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Source:SLASH'EM 0.0.7E7F2/detect.c

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Below is the full text to detect.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/detect.c#line123]], for example.

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1.    /*	SCCS Id: @(#)detect.c	3.4	2003/08/13	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    /*
6.     * Detection routines, including crystal ball, magic mapping, and search
7.     * command.
8.     */
9.    
10.   #include "hack.h"
11.   #include "artifact.h"
12.   
13.   extern boolean known;	/* from read.c */
14.   
15.   STATIC_DCL void FDECL(do_dknown_of, (struct obj *));
16.   STATIC_DCL boolean FDECL(check_map_spot, (int,int,CHAR_P,unsigned));
17.   STATIC_DCL boolean FDECL(clear_stale_map, (CHAR_P,unsigned));
18.   STATIC_DCL void FDECL(sense_trap, (struct trap *,XCHAR_P,XCHAR_P,int));
19.   STATIC_DCL void FDECL(show_map_spot, (int,int));
20.   STATIC_PTR void FDECL(findone,(int,int,genericptr_t));
21.   STATIC_PTR void FDECL(openone,(int,int,genericptr_t));
22.   
23.   /* Recursively search obj for an object in class oclass and return 1st found */
24.   struct obj *
25.   o_in(obj, oclass)
26.   struct obj* obj;
27.   char oclass;
28.   {
29.       register struct obj* otmp;
30.       struct obj *temp;
31.   
32.       if (obj->oclass == oclass) return obj;
33.   
34.       /*
35.        * Pills inside medical kits are specially handled (see apply.c).
36.        * We don't want them to detect as food because then they will be
37.        * shown as pink pills, which are something quite different. In
38.        * practice the only other possible contents of medical kits are
39.        * bandages and phials, neither of which is detectable by any
40.        * means so we can simply avoid looking in medical kits.
41.        */
42.       if (Has_contents(obj) && obj->otyp != MEDICAL_KIT) {
43.   	for (otmp = obj->cobj; otmp; otmp = otmp->nobj)
44.   	    if (otmp->oclass == oclass) return otmp;
45.   	    else if (Has_contents(otmp) && otmp->otyp != MEDICAL_KIT &&
46.   		    (temp = o_in(otmp, oclass)))
47.   		return temp;
48.       }
49.       return (struct obj *) 0;
50.   }
51.   
52.   /* Recursively search obj for an object made of specified material and return 1st found */
53.   struct obj *
54.   o_material(obj, material)
55.   struct obj* obj;
56.   unsigned material;
57.   {
58.       register struct obj* otmp;
59.       struct obj *temp;
60.   
61.       if (objects[obj->otyp].oc_material == material) return obj;
62.   
63.       if (Has_contents(obj)) {
64.   	for (otmp = obj->cobj; otmp; otmp = otmp->nobj)
65.   	    if (objects[otmp->otyp].oc_material == material) return otmp;
66.   	    else if (Has_contents(otmp) && (temp = o_material(otmp, material)))
67.   		return temp;
68.       }
69.       return (struct obj *) 0;
70.   }
71.   
72.   STATIC_OVL void
73.   do_dknown_of(obj)
74.   struct obj *obj;
75.   {
76.       struct obj *otmp;
77.   
78.       obj->dknown = 1;
79.       if (Has_contents(obj)) {
80.   	for(otmp = obj->cobj; otmp; otmp = otmp->nobj)
81.   	    do_dknown_of(otmp);
82.       }
83.   }
84.   
85.   /* Check whether the location has an outdated object displayed on it. */
86.   STATIC_OVL boolean
87.   check_map_spot(x, y, oclass, material)
88.   int x, y;
89.   register char oclass;
90.   unsigned material;
91.   {
92.   	register int glyph;
93.   	register struct obj *otmp;
94.   	register struct monst *mtmp;
95.   
96.   	glyph = glyph_at(x,y);
97.   	if (glyph_is_object(glyph)) {
98.   	    /* there's some object shown here */
99.   	    if (oclass == ALL_CLASSES) {
100.  		return((boolean)( !(level.objects[x][y] ||     /* stale if nothing here */
101.  			    ((mtmp = m_at(x,y)) != 0 &&
102.  				(
103.  #ifndef GOLDOBJ
104.  				 mtmp->mgold ||
105.  #endif
106.  						 mtmp->minvent)))));
107.  	    } else {
108.  		if (material && objects[glyph_to_obj(glyph)].oc_material == material) {
109.  			/* the object shown here is of interest because material matches */
110.  			for (otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
111.  				if (o_material(otmp, GOLD)) return FALSE;
112.  			/* didn't find it; perhaps a monster is carrying it */
113.  			if ((mtmp = m_at(x,y)) != 0) {
114.  				for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
115.  					if (o_material(otmp, GOLD)) return FALSE;
116.  		        }
117.  			/* detection indicates removal of this object from the map */
118.  			return TRUE;
119.  		}
120.  	        if (oclass && objects[glyph_to_obj(glyph)].oc_class == oclass) {
121.  			/* the object shown here is of interest because its class matches */
122.  			for (otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
123.  				if (o_in(otmp, oclass)) return FALSE;
124.  			/* didn't find it; perhaps a monster is carrying it */
125.  #ifndef GOLDOBJ
126.  			if ((mtmp = m_at(x,y)) != 0) {
127.  				if (oclass == COIN_CLASS && mtmp->mgold)
128.  					return FALSE;
129.  				else for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
130.  					if (o_in(otmp, oclass)) return FALSE;
131.  		        }
132.  #else
133.  			if ((mtmp = m_at(x,y)) != 0) {
134.  				for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
135.  					if (o_in(otmp, oclass)) return FALSE;
136.  		        }
137.  #endif
138.  			/* detection indicates removal of this object from the map */
139.  			return TRUE;
140.  	        }
141.  	    }
142.  	}
143.  	return FALSE;
144.  }
145.  
146.  /*
147.     When doing detection, remove stale data from the map display (corpses
148.     rotted away, objects carried away by monsters, etc) so that it won't
149.     reappear after the detection has completed.  Return true if noticeable
150.     change occurs.
151.   */
152.  STATIC_OVL boolean
153.  clear_stale_map(oclass, material)
154.  register char oclass;
155.  unsigned material;
156.  {
157.  	register int zx, zy;
158.  	register boolean change_made = FALSE;
159.  
160.  	for (zx = 1; zx < COLNO; zx++)
161.  	    for (zy = 0; zy < ROWNO; zy++)
162.  		if (check_map_spot(zx, zy, oclass,material)) {
163.  		    unmap_object(zx, zy);
164.  		    change_made = TRUE;
165.  		}
166.  
167.  	return change_made;
168.  }
169.  
170.  /* look for gold, on the floor or in monsters' possession */
171.  int
172.  gold_detect(sobj)
173.  register struct obj *sobj;
174.  {
175.      register struct obj *obj;
176.      register struct monst *mtmp;
177.      int uw = u.uinwater;
178.      struct obj *temp;
179.      boolean stale;
180.  
181.      known = stale = clear_stale_map(COIN_CLASS,
182.  				(unsigned)(sobj->blessed ? GOLD : 0));
183.  
184.      /* look for gold carried by monsters (might be in a container) */
185.      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
186.      	if (DEADMONSTER(mtmp)) continue;	/* probably not needed in this case but... */
187.  #ifndef GOLDOBJ
188.  	if (mtmp->mgold || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
189.  #else
190.  	if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
191.  #endif
192.  	    known = TRUE;
193.  	    goto outgoldmap;	/* skip further searching */
194.  	} else for (obj = mtmp->minvent; obj; obj = obj->nobj)
195.  	    if (sobj->blessed && o_material(obj, GOLD)) {
196.  	    	known = TRUE;
197.  	    	goto outgoldmap;
198.  	    } else if (o_in(obj, COIN_CLASS)) {
199.  		known = TRUE;
200.  		goto outgoldmap;	/* skip further searching */
201.  	    }
202.      }
203.      
204.      /* look for gold objects */
205.      for (obj = fobj; obj; obj = obj->nobj) {
206.  	if (sobj->blessed && o_material(obj, GOLD)) {
207.  	    known = TRUE;
208.  	    if (obj->ox != u.ux || obj->oy != u.uy) goto outgoldmap;
209.  	} else if (o_in(obj, COIN_CLASS)) {
210.  	    known = TRUE;
211.  	    if (obj->ox != u.ux || obj->oy != u.uy) goto outgoldmap;
212.  	}
213.      }
214.  
215.      if (!known) {
216.  	/* no gold found on floor or monster's inventory.
217.  	   adjust message if you have gold in your inventory */
218.  	if (sobj) {
219.  		char buf[BUFSZ];
220.  		if (youmonst.data == &mons[PM_GOLD_GOLEM]) {
221.  			Sprintf(buf, "You feel like a million %s!",
222.  				currency(2L));
223.  		} else if (hidden_gold() ||
224.  #ifndef GOLDOBJ
225.  				u.ugold)
226.  #else
227.  			        money_cnt(invent))
228.  #endif
229.  			Strcpy(buf,
230.  				"You feel worried about your future financial situation.");
231.  		else
232.  			Strcpy(buf, "You feel materially poor.");
233.  		strange_feeling(sobj, buf);
234.          }
235.  	return(1);
236.      }
237.      /* only under me - no separate display required */
238.      if (stale) docrt();
239.      You("notice some gold between your %s.", makeplural(body_part(FOOT)));
240.      return(0);
241.  
242.  outgoldmap:
243.      cls();
244.  
245.      u.uinwater = 0;
246.      /* Discover gold locations. */
247.      for (obj = fobj; obj; obj = obj->nobj) {
248.      	if (sobj->blessed && (temp = o_material(obj, GOLD))) {
249.  	    if (temp != obj) {
250.  		temp->ox = obj->ox;
251.  		temp->oy = obj->oy;
252.  	    }
253.  	    map_object(temp,1);
254.  	} else if ((temp = o_in(obj, COIN_CLASS))) {
255.  	    if (temp != obj) {
256.  		temp->ox = obj->ox;
257.  		temp->oy = obj->oy;
258.  	    }
259.  	    map_object(temp,1);
260.  	}
261.      }
262.      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
263.      	if (DEADMONSTER(mtmp)) continue;	/* probably overkill here */
264.  #ifndef GOLDOBJ
265.  	if (mtmp->mgold || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
266.  #else
267.  	if (findgold(mtmp->minvent) || monsndx(mtmp->data) == PM_GOLD_GOLEM) {
268.  #endif
269.  	    struct obj gold;
270.  
271.  	    gold.otyp = GOLD_PIECE;
272.  	    gold.ox = mtmp->mx;
273.  	    gold.oy = mtmp->my;
274.  	    map_object(&gold,1);
275.  	} else for (obj = mtmp->minvent; obj; obj = obj->nobj)
276.  	    if (sobj->blessed && (temp = o_material(obj, GOLD))) {
277.  		temp->ox = mtmp->mx;
278.  		temp->oy = mtmp->my;
279.  		map_object(temp,1);
280.  		break;
281.  	    } else if ((temp = o_in(obj, COIN_CLASS))) {
282.  		temp->ox = mtmp->mx;
283.  		temp->oy = mtmp->my;
284.  		map_object(temp,1);
285.  		break;
286.  	    }
287.      }
288.      
289.      newsym(u.ux,u.uy);
290.      You_feel("very greedy, and sense gold!");
291.      exercise(A_WIS, TRUE);
292.      display_nhwindow(WIN_MAP, TRUE);
293.      docrt();
294.      u.uinwater = uw;
295.      if (Underwater) under_water(2);
296.      if (u.uburied) under_ground(2);
297.      return(0);
298.  }
299.  
300.  /* returns 1 if nothing was detected		*/
301.  /* returns 0 if something was detected		*/
302.  int
303.  food_detect(sobj)
304.  register struct obj	*sobj;
305.  {
306.      register struct obj *obj;
307.      register struct monst *mtmp;
308.      register int ct = 0, ctu = 0;
309.      boolean confused = (Confusion || (sobj && sobj->cursed)), stale;
310.      char oclass = confused ? POTION_CLASS : FOOD_CLASS;
311.      const char *what = confused ? something : "food";
312.      int uw = u.uinwater;
313.  
314.      stale = clear_stale_map(oclass, 0);
315.  
316.      for (obj = fobj; obj; obj = obj->nobj)
317.  	if (o_in(obj, oclass)) {
318.  	    if (obj->ox == u.ux && obj->oy == u.uy) ctu++;
319.  	    else ct++;
320.  	}
321.      for (mtmp = fmon; mtmp && !ct; mtmp = mtmp->nmon) {
322.  	/* no DEADMONSTER(mtmp) check needed since dmons never have inventory */
323.  	for (obj = mtmp->minvent; obj; obj = obj->nobj)
324.  	    if (o_in(obj, oclass)) {
325.  		ct++;
326.  		break;
327.  	    }
328.      }
329.      
330.      if (!ct && !ctu) {
331.  	known = stale && !confused;
332.  	if (stale) {
333.  	    docrt();
334.  	    You("sense a lack of %s nearby.", what);
335.  	    if (sobj && sobj->blessed) {
336.  		if (!u.uedibility) Your("%s starts to tingle.", body_part(NOSE));
337.  		u.uedibility = 1;
338.  	    }
339.  	} else if (sobj) {
340.  	    char buf[BUFSZ];
341.  	    Sprintf(buf, "Your %s twitches%s.", body_part(NOSE),
342.  			(sobj->blessed && !u.uedibility) ? " then starts to tingle" : "");
343.  	    if (sobj->blessed && !u.uedibility) {
344.  		boolean savebeginner = flags.beginner;	/* prevent non-delivery of */
345.  		flags.beginner = FALSE;			/* 	message            */
346.  		strange_feeling(sobj, buf);
347.  		flags.beginner = savebeginner;
348.  		u.uedibility = 1;
349.  	    } else
350.  		strange_feeling(sobj, buf);
351.  	}
352.  	return !stale;
353.      } else if (!ct) {
354.  	known = TRUE;
355.  	You("%s %s nearby.", sobj ? "smell" : "sense", what);
356.  	if (sobj && sobj->blessed) {
357.  		if (!u.uedibility) pline("Your %s starts to tingle.", body_part(NOSE));
358.  		u.uedibility = 1;
359.  	}
360.      } else {
361.  	struct obj *temp;
362.  	known = TRUE;
363.  	cls();
364.  	u.uinwater = 0;
365.  	for (obj = fobj; obj; obj = obj->nobj)
366.  	    if ((temp = o_in(obj, oclass)) != 0) {
367.  		if (temp != obj) {
368.  		    temp->ox = obj->ox;
369.  		    temp->oy = obj->oy;
370.  		}
371.  		map_object(temp,1);
372.  	    }
373.  	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
374.  	    /* no DEADMONSTER(mtmp) check needed since dmons never have inventory */
375.  	    for (obj = mtmp->minvent; obj; obj = obj->nobj)
376.  		if ((temp = o_in(obj, oclass)) != 0) {
377.  		    temp->ox = mtmp->mx;
378.  		    temp->oy = mtmp->my;
379.  		    map_object(temp,1);
380.  		    break;	/* skip rest of this monster's inventory */
381.  		}
382.  	newsym(u.ux,u.uy);
383.  	if (sobj) {
384.  	    if (sobj->blessed) {
385.  	    	Your("%s %s to tingle and you smell %s.", body_part(NOSE),
386.  	    		u.uedibility ? "continues" : "starts", what);
387.  		u.uedibility = 1;
388.  	    } else
389.  		Your("%s tingles and you smell %s.", body_part(NOSE), what);
390.  	}
391.  	else You("sense %s.", what);
392.  	display_nhwindow(WIN_MAP, TRUE);
393.  	exercise(A_WIS, TRUE);
394.  	docrt();
395.  	u.uinwater = uw;
396.  	if (Underwater) under_water(2);
397.  	if (u.uburied) under_ground(2);
398.      }
399.      return(0);
400.  }
401.  
402.  /*
403.   * Used for scrolls, potions, spells, and crystal balls.  Returns:
404.   *
405.   *	1 - nothing was detected
406.   *	0 - something was detected
407.   */
408.  int
409.  object_detect(detector, class)
410.  struct obj	*detector;	/* object doing the detecting */
411.  int		class;		/* an object class, 0 for all */
412.  {
413.      register int x, y;
414.      char stuff[BUFSZ];
415.      int is_cursed = (detector && detector->cursed);
416.      int do_dknown = (detector && (detector->oclass == POTION_CLASS ||
417.  				    detector->oclass == SPBOOK_CLASS) &&
418.  			detector->blessed);
419.      int ct = 0, ctu = 0;
420.      register struct obj *obj, *otmp = (struct obj *)0;
421.      register struct monst *mtmp;
422.      int uw = u.uinwater;
423.      int sym, boulder = 0;
424.  
425.      if (class < 0 || class >= MAXOCLASSES) {
426.  	impossible("object_detect:  illegal class %d", class);
427.  	class = 0;
428.      }
429.  
430.      /* Special boulder symbol check - does the class symbol happen
431.       * to match iflags.bouldersym which is a user-defined?
432.       * If so, that means we aren't sure what they really wanted to
433.       * detect. Rather than trump anything, show both possibilities.
434.       * We can exclude checking the buried obj chain for boulders below.
435.       */
436.      sym = class ? def_oc_syms[class] : 0;
437.      if (sym && iflags.bouldersym && sym == iflags.bouldersym)
438.      	boulder = ROCK_CLASS;
439.  
440.      if (Hallucination || (Confusion && class == SCROLL_CLASS))
441.  	Strcpy(stuff, something);
442.      else
443.      	Strcpy(stuff, class ? oclass_names[class] : "objects");
444.      if (boulder && class != ROCK_CLASS) Strcat(stuff, " and/or large stones");
445.  
446.      if (do_dknown) for(obj = invent; obj; obj = obj->nobj) do_dknown_of(obj);
447.  
448.      for (obj = fobj; obj; obj = obj->nobj) {
449.  	if ((!class && !boulder) || o_in(obj, class) || o_in(obj, boulder)) {
450.  	    if (obj->ox == u.ux && obj->oy == u.uy) ctu++;
451.  	    else ct++;
452.  	}
453.  	if (do_dknown) do_dknown_of(obj);
454.      }
455.  
456.      for (obj = level.buriedobjlist; obj; obj = obj->nobj) {
457.  	if (!class || o_in(obj, class)) {
458.  	    if (obj->ox == u.ux && obj->oy == u.uy) ctu++;
459.  	    else ct++;
460.  	}
461.  	if (do_dknown) do_dknown_of(obj);
462.      }
463.  
464.      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
465.  	if (DEADMONSTER(mtmp)) continue;
466.  	for (obj = mtmp->minvent; obj; obj = obj->nobj) {
467.  	    if ((!class && !boulder) || o_in(obj, class) || o_in(obj, boulder)) ct++;
468.  	    if (do_dknown) do_dknown_of(obj);
469.  	}
470.  	if ((is_cursed && mtmp->m_ap_type == M_AP_OBJECT &&
471.  	    (!class || class == objects[mtmp->mappearance].oc_class)) ||
472.  #ifndef GOLDOBJ
473.  	    (mtmp->mgold && (!class || class == COIN_CLASS))) {
474.  #else
475.  	    (findgold(mtmp->minvent) && (!class || class == COIN_CLASS))) {
476.  #endif
477.  	    ct++;
478.  	    break;
479.  	}
480.      }
481.  
482.      if (!clear_stale_map(!class ? ALL_CLASSES : class, 0) && !ct) {
483.  	if (!ctu) {
484.  	    if (detector)
485.  		strange_feeling(detector, "You feel a lack of something.");
486.  	    return 1;
487.  	}
488.  
489.  	You("sense %s nearby.", stuff);
490.  	return 0;
491.      }
492.  
493.      cls();
494.  
495.      u.uinwater = 0;
496.  /*
497.   *	Map all buried objects first.
498.   */
499.      for (obj = level.buriedobjlist; obj; obj = obj->nobj)
500.  	if (!class || (otmp = o_in(obj, class))) {
501.  	    if (class) {
502.  		if (otmp != obj) {
503.  		    otmp->ox = obj->ox;
504.  		    otmp->oy = obj->oy;
505.  		}
506.  		map_object(otmp, 1);
507.  	    } else
508.  		map_object(obj, 1);
509.  	}
510.      /*
511.       * If we are mapping all objects, map only the top object of a pile or
512.       * the first object in a monster's inventory.  Otherwise, go looking
513.       * for a matching object class and display the first one encountered
514.       * at each location.
515.       *
516.       * Objects on the floor override buried objects.
517.       */
518.      for (x = 1; x < COLNO; x++)
519.  	for (y = 0; y < ROWNO; y++)
520.  	    for (obj = level.objects[x][y]; obj; obj = obj->nexthere)
521.  		if ((!class && !boulder) ||
522.  		    (otmp = o_in(obj, class)) || (otmp = o_in(obj, boulder))) {
523.  		    if (class || boulder) {
524.  			if (otmp != obj) {
525.  			    otmp->ox = obj->ox;
526.  			    otmp->oy = obj->oy;
527.  			}
528.  			map_object(otmp, 1);
529.  		    } else
530.  			map_object(obj, 1);
531.  		    break;
532.  		}
533.  
534.      /* Objects in the monster's inventory override floor objects. */
535.      for (mtmp = fmon ; mtmp ; mtmp = mtmp->nmon) {
536.  	if (DEADMONSTER(mtmp)) continue;
537.  	for (obj = mtmp->minvent; obj; obj = obj->nobj)
538.  	    if ((!class && !boulder) ||
539.  		 (otmp = o_in(obj, class)) || (otmp = o_in(obj, boulder))) {
540.  		if (!class && !boulder) otmp = obj;
541.  		otmp->ox = mtmp->mx;		/* at monster location */
542.  		otmp->oy = mtmp->my;
543.  		map_object(otmp, 1);
544.  		break;
545.  	    }
546.  	/* Allow a mimic to override the detected objects it is carrying. */
547.  	if (is_cursed && mtmp->m_ap_type == M_AP_OBJECT &&
548.  		(!class || class == objects[mtmp->mappearance].oc_class)) {
549.  	    struct obj temp;
550.  
551.  	    temp.otyp = mtmp->mappearance;	/* needed for obj_to_glyph() */
552.  	    temp.ox = mtmp->mx;
553.  	    temp.oy = mtmp->my;
554.  	    temp.corpsenm = PM_TENGU;		/* if mimicing a corpse */
555.  	    map_object(&temp, 1);
556.  #ifndef GOLDOBJ
557.  	} else if (mtmp->mgold && (!class || class == COIN_CLASS)) {
558.  #else
559.  	} else if (findgold(mtmp->minvent) && (!class || class == COIN_CLASS)) {
560.  #endif
561.  	    struct obj gold;
562.  
563.  	    gold.otyp = GOLD_PIECE;
564.  	    gold.ox = mtmp->mx;
565.  	    gold.oy = mtmp->my;
566.  	    map_object(&gold, 1);
567.  	}
568.      }
569.  
570.      newsym(u.ux,u.uy);
571.      You("detect the %s of %s.", ct ? "presence" : "absence", stuff);
572.      display_nhwindow(WIN_MAP, TRUE);
573.      /*
574.       * What are we going to do when the hero does an object detect while blind
575.       * and the detected object covers a known pool?
576.       */
577.      docrt();	/* this will correctly reset vision */
578.  
579.      u.uinwater = uw;
580.      if (Underwater) under_water(2);
581.      if (u.uburied) under_ground(2);
582.      return 0;
583.  }
584.  
585.  /*
586.   * Used by: crystal balls, potions, fountains
587.   *
588.   * Returns 1 if nothing was detected.
589.   * Returns 0 if something was detected.
590.   */
591.  int
592.  monster_detect(otmp, mclass)
593.  register struct obj *otmp;	/* detecting object (if any) */
594.  int mclass;			/* monster class, 0 for all */
595.  {
596.      register struct monst *mtmp;
597.      int mcnt = 0;
598.  
599.  
600.      /* Note: This used to just check fmon for a non-zero value
601.       * but in versions since 3.3.0 fmon can test TRUE due to the
602.       * presence of dmons, so we have to find at least one
603.       * with positive hit-points to know for sure.
604.       */
605.      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
606.      	if (!DEADMONSTER(mtmp)) {
607.  		mcnt++;
608.  		break;
609.  	}
610.  
611.      if (!mcnt) {
612.  	if (otmp)
613.  	    strange_feeling(otmp, Hallucination ?
614.  			    "You get the heebie jeebies." :
615.  			    "You feel threatened.");
616.  	return 1;
617.      } else {
618.  	boolean woken = FALSE;
619.  
620.  	cls();
621.  	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
622.  	    if (DEADMONSTER(mtmp)) continue;
623.  	    if (!mclass || mtmp->data->mlet == mclass ||
624.  		(mtmp->data == &mons[PM_LONG_WORM] && mclass == S_WORM_TAIL))
625.  		    if (mtmp->mx > 0) {
626.  		    	if (mclass && def_monsyms[mclass] == ' ')
627.  				show_glyph(mtmp->mx,mtmp->my,
628.  					detected_mon_to_glyph(mtmp));
629.  			else
630.  				show_glyph(mtmp->mx,mtmp->my,mon_to_glyph(mtmp));
631.  			/* don't be stingy - display entire worm */
632.  			if (mtmp->data == &mons[PM_LONG_WORM]) detect_wsegs(mtmp,0);
633.  		    }
634.  	    if (otmp && otmp->cursed &&
635.  		(mtmp->msleeping || !mtmp->mcanmove)) {
636.  		mtmp->msleeping = mtmp->mfrozen = 0;
637.  		mtmp->mcanmove = 1;
638.  		woken = TRUE;
639.  	    }
640.  	}
641.  	display_self();
642.  	You("sense the presence of monsters.");
643.  	if (woken)
644.  	    pline("Monsters sense the presence of you.");
645.  	display_nhwindow(WIN_MAP, TRUE);
646.  	docrt();
647.  	if (Underwater) under_water(2);
648.  	if (u.uburied) under_ground(2);
649.      }
650.      return 0;
651.  }
652.  
653.  STATIC_OVL void
654.  sense_trap(trap, x, y, src_cursed)
655.  struct trap *trap;
656.  xchar x, y;
657.  int src_cursed;
658.  {
659.      if (Hallucination || src_cursed) {
660.  	struct obj obj;			/* fake object */
661.  	if (trap) {
662.  	    obj.ox = trap->tx;
663.  	    obj.oy = trap->ty;
664.  	} else {
665.  	    obj.ox = x;
666.  	    obj.oy = y;
667.  	}
668.  	obj.otyp = (src_cursed) ? GOLD_PIECE : random_object();
669.  	obj.corpsenm = random_monster();	/* if otyp == CORPSE */
670.  	map_object(&obj,1);
671.      } else if (trap) {
672.  	map_trap(trap,1);
673.  	trap->tseen = 1;
674.      } else {
675.  	struct trap temp_trap;		/* fake trap */
676.  	temp_trap.tx = x;
677.  	temp_trap.ty = y;
678.  	temp_trap.ttyp = BEAR_TRAP;	/* some kind of trap */
679.  	map_trap(&temp_trap,1);
680.      }
681.  
682.  }
683.  
684.  /* the detections are pulled out so they can	*/
685.  /* also be used in the crystal ball routine	*/
686.  /* returns 1 if nothing was detected		*/
687.  /* returns 0 if something was detected		*/
688.  int
689.  trap_detect(sobj)
690.  register struct obj *sobj;
691.  /* sobj is null if crystal ball, *scroll if gold detection scroll */
692.  {
693.      register struct trap *ttmp;
694.      register struct obj *obj;
695.      register int door;
696.      int uw = u.uinwater;
697.      boolean found = FALSE;
698.      int x, y;
699.  
700.      for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
701.  	if (ttmp->tx != u.ux || ttmp->ty != u.uy)
702.  	    goto outtrapmap;
703.  	else found = TRUE;
704.      }
705.      for (obj = fobj; obj; obj = obj->nobj) {
706.  	if ((obj->otyp==LARGE_BOX || obj->otyp==CHEST) && obj->otrapped) {
707.  	    if (obj->ox != u.ux || obj->oy != u.uy)
708.  		goto outtrapmap;
709.  	    else found = TRUE;
710.  	}
711.      }
712.      for (door = 0; door < doorindex; door++) {
713.  	x = doors[door].x;
714.  	y = doors[door].y;
715.  	if (levl[x][y].doormask & D_TRAPPED) {
716.  	    if (x != u.ux || y != u.uy)
717.  		goto outtrapmap;
718.  	    else found = TRUE;
719.  	}
720.      }
721.      if (!found) {
722.  	char buf[42];
723.  	Sprintf(buf, "Your %s stop itching.", makeplural(body_part(TOE)));
724.  	strange_feeling(sobj,buf);
725.  	return(1);
726.      }
727.      /* traps exist, but only under me - no separate display required */
728.      Your("%s itch.", makeplural(body_part(TOE)));
729.      return(0);
730.  outtrapmap:
731.      cls();
732.  
733.      u.uinwater = 0;
734.      for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap)
735.  	sense_trap(ttmp, 0, 0, sobj && sobj->cursed);
736.  
737.      for (obj = fobj; obj; obj = obj->nobj)
738.  	if ((obj->otyp==LARGE_BOX || obj->otyp==CHEST) && obj->otrapped)
739.  	sense_trap((struct trap *)0, obj->ox, obj->oy, sobj && sobj->cursed);
740.  
741.      for (door = 0; door < doorindex; door++) {
742.  	x = doors[door].x;
743.  	y = doors[door].y;
744.  	if (levl[x][y].doormask & D_TRAPPED)
745.  	sense_trap((struct trap *)0, x, y, sobj && sobj->cursed);
746.      }
747.  
748.      newsym(u.ux,u.uy);
749.      You_feel("%s.", sobj && sobj->cursed ? "very greedy" : "entrapped");
750.      display_nhwindow(WIN_MAP, TRUE);
751.      docrt();
752.      u.uinwater = uw;
753.      if (Underwater) under_water(2);
754.      if (u.uburied) under_ground(2);
755.      return(0);
756.  }
757.  
758.  const char *
759.  level_distance(where)
760.  d_level *where;
761.  {
762.      register schar ll = depth(&u.uz) - depth(where);
763.      register boolean indun = (u.uz.dnum == where->dnum);
764.  
765.      if (ll < 0) {
766.  	if (ll < (-8 - rn2(3))) {
767.  	    if (!indun)	return "far away";
768.  	    else	return "far below";
769.  	}
770.  	else if (ll < -1) {
771.  	    if (!indun)	return "away below you";
772.  	    else	return "below you";
773.  	}
774.  	else
775.  	    if (!indun)	return "in the distance";
776.  	    else	return "just below";
777.      } else if (ll > 0) {
778.  	if (ll > (8 + rn2(3))) {
779.  	    if (!indun)	return "far away";
780.  	    else	return "far above";
781.  	}
782.  	else if (ll > 1) {
783.  	    if (!indun)	return "away above you";
784.  	    else	return "above you";
785.  	}
786.  	else
787.  	    if (!indun)	return "in the distance";
788.  	    else	return "just above";
789.      } else
790.  	    if (!indun)	return "in the distance";
791.  	    else	return "near you";
792.  }
793.  
794.  static const struct {
795.      const char *what;
796.      d_level *where;
797.  } level_detects[] = {
798.    { "Delphi", &oracle_level },
799.    { "Medusa's lair", &medusa_level },
800.    { "a castle", &stronghold_level },
801.    { "the Wizard of Yendor's tower", &wiz1_level },
802.  };
803.  
804.  void
805.  use_crystal_ball(obj)
806.  struct obj *obj;
807.  {
808.      char ch;
809.      int oops;
810.  
811.      if (Blind) {
812.  	pline("Too bad you can't see %s.", the(xname(obj)));
813.  	return;
814.      }
815.      oops = (rnd(20) > ACURR(A_INT) || obj->cursed);
816.      if (oops && (obj->spe > 0)) {
817.  	switch (rnd(obj->oartifact ? 4 : 5)) {
818.  	case 1 : pline("%s too much to comprehend!", Tobjnam(obj, "are"));
819.  	    break;
820.  	case 2 : pline("%s you!", Tobjnam(obj, "confuse"));
821.  	    make_confused(HConfusion + rnd(100),FALSE);
822.  	    break;
823.  	case 3 : if (!resists_blnd(&youmonst)) {
824.  		pline("%s your vision!", Tobjnam(obj, "damage"));
825.  		make_blinded(Blinded + rnd(100),FALSE);
826.  		if (!Blind) Your(vision_clears);
827.  	    } else {
828.  		pline("%s your vision.", Tobjnam(obj, "assault"));
829.  		You("are unaffected!");
830.  	    }
831.  	    break;
832.  	case 4 : pline("%s your mind!", Tobjnam(obj, "zap"));
833.  	    (void) make_hallucinated(HHallucination + rnd(100),FALSE,0L);
834.  	    break;
835.  	case 5 : pline("%s!", Tobjnam(obj, "explode"));
836.  	    useup(obj);
837.  	    obj = 0;	/* it's gone */
838.  	    losehp(rnd(30), "exploding crystal ball", KILLED_BY_AN);
839.  	    break;
840.  	}
841.  	if (obj) consume_obj_charge(obj, TRUE);
842.  	return;
843.      }
844.  
845.      if (Hallucination) {
846.  	if (!obj->spe) {
847.  	    pline("All you see is funky %s haze.", hcolor((char *)0));
848.  	} else {
849.  	    switch(rnd(6)) {
850.  	    case 1 : You("grok some groovy globs of incandescent lava.");
851.  		break;
852.  	    case 2 : pline("Whoa!  Psychedelic colors, %s!",
853.  			   poly_gender() == 1 ? "babe" : "dude");
854.  		break;
855.  	    case 3 : pline_The("crystal pulses with sinister %s light!",
856.  				hcolor((char *)0));
857.  		break;
858.  	    case 4 : You("see goldfish swimming above fluorescent rocks.");
859.  		break;
860.  	    case 5 : You("see tiny snowflakes spinning around a miniature farmhouse.");
861.  		break;
862.  	    default: pline("Oh wow... like a kaleidoscope!");
863.  		break;
864.  	    }
865.  	    consume_obj_charge(obj, TRUE);
866.  	}
867.  	return;
868.      }
869.  
870.      /* read a single character */
871.      if (flags.verbose) You("may look for an object or monster symbol.");
872.      ch = yn_function("What do you look for?", (char *)0, '\0');
873.      /* Don't filter out ' ' here; it has a use */
874.      if ((ch != def_monsyms[S_GHOST]) && index(quitchars,ch)) { 
875.  	if (flags.verbose) pline(Never_mind);
876.  	return;
877.      }
878.      You("peer into %s...", the(xname(obj)));
879.      nomul(-rnd(10));
880.      nomovemsg = "";
881.      if (obj->spe <= 0)
882.  	pline_The("vision is unclear.");
883.      else {
884.  	int class;
885.  	int ret = 0;
886.  
887.  	makeknown(CRYSTAL_BALL);
888.  	consume_obj_charge(obj, TRUE);
889.  
890.  	/* special case: accept ']' as synonym for mimic
891.  	 * we have to do this before the def_char_to_objclass check
892.  	 */
893.  	if (ch == DEF_MIMIC_DEF) ch = DEF_MIMIC;
894.  
895.  	if ((class = def_char_to_objclass(ch)) != MAXOCLASSES)
896.  		ret = object_detect((struct obj *)0, class);
897.  	else if ((class = def_char_to_monclass(ch)) != MAXMCLASSES)
898.  		ret = monster_detect((struct obj *)0, class);
899.  	else if (iflags.bouldersym && (ch == iflags.bouldersym))
900.  		ret = object_detect((struct obj *)0, ROCK_CLASS);
901.  	else switch(ch) {
902.  		case '^':
903.  		    ret = trap_detect((struct obj *)0);
904.  		    break;
905.  		default:
906.  		    {
907.  		    int i = rn2(SIZE(level_detects));
908.  		    You("see %s, %s.",
909.  			level_detects[i].what,
910.  			level_distance(level_detects[i].where));
911.  		    }
912.  		    ret = 0;
913.  		    break;
914.  	}
915.  
916.  	if (ret) {
917.  	    if (!rn2(100))  /* make them nervous */
918.  		You("see the Wizard of Yendor gazing out at you.");
919.  	    else pline_The("vision is unclear.");
920.  	}
921.      }
922.      return;
923.  }
924.  
925.  STATIC_OVL void
926.  show_map_spot(x, y)
927.  register int x, y;
928.  {
929.      register struct rm *lev;
930.  
931.      if (Confusion && rn2(7)) return;
932.      lev = &levl[x][y];
933.  
934.      lev->seenv = SVALL;
935.  
936.      /* Secret corridors are found, but not secret doors. */
937.      if (lev->typ == SCORR) {
938.  	lev->typ = CORR;
939.  	unblock_point(x,y);
940.      }
941.  
942.      /* if we don't remember an object or trap there, map it */
943.  #ifdef DISPLAY_LAYERS
944.      if (!lev->mem_obj && !lev->mem_trap) {
945.  #else
946.      if (lev->typ == ROOM ?
947.  	    (glyph_is_cmap(lev->glyph) && !glyph_is_trap(lev->glyph) &&
948.  		glyph_to_cmap(lev->glyph) != ROOM) :
949.  	    (!glyph_is_object(lev->glyph) && !glyph_is_trap(lev->glyph))) {
950.  #endif
951.  	if (level.flags.hero_memory) {
952.  	    magic_map_background(x,y,0);
953.  	    newsym(x,y);			/* show it, if not blocked */
954.  	} else {
955.  	    magic_map_background(x,y,1);	/* display it */
956.  	}
957.      }
958.  }
959.  
960.  void
961.  do_mapping()
962.  {
963.      register int zx, zy;
964.      int uw = u.uinwater;
965.  
966.      u.uinwater = 0;
967.      for (zx = 1; zx < COLNO; zx++)
968.  	for (zy = 0; zy < ROWNO; zy++)
969.  	    show_map_spot(zx, zy);
970.      exercise(A_WIS, TRUE);
971.      u.uinwater = uw;
972.      if (!level.flags.hero_memory || Underwater) {
973.  	flush_screen(1);			/* flush temp screen */
974.  	display_nhwindow(WIN_MAP, TRUE);	/* wait */
975.  	docrt();
976.      }
977.  }
978.  
979.  void
980.  do_vicinity_map()
981.  {
982.      register int zx, zy;
983.      int lo_y = (u.uy-5 < 0 ? 0 : u.uy-5),
984.  	hi_y = (u.uy+6 > ROWNO ? ROWNO : u.uy+6),
985.  	lo_x = (u.ux-9 < 1 ? 1 : u.ux-9),	/* avoid column 0 */
986.  	hi_x = (u.ux+10 > COLNO ? COLNO : u.ux+10);
987.  
988.      for (zx = lo_x; zx < hi_x; zx++)
989.  	for (zy = lo_y; zy < hi_y; zy++)
990.  	    show_map_spot(zx, zy);
991.  
992.      if (!level.flags.hero_memory || Underwater) {
993.  	flush_screen(1);			/* flush temp screen */
994.  	display_nhwindow(WIN_MAP, TRUE);	/* wait */
995.  	docrt();
996.      }
997.  }
998.  
999.  /* convert a secret door into a normal door */
1000. void
1001. cvt_sdoor_to_door(lev)
1002. struct rm *lev;
1003. {
1004. 	int newmask = lev->doormask & ~WM_MASK;
1005. 
1006. #ifdef REINCARNATION
1007. 	if (Is_rogue_level(&u.uz))
1008. 	    /* rogue didn't have doors, only doorways */
1009. 	    newmask = D_NODOOR;
1010. 	else
1011. #endif
1012. 	    /* newly exposed door is closed */
1013. 	    if (!(newmask & D_LOCKED)) newmask |= D_CLOSED;
1014. 
1015. 	lev->typ = DOOR;
1016. 	lev->doormask = newmask;
1017. }
1018. 
1019. STATIC_PTR void
1020. findone(zx,zy,num)
1021. int zx,zy;
1022. genericptr_t num;
1023. {
1024. 	register struct trap *ttmp;
1025. 	register struct monst *mtmp;
1026. 
1027. 	if(levl[zx][zy].typ == SDOOR) {
1028. 		cvt_sdoor_to_door(&levl[zx][zy]);	/* .typ = DOOR */
1029. 		magic_map_background(zx, zy, 0);
1030. 		newsym(zx, zy);
1031. 		(*(int*)num)++;
1032. 	} else if(levl[zx][zy].typ == SCORR) {
1033. 		levl[zx][zy].typ = CORR;
1034. 		unblock_point(zx,zy);
1035. 		magic_map_background(zx, zy, 0);
1036. 		newsym(zx, zy);
1037. 		(*(int*)num)++;
1038. 	} else if ((ttmp = t_at(zx, zy)) != 0) {
1039. 		if(!ttmp->tseen && ttmp->ttyp != STATUE_TRAP) {
1040. 			ttmp->tseen = 1;
1041. 			newsym(zx,zy);
1042. 			(*(int*)num)++;
1043. 		}
1044. 	} else if ((mtmp = m_at(zx, zy)) != 0) {
1045. 		if(mtmp->m_ap_type) {
1046. 			seemimic(mtmp);
1047. 			(*(int*)num)++;
1048. 		}
1049. 		if (mtmp->mundetected &&
1050. 		    (is_hider(mtmp->data) || mtmp->data->mlet == S_EEL)) {
1051. 			mtmp->mundetected = 0;
1052. 			newsym(zx, zy);
1053. 			(*(int*)num)++;
1054. 		}
1055. 		if (!canspotmon(mtmp) &&
1056. 				    !memory_is_invisible(zx, zy))
1057. 			map_invisible(zx, zy);
1058. 	} else if (memory_is_invisible(zx, zy)) {
1059. 		unmap_object(zx, zy);
1060. 		newsym(zx, zy);
1061. 		(*(int*)num)++;
1062. 	}
1063. }
1064. 
1065. STATIC_PTR void
1066. openone(zx,zy,num)
1067. int zx,zy;
1068. genericptr_t num;
1069. {
1070. 	register struct trap *ttmp;
1071. 	register struct obj *otmp;
1072. 
1073. 	if(OBJ_AT(zx, zy)) {
1074. 		for(otmp = level.objects[zx][zy];
1075. 				otmp; otmp = otmp->nexthere) {
1076. 		    if(Is_box(otmp) && otmp->olocked) {
1077. 			otmp->olocked = 0;
1078. 			(*(int*)num)++;
1079. 		    }
1080. 		}
1081. 		/* let it fall to the next cases. could be on trap. */
1082. 	}
1083. 	if(levl[zx][zy].typ == SDOOR || (levl[zx][zy].typ == DOOR &&
1084. 		      (levl[zx][zy].doormask & (D_CLOSED|D_LOCKED)))) {
1085. 		if(levl[zx][zy].typ == SDOOR)
1086. 		    cvt_sdoor_to_door(&levl[zx][zy]);	/* .typ = DOOR */
1087. 		if(levl[zx][zy].doormask & D_TRAPPED) {
1088. 		    if(distu(zx, zy) < 3) b_trapped("door", 0);
1089. 		    else Norep("You %s an explosion!",
1090. 				cansee(zx, zy) ? "see" :
1091. 				   (flags.soundok ? "hear" :
1092. 						"feel the shock of"));
1093. 		    wake_nearto(zx, zy, 11*11);
1094. 		    levl[zx][zy].doormask = D_NODOOR;
1095. 		} else
1096. 		    levl[zx][zy].doormask = D_ISOPEN;
1097. 		unblock_point(zx, zy);
1098. 		newsym(zx, zy);
1099. 		(*(int*)num)++;
1100. 	} else if(levl[zx][zy].typ == SCORR) {
1101. 		levl[zx][zy].typ = CORR;
1102. 		unblock_point(zx, zy);
1103. 		newsym(zx, zy);
1104. 		(*(int*)num)++;
1105. 	} else if ((ttmp = t_at(zx, zy)) != 0) {
1106. 		if (!ttmp->tseen && ttmp->ttyp != STATUE_TRAP) {
1107. 		    ttmp->tseen = 1;
1108. 		    newsym(zx,zy);
1109. 		    (*(int*)num)++;
1110. 		}
1111. 	} else if (find_drawbridge(&zx, &zy)) {
1112. 		/* make sure it isn't an open drawbridge */
1113. 		open_drawbridge(zx, zy);
1114. 		(*(int*)num)++;
1115. 	}
1116. }
1117. 
1118. int
1119. findit()	/* returns number of things found */
1120. {
1121. 	int num = 0;
1122. 
1123. 	if(u.uswallow) return(0);
1124. 	do_clear_area(u.ux, u.uy, BOLT_LIM, findone, (genericptr_t) &num);
1125. 	return(num);
1126. }
1127. 
1128. int
1129. openit()	/* returns number of things found and opened */
1130. {
1131. 	int num = 0;
1132. 
1133. 	if(u.uswallow) {
1134. 		if (is_animal(u.ustuck->data)) {
1135. 			if (Blind) pline("Its mouth opens!");
1136. 			else pline("%s opens its mouth!", Monnam(u.ustuck));
1137. 		}
1138. 		expels(u.ustuck, u.ustuck->data, TRUE);
1139. 		return(-1);
1140. 	}
1141. 
1142. 	do_clear_area(u.ux, u.uy, BOLT_LIM, openone, (genericptr_t) &num);
1143. 	return(num);
1144. }
1145. 
1146. void
1147. find_trap(trap)
1148. struct trap *trap;
1149. {
1150.     int tt = what_trap(trap->ttyp);
1151.     boolean cleared = FALSE;
1152. 
1153.     trap->tseen = 1;
1154.     exercise(A_WIS, TRUE);
1155.     if (Blind)
1156. 	feel_location(trap->tx, trap->ty);
1157.     else
1158. 	newsym(trap->tx, trap->ty);
1159. 
1160. #ifdef DISPLAY_LAYERS
1161.     if (levl[trap->tx][trap->ty].mem_obj ||
1162. 	    memory_is_invisible(trap->tx, trap->ty)) {
1163. #else
1164.     if (levl[trap->tx][trap->ty].glyph != trap_to_glyph(trap)) {
1165. #endif
1166.     	/* There's too much clutter to see your find otherwise */
1167. 	cls();
1168. 	map_trap(trap, 1);
1169. 	display_self();
1170. 	cleared = TRUE;
1171.     }
1172. 
1173.     You("find %s.", an(defsyms[trap_to_defsym(tt)].explanation));
1174. 
1175.     if (cleared) {
1176. 	display_nhwindow(WIN_MAP, TRUE);	/* wait */
1177. 	docrt();
1178.     }
1179. }
1180. 
1181. int
1182. dosearch0(aflag)
1183. register int aflag;
1184. {
1185. #ifdef GCC_BUG
1186. /* some versions of gcc seriously muck up nested loops. if you get strange
1187.    crashes while searching in a version compiled with gcc, try putting
1188.    #define GCC_BUG in *conf.h (or adding -DGCC_BUG to CFLAGS in the
1189.    makefile).
1190.  */
1191. 	volatile xchar x, y;
1192. #else
1193. 	register xchar x, y;
1194. #endif
1195. 	register struct trap *trap;
1196. 	register struct monst *mtmp;
1197. 
1198. 	if(u.uswallow) {
1199. 		if (!aflag)
1200. 			pline("What are you looking for?  The exit?");
1201. 	} else {
1202. 	    int fund = (uwep && uwep->oartifact &&
1203. 		    spec_ability(uwep, SPFX_SEARCH)) ?
1204. 		    uwep->spe : 0;
1205. 	    if (ublindf && ublindf->otyp == LENSES && !Blind)
1206. 		    fund += 2; /* JDS: lenses help searching */
1207. 	    if (fund > 5) fund = 5;
1208. 	    for(x = u.ux-1; x < u.ux+2; x++)
1209. 	      for(y = u.uy-1; y < u.uy+2; y++) {
1210. 		if(!isok(x,y)) continue;
1211. 		if(x != u.ux || y != u.uy) {
1212. 		    if (Blind && !aflag) feel_location(x,y);
1213. 		    if(levl[x][y].typ == SDOOR) {
1214. 			if(rnl(7-fund)) continue;
1215. 			cvt_sdoor_to_door(&levl[x][y]);	/* .typ = DOOR */
1216. 			exercise(A_WIS, TRUE);
1217. 			nomul(0);
1218. 			if (Blind && !aflag)
1219. 			    feel_location(x,y);	/* make sure it shows up */
1220. 			else
1221. 			    newsym(x,y);
1222. 		    } else if(levl[x][y].typ == SCORR) {
1223. 			if(rnl(7-fund)) continue;
1224. 			levl[x][y].typ = CORR;
1225. 			unblock_point(x,y);	/* vision */
1226. 			exercise(A_WIS, TRUE);
1227. 			nomul(0);
1228. 			newsym(x,y);
1229. 		    } else {
1230. 		/* Be careful not to find anything in an SCORR or SDOOR */
1231. 			if((mtmp = m_at(x, y)) && !aflag) {
1232. 			    if(mtmp->m_ap_type) {
1233. 				seemimic(mtmp);
1234. 		find:		exercise(A_WIS, TRUE);
1235. 				if (!canspotmon(mtmp)) {
1236. 				    if (memory_is_invisible(x, y)) {
1237. 					/* found invisible monster in a square
1238. 					 * which already has an 'I' in it.
1239. 					 * Logically, this should still take
1240. 					 * time and lead to a return(1), but if
1241. 					 * we did that the player would keep
1242. 					 * finding the same monster every turn.
1243. 					 */
1244. 					continue;
1245. 				    } else {
1246. 					You_feel("an unseen monster!");
1247. 					map_invisible(x, y);
1248. 				    }
1249. 				} else if (!sensemon(mtmp))
1250. 				    You("find %s.", a_monnam(mtmp));
1251. 				return(1);
1252. 			    }
1253. 			    if(!canspotmon(mtmp)) {
1254. 				if (mtmp->mundetected &&
1255. 				   (is_hider(mtmp->data) || mtmp->data->mlet == S_EEL))
1256. 					mtmp->mundetected = 0;
1257. 				newsym(x,y);
1258. 				goto find;
1259. 			    }
1260. 			}
1261. 
1262. 			/* see if an invisible monster has moved--if Blind,
1263. 			 * feel_location() already did it
1264. 			 */
1265. 			if (!aflag && !mtmp && !Blind &&
1266. 				    memory_is_invisible(x, y)) {
1267. 			    unmap_object(x,y);
1268. 			    newsym(x,y);
1269. 			}
1270. 
1271. 			if ((trap = t_at(x,y)) && !trap->tseen && !rnl(8)) {
1272. 			    nomul(0);
1273. 
1274. 			    if (trap->ttyp == STATUE_TRAP) {
1275.  				mtmp = activate_statue_trap(trap, x, y, FALSE);
1276.  				if (mtmp != (struct monst *)0) 
1277. 				    exercise(A_WIS, TRUE);
1278. 				return(1);
1279. 			    } else {
1280. 				find_trap(trap);
1281. 			    }
1282. 			}
1283. 		    }
1284. 		}
1285. 	    }
1286. 	}
1287. 	return(1);
1288. }
1289. 
1290. /* Pre-map the sokoban levels */
1291. void
1292. sokoban_detect()
1293. {
1294. 	register int x, y;
1295. 	register struct trap *ttmp;
1296. 	register struct obj *obj;
1297. 
1298. 	/* Map the background and boulders */
1299. 	for (x = 1; x < COLNO; x++)
1300. 	    for (y = 0; y < ROWNO; y++) {
1301. 	    	levl[x][y].seenv = SVALL;
1302. 	    	levl[x][y].waslit = TRUE;
1303. 	    	map_background(x, y, 1);
1304. 	    	for (obj = level.objects[x][y]; obj; obj = obj->nexthere)
1305. 	    	    if (obj->otyp == BOULDER)
1306. 	    	    	map_object(obj, 1);
1307. 	    }
1308. 
1309. 	/* Map the traps */
1310. 	for (ttmp = ftrap; ttmp; ttmp = ttmp->ntrap) {
1311. 	    ttmp->tseen = 1;
1312. 	    map_trap(ttmp, 1);
1313. 	}
1314. }
1315. 
1316. 
1317. int
1318. dosearch()
1319. {
1320. 	return(dosearch0(0));
1321. }
1322. 
1323. /*detect.c*/

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