There should only be two changes in behavior: arogue7/fight.c, arogue7/fight.c: a to-hit bonus is now correctly applied to characters who are not monks instead of monks who are not empty-handed. urogue/fight.c: fixed an interaction with the "debug" macro that could cause the wrong message to be displayed.
1379 lines
32 KiB
C
1379 lines
32 KiB
C
/*
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||
* Hero movement commands
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "Super-Rogue"
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* Copyright (C) 1984 Robert D. Kindelberger
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* All rights reserved.
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*
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* Based on "Rogue: Exploring the Dungeons of Doom"
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "curses.h"
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#include <ctype.h>
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#include "rogue.h"
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/*
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* Used to hold the new hero position
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*/
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static coord nh;
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static const char Moves[3][3] = {
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{ 'y', 'k', 'u' },
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{ 'h', '\0', 'l' },
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{ 'b', 'j', 'n' }
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};
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/*
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* be_trapped:
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* The guy stepped on a trap.... Make him pay.
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*/
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char
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be_trapped(struct thing *th, coord *tc)
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{
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register struct trap *tp;
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register char ch;
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register const char *mname = NULL;
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register bool is_player = (th == &player),
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can_see;
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register struct linked_list *mitem = NULL;
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/* Can the player see the creature? */
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can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th)));
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tp = trap_at(tc->y, tc->x);
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/*
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* if he's wearing boots of elvenkind, he won't set off the trap
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* unless its a magic pool (they're not really traps)
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*/
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if (is_player &&
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cur_misc[WEAR_BOOTS] != NULL &&
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cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS &&
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tp->tr_type != POOL)
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return '\0';
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/*
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* if the creature is flying then it won't set off the trap
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*/
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if (on(*th, ISFLY))
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return '\0';
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tp->tr_flags |= ISFOUND;
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if (!is_player) {
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mitem = find_mons(th->t_pos.y, th->t_pos.x);
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mname = monsters[th->t_index].m_name;
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}
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else {
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count = running = FALSE;
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mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type);
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}
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switch (ch = tp->tr_type) {
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case TRAPDOOR:
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if (is_player) {
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level++;
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pstats.s_hpt -= roll(1, 10);
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if (pstats.s_hpt <= 0) death(D_FALL);
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new_level(NORMLEV);
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msg("You fell into a trap!");
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}
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else {
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if (can_see) msg("The %s fell into a trap!", mname);
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/* See if the fall killed the monster */
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if ((th->t_stats.s_hpt -= roll(1, 10)) <= 0) {
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killed(mitem, FALSE, FALSE);
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}
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else { /* Just move monster to next level */
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check_residue(th);
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/* Erase the monster from the old position */
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if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
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mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
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mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
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turn_on(*th, ISELSEWHERE);
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detach(mlist, mitem);
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attach(tlist, mitem); /* remember him next level */
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}
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}
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when BEARTRAP:
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if (is_stealth(th)) {
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if (is_player) msg("You pass a bear trap.");
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else if (can_see) msg("The %s passes a bear trap.", mname);
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}
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else {
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th->t_no_move += BEARTIME;
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if (is_player) msg("You are caught in a bear trap.");
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else if (can_see) msg("The %s is caught in a bear trap.",
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mname);
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}
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when SLEEPTRAP:
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if (is_player) {
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msg("A strange white mist envelops you.");
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if (!ISWEARING(R_ALERT)) {
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msg("You fall asleep.");
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no_command += SLEEPTIME;
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}
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}
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else {
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if (can_see)
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msg("A strange white mist envelops the %s.",mname);
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if (on(*th, ISUNDEAD)) {
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if (can_see)
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msg("The mist doesn't seem to affect the %s.",mname);
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}
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else {
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th->t_no_move += SLEEPTIME;
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}
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}
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when ARROWTRAP:
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if (swing(th->t_ctype, th->t_stats.s_lvl-1, th->t_stats.s_arm, 1))
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{
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if (is_player) {
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msg("Oh no! An arrow shot you.");
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if ((pstats.s_hpt -= roll(1, 6)) <= 0) {
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msg("The arrow killed you.");
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death(D_ARROW);
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}
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}
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else {
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if (can_see) msg("An arrow shot the %s.", mname);
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if ((th->t_stats.s_hpt -= roll(1, 6)) <= 0) {
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if (can_see) msg("The arrow killed the %s.", mname);
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killed(mitem, FALSE, FALSE);
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}
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}
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}
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else
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{
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register struct linked_list *item;
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register struct object *arrow;
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if (is_player) msg("An arrow shoots past you.");
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else if (can_see) msg("An arrow shoots by the %s.", mname);
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item = new_item(sizeof *arrow);
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arrow = OBJPTR(item);
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arrow->o_type = WEAPON;
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arrow->contents = NULL;
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arrow->o_which = ARROW;
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arrow->o_hplus = rnd(3) - 1;
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arrow->o_dplus = rnd(3) - 1;
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init_weapon(arrow, ARROW);
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arrow->o_count = 1;
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arrow->o_pos = *tc;
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arrow->o_mark[0] = '\0';
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fall(item, FALSE);
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}
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when TELTRAP:
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if (is_player) teleport();
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else {
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register int rm;
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struct room *old_room; /* old room of monster */
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/*
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* Erase the monster from the old position
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*/
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if (isalpha(mvwinch(cw, th->t_pos.y, th->t_pos.x)))
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mvwaddch(cw, th->t_pos.y, th->t_pos.x, th->t_oldch);
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mvwaddch(mw, th->t_pos.y, th->t_pos.x, ' ');
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/*
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* check to see if room should go dark
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*/
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if (on(*th, HASFIRE)) {
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old_room=roomin(&th->t_pos);
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if (old_room != NULL) {
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register struct linked_list *fire_item;
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for (fire_item = old_room->r_fires; fire_item != NULL;
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fire_item = next(fire_item)) {
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if (THINGPTR(fire_item) == th) {
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detach(old_room->r_fires, fire_item);
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destroy_item(fire_item);
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if (old_room->r_fires == NULL) {
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old_room->r_flags &= ~HASFIRE;
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if (can_see) light(&hero);
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}
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}
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}
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}
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}
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/* Get a new position */
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do {
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rm = rnd_room();
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rnd_pos(&rooms[rm], &th->t_pos);
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} until(winat(th->t_pos.y, th->t_pos.x) == FLOOR);
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/* Put it there */
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mvwaddch(mw, th->t_pos.y, th->t_pos.x, th->t_type);
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th->t_oldch = CCHAR( mvwinch(cw, th->t_pos.y, th->t_pos.x) );
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/*
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* check to see if room that creature appears in should
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* light up
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*/
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if (on(*th, HASFIRE)) {
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register struct linked_list *fire_item;
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fire_item = creat_item();
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ldata(fire_item) = (char *) th;
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attach(rooms[rm].r_fires, fire_item);
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rooms[rm].r_flags |= HASFIRE;
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if(cansee(th->t_pos.y, th->t_pos.x) &&
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next(rooms[rm].r_fires) == NULL)
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light(&hero);
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}
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if (can_see) msg("The %s seems to have disappeared!", mname);
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}
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when DARTTRAP:
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if (swing(th->t_ctype, th->t_stats.s_lvl+1, th->t_stats.s_arm, 1)) {
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if (is_player) {
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msg("A small dart just hit you in the shoulder.");
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if ((pstats.s_hpt -= roll(1, 4)) <= 0) {
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msg("The dart killed you.");
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death(D_DART);
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}
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/* Now the poison */
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if (!save(VS_POISON, &player, 0)) {
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/* 75% chance it will do point damage - else strength */
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if (rnd(100) < 75) {
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pstats.s_hpt /= 2;
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if (pstats.s_hpt == 0) death(D_POISON);
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}
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else if (!ISWEARING(R_SUSABILITY))
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chg_str(-1);
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}
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}
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else {
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if (can_see)
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msg("A small dart just hit the %s in the shoulder.",
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mname);
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if ((th->t_stats.s_hpt -= roll(1,4)) <= 0) {
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if (can_see) msg("The dart killed the %s.", mname);
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killed(mitem, FALSE, FALSE);
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}
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if (!save(VS_POISON, th, 0)) {
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th->t_stats.s_hpt /= 2;
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if (th->t_stats.s_hpt <= 0) {
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if (can_see) msg("The dart killed the %s.", mname);
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killed(mitem, FALSE, FALSE);
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}
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}
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}
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}
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else {
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if (is_player)
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msg("A small dart whizzes by your ear and vanishes.");
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else if (can_see)
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msg("A small dart whizzes by the %s's ear and vanishes.",
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mname);
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}
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when POOL: {
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register int i;
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i = rnd(100);
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if (is_player) {
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if ((tp->tr_flags & ISGONE)) {
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if (i < 30) {
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teleport(); /* teleport away */
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pool_teleport = TRUE;
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}
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else if((i < 45) && level > 2) {
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level -= rnd(2) + 1;
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cur_max = level;
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new_level(NORMLEV);
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pool_teleport = TRUE;
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msg("You here a faint groan from below.");
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}
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else if(i < 70) {
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level += rnd(4) + 1;
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new_level(NORMLEV);
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pool_teleport = TRUE;
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msg("You find yourself in strange surroundings.");
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}
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else if(i > 95) {
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msg("Oh no!!! You drown in the pool!!! --More--");
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wait_for(cw,' ');
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death(D_DROWN);
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}
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}
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}
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else {
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if (i < 60) {
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if (can_see) {
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/* Drowns */
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if (i < 30) msg("The %s drowned in the pool!", mname);
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/* Teleported to another level */
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else msg("The %s disappeared!", mname);
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}
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killed(mitem, FALSE, FALSE);
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}
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}
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}
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when MAZETRAP:
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if (is_player) {
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pstats.s_hpt -= roll(1, 10);
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level++;
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msg("You fell through a trap door!");
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if (pstats.s_hpt <= 0) death(D_FALL);
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new_level(MAZELEV);
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msg("You are surrounded by twisty passages!");
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}
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else {
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if (can_see) msg("The %s fell into a trap!", mname);
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killed(mitem, FALSE, FALSE);
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}
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}
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/* Move the cursor back onto the hero */
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wmove(cw, hero.y, hero.x);
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md_flushinp(); /* flush typeahead */
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return(ch);
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}
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/*
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* blue_light:
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* magically light up a room (or level or make it dark)
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*/
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bool
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blue_light(bool blessed, bool cursed)
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{
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register struct room *rp;
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bool ret_val=FALSE; /* Whether or not affect is known */
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rp = roomin(&hero); /* What room is hero in? */
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/* Darken the room if the magic is cursed */
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if (cursed) {
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if ((rp == NULL) || !lit_room(rp)) msg(nothing);
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else {
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rp->r_flags |= ISDARK;
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if (!lit_room(rp) && (levtype != OUTSIDE || !daytime))
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msg("The %s suddenly goes dark.",
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levtype == OUTSIDE ? "area" : "room");
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else msg(nothing);
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ret_val = TRUE;
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}
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}
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else {
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ret_val = TRUE;
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if (rp && !lit_room(rp) &&
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(levtype != OUTSIDE || !daytime)) {
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addmsg("The %s is lit", levtype == OUTSIDE ? "area" : "room");
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if (!terse)
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addmsg(" by a %s blue light.",
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blessed ? "bright" : "shimmering");
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endmsg();
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}
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else if (winat(hero.y, hero.x) == PASSAGE)
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msg("The corridor glows %sand then fades",
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blessed ? "brightly " : "");
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else {
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ret_val = FALSE;
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msg(nothing);
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}
|
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if (blessed) {
|
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register int i; /* Index through rooms */
|
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|
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for (i=0; i<MAXROOMS; i++)
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rooms[i].r_flags &= ~ISDARK;
|
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}
|
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else if (rp) rp->r_flags &= ~ISDARK;
|
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}
|
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|
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/*
|
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* Light the room and put the player back up
|
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*/
|
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light(&hero);
|
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mvwaddch(cw, hero.y, hero.x, PLAYER);
|
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return(ret_val);
|
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}
|
||
|
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/*
|
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* corr_move:
|
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* 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.
|
||
*/
|
||
|
||
void
|
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corr_move(int dy, int dx)
|
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{
|
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int legal=0; /* Number of legal alternatives */
|
||
register int y, x, /* Indexes though possible positions */
|
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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
|
||
*/
|
||
void
|
||
dip_it(void)
|
||
{
|
||
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.)
|
||
*/
|
||
|
||
void
|
||
do_move(int dy, int 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
|
||
*/
|
||
|
||
void
|
||
do_run(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(char match, int *dy, int *dx)
|
||
{
|
||
int 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
|
||
*/
|
||
bool
|
||
isatrap(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.
|
||
*/
|
||
|
||
void
|
||
light(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(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(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.
|
||
*/
|
||
|
||
void
|
||
set_trap(struct thing *tp, int y, int 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
|
||
*/
|
||
|
||
char
|
||
show(int y, int 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(CCHAR( 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(int y, int 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;
|
||
}
|