A post-3.4.3 change dealing with reaching into pits resulted in "you
sit on the air" if you used the #sit command after escaping a pit trap.
Change can_reach_floor() so that caller explicitly controls whether being
on the brink of a pit is a condition that prevents reaching the floor.
This also splits a fairly common message about not being able to reach the
floor into a separate routine.
There is still oddness here: if you're polymorphed into a flyer,
#sit yields "you sit down" followed by "you fly over a pit" (latter occurs
when escaping trap activation). A ceiling hider behaves similarly, but
the second message is "you escape a pit" and doesn't sound quite as silly.
Perhaps #sit should pass TOOKPLUNGE to dotrap(), or maybe there's some
better way to handle this?
2348 lines
61 KiB
C
2348 lines
61 KiB
C
/* SCCS Id: @(#)hack.c 3.5 2005/06/02 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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/* #define DEBUG */ /* uncomment for debugging */
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STATIC_DCL void NDECL(maybe_wail);
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STATIC_DCL int NDECL(moverock);
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STATIC_DCL int FDECL(still_chewing,(XCHAR_P,XCHAR_P));
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#ifdef SINKS
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STATIC_DCL void NDECL(dosinkfall);
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#endif
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STATIC_DCL boolean FDECL(findtravelpath, (BOOLEAN_P));
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STATIC_DCL boolean FDECL(monstinroom, (struct permonst *,int));
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STATIC_DCL void FDECL(move_update, (BOOLEAN_P));
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#define IS_SHOP(x) (rooms[x].rtype >= SHOPBASE)
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boolean
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revive_nasty(x, y, msg)
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int x,y;
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const char *msg;
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{
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register struct obj *otmp, *otmp2;
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struct monst *mtmp;
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coord cc;
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boolean revived = FALSE;
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for(otmp = level.objects[x][y]; otmp; otmp = otmp2) {
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otmp2 = otmp->nexthere;
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if (otmp->otyp == CORPSE &&
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(is_rider(&mons[otmp->corpsenm]) ||
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otmp->corpsenm == PM_WIZARD_OF_YENDOR)) {
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/* move any living monster already at that location */
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if((mtmp = m_at(x,y)) && enexto(&cc, x, y, mtmp->data))
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rloc_to(mtmp, cc.x, cc.y);
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if(msg) Norep("%s", msg);
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revived = revive_corpse(otmp);
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}
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}
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/* this location might not be safe, if not, move revived monster */
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if (revived) {
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mtmp = m_at(x,y);
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if (mtmp && !goodpos(x, y, mtmp, 0) &&
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enexto(&cc, x, y, mtmp->data)) {
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rloc_to(mtmp, cc.x, cc.y);
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}
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/* else impossible? */
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}
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return (revived);
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}
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STATIC_OVL int
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moverock()
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{
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register xchar rx, ry, sx, sy;
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register struct obj *otmp;
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register struct trap *ttmp;
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register struct monst *mtmp;
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sx = u.ux + u.dx, sy = u.uy + u.dy; /* boulder starting position */
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while ((otmp = sobj_at(BOULDER, sx, sy)) != 0) {
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/* make sure that this boulder is visible as the top object */
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if (otmp != level.objects[sx][sy]) movobj(otmp, sx, sy);
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rx = u.ux + 2 * u.dx; /* boulder destination position */
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ry = u.uy + 2 * u.dy;
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nomul(0);
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if (Levitation || Is_airlevel(&u.uz)) {
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if (Blind) feel_location(sx, sy);
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You("don't have enough leverage to push %s.", the(xname(otmp)));
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/* Give them a chance to climb over it? */
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return -1;
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}
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if (verysmall(youmonst.data)
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#ifdef STEED
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&& !u.usteed
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#endif
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) {
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if (Blind) feel_location(sx, sy);
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pline("You're too small to push that %s.", xname(otmp));
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goto cannot_push;
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}
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if (isok(rx,ry) && !IS_ROCK(levl[rx][ry].typ) &&
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levl[rx][ry].typ != IRONBARS &&
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(!IS_DOOR(levl[rx][ry].typ) || !(u.dx && u.dy) || (
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#ifdef REINCARNATION
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!Is_rogue_level(&u.uz) &&
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#endif
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(levl[rx][ry].doormask & ~D_BROKEN) == D_NODOOR)) &&
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!sobj_at(BOULDER, rx, ry)) {
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ttmp = t_at(rx, ry);
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mtmp = m_at(rx, ry);
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/* KMH -- Sokoban doesn't let you push boulders diagonally */
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if (In_sokoban(&u.uz) && u.dx && u.dy) {
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if (Blind) feel_location(sx,sy);
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pline("%s won't roll diagonally on this %s.",
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The(xname(otmp)), surface(sx, sy));
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goto cannot_push;
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}
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if (revive_nasty(rx, ry, "You sense movement on the other side."))
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return (-1);
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if (mtmp && !noncorporeal(mtmp->data) &&
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(!mtmp->mtrapped ||
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!(ttmp && ((ttmp->ttyp == PIT) ||
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(ttmp->ttyp == SPIKED_PIT))))) {
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if (Blind) feel_location(sx, sy);
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if (canspotmon(mtmp))
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pline("There's %s on the other side.", a_monnam(mtmp));
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else {
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You_hear("a monster behind %s.", the(xname(otmp)));
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map_invisible(rx, ry);
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}
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if (flags.verbose)
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pline("Perhaps that's why %s cannot move it.",
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#ifdef STEED
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u.usteed ? y_monnam(u.usteed) :
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#endif
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"you");
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goto cannot_push;
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}
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if (ttmp)
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switch(ttmp->ttyp) {
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case LANDMINE:
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if (rn2(10)) {
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obj_extract_self(otmp);
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place_object(otmp, rx, ry);
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unblock_point(sx, sy);
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newsym(sx, sy);
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pline("KAABLAMM!!! %s %s land mine.",
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Tobjnam(otmp, "trigger"),
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ttmp->madeby_u ? "your" : "a");
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blow_up_landmine(ttmp);
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/* if the boulder remains, it should fill the pit */
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fill_pit(u.ux, u.uy);
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if (cansee(rx,ry)) newsym(rx,ry);
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continue;
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}
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break;
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case SPIKED_PIT:
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case PIT:
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obj_extract_self(otmp);
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/* vision kludge to get messages right;
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the pit will temporarily be seen even
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if this is one among multiple boulders */
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if (!Blind) viz_array[ry][rx] |= IN_SIGHT;
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if (!flooreffects(otmp, rx, ry, "fall")) {
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place_object(otmp, rx, ry);
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}
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if (mtmp && !Blind) newsym(rx, ry);
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continue;
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case HOLE:
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case TRAPDOOR:
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if (Blind)
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pline("Kerplunk! You no longer feel %s.",
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the(xname(otmp)));
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else
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pline("%s%s and %s a %s in the %s!",
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Tobjnam(otmp,
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(ttmp->ttyp == TRAPDOOR) ? "trigger" : "fall"),
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(ttmp->ttyp == TRAPDOOR) ? nul : " into",
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otense(otmp, "plug"),
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(ttmp->ttyp == TRAPDOOR) ? "trap door" : "hole",
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surface(rx, ry));
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deltrap(ttmp);
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delobj(otmp);
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bury_objs(rx, ry);
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levl[rx][ry].wall_info &= ~W_NONDIGGABLE;
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levl[rx][ry].candig = 1;
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if (cansee(rx,ry)) newsym(rx,ry);
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continue;
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case LEVEL_TELEP:
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case TELEP_TRAP:
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#ifdef STEED
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if (u.usteed)
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pline("%s pushes %s and suddenly it disappears!",
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upstart(y_monnam(u.usteed)), the(xname(otmp)));
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else
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#endif
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You("push %s and suddenly it disappears!",
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the(xname(otmp)));
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if (ttmp->ttyp == TELEP_TRAP)
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(void)rloco(otmp);
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else {
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int newlev = random_teleport_level();
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d_level dest;
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if (newlev == depth(&u.uz) || In_endgame(&u.uz))
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continue;
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obj_extract_self(otmp);
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add_to_migration(otmp);
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get_level(&dest, newlev);
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otmp->ox = dest.dnum;
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otmp->oy = dest.dlevel;
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otmp->owornmask = (long)MIGR_RANDOM;
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}
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seetrap(ttmp);
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continue;
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}
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if (closed_door(rx, ry))
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goto nopushmsg;
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if (boulder_hits_pool(otmp, rx, ry, TRUE))
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continue;
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/*
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* Re-link at top of fobj chain so that pile order is preserved
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* when level is restored.
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*/
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if (otmp != fobj) {
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remove_object(otmp);
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place_object(otmp, otmp->ox, otmp->oy);
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}
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{
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#ifdef LINT /* static long lastmovetime; */
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long lastmovetime;
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lastmovetime = 0;
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#else
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/* note: reset to zero after save/restore cycle */
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static NEARDATA long lastmovetime;
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#endif
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#ifdef STEED
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if (!u.usteed) {
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#endif
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if (moves > lastmovetime+2 || moves < lastmovetime)
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pline("With %s effort you move %s.",
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throws_rocks(youmonst.data) ? "little" : "great",
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the(xname(otmp)));
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exercise(A_STR, TRUE);
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#ifdef STEED
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} else
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pline("%s moves %s.",
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upstart(y_monnam(u.usteed)), the(xname(otmp)));
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#endif
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lastmovetime = moves;
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}
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/* Move the boulder *after* the message. */
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if (glyph_is_invisible(levl[rx][ry].glyph))
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unmap_object(rx, ry);
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movobj(otmp, rx, ry); /* does newsym(rx,ry) */
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if (Blind) {
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feel_location(rx,ry);
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feel_location(sx, sy);
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} else {
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newsym(sx, sy);
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}
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} else {
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nopushmsg:
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#ifdef STEED
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if (u.usteed)
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pline("%s tries to move %s, but cannot.",
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upstart(y_monnam(u.usteed)), the(xname(otmp)));
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else
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#endif
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You("try to move %s, but in vain.", the(xname(otmp)));
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if (Blind) feel_location(sx, sy);
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cannot_push:
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if (throws_rocks(youmonst.data)) {
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#ifdef STEED
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if (u.usteed && P_SKILL(P_RIDING) < P_BASIC) {
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You("aren't skilled enough to %s %s from %s.",
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(flags.pickup && !In_sokoban(&u.uz))
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? "pick up" : "push aside",
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the(xname(otmp)), y_monnam(u.usteed));
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} else
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#endif
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{
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pline("However, you can easily %s.",
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(flags.pickup && !In_sokoban(&u.uz))
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? "pick it up" : "push it aside");
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if (In_sokoban(&u.uz))
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change_luck(-1); /* Sokoban guilt */
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break;
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}
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break;
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}
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if (
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#ifdef STEED
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!u.usteed &&
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#endif
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(((!invent || inv_weight() <= -850) &&
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(!u.dx || !u.dy || (IS_ROCK(levl[u.ux][sy].typ)
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&& IS_ROCK(levl[sx][u.uy].typ))))
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|| verysmall(youmonst.data))) {
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pline("However, you can squeeze yourself into a small opening.");
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if (In_sokoban(&u.uz))
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change_luck(-1); /* Sokoban guilt */
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break;
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} else
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return (-1);
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}
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}
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return (0);
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}
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|
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/*
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* still_chewing()
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*
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* Chew on a wall, door, or boulder. Returns TRUE if still eating, FALSE
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* when done.
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*/
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STATIC_OVL int
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still_chewing(x,y)
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xchar x, y;
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{
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struct rm *lev = &levl[x][y];
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struct obj *boulder = sobj_at(BOULDER,x,y);
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const char *digtxt = (char *)0, *dmgtxt = (char *)0;
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if (context.digging.down) /* not continuing previous dig (w/ pick-axe) */
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(void) memset((genericptr_t)&context.digging, 0, sizeof(struct dig_info));
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if (!boulder && IS_ROCK(lev->typ) && !may_dig(x,y)) {
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You("hurt your teeth on the %s.",
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IS_TREE(lev->typ) ? "tree" : "hard stone");
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nomul(0);
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return 1;
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} else if (context.digging.pos.x != x || context.digging.pos.y != y ||
|
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!on_level(&context.digging.level, &u.uz)) {
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context.digging.down = FALSE;
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context.digging.chew = TRUE;
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context.digging.warned = FALSE;
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context.digging.pos.x = x;
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context.digging.pos.y = y;
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assign_level(&context.digging.level, &u.uz);
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/* solid rock takes more work & time to dig through */
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context.digging.effort =
|
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(IS_ROCK(lev->typ) && !IS_TREE(lev->typ) ? 30 : 60) + u.udaminc;
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You("start chewing %s %s.",
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(boulder || IS_TREE(lev->typ)) ? "on a" : "a hole in the",
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boulder ? "boulder" :
|
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IS_TREE(lev->typ) ? "tree" : IS_ROCK(lev->typ) ? "rock" : "door");
|
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watch_dig((struct monst *)0, x, y, FALSE);
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return 1;
|
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} else if ((context.digging.effort += (30 + u.udaminc)) <= 100) {
|
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if (flags.verbose)
|
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You("%s chewing on the %s.",
|
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context.digging.chew ? "continue" : "begin",
|
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boulder ? "boulder" :
|
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IS_TREE(lev->typ) ? "tree" :
|
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IS_ROCK(lev->typ) ? "rock" : "door");
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context.digging.chew = TRUE;
|
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watch_dig((struct monst *)0, x, y, FALSE);
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return 1;
|
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}
|
|
|
|
/* Okay, you've chewed through something */
|
|
u.uconduct.food++;
|
|
u.uhunger += rnd(20);
|
|
|
|
if (boulder) {
|
|
delobj(boulder); /* boulder goes bye-bye */
|
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You("eat the boulder."); /* yum */
|
|
|
|
/*
|
|
* The location could still block because of
|
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* 1. More than one boulder
|
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* 2. Boulder stuck in a wall/stone/door.
|
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*
|
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* [perhaps use does_block() below (from vision.c)]
|
|
*/
|
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if (IS_ROCK(lev->typ) || closed_door(x,y) || sobj_at(BOULDER,x,y)) {
|
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block_point(x,y); /* delobj will unblock the point */
|
|
/* reset dig state */
|
|
(void) memset((genericptr_t)&context.digging, 0, sizeof(struct dig_info));
|
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return 1;
|
|
}
|
|
|
|
} else if (IS_WALL(lev->typ)) {
|
|
if (*in_rooms(x, y, SHOPBASE)) {
|
|
add_damage(x, y, 10L * ACURRSTR);
|
|
dmgtxt = "damage";
|
|
}
|
|
digtxt = "chew a hole in the wall.";
|
|
if (level.flags.is_maze_lev) {
|
|
lev->typ = ROOM;
|
|
} else if (level.flags.is_cavernous_lev && !in_town(x, y)) {
|
|
lev->typ = CORR;
|
|
} else {
|
|
lev->typ = DOOR;
|
|
lev->doormask = D_NODOOR;
|
|
}
|
|
} else if (IS_TREE(lev->typ)) {
|
|
digtxt = "chew through the tree.";
|
|
lev->typ = ROOM;
|
|
} else if (lev->typ == SDOOR) {
|
|
if (lev->doormask & D_TRAPPED) {
|
|
lev->doormask = D_NODOOR;
|
|
b_trapped("secret door", 0);
|
|
} else {
|
|
digtxt = "chew through the secret door.";
|
|
lev->doormask = D_BROKEN;
|
|
}
|
|
lev->typ = DOOR;
|
|
|
|
} else if (IS_DOOR(lev->typ)) {
|
|
if (*in_rooms(x, y, SHOPBASE)) {
|
|
add_damage(x, y, 400L);
|
|
dmgtxt = "break";
|
|
}
|
|
if (lev->doormask & D_TRAPPED) {
|
|
lev->doormask = D_NODOOR;
|
|
b_trapped("door", 0);
|
|
} else {
|
|
digtxt = "chew through the door.";
|
|
lev->doormask = D_BROKEN;
|
|
}
|
|
|
|
} else { /* STONE or SCORR */
|
|
digtxt = "chew a passage through the rock.";
|
|
lev->typ = CORR;
|
|
}
|
|
|
|
unblock_point(x, y); /* vision */
|
|
newsym(x, y);
|
|
if (digtxt) You(digtxt); /* after newsym */
|
|
if (dmgtxt) pay_for_damage(dmgtxt, FALSE);
|
|
(void) memset((genericptr_t)&context.digging, 0, sizeof(struct dig_info));
|
|
return 0;
|
|
}
|
|
|
|
void
|
|
movobj(obj, ox, oy)
|
|
register struct obj *obj;
|
|
register xchar ox, oy;
|
|
{
|
|
/* optimize by leaving on the fobj chain? */
|
|
remove_object(obj);
|
|
newsym(obj->ox, obj->oy);
|
|
place_object(obj, ox, oy);
|
|
newsym(ox, oy);
|
|
}
|
|
|
|
#ifdef SINKS
|
|
static NEARDATA const char fell_on_sink[] = "fell onto a sink";
|
|
|
|
STATIC_OVL void
|
|
dosinkfall()
|
|
{
|
|
register struct obj *obj;
|
|
int dmg;
|
|
|
|
if (is_floater(youmonst.data) || (HLevitation & FROMOUTSIDE)) {
|
|
You("wobble unsteadily for a moment.");
|
|
} else {
|
|
long save_ELev = ELevitation, save_HLev = HLevitation;
|
|
|
|
/* fake removal of levitation in advance so that final
|
|
disclosure will be right in case this turns out to
|
|
be fatal; fortunately the fact that rings and boots
|
|
are really still worn has no effect on bones data */
|
|
ELevitation = HLevitation = 0L;
|
|
You("crash to the floor!");
|
|
dmg = rn1(8, 25 - (int)ACURR(A_CON));
|
|
losehp(Maybe_Half_Phys(dmg),
|
|
fell_on_sink, NO_KILLER_PREFIX);
|
|
exercise(A_DEX, FALSE);
|
|
selftouch("Falling, you");
|
|
for (obj = level.objects[u.ux][u.uy]; obj; obj = obj->nexthere)
|
|
if (obj->oclass == WEAPON_CLASS || is_weptool(obj)) {
|
|
You("fell on %s.", doname(obj));
|
|
losehp(Maybe_Half_Phys(rnd(3)), fell_on_sink, NO_KILLER_PREFIX);
|
|
exercise(A_CON, FALSE);
|
|
}
|
|
ELevitation = save_ELev;
|
|
HLevitation = save_HLev;
|
|
}
|
|
|
|
ELevitation &= ~W_ARTI;
|
|
HLevitation &= ~(I_SPECIAL|TIMEOUT);
|
|
HLevitation++;
|
|
if(uleft && uleft->otyp == RIN_LEVITATION) {
|
|
obj = uleft;
|
|
Ring_off(obj);
|
|
off_msg(obj);
|
|
}
|
|
if(uright && uright->otyp == RIN_LEVITATION) {
|
|
obj = uright;
|
|
Ring_off(obj);
|
|
off_msg(obj);
|
|
}
|
|
if(uarmf && uarmf->otyp == LEVITATION_BOOTS) {
|
|
obj = uarmf;
|
|
(void)Boots_off();
|
|
off_msg(obj);
|
|
}
|
|
HLevitation--;
|
|
}
|
|
#endif
|
|
|
|
boolean
|
|
may_dig(x,y)
|
|
register xchar x,y;
|
|
/* intended to be called only on ROCKs */
|
|
{
|
|
return (boolean)(!(IS_STWALL(levl[x][y].typ) &&
|
|
(levl[x][y].wall_info & W_NONDIGGABLE)));
|
|
}
|
|
|
|
boolean
|
|
may_passwall(x,y)
|
|
register xchar x,y;
|
|
{
|
|
return (boolean)(!(IS_STWALL(levl[x][y].typ) &&
|
|
(levl[x][y].wall_info & W_NONPASSWALL)));
|
|
}
|
|
|
|
boolean
|
|
bad_rock(mdat,x,y)
|
|
struct permonst *mdat;
|
|
register xchar x,y;
|
|
{
|
|
return((boolean) ((In_sokoban(&u.uz) && sobj_at(BOULDER,x,y)) ||
|
|
(IS_ROCK(levl[x][y].typ)
|
|
&& (!tunnels(mdat) || needspick(mdat) || !may_dig(x,y))
|
|
&& !(passes_walls(mdat) && may_passwall(x,y)))));
|
|
}
|
|
|
|
boolean
|
|
invocation_pos(x, y)
|
|
xchar x, y;
|
|
{
|
|
return((boolean)(Invocation_lev(&u.uz) && x == inv_pos.x && y == inv_pos.y));
|
|
}
|
|
|
|
/* return TRUE if (dx,dy) is an OK place to move
|
|
* mode is one of DO_MOVE, TEST_MOVE or TEST_TRAV
|
|
*/
|
|
boolean
|
|
test_move(ux, uy, dx, dy, mode)
|
|
int ux, uy, dx, dy;
|
|
int mode;
|
|
{
|
|
int x = ux+dx;
|
|
int y = uy+dy;
|
|
register struct rm *tmpr = &levl[x][y];
|
|
register struct rm *ust;
|
|
|
|
/*
|
|
* Check for physical obstacles. First, the place we are going.
|
|
*/
|
|
if (IS_ROCK(tmpr->typ) || tmpr->typ == IRONBARS) {
|
|
if (Blind && mode == DO_MOVE) feel_location(x,y);
|
|
if (Passes_walls && may_passwall(x,y)) {
|
|
; /* do nothing */
|
|
} else if (tmpr->typ == IRONBARS) {
|
|
if (!(Passes_walls || passes_bars(youmonst.data)))
|
|
return FALSE;
|
|
} else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
|
|
/* Eat the rock. */
|
|
if (mode == DO_MOVE && still_chewing(x,y)) return FALSE;
|
|
} else if (flags.autodig && !context.run && !context.nopick &&
|
|
uwep && is_pick(uwep)) {
|
|
/* MRKR: Automatic digging when wielding the appropriate tool */
|
|
if (mode == DO_MOVE)
|
|
(void) use_pick_axe2(uwep);
|
|
return FALSE;
|
|
} else {
|
|
if (mode == DO_MOVE) {
|
|
if (Is_stronghold(&u.uz) && is_db_wall(x,y))
|
|
pline_The("drawbridge is up!");
|
|
if (Passes_walls && !may_passwall(x,y) && In_sokoban(&u.uz))
|
|
pline_The("Sokoban walls resist your ability.");
|
|
}
|
|
return FALSE;
|
|
}
|
|
} else if (IS_DOOR(tmpr->typ)) {
|
|
if (closed_door(x,y)) {
|
|
if (Blind && mode == DO_MOVE) feel_location(x,y);
|
|
if (Passes_walls)
|
|
; /* do nothing */
|
|
else if (can_ooze(&youmonst)) {
|
|
if (mode == DO_MOVE) You("ooze under the door.");
|
|
} else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
|
|
/* Eat the door. */
|
|
if (mode == DO_MOVE && still_chewing(x,y)) return FALSE;
|
|
} else {
|
|
if (mode == DO_MOVE) {
|
|
if (amorphous(youmonst.data))
|
|
You("try to ooze under the door, but can't squeeze your possessions through.");
|
|
else if (x == ux || y == uy) {
|
|
if (Blind || Stunned || ACURR(A_DEX) < 10 || Fumbling) {
|
|
#ifdef STEED
|
|
if (u.usteed) {
|
|
You_cant("lead %s through that closed door.",
|
|
y_monnam(u.usteed));
|
|
} else
|
|
#endif
|
|
{
|
|
pline("Ouch! You bump into a door.");
|
|
exercise(A_DEX, FALSE);
|
|
}
|
|
} else pline("That door is closed.");
|
|
}
|
|
} else if (mode == TEST_TRAV) goto testdiag;
|
|
return FALSE;
|
|
}
|
|
} else {
|
|
testdiag:
|
|
if (dx && dy && !Passes_walls
|
|
&& ((tmpr->doormask & ~D_BROKEN)
|
|
#ifdef REINCARNATION
|
|
|| Is_rogue_level(&u.uz)
|
|
#endif
|
|
|| block_door(x,y))) {
|
|
/* Diagonal moves into a door are not allowed. */
|
|
if (Blind && mode == DO_MOVE)
|
|
feel_location(x,y);
|
|
return FALSE;
|
|
}
|
|
}
|
|
}
|
|
if (dx && dy
|
|
&& bad_rock(youmonst.data,ux,y) && bad_rock(youmonst.data,x,uy)) {
|
|
/* Move at a diagonal. */
|
|
if (In_sokoban(&u.uz)) {
|
|
if (mode == DO_MOVE)
|
|
You("cannot pass that way.");
|
|
return FALSE;
|
|
}
|
|
if (bigmonst(youmonst.data)) {
|
|
if (mode == DO_MOVE)
|
|
Your("body is too large to fit through.");
|
|
return FALSE;
|
|
}
|
|
if (invent && (inv_weight() + weight_cap() > 600)) {
|
|
if (mode == DO_MOVE)
|
|
You("are carrying too much to get through.");
|
|
return FALSE;
|
|
}
|
|
}
|
|
/* Pick travel path that does not require crossing a trap.
|
|
* Avoid water and lava using the usual running rules.
|
|
* (but not u.ux/u.uy because findtravelpath walks toward u.ux/u.uy) */
|
|
if (context.run == 8 && mode != DO_MOVE && (x != u.ux || y != u.uy)) {
|
|
struct trap* t = t_at(x, y);
|
|
|
|
if ((t && t->tseen) ||
|
|
(!Levitation && !Flying &&
|
|
!is_clinger(youmonst.data) &&
|
|
(is_pool(x, y) || is_lava(x, y)) && levl[x][y].seenv))
|
|
return FALSE;
|
|
}
|
|
|
|
ust = &levl[ux][uy];
|
|
|
|
/* Now see if other things block our way . . */
|
|
if (dx && dy && !Passes_walls
|
|
&& (IS_DOOR(ust->typ) && ((ust->doormask & ~D_BROKEN)
|
|
#ifdef REINCARNATION
|
|
|| Is_rogue_level(&u.uz)
|
|
#endif
|
|
|| block_entry(x, y))
|
|
)) {
|
|
/* Can't move at a diagonal out of a doorway with door. */
|
|
return FALSE;
|
|
}
|
|
|
|
if (sobj_at(BOULDER,x,y) && (In_sokoban(&u.uz) || !Passes_walls)) {
|
|
if (!(Blind || Hallucination) && (context.run >= 2) && mode != TEST_TRAV)
|
|
return FALSE;
|
|
if (mode == DO_MOVE) {
|
|
/* tunneling monsters will chew before pushing */
|
|
if (tunnels(youmonst.data) && !needspick(youmonst.data) &&
|
|
!In_sokoban(&u.uz)) {
|
|
if (still_chewing(x,y)) return FALSE;
|
|
} else
|
|
if (moverock() < 0) return FALSE;
|
|
} else if (mode == TEST_TRAV) {
|
|
struct obj* obj;
|
|
|
|
/* don't pick two boulders in a row, unless there's a way thru */
|
|
if (sobj_at(BOULDER,ux,uy) && !In_sokoban(&u.uz)) {
|
|
if (!Passes_walls &&
|
|
!(tunnels(youmonst.data) && !needspick(youmonst.data)) &&
|
|
!carrying(PICK_AXE) && !carrying(DWARVISH_MATTOCK) &&
|
|
!((obj = carrying(WAN_DIGGING)) &&
|
|
!objects[obj->otyp].oc_name_known))
|
|
return FALSE;
|
|
}
|
|
}
|
|
/* assume you'll be able to push it when you get there... */
|
|
}
|
|
|
|
/* OK, it is a legal place to move. */
|
|
return TRUE;
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
static boolean trav_debug = FALSE;
|
|
|
|
int
|
|
wiz_debug_cmd() /* in this case, toggle display of travel debug info */
|
|
{
|
|
trav_debug = !trav_debug;
|
|
return 0;
|
|
}
|
|
#endif /* DEBUG */
|
|
|
|
/*
|
|
* Find a path from the destination (u.tx,u.ty) back to (u.ux,u.uy).
|
|
* A shortest path is returned. If guess is TRUE, consider various
|
|
* inaccessible locations as valid intermediate path points.
|
|
* Returns TRUE if a path was found.
|
|
*/
|
|
static boolean
|
|
findtravelpath(guess)
|
|
boolean guess;
|
|
{
|
|
/* if travel to adjacent, reachable location, use normal movement rules */
|
|
if (!guess && context.travel1 && distmin(u.ux, u.uy, u.tx, u.ty) == 1) {
|
|
context.run = 0;
|
|
if (test_move(u.ux, u.uy, u.tx-u.ux, u.ty-u.uy, TEST_MOVE)) {
|
|
u.dx = u.tx-u.ux;
|
|
u.dy = u.ty-u.uy;
|
|
nomul(0);
|
|
iflags.travelcc.x = iflags.travelcc.y = -1;
|
|
return TRUE;
|
|
}
|
|
context.run = 8;
|
|
}
|
|
if (u.tx != u.ux || u.ty != u.uy) {
|
|
xchar travel[COLNO][ROWNO];
|
|
xchar travelstepx[2][COLNO*ROWNO];
|
|
xchar travelstepy[2][COLNO*ROWNO];
|
|
xchar tx, ty, ux, uy;
|
|
int n = 1; /* max offset in travelsteps */
|
|
int set = 0; /* two sets current and previous */
|
|
int radius = 1; /* search radius */
|
|
int i;
|
|
|
|
/* If guessing, first find an "obvious" goal location. The obvious
|
|
* goal is the position the player knows of, or might figure out
|
|
* (couldsee) that is closest to the target on a straight path.
|
|
*/
|
|
if (guess) {
|
|
tx = u.ux; ty = u.uy; ux = u.tx; uy = u.ty;
|
|
} else {
|
|
tx = u.tx; ty = u.ty; ux = u.ux; uy = u.uy;
|
|
}
|
|
|
|
noguess:
|
|
(void) memset((genericptr_t)travel, 0, sizeof(travel));
|
|
travelstepx[0][0] = tx;
|
|
travelstepy[0][0] = ty;
|
|
|
|
while (n != 0) {
|
|
int nn = 0;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
int dir;
|
|
int x = travelstepx[set][i];
|
|
int y = travelstepy[set][i];
|
|
static int ordered[] = { 0, 2, 4, 6, 1, 3, 5, 7 };
|
|
/* no diagonal movement for grid bugs */
|
|
int dirmax = u.umonnum == PM_GRID_BUG ? 4 : 8;
|
|
|
|
for (dir = 0; dir < dirmax; ++dir) {
|
|
int nx = x+xdir[ordered[dir]];
|
|
int ny = y+ydir[ordered[dir]];
|
|
|
|
if (!isok(nx, ny)) continue;
|
|
if ((!Passes_walls && !can_ooze(&youmonst) &&
|
|
closed_door(x, y)) || sobj_at(BOULDER, x, y)) {
|
|
/* closed doors and boulders usually
|
|
* cause a delay, so prefer another path */
|
|
if (travel[x][y] > radius-3) {
|
|
travelstepx[1-set][nn] = x;
|
|
travelstepy[1-set][nn] = y;
|
|
/* don't change travel matrix! */
|
|
nn++;
|
|
continue;
|
|
}
|
|
}
|
|
if (test_move(x, y, nx-x, ny-y, TEST_TRAV) &&
|
|
(levl[nx][ny].seenv || (!Blind && couldsee(nx, ny)))) {
|
|
if (nx == ux && ny == uy) {
|
|
if (!guess) {
|
|
u.dx = x-ux;
|
|
u.dy = y-uy;
|
|
if (x == u.tx && y == u.ty) {
|
|
nomul(0);
|
|
/* reset run so domove run checks work */
|
|
context.run = 8;
|
|
iflags.travelcc.x = iflags.travelcc.y = -1;
|
|
}
|
|
return TRUE;
|
|
}
|
|
} else if (!travel[nx][ny]) {
|
|
travelstepx[1-set][nn] = nx;
|
|
travelstepy[1-set][nn] = ny;
|
|
travel[nx][ny] = radius;
|
|
nn++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
if (trav_debug) {
|
|
/* Use of warning glyph is arbitrary. It stands out. */
|
|
tmp_at(DISP_ALL, warning_to_glyph(1));
|
|
for (i = 0; i < nn; ++i) {
|
|
tmp_at(travelstepx[1-set][i], travelstepy[1-set][i]);
|
|
}
|
|
delay_output();
|
|
if (flags.runmode == RUN_CRAWL) {
|
|
delay_output();
|
|
delay_output();
|
|
}
|
|
tmp_at(DISP_END,0);
|
|
}
|
|
#endif /* DEBUG */
|
|
|
|
n = nn;
|
|
set = 1-set;
|
|
radius++;
|
|
}
|
|
|
|
/* if guessing, find best location in travel matrix and go there */
|
|
if (guess) {
|
|
int px = tx, py = ty; /* pick location */
|
|
int dist, nxtdist, d2, nd2;
|
|
|
|
dist = distmin(ux, uy, tx, ty);
|
|
d2 = dist2(ux, uy, tx, ty);
|
|
for (tx = 1; tx < COLNO; ++tx)
|
|
for (ty = 0; ty < ROWNO; ++ty)
|
|
if (travel[tx][ty]) {
|
|
nxtdist = distmin(ux, uy, tx, ty);
|
|
if (nxtdist == dist && couldsee(tx, ty)) {
|
|
nd2 = dist2(ux, uy, tx, ty);
|
|
if (nd2 < d2) {
|
|
/* prefer non-zigzag path */
|
|
px = tx; py = ty;
|
|
d2 = nd2;
|
|
}
|
|
} else if (nxtdist < dist && couldsee(tx, ty)) {
|
|
px = tx; py = ty;
|
|
dist = nxtdist;
|
|
d2 = dist2(ux, uy, tx, ty);
|
|
}
|
|
}
|
|
|
|
if (px == u.ux && py == u.uy) {
|
|
/* no guesses, just go in the general direction */
|
|
u.dx = sgn(u.tx - u.ux);
|
|
u.dy = sgn(u.ty - u.uy);
|
|
if (test_move(u.ux, u.uy, u.dx, u.dy, TEST_MOVE))
|
|
return TRUE;
|
|
goto found;
|
|
}
|
|
#ifdef DEBUG
|
|
if (trav_debug) {
|
|
/* Use of warning glyph is arbitrary. It stands out. */
|
|
tmp_at(DISP_ALL, warning_to_glyph(2));
|
|
tmp_at(px, py);
|
|
delay_output();
|
|
if (flags.runmode == RUN_CRAWL) {
|
|
delay_output();
|
|
delay_output();
|
|
delay_output();
|
|
delay_output();
|
|
}
|
|
tmp_at(DISP_END,0);
|
|
}
|
|
#endif /* DEBUG */
|
|
tx = px;
|
|
ty = py;
|
|
ux = u.ux;
|
|
uy = u.uy;
|
|
set = 0;
|
|
n = radius = 1;
|
|
guess = FALSE;
|
|
goto noguess;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
found:
|
|
u.dx = 0;
|
|
u.dy = 0;
|
|
nomul(0);
|
|
return FALSE;
|
|
}
|
|
|
|
void
|
|
domove()
|
|
{
|
|
register struct monst *mtmp;
|
|
register struct rm *tmpr;
|
|
register xchar x,y;
|
|
struct trap *trap;
|
|
int wtcap;
|
|
boolean on_ice;
|
|
xchar chainx, chainy, ballx, bally; /* ball&chain new positions */
|
|
int bc_control; /* control for ball&chain */
|
|
boolean cause_delay = FALSE; /* dragging ball will skip a move */
|
|
const char *predicament;
|
|
|
|
u_wipe_engr(rnd(5));
|
|
|
|
if (context.travel) {
|
|
if (!findtravelpath(FALSE))
|
|
(void) findtravelpath(TRUE);
|
|
context.travel1 = 0;
|
|
}
|
|
|
|
if(((wtcap = near_capacity()) >= OVERLOADED
|
|
|| (wtcap > SLT_ENCUMBER &&
|
|
(Upolyd ? (u.mh < 5 && u.mh != u.mhmax)
|
|
: (u.uhp < 10 && u.uhp != u.uhpmax))))
|
|
&& !Is_airlevel(&u.uz)) {
|
|
if(wtcap < OVERLOADED) {
|
|
You("don't have enough stamina to move.");
|
|
exercise(A_CON, FALSE);
|
|
} else
|
|
You("collapse under your load.");
|
|
nomul(0);
|
|
return;
|
|
}
|
|
if(u.uswallow) {
|
|
u.dx = u.dy = 0;
|
|
u.ux = x = u.ustuck->mx;
|
|
u.uy = y = u.ustuck->my;
|
|
mtmp = u.ustuck;
|
|
} else {
|
|
if (Is_airlevel(&u.uz) && rn2(4) &&
|
|
!Levitation && !Flying) {
|
|
switch(rn2(3)) {
|
|
case 0:
|
|
You("tumble in place.");
|
|
exercise(A_DEX, FALSE);
|
|
break;
|
|
case 1:
|
|
You_cant("control your movements very well."); break;
|
|
case 2:
|
|
pline("It's hard to walk in thin air.");
|
|
exercise(A_DEX, TRUE);
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* check slippery ice */
|
|
on_ice = !Levitation && is_ice(u.ux, u.uy);
|
|
if (on_ice) {
|
|
static int skates = 0;
|
|
if (!skates) skates = find_skates();
|
|
if ((uarmf && uarmf->otyp == skates)
|
|
|| resists_cold(&youmonst) || Flying
|
|
|| is_floater(youmonst.data) || is_clinger(youmonst.data)
|
|
|| is_whirly(youmonst.data))
|
|
on_ice = FALSE;
|
|
else if (!rn2(Cold_resistance ? 3 : 2)) {
|
|
HFumbling |= FROMOUTSIDE;
|
|
HFumbling &= ~TIMEOUT;
|
|
HFumbling += 1; /* slip on next move */
|
|
}
|
|
}
|
|
if (!on_ice && (HFumbling & FROMOUTSIDE))
|
|
HFumbling &= ~FROMOUTSIDE;
|
|
|
|
x = u.ux + u.dx;
|
|
y = u.uy + u.dy;
|
|
if(Stunned || (Confusion && !rn2(5))) {
|
|
register int tries = 0;
|
|
|
|
do {
|
|
if(tries++ > 50) {
|
|
nomul(0);
|
|
return;
|
|
}
|
|
confdir();
|
|
x = u.ux + u.dx;
|
|
y = u.uy + u.dy;
|
|
} while(!isok(x, y) || bad_rock(youmonst.data, x, y));
|
|
}
|
|
/* turbulence might alter your actual destination */
|
|
if (u.uinwater) {
|
|
water_friction();
|
|
if (!u.dx && !u.dy) {
|
|
nomul(0);
|
|
return;
|
|
}
|
|
x = u.ux + u.dx;
|
|
y = u.uy + u.dy;
|
|
}
|
|
if(!isok(x, y)) {
|
|
nomul(0);
|
|
return;
|
|
}
|
|
if (((trap = t_at(x, y)) && trap->tseen) ||
|
|
(Blind && !Levitation && !Flying &&
|
|
!is_clinger(youmonst.data) &&
|
|
(is_pool(x, y) || is_lava(x, y)) && levl[x][y].seenv)) {
|
|
if(context.run >= 2) {
|
|
nomul(0);
|
|
context.move = 0;
|
|
return;
|
|
} else
|
|
nomul(0);
|
|
}
|
|
|
|
if (u.ustuck && (x != u.ustuck->mx || y != u.ustuck->my)) {
|
|
if (distu(u.ustuck->mx, u.ustuck->my) > 2) {
|
|
/* perhaps it fled (or was teleported or ... ) */
|
|
u.ustuck = 0;
|
|
} else if (sticks(youmonst.data)) {
|
|
/* When polymorphed into a sticking monster,
|
|
* u.ustuck means it's stuck to you, not you to it.
|
|
*/
|
|
You("release %s.", mon_nam(u.ustuck));
|
|
u.ustuck = 0;
|
|
} else {
|
|
/* If holder is asleep or paralyzed:
|
|
* 37.5% chance of getting away,
|
|
* 12.5% chance of waking/releasing it;
|
|
* otherwise:
|
|
* 7.5% chance of getting away.
|
|
* [strength ought to be a factor]
|
|
* If holder is tame and there is no conflict,
|
|
* guaranteed escape.
|
|
*/
|
|
switch (rn2(!u.ustuck->mcanmove ? 8 : 40)) {
|
|
case 0: case 1: case 2:
|
|
pull_free:
|
|
You("pull free from %s.", mon_nam(u.ustuck));
|
|
u.ustuck = 0;
|
|
break;
|
|
case 3:
|
|
if (!u.ustuck->mcanmove) {
|
|
/* it's free to move on next turn */
|
|
u.ustuck->mfrozen = 1;
|
|
u.ustuck->msleeping = 0;
|
|
}
|
|
/*FALLTHRU*/
|
|
default:
|
|
if (u.ustuck->mtame &&
|
|
!Conflict && !u.ustuck->mconf)
|
|
goto pull_free;
|
|
You("cannot escape from %s!", mon_nam(u.ustuck));
|
|
nomul(0);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
mtmp = m_at(x,y);
|
|
if (mtmp) {
|
|
/* Don't attack if you're running, and can see it */
|
|
/* We should never get here if forcefight */
|
|
if (context.run &&
|
|
((!Blind && mon_visible(mtmp) &&
|
|
((mtmp->m_ap_type != M_AP_FURNITURE &&
|
|
mtmp->m_ap_type != M_AP_OBJECT) ||
|
|
Protection_from_shape_changers)) ||
|
|
sensemon(mtmp))) {
|
|
nomul(0);
|
|
context.move = 0;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
u.ux0 = u.ux;
|
|
u.uy0 = u.uy;
|
|
bhitpos.x = x;
|
|
bhitpos.y = y;
|
|
tmpr = &levl[x][y];
|
|
|
|
/* attack monster */
|
|
if(mtmp) {
|
|
nomul(0);
|
|
/* only attack if we know it's there */
|
|
/* or if we used the 'F' command to fight blindly */
|
|
/* or if it hides_under, in which case we call attack() to print
|
|
* the Wait! message.
|
|
* This is different from ceiling hiders, who aren't handled in
|
|
* attack().
|
|
*/
|
|
|
|
/* If they used a 'm' command, trying to move onto a monster
|
|
* prints the below message and wastes a turn. The exception is
|
|
* if the monster is unseen and the player doesn't remember an
|
|
* invisible monster--then, we fall through to attack() and
|
|
* attack_check(), which still wastes a turn, but prints a
|
|
* different message and makes the player remember the monster. */
|
|
if(context.nopick &&
|
|
(canspotmon(mtmp) || glyph_is_invisible(levl[x][y].glyph))){
|
|
if(mtmp->m_ap_type && !Protection_from_shape_changers
|
|
&& !sensemon(mtmp))
|
|
stumble_onto_mimic(mtmp);
|
|
else if (mtmp->mpeaceful && !Hallucination)
|
|
pline("Pardon me, %s.", m_monnam(mtmp));
|
|
else
|
|
You("move right into %s.", mon_nam(mtmp));
|
|
return;
|
|
}
|
|
if(context.forcefight || !mtmp->mundetected || sensemon(mtmp) ||
|
|
((hides_under(mtmp->data) || mtmp->data->mlet == S_EEL) &&
|
|
!is_safepet(mtmp))){
|
|
gethungry();
|
|
if(wtcap >= HVY_ENCUMBER && moves%3) {
|
|
if (Upolyd && u.mh > 1) {
|
|
u.mh--;
|
|
} else if (!Upolyd && u.uhp > 1) {
|
|
u.uhp--;
|
|
} else {
|
|
You("pass out from exertion!");
|
|
exercise(A_CON, FALSE);
|
|
fall_asleep(-10, FALSE);
|
|
}
|
|
}
|
|
if(multi < 0) return; /* we just fainted */
|
|
|
|
/* try to attack; note that it might evade */
|
|
/* also, we don't attack tame when _safepet_ */
|
|
if(attack(mtmp)) return;
|
|
}
|
|
}
|
|
|
|
/* specifying 'F' with no monster wastes a turn */
|
|
if (context.forcefight ||
|
|
/* remembered an 'I' && didn't use a move command */
|
|
(glyph_is_invisible(levl[x][y].glyph) && !context.nopick)) {
|
|
boolean explo = (Upolyd && attacktype(youmonst.data, AT_EXPL));
|
|
char buf[BUFSZ];
|
|
Sprintf(buf,"a vacant spot on the %s", surface(x,y));
|
|
You("%s %s.",
|
|
explo ? "explode at" : "attack",
|
|
!Underwater ? "thin air" :
|
|
is_pool(x,y) ? "empty water" : buf);
|
|
unmap_object(x, y); /* known empty -- remove 'I' if present */
|
|
newsym(x, y);
|
|
nomul(0);
|
|
if (explo) {
|
|
u.mh = -1; /* dead in the current form */
|
|
rehumanize();
|
|
}
|
|
return;
|
|
}
|
|
if (glyph_is_invisible(levl[x][y].glyph)) {
|
|
unmap_object(x, y);
|
|
newsym(x, y);
|
|
}
|
|
/* not attacking an animal, so we try to move */
|
|
#ifdef STEED
|
|
if (u.usteed && !u.usteed->mcanmove && (u.dx || u.dy)) {
|
|
pline("%s won't move!", upstart(y_monnam(u.usteed)));
|
|
nomul(0);
|
|
return;
|
|
} else
|
|
#endif
|
|
if(!youmonst.data->mmove) {
|
|
You("are rooted %s.",
|
|
Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ?
|
|
"in place" : "to the ground");
|
|
nomul(0);
|
|
return;
|
|
}
|
|
if(u.utrap) {
|
|
if(u.utraptype == TT_PIT) {
|
|
climb_pit();
|
|
} else if (u.utraptype == TT_LAVA) {
|
|
if(flags.verbose) {
|
|
predicament = "stuck in the lava";
|
|
#ifdef STEED
|
|
if (u.usteed)
|
|
Norep("%s is %s.", upstart(y_monnam(u.usteed)),
|
|
predicament);
|
|
else
|
|
#endif
|
|
Norep("You are %s.", predicament);
|
|
}
|
|
if(!is_lava(x,y)) {
|
|
u.utrap--;
|
|
if((u.utrap & 0xff) == 0) {
|
|
#ifdef STEED
|
|
if (u.usteed)
|
|
You("lead %s to the edge of the lava.",
|
|
y_monnam(u.usteed));
|
|
else
|
|
#endif
|
|
You("pull yourself to the edge of the lava.");
|
|
u.utrap = 0;
|
|
}
|
|
}
|
|
u.umoved = TRUE;
|
|
} else if (u.utraptype == TT_WEB) {
|
|
if(uwep && uwep->oartifact == ART_STING) {
|
|
u.utrap = 0;
|
|
pline("Sting cuts through the web!");
|
|
return;
|
|
}
|
|
if(--u.utrap) {
|
|
if(flags.verbose) {
|
|
predicament = "stuck to the web";
|
|
#ifdef STEED
|
|
if (u.usteed)
|
|
Norep("%s is %s.", upstart(y_monnam(u.usteed)),
|
|
predicament);
|
|
else
|
|
#endif
|
|
Norep("You are %s.", predicament);
|
|
}
|
|
} else {
|
|
#ifdef STEED
|
|
if (u.usteed)
|
|
pline("%s breaks out of the web.",
|
|
upstart(y_monnam(u.usteed)));
|
|
else
|
|
#endif
|
|
You("disentangle yourself.");
|
|
}
|
|
} else if (u.utraptype == TT_INFLOOR ||
|
|
u.utraptype == TT_BURIEDBALL) {
|
|
if(--u.utrap) {
|
|
if(flags.verbose) {
|
|
predicament = (u.utraptype == TT_INFLOOR) ?
|
|
"stuck in the" : "attached to the";
|
|
#ifdef STEED
|
|
if (u.usteed)
|
|
Norep("%s is %s %s.",
|
|
upstart(y_monnam(u.usteed)),
|
|
predicament,
|
|
(u.utraptype == TT_INFLOOR) ?
|
|
surface(u.ux, u.uy) : "buried ball");
|
|
else
|
|
#endif
|
|
Norep("You are %s %s.", predicament,
|
|
(u.utraptype == TT_INFLOOR) ?
|
|
surface(u.ux, u.uy) : "buried ball");
|
|
}
|
|
} else {
|
|
#ifdef STEED
|
|
if (u.usteed)
|
|
pline("%s finally wiggles free.",
|
|
upstart(y_monnam(u.usteed)));
|
|
else
|
|
#endif
|
|
You("finally wiggle %s.",
|
|
u.utraptype == TT_INFLOOR ?
|
|
"free" : "the ball free");
|
|
if (u.utraptype == TT_BURIEDBALL)
|
|
buried_ball_to_punishment();
|
|
}
|
|
} else {
|
|
if(flags.verbose) {
|
|
predicament = "caught in a bear trap";
|
|
#ifdef STEED
|
|
if (u.usteed)
|
|
Norep("%s is %s.", upstart(y_monnam(u.usteed)),
|
|
predicament);
|
|
else
|
|
#endif
|
|
Norep("You are %s.", predicament);
|
|
}
|
|
if((u.dx && u.dy) || !rn2(5)) u.utrap--;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!test_move(u.ux, u.uy, x-u.ux, y-u.uy, DO_MOVE)) {
|
|
context.move = 0;
|
|
nomul(0);
|
|
return;
|
|
}
|
|
|
|
/* Move ball and chain. */
|
|
if (Punished)
|
|
if (!drag_ball(x,y, &bc_control, &ballx, &bally, &chainx, &chainy,
|
|
&cause_delay, TRUE))
|
|
return;
|
|
|
|
/* Check regions entering/leaving */
|
|
if (!in_out_region(x,y))
|
|
return;
|
|
|
|
/* now move the hero */
|
|
mtmp = m_at(x, y);
|
|
u.ux += u.dx;
|
|
u.uy += u.dy;
|
|
#ifdef STEED
|
|
/* Move your steed, too */
|
|
if (u.usteed) {
|
|
u.usteed->mx = u.ux;
|
|
u.usteed->my = u.uy;
|
|
exercise_steed();
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* If safepet at destination then move the pet to the hero's
|
|
* previous location using the same conditions as in attack().
|
|
* there are special extenuating circumstances:
|
|
* (1) if the pet dies then your god angers,
|
|
* (2) if the pet gets trapped then your god may disapprove,
|
|
* (3) if the pet was already trapped and you attempt to free it
|
|
* not only do you encounter the trap but you may frighten your
|
|
* pet causing it to go wild! moral: don't abuse this privilege.
|
|
*
|
|
* Ceiling-hiding pets are skipped by this section of code, to
|
|
* be caught by the normal falling-monster code.
|
|
*/
|
|
if (is_safepet(mtmp) && !(is_hider(mtmp->data) && mtmp->mundetected)) {
|
|
/* if trapped, there's a chance the pet goes wild */
|
|
if (mtmp->mtrapped) {
|
|
if (!rn2(mtmp->mtame)) {
|
|
mtmp->mtame = mtmp->mpeaceful = mtmp->msleeping = 0;
|
|
if (mtmp->mleashed) m_unleash(mtmp, TRUE);
|
|
growl(mtmp);
|
|
} else {
|
|
yelp(mtmp);
|
|
}
|
|
}
|
|
mtmp->mundetected = 0;
|
|
if (mtmp->m_ap_type) seemimic(mtmp);
|
|
else if (!mtmp->mtame) newsym(mtmp->mx, mtmp->my);
|
|
|
|
if (mtmp->mtrapped &&
|
|
(trap = t_at(mtmp->mx, mtmp->my)) != 0 &&
|
|
(trap->ttyp == PIT || trap->ttyp == SPIKED_PIT) &&
|
|
sobj_at(BOULDER, trap->tx, trap->ty)) {
|
|
/* can't swap places with pet pinned in a pit by a boulder */
|
|
u.ux = u.ux0, u.uy = u.uy0; /* didn't move after all */
|
|
} else if (u.ux0 != x && u.uy0 != y &&
|
|
bad_rock(mtmp->data, x, u.uy0) &&
|
|
bad_rock(mtmp->data, u.ux0, y) &&
|
|
(bigmonst(mtmp->data) || (curr_mon_load(mtmp) > 600))) {
|
|
/* can't swap places when pet won't fit thru the opening */
|
|
u.ux = u.ux0, u.uy = u.uy0; /* didn't move after all */
|
|
You("stop. %s won't fit through.", upstart(y_monnam(mtmp)));
|
|
} else {
|
|
char pnambuf[BUFSZ];
|
|
|
|
/* save its current description in case of polymorph */
|
|
Strcpy(pnambuf, y_monnam(mtmp));
|
|
mtmp->mtrapped = 0;
|
|
remove_monster(x, y);
|
|
place_monster(mtmp, u.ux0, u.uy0);
|
|
newsym(x, y);
|
|
newsym(u.ux0, u.uy0);
|
|
|
|
You("%s %s.", mtmp->mtame ? "swap places with" : "frighten",
|
|
pnambuf);
|
|
|
|
/* check for displacing it into pools and traps */
|
|
switch (minliquid(mtmp) ? 2 : mintrap(mtmp)) {
|
|
case 0:
|
|
break;
|
|
case 1: /* trapped */
|
|
case 3: /* changed levels */
|
|
/* there's already been a trap message, reinforce it */
|
|
abuse_dog(mtmp);
|
|
adjalign(-3);
|
|
break;
|
|
case 2:
|
|
/* drowned or died...
|
|
* you killed your pet by direct action, so get experience
|
|
* and possibly penalties;
|
|
* we want the level gain message, if it happens, to occur
|
|
* before the guilt message below
|
|
*/
|
|
{
|
|
/* minliquid() and mintrap() call mondead() rather than
|
|
killed() so we duplicate some of the latter here */
|
|
int tmp, mndx;
|
|
|
|
u.uconduct.killer++;
|
|
mndx = monsndx(mtmp->data);
|
|
tmp = experience(mtmp, (int)mvitals[mndx].died + 1);
|
|
more_experienced(tmp, 0);
|
|
newexplevel(); /* will decide if you go up */
|
|
}
|
|
/* That's no way to treat a pet! Your god gets angry.
|
|
*
|
|
* [This has always been pretty iffy. Why does your
|
|
* patron deity care at all, let alone enough to get mad?]
|
|
*/
|
|
if (rn2(4)) {
|
|
You_feel("guilty about losing your pet like this.");
|
|
u.ugangr++;
|
|
adjalign(-15);
|
|
}
|
|
break;
|
|
default:
|
|
pline("that's strange, unknown mintrap result!");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
reset_occupations();
|
|
if (context.run) {
|
|
if ( context.run < 8 )
|
|
if (IS_DOOR(tmpr->typ) || IS_ROCK(tmpr->typ) ||
|
|
IS_FURNITURE(tmpr->typ))
|
|
nomul(0);
|
|
}
|
|
|
|
if (hides_under(youmonst.data) || (youmonst.data->mlet == S_EEL) ||
|
|
u.dx || u.dy)
|
|
(void) hideunder(&youmonst);
|
|
|
|
/*
|
|
* Mimics (or whatever) become noticeable if they move and are
|
|
* imitating something that doesn't move. We could extend this
|
|
* to non-moving monsters...
|
|
*/
|
|
if ((u.dx || u.dy) && (youmonst.m_ap_type == M_AP_OBJECT
|
|
|| youmonst.m_ap_type == M_AP_FURNITURE))
|
|
youmonst.m_ap_type = M_AP_NOTHING;
|
|
|
|
check_leash(u.ux0,u.uy0);
|
|
|
|
if(u.ux0 != u.ux || u.uy0 != u.uy) {
|
|
u.umoved = TRUE;
|
|
/* Clean old position -- vision_recalc() will print our new one. */
|
|
newsym(u.ux0,u.uy0);
|
|
/* Since the hero has moved, adjust what can be seen/unseen. */
|
|
vision_recalc(1); /* Do the work now in the recover time. */
|
|
invocation_message();
|
|
}
|
|
|
|
if (Punished) /* put back ball and chain */
|
|
move_bc(0,bc_control,ballx,bally,chainx,chainy);
|
|
|
|
spoteffects(TRUE);
|
|
|
|
/* delay next move because of ball dragging */
|
|
/* must come after we finished picking up, in spoteffects() */
|
|
if (cause_delay) {
|
|
nomul(-2);
|
|
nomovemsg = "";
|
|
}
|
|
|
|
if (context.run && flags.runmode != RUN_TPORT) {
|
|
/* display every step or every 7th step depending upon mode */
|
|
if (flags.runmode != RUN_LEAP || !(moves % 7L)) {
|
|
if (flags.time) context.botl = 1;
|
|
curs_on_u();
|
|
delay_output();
|
|
if (flags.runmode == RUN_CRAWL) {
|
|
delay_output();
|
|
delay_output();
|
|
delay_output();
|
|
delay_output();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
invocation_message()
|
|
{
|
|
/* a special clue-msg when on the Invocation position */
|
|
if(invocation_pos(u.ux, u.uy) && !On_stairs(u.ux, u.uy)) {
|
|
char buf[BUFSZ];
|
|
struct obj *otmp = carrying(CANDELABRUM_OF_INVOCATION);
|
|
|
|
nomul(0); /* stop running or travelling */
|
|
#ifdef STEED
|
|
if (u.usteed) Sprintf(buf, "beneath %s", y_monnam(u.usteed));
|
|
else
|
|
#endif
|
|
if (Levitation || Flying) Strcpy(buf, "beneath you");
|
|
else Sprintf(buf, "under your %s", makeplural(body_part(FOOT)));
|
|
|
|
You_feel("a strange vibration %s.", buf);
|
|
if (otmp && otmp->spe == 7 && otmp->lamplit)
|
|
pline("%s %s!", The(xname(otmp)),
|
|
Blind ? "throbs palpably" : "glows with a strange light");
|
|
}
|
|
}
|
|
|
|
void
|
|
spoteffects(pick)
|
|
boolean pick;
|
|
{
|
|
static struct trap *spottrap = (struct trap *)0;
|
|
static unsigned spottraptyp = NO_TRAP;
|
|
register struct monst *mtmp;
|
|
|
|
if(u.uinwater) {
|
|
int was_underwater;
|
|
|
|
if (!is_pool(u.ux,u.uy)) {
|
|
if (Is_waterlevel(&u.uz))
|
|
You("pop into an air bubble.");
|
|
else if (is_lava(u.ux, u.uy))
|
|
You("leave the water..."); /* oops! */
|
|
else
|
|
You("are on solid %s again.",
|
|
is_ice(u.ux, u.uy) ? "ice" : "land");
|
|
}
|
|
else if (Is_waterlevel(&u.uz))
|
|
goto stillinwater;
|
|
else if (Levitation)
|
|
You("pop out of the water like a cork!");
|
|
else if (Flying)
|
|
You("fly out of the water.");
|
|
else if (Wwalking)
|
|
You("slowly rise above the surface.");
|
|
else
|
|
goto stillinwater;
|
|
was_underwater = Underwater && !Is_waterlevel(&u.uz);
|
|
u.uinwater = 0; /* leave the water */
|
|
if (was_underwater) { /* restore vision */
|
|
docrt();
|
|
vision_full_recalc = 1;
|
|
}
|
|
}
|
|
stillinwater:;
|
|
if (!Levitation && !u.ustuck && !Flying) {
|
|
/* limit recursive calls through teleds() */
|
|
if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
|
|
#ifdef STEED
|
|
if (u.usteed && !is_flyer(u.usteed->data) &&
|
|
!is_floater(u.usteed->data) &&
|
|
!is_clinger(u.usteed->data)) {
|
|
dismount_steed(Underwater ?
|
|
DISMOUNT_FELL : DISMOUNT_GENERIC);
|
|
/* dismount_steed() -> float_down() -> pickup() */
|
|
if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz))
|
|
pick = FALSE;
|
|
} else
|
|
#endif
|
|
if (is_lava(u.ux, u.uy)) {
|
|
if (lava_effects()) return;
|
|
} else if (!Wwalking && drown())
|
|
return;
|
|
}
|
|
}
|
|
check_special_room(FALSE);
|
|
#ifdef SINKS
|
|
if(IS_SINK(levl[u.ux][u.uy].typ) && Levitation)
|
|
dosinkfall();
|
|
#endif
|
|
if (!in_steed_dismounting) { /* if dismounting, we'll check again later */
|
|
struct trap *trap = t_at(u.ux, u.uy);
|
|
boolean pit;
|
|
|
|
/*
|
|
* If not a pit, pickup before triggering trap.
|
|
* If pit, trigger trap before pickup.
|
|
*/
|
|
pit = (trap && (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT));
|
|
if (pick && !pit) (void) pickup(1);
|
|
|
|
if (trap) {
|
|
|
|
/*
|
|
* dotrap on a fire trap calls melt_ice() which triggers
|
|
* spoteffects() (again) which can trigger the same fire
|
|
* trap (again). Use static spottrap to prevent that.
|
|
* We track spottraptyp because some traps morph
|
|
* (landmine to pit) and any new trap type
|
|
* should get triggered.
|
|
*/
|
|
if (!spottrap || spottraptyp != trap->ttyp) {
|
|
spottrap = trap;
|
|
spottraptyp = trap->ttyp;
|
|
dotrap(trap, 0); /* fall into arrow trap, etc. */
|
|
spottrap = (struct trap *)0;
|
|
spottraptyp = NO_TRAP;
|
|
}
|
|
}
|
|
if (pick && pit) (void) pickup(1);
|
|
}
|
|
/* Warning alerts you to ice danger */
|
|
if (Warning && is_ice(u.ux,u.uy)) {
|
|
static const char * const icewarnings[] = {
|
|
"The ice seems very soft and slushy.",
|
|
"You feel the ice shift beneath you!",
|
|
"The ice, is gonna BREAK!", /* The Dead Zone */
|
|
};
|
|
long time_left = spot_time_left(u.ux, u.uy, MELT_ICE_AWAY);
|
|
if (time_left && time_left < 15L)
|
|
pline("%s",
|
|
(time_left < 5L) ? icewarnings[2] :
|
|
(time_left < 10L) ? icewarnings[1] : icewarnings[0]);
|
|
}
|
|
if((mtmp = m_at(u.ux, u.uy)) && !u.uswallow) {
|
|
mtmp->mundetected = mtmp->msleeping = 0;
|
|
switch(mtmp->data->mlet) {
|
|
case S_PIERCER:
|
|
pline("%s suddenly drops from the %s!",
|
|
Amonnam(mtmp), ceiling(u.ux,u.uy));
|
|
if(mtmp->mtame) /* jumps to greet you, not attack */
|
|
;
|
|
else if(uarmh && is_metallic(uarmh))
|
|
pline("Its blow glances off your %s.",
|
|
helm_simple_name(uarmh));
|
|
else if (u.uac + 3 <= rnd(20))
|
|
You("are almost hit by %s!",
|
|
x_monnam(mtmp, ARTICLE_A, "falling", 0, TRUE));
|
|
else {
|
|
int dmg;
|
|
You("are hit by %s!",
|
|
x_monnam(mtmp, ARTICLE_A, "falling", 0, TRUE));
|
|
dmg = d(4,6);
|
|
if(Half_physical_damage) dmg = (dmg+1) / 2;
|
|
mdamageu(mtmp, dmg);
|
|
}
|
|
break;
|
|
default: /* monster surprises you. */
|
|
if(mtmp->mtame)
|
|
pline("%s jumps near you from the %s.",
|
|
Amonnam(mtmp), ceiling(u.ux,u.uy));
|
|
else if(mtmp->mpeaceful) {
|
|
You("surprise %s!",
|
|
Blind && !sensemon(mtmp) ?
|
|
something : a_monnam(mtmp));
|
|
mtmp->mpeaceful = 0;
|
|
} else
|
|
pline("%s attacks you by surprise!",
|
|
Amonnam(mtmp));
|
|
break;
|
|
}
|
|
mnexto(mtmp); /* have to move the monster */
|
|
}
|
|
}
|
|
|
|
STATIC_OVL boolean
|
|
monstinroom(mdat,roomno)
|
|
struct permonst *mdat;
|
|
int roomno;
|
|
{
|
|
register struct monst *mtmp;
|
|
|
|
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
|
|
if(!DEADMONSTER(mtmp) && mtmp->data == mdat &&
|
|
index(in_rooms(mtmp->mx, mtmp->my, 0), roomno + ROOMOFFSET))
|
|
return(TRUE);
|
|
return(FALSE);
|
|
}
|
|
|
|
char *
|
|
in_rooms(x, y, typewanted)
|
|
register xchar x, y;
|
|
register int typewanted;
|
|
{
|
|
static char buf[5];
|
|
char rno, *ptr = &buf[4];
|
|
int typefound, min_x, min_y, max_x, max_y_offset, step;
|
|
register struct rm *lev;
|
|
|
|
#define goodtype(rno) (!typewanted || \
|
|
((typefound = rooms[rno - ROOMOFFSET].rtype) == typewanted) || \
|
|
((typewanted == SHOPBASE) && (typefound > SHOPBASE))) \
|
|
|
|
switch (rno = levl[x][y].roomno) {
|
|
case NO_ROOM:
|
|
return(ptr);
|
|
case SHARED:
|
|
step = 2;
|
|
break;
|
|
case SHARED_PLUS:
|
|
step = 1;
|
|
break;
|
|
default: /* i.e. a regular room # */
|
|
if (goodtype(rno))
|
|
*(--ptr) = rno;
|
|
return(ptr);
|
|
}
|
|
|
|
min_x = x - 1;
|
|
max_x = x + 1;
|
|
if (x < 1)
|
|
min_x += step;
|
|
else
|
|
if (x >= COLNO)
|
|
max_x -= step;
|
|
|
|
min_y = y - 1;
|
|
max_y_offset = 2;
|
|
if (min_y < 0) {
|
|
min_y += step;
|
|
max_y_offset -= step;
|
|
} else
|
|
if ((min_y + max_y_offset) >= ROWNO)
|
|
max_y_offset -= step;
|
|
|
|
for (x = min_x; x <= max_x; x += step) {
|
|
lev = &levl[x][min_y];
|
|
y = 0;
|
|
if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
|
|
!index(ptr, rno) && goodtype(rno))
|
|
*(--ptr) = rno;
|
|
y += step;
|
|
if (y > max_y_offset)
|
|
continue;
|
|
if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
|
|
!index(ptr, rno) && goodtype(rno))
|
|
*(--ptr) = rno;
|
|
y += step;
|
|
if (y > max_y_offset)
|
|
continue;
|
|
if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
|
|
!index(ptr, rno) && goodtype(rno))
|
|
*(--ptr) = rno;
|
|
}
|
|
return(ptr);
|
|
}
|
|
|
|
/* is (x,y) in a town? */
|
|
boolean
|
|
in_town(x, y)
|
|
register int x, y;
|
|
{
|
|
s_level *slev = Is_special(&u.uz);
|
|
register struct mkroom *sroom;
|
|
boolean has_subrooms = FALSE;
|
|
|
|
if (!slev || !slev->flags.town) return FALSE;
|
|
|
|
/*
|
|
* See if (x,y) is in a room with subrooms, if so, assume it's the
|
|
* town. If there are no subrooms, the whole level is in town.
|
|
*/
|
|
for (sroom = &rooms[0]; sroom->hx > 0; sroom++) {
|
|
if (sroom->nsubrooms > 0) {
|
|
has_subrooms = TRUE;
|
|
if (inside_room(sroom, x, y)) return TRUE;
|
|
}
|
|
}
|
|
|
|
return !has_subrooms;
|
|
}
|
|
|
|
STATIC_OVL void
|
|
move_update(newlev)
|
|
register boolean newlev;
|
|
{
|
|
char *ptr1, *ptr2, *ptr3, *ptr4;
|
|
|
|
Strcpy(u.urooms0, u.urooms);
|
|
Strcpy(u.ushops0, u.ushops);
|
|
if (newlev) {
|
|
u.urooms[0] = '\0';
|
|
u.uentered[0] = '\0';
|
|
u.ushops[0] = '\0';
|
|
u.ushops_entered[0] = '\0';
|
|
Strcpy(u.ushops_left, u.ushops0);
|
|
return;
|
|
}
|
|
Strcpy(u.urooms, in_rooms(u.ux, u.uy, 0));
|
|
|
|
for (ptr1 = &u.urooms[0],
|
|
ptr2 = &u.uentered[0],
|
|
ptr3 = &u.ushops[0],
|
|
ptr4 = &u.ushops_entered[0];
|
|
*ptr1; ptr1++) {
|
|
if (!index(u.urooms0, *ptr1))
|
|
*(ptr2++) = *ptr1;
|
|
if (IS_SHOP(*ptr1 - ROOMOFFSET)) {
|
|
*(ptr3++) = *ptr1;
|
|
if (!index(u.ushops0, *ptr1))
|
|
*(ptr4++) = *ptr1;
|
|
}
|
|
}
|
|
*ptr2 = '\0';
|
|
*ptr3 = '\0';
|
|
*ptr4 = '\0';
|
|
|
|
/* filter u.ushops0 -> u.ushops_left */
|
|
for (ptr1 = &u.ushops0[0], ptr2 = &u.ushops_left[0]; *ptr1; ptr1++)
|
|
if (!index(u.ushops, *ptr1))
|
|
*(ptr2++) = *ptr1;
|
|
*ptr2 = '\0';
|
|
}
|
|
|
|
void
|
|
check_special_room(newlev)
|
|
register boolean newlev;
|
|
{
|
|
register struct monst *mtmp;
|
|
char *ptr;
|
|
|
|
move_update(newlev);
|
|
|
|
if (*u.ushops0)
|
|
u_left_shop(u.ushops_left, newlev);
|
|
|
|
if (!*u.uentered && !*u.ushops_entered) /* implied by newlev */
|
|
return; /* no entrance messages necessary */
|
|
|
|
/* Did we just enter a shop? */
|
|
if (*u.ushops_entered)
|
|
u_entered_shop(u.ushops_entered);
|
|
|
|
for (ptr = &u.uentered[0]; *ptr; ptr++) {
|
|
register int roomno = *ptr - ROOMOFFSET, rt = rooms[roomno].rtype;
|
|
|
|
/* Did we just enter some other special room? */
|
|
/* vault.c insists that a vault remain a VAULT,
|
|
* and temples should remain TEMPLEs,
|
|
* but everything else gives a message only the first time */
|
|
switch (rt) {
|
|
case ZOO:
|
|
pline("Welcome to David's treasure zoo!");
|
|
break;
|
|
case SWAMP:
|
|
pline("It %s rather %s down here.",
|
|
Blind ? "feels" : "looks",
|
|
Blind ? "humid" : "muddy");
|
|
break;
|
|
case COURT:
|
|
You("enter an opulent throne room!");
|
|
break;
|
|
case LEPREHALL:
|
|
You("enter a leprechaun hall!");
|
|
break;
|
|
case MORGUE:
|
|
if(midnight()) {
|
|
const char *run = locomotion(youmonst.data, "Run");
|
|
pline("%s away! %s away!", run, run);
|
|
} else
|
|
You("have an uncanny feeling...");
|
|
break;
|
|
case BEEHIVE:
|
|
You("enter a giant beehive!");
|
|
break;
|
|
case COCKNEST:
|
|
You("enter a disgusting nest!");
|
|
break;
|
|
case ANTHOLE:
|
|
You("enter an anthole!");
|
|
break;
|
|
case BARRACKS:
|
|
if(monstinroom(&mons[PM_SOLDIER], roomno) ||
|
|
monstinroom(&mons[PM_SERGEANT], roomno) ||
|
|
monstinroom(&mons[PM_LIEUTENANT], roomno) ||
|
|
monstinroom(&mons[PM_CAPTAIN], roomno))
|
|
You("enter a military barracks!");
|
|
else
|
|
You("enter an abandoned barracks.");
|
|
break;
|
|
case DELPHI:
|
|
if(monstinroom(&mons[PM_ORACLE], roomno))
|
|
verbalize("%s, %s, welcome to Delphi!",
|
|
Hello((struct monst *) 0), plname);
|
|
break;
|
|
case TEMPLE:
|
|
intemple(roomno + ROOMOFFSET);
|
|
/* fall through */
|
|
default:
|
|
rt = 0;
|
|
}
|
|
|
|
if (rt != 0) {
|
|
rooms[roomno].rtype = OROOM;
|
|
if (!search_special(rt)) {
|
|
/* No more room of that type */
|
|
switch(rt) {
|
|
case COURT:
|
|
level.flags.has_court = 0;
|
|
break;
|
|
case SWAMP:
|
|
level.flags.has_swamp = 0;
|
|
break;
|
|
case MORGUE:
|
|
level.flags.has_morgue = 0;
|
|
break;
|
|
case ZOO:
|
|
level.flags.has_zoo = 0;
|
|
break;
|
|
case BARRACKS:
|
|
level.flags.has_barracks = 0;
|
|
break;
|
|
case TEMPLE:
|
|
level.flags.has_temple = 0;
|
|
break;
|
|
case BEEHIVE:
|
|
level.flags.has_beehive = 0;
|
|
break;
|
|
}
|
|
}
|
|
if (rt == COURT || rt == SWAMP || rt == MORGUE || rt == ZOO)
|
|
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
|
|
if (!DEADMONSTER(mtmp) && !Stealth && !rn2(3)) mtmp->msleeping = 0;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
int
|
|
dopickup()
|
|
{
|
|
int count;
|
|
struct trap *traphere = t_at(u.ux, u.uy);
|
|
/* awful kludge to work around parse()'s pre-decrement */
|
|
count = (multi || (save_cm && *save_cm == ',')) ? multi + 1 : 0;
|
|
multi = 0; /* always reset */
|
|
/* uswallow case added by GAN 01/29/87 */
|
|
if(u.uswallow) {
|
|
if (!u.ustuck->minvent) {
|
|
if (is_animal(u.ustuck->data)) {
|
|
You("pick up %s tongue.", s_suffix(mon_nam(u.ustuck)));
|
|
pline("But it's kind of slimy, so you drop it.");
|
|
} else
|
|
You("don't %s anything in here to pick up.",
|
|
Blind ? "feel" : "see");
|
|
return(1);
|
|
} else {
|
|
int tmpcount = -count;
|
|
return loot_mon(u.ustuck, &tmpcount, (boolean *)0);
|
|
}
|
|
}
|
|
if(is_pool(u.ux, u.uy)) {
|
|
if (Wwalking || is_floater(youmonst.data) || is_clinger(youmonst.data)
|
|
|| (Flying && !Breathless)) {
|
|
You("cannot dive into the water to pick things up.");
|
|
return(0);
|
|
} else if (!Underwater) {
|
|
You_cant("even see the bottom, let alone pick up %s.",
|
|
something);
|
|
return(0);
|
|
}
|
|
}
|
|
if (is_lava(u.ux, u.uy)) {
|
|
if (Wwalking || is_floater(youmonst.data) ||
|
|
is_clinger(youmonst.data) || (Flying && !Breathless)) {
|
|
You_cant("reach the bottom to pick things up.");
|
|
return(0);
|
|
} else if (!likes_lava(youmonst.data)) {
|
|
You("would burn to a crisp trying to pick things up.");
|
|
return(0);
|
|
}
|
|
}
|
|
if (!OBJ_AT(u.ux, u.uy)) {
|
|
There("is nothing here to pick up.");
|
|
return 0;
|
|
}
|
|
if (!can_reach_floor(TRUE)) {
|
|
if (traphere && uteetering_at_seen_pit(traphere))
|
|
You("cannot reach the bottom of the pit.");
|
|
#ifdef STEED
|
|
else if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
|
|
You("aren't skilled enough to reach from %s.",
|
|
y_monnam(u.usteed));
|
|
#endif
|
|
else
|
|
You("cannot reach the %s.", surface(u.ux,u.uy));
|
|
return 0;
|
|
}
|
|
|
|
return (pickup(-count));
|
|
}
|
|
|
|
/* stop running if we see something interesting */
|
|
/* turn around a corner if that is the only way we can proceed */
|
|
/* do not turn left or right twice */
|
|
void
|
|
lookaround()
|
|
{
|
|
register int x, y, i, x0 = 0, y0 = 0, m0 = 1, i0 = 9;
|
|
register int corrct = 0, noturn = 0;
|
|
register struct monst *mtmp;
|
|
register struct trap *trap;
|
|
|
|
/* Grid bugs stop if trying to move diagonal, even if blind. Maybe */
|
|
/* they polymorphed while in the middle of a long move. */
|
|
if (u.umonnum == PM_GRID_BUG && u.dx && u.dy) {
|
|
nomul(0);
|
|
return;
|
|
}
|
|
|
|
if(Blind || context.run == 0) return;
|
|
for(x = u.ux-1; x <= u.ux+1; x++) for(y = u.uy-1; y <= u.uy+1; y++) {
|
|
if(!isok(x,y)) continue;
|
|
|
|
if(u.umonnum == PM_GRID_BUG && x != u.ux && y != u.uy) continue;
|
|
|
|
if(x == u.ux && y == u.uy) continue;
|
|
|
|
if((mtmp = m_at(x,y)) &&
|
|
mtmp->m_ap_type != M_AP_FURNITURE &&
|
|
mtmp->m_ap_type != M_AP_OBJECT &&
|
|
(!mtmp->minvis || See_invisible) && !mtmp->mundetected) {
|
|
if((context.run != 1 && !mtmp->mtame)
|
|
|| (x == u.ux+u.dx && y == u.uy+u.dy))
|
|
goto stop;
|
|
}
|
|
|
|
if (levl[x][y].typ == STONE) continue;
|
|
if (x == u.ux-u.dx && y == u.uy-u.dy) continue;
|
|
|
|
if (IS_ROCK(levl[x][y].typ) || (levl[x][y].typ == ROOM) ||
|
|
IS_AIR(levl[x][y].typ))
|
|
continue;
|
|
else if (closed_door(x,y) ||
|
|
(mtmp && mtmp->m_ap_type == M_AP_FURNITURE &&
|
|
(mtmp->mappearance == S_hcdoor ||
|
|
mtmp->mappearance == S_vcdoor))) {
|
|
if(x != u.ux && y != u.uy) continue;
|
|
if(context.run != 1) goto stop;
|
|
goto bcorr;
|
|
} else if (levl[x][y].typ == CORR) {
|
|
bcorr:
|
|
if(levl[u.ux][u.uy].typ != ROOM) {
|
|
if(context.run == 1 || context.run == 3 || context.run == 8) {
|
|
i = dist2(x,y,u.ux+u.dx,u.uy+u.dy);
|
|
if(i > 2) continue;
|
|
if(corrct == 1 && dist2(x,y,x0,y0) != 1)
|
|
noturn = 1;
|
|
if(i < i0) {
|
|
i0 = i;
|
|
x0 = x;
|
|
y0 = y;
|
|
m0 = mtmp ? 1 : 0;
|
|
}
|
|
}
|
|
corrct++;
|
|
}
|
|
continue;
|
|
} else if ((trap = t_at(x,y)) && trap->tseen) {
|
|
if(context.run == 1) goto bcorr; /* if you must */
|
|
if(x == u.ux+u.dx && y == u.uy+u.dy) goto stop;
|
|
continue;
|
|
} else if (is_pool(x,y) || is_lava(x,y)) {
|
|
/* water and lava only stop you if directly in front, and stop
|
|
* you even if you are running
|
|
*/
|
|
if(!Levitation && !Flying && !is_clinger(youmonst.data) &&
|
|
x == u.ux+u.dx && y == u.uy+u.dy)
|
|
/* No Wwalking check; otherwise they'd be able
|
|
* to test boots by trying to SHIFT-direction
|
|
* into a pool and seeing if the game allowed it
|
|
*/
|
|
goto stop;
|
|
continue;
|
|
} else { /* e.g. objects or trap or stairs */
|
|
if(context.run == 1) goto bcorr;
|
|
if(context.run == 8) continue;
|
|
if(mtmp) continue; /* d */
|
|
if(((x == u.ux - u.dx) && (y != u.uy + u.dy)) ||
|
|
((y == u.uy - u.dy) && (x != u.ux + u.dx)))
|
|
continue;
|
|
}
|
|
stop:
|
|
nomul(0);
|
|
return;
|
|
} /* end for loops */
|
|
|
|
if(corrct > 1 && context.run == 2) goto stop;
|
|
if((context.run == 1 || context.run == 3 || context.run == 8) &&
|
|
!noturn && !m0 && i0 && (corrct == 1 || (corrct == 2 && i0 == 1)))
|
|
{
|
|
/* make sure that we do not turn too far */
|
|
if(i0 == 2) {
|
|
if(u.dx == y0-u.uy && u.dy == u.ux-x0)
|
|
i = 2; /* straight turn right */
|
|
else
|
|
i = -2; /* straight turn left */
|
|
} else if(u.dx && u.dy) {
|
|
if((u.dx == u.dy && y0 == u.uy) || (u.dx != u.dy && y0 != u.uy))
|
|
i = -1; /* half turn left */
|
|
else
|
|
i = 1; /* half turn right */
|
|
} else {
|
|
if((x0-u.ux == y0-u.uy && !u.dy) || (x0-u.ux != y0-u.uy && u.dy))
|
|
i = 1; /* half turn right */
|
|
else
|
|
i = -1; /* half turn left */
|
|
}
|
|
|
|
i += u.last_str_turn;
|
|
if(i <= 2 && i >= -2) {
|
|
u.last_str_turn = i;
|
|
u.dx = x0-u.ux;
|
|
u.dy = y0-u.uy;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* something like lookaround, but we are not running */
|
|
/* react only to monsters that might hit us */
|
|
int
|
|
monster_nearby()
|
|
{
|
|
register int x,y;
|
|
register struct monst *mtmp;
|
|
|
|
/* Also see the similar check in dochugw() in monmove.c */
|
|
for(x = u.ux-1; x <= u.ux+1; x++)
|
|
for(y = u.uy-1; y <= u.uy+1; y++) {
|
|
if(!isok(x,y)) continue;
|
|
if(x == u.ux && y == u.uy) continue;
|
|
if((mtmp = m_at(x,y)) &&
|
|
mtmp->m_ap_type != M_AP_FURNITURE &&
|
|
mtmp->m_ap_type != M_AP_OBJECT &&
|
|
(!mtmp->mpeaceful || Hallucination) &&
|
|
(!is_hider(mtmp->data) || !mtmp->mundetected) &&
|
|
!noattacks(mtmp->data) &&
|
|
mtmp->mcanmove && !mtmp->msleeping && /* aplvax!jcn */
|
|
!onscary(u.ux, u.uy, mtmp) &&
|
|
canspotmon(mtmp))
|
|
return(1);
|
|
}
|
|
return(0);
|
|
}
|
|
|
|
void
|
|
nomul(nval)
|
|
register int nval;
|
|
{
|
|
if(multi < nval) return; /* This is a bug fix by ab@unido */
|
|
u.uinvulnerable = FALSE; /* Kludge to avoid ctrl-C bug -dlc */
|
|
u.usleep = 0;
|
|
multi = nval;
|
|
context.travel = context.travel1 = context.mv = context.run = 0;
|
|
}
|
|
|
|
/* called when a non-movement, multi-turn action has completed */
|
|
void
|
|
unmul(msg_override)
|
|
const char *msg_override;
|
|
{
|
|
multi = 0; /* caller will usually have done this already */
|
|
if (msg_override) nomovemsg = msg_override;
|
|
else if (!nomovemsg) nomovemsg = You_can_move_again;
|
|
if (*nomovemsg) pline(nomovemsg);
|
|
nomovemsg = 0;
|
|
u.usleep = 0;
|
|
if (afternmv) (*afternmv)();
|
|
afternmv = 0;
|
|
}
|
|
|
|
STATIC_OVL void
|
|
maybe_wail()
|
|
{
|
|
static short powers[] = { TELEPORT, SEE_INVIS, POISON_RES, COLD_RES,
|
|
SHOCK_RES, FIRE_RES, SLEEP_RES, DISINT_RES,
|
|
TELEPORT_CONTROL, STEALTH, FAST, INVIS };
|
|
|
|
if (moves <= wailmsg + 50) return;
|
|
|
|
wailmsg = moves;
|
|
if (Role_if(PM_WIZARD) || Race_if(PM_ELF) || Role_if(PM_VALKYRIE)) {
|
|
const char *who;
|
|
int i, powercnt;
|
|
|
|
who = (Role_if(PM_WIZARD) || Role_if(PM_VALKYRIE)) ?
|
|
urole.name.m : "Elf";
|
|
if (u.uhp == 1) {
|
|
pline("%s is about to die.", who);
|
|
} else {
|
|
for (i = 0, powercnt = 0; i < SIZE(powers); ++i)
|
|
if (u.uprops[powers[i]].intrinsic & INTRINSIC) ++powercnt;
|
|
|
|
pline(powercnt >= 4 ? "%s, all your powers will be lost..."
|
|
: "%s, your life force is running out.", who);
|
|
}
|
|
} else {
|
|
You_hear(u.uhp == 1 ? "the wailing of the Banshee..."
|
|
: "the howling of the CwnAnnwn...");
|
|
}
|
|
}
|
|
|
|
void
|
|
losehp(n, knam, k_format)
|
|
register int n;
|
|
register const char *knam;
|
|
boolean k_format;
|
|
{
|
|
if (Upolyd) {
|
|
u.mh -= n;
|
|
if (u.mhmax < u.mh) u.mhmax = u.mh;
|
|
context.botl = 1;
|
|
if (u.mh < 1)
|
|
rehumanize();
|
|
else if (n > 0 && u.mh*10 < u.mhmax && Unchanging)
|
|
maybe_wail();
|
|
return;
|
|
}
|
|
|
|
u.uhp -= n;
|
|
if(u.uhp > u.uhpmax)
|
|
u.uhpmax = u.uhp; /* perhaps n was negative */
|
|
context.botl = 1;
|
|
if(u.uhp < 1) {
|
|
killer.format = k_format;
|
|
if (killer.name != knam) /* the thing that killed you */
|
|
Strcpy(killer.name, knam ? knam : "");
|
|
You("die...");
|
|
done(DIED);
|
|
} else if (n > 0 && u.uhp*10 < u.uhpmax) {
|
|
maybe_wail();
|
|
}
|
|
}
|
|
|
|
int
|
|
weight_cap()
|
|
{
|
|
register long carrcap;
|
|
|
|
carrcap = 25*(ACURRSTR + ACURR(A_CON)) + 50;
|
|
if (Upolyd) {
|
|
/* consistent with can_carry() in mon.c */
|
|
if (youmonst.data->mlet == S_NYMPH)
|
|
carrcap = MAX_CARR_CAP;
|
|
else if (!youmonst.data->cwt)
|
|
carrcap = (carrcap * (long)youmonst.data->msize) / MZ_HUMAN;
|
|
else if (!strongmonst(youmonst.data)
|
|
|| (strongmonst(youmonst.data) && (youmonst.data->cwt > WT_HUMAN)))
|
|
carrcap = (carrcap * (long)youmonst.data->cwt / WT_HUMAN);
|
|
}
|
|
|
|
if (Levitation || Is_airlevel(&u.uz) /* pugh@cornell */
|
|
#ifdef STEED
|
|
|| (u.usteed && strongmonst(u.usteed->data))
|
|
#endif
|
|
)
|
|
carrcap = MAX_CARR_CAP;
|
|
else {
|
|
if(carrcap > MAX_CARR_CAP) carrcap = MAX_CARR_CAP;
|
|
if (!Flying) {
|
|
if(EWounded_legs & LEFT_SIDE) carrcap -= 100;
|
|
if(EWounded_legs & RIGHT_SIDE) carrcap -= 100;
|
|
}
|
|
if (carrcap < 0) carrcap = 0;
|
|
}
|
|
return((int) carrcap);
|
|
}
|
|
|
|
static int wc; /* current weight_cap(); valid after call to inv_weight() */
|
|
|
|
/* returns how far beyond the normal capacity the player is currently. */
|
|
/* inv_weight() is negative if the player is below normal capacity. */
|
|
int
|
|
inv_weight()
|
|
{
|
|
register struct obj *otmp = invent;
|
|
register int wt = 0;
|
|
|
|
#ifndef GOLDOBJ
|
|
/* when putting stuff into containers, gold is inserted at the head
|
|
of invent for easier manipulation by askchain & co, but it's also
|
|
retained in u.ugold in order to keep the status line accurate; we
|
|
mustn't add its weight in twice under that circumstance */
|
|
wt = (otmp && otmp->oclass == COIN_CLASS) ? 0 :
|
|
(int)((u.ugold + 50L) / 100L);
|
|
#endif
|
|
while (otmp) {
|
|
#ifndef GOLDOBJ
|
|
if (otmp->otyp != BOULDER || !throws_rocks(youmonst.data))
|
|
#else
|
|
if (otmp->oclass == COIN_CLASS)
|
|
wt += (int)(((long)otmp->quan + 50L) / 100L);
|
|
else if (otmp->otyp != BOULDER || !throws_rocks(youmonst.data))
|
|
#endif
|
|
wt += otmp->owt;
|
|
otmp = otmp->nobj;
|
|
}
|
|
wc = weight_cap();
|
|
return (wt - wc);
|
|
}
|
|
|
|
/*
|
|
* Returns 0 if below normal capacity, or the number of "capacity units"
|
|
* over the normal capacity the player is loaded. Max is 5.
|
|
*/
|
|
int
|
|
calc_capacity(xtra_wt)
|
|
int xtra_wt;
|
|
{
|
|
int cap, wt = inv_weight() + xtra_wt;
|
|
|
|
if (wt <= 0) return UNENCUMBERED;
|
|
if (wc <= 1) return OVERLOADED;
|
|
cap = (wt*2 / wc) + 1;
|
|
return min(cap, OVERLOADED);
|
|
}
|
|
|
|
int
|
|
near_capacity()
|
|
{
|
|
return calc_capacity(0);
|
|
}
|
|
|
|
int
|
|
max_capacity()
|
|
{
|
|
int wt = inv_weight();
|
|
|
|
return (wt - (2 * wc));
|
|
}
|
|
|
|
boolean
|
|
check_capacity(str)
|
|
const char *str;
|
|
{
|
|
if(near_capacity() >= EXT_ENCUMBER) {
|
|
if(str)
|
|
pline(str);
|
|
else
|
|
You_cant("do that while carrying so much stuff.");
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
inv_cnt()
|
|
{
|
|
register struct obj *otmp = invent;
|
|
register int ct = 0;
|
|
|
|
while(otmp){
|
|
ct++;
|
|
otmp = otmp->nobj;
|
|
}
|
|
return(ct);
|
|
}
|
|
|
|
#ifdef GOLDOBJ
|
|
/* Counts the money in an object chain. */
|
|
/* Intended use is for your or some monsters inventory, */
|
|
/* now that u.gold/m.gold is gone.*/
|
|
/* Counting money in a container might be possible too. */
|
|
long
|
|
money_cnt(otmp)
|
|
struct obj *otmp;
|
|
{
|
|
while(otmp) {
|
|
/* Must change when silver & copper is implemented: */
|
|
if (otmp->oclass == COIN_CLASS) return otmp->quan;
|
|
otmp = otmp->nobj;
|
|
}
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
/*hack.c*/
|