Exemplo n.º 1
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);
}
Exemplo n.º 2
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);
}
Exemplo n.º 3
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);
}
Exemplo n.º 4
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);
}