/* * Determine if a given grid may be "disarmed" */ static bool do_cmd_disarm_test(int y, int x) { /* Must have knowledge */ if (!(cave->info[y][x] & (CAVE_MARK))) { msg("You see nothing there."); return FALSE; } /* Look for a closed, unlocked door to lock */ if (cave_iscloseddoor(cave, y, x) && !cave_islockeddoor(cave, y, x)) return TRUE; /* Look for a trap */ if (!cave_isknowntrap(cave, y, x)) { msg("You see nothing there to disarm."); return FALSE; } /* Okay */ return TRUE; }
/* * 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_isjammeddoor(cave, y, x)) { msg("The door appears to be stuck."); } /* Locked door */ else 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->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 */ msgt(MSG_LOCKPICK, "You have picked the lock."); /* Open the door */ cave_set_feat(cave, y, x, FEAT_OPEN); /* 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_set_feat(cave, y, x, FEAT_OPEN); /* Update the visuals */ p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS); /* Sound */ sound(MSG_OPENDOOR); } /* 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, CHEST_TRAPPED); /* 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, CHEST_TRAPPED); } /* 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_iscloseddoor(cave, y, x) && !cave_islockeddoor(cave, y, x)) 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); }