/** * Perform the basic "disarm" command * * Assume there is no monster blocking the destination * * Returns true if repeated commands may continue */ static bool do_cmd_disarm_aux(int y, int x) { int skill, power, chance; struct trap *trap = cave->squares[y][x].trap; bool more = false; /* Verify legality */ if (!do_cmd_disarm_test(y, x)) return (false); /* Choose first player trap */ while (trap) { if (trf_has(trap->flags, TRF_TRAP)) break; trap = trap->next; } if (!trap) return false; /* Get the base disarming skill */ if (trf_has(trap->flags, TRF_MAGICAL)) skill = player->state.skills[SKILL_DISARM_MAGIC]; else skill = player->state.skills[SKILL_DISARM_PHYS]; /* Penalize some conditions */ if (player->timed[TMD_BLIND] || no_light() || player->timed[TMD_CONFUSED] || player->timed[TMD_IMAGE]) skill = skill / 10; /* Extract trap power */ power = cave->depth / 5; /* Extract the percentage success */ chance = skill - power; /* Always have a small chance of success */ if (chance < 2) chance = 2; /* Two chances - one to disarm, one not to set the trap off */ if (randint0(100) < chance) { msgt(MSG_DISARM, "You have disarmed the %s.", trap->kind->name); player_exp_gain(player, power); /* Trap is gone */ square_forget(cave, y, x); square_destroy_trap(cave, y, x); } else if (randint0(100) < chance) { event_signal(EVENT_INPUT_FLUSH); msg("You failed to disarm the %s.", trap->kind->name); /* Player can try again */ more = true; } else { msg("You set off the %s!", trap->kind->name); hit_trap(y, x); } /* Result */ return (more); }
/** * Perform the command "lock door" * * Assume there is no monster blocking the destination * * Returns true if repeated commands may continue */ static bool do_cmd_lock_door(int y, int x) { int i, j, power; bool more = false; /* Verify legality */ if (!do_cmd_disarm_test(y, x)) return false; /* Get the "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; /* Calculate lock "power" */ power = m_bonus(7, player->depth); /* Extract the difficulty */ j = i - power; /* Always have a small chance of success */ if (j < 2) j = 2; /* Success */ if (randint0(100) < j) { msg("You lock the door."); square_set_door_lock(cave, y, x, power); } /* Failure -- Keep trying */ else if ((i > 5) && (randint1(i) > 5)) { event_signal(EVENT_INPUT_FLUSH); msg("You failed to lock the door."); /* We may keep trying */ more = true; } /* Failure */ else msg("You failed to lock the door."); /* Result */ return more; }
/* * Perform the command "lock door" * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_lock_door(int y, int x) { int i, j, power; bool more = FALSE; /* Verify legality */ if (!do_cmd_disarm_test(y, x)) return FALSE; /* Get the "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; /* Calculate lock "power" */ power = m_bonus(7, p_ptr->depth); /* Extract the difficulty */ j = i - power; /* Always have a small chance of success */ if (j < 2) j = 2; /* Success */ if (randint0(100) < j) { msg("You lock the door."); cave_set_feat(cave, y, x, FEAT_DOOR_HEAD + power); } /* Failure -- Keep trying */ else if ((i > 5) && (randint1(i) > 5)) { flush(); msg("You failed to lock the door."); /* We may keep trying */ more = TRUE; } /* Failure */ else msg("You failed to lock the door."); /* Result */ return more; }
/** * Disarms a trap, or a chest * * Traps must be visible, chests must be known trapped */ void do_cmd_disarm(struct command *cmd) { int y, x, dir; int err; struct object *obj; bool more = false; /* Get arguments */ err = cmd_get_arg_direction(cmd, "direction", &dir); if (err || dir == DIR_UNKNOWN) { int y2, x2; int n_traps, n_chests; n_traps = count_feats(&y2, &x2, square_isknowntrap, true); n_chests = count_chests(&y2, &x2, CHEST_TRAPPED); if (n_traps + n_chests == 1) { dir = coords_to_dir(y2, x2); cmd_set_arg_direction(cmd, "direction", dir); } else if (cmd_get_direction(cmd, "direction", &dir, n_chests > 0)) { /* If there are chests to disarm, 5 is allowed as a direction */ return; } } /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Check for chests */ obj = chest_check(y, x, CHEST_TRAPPED); /* Verify legality */ if (!obj && !do_cmd_disarm_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 chests */ obj = chest_check(y, x, CHEST_TRAPPED); } /* Monster */ if (cave->squares[y][x].mon > 0) { msg("There is a monster in the way!"); py_attack(y, x); } else if (obj) /* Chest */ more = do_cmd_disarm_chest(y, x, obj); else if (square_iscloseddoor(cave, y, x) && !square_islockeddoor(cave, y, x)) /* Door to lock */ more = do_cmd_lock_door(y, x); else /* Disarm trap */ more = do_cmd_disarm_aux(y, x); /* Cancel repeat unless told not to */ if (!more) disturb(player, 0); }
/* * Disarms a trap, or a chest */ void do_cmd_disarm(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_disarm_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 chests */ o_idx = chest_check(y, x); } /* 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) { /* Disarm the chest */ more = do_cmd_disarm_chest(y, x, o_idx); } /* Disarm trap */ else { /* Disarm the trap */ more = do_cmd_disarm_aux(y, x); } /* Cancel repeat unless told not to */ if (!more) disturb(0, 0); }
/* * Perform the basic "disarm" command * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_disarm_aux(int y, int x) { int i, j, power; cptr name; bool more = FALSE; /* Verify legality */ if (!do_cmd_disarm_test(y, x)) return (FALSE); /* Get the trap name */ name = f_info[cave_feat[y][x]].name; /* Get the "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; /* XXX XXX XXX Variable power? */ /* Extract trap "power" */ power = 5; /* Extract the difficulty */ j = i - power; /* Always have a small chance of success */ if (j < 2) j = 2; /* Success */ if (randint0(100) < j) { /* Message */ message_format(MSG_DISARM, 0, "You have disarmed the %s.", name); /* Reward */ gain_exp(power); /* Forget the trap */ cave_info[y][x] &= ~(CAVE_MARK); /* Remove the trap */ cave_set_feat(y, x, FEAT_FLOOR); } /* Failure -- Keep trying */ else if ((i > 5) && (randint1(i) > 5)) { flush(); /* Message */ msg_format("You failed to disarm the %s.", name); /* We may keep trying */ more = TRUE; } /* Failure -- Set off the trap */ else { /* Message */ msg_format("You set off the %s!", name); /* Hit the trap */ hit_trap(y, x); } /* Result */ return (more); }
/* * Disarms a trap, or a chest */ void do_cmd_disarm(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_disarm_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 chests */ o_idx = chest_check(y, x); } /* Monster */ if (cave->m_idx[y][x] > 0) { msg("There is a monster in the way!"); py_attack(y, x); } /* Chest */ else if (o_idx) more = do_cmd_disarm_chest(y, x, o_idx); /* Door to lock */ else if (cave->feat[y][x] == FEAT_DOOR_HEAD) more = do_cmd_lock_door(y, x); /* Disarm trap */ else more = do_cmd_disarm_aux(y, x); /* Cancel repeat unless told not to */ if (!more) disturb(p_ptr, 0, 0); }
/* * Disarms a trap, a glyph, or a chest. */ void do_cmd_disarm(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_disarm) { int num_traps, num_chests; /* Count visible traps */ num_traps = count_feats(&y, &x, is_trap, TRUE); /* Count chests (trapped) */ num_chests = count_chests(&y, &x, TRUE); /* See if there's only one target */ if (num_traps || num_chests) { if (num_traps + 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_disarm_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 chests */ 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) { /* Disarm the chest */ more = do_cmd_disarm_chest(y, x, o_idx); } /* Disarm trap */ else { /* Disarm the trap */ more = do_cmd_disarm_aux(y, x); } /* Cancel repeat unless told not to */ if (!more) disturb(0, 0); }
/* * Perform the basic "disarm" command on a trap or glyph. * * Assume there is no monster blocking the destination (tested by * do_cmd_disarm). Traps now have level-dependent power. * Decrement Rogue traps and glyphs of warding. -LM- * * Returns TRUE if repeated commands may continue */ static bool do_cmd_disarm_aux(int y, int x) { int i, j, power; const char * name; bool more = FALSE; /* Verify legality */ if (!do_cmd_disarm_test(y, x)) return (FALSE); /* Access trap or glyph name */ name = (f_name + f_info[cave_feat[y][x]].name); /* Get the "disarm" factor */ i = p_ptr->skill_dis; /* Penalize some conditions */ if (p_ptr->blind || no_lite()) i = i / 10; if (p_ptr->confused || p_ptr->image) i = i / 10; /* Extract trap "power". */ power = 5 + p_ptr->depth / 4; /* Prevent the player's own traps granting exp. */ if ((cave_feat[y][x] >= FEAT_MTRAP_HEAD) && (cave_feat[y][x] <= FEAT_MTRAP_TAIL)) power = 0; /* Prevent glyphs of warding granting exp. */ if (cave_feat[y][x] == FEAT_GLYPH) power = 0; /* Extract the disarm probability */ j = i - power; /* Always have a small chance of success */ if (j < 2) j = 2; /* Success */ if ((power == 0) || (randint0(100) < j)) { /* Special message for glyphs. */ if (cave_feat[y][x] == FEAT_GLYPH) msg("You have desanctified the %s.", name); /* Normal message otherwise */ else msg("You have disarmed the %s.", name); /* If a Rogue's monster trap, decrement the trap count. */ if ((cave_feat[y][x] >= FEAT_MTRAP_HEAD) && (cave_feat[y][x] <= FEAT_MTRAP_TAIL)) num_trap_on_level--; /* If a glyph, decrement the glyph count. */ if (cave_feat[y][x] == FEAT_GLYPH) num_glyph_on_level--; /* Reward */ gain_exp(power); /* Forget the trap */ cave_info[y][x] &= ~(CAVE_MARK); /* Remove the trap */ cave_set_feat(y, x, FEAT_FLOOR); } /* Failure -- Keep trying */ else if ((i > 5) && (randint1(i) > 5)) { /* Failure */ if (flush_failure) flush(); /* Message */ msg("You failed to disarm the %s.", name); /* We may keep trying */ more = TRUE; } /* Failure -- Set off the trap */ else { /* Message */ msg("You set off the %s!", name); /* Hit the trap */ hit_trap(y, x); } /* Result */ return (more); }
/** * Perform the basic "disarm" command * * Assume there is no monster blocking the destination * * Returns true if repeated commands may continue */ static bool do_cmd_disarm_aux(int y, int x) { int i, j, power; struct trap *trap = cave->squares[y][x].trap; bool more = false; /* Verify legality */ if (!do_cmd_disarm_test(y, x)) return (false); /* Choose first player trap */ while (trap) { if (trf_has(trap->flags, TRF_TRAP)) break; trap = trap->next; } if (!trap) return false; /* Get the "disarm" factor */ i = player->state.skills[SKILL_DISARM]; /* 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; /* XXX XXX XXX Variable power? */ /* Extract trap "power" */ power = 5; /* Extract the difficulty */ j = i - power; /* Always have a small chance of success */ if (j < 2) j = 2; /* Success */ if (randint0(100) < j) { /* Message */ msgt(MSG_DISARM, "You have disarmed the %s.", trap->kind->name); /* Reward */ player_exp_gain(player, power); /* Forget the trap */ square_forget(cave, y, x); /* Remove the trap */ square_destroy_trap(cave, y, x); } else if ((i > 5) && (randint1(i) > 5)) { /* Failure -- Keep trying */ event_signal(EVENT_INPUT_FLUSH); msg("You failed to disarm the %s.", trap->kind->name); more = true; } else { /* Failure -- Set off the trap */ msg("You set off the %s!", trap->kind->name); hit_trap(y, x); } /* Result */ return (more); }