/* NetHack 3.5 dig.c $Date$ $Revision$ */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" /* #define DEBUG */ /* turn on for diagnostics */ static NEARDATA boolean did_dig_msg; STATIC_DCL boolean NDECL(rm_waslit); STATIC_DCL void FDECL(mkcavepos, (XCHAR_P,XCHAR_P,int,BOOLEAN_P,BOOLEAN_P)); STATIC_DCL void FDECL(mkcavearea, (BOOLEAN_P)); STATIC_DCL int NDECL(dig); STATIC_DCL void FDECL(dig_up_grave, (coord *)); STATIC_DCL int FDECL(adj_pit_checks, (coord *,char *)); STATIC_DCL void FDECL(pit_flow, (struct trap *,SCHAR_P)); /* Indices returned by dig_typ() */ #define DIGTYP_UNDIGGABLE 0 #define DIGTYP_ROCK 1 #define DIGTYP_STATUE 2 #define DIGTYP_BOULDER 3 #define DIGTYP_DOOR 4 #define DIGTYP_TREE 5 STATIC_OVL boolean rm_waslit() { register xchar x, y; if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit) return(TRUE); for(x = u.ux-2; x < u.ux+3; x++) for(y = u.uy-1; y < u.uy+2; y++) if(isok(x,y) && levl[x][y].waslit) return(TRUE); return(FALSE); } /* Change level topology. Messes with vision tables and ignores things like * boulders in the name of a nice effect. Vision will get fixed up again * immediately after the effect is complete. */ STATIC_OVL void mkcavepos(x, y, dist, waslit, rockit) xchar x,y; int dist; boolean waslit, rockit; { register struct rm *lev; if(!isok(x,y)) return; lev = &levl[x][y]; if(rockit) { register struct monst *mtmp; if(IS_ROCK(lev->typ)) return; if(t_at(x, y)) return; /* don't cover the portal */ if ((mtmp = m_at(x, y)) != 0) /* make sure crucial monsters survive */ if(!passes_walls(mtmp->data)) (void) rloc(mtmp, FALSE); } else if(lev->typ == ROOM) return; unblock_point(x,y); /* make sure vision knows this location is open */ /* fake out saved state */ lev->seenv = 0; lev->doormask = 0; if(dist < 3) lev->lit = (rockit ? FALSE : TRUE); if(waslit) lev->waslit = (rockit ? FALSE : TRUE); lev->horizontal = FALSE; viz_array[y][x] = (dist < 3 ) ? (IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */ COULD_SEE; lev->typ = (rockit ? STONE : ROOM); if(dist >= 3) impossible("mkcavepos called with dist %d", dist); if(Blind) feel_location(x, y); else newsym(x,y); } STATIC_OVL void mkcavearea(rockit) register boolean rockit; { int dist; xchar xmin = u.ux, xmax = u.ux; xchar ymin = u.uy, ymax = u.uy; register xchar i; register boolean waslit = rm_waslit(); if(rockit) pline("Crash! The ceiling collapses around you!"); else pline("A mysterious force %s cave around you!", (levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the"); display_nhwindow(WIN_MESSAGE, TRUE); for(dist = 1; dist <= 2; dist++) { xmin--; xmax++; /* top and bottom */ if(dist < 2) { /* the area is wider that it is high */ ymin--; ymax++; for(i = xmin+1; i < xmax; i++) { mkcavepos(i, ymin, dist, waslit, rockit); mkcavepos(i, ymax, dist, waslit, rockit); } } /* left and right */ for(i = ymin; i <= ymax; i++) { mkcavepos(xmin, i, dist, waslit, rockit); mkcavepos(xmax, i, dist, waslit, rockit); } flush_screen(1); /* make sure the new glyphs shows up */ delay_output(); } if(!rockit && levl[u.ux][u.uy].typ == CORR) { levl[u.ux][u.uy].typ = ROOM; if(waslit) levl[u.ux][u.uy].waslit = TRUE; newsym(u.ux, u.uy); /* in case player is invisible */ } vision_full_recalc = 1; /* everything changed */ } /* When digging into location , what are you actually digging into? */ int dig_typ(otmp, x, y) struct obj *otmp; xchar x, y; { boolean ispick; if (!otmp) return DIGTYP_UNDIGGABLE; ispick = is_pick(otmp); if (!ispick && !is_axe(otmp)) return DIGTYP_UNDIGGABLE; return (ispick && sobj_at(STATUE, x, y) ? DIGTYP_STATUE : ispick && sobj_at(BOULDER, x, y) ? DIGTYP_BOULDER : closed_door(x, y) ? DIGTYP_DOOR : IS_TREE(levl[x][y].typ) ? (ispick ? DIGTYP_UNDIGGABLE : DIGTYP_TREE) : ispick && IS_ROCK(levl[x][y].typ) && (!level.flags.arboreal || IS_WALL(levl[x][y].typ)) ? DIGTYP_ROCK : DIGTYP_UNDIGGABLE); } boolean is_digging() { if (occupation == dig) { return TRUE; } return FALSE; } #define BY_YOU (&youmonst) #define BY_OBJECT ((struct monst *)0) boolean dig_check(madeby, verbose, x, y) struct monst *madeby; boolean verbose; int x, y; { struct trap *ttmp = t_at(x, y); const char *verb = (madeby == BY_YOU && uwep && is_axe(uwep)) ? "chop" : "dig in"; if (On_stairs(x, y)) { if (x == xdnladder || x == xupladder) { if(verbose) pline_The("ladder resists your effort."); } else if(verbose) pline_The("stairs are too hard to %s.", verb); return(FALSE); } else if (IS_THRONE(levl[x][y].typ) && madeby != BY_OBJECT) { if(verbose) pline_The("throne is too hard to break apart."); return(FALSE); } else if (IS_ALTAR(levl[x][y].typ) && (madeby != BY_OBJECT || Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) { if(verbose) pline_The("altar is too hard to break apart."); return(FALSE); } else if (Is_airlevel(&u.uz)) { if(verbose) You("cannot %s thin air.", verb); return(FALSE); } else if (Is_waterlevel(&u.uz)) { if(verbose) pline_The("water splashes and subsides."); return(FALSE); } else if ((IS_ROCK(levl[x][y].typ) && levl[x][y].typ != SDOOR && (levl[x][y].wall_info & W_NONDIGGABLE) != 0) || (ttmp && (ttmp->ttyp == MAGIC_PORTAL || (!Can_dig_down(&u.uz) && !levl[x][y].candig)))) { if(verbose) pline_The("%s here is too hard to %s.", surface(x,y), verb); return(FALSE); } else if (sobj_at(BOULDER, x, y)) { if(verbose) There("isn't enough room to %s here.", verb); return(FALSE); } else if (madeby == BY_OBJECT && /* the block against existing traps is mainly to prevent broken wands from turning holes into pits */ (ttmp || is_pool(x,y) || is_lava(x,y))) { /* digging by player handles pools separately */ return FALSE; } return(TRUE); } STATIC_OVL int dig(VOID_ARGS) { register struct rm *lev; register xchar dpx = context.digging.pos.x, dpy = context.digging.pos.y; register boolean ispick = uwep && is_pick(uwep); const char *verb = (!uwep || is_pick(uwep)) ? "dig into" : "chop through"; lev = &levl[dpx][dpy]; /* perhaps a nymph stole your pick-axe while you were busy digging */ /* or perhaps you teleported away */ if (u.uswallow || !uwep || (!ispick && !is_axe(uwep)) || !on_level(&context.digging.level, &u.uz) || ((context.digging.down ? (dpx != u.ux || dpy != u.uy) : (distu(dpx,dpy) > 2)))) return(0); if (context.digging.down) { if(!dig_check(BY_YOU, TRUE, u.ux, u.uy)) return(0); } else { /* !context.digging.down */ if (IS_TREE(lev->typ) && !may_dig(dpx,dpy) && dig_typ(uwep, dpx, dpy) == DIGTYP_TREE) { pline("This tree seems to be petrified."); return(0); } if (IS_ROCK(lev->typ) && !may_dig(dpx,dpy) && dig_typ(uwep, dpx, dpy) == DIGTYP_ROCK) { pline("This %s is too hard to %s.", is_db_wall(dpx, dpy) ? "drawbridge" : "wall", verb); return(0); } } if(Fumbling && !rn2(3)) { switch(rn2(3)) { case 0: if(!welded(uwep)) { You("fumble and drop %s.", yname(uwep)); dropx(uwep); } else { #ifdef STEED if (u.usteed) pline("%s and %s %s!", Yobjnam2(uwep, "bounce"), otense(uwep, "hit"), mon_nam(u.usteed)); else #endif pline("Ouch! %s and %s you!", Yobjnam2(uwep, "bounce"), otense(uwep, "hit")); set_wounded_legs(RIGHT_SIDE, 5 + rnd(5)); } break; case 1: pline("Bang! You hit with the broad side of %s!", the(xname(uwep))); break; default: Your("swing misses its mark."); break; } return(0); } context.digging.effort += 10 + rn2(5) + abon() + uwep->spe - greatest_erosion(uwep) + u.udaminc; if (Race_if(PM_DWARF)) context.digging.effort *= 2; if (context.digging.down) { struct trap *ttmp = t_at(dpx, dpy); if (context.digging.effort > 250 || (ttmp && ttmp->ttyp == HOLE)) { (void) dighole(FALSE, FALSE, (coord *)0); (void) memset((genericptr_t)&context.digging, 0, sizeof context.digging); return(0); /* done with digging */ } if (context.digging.effort <= 50 || (ttmp && (ttmp->ttyp == TRAPDOOR || ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT))) { return(1); } else if (ttmp && (ttmp->ttyp == LANDMINE || (ttmp->ttyp == BEAR_TRAP && !u.utrap))) { /* digging onto a set object trap triggers it; hero should have used #untrap first */ dotrap(ttmp, FORCETRAP); /* restart completely from scratch if we resume digging */ (void) memset((genericptr_t)&context.digging, 0, sizeof context.digging); return 0; } else if (ttmp && ttmp->ttyp == BEAR_TRAP && u.utrap) { if (rnl(7) > (Fumbling ? 1 : 4)) { char kbuf[BUFSZ]; int dmg = dmgval(uwep, &youmonst) + dbon(); if (dmg < 1) dmg = 1; else if (uarmf) dmg = (dmg + 1) / 2; You("hit yourself in the %s.", body_part(FOOT)); Sprintf(kbuf, "chopping off %s own %s", uhis(), body_part(FOOT)); losehp(Maybe_Half_Phys(dmg), kbuf, KILLED_BY); } else { You("destroy the bear trap with %s.", yobjnam(uwep, (const char *)0)); u.utrap = 0; /* release from trap */ deltrap(ttmp); } /* we haven't made any progress toward a pit yet */ context.digging.effort = 0; return 0; } if (IS_ALTAR(lev->typ)) { altar_wrath(dpx, dpy); angry_priest(); } /* make pit at */ if (dighole(TRUE, FALSE, (coord *)0)) { context.digging.level.dnum = 0; context.digging.level.dlevel = -1; } return(0); } if (context.digging.effort > 100) { register const char *digtxt, *dmgtxt = (const char*) 0; register struct obj *obj; register boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE); if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) { if (break_statue(obj)) digtxt = "The statue shatters."; else /* it was a statue trap; break_statue() * printed a message and updated the screen */ digtxt = (char *)0; } else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) { struct obj *bobj; fracture_rock(obj); if ((bobj = sobj_at(BOULDER, dpx, dpy)) != 0) { /* another boulder here, restack it to the top */ obj_extract_self(bobj); place_object(bobj, dpx, dpy); } digtxt = "The boulder falls apart."; } else if (lev->typ == STONE || lev->typ == SCORR || IS_TREE(lev->typ)) { if(Is_earthlevel(&u.uz)) { if(uwep->blessed && !rn2(3)) { mkcavearea(FALSE); goto cleanup; } else if((uwep->cursed && !rn2(4)) || (!uwep->blessed && !rn2(6))) { mkcavearea(TRUE); goto cleanup; } } if (IS_TREE(lev->typ)) { digtxt = "You cut down the tree."; lev->typ = ROOM; if (!rn2(5)) (void) rnd_treefruit_at(dpx, dpy); } else { digtxt = "You succeed in cutting away some rock."; lev->typ = CORR; } } else if(IS_WALL(lev->typ)) { if(shopedge) { add_damage(dpx, dpy, 10L * ACURRSTR); dmgtxt = "damage"; } if (level.flags.is_maze_lev) { lev->typ = ROOM; } else if (level.flags.is_cavernous_lev && !in_town(dpx, dpy)) { lev->typ = CORR; } else { lev->typ = DOOR; lev->doormask = D_NODOOR; } digtxt = "You make an opening in the wall."; } else if(lev->typ == SDOOR) { cvt_sdoor_to_door(lev); /* ->typ = DOOR */ digtxt = "You break through a secret door!"; if(!(lev->doormask & D_TRAPPED)) lev->doormask = D_BROKEN; } else if(closed_door(dpx, dpy)) { digtxt = "You break through the door."; if(shopedge) { add_damage(dpx, dpy, 400L); dmgtxt = "break"; } if(!(lev->doormask & D_TRAPPED)) lev->doormask = D_BROKEN; } else return(0); /* statue or boulder got taken */ if(!does_block(dpx,dpy,&levl[dpx][dpy])) unblock_point(dpx,dpy); /* vision: can see through */ if(Blind) feel_location(dpx, dpy); else newsym(dpx, dpy); if(digtxt && !context.digging.quiet) pline1(digtxt); /* after newsym */ if(dmgtxt) pay_for_damage(dmgtxt, FALSE); if(Is_earthlevel(&u.uz) && !rn2(3)) { register struct monst *mtmp; switch(rn2(2)) { case 0: mtmp = makemon(&mons[PM_EARTH_ELEMENTAL], dpx, dpy, NO_MM_FLAGS); break; default: mtmp = makemon(&mons[PM_XORN], dpx, dpy, NO_MM_FLAGS); break; } if(mtmp) pline_The("debris from your digging comes to life!"); } if(IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) { lev->doormask = D_NODOOR; b_trapped("door", 0); newsym(dpx, dpy); } cleanup: context.digging.lastdigtime = moves; context.digging.quiet = FALSE; context.digging.level.dnum = 0; context.digging.level.dlevel = -1; return(0); } else { /* not enough effort has been spent yet */ static const char *const d_target[6] = { "", "rock", "statue", "boulder", "door", "tree" }; int dig_target = dig_typ(uwep, dpx, dpy); if (IS_WALL(lev->typ) || dig_target == DIGTYP_DOOR) { if(*in_rooms(dpx, dpy, SHOPBASE)) { pline("This %s seems too hard to %s.", IS_DOOR(lev->typ) ? "door" : "wall", verb); return(0); } } else if (dig_target == DIGTYP_UNDIGGABLE || (dig_target == DIGTYP_ROCK && !IS_ROCK(lev->typ))) return(0); /* statue or boulder got taken */ if(!did_dig_msg) { You("hit the %s with all your might.", d_target[dig_target]); did_dig_msg = TRUE; } } return(1); } /* When will hole be finished? Very rough indication used by shopkeeper. */ int holetime() { if(occupation != dig || !*u.ushops) return(-1); return ((250 - context.digging.effort) / 20); } /* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */ schar fillholetyp(x,y,fill_if_any) int x, y; boolean fill_if_any; /* force filling if it exists at all */ { register int x1, y1; int lo_x = max(1,x-1), hi_x = min(x+1,COLNO-1), lo_y = max(0,y-1), hi_y = min(y+1,ROWNO-1); int pool_cnt = 0, moat_cnt = 0, lava_cnt = 0; for (x1 = lo_x; x1 <= hi_x; x1++) for (y1 = lo_y; y1 <= hi_y; y1++) if (levl[x1][y1].typ == POOL) pool_cnt++; else if (levl[x1][y1].typ == MOAT || (levl[x1][y1].typ == DRAWBRIDGE_UP && (levl[x1][y1].drawbridgemask & DB_UNDER) == DB_MOAT)) moat_cnt++; else if (levl[x1][y1].typ == LAVAPOOL || (levl[x1][y1].typ == DRAWBRIDGE_UP && (levl[x1][y1].drawbridgemask & DB_UNDER) == DB_LAVA)) lava_cnt++; if (!fill_if_any) pool_cnt /= 3; /* not as much liquid as the others */ if ((lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1)) || (lava_cnt && fill_if_any)) return LAVAPOOL; else if ((moat_cnt > 0 && rn2(moat_cnt + 1)) || (moat_cnt && fill_if_any)) return MOAT; else if ((pool_cnt > 0 && rn2(pool_cnt + 1)) || (pool_cnt && fill_if_any)) return POOL; else return ROOM; } void digactualhole(x, y, madeby, ttyp) register int x, y; struct monst *madeby; int ttyp; { struct obj *oldobjs, *newobjs; register struct trap *ttmp; char surface_type[BUFSZ]; struct rm *lev = &levl[x][y]; boolean shopdoor; struct monst *mtmp = m_at(x, y); /* may be madeby */ boolean madeby_u = (madeby == BY_YOU); boolean madeby_obj = (madeby == BY_OBJECT); boolean at_u = (x == u.ux) && (y == u.uy); boolean wont_fall = Levitation || Flying; if (at_u && u.utrap) { if (u.utraptype == TT_BURIEDBALL) buried_ball_to_punishment(); else if (u.utraptype == TT_INFLOOR) u.utrap = 0; } /* these furniture checks were in dighole(), but wand breaking bypasses that routine and calls us directly */ if (IS_FOUNTAIN(lev->typ)) { dogushforth(FALSE); SET_FOUNTAIN_WARNED(x,y); /* force dryup */ dryup(x, y, madeby_u); return; #ifdef SINKS } else if (IS_SINK(lev->typ)) { breaksink(x, y); return; #endif } else if (lev->typ == DRAWBRIDGE_DOWN || (is_drawbridge_wall(x, y) >= 0)) { int bx = x, by = y; /* if under the portcullis, the bridge is adjacent */ (void) find_drawbridge(&bx, &by); destroy_drawbridge(bx, by); return; } if (ttyp != PIT && (!Can_dig_down(&u.uz) && !lev->candig)) { impossible("digactualhole: can't dig %s on this level.", defsyms[trap_to_defsym(ttyp)].explanation); ttyp = PIT; } /* maketrap() might change it, also, in this situation, surface() returns an inappropriate string for a grave */ if (IS_GRAVE(lev->typ)) Strcpy(surface_type, "grave"); else Strcpy(surface_type, surface(x,y)); shopdoor = IS_DOOR(lev->typ) && *in_rooms(x, y, SHOPBASE); oldobjs = level.objects[x][y]; ttmp = maketrap(x, y, ttyp); if (!ttmp) return; newobjs = level.objects[x][y]; ttmp->madeby_u = madeby_u; if (cansee(x,y)) seetrap(ttmp); else if (madeby_u) feeltrap(ttmp); if (ttyp == PIT) { if(madeby_u) { if (x != u.ux || y != u.uy) You("dig an adjacent pit."); else You("dig a pit in the %s.", surface_type); if (shopdoor) pay_for_damage("ruin", FALSE); } else if (!madeby_obj && canseemon(madeby)) pline("%s digs a pit in the %s.", Monnam(madeby), surface_type); else if (cansee(x, y) && flags.verbose) pline("A pit appears in the %s.", surface_type); if(at_u) { if (!wont_fall) { u.utrap = rn1(4,2); u.utraptype = TT_PIT; vision_full_recalc = 1; /* vision limits change */ } else u.utrap = 0; if (oldobjs != newobjs) /* something unearthed */ (void) pickup(1); /* detects pit */ } else if(mtmp) { if(is_flyer(mtmp->data) || is_floater(mtmp->data)) { if(canseemon(mtmp)) pline("%s %s over the pit.", Monnam(mtmp), (is_flyer(mtmp->data)) ? "flies" : "floats"); } else if(mtmp != madeby) (void) mintrap(mtmp); } } else { /* was TRAPDOOR now a HOLE*/ if(madeby_u) You("dig a hole through the %s.", surface_type); else if(!madeby_obj && canseemon(madeby)) pline("%s digs a hole through the %s.", Monnam(madeby), surface_type); else if(cansee(x, y) && flags.verbose) pline("A hole appears in the %s.", surface_type); if (at_u) { if (!u.ustuck && !wont_fall && !next_to_u()) { You("are jerked back by your pet!"); wont_fall = TRUE; } /* Floor objects get a chance of falling down. The case where * the hero does NOT fall down is treated here. The case * where the hero does fall down is treated in goto_level(). */ if (u.ustuck || wont_fall) { if (newobjs) impact_drop((struct obj *)0, x, y, 0); if (oldobjs != newobjs) (void) pickup(1); if (shopdoor && madeby_u) pay_for_damage("ruin", FALSE); } else { d_level newlevel; if (*u.ushops && madeby_u) shopdig(1); /* shk might snatch pack */ /* handle earlier damage, eg breaking wand of digging */ else if (!madeby_u) pay_for_damage("dig into", TRUE); You("fall through..."); /* Earlier checks must ensure that the destination * level exists and is in the present dungeon. */ newlevel.dnum = u.uz.dnum; newlevel.dlevel = u.uz.dlevel + 1; goto_level(&newlevel, FALSE, TRUE, FALSE); /* messages for arriving in special rooms */ spoteffects(FALSE); } } else { if (shopdoor && madeby_u) pay_for_damage("ruin", FALSE); if (newobjs) impact_drop((struct obj *)0, x, y, 0); if (mtmp) { /*[don't we need special sokoban handling here?]*/ if (is_flyer(mtmp->data) || is_floater(mtmp->data) || mtmp->data == &mons[PM_WUMPUS] || (mtmp->wormno && count_wsegs(mtmp) > 5) || mtmp->data->msize >= MZ_HUGE) return; if (mtmp == u.ustuck) /* probably a vortex */ return; /* temporary? kludge */ if (teleport_pet(mtmp, FALSE)) { d_level tolevel; if (Is_stronghold(&u.uz)) { assign_level(&tolevel, &valley_level); } else if (Is_botlevel(&u.uz)) { if (canseemon(mtmp)) pline("%s avoids the trap.", Monnam(mtmp)); return; } else { get_level(&tolevel, depth(&u.uz) + 1); } if (mtmp->isshk) make_angry_shk(mtmp, 0, 0); migrate_to_level(mtmp, ledger_no(&tolevel), MIGR_RANDOM, (coord *)0); } } } } } /* * Called from dighole(), but also from do_break_wand() * in apply.c. */ void liquid_flow(x, y, typ, ttmp, fillmsg) xchar x,y; schar typ; struct trap *ttmp; const char *fillmsg; { boolean u_spot = (x == u.ux && y == u.uy); if (ttmp) (void) delfloortrap(ttmp); /* if any objects were frozen here, they're released now */ unearth_objs(x, y); if (fillmsg) pline(fillmsg, typ == LAVAPOOL ? "lava" : "water"); if (u_spot && !(Levitation || Flying)) { if (typ == LAVAPOOL) (void) lava_effects(); else if (!Wwalking) (void) drown(); } } /* return TRUE if digging succeeded, FALSE otherwise */ boolean dighole(pit_only, by_magic, cc) boolean pit_only, by_magic; coord *cc; { register struct trap *ttmp; struct rm *lev; struct obj *boulder_here; schar typ; xchar dig_x,dig_y; boolean nohole; if (!cc) { dig_x = u.ux; dig_y = u.uy; } else { dig_x = cc->x; dig_y = cc->y; if (!isok(dig_x,dig_y)) return FALSE; } ttmp = t_at(dig_x, dig_y); lev = &levl[dig_x][dig_y]; nohole = (!Can_dig_down(&u.uz) && !lev->candig); if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL || nohole)) || (IS_ROCK(lev->typ) && lev->typ != SDOOR && (lev->wall_info & W_NONDIGGABLE) != 0)) { pline_The("%s %shere is too hard to dig in.", surface(dig_x,dig_y), (dig_x != u.ux || dig_y != u.uy) ? "t" : ""); } else if (is_pool(dig_x, dig_y) || is_lava(dig_x, dig_y)) { pline_The("%s sloshes furiously for a moment, then subsides.", is_lava(dig_x, dig_y) ? "lava" : "water"); wake_nearby(); /* splashing */ } else if (lev->typ == DRAWBRIDGE_DOWN || (is_drawbridge_wall(dig_x, dig_y) >= 0)) { /* drawbridge_down is the platform crossing the moat when the bridge is extended; drawbridge_wall is the open "doorway" or closed "door" where the portcullis/mechanism is located */ if (pit_only) { pline_The("drawbridge seems too hard to dig through."); return FALSE; } else { int x = dig_x, y = dig_y; /* if under the portcullis, the bridge is adjacent */ (void) find_drawbridge(&x, &y); destroy_drawbridge(x, y); return TRUE; } } else if ((boulder_here = sobj_at(BOULDER, dig_x, dig_y)) != 0) { if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) && rn2(2)) { pline_The("boulder settles into the %spit.", (dig_x != u.ux || dig_y != u.uy) ? "adjacent " : ""); ttmp->ttyp = PIT; /* crush spikes */ } else { /* * digging makes a hole, but the boulder immediately * fills it. Final outcome: no hole, no boulder. */ pline("KADOOM! The boulder falls in!"); (void) delfloortrap(ttmp); } delobj(boulder_here); return TRUE; } else if (IS_GRAVE(lev->typ)) { digactualhole(dig_x, dig_y, BY_YOU, PIT); dig_up_grave(cc); return TRUE; } else if (lev->typ == DRAWBRIDGE_UP) { /* must be floor or ice, other cases handled above */ /* dig "pit" and let fluid flow in (if possible) */ typ = fillholetyp(dig_x,dig_y,FALSE); if (typ == ROOM) { /* * We can't dig a hole here since that will destroy * the drawbridge. The following is a cop-out. --dlc */ pline_The("%s %shere is too hard to dig in.", surface(dig_x, dig_y), (dig_x != u.ux || dig_y != u.uy) ? "t" : ""); return FALSE; } lev->drawbridgemask &= ~DB_UNDER; lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT; liquid_flow(dig_x, dig_y, typ, ttmp, "As you dig, the hole fills with %s!"); return TRUE; /* the following two are here for the wand of digging */ } else if (IS_THRONE(lev->typ)) { pline_The("throne is too hard to break apart."); } else if (IS_ALTAR(lev->typ)) { pline_The("altar is too hard to break apart."); } else { typ = fillholetyp(dig_x,dig_y,FALSE); if (typ != ROOM) { lev->typ = typ; liquid_flow(dig_x, dig_y, typ, ttmp, "As you dig, the hole fills with %s!"); return TRUE; } /* magical digging disarms settable traps */ if (by_magic && ttmp && (ttmp->ttyp == LANDMINE || ttmp->ttyp == BEAR_TRAP)) { int otyp = (ttmp->ttyp == LANDMINE) ? LAND_MINE : BEARTRAP; /* convert trap into buried object (deletes trap) */ cnv_trap_obj(otyp, 1, ttmp, TRUE); } /* finally we get to make a hole */ if (nohole || pit_only) digactualhole(dig_x, dig_y, BY_YOU, PIT); else digactualhole(dig_x, dig_y, BY_YOU, HOLE); return TRUE; } return FALSE; } STATIC_OVL void dig_up_grave(cc) coord *cc; { struct obj *otmp; xchar dig_x, dig_y; if (!cc) { dig_x = u.ux; dig_y = u.uy; } else { dig_x = cc->x; dig_y = cc->y; if (!isok(dig_x,dig_y)) return ; } /* Grave-robbing is frowned upon... */ exercise(A_WIS, FALSE); if (Role_if(PM_ARCHEOLOGIST)) { adjalign(-sgn(u.ualign.type)*3); You_feel("like a despicable grave-robber!"); } else if (Role_if(PM_SAMURAI)) { adjalign(-sgn(u.ualign.type)); You("disturb the honorable dead!"); } else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) { adjalign(-sgn(u.ualign.type)); You("have violated the sanctity of this grave!"); } switch (rn2(5)) { case 0: case 1: You("unearth a corpse."); if (!!(otmp = mk_tt_object(CORPSE, dig_x, dig_y))) otmp->age -= 100; /* this is an *OLD* corpse */; break; case 2: if (!Blind) pline(Hallucination ? "Dude! The living dead!" : "The grave's owner is very upset!"); (void) makemon(mkclass(S_ZOMBIE,0), dig_x, dig_y, NO_MM_FLAGS); break; case 3: if (!Blind) pline(Hallucination ? "I want my mummy!" : "You've disturbed a tomb!"); (void) makemon(mkclass(S_MUMMY,0), dig_x, dig_y, NO_MM_FLAGS); break; default: /* No corpse */ pline_The("grave seems unused. Strange...."); break; } levl[dig_x][dig_y].typ = ROOM; del_engr_at(dig_x, dig_y); newsym(dig_x,dig_y); return; } int use_pick_axe(obj) struct obj *obj; { const char *sdp, *verb; char *dsp, dirsyms[12], qbuf[BUFSZ]; boolean ispick; int rx, ry, downok, res = 0; /* Check tool */ if (obj != uwep) { if (!wield_tool(obj, "swing")) return 0; else res = 1; } ispick = is_pick(obj); verb = ispick ? "dig" : "chop"; if (u.utrap && u.utraptype == TT_WEB) { pline("%s you can't %s while entangled in a web.", /* res==0 => no prior message; res==1 => just got "You now wield a pick-axe." message */ !res ? "Unfortunately," : "But", verb); return res; } /* construct list of directions to show player for likely choices */ downok = !!can_reach_floor(FALSE); dsp = dirsyms; for (sdp = Cmd.dirchars; *sdp; ++sdp) { /* filter out useless directions */ if (u.uswallow) { ; /* all directions are viable when swallowed */ } else if (movecmd(*sdp)) { /* normal direction, within plane of the level map; movecmd() sets u.dx, u.dy, u.dz and returns !u.dz */ if (!dxdy_moveok()) continue; /* handle NODIAG */ rx = u.ux + u.dx; ry = u.uy + u.dy; if (!isok(rx, ry) || dig_typ(obj, rx, ry) == DIGTYP_UNDIGGABLE) continue; } else { /* up or down; we used to always include down, so that there would always be at least one choice shown, but it shouldn't be a likely candidate when floating high above the floor; include up instead in that situation (as a silly candidate rather than a likely one...) */ if ((u.dz > 0) ^ downok) continue; } /* include this direction */ *dsp++ = *sdp; } *dsp = 0; Sprintf(qbuf, "In what direction do you want to %s? [%s]", verb, dirsyms); if(!getdir(qbuf)) return(res); return(use_pick_axe2(obj)); } /* MRKR: use_pick_axe() is split in two to allow autodig to bypass */ /* the "In what direction do you want to dig?" query. */ /* use_pick_axe2() uses the existing u.dx, u.dy and u.dz */ int use_pick_axe2(obj) struct obj *obj; { register int rx, ry; register struct rm *lev; struct trap *trap, *trap_with_u; int dig_target; boolean ispick = is_pick(obj); const char *verbing = ispick ? "digging" : "chopping"; if (u.uswallow && attack(u.ustuck)) { ; /* return(1) */ } else if (Underwater) { pline("Turbulence torpedoes your %s attempts.", verbing); } else if(u.dz < 0) { if(Levitation) You("don't have enough leverage."); else You_cant("reach the %s.",ceiling(u.ux,u.uy)); } else if(!u.dx && !u.dy && !u.dz) { char buf[BUFSZ]; int dam; dam = rnd(2) + dbon() + obj->spe; if (dam <= 0) dam = 1; You("hit yourself with %s.", yname(uwep)); Sprintf(buf, "%s own %s", uhis(), OBJ_NAME(objects[obj->otyp])); losehp(Maybe_Half_Phys(dam), buf, KILLED_BY); context.botl=1; return(1); } else if(u.dz == 0) { if(Stunned || (Confusion && !rn2(5))) confdir(); rx = u.ux + u.dx; ry = u.uy + u.dy; if(!isok(rx, ry)) { pline("Clash!"); return(1); } lev = &levl[rx][ry]; if(MON_AT(rx, ry) && attack(m_at(rx, ry))) return(1); dig_target = dig_typ(obj, rx, ry); if (dig_target == DIGTYP_UNDIGGABLE) { /* ACCESSIBLE or POOL */ trap = t_at(rx, ry); if (trap && trap->ttyp == WEB) { if (!trap->tseen) { seetrap(trap); There("is a spider web there!"); } pline("%s entangled in the web.", Yobjnam2(obj, "become")); /* you ought to be able to let go; tough luck */ /* (maybe `move_into_trap()' would be better) */ nomul(-d(2,2)); nomovemsg = "You pull free."; } else if (lev->typ == IRONBARS) { pline("Clang!"); wake_nearby(); } else if (IS_TREE(lev->typ)) You("need an axe to cut down a tree."); else if (IS_ROCK(lev->typ)) You("need a pick to dig rock."); else if (!ispick && (sobj_at(STATUE, rx, ry) || sobj_at(BOULDER, rx, ry))) { boolean vibrate = !rn2(3); pline("Sparks fly as you whack the %s.%s", sobj_at(STATUE, rx, ry) ? "statue" : "boulder", vibrate ? " The axe-handle vibrates violently!" : ""); if (vibrate) losehp(Maybe_Half_Phys(2), "axing a hard object", KILLED_BY); } else if (u.utrap && u.utraptype == TT_PIT && trap && (trap_with_u = t_at(u.ux, u.uy)) && (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT) && !conjoined_pits(trap, trap_with_u, FALSE)) { int idx; for (idx = 0; idx < 8; idx++) { if (xdir[idx] == u.dx && ydir[idx] == u.dy) break; } /* idx is valid if < 8 */ if (idx < 8) { int adjidx = (idx + 4) % 8; trap_with_u->conjoined |= (1 << idx); trap->conjoined |= (1 << adjidx); pline( "You clear some debris from between the pits."); } } else if (u.utrap && u.utraptype == TT_PIT && (trap_with_u = t_at(u.ux, u.uy))) { You("swing %s, but the rubble has no place to go.", yobjnam(obj, (char *)0)); } else You("swing %s through thin air.", yobjnam(obj, (char *)0)); } else { static const char * const d_action[6] = { "swinging", "digging", "chipping the statue", "hitting the boulder", "chopping at the door", "cutting the tree" }; did_dig_msg = FALSE; context.digging.quiet = FALSE; if (context.digging.pos.x != rx || context.digging.pos.y != ry || !on_level(&context.digging.level, &u.uz) || context.digging.down) { if (flags.autodig && dig_target == DIGTYP_ROCK && !context.digging.down && context.digging.pos.x == u.ux && context.digging.pos.y == u.uy && (moves <= context.digging.lastdigtime+2 && moves >= context.digging.lastdigtime)) { /* avoid messages if repeated autodigging */ did_dig_msg = TRUE; context.digging.quiet = TRUE; } context.digging.down = context.digging.chew = FALSE; context.digging.warned = FALSE; context.digging.pos.x = rx; context.digging.pos.y = ry; assign_level(&context.digging.level, &u.uz); context.digging.effort = 0; if (!context.digging.quiet) You("start %s.", d_action[dig_target]); } else { You("%s %s.", context.digging.chew ? "begin" : "continue", d_action[dig_target]); context.digging.chew = FALSE; } set_occupation(dig, verbing, 0); } } else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) { /* it must be air -- water checked above */ You("swing %s through thin air.", yobjnam(obj, (char *)0)); } else if (!can_reach_floor(FALSE)) { cant_reach_floor(u.ux, u.uy, FALSE, FALSE); } else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) { /* Monsters which swim also happen not to be able to dig */ You("cannot stay under%s long enough.", is_pool(u.ux, u.uy) ? "water" : " the lava"); } else if ((trap = t_at(u.ux, u.uy)) != 0 && uteetering_at_seen_pit(trap)) { dotrap(trap, FORCEBUNGLE); /* might escape trap and still be teetering at brink */ if (!u.utrap) cant_reach_floor(u.ux, u.uy, FALSE, TRUE); } else if (!ispick && /* can only dig down with an axe when doing so will trigger or disarm a trap here */ (!trap || (trap->ttyp != LANDMINE && trap->ttyp != BEAR_TRAP))) { pline("%s merely scratches the %s.", Yobjnam2(obj, (char *)0), surface(u.ux,u.uy)); u_wipe_engr(3); } else { if (context.digging.pos.x != u.ux || context.digging.pos.y != u.uy || !on_level(&context.digging.level, &u.uz) || !context.digging.down) { context.digging.chew = FALSE; context.digging.down = TRUE; context.digging.warned = FALSE; context.digging.pos.x = u.ux; context.digging.pos.y = u.uy; assign_level(&context.digging.level, &u.uz); context.digging.effort = 0; You("start %s downward.", verbing); if (*u.ushops) shopdig(0); } else You("continue %s downward.", verbing); did_dig_msg = FALSE; set_occupation(dig, verbing, 0); } return(1); } /* * Town Watchmen frown on damage to the town walls, trees or fountains. * It's OK to dig holes in the ground, however. * If mtmp is assumed to be a watchman, a watchman is found if mtmp == 0 * zap == TRUE if wand/spell of digging, FALSE otherwise (chewing) */ void watch_dig(mtmp, x, y, zap) struct monst *mtmp; xchar x, y; boolean zap; { struct rm *lev = &levl[x][y]; if (in_town(x, y) && (closed_door(x, y) || lev->typ == SDOOR || IS_WALL(lev->typ) || IS_FOUNTAIN(lev->typ) || IS_TREE(lev->typ))) { if (!mtmp) { for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { if (DEADMONSTER(mtmp)) continue; if ((mtmp->data == &mons[PM_WATCHMAN] || mtmp->data == &mons[PM_WATCH_CAPTAIN]) && mtmp->mcansee && m_canseeu(mtmp) && couldsee(mtmp->mx, mtmp->my) && mtmp->mpeaceful) break; } } if (mtmp) { if(zap || context.digging.warned) { verbalize("Halt, vandal! You're under arrest!"); (void) angry_guards(!!Deaf); } else { const char *str; if (IS_DOOR(lev->typ)) str = "door"; else if (IS_TREE(lev->typ)) str = "tree"; else if (IS_ROCK(lev->typ)) str = "wall"; else str = "fountain"; verbalize("Hey, stop damaging that %s!", str); context.digging.warned = TRUE; } if (is_digging()) stop_occupation(); } } } /* Return TRUE if monster died, FALSE otherwise. Called from m_move(). */ boolean mdig_tunnel(mtmp) register struct monst *mtmp; { register struct rm *here; int pile = rnd(12); here = &levl[mtmp->mx][mtmp->my]; if (here->typ == SDOOR) cvt_sdoor_to_door(here); /* ->typ = DOOR */ /* Eats away door if present & closed or locked */ if (closed_door(mtmp->mx, mtmp->my)) { if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) add_damage(mtmp->mx, mtmp->my, 0L); unblock_point(mtmp->mx, mtmp->my); /* vision */ if (here->doormask & D_TRAPPED) { here->doormask = D_NODOOR; if (mb_trapped(mtmp)) { /* mtmp is killed */ newsym(mtmp->mx, mtmp->my); return TRUE; } } else { if (!rn2(3) && flags.verbose) /* not too often.. */ You_feel("an unexpected draft."); here->doormask = D_BROKEN; } newsym(mtmp->mx, mtmp->my); return FALSE; } else if (!IS_ROCK(here->typ) && !IS_TREE(here->typ)) /* no dig */ return FALSE; /* Only rock, trees, and walls fall through to this point. */ if ((here->wall_info & W_NONDIGGABLE) != 0) { impossible("mdig_tunnel: %s at (%d,%d) is undiggable", (IS_WALL(here->typ) ? "wall" : "stone"), (int) mtmp->mx, (int) mtmp->my); return FALSE; /* still alive */ } if (IS_WALL(here->typ)) { /* KMH -- Okay on arboreal levels (room walls are still stone) */ if (!Deaf && flags.verbose && !rn2(5)) You_hear("crashing rock."); if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) add_damage(mtmp->mx, mtmp->my, 0L); if (level.flags.is_maze_lev) { here->typ = ROOM; } else if (level.flags.is_cavernous_lev && !in_town(mtmp->mx, mtmp->my)) { here->typ = CORR; } else { here->typ = DOOR; here->doormask = D_NODOOR; } } else if (IS_TREE(here->typ)) { here->typ = ROOM; if (pile && pile < 5) (void) rnd_treefruit_at(mtmp->mx, mtmp->my); } else { here->typ = CORR; if (pile && pile < 5) (void) mksobj_at((pile == 1) ? BOULDER : ROCK, mtmp->mx, mtmp->my, TRUE, FALSE); } newsym(mtmp->mx, mtmp->my); if (!sobj_at(BOULDER, mtmp->mx, mtmp->my)) unblock_point(mtmp->mx, mtmp->my); /* vision */ return FALSE; } /* digging via wand zap or spell cast */ void zap_dig() { struct rm *room; struct monst *mtmp; struct obj *otmp; struct trap *trap_with_u = (struct trap *)0; int zx, zy, diridx, digdepth, flow_x, flow_y; boolean shopdoor, shopwall, maze_dig, pitdig = FALSE, pitflow = FALSE; /* * Original effect (approximately): * from CORR: dig until we pierce a wall * from ROOM: pierce wall and dig until we reach * an ACCESSIBLE place. * Currently: dig for digdepth positions; * also down on request of Lennart Augustsson. * 3.5.0: from a PIT: dig one adjacent pit. */ if (u.uswallow) { mtmp = u.ustuck; if (!is_whirly(mtmp->data)) { if (is_animal(mtmp->data)) You("pierce %s %s wall!", s_suffix(mon_nam(mtmp)), mbodypart(mtmp, STOMACH)); mtmp->mhp = 1; /* almost dead */ expels(mtmp, mtmp->data, !is_animal(mtmp->data)); } return; } /* swallowed */ if (u.dz) { if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !Underwater) { if (u.dz < 0 || On_stairs(u.ux, u.uy)) { int dmg; if (On_stairs(u.ux, u.uy)) pline_The("beam bounces off the %s and hits the %s.", (u.ux == xdnladder || u.ux == xupladder) ? "ladder" : "stairs", ceiling(u.ux, u.uy)); You("loosen a rock from the %s.", ceiling(u.ux, u.uy)); pline("It falls on your %s!", body_part(HEAD)); dmg = rnd((uarmh && is_metallic(uarmh)) ? 2 : 6); losehp(Maybe_Half_Phys(dmg), "falling rock", KILLED_BY_AN); otmp = mksobj_at(ROCK, u.ux, u.uy, FALSE, FALSE); if (otmp) { (void)xname(otmp); /* set dknown, maybe bknown */ stackobj(otmp); } newsym(u.ux, u.uy); } else { watch_dig((struct monst *)0, u.ux, u.uy, TRUE); (void) dighole(FALSE, TRUE, (coord *)0); } } return; } /* up or down */ /* normal case: digging across the level */ shopdoor = shopwall = FALSE; maze_dig = level.flags.is_maze_lev && !Is_earthlevel(&u.uz); zx = u.ux + u.dx; zy = u.uy + u.dy; if(u.utrap && u.utraptype == TT_PIT && (trap_with_u = t_at(u.ux, u.uy))) { pitdig = TRUE; for (diridx = 0; diridx < 8; diridx++) { if (xdir[diridx] == u.dx && ydir[diridx] == u.dy) break; /* diridx is valid if < 8 */ } } digdepth = rn1(18, 8); tmp_at(DISP_BEAM, cmap_to_glyph(S_digbeam)); while (--digdepth >= 0) { if (!isok(zx,zy)) break; room = &levl[zx][zy]; tmp_at(zx,zy); delay_output(); /* wait a little bit */ if (pitdig) { /* we are already in a pit if this is true */ coord cc; struct trap *adjpit = t_at(zx,zy); if ((diridx < 8) && !conjoined_pits(adjpit, trap_with_u, FALSE)) { digdepth = 0; /* limited to the adjacent location only */ if (!(adjpit && (adjpit->ttyp == PIT || adjpit->ttyp == SPIKED_PIT))) { char buf[BUFSZ]; cc.x = zx; cc.y = zy; if (!adj_pit_checks(&cc, buf)) { if (buf[0]) pline1(buf); } else { /* this can also result in a pool at zx,zy */ dighole(TRUE, TRUE, &cc); adjpit = t_at(zx,zy); } } if (adjpit && (adjpit->ttyp == PIT || adjpit->ttyp == SPIKED_PIT)) { int adjidx = (diridx + 4) % 8; trap_with_u->conjoined |= (1 << diridx); adjpit->conjoined |= (1 << adjidx); flow_x = zx; flow_y = zy; pitflow = TRUE; } if (is_pool(zx,zy) || is_lava(zx,zy)) { flow_x = zx - u.dx; flow_y = zy - u.dy; pitflow = TRUE; } break; } } else if (closed_door(zx, zy) || room->typ == SDOOR) { if (*in_rooms(zx,zy,SHOPBASE)) { add_damage(zx, zy, 400L); shopdoor = TRUE; } if (room->typ == SDOOR) room->typ = DOOR; else if (cansee(zx, zy)) pline_The("door is razed!"); watch_dig((struct monst *)0, zx, zy, TRUE); room->doormask = D_NODOOR; unblock_point(zx,zy); /* vision */ digdepth -= 2; if (maze_dig) break; } else if (maze_dig) { if (IS_WALL(room->typ)) { if (!(room->wall_info & W_NONDIGGABLE)) { if (*in_rooms(zx,zy,SHOPBASE)) { add_damage(zx, zy, 200L); shopwall = TRUE; } room->typ = ROOM; unblock_point(zx,zy); /* vision */ } else if (!Blind) pline_The("wall glows then fades."); break; } else if (IS_TREE(room->typ)) { /* check trees before stone */ if (!(room->wall_info & W_NONDIGGABLE)) { room->typ = ROOM; unblock_point(zx,zy); /* vision */ } else if (!Blind) pline_The("tree shudders but is unharmed."); break; } else if (room->typ == STONE || room->typ == SCORR) { if (!(room->wall_info & W_NONDIGGABLE)) { room->typ = CORR; unblock_point(zx,zy); /* vision */ } else if (!Blind) pline_The("rock glows then fades."); break; } } else if (IS_ROCK(room->typ)) { if (!may_dig(zx,zy)) break; if (IS_WALL(room->typ) || room->typ == SDOOR) { if (*in_rooms(zx,zy,SHOPBASE)) { add_damage(zx, zy, 200L); shopwall = TRUE; } watch_dig((struct monst *)0, zx, zy, TRUE); if (level.flags.is_cavernous_lev && !in_town(zx, zy)) { room->typ = CORR; } else { room->typ = DOOR; room->doormask = D_NODOOR; } digdepth -= 2; } else if (IS_TREE(room->typ)) { room->typ = ROOM; digdepth -= 2; } else { /* IS_ROCK but not IS_WALL or SDOOR */ room->typ = CORR; digdepth--; } unblock_point(zx,zy); /* vision */ } zx += u.dx; zy += u.dy; } /* while */ tmp_at(DISP_END,0); /* closing call */ if (pitflow) { struct trap *ttmp = t_at(flow_x, flow_y); if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT)) { schar filltyp = fillholetyp(ttmp->tx, ttmp->ty, TRUE); if (filltyp != ROOM) pit_flow(ttmp, filltyp); } } if (shopdoor || shopwall) pay_for_damage(shopdoor ? "destroy" : "dig into", FALSE); return; } /* * This checks what is on the surface above the * location where an adjacent pit might be created if * you're zapping a wand of digging laterally while * down in the pit. */ STATIC_OVL int adj_pit_checks(cc, msg) coord *cc; char *msg; { int ltyp; struct rm *room; const char *foundation_msg = "The foundation is too hard to dig through from this angle."; if (!cc) return FALSE; if (!isok(cc->x,cc->y)) return FALSE; if (msg) *msg = '\0'; room = &levl[cc->x][cc->y]; ltyp = room->typ; if (is_pool(cc->x, cc->y) || is_lava(cc->x, cc->y)) { /* this is handled by the caller after we return FALSE */ return FALSE; } else if (closed_door(cc->x, cc->y) || room->typ == SDOOR) { /* We reject this here because dighole() isn't prepared to deal with this case */ Strcpy(msg, foundation_msg); return FALSE; } else if (IS_WALL(ltyp)) { /* if (room->wall_info & W_NONDIGGABLE) */ Strcpy(msg, foundation_msg); return FALSE; } else if (IS_TREE(ltyp)) { /* check trees before stone */ /* if (room->wall_info & W_NONDIGGABLE) */ Strcpy(msg, "The tree's roots glow then fade."); return FALSE; } else if (ltyp == STONE || ltyp == SCORR) { if (room->wall_info & W_NONDIGGABLE) { Strcpy(msg, "The rock glows then fades."); return FALSE; } } else if (ltyp == IRONBARS) { /* "set of iron bars" */ Strcpy(msg, "The bars go much deeper than your pit."); #if 0 } else if (is_lava(cc->x,cc->y)) { } else if (is_ice(cc->x,cc->y)) { } else if (is_pool(cc->x,cc->y)) { } else if (IS_GRAVE(ltyp)) { #endif #ifdef SINKS } else if (IS_SINK(ltyp)) { Strcpy(msg, "A tangled mass of plumbing remains below the sink."); return FALSE; #endif } else if ((cc->x == xupladder && cc->y == yupladder) || /* "ladder up" */ (cc->x == xdnladder && cc->y == ydnladder)) { /* "ladder down" */ Strcpy(msg, "The ladder is unaffected."); return FALSE; } else { const char *supporting = (const char *)0; if (IS_FOUNTAIN(ltyp)) supporting = "fountain"; else if (IS_THRONE(ltyp)) supporting = "throne"; else if (IS_ALTAR(ltyp)) supporting = "altar"; else if ((cc->x == xupstair && cc->y == yupstair) || (cc->x == sstairs.sx && cc->y == sstairs.sy && sstairs.up)) /* "staircase up" */ supporting = "stairs"; else if ((cc->x == xdnstair && cc->y == ydnstair) || (cc->x == sstairs.sx && cc->y == sstairs.sy && !sstairs.up)) /* "staircase down" */ supporting = "stairs"; else if ((ltyp == DRAWBRIDGE_DOWN) || /* "lowered drawbridge" */ (ltyp == DBWALL)) /* "raised drawbridge" */ supporting = "drawbridge"; if (supporting) { Sprintf(msg, "The %s%ssupporting structures remain intact.", supporting ? s_suffix(supporting) : "", supporting ? " " : ""); return FALSE; } } return TRUE; } /* * Ensure that all conjoined pits fill up. */ STATIC_OVL void pit_flow(trap, filltyp) struct trap *trap; schar filltyp; { int idx; if (trap && (filltyp != ROOM) && (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) { struct trap t; t = *trap; levl[trap->tx][trap->ty].typ = filltyp; liquid_flow(trap->tx, trap->ty, filltyp, trap, (trap->tx == u.ux && trap->ty == u.uy) ? "Suddenly %s flows in from the adjacent pit!": (char *)0); for(idx = 0; idx < 8; ++idx) { if (t.conjoined & (1 << idx)) { int x, y; struct trap *t2; x = t.tx + xdir[idx]; y = t.ty + ydir[idx]; t2 = t_at(x,y); #if 0 /* cannot do this back-check; liquid_flow() * called deltrap() which cleaned up the * conjoined fields on both pits. */ if (t2 && (t2->conjoined & (1 << ((idx + 4) % 8)))) #endif /* recursion */ pit_flow(t2, filltyp); } } } } struct obj * buried_ball(cc) coord *cc; { xchar check_x, check_y; struct obj *otmp, *otmp2; if (u.utraptype == TT_BURIEDBALL) for (otmp = level.buriedobjlist; otmp; otmp = otmp2) { otmp2 = otmp->nobj; if (otmp->otyp != HEAVY_IRON_BALL) continue; /* try the exact location first */ if (otmp->ox == cc->x && otmp->oy == cc->y) return otmp; /* Now try the vicinity */ /* * (x-2,y-2) (x+2,y-2) * (x,y) * (x-2,y+2) (x+2,y+2) */ for (check_x = cc->x-2; check_x <= cc->x+2; ++check_x) for (check_y = cc->y-2; check_y <= cc->y+2; ++check_y) { if (check_x == cc->x && check_y == cc->y) continue; if (isok(check_x, check_y) && (otmp->ox == check_x && otmp->oy == check_y)) { cc->x = check_x; cc->y = check_y; return otmp; } } } return (struct obj *)0; } void buried_ball_to_punishment() { coord cc; struct obj *ball; cc.x = u.ux; cc.y = u.uy; ball = buried_ball(&cc); if (ball) { obj_extract_self(ball); #if 0 /* rusting buried metallic objects is not implemented yet */ if (ball->timed) (void) stop_timer(RUST_METAL, obj_to_any(ball)); #endif punish(ball); /* use ball as flag for unearthed buried ball */ u.utrap = 0; u.utraptype = 0; del_engr_at(cc.x, cc.y); newsym(cc.x, cc.y); } } void buried_ball_to_freedom() { coord cc; struct obj *ball; cc.x = u.ux; cc.y = u.uy; ball = buried_ball(&cc); if (ball) { obj_extract_self(ball); #if 0 /* rusting buried metallic objects is not implemented yet */ if (ball->timed) (void) stop_timer(RUST_METAL, obj_to_any(ball)); #endif place_object(ball, cc.x, cc.y); stackobj(ball); u.utrap = 0; u.utraptype = 0; del_engr_at(cc.x, cc.y); newsym(cc.x, cc.y); } } /* move objects from fobj/nexthere lists to buriedobjlist, keeping position */ /* information */ struct obj * bury_an_obj(otmp) struct obj *otmp; { struct obj *otmp2; boolean under_ice; #ifdef DEBUG pline("bury_an_obj: %s", xname(otmp)); #endif if (otmp == uball) { unpunish(); u.utrap = rn1(50,20); u.utraptype = TT_BURIEDBALL; pline_The("iron ball gets buried!"); } /* after unpunish(), or might get deallocated chain */ otmp2 = otmp->nexthere; /* * obj_resists(,0,0) prevents Rider corpses from being buried. * It also prevents The Amulet and invocation tools from being * buried. Since they can't be confined to bags and statues, * it makes sense that they can't be buried either, even though * the real reason there (direct accessibility when carried) is * completely different. */ if (otmp == uchain || obj_resists(otmp, 0, 0)) return(otmp2); if (otmp->otyp == LEASH && otmp->leashmon != 0) o_unleash(otmp); if (otmp->lamplit && otmp->otyp != POT_OIL) end_burn(otmp, TRUE); obj_extract_self(otmp); under_ice = is_ice(otmp->ox, otmp->oy); if (otmp->otyp == ROCK && !under_ice) { /* merges into burying material */ obfree(otmp, (struct obj *)0); return(otmp2); } /* * Start a rot on organic material. Not corpses -- they * are already handled. */ if (otmp->otyp == CORPSE) { ; /* should cancel timer if under_ice */ } else if ((under_ice ? otmp->oclass == POTION_CLASS : is_organic(otmp)) && !obj_resists(otmp, 5, 95)) { (void) start_timer((under_ice ? 0L : 250L) + (long)rnd(250), TIMER_OBJECT, ROT_ORGANIC, obj_to_any(otmp)); } #if 0 /* rusting of buried metal not yet implemented */ else if (is_rustprone(otmp)) { (void) start_timer((long)rnd(otmp->otyp == HEAVY_IRON_BALL ? 1500 : 250), TIMER_OBJECT, RUST_METAL, obj_to_any(otmp)); } #endif add_to_buried(otmp); return(otmp2); } void bury_objs(x, y) int x, y; { struct obj *otmp, *otmp2; #ifdef DEBUG if(level.objects[x][y] != (struct obj *)0) pline("bury_objs: at %d, %d", x, y); #endif for (otmp = level.objects[x][y]; otmp; otmp = otmp2) otmp2 = bury_an_obj(otmp); /* don't expect any engravings here, but just in case */ del_engr_at(x, y); newsym(x, y); } /* move objects from buriedobjlist to fobj/nexthere lists */ void unearth_objs(x, y) int x, y; { struct obj *otmp, *otmp2, *bball; coord cc; #ifdef DEBUG pline("unearth_objs: at %d, %d", x, y); #endif cc.x = x; cc.y = y; bball = buried_ball(&cc); for (otmp = level.buriedobjlist; otmp; otmp = otmp2) { otmp2 = otmp->nobj; if (otmp->ox == x && otmp->oy == y) { if (bball && otmp == bball && u.utraptype == TT_BURIEDBALL) buried_ball_to_punishment(); else { obj_extract_self(otmp); if (otmp->timed) (void) stop_timer(ROT_ORGANIC, obj_to_any(otmp)); place_object(otmp, x, y); stackobj(otmp); } } } del_engr_at(x, y); newsym(x, y); } /* * The organic material has rotted away while buried. As an expansion, * we could add add partial damage. A damage count is kept in the object * and every time we are called we increment the count and reschedule another * timeout. Eventually the object rots away. * * This is used by buried objects other than corpses. When a container rots * away, any contents become newly buried objects. */ /* ARGSUSED */ void rot_organic(arg, timeout) anything *arg; long timeout; /* unused */ { struct obj *obj = arg->a_obj; while (Has_contents(obj)) { /* We don't need to place contained object on the floor first, but we do need to update its map coordinates. */ obj->cobj->ox = obj->ox, obj->cobj->oy = obj->oy; /* Everything which can be held in a container can also be buried, so bury_an_obj's use of obj_extract_self insures that Has_contents(obj) will eventually become false. */ (void)bury_an_obj(obj->cobj); } obj_extract_self(obj); obfree(obj, (struct obj *) 0); } /* * Called when a corpse has rotted completely away. */ void rot_corpse(arg, timeout) anything *arg; long timeout; /* unused */ { xchar x = 0, y = 0; struct obj *obj = arg->a_obj; boolean on_floor = obj->where == OBJ_FLOOR, in_invent = obj->where == OBJ_INVENT; if (on_floor) { x = obj->ox; y = obj->oy; } else if (in_invent) { if (flags.verbose) { char *cname = corpse_xname(obj, (const char *)0, CXN_NO_PFX); Your("%s%s %s away%c", obj == uwep ? "wielded " : nul, cname, otense(obj, "rot"), obj == uwep ? '!' : '.'); } if (obj == uwep) { uwepgone(); /* now bare handed */ stop_occupation(); } else if (obj == uswapwep) { uswapwepgone(); stop_occupation(); } else if (obj == uquiver) { uqwepgone(); stop_occupation(); } } else if (obj->where == OBJ_MINVENT && obj->owornmask) { if (obj == MON_WEP(obj->ocarry)) { setmnotwielded(obj->ocarry,obj); MON_NOWEP(obj->ocarry); } } rot_organic(arg, timeout); if (on_floor) { struct monst *mtmp = m_at(x, y); /* a hiding monster may be exposed */ if (mtmp && !OBJ_AT(x, y) && mtmp->mundetected && hides_under(mtmp->data)) { mtmp->mundetected = 0; } newsym(x, y); } else if (in_invent) update_inventory(); } #if 0 void bury_monst(mtmp) struct monst *mtmp; { #ifdef DEBUG pline("bury_monst: %s", mon_nam(mtmp)); #endif if(canseemon(mtmp)) { if(is_flyer(mtmp->data) || is_floater(mtmp->data)) { pline_The("%s opens up, but %s is not swallowed!", surface(mtmp->mx, mtmp->my), mon_nam(mtmp)); return; } else pline_The("%s opens up and swallows %s!", surface(mtmp->mx, mtmp->my), mon_nam(mtmp)); } mtmp->mburied = TRUE; wakeup(mtmp); /* at least give it a chance :-) */ newsym(mtmp->mx, mtmp->my); } void bury_you() { #ifdef DEBUG pline("bury_you"); #endif if (!Levitation && !Flying) { if(u.uswallow) You_feel("a sensation like falling into a trap!"); else pline_The("%s opens beneath you and you fall in!", surface(u.ux, u.uy)); u.uburied = TRUE; if(!Strangled && !Breathless) Strangled = 6; under_ground(1); } } void unearth_you() { #ifdef DEBUG pline("unearth_you"); #endif u.uburied = FALSE; under_ground(0); if(!uamul || uamul->otyp != AMULET_OF_STRANGULATION) Strangled = 0; vision_recalc(0); } void escape_tomb() { #ifdef DEBUG pline("escape_tomb"); #endif if ((Teleportation || can_teleport(youmonst.data)) && (Teleport_control || rn2(3) < Luck+2)) { You("attempt a teleport spell."); (void) dotele(); /* calls unearth_you() */ } else if(u.uburied) { /* still buried after 'port attempt */ boolean good; if(amorphous(youmonst.data) || Passes_walls || noncorporeal(youmonst.data) || (unsolid(youmonst.data) && youmonst.data != &mons[PM_WATER_ELEMENTAL]) || (tunnels(youmonst.data) && !needspick(youmonst.data))) { You("%s up through the %s.", (tunnels(youmonst.data) && !needspick(youmonst.data)) ? "try to tunnel" : (amorphous(youmonst.data)) ? "ooze" : "phase", surface(u.ux, u.uy)); if(tunnels(youmonst.data) && !needspick(youmonst.data)) good = dighole(TRUE, FALSE, (coord *)0); else good = TRUE; if(good) unearth_you(); } } } void bury_obj(otmp) struct obj *otmp; { #ifdef DEBUG pline("bury_obj"); #endif if(cansee(otmp->ox, otmp->oy)) pline_The("objects on the %s tumble into a hole!", surface(otmp->ox, otmp->oy)); bury_objs(otmp->ox, otmp->oy); } #endif #ifdef DEBUG int wiz_debug_cmd() /* in this case, bury everything at your loc and around */ { int x, y; for (x = u.ux - 1; x <= u.ux + 1; x++) for (y = u.uy - 1; y <= u.uy + 1; y++) if (isok(x,y)) bury_objs(x,y); return 0; } #endif /* DEBUG */ /*dig.c*/