Part of github issue #338 that isn't about shops: objects at the spot where a dug pit fills with lava (or water) weren't being effected by that. While fixing it, I noticed that hero's steed wasn't affected either. Also, when conjoined pits are filled in, monsters other than the steed are at risk but weren't being handled. Presumably they fell in on their next move.
2165 lines
72 KiB
C
2165 lines
72 KiB
C
/* NetHack 3.6 dig.c $NHDT-Date: 1584350347 2020/03/16 09:19:07 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.138 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Michael Allison, 2012. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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static boolean NDECL(rm_waslit);
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static void FDECL(mkcavepos,
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(XCHAR_P, XCHAR_P, int, BOOLEAN_P, BOOLEAN_P));
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static void FDECL(mkcavearea, (BOOLEAN_P));
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static int NDECL(dig);
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static void FDECL(dig_up_grave, (coord *));
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static int FDECL(adj_pit_checks, (coord *, char *));
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static void FDECL(pit_flow, (struct trap *, SCHAR_P));
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/* Indices returned by dig_typ() */
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enum dig_types {
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DIGTYP_UNDIGGABLE = 0,
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DIGTYP_ROCK,
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DIGTYP_STATUE,
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DIGTYP_BOULDER,
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DIGTYP_DOOR,
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DIGTYP_TREE
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};
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static boolean
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rm_waslit()
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{
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register xchar x, y;
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if (levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit)
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return TRUE;
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for (x = u.ux - 2; x < u.ux + 3; x++)
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for (y = u.uy - 1; y < u.uy + 2; y++)
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if (isok(x, y) && levl[x][y].waslit)
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return TRUE;
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return FALSE;
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}
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/* Change level topology. Messes with vision tables and ignores things like
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* boulders in the name of a nice effect. Vision will get fixed up again
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* immediately after the effect is complete.
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*/
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static void
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mkcavepos(x, y, dist, waslit, rockit)
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xchar x, y;
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int dist;
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boolean waslit, rockit;
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{
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register struct rm *lev;
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if (!isok(x, y))
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return;
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lev = &levl[x][y];
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if (rockit) {
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register struct monst *mtmp;
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if (IS_ROCK(lev->typ))
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return;
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if (t_at(x, y))
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return; /* don't cover the portal */
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if ((mtmp = m_at(x, y)) != 0) /* make sure crucial monsters survive */
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if (!passes_walls(mtmp->data))
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(void) rloc(mtmp, TRUE);
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} else if (lev->typ == ROOM)
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return;
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unblock_point(x, y); /* make sure vision knows this location is open */
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/* fake out saved state */
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lev->seenv = 0;
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lev->doormask = 0;
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if (dist < 3)
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lev->lit = (rockit ? FALSE : TRUE);
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if (waslit)
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lev->waslit = (rockit ? FALSE : TRUE);
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lev->horizontal = FALSE;
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/* short-circuit vision recalc */
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g.viz_array[y][x] = (dist < 3) ? (IN_SIGHT | COULD_SEE) : COULD_SEE;
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lev->typ = (rockit ? STONE : ROOM); /* flags set via doormask above */
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if (dist >= 3)
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impossible("mkcavepos called with dist %d", dist);
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feel_newsym(x, y);
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}
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static void
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mkcavearea(rockit)
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register boolean rockit;
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{
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int dist;
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xchar xmin = u.ux, xmax = u.ux;
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xchar ymin = u.uy, ymax = u.uy;
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register xchar i;
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register boolean waslit = rm_waslit();
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if (rockit)
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pline("Crash! The ceiling collapses around you!");
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else
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pline("A mysterious force %s cave around you!",
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(levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the");
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display_nhwindow(WIN_MESSAGE, TRUE);
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for (dist = 1; dist <= 2; dist++) {
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xmin--;
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xmax++;
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/* top and bottom */
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if (dist < 2) { /* the area is wider that it is high */
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ymin--;
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ymax++;
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for (i = xmin + 1; i < xmax; i++) {
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mkcavepos(i, ymin, dist, waslit, rockit);
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mkcavepos(i, ymax, dist, waslit, rockit);
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}
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}
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/* left and right */
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for (i = ymin; i <= ymax; i++) {
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mkcavepos(xmin, i, dist, waslit, rockit);
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mkcavepos(xmax, i, dist, waslit, rockit);
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}
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flush_screen(1); /* make sure the new glyphs shows up */
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delay_output();
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}
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if (!rockit && levl[u.ux][u.uy].typ == CORR) {
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levl[u.ux][u.uy].typ = ROOM; /* flags for CORR already 0 */
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if (waslit)
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levl[u.ux][u.uy].waslit = TRUE;
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newsym(u.ux, u.uy); /* in case player is invisible */
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}
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g.vision_full_recalc = 1; /* everything changed */
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}
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/* When digging into location <x,y>, what are you actually digging into? */
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int
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dig_typ(otmp, x, y)
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struct obj *otmp;
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xchar x, y;
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{
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boolean ispick;
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if (!otmp)
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return DIGTYP_UNDIGGABLE;
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ispick = is_pick(otmp);
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if (!ispick && !is_axe(otmp))
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return DIGTYP_UNDIGGABLE;
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return ((ispick && sobj_at(STATUE, x, y))
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? DIGTYP_STATUE
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: (ispick && sobj_at(BOULDER, x, y))
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? DIGTYP_BOULDER
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: closed_door(x, y)
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? DIGTYP_DOOR
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: IS_TREE(levl[x][y].typ)
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? (ispick ? DIGTYP_UNDIGGABLE : DIGTYP_TREE)
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: (ispick && IS_ROCK(levl[x][y].typ)
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&& (!g.level.flags.arboreal
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|| IS_WALL(levl[x][y].typ)))
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? DIGTYP_ROCK
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: DIGTYP_UNDIGGABLE);
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}
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boolean
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is_digging()
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{
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if (g.occupation == dig) {
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return TRUE;
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}
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return FALSE;
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}
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#define BY_YOU (&g.youmonst)
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#define BY_OBJECT ((struct monst *) 0)
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boolean
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dig_check(madeby, verbose, x, y)
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struct monst *madeby;
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boolean verbose;
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int x, y;
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{
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struct trap *ttmp = t_at(x, y);
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const char *verb =
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(madeby == BY_YOU && uwep && is_axe(uwep)) ? "chop" : "dig in";
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if (On_stairs(x, y)) {
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if (x == xdnladder || x == xupladder) {
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if (verbose)
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pline_The("ladder resists your effort.");
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} else if (verbose)
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pline_The("stairs are too hard to %s.", verb);
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return FALSE;
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} else if (IS_THRONE(levl[x][y].typ) && madeby != BY_OBJECT) {
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if (verbose)
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pline_The("throne is too hard to break apart.");
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return FALSE;
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} else if (IS_ALTAR(levl[x][y].typ)
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&& (madeby != BY_OBJECT || Is_astralevel(&u.uz)
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|| Is_sanctum(&u.uz))) {
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if (verbose)
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pline_The("altar is too hard to break apart.");
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return FALSE;
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} else if (Is_airlevel(&u.uz)) {
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if (verbose)
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You("cannot %s thin air.", verb);
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return FALSE;
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} else if (Is_waterlevel(&u.uz)) {
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if (verbose)
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pline_The("%s splashes and subsides.", hliquid("water"));
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return FALSE;
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} else if ((IS_ROCK(levl[x][y].typ) && levl[x][y].typ != SDOOR
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&& (levl[x][y].wall_info & W_NONDIGGABLE) != 0)
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|| (ttmp
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&& (ttmp->ttyp == MAGIC_PORTAL
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|| ttmp->ttyp == VIBRATING_SQUARE
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|| (!Can_dig_down(&u.uz) && !levl[x][y].candig)))) {
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if (verbose)
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pline_The("%s here is too hard to %s.", surface(x, y), verb);
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return FALSE;
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} else if (sobj_at(BOULDER, x, y)) {
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if (verbose)
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There("isn't enough room to %s here.", verb);
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return FALSE;
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} else if (madeby == BY_OBJECT
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/* the block against existing traps is mainly to
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prevent broken wands from turning holes into pits */
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&& (ttmp || is_pool_or_lava(x, y))) {
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/* digging by player handles pools separately */
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return FALSE;
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}
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return TRUE;
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}
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static int
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dig(VOID_ARGS)
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{
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register struct rm *lev;
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register xchar dpx = g.context.digging.pos.x, dpy = g.context.digging.pos.y;
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register boolean ispick = uwep && is_pick(uwep);
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const char *verb = (!uwep || is_pick(uwep)) ? "dig into" : "chop through";
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lev = &levl[dpx][dpy];
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/* perhaps a nymph stole your pick-axe while you were busy digging */
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/* or perhaps you teleported away */
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if (u.uswallow || !uwep || (!ispick && !is_axe(uwep))
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|| !on_level(&g.context.digging.level, &u.uz)
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|| ((g.context.digging.down ? (dpx != u.ux || dpy != u.uy)
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: (distu(dpx, dpy) > 2))))
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return 0;
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if (g.context.digging.down) {
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if (!dig_check(BY_YOU, TRUE, u.ux, u.uy))
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return 0;
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} else { /* !g.context.digging.down */
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if (IS_TREE(lev->typ) && !may_dig(dpx, dpy)
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&& dig_typ(uwep, dpx, dpy) == DIGTYP_TREE) {
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pline("This tree seems to be petrified.");
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return 0;
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}
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if (IS_ROCK(lev->typ) && !may_dig(dpx, dpy)
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&& dig_typ(uwep, dpx, dpy) == DIGTYP_ROCK) {
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pline("This %s is too hard to %s.",
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is_db_wall(dpx, dpy) ? "drawbridge" : "wall", verb);
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return 0;
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}
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}
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if (Fumbling && !rn2(3)) {
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switch (rn2(3)) {
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case 0:
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if (!welded(uwep)) {
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You("fumble and drop %s.", yname(uwep));
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dropx(uwep);
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} else {
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if (u.usteed)
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pline("%s and %s %s!", Yobjnam2(uwep, "bounce"),
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otense(uwep, "hit"), mon_nam(u.usteed));
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else
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pline("Ouch! %s and %s you!", Yobjnam2(uwep, "bounce"),
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otense(uwep, "hit"));
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set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
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}
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break;
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case 1:
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pline("Bang! You hit with the broad side of %s!",
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the(xname(uwep)));
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break;
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default:
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Your("swing misses its mark.");
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break;
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}
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return 0;
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}
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g.context.digging.effort +=
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10 + rn2(5) + abon() + uwep->spe - greatest_erosion(uwep) + u.udaminc;
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if (Race_if(PM_DWARF))
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g.context.digging.effort *= 2;
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if (g.context.digging.down) {
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struct trap *ttmp = t_at(dpx, dpy);
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if (g.context.digging.effort > 250 || (ttmp && ttmp->ttyp == HOLE)) {
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(void) dighole(FALSE, FALSE, (coord *) 0);
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(void) memset((genericptr_t) &g.context.digging, 0,
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sizeof g.context.digging);
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return 0; /* done with digging */
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}
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if (g.context.digging.effort <= 50
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|| (ttmp && (ttmp->ttyp == TRAPDOOR || is_pit(ttmp->ttyp)))) {
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return 1;
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} else if (ttmp && (ttmp->ttyp == LANDMINE
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|| (ttmp->ttyp == BEAR_TRAP && !u.utrap))) {
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/* digging onto a set object trap triggers it;
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hero should have used #untrap first */
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dotrap(ttmp, FORCETRAP);
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/* restart completely from scratch if we resume digging */
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(void) memset((genericptr_t) &g.context.digging, 0,
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sizeof g.context.digging);
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return 0;
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} else if (ttmp && ttmp->ttyp == BEAR_TRAP && u.utrap) {
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if (rnl(7) > (Fumbling ? 1 : 4)) {
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char kbuf[BUFSZ];
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int dmg = dmgval(uwep, &g.youmonst) + dbon();
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if (dmg < 1)
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dmg = 1;
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else if (uarmf)
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dmg = (dmg + 1) / 2;
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You("hit yourself in the %s.", body_part(FOOT));
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Sprintf(kbuf, "chopping off %s own %s", uhis(),
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body_part(FOOT));
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losehp(Maybe_Half_Phys(dmg), kbuf, KILLED_BY);
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} else {
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You("destroy the bear trap with %s.",
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yobjnam(uwep, (const char *) 0));
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deltrap(ttmp);
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reset_utrap(TRUE); /* release from trap, maybe Lev or Fly */
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}
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/* we haven't made any progress toward a pit yet */
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g.context.digging.effort = 0;
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return 0;
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}
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if (IS_ALTAR(lev->typ)) {
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altar_wrath(dpx, dpy);
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angry_priest();
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}
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/* make pit at <u.ux,u.uy> */
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if (dighole(TRUE, FALSE, (coord *) 0)) {
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g.context.digging.level.dnum = 0;
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g.context.digging.level.dlevel = -1;
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}
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return 0;
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}
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if (g.context.digging.effort > 100) {
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const char *digtxt, *dmgtxt = (const char *) 0;
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struct obj *obj;
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boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE);
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if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) {
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if (break_statue(obj))
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digtxt = "The statue shatters.";
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else
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/* it was a statue trap; break_statue()
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* printed a message and updated the screen
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*/
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digtxt = (char *) 0;
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} else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) {
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struct obj *bobj;
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fracture_rock(obj);
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if ((bobj = sobj_at(BOULDER, dpx, dpy)) != 0) {
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/* another boulder here, restack it to the top */
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obj_extract_self(bobj);
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place_object(bobj, dpx, dpy);
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}
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digtxt = "The boulder falls apart.";
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} else if (lev->typ == STONE || lev->typ == SCORR
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|| IS_TREE(lev->typ)) {
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if (Is_earthlevel(&u.uz)) {
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if (uwep->blessed && !rn2(3)) {
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mkcavearea(FALSE);
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goto cleanup;
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} else if ((uwep->cursed && !rn2(4))
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|| (!uwep->blessed && !rn2(6))) {
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mkcavearea(TRUE);
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goto cleanup;
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}
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}
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if (IS_TREE(lev->typ)) {
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digtxt = "You cut down the tree.";
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lev->typ = ROOM, lev->flags = 0;
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if (!rn2(5))
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(void) rnd_treefruit_at(dpx, dpy);
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} else {
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digtxt = "You succeed in cutting away some rock.";
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lev->typ = CORR, lev->flags = 0;
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}
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} else if (IS_WALL(lev->typ)) {
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if (shopedge) {
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add_damage(dpx, dpy, SHOP_WALL_DMG);
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dmgtxt = "damage";
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}
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if (g.level.flags.is_maze_lev) {
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lev->typ = ROOM, lev->flags = 0;
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} else if (g.level.flags.is_cavernous_lev && !in_town(dpx, dpy)) {
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lev->typ = CORR, lev->flags = 0;
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} else {
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lev->typ = DOOR, lev->doormask = D_NODOOR;
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}
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digtxt = "You make an opening in the wall.";
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} else if (lev->typ == SDOOR) {
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cvt_sdoor_to_door(lev); /* ->typ = DOOR */
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digtxt = "You break through a secret door!";
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if (!(lev->doormask & D_TRAPPED))
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lev->doormask = D_BROKEN;
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} else if (closed_door(dpx, dpy)) {
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digtxt = "You break through the door.";
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if (shopedge) {
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add_damage(dpx, dpy, SHOP_DOOR_COST);
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dmgtxt = "break";
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}
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if (!(lev->doormask & D_TRAPPED))
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lev->doormask = D_BROKEN;
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} else
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return 0; /* statue or boulder got taken */
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|
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if (!does_block(dpx, dpy, &levl[dpx][dpy]))
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unblock_point(dpx, dpy); /* vision: can see through */
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feel_newsym(dpx, dpy);
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if (digtxt && !g.context.digging.quiet)
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pline1(digtxt); /* after newsym */
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if (dmgtxt)
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pay_for_damage(dmgtxt, FALSE);
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|
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if (Is_earthlevel(&u.uz) && !rn2(3)) {
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register struct monst *mtmp;
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switch (rn2(2)) {
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case 0:
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mtmp = makemon(&mons[PM_EARTH_ELEMENTAL], dpx, dpy,
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NO_MM_FLAGS);
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break;
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default:
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mtmp = makemon(&mons[PM_XORN], dpx, dpy, NO_MM_FLAGS);
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break;
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}
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if (mtmp)
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pline_The("debris from your digging comes to life!");
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}
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if (IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) {
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lev->doormask = D_NODOOR;
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b_trapped("door", 0);
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newsym(dpx, dpy);
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}
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|
cleanup:
|
|
g.context.digging.lastdigtime = g.moves;
|
|
g.context.digging.quiet = FALSE;
|
|
g.context.digging.level.dnum = 0;
|
|
g.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 (!g.did_dig_msg) {
|
|
You("hit the %s with all your might.", d_target[dig_target]);
|
|
g.did_dig_msg = TRUE;
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/* When will hole be finished? Very rough indication used by shopkeeper. */
|
|
int
|
|
holetime()
|
|
{
|
|
if (g.occupation != dig || !*u.ushops)
|
|
return -1;
|
|
return ((250 - g.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 (is_moat(x1, y1))
|
|
moat_cnt++;
|
|
else if (is_pool(x1, y1))
|
|
/* This must come after is_moat since moats are pools
|
|
* but not vice-versa. */
|
|
pool_cnt++;
|
|
else if (is_lava(x1, y1))
|
|
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)
|
|
reset_utrap(FALSE);
|
|
}
|
|
|
|
/* 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;
|
|
} else if (IS_SINK(lev->typ)) {
|
|
breaksink(x, y);
|
|
return;
|
|
} 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.",
|
|
trapname(ttyp, TRUE));
|
|
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 = g.level.objects[x][y];
|
|
ttmp = maketrap(x, y, ttyp);
|
|
if (!ttmp)
|
|
return;
|
|
newobjs = g.level.objects[x][y];
|
|
ttmp->madeby_u = madeby_u;
|
|
ttmp->tseen = 0;
|
|
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);
|
|
}
|
|
/* in case we're digging down while encased in solid rock
|
|
which is blocking levitation or flight */
|
|
switch_terrain();
|
|
if (Levitation || Flying)
|
|
wont_fall = TRUE;
|
|
|
|
if (at_u) {
|
|
if (!wont_fall) {
|
|
set_utrap(rn1(4, 2), TT_PIT);
|
|
g.vision_full_recalc = 1; /* vision limits change */
|
|
} else
|
|
reset_utrap(TRUE);
|
|
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) {
|
|
/* in case we're digging down while encased in solid rock
|
|
which is blocking levitation or flight */
|
|
switch_terrain();
|
|
if (Levitation || Flying)
|
|
wont_fall = TRUE;
|
|
|
|
/* check for leashed pet that can't fall right now */
|
|
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;
|
|
{
|
|
struct obj *objchain;
|
|
struct monst *mon;
|
|
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, hliquid(typ == LAVAPOOL ? "lava" : "water"));
|
|
/* handle object damage before hero damage; affects potential bones */
|
|
if ((objchain = g.level.objects[x][y]) != 0) {
|
|
if (typ == LAVAPOOL)
|
|
fire_damage_chain(objchain, TRUE, TRUE, x, y);
|
|
else
|
|
water_damage_chain(objchain, TRUE);
|
|
}
|
|
/* damage to the hero */
|
|
if (u_spot) {
|
|
(void) pooleffects(FALSE);
|
|
} else if ((mon = m_at(x, y)) != 0) {
|
|
(void) minliquid(mon);
|
|
}
|
|
}
|
|
|
|
/* 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
|
|
|| ttmp->ttyp == VIBRATING_SQUARE || 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_or_lava(dig_x, dig_y)) {
|
|
pline_The("%s sloshes furiously for a moment, then subsides.",
|
|
hliquid(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 && is_pit(ttmp->ttyp)
|
|
&& 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);
|
|
|
|
lev->flags = 0;
|
|
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 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)) != 0)
|
|
otmp->age -= (TAINT_AGE + 1); /* 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, levl[dig_x][dig_y].flags = 0;
|
|
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 = g.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);
|
|
g.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));
|
|
g.multi_reason = "stuck in a spider web";
|
|
g.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))
|
|
&& is_pit(trap->ttyp)
|
|
&& !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)) != 0) {
|
|
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" };
|
|
|
|
g.did_dig_msg = FALSE;
|
|
g.context.digging.quiet = FALSE;
|
|
if (g.context.digging.pos.x != rx || g.context.digging.pos.y != ry
|
|
|| !on_level(&g.context.digging.level, &u.uz)
|
|
|| g.context.digging.down) {
|
|
if (flags.autodig && dig_target == DIGTYP_ROCK
|
|
&& !g.context.digging.down
|
|
&& g.context.digging.pos.x == u.ux
|
|
&& g.context.digging.pos.y == u.uy
|
|
&& (g.moves <= g.context.digging.lastdigtime + 2
|
|
&& g.moves >= g.context.digging.lastdigtime)) {
|
|
/* avoid messages if repeated autodigging */
|
|
g.did_dig_msg = TRUE;
|
|
g.context.digging.quiet = TRUE;
|
|
}
|
|
g.context.digging.down = g.context.digging.chew = FALSE;
|
|
g.context.digging.warned = FALSE;
|
|
g.context.digging.pos.x = rx;
|
|
g.context.digging.pos.y = ry;
|
|
assign_level(&g.context.digging.level, &u.uz);
|
|
g.context.digging.effort = 0;
|
|
if (!g.context.digging.quiet)
|
|
You("start %s.", d_action[dig_target]);
|
|
} else {
|
|
You("%s %s.", g.context.digging.chew ? "begin" : "continue",
|
|
d_action[dig_target]);
|
|
g.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_or_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) || uescaped_shaft(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 (g.context.digging.pos.x != u.ux || g.context.digging.pos.y != u.uy
|
|
|| !on_level(&g.context.digging.level, &u.uz)
|
|
|| !g.context.digging.down) {
|
|
g.context.digging.chew = FALSE;
|
|
g.context.digging.down = TRUE;
|
|
g.context.digging.warned = FALSE;
|
|
g.context.digging.pos.x = u.ux;
|
|
g.context.digging.pos.y = u.uy;
|
|
assign_level(&g.context.digging.level, &u.uz);
|
|
g.context.digging.effort = 0;
|
|
You("start %s downward.", verbing);
|
|
if (*u.ushops)
|
|
shopdig(0);
|
|
} else
|
|
You("continue %s downward.", verbing);
|
|
g.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 (is_watch(mtmp->data) && mtmp->mcansee && m_canseeu(mtmp)
|
|
&& couldsee(mtmp->mx, mtmp->my) && mtmp->mpeaceful)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (mtmp) {
|
|
if (zap || g.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);
|
|
g.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.. */
|
|
draft_message(TRUE); /* "You feel an unexpected draft." */
|
|
here->doormask = D_BROKEN;
|
|
}
|
|
newsym(mtmp->mx, mtmp->my);
|
|
return FALSE;
|
|
} else if (here->typ == SCORR) {
|
|
here->typ = CORR, here->flags = 0;
|
|
unblock_point(mtmp->mx, mtmp->my);
|
|
newsym(mtmp->mx, mtmp->my);
|
|
draft_message(FALSE); /* "You feel a draft." */
|
|
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"
|
|
: IS_TREE(here->typ) ? "tree" : "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 (flags.verbose && !rn2(5))
|
|
You_hear("crashing rock.");
|
|
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
|
|
add_damage(mtmp->mx, mtmp->my, 0L);
|
|
if (g.level.flags.is_maze_lev) {
|
|
here->typ = ROOM, here->flags = 0;
|
|
} else if (g.level.flags.is_cavernous_lev
|
|
&& !in_town(mtmp->mx, mtmp->my)) {
|
|
here->typ = CORR, here->flags = 0;
|
|
} else {
|
|
here->typ = DOOR, here->doormask = D_NODOOR;
|
|
}
|
|
} else if (IS_TREE(here->typ)) {
|
|
here->typ = ROOM, here->flags = 0;
|
|
if (pile && pile < 5)
|
|
(void) rnd_treefruit_at(mtmp->mx, mtmp->my);
|
|
} else {
|
|
here->typ = CORR, here->flags = 0;
|
|
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;
|
|
}
|
|
|
|
#define STRIDENT 4 /* from pray.c */
|
|
|
|
/* draft refers to air currents, but can be a pun on "draft" as conscription
|
|
for military service (probably not a good pun if it has to be explained) */
|
|
void
|
|
draft_message(unexpected)
|
|
boolean unexpected;
|
|
{
|
|
/*
|
|
* [Bug or TODO? Have caller pass coordinates and use the travel
|
|
* mechanism to determine whether there is a path between
|
|
* destroyed door (or exposed secret corridor) and hero's location.
|
|
* When there is no such path, no draft should be felt.]
|
|
*/
|
|
|
|
if (unexpected) {
|
|
if (!Hallucination)
|
|
You_feel("an unexpected draft.");
|
|
else
|
|
/* U.S. classification system uses 1-A for eligible to serve
|
|
and 4-F for ineligible due to physical or mental defect;
|
|
some intermediate values exist but are rarely seen */
|
|
You_feel("like you are %s.",
|
|
(ACURR(A_STR) < 6 || ACURR(A_DEX) < 6
|
|
|| ACURR(A_CON) < 6 || ACURR(A_CHA) < 6
|
|
|| ACURR(A_INT) < 6 || ACURR(A_WIS) < 6) ? "4-F"
|
|
: "1-A");
|
|
} else {
|
|
if (!Hallucination) {
|
|
You_feel("a draft.");
|
|
} else {
|
|
/* "marching" is deliberately ambiguous; it might mean drills
|
|
after entering military service or mean engaging in protests */
|
|
static const char *draft_reaction[] = {
|
|
"enlisting", "marching", "protesting", "fleeing",
|
|
};
|
|
int dridx;
|
|
|
|
/* Lawful: 0..1, Neutral: 1..2, Chaotic: 2..3 */
|
|
dridx = rn1(2, 1 - sgn(u.ualign.type));
|
|
if (u.ualign.record < STRIDENT)
|
|
/* L: +(0..2), N: +(-1..1), C: +(-2..0); all: 0..3 */
|
|
dridx += rn1(3, sgn(u.ualign.type) - 1);
|
|
You_feel("like %s.", draft_reaction[dridx]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* 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 = 8, digdepth, flow_x = -1, flow_y = -1;
|
|
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.
|
|
* 3.6.0: 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));
|
|
if (unique_corpstat(mtmp->data))
|
|
mtmp->mhp = (mtmp->mhp + 1) / 2;
|
|
else
|
|
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 = g.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 && is_pit(adjpit->ttyp))) {
|
|
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
|
|
&& is_pit(adjpit->ttyp)) {
|
|
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, SHOP_DOOR_COST);
|
|
shopdoor = TRUE;
|
|
}
|
|
if (room->typ == SDOOR)
|
|
room->typ = DOOR; /* doormask set below */
|
|
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, SHOP_WALL_COST);
|
|
shopwall = TRUE;
|
|
}
|
|
room->typ = ROOM, room->flags = 0;
|
|
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, room->flags = 0;
|
|
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, room->flags = 0;
|
|
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, SHOP_WALL_COST);
|
|
shopwall = TRUE;
|
|
}
|
|
watch_dig((struct monst *) 0, zx, zy, TRUE);
|
|
if (g.level.flags.is_cavernous_lev && !in_town(zx, zy)) {
|
|
room->typ = CORR, room->flags = 0;
|
|
} else {
|
|
room->typ = DOOR, room->doormask = D_NODOOR;
|
|
}
|
|
digdepth -= 2;
|
|
} else if (IS_TREE(room->typ)) {
|
|
room->typ = ROOM, room->flags = 0;
|
|
digdepth -= 2;
|
|
} else { /* IS_ROCK but not IS_WALL or SDOOR */
|
|
room->typ = CORR, room->flags = 0;
|
|
digdepth--;
|
|
}
|
|
unblock_point(zx, zy); /* vision */
|
|
}
|
|
zx += u.dx;
|
|
zy += u.dy;
|
|
} /* while */
|
|
tmp_at(DISP_END, 0); /* closing call */
|
|
|
|
if (pitflow && isok(flow_x, flow_y)) {
|
|
struct trap *ttmp = t_at(flow_x, flow_y);
|
|
|
|
if (ttmp && is_pit(ttmp->ttyp)) {
|
|
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 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;
|
|
*msg = '\0';
|
|
room = &levl[cc->x][cc->y];
|
|
ltyp = room->typ, room->flags = 0;
|
|
|
|
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.");
|
|
return FALSE;
|
|
#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
|
|
} else if (IS_SINK(ltyp)) {
|
|
Strcpy(msg, "A tangled mass of plumbing remains below the sink.");
|
|
return FALSE;
|
|
} else if (On_ladder(cc->x, cc->y)) {
|
|
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 (On_stairs(cc->x, cc->y))
|
|
/* staircase up or down. On_ladder handled above. */
|
|
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 void
|
|
pit_flow(trap, filltyp)
|
|
struct trap *trap;
|
|
schar filltyp;
|
|
{
|
|
/*
|
|
* FIXME?
|
|
* liquid_flow() -> pooleffects() -> {drown(),lava_effects()}
|
|
* might kill the hero; the game will end and if that leaves bones,
|
|
* remaining conjoined pits will be left unprocessed.
|
|
*/
|
|
if (trap && filltyp != ROOM && is_pit(trap->ttyp)) {
|
|
struct trap t;
|
|
int idx;
|
|
|
|
t = *trap;
|
|
levl[t.tx][t.ty].typ = filltyp, levl[t.tx][t.ty].flags = 0;
|
|
liquid_flow(t.tx, t.ty, filltyp, trap,
|
|
(t.tx == u.ux && t.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;
|
|
{
|
|
int odist, bdist = COLNO;
|
|
struct obj *otmp, *ball = 0;
|
|
|
|
/* FIXME:
|
|
* This is just approximate; if multiple buried balls meet the
|
|
* criterium (within 2 steps of tethered hero's present location)
|
|
* it will find an arbitrary one rather than the one which used
|
|
* to be uball. Once 3.6.{0,1} save file compatibility is broken,
|
|
* we should add g.context.buriedball_oid and then we can find the
|
|
* actual former uball, which might be extra heavy or christened
|
|
* or not the one buried directly underneath the target spot.
|
|
*
|
|
* [Why does this search within a radius of two when trapmove()
|
|
* only lets hero get one step away from the buried ball?]
|
|
*/
|
|
|
|
/* u.utrap might have already been cleared, in which case the value
|
|
of u.utraptype is no longer meaningful; if u.utrap is still set
|
|
then u.utraptype needs to be for buried ball */
|
|
if (!u.utrap || u.utraptype == TT_BURIEDBALL) {
|
|
for (otmp = g.level.buriedobjlist; otmp; otmp = otmp->nobj) {
|
|
if (otmp->otyp != HEAVY_IRON_BALL)
|
|
continue;
|
|
/* if found at the target spot, we're done */
|
|
if (otmp->ox == cc->x && otmp->oy == cc->y)
|
|
return otmp;
|
|
/* find nearest within allowable vicinity: +/-2
|
|
* 4 5 8
|
|
* 1 2 5
|
|
* 0 1 4
|
|
*/
|
|
odist = dist2(otmp->ox, otmp->oy, cc->x, cc->y);
|
|
if (odist <= 8 && (!ball || odist < bdist)) {
|
|
/* remember nearest buried ball but keep checking others */
|
|
ball = otmp;
|
|
bdist = odist;
|
|
}
|
|
}
|
|
}
|
|
if (ball) {
|
|
/* found, but not at < cc->x, cc->y > */
|
|
cc->x = ball->ox;
|
|
cc->y = ball->oy;
|
|
}
|
|
return ball;
|
|
}
|
|
|
|
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 */
|
|
reset_utrap(FALSE);
|
|
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);
|
|
reset_utrap(TRUE);
|
|
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, dealloced)
|
|
struct obj *otmp;
|
|
boolean *dealloced;
|
|
{
|
|
struct obj *otmp2;
|
|
boolean under_ice;
|
|
|
|
debugpline1("bury_an_obj: %s", xname(otmp));
|
|
if (dealloced)
|
|
*dealloced = FALSE;
|
|
if (otmp == uball) {
|
|
unpunish();
|
|
set_utrap((unsigned) rn1(50, 20), 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 */
|
|
if (dealloced)
|
|
*dealloced = TRUE;
|
|
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;
|
|
struct monst *shkp;
|
|
long loss = 0L;
|
|
boolean costly;
|
|
|
|
costly = ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE)))
|
|
&& costly_spot(x, y));
|
|
|
|
if (g.level.objects[x][y] != (struct obj *) 0) {
|
|
debugpline2("bury_objs: at <%d,%d>", x, y);
|
|
}
|
|
for (otmp = g.level.objects[x][y]; otmp; otmp = otmp2) {
|
|
if (costly) {
|
|
loss += stolen_value(otmp, x, y, (boolean) shkp->mpeaceful, TRUE);
|
|
if (otmp->oclass != COIN_CLASS)
|
|
otmp->no_charge = 1;
|
|
}
|
|
otmp2 = bury_an_obj(otmp, (boolean *) 0);
|
|
}
|
|
|
|
/* don't expect any engravings here, but just in case */
|
|
del_engr_at(x, y);
|
|
newsym(x, y);
|
|
|
|
if (costly && loss) {
|
|
You("owe %s %ld %s for burying merchandise.", mon_nam(shkp), loss,
|
|
currency(loss));
|
|
}
|
|
}
|
|
|
|
/* move objects from buriedobjlist to fobj/nexthere lists */
|
|
void
|
|
unearth_objs(x, y)
|
|
int x, y;
|
|
{
|
|
struct obj *otmp, *otmp2, *bball;
|
|
coord cc;
|
|
|
|
debugpline2("unearth_objs: at <%d,%d>", x, y);
|
|
cc.x = x;
|
|
cc.y = y;
|
|
bball = buried_ball(&cc);
|
|
for (otmp = g.level.buriedobjlist; otmp; otmp = otmp2) {
|
|
otmp2 = otmp->nobj;
|
|
if (otmp->ox == x && otmp->oy == y) {
|
|
if (bball && otmp == bball
|
|
&& u.utrap && 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, (boolean *) 0);
|
|
}
|
|
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;
|
|
{
|
|
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 " : "", 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);
|
|
} else if (obj->where == OBJ_MIGRATING) {
|
|
/* clear destination flag so that obfree()'s check for
|
|
freeing a worn object doesn't get a false hit */
|
|
obj->owornmask = 0L;
|
|
}
|
|
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;
|
|
} else if (x == u.ux && y == u.uy && u.uundetected && hides_under(g.youmonst.data))
|
|
(void) hideunder(&g.youmonst);
|
|
newsym(x, y);
|
|
} else if (in_invent)
|
|
update_inventory();
|
|
}
|
|
|
|
#if 0
|
|
void
|
|
bury_monst(mtmp)
|
|
struct monst *mtmp;
|
|
{
|
|
debugpline1("bury_monst: %s", mon_nam(mtmp));
|
|
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, FALSE); /* at least give it a chance :-) */
|
|
newsym(mtmp->mx, mtmp->my);
|
|
}
|
|
|
|
void
|
|
bury_you()
|
|
{
|
|
debugpline0("bury_you");
|
|
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()
|
|
{
|
|
debugpline0("unearth_you");
|
|
u.uburied = FALSE;
|
|
under_ground(0);
|
|
if (!uamul || uamul->otyp != AMULET_OF_STRANGULATION)
|
|
Strangled = 0;
|
|
vision_recalc(0);
|
|
}
|
|
|
|
void
|
|
escape_tomb()
|
|
{
|
|
debugpline0("escape_tomb");
|
|
if ((Teleportation || can_teleport(g.youmonst.data))
|
|
&& (Teleport_control || rn2(3) < Luck+2)) {
|
|
You("attempt a teleport spell.");
|
|
(void) dotele(FALSE); /* calls unearth_you() */
|
|
} else if (u.uburied) { /* still buried after 'port attempt */
|
|
boolean good;
|
|
|
|
if (amorphous(g.youmonst.data) || Passes_walls
|
|
|| noncorporeal(g.youmonst.data)
|
|
|| (unsolid(g.youmonst.data)
|
|
&& g.youmonst.data != &mons[PM_WATER_ELEMENTAL])
|
|
|| (tunnels(g.youmonst.data) && !needspick(g.youmonst.data))) {
|
|
You("%s up through the %s.",
|
|
(tunnels(g.youmonst.data) && !needspick(g.youmonst.data))
|
|
? "try to tunnel"
|
|
: (amorphous(g.youmonst.data))
|
|
? "ooze"
|
|
: "phase",
|
|
surface(u.ux, u.uy));
|
|
|
|
good = (tunnels(g.youmonst.data) && !needspick(g.youmonst.data))
|
|
? dighole(TRUE, FALSE, (coord *)0) : TRUE;
|
|
if (good)
|
|
unearth_you();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
bury_obj(otmp)
|
|
struct obj *otmp;
|
|
{
|
|
debugpline0("bury_obj");
|
|
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 /*0*/
|
|
|
|
#ifdef DEBUG
|
|
/* bury everything at your loc and around */
|
|
int
|
|
wiz_debug_cmd_bury()
|
|
{
|
|
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*/
|