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:
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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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 {
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You("find no traps on %s.", the(xname(otmp)));
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return 1;
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case 'y':
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untrap_box(otmp, force, confused);
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return 1; /* even for 'no' at "Disarm it?" prompt */
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}
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/* 'n' => continue to next box */
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}
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You(trap_skipped ? "find no other traps here."
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: "know of no traps here.");
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return 0;
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There("are no other chests or boxes here.");
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}
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if (stumble_on_door_mimic(x, y))
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return 1;
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} /* deal_with_floor_trap */
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/* doors can be manipulated even while levitating/unskilled riding */
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/*
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* Doors can be manipulated even while levitating/unskilled riding.
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*
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* Ordinarily there won't be a closed or locked door at the same
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* location as a floor trap or a container. However, there could
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* be a container at a closed/locked door spot if it was dropped
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* there by a monster or poly'd hero with Passes_walls capability,
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* and poly'd hero could move onto that spot and attempt #untrap
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* in direction '.' or '>'. We'll get here for that situation if
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* player declines to check all containers for traps.
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*
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* The usual situation is #untrap toward an adjacent closed door.
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* No floor trap would be present and any containers would be
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* ignored because they're only checked when direction is '.'/'>'.
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*/
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if (!IS_DOOR(levl[x][y].typ)) {
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if (!trap_skipped)
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You("know of no traps there.");
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