class symbol happen
* to match showsyms[SYM_BOULDER + SYM_OFF_X] which is user-defined.
* If so, that means we aren't sure what they really wanted to
* detect. Rather than trump anything, show both possibilities.
* We can exclude checking the buried obj chain for boulders below.
*/
sym = class ? def_oc_syms[class].sym : 0;
if (sym && sym == g.showsyms[SYM_BOULDER + SYM_OFF_X])
boulder = ROCK_CLASS;
if (Hallucination || (Confusion && class == SCROLL_CLASS))
Strcpy(stuff, something);
else
Strcpy(stuff, class ? def_oc_syms[class].name : "objects");
if (boulder && class != ROCK_CLASS)
Strcat(stuff, " and/or large stones");
if (do_dknown)
for (obj = g.invent; obj; obj = obj->nobj)
do_dknown_of(obj);
for (obj = fobj; obj; obj = obj->nobj) {
if ((!class && !boulder) || o_in(obj, class) || o_in(obj, boulder)) {
if (obj->ox == u.ux && obj->oy == u.uy)
ctu++;
else
ct++;
}
if (do_dknown)
do_dknown_of(obj);
}
for (obj = g.level.buriedobjlist; obj; obj = obj->nobj) {
if (!class || o_in(obj, class)) {
if (obj->ox == u.ux && obj->oy == u.uy)
ctu++;
else
ct++;
}
if (do_dknown)
do_dknown_of(obj);
}
if (u.usteed)
u.usteed->mx = u.ux, u.usteed->my = u.uy;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp) || (mtmp->isgd && !mtmp->mx))
continue;
for (obj = mtmp->minvent; obj; obj = obj->nobj) {
if ((!class && !boulder) || o_in(obj, class)
|| o_in(obj, boulder))
ct++;
if (do_dknown)
do_dknown_of(obj);
}
if ((is_cursed && M_AP_TYPE(mtmp) == M_AP_OBJECT
&& (!class || class == objects[mtmp->mappearance].oc_class))
|| (findgold(mtmp->minvent) && (!class || class == COIN_CLASS))) {
ct++;
break;
}
}
if (!clear_stale_map(!class ? ALL_CLASSES : class, 0) && !ct) {
if (!ctu) {
if (detector)
strange_feeling(detector, "You feel a lack of something.");
return 1;
}
You("sense %s nearby.", stuff);
return 0;
}
cls();
(void) unconstrain_map();
/*
* Map all buried objects first.
*/
for (obj = g.level.buriedobjlist; obj; obj = obj->nobj)
if (!class || (otmp = o_in(obj, class)) != 0) {
if (class) {
if (otmp != obj) {
otmp->ox = obj->ox;
otmp->oy = obj->oy;
}
map_object(otmp, 1);
} else
map_object(obj, 1);
}
/*
* If we are mapping all objects, map only the top object of a pile or
* the first object in a monster's inventory. Otherwise, go looking
* for a matching object class and display the first one encountered
* at each location.
*
* Objects on the floor override buried objects.
*/
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++)
for (obj = g.level.objects[x][y]; obj; obj = obj->nexthere)
if ((!class && !boulder) || (otmp = o_in(obj, class)) != 0
|| (otmp = o_in(obj, boulder)) != 0) {
if (class || boulder) {
if (otmp != obj) {
otmp->ox = obj->ox;
otmp->oy = obj->oy;
}
map_object(otmp, 1);
} else
map_object(obj, 1);
break;
}
/* Objects in the monster's inventory override floor objects. */
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp) || (mtmp->isgd && !mtmp->mx))
continue;
for (obj = mtmp->minvent; obj; obj = obj->nobj)
if ((!class && !boulder) || (otmp = o_in(obj, class)) != 0
|| (otmp = o_in(obj, boulder)) != 0) {
if (!class && !boulder)
otmp = obj;
otmp->ox = mtmp->mx; /* at monster location */
otmp->oy = mtmp->my;
map_object(otmp, 1);
break;
}
/* Allow a mimic to override the detected objects it is carrying. */
if (is_cursed && M_AP_TYPE(mtmp) == M_AP_OBJECT
&& (!class || class == objects[mtmp->mappearance].oc_class)) {
struct obj temp;
temp = cg.zeroobj;
temp.otyp = mtmp->mappearance; /* needed for obj_to_glyph() */
temp.quan = 1L;
temp.ox = mtmp->mx;
temp.oy = mtmp->my;
temp.corpsenm = PM_TENGU; /* if mimicing a corpse */
map_object(&temp, 1);
} else if (findgold(mtmp->minvent)
&& (!class || class == COIN_CLASS)) {
struct obj gold;
gold = cg.zeroobj; /* ensure oextra is cleared too */
gold.otyp = GOLD_PIECE;
gold.quan = (long) rnd(10); /* usually more than 1 */
gold.ox = mtmp->mx;
gold.oy = mtmp->my;
map_object(&gold, 1);
}
}
if (!glyph_is_object(glyph_at(u.ux, u.uy))) {
newsym(u.ux, u.uy);
ter_typ |= TER_MON;
}
You("detect the %s of %s.", ct ? "presence" : "absence", stuff);
if (!ct)
display_nhwindow(WIN_MAP, TRUE);
else
browse_map(ter_typ, "object");
reconstrain_map();
docrt(); /* this will correctly reset vision */
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
return 0;
}
/*
* Used by: crystal balls, potions, fountains
*
* Returns 1 if nothing was detected.
* Returns 0 if something was detected.
*/
int
monster_detect(otmp, mclass)
register struct obj *otmp; /* detecting object (if any) */
int mclass; /* monster class, 0 for all */
{
register struct monst *mtmp;
int mcnt = 0;
/* Note: This used to just check fmon for a non-zero value
* but in versions since 3.3.0 fmon can test TRUE due to the
* presence of dmons, so we have to find at least one
* with positive hit-points to know for sure.
*/
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp) || (mtmp->isgd && !mtmp->mx))
continue;
++mcnt;
break; /* no need for full count, just 1 or more vs 0 */
}
if (!mcnt) {
if (otmp)
strange_feeling(otmp, Hallucination
? "You get the heebie jeebies."
: "You feel threatened.");
return 1;
} else {
boolean unconstrained, woken = FALSE;
unsigned swallowed = u.uswallow; /* before unconstrain_map() */
cls();
unconstrained = unconstrain_map();
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp) || (mtmp->isgd && !mtmp->mx))
continue;
if (!mclass || mtmp->data->mlet == mclass
|| (mtmp->data == &mons[PM_LONG_WORM]
&& mclass == S_WORM_TAIL))
map_monst(mtmp, TRUE);
if (otmp && otmp->cursed
&& (mtmp->msleeping || !mtmp->mcanmove)) {
mtmp->msleeping = mtmp->mfrozen = 0;
mtmp->mcanmove = 1;
woken = TRUE;
}
}
if (!swallowed)
display_self();
You("sense the presence of monsters.");
if (woken)
pline("Monsters sense the presence of you.");
if ((otmp && otmp->blessed) && !unconstrained) {
/* persistent detection--just show updated map */
display_nhwindow(WIN_MAP, TRUE);
} else {
/* one-shot detection--allow player to move cursor around and
get autodescribe feedback */
EDetect_monsters |= I_SPECIAL;
browse_map(TER_DETECT | TER_MON, "monster of interest");
EDetect_monsters &= ~I_SPECIAL;
}
reconstrain_map();
docrt(); /* redraw the screen to remove unseen monsters from map */
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
}
return 0;
}
static void
sense_trap(trap, x, y, src_cursed)
struct trap *trap;
xchar x, y;
int src_cursed;
{
if (Hallucination || src_cursed) {
struct obj obj; /* fake object */
obj = cg.zeroobj;
if (trap) {
obj.ox = trap->tx;
obj.oy = trap->ty;
} else {
obj.ox = x;
obj.oy = y;
}
obj.otyp = !Hallucination ? GOLD_PIECE : random_object(rn2);
obj.quan = (long) ((obj.otyp == GOLD_PIECE) ? rnd(10)
: objects[obj.otyp].oc_merge ? rnd(2) : 1);
obj.corpsenm = random_monster(rn2); /* if otyp == CORPSE */
map_object(&obj, 1);
} else if (trap) {
map_trap(trap, 1);
trap->tseen = 1;
} else { /* trapped door or trapped chest */
struct trap temp_trap; /* fake trap */
(void) memset((genericptr_t) &temp_trap, 0, sizeof temp_trap);
temp_trap.tx = x;
temp_trap.ty = y;
temp_trap.ttyp = BEAR_TRAP; /* some kind of trap */
map_trap(&temp_trap, 1);
}
}
#define OTRAP_NONE 0 /* nothing found */
#define OTRAP_HERE 1 /* found at hero's location */
#define OTRAP_THERE 2 /* found at any other location */
/* check a list of objects for chest traps; return 1 if found at <ux,uy>,
2 if found at some other spot, 3 if both, 0 otherwise; optionally
update the map to show where such traps were found */
static int
detect_obj_traps(objlist, show_them, how)
struct obj *objlist;
boolean show_them;
int how; /* 1 for misleading map feedback */
{
struct obj *otmp;
xchar x, y;
int result = OTRAP_NONE;
/*
* TODO? Display locations of unarmed land mine and beartrap objects.
* If so, should they be displayed as objects or as traps?
*/
for (otmp = objlist; otmp; otmp = otmp->nobj) {
if (Is_box(otmp) && otmp->otrapped
&& get_obj_location(otmp, &x, &y, BURIED_TOO | CONTAINED_TOO)) {
result |= (x == u.ux && y == u.uy) ? OTRAP_HERE : OTRAP_THERE;
if (show_them)
sense_trap((struct trap *) 0, x, y, how);
}
if (Has_contents(otmp))
result |= detect_obj_traps(otmp->cobj, show_them, how);
}
return result;
}
/* the detections are pulled out so they can
* also be used in the crystal ball routine
* returns 1 if nothing was detected
* returns 0 if something was detected
*/
int
trap_detect(sobj)
struct obj *sobj; /* null if crystal ball, *scroll if gold detection scroll */
{
register struct trap *ttmp;
struct monst *mon;
int door, glyph, tr, ter_typ = TER_DETECT | TER_TRP;
int cursed_src = sobj && sobj->cursed;
boolean found = FALSE;
coord cc;
if (u.usteed)
u.usteed->mx = u.ux, u.usteed->my = u.uy;
/* floor/ceiling traps */
for (ttmp = g.ftrap; ttmp; ttmp = ttmp->ntrap) {
if (ttmp->tx != u.ux || ttmp->ty != u.uy)
goto outtrapmap;
else
found = TRUE;
}
/* chest traps (might be buried or carried) */
if ((tr = detect_obj_traps(fobj, FALSE, 0)) != OTRAP_NONE) {
if (tr & OTRAP_THERE)
goto outtrapmap;
else
found = TRUE;
}
if ((tr = detect_obj_traps(g.level.buriedobjlist, FALSE, 0))
!= OTRAP_NONE) {
if (tr & OTRAP_THERE)
goto outtrapmap;
else
found = TRUE;
}
for (mon = fmon; mon; mon = mon->nmon) {
if (DEADMONSTER(mon) || (mon->isgd && !mon->mx))
continue;
if ((tr = detect_obj_traps(mon->minvent, FALSE, 0)) != OTRAP_NONE) {
if (tr & OTRAP_THERE)
goto outtrapmap;
else
found = TRUE;
}
}
if (detect_obj_traps(g.invent, FALSE, 0) != OTRAP_NONE)
found = TRUE;
/* door traps */
for (door = 0; door < g.doorindex; door++) {
cc = g.doors[door];
if (levl[cc.x][cc.y].doormask & D_TRAPPED) {
if (cc.x != u.ux || cc.y != u.uy)
goto outtrapmap;
else
found = TRUE;
}
}
if (!found) {
char buf[BUFSZ];
Sprintf(buf, "Your %s stop itching.", makeplural(body_part(TOE)));
strange_feeling(sobj, buf);
return 1;
}
/* traps exist, but only under me - no separate display required */
Your("%s itch.", makeplural(body_part(TOE)));
return 0;
outtrapmap:
cls();
(void) unconstrain_map();
/* show chest traps first, so that subsequent floor trap display
will override if both types are present at the same location */
(void) detect_obj_traps(fobj, TRUE, cursed_src);
(void) detect_obj_traps(g.level.buriedobjlist, TRUE, cursed_src);
for (mon = fmon; mon; mon = mon->nmon) {
if (DEADMONSTER(mon) || (mon->isgd && !mon->mx))
continue;
(void) detect_obj_traps(mon->minvent, TRUE, cursed_src);
}
(void) detect_obj_traps(g.invent, TRUE, cursed_src);
for (ttmp = g.ftrap; ttmp; ttmp = ttmp->ntrap)
sense_trap(ttmp, 0, 0, cursed_src);
for (door = 0; door < g.doorindex; door++) {
cc = g.doors[door];
if (levl[cc.x][cc.y].doormask & D_TRAPPED)
sense_trap((struct trap *) 0, cc.x, cc.y, cursed_src);
}
/* redisplay hero unless sense_trap() revealed something at <ux,uy> */
glyph = glyph_at(u.ux, u.uy);
if (!(glyph_is_trap(glyph) || glyph_is_object(glyph))) {
newsym(u.ux, u.uy);
ter_typ |= TER_MON; /* for autodescribe at <u.ux,u.uy> */
}
You_feel("%s.", cursed_src ? "very greedy" : "entrapped");
browse_map(ter_typ, "trap of interest");
reconstrain_map();
docrt(); /* redraw the screen to remove unseen traps from the map */
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
return 0;
}
static int
furniture_detect()
{
struct monst *mon;
int x, y, glyph, sym, found = 0, revealed = 0;
(void) unconstrain_map();
for (y = 0; y < ROWNO; ++y)
for (x = 1; x < COLNO; ++x) {
glyph = glyph_at(x, y);
sym = glyph_to_cmap(glyph);
if (IS_FURNITURE(levl[x][y].typ)) {
++found;
magic_map_background(x, y, 1);
} else if (is_cmap_furniture(sym)) {
++found;
if ((mon = m_at(x, y)) != 0
&& M_AP_TYPE(mon) == M_AP_FURNITURE)
seemimic(mon);
if (!mon || !canspotmon(mon))
map_invisible(x, y);
}
if (glyph_at(x, y) != glyph)
++revealed;
}
if (!found)
pline("There seems to be nothing of interest on this level.");
else if (!revealed)
/* [what about clipped map with points of interest outside of the
currently shown area?] */
Your("map already shows all relevant locations.");
if (!revealed)
display_nhwindow(WIN_MAP, TRUE);
else /* we need to browse all types because we haven't redrawn the map
* with only points of interest */
browse_map(TER_DETECT | TER_MAP | TER_TRP | TER_OBJ | TER_MON,
"location");
reconstrain_map();
docrt(); /* redraw everything */
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
return 0;
}
const char *
level_distance(where)
d_level *where;
{
register schar ll = depth(&u.uz) - depth(where);
register boolean indun = (u.uz.dnum == where->dnum);
if (ll < 0) {
if (ll < (-8 - rn2(3)))
if (!indun)
return "far away";
else
return "far below";
else if (ll < -1)
if (!indun)
return "away below you";
else
return "below you";
else if (!indun)
return "in the distance";
else
return "just below";
} else if (ll > 0) {
if (ll > (8 + rn2(3)))
if (!indun)
return "far away";
else
return "far above";
else if (ll > 1)
if (!indun)
return "away above you";
else
return "above you";
else if (!indun)
return "in the distance";
else
return "just above";
} else if (!indun)
return "in the distance";
else
return "near you";
}
/*
* This could be made a lot more useful. Especially now that
* amnesia no longer causes levels to be forgotten. Perhaps a
* menu, and it ought to include the entrance to Vlad's Tower,
* one of the few things that requires active searching/mapping
* to find. And once the Wizard is in play, he is easy for the
* game to locate but not necessarily for the player.
*/
static const struct crystalballlevels {
const char *what;
d_level *where;
} level_detects[] = {
{ "Delphi", &oracle_level },
{ "Medusa's lair", &medusa_level },
{ "a castle", &stronghold_level },
{ "the Wizard of Yendor's tower", &wiz1_level },
};
void
use_crystal_ball(optr)
struct obj **optr;
{
char ch;
int oops;
struct obj *obj = *optr;
boolean charged = (obj->spe > 0);
if (Blind) {
pline("Too bad you can't see %s.", the(xname(obj)));
return;
}
oops = is_quest_artifact(obj) ? 8 : obj->blessed ? 16 : 20;
if (charged && (obj->cursed || rnd(oops) > ACURR(A_INT))) {
long impair = (long) rnd(100 - 3 * ACURR(A_INT));
switch (rnd((obj->oartifact || obj->blessed) ? 4 : 5)) {
case 1:
pline("%s too much to comprehend!", Tobjnam(obj, "are"));
break;
case 2:
pline("%s you!", Tobjnam(obj, "confuse"));
make_confused((HConfusion & TIMEOUT) + impair, FALSE);
break;
case 3:
if (!resists_blnd(&g.youmonst)) {
pline("%s your vision!", Tobjnam(obj, "damage"));
make_blinded((Blinded & TIMEOUT) + impair, FALSE);
if (!Blind)
Your1(vision_clears);
} else {
pline("%s your vision.", Tobjnam(obj, "assault"));
You("are unaffected!");
}
break;
case 4:
pline("%s your mind!", Tobjnam(obj, "zap"));
(void) make_hallucinated((HHallucination & TIMEOUT) + impair,
FALSE, 0L);
break;
case 5:
pline("%s!", Tobjnam(obj, "explode"));
useup(obj);
*optr = obj = 0; /* it's gone */
/* physical damage cause by the shards and force */
losehp(Maybe_Half_Phys(rnd(30)), "exploding crystal ball",
KILLED_BY_AN);
break;
}
if (obj)
consume_obj_charge(obj, TRUE);
return;
}
if (Hallucination) {
nomul(-rnd(charged ? 4 : 2));
g.multi_reason = "gazing into a Magic 8-Ball (tm)";
g.nomovemsg = "";
if (!charged) {
pline("All you see is funky %s haze.", hcolor((char *) 0));
if (obj->spe < 0)
goto implode; /* destroy it when it has been cancelled */
} else {
switch (rnd(6)) {
case 1:
You("grok some groovy globs of incandescent lava.");
break;
case 2:
pline("Whoa! Psychedelic colors, %s!",
poly_gender() == 1 ? "babe" : "dude");
break;
case 3:
pline_The("crystal pulses with sinister %s light!",
hcolor((char *) 0));
break;
case 4:
You_see("goldfish swimming above fluorescent rocks.");
break;
case 5:
You_see(
"tiny snowflakes spinning around a miniature farmhouse.");
break;
default:
pline("Oh wow... like a kaleidoscope!");
break;
}
consume_obj_charge(obj, TRUE);
}
return;
}
/* read a single character */
if (flags.verbose)
You("may look for an object, monster, or special map symbol.");
ch = yn_function("What do you look for?", (char *) 0, '\0');
/* Don't filter out ' ' here; it has a use */
if ((ch != def_monsyms[S_GHOST].sym) && index(quitchars, ch)) {
if (flags.verbose)
pline1(Never_mind);
return;
}
/* Possible extension:
* If ch=='?', ask whether player wants to find scrolls or is asking
* for help in using the crystal ball.
*/
You("peer into %s...", the(xname(obj)));
nomul(-rnd(charged ? 10 : 2));
g.multi_reason = "gazing into a crystal ball";
g.nomovemsg = "";
if (!charged) {
pline_The("vision is unclear.");
if (obj->spe < 0) { /* destroy ball if used after being cancelled */
implode: /* no damage to hero but 'multi' has a small negative value */
pline("%s!", Tobjnam(obj, "implode"));
useup(obj);
*optr = obj = (struct obj *) 0; /* it's gone */
return;
}
} else {
int class, i;
int ret = 0;
makeknown(CRYSTAL_BALL);
consume_obj_charge(obj, TRUE);
/* special case: accept ']' as synonym for mimic
* we have to do this before the def_char_to_objclass check
*/
if (ch == DEF_MIMIC_DEF)
ch = DEF_MIMIC;
/* checking furnture before objects allows '_' to find altars
(along with other furniture) instead of finding iron chains */
if (def_char_is_furniture(ch) >= 0) {
ret = furniture_detect();
} else if ((class = def_char_to_objclass(ch)) != MAXOCLASSES) {
ret = object_detect((struct obj *) 0, class);
} else if ((class = def_char_to_monclass(ch)) != MAXMCLASSES) {
ret = monster_detect((struct obj *) 0, class);
} else if (g.showsyms[SYM_BOULDER + SYM_OFF_X]
&& (ch == g.showsyms[SYM_BOULDER + SYM_OFF_X])) {
ret = object_detect((struct obj *) 0, ROCK_CLASS);
} else if (ch == '^') {
ret = trap_detect((struct obj *) 0);
} else {
i = rn2(SIZE(level_detects));
You_see("%s, %s.", level_detects[i].what,
level_distance(level_detects[i].where));
ret = 0;
}
if (ret) {
if (!rn2(100)) /* make them nervous */
You_see("the Wizard of Yendor gazing out at you.");
else
pline_The("vision is unclear.");
}
}
return;
}
static void
show_map_spot(x, y)
register int x, y;
{
struct rm *lev;
struct trap *t;
int oldglyph;
if (Confusion && rn2(7))
return;
lev = &levl[x][y];
lev->seenv = SVALL;
/* Secret corridors are found, but not secret doors. */
if (lev->typ == SCORR) {
lev->typ = CORR;
unblock_point(x, y);
}
/*
* Force the real background, then if it's not furniture and there's
* a known trap there, display the trap, else if there was an object
* shown there, redisplay the object. So during mapping, furniture
* takes precedence over traps, which take precedence over objects,
* opposite to how normal vision behaves.
*/
oldglyph = glyph_at(x, y);
if (g.level.flags.hero_memory) {
magic_map_background(x, y, 0);
newsym(x, y); /* show it, if not blocked */
} else {
magic_map_background(x, y, 1); /* display it */
}
if (!IS_FURNITURE(lev->typ)) {
if ((t = t_at(x, y)) != 0 && t->tseen) {
map_trap(t, 1);
} else if (glyph_is_trap(oldglyph) || glyph_is_object(oldglyph)) {
show_glyph(x, y, oldglyph);
if (g.level.flags.hero_memory)
lev->glyph = oldglyph;
}
}
}
void
do_mapping()
{
register int zx, zy;
boolean unconstrained;
unconstrained = unconstrain_map();
for (zx = 1; zx < COLNO; zx++)
for (zy = 0; zy < ROWNO; zy++)
show_map_spot(zx, zy);
if (!g.level.flags.hero_memory || unconstrained) {
flush_screen(1); /* flush temp screen */
/* browse_map() instead of display_nhwindow(WIN_MAP, TRUE) */
browse_map(TER_DETECT | TER_MAP | TER_TRP | TER_OBJ,
"anything of interest");
docrt();
}
reconstrain_map();
exercise(A_WIS, TRUE);
}
/* clairvoyance */
void
do_vicinity_map(sobj)
struct obj *sobj; /* scroll--actually fake spellbook--object */
{
register int zx, zy;
struct monst *mtmp;
struct obj *otmp;
long save_EDetect_mons;
char save_viz_uyux;
boolean unconstrained, refresh = FALSE,
mdetected = FALSE, odetected = FALSE,
/* fake spellbook 'sobj' implies hero has cast the spell;
when book is blessed, casting is skilled or expert level;
if already clairvoyant, non-skilled spell acts like skilled */
extended = (sobj && (sobj->blessed || Clairvoyant)),
random_farsight = !sobj;
int newglyph, oldglyph,
lo_y = ((u.uy - 5 < 0) ? 0 : u.uy - 5),
hi_y = ((u.uy + 6 >= ROWNO) ? ROWNO - 1 : u.uy + 6),
lo_x = ((u.ux - 9 < 1) ? 1 : u.ux - 9), /* avoid column 0 */
hi_x = ((u.ux + 10 >= COLNO) ? COLNO - 1 : u.ux + 10),
ter_typ = TER_DETECT | TER_MAP | TER_TRP | TER_OBJ;
/*
* 3.6.0 attempted to emphasize terrain over transient map
* properties (monsters and objects) but that led to problems.
* Notably, known trap would be displayed instead of a monster
* on or in it and then the display remained that way after the
* clairvoyant snapshot finished. That could have been fixed by
* issuing --More-- and then regular vision update, but we want
* to avoid that when having a clairvoyant episode every N turns
* (from donating to a temple priest or by carrying the Amulet).
* Unlike when casting the spell, it is much too intrustive when
* in the midst of walking around or combatting monsters.
*
* As of 3.6.2, show terrain, then object, then monster like regular
* map updating, except in this case the map locations get marked
* as seen from every direction rather than just from direction of
* hero. Skilled spell marks revealed objects as 'seen up close'
* (but for piles, only the top item) and shows monsters as if
* detected. Non-skilled and timed clairvoyance reveals non-visible
* monsters as 'remembered, unseen'.
*/
/* if hero is engulfed, show engulfer at <u.ux,u.uy> */
save_viz_uyux = g.viz_array[u.uy][u.ux];
if (u.uswallow)
g.viz_array[u.uy][u.ux] |= IN_SIGHT; /* <x,y> are reversed to [y][x] */
save_EDetect_mons = EDetect_monsters;
/* for skilled spell, getpos() scanning of the map will display all
monsters within range; otherwise, "unseen creature" will be shown */
EDetect_monsters |= I_SPECIAL;
unconstrained = unconstrain_map();
for (zx = lo_x; zx <= hi_x; zx++)
for (zy = lo_y; zy <= hi_y; zy++) {
oldglyph = glyph_at(zx, zy);
/* this will remove 'remembered, unseen mon' (and objects) */
show_map_spot(zx, zy);
/* if there are any objects here, see the top one */
if (OBJ_AT(zx, zy)) {
/* not vobj_at(); this is not vision-based access;
unlike object detection, we don't notice buried items */
otmp = g.level.objects[zx][zy];
if (extended)
otmp->dknown = 1;
map_object(otmp, TRUE);
newglyph = glyph_at(zx, zy);
/* if otmp is underwater, we'll need to redisplay the water */
if (newglyph != oldglyph && covers_objects(zx, zy))
odetected = TRUE;
}
/* if there is a monster here, see or detect it,
possibly as "remembered, unseen monster" */
if ((mtmp = m_at(zx, zy)) != 0
&& mtmp->mx == zx && mtmp->my == zy) { /* skip worm tails */
/* if we're going to offer browse_map()/getpos() scanning of
the map and we're not doing extended/blessed clairvoyance
(hence must be swallowed or underwater), show "unseen
creature" unless map already displayed a monster here */
if ((unconstrained || !g.level.flags.hero_memory)
&& !extended && (zx != u.ux || zy != u.uy)
&& !glyph_is_monster(oldglyph))
map_invisible(zx, zy);
else
map_monst(mtmp, FALSE);
newglyph = glyph_at(zx, zy);
if (extended && newglyph != oldglyph
&& !glyph_is_invisible(newglyph))
mdetected = TRUE;
}
}
/* when this instance of clairvoyance is random (see allmain()) and
the only reason to browse the map is that previously undetected
monster(s) or object(s) have been revealed, player can prevent
the you-sense-your-surroundings message and browse operation from
happening by setting 'quick_farsight' option; for clairvoyance
spell, that option is ignored because the message and the pause
for map browsing isn't as intrusive in that circumstance */
if (random_farsight && flags.quick_farsight)
mdetected = odetected = FALSE;
if (!g.level.flags.hero_memory || unconstrained
|| mdetected || odetected) {
flush_screen(1); /* flush temp screen */
/* the getpos() prompt from browse_map() is only shown when
flags.verbose is set, but make this unconditional so that
not-verbose users become aware of the prompting situation */
You("sense your surroundings.");
if (extended || glyph_is_monster(glyph_at(u.ux, u.uy)))
ter_typ |= TER_MON;
browse_map(ter_typ, "anything of interest");
refresh = TRUE;
}
reconstrain_map();
EDetect_monsters = save_EDetect_mons;
g.viz_array[u.uy][u.ux] = save_viz_uyux;
/* replace monsters with remembered,unseen monster, then run
see_monsters() to update visible ones and warned-of ones */
for (zx = lo_x; zx <= hi_x; zx++)
for (zy = lo_y; zy <= hi_y; zy++) {
if (zx == u.ux && zy == u.uy)
continue;
newglyph = glyph_at(zx, zy);
if (glyph_is_monster(newglyph)
&& glyph_to_mon(newglyph) != PM_LONG_WORM_TAIL) {
/* map_invisible() was unconditional here but that made
remembered objects be forgotten for the case where a
monster is immediately redrawn by see_monsters() */
if ((mtmp = m_at(zx, zy)) == 0 || !canspotmon(mtmp))
map_invisible(zx, zy);
}
}
see_monsters();
if (refresh)
docrt();
}
/* convert a secret door into a normal door */
void
cvt_sdoor_to_door(lev)
struct rm *lev;
{
int newmask = lev->doormask & ~WM_MASK;
if (Is_rogue_level(&u.uz)) {
/* rogue didn't have doors, only doorways */
newmask = D_NODOOR;
} else {
/* newly exposed door is closed */
if (!(newmask & D_LOCKED))
newmask |= D_CLOSED;
}
lev->typ = DOOR;
lev->doormask = newmask;
}
/* find something at one location; it should find all somethings there
since it is used for magical detection rather than physical searching */
static void
findone(zx, zy, num)
int zx, zy;
genericptr_t num;
{
register struct trap *ttmp;
register struct monst *mtmp;
/*
* This used to use if/else-if/else-if/else/end-if but that only
* found the first hidden thing at the location. Two hidden things
* at the same spot is uncommon, but it's possible for an undetected
* monster to be hiding at the location of an unseen trap.
*/
if (levl[zx][zy].typ == SDOOR) {
cvt_sdoor_to_door(&levl[zx][zy]); /* .typ = DOOR */
magic_map_background(zx, zy, 0);
newsym(zx, zy);
(*(int *) num)++;
} else if (levl[zx][zy].typ == SCORR) {
levl[zx][zy].typ = CORR;
unblock_point(zx, zy);
magic_map_background(zx, zy, 0);
newsym(zx, zy);
(*(int *) num)++;
}
if ((ttmp = t_at(zx, zy)) != 0 && !ttmp->tseen
/* [shouldn't successful 'find' reveal and activate statue traps?] */
&& ttmp->ttyp != STATUE_TRAP) {
ttmp->tseen = 1;
newsym(zx, zy);
(*(int *) num)++;
}
if ((mtmp = m_at(zx, zy)) != 0
/* brings hidden monster out of hiding even if already sensed */
&& (!canspotmon(mtmp) || mtmp->mundetected || M_AP_TYPE(mtmp))) {
if (M_AP_TYPE(mtmp)) {
seemimic(mtmp);
(*(int *) num)++;
} else if (mtmp->mundetected && (is_hider(mtmp->data)
|| hides_under(mtmp->data)
|| mtmp->data->mlet == S_EEL)) {
mtmp->mundetected = 0;
newsym(zx, zy);
(*(int *) num)++;
}
if (!canspotmon(mtmp) && !glyph_is_invisible(levl[zx][zy].glyph))
map_invisible(zx, zy);
} else if (unmap_invisible(zx, zy)) {
(*(int *) num)++;
}
}
static void
openone(zx, zy, num)
int zx, zy;
genericptr_t num;
{
register struct trap *ttmp;
register struct obj *otmp;
int *num_p = (int *) num;
if (OBJ_AT(zx, zy)) {
for (otmp = g.level.objects[zx][zy]; otmp; otmp = otmp->nexthere) {
if (Is_box(otmp) && otmp->olocked) {
otmp->olocked = 0;
(*num_p)++;
}
}
/* let it fall to the next cases. could be on trap. */
}
if (levl[zx][zy].typ == SDOOR
|| (levl[zx][zy].typ == DOOR
&& (levl[zx][zy].doormask & (D_CLOSED | D_LOCKED)))) {
if (levl[zx][zy].typ == SDOOR)
cvt_sdoor_to_door(&levl[zx][zy]); /* .typ = DOOR */
if (levl[zx][zy].doormask & D_TRAPPED) {
if (distu(zx, zy) < 3)
b_trapped("door", 0);
else
Norep("You %s an explosion!",
cansee(zx, zy) ? "see" : (!Deaf ? "hear"
: "feel the shock of"));
wake_nearto(zx, zy, 11 * 11);
levl[zx][zy].doormask = D_NODOOR;
} else
levl[zx][zy].doormask = D_ISOPEN;
unblock_point(zx, zy);
newsym(zx, zy);
(*num_p)++;
} else if (levl[zx][zy].typ == SCORR) {
levl[zx][zy].typ = CORR;
unblock_point(zx, zy);
newsym(zx, zy);
(*num_p)++;
} else if ((ttmp = t_at(zx, zy)) != 0) {
struct monst *mon;
boolean dummy; /* unneeded "you notice it arg" */
if (!ttmp->tseen && ttmp->ttyp != STATUE_TRAP) {
ttmp->tseen = 1;
newsym(zx, zy);
(*num_p)++;
}
mon = (zx == u.ux && zy == u.uy) ? &g.youmonst : m_at(zx, zy);
if (openholdingtrap(mon, &dummy)
|| openfallingtrap(mon, TRUE, &dummy))
(*num_p)++;
} else if (find_drawbridge(&zx, &zy)) {
/* make sure it isn't an open drawbridge */
open_drawbridge(zx, zy);
(*num_p)++;
}
}
/* returns number of things found */
int
findit()
{
int num = 0;
if (u.uswallow)
return 0;
do_clear_area(u.ux, u.uy, BOLT_LIM, findone, (genericptr_t) &num);
return num;
}
/* returns number of things found and opened */
int
openit()
{
int num = 0;
if (u.uswallow) {
if (is_animal(u.ustuck->data)) {
if (Blind)
pline("Its mouth opens!");
else
pline("%s opens its mouth!", Monnam(u.ustuck));
}
expels(u.ustuck, u.ustuck->data, TRUE);
return -1;
}
do_clear_area(u.ux, u.uy, BOLT_LIM, openone, (genericptr_t) &num);
return num;
}
/* callback hack for overriding vision in do_clear_area() */
boolean
detecting(func)
void FDECL((*func), (int, int, genericptr_t));
{
return (func == findone || func == openone);
}
void
find_trap(trap)
struct trap *trap;
{
boolean cleared = FALSE;
trap->tseen = 1;
exercise(A_WIS, TRUE);
feel_newsym(trap->tx, trap->ty);
/* The "Hallucination ||" is to preserve 3.6.1 behaviour, but this
behaviour might need a rework in the hallucination case
(e.g. to not prompt if any trap glyph appears on the square). */
if (Hallucination ||
levl[trap->tx][trap->ty].glyph != trap_to_glyph(trap)) {
/* There's too much clutter to see your find otherwise */
cls();
map_trap(trap, 1);
display_self();
cleared = TRUE;
}
You("find %s.", an(trapname(trap->ttyp, FALSE)));
if (cleared) {
display_nhwindow(WIN_MAP, TRUE); /* wait */
docrt();
}
}
static int
mfind0(mtmp, via_warning)
struct monst *mtmp;
boolean via_warning;
{
int x = mtmp->mx, y = mtmp->my;
boolean found_something = FALSE;
if (via_warning && !warning_of(mtmp))
return -1;
if (M_AP_TYPE(mtmp)) {
seemimic(mtmp);
found_something = TRUE;
} else {
/* this used to only be executed if a !canspotmon() test passed
but that failed to bring sensed monsters out of hiding */
found_something = !canspotmon(mtmp);
if (mtmp->mundetected && (is_hider(mtmp->data)
|| hides_under(mtmp->data)
|| mtmp->data->mlet == S_EEL)) {
if (via_warning) {
Your("warning senses cause you to take a second %s.",
Blind ? "to check nearby" : "look close by");
display_nhwindow(WIN_MESSAGE, FALSE); /* flush messages */
}
mtmp->mundetected = 0;
found_something = TRUE;
}
newsym(x, y);
}
if (found_something) {
if (!canspotmon(mtmp) && glyph_is_invisible(levl[x][y].glyph))
return -1; /* Found invisible monster in square which already has
* 'I' in it. Logically, this should still take time
* and lead to `return 1', but if we did that the hero
* would keep finding the same monster every turn. */
exercise(A_WIS, TRUE);
if (!canspotmon(mtmp)) {
map_invisible(x, y);
You_feel("an unseen monster!");
} else if (!sensemon(mtmp)) {
You("find %s.", mtmp->mtame ? y_monnam(mtmp) : a_monnam(mtmp));
}
return 1;
}
return 0;
}
int
dosearch0(aflag)
register int aflag; /* intrinsic autosearch vs explicit searching */
{
xchar x, y;
register struct trap *trap;
register struct monst *mtmp;
if (u.uswallow) {
if (!aflag)
pline("What are you looking for? The exit?");
} else {
int fund = (uwep && uwep->oartifact
&& spec_ability(uwep, SPFX_SEARCH)) ? uwep->spe : 0;
if (ublindf && ublindf->otyp == LENSES && !Blind)
fund += 2; /* JDS: lenses help searching */
if (fund > 5)
fund = 5;
for (x = u.ux - 1; x < u.ux + 2; x++)
for (y = u.uy - 1; y < u.uy + 2; y++) {
if (!isok(x, y))
continue;
if (x == u.ux && y == u.uy)
continue;
if (Blind && !aflag)
feel_location(x, y);
if (levl[x][y].typ == SDOOR) {
if (rnl(7 - fund))
continue;
cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
exercise(A_WIS, TRUE);
nomul(0);
feel_location(x, y); /* make sure it shows up */
You("find a hidden door.");
} else if (levl[x][y].typ == SCORR) {
if (rnl(7 - fund))
continue;
levl[x][y].typ = CORR;
unblock_point(x, y); /* vision */
exercise(A_WIS, TRUE);
nomul(0);
feel_newsym(x, y); /* make sure it shows up */
You("find a hidden passage.");
} else {
/* Be careful not to find anything in an SCORR or SDOOR */
if ((mtmp = m_at(x, y)) != 0 && !aflag) {
int mfres = mfind0(mtmp, 0);
if (mfres == -1)
continue;
else if (mfres > 0)
return mfres;
}
/* see if an invisible monster has moved--if Blind,
* feel_location() already did it
*/
if (!aflag && !mtmp && !Blind)
(void) unmap_invisible(x, y);
if ((trap = t_at(x, y)) && !trap->tseen && !rnl(8)) {
nomul(0);
if (trap->ttyp == STATUE_TRAP) {
if (activate_statue_trap(trap, x, y, FALSE))
exercise(A_WIS, TRUE);
return 1;
} else {
find_trap(trap);
}
}
}
}
}
return 1;
}
/* the 's' command -- explicit searching */
int
dosearch()
{
if (!iflags.menu_requested && !g.multi && monster_nearby()) {
char buf[QBUFSZ];
buf[0] = '\0';
if (iflags.cmdassist || !g.already_found_flag++)
Sprintf(buf, " Use '%s' prefix to force another search.",
visctrl(g.Cmd.spkeys[NHKF_REQMENU])); /* default is "m" */
Norep("You already found a monster.%s", buf);
return 0;
}
g.already_found_flag = 0; /* start over */
return dosearch0(0);
}
void
warnreveal()
{
int x, y;
struct monst *mtmp;
for (x = u.ux - 1; x <= u.ux + 1; x++)
for (y = u.uy - 1; y <= u.uy + 1; y++) {
if (!isok(x, y) || (x == u.ux && y == u.uy))
continue;
if ((mtmp = m_at(x, y)) != 0
&& warning_of(mtmp) && mtmp->mundetected)
(void) mfind0(mtmp, 1); /* via_warning */
}
}
/* Pre-map the sokoban levels */
void
sokoban_detect()
{
register int x, y;
register struct trap *ttmp;
register struct obj *obj;
/* Map the background and boulders */
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++) {
levl[x][y].seenv = SVALL;
levl[x][y].waslit = TRUE;
map_background(x, y, 1);
if ((obj = sobj_at(BOULDER, x, y)) != 0)
map_object(obj, 1);
}
/* Map the traps */
for (ttmp = g.ftrap; ttmp; ttmp = ttmp->ntrap) {
ttmp->tseen = 1;
map_trap(ttmp, 1);
/* set sokoban_rules when there is at least one pit or hole */
if (ttmp->ttyp == PIT || ttmp->ttyp == HOLE)
Sokoban = 1;
}
}
static int
reveal_terrain_getglyph(x, y, full, swallowed, default_glyph, which_subset)
int x, y, full;
unsigned swallowed;
int default_glyph, which_subset;
{
int glyph, levl_glyph;
uchar seenv;
boolean keep_traps = (which_subset & TER_TRP) !=0,
keep_objs = (which_subset & TER_OBJ) != 0,
keep_mons = (which_subset & TER_MON) != 0;
struct monst *mtmp;
struct trap *t;
/* for 'full', show the actual terrain for the entire level,
otherwise what the hero remembers for seen locations with
monsters, objects, and/or traps removed as caller dictates */
seenv = (full || g.level.flags.hero_memory)
? levl[x][y].seenv : cansee(x, y) ? SVALL : 0;
if (full) {
levl[x][y].seenv = SVALL;
glyph = back_to_glyph(x, y);
levl[x][y].seenv = seenv;
} else {
levl_glyph = g.level.flags.hero_memory
? levl[x][y].glyph
: seenv ? back_to_glyph(x, y): default_glyph;
/* glyph_at() returns the displayed glyph, which might
be a monster. levl[][].glyph contains the remembered
glyph, which will never be a monster (unless it is
the invisible monster glyph, which is handled like
an object, replacing any object or trap at its spot) */
glyph = !swallowed ? glyph_at(x, y) : levl_glyph;
if (keep_mons && x == u.ux && y == u.uy && swallowed)
glyph = mon_to_glyph(u.ustuck, rn2_on_display_rng);
else if (((glyph_is_monster(glyph)
|| glyph_is_warning(glyph)) && !keep_mons)
|| glyph_is_swallow(glyph))
glyph = levl_glyph;
if (((glyph_is_object(glyph) && !keep_objs)
|| glyph_is_invisible(glyph))
&& keep_traps && !covers_traps(x, y)) {
if ((t = t_at(x, y)) != 0 && t->tseen)
glyph = trap_to_glyph(t);
}
if ((glyph_is_object(glyph) && !keep_objs)
|| (glyph_is_trap(glyph) && !keep_traps)
|| glyph_is_invisible(glyph)) {
if (!seenv) {
glyph = default_glyph;
} else if (g.lastseentyp[x][y] == levl[x][y].typ) {
glyph = back_to_glyph(x, y);
} else {
/* look for a mimic here posing as furniture;
if we don't find one, we'll have to fake it */
if ((mtmp = m_at(x, y)) != 0
&& M_AP_TYPE(mtmp) == M_AP_FURNITURE) {
glyph = cmap_to_glyph(mtmp->mappearance);
} else {
/* we have a topology type but we want a screen
symbol in order to derive a glyph; some screen
symbols need the flags field of levl[][] in
addition to the type (to disambiguate STAIRS to
S_upstair or S_dnstair, for example; current
flags might not be intended for remembered type,
but we've got no other choice) */
schar save_typ = levl[x][y].typ;
levl[x][y].typ = g.lastseentyp[x][y];
glyph = back_to_glyph(x, y);
levl[x][y].typ = save_typ;
}
}
}
}
if (glyph == cmap_to_glyph(S_darkroom))
glyph = cmap_to_glyph(S_room); /* FIXME: dirty hack */
return glyph;
}
#ifdef DUMPLOG
void
dump_map()
{
int x, y, glyph, skippedrows, lastnonblank;
int subset = TER_MAP | TER_TRP | TER_OBJ | TER_MON;
int default_glyph = cmap_to_glyph(g.level.flags.arboreal ? S_tree : S_stone);
char buf[BUFSZ];
boolean blankrow, toprow;
/*
* Squeeze out excess vertial space when dumping the map.
* If there are any blank map rows at the top, suppress them
* (our caller has already printed a separator). If there is
* more than one blank map row at the bottom, keep just one.
* Any blank rows within the middle of the map are kept.
* Note: putstr() with winid==0 is for dumplog.
*/
skippedrows = 0;
toprow = TRUE;
for (y = 0; y < ROWNO; y++) {
blankrow = TRUE; /* assume blank until we discover otherwise */
lastnonblank = -1; /* buf[] index rather than map's x */
for (x = 1; x < COLNO; x++) {
int ch, color;
unsigned special;
glyph = reveal_terrain_getglyph(x, y, FALSE, u.uswallow,
default_glyph, subset);
(void) mapglyph(glyph, &ch, &color, &special, x, y, 0);
buf[x - 1] = ch;
if (ch != ' ') {
blankrow = FALSE;
lastnonblank = x - 1;
}
}
if (!blankrow) {
buf[lastnonblank + 1] = '\0';
if (toprow) {
skippedrows = 0;
toprow = FALSE;
}
for (x = 0; x < skippedrows; x++)
putstr(0, 0, "");
putstr(0, 0, buf); /* map row #y */
skippedrows = 0;
} else {
++skippedrows;
}
}
if (skippedrows)
putstr(0, 0, "");
}
#endif /* DUMPLOG */
/* idea from crawl; show known portion of map without any monsters,
objects, or traps occluding the view of the underlying terrain */
void
reveal_terrain(full, which_subset)
int full; /* wizard|explore modes allow player to request full map */
int which_subset; /* when not full, whether to suppress objs and/or traps */
{
if ((Hallucination || Stunned || Confusion) && !full) {
You("are too disoriented for this.");
} else {
int x, y, glyph, default_glyph;
char buf[BUFSZ];
/* there is a TER_MAP bit too; we always show map regardless of it */
boolean keep_traps = (which_subset & TER_TRP) !=0,
keep_objs = (which_subset & TER_OBJ) != 0,
keep_mons = (which_subset & TER_MON) != 0; /* not used */
unsigned swallowed = u.uswallow; /* before unconstrain_map() */
if (unconstrain_map())
docrt();
default_glyph = cmap_to_glyph(g.level.flags.arboreal ? S_tree : S_stone);
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++) {
glyph = reveal_terrain_getglyph(x,y, full, swallowed,
default_glyph, which_subset);
show_glyph(x, y, glyph);
}
/* hero's location is not highlighted, but getpos() starts with
cursor there, and after moving it anywhere '@' moves it back */
flush_screen(1);
if (full) {
Strcpy(buf, "underlying terrain");
} else {
Strcpy(buf, "known terrain");
if (keep_traps)
Sprintf(eos(buf), "%s traps",
(keep_objs || keep_mons) ? "," : " and");
if (keep_objs)
Sprintf(eos(buf), "%s%s objects",
(keep_traps || keep_mons) ? "," : "",
keep_mons ? "" : " and");
if (keep_mons)
Sprintf(eos(buf), "%s and monsters",
(keep_traps || keep_objs) ? "," : "");
}
pline("Showing %s only...", buf);
/* allow player to move cursor around and get autodescribe feedback
based on what is visible now rather than what is on 'real' map */
which_subset |= TER_MAP; /* guarantee non-zero */
browse_map(which_subset, "anything of interest");
reconstrain_map();
docrt(); /* redraw the screen, restoring regular map */
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
}
return;
}
/*detect.c*/