still more Master Key of Thievery
Make #untrap while carrying the non-cursed (for rogues) or blessed (for non-rogues) Key work the same as #invoke has been doing (without regard to its bless/curse state): when used on trapped door or chest, that trap will always be found and disarming it will always succeed. It should work when carried by monsters too: if they try to open a trapped door while carrying the Key (must be blessed since they're not rogues) the trap will be automatically disarmed. (Caveat: that hasn't been adequately tested.) TODO (maybe...): change the #invoke property to detect unseen/secret door detection instead of #untrap. The latter isn't completely redundant; it works when the Key is cursed. But quest artifacts strongly resist becoming cursed so that isn't a particularly useful distinction. Also, trap hints when wielding the Key without gloves didn't notice adjacent door and chest traps. Now it does. And the behavior is slightly different: known traps covered by objects or monsters are treated like unknown traps as far as the hot/cold hints go.
This commit is contained in:
@@ -208,6 +208,9 @@ A("The Palantir of Westernesse", CRYSTAL_BALL,
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PHYS(5, 0), NO_DFNS, NO_CARY, CREATE_AMMO, A_CHAOTIC, PM_RANGER, NON_PM,
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4000L, NO_COLOR),
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/* MKoT has an additional carry property if the Key is not cursed (for
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rogues) or blessed (for non-rogues): #untrap of doors and chests
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will always find any traps and disarming those will always succeed */
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A("The Master Key of Thievery", SKELETON_KEY,
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(SPFX_NOGEN | SPFX_RESTR | SPFX_INTEL | SPFX_SPEAK),
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(SPFX_WARN | SPFX_TCTRL | SPFX_HPHDAM), 0, NO_ATTK, NO_DFNS, NO_CARY,
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@@ -78,8 +78,8 @@ E int FDECL(spec_dbon, (struct obj *, struct monst *, int));
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E void FDECL(discover_artifact, (XCHAR_P));
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E boolean FDECL(undiscovered_artifact, (XCHAR_P));
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E int FDECL(disp_artifact_discoveries, (winid));
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E boolean FDECL(artifact_hit,
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(struct monst *, struct monst *, struct obj *, int *, int));
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E boolean FDECL(artifact_hit, (struct monst *, struct monst *, struct obj *,
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int *, int));
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E int NDECL(doinvoke);
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E boolean FDECL(finesse_ahriman, (struct obj *));
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E void FDECL(arti_speak, (struct obj *));
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@@ -93,6 +93,8 @@ E void FDECL(Sting_effects, (int));
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E int FDECL(retouch_object, (struct obj **, BOOLEAN_P));
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E void FDECL(retouch_equipment, (int));
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E void NDECL(mkot_trap_warn);
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E boolean FDECL(is_magic_key, (struct monst *, struct obj *));
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E struct obj *FDECL(has_magic_key, (struct monst *));
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/* ### attrib.c ### */
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100
src/artifact.c
100
src/artifact.c
@@ -2055,36 +2055,102 @@ int dropflag; /* 0==don't drop, 1==drop all, 2==drop weapon */
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static int mkot_trap_warn_count = 0;
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STATIC_OVL int
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count_surround_traps(x,y)
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int x,y;
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count_surround_traps(x, y)
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int x, y;
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{
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int dx, dy, ret = 0;
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struct rm *levp;
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struct obj *otmp;
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struct trap *ttmp;
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int dx, dy, glyph, ret = 0;
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for (dx = x-1; dx < x+2; dx++)
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for (dy = y-1; dy < y+2; dy++)
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if (isok(dx,dy) && (ttmp = t_at(dx,dy))
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&& !ttmp->tseen)
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ret++;
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for (dx = x - 1; dx < x + 2; ++dx)
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for (dy = y - 1; dy < y + 2; ++dy) {
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if (!isok(dx, dy))
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continue;
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/* If a trap is shown here, don't count it; the hero
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* should be expecting it. But if there is a trap here
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* that's not shown, either undiscovered or covered by
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* something, do count it.
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*/
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glyph = glyph_at(dx, dy);
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if (glyph_is_trap(glyph))
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continue;
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if ((ttmp = t_at(dx, dy)) != 0) {
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++ret;
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continue;
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}
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levp = &levl[dx][dy];
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if (IS_DOOR(levp->typ) && (levp->doormask & D_TRAPPED) != 0) {
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++ret;
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continue;
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}
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for (otmp = level.objects[dx][dy]; otmp; otmp = otmp->nexthere)
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if (Is_container(otmp) && otmp->otrapped) {
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++ret; /* we're counting locations, so just */
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break; /* count the first one in a pile */
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}
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}
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/*
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* [Shouldn't we also check inventory for a trapped container?
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* Even if its trap has already been found, there's no 'tknown'
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* flag to help hero remember that so we have nothing comparable
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* to a shown glyph to justify skipping it.]
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*/
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return ret;
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}
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/* sense adjacent traps if wielding MKoT without wearing gloves */
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void
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mkot_trap_warn()
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{
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if (!uarmg && uwep
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&& uwep->oartifact == ART_MASTER_KEY_OF_THIEVERY) {
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const char *const heat[7] = { "cold", "slightly warm", "warm",
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"very warm", "hot", "very hot",
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"like fire" };
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int ntraps = count_surround_traps(u.ux, u.uy);
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static const char *const heat[7] = {
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"cool", "slightly warm", "warm", "very warm",
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"hot", "very hot", "like fire"
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};
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if (ntraps != mkot_trap_warn_count)
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pline_The("key feels %s%c", heat[(ntraps > 6) ? 6 : ntraps],
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ntraps > 3 ? '!' : '.');
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if (!uarmg && uwep && uwep->oartifact == ART_MASTER_KEY_OF_THIEVERY) {
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int idx, ntraps = count_surround_traps(u.ux, u.uy);
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if (ntraps != mkot_trap_warn_count) {
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idx = min(ntraps, SIZE(heat) - 1);
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pline_The("Key feels %s%c", heat[idx], (ntraps > 3) ? '!' : '.');
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}
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mkot_trap_warn_count = ntraps;
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} else
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mkot_trap_warn_count = 0;
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}
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/* Master Key is magic key if its bless/curse state meets our criteria:
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not cursed for rogues or blessed for non-rogues */
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boolean
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is_magic_key(mon, obj)
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struct monst *mon; /* if null, non-rogue is assumed */
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struct obj *obj;
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{
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if (((obj && obj->oartifact == ART_MASTER_KEY_OF_THIEVERY)
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&& ((mon == &youmonst) ? Role_if(PM_ROGUE)
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: (mon && mon->data == &mons[PM_ROGUE])))
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? !obj->cursed : obj->blessed)
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return TRUE;
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return FALSE;
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}
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/* figure out whether 'mon' (usually youmonst) is carrying the magic key */
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struct obj *
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has_magic_key(mon)
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struct monst *mon; /* if null, hero assumed */
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{
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struct obj *o;
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short key = artilist[ART_MASTER_KEY_OF_THIEVERY].otyp;
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if (!mon)
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mon = &youmonst;
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for (o = ((mon == &youmonst) ? invent : mon->minvent); o;
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o = nxtobj(o, key, FALSE)) {
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if (is_magic_key(mon, o))
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return o;
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}
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return (struct obj *) 0;
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}
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/*artifact.c*/
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16
src/lock.c
16
src/lock.c
@@ -18,7 +18,6 @@ STATIC_PTR int NDECL(picklock);
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STATIC_PTR int NDECL(forcelock);
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STATIC_DCL const char *NDECL(lock_action);
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STATIC_DCL boolean FDECL(is_magic_key, (struct monst *, struct obj *));
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STATIC_DCL boolean FDECL(obstructed, (int, int, BOOLEAN_P));
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STATIC_DCL void FDECL(chest_shatter_msg, (struct obj *));
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@@ -275,21 +274,6 @@ maybe_reset_pick()
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reset_pick();
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}
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/* Master Key is magic key if its bless/curse state meets our criteria:
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not cursed for rogues or blessed for non-rogues */
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STATIC_OVL boolean
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is_magic_key(mon, obj)
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struct monst *mon; /* if null, non-rogue is assumed */
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struct obj *obj;
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{
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if (((obj && obj->oartifact == ART_MASTER_KEY_OF_THIEVERY)
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&& ((mon == &youmonst) ? Role_if(PM_ROGUE)
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: (mon && mon->data == &mons[PM_ROGUE])))
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? !obj->cursed : obj->blessed)
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return TRUE;
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return FALSE;
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}
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/* for doapply(); if player gives a direction or resumes an interrupted
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previous attempt then it costs hero a move even if nothing ultimately
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happens; when told "can't do that" before being asked for direction
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@@ -1246,6 +1246,16 @@ postmov:
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boolean btrapped = (here->doormask & D_TRAPPED) != 0,
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observeit = canseeit && canspotmon(mtmp);
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/* if mon has MKoT, disarm door trap; no message given */
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if (btrapped && has_magic_key(mtmp)) {
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/* BUG: this lets a vampire or blob or a doorbuster
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holding the Key disarm the trap even though it isn't
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using that Key when squeezing under or smashing the
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door. Not significant enough to worry about; perhaps
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the Key's magic is more powerful for monsters? */
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here->doormask &= ~D_TRAPPED;
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btrapped = FALSE;
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}
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if ((here->doormask & (D_LOCKED | D_CLOSED)) != 0
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&& (amorphous(ptr)
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|| (can_fog(mtmp)
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@@ -4256,6 +4256,11 @@ boolean force;
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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(&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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ttmp = 0;
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