While looking at fixing the mfrozen issue for monsters (there's no
way to tell whether it's been caused by sleep or paralysis, necessitating
that some messages be vague or suppressed when actions impact monsters
who can't move), I noticed a drawbridge bug for the hero. It was using
the misleadingly named Sleeping intrinsic incorrectly. When that is
nonzero, the hero is prone to falling asleep at random intervals, not
necessarily asleep right now. I've always intended to rename it to
something that's not misleading, but hadn't ever gotten around to doing
so, until now: change the SLEEPING property to SLEEPY and the Sleeping
intrinsic/attribute to Sleepy.
This may be moot for the drawbridge. I can't remember any hero ever
jumping to safety instead of being crushed by either the bridge or its
portcullis, and I'm sure sleepiness hasn't been a factor. So I haven't
included any fixes entry about misusing Sleeping when it meant u.usleep
(or better yet, unconscious(); or even better, Unaware [a post-3.4.3
pseudo-property that tests both unconscious() and fainted() when checking
whether hero is incapacitated]).
965 lines
24 KiB
C
965 lines
24 KiB
C
/* NetHack 3.5 dbridge.c $Date$ $Revision$ */
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/* Copyright (c) 1989 by Jean-Christophe Collet */
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/* NetHack may be freely redistributed. See license for details. */
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/*
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* This file contains the drawbridge manipulation (create, open, close,
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* destroy).
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*
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* Added comprehensive monster-handling, and the "entity" structure to
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* deal with players as well. - 11/89
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*
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* Any traps and/or engravings at either the portcullis or span location
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* are destroyed whenever the bridge is lowered, raised, or destroyed.
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* (Engraving handling could be extended to flag whether an engraving on
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* the DB_UNDER surface is hidden by the lowered bridge, or one on the
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* bridge itself is hidden because the bridge has been raised, but that
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* seems like an awful lot of effort for very little gain.)
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*/
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#include "hack.h"
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STATIC_DCL void FDECL(get_wall_for_db, (int *, int *));
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STATIC_DCL struct entity *FDECL(e_at, (int, int));
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STATIC_DCL void FDECL(m_to_e, (struct monst *, int, int, struct entity *));
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STATIC_DCL void FDECL(u_to_e, (struct entity *));
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STATIC_DCL void FDECL(set_entity, (int, int, struct entity *));
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STATIC_DCL const char *FDECL(e_nam, (struct entity *));
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#ifdef D_DEBUG
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static const char *FDECL(Enam, (struct entity *)); /* unused */
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#endif
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STATIC_DCL const char *FDECL(E_phrase, (struct entity *, const char *));
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STATIC_DCL boolean FDECL(e_survives_at, (struct entity *, int, int));
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STATIC_DCL void FDECL(e_died, (struct entity *, int, int));
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STATIC_DCL boolean FDECL(automiss, (struct entity *));
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STATIC_DCL boolean FDECL(e_missed, (struct entity *, BOOLEAN_P));
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STATIC_DCL boolean FDECL(e_jumps, (struct entity *));
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STATIC_DCL void FDECL(do_entity, (struct entity *));
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boolean
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is_pool(x,y)
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int x,y;
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{
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schar ltyp;
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if (!isok(x,y)) return FALSE;
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ltyp = levl[x][y].typ;
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if (ltyp == POOL || ltyp == MOAT || ltyp == WATER) return TRUE;
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if (ltyp == DRAWBRIDGE_UP &&
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(levl[x][y].drawbridgemask & DB_UNDER) == DB_MOAT) return TRUE;
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return FALSE;
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}
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boolean
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is_lava(x,y)
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int x,y;
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{
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schar ltyp;
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if (!isok(x,y)) return FALSE;
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ltyp = levl[x][y].typ;
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if (ltyp == LAVAPOOL
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|| (ltyp == DRAWBRIDGE_UP
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&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_LAVA)) return TRUE;
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return FALSE;
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}
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boolean
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is_ice(x,y)
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int x,y;
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{
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schar ltyp;
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if (!isok(x,y)) return FALSE;
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ltyp = levl[x][y].typ;
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if (ltyp == ICE
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|| (ltyp == DRAWBRIDGE_UP
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&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_ICE)) return TRUE;
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return FALSE;
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}
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/*
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* We want to know whether a wall (or a door) is the portcullis (passageway)
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* of an eventual drawbridge.
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*
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* Return value: the direction of the drawbridge.
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*/
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int
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is_drawbridge_wall(x,y)
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int x,y;
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{
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struct rm *lev;
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lev = &levl[x][y];
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if (lev->typ != DOOR && lev->typ != DBWALL)
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return (-1);
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if (IS_DRAWBRIDGE(levl[x+1][y].typ) &&
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(levl[x+1][y].drawbridgemask & DB_DIR) == DB_WEST)
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return (DB_WEST);
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if (IS_DRAWBRIDGE(levl[x-1][y].typ) &&
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(levl[x-1][y].drawbridgemask & DB_DIR) == DB_EAST)
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return (DB_EAST);
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if (IS_DRAWBRIDGE(levl[x][y-1].typ) &&
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(levl[x][y-1].drawbridgemask & DB_DIR) == DB_SOUTH)
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return (DB_SOUTH);
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if (IS_DRAWBRIDGE(levl[x][y+1].typ) &&
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(levl[x][y+1].drawbridgemask & DB_DIR) == DB_NORTH)
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return (DB_NORTH);
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return (-1);
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}
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/*
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* Use is_db_wall where you want to verify that a
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* drawbridge "wall" is UP in the location x, y
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* (instead of UP or DOWN, as with is_drawbridge_wall).
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*/
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boolean
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is_db_wall(x,y)
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int x,y;
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{
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return((boolean)( levl[x][y].typ == DBWALL ));
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}
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/*
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* Return true with x,y pointing to the drawbridge if x,y initially indicate
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* a drawbridge or drawbridge wall.
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*/
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boolean
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find_drawbridge(x,y)
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int *x,*y;
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{
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int dir;
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if (IS_DRAWBRIDGE(levl[*x][*y].typ))
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return TRUE;
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dir = is_drawbridge_wall(*x,*y);
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if (dir >= 0) {
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switch(dir) {
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case DB_NORTH: (*y)++; break;
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case DB_SOUTH: (*y)--; break;
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case DB_EAST: (*x)--; break;
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case DB_WEST: (*x)++; break;
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}
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return TRUE;
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}
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return FALSE;
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}
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/*
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* Find the drawbridge wall associated with a drawbridge.
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*/
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STATIC_OVL void
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get_wall_for_db(x,y)
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int *x,*y;
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{
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switch (levl[*x][*y].drawbridgemask & DB_DIR) {
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case DB_NORTH: (*y)--; break;
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case DB_SOUTH: (*y)++; break;
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case DB_EAST: (*x)++; break;
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case DB_WEST: (*x)--; break;
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}
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}
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/*
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* Creation of a drawbridge at pos x,y.
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* dir is the direction.
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* flag must be put to TRUE if we want the drawbridge to be opened.
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*/
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boolean
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create_drawbridge(x,y,dir,flag)
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int x,y,dir;
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boolean flag;
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{
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int x2,y2;
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boolean horiz;
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boolean lava = levl[x][y].typ == LAVAPOOL; /* assume initialized map */
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x2 = x; y2 = y;
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switch(dir) {
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case DB_NORTH:
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horiz = TRUE;
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y2--;
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break;
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case DB_SOUTH:
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horiz = TRUE;
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y2++;
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break;
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case DB_EAST:
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horiz = FALSE;
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x2++;
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break;
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default:
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impossible("bad direction in create_drawbridge");
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/* fall through */
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case DB_WEST:
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horiz = FALSE;
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x2--;
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break;
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}
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if (!IS_WALL(levl[x2][y2].typ))
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return(FALSE);
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if (flag) { /* We want the bridge open */
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levl[x][y].typ = DRAWBRIDGE_DOWN;
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levl[x2][y2].typ = DOOR;
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levl[x2][y2].doormask = D_NODOOR;
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} else {
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levl[x][y].typ = DRAWBRIDGE_UP;
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levl[x2][y2].typ = DBWALL;
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/* Drawbridges are non-diggable. */
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levl[x2][y2].wall_info = W_NONDIGGABLE;
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}
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levl[x][y].horizontal = !horiz;
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levl[x2][y2].horizontal = horiz;
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levl[x][y].drawbridgemask = dir;
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if(lava) levl[x][y].drawbridgemask |= DB_LAVA;
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return(TRUE);
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}
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struct entity {
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struct monst *emon; /* youmonst for the player */
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struct permonst *edata; /* must be non-zero for record to be valid */
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int ex, ey;
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};
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#define ENTITIES 2
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static NEARDATA struct entity occupants[ENTITIES];
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STATIC_OVL
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struct entity *
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e_at(x, y)
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int x, y;
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{
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int entitycnt;
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for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++)
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if ((occupants[entitycnt].edata) &&
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(occupants[entitycnt].ex == x) &&
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(occupants[entitycnt].ey == y))
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break;
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#ifdef D_DEBUG
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pline("entitycnt = %d", entitycnt);
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wait_synch();
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#endif
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return((entitycnt == ENTITIES)?
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(struct entity *)0 : &(occupants[entitycnt]));
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}
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STATIC_OVL void
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m_to_e(mtmp, x, y, etmp)
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struct monst *mtmp;
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int x, y;
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struct entity *etmp;
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{
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etmp->emon = mtmp;
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if (mtmp) {
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etmp->ex = x;
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etmp->ey = y;
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if (mtmp->wormno && (x != mtmp->mx || y != mtmp->my))
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etmp->edata = &mons[PM_LONG_WORM_TAIL];
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else
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etmp->edata = mtmp->data;
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} else
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etmp->edata = (struct permonst *)0;
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}
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STATIC_OVL void
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u_to_e(etmp)
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struct entity *etmp;
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{
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etmp->emon = &youmonst;
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etmp->ex = u.ux;
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etmp->ey = u.uy;
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etmp->edata = youmonst.data;
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}
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STATIC_OVL void
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set_entity(x, y, etmp)
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int x, y;
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struct entity *etmp;
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{
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if ((x == u.ux) && (y == u.uy))
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u_to_e(etmp);
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else if (MON_AT(x, y))
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m_to_e(m_at(x, y), x, y, etmp);
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else
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etmp->edata = (struct permonst *)0;
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}
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#define is_u(etmp) (etmp->emon == &youmonst)
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#define e_canseemon(etmp) (is_u(etmp) ? (boolean)TRUE : canseemon(etmp->emon))
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/*
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* e_strg is a utility routine which is not actually in use anywhere, since
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* the specialized routines below suffice for all current purposes.
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*/
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/* #define e_strg(etmp, func) (is_u(etmp)? (char *)0 : func(etmp->emon)) */
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STATIC_OVL const char *
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e_nam(etmp)
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struct entity *etmp;
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{
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return(is_u(etmp)? "you" : mon_nam(etmp->emon));
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}
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#ifdef D_DEBUG
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/*
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* Enam is another unused utility routine: E_phrase is preferable.
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*/
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static const char *
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Enam(etmp)
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struct entity *etmp;
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{
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return(is_u(etmp)? "You" : Monnam(etmp->emon));
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}
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#endif /* D_DEBUG */
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/*
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* Generates capitalized entity name, makes 2nd -> 3rd person conversion on
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* verb, where necessary.
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*/
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STATIC_OVL const char *
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E_phrase(etmp, verb)
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struct entity *etmp;
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const char *verb;
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{
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static char wholebuf[80];
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Strcpy(wholebuf, is_u(etmp) ? "You" : Monnam(etmp->emon));
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if (!*verb) return(wholebuf);
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Strcat(wholebuf, " ");
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if (is_u(etmp))
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Strcat(wholebuf, verb);
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else
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Strcat(wholebuf, vtense((char *)0, verb));
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return(wholebuf);
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}
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|
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/*
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* Simple-minded "can it be here?" routine
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*/
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STATIC_OVL boolean
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e_survives_at(etmp, x, y)
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struct entity *etmp;
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int x, y;
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{
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if (noncorporeal(etmp->edata))
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return(TRUE);
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if (is_pool(x, y))
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return (boolean)((is_u(etmp) &&
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(Wwalking || Amphibious || Swimming ||
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Flying || Levitation)) ||
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is_swimmer(etmp->edata) || is_flyer(etmp->edata) ||
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is_floater(etmp->edata));
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/* must force call to lava_effects in e_died if is_u */
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if (is_lava(x, y))
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return (boolean)((is_u(etmp) && (Levitation || Flying)) ||
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likes_lava(etmp->edata) || is_flyer(etmp->edata));
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if (is_db_wall(x, y))
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return((boolean)(is_u(etmp) ? Passes_walls :
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passes_walls(etmp->edata)));
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return(TRUE);
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}
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STATIC_OVL void
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e_died(etmp, dest, how)
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struct entity *etmp;
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int dest, how;
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{
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if (is_u(etmp)) {
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if (how == DROWNING) {
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killer.name[0] = 0; /* drown() sets its own killer */
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(void) drown();
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} else if (how == BURNING) {
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killer.name[0] = 0; /* lava_effects() sets own killer */
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(void) lava_effects();
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} else {
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coord xy;
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|
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/* use more specific killer if specified */
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if (!killer.name[0]) {
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killer.format = KILLED_BY_AN;
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Strcpy(killer.name, "falling drawbridge");
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}
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done(how);
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/* So, you didn't die */
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if (!e_survives_at(etmp, etmp->ex, etmp->ey)) {
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if (enexto(&xy, etmp->ex, etmp->ey, etmp->edata)) {
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pline("A %s force teleports you away...",
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Hallucination ? "normal" : "strange");
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teleds(xy.x, xy.y, FALSE);
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}
|
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/* otherwise on top of the drawbridge is the
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* only viable spot in the dungeon, so stay there
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*/
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}
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}
|
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/* we might have crawled out of the moat to survive */
|
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etmp->ex = u.ux, etmp->ey = u.uy;
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} else {
|
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int entitycnt;
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|
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killer.name[0] = 0;
|
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/* fake "digested to death" damage-type suppresses corpse */
|
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#define mk_message(dest) ((dest & 1) ? "" : (char *)0)
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#define mk_corpse(dest) ((dest & 2) ? AD_DGST : AD_PHYS)
|
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/* if monsters are moving, one of them caused the destruction */
|
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if (context.mon_moving)
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monkilled(etmp->emon, mk_message(dest), mk_corpse(dest));
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else /* you caused it */
|
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xkilled(etmp->emon, dest);
|
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etmp->edata = (struct permonst *)0;
|
|
|
|
/* dead long worm handling */
|
|
for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++) {
|
|
if (etmp != &(occupants[entitycnt]) &&
|
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etmp->emon == occupants[entitycnt].emon)
|
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occupants[entitycnt].edata = (struct permonst *)0;
|
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}
|
|
#undef mk_message
|
|
#undef mk_corpse
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* These are never directly affected by a bridge or portcullis.
|
|
*/
|
|
|
|
STATIC_OVL boolean
|
|
automiss(etmp)
|
|
struct entity *etmp;
|
|
{
|
|
return (boolean)((is_u(etmp) ? Passes_walls :
|
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passes_walls(etmp->edata)) || noncorporeal(etmp->edata));
|
|
}
|
|
|
|
/*
|
|
* Does falling drawbridge or portcullis miss etmp?
|
|
*/
|
|
|
|
STATIC_OVL boolean
|
|
e_missed(etmp, chunks)
|
|
struct entity *etmp;
|
|
boolean chunks;
|
|
{
|
|
int misses;
|
|
|
|
#ifdef D_DEBUG
|
|
if (chunks)
|
|
pline("Do chunks miss?");
|
|
#endif
|
|
if (automiss(etmp))
|
|
return(TRUE);
|
|
|
|
if (is_flyer(etmp->edata) &&
|
|
(is_u(etmp)? !Unaware :
|
|
(etmp->emon->mcanmove && !etmp->emon->msleeping)))
|
|
/* flying requires mobility */
|
|
misses = 5; /* out of 8 */
|
|
else if (is_floater(etmp->edata) ||
|
|
(is_u(etmp) && Levitation)) /* doesn't require mobility */
|
|
misses = 3;
|
|
else if (chunks && is_pool(etmp->ex, etmp->ey))
|
|
misses = 2; /* sitting ducks */
|
|
else
|
|
misses = 0;
|
|
|
|
if (is_db_wall(etmp->ex, etmp->ey))
|
|
misses -= 3; /* less airspace */
|
|
|
|
#ifdef D_DEBUG
|
|
pline("Miss chance = %d (out of 8)", misses);
|
|
#endif
|
|
|
|
return((boolean)((misses >= rnd(8))? TRUE : FALSE));
|
|
}
|
|
|
|
/*
|
|
* Can etmp jump from death?
|
|
*/
|
|
|
|
STATIC_OVL boolean
|
|
e_jumps(etmp)
|
|
struct entity *etmp;
|
|
{
|
|
int tmp = 4; /* out of 10 */
|
|
|
|
if (is_u(etmp) ? (Unaware || Fumbling) :
|
|
(!etmp->emon->mcanmove || etmp->emon->msleeping ||
|
|
!etmp->edata->mmove || etmp->emon->wormno))
|
|
return(FALSE);
|
|
|
|
if (is_u(etmp)? Confusion : etmp->emon->mconf)
|
|
tmp -= 2;
|
|
|
|
if (is_u(etmp)? Stunned : etmp->emon->mstun)
|
|
tmp -= 3;
|
|
|
|
if (is_db_wall(etmp->ex, etmp->ey))
|
|
tmp -= 2; /* less room to maneuver */
|
|
|
|
#ifdef D_DEBUG
|
|
pline("%s to jump (%d chances in 10)", E_phrase(etmp, "try"), tmp);
|
|
#endif
|
|
return((boolean)((tmp >= rnd(10))? TRUE : FALSE));
|
|
}
|
|
|
|
STATIC_OVL void
|
|
do_entity(etmp)
|
|
struct entity *etmp;
|
|
{
|
|
int newx, newy, at_portcullis, oldx, oldy;
|
|
boolean must_jump = FALSE, relocates = FALSE, e_inview;
|
|
struct rm *crm;
|
|
|
|
if (!etmp->edata)
|
|
return;
|
|
|
|
e_inview = e_canseemon(etmp);
|
|
oldx = etmp->ex;
|
|
oldy = etmp->ey;
|
|
at_portcullis = is_db_wall(oldx, oldy);
|
|
crm = &levl[oldx][oldy];
|
|
|
|
if (automiss(etmp) && e_survives_at(etmp, oldx, oldy)) {
|
|
if (e_inview && (at_portcullis || IS_DRAWBRIDGE(crm->typ)))
|
|
pline_The("%s passes through %s!",
|
|
at_portcullis ? "portcullis" : "drawbridge",
|
|
e_nam(etmp));
|
|
if (is_u(etmp)) spoteffects(FALSE);
|
|
return;
|
|
}
|
|
if (e_missed(etmp, FALSE)) {
|
|
if (at_portcullis)
|
|
pline_The("portcullis misses %s!",
|
|
e_nam(etmp));
|
|
#ifdef D_DEBUG
|
|
else
|
|
pline_The("drawbridge misses %s!",
|
|
e_nam(etmp));
|
|
#endif
|
|
if (e_survives_at(etmp, oldx, oldy))
|
|
return;
|
|
else {
|
|
#ifdef D_DEBUG
|
|
pline("Mon can't survive here");
|
|
#endif
|
|
if (at_portcullis)
|
|
must_jump = TRUE;
|
|
else
|
|
relocates = TRUE; /* just ride drawbridge in */
|
|
}
|
|
} else {
|
|
if (crm->typ == DRAWBRIDGE_DOWN) {
|
|
pline("%s crushed underneath the drawbridge.",
|
|
E_phrase(etmp, "are")); /* no jump */
|
|
e_died(etmp, e_inview? 3 : 2, CRUSHING);/* no corpse */
|
|
return; /* Note: Beyond this point, we know we're */
|
|
} /* not at an opened drawbridge, since all */
|
|
must_jump = TRUE; /* *missable* creatures survive on the */
|
|
} /* square, and all the unmissed ones die. */
|
|
if (must_jump) {
|
|
if (at_portcullis) {
|
|
if (e_jumps(etmp)) {
|
|
relocates = TRUE;
|
|
#ifdef D_DEBUG
|
|
pline("Jump succeeds!");
|
|
#endif
|
|
} else {
|
|
if (e_inview)
|
|
pline("%s crushed by the falling portcullis!",
|
|
E_phrase(etmp, "are"));
|
|
else if (!Deaf)
|
|
You_hear("a crushing sound.");
|
|
e_died(etmp, e_inview? 3 : 2, CRUSHING);
|
|
/* no corpse */
|
|
return;
|
|
}
|
|
} else { /* tries to jump off bridge to original square */
|
|
relocates = !e_jumps(etmp);
|
|
#ifdef D_DEBUG
|
|
pline("Jump %s!", (relocates)? "fails" : "succeeds");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Here's where we try to do relocation. Assumes that etmp is not arriving
|
|
* at the portcullis square while the drawbridge is falling, since this square
|
|
* would be inaccessible (i.e. etmp started on drawbridge square) or
|
|
* unnecessary (i.e. etmp started here) in such a situation.
|
|
*/
|
|
#ifdef D_DEBUG
|
|
pline("Doing relocation.");
|
|
#endif
|
|
newx = oldx;
|
|
newy = oldy;
|
|
(void)find_drawbridge(&newx, &newy);
|
|
if ((newx == oldx) && (newy == oldy))
|
|
get_wall_for_db(&newx, &newy);
|
|
#ifdef D_DEBUG
|
|
pline("Checking new square for occupancy.");
|
|
#endif
|
|
if (relocates && (e_at(newx, newy))) {
|
|
|
|
/*
|
|
* Standoff problem: one or both entities must die, and/or both switch
|
|
* places. Avoid infinite recursion by checking first whether the other
|
|
* entity is staying put. Clean up if we happen to move/die in recursion.
|
|
*/
|
|
struct entity *other;
|
|
|
|
other = e_at(newx, newy);
|
|
#ifdef D_DEBUG
|
|
pline("New square is occupied by %s", e_nam(other));
|
|
#endif
|
|
if (e_survives_at(other, newx, newy) && automiss(other)) {
|
|
relocates = FALSE; /* "other" won't budge */
|
|
#ifdef D_DEBUG
|
|
pline("%s suicide.", E_phrase(etmp, "commit"));
|
|
#endif
|
|
} else {
|
|
|
|
#ifdef D_DEBUG
|
|
pline("Handling %s", e_nam(other));
|
|
#endif
|
|
while ((e_at(newx, newy) != 0) &&
|
|
(e_at(newx, newy) != etmp))
|
|
do_entity(other);
|
|
#ifdef D_DEBUG
|
|
pline("Checking existence of %s", e_nam(etmp));
|
|
wait_synch();
|
|
#endif
|
|
if (e_at(oldx, oldy) != etmp) {
|
|
#ifdef D_DEBUG
|
|
pline("%s moved or died in recursion somewhere",
|
|
E_phrase(etmp, "have"));
|
|
wait_synch();
|
|
#endif
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
if (relocates && !e_at(newx, newy)) {/* if e_at() entity = worm tail */
|
|
#ifdef D_DEBUG
|
|
pline("Moving %s", e_nam(etmp));
|
|
#endif
|
|
if (!is_u(etmp)) {
|
|
remove_monster(etmp->ex, etmp->ey);
|
|
place_monster(etmp->emon, newx, newy);
|
|
update_monster_region(etmp->emon);
|
|
} else {
|
|
u.ux = newx;
|
|
u.uy = newy;
|
|
}
|
|
etmp->ex = newx;
|
|
etmp->ey = newy;
|
|
e_inview = e_canseemon(etmp);
|
|
}
|
|
#ifdef D_DEBUG
|
|
pline("Final disposition of %s", e_nam(etmp));
|
|
wait_synch();
|
|
#endif
|
|
if (is_db_wall(etmp->ex, etmp->ey)) {
|
|
#ifdef D_DEBUG
|
|
pline("%s in portcullis chamber", E_phrase(etmp, "are"));
|
|
wait_synch();
|
|
#endif
|
|
if (e_inview) {
|
|
if (is_u(etmp)) {
|
|
You("tumble towards the closed portcullis!");
|
|
if (automiss(etmp))
|
|
You("pass through it!");
|
|
else
|
|
pline_The("drawbridge closes in...");
|
|
} else
|
|
pline("%s behind the drawbridge.",
|
|
E_phrase(etmp, "disappear"));
|
|
}
|
|
if (!e_survives_at(etmp, etmp->ex, etmp->ey)) {
|
|
killer.format = KILLED_BY_AN;
|
|
Strcpy(killer.name, "closing drawbridge");
|
|
e_died(etmp, 0, CRUSHING); /* no message */
|
|
return;
|
|
}
|
|
#ifdef D_DEBUG
|
|
pline("%s in here", E_phrase(etmp, "survive"));
|
|
#endif
|
|
} else {
|
|
#ifdef D_DEBUG
|
|
pline("%s on drawbridge square", E_phrase(etmp, "are"));
|
|
#endif
|
|
if (is_pool(etmp->ex, etmp->ey) && !e_inview)
|
|
if (!Deaf)
|
|
You_hear("a splash.");
|
|
if (e_survives_at(etmp, etmp->ex, etmp->ey)) {
|
|
if (e_inview && !is_flyer(etmp->edata) &&
|
|
!is_floater(etmp->edata))
|
|
pline("%s from the bridge.",
|
|
E_phrase(etmp, "fall"));
|
|
return;
|
|
}
|
|
#ifdef D_DEBUG
|
|
pline("%s cannot survive on the drawbridge square",Enam(etmp));
|
|
#endif
|
|
if (is_pool(etmp->ex, etmp->ey) || is_lava(etmp->ex, etmp->ey))
|
|
if (e_inview && !is_u(etmp)) {
|
|
/* drown() will supply msgs if nec. */
|
|
boolean lava = is_lava(etmp->ex, etmp->ey);
|
|
|
|
if (Hallucination)
|
|
pline("%s the %s and disappears.",
|
|
E_phrase(etmp, "drink"),
|
|
lava ? "lava" : "moat");
|
|
else
|
|
pline("%s into the %s.",
|
|
E_phrase(etmp, "fall"),
|
|
lava ? "lava" : "moat");
|
|
}
|
|
killer.format = NO_KILLER_PREFIX;
|
|
Strcpy(killer.name, "fell from a drawbridge");
|
|
e_died(etmp, e_inview ? 3 : 2, /* CRUSHING is arbitrary */
|
|
(is_pool(etmp->ex, etmp->ey)) ? DROWNING :
|
|
(is_lava(etmp->ex, etmp->ey)) ? BURNING :
|
|
CRUSHING); /*no corpse*/
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Close the drawbridge located at x,y
|
|
*/
|
|
|
|
void
|
|
close_drawbridge(x,y)
|
|
int x,y;
|
|
{
|
|
register struct rm *lev1, *lev2;
|
|
struct trap *t;
|
|
int x2, y2;
|
|
|
|
lev1 = &levl[x][y];
|
|
if (lev1->typ != DRAWBRIDGE_DOWN) return;
|
|
x2 = x; y2 = y;
|
|
get_wall_for_db(&x2,&y2);
|
|
if (cansee(x,y) || cansee(x2,y2))
|
|
You_see("a drawbridge %s up!",
|
|
(((u.ux == x || u.uy == y) && !Underwater) ||
|
|
distu(x2,y2) < distu(x,y)) ? "coming" : "going");
|
|
else /* "5 gears turn" for castle drawbridge tune */
|
|
You_hear("chains rattling and gears turning.");
|
|
lev1->typ = DRAWBRIDGE_UP;
|
|
lev2 = &levl[x2][y2];
|
|
lev2->typ = DBWALL;
|
|
switch (lev1->drawbridgemask & DB_DIR) {
|
|
case DB_NORTH:
|
|
case DB_SOUTH:
|
|
lev2->horizontal = TRUE;
|
|
break;
|
|
case DB_WEST:
|
|
case DB_EAST:
|
|
lev2->horizontal = FALSE;
|
|
break;
|
|
}
|
|
lev2->wall_info = W_NONDIGGABLE;
|
|
set_entity(x, y, &(occupants[0]));
|
|
set_entity(x2, y2, &(occupants[1]));
|
|
do_entity(&(occupants[0])); /* Do set_entity after first */
|
|
set_entity(x2, y2, &(occupants[1])); /* do_entity for worm tail */
|
|
do_entity(&(occupants[1]));
|
|
if(OBJ_AT(x,y) && !Deaf)
|
|
You_hear("smashing and crushing.");
|
|
(void) revive_nasty(x,y,(char *)0);
|
|
(void) revive_nasty(x2,y2,(char *)0);
|
|
delallobj(x, y);
|
|
delallobj(x2, y2);
|
|
if ((t = t_at(x, y)) != 0) deltrap(t);
|
|
if ((t = t_at(x2, y2)) != 0) deltrap(t);
|
|
del_engr_at(x, y);
|
|
del_engr_at(x2, y2);
|
|
newsym(x, y);
|
|
newsym(x2, y2);
|
|
block_point(x2,y2); /* vision */
|
|
}
|
|
|
|
/*
|
|
* Open the drawbridge located at x,y
|
|
*/
|
|
|
|
void
|
|
open_drawbridge(x,y)
|
|
int x,y;
|
|
{
|
|
register struct rm *lev1, *lev2;
|
|
struct trap *t;
|
|
int x2, y2;
|
|
|
|
lev1 = &levl[x][y];
|
|
if (lev1->typ != DRAWBRIDGE_UP) return;
|
|
x2 = x; y2 = y;
|
|
get_wall_for_db(&x2,&y2);
|
|
if (cansee(x,y) || cansee(x2,y2))
|
|
You_see("a drawbridge %s down!",
|
|
(distu(x2,y2) < distu(x,y)) ? "going" : "coming");
|
|
else /* "5 gears turn" for castle drawbridge tune */
|
|
You_hear("gears turning and chains rattling.");
|
|
lev1->typ = DRAWBRIDGE_DOWN;
|
|
lev2 = &levl[x2][y2];
|
|
lev2->typ = DOOR;
|
|
lev2->doormask = D_NODOOR;
|
|
set_entity(x, y, &(occupants[0]));
|
|
set_entity(x2, y2, &(occupants[1]));
|
|
do_entity(&(occupants[0])); /* do set_entity after first */
|
|
set_entity(x2, y2, &(occupants[1])); /* do_entity for worm tails */
|
|
do_entity(&(occupants[1]));
|
|
(void) revive_nasty(x,y,(char *)0);
|
|
delallobj(x, y);
|
|
if ((t = t_at(x, y)) != 0) deltrap(t);
|
|
if ((t = t_at(x2, y2)) != 0) deltrap(t);
|
|
del_engr_at(x, y);
|
|
del_engr_at(x2, y2);
|
|
newsym(x, y);
|
|
newsym(x2, y2);
|
|
unblock_point(x2,y2); /* vision */
|
|
if (Is_stronghold(&u.uz)) u.uevent.uopened_dbridge = TRUE;
|
|
}
|
|
|
|
/*
|
|
* Let's destroy the drawbridge located at x,y
|
|
*/
|
|
|
|
void
|
|
destroy_drawbridge(x,y)
|
|
int x,y;
|
|
{
|
|
register struct rm *lev1, *lev2;
|
|
struct trap *t;
|
|
struct obj *otmp;
|
|
int x2, y2, i;
|
|
boolean e_inview;
|
|
struct entity *etmp1 = &(occupants[0]), *etmp2 = &(occupants[1]);
|
|
|
|
lev1 = &levl[x][y];
|
|
if (!IS_DRAWBRIDGE(lev1->typ))
|
|
return;
|
|
x2 = x; y2 = y;
|
|
get_wall_for_db(&x2,&y2);
|
|
lev2 = &levl[x2][y2];
|
|
if ((lev1->drawbridgemask & DB_UNDER) == DB_MOAT ||
|
|
(lev1->drawbridgemask & DB_UNDER) == DB_LAVA) {
|
|
struct obj *otmp2;
|
|
boolean lava = (lev1->drawbridgemask & DB_UNDER) == DB_LAVA;
|
|
if (lev1->typ == DRAWBRIDGE_UP) {
|
|
if (cansee(x2,y2))
|
|
pline_The("portcullis of the drawbridge falls into the %s!",
|
|
lava ? "lava" : "moat");
|
|
else if (!Deaf)
|
|
You_hear("a loud *SPLASH*!");
|
|
} else {
|
|
if (cansee(x,y))
|
|
pline_The("drawbridge collapses into the %s!",
|
|
lava ? "lava" : "moat");
|
|
else if (!Deaf)
|
|
You_hear("a loud *SPLASH*!");
|
|
}
|
|
lev1->typ = lava ? LAVAPOOL : MOAT;
|
|
lev1->drawbridgemask = 0;
|
|
if ((otmp2 = sobj_at(BOULDER,x,y)) != 0) {
|
|
obj_extract_self(otmp2);
|
|
(void) flooreffects(otmp2,x,y,"fall");
|
|
}
|
|
} else {
|
|
if (cansee(x,y))
|
|
pline_The("drawbridge disintegrates!");
|
|
else
|
|
You_hear("a loud *CRASH*!");
|
|
lev1->typ =
|
|
((lev1->drawbridgemask & DB_ICE) ? ICE : ROOM);
|
|
lev1->icedpool =
|
|
((lev1->drawbridgemask & DB_ICE) ? ICED_MOAT : 0);
|
|
}
|
|
wake_nearto(x, y, 500);
|
|
lev2->typ = DOOR;
|
|
lev2->doormask = D_NODOOR;
|
|
if ((t = t_at(x, y)) != 0) deltrap(t);
|
|
if ((t = t_at(x2, y2)) != 0) deltrap(t);
|
|
del_engr_at(x, y);
|
|
del_engr_at(x2, y2);
|
|
for (i = rn2(6); i > 0; --i) { /* scatter some debris */
|
|
/* doesn't matter if we happen to pick <x,y2> or <x2,y>;
|
|
since drawbridges are never placed diagonally, those
|
|
pairings will always match one of <x,y> or <x2,y2> */
|
|
otmp = mksobj_at(IRON_CHAIN,
|
|
rn2(2) ? x : x2, rn2(2) ? y : y2,
|
|
TRUE, FALSE);
|
|
/* a force of 5 here would yield a radius of 2 for
|
|
iron chain; anything less produces a radius of 1 */
|
|
(void) scatter(otmp->ox, otmp->oy, 1, MAY_HIT, otmp);
|
|
}
|
|
newsym(x,y);
|
|
newsym(x2,y2);
|
|
if (!does_block(x2,y2,lev2)) unblock_point(x2,y2); /* vision */
|
|
if (Is_stronghold(&u.uz)) u.uevent.uopened_dbridge = TRUE;
|
|
|
|
set_entity(x2, y2, etmp2); /* currently only automissers can be here */
|
|
if (etmp2->edata) {
|
|
e_inview = e_canseemon(etmp2);
|
|
if (!automiss(etmp2)) {
|
|
if (e_inview)
|
|
pline("%s blown apart by flying debris.",
|
|
E_phrase(etmp2, "are"));
|
|
killer.format = KILLED_BY_AN;
|
|
Strcpy(killer.name, "exploding drawbridge");
|
|
e_died(etmp2, e_inview? 3 : 2, CRUSHING); /*no corpse*/
|
|
} /* nothing which is vulnerable can survive this */
|
|
}
|
|
set_entity(x, y, etmp1);
|
|
if (etmp1->edata) {
|
|
e_inview = e_canseemon(etmp1);
|
|
if (e_missed(etmp1, TRUE)) {
|
|
#ifdef D_DEBUG
|
|
pline("%s spared!", E_phrase(etmp1, "are"));
|
|
#endif
|
|
/* if there is water or lava here, fall in now */
|
|
if (is_u(etmp1))
|
|
spoteffects(FALSE);
|
|
else
|
|
(void)minliquid(etmp1->emon);
|
|
} else {
|
|
if (e_inview) {
|
|
if (!is_u(etmp1) && Hallucination)
|
|
pline("%s into some heavy metal!",
|
|
E_phrase(etmp1, "get"));
|
|
else
|
|
pline("%s hit by a huge chunk of metal!",
|
|
E_phrase(etmp1, "are"));
|
|
} else {
|
|
if (!Deaf && !is_u(etmp1) && !is_pool(x,y))
|
|
You_hear("a crushing sound.");
|
|
#ifdef D_DEBUG
|
|
else
|
|
pline("%s from shrapnel",
|
|
E_phrase(etmp1, "die"));
|
|
#endif
|
|
}
|
|
killer.format = KILLED_BY_AN;
|
|
Strcpy(killer.name, "collapsing drawbridge");
|
|
e_died(etmp1, e_inview? 3 : 2, CRUSHING); /*no corpse*/
|
|
if(levl[etmp1->ex][etmp1->ey].typ == MOAT)
|
|
do_entity(etmp1);
|
|
}
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}
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}
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|
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/*dbridge.c*/
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