Files
nethack/src/lock.c
2015-04-22 09:23:54 +03:00

1005 lines
27 KiB
C

/* NetHack 3.5 lock.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
/* NetHack 3.5 lock.c $Date: 2014/09/20 00:32:01 $ $Revision: 1.39 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
STATIC_PTR int NDECL(picklock);
STATIC_PTR int NDECL(forcelock);
/* at most one of `door' and `box' should be non-null at any given time */
STATIC_VAR NEARDATA struct xlock_s {
struct rm *door;
struct obj *box;
int picktyp, /* key|pick|card for unlock, sharp vs blunt for #force */
chance, usedtime;
} xlock;
STATIC_DCL const char *NDECL(lock_action);
STATIC_DCL boolean FDECL(obstructed,(int,int,BOOLEAN_P));
STATIC_DCL void FDECL(chest_shatter_msg, (struct obj *));
boolean
picking_lock(x, y)
int *x, *y;
{
if (occupation == picklock) {
*x = u.ux + u.dx;
*y = u.uy + u.dy;
return TRUE;
} else {
*x = *y = 0;
return FALSE;
}
}
boolean
picking_at(x, y)
int x, y;
{
return (boolean)(occupation == picklock && xlock.door == &levl[x][y]);
}
/* produce an occupation string appropriate for the current activity */
STATIC_OVL const char *
lock_action()
{
/* "unlocking"+2 == "locking" */
static const char *actions[] = {
/* [0] */ "unlocking the door",
/* [1] */ "unlocking the chest",
/* [2] */ "unlocking the box",
/* [3] */ "picking the lock"
};
/* if the target is currently unlocked, we're trying to lock it now */
if (xlock.door && !(xlock.door->doormask & D_LOCKED))
return actions[0]+2; /* "locking the door" */
else if (xlock.box && !xlock.box->olocked)
return xlock.box->otyp == CHEST ? actions[1]+2 : actions[2]+2;
/* otherwise we're trying to unlock it */
else if (xlock.picktyp == LOCK_PICK)
return actions[3]; /* "picking the lock" */
else if (xlock.picktyp == CREDIT_CARD)
return actions[3]; /* same as lock_pick */
else if (xlock.door)
return actions[0]; /* "unlocking the door" */
else
return xlock.box->otyp == CHEST ? actions[1] : actions[2];
}
STATIC_PTR
int
picklock(VOID_ARGS) /* try to open/close a lock */
{
if (xlock.box) {
if((xlock.box->ox != u.ux) || (xlock.box->oy != u.uy)) {
return((xlock.usedtime = 0)); /* you or it moved */
}
} else { /* door */
if(xlock.door != &(levl[u.ux+u.dx][u.uy+u.dy])) {
return((xlock.usedtime = 0)); /* you moved */
}
switch (xlock.door->doormask) {
case D_NODOOR:
pline("This doorway has no door.");
return((xlock.usedtime = 0));
case D_ISOPEN:
You("cannot lock an open door.");
return((xlock.usedtime = 0));
case D_BROKEN:
pline("This door is broken.");
return((xlock.usedtime = 0));
}
}
if (xlock.usedtime++ >= 50 || nohands(youmonst.data)) {
You("give up your attempt at %s.", lock_action());
exercise(A_DEX, TRUE); /* even if you don't succeed */
return((xlock.usedtime = 0));
}
if(rn2(100) >= xlock.chance) return(1); /* still busy */
You("succeed in %s.", lock_action());
if (xlock.door) {
if(xlock.door->doormask & D_TRAPPED) {
b_trapped("door", FINGER);
xlock.door->doormask = D_NODOOR;
unblock_point(u.ux+u.dx, u.uy+u.dy);
if (*in_rooms(u.ux+u.dx, u.uy+u.dy, SHOPBASE))
add_damage(u.ux+u.dx, u.uy+u.dy, 0L);
newsym(u.ux+u.dx, u.uy+u.dy);
} else if (xlock.door->doormask & D_LOCKED)
xlock.door->doormask = D_CLOSED;
else xlock.door->doormask = D_LOCKED;
} else {
xlock.box->olocked = !xlock.box->olocked;
xlock.box->lknown = 1;
if(xlock.box->otrapped)
(void) chest_trap(xlock.box, FINGER, FALSE);
}
exercise(A_DEX, TRUE);
return((xlock.usedtime = 0));
}
void
breakchestlock(box, destroyit)
struct obj *box;
boolean destroyit;
{
if (!destroyit) { /* bill for the box but not for its contents */
struct obj *hide_contents = box->cobj;
box->cobj = 0;
costly_alteration(box, COST_BRKLCK);
box->cobj = hide_contents;
box->olocked = 0;
box->obroken = 1;
box->lknown = 1;
} else { /* #force has destroyed this box (at <u.ux,u.uy>) */
struct obj *otmp;
struct monst *shkp = (*u.ushops && costly_spot(u.ux, u.uy)) ?
shop_keeper(*u.ushops) : 0;
boolean costly = (boolean)(shkp != 0),
peaceful_shk = costly && (boolean)shkp->mpeaceful;
long loss = 0L;
pline("In fact, you've totally destroyed %s.", the(xname(box)));
/* Put the contents on ground at the hero's feet. */
while ((otmp = box->cobj) != 0) {
obj_extract_self(otmp);
if (!rn2(3) || otmp->oclass == POTION_CLASS) {
chest_shatter_msg(otmp);
if (costly)
loss += stolen_value(otmp, u.ux, u.uy, peaceful_shk, TRUE);
if (otmp->quan == 1L) {
obfree(otmp, (struct obj *) 0);
continue;
}
useup(otmp);
}
if (box->otyp == ICE_BOX && otmp->otyp == CORPSE) {
otmp->age = monstermoves - otmp->age; /* actual age */
start_corpse_timeout(otmp);
}
place_object(otmp, u.ux, u.uy);
stackobj(otmp);
}
if (costly)
loss += stolen_value(box, u.ux, u.uy, peaceful_shk, TRUE);
if (loss)
You("owe %ld %s for objects destroyed.", loss, currency(loss));
delobj(box);
}
}
STATIC_PTR
int
forcelock(VOID_ARGS) /* try to force a locked chest */
{
if((xlock.box->ox != u.ux) || (xlock.box->oy != u.uy))
return((xlock.usedtime = 0)); /* you or it moved */
if (xlock.usedtime++ >= 50 || !uwep || nohands(youmonst.data)) {
You("give up your attempt to force the lock.");
if(xlock.usedtime >= 50) /* you made the effort */
exercise((xlock.picktyp) ? A_DEX : A_STR, TRUE);
return((xlock.usedtime = 0));
}
if(xlock.picktyp) { /* blade */
if(rn2(1000-(int)uwep->spe) > (992-greatest_erosion(uwep)*10) &&
!uwep->cursed && !obj_resists(uwep, 0, 99)) {
/* for a +0 weapon, probability that it survives an unsuccessful
* attempt to force the lock is (.992)^50 = .67
*/
pline("%sour %s broke!",
(uwep->quan > 1L) ? "One of y" : "Y", xname(uwep));
useup(uwep);
You("give up your attempt to force the lock.");
exercise(A_DEX, TRUE);
return((xlock.usedtime = 0));
}
} else /* blunt */
wake_nearby(); /* due to hammering on the container */
if(rn2(100) >= xlock.chance) return(1); /* still busy */
You("succeed in forcing the lock.");
breakchestlock(xlock.box, (boolean)(!xlock.picktyp && !rn2(3)));
exercise((xlock.picktyp) ? A_DEX : A_STR, TRUE);
return((xlock.usedtime = 0));
}
void
reset_pick()
{
xlock.usedtime = xlock.chance = xlock.picktyp = 0;
xlock.door = 0;
xlock.box = 0;
}
/* for doapply(); if player gives a direction or resumes an interrupted
previous attempt then it costs hero a move even if nothing ultimately
happens; when told "can't do that" before being asked for direction
or player cancels with ESC while giving direction, it doesn't */
#define PICKLOCK_LEARNED_SOMETHING (-1) /* time passes */
#define PICKLOCK_DID_NOTHING 0 /* no time passes */
#define PICKLOCK_DID_SOMETHING 1
/* player is applying a key, lock pick, or credit card */
int
pick_lock(pick)
register struct obj *pick;
{
int picktyp, c, ch;
coord cc;
struct rm *door;
struct obj *otmp;
char qbuf[QBUFSZ];
picktyp = pick->otyp;
/* check whether we're resuming an interrupted previous attempt */
if (xlock.usedtime && picktyp == xlock.picktyp) {
static char no_longer[] = "Unfortunately, you can no longer %s %s.";
if (nohands(youmonst.data)) {
const char *what = (picktyp == LOCK_PICK) ? "pick" : "key";
if (picktyp == CREDIT_CARD) what = "card";
pline(no_longer, "hold the", what);
reset_pick();
return PICKLOCK_LEARNED_SOMETHING;
} else if (u.uswallow || (xlock.box && !can_reach_floor(TRUE))) {
pline(no_longer, "reach the", "lock");
reset_pick();
return PICKLOCK_LEARNED_SOMETHING;
} else {
const char *action = lock_action();
You("resume your attempt at %s.", action);
set_occupation(picklock, action, 0);
return PICKLOCK_DID_SOMETHING;
}
}
if(nohands(youmonst.data)) {
You_cant("hold %s -- you have no hands!", doname(pick));
return PICKLOCK_DID_NOTHING;
} else if (u.uswallow) {
You_cant("%sunlock %s.",
(picktyp == CREDIT_CARD) ? "" :
"lock or ", mon_nam(u.ustuck));
return PICKLOCK_DID_NOTHING;
}
if((picktyp != LOCK_PICK && picktyp != CREDIT_CARD
&& picktyp != SKELETON_KEY)) {
impossible("picking lock with object %d?", picktyp);
return PICKLOCK_DID_NOTHING;
}
ch = 0; /* lint suppression */
if (!get_adjacent_loc((char *)0, "Invalid location!", u.ux, u.uy, &cc))
return PICKLOCK_DID_NOTHING;
if (cc.x == u.ux && cc.y == u.uy) { /* pick lock on a container */
const char *verb;
char qsfx[QBUFSZ];
boolean it;
int count;
if (u.dz < 0) {
There("isn't any sort of lock up %s.",
Levitation ? "here" : "there");
return PICKLOCK_LEARNED_SOMETHING;
} else if (is_lava(u.ux, u.uy)) {
pline("Doing that would probably melt %s.", yname(pick));
return PICKLOCK_LEARNED_SOMETHING;
} else if (is_pool(u.ux, u.uy) && !Underwater) {
pline_The("water has no lock.");
return PICKLOCK_LEARNED_SOMETHING;
}
count = 0;
c = 'n'; /* in case there are no boxes here */
for(otmp = level.objects[cc.x][cc.y]; otmp; otmp = otmp->nexthere)
if (Is_box(otmp)) {
++count;
if (!can_reach_floor(TRUE)) {
You_cant("reach %s from up here.", the(xname(otmp)));
return PICKLOCK_LEARNED_SOMETHING;
}
it = 0;
if (otmp->obroken) verb = "fix";
else if (!otmp->olocked) verb = "lock", it = 1;
else if (picktyp != LOCK_PICK) verb = "unlock", it = 1;
else verb = "pick";
/* "There is <a box> here; <verb> <it|its lock>?" */
Sprintf(qsfx, " here; %s %s?",
verb, it ? "it" : "its lock");
(void)safe_qbuf(qbuf, "There is ", qsfx,
otmp, doname, ansimpleoname, "a box");
otmp->lknown = 1;
c = ynq(qbuf);
if(c == 'q') return(0);
if(c == 'n') continue;
if (otmp->obroken) {
You_cant("fix its broken lock with %s.", doname(pick));
return PICKLOCK_LEARNED_SOMETHING;
}
else if (picktyp == CREDIT_CARD && !otmp->olocked) {
/* credit cards are only good for unlocking */
You_cant("do that with %s.",
an(simple_typename(picktyp)));
return PICKLOCK_LEARNED_SOMETHING;
}
switch(picktyp) {
case CREDIT_CARD:
ch = ACURR(A_DEX) + 20*Role_if(PM_ROGUE);
break;
case LOCK_PICK:
ch = 4*ACURR(A_DEX) + 25*Role_if(PM_ROGUE);
break;
case SKELETON_KEY:
ch = 75 + ACURR(A_DEX);
break;
default: ch = 0;
}
if(otmp->cursed) ch /= 2;
xlock.picktyp = picktyp;
xlock.box = otmp;
xlock.door = 0;
break;
}
if (c != 'y') {
if (!count)
There("doesn't seem to be any sort of lock here.");
return PICKLOCK_LEARNED_SOMETHING; /* decided against all boxes */
}
} else { /* pick the lock in a door */
struct monst *mtmp;
if (u.utrap && u.utraptype == TT_PIT) {
You_cant("reach over the edge of the pit.");
return PICKLOCK_LEARNED_SOMETHING;
}
door = &levl[cc.x][cc.y];
mtmp = m_at(cc.x, cc.y);
if (mtmp && canseemon(mtmp) &&
mtmp->m_ap_type != M_AP_FURNITURE &&
mtmp->m_ap_type != M_AP_OBJECT) {
if (picktyp == CREDIT_CARD &&
(mtmp->isshk || mtmp->data == &mons[PM_ORACLE]))
verbalize("No checks, no credit, no problem.");
else
pline("I don't think %s would appreciate that.", mon_nam(mtmp));
return PICKLOCK_LEARNED_SOMETHING;
} else if (mtmp && mtmp->m_ap_type == M_AP_FURNITURE &&
/* not IS_DOOR() here; for M_AP_FURNITURE, mappearance
holds a map symbol rather than a topology type */
(mtmp->mappearance == S_vcdoor ||
mtmp->mappearance == S_hcdoor)) {
/* "The door actually was a <mimic>!" */
stumble_onto_mimic(mtmp);
/* mimic might keep the key (50% chance, 10% for PYEC) */
maybe_absorb_item(mtmp, pick, 50, 10);
return PICKLOCK_LEARNED_SOMETHING;
}
if(!IS_DOOR(door->typ)) {
if (is_drawbridge_wall(cc.x,cc.y) >= 0)
You("%s no lock on the drawbridge.",
Blind ? "feel" : "see");
else
You("%s no door there.",
Blind ? "feel" : "see");
return PICKLOCK_LEARNED_SOMETHING;
}
switch (door->doormask) {
case D_NODOOR:
pline("This doorway has no door.");
return PICKLOCK_LEARNED_SOMETHING;
case D_ISOPEN:
You("cannot lock an open door.");
return PICKLOCK_LEARNED_SOMETHING;
case D_BROKEN:
pline("This door is broken.");
return PICKLOCK_LEARNED_SOMETHING;
default:
/* credit cards are only good for unlocking */
if(picktyp == CREDIT_CARD && !(door->doormask & D_LOCKED)) {
You_cant("lock a door with a credit card.");
return PICKLOCK_LEARNED_SOMETHING;
}
Sprintf(qbuf,"%s it?",
(door->doormask & D_LOCKED) ? "Unlock" : "Lock");
c = yn(qbuf);
if(c == 'n') return(0);
switch(picktyp) {
case CREDIT_CARD:
ch = 2*ACURR(A_DEX) + 20*Role_if(PM_ROGUE);
break;
case LOCK_PICK:
ch = 3*ACURR(A_DEX) + 30*Role_if(PM_ROGUE);
break;
case SKELETON_KEY:
ch = 70 + ACURR(A_DEX);
break;
default: ch = 0;
}
xlock.door = door;
xlock.box = 0;
}
}
context.move = 0;
xlock.chance = ch;
xlock.picktyp = picktyp;
xlock.usedtime = 0;
set_occupation(picklock, lock_action(), 0);
return PICKLOCK_DID_SOMETHING;
}
int
doforce() /* try to force a chest with your weapon */
{
register struct obj *otmp;
register int c, picktyp;
char qbuf[QBUFSZ];
if (u.uswallow) {
You_cant("force anything from inside here.");
return 0;
}
if (!uwep || /* proper type test */
((uwep->oclass == WEAPON_CLASS || is_weptool(uwep)) ?
(objects[uwep->otyp].oc_skill < P_DAGGER ||
objects[uwep->otyp].oc_skill == P_FLAIL ||
objects[uwep->otyp].oc_skill > P_LANCE) :
uwep->oclass != ROCK_CLASS)) {
You_cant("force anything %s weapon.",
!uwep ? "when not wielding a" :
(uwep->oclass != WEAPON_CLASS && !is_weptool(uwep)) ?
"without a proper" : "with that");
return(0);
}
if (!can_reach_floor(TRUE)) {
cant_reach_floor(u.ux, u.uy, FALSE, TRUE);
return 0;
}
picktyp = is_blade(uwep) && !is_pick(uwep);
if(xlock.usedtime && xlock.box && picktyp == xlock.picktyp) {
You("resume your attempt to force the lock.");
set_occupation(forcelock, "forcing the lock", 0);
return(1);
}
/* A lock is made only for the honest man, the thief will break it. */
xlock.box = (struct obj *)0;
for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp->nexthere)
if(Is_box(otmp)) {
if (otmp->obroken || !otmp->olocked) {
There("is %s here, but its lock is already %s.",
doname(otmp), otmp->obroken ? "broken" : "unlocked");
otmp->lknown = 1;
continue;
}
(void)safe_qbuf(qbuf, "There is ", " here; force its lock?",
otmp, doname, ansimpleoname, "a box");
otmp->lknown = 1;
c = ynq(qbuf);
if(c == 'q') return(0);
if(c == 'n') continue;
if(picktyp)
You("force %s into a crack and pry.", yname(uwep));
else
You("start bashing it with %s.", yname(uwep));
xlock.box = otmp;
xlock.chance = objects[uwep->otyp].oc_wldam * 2;
xlock.picktyp = picktyp;
xlock.usedtime = 0;
break;
}
if(xlock.box) set_occupation(forcelock, "forcing the lock", 0);
else You("decide not to force the issue.");
return(1);
}
int
doopen() /* try to open a door */
{
return doopen_indir(0, 0);
}
boolean
stumble_on_door_mimic(x,y)
int x,y;
{
struct monst *mtmp;
if ((mtmp = m_at(x,y)) &&
mtmp->m_ap_type == M_AP_FURNITURE &&
(mtmp->mappearance == S_hcdoor ||
mtmp->mappearance == S_vcdoor) &&
!Protection_from_shape_changers) {
stumble_onto_mimic(mtmp);
return TRUE;
}
return FALSE;
}
int
doopen_indir(x, y) /* try to open a door in direction u.dx/u.dy */
int x, y;
{
coord cc;
register struct rm *door;
struct monst *mtmp;
boolean portcullis;
int res = 0;
if (nohands(youmonst.data)) {
You_cant("open anything -- you have no hands!");
return 0;
}
if (u.utrap && u.utraptype == TT_PIT) {
You_cant("reach over the edge of the pit.");
return 0;
}
if (x > 0 && y > 0) {
cc.x = x;
cc.y = y;
} else if(!get_adjacent_loc((char *)0, (char *)0, u.ux, u.uy, &cc)) return(0);
if((cc.x == u.ux) && (cc.y == u.uy)) return(0);
if (stumble_on_door_mimic(cc.x, cc.y)) return 1;
/* when choosing a direction is impaired, use a turn
regardless of whether a door is successfully targetted */
if (Confusion || Stunned) res = 1;
door = &levl[cc.x][cc.y];
portcullis = (is_drawbridge_wall(cc.x, cc.y) >= 0);
if (Blind) {
int oldglyph = door->glyph;
schar oldlastseentyp = lastseentyp[cc.x][cc.y];
feel_location(cc.x, cc.y);
if (door->glyph != oldglyph
|| lastseentyp[cc.x][cc.y] != oldlastseentyp)
res = 1; /* learned something */
}
if (portcullis || !IS_DOOR(door->typ)) {
/* closed portcullis or spot that opened bridge would span */
if (is_db_wall(cc.x, cc.y) || door->typ == DRAWBRIDGE_UP)
There("is no obvious way to open the drawbridge.");
else if (portcullis || door->typ == DRAWBRIDGE_DOWN)
pline_The("drawbridge is already open.");
else
You("%s no door there.", Blind ? "feel" : "see");
return res;
}
if (!(door->doormask & D_CLOSED)) {
const char *mesg;
switch (door->doormask) {
case D_BROKEN: mesg = " is broken"; break;
case D_NODOOR: mesg = "way has no door"; break;
case D_ISOPEN: mesg = " is already open"; break;
default: mesg = " is locked"; break;
}
pline("This door%s.", mesg);
return res;
}
if(verysmall(youmonst.data)) {
pline("You're too small to pull the door open.");
return res;
}
/* door is known to be CLOSED */
if (rnl(20) < (ACURRSTR+ACURR(A_DEX)+ACURR(A_CON))/3) {
pline_The("door opens.");
if(door->doormask & D_TRAPPED) {
b_trapped("door", FINGER);
door->doormask = D_NODOOR;
if (*in_rooms(cc.x, cc.y, SHOPBASE)) add_damage(cc.x, cc.y, 0L);
} else
door->doormask = D_ISOPEN;
if (Blind)
feel_location(cc.x,cc.y); /* the hero knows she opened it */
else
newsym(cc.x,cc.y);
unblock_point(cc.x,cc.y); /* vision: new see through there */
} else {
exercise(A_STR, TRUE);
pline_The("door resists!");
}
return(1);
}
STATIC_OVL
boolean
obstructed(x,y,quietly)
register int x, y;
boolean quietly;
{
register struct monst *mtmp = m_at(x, y);
if(mtmp && mtmp->m_ap_type != M_AP_FURNITURE) {
if (mtmp->m_ap_type == M_AP_OBJECT) goto objhere;
if (!quietly) {
if ((mtmp->mx != x) || (mtmp->my != y)) {
/* worm tail */
pline("%s%s blocks the way!",
!canspotmon(mtmp) ? Something :
s_suffix(Monnam(mtmp)),
!canspotmon(mtmp) ? "" : " tail");
} else {
pline("%s blocks the way!",
!canspotmon(mtmp) ? "Some creature" : Monnam(mtmp));
}
}
if (!canspotmon(mtmp))
map_invisible(x, y);
return(TRUE);
}
if (OBJ_AT(x, y)) {
objhere: if (!quietly) pline("%s's in the way.", Something);
return(TRUE);
}
return(FALSE);
}
int
doclose() /* try to close a door */
{
register int x, y;
register struct rm *door;
struct monst *mtmp;
boolean portcullis;
int res = 0;
if (nohands(youmonst.data)) {
You_cant("close anything -- you have no hands!");
return 0;
}
if (u.utrap && u.utraptype == TT_PIT) {
You_cant("reach over the edge of the pit.");
return 0;
}
if(!getdir((char *)0)) return(0);
x = u.ux + u.dx;
y = u.uy + u.dy;
if((x == u.ux) && (y == u.uy)) {
You("are in the way!");
return(1);
}
if (!isok(x,y)) goto nodoor;
if ((mtmp = m_at(x,y)) &&
mtmp->m_ap_type == M_AP_FURNITURE &&
(mtmp->mappearance == S_hcdoor ||
mtmp->mappearance == S_vcdoor) &&
!Protection_from_shape_changers) {
stumble_onto_mimic(mtmp);
return(1);
}
/* when choosing a direction is impaired, use a turn
regardless of whether a door is successfully targetted */
if (Confusion || Stunned) res = 1;
door = &levl[x][y];
portcullis = (is_drawbridge_wall(x, y) >= 0);
if (Blind) {
int oldglyph = door->glyph;
schar oldlastseentyp = lastseentyp[x][y];
feel_location(x, y);
if (door->glyph != oldglyph || lastseentyp[x][y] != oldlastseentyp)
res = 1; /* learned something */
}
if (portcullis || !IS_DOOR(door->typ)) {
/* is_db_wall: closed porcullis */
if (is_db_wall(x, y) || door->typ == DRAWBRIDGE_UP)
pline_The("drawbridge is already closed.");
else if (portcullis || door->typ == DRAWBRIDGE_DOWN)
There("is no obvious way to close the drawbridge.");
else {
nodoor:
You("%s no door there.", Blind ? "feel" : "see");
}
return res;
}
if (door->doormask == D_NODOOR) {
pline("This doorway has no door.");
return res;
} else if (obstructed(x, y, FALSE)) {
return res;
} else if (door->doormask == D_BROKEN) {
pline("This door is broken.");
return res;
} else if (door->doormask & (D_CLOSED | D_LOCKED)) {
pline("This door is already closed.");
return res;
}
if(door->doormask == D_ISOPEN) {
if(verysmall(youmonst.data) && !u.usteed) {
pline("You're too small to push the door closed.");
return res;
}
if ( u.usteed || rn2(25) < (ACURRSTR+ACURR(A_DEX)+ACURR(A_CON))/3) {
pline_The("door closes.");
door->doormask = D_CLOSED;
if (Blind)
feel_location(x,y); /* the hero knows she closed it */
else
newsym(x,y);
block_point(x,y); /* vision: no longer see there */
} else {
exercise(A_STR, TRUE);
pline_The("door resists!");
}
}
return(1);
}
boolean /* box obj was hit with spell effect otmp */
boxlock(obj, otmp) /* returns true if something happened */
register struct obj *obj, *otmp; /* obj *is* a box */
{
register boolean res = 0;
switch(otmp->otyp) {
case WAN_LOCKING:
case SPE_WIZARD_LOCK:
if (!obj->olocked) { /* lock it; fix if broken */
pline("Klunk!");
obj->olocked = 1;
obj->obroken = 0;
if (Role_if(PM_WIZARD))
obj->lknown = 1;
else
obj->lknown = 0;
res = 1;
} /* else already closed and locked */
break;
case WAN_OPENING:
case SPE_KNOCK:
if (obj->olocked) { /* unlock; couldn't be broken */
pline("Klick!");
obj->olocked = 0;
res = 1;
if (Role_if(PM_WIZARD))
obj->lknown = 1;
else
obj->lknown = 0;
} else /* silently fix if broken */
obj->obroken = 0;
break;
case WAN_POLYMORPH:
case SPE_POLYMORPH:
/* maybe start unlocking chest, get interrupted, then zap it;
we must avoid any attempt to resume unlocking it */
if (xlock.box == obj)
reset_pick();
break;
}
return res;
}
boolean /* Door/secret door was hit with spell effect otmp */
doorlock(otmp,x,y) /* returns true if something happened */
struct obj *otmp;
int x, y;
{
register struct rm *door = &levl[x][y];
boolean res = TRUE;
int loudness = 0;
const char *msg = (const char *)0;
const char *dustcloud = "A cloud of dust";
const char *quickly_dissipates = "quickly dissipates";
boolean mysterywand = (otmp->oclass == WAND_CLASS && !otmp->dknown);
if (door->typ == SDOOR) {
switch (otmp->otyp) {
case WAN_OPENING:
case SPE_KNOCK:
case WAN_STRIKING:
case SPE_FORCE_BOLT:
door->typ = DOOR;
door->doormask = D_CLOSED | (door->doormask & D_TRAPPED);
newsym(x,y);
if (cansee(x,y)) pline("A door appears in the wall!");
if (otmp->otyp == WAN_OPENING || otmp->otyp == SPE_KNOCK)
return TRUE;
break; /* striking: continue door handling below */
case WAN_LOCKING:
case SPE_WIZARD_LOCK:
default:
return FALSE;
}
}
switch(otmp->otyp) {
case WAN_LOCKING:
case SPE_WIZARD_LOCK:
if (Is_rogue_level(&u.uz)) {
boolean vis = cansee(x,y);
/* Can't have real locking in Rogue, so just hide doorway */
if (vis) pline("%s springs up in the older, more primitive doorway.",
dustcloud);
else
You_hear("a swoosh.");
if (obstructed(x,y,mysterywand)) {
if (vis) pline_The("cloud %s.",quickly_dissipates);
return FALSE;
}
block_point(x, y);
door->typ = SDOOR;
if (vis) pline_The("doorway vanishes!");
newsym(x,y);
return TRUE;
}
if (obstructed(x,y,mysterywand)) return FALSE;
/* Don't allow doors to close over traps. This is for pits */
/* & trap doors, but is it ever OK for anything else? */
if (t_at(x,y)) {
/* maketrap() clears doormask, so it should be NODOOR */
pline(
"%s springs up in the doorway, but %s.",
dustcloud, quickly_dissipates);
return FALSE;
}
switch (door->doormask & ~D_TRAPPED) {
case D_CLOSED:
msg = "The door locks!";
break;
case D_ISOPEN:
msg = "The door swings shut, and locks!";
break;
case D_BROKEN:
msg = "The broken door reassembles and locks!";
break;
case D_NODOOR:
msg =
"A cloud of dust springs up and assembles itself into a door!";
break;
default:
res = FALSE;
break;
}
block_point(x, y);
door->doormask = D_LOCKED | (door->doormask & D_TRAPPED);
newsym(x,y);
break;
case WAN_OPENING:
case SPE_KNOCK:
if (door->doormask & D_LOCKED) {
msg = "The door unlocks!";
door->doormask = D_CLOSED | (door->doormask & D_TRAPPED);
} else res = FALSE;
break;
case WAN_STRIKING:
case SPE_FORCE_BOLT:
if (door->doormask & (D_LOCKED | D_CLOSED)) {
if (door->doormask & D_TRAPPED) {
if (MON_AT(x, y))
(void) mb_trapped(m_at(x,y));
else if (flags.verbose) {
if (cansee(x,y))
pline("KABOOM!! You see a door explode.");
else
You_hear("a distant explosion.");
}
door->doormask = D_NODOOR;
unblock_point(x,y);
newsym(x,y);
loudness = 40;
break;
}
door->doormask = D_BROKEN;
if (flags.verbose) {
if (cansee(x,y))
pline_The("door crashes open!");
else
You_hear("a crashing sound.");
}
unblock_point(x,y);
newsym(x,y);
/* force vision recalc before printing more messages */
if (vision_full_recalc) vision_recalc(0);
loudness = 20;
} else res = FALSE;
break;
default: impossible("magic (%d) attempted on door.", otmp->otyp);
break;
}
if (msg && cansee(x,y)) pline1(msg);
if (loudness > 0) {
/* door was destroyed */
wake_nearto(x, y, loudness);
if (*in_rooms(x, y, SHOPBASE)) add_damage(x, y, 0L);
}
if (res && picking_at(x, y)) {
/* maybe unseen monster zaps door you're unlocking */
stop_occupation();
reset_pick();
}
return res;
}
STATIC_OVL void
chest_shatter_msg(otmp)
struct obj *otmp;
{
const char *disposition;
const char *thing;
long save_Blinded;
if (otmp->oclass == POTION_CLASS) {
You("%s %s shatter!", Blind ? "hear" : "see", an(bottlename()));
if (!breathless(youmonst.data) || haseyes(youmonst.data))
potionbreathe(otmp);
return;
}
/* We have functions for distant and singular names, but not one */
/* which does _both_... */
save_Blinded = Blinded;
Blinded = 1;
thing = singular(otmp, xname);
Blinded = save_Blinded;
switch (objects[otmp->otyp].oc_material) {
case PAPER: disposition = "is torn to shreds";
break;
case WAX: disposition = "is crushed";
break;
case VEGGY: disposition = "is pulped";
break;
case FLESH: disposition = "is mashed";
break;
case GLASS: disposition = "shatters";
break;
case WOOD: disposition = "splinters to fragments";
break;
default: disposition = "is destroyed";
break;
}
pline("%s %s!", An(thing), disposition);
}
/*lock.c*/