Files
nethack/src/lock.c
nethack.rankin c34efb07bd mimic-as-door stealing key (trunk only)
Suggested by <email deleted> a month ago when he
reported that attempting to unlock a door which was actually a mimic
simply told the player that the door was not locked or that there was
no door.  He thought that mimic should take the key/pick/card away from
the hero.  This gives a 50% chance for the unlocking tool to be stolen
and become part of the mimic's inventory; it will be dropped when mimic
is killed.

     The theft routine has groundwork to be able to be used to take the
hero's wielded or thrown weapon when hitting, but the attack code doesn't
call it so that won't happen (and the theft code hasn't been tested under
that circumstance).  I'm not sure whether mimics should be able to grab
weapons, but g.cubes perhaps should, and if puddings could then "pudding
farming" [using a low damage iron weapon to split puddings, yielding tons
of experience, death drops, and #offer fodder when they're killed and
repeatable for as long as at least one pudding is kept healthy enough to
be split again] would become tougher to accomplish.  [The item drop and
corpse aspects have been toned down quite a bit since 3.4.3, but with
sufficient patience it is still possible to abuse.]
2011-02-03 21:49:36 +00:00

1010 lines
27 KiB
C

/* NetHack 3.5 lock.c $Date$ $Revision$ */
/* 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" */
#ifdef TOURIST
else if (xlock.picktyp == CREDIT_CARD)
return actions[3]; /* same as lock_pick */
#endif
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";
#ifdef TOURIST
if (picktyp == CREDIT_CARD) what = "card";
#endif
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;
return(0);
} else if (u.uswallow) {
You_cant("%sunlock %s.",
#ifdef TOURIST
(picktyp == CREDIT_CARD) ? "" :
#endif
"lock or ", mon_nam(u.ustuck));
return PICKLOCK_DID_NOTHING;
}
if((picktyp != LOCK_PICK &&
#ifdef TOURIST
picktyp != CREDIT_CARD &&
#endif
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;
}
#ifdef TOURIST
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;
}
#endif
switch(picktyp) {
#ifdef TOURIST
case CREDIT_CARD:
ch = ACURR(A_DEX) + 20*Role_if(PM_ROGUE);
break;
#endif
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) {
#ifdef TOURIST
if (picktyp == CREDIT_CARD &&
(mtmp->isshk || mtmp->data == &mons[PM_ORACLE]))
verbalize("No checks, no credit, no problem.");
else
#endif
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:
#ifdef TOURIST
/* 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;
}
#endif
Sprintf(qbuf,"%s it?",
(door->doormask & D_LOCKED) ? "Unlock" : "Lock");
c = yn(qbuf);
if(c == 'n') return(0);
switch(picktyp) {
#ifdef TOURIST
case CREDIT_CARD:
ch = 2*ACURR(A_DEX) + 20*Role_if(PM_ROGUE);
break;
#endif
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 */
{
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(!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 ((mtmp = m_at(cc.x,cc.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[cc.x][cc.y];
portcullis = (is_drawbridge_wall(cc.x, cc.y) >= 0);
if (Blind) {
int oldglyph = door->glyph;
#ifdef DUNGEON_OVERVIEW
schar oldlastseentyp = lastseentyp[cc.x][cc.y];
#endif
feel_location(cc.x, cc.y);
if (door->glyph != oldglyph
#ifdef DUNGEON_OVERVIEW
|| lastseentyp[cc.x][cc.y] != oldlastseentyp
#endif
) 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) pline("%s stands in the way!", !canspotmon(mtmp) ?
"Some creature" : Monnam(mtmp));
if (!canspotmon(mtmp))
map_invisible(mtmp->mx, mtmp->my);
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 ((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;
#ifdef DUNGEON_OVERVIEW
schar oldlastseentyp = lastseentyp[x][y];
#endif
feel_location(x, y);
if (door->glyph != oldglyph
#ifdef DUNGEON_OVERVIEW
|| lastseentyp[x][y] != oldlastseentyp
#endif
) 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
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)
#ifdef STEED
&& !u.usteed
#endif
) {
pline("You're too small to push the door closed.");
return res;
}
if (
#ifdef STEED
u.usteed ||
#endif
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:
#ifdef REINCARNATION
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;
}
#endif
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 if (!Deaf)
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 if (!Deaf)
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)) pline(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*/