/** * 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); }
/* * Open a closed/locked/jammed door or a closed/locked chest. * * Unlocking a locked door/chest is worth one experience point. */ void do_cmd_open(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_open_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 chest */ o_idx = chest_check(y, x); } /* Monster */ if (cave->m_idx[y][x] > 0) { int m_idx = cave->m_idx[y][x]; /* Mimics surprise the player */ if (is_mimicking(m_idx)) { become_aware(m_idx); /* Mimic wakes up */ mon_clear_timed(m_idx, MON_TMD_SLEEP, MON_TMD_FLG_NOMESSAGE); } else { /* Message */ msg("There is a monster in the way!"); /* Attack */ py_attack(y, x); } } /* Chest */ else if (o_idx) { /* Open the chest */ more = do_cmd_open_chest(y, x, o_idx); } /* Door */ else { /* Open the door */ more = do_cmd_open_aux(y, x); } /* Cancel repeat unless we may continue */ if (!more) disturb(p_ptr, 0, 0); }
/* * Open a closed/locked/jammed door or a closed/locked chest. * * Unlocking a locked door/chest is worth one experience point. */ void do_cmd_open(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_open_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 chest */ o_idx = chest_check(y, x); } /* Monster */ if (cave_m_idx[y][x] > 0) { if (mon_list[cave_m_idx[y][x]].align & (AL_PET_MASK)) msg_print("There is a friendly monster in the way!"); else { /* Message */ msg_print("There is a monster in the way!"); /* Attack */ py_attack(y, x); } } /* Chest */ else if (o_idx) { /* Open the chest */ more = do_cmd_open_chest(y, x, o_idx); } /* Door */ else { /* Open the door */ more = do_cmd_open_aux(y, x); } /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); }
/* * Open a closed/locked/jammed door or a closed/locked chest. * * Unlocking a locked door/chest is worth one experience point. */ void do_cmd_open(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_open) { int num_doors, num_chests; /* Count closed doors */ num_doors = count_feats(&y, &x, is_closed, FALSE); /* Count chests (locked) */ num_chests = count_chests(&y, &x, FALSE); /* See if there's only one target */ if ((num_doors + 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_open_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 chest */ 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) { /* Open the chest */ more = do_cmd_open_chest(y, x, o_idx); } /* Door */ else { /* Open the door */ more = do_cmd_open_aux(y, x); } /* Cancel repeat unless we may continue */ if (!more) disturb(0, 0); }