/** * 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); }
/** * Work out if a monster can move through the grid, if necessary bashing * down doors in the way. * * Returns TRUE if the monster is able to move through the grid. */ static bool process_monster_can_move(struct chunk *c, struct monster *m_ptr, const char *m_name, int nx, int ny, bool *did_something) { monster_lore *l_ptr = get_lore(m_ptr->race); /* Floor is open? */ if (square_ispassable(c, ny, nx)) return TRUE; /* Permanent wall in the way */ if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx)) return FALSE; /* Normal wall, door, or secret door in the way */ /* There's some kind of feature in the way, so learn about * kill-wall and pass-wall now */ if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) { rf_on(l_ptr->flags, RF_PASS_WALL); rf_on(l_ptr->flags, RF_KILL_WALL); } /* Monster moves through walls (and doors) */ if (rf_has(m_ptr->race->flags, RF_PASS_WALL)) return TRUE; /* Monster destroys walls (and doors) */ else if (rf_has(m_ptr->race->flags, RF_KILL_WALL)) { /* Forget the wall */ sqinfo_off(c->squares[ny][nx].info, SQUARE_MARK); /* Notice */ square_destroy_wall(c, ny, nx); /* Note changes to viewable region */ if (player_has_los_bold(ny, nx)) player->upkeep->update |= PU_UPDATE_VIEW; /* Update the flow, since walls affect flow */ player->upkeep->update |= PU_UPDATE_FLOW; return TRUE; } /* Handle doors and secret doors */ else if (square_iscloseddoor(c, ny, nx) || square_issecretdoor(c, ny, nx)) { bool may_bash = rf_has(m_ptr->race->flags, RF_BASH_DOOR) && one_in_(2); /* Take a turn */ *did_something = TRUE; /* Learn about door abilities */ if (mflag_has(m_ptr->mflag, MFLAG_VISIBLE)) { rf_on(l_ptr->flags, RF_OPEN_DOOR); rf_on(l_ptr->flags, RF_BASH_DOOR); } /* Creature can open or bash doors */ if (!rf_has(m_ptr->race->flags, RF_OPEN_DOOR) && !rf_has(m_ptr->race->flags, RF_BASH_DOOR)) return FALSE; /* Stuck door -- try to unlock it */ if (square_islockeddoor(c, ny, nx)) { int k = square_door_power(c, ny, nx); if (randint0(m_ptr->hp / 10) > k) { if (may_bash) msg("%s slams against the door.", m_name); else msg("%s fiddles with the lock.", m_name); /* Reduce the power of the door by one */ square_set_door_lock(c, ny, nx, k - 1); } } else { /* Handle viewable doors */ if (player_has_los_bold(ny, nx)) player->upkeep->update |= PU_UPDATE_VIEW; /* Closed or secret door -- open or bash if allowed */ if (may_bash) { square_smash_door(c, ny, nx); msg("You hear a door burst open!"); disturb(player, 0); /* Fall into doorway */ return TRUE; } else if (rf_has(m_ptr->race->flags, RF_OPEN_DOOR)) { square_open_door(c, ny, nx); } } } return FALSE; }
/** * Work out if a monster can move through the grid, if necessary bashing * down doors in the way. * * Returns true if the monster is able to move through the grid. */ static bool process_monster_can_move(struct chunk *c, struct monster *mon, const char *m_name, int nx, int ny, bool *did_something) { struct monster_lore *lore = get_lore(mon->race); /* Only fiery creatures can handle lava */ if (square_isfiery(c, ny, nx) && !rf_has(mon->race->flags, RF_IM_FIRE)) return false; /* Floor is open? */ if (square_ispassable(c, ny, nx)) return true; /* Permanent wall in the way */ if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx)) return false; /* Normal wall, door, or secret door in the way */ /* There's some kind of feature in the way, so learn about * kill-wall and pass-wall now */ if (mflag_has(mon->mflag, MFLAG_VISIBLE)) { rf_on(lore->flags, RF_PASS_WALL); rf_on(lore->flags, RF_KILL_WALL); } /* Monster may be able to deal with walls and doors */ if (rf_has(mon->race->flags, RF_PASS_WALL)) { return true; } else if (rf_has(mon->race->flags, RF_KILL_WALL)) { /* Remove the wall */ square_destroy_wall(c, ny, nx); /* Note changes to viewable region */ if (square_isview(c, ny, nx)) player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Fully update the flow since terrain changed */ player->upkeep->update |= (PU_FORGET_FLOW | PU_UPDATE_FLOW); return true; } else if (square_iscloseddoor(c, ny, nx) || square_issecretdoor(c, ny, nx)) { bool may_bash = rf_has(mon->race->flags, RF_BASH_DOOR) && one_in_(2); /* Take a turn */ *did_something = true; /* Learn about door abilities */ if (mflag_has(mon->mflag, MFLAG_VISIBLE)) { rf_on(lore->flags, RF_OPEN_DOOR); rf_on(lore->flags, RF_BASH_DOOR); } /* Creature can open or bash doors */ if (!rf_has(mon->race->flags, RF_OPEN_DOOR) && !rf_has(mon->race->flags, RF_BASH_DOOR)) return false; /* Stuck door -- try to unlock it */ if (square_islockeddoor(c, ny, nx)) { int k = square_door_power(c, ny, nx); if (randint0(mon->hp / 10) > k) { if (may_bash) msg("%s slams against the door.", m_name); else msg("%s fiddles with the lock.", m_name); /* Reduce the power of the door by one */ square_set_door_lock(c, ny, nx, k - 1); } } else { /* Handle viewable doors */ if (square_isview(c, ny, nx)) player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Closed or secret door -- open or bash if allowed */ if (may_bash) { square_smash_door(c, ny, nx); msg("You hear a door burst open!"); disturb(player, 0); /* Fall into doorway */ return true; } else if (rf_has(mon->race->flags, RF_OPEN_DOOR)) { square_open_door(c, ny, nx); } } } return false; }
/** * Work out if a monster can move through the grid, if necessary bashing * down doors in the way. * * Returns true if the monster is able to move through the grid. */ static bool monster_turn_can_move(struct chunk *c, struct monster *mon, const char *m_name, int nx, int ny, bool *did_something) { struct monster_lore *lore = get_lore(mon->race); /* Dangerous terrain in the way */ if (monster_hates_grid(c, mon, ny, nx)) { return false; } /* Floor is open? */ if (square_ispassable(c, ny, nx)) { return true; } /* Permanent wall in the way */ if (square_iswall(c, ny, nx) && square_isperm(c, ny, nx)) { return false; } /* Normal wall, door, or secret door in the way */ /* There's some kind of feature in the way, so learn about * kill-wall and pass-wall now */ if (monster_is_visible(mon)) { rf_on(lore->flags, RF_PASS_WALL); rf_on(lore->flags, RF_KILL_WALL); } /* Monster may be able to deal with walls and doors */ if (rf_has(mon->race->flags, RF_PASS_WALL)) { return true; } else if (rf_has(mon->race->flags, RF_KILL_WALL)) { /* Remove the wall */ square_destroy_wall(c, ny, nx); /* Note changes to viewable region */ if (square_isview(c, ny, nx)) player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); return true; } else if (square_iscloseddoor(c, ny, nx) || square_issecretdoor(c, ny, nx)) { bool can_open = rf_has(mon->race->flags, RF_OPEN_DOOR); bool can_bash = rf_has(mon->race->flags, RF_BASH_DOOR); bool will_bash = false; /* Take a turn */ *did_something = true; /* Learn about door abilities */ if (monster_is_visible(mon)) { rf_on(lore->flags, RF_OPEN_DOOR); rf_on(lore->flags, RF_BASH_DOOR); } /* If creature can open or bash doors, make a choice */ if (can_open) { /* Sometimes bash anyway (impatient) */ if (can_bash) { will_bash = one_in_(2) ? true : false; } } else if (can_bash) { /* Only choice */ will_bash = true; } else { /* Door is an insurmountable obstacle */ return false; } /* Now outcome depends on type of door */ if (square_islockeddoor(c, ny, nx)) { /* Locked door -- test monster strength against door strength */ int k = square_door_power(c, ny, nx); if (randint0(mon->hp / 10) > k) { if (will_bash) { msg("%s slams against the door.", m_name); } else { msg("%s fiddles with the lock.", m_name); } /* Reduce the power of the door by one */ square_set_door_lock(c, ny, nx, k - 1); } } else { /* Closed or secret door -- always open or bash */ if (square_isview(c, ny, nx)) player->upkeep->update |= (PU_UPDATE_VIEW | PU_MONSTERS); if (will_bash) { square_smash_door(c, ny, nx); msg("You hear a door burst open!"); disturb(player, 0); /* Fall into doorway */ return true; } else { square_open_door(c, ny, nx); } } } return false; }