/** * Tunnel through "walls" (including rubble and doors, secret or otherwise) * * Digging is very difficult without a "digger" weapon, but can be * accomplished by strong players using heavy weapons. */ void do_cmd_tunnel(struct command *cmd) { int y, x, dir; bool more = false; /* Get arguments */ if (cmd_get_direction(cmd, "direction", &dir, false)) return; /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Oops */ if (!do_cmd_tunnel_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]; } /* Attack any monster we run into */ if (cave->squares[y][x].mon > 0) { msg("There is a monster in the way!"); py_attack(y, x); } else { /* Tunnel through walls */ more = do_cmd_tunnel_aux(y, x); } /* Cancel repetition unless we can continue */ if (!more) disturb(player, 0); }
/** * Start running. * * Note that running while confused is not allowed. */ void do_cmd_run(struct command *cmd) { int x, y, dir; /* Get arguments */ if (cmd_get_direction(cmd, "direction", &dir, false) != CMD_OK) return; if (player_confuse_dir(player, &dir, true)) return; /* Get location */ if (dir) { y = player->py + ddy[dir]; x = player->px + ddx[dir]; if (!do_cmd_walk_test(y, x)) return; } /* Start run */ run_step(dir); }
/** * Walk into a trap. */ void do_cmd_jump(struct command *cmd) { int x, y, dir; /* Get arguments */ if (cmd_get_direction(cmd, "direction", &dir, false) != CMD_OK) return; /* Apply confusion if necessary */ if (player_confuse_dir(player, &dir, false)) player->upkeep->energy_use = z_info->move_energy; /* Verify walkability */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; if (!do_cmd_walk_test(y, x)) return; player->upkeep->energy_use = z_info->move_energy; move_player(dir, false); }
/** * 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); }
/** * Open a closed/locked/jammed door or a closed/locked chest. * * Unlocking a locked chest is worth one experience point; since doors are * player lockable, there is no experience for unlocking doors. */ void do_cmd_open(struct command *cmd) { int y, x, dir; struct object *obj; bool more = false; int err; struct monster *m; /* Get arguments */ err = cmd_get_arg_direction(cmd, "direction", &dir); if (err || dir == DIR_UNKNOWN) { int y2, x2; int n_closed_doors, n_locked_chests; n_closed_doors = count_feats(&y2, &x2, square_iscloseddoor, false); n_locked_chests = count_chests(&y2, &x2, CHEST_OPENABLE); if (n_closed_doors + n_locked_chests == 1) { dir = coords_to_dir(y2, x2); cmd_set_arg_direction(cmd, "direction", dir); } else if (cmd_get_direction(cmd, "direction", &dir, false)) { return; } } /* Get location */ y = player->py + ddy[dir]; x = player->px + ddx[dir]; /* Check for chest */ obj = chest_check(y, x, CHEST_OPENABLE); /* Check for door */ if (!obj && !do_cmd_open_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 chest */ obj = chest_check(y, x, CHEST_OPENABLE); } /* Monster */ m = square_monster(cave, y, x); if (m) { /* Mimics surprise the player */ if (is_mimicking(m)) { become_aware(m); /* Mimic wakes up */ mon_clear_timed(m, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE, false); } else { /* Message */ msg("There is a monster in the way!"); /* Attack */ py_attack(y, x); } } else if (obj) { /* Chest */ more = do_cmd_open_chest(y, x, obj); } else { /* Door */ more = do_cmd_open_aux(y, x); } /* Cancel repeat unless we may continue */ if (!more) disturb(player, 0); }