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:
@@ -1720,7 +1720,7 @@ arti_invoke(struct obj *obj)
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break;
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}
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case UNTRAP: {
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if (!untrap(TRUE)) {
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if (!untrap(TRUE, 0, 0, (struct obj *) 0)) {
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obj->age = 0; /* don't charge for changing their mind */
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return ECMD_OK;
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}
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58
src/lock.c
58
src/lock.c
@@ -356,14 +356,19 @@ pick_lock(
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* does not prompt for direction if these are set */
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struct obj *container) /* container, for autounlock */
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{
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struct obj dummypick;
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int picktyp, c, ch;
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coord cc;
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struct rm *door;
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struct obj *otmp;
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char qbuf[QBUFSZ];
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boolean autounlock = (((rx != 0 && ry != 0) || container != NULL)
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&& (flags.autounlock & AUTOUNLOCK_APPLY_KEY) != 0);
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boolean autounlock = (rx != 0 || container != NULL);
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/* 'pick' might be Null [called by do_loot_cont() for AUTOUNLOCK_UNTRAP] */
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if (!pick) {
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dummypick = cg.zeroobj;
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pick = &dummypick; /* pick->otyp will be STRANGE_OBJECT */
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}
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picktyp = pick->otyp;
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/* check whether we're resuming an interrupted previous attempt */
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@@ -401,15 +406,14 @@ pick_lock(
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return PICKLOCK_DID_NOTHING;
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}
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if (picktyp != LOCK_PICK
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&& picktyp != CREDIT_CARD
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&& picktyp != SKELETON_KEY) {
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if (pick != &dummypick && picktyp != SKELETON_KEY
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&& picktyp != LOCK_PICK && picktyp != CREDIT_CARD) {
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impossible("picking lock with object %d?", picktyp);
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return PICKLOCK_DID_NOTHING;
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}
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ch = 0; /* lint suppression */
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if (rx != 0 && ry != 0) { /* autounlock; caller has provided coordinates */
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if (rx != 0) { /* autounlock; caller has provided coordinates */
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cc.x = rx;
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cc.y = ry;
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} else if (!get_adjacent_loc((char *) 0, "Invalid location!",
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@@ -458,11 +462,25 @@ pick_lock(
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else
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verb = "pick";
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if (autounlock) {
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Sprintf(qbuf, "Unlock it with %s?", yname(pick));
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c = yn(qbuf);
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if (c == 'n')
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return 0;
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if (autounlock && (flags.autounlock & AUTOUNLOCK_UNTRAP) != 0
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&& could_untrap(FALSE, TRUE)
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&& (c = ynq(safe_qbuf(qbuf, "Check ", " for a trap?",
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otmp, yname, ysimple_name, "this")))
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!= 'n') {
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if (c == 'q')
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return PICKLOCK_DID_NOTHING; /* c == 'q' */
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/* c == 'y' */
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untrap(FALSE, 0, 0, otmp);
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return PICKLOCK_DID_SOMETHING; /* even if no trap found */
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} else if (autounlock
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&& (flags.autounlock & AUTOUNLOCK_APPLY_KEY) != 0) {
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c = 'q';
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if (pick != &dummypick) {
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Sprintf(qbuf, "Unlock it with %s?", yname(pick));
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c = ynq(qbuf);
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}
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if (c != 'y')
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return PICKLOCK_DID_NOTHING;
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} else {
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/* "There is <a box> here; <verb> <it|its lock>?" */
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Sprintf(qsfx, " here; %s %s?",
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@@ -473,9 +491,9 @@ pick_lock(
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c = ynq(qbuf);
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if (c == 'q')
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return 0;
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return PICKLOCK_DID_NOTHING;
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if (c == 'n')
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continue;
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continue; /* try next box */
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}
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if (otmp->obroken) {
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@@ -561,6 +579,15 @@ pick_lock(
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pline("This door is broken.");
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return PICKLOCK_LEARNED_SOMETHING;
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default:
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if ((flags.autounlock & AUTOUNLOCK_UNTRAP) != 0
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&& could_untrap(FALSE, FALSE)
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&& (c = ynq("Check this door for a trap?")) != 'n') {
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if (c == 'q')
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return PICKLOCK_DID_NOTHING;
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/* c == 'y' */
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untrap(FALSE, cc.x, cc.y, (struct obj *) 0);
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return PICKLOCK_DID_SOMETHING; /* even if no trap found */
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}
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/* credit cards are only good for unlocking */
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if (picktyp == CREDIT_CARD && !(door->doormask & D_LOCKED)) {
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You_cant("lock a door with a credit card.");
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@@ -571,9 +598,8 @@ pick_lock(
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(door->doormask & D_LOCKED) ? "Unlock" : "Lock",
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autounlock ? " with " : "",
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autounlock ? yname(pick) : "");
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c = yn(qbuf);
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if (c == 'n')
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c = ynq(qbuf);
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if (c != 'y')
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return 0;
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/* note: for !autounlock, 'apply' already did touch check */
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@@ -4534,8 +4534,6 @@ handler_autounlock(int optidx)
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start_menu(tmpwin, MENU_BEHAVE_STANDARD);
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any = cg.zeroany;
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for (i = 0; i < SIZE(unlocktypes); ++i) {
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if (i == 1) /*** suppress 'untrap' from the menu... ***/
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continue; /*** until it actually gets implemented ***/
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Sprintf(buf, "%-10.10s%c%.40s",
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unlocktypes[i][0], sep, unlocktypes[i][1]);
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presel = !i ? !flags.autounlock : (flags.autounlock & (1 << (i - 1)));
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47
src/pickup.c
47
src/pickup.c
@@ -1863,43 +1863,64 @@ mon_beside(int x, int y)
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}
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static int
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do_loot_cont(struct obj **cobjp,
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int cindex, /* index of this container (1..N)... */
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int ccount) /* ...number of them (N) */
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do_loot_cont(
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struct obj **cobjp,
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int cindex, /* index of this container (1..N)... */
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int ccount) /* ...number of them (N) */
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{
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struct obj *cobj = *cobjp;
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if (!cobj)
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return ECMD_OK;
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if (cobj->olocked) {
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int res = ECMD_OK;
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#if 0
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if (ccount < 2 && (g.level.objects[cobj->ox][cobj->oy] == cobj))
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pline("%s locked.",
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cobj->lknown ? "It is" : "Hmmm, it turns out to be");
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else if (cobj->lknown)
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else
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#endif
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if (cobj->lknown)
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pline("%s is locked.", The(xname(cobj)));
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else
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pline("Hmmm, %s turns out to be locked.", the(xname(cobj)));
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cobj->lknown = 1;
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if (flags.autounlock) {
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struct obj *unlocktool;
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struct obj *otmp, *unlocktool = 0;
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xchar ox = cobj->ox, oy = cobj->oy;
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/* TODO: handle AUTOUNLOCK_UNTRAP and maybe add kicking at
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self when chest present to handle AUTOUNLOCK_KICK */
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u.dz = 0; /* might be non-zero from previous command since
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* #loot isn't a move command; pick_lock() cares */
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if ((flags.autounlock & AUTOUNLOCK_APPLY_KEY) != 0
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&& (unlocktool = autokey(TRUE)) != 0) {
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/* if both the untrap and apply_key bits are set, untrap
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attempt will be performed first but we need to set up
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unlocktool in case "check for trap?" is declined */
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if (((flags.autounlock & AUTOUNLOCK_APPLY_KEY) != 0
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&& (unlocktool = autokey(TRUE)) != 0)
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|| (flags.autounlock & AUTOUNLOCK_UNTRAP) != 0) {
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/* pass ox and oy to avoid direction prompt */
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return (pick_lock(unlocktool, cobj->ox, cobj->oy, cobj) != 0);
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} else if ((flags.autounlock & AUTOUNLOCK_FORCE) != 0
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&& ccount == 1 && u_have_forceable_weapon()) {
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if (pick_lock(unlocktool, ox, oy, cobj))
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res = ECMD_TIME;
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/* attempting to untrap or unlock might trigger a trap
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which destroys 'cobj'; inform caller if that happens */
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for (otmp = g.level.objects[ox][oy]; otmp;
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otmp = otmp->nexthere)
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if (otmp == cobj)
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break;
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if (!otmp)
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*cobjp = (struct obj *) 0;
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return res;
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}
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if ((flags.autounlock & AUTOUNLOCK_FORCE) != 0
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&& res != ECMD_TIME
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&& ccount == 1 && u_have_forceable_weapon()) {
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/* single container, and we could #force it open... */
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cmdq_add_ec(doforce); /* doforce asks for confirmation */
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g.abort_looting = TRUE;
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}
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}
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return ECMD_OK;
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return res;
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}
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cobj->lknown = 1; /* floor container, so no need for update_inventory() */
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193
src/trap.c
193
src/trap.c
@@ -61,6 +61,7 @@ static void clear_conjoined_pits(struct trap *);
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static boolean adj_nonconjoined_pit(struct trap *);
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static int try_lift(struct monst *, struct trap *, int, boolean);
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static int help_monster_out(struct monst *, struct trap *);
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static void untrap_box(struct obj *, boolean, boolean);
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#if 0
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static void join_adjacent_pits(struct trap *);
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#endif
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@@ -4495,23 +4496,40 @@ drain_en(int n)
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int
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dountrap(void)
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{
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if (!could_untrap(TRUE, FALSE))
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return ECMD_OK;
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return untrap(FALSE, 0, 0, (struct obj *) 0) ? ECMD_TIME : ECMD_OK;
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}
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/* the #untrap command - disarm a trap */
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int
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could_untrap(boolean verbosely, boolean check_floor)
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{
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char buf[BUFSZ];
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buf[0] = '\0';
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if (near_capacity() >= HVY_ENCUMBER) {
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pline("You're too strained to do that.");
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return ECMD_OK;
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}
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if ((nohands(g.youmonst.data) && !webmaker(g.youmonst.data))
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|| !g.youmonst.data->mmove) {
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pline("And just how do you expect to do that?");
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return ECMD_OK;
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Strcpy(buf, "You're too strained to do that.");
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} else if ((nohands(g.youmonst.data) && !webmaker(g.youmonst.data))
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|| !g.youmonst.data->mmove) {
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Strcpy(buf, "And just how do you expect to do that?");
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} else if (u.ustuck && sticks(g.youmonst.data)) {
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pline("You'll have to let go of %s first.", mon_nam(u.ustuck));
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return ECMD_OK;
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Sprintf(buf, "You'll have to let go of %s first.", mon_nam(u.ustuck));
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} else if (u.ustuck || (welded(uwep) && bimanual(uwep))) {
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Sprintf(buf, "Your %s seem to be too busy for that.",
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makeplural(body_part(HAND)));
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} else if (check_floor && !can_reach_floor(FALSE)) {
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/* only checked here for autounlock of chest/box and that will
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be !verbosely so precise details of the message don't matter */
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Sprintf(buf, "You can't reach the %s.", surface(u.ux, u.uy));
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}
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if (u.ustuck || (welded(uwep) && bimanual(uwep))) {
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Your("%s seem to be too busy for that.", makeplural(body_part(HAND)));
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return ECMD_OK;
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if (buf[0]) {
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if (verbosely)
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pline("%s", buf);
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return 0;
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}
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return untrap(FALSE) ? ECMD_TIME : ECMD_OK;
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return 1;
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}
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/* Probability of disabling a trap. Helge Hafting */
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@@ -4964,8 +4982,50 @@ help_monster_out(
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return 1;
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}
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/* check a particular container for a trap and optionally disarm it */
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static void
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untrap_box(
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struct obj *box,
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boolean force,
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boolean confused)
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{
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if ((box->otrapped
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&& (force || (!confused && rn2(MAXULEV + 1 - u.ulevel) < 10)))
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|| (!force && confused && !rn2(3))) {
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You("find a trap on %s!", the(xname(box)));
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if (!confused)
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exercise(A_WIS, TRUE);
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if (ynq("Disarm it?") == 'y') {
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if (box->otrapped) {
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int ch = ACURR(A_DEX) + u.ulevel;
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if (Role_if(PM_ROGUE))
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ch *= 2;
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if (!force && (confused || Fumbling
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|| rnd(75 + level_difficulty() / 2) > ch)) {
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(void) chest_trap(box, FINGER, TRUE);
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/* 'box' might be gone now */
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} else {
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You("disarm it!");
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box->otrapped = 0;
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}
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exercise(A_DEX, TRUE);
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} else {
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pline("That %s was not trapped.", xname(box));
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}
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}
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} else {
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You("find no traps on %s.", the(xname(box)));
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}
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}
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/* hero is able to attempt untrap, so do so */
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int
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untrap(boolean force)
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untrap(
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boolean force,
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int rx, int ry,
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struct obj *container)
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{
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register struct obj *otmp;
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register int x, y;
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@@ -4975,22 +5035,35 @@ untrap(boolean force)
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const char *trapdescr;
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boolean here, useplural, deal_with_floor_trap,
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confused = (Confusion || Hallucination),
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trap_skipped = FALSE;
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trap_skipped = FALSE, autounlock_door = FALSE;
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int boxcnt = 0;
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char the_trap[BUFSZ], qbuf[QBUFSZ];
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if (!getdir((char *) 0))
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return 0;
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x = u.ux + u.dx;
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y = u.uy + u.dy;
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/* 'force' is true for #invoke; if carrying MKoT, make it be true
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for #untrap or autounlock */
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if (!force && has_magic_key(&g.youmonst))
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force = TRUE;
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if (!rx && !container) {
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/* usual case */
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if (!getdir((char *) 0))
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return 0;
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x = u.ux + u.dx;
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y = u.uy + u.dy;
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} else {
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/* autounlock's untrap; skip most prompting */
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if (container) {
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untrap_box(container, force, confused);
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return 1;
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}
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/* levl[rx][ry] is a locked or trapped door */
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x = rx, y = ry;
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autounlock_door = TRUE;
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}
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if (!isok(x, y)) {
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pline_The("perils lurking there are beyond your grasp.");
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return 0;
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}
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/* 'force' is true for #invoke; make it be true for #untrap if
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carrying MKoT */
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if (!force && has_magic_key(&g.youmonst))
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force = TRUE;
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ttmp = t_at(x, y);
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if (ttmp && !ttmp->tseen)
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@@ -5006,7 +5079,9 @@ untrap(boolean force)
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}
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deal_with_floor_trap = can_reach_floor(FALSE);
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if (!deal_with_floor_trap) {
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if (autounlock_door) {
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; /* skip a bunch */
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} else if (!deal_with_floor_trap) {
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*the_trap = '\0';
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if (ttmp)
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Strcat(the_trap, an(trapdescr));
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@@ -5095,6 +5170,11 @@ untrap(boolean force)
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} /* end if */
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if (boxcnt) {
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/* 3.7: this used to allow searching for traps on multiple
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containers on the same move and needed to keep track of
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whether any had been found but not attempted to untrap;
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now at most one per move may be checked and we only
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continue on to door handling if they are all declined */
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for (otmp = g.level.objects[x][y]; otmp; otmp = otmp->nexthere)
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if (Is_box(otmp)) {
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(void) safe_qbuf(qbuf, "There is ",
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@@ -5103,59 +5183,34 @@ untrap(boolean force)
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switch (ynq(qbuf)) {
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case 'q':
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return 0;
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case 'n':
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continue;
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}
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|
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if ((otmp->otrapped
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&& (force || (!confused
|
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&& rn2(MAXULEV + 1 - u.ulevel) < 10)))
|
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|| (!force && confused && !rn2(3))) {
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You("find a trap on %s!", the(xname(otmp)));
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if (!confused)
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exercise(A_WIS, TRUE);
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switch (ynq("Disarm it?")) {
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case 'q':
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return 1;
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case 'n':
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trap_skipped = TRUE;
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continue;
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}
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if (otmp->otrapped) {
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exercise(A_DEX, TRUE);
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ch = ACURR(A_DEX) + u.ulevel;
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if (Role_if(PM_ROGUE))
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ch *= 2;
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if (!force && (confused || Fumbling
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|| rnd(75 + level_difficulty() / 2)
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> ch)) {
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(void) chest_trap(otmp, FINGER, TRUE);
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} else {
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You("disarm it!");
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otmp->otrapped = 0;
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}
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} else
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pline("That %s was not trapped.", xname(otmp));
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return 1;
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||||
} 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.");
|
||||
|
||||
Reference in New Issue
Block a user