autounlock:untrap

Implement 'untrap' as an 'autounlock' action.  Quite a bit more work
than anticipated.  The new documentation is rather clumsy; too many
if-this and if-not-that clauses have intruded.

I'll be astonished if all the return values are correct....

[A couple of places were checking for (rx != 0 && ry != 0) to decide
whether they were performating an autounlock action at <rx,ry> but
that erroneously excludes the top line of the map if the current
level extends that far.  Just check rx for zero/non-zero.]
This commit is contained in:
PatR
2022-05-06 14:44:57 -07:00
parent a31dd26d8a
commit 02207b967a
10 changed files with 268 additions and 126 deletions

View File

@@ -148,12 +148,18 @@ Compound options are written as option_name:option_value.
Compound options which can be set during the game are:
autounlock when attempting to open a door or loot a [Apply-Key]
container that is locked, specifies an action to take:
can be None, or one or more of Apply-Key + Kick + Force;
autounlock when attempting to open a locked door or loot [Apply-Key]
a locked container, specifies an action to take: can be
None, or one or more of Untrap + Apply-Key + Kick + Force;
if Untrap is included, it will be handled first; the
others apply if you answer "no" to "check for traps?";
for "yes", it won't necessary find anything even when a
trap happens to be present and will use up the rest of
the current move regardless of whether it finds anything;
Kick is only useful for doors and Force is only useful for
containers; either will only be attempted if Apply-Key is
omitted or you aren't carrying any unlocking tool
containers; either will only be attempted if Untrap is
omitted or skipped and Apply-Key is omitted or you aren't
carrying an unlocking tool or you decline to use one
boulder override the default boulder symbol [`]
disclose the types of information you want [ni na nv ng nc no]
offered at the end of the game

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@@ -3662,15 +3662,26 @@ Persistent.
Controls what action to take when attempting to walk into a locked door
or to loot a locked container.
Takes a plus-sign separated list of values:
\fIapply-key\fP which will attempt to use a key or other unlocking tool
if you have one;
\fIkick\fP which will kick the door (if you lack a key or omit apply-key;
.PS Apply-Key
.PL Untrap
prompt about whether to attempt to find a trap;
it might fail to find one even when present; if it does find one, it
will ask whether you want to try to disarm the trap; if you decline,
your character will forget that the door or box is trapped;
.PL Apply-Key
if carrying a key or other unlocking tool, prompt about using it;
.PL Kick
kick the door (if you omit untrap or decline to attempt untrap and
you omit apply-key or you lack a key or you decline to use the key;
has no effect on containers);
\fIforce\fP which will try to force a container's lid with your currently
wielded weapon (if you lack a key or omit apply-key; has no effect on
doors); or
\fInone\fP which can't be combined with the other choices.
.lp ""
.PL Force
try to force a container's lid with your currently
wielded weapon (if you omit untrap or decline to attempt untrap and
you omit apply-key or you lack a key or you decline to use the key;
has no effect on doors);
.PL None
none of the above; can't be combined with the other choices.
.PE
Omitting the value is treated as if \f(CRautounlock:apply-key\fP.
Preceding \f(CRautounlock\fP with \(oq!\(cq or \(lqno\(rq is treated as
\f(CRautounlock:none\fP.
@@ -3680,7 +3691,7 @@ Successfully kicking a door will break it and wake up nearby monsters.
Successfully forcing a container open will break its lock and might also
destroy some of its contents or damage your weapon or both.
.lp ""
The default is \fIapply-key\fP.
The default is Apply-Key.
Persistent.
.lp blind
Start the character permanently blind (default false).

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@@ -3970,19 +3970,42 @@ If no weapon is found or the option is
false, the `t' (throw) command is executed instead. Persistent.
%.lp
\item[\ib{autounlock}]
%\hyphenation{apply\-key}%this needs to be tested...
Controls what action to take when attempting to walk into a locked door
or to loot a locked container.
Takes a plus-sign separated list of values:
{\it apply-key\/} which will attempt to use a key or other unlocking tool
if you have one;
{\it kick\/} which will kick the door (if you lack a key or omit apply-key;
% paranoid
% au => autounlock
\newlength{\auwidth}
%.PS Apply-Key
\settowidth{\auwidth}{\tt Apply-Key}
\addtolength{\auwidth}{\labelsep}
\blist{\leftmargin \auwidth \topsep 1mm \itemsep 0mm}
%.PL Untrap
\item[{\tt Untrap}]
prompt about whether to attempt to find a trap;
it might fail to find one even when present; if it does find one, it
will ask whether you want to try to disarm the trap; if you decline,
your character will forget that the door or box is trapped;
%.PL Apply-Key
\item[{\tt Apply-Key}]
if carrying a key or other unlocking tool, prompt about using it;
%.PL Kick
\item[{\tt Kick}]
kick the door (if you omit untrap or decline to attempt untrap and
you omit apply-key or you lack a key or you decline to use the key;
has no effect on containers);
{\it force\/} which will try to force a container's lid with your currently
wielded weapon (if you lack a key or omit apply-key; has no effect on
doors); or
{\it none\/} which can't be combined with the other choices.
\\
%.lp ""
%.PL Force
\item[{\tt Force}]
try to force a container's lid with your currently
wielded weapon (if you omit untrap or decline to attempt untrap and
you omit apply-key or you lack a key or you decline to use the key;
has no effect on doors);
%.PL None
\item[{\tt None}]
none of the above; can't be combined with the other choices.
%.PE
\elist
Omitting the value is treated as if {\tt autounlock:apply-key}.
Preceding {\tt autounlock} with `{\tt !}' or ``{\tt no}'' is treated as
{\tt autounlock:none}.
@@ -3994,7 +4017,7 @@ Successfully forcing a container open will break its lock and might also
destroy some of its contents or damage your weapon or both.
\\
%.lp ""
The default is {\it apply-key\/}.
The default is Apply-Key.
Persistent.
%.lp
\item[\ib{blind}]

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@@ -1197,6 +1197,7 @@ using #wizmakemap on Plane of Water added a new set of air bubbles each time
it was run and eventually replaced just about all the water; likewise
with clouds on Plane of Air
avoid new "where are we?" panic if player quits during character selection
add Untrap as a potential 'autounlock' action
curses: 'msg_window' option wasn't functional for curses unless the binary
also included tty support

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@@ -2750,8 +2750,9 @@ extern void water_damage_chain(struct obj *, boolean);
extern boolean drown(void);
extern void drain_en(int);
extern int dountrap(void);
extern int could_untrap(boolean, boolean);
extern void cnv_trap_obj(int, int, struct trap *, boolean);
extern int untrap(boolean);
extern int untrap(boolean, int, int, struct obj *);
extern boolean openholdingtrap(struct monst *, boolean *);
extern boolean closeholdingtrap(struct monst *, boolean *);
extern boolean openfallingtrap(struct monst *, boolean, boolean *);

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@@ -1720,7 +1720,7 @@ arti_invoke(struct obj *obj)
break;
}
case UNTRAP: {
if (!untrap(TRUE)) {
if (!untrap(TRUE, 0, 0, (struct obj *) 0)) {
obj->age = 0; /* don't charge for changing their mind */
return ECMD_OK;
}

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@@ -356,14 +356,19 @@ pick_lock(
* does not prompt for direction if these are set */
struct obj *container) /* container, for autounlock */
{
struct obj dummypick;
int picktyp, c, ch;
coord cc;
struct rm *door;
struct obj *otmp;
char qbuf[QBUFSZ];
boolean autounlock = (((rx != 0 && ry != 0) || container != NULL)
&& (flags.autounlock & AUTOUNLOCK_APPLY_KEY) != 0);
boolean autounlock = (rx != 0 || container != NULL);
/* 'pick' might be Null [called by do_loot_cont() for AUTOUNLOCK_UNTRAP] */
if (!pick) {
dummypick = cg.zeroobj;
pick = &dummypick; /* pick->otyp will be STRANGE_OBJECT */
}
picktyp = pick->otyp;
/* check whether we're resuming an interrupted previous attempt */
@@ -401,15 +406,14 @@ pick_lock(
return PICKLOCK_DID_NOTHING;
}
if (picktyp != LOCK_PICK
&& picktyp != CREDIT_CARD
&& picktyp != SKELETON_KEY) {
if (pick != &dummypick && picktyp != SKELETON_KEY
&& picktyp != LOCK_PICK && picktyp != CREDIT_CARD) {
impossible("picking lock with object %d?", picktyp);
return PICKLOCK_DID_NOTHING;
}
ch = 0; /* lint suppression */
if (rx != 0 && ry != 0) { /* autounlock; caller has provided coordinates */
if (rx != 0) { /* autounlock; caller has provided coordinates */
cc.x = rx;
cc.y = ry;
} else if (!get_adjacent_loc((char *) 0, "Invalid location!",
@@ -458,11 +462,25 @@ pick_lock(
else
verb = "pick";
if (autounlock) {
Sprintf(qbuf, "Unlock it with %s?", yname(pick));
c = yn(qbuf);
if (c == 'n')
return 0;
if (autounlock && (flags.autounlock & AUTOUNLOCK_UNTRAP) != 0
&& could_untrap(FALSE, TRUE)
&& (c = ynq(safe_qbuf(qbuf, "Check ", " for a trap?",
otmp, yname, ysimple_name, "this")))
!= 'n') {
if (c == 'q')
return PICKLOCK_DID_NOTHING; /* c == 'q' */
/* c == 'y' */
untrap(FALSE, 0, 0, otmp);
return PICKLOCK_DID_SOMETHING; /* even if no trap found */
} else if (autounlock
&& (flags.autounlock & AUTOUNLOCK_APPLY_KEY) != 0) {
c = 'q';
if (pick != &dummypick) {
Sprintf(qbuf, "Unlock it with %s?", yname(pick));
c = ynq(qbuf);
}
if (c != 'y')
return PICKLOCK_DID_NOTHING;
} else {
/* "There is <a box> here; <verb> <it|its lock>?" */
Sprintf(qsfx, " here; %s %s?",
@@ -473,9 +491,9 @@ pick_lock(
c = ynq(qbuf);
if (c == 'q')
return 0;
return PICKLOCK_DID_NOTHING;
if (c == 'n')
continue;
continue; /* try next box */
}
if (otmp->obroken) {
@@ -561,6 +579,15 @@ pick_lock(
pline("This door is broken.");
return PICKLOCK_LEARNED_SOMETHING;
default:
if ((flags.autounlock & AUTOUNLOCK_UNTRAP) != 0
&& could_untrap(FALSE, FALSE)
&& (c = ynq("Check this door for a trap?")) != 'n') {
if (c == 'q')
return PICKLOCK_DID_NOTHING;
/* c == 'y' */
untrap(FALSE, cc.x, cc.y, (struct obj *) 0);
return PICKLOCK_DID_SOMETHING; /* even if no trap found */
}
/* credit cards are only good for unlocking */
if (picktyp == CREDIT_CARD && !(door->doormask & D_LOCKED)) {
You_cant("lock a door with a credit card.");
@@ -571,9 +598,8 @@ pick_lock(
(door->doormask & D_LOCKED) ? "Unlock" : "Lock",
autounlock ? " with " : "",
autounlock ? yname(pick) : "");
c = yn(qbuf);
if (c == 'n')
c = ynq(qbuf);
if (c != 'y')
return 0;
/* note: for !autounlock, 'apply' already did touch check */

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@@ -4534,8 +4534,6 @@ handler_autounlock(int optidx)
start_menu(tmpwin, MENU_BEHAVE_STANDARD);
any = cg.zeroany;
for (i = 0; i < SIZE(unlocktypes); ++i) {
if (i == 1) /*** suppress 'untrap' from the menu... ***/
continue; /*** until it actually gets implemented ***/
Sprintf(buf, "%-10.10s%c%.40s",
unlocktypes[i][0], sep, unlocktypes[i][1]);
presel = !i ? !flags.autounlock : (flags.autounlock & (1 << (i - 1)));

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@@ -1863,43 +1863,64 @@ mon_beside(int x, int y)
}
static int
do_loot_cont(struct obj **cobjp,
int cindex, /* index of this container (1..N)... */
int ccount) /* ...number of them (N) */
do_loot_cont(
struct obj **cobjp,
int cindex, /* index of this container (1..N)... */
int ccount) /* ...number of them (N) */
{
struct obj *cobj = *cobjp;
if (!cobj)
return ECMD_OK;
if (cobj->olocked) {
int res = ECMD_OK;
#if 0
if (ccount < 2 && (g.level.objects[cobj->ox][cobj->oy] == cobj))
pline("%s locked.",
cobj->lknown ? "It is" : "Hmmm, it turns out to be");
else if (cobj->lknown)
else
#endif
if (cobj->lknown)
pline("%s is locked.", The(xname(cobj)));
else
pline("Hmmm, %s turns out to be locked.", the(xname(cobj)));
cobj->lknown = 1;
if (flags.autounlock) {
struct obj *unlocktool;
struct obj *otmp, *unlocktool = 0;
xchar ox = cobj->ox, oy = cobj->oy;
/* TODO: handle AUTOUNLOCK_UNTRAP and maybe add kicking at
self when chest present to handle AUTOUNLOCK_KICK */
u.dz = 0; /* might be non-zero from previous command since
* #loot isn't a move command; pick_lock() cares */
if ((flags.autounlock & AUTOUNLOCK_APPLY_KEY) != 0
&& (unlocktool = autokey(TRUE)) != 0) {
/* if both the untrap and apply_key bits are set, untrap
attempt will be performed first but we need to set up
unlocktool in case "check for trap?" is declined */
if (((flags.autounlock & AUTOUNLOCK_APPLY_KEY) != 0
&& (unlocktool = autokey(TRUE)) != 0)
|| (flags.autounlock & AUTOUNLOCK_UNTRAP) != 0) {
/* pass ox and oy to avoid direction prompt */
return (pick_lock(unlocktool, cobj->ox, cobj->oy, cobj) != 0);
} else if ((flags.autounlock & AUTOUNLOCK_FORCE) != 0
&& ccount == 1 && u_have_forceable_weapon()) {
if (pick_lock(unlocktool, ox, oy, cobj))
res = ECMD_TIME;
/* attempting to untrap or unlock might trigger a trap
which destroys 'cobj'; inform caller if that happens */
for (otmp = g.level.objects[ox][oy]; otmp;
otmp = otmp->nexthere)
if (otmp == cobj)
break;
if (!otmp)
*cobjp = (struct obj *) 0;
return res;
}
if ((flags.autounlock & AUTOUNLOCK_FORCE) != 0
&& res != ECMD_TIME
&& ccount == 1 && u_have_forceable_weapon()) {
/* single container, and we could #force it open... */
cmdq_add_ec(doforce); /* doforce asks for confirmation */
g.abort_looting = TRUE;
}
}
return ECMD_OK;
return res;
}
cobj->lknown = 1; /* floor container, so no need for update_inventory() */

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@@ -61,6 +61,7 @@ static void clear_conjoined_pits(struct trap *);
static boolean adj_nonconjoined_pit(struct trap *);
static int try_lift(struct monst *, struct trap *, int, boolean);
static int help_monster_out(struct monst *, struct trap *);
static void untrap_box(struct obj *, boolean, boolean);
#if 0
static void join_adjacent_pits(struct trap *);
#endif
@@ -4495,23 +4496,40 @@ drain_en(int n)
int
dountrap(void)
{
if (!could_untrap(TRUE, FALSE))
return ECMD_OK;
return untrap(FALSE, 0, 0, (struct obj *) 0) ? ECMD_TIME : ECMD_OK;
}
/* the #untrap command - disarm a trap */
int
could_untrap(boolean verbosely, boolean check_floor)
{
char buf[BUFSZ];
buf[0] = '\0';
if (near_capacity() >= HVY_ENCUMBER) {
pline("You're too strained to do that.");
return ECMD_OK;
}
if ((nohands(g.youmonst.data) && !webmaker(g.youmonst.data))
|| !g.youmonst.data->mmove) {
pline("And just how do you expect to do that?");
return ECMD_OK;
Strcpy(buf, "You're too strained to do that.");
} else if ((nohands(g.youmonst.data) && !webmaker(g.youmonst.data))
|| !g.youmonst.data->mmove) {
Strcpy(buf, "And just how do you expect to do that?");
} else if (u.ustuck && sticks(g.youmonst.data)) {
pline("You'll have to let go of %s first.", mon_nam(u.ustuck));
return ECMD_OK;
Sprintf(buf, "You'll have to let go of %s first.", mon_nam(u.ustuck));
} else if (u.ustuck || (welded(uwep) && bimanual(uwep))) {
Sprintf(buf, "Your %s seem to be too busy for that.",
makeplural(body_part(HAND)));
} else if (check_floor && !can_reach_floor(FALSE)) {
/* only checked here for autounlock of chest/box and that will
be !verbosely so precise details of the message don't matter */
Sprintf(buf, "You can't reach the %s.", surface(u.ux, u.uy));
}
if (u.ustuck || (welded(uwep) && bimanual(uwep))) {
Your("%s seem to be too busy for that.", makeplural(body_part(HAND)));
return ECMD_OK;
if (buf[0]) {
if (verbosely)
pline("%s", buf);
return 0;
}
return untrap(FALSE) ? ECMD_TIME : ECMD_OK;
return 1;
}
/* Probability of disabling a trap. Helge Hafting */
@@ -4964,8 +4982,50 @@ help_monster_out(
return 1;
}
/* check a particular container for a trap and optionally disarm it */
static void
untrap_box(
struct obj *box,
boolean force,
boolean confused)
{
if ((box->otrapped
&& (force || (!confused && rn2(MAXULEV + 1 - u.ulevel) < 10)))
|| (!force && confused && !rn2(3))) {
You("find a trap on %s!", the(xname(box)));
if (!confused)
exercise(A_WIS, TRUE);
if (ynq("Disarm it?") == 'y') {
if (box->otrapped) {
int ch = ACURR(A_DEX) + u.ulevel;
if (Role_if(PM_ROGUE))
ch *= 2;
if (!force && (confused || Fumbling
|| rnd(75 + level_difficulty() / 2) > ch)) {
(void) chest_trap(box, FINGER, TRUE);
/* 'box' might be gone now */
} else {
You("disarm it!");
box->otrapped = 0;
}
exercise(A_DEX, TRUE);
} else {
pline("That %s was not trapped.", xname(box));
}
}
} else {
You("find no traps on %s.", the(xname(box)));
}
}
/* hero is able to attempt untrap, so do so */
int
untrap(boolean force)
untrap(
boolean force,
int rx, int ry,
struct obj *container)
{
register struct obj *otmp;
register int x, y;
@@ -4975,22 +5035,35 @@ untrap(boolean force)
const char *trapdescr;
boolean here, useplural, deal_with_floor_trap,
confused = (Confusion || Hallucination),
trap_skipped = FALSE;
trap_skipped = FALSE, autounlock_door = FALSE;
int boxcnt = 0;
char the_trap[BUFSZ], qbuf[QBUFSZ];
if (!getdir((char *) 0))
return 0;
x = u.ux + u.dx;
y = u.uy + u.dy;
/* 'force' is true for #invoke; if carrying MKoT, make it be true
for #untrap or autounlock */
if (!force && has_magic_key(&g.youmonst))
force = TRUE;
if (!rx && !container) {
/* usual case */
if (!getdir((char *) 0))
return 0;
x = u.ux + u.dx;
y = u.uy + u.dy;
} else {
/* autounlock's untrap; skip most prompting */
if (container) {
untrap_box(container, force, confused);
return 1;
}
/* levl[rx][ry] is a locked or trapped door */
x = rx, y = ry;
autounlock_door = TRUE;
}
if (!isok(x, y)) {
pline_The("perils lurking there are beyond your grasp.");
return 0;
}
/* 'force' is true for #invoke; make it be true for #untrap if
carrying MKoT */
if (!force && has_magic_key(&g.youmonst))
force = TRUE;
ttmp = t_at(x, y);
if (ttmp && !ttmp->tseen)
@@ -5006,7 +5079,9 @@ untrap(boolean force)
}
deal_with_floor_trap = can_reach_floor(FALSE);
if (!deal_with_floor_trap) {
if (autounlock_door) {
; /* skip a bunch */
} else if (!deal_with_floor_trap) {
*the_trap = '\0';
if (ttmp)
Strcat(the_trap, an(trapdescr));
@@ -5095,6 +5170,11 @@ untrap(boolean force)
} /* end if */
if (boxcnt) {
/* 3.7: this used to allow searching for traps on multiple
containers on the same move and needed to keep track of
whether any had been found but not attempted to untrap;
now at most one per move may be checked and we only
continue on to door handling if they are all declined */
for (otmp = g.level.objects[x][y]; otmp; otmp = otmp->nexthere)
if (Is_box(otmp)) {
(void) safe_qbuf(qbuf, "There is ",
@@ -5103,59 +5183,34 @@ untrap(boolean force)
switch (ynq(qbuf)) {
case 'q':
return 0;
case 'n':
continue;
}
if ((otmp->otrapped
&& (force || (!confused
&& rn2(MAXULEV + 1 - u.ulevel) < 10)))
|| (!force && confused && !rn2(3))) {
You("find a trap on %s!", the(xname(otmp)));
if (!confused)
exercise(A_WIS, TRUE);
switch (ynq("Disarm it?")) {
case 'q':
return 1;
case 'n':
trap_skipped = TRUE;
continue;
}
if (otmp->otrapped) {
exercise(A_DEX, TRUE);
ch = ACURR(A_DEX) + u.ulevel;
if (Role_if(PM_ROGUE))
ch *= 2;
if (!force && (confused || Fumbling
|| rnd(75 + level_difficulty() / 2)
> ch)) {
(void) chest_trap(otmp, FINGER, TRUE);
} else {
You("disarm it!");
otmp->otrapped = 0;
}
} else
pline("That %s was not trapped.", xname(otmp));
return 1;
} else {
You("find no traps on %s.", the(xname(otmp)));
return 1;
case 'y':
untrap_box(otmp, force, confused);
return 1; /* even for 'no' at "Disarm it?" prompt */
}
/* 'n' => continue to next box */
}
You(trap_skipped ? "find no other traps here."
: "know of no traps here.");
return 0;
There("are no other chests or boxes here.");
}
if (stumble_on_door_mimic(x, y))
return 1;
} /* deal_with_floor_trap */
/* doors can be manipulated even while levitating/unskilled riding */
/*
* Doors can be manipulated even while levitating/unskilled riding.
*
* Ordinarily there won't be a closed or locked door at the same
* location as a floor trap or a container. However, there could
* be a container at a closed/locked door spot if it was dropped
* there by a monster or poly'd hero with Passes_walls capability,
* and poly'd hero could move onto that spot and attempt #untrap
* in direction '.' or '>'. We'll get here for that situation if
* player declines to check all containers for traps.
*
* The usual situation is #untrap toward an adjacent closed door.
* No floor trap would be present and any containers would be
* ignored because they're only checked when direction is '.'/'>'.
*/
if (!IS_DOOR(levl[x][y].typ)) {
if (!trap_skipped)
You("know of no traps there.");