/** * Perform the basic "open" command on doors * * Assume there is no monster blocking the destination * * Returns true if repeated commands may continue */ static bool do_cmd_open_aux(int y, int x) { int i, j; bool more = false; /* Verify legality */ if (!do_cmd_open_test(y, x)) return (false); /* Locked door */ if (square_islockeddoor(cave, y, x)) { /* Disarm factor */ i = player->state.skills[SKILL_DISARM_PHYS]; /* Penalize some conditions */ if (player->timed[TMD_BLIND] || no_light()) i = i / 10; if (player->timed[TMD_CONFUSED] || player->timed[TMD_IMAGE]) i = i / 10; /* Extract the lock power */ j = square_door_power(cave, y, x); /* Extract the difficulty XXX XXX XXX */ j = i - (j * 4); /* Always have a small chance of success */ if (j < 2) j = 2; if (randint0(100) < j) { /* Message */ msgt(MSG_LOCKPICK, "You have picked the lock."); /* Open the door */ square_open_door(cave, y, x); /* Update the visuals */ square_memorize(cave, y, x); square_light_spot(cave, y, x); player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Experience */ /* Removed to avoid exploit by repeatedly locking and unlocking */ /* player_exp_gain(player, 1); */ } else { event_signal(EVENT_INPUT_FLUSH); /* Message */ msgt(MSG_LOCKPICK_FAIL, "You failed to pick the lock."); /* We may keep trying */ more = true; } } else { /* Closed door */ square_open_door(cave, y, x); square_memorize(cave, y, x); square_light_spot(cave, y, x); player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); sound(MSG_OPENDOOR); } /* Result */ return (more); }
/** * Open a closed/locked/jammed door or a closed/locked chest. * * Unlocking a locked chest is worth one experience point; since doors are * player lockable, there is no experience for unlocking doors. */ void do_cmd_open(struct command *cmd) { int y, x, dir; struct object *obj; bool more = false; int err; struct monster *m; /* Get arguments */ err = cmd_get_arg_direction(cmd, "direction", &dir); if (err || dir == DIR_UNKNOWN) { int y2, x2; int n_closed_doors, n_locked_chests; n_closed_doors = count_feats(&y2, &x2, square_iscloseddoor, false); n_locked_chests = count_chests(&y2, &x2, CHEST_OPENABLE); if (n_closed_doors + n_locked_chests == 1) { dir = coords_to_dir(y2, x2); cmd_set_arg_direction(cmd, "direction", dir); } else if (cmd_get_direction(cmd, "direction", &dir, false)) { return; } } /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Check for chest */ obj = chest_check(y, x, CHEST_OPENABLE); /* Check for door */ if (!obj && !do_cmd_open_test(y, x)) { /* Cancel repeat */ disturb(player, 0); return; } /* Take a turn */ player->upkeep->energy_use = z_info->move_energy; /* Apply confusion */ if (player_confuse_dir(player, &dir, false)) { /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Check for chest */ obj = chest_check(y, x, CHEST_OPENABLE); } /* Monster */ m = square_monster(cave, y, x); if (m) { /* Mimics surprise the player */ if (is_mimicking(m)) { become_aware(m); /* Mimic wakes up */ mon_clear_timed(m, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, false); } else { /* Message */ msg("There is a monster in the way!"); /* Attack */ py_attack(y, x); } } else if (obj) { /* Chest */ more = do_cmd_open_chest(y, x, obj); } else { /* Door */ more = do_cmd_open_aux(y, x); } /* Cancel repeat unless we may continue */ if (!more) disturb(player, 0); }
/* * Open a closed/locked/jammed door or a closed/locked chest. * * Unlocking a locked door/chest is worth one experience point. */ void do_cmd_open(cmd_code code, cmd_arg args[]) { int y, x, dir; s16b o_idx; bool more = FALSE; dir = args[0].direction; /* Get location */ y = p_ptr->py + ddy[dir]; x = p_ptr->px + ddx[dir]; /* Check for chests */ o_idx = chest_check(y, x); /* Verify legality */ if (!o_idx && !do_cmd_open_test(y, x)) { /* Cancel repeat */ disturb(0, 0); return; } /* Take a turn */ p_ptr->energy_use = 100; /* Apply confusion */ if (confuse_dir(&dir)) { /* Get location */ y = p_ptr->py + ddy[dir]; x = p_ptr->px + ddx[dir]; /* Check for chest */ o_idx = chest_check(y, x); } /* Monster */ if (cave_m_idx[y][x] > 0) { if (mon_list[cave_m_idx[y][x]].align & (AL_PET_MASK)) msg_print("There is a friendly monster in the way!"); else { /* Message */ msg_print("There is a monster in the way!"); /* Attack */ py_attack(y, x); } } /* Chest */ else if (o_idx) { /* Open the chest */ more = do_cmd_open_chest(y, x, o_idx); } /* Door */ else { /* Open the door */ more = do_cmd_open_aux(y, x); } /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); }
/* * Perform the basic "open" command on doors * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_open_aux(int y, int x) { int i, j; bool more = FALSE; /* Verify legality */ if (!do_cmd_open_test(y, x)) return (FALSE); /* Jammed door */ if (cave_feat[y][x] >= FEAT_DOOR_HEAD + 0x08) { /* Stuck */ msg_print("The door appears to be stuck."); } /* Locked door */ else if (cave_feat[y][x] >= FEAT_DOOR_HEAD + 0x01) { /* Disarm factor */ i = p_ptr->state.skills[SKILL_DISARM]; /* Penalize some conditions */ if (p_ptr->timed[TMD_BLIND] || no_light()) i = i / 10; if (p_ptr->timed[TMD_CONFUSED] || p_ptr->timed[TMD_IMAGE]) i = i / 10; /* Extract the lock power */ j = cave_feat[y][x] - FEAT_DOOR_HEAD; /* Extract the difficulty XXX XXX XXX */ j = i - (j * 4); /* Always have a small chance of success */ if (j < 2) j = 2; /* Success */ if (randint0(100) < j) { /* Message */ message(MSG_LOCKPICK, 0, "You have picked the lock."); /* Open the door */ cave_set_feat(y, x, FEAT_OPEN); /* Update the visuals */ p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Experience */ gain_exp(1); } /* Failure */ else { flush(); /* Message */ message(MSG_LOCKPICK_FAIL, 0, "You failed to pick the lock."); /* We may keep trying */ more = TRUE; } } /* Closed door */ else { /* Open the door */ cave_set_feat(y, x, FEAT_OPEN); /* Update the visuals */ p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Sound */ sound(MSG_OPENDOOR); } /* Result */ return (more); }
/* * Open a closed/locked/jammed door or a closed/locked chest. * * Unlocking a locked door/chest is worth one experience point. */ void do_cmd_open(cmd_code code, cmd_arg args[]) { int y, x, dir; s16b o_idx; bool more = FALSE; dir = args[0].direction; /* Get location */ y = p_ptr->py + ddy[dir]; x = p_ptr->px + ddx[dir]; /* Check for chests */ o_idx = chest_check(y, x); /* Verify legality */ if (!o_idx && !do_cmd_open_test(y, x)) { /* Cancel repeat */ disturb(p_ptr, 0, 0); return; } /* Take a turn */ p_ptr->energy_use = 100; /* Apply confusion */ if (player_confuse_dir(p_ptr, &dir, FALSE)) { /* Get location */ y = p_ptr->py + ddy[dir]; x = p_ptr->px + ddx[dir]; /* Check for chest */ o_idx = chest_check(y, x); } /* Monster */ if (cave->m_idx[y][x] > 0) { int m_idx = cave->m_idx[y][x]; /* Mimics surprise the player */ if (is_mimicking(m_idx)) { become_aware(m_idx); /* Mimic wakes up */ mon_clear_timed(m_idx, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE); } else { /* Message */ msg("There is a monster in the way!"); /* Attack */ py_attack(y, x); } } /* Chest */ else if (o_idx) { /* Open the chest */ more = do_cmd_open_chest(y, x, o_idx); } /* Door */ else { /* Open the door */ more = do_cmd_open_aux(y, x); } /* Cancel repeat unless we may continue */ if (!more) disturb(p_ptr, 0, 0); }
/* * Open a closed/locked/jammed door or a closed/locked chest. * * Unlocking a locked door/chest is worth one experience point. */ void do_cmd_open(void) { int py = p_ptr->py; int px = p_ptr->px; int y, x, dir; s16b o_idx; bool more = FALSE; /* Option: Pick a direction -TNB- */ if (easy_open) { int num_doors, num_chests; /* Count closed doors */ num_doors = count_feats(&y, &x, is_closed, FALSE); /* Count chests (locked) */ num_chests = count_chests(&y, &x, FALSE); /* See if there's only one target */ if ((num_doors + num_chests) == 1) { p_ptr->command_dir = coords_to_dir(y, x); } } /* Get a direction (or abort) */ if (!get_rep_dir(&dir)) return; /* Get location */ y = py + ddy[dir]; x = px + ddx[dir]; /* Check for chests */ o_idx = chest_check(y, x); /* Verify legality */ if (!o_idx && !do_cmd_open_test(y, x)) return; /* Take a turn */ p_ptr->energy_use = 100; /* Apply confusion */ if (confuse_dir(&dir)) { /* Get location */ y = py + ddy[dir]; x = px + ddx[dir]; /* Check for chest */ o_idx = chest_check(y, x); } /* Allow repeated command */ if (p_ptr->command_arg) { /* Set repeat count */ p_ptr->command_rep = p_ptr->command_arg - 1; /* Redraw the state */ p_ptr->redraw |= (PR_STATE); /* Cancel the arg */ p_ptr->command_arg = 0; } /* Monster */ if (cave_m_idx[y][x] > 0) { /* Message */ msg_print("There is a monster in the way!"); /* Attack */ py_attack(y, x); } /* Chest */ else if (o_idx) { /* Open the chest */ more = do_cmd_open_chest(y, x, o_idx); } /* Door */ else { /* Open the door */ more = do_cmd_open_aux(y, x); } /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); }
/* * Perform the basic "open" command on doors * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_open_aux(int y, int x) { int i, j; bool more = FALSE; /* Verify legality */ if (!do_cmd_open_test(y, x)) return (FALSE); /* Locked door */ if (cave_islockeddoor(cave, y, x)) { /* Disarm factor */ i = p_ptr->state.skills[SKILL_DISARM]; /* Penalize some conditions */ if (p_ptr->timed[TMD_BLIND] || no_light()) i = i / 10; if (p_ptr->timed[TMD_CONFUSED] || p_ptr->timed[TMD_IMAGE]) i = i / 10; /* Extract the lock power */ j = cave_door_power(cave, y, x); /* Extract the difficulty XXX XXX XXX */ j = i - (j * 4); /* Always have a small chance of success */ if (j < 2) j = 2; /* Success */ if (randint0(100) < j) { /* Message */ msgt(MSG_LOCKPICK, "You have picked the lock."); /* Open the door */ cave_open_door(cave, y, x); /* Update the visuals */ p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Experience */ /* Removed to avoid exploit by repeatedly locking and unlocking door */ /* player_exp_gain(p_ptr, 1); */ } /* Failure */ else { flush(); /* Message */ msgt(MSG_LOCKPICK_FAIL, "You failed to pick the lock."); /* We may keep trying */ more = TRUE; } } /* Closed door */ else { /* Open the door */ cave_open_door(cave, y, x); /* Update the visuals */ p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Sound */ sound(MSG_OPENDOOR); } /* Result */ return (more); }