view arogue5/move.c @ 167:a0a57cf42810

ARogue family: don't hide messages caused by moving to a new level. new_level() redraws the whole screen, including the message line, so if msg() has just been called, the message will likely not last long enough to be noticed. These cases have been changed so that msg() is called after new_level(). If a fall through a trapdoor is fatal, "You fall into a trap!" is no longer printed, but the tombstone should make things clear.
author John "Elwin" Edwards
date Mon, 29 Jun 2015 20:37:32 -0400
parents 0ed67132cf10
children 56e748983fa8
line wrap: on
line source

/*
 * Hero movement commands
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Super-Rogue"
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "curses.h"
#include <ctype.h>
#include "rogue.h"

/*
 * Used to hold the new hero position
 */

static coord nh;

static const char Moves[3][3] = {
    { 'y', 'k', 'u' },
    { 'h', '\0', 'l' },
    { 'b', 'j', 'n' }
};

/*
 * be_trapped:
 *	The guy stepped on a trap.... Make him pay.
 */

be_trapped(th, tc)
register struct thing *th;
register coord *tc;
{
    register struct trap *tp;
    register char ch;
    register const char *mname = NULL;
    register bool is_player = (th == &player),
	          can_see;
    register struct linked_list *mitem = NULL;


    /* Can the player see the creature? */
    can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));

    tp = trap_at(tc->y, tc->x);
    /*
     * if he's wearing boots of elvenkind, he won't set off the trap
     * unless its a magic pool (they're not really traps)
     */
    if (is_player					&&
	cur_misc[WEAR_BOOTS] != NULL			&&
	cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS	&&
	tp->tr_type != POOL)
	    return '\0';

    /*
     * if the creature is flying then it won't set off the trap
     */
     if (on(*th, ISFLY))
	return '\0';

    tp->tr_flags |= ISFOUND;

    if (!is_player) {
	mitem = find_mons(th->t_pos.y, th->t_pos.x);
	mname = monsters[th->t_index].m_name;
    }
    else {
	count = running = FALSE;
	mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
    }
    switch (ch = tp->tr_type) {
	case TRAPDOOR:
	    if (is_player) {
		level++;
		pstats.s_hpt -= roll(1, 10);
		if (pstats.s_hpt <= 0) death(D_FALL);
		new_level(NORMLEV);
		msg("You fell into a trap!");
	    }
	    else {
		if (can_see) msg("The %s fell into a trap!", mname);

		/* See if the fall killed the monster */
		if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) {
		    killed(mitem, FALSE, FALSE);
		}
		else {	/* Just move monster to next level */
		    check_residue(th);

		    /* Erase the monster from the old position */
		    if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
			mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
		    mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
		    turn_on(*th, ISELSEWHERE);
		    detach(mlist, mitem);
		    attach(tlist, mitem);	/* remember him next level */
		}
	    }
	when BEARTRAP:
	    if (is_stealth(th)) {
		if (is_player) msg("You pass a bear trap.");
		else if (can_see) msg("The %s passes a bear trap.", mname);
	    }
	    else {
		th->t_no_move += BEARTIME;
		if (is_player) msg("You are caught in a bear trap.");
		else if (can_see) msg("The %s is caught in a bear trap.",
					mname);
	    }
	when SLEEPTRAP:
	    if (is_player) {
		msg("A strange white mist envelops you.");
		if (!ISWEARING(R_ALERT)) {
		    msg("You fall asleep.");
		    no_command += SLEEPTIME;
		}
	    }
	    else {
		if (can_see) 
		    msg("A strange white mist envelops the %s.",mname);
		if (on(*th, ISUNDEAD)) {
		    if (can_see) 
			msg("The mist doesn't seem to affect the %s.",mname);
		}
		else {
		    th->t_no_move += SLEEPTIME;
		}
	    }
	when ARROWTRAP:
	    if (swing(th->t_ctype, th->t_stats.s_lvl-1, th->t_stats.s_arm, 1))
	    {
		if (is_player) {
		    msg("Oh no! An arrow shot you.");
		    if ((pstats.s_hpt -= roll(1, 6)) <= 0) {
			msg("The arrow killed you.");
			death(D_ARROW);
		    }
		}
		else {
		    if (can_see) msg("An arrow shot the %s.", mname);
		    if ((th->t_stats.s_hpt -= roll(1, 6)) <= 0) {
			if (can_see) msg("The arrow killed the %s.", mname);
			killed(mitem, FALSE, FALSE);
		    }
		}
	    }
	    else
	    {
		register struct linked_list *item;
		register struct object *arrow;

		if (is_player) msg("An arrow shoots past you.");
		else if (can_see) msg("An arrow shoots by the %s.", mname);
		item = new_item(sizeof *arrow);
		arrow = OBJPTR(item);
		arrow->o_type = WEAPON;
		arrow->contents = NULL;
		arrow->o_which = ARROW;
		arrow->o_hplus = rnd(3) - 1;
		arrow->o_dplus = rnd(3) - 1;
		init_weapon(arrow, ARROW);
		arrow->o_count = 1;
		arrow->o_pos = *tc;
		arrow->o_mark[0] = '\0';
		fall(item, FALSE);
	    }
	when TELTRAP:
	    if (is_player) teleport();
	    else {
		register int rm;
	        struct room *old_room;	/* old room of monster */

		/* 
		 * Erase the monster from the old position 
		 */
		if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
		    mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
		mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
		/*
		 * check to see if room should go dark
		 */
		if (on(*th, HASFIRE)) {
		    old_room=roomin(&th->t_pos);
		    if (old_room != NULL) {
			register struct linked_list *fire_item;

			for (fire_item = old_room->r_fires; fire_item != NULL;
			     fire_item = next(fire_item)) {
			    if (THINGPTR(fire_item) == th) {
				detach(old_room->r_fires, fire_item);
				destroy_item(fire_item);

				if (old_room->r_fires == NULL) {
				    old_room->r_flags &= ~HASFIRE;
				    if (can_see) light(&hero);
				}
			    }
			}
		    }
		}

		/* Get a new position */
		do {
		    rm = rnd_room();
		    rnd_pos(&rooms[rm], &th->t_pos);
		} until(winat(th->t_pos.y, th->t_pos.x) == FLOOR);

		/* Put it there */
		mvwaddch(mw, th->t_pos.y, th->t_pos.x, th->t_type);
		th->t_oldch = CCHAR( mvwinch(cw, th->t_pos.y, th->t_pos.x) );
		/*
		 * check to see if room that creature appears in should
		 * light up
		 */
	        if (on(*th, HASFIRE)) {
		    register struct linked_list *fire_item;

		    fire_item = creat_item();
		    ldata(fire_item) = (char *) th;
		    attach(rooms[rm].r_fires, fire_item);

		    rooms[rm].r_flags |= HASFIRE;
		    if(cansee(th->t_pos.y, th->t_pos.x) && 
		       next(rooms[rm].r_fires) == NULL)
			light(&hero);
		}
		if (can_see) msg("The %s seems to have disappeared!", mname);
	    }
	when DARTTRAP:
	    if (swing(th->t_ctype, th->t_stats.s_lvl+1, th->t_stats.s_arm, 1)) {
		if (is_player) {
		    msg("A small dart just hit you in the shoulder.");
		    if ((pstats.s_hpt -= roll(1, 4)) <= 0) {
			msg("The dart killed you.");
			death(D_DART);
		    }

		    /* Now the poison */
		    if (!save(VS_POISON, &player, 0)) {
			/* 75% chance it will do point damage - else strength */
			if (rnd(100) < 75) {
			    pstats.s_hpt /= 2;
			    if (pstats.s_hpt == 0) death(D_POISON);
			}
			else if (!ISWEARING(R_SUSABILITY))
				chg_str(-1);
		    }
		}
		else {
		    if (can_see)
			msg("A small dart just hit the %s in the shoulder.",
				mname);
		    if ((th->t_stats.s_hpt -= roll(1,4)) <= 0) {
			if (can_see) msg("The dart killed the %s.", mname);
			killed(mitem, FALSE, FALSE);
		    }
		    if (!save(VS_POISON, th, 0)) {
			th->t_stats.s_hpt /= 2;
			if (th->t_stats.s_hpt <= 0) {
			    if (can_see) msg("The dart killed the %s.", mname);
			    killed(mitem, FALSE, FALSE);
			}
		    }
		}
	    }
	    else {
		if (is_player)
		    msg("A small dart whizzes by your ear and vanishes.");
		else if (can_see)
		    msg("A small dart whizzes by the %s's ear and vanishes.",
			mname);
	    }
        when POOL: {
	    register int i;

	    i = rnd(100);
	    if (is_player) {
		if ((tp->tr_flags & ISGONE)) {
		    if (i < 30) {
			teleport();	   /* teleport away */
			pool_teleport = TRUE;
		    }
		    else if((i < 45) && level > 2) {
			level -= rnd(2) + 1;
			cur_max = level;
			new_level(NORMLEV);
			pool_teleport = TRUE;
			msg("You here a faint groan from below.");
		    }
		    else if(i < 70) {
			level += rnd(4) + 1;
			new_level(NORMLEV);
			pool_teleport = TRUE;
			msg("You find yourself in strange surroundings.");
		    }
		    else if(i > 95) {
			msg("Oh no!!! You drown in the pool!!! --More--");
			wait_for(cw,' ');
			death(D_DROWN);
		    }
		}
	    }
	    else {
		if (i < 60) {
		    if (can_see) {
			/* Drowns */
			if (i < 30) msg("The %s drowned in the pool!", mname);

			/* Teleported to another level */
			else msg("The %s disappeared!", mname);
		    }
		    killed(mitem, FALSE, FALSE);
		}
	    }
	}
    when MAZETRAP:
	if (is_player) {
	    pstats.s_hpt -= roll(1, 10);
	    level++;
	    msg("You fell through a trap door!");
	    if (pstats.s_hpt <= 0) death(D_FALL);
	    new_level(MAZELEV);
	    msg("You are surrounded by twisty passages!");
	}
	else {
	    if (can_see) msg("The %s fell into a trap!", mname);
	    killed(mitem, FALSE, FALSE);
	}
    }

    /* Move the cursor back onto the hero */
    wmove(cw, hero.y, hero.x);

    md_flushinp(); /* flush typeahead */

    return(ch);
}

/*
 * blue_light:
 *	magically light up a room (or level or make it dark)
 */

bool
blue_light(blessed, cursed)
bool blessed, cursed;
{
    register struct room *rp;
    bool ret_val=FALSE;	/* Whether or not affect is known */

    rp = roomin(&hero);	/* What room is hero in? */

    /* Darken the room if the magic is cursed */
    if (cursed) {
	if ((rp == NULL) || !lit_room(rp)) msg(nothing);
	else {
	    rp->r_flags |= ISDARK;
	    if (!lit_room(rp) && (levtype != OUTSIDE || !daytime))
		msg("The %s suddenly goes dark.",
			levtype == OUTSIDE ? "area" : "room");
	    else msg(nothing);
	    ret_val = TRUE;
	}
    }
    else {
	ret_val = TRUE;
	if (rp && !lit_room(rp) &&
	    (levtype != OUTSIDE || !daytime)) {
	    addmsg("The %s is lit", levtype == OUTSIDE ? "area" : "room");
	    if (!terse)
		addmsg(" by a %s blue light.",
		    blessed ? "bright" : "shimmering");
	    endmsg();
	}
	else if (winat(hero.y, hero.x) == PASSAGE)
	    msg("The corridor glows %sand then fades",
		    blessed ? "brightly " : "");
	else {
	    ret_val = FALSE;
	    msg(nothing);
	}
	if (blessed) {
	    register int i;	/* Index through rooms */

	    for (i=0; i<MAXROOMS; i++)
		rooms[i].r_flags &= ~ISDARK;
	}
	else if (rp) rp->r_flags &= ~ISDARK;
    }

    /*
     * Light the room and put the player back up
     */
    light(&hero);
    mvwaddch(cw, hero.y, hero.x, PLAYER);
    return(ret_val);
}

/*
 * corr_move:
 *	Check to see that a move is legal.  If so, return correct character.
 * 	If not, if player came from a legal place, then try to turn him.
 */

corr_move(dy, dx)
int dy, dx;
{
    int legal=0;		/* Number of legal alternatives */
    register int y, x,		/* Indexes though possible positions */
		 locy = 0, locx = 0;	/* Hold delta of chosen location */

    /* New position */
    nh.y = hero.y + dy;
    nh.x = hero.x + dx;

    /* If it is a legal move, just return */
    if (nh.x >= 0 && nh.x < COLS && nh.y > 0 && nh.y < LINES - 2) {
        
	switch (winat(nh.y, nh.x)) {
	    case WALL:
	    case '|':
	    case '-':
		break;
	    default:
		if (diag_ok(&hero, &nh, &player))
			return;
	}
    }

    /* Check legal places surrounding the player -- ignore previous position */
    for (y = hero.y - 1; y <= hero.y + 1; y++) {
	if (y < 1 || y > LINES - 3)
	    continue;
	for (x = hero.x - 1; x <= hero.x + 1; x++) {
	    /* Ignore borders of the screen */
	    if (x < 0 || x > COLS - 1)
		continue;
	    
	    /* 
	     * Ignore where we came from, where we are, and where we couldn't go
	     */
	    if ((x == hero.x - dx && y == hero.y - dy) ||
		(x == hero.x + dx && y == hero.y + dy) ||
		(x == hero.x && y == hero.y))
		continue;

	    switch (winat(y, x)) {
		case WALL:
		case '|':
		case '-':
		    break;
		default:
		    nh.y = y;
		    nh.x = x;
		    if (diag_ok(&hero, &nh, &player)) {
			legal++;
			locy = y - (hero.y - 1);
			locx = x - (hero.x - 1);
		    }
	    }
	}
    }

    /* If we have 2 or more legal moves, make no change */
    if (legal != 1) {
	return;
    }

    runch = Moves[locy][locx];

    /*
     * For mazes, pretend like it is the beginning of a new run at each turn
     * in order to get the lighting correct.
     */
    if (levtype == MAZELEV) firstmove = TRUE;
    return;
}

/*
 * dip_it:
 *	Dip an object into a magic pool
 */
dip_it()
{
	reg struct linked_list *what;
	reg struct object *ob;
	reg struct trap *tp;
	reg int wh, i;

	tp = trap_at(hero.y,hero.x);
	if (tp == NULL || tp->tr_type != POOL) {
	    msg("I see no shimmering pool here");
	    return;
	}
	if (tp->tr_flags & ISGONE) {
	    msg("This shimmering pool appears to have used once already");
	    return;
	}
	if ((what = get_item(pack, "dip", ALL)) == NULL) {
	    msg("");
	    after = FALSE;
	    return;
	}
	ob = OBJPTR(what);
	mpos = 0;
	if (ob == cur_armor		 || 
	    ob == cur_misc[WEAR_BOOTS]	 || ob == cur_misc[WEAR_JEWEL]	 ||
	    ob == cur_misc[WEAR_GAUNTLET]|| ob == cur_misc[WEAR_CLOAK]	 ||
	    ob == cur_misc[WEAR_BRACERS] || ob == cur_misc[WEAR_NECKLACE]||
	    ob == cur_ring[LEFT_1]	 || ob == cur_ring[LEFT_2]	 ||
	    ob == cur_ring[LEFT_3]	 || ob == cur_ring[LEFT_4]	 ||
	    ob == cur_ring[RIGHT_1]	 || ob == cur_ring[RIGHT_2]	 ||
	    ob == cur_ring[RIGHT_3]	 || ob == cur_ring[RIGHT_4]) {
	    msg("You'll have to take it off first.");
	    return;
	}
	tp->tr_flags |= ISGONE;
	if (ob != NULL) {
	    wh = ob->o_which;
	    ob->o_flags |= ISKNOW;
	    i = rnd(100);
	    switch(ob->o_type) {
		case WEAPON:
		    if(i < 50) {		/* enchant weapon here */
			if ((ob->o_flags & ISCURSED) == 0) {
				ob->o_hplus += 1;
				ob->o_dplus += 1;
			}
			else {		/* weapon was prev cursed here */
				ob->o_hplus = rnd(2);
				ob->o_dplus = rnd(2);
			}
			ob->o_flags &= ~ISCURSED;
		        msg("The %s glows blue for a moment.",weaps[wh].w_name);
		    }
		    else if(i < 70) {	/* curse weapon here */
			if ((ob->o_flags & ISCURSED) == 0) {
				ob->o_hplus = -(rnd(2)+1);
				ob->o_dplus = -(rnd(2)+1);
			}
			else {			/* if already cursed */
				ob->o_hplus--;
				ob->o_dplus--;
			}
			ob->o_flags |= ISCURSED;
		        msg("The %s glows red for a moment.",weaps[wh].w_name);
		    }			
		    else
			msg(nothing);
		when ARMOR:
		    if (i < 50) {	/* enchant armor */
			if((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac -= rnd(2) + 1;
			else
			    ob->o_ac = -rnd(3)+ armors[wh].a_class;
			ob->o_flags &= ~ISCURSED;
		        msg("The %s glows blue for a moment",armors[wh].a_name);
		    }
		    else if(i < 75){	/* curse armor */
			if ((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac = rnd(3)+ armors[wh].a_class;
			else
			    ob->o_ac += rnd(2) + 1;
			ob->o_flags |= ISCURSED;
		        msg("The %s glows red for a moment.",armors[wh].a_name);
		    }
		    else
			msg(nothing);
		when STICK: {
		    int j;
		    j = rnd(8) + 1;
		    if(i < 50) {		/* add charges */
			ob->o_charges += j;
		        ws_know[wh] = TRUE;
			if (ob->o_flags & ISCURSED)
			    ob->o_flags &= ~ISCURSED;
		        sprintf(outstring,"The %s %s glows blue for a moment.",
			    ws_made[wh],ws_type[wh]);
			msg(outstring);
		    }
		    else if(i < 65) {	/* remove charges */
			if ((ob->o_charges -= i) < 0)
			    ob->o_charges = 0;
		        ws_know[wh] = TRUE;
			if (ob->o_flags & ISBLESSED)
			    ob->o_flags &= ~ISBLESSED;
			else
			    ob->o_flags |= ISCURSED;
		        sprintf(outstring,"The %s %s glows red for a moment.",
			    ws_made[wh],ws_type[wh]);
			msg(outstring);
		    }
		    else 
			msg(nothing);
		}
		when SCROLL:
		    s_know[wh] = TRUE;
		    msg("The '%s' scroll unfurls.",s_names[wh]);
		when POTION:
		    p_know[wh] = TRUE;
		    msg("The %s potion bubbles for a moment.",p_colors[wh]);
		when RING:
		    if(i < 50) {	 /* enchant ring */
			if ((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac += rnd(2) + 1;
			else
			    ob->o_ac = rnd(2) + 1;
			ob->o_flags &= ~ISCURSED;
		    }
		    else if(i < 80) { /* curse ring */
			if ((ob->o_flags & ISCURSED) == 0)
			    ob->o_ac = -(rnd(2) + 1);
			else
			    ob->o_ac -= (rnd(2) + 1);
			ob->o_flags |= ISCURSED;
		    }
		    r_know[wh] = TRUE;
		    msg("The %s ring vibrates for a moment.",r_stones[wh]);
		when MM:
		    m_know[wh] = TRUE;
		    switch (ob->o_which) {
		    case MM_BRACERS:
		    case MM_PROTECT:
			if(i < 50) {	 /* enchant item */
			    if ((ob->o_flags & ISCURSED) == 0)
				ob->o_ac += rnd(2) + 1;
			    else
				ob->o_ac = rnd(2) + 1;
			    ob->o_flags &= ~ISCURSED;
			}
			else if(i < 80) { /* curse item */
			    if ((ob->o_flags & ISCURSED) == 0)
				ob->o_ac = -(rnd(2) + 1);
			    else
				ob->o_ac -= (rnd(2) + 1);
			    ob->o_flags |= ISCURSED;
			}
			msg("The item vibrates for a moment.");
		    when MM_CHOKE:
		    case MM_DISAPPEAR:
			ob->o_ac = 0;
			msg ("The dust dissolves in the pool!");
		    }
		otherwise:
		msg("The pool bubbles for a moment.");
	    }
	    updpack(FALSE);
	}
	else
	    msg(nothing);
}

/*
 * do_move:
 *	Check to see that a move is legal.  If it is handle the
 * consequences (fighting, picking up, etc.)
 */

do_move(dy, dx)
int dy, dx;
{
    register struct room *rp, *orp;
    register char ch;
    coord old_hero;
    int i, wasfirstmove;

    wasfirstmove = firstmove;
    firstmove = FALSE;
    curprice = -1;		/* if in trading post, we've moved off obj */
    if (player.t_no_move) {
	player.t_no_move--;
	msg("You are still stuck in the bear trap");
	return;
    }
    /*
     * Do a confused move (maybe)
     */
    if ((on(player, ISHUH) && rnd(100) < 80) || 
	(on(player, ISDANCE) && rnd(100) < 80) || 
	(ISWEARING(R_DELUSION) && rnd(100) < 25))
	nh = *rndmove(&player);
    else {
	nh.y = hero.y + dy;
	nh.x = hero.x + dx;
    }

    /*
     * Check if he tried to move off the screen or make an illegal
     * diagonal move, and stop him if he did.
     */
    if (nh.x < 0 || nh.x > COLS-1 || nh.y < 1 || nh.y >= LINES - 2
	|| !diag_ok(&hero, &nh, &player))
    {
	after = running = FALSE;
	return;
    }
    if (running && ce(hero, nh))
	after = running = FALSE;
    ch = CCHAR( winat(nh.y, nh.x) );

    /* Take care of hero trying to move close to something frightening */
    if (on(player, ISFLEE)) {
	if (rnd(100) < 10) {
	    turn_off(player, ISFLEE);
	    msg("You regain your composure.");
	}
	else if (DISTANCE(nh.y, nh.x, player.t_dest->y, player.t_dest->x) <
		 DISTANCE(hero.y, hero.x, player.t_dest->y, player.t_dest->x))
			return;
    }

    /* Take care of hero being held */
    if (on(player, ISHELD) && !isalpha(ch))
    {
	msg("You are being held");
	return;
    }

    /* assume he's not in a wall */
    if (!isalpha(ch)) turn_off(player, ISINWALL);

    switch(ch) {
	case '|':
	case '-':
	    if (levtype == OUTSIDE) {
		hero = nh;
		new_level(OUTSIDE);
		return;
	    }
	case WALL:
	case SECRETDOOR:
	    if (off(player, CANINWALL) || running) {
	        after = running = FALSE;

		/* Light if finishing run */
		if (levtype == MAZELEV && lit_room(&rooms[0]))
		    look(FALSE, TRUE);

	        after = running = FALSE;

	        return;
	    }
	    turn_on(player, ISINWALL);
	    break;
	case POOL:
	    if (levtype == OUTSIDE) {
		lake_check(&nh);
		running = FALSE;
		break;
	    }
	case MAZETRAP:
	    if (levtype == OUTSIDE) {
	    running = FALSE;
	    break;
	}
	case TRAPDOOR:
	case TELTRAP:
	case BEARTRAP:
	case SLEEPTRAP:
	case ARROWTRAP:
	case DARTTRAP:
	    ch = be_trapped(&player, &nh);
	    if (ch == TRAPDOOR || ch == TELTRAP || 
		pool_teleport  || ch == MAZETRAP) {
		pool_teleport = FALSE;
		return;
	    }
	    break;
	case GOLD:
	case POTION:
	case SCROLL:
	case FOOD:
	case WEAPON:
	case ARMOR:
	case RING:
	case MM:
	case RELIC:
	case STICK:
	    running = FALSE;
	    take = ch;
	    break;
    	case DOOR:
    	case STAIRS:
	    running = FALSE;
	    break;
	case POST:
	    running = FALSE;
	    new_level(POSTLEV);
	    return;
	default:
	    break;
    }

    if (isalpha(ch)) { /* if its a monster then fight it */
	running = FALSE;
	i = 1;
	if (player.t_ctype == C_FIGHTER)
	   i += pstats.s_lvl/10;
	while (i--)
	    fight(&nh, cur_weapon, FALSE);
	return;
    }

    /*
     * if not fighting then move the hero
     */
    old_hero = hero;	/* Save hero's old position */
    hero = nh;		/* Move the hero */
    rp = roomin(&hero);
    orp = roomin(&old_hero);

    /* Unlight any possible cross-corridor */
    if (levtype == MAZELEV) {
	register bool call_light = FALSE;
	register char wall_check;

	if (wasfirstmove && lit_room(&rooms[0])) {
	    /* Are we moving out of a corridor? */
	    switch (runch) {
		case 'h':
		case 'l':
		    if (old_hero.y + 1 < LINES - 2) {
			wall_check = CCHAR( winat(old_hero.y + 1, old_hero.x) );
			if (!isrock(wall_check)) call_light = TRUE;
		    }
		    if (old_hero.y - 1 > 0) {
			wall_check = CCHAR( winat(old_hero.y - 1, old_hero.x) );
			if (!isrock(wall_check)) call_light = TRUE;
		    }
		    break;
		case 'j':
		case 'k':
		    if (old_hero.x + 1 < COLS) {
			wall_check = CCHAR( winat(old_hero.y, old_hero.x + 1) );
			if (!isrock(wall_check)) call_light = TRUE;
		    }
		    if (old_hero.x - 1 >= 0) {
			wall_check = CCHAR( winat(old_hero.y, old_hero.x - 1) );
			if (!isrock(wall_check)) call_light = TRUE;
		    }
		    break;
		default:
		    call_light = TRUE;
	    }
	    player.t_oldpos = old_hero;
	    if (call_light) light(&old_hero);
	}
    }

    else if (orp != NULL && rp == NULL) {    /* Leaving a room -- darken it */
	orp->r_flags |= FORCEDARK;	/* Fake darkness */
	light(&old_hero);
	orp->r_flags &= ~FORCEDARK;	/* Restore light state */
    }
    else if (rp != NULL && orp == NULL){/* Entering a room */
	light(&hero);
    }
    ch = CCHAR( winat(old_hero.y, old_hero.x) );
    wmove(cw, unc(old_hero));
    waddch(cw, ch);
    wmove(cw, unc(hero));
    waddch(cw, PLAYER);
}

/*
 * do_run:
 *	Start the hero running
 */

do_run(ch)
char ch;
{
    firstmove = TRUE;
    running = TRUE;
    after = FALSE;
    runch = ch;
}

/*
 * getdelta:
 *	Takes a movement character (eg. h, j, k, l) and returns the
 *	y and x delta corresponding to it in the remaining arguments.
 *	Returns TRUE if it could find it, FALSE otherwise.
 */
bool
getdelta(match, dy, dx)
char match;
int *dy, *dx;
{
    register y, x;

    for (y = 0; y < 3; y++)
	for (x = 0; x < 3; x++)
	    if (Moves[y][x] == match) {
		*dy = y - 1;
		*dx = x - 1;
		return(TRUE);
	    }

    return(FALSE);
}

/*
 * isatrap:
 *	Returns TRUE if this character is some kind of trap
 */
isatrap(ch)
reg char ch;
{
	switch(ch) {
		case DARTTRAP:
		case TELTRAP:
		case TRAPDOOR:
		case ARROWTRAP:
		case SLEEPTRAP:
		case BEARTRAP:	return(TRUE);
		case MAZETRAP:
		case POOL:	return(levtype != OUTSIDE);
		default:	return(FALSE);
	}
}

/*
 * Called to illuminate a room.
 * If it is dark, remove anything that might move.
 */

light(cp)
coord *cp;
{
    register struct room *rp;
    register int j, k, x, y;
    register char ch, rch, sch;
    register struct linked_list *item;
    int jlow, jhigh, klow, khigh;	/* Boundaries of lit area */

    if ((rp = roomin(cp)) != NULL) {
	/*
	 * is he wearing ring of illumination? 
	 */
	if (&hero == cp && ISWEARING(R_LIGHT)) /* Must be hero's room */
	    rp->r_flags &= ~ISDARK;
	
	/* If we are in a maze, don't look at the whole room (level) */
	if (levtype == MAZELEV) {
	    int see_radius;

	    see_radius = 1;

	    /* If we are looking at the hero in a rock, broaden our sights */
	    if (&hero == cp || &player.t_oldpos == cp) {
		ch = CCHAR( winat(hero.y, hero.x) );
		if (isrock(ch)) see_radius = 2;
		ch = CCHAR( winat(player.t_oldpos.y, player.t_oldpos.x) );
		if (isrock(ch)) see_radius = 2;
	    }

	    jlow = max(0, cp->y - see_radius - rp->r_pos.y);
	    jhigh = min(rp->r_max.y, cp->y + see_radius + 1 - rp->r_pos.y);
	    klow = max(0, cp->x - see_radius - rp->r_pos.x);
	    khigh = min(rp->r_max.x, cp->x + see_radius + 1 - rp->r_pos.x);
	}
	else {
	    jlow = klow = 0;
	    jhigh = rp->r_max.y;
	    khigh = rp->r_max.x;
	}
	for (j = 0; j < rp->r_max.y; j++)
	{
	    for (k = 0; k < rp->r_max.x; k++)
	    {
		bool see_here = 0, see_before = 0;

		/* Is this in the give area -- needed for maze */
		if ((j < jlow || j >= jhigh) && (k < klow || k >= khigh))
		    continue;

		y = rp->r_pos.y + j;
		x = rp->r_pos.x + k;

		/*
		 * If we are in a maze do not look at this area unless
		 * we can see it from where we are or where we last were
		 * (for erasing purposes).
		 */
		if (levtype == MAZELEV) {
		    /* If we can't see it from here, could we see it before? */
		    if ((see_here = maze_view(y, x)) == FALSE) {
			coord savhero;

			/* Could we see it from where we were? */
			savhero = hero;
			hero = player.t_oldpos;
			see_before = maze_view(y, x);
			hero = savhero;

			if (!see_before) continue;
		    }
		}

		ch = show(y, x);
		wmove(cw, y, x);
		/*
		 * Figure out how to display a secret door
		 */
		if (ch == SECRETDOOR) {
		    if (j == 0 || j == rp->r_max.y - 1)
			ch = '-';
		    else
			ch = '|';
		}
		/* For monsters, if they were previously not seen and
		 * now can be seen, or vice-versa, make sure that will
		 * happen.  This is for dark rooms as opposed to invisibility.
		 *
		 * Call winat() in the test because ch will not reveal
		 * invisible monsters.
		 */
		if (isalpha(winat(y, x))) {
		    struct thing *tp;	/* The monster */

		    item = wake_monster(y, x);
		    tp = THINGPTR(item);

		    /* Previously not seen -- now can see it */
		    if (tp->t_oldch == ' ' && cansee(tp->t_pos.y, tp->t_pos.x)) 
			tp->t_oldch = CCHAR( mvinch(y, x) );

		    /* Previously seen -- now can't see it */
		    else if (!cansee(tp->t_pos.y, tp->t_pos.x) &&
			     roomin(&tp->t_pos) != NULL)
			switch (tp->t_oldch) {
			    /*
			     * Only blank it out if it is in a room and not
			     * the border (or other wall) of the room.
			     */
			     case DOOR:
			     case SECRETDOOR:
			     case '-':
			     case '|':
				break;

			     otherwise:
				tp->t_oldch = ' ';
			}
		}

		/*
		 * If the room is a dark room, we might want to remove
		 * monsters and the like from it (since they might
		 * move).
		 * A dark room.
		 */
		if ((!lit_room(rp) && (levtype != OUTSIDE)) ||
		    (levtype == OUTSIDE && !daytime) ||
		    on(player, ISBLIND) 	||
		    (rp->r_flags & FORCEDARK)	||
		    (levtype == MAZELEV && !see_here && see_before)) {
		    sch = CCHAR( mvwinch(cw, y, x) );	/* What's seen */
		    rch = CCHAR( mvinch(y, x) );	/* What's really there */
		    switch (rch) {
			case DOOR:
			case SECRETDOOR:
			case STAIRS:
			case TRAPDOOR:
			case TELTRAP:
			case BEARTRAP:
			case SLEEPTRAP:
			case ARROWTRAP:
			case DARTTRAP:
			case MAZETRAP:
			case POOL:
			case POST:
			case '|':
			case '-':
			case WALL:
			    if (isalpha(sch)) ch = rch;
			    else if (sch != FLOOR) ch = sch;
			    else ch = ' '; /* Hide undiscoverd things */
			when FLOOR:
			    ch = ' ';
			otherwise:
			    ch = ' ';
		    }
		    /* Take care of our magic bookkeeping. */
		    switch (sch) {
			case MAGIC:
			case BMAGIC:
			case CMAGIC:
			    ch = sch;
		    }
		}
		mvwaddch(cw, y, x, ch);
	    }
	}
    }
}

/*
 * lit_room:
 * 	Called to see if the specified room is lit up or not.
 */

bool
lit_room(rp)
register struct room *rp;
{
    register struct linked_list *fire_item;
    register struct thing *fire_creature;

    if (!(rp->r_flags & ISDARK)) return(TRUE);	/* A definitely lit room */

    /* Is it lit by fire light? */
    if (rp->r_flags & HASFIRE) {
	switch (levtype) {
	    case MAZELEV:
		/* See if a fire creature is in line of sight */
		for (fire_item = rp->r_fires; fire_item != NULL;
		     fire_item = next(fire_item)) {
		    fire_creature = THINGPTR(fire_item);
		    if (maze_view(fire_creature->t_pos.y,
				  fire_creature->t_pos.x)) return(TRUE);
		}

		/* Couldn't find any in line-of-sight */
		return(FALSE);

	    /* We should probably do something special for the outside */
	    otherwise:
		return TRUE;
	}
    }
    return(FALSE);
}

/*
 * rndmove:
 *	move in a random direction if the monster/person is confused
 */

coord *
rndmove(who)
struct thing *who;
{
    register int x, y;
    register int ex, ey, nopen = 0;
    static coord ret;  /* what we will be returning */
    static coord dest;

    ret = who->t_pos;
    /*
     * Now go through the spaces surrounding the player and
     * set that place in the array to true if the space can be
     * moved into
     */
    ey = ret.y + 1;
    ex = ret.x + 1;
    for (y = who->t_pos.y - 1; y <= ey; y++)
	if (y > 0 && y < LINES - 2)
	    for (x = who->t_pos.x - 1; x <= ex; x++)
	    {
		if (x < 0 || x >= COLS)
		    continue;
		if (step_ok(y, x, NOMONST, who) == TRUE)
		{
		    dest.y = y;
		    dest.x = x;
		    if (!diag_ok(&who->t_pos, &dest, who))
			continue;
		    if (rnd(++nopen) == 0)
			ret = dest;
		}
	    }
    return &ret;
}



/*
 * set_trap:
 *	set a trap at (y, x) on screen.
 */

set_trap(tp, y, x)
register struct thing *tp;
register int y, x;
{
    register bool is_player = (tp == &player);
    register char selection = rnd(7) + '1';
    register char ch = 0, och;
    int thief_bonus = 0;
    int s_dext;

    switch (och = CCHAR( mvinch(y, x) )) {
	case WALL:
	case FLOOR:
	case PASSAGE:
	    break;
	default:
	    msg("The trap failed!");
	    return;
    }

    if (is_player && player.t_ctype == C_THIEF) thief_bonus = 30;

    s_dext = (tp == &player) ? dex_compute() : tp->t_stats.s_dext;

    if (ntraps >= MAXTRAPS || ++trap_tries >= MAXTRPTRY || levtype == POSTLEV ||
	rnd(80) >= (s_dext + tp->t_stats.s_lvl/2 + thief_bonus)) {
	if (is_player) msg("The trap failed!");
	return;
    }


    if (is_player) {
	int state = 0; /* 0 -> current screen, 1 -> prompt screen, 2 -> done */

	msg("Which kind of trap do you wish to set? (* for a list): ");
	do {
	    selection = tolower(readchar());
	    switch (selection) {
		case '*':
		  if (state != 1) {
		    wclear(hw);
		    touchwin(hw);
		    mvwaddstr(hw, 2, 0,	"[1] Trap Door\n[2] Bear Trap\n");
		    waddstr(hw,		"[3] Sleep Trap\n[4] Arrow Trap\n");
		    waddstr(hw,		"[5] Teleport Trap\n[6] Dart Trap\n");
		    if (wizard) {
			waddstr(hw,	"[7] Magic pool\n[8] Maze Trap\n");
			waddstr(hw,	"[9] Trading Post\n");
		    }	
		    mvwaddstr(hw, 0, 0, "Which kind of trap do you wish to set? ");
		    draw(hw);
		    state = 1;	/* Now in prompt window */
		  }
		  break;

		case ESCAPE:
		    if (state == 1) {
			clearok(cw, TRUE); /* Set up for redraw */
			touchwin(cw);
		    }
		    msg("");

		    trap_tries--;	/* Don't count this one */
		    after = FALSE;
		    return;

		case '1':
		case '2':
		case '3':
		case '4':
		case '5':
		case '6':
		case '7':
		case '8':
		case '9':
		    if (selection < '7' || wizard) {
			if (state == 1) {	/* In prompt window */
			    clearok(cw, TRUE); /* Set up for redraw */
			    touchwin(cw);
			}

			msg("");

			/* Make sure there is a floor below us for trap doors */
			if (selection == '1' && level >= nfloors) {
			    if (state == 1) draw(cw);
			    msg("There is no level below this one.");
			    return;
			}
			state = 2;	/* Finished */
			break;
		    }

		    /* Fall through for non-wizard, unusual trap case */
		default:
		    if (state == 1) {	/* In the prompt window */
			mvwaddstr(hw, 0, 0, "Please enter a selection between 1 and 6:  ");
			draw(hw);
		    }
		    else {	/* Normal window */
			mpos = 0;
			msg("Please enter a selection between 1 and 6:  ");
		    }
	    }
	} while (state != 2);
    }

    switch (selection) {
	case '1': ch = TRAPDOOR;
	when '2': ch = BEARTRAP;
	when '3': ch = SLEEPTRAP;
	when '4': ch = ARROWTRAP;
	when '5': ch = TELTRAP;
	when '6': ch = DARTTRAP;
	when '7': ch = POOL;
	when '8': ch = MAZETRAP;
	when '9': ch = POST;
    }

    mvaddch(y, x, ch);
    traps[ntraps].tr_show = och;
    traps[ntraps].tr_type = ch;
    traps[ntraps].tr_pos.y = y;
    traps[ntraps].tr_pos.x = x;
    if (is_player) 
	traps[ntraps].tr_flags = ISTHIEFSET;
    if (ch == POOL || ch == POST) {
	traps[ntraps].tr_flags |= ISFOUND;
    }

    ntraps++;
}

/*
 * show:
 *	returns what a certain thing will display as to the un-initiated
 */

show(y, x)
register int y, x;
{
    register char ch = CCHAR( winat(y, x) );
    register struct linked_list *it;
    register struct thing *tp;

    if (isatrap(ch)) {
	register struct trap *trp = trap_at(y, x);

	return (trp->tr_flags & ISFOUND) ? ch : trp->tr_show;
    }
    else if (isalpha(ch)) {
	if ((it = find_mons(y, x)) == NULL) {
	    msg("Can't find monster in show");
	    return(mvwinch(stdscr, y, x));
	}
	tp = THINGPTR(it);

	if (on(*tp, ISDISGUISE)) ch = tp->t_disguise; /* As a mimic */

	/* Hide invisible creatures */
	else if (invisible(tp)) {
	    /* We can't see surprise-type creatures through "see invisible" */
	    if (off(player,CANSEE) || on(*tp,CANSURPRISE))
		ch = CCHAR( mvwinch(stdscr, y, x) ); /* Invisible */
	}
	else if (on(*tp, CANINWALL)) {
	    if (isrock(mvwinch(stdscr, y, x))) ch = CCHAR( winch(stdscr) ); /* As Xorn */
	}
    }
    return ch;
}


/*
 * trap_at:
 *	find the trap at (y,x) on screen.
 */

struct trap *
trap_at(y, x)
register int y, x;
{
    register struct trap *tp, *ep;

    ep = &traps[ntraps];
    for (tp = traps; tp < ep; tp++)
	if (tp->tr_pos.y == y && tp->tr_pos.x == x)
	    break;
    if (tp == ep)
	debug((sprintf(prbuf, "Trap at %d,%d not in array", y, x), prbuf));
    return tp;
}