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.]
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16
dat/opthelp
16
dat/opthelp
@@ -148,12 +148,18 @@ Compound options are written as option_name:option_value.
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Compound options which can be set during the game are:
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autounlock when attempting to open a door or loot a [Apply-Key]
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container that is locked, specifies an action to take:
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can be None, or one or more of Apply-Key + Kick + Force;
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autounlock when attempting to open a locked door or loot [Apply-Key]
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a locked container, specifies an action to take: can be
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None, or one or more of Untrap + Apply-Key + Kick + Force;
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if Untrap is included, it will be handled first; the
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others apply if you answer "no" to "check for traps?";
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for "yes", it won't necessary find anything even when a
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trap happens to be present and will use up the rest of
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the current move regardless of whether it finds anything;
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Kick is only useful for doors and Force is only useful for
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containers; either will only be attempted if Apply-Key is
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omitted or you aren't carrying any unlocking tool
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containers; either will only be attempted if Untrap is
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omitted or skipped and Apply-Key is omitted or you aren't
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carrying an unlocking tool or you decline to use one
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boulder override the default boulder symbol [`]
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disclose the types of information you want [ni na nv ng nc no]
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offered at the end of the game
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