Files
nethack/src/detect.c
Pasi Kallinen 3506062c7d Fix bz270, H4166: Finding a secret corridor shows it unlit with lit_corridor
Also #terrain command with dark_room on showed lit room floor on places with
objects or traps. We don't want to show dark room symbol anyway, because
the dark room symbols are only for line-of-sight, and #terrain should
override that...
2016-01-05 11:14:04 +02:00

1593 lines
52 KiB
C

/* NetHack 3.6 detect.c $NHDT-Date: 1446369464 2015/11/01 09:17:44 $ $NHDT-Branch: master $:$NHDT-Revision: 1.61 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* 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"
extern boolean known; /* from read.c */
STATIC_DCL void FDECL(do_dknown_of, (struct obj *));
STATIC_DCL boolean FDECL(check_map_spot, (int, int, CHAR_P, unsigned));
STATIC_DCL boolean FDECL(clear_stale_map, (CHAR_P, unsigned));
STATIC_DCL void FDECL(sense_trap, (struct trap *, XCHAR_P, XCHAR_P, int));
STATIC_DCL int FDECL(detect_obj_traps, (struct obj *, BOOLEAN_P, int));
STATIC_DCL void FDECL(show_map_spot, (int, int));
STATIC_PTR void FDECL(findone, (int, int, genericptr_t));
STATIC_PTR void FDECL(openone, (int, int, genericptr_t));
/* Recursively search obj for an object in class oclass and 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;
if (Has_contents(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)))
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)))
return temp;
}
return (struct obj *) 0;
}
STATIC_OVL 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_OVL 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) !(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 = 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 = 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_OVL 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 *temp;
boolean stale;
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))
continue; /* probably not needed in this case but... */
if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
known = TRUE;
goto outgoldmap; /* skip further searching */
} else
for (obj = mtmp->minvent; obj; obj = obj->nobj)
if (sobj->blessed && o_material(obj, GOLD)) {
known = TRUE;
goto outgoldmap;
} else if (o_in(obj, COIN_CLASS)) {
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)) {
known = TRUE;
if (obj->ox != u.ux || obj->oy != u.uy)
goto outgoldmap;
} else if (o_in(obj, COIN_CLASS)) {
known = TRUE;
if (obj->ox != u.ux || obj->oy != u.uy)
goto outgoldmap;
}
}
if (!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 (youmonst.data == &mons[PM_GOLD_GOLEM]) {
Sprintf(buf, "You feel like a million %s!", currency(2L));
} else if (hidden_gold() || money_cnt(invent))
Strcpy(buf,
"You feel worried about your future financial situation.");
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();
iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0;
/* Discover gold locations. */
for (obj = fobj; obj; obj = obj->nobj) {
if (sobj->blessed && (temp = o_material(obj, GOLD))) {
if (temp != obj) {
temp->ox = obj->ox;
temp->oy = obj->oy;
}
map_object(temp, 1);
} else if ((temp = o_in(obj, COIN_CLASS))) {
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))
continue; /* probably overkill here */
if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
struct obj gold;
gold = zeroobj; /* ensure oextra is cleared too */
gold.otyp = GOLD_PIECE;
gold.ox = mtmp->mx;
gold.oy = mtmp->my;
map_object(&gold, 1);
} else
for (obj = mtmp->minvent; obj; obj = obj->nobj)
if (sobj->blessed && (temp = o_material(obj, GOLD))) {
temp->ox = mtmp->mx;
temp->oy = mtmp->my;
map_object(temp, 1);
break;
} else if ((temp = o_in(obj, COIN_CLASS))) {
temp->ox = mtmp->mx;
temp->oy = mtmp->my;
map_object(temp, 1);
break;
}
}
newsym(u.ux, u.uy);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
You_feel("very greedy, and sense gold!");
exercise(A_WIS, TRUE);
display_nhwindow(WIN_MAP, TRUE);
docrt();
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
return 0;
}
/* returns 1 if nothing was detected */
/* returns 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);
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; mtmp = mtmp->nmon) {
/* no DEADMONSTER(mtmp) check needed since dmons never have inventory
*/
for (obj = mtmp->minvent; obj; obj = obj->nobj)
if (o_in(obj, oclass)) {
ct++;
break;
}
}
if (!ct && !ctu) {
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) {
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;
known = TRUE;
cls();
iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0;
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)
/* no DEADMONSTER(mtmp) check needed since dmons never have
* inventory */
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 */
}
newsym(u.ux, u.uy);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
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);
display_nhwindow(WIN_MAP, TRUE);
exercise(A_WIS, TRUE);
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;
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 iflags.bouldersym which is a 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 && iflags.bouldersym && sym == iflags.bouldersym)
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 = 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 = 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);
}
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
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 && mtmp->m_ap_type == 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();
iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0;
/*
* Map all buried objects first.
*/
for (obj = level.buriedobjlist; obj; obj = obj->nobj)
if (!class || (otmp = o_in(obj, class))) {
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 = level.objects[x][y]; obj; obj = obj->nexthere)
if ((!class && !boulder) || (otmp = o_in(obj, class))
|| (otmp = o_in(obj, boulder))) {
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))
continue;
for (obj = mtmp->minvent; obj; obj = obj->nobj)
if ((!class && !boulder) || (otmp = o_in(obj, class))
|| (otmp = o_in(obj, boulder))) {
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 && mtmp->m_ap_type == M_AP_OBJECT
&& (!class || class == objects[mtmp->mappearance].oc_class)) {
struct obj temp;
temp.oextra = (struct oextra *) 0;
temp.otyp = mtmp->mappearance; /* needed for obj_to_glyph() */
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 = zeroobj; /* ensure oextra is cleared too */
gold.otyp = GOLD_PIECE;
gold.ox = mtmp->mx;
gold.oy = mtmp->my;
map_object(&gold, 1);
}
}
newsym(u.ux, u.uy);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
You("detect the %s of %s.", ct ? "presence" : "absence", stuff);
display_nhwindow(WIN_MAP, TRUE);
/*
* What are we going to do when the hero does an object detect while blind
* and the detected object covers a known pool?
*/
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)) {
mcnt++;
break;
}
if (!mcnt) {
if (otmp)
strange_feeling(otmp, Hallucination
? "You get the heebie jeebies."
: "You feel threatened.");
return 1;
} else {
boolean woken = FALSE;
cls();
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (!mclass || mtmp->data->mlet == mclass
|| (mtmp->data == &mons[PM_LONG_WORM]
&& mclass == S_WORM_TAIL))
if (mtmp->mx > 0) {
if (mclass && def_monsyms[mclass].sym == ' ')
show_glyph(mtmp->mx, mtmp->my,
detected_mon_to_glyph(mtmp));
else
show_glyph(mtmp->mx, mtmp->my,
mtmp->mtame ? pet_to_glyph(mtmp) : mon_to_glyph(mtmp));
/* don't be stingy - display entire worm */
if (mtmp->data == &mons[PM_LONG_WORM])
detect_wsegs(mtmp, 0);
}
if (otmp && otmp->cursed
&& (mtmp->msleeping || !mtmp->mcanmove)) {
mtmp->msleeping = mtmp->mfrozen = 0;
mtmp->mcanmove = 1;
woken = TRUE;
}
}
display_self();
You("sense the presence of monsters.");
if (woken)
pline("Monsters sense the presence of you.");
display_nhwindow(WIN_MAP, TRUE);
docrt();
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
}
return 0;
}
STATIC_OVL 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.oextra = (struct oextra *) 0;
if (trap) {
obj.ox = trap->tx;
obj.oy = trap->ty;
} else {
obj.ox = x;
obj.oy = y;
}
obj.otyp = (src_cursed) ? GOLD_PIECE : random_object();
obj.corpsenm = random_monster(); /* if otyp == CORPSE */
map_object(&obj, 1);
} else if (trap) {
map_trap(trap, 1);
trap->tseen = 1;
} else {
struct trap temp_trap; /* fake 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_OVL 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;
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)
register struct obj *sobj;
/* sobj is null if crystal ball, *scroll if gold detection scroll */
{
register struct trap *ttmp;
struct monst *mon;
int door, glyph, tr;
int cursed_src = sobj && sobj->cursed;
boolean found = FALSE;
coord cc;
/* floor/ceiling traps */
for (ttmp = 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(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))
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(invent, FALSE, 0) != OTRAP_NONE)
found = TRUE;
/* door traps */
for (door = 0; door < doorindex; door++) {
cc = 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();
iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0;
/* 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(level.buriedobjlist, TRUE, cursed_src);
for (mon = fmon; mon; mon = mon->nmon) {
if (DEADMONSTER(mon))
continue;
(void) detect_obj_traps(mon->minvent, TRUE, cursed_src);
}
(void) detect_obj_traps(invent, TRUE, cursed_src);
for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
sense_trap(ttmp, 0, 0, cursed_src);
for (door = 0; door < doorindex; door++) {
cc = 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);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
You_feel("%s.", cursed_src ? "very greedy" : "entrapped");
/* wait for user to respond, then reset map display to normal */
display_nhwindow(WIN_MAP, TRUE);
docrt();
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";
}
static const struct {
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;
if (Blind) {
pline("Too bad you can't see %s.", the(xname(obj)));
return;
}
oops = (rnd(20) > ACURR(A_INT) || obj->cursed);
if (oops && (obj->spe > 0)) {
switch (rnd(obj->oartifact ? 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) + (long) rnd(100), FALSE);
break;
case 3:
if (!resists_blnd(&youmonst)) {
pline("%s your vision!", Tobjnam(obj, "damage"));
make_blinded((Blinded & TIMEOUT) + (long) rnd(100), 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) + (long) rnd(100), 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) {
if (!obj->spe) {
pline("All you see is funky %s haze.", hcolor((char *) 0));
} 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 or monster 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;
}
You("peer into %s...", the(xname(obj)));
nomul(-rnd(10));
multi_reason = "gazing into a crystal ball";
nomovemsg = "";
if (obj->spe <= 0)
pline_The("vision is unclear.");
else {
int class;
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;
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 (iflags.bouldersym && (ch == iflags.bouldersym))
ret = object_detect((struct obj *) 0, ROCK_CLASS);
else
switch (ch) {
case '^':
ret = trap_detect((struct obj *) 0);
break;
default: {
int i = rn2(SIZE(level_detects));
You_see("%s, %s.", level_detects[i].what,
level_distance(level_detects[i].where));
}
ret = 0;
break;
}
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_OVL 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 (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 (level.flags.hero_memory)
lev->glyph = oldglyph;
}
}
}
void
do_mapping()
{
register int zx, zy;
iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0;
for (zx = 1; zx < COLNO; zx++)
for (zy = 0; zy < ROWNO; zy++)
show_map_spot(zx, zy);
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
if (!level.flags.hero_memory || Underwater) {
flush_screen(1); /* flush temp screen */
display_nhwindow(WIN_MAP, TRUE); /* wait */
docrt();
}
exercise(A_WIS, TRUE);
}
void
do_vicinity_map()
{
register int zx, zy;
int lo_y = (u.uy - 5 < 0 ? 0 : u.uy - 5),
hi_y = (u.uy + 6 > ROWNO ? ROWNO : u.uy + 6),
lo_x = (u.ux - 9 < 1 ? 1 : u.ux - 9), /* avoid column 0 */
hi_x = (u.ux + 10 > COLNO ? COLNO : u.ux + 10);
for (zx = lo_x; zx < hi_x; zx++)
for (zy = lo_y; zy < hi_y; zy++)
show_map_spot(zx, zy);
if (!level.flags.hero_memory || Underwater) {
flush_screen(1); /* flush temp screen */
display_nhwindow(WIN_MAP, TRUE); /* wait */
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;
}
STATIC_PTR void
findone(zx, zy, num)
int zx, zy;
genericptr_t num;
{
register struct trap *ttmp;
register struct monst *mtmp;
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)++;
} else if ((ttmp = t_at(zx, zy)) != 0) {
if (!ttmp->tseen && ttmp->ttyp != STATUE_TRAP) {
ttmp->tseen = 1;
newsym(zx, zy);
(*(int *) num)++;
}
} else if ((mtmp = m_at(zx, zy)) != 0) {
if (mtmp->m_ap_type) {
seemimic(mtmp);
(*(int *) num)++;
}
if (mtmp->mundetected
&& (is_hider(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 (glyph_is_invisible(levl[zx][zy].glyph)) {
unmap_object(zx, zy);
newsym(zx, zy);
(*(int *) num)++;
}
}
STATIC_PTR 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 = 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) ? &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;
{
int tt = what_trap(trap->ttyp);
boolean cleared = FALSE;
trap->tseen = 1;
exercise(A_WIS, TRUE);
feel_newsym(trap->tx, trap->ty);
if (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(defsyms[trap_to_defsym(tt)].explanation));
if (cleared) {
display_nhwindow(WIN_MAP, TRUE); /* wait */
docrt();
}
}
int
dosearch0(aflag)
register int aflag; /* intrinsic autosearch vs explicit searching */
{
#ifdef GCC_BUG
/* some versions of gcc seriously muck up nested loops. if you get strange
crashes while searching in a version compiled with gcc, try putting
#define GCC_BUG in *conf.h (or adding -DGCC_BUG to CFLAGS in the
makefile).
*/
volatile xchar x, y;
#else
register xchar x, y;
#endif
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) {
if (mtmp->m_ap_type) {
seemimic(mtmp);
find:
exercise(A_WIS, TRUE);
if (!canspotmon(mtmp)) {
if (glyph_is_invisible(levl[x][y].glyph)) {
/* found invisible monster in a square
* which already has an 'I' in it.
* Logically, this should still take
* time and lead to a return(1), but
* if we did that the player would keep
* finding the same monster every turn.
*/
continue;
} else {
You_feel("an unseen monster!");
map_invisible(x, y);
}
} else if (!sensemon(mtmp))
You("find %s.", mtmp->mtame
? y_monnam(mtmp)
: a_monnam(mtmp));
return 1;
}
if (!canspotmon(mtmp)) {
if (mtmp->mundetected
&& (is_hider(mtmp->data)
|| mtmp->data->mlet == S_EEL))
mtmp->mundetected = 0;
newsym(x, y);
goto find;
}
}
/* see if an invisible monster has moved--if Blind,
* feel_location() already did it
*/
if (!aflag && !mtmp && !Blind
&& glyph_is_invisible(levl[x][y].glyph)) {
unmap_object(x, y);
newsym(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()
{
return dosearch0(0);
}
/* 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 = 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;
}
}
/* 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, levl_glyph, default_glyph;
uchar seenv;
unsigned save_swallowed;
struct monst *mtmp;
struct trap *t;
char buf[BUFSZ];
boolean keep_traps = (which_subset & 1) !=0,
keep_objs = (which_subset & 2) != 0,
keep_mons = (which_subset & 4) != 0; /* actually always 0 */
save_swallowed = u.uswallow;
iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0;
u.uswallow = 0;
default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone);
/* 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 */
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++) {
seenv = (full || 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 = 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 = !save_swallowed ? glyph_at(x, y) : levl_glyph;
if (keep_mons && x == u.ux && y == u.uy && save_swallowed)
glyph = mon_to_glyph(u.ustuck);
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 (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
&& mtmp->m_ap_type == 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 = 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 */
show_glyph(x, y, glyph);
}
/* [TODO: highlight hero's location somehow] */
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
if (save_swallowed)
u.uswallow = 1;
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);
display_nhwindow(WIN_MAP, TRUE); /* give "--More--" prompt */
docrt(); /* redraw the screen, restoring regular map */
if (Underwater)
under_water(2);
if (u.uburied)
under_ground(2);
}
return;
}
/*detect.c*/