Example #1
0
/* If you have moved since initially setting some occupations, they
 * now shouldn't be able to restart.
 *
 * The basic rule is that if you are carrying it, you can continue
 * since it is with you.  If you are acting on something at a distance,
 * your orientation to it must have changed when you moved.
 *
 * The exception to this is taking off items, since they can be taken
 * off in a number of ways in the intervening time, screwing up ordering.
 *
 *	Currently:	Take off all armor.
 *			Picking Locks / Forcing Chests.
 */
void
reset_occupations() {

	reset_remarm();
	reset_pick();
}
Example #2
0
/* Called every turn during chest-forcing. The caller must set
   u.utracked[tos_lock] to the chest in question. */
static int
forcelock(void)
{
    struct monst *shkp;
    boolean costly;

    struct obj *otmp;
    struct obj *box = u.utracked[tos_lock];

    if (!obj_with_u(box))
        return reset_pick();

    if (!uwep_can_force()) /* prints the messages; ensures uwep != NULL */
        return reset_pick();

    if (u.uoccupation_progress[tos_lock]++ >= 50 ||
         nohands(youmonst.data)) {
        pline(msgc_failrandom, "You give up your attempt to force the lock.");
        if (!nohands(youmonst.data))
            exercise(is_blade(uwep) ? A_DEX : A_STR, TRUE);
        return reset_pick();
    }

    if (is_blade(uwep)) {
        if (rn2(1000 - (int)uwep->spe) > (992 - greatest_erosion(uwep) * 10) &&
            !uwep->cursed && !obj_resists(uwep, 0, 99)) {
            /* for a +0 weapon, probability that it survives an unsuccessful
               attempt to force the lock is (.992)^50 = .67 */
            pline(msgc_substitute, "%sour %s broke!",
                  (uwep->quan > 1L) ? "One of y" : "Y", xname(uwep));
            useup(uwep);
            pline_implied(msgc_failcurse,
                          "You can't exactly force that lock now.");
            exercise(A_DEX, TRUE);
            return reset_pick();
        }
    } else      /* blunt */
        wake_nearby(FALSE);  /* due to hammering on the container */

    if (rn2(100) >= objects[uwep->otyp].oc_wldam * 2)
        return 1;       /* still busy */

    pline(msgc_actionok, "You succeed in forcing the lock.");
    box->olocked = 0;
    box->obroken = 1;
    costly = (*u.ushops && costly_spot(youmonst.mx, youmonst.my));
    shkp = costly ? shop_keeper(level, *u.ushops) : 0;
    if (!is_blade(uwep) && !rn2(3)) {
        long loss = 0L;

        pline(msgc_substitute, "In fact, you've totally destroyed %s.",
              the(xname(box)));

        /* Put the contents on ground at the hero's feet. */
        while ((otmp = box->cobj) != 0) {
            obj_extract_self(otmp);
            if (!rn2(3) || otmp->oclass == POTION_CLASS) {
                chest_shatter_msg(otmp);
                if (costly)
                    loss +=
                        stolen_value(otmp, youmonst.mx, youmonst.my,
                                     (boolean) shkp->mpeaceful, TRUE);
                if (otmp->quan == 1L) {
                    obfree(otmp, NULL);
                    continue;
                }
                useup(otmp);
            }
            if (box->otyp == ICE_BOX && otmp->otyp == CORPSE) {
                otmp->age = moves - otmp->age;  /* actual age */
                start_corpse_timeout(otmp);
            }
            place_object(otmp, level, youmonst.mx, youmonst.my);
            stackobj(otmp);
        }

        if (costly)
            loss +=
                stolen_value(box, youmonst.mx, youmonst.my, (boolean) shkp->mpeaceful,
                             TRUE);
        if (loss)
            pline(msgc_unpaid, "You owe %ld %s for objects destroyed.",
                  loss, currency(loss));
        delobj(box);
    } else {
        if (costly) {
            struct obj *cobjbak = box->cobj;

            box->cobj = (struct obj *)0;
            verbalize(msgc_unpaid, "You damage it, you bought it!");
            bill_dummy_object(box);
            box->cobj = cobjbak;
        }
    }
    exercise(is_blade(uwep) ? A_DEX : A_STR, TRUE);

    return reset_pick();
}
Example #3
0
/* pick a lock on a chest or door with a given object */
int
pick_lock(struct obj *pick, const struct nh_cmd_arg *arg)
{
    int picktyp, c;
    coord cc;
    schar dx, dy, dz;
    struct rm *door;
    struct obj *otmp;
    const char *qbuf;

    if (!getargdir(arg, NULL, &dx, &dy, &dz))
        return 0;
    cc.x = youmonst.mx + dx;
    cc.y = youmonst.my + dy;
    if (!isok(cc.x, cc.y))
        return 0;

    picktyp = pick->otyp;
    pick->lastused = moves;

    /* Check whether we're resuming an interrupted previous attempt.  For a
       floor pick, we have u.utracked[tos_lock] as a non-zeroobj and dx and dy
       as 0.  For a door, we have u.utracked_location[tl_lock] specifying the
       location and u.utracked[tos_lock] as &zeroobj. */
    if (u.uoccupation_progress[tos_lock] &&
        ((u.utracked_location[tl_lock].x == cc.x &&
          u.utracked_location[tl_lock].y == cc.y &&
          u.utracked[tos_lock] == &zeroobj) ||
         (dx == 0 && dy == 0 && u.utracked[tos_lock] != &zeroobj))) {
        static const char no_longer[] =
            "Unfortunately, you can no longer %s %s.";

        if (nohands(youmonst.data)) {
            const char *what = (picktyp == LOCK_PICK) ? "pick" : "key";

            if (picktyp == CREDIT_CARD)
                what = "card";
            pline(msgc_interrupted, no_longer, "hold the", what);
            return reset_pick();
        } else if (u.utracked[tos_lock] != &zeroobj && !can_reach_floor()) {
            pline(msgc_interrupted, no_longer, "reach the", "lock");
            return reset_pick();
        } else {
            const char *action = lock_action();

            if (turnstate.continue_message)
                pline(msgc_occstart, "You resume your attempt at %s.", action);

            one_occupation_turn(picklock, "picking the lock", occ_lock);
            return 1;
        }
    }

    if (nohands(youmonst.data)) {
        pline(msgc_cancelled, "You can't hold %s -- you have no hands!",
              doname(pick));
        return 0;
    }

    if ((picktyp != LOCK_PICK && picktyp != CREDIT_CARD &&
         picktyp != SKELETON_KEY)) {
        impossible("picking lock with object %d?", picktyp);
        return 0;
    }

    if (!dx && !dy) { /* pick lock on a container */
        const char *verb;
        boolean it;
        int count;

        if (dz < 0) {
            pline(msgc_cancelled, "There isn't any sort of lock up %s.",
                  Levitation ? "here" : "there");
            return 0;
        } else if (is_lava(level, youmonst.mx, youmonst.my)) {
            pline(msgc_cancelled, "Doing that would probably melt your %s.",
                  xname(pick));
            return 0;
        } else if (is_pool(level, youmonst.mx, youmonst.my) && !Underwater) {
            /* better YAFM - AIS */
            pline(msgc_cancelled,
                  "Canals might have locks, but this water doesn't.");
            return 0;
        }

        count = 0;
        c = 'n';        /* in case there are no boxes here */
        for (otmp = level->objects[cc.x][cc.y]; otmp; otmp = otmp->nexthere)
            if (Is_box(otmp)) {
                ++count;
                if (!can_reach_floor()) {
                    pline(msgc_cancelled, "You can't reach %s from up here.",
                          the(xname(otmp)));
                    return 0;
                }
                it = 0;
                if (otmp->obroken)
                    verb = "fix";
                else if (!otmp->olocked)
                    verb = "lock", it = 1;
                else if (picktyp != LOCK_PICK)
                    verb = "unlock", it = 1;
                else
                    verb = "pick";
                qbuf = msgprintf(
                    "There is %s here, %s %s?",
                    safe_qbuf("",
                              sizeof ("There is  here, unlock its lock?"),
                              doname(otmp), an(simple_typename(otmp->otyp)),
                              "a box"), verb, it ? "it" : "its lock");

                c = ynq(qbuf);
                if (c == 'q')
                    return 0;
                if (c == 'n')
                    continue;

                if (otmp->obroken) {
                    pline(msgc_cancelled,
                          "You can't fix its broken lock with %s.",
                          doname(pick));
                    return 0;
                } else if (picktyp == CREDIT_CARD && !otmp->olocked) {
                    /* credit cards are only good for unlocking */
                    pline(msgc_cancelled, "You can't do that with %s.",
                          doname(pick));
                    return 0;
                }

                u.utracked[tos_lock] = otmp;
                u.uoccupation_progress[tos_lock] = 0;
                break;
            }
        if (c != 'y') {
            if (!count)
                pline(msgc_cancelled,
                      "There doesn't seem to be any sort of lock here.");
            return 0;   /* decided against all boxes */
        }
    } else {    /* pick the lock in a door */
        struct monst *mtmp;

        if (u.utrap && u.utraptype == TT_PIT) {
            pline(msgc_cancelled,
                  "You can't reach over the edge of the pit.");
            return 0;
        }

        door = &level->locations[cc.x][cc.y];
        if ((mtmp = m_at(level, cc.x, cc.y)) && canseemon(mtmp)) {
            if (picktyp == CREDIT_CARD &&
                (mx_eshk(mtmp) || mtmp->data == &mons[PM_ORACLE]))
                verbalize(msgc_npcvoice, "No checks, no credit, no problem.");
            else
                pline(msgc_mispaste, "I don't think %s would appreciate that.",
                      mon_nam(mtmp));
            return 0;
        }
        if (mtmp && (mtmp->m_ap_type == M_AP_FURNITURE) &&
            (mtmp->mappearance == S_hcdoor || mtmp->mappearance == S_vcdoor) &&
            !Protection_from_shape_changers) {
            stumble_onto_mimic(mtmp, dx, dy);
            return 1;
        }
        if (!IS_DOOR(door->typ)) {
            if (is_drawbridge_wall(cc.x, cc.y) >= 0)
                pline(msgc_cancelled, "You %s no lock on the drawbridge.",
                      Blind ? "feel" : "see");
            else
                pline(msgc_mispaste, "You %s no door there.",
                      Blind ? "feel" : "see");
            return 0;
        }
        switch (door->doormask) {
        case D_NODOOR:
            pline(msgc_cancelled, "This doorway has no door.");
            return 0;
        case D_ISOPEN:
            pline(msgc_cancelled, "You cannot lock an open door.");
            return 0;
        case D_BROKEN:
            pline(msgc_cancelled, "This door is broken.");
            return 0;
        default:
            /* credit cards are only good for unlocking */
            if (picktyp == CREDIT_CARD && !(door->doormask & D_LOCKED)) {
                pline(msgc_cancelled,
                      "You can't lock a door with a credit card.");
                return 0;
            }

            /* At this point, the player knows that the door is a door, and
               whether it's locked, but not whether it's trapped; to do this,
               we set the mem_door_l flag and call map_background, which will
               clear it if necessary (i.e. not a door after all). */
            level->locations[cc.x][cc.y].mem_door_l = 1;
            map_background(cc.x, cc.y, TRUE);

            u.utracked[tos_lock] = &zeroobj;
            u.utracked_location[tl_lock] = cc;
            u.uoccupation_progress[tos_lock] = 0;
        }
    }

    one_occupation_turn(picklock, "picking the lock", occ_lock);
    return 1;
}
Example #4
0
/* Called every turn during lock-picking. The caller must set
   u.utracked[tos_lock] appropriately: &zeroobj for a door, an object for a
   box. For a door, u.utracked_location[tl_lock] must also be set. */
static int
picklock(void)
{
    int chance = get_unlock_chance();
    int x = u.utracked_location[tl_lock].x;
    int y = u.utracked_location[tl_lock].y;

    struct rm *door = NULL;

    if (u.utracked[tos_lock] != &zeroobj) {
        if (!obj_with_u(u.utracked[tos_lock]))
            return reset_pick();
    } else { /* door */
        door = &(level->locations[x][y]);
        switch (door->doormask) {
        case D_NODOOR:
            pline(msgc_cancelled, "This doorway has no door.");
            return reset_pick();
        case D_ISOPEN:
            pline(msgc_cancelled, "You cannot lock an open door.");
            return reset_pick();
        case D_BROKEN:
            pline(msgc_cancelled, "This door is broken.");
            return reset_pick();
        }
    }
    
    if (!chance) {
        pline(msgc_interrupted, "You seem to have lost your unlocking tools.");
        return reset_pick();
    }

    if (u.uoccupation_progress[tos_lock]++ >= 50 || nohands(youmonst.data)) {
        pline(msgc_failrandom, "You give up your attempt at %s.",
              lock_action());
        if (!nohands(youmonst.data))
            exercise(A_DEX, TRUE);  /* even if you don't succeed */
        return reset_pick();
    }
    
    if (rn2(100) >= chance)
        return 1;       /* still busy */
    
    pline(msgc_actionok, "You succeed in %s.", lock_action());
    if (door) {
        if (door->doormask & D_TRAPPED) {
            b_trapped("door", FINGER);
            door->doormask = D_NODOOR;
            unblock_point(x, y);
            if (*in_rooms(level, x, y, SHOPBASE))
                add_damage(x, y, 0L);
        } else if (door->doormask & D_LOCKED)
            door->doormask = D_CLOSED;
        else
            door->doormask = D_LOCKED;

        /* player now knows the door's open/closed status, and its
           locked/unlocked status, and also that it isn't trapped (it would have
           exploded otherwise); thus, we can safely fully spoil the door's stats
           (the door is the background of the door's location) */
        magic_map_background(x, y, TRUE);

    } else {
        u.utracked[tos_lock]->olocked = !u.utracked[tos_lock]->olocked;
        if (u.utracked[tos_lock]->otrapped)
            chest_trap(&youmonst, u.utracked[tos_lock], FINGER, FALSE);
    }
    exercise(A_DEX, TRUE);

    return reset_pick();
}