Esempio n. 1
0
/*
 * 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;
}
Esempio n. 2
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_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);
}
Esempio n. 3
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, 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);
}