Move debugging output into couple preprocessor defines, which
are no-op without DEBUG. To show debugging output from a
certain source files, use sysconf:
DEBUGFILES=dungeon.c questpgr.c
Also fix couple debug lines which did not compile.
This also includes fixes due to Derek Ray to depugpline to work better
on other platforms.
1984 lines
55 KiB
C
1984 lines
55 KiB
C
/* NetHack 3.5 dig.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
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/* NetHack 3.5 dig.c $Date: 2012/02/16 03:01:37 $ $Revision: 1.67 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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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 NEARDATA boolean did_dig_msg;
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STATIC_DCL boolean NDECL(rm_waslit);
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STATIC_DCL void FDECL(mkcavepos, (XCHAR_P,XCHAR_P,int,BOOLEAN_P,BOOLEAN_P));
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STATIC_DCL void FDECL(mkcavearea, (BOOLEAN_P));
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STATIC_DCL int NDECL(dig);
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STATIC_DCL void FDECL(dig_up_grave, (coord *));
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STATIC_DCL int FDECL(adj_pit_checks, (coord *,char *));
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STATIC_DCL void FDECL(pit_flow, (struct trap *,SCHAR_P));
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/* Indices returned by dig_typ() */
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#define DIGTYP_UNDIGGABLE 0
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#define DIGTYP_ROCK 1
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#define DIGTYP_STATUE 2
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#define DIGTYP_BOULDER 3
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#define DIGTYP_DOOR 4
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#define DIGTYP_TREE 5
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STATIC_OVL 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) 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_OVL 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)) 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)) return;
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if(t_at(x, y)) 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)) (void) rloc(mtmp, FALSE);
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} else if(lev->typ == ROOM) 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) lev->lit = (rockit ? FALSE : TRUE);
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if(waslit) lev->waslit = (rockit ? FALSE : TRUE);
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lev->horizontal = FALSE;
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viz_array[y][x] = (dist < 3 ) ?
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(IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */
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COULD_SEE;
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lev->typ = (rockit ? STONE : ROOM);
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if(dist >= 3)
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impossible("mkcavepos called with dist %d", dist);
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if(Blind)
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feel_location(x, y);
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else newsym(x,y);
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}
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STATIC_OVL 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) pline("Crash! The ceiling collapses around you!");
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else 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--; 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--; 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;
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if(waslit) 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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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) return DIGTYP_UNDIGGABLE;
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ispick = is_pick(otmp);
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if (!ispick && !is_axe(otmp)) return DIGTYP_UNDIGGABLE;
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return (ispick && sobj_at(STATUE, x, y) ? DIGTYP_STATUE :
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ispick && sobj_at(BOULDER, x, y) ? DIGTYP_BOULDER :
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closed_door(x, y) ? 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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(!level.flags.arboreal || IS_WALL(levl[x][y].typ)) ?
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DIGTYP_ROCK : 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 (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 (&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 = (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) pline_The("ladder resists your effort.");
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} else if(verbose) 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) 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) && (madeby != BY_OBJECT ||
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Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) {
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if(verbose) 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) 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) pline_The("water splashes and subsides.");
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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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(!Can_dig_down(&u.uz) && !levl[x][y].candig)))) {
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if(verbose) pline_The("%s here is too hard to %s.",
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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) 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_OVL 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 = context.digging.pos.x, dpy = context.digging.pos.y;
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register boolean ispick = uwep && is_pick(uwep);
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const char *verb =
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(!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(&context.digging.level, &u.uz) ||
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((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 (context.digging.down) {
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if(!dig_check(BY_YOU, TRUE, u.ux, u.uy)) return(0);
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} else { /* !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!",
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Yobjnam2(uwep, "bounce"), otense(uwep, "hit"),
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mon_nam(u.usteed));
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else
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pline("Ouch! %s and %s you!",
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Yobjnam2(uwep, "bounce"), 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: 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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context.digging.effort += 10 + rn2(5) + abon() +
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uwep->spe - greatest_erosion(uwep) + u.udaminc;
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if (Race_if(PM_DWARF))
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context.digging.effort *= 2;
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if (context.digging.down) {
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struct trap *ttmp = t_at(dpx, dpy);
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if (context.digging.effort > 250 ||
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(ttmp && ttmp->ttyp == HOLE)) {
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(void) dighole(FALSE, FALSE, (coord *)0);
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(void) memset((genericptr_t)&context.digging, 0,
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sizeof context.digging);
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return(0); /* done with digging */
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}
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if (context.digging.effort <= 50 ||
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(ttmp && (ttmp->ttyp == TRAPDOOR ||
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ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT))) {
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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)&context.digging, 0,
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sizeof 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, &youmonst) + dbon();
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if (dmg < 1) dmg = 1;
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else if (uarmf) 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",
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uhis(), 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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u.utrap = 0; /* release from trap */
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deltrap(ttmp);
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}
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/* we haven't made any progress toward a pit yet */
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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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context.digging.level.dnum = 0;
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context.digging.level.dlevel = -1;
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}
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return(0);
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}
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if (context.digging.effort > 100) {
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register const char *digtxt, *dmgtxt = (const char*) 0;
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register struct obj *obj;
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register 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;
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if (!rn2(5)) (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;
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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, 10L * ACURRSTR);
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dmgtxt = "damage";
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}
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if (level.flags.is_maze_lev) {
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lev->typ = ROOM;
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} else if (level.flags.is_cavernous_lev &&
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!in_town(dpx, dpy)) {
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lev->typ = CORR;
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} else {
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lev->typ = DOOR;
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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, 400L);
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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 return(0); /* statue or boulder got taken */
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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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if(Blind)
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feel_location(dpx, dpy);
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else
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newsym(dpx, dpy);
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if(digtxt && !context.digging.quiet) pline1(digtxt); /* after newsym */
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if(dmgtxt)
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pay_for_damage(dmgtxt, FALSE);
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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],
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dpx, dpy, NO_MM_FLAGS);
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break;
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default:
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mtmp = makemon(&mons[PM_XORN],
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dpx, dpy, NO_MM_FLAGS);
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break;
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}
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if(mtmp) 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:
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context.digging.lastdigtime = moves;
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context.digging.quiet = FALSE;
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context.digging.level.dnum = 0;
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context.digging.level.dlevel = -1;
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return(0);
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} else { /* not enough effort has been spent yet */
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static const char *const d_target[6] = {
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"", "rock", "statue", "boulder", "door", "tree"
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};
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int dig_target = dig_typ(uwep, dpx, dpy);
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if (IS_WALL(lev->typ) || dig_target == DIGTYP_DOOR) {
|
|
if(*in_rooms(dpx, dpy, SHOPBASE)) {
|
|
pline("This %s seems too hard to %s.",
|
|
IS_DOOR(lev->typ) ? "door" : "wall", verb);
|
|
return(0);
|
|
}
|
|
} else if (dig_target == DIGTYP_UNDIGGABLE ||
|
|
(dig_target == DIGTYP_ROCK && !IS_ROCK(lev->typ)))
|
|
return(0); /* statue or boulder got taken */
|
|
|
|
if(!did_dig_msg) {
|
|
You("hit the %s with all your might.",
|
|
d_target[dig_target]);
|
|
did_dig_msg = TRUE;
|
|
}
|
|
}
|
|
return(1);
|
|
}
|
|
|
|
/* When will hole be finished? Very rough indication used by shopkeeper. */
|
|
int
|
|
holetime()
|
|
{
|
|
if(occupation != dig || !*u.ushops) return(-1);
|
|
return ((250 - context.digging.effort) / 20);
|
|
}
|
|
|
|
/* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */
|
|
schar
|
|
fillholetyp(x,y,fill_if_any)
|
|
int x, y;
|
|
boolean fill_if_any; /* force filling if it exists at all */
|
|
{
|
|
register int x1, y1;
|
|
int lo_x = max(1,x-1), hi_x = min(x+1,COLNO-1),
|
|
lo_y = max(0,y-1), hi_y = min(y+1,ROWNO-1);
|
|
int pool_cnt = 0, moat_cnt = 0, lava_cnt = 0;
|
|
|
|
for (x1 = lo_x; x1 <= hi_x; x1++)
|
|
for (y1 = lo_y; y1 <= hi_y; y1++)
|
|
if (levl[x1][y1].typ == POOL)
|
|
pool_cnt++;
|
|
else if (levl[x1][y1].typ == MOAT ||
|
|
(levl[x1][y1].typ == DRAWBRIDGE_UP &&
|
|
(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_MOAT))
|
|
moat_cnt++;
|
|
else if (levl[x1][y1].typ == LAVAPOOL ||
|
|
(levl[x1][y1].typ == DRAWBRIDGE_UP &&
|
|
(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_LAVA))
|
|
lava_cnt++;
|
|
if (!fill_if_any) pool_cnt /= 3; /* not as much liquid as the others */
|
|
|
|
if ((lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1)) ||
|
|
(lava_cnt && fill_if_any))
|
|
return LAVAPOOL;
|
|
else if ((moat_cnt > 0 && rn2(moat_cnt + 1)) ||
|
|
(moat_cnt && fill_if_any))
|
|
return MOAT;
|
|
else if ((pool_cnt > 0 && rn2(pool_cnt + 1)) ||
|
|
(pool_cnt && fill_if_any))
|
|
return POOL;
|
|
else
|
|
return ROOM;
|
|
}
|
|
|
|
void
|
|
digactualhole(x, y, madeby, ttyp)
|
|
register int x, y;
|
|
struct monst *madeby;
|
|
int ttyp;
|
|
{
|
|
struct obj *oldobjs, *newobjs;
|
|
register struct trap *ttmp;
|
|
char surface_type[BUFSZ];
|
|
struct rm *lev = &levl[x][y];
|
|
boolean shopdoor;
|
|
struct monst *mtmp = m_at(x, y); /* may be madeby */
|
|
boolean madeby_u = (madeby == BY_YOU);
|
|
boolean madeby_obj = (madeby == BY_OBJECT);
|
|
boolean at_u = (x == u.ux) && (y == u.uy);
|
|
boolean wont_fall = Levitation || Flying;
|
|
|
|
if (at_u && u.utrap) {
|
|
if (u.utraptype == TT_BURIEDBALL) buried_ball_to_punishment();
|
|
else if (u.utraptype == TT_INFLOOR) u.utrap = 0;
|
|
}
|
|
|
|
/* these furniture checks were in dighole(), but wand
|
|
breaking bypasses that routine and calls us directly */
|
|
if (IS_FOUNTAIN(lev->typ)) {
|
|
dogushforth(FALSE);
|
|
SET_FOUNTAIN_WARNED(x,y); /* force dryup */
|
|
dryup(x, y, madeby_u);
|
|
return;
|
|
} 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.",
|
|
defsyms[trap_to_defsym(ttyp)].explanation);
|
|
ttyp = PIT;
|
|
}
|
|
|
|
/* maketrap() might change it, also, in this situation,
|
|
surface() returns an inappropriate string for a grave */
|
|
if (IS_GRAVE(lev->typ))
|
|
Strcpy(surface_type, "grave");
|
|
else
|
|
Strcpy(surface_type, surface(x,y));
|
|
shopdoor = IS_DOOR(lev->typ) && *in_rooms(x, y, SHOPBASE);
|
|
oldobjs = level.objects[x][y];
|
|
ttmp = maketrap(x, y, ttyp);
|
|
if (!ttmp) return;
|
|
newobjs = level.objects[x][y];
|
|
ttmp->madeby_u = madeby_u;
|
|
if (cansee(x,y)) seetrap(ttmp);
|
|
else if (madeby_u) feeltrap(ttmp);
|
|
|
|
if (ttyp == PIT) {
|
|
|
|
if(madeby_u) {
|
|
if (x != u.ux || y != u.uy)
|
|
You("dig an adjacent pit.");
|
|
else
|
|
You("dig a pit in the %s.", surface_type);
|
|
if (shopdoor) pay_for_damage("ruin", FALSE);
|
|
} else if (!madeby_obj && canseemon(madeby))
|
|
pline("%s digs a pit in the %s.", Monnam(madeby), surface_type);
|
|
else if (cansee(x, y) && flags.verbose)
|
|
pline("A pit appears in the %s.", surface_type);
|
|
|
|
if(at_u) {
|
|
if (!wont_fall) {
|
|
u.utrap = rn1(4,2);
|
|
u.utraptype = TT_PIT;
|
|
vision_full_recalc = 1; /* vision limits change */
|
|
} else
|
|
u.utrap = 0;
|
|
if (oldobjs != newobjs) /* something unearthed */
|
|
(void) pickup(1); /* detects pit */
|
|
} else if(mtmp) {
|
|
if(is_flyer(mtmp->data) || is_floater(mtmp->data)) {
|
|
if(canseemon(mtmp))
|
|
pline("%s %s over the pit.", Monnam(mtmp),
|
|
(is_flyer(mtmp->data)) ?
|
|
"flies" : "floats");
|
|
} else if(mtmp != madeby)
|
|
(void) mintrap(mtmp);
|
|
}
|
|
} else { /* was TRAPDOOR now a HOLE*/
|
|
|
|
if(madeby_u)
|
|
You("dig a hole through the %s.", surface_type);
|
|
else if(!madeby_obj && canseemon(madeby))
|
|
pline("%s digs a hole through the %s.",
|
|
Monnam(madeby), surface_type);
|
|
else if(cansee(x, y) && flags.verbose)
|
|
pline("A hole appears in the %s.", surface_type);
|
|
|
|
if (at_u) {
|
|
if (!u.ustuck && !wont_fall && !next_to_u()) {
|
|
You("are jerked back by your pet!");
|
|
wont_fall = TRUE;
|
|
}
|
|
|
|
/* Floor objects get a chance of falling down. The case where
|
|
* the hero does NOT fall down is treated here. The case
|
|
* where the hero does fall down is treated in goto_level().
|
|
*/
|
|
if (u.ustuck || wont_fall) {
|
|
if (newobjs)
|
|
impact_drop((struct obj *)0, x, y, 0);
|
|
if (oldobjs != newobjs)
|
|
(void) pickup(1);
|
|
if (shopdoor && madeby_u) pay_for_damage("ruin", FALSE);
|
|
|
|
} else {
|
|
d_level newlevel;
|
|
|
|
if (*u.ushops && madeby_u)
|
|
shopdig(1); /* shk might snatch pack */
|
|
/* handle earlier damage, eg breaking wand of digging */
|
|
else if (!madeby_u) pay_for_damage("dig into", TRUE);
|
|
|
|
You("fall through...");
|
|
/* Earlier checks must ensure that the destination
|
|
* level exists and is in the present dungeon.
|
|
*/
|
|
newlevel.dnum = u.uz.dnum;
|
|
newlevel.dlevel = u.uz.dlevel + 1;
|
|
goto_level(&newlevel, FALSE, TRUE, FALSE);
|
|
/* messages for arriving in special rooms */
|
|
spoteffects(FALSE);
|
|
}
|
|
} else {
|
|
if (shopdoor && madeby_u) pay_for_damage("ruin", FALSE);
|
|
if (newobjs)
|
|
impact_drop((struct obj *)0, x, y, 0);
|
|
if (mtmp) {
|
|
/*[don't we need special sokoban handling here?]*/
|
|
if (is_flyer(mtmp->data) || is_floater(mtmp->data) ||
|
|
mtmp->data == &mons[PM_WUMPUS] ||
|
|
(mtmp->wormno && count_wsegs(mtmp) > 5) ||
|
|
mtmp->data->msize >= MZ_HUGE) return;
|
|
if (mtmp == u.ustuck) /* probably a vortex */
|
|
return; /* temporary? kludge */
|
|
|
|
if (teleport_pet(mtmp, FALSE)) {
|
|
d_level tolevel;
|
|
|
|
if (Is_stronghold(&u.uz)) {
|
|
assign_level(&tolevel, &valley_level);
|
|
} else if (Is_botlevel(&u.uz)) {
|
|
if (canseemon(mtmp))
|
|
pline("%s avoids the trap.", Monnam(mtmp));
|
|
return;
|
|
} else {
|
|
get_level(&tolevel, depth(&u.uz) + 1);
|
|
}
|
|
if (mtmp->isshk) make_angry_shk(mtmp, 0, 0);
|
|
migrate_to_level(mtmp, ledger_no(&tolevel),
|
|
MIGR_RANDOM, (coord *)0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Called from dighole(), but also from do_break_wand()
|
|
* in apply.c.
|
|
*/
|
|
void
|
|
liquid_flow(x, y, typ, ttmp, fillmsg)
|
|
xchar x,y;
|
|
schar typ;
|
|
struct trap *ttmp;
|
|
const char *fillmsg;
|
|
{
|
|
boolean u_spot = (x == u.ux && y == u.uy);
|
|
|
|
if (ttmp) (void) delfloortrap(ttmp);
|
|
/* if any objects were frozen here, they're released now */
|
|
unearth_objs(x, y);
|
|
|
|
if (fillmsg) pline(fillmsg, typ == LAVAPOOL ? "lava" : "water");
|
|
if (u_spot && !(Levitation || Flying)) {
|
|
if (typ == LAVAPOOL)
|
|
(void) lava_effects();
|
|
else if (!Wwalking)
|
|
(void) drown();
|
|
}
|
|
}
|
|
|
|
/* return TRUE if digging succeeded, FALSE otherwise */
|
|
boolean
|
|
dighole(pit_only, by_magic, cc)
|
|
boolean pit_only, by_magic;
|
|
coord *cc;
|
|
{
|
|
register struct trap *ttmp;
|
|
struct rm *lev;
|
|
struct obj *boulder_here;
|
|
schar typ;
|
|
xchar dig_x,dig_y;
|
|
boolean nohole;
|
|
|
|
if (!cc) {
|
|
dig_x = u.ux;
|
|
dig_y = u.uy;
|
|
} else {
|
|
dig_x = cc->x;
|
|
dig_y = cc->y;
|
|
if (!isok(dig_x,dig_y)) return FALSE;
|
|
}
|
|
|
|
ttmp = t_at(dig_x, dig_y);
|
|
lev = &levl[dig_x][dig_y];
|
|
nohole = (!Can_dig_down(&u.uz) && !lev->candig);
|
|
|
|
if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL || nohole)) ||
|
|
(IS_ROCK(lev->typ) && lev->typ != SDOOR &&
|
|
(lev->wall_info & W_NONDIGGABLE) != 0)) {
|
|
pline_The("%s %shere is too hard to dig in.",
|
|
surface(dig_x,dig_y),
|
|
(dig_x != u.ux || dig_y != u.uy) ? "t" : "");
|
|
|
|
} else if (is_pool_or_lava(dig_x, dig_y)) {
|
|
pline_The("%s sloshes furiously for a moment, then subsides.",
|
|
is_lava(dig_x, dig_y) ? "lava" : "water");
|
|
wake_nearby(); /* splashing */
|
|
|
|
} else if (lev->typ == DRAWBRIDGE_DOWN ||
|
|
(is_drawbridge_wall(dig_x, dig_y) >= 0)) {
|
|
/* drawbridge_down is the platform crossing the moat when the
|
|
bridge is extended; drawbridge_wall is the open "doorway" or
|
|
closed "door" where the portcullis/mechanism is located */
|
|
if (pit_only) {
|
|
pline_The("drawbridge seems too hard to dig through.");
|
|
return FALSE;
|
|
} else {
|
|
int x = dig_x, y = dig_y;
|
|
/* if under the portcullis, the bridge is adjacent */
|
|
(void) find_drawbridge(&x, &y);
|
|
destroy_drawbridge(x, y);
|
|
return TRUE;
|
|
}
|
|
|
|
} else if ((boulder_here = sobj_at(BOULDER, dig_x, dig_y)) != 0) {
|
|
if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) &&
|
|
rn2(2)) {
|
|
pline_The("boulder settles into the %spit.",
|
|
(dig_x != u.ux || dig_y != u.uy) ?
|
|
"adjacent " : "");
|
|
ttmp->ttyp = PIT; /* crush spikes */
|
|
} else {
|
|
/*
|
|
* digging makes a hole, but the boulder immediately
|
|
* fills it. Final outcome: no hole, no boulder.
|
|
*/
|
|
pline("KADOOM! The boulder falls in!");
|
|
(void) delfloortrap(ttmp);
|
|
}
|
|
delobj(boulder_here);
|
|
return TRUE;
|
|
|
|
} else if (IS_GRAVE(lev->typ)) {
|
|
digactualhole(dig_x, dig_y, BY_YOU, PIT);
|
|
dig_up_grave(cc);
|
|
return TRUE;
|
|
} else if (lev->typ == DRAWBRIDGE_UP) {
|
|
/* must be floor or ice, other cases handled above */
|
|
/* dig "pit" and let fluid flow in (if possible) */
|
|
typ = fillholetyp(dig_x,dig_y,FALSE);
|
|
|
|
if (typ == ROOM) {
|
|
/*
|
|
* We can't dig a hole here since that will destroy
|
|
* the drawbridge. The following is a cop-out. --dlc
|
|
*/
|
|
pline_The("%s %shere is too hard to dig in.",
|
|
surface(dig_x, dig_y),
|
|
(dig_x != u.ux || dig_y != u.uy) ? "t" : "");
|
|
return FALSE;
|
|
}
|
|
|
|
lev->drawbridgemask &= ~DB_UNDER;
|
|
lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT;
|
|
liquid_flow(dig_x, dig_y, typ, ttmp,
|
|
"As you dig, the hole fills with %s!");
|
|
return TRUE;
|
|
|
|
/* the following two are here for the wand of digging */
|
|
} else if (IS_THRONE(lev->typ)) {
|
|
pline_The("throne is too hard to break apart.");
|
|
|
|
} else if (IS_ALTAR(lev->typ)) {
|
|
pline_The("altar is too hard to break apart.");
|
|
|
|
} else {
|
|
typ = fillholetyp(dig_x,dig_y,FALSE);
|
|
|
|
if (typ != ROOM) {
|
|
lev->typ = typ;
|
|
liquid_flow(dig_x, dig_y, typ, ttmp,
|
|
"As you dig, the hole fills with %s!");
|
|
return TRUE;
|
|
}
|
|
|
|
/* magical digging disarms settable traps */
|
|
if (by_magic && ttmp &&
|
|
(ttmp->ttyp == LANDMINE || ttmp->ttyp == BEAR_TRAP)) {
|
|
int otyp = (ttmp->ttyp == LANDMINE) ? LAND_MINE : BEARTRAP;
|
|
|
|
/* convert trap into buried object (deletes trap) */
|
|
cnv_trap_obj(otyp, 1, ttmp, TRUE);
|
|
}
|
|
|
|
/* finally we get to make a hole */
|
|
if (nohole || pit_only)
|
|
digactualhole(dig_x, dig_y, BY_YOU, PIT);
|
|
else
|
|
digactualhole(dig_x, dig_y, BY_YOU, HOLE);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
STATIC_OVL void
|
|
dig_up_grave(cc)
|
|
coord *cc;
|
|
{
|
|
struct obj *otmp;
|
|
xchar dig_x, dig_y;
|
|
|
|
if (!cc) {
|
|
dig_x = u.ux;
|
|
dig_y = u.uy;
|
|
} else {
|
|
dig_x = cc->x;
|
|
dig_y = cc->y;
|
|
if (!isok(dig_x,dig_y)) return ;
|
|
}
|
|
|
|
|
|
/* Grave-robbing is frowned upon... */
|
|
exercise(A_WIS, FALSE);
|
|
if (Role_if(PM_ARCHEOLOGIST)) {
|
|
adjalign(-sgn(u.ualign.type)*3);
|
|
You_feel("like a despicable grave-robber!");
|
|
} else if (Role_if(PM_SAMURAI)) {
|
|
adjalign(-sgn(u.ualign.type));
|
|
You("disturb the honorable dead!");
|
|
} else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
|
|
adjalign(-sgn(u.ualign.type));
|
|
You("have violated the sanctity of this grave!");
|
|
}
|
|
|
|
switch (rn2(5)) {
|
|
case 0:
|
|
case 1:
|
|
You("unearth a corpse.");
|
|
if (!!(otmp = mk_tt_object(CORPSE, dig_x, dig_y)))
|
|
otmp->age -= 100; /* this is an *OLD* corpse */;
|
|
break;
|
|
case 2:
|
|
if (!Blind) pline(Hallucination ? "Dude! The living dead!" :
|
|
"The grave's owner is very upset!");
|
|
(void) makemon(mkclass(S_ZOMBIE,0), dig_x, dig_y, NO_MM_FLAGS);
|
|
break;
|
|
case 3:
|
|
if (!Blind) pline(Hallucination ? "I want my mummy!" :
|
|
"You've disturbed a tomb!");
|
|
(void) makemon(mkclass(S_MUMMY,0), dig_x, dig_y, NO_MM_FLAGS);
|
|
break;
|
|
default:
|
|
/* No corpse */
|
|
pline_The("grave seems unused. Strange....");
|
|
break;
|
|
}
|
|
levl[dig_x][dig_y].typ = ROOM;
|
|
del_engr_at(dig_x, dig_y);
|
|
newsym(dig_x,dig_y);
|
|
return;
|
|
}
|
|
|
|
int
|
|
use_pick_axe(obj)
|
|
struct obj *obj;
|
|
{
|
|
const char *sdp, *verb;
|
|
char *dsp, dirsyms[12], qbuf[BUFSZ];
|
|
boolean ispick;
|
|
int rx, ry, downok, res = 0;
|
|
|
|
/* Check tool */
|
|
if (obj != uwep) {
|
|
if (!wield_tool(obj, "swing")) return 0;
|
|
else res = 1;
|
|
}
|
|
ispick = is_pick(obj);
|
|
verb = ispick ? "dig" : "chop";
|
|
|
|
if (u.utrap && u.utraptype == TT_WEB) {
|
|
pline("%s you can't %s while entangled in a web.",
|
|
/* res==0 => no prior message;
|
|
res==1 => just got "You now wield a pick-axe." message */
|
|
!res ? "Unfortunately," : "But", verb);
|
|
return res;
|
|
}
|
|
|
|
/* construct list of directions to show player for likely choices */
|
|
downok = !!can_reach_floor(FALSE);
|
|
dsp = dirsyms;
|
|
for (sdp = Cmd.dirchars; *sdp; ++sdp) {
|
|
/* filter out useless directions */
|
|
if (u.uswallow) {
|
|
; /* all directions are viable when swallowed */
|
|
} else if (movecmd(*sdp)) {
|
|
/* normal direction, within plane of the level map;
|
|
movecmd() sets u.dx, u.dy, u.dz and returns !u.dz */
|
|
if (!dxdy_moveok()) continue; /* handle NODIAG */
|
|
rx = u.ux + u.dx;
|
|
ry = u.uy + u.dy;
|
|
if (!isok(rx, ry) || dig_typ(obj, rx, ry) == DIGTYP_UNDIGGABLE)
|
|
continue;
|
|
} else {
|
|
/* up or down; we used to always include down, so that
|
|
there would always be at least one choice shown, but
|
|
it shouldn't be a likely candidate when floating high
|
|
above the floor; include up instead in that situation
|
|
(as a silly candidate rather than a likely one...) */
|
|
if ((u.dz > 0) ^ downok) continue;
|
|
}
|
|
/* include this direction */
|
|
*dsp++ = *sdp;
|
|
}
|
|
*dsp = 0;
|
|
Sprintf(qbuf, "In what direction do you want to %s? [%s]",
|
|
verb, dirsyms);
|
|
if(!getdir(qbuf))
|
|
return(res);
|
|
|
|
return(use_pick_axe2(obj));
|
|
}
|
|
|
|
/* MRKR: use_pick_axe() is split in two to allow autodig to bypass */
|
|
/* the "In what direction do you want to dig?" query. */
|
|
/* use_pick_axe2() uses the existing u.dx, u.dy and u.dz */
|
|
|
|
int
|
|
use_pick_axe2(obj)
|
|
struct obj *obj;
|
|
{
|
|
register int rx, ry;
|
|
register struct rm *lev;
|
|
struct trap *trap, *trap_with_u;
|
|
int dig_target;
|
|
boolean ispick = is_pick(obj);
|
|
const char *verbing = ispick ? "digging" : "chopping";
|
|
|
|
if (u.uswallow && attack(u.ustuck)) {
|
|
; /* return(1) */
|
|
} else if (Underwater) {
|
|
pline("Turbulence torpedoes your %s attempts.", verbing);
|
|
} else if(u.dz < 0) {
|
|
if(Levitation)
|
|
You("don't have enough leverage.");
|
|
else
|
|
You_cant("reach the %s.",ceiling(u.ux,u.uy));
|
|
} else if(!u.dx && !u.dy && !u.dz) {
|
|
char buf[BUFSZ];
|
|
int dam;
|
|
|
|
dam = rnd(2) + dbon() + obj->spe;
|
|
if (dam <= 0) dam = 1;
|
|
You("hit yourself with %s.", yname(uwep));
|
|
Sprintf(buf, "%s own %s", uhis(),
|
|
OBJ_NAME(objects[obj->otyp]));
|
|
losehp(Maybe_Half_Phys(dam), buf, KILLED_BY);
|
|
context.botl=1;
|
|
return(1);
|
|
} else if(u.dz == 0) {
|
|
if(Stunned || (Confusion && !rn2(5))) confdir();
|
|
rx = u.ux + u.dx;
|
|
ry = u.uy + u.dy;
|
|
if(!isok(rx, ry)) {
|
|
pline("Clash!");
|
|
return(1);
|
|
}
|
|
lev = &levl[rx][ry];
|
|
if(MON_AT(rx, ry) && attack(m_at(rx, ry)))
|
|
return(1);
|
|
dig_target = dig_typ(obj, rx, ry);
|
|
if (dig_target == DIGTYP_UNDIGGABLE) {
|
|
/* ACCESSIBLE or POOL */
|
|
trap = t_at(rx, ry);
|
|
if (trap && trap->ttyp == WEB) {
|
|
if (!trap->tseen) {
|
|
seetrap(trap);
|
|
There("is a spider web there!");
|
|
}
|
|
pline("%s entangled in the web.",
|
|
Yobjnam2(obj, "become"));
|
|
/* you ought to be able to let go; tough luck */
|
|
/* (maybe `move_into_trap()' would be better) */
|
|
nomul(-d(2,2));
|
|
nomovemsg = "You pull free.";
|
|
} else if (lev->typ == IRONBARS) {
|
|
pline("Clang!");
|
|
wake_nearby();
|
|
} else if (IS_TREE(lev->typ))
|
|
You("need an axe to cut down a tree.");
|
|
else if (IS_ROCK(lev->typ))
|
|
You("need a pick to dig rock.");
|
|
else if (!ispick && (sobj_at(STATUE, rx, ry) ||
|
|
sobj_at(BOULDER, rx, ry))) {
|
|
boolean vibrate = !rn2(3);
|
|
pline("Sparks fly as you whack the %s.%s",
|
|
sobj_at(STATUE, rx, ry) ? "statue" : "boulder",
|
|
vibrate ? " The axe-handle vibrates violently!" : "");
|
|
if (vibrate) losehp(Maybe_Half_Phys(2),
|
|
"axing a hard object", KILLED_BY);
|
|
}
|
|
else if (u.utrap && u.utraptype == TT_PIT && trap &&
|
|
(trap_with_u = t_at(u.ux, u.uy)) &&
|
|
(trap->ttyp == PIT || trap->ttyp == SPIKED_PIT) &&
|
|
!conjoined_pits(trap, trap_with_u, FALSE)) {
|
|
int idx;
|
|
for (idx = 0; idx < 8; idx++) {
|
|
if (xdir[idx] == u.dx && ydir[idx] == u.dy)
|
|
break;
|
|
}
|
|
/* idx is valid if < 8 */
|
|
if (idx < 8) {
|
|
int adjidx = (idx + 4) % 8;
|
|
trap_with_u->conjoined |= (1 << idx);
|
|
trap->conjoined |= (1 << adjidx);
|
|
pline(
|
|
"You clear some debris from between the pits.");
|
|
}
|
|
}
|
|
else if (u.utrap && u.utraptype == TT_PIT &&
|
|
(trap_with_u = t_at(u.ux, u.uy))) {
|
|
You("swing %s, but the rubble has no place to go.",
|
|
yobjnam(obj, (char *)0));
|
|
}
|
|
else
|
|
You("swing %s through thin air.",
|
|
yobjnam(obj, (char *)0));
|
|
} else {
|
|
static const char * const d_action[6] = {
|
|
"swinging",
|
|
"digging",
|
|
"chipping the statue",
|
|
"hitting the boulder",
|
|
"chopping at the door",
|
|
"cutting the tree"
|
|
};
|
|
did_dig_msg = FALSE;
|
|
context.digging.quiet = FALSE;
|
|
if (context.digging.pos.x != rx ||
|
|
context.digging.pos.y != ry ||
|
|
!on_level(&context.digging.level, &u.uz) ||
|
|
context.digging.down) {
|
|
if (flags.autodig &&
|
|
dig_target == DIGTYP_ROCK && !context.digging.down &&
|
|
context.digging.pos.x == u.ux &&
|
|
context.digging.pos.y == u.uy &&
|
|
(moves <= context.digging.lastdigtime+2 &&
|
|
moves >= context.digging.lastdigtime)) {
|
|
/* avoid messages if repeated autodigging */
|
|
did_dig_msg = TRUE;
|
|
context.digging.quiet = TRUE;
|
|
}
|
|
context.digging.down = context.digging.chew = FALSE;
|
|
context.digging.warned = FALSE;
|
|
context.digging.pos.x = rx;
|
|
context.digging.pos.y = ry;
|
|
assign_level(&context.digging.level, &u.uz);
|
|
context.digging.effort = 0;
|
|
if (!context.digging.quiet)
|
|
You("start %s.", d_action[dig_target]);
|
|
} else {
|
|
You("%s %s.", context.digging.chew ? "begin" : "continue",
|
|
d_action[dig_target]);
|
|
context.digging.chew = FALSE;
|
|
}
|
|
set_occupation(dig, verbing, 0);
|
|
}
|
|
} else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
|
|
/* it must be air -- water checked above */
|
|
You("swing %s through thin air.", yobjnam(obj, (char *)0));
|
|
} else if (!can_reach_floor(FALSE)) {
|
|
cant_reach_floor(u.ux, u.uy, FALSE, FALSE);
|
|
} else if (is_pool_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)) {
|
|
dotrap(trap, FORCEBUNGLE);
|
|
/* might escape trap and still be teetering at brink */
|
|
if (!u.utrap) cant_reach_floor(u.ux, u.uy, FALSE, TRUE);
|
|
} else if (!ispick &&
|
|
/* can only dig down with an axe when doing so will
|
|
trigger or disarm a trap here */
|
|
(!trap || (trap->ttyp != LANDMINE &&
|
|
trap->ttyp != BEAR_TRAP))) {
|
|
pline("%s merely scratches the %s.",
|
|
Yobjnam2(obj, (char *)0), surface(u.ux,u.uy));
|
|
u_wipe_engr(3);
|
|
} else {
|
|
if (context.digging.pos.x != u.ux ||
|
|
context.digging.pos.y != u.uy ||
|
|
!on_level(&context.digging.level, &u.uz) ||
|
|
!context.digging.down) {
|
|
context.digging.chew = FALSE;
|
|
context.digging.down = TRUE;
|
|
context.digging.warned = FALSE;
|
|
context.digging.pos.x = u.ux;
|
|
context.digging.pos.y = u.uy;
|
|
assign_level(&context.digging.level, &u.uz);
|
|
context.digging.effort = 0;
|
|
You("start %s downward.", verbing);
|
|
if (*u.ushops) shopdig(0);
|
|
} else
|
|
You("continue %s downward.", verbing);
|
|
did_dig_msg = FALSE;
|
|
set_occupation(dig, verbing, 0);
|
|
}
|
|
return(1);
|
|
}
|
|
|
|
/*
|
|
* Town Watchmen frown on damage to the town walls, trees or fountains.
|
|
* It's OK to dig holes in the ground, however.
|
|
* If mtmp is assumed to be a watchman, a watchman is found if mtmp == 0
|
|
* zap == TRUE if wand/spell of digging, FALSE otherwise (chewing)
|
|
*/
|
|
void
|
|
watch_dig(mtmp, x, y, zap)
|
|
struct monst *mtmp;
|
|
xchar x, y;
|
|
boolean zap;
|
|
{
|
|
struct rm *lev = &levl[x][y];
|
|
|
|
if (in_town(x, y) &&
|
|
(closed_door(x, y) || lev->typ == SDOOR ||
|
|
IS_WALL(lev->typ) || IS_FOUNTAIN(lev->typ) || IS_TREE(lev->typ))) {
|
|
if (!mtmp) {
|
|
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
|
|
if (DEADMONSTER(mtmp)) continue;
|
|
if ((mtmp->data == &mons[PM_WATCHMAN] ||
|
|
mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
|
|
mtmp->mcansee && m_canseeu(mtmp) &&
|
|
couldsee(mtmp->mx, mtmp->my) && mtmp->mpeaceful)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (mtmp) {
|
|
if(zap || context.digging.warned) {
|
|
verbalize("Halt, vandal! You're under arrest!");
|
|
(void) angry_guards(!!Deaf);
|
|
} else {
|
|
const char *str;
|
|
|
|
if (IS_DOOR(lev->typ))
|
|
str = "door";
|
|
else if (IS_TREE(lev->typ))
|
|
str = "tree";
|
|
else if (IS_ROCK(lev->typ))
|
|
str = "wall";
|
|
else
|
|
str = "fountain";
|
|
verbalize("Hey, stop damaging that %s!", str);
|
|
context.digging.warned = TRUE;
|
|
}
|
|
if (is_digging())
|
|
stop_occupation();
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Return TRUE if monster died, FALSE otherwise. Called from m_move(). */
|
|
boolean
|
|
mdig_tunnel(mtmp)
|
|
register struct monst *mtmp;
|
|
{
|
|
register struct rm *here;
|
|
int pile = rnd(12);
|
|
|
|
here = &levl[mtmp->mx][mtmp->my];
|
|
if (here->typ == SDOOR)
|
|
cvt_sdoor_to_door(here); /* ->typ = DOOR */
|
|
|
|
/* Eats away door if present & closed or locked */
|
|
if (closed_door(mtmp->mx, mtmp->my)) {
|
|
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
|
|
add_damage(mtmp->mx, mtmp->my, 0L);
|
|
unblock_point(mtmp->mx, mtmp->my); /* vision */
|
|
if (here->doormask & D_TRAPPED) {
|
|
here->doormask = D_NODOOR;
|
|
if (mb_trapped(mtmp)) { /* mtmp is killed */
|
|
newsym(mtmp->mx, mtmp->my);
|
|
return TRUE;
|
|
}
|
|
} else {
|
|
if (!rn2(3) && flags.verbose) /* not too often.. */
|
|
You_feel("an unexpected draft.");
|
|
here->doormask = D_BROKEN;
|
|
}
|
|
newsym(mtmp->mx, mtmp->my);
|
|
return FALSE;
|
|
} else if (!IS_ROCK(here->typ) && !IS_TREE(here->typ)) /* no dig */
|
|
return FALSE;
|
|
|
|
/* Only rock, trees, and walls fall through to this point. */
|
|
if ((here->wall_info & W_NONDIGGABLE) != 0) {
|
|
impossible("mdig_tunnel: %s at (%d,%d) is undiggable",
|
|
(IS_WALL(here->typ) ? "wall" : "stone"),
|
|
(int) mtmp->mx, (int) mtmp->my);
|
|
return FALSE; /* still alive */
|
|
}
|
|
|
|
if (IS_WALL(here->typ)) {
|
|
/* KMH -- Okay on arboreal levels (room walls are still stone) */
|
|
if (!Deaf && flags.verbose && !rn2(5))
|
|
You_hear("crashing rock.");
|
|
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
|
|
add_damage(mtmp->mx, mtmp->my, 0L);
|
|
if (level.flags.is_maze_lev) {
|
|
here->typ = ROOM;
|
|
} else if (level.flags.is_cavernous_lev &&
|
|
!in_town(mtmp->mx, mtmp->my)) {
|
|
here->typ = CORR;
|
|
} else {
|
|
here->typ = DOOR;
|
|
here->doormask = D_NODOOR;
|
|
}
|
|
} else if (IS_TREE(here->typ)) {
|
|
here->typ = ROOM;
|
|
if (pile && pile < 5)
|
|
(void) rnd_treefruit_at(mtmp->mx, mtmp->my);
|
|
} else {
|
|
here->typ = CORR;
|
|
if (pile && pile < 5)
|
|
(void) mksobj_at((pile == 1) ? BOULDER : ROCK,
|
|
mtmp->mx, mtmp->my, TRUE, FALSE);
|
|
}
|
|
newsym(mtmp->mx, mtmp->my);
|
|
if (!sobj_at(BOULDER, mtmp->mx, mtmp->my))
|
|
unblock_point(mtmp->mx, mtmp->my); /* vision */
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/* digging via wand zap or spell cast */
|
|
void
|
|
zap_dig()
|
|
{
|
|
struct rm *room;
|
|
struct monst *mtmp;
|
|
struct obj *otmp;
|
|
struct trap *trap_with_u = (struct trap *)0;
|
|
int zx, zy, diridx, digdepth, flow_x, flow_y;
|
|
boolean shopdoor, shopwall, maze_dig, pitdig = FALSE, pitflow = FALSE;
|
|
|
|
/*
|
|
* Original effect (approximately):
|
|
* from CORR: dig until we pierce a wall
|
|
* from ROOM: pierce wall and dig until we reach
|
|
* an ACCESSIBLE place.
|
|
* Currently: dig for digdepth positions;
|
|
* also down on request of Lennart Augustsson.
|
|
* 3.5.0: from a PIT: dig one adjacent pit.
|
|
*/
|
|
|
|
if (u.uswallow) {
|
|
mtmp = u.ustuck;
|
|
|
|
if (!is_whirly(mtmp->data)) {
|
|
if (is_animal(mtmp->data))
|
|
You("pierce %s %s wall!",
|
|
s_suffix(mon_nam(mtmp)), mbodypart(mtmp, STOMACH));
|
|
mtmp->mhp = 1; /* almost dead */
|
|
expels(mtmp, mtmp->data, !is_animal(mtmp->data));
|
|
}
|
|
return;
|
|
} /* swallowed */
|
|
|
|
if (u.dz) {
|
|
if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !Underwater) {
|
|
if (u.dz < 0 || On_stairs(u.ux, u.uy)) {
|
|
int dmg;
|
|
if (On_stairs(u.ux, u.uy))
|
|
pline_The("beam bounces off the %s and hits the %s.",
|
|
(u.ux == xdnladder || u.ux == xupladder) ?
|
|
"ladder" : "stairs", ceiling(u.ux, u.uy));
|
|
You("loosen a rock from the %s.", ceiling(u.ux, u.uy));
|
|
pline("It falls on your %s!", body_part(HEAD));
|
|
dmg = rnd((uarmh && is_metallic(uarmh)) ? 2 : 6);
|
|
losehp(Maybe_Half_Phys(dmg),
|
|
"falling rock", KILLED_BY_AN);
|
|
otmp = mksobj_at(ROCK, u.ux, u.uy, FALSE, FALSE);
|
|
if (otmp) {
|
|
(void)xname(otmp); /* set dknown, maybe bknown */
|
|
stackobj(otmp);
|
|
}
|
|
newsym(u.ux, u.uy);
|
|
} else {
|
|
watch_dig((struct monst *)0, u.ux, u.uy, TRUE);
|
|
(void) dighole(FALSE, TRUE, (coord *)0);
|
|
}
|
|
}
|
|
return;
|
|
} /* up or down */
|
|
|
|
/* normal case: digging across the level */
|
|
shopdoor = shopwall = FALSE;
|
|
maze_dig = level.flags.is_maze_lev && !Is_earthlevel(&u.uz);
|
|
zx = u.ux + u.dx;
|
|
zy = u.uy + u.dy;
|
|
if(u.utrap && u.utraptype == TT_PIT && (trap_with_u = t_at(u.ux, u.uy))) {
|
|
pitdig = TRUE;
|
|
for (diridx = 0; diridx < 8; diridx++) {
|
|
if (xdir[diridx] == u.dx && ydir[diridx] == u.dy)
|
|
break;
|
|
/* diridx is valid if < 8 */
|
|
}
|
|
}
|
|
digdepth = rn1(18, 8);
|
|
tmp_at(DISP_BEAM, cmap_to_glyph(S_digbeam));
|
|
while (--digdepth >= 0) {
|
|
if (!isok(zx,zy)) break;
|
|
room = &levl[zx][zy];
|
|
tmp_at(zx,zy);
|
|
delay_output(); /* wait a little bit */
|
|
|
|
if (pitdig) { /* we are already in a pit if this is true */
|
|
coord cc;
|
|
struct trap *adjpit = t_at(zx,zy);
|
|
if ((diridx < 8) &&
|
|
!conjoined_pits(adjpit, trap_with_u, FALSE)) {
|
|
digdepth = 0; /* limited to the adjacent location only */
|
|
if (!(adjpit && (adjpit->ttyp == PIT ||
|
|
adjpit->ttyp == SPIKED_PIT))) {
|
|
char buf[BUFSZ];
|
|
cc.x = zx; cc.y = zy;
|
|
if (!adj_pit_checks(&cc, buf)) {
|
|
if (buf[0]) pline1(buf);
|
|
} else {
|
|
/* this can also result in a pool at zx,zy */
|
|
dighole(TRUE, TRUE, &cc);
|
|
adjpit = t_at(zx,zy);
|
|
}
|
|
}
|
|
if (adjpit && (adjpit->ttyp == PIT ||
|
|
adjpit->ttyp == SPIKED_PIT)) {
|
|
int adjidx = (diridx + 4) % 8;
|
|
trap_with_u->conjoined |= (1 << diridx);
|
|
adjpit->conjoined |= (1 << adjidx);
|
|
flow_x = zx;
|
|
flow_y = zy;
|
|
pitflow = TRUE;
|
|
}
|
|
if (is_pool(zx,zy) || is_lava(zx,zy)) {
|
|
flow_x = zx - u.dx;
|
|
flow_y = zy - u.dy;
|
|
pitflow = TRUE;
|
|
}
|
|
break;
|
|
}
|
|
} else if (closed_door(zx, zy) || room->typ == SDOOR) {
|
|
if (*in_rooms(zx,zy,SHOPBASE)) {
|
|
add_damage(zx, zy, 400L);
|
|
shopdoor = TRUE;
|
|
}
|
|
if (room->typ == SDOOR)
|
|
room->typ = DOOR;
|
|
else if (cansee(zx, zy))
|
|
pline_The("door is razed!");
|
|
watch_dig((struct monst *)0, zx, zy, TRUE);
|
|
room->doormask = D_NODOOR;
|
|
unblock_point(zx,zy); /* vision */
|
|
digdepth -= 2;
|
|
if (maze_dig) break;
|
|
} else if (maze_dig) {
|
|
if (IS_WALL(room->typ)) {
|
|
if (!(room->wall_info & W_NONDIGGABLE)) {
|
|
if (*in_rooms(zx,zy,SHOPBASE)) {
|
|
add_damage(zx, zy, 200L);
|
|
shopwall = TRUE;
|
|
}
|
|
room->typ = ROOM;
|
|
unblock_point(zx,zy); /* vision */
|
|
} else if (!Blind)
|
|
pline_The("wall glows then fades.");
|
|
break;
|
|
} else if (IS_TREE(room->typ)) { /* check trees before stone */
|
|
if (!(room->wall_info & W_NONDIGGABLE)) {
|
|
room->typ = ROOM;
|
|
unblock_point(zx,zy); /* vision */
|
|
} else if (!Blind)
|
|
pline_The("tree shudders but is unharmed.");
|
|
break;
|
|
} else if (room->typ == STONE || room->typ == SCORR) {
|
|
if (!(room->wall_info & W_NONDIGGABLE)) {
|
|
room->typ = CORR;
|
|
unblock_point(zx,zy); /* vision */
|
|
} else if (!Blind)
|
|
pline_The("rock glows then fades.");
|
|
break;
|
|
}
|
|
} else if (IS_ROCK(room->typ)) {
|
|
if (!may_dig(zx,zy)) break;
|
|
if (IS_WALL(room->typ) || room->typ == SDOOR) {
|
|
if (*in_rooms(zx,zy,SHOPBASE)) {
|
|
add_damage(zx, zy, 200L);
|
|
shopwall = TRUE;
|
|
}
|
|
watch_dig((struct monst *)0, zx, zy, TRUE);
|
|
if (level.flags.is_cavernous_lev && !in_town(zx, zy)) {
|
|
room->typ = CORR;
|
|
} else {
|
|
room->typ = DOOR;
|
|
room->doormask = D_NODOOR;
|
|
}
|
|
digdepth -= 2;
|
|
} else if (IS_TREE(room->typ)) {
|
|
room->typ = ROOM;
|
|
digdepth -= 2;
|
|
} else { /* IS_ROCK but not IS_WALL or SDOOR */
|
|
room->typ = CORR;
|
|
digdepth--;
|
|
}
|
|
unblock_point(zx,zy); /* vision */
|
|
}
|
|
zx += u.dx;
|
|
zy += u.dy;
|
|
} /* while */
|
|
tmp_at(DISP_END,0); /* closing call */
|
|
|
|
if (pitflow) {
|
|
struct trap *ttmp = t_at(flow_x, flow_y);
|
|
if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT)) {
|
|
schar filltyp = fillholetyp(ttmp->tx, ttmp->ty, TRUE);
|
|
if (filltyp != ROOM)
|
|
pit_flow(ttmp, filltyp);
|
|
}
|
|
}
|
|
|
|
if (shopdoor || shopwall)
|
|
pay_for_damage(shopdoor ? "destroy" : "dig into", FALSE);
|
|
return;
|
|
}
|
|
|
|
/*
|
|
* This checks what is on the surface above the
|
|
* location where an adjacent pit might be created if
|
|
* you're zapping a wand of digging laterally while
|
|
* down in the pit.
|
|
*/
|
|
STATIC_OVL int
|
|
adj_pit_checks(cc, msg)
|
|
coord *cc;
|
|
char *msg;
|
|
{
|
|
int ltyp;
|
|
struct rm *room;
|
|
const char *foundation_msg =
|
|
"The foundation is too hard to dig through from this angle.";
|
|
|
|
if (!cc) return FALSE;
|
|
if (!isok(cc->x,cc->y)) return FALSE;
|
|
if (msg) *msg = '\0';
|
|
room = &levl[cc->x][cc->y];
|
|
ltyp = room->typ;
|
|
|
|
|
|
if (is_pool(cc->x, cc->y) || is_lava(cc->x, cc->y)) {
|
|
/* this is handled by the caller after we return FALSE */
|
|
return FALSE;
|
|
} else if (closed_door(cc->x, cc->y) || room->typ == SDOOR) {
|
|
/* We reject this here because dighole() isn't
|
|
prepared to deal with this case */
|
|
Strcpy(msg, foundation_msg);
|
|
return FALSE;
|
|
} else if (IS_WALL(ltyp)) {
|
|
/* if (room->wall_info & W_NONDIGGABLE) */
|
|
Strcpy(msg, foundation_msg);
|
|
return FALSE;
|
|
} else if (IS_TREE(ltyp)) { /* check trees before stone */
|
|
/* if (room->wall_info & W_NONDIGGABLE) */
|
|
Strcpy(msg, "The tree's roots glow then fade.");
|
|
return FALSE;
|
|
} else if (ltyp == STONE || ltyp == SCORR) {
|
|
if (room->wall_info & W_NONDIGGABLE) {
|
|
Strcpy(msg, "The rock glows then fades.");
|
|
return FALSE;
|
|
}
|
|
} else if (ltyp == IRONBARS) {
|
|
/* "set of iron bars" */
|
|
Strcpy(msg, "The bars go much deeper than your pit.");
|
|
#if 0
|
|
} else if (is_lava(cc->x,cc->y)) {
|
|
} else if (is_ice(cc->x,cc->y)) {
|
|
} else if (is_pool(cc->x,cc->y)) {
|
|
} else if (IS_GRAVE(ltyp)) {
|
|
#endif
|
|
} else if (IS_SINK(ltyp)) {
|
|
Strcpy(msg, "A tangled mass of plumbing remains below the sink.");
|
|
return FALSE;
|
|
} else if ((cc->x == xupladder && cc->y == yupladder) || /* "ladder up" */
|
|
(cc->x == xdnladder && cc->y == ydnladder)) { /* "ladder down" */
|
|
Strcpy(msg, "The ladder is unaffected.");
|
|
return FALSE;
|
|
} else {
|
|
const char *supporting = (const char *)0;
|
|
if (IS_FOUNTAIN(ltyp)) supporting = "fountain";
|
|
else if (IS_THRONE(ltyp)) supporting = "throne";
|
|
else if (IS_ALTAR(ltyp)) supporting = "altar";
|
|
else if ((cc->x == xupstair && cc->y == yupstair) ||
|
|
(cc->x == sstairs.sx && cc->y == sstairs.sy && sstairs.up))
|
|
/* "staircase up" */
|
|
supporting = "stairs";
|
|
else if ((cc->x == xdnstair && cc->y == ydnstair) ||
|
|
(cc->x == sstairs.sx && cc->y == sstairs.sy && !sstairs.up))
|
|
/* "staircase down" */
|
|
supporting = "stairs";
|
|
else if ((ltyp == DRAWBRIDGE_DOWN) || /* "lowered drawbridge" */
|
|
(ltyp == DBWALL)) /* "raised drawbridge" */
|
|
supporting = "drawbridge";
|
|
if (supporting) {
|
|
Sprintf(msg,
|
|
"The %s%ssupporting structures remain intact.",
|
|
supporting ? s_suffix(supporting) : "",
|
|
supporting ? " " : "");
|
|
return FALSE;
|
|
}
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Ensure that all conjoined pits fill up.
|
|
*/
|
|
STATIC_OVL void
|
|
pit_flow(trap, filltyp)
|
|
struct trap *trap;
|
|
schar filltyp;
|
|
{
|
|
int idx;
|
|
if (trap && (filltyp != ROOM) &&
|
|
(trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) {
|
|
struct trap t;
|
|
t = *trap;
|
|
levl[trap->tx][trap->ty].typ = filltyp;
|
|
liquid_flow(trap->tx, trap->ty, filltyp, trap,
|
|
(trap->tx == u.ux && trap->ty == u.uy) ?
|
|
"Suddenly %s flows in from the adjacent pit!":
|
|
(char *)0);
|
|
for(idx = 0; idx < 8; ++idx) {
|
|
if (t.conjoined & (1 << idx)) {
|
|
int x, y;
|
|
struct trap *t2;
|
|
x = t.tx + xdir[idx];
|
|
y = t.ty + ydir[idx];
|
|
t2 = t_at(x,y);
|
|
#if 0
|
|
/* cannot do this back-check; liquid_flow()
|
|
* called deltrap() which cleaned up the
|
|
* conjoined fields on both pits.
|
|
*/
|
|
|
|
if (t2 && (t2->conjoined & (1 << ((idx + 4) % 8))))
|
|
#endif
|
|
/* recursion */
|
|
pit_flow(t2, filltyp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct obj *
|
|
buried_ball(cc)
|
|
coord *cc;
|
|
{
|
|
xchar check_x, check_y;
|
|
struct obj *otmp, *otmp2;
|
|
if (u.utraptype == TT_BURIEDBALL)
|
|
for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
|
|
otmp2 = otmp->nobj;
|
|
if (otmp->otyp != HEAVY_IRON_BALL) continue;
|
|
/* try the exact location first */
|
|
if (otmp->ox == cc->x && otmp->oy == cc->y)
|
|
return otmp;
|
|
/* Now try the vicinity */
|
|
/*
|
|
* (x-2,y-2) (x+2,y-2)
|
|
* (x,y)
|
|
* (x-2,y+2) (x+2,y+2)
|
|
*/
|
|
for (check_x = cc->x-2; check_x <= cc->x+2; ++check_x)
|
|
for (check_y = cc->y-2; check_y <= cc->y+2; ++check_y) {
|
|
if (check_x == cc->x && check_y == cc->y) continue;
|
|
if (isok(check_x, check_y) &&
|
|
(otmp->ox == check_x && otmp->oy == check_y)) {
|
|
cc->x = check_x;
|
|
cc->y = check_y;
|
|
return otmp;
|
|
}
|
|
}
|
|
}
|
|
return (struct obj *)0;
|
|
}
|
|
|
|
void
|
|
buried_ball_to_punishment()
|
|
{
|
|
coord cc;
|
|
struct obj *ball;
|
|
cc.x = u.ux; cc.y = u.uy;
|
|
ball = buried_ball(&cc);
|
|
if (ball) {
|
|
obj_extract_self(ball);
|
|
#if 0
|
|
/* rusting buried metallic objects is not implemented yet */
|
|
if (ball->timed)
|
|
(void) stop_timer(RUST_METAL, obj_to_any(ball));
|
|
#endif
|
|
punish(ball); /* use ball as flag for unearthed buried ball */
|
|
u.utrap = 0;
|
|
u.utraptype = 0;
|
|
del_engr_at(cc.x, cc.y);
|
|
newsym(cc.x, cc.y);
|
|
}
|
|
}
|
|
|
|
void
|
|
buried_ball_to_freedom()
|
|
{
|
|
coord cc;
|
|
struct obj *ball;
|
|
cc.x = u.ux; cc.y = u.uy;
|
|
ball = buried_ball(&cc);
|
|
if (ball) {
|
|
obj_extract_self(ball);
|
|
#if 0
|
|
/* rusting buried metallic objects is not implemented yet */
|
|
if (ball->timed)
|
|
(void) stop_timer(RUST_METAL, obj_to_any(ball));
|
|
#endif
|
|
place_object(ball, cc.x, cc.y);
|
|
stackobj(ball);
|
|
u.utrap = 0;
|
|
u.utraptype = 0;
|
|
del_engr_at(cc.x, cc.y);
|
|
newsym(cc.x, cc.y);
|
|
}
|
|
}
|
|
|
|
/* move objects from fobj/nexthere lists to buriedobjlist, keeping position */
|
|
/* information */
|
|
struct obj *
|
|
bury_an_obj(otmp)
|
|
struct obj *otmp;
|
|
{
|
|
struct obj *otmp2;
|
|
boolean under_ice;
|
|
|
|
debugpline("bury_an_obj: %s", xname(otmp));
|
|
if (otmp == uball) {
|
|
unpunish();
|
|
u.utrap = rn1(50,20);
|
|
u.utraptype = TT_BURIEDBALL;
|
|
pline_The("iron ball gets buried!");
|
|
}
|
|
/* after unpunish(), or might get deallocated chain */
|
|
otmp2 = otmp->nexthere;
|
|
/*
|
|
* obj_resists(,0,0) prevents Rider corpses from being buried.
|
|
* It also prevents The Amulet and invocation tools from being
|
|
* buried. Since they can't be confined to bags and statues,
|
|
* it makes sense that they can't be buried either, even though
|
|
* the real reason there (direct accessibility when carried) is
|
|
* completely different.
|
|
*/
|
|
if (otmp == uchain || obj_resists(otmp, 0, 0))
|
|
return(otmp2);
|
|
|
|
if (otmp->otyp == LEASH && otmp->leashmon != 0)
|
|
o_unleash(otmp);
|
|
|
|
if (otmp->lamplit && otmp->otyp != POT_OIL)
|
|
end_burn(otmp, TRUE);
|
|
|
|
obj_extract_self(otmp);
|
|
|
|
under_ice = is_ice(otmp->ox, otmp->oy);
|
|
if (otmp->otyp == ROCK && !under_ice) {
|
|
/* merges into burying material */
|
|
obfree(otmp, (struct obj *)0);
|
|
return(otmp2);
|
|
}
|
|
/*
|
|
* Start a rot on organic material. Not corpses -- they
|
|
* are already handled.
|
|
*/
|
|
if (otmp->otyp == CORPSE) {
|
|
; /* should cancel timer if under_ice */
|
|
} else if ((under_ice ? otmp->oclass == POTION_CLASS : is_organic(otmp))
|
|
&& !obj_resists(otmp, 5, 95)) {
|
|
(void) start_timer((under_ice ? 0L : 250L) + (long)rnd(250),
|
|
TIMER_OBJECT, ROT_ORGANIC, obj_to_any(otmp));
|
|
}
|
|
#if 0
|
|
/* rusting of buried metal not yet implemented */
|
|
else if (is_rustprone(otmp)) {
|
|
(void) start_timer((long)rnd(otmp->otyp == HEAVY_IRON_BALL ? 1500 : 250),
|
|
TIMER_OBJECT, RUST_METAL, obj_to_any(otmp));
|
|
}
|
|
#endif
|
|
add_to_buried(otmp);
|
|
return(otmp2);
|
|
}
|
|
|
|
void
|
|
bury_objs(x, y)
|
|
int x, y;
|
|
{
|
|
struct obj *otmp, *otmp2;
|
|
|
|
if(level.objects[x][y] != (struct obj *)0)
|
|
debugpline("bury_objs: at %d, %d", x, y);
|
|
for (otmp = level.objects[x][y]; otmp; otmp = otmp2)
|
|
otmp2 = bury_an_obj(otmp);
|
|
|
|
/* don't expect any engravings here, but just in case */
|
|
del_engr_at(x, y);
|
|
newsym(x, y);
|
|
}
|
|
|
|
/* move objects from buriedobjlist to fobj/nexthere lists */
|
|
void
|
|
unearth_objs(x, y)
|
|
int x, y;
|
|
{
|
|
struct obj *otmp, *otmp2, *bball;
|
|
coord cc;
|
|
|
|
debugpline("unearth_objs: at %d, %d", x, y);
|
|
cc.x = x; cc.y = y;
|
|
bball = buried_ball(&cc);
|
|
for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
|
|
otmp2 = otmp->nobj;
|
|
if (otmp->ox == x && otmp->oy == y) {
|
|
if (bball && otmp == bball && u.utraptype == TT_BURIEDBALL)
|
|
buried_ball_to_punishment();
|
|
else {
|
|
obj_extract_self(otmp);
|
|
if (otmp->timed)
|
|
(void) stop_timer(ROT_ORGANIC, obj_to_any(otmp));
|
|
place_object(otmp, x, y);
|
|
stackobj(otmp);
|
|
}
|
|
}
|
|
}
|
|
del_engr_at(x, y);
|
|
newsym(x, y);
|
|
}
|
|
|
|
/*
|
|
* The organic material has rotted away while buried. As an expansion,
|
|
* we could add add partial damage. A damage count is kept in the object
|
|
* and every time we are called we increment the count and reschedule another
|
|
* timeout. Eventually the object rots away.
|
|
*
|
|
* This is used by buried objects other than corpses. When a container rots
|
|
* away, any contents become newly buried objects.
|
|
*/
|
|
/* ARGSUSED */
|
|
void
|
|
rot_organic(arg, timeout)
|
|
anything *arg;
|
|
long timeout UNUSED;
|
|
{
|
|
struct obj *obj = arg->a_obj;
|
|
|
|
while (Has_contents(obj)) {
|
|
/* We don't need to place contained object on the floor
|
|
first, but we do need to update its map coordinates. */
|
|
obj->cobj->ox = obj->ox, obj->cobj->oy = obj->oy;
|
|
/* Everything which can be held in a container can also be
|
|
buried, so bury_an_obj's use of obj_extract_self insures
|
|
that Has_contents(obj) will eventually become false. */
|
|
(void)bury_an_obj(obj->cobj);
|
|
}
|
|
obj_extract_self(obj);
|
|
obfree(obj, (struct obj *) 0);
|
|
}
|
|
|
|
/*
|
|
* Called when a corpse has rotted completely away.
|
|
*/
|
|
void
|
|
rot_corpse(arg, timeout)
|
|
anything *arg;
|
|
long timeout; /* unused */
|
|
{
|
|
xchar x = 0, y = 0;
|
|
struct obj *obj = arg->a_obj;
|
|
boolean on_floor = obj->where == OBJ_FLOOR,
|
|
in_invent = obj->where == OBJ_INVENT;
|
|
|
|
if (on_floor) {
|
|
x = obj->ox;
|
|
y = obj->oy;
|
|
} else if (in_invent) {
|
|
if (flags.verbose) {
|
|
char *cname = corpse_xname(obj, (const char *)0, CXN_NO_PFX);
|
|
|
|
Your("%s%s %s away%c",
|
|
obj == uwep ? "wielded " : "", cname,
|
|
otense(obj, "rot"), obj == uwep ? '!' : '.');
|
|
}
|
|
if (obj == uwep) {
|
|
uwepgone(); /* now bare handed */
|
|
stop_occupation();
|
|
} else if (obj == uswapwep) {
|
|
uswapwepgone();
|
|
stop_occupation();
|
|
} else if (obj == uquiver) {
|
|
uqwepgone();
|
|
stop_occupation();
|
|
}
|
|
} else if (obj->where == OBJ_MINVENT && obj->owornmask) {
|
|
if (obj == MON_WEP(obj->ocarry)) {
|
|
setmnotwielded(obj->ocarry,obj);
|
|
MON_NOWEP(obj->ocarry);
|
|
}
|
|
}
|
|
rot_organic(arg, timeout);
|
|
if (on_floor) {
|
|
struct monst *mtmp = m_at(x, y);
|
|
|
|
/* a hiding monster may be exposed */
|
|
if (mtmp && !OBJ_AT(x, y) &&
|
|
mtmp->mundetected && hides_under(mtmp->data)) {
|
|
mtmp->mundetected = 0;
|
|
}
|
|
newsym(x, y);
|
|
} else if (in_invent) update_inventory();
|
|
}
|
|
|
|
#if 0
|
|
void
|
|
bury_monst(mtmp)
|
|
struct monst *mtmp;
|
|
{
|
|
debugpline("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); /* at least give it a chance :-) */
|
|
newsym(mtmp->mx, mtmp->my);
|
|
}
|
|
|
|
void
|
|
bury_you()
|
|
{
|
|
debugpline("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()
|
|
{
|
|
debugpline("unearth_you");
|
|
u.uburied = FALSE;
|
|
under_ground(0);
|
|
if(!uamul || uamul->otyp != AMULET_OF_STRANGULATION)
|
|
Strangled = 0;
|
|
vision_recalc(0);
|
|
}
|
|
|
|
void
|
|
escape_tomb()
|
|
{
|
|
debugpline("escape_tomb");
|
|
if ((Teleportation || can_teleport(youmonst.data)) &&
|
|
(Teleport_control || rn2(3) < Luck+2)) {
|
|
You("attempt a teleport spell.");
|
|
(void) dotele(); /* calls unearth_you() */
|
|
} else if(u.uburied) { /* still buried after 'port attempt */
|
|
boolean good;
|
|
|
|
if(amorphous(youmonst.data) || Passes_walls ||
|
|
noncorporeal(youmonst.data) ||
|
|
(unsolid(youmonst.data) &&
|
|
youmonst.data != &mons[PM_WATER_ELEMENTAL]) ||
|
|
(tunnels(youmonst.data) && !needspick(youmonst.data))) {
|
|
|
|
You("%s up through the %s.",
|
|
(tunnels(youmonst.data) && !needspick(youmonst.data)) ?
|
|
"try to tunnel" : (amorphous(youmonst.data)) ?
|
|
"ooze" : "phase", surface(u.ux, u.uy));
|
|
|
|
if(tunnels(youmonst.data) && !needspick(youmonst.data))
|
|
good = dighole(TRUE, FALSE, (coord *)0);
|
|
else good = TRUE;
|
|
if(good) unearth_you();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
bury_obj(otmp)
|
|
struct obj *otmp;
|
|
{
|
|
|
|
debugpline("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
|
|
|
|
#ifdef DEBUG
|
|
int
|
|
wiz_debug_cmd_bury() /* in this case, bury everything at your loc and around */
|
|
{
|
|
int x, y;
|
|
|
|
for (x = u.ux - 1; x <= u.ux + 1; x++)
|
|
for (y = u.uy - 1; y <= u.uy + 1; y++)
|
|
if (isok(x,y)) bury_objs(x,y);
|
|
return 0;
|
|
}
|
|
#endif /* DEBUG */
|
|
|
|
/*dig.c*/
|