... unless explicitly specified to generate at a specific point or within a specific area. But if they are permitted to generate anywhere on the level, and it contains water, they always end up in the water. I noticed this when trying to explicitly specify ghouls to generate anywhere on a level with a minimal amount of water. This was due to the definition of "amphibious" being conflated with "breathless", such that all breathless monsters counted as amphibious. There are plenty of breathless monsters in the game that decidedly don't normally inhabit water, such as undead, but they would pass the amphibious() check in pm_to_humidity and thus the game decides that they must generate in wet terrain if there is any available. This fix takes the approach of changing amphibious() so that it no longer checks the M1_BREATHLESS flag and only considers M1_AMPHIBIOUS, then updating the places where amphibious() and Amphibious are used accordingly. I also added a new macro cant_drown() which wraps up swimming, amphibiousness, and breathlessness because these three things are frequently checked together in the context of whether something should drown. Places where amphibious() or Amphibious did NOT have an extra breathless() or Breathless check added on, and thus where behavior has been changed: - The pm_to_humidity function (to fix the bug). - Player vs water in goodpos; it didn't seem like being polymorphed into a breathless non-amphibious monster should make it fair game to randomly teleport into water even though it's technically safe. - Awarding extra experience when killing an eel. (So the hero will get the extra experience if they are polymorphed into a breathless non-amphibious monster and don't have magical breathing. Very much an edge case.)
994 lines
30 KiB
C
994 lines
30 KiB
C
/* NetHack 3.7 dbridge.c $NHDT-Date: 1596498153 2020/08/03 23:42:33 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.47 $ */
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/* Copyright (c) 1989 by Jean-Christophe Collet */
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/* NetHack may be freely redistributed. See license for details. */
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/*
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* This file contains the drawbridge manipulation (create, open, close,
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* destroy).
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*
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* Added comprehensive monster-handling, and the "entity" structure to
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* deal with players as well. - 11/89
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*
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* Any traps and/or engravings at either the portcullis or span location
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* are destroyed whenever the bridge is lowered, raised, or destroyed.
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* (Engraving handling could be extended to flag whether an engraving on
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* the DB_UNDER surface is hidden by the lowered bridge, or one on the
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* bridge itself is hidden because the bridge has been raised, but that
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* seems like an awful lot of effort for very little gain.)
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*/
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#include "hack.h"
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static void get_wall_for_db(coordxy *, coordxy *);
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static struct entity *e_at(coordxy, coordxy);
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static void m_to_e(struct monst *, coordxy, coordxy, struct entity *);
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static void u_to_e(struct entity *);
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static void set_entity(coordxy, coordxy, struct entity *);
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static const char *e_nam(struct entity *);
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static const char *E_phrase(struct entity *, const char *);
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static boolean e_survives_at(struct entity *, coordxy, coordxy);
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static void e_died(struct entity *, int, int);
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static boolean automiss(struct entity *);
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static boolean e_missed(struct entity *, boolean);
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static boolean e_jumps(struct entity *);
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static void do_entity(struct entity *);
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static void nokiller(void);
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boolean
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is_waterwall(coordxy x, coordxy y)
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{
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if (isok(x, y) && IS_WATERWALL(levl[x][y].typ))
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return TRUE;
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return FALSE;
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}
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boolean
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is_pool(coordxy x, coordxy y)
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{
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schar ltyp;
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if (!isok(x, y))
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return FALSE;
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ltyp = levl[x][y].typ;
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/* The ltyp == MOAT is not redundant with is_moat, because the
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* Juiblex level does not have moats, although it has MOATs. There
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* is probably a better way to express this. */
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if (ltyp == POOL || ltyp == MOAT || ltyp == WATER || is_moat(x, y))
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return TRUE;
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return FALSE;
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}
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boolean
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is_lava(coordxy x, coordxy y)
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{
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schar ltyp;
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if (!isok(x, y))
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return FALSE;
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ltyp = levl[x][y].typ;
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if (ltyp == LAVAPOOL || ltyp == LAVAWALL
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|| (ltyp == DRAWBRIDGE_UP
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&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_LAVA))
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return TRUE;
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return FALSE;
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}
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boolean
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is_pool_or_lava(coordxy x, coordxy y)
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{
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if (is_pool(x, y) || is_lava(x, y))
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return TRUE;
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else
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return FALSE;
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}
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boolean
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is_ice(coordxy x, coordxy y)
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{
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schar ltyp;
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if (!isok(x, y))
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return FALSE;
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ltyp = levl[x][y].typ;
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if (ltyp == ICE || (ltyp == DRAWBRIDGE_UP
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&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_ICE))
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return TRUE;
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return FALSE;
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}
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boolean
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is_moat(coordxy x, coordxy y)
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{
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schar ltyp;
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if (!isok(x, y))
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return FALSE;
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ltyp = levl[x][y].typ;
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if (!Is_juiblex_level(&u.uz)
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&& (ltyp == MOAT
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|| (ltyp == DRAWBRIDGE_UP
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&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_MOAT)))
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return TRUE;
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return FALSE;
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}
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schar
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db_under_typ(int mask)
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{
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switch (mask & DB_UNDER) {
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case DB_ICE:
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return ICE;
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case DB_LAVA:
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return LAVAPOOL;
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case DB_MOAT:
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return MOAT;
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default:
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return STONE;
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}
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}
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/*
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* We want to know whether a wall (or a door) is the portcullis (passageway)
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* of an eventual drawbridge.
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*
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* Return value: the direction of the drawbridge.
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*/
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int
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is_drawbridge_wall(coordxy x, coordxy y)
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{
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struct rm *lev;
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lev = &levl[x][y];
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if (lev->typ != DOOR && lev->typ != DBWALL)
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return -1;
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if (IS_DRAWBRIDGE(levl[x + 1][y].typ)
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&& (levl[x + 1][y].drawbridgemask & DB_DIR) == DB_WEST)
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return DB_WEST;
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if (IS_DRAWBRIDGE(levl[x - 1][y].typ)
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&& (levl[x - 1][y].drawbridgemask & DB_DIR) == DB_EAST)
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return DB_EAST;
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if (IS_DRAWBRIDGE(levl[x][y - 1].typ)
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&& (levl[x][y - 1].drawbridgemask & DB_DIR) == DB_SOUTH)
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return DB_SOUTH;
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if (IS_DRAWBRIDGE(levl[x][y + 1].typ)
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&& (levl[x][y + 1].drawbridgemask & DB_DIR) == DB_NORTH)
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return DB_NORTH;
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return -1;
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}
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/*
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* Use is_db_wall where you want to verify that a
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* drawbridge "wall" is UP in the location x, y
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* (instead of UP or DOWN, as with is_drawbridge_wall).
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*/
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boolean
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is_db_wall(coordxy x, coordxy y)
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{
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return (boolean) (levl[x][y].typ == DBWALL);
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}
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/*
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* Return true with x,y pointing to the drawbridge if x,y initially indicate
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* a drawbridge or drawbridge wall.
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*/
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boolean
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find_drawbridge(coordxy *x, coordxy *y)
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{
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int dir;
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if (IS_DRAWBRIDGE(levl[*x][*y].typ))
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return TRUE;
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dir = is_drawbridge_wall(*x, *y);
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if (dir >= 0) {
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switch (dir) {
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case DB_NORTH:
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(*y)++;
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break;
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case DB_SOUTH:
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(*y)--;
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break;
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case DB_EAST:
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(*x)--;
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break;
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case DB_WEST:
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(*x)++;
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break;
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}
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return TRUE;
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}
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return FALSE;
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}
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/*
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* Find the drawbridge wall associated with a drawbridge.
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*/
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static void
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get_wall_for_db(coordxy *x, coordxy *y)
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{
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switch (levl[*x][*y].drawbridgemask & DB_DIR) {
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case DB_NORTH:
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(*y)--;
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break;
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case DB_SOUTH:
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(*y)++;
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break;
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case DB_EAST:
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(*x)++;
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break;
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case DB_WEST:
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(*x)--;
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break;
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}
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}
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/*
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* Creation of a drawbridge at pos x,y.
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* dir is the direction.
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* flag must be put to TRUE if we want the drawbridge to be opened.
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*/
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boolean
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create_drawbridge(coordxy x, coordxy y, int dir, boolean flag)
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{
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coordxy x2, y2;
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boolean horiz;
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boolean lava = levl[x][y].typ == LAVAPOOL; /* assume initialized map */
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x2 = x;
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y2 = y;
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switch (dir) {
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case DB_NORTH:
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horiz = TRUE;
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y2--;
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break;
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case DB_SOUTH:
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horiz = TRUE;
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y2++;
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break;
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case DB_EAST:
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horiz = FALSE;
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x2++;
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break;
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default:
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impossible("bad direction in create_drawbridge");
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/*FALLTHRU*/
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case DB_WEST:
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horiz = FALSE;
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x2--;
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break;
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}
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if (!IS_WALL(levl[x2][y2].typ))
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return FALSE;
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if (flag) { /* We want the bridge open */
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levl[x][y].typ = DRAWBRIDGE_DOWN;
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levl[x2][y2].typ = DOOR;
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levl[x2][y2].doormask = D_NODOOR;
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} else {
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levl[x][y].typ = DRAWBRIDGE_UP;
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levl[x2][y2].typ = DBWALL;
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/* Drawbridges are non-diggable. */
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levl[x2][y2].wall_info = W_NONDIGGABLE;
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}
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levl[x][y].horizontal = !horiz;
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levl[x2][y2].horizontal = horiz;
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levl[x][y].drawbridgemask = dir;
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if (lava)
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levl[x][y].drawbridgemask |= DB_LAVA;
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return TRUE;
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}
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static struct entity *
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e_at(coordxy x, coordxy y)
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{
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int entitycnt;
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for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++)
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if ((go.occupants[entitycnt].edata) && (go.occupants[entitycnt].ex == x)
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&& (go.occupants[entitycnt].ey == y))
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break;
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debugpline1("entitycnt = %d", entitycnt);
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#ifdef D_DEBUG
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wait_synch();
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#endif
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return (entitycnt == ENTITIES) ? (struct entity *) 0
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: &(go.occupants[entitycnt]);
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}
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static void
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m_to_e(struct monst *mtmp, coordxy x, coordxy y, struct entity *etmp)
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{
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etmp->emon = mtmp;
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if (mtmp) {
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etmp->ex = x;
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etmp->ey = y;
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if (mtmp->wormno && (x != mtmp->mx || y != mtmp->my))
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etmp->edata = &mons[PM_LONG_WORM_TAIL];
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else
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etmp->edata = mtmp->data;
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} else {
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etmp->edata = (struct permonst *) 0;
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etmp->ex = etmp->ey = 0;
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}
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}
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static void
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u_to_e(struct entity *etmp)
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{
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etmp->emon = &gy.youmonst;
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etmp->ex = u.ux;
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etmp->ey = u.uy;
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etmp->edata = gy.youmonst.data;
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}
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static void
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set_entity(
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coordxy x, coordxy y, /* location of span or portcullis */
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struct entity *etmp) /* pointer to occupants[0] or occupants[1] */
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{
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if (u_at(x, y))
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u_to_e(etmp);
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else /* m_at() might yield Null; that's ok */
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m_to_e(m_at(x, y), x, y, etmp);
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}
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#define is_u(etmp) (etmp->emon == &gy.youmonst)
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#define e_canseemon(etmp) (is_u(etmp) || canseemon(etmp->emon))
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/*
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* e_strg is a utility routine which is not actually in use anywhere, since
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* the specialized routines below suffice for all current purposes.
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*/
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/* #define e_strg(etmp, func) (is_u(etmp) ? (char *) 0 : func(etmp->emon)) */
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static const char *
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e_nam(struct entity *etmp)
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{
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return is_u(etmp) ? "you" : mon_nam(etmp->emon);
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}
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/*
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* Generates capitalized entity name, makes 2nd -> 3rd person conversion on
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* verb, where necessary.
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*/
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static const char *
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E_phrase(struct entity *etmp, const char *verb)
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{
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static char wholebuf[80];
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Strcpy(wholebuf, is_u(etmp) ? "You" : Monnam(etmp->emon));
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if (!verb || !*verb)
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return wholebuf;
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Strcat(wholebuf, " ");
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if (is_u(etmp))
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Strcat(wholebuf, verb);
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else
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Strcat(wholebuf, vtense((char *) 0, verb));
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return wholebuf;
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}
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/*
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* Simple-minded "can it be here?" routine
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*/
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static boolean
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e_survives_at(struct entity *etmp, coordxy x, coordxy y)
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{
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if (noncorporeal(etmp->edata))
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return TRUE;
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if (is_pool(x, y))
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return (boolean) ((is_u(etmp) && (Wwalking || Amphibious || Breathless
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|| Swimming || Flying || Levitation))
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|| is_swimmer(etmp->edata)
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|| is_flyer(etmp->edata)
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|| is_floater(etmp->edata));
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/* must force call to lava_effects in e_died if is_u */
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if (is_lava(x, y))
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return (boolean) ((is_u(etmp) && (Levitation || Flying))
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|| likes_lava(etmp->edata)
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|| is_flyer(etmp->edata));
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if (is_db_wall(x, y))
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return (boolean) (is_u(etmp) ? Passes_walls
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: passes_walls(etmp->edata));
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return TRUE;
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}
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static void
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e_died(struct entity *etmp, int xkill_flags, int how)
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{
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if (is_u(etmp)) {
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if (how == DROWNING) {
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gk.killer.name[0] = 0; /* drown() sets its own killer */
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(void) drown();
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} else if (how == BURNING) {
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gk.killer.name[0] = 0; /* lava_effects() sets own killer */
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(void) lava_effects();
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} else {
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coord xy;
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/* use more specific killer if specified */
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if (!gk.killer.name[0]) {
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gk.killer.format = KILLED_BY_AN;
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Strcpy(gk.killer.name, "falling drawbridge");
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}
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done(how);
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/* So, you didn't die */
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if (!e_survives_at(etmp, etmp->ex, etmp->ey)) {
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if (enexto(&xy, etmp->ex, etmp->ey, etmp->edata)) {
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pline("A %s force teleports you away...",
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Hallucination ? "normal" : "strange");
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teleds(xy.x, xy.y, TELEDS_NO_FLAGS);
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}
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/* otherwise on top of the drawbridge is the
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* only viable spot in the dungeon, so stay there
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*/
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}
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}
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/* we might have crawled out of the moat to survive */
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etmp->ex = u.ux, etmp->ey = u.uy;
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} else {
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int entitycnt;
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gk.killer.name[0] = 0;
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/* fake "digested to death" damage-type suppresses corpse */
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#define mk_message(dest) (((dest & XKILL_NOMSG) != 0) ? (char *) 0 : "")
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#define mk_corpse(dest) (((dest & XKILL_NOCORPSE) != 0) ? AD_DGST : AD_PHYS)
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/* if monsters are moving, one of them caused the destruction */
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if (gc.context.mon_moving)
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monkilled(etmp->emon,
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mk_message(xkill_flags), mk_corpse(xkill_flags));
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else /* you caused it */
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xkilled(etmp->emon, xkill_flags);
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etmp->edata = (struct permonst *) 0;
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/* dead long worm handling */
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for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++) {
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if (etmp != &(go.occupants[entitycnt])
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&& etmp->emon == go.occupants[entitycnt].emon)
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go.occupants[entitycnt].edata = (struct permonst *) 0;
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}
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#undef mk_message
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#undef mk_corpse
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}
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}
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/*
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* These are never directly affected by a bridge or portcullis.
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*/
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static boolean
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automiss(struct entity *etmp)
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{
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return (boolean) ((is_u(etmp) ? Passes_walls : passes_walls(etmp->edata))
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|| noncorporeal(etmp->edata));
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}
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/*
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* Does falling drawbridge or portcullis miss etmp?
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*/
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static boolean
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e_missed(struct entity *etmp, boolean chunks)
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{
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int misses;
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if (chunks) {
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debugpline0("Do chunks miss?");
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}
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if (automiss(etmp))
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return TRUE;
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if (is_flyer(etmp->edata)
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&& (is_u(etmp) ? !Unaware
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: !helpless(etmp->emon)))
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/* flying requires mobility */
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misses = 5; /* out of 8 */
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else if (is_floater(etmp->edata)
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|| (is_u(etmp) && Levitation)) /* doesn't require mobility */
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misses = 3;
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else if (chunks && is_pool(etmp->ex, etmp->ey))
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misses = 2; /* sitting ducks */
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else
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misses = 0;
|
|
|
|
if (is_db_wall(etmp->ex, etmp->ey))
|
|
misses -= 3; /* less airspace */
|
|
|
|
debugpline1("Miss chance = %d (out of 8)", misses);
|
|
|
|
return (misses >= rnd(8)) ? TRUE : FALSE;
|
|
}
|
|
|
|
/*
|
|
* Can etmp jump from death?
|
|
*/
|
|
static boolean
|
|
e_jumps(struct entity *etmp)
|
|
{
|
|
int tmp = 4; /* out of 10 */
|
|
|
|
if (is_u(etmp) ? (Unaware || Fumbling)
|
|
: (helpless(etmp->emon)
|
|
|| !etmp->edata->mmove || etmp->emon->wormno))
|
|
return FALSE;
|
|
|
|
if (is_u(etmp) ? Confusion : etmp->emon->mconf)
|
|
tmp -= 2;
|
|
|
|
if (is_u(etmp) ? Stunned : etmp->emon->mstun)
|
|
tmp -= 3;
|
|
|
|
if (is_db_wall(etmp->ex, etmp->ey))
|
|
tmp -= 2; /* less room to maneuver */
|
|
|
|
debugpline2("%s to jump (%d chances in 10)", E_phrase(etmp, "try"), tmp);
|
|
return (tmp >= rnd(10)) ? TRUE : FALSE;
|
|
}
|
|
|
|
static void
|
|
do_entity(struct entity *etmp)
|
|
{
|
|
coordxy newx, newy, oldx, oldy;
|
|
int at_portcullis;
|
|
boolean must_jump = FALSE, relocates = FALSE, e_inview;
|
|
struct rm *crm;
|
|
|
|
if (!etmp->edata)
|
|
return;
|
|
|
|
e_inview = e_canseemon(etmp);
|
|
oldx = etmp->ex;
|
|
oldy = etmp->ey;
|
|
at_portcullis = is_db_wall(oldx, oldy);
|
|
crm = &levl[oldx][oldy];
|
|
|
|
if (automiss(etmp) && e_survives_at(etmp, oldx, oldy)) {
|
|
if (e_inview && (at_portcullis || IS_DRAWBRIDGE(crm->typ)))
|
|
pline_The("%s passes through %s!",
|
|
at_portcullis ? "portcullis" : "drawbridge",
|
|
e_nam(etmp));
|
|
if (is_u(etmp))
|
|
spoteffects(FALSE);
|
|
return;
|
|
}
|
|
if (e_missed(etmp, FALSE)) {
|
|
if (at_portcullis) {
|
|
pline_The("portcullis misses %s!", e_nam(etmp));
|
|
} else {
|
|
debugpline1("The drawbridge misses %s!", e_nam(etmp));
|
|
}
|
|
if (e_survives_at(etmp, oldx, oldy)) {
|
|
return;
|
|
} else {
|
|
debugpline0("Mon can't survive here");
|
|
if (at_portcullis)
|
|
must_jump = TRUE;
|
|
else
|
|
relocates = TRUE; /* just ride drawbridge in */
|
|
}
|
|
} else {
|
|
if (crm->typ == DRAWBRIDGE_DOWN) {
|
|
if (is_u(etmp)) {
|
|
gk.killer.format = NO_KILLER_PREFIX;
|
|
Strcpy(gk.killer.name,
|
|
"crushed to death underneath a drawbridge");
|
|
}
|
|
pline("%s crushed underneath the drawbridge.",
|
|
E_phrase(etmp, "are")); /* no jump */
|
|
e_died(etmp,
|
|
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG : XKILL_NOMSG),
|
|
CRUSHING); /* no corpse */
|
|
return; /* Note: Beyond this point, we know we're */
|
|
} /* not at an opened drawbridge, since all */
|
|
must_jump = TRUE; /* *missable* creatures survive on the */
|
|
} /* square, and all the unmissed ones die. */
|
|
if (must_jump) {
|
|
if (at_portcullis) {
|
|
if (e_jumps(etmp)) {
|
|
relocates = TRUE;
|
|
debugpline0("Jump succeeds!");
|
|
} else {
|
|
if (e_inview) {
|
|
pline("%s crushed by the falling portcullis!",
|
|
E_phrase(etmp, "are"));
|
|
} else if (!Deaf) {
|
|
Soundeffect(se_crushing_sound, 100);
|
|
You_hear("a crushing sound.");
|
|
}
|
|
e_died(etmp,
|
|
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG
|
|
: XKILL_NOMSG),
|
|
CRUSHING);
|
|
/* no corpse */
|
|
return;
|
|
}
|
|
} else { /* tries to jump off bridge to original square */
|
|
relocates = !e_jumps(etmp);
|
|
debugpline1("Jump %s!", (relocates) ? "fails" : "succeeds");
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Here's where we try to do relocation. Assumes that etmp is not
|
|
* arriving at the portcullis square while the drawbridge is
|
|
* falling, since this square would be inaccessible (i.e. etmp
|
|
* started on drawbridge square) or unnecessary (i.e. etmp started
|
|
* here) in such a situation.
|
|
*/
|
|
debugpline0("Doing relocation.");
|
|
newx = oldx;
|
|
newy = oldy;
|
|
(void) find_drawbridge(&newx, &newy);
|
|
if ((newx == oldx) && (newy == oldy))
|
|
get_wall_for_db(&newx, &newy);
|
|
debugpline0("Checking new square for occupancy.");
|
|
if (relocates && (e_at(newx, newy))) {
|
|
/*
|
|
* Standoff problem: one or both entities must die, and/or
|
|
* both switch places. Avoid infinite recursion by checking
|
|
* first whether the other entity is staying put. Clean up if
|
|
* we happen to move/die in recursion.
|
|
*/
|
|
struct entity *other;
|
|
|
|
other = e_at(newx, newy);
|
|
debugpline1("New square is occupied by %s", e_nam(other));
|
|
if (e_survives_at(other, newx, newy) && automiss(other)) {
|
|
relocates = FALSE; /* "other" won't budge */
|
|
debugpline1("%s suicide.", E_phrase(etmp, "commit"));
|
|
} else {
|
|
debugpline1("Handling %s", e_nam(other));
|
|
while ((e_at(newx, newy) != 0) && (e_at(newx, newy) != etmp))
|
|
do_entity(other);
|
|
debugpline1("Checking existence of %s", e_nam(etmp));
|
|
#ifdef D_DEBUG
|
|
wait_synch();
|
|
#endif
|
|
if (e_at(oldx, oldy) != etmp) {
|
|
debugpline1("%s moved or died in recursion somewhere",
|
|
E_phrase(etmp, "have"));
|
|
#ifdef D_DEBUG
|
|
wait_synch();
|
|
#endif
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
if (relocates && !e_at(newx, newy)) { /* if e_at() entity = worm tail */
|
|
debugpline1("Moving %s", e_nam(etmp));
|
|
if (!is_u(etmp)) {
|
|
remove_monster(etmp->ex, etmp->ey);
|
|
place_monster(etmp->emon, newx, newy);
|
|
update_monster_region(etmp->emon);
|
|
} else {
|
|
u.ux = newx;
|
|
u.uy = newy;
|
|
}
|
|
etmp->ex = newx;
|
|
etmp->ey = newy;
|
|
e_inview = e_canseemon(etmp);
|
|
}
|
|
debugpline1("Final disposition of %s", e_nam(etmp));
|
|
#ifdef D_DEBUG
|
|
wait_synch();
|
|
#endif
|
|
if (is_db_wall(etmp->ex, etmp->ey)) {
|
|
debugpline1("%s in portcullis chamber", E_phrase(etmp, "are"));
|
|
#ifdef D_DEBUG
|
|
wait_synch();
|
|
#endif
|
|
if (e_inview) {
|
|
if (is_u(etmp)) {
|
|
You("tumble towards the closed portcullis!");
|
|
if (automiss(etmp))
|
|
You("pass through it!");
|
|
else
|
|
pline_The("drawbridge closes in...");
|
|
} else
|
|
pline("%s behind the drawbridge.",
|
|
E_phrase(etmp, "disappear"));
|
|
}
|
|
if (!e_survives_at(etmp, etmp->ex, etmp->ey)) {
|
|
gk.killer.format = KILLED_BY_AN;
|
|
Strcpy(gk.killer.name, "closing drawbridge");
|
|
e_died(etmp, XKILL_NOMSG, CRUSHING);
|
|
return;
|
|
}
|
|
debugpline1("%s in here", E_phrase(etmp, "survive"));
|
|
} else {
|
|
debugpline1("%s on drawbridge square", E_phrase(etmp, "are"));
|
|
if (is_pool(etmp->ex, etmp->ey) && !e_inview)
|
|
if (!Deaf) {
|
|
Soundeffect(se_splash, 100);
|
|
You_hear("a splash.");
|
|
}
|
|
if (e_survives_at(etmp, etmp->ex, etmp->ey)) {
|
|
if (e_inview && !is_flyer(etmp->edata)
|
|
&& !is_floater(etmp->edata))
|
|
pline("%s from the bridge.", E_phrase(etmp, "fall"));
|
|
return;
|
|
}
|
|
debugpline1("%s cannot survive on the drawbridge square",
|
|
E_phrase(etmp, NULL));
|
|
if (is_pool(etmp->ex, etmp->ey) || is_lava(etmp->ex, etmp->ey))
|
|
if (e_inview && !is_u(etmp)) {
|
|
/* drown() will supply msgs if nec. */
|
|
boolean lava = is_lava(etmp->ex, etmp->ey);
|
|
|
|
if (Hallucination)
|
|
pline("%s the %s and disappears.",
|
|
E_phrase(etmp, "drink"), lava ? "lava" : "moat");
|
|
else
|
|
pline("%s into the %s.", E_phrase(etmp, "fall"),
|
|
lava ? hliquid("lava") : "moat");
|
|
}
|
|
gk.killer.format = NO_KILLER_PREFIX;
|
|
Strcpy(gk.killer.name, "fell from a drawbridge");
|
|
e_died(etmp, /* CRUSHING is arbitrary */
|
|
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG : XKILL_NOMSG),
|
|
is_pool(etmp->ex, etmp->ey) ? DROWNING
|
|
: is_lava(etmp->ex, etmp->ey) ? BURNING
|
|
: CRUSHING); /*no corpse*/
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* clear stale reason for death and both 'entities' before returning */
|
|
static void
|
|
nokiller(void)
|
|
{
|
|
gk.killer.name[0] = '\0';
|
|
gk.killer.format = 0;
|
|
m_to_e((struct monst *) 0, 0, 0, &go.occupants[0]);
|
|
m_to_e((struct monst *) 0, 0, 0, &go.occupants[1]);
|
|
}
|
|
|
|
/*
|
|
* Close the drawbridge located at x,y
|
|
*/
|
|
void
|
|
close_drawbridge(coordxy x, coordxy y)
|
|
{
|
|
register struct rm *lev1, *lev2;
|
|
struct trap *t;
|
|
coordxy x2, y2;
|
|
|
|
lev1 = &levl[x][y];
|
|
if (lev1->typ != DRAWBRIDGE_DOWN)
|
|
return;
|
|
x2 = x;
|
|
y2 = y;
|
|
get_wall_for_db(&x2, &y2);
|
|
if (cansee(x, y) || cansee(x2, y2)) {
|
|
You_see("a drawbridge %s up!",
|
|
(((u.ux == x || u.uy == y) && !Underwater)
|
|
|| distu(x2, y2) < distu(x, y))
|
|
? "coming"
|
|
: "going");
|
|
} else { /* "5 gears turn" for castle drawbridge tune */
|
|
Soundeffect(se_chains_rattling_gears_turning, 75);
|
|
You_hear("chains rattling and gears turning.");
|
|
}
|
|
lev1->typ = DRAWBRIDGE_UP;
|
|
lev2 = &levl[x2][y2];
|
|
lev2->typ = DBWALL;
|
|
switch (lev1->drawbridgemask & DB_DIR) {
|
|
case DB_NORTH:
|
|
case DB_SOUTH:
|
|
lev2->horizontal = TRUE;
|
|
break;
|
|
case DB_WEST:
|
|
case DB_EAST:
|
|
lev2->horizontal = FALSE;
|
|
break;
|
|
}
|
|
lev2->wall_info = W_NONDIGGABLE;
|
|
set_entity(x, y, &(go.occupants[0]));
|
|
set_entity(x2, y2, &(go.occupants[1]));
|
|
do_entity(&(go.occupants[0])); /* Do set_entity after first */
|
|
set_entity(x2, y2, &(go.occupants[1])); /* do_entity for worm tail */
|
|
do_entity(&(go.occupants[1]));
|
|
if (OBJ_AT(x, y) && !Deaf) {
|
|
Soundeffect(se_smashing_and_crushing, 75);
|
|
You_hear("smashing and crushing.");
|
|
}
|
|
(void) revive_nasty(x, y, (char *) 0);
|
|
(void) revive_nasty(x2, y2, (char *) 0);
|
|
delallobj(x, y);
|
|
delallobj(x2, y2);
|
|
if ((t = t_at(x, y)) != 0)
|
|
deltrap(t);
|
|
if ((t = t_at(x2, y2)) != 0)
|
|
deltrap(t);
|
|
del_engr_at(x, y);
|
|
del_engr_at(x2, y2);
|
|
newsym(x, y);
|
|
newsym(x2, y2);
|
|
block_point(x2, y2); /* vision */
|
|
nokiller();
|
|
}
|
|
|
|
/*
|
|
* Open the drawbridge located at x,y
|
|
*/
|
|
void
|
|
open_drawbridge(coordxy x, coordxy y)
|
|
{
|
|
register struct rm *lev1, *lev2;
|
|
struct trap *t;
|
|
coordxy x2, y2;
|
|
|
|
lev1 = &levl[x][y];
|
|
if (lev1->typ != DRAWBRIDGE_UP)
|
|
return;
|
|
x2 = x;
|
|
y2 = y;
|
|
get_wall_for_db(&x2, &y2);
|
|
if (cansee(x, y) || cansee(x2, y2)) {
|
|
You_see("a drawbridge %s down!",
|
|
(distu(x2, y2) < distu(x, y)) ? "going" : "coming");
|
|
} else { /* "5 gears turn" for castle drawbridge tune */
|
|
Soundeffect(se_gears_turning_chains_rattling, 100);
|
|
You_hear("gears turning and chains rattling.");
|
|
}
|
|
lev1->typ = DRAWBRIDGE_DOWN;
|
|
lev2 = &levl[x2][y2];
|
|
lev2->typ = DOOR;
|
|
lev2->doormask = D_NODOOR;
|
|
set_entity(x, y, &(go.occupants[0]));
|
|
set_entity(x2, y2, &(go.occupants[1]));
|
|
do_entity(&(go.occupants[0])); /* do set_entity after first */
|
|
set_entity(x2, y2, &(go.occupants[1])); /* do_entity for worm tails */
|
|
do_entity(&(go.occupants[1]));
|
|
(void) revive_nasty(x, y, (char *) 0);
|
|
delallobj(x, y);
|
|
if ((t = t_at(x, y)) != 0)
|
|
deltrap(t);
|
|
if ((t = t_at(x2, y2)) != 0)
|
|
deltrap(t);
|
|
del_engr_at(x, y);
|
|
del_engr_at(x2, y2);
|
|
newsym(x, y);
|
|
newsym(x2, y2);
|
|
unblock_point(x2, y2); /* vision */
|
|
if (Is_stronghold(&u.uz))
|
|
u.uevent.uopened_dbridge = TRUE;
|
|
nokiller();
|
|
}
|
|
|
|
/*
|
|
* Let's destroy the drawbridge located at x,y
|
|
*/
|
|
void
|
|
destroy_drawbridge(coordxy x, coordxy y)
|
|
{
|
|
register struct rm *lev1, *lev2;
|
|
struct trap *t;
|
|
struct obj *otmp;
|
|
coordxy x2, y2;
|
|
int i;
|
|
boolean e_inview;
|
|
struct entity *etmp1 = &(go.occupants[0]), *etmp2 = &(go.occupants[1]);
|
|
|
|
lev1 = &levl[x][y];
|
|
if (!IS_DRAWBRIDGE(lev1->typ))
|
|
return;
|
|
x2 = x;
|
|
y2 = y;
|
|
get_wall_for_db(&x2, &y2);
|
|
lev2 = &levl[x2][y2];
|
|
if ((lev1->drawbridgemask & DB_UNDER) == DB_MOAT
|
|
|| (lev1->drawbridgemask & DB_UNDER) == DB_LAVA) {
|
|
struct obj *otmp2;
|
|
boolean lava = (lev1->drawbridgemask & DB_UNDER) == DB_LAVA;
|
|
|
|
Soundeffect(se_loud_splash, 100); /* Deaf-aware */
|
|
if (lev1->typ == DRAWBRIDGE_UP) {
|
|
if (cansee(x2, y2) || u_at(x2, y2))
|
|
pline_The("portcullis of the drawbridge falls into the %s!",
|
|
lava ? hliquid("lava") : "moat");
|
|
else
|
|
You_hear("a loud *SPLASH*!"); /* Deaf-aware */
|
|
} else {
|
|
if (cansee(x, y) || u_at(x, y))
|
|
pline_The("drawbridge collapses into the %s!",
|
|
lava ? hliquid("lava") : "moat");
|
|
else
|
|
You_hear("a loud *SPLASH*!"); /* Deaf-aware */
|
|
}
|
|
lev1->typ = lava ? LAVAPOOL : MOAT;
|
|
lev1->drawbridgemask = 0;
|
|
if ((otmp2 = sobj_at(BOULDER, x, y)) != 0) {
|
|
obj_extract_self(otmp2);
|
|
(void) flooreffects(otmp2, x, y, "fall");
|
|
}
|
|
} else {
|
|
/* no moat beneath */
|
|
Soundeffect(se_loud_crash, 100); /* Deaf-aware */
|
|
if (cansee(x, y) || u_at(x, y))
|
|
pline_The("drawbridge disintegrates!");
|
|
else
|
|
You_hear("a loud *CRASH*!"); /* Deaf-aware */
|
|
lev1->typ = ((lev1->drawbridgemask & DB_ICE) ? ICE : ROOM);
|
|
lev1->icedpool = ((lev1->drawbridgemask & DB_ICE) ? ICED_MOAT : 0);
|
|
}
|
|
wake_nearto(x, y, 500);
|
|
lev2->typ = DOOR;
|
|
lev2->doormask = D_NODOOR;
|
|
if ((t = t_at(x, y)) != 0)
|
|
deltrap(t);
|
|
if ((t = t_at(x2, y2)) != 0)
|
|
deltrap(t);
|
|
del_engr_at(x, y);
|
|
del_engr_at(x2, y2);
|
|
for (i = rn2(6); i > 0; --i) { /* scatter some debris */
|
|
/* doesn't matter if we happen to pick <x,y2> or <x2,y>;
|
|
since drawbridges are never placed diagonally, those
|
|
pairings will always match one of <x,y> or <x2,y2> */
|
|
otmp = mksobj_at(IRON_CHAIN, rn2(2) ? x : x2, rn2(2) ? y : y2, TRUE,
|
|
FALSE);
|
|
/* a force of 5 here would yield a radius of 2 for
|
|
iron chain; anything less produces a radius of 1 */
|
|
(void) scatter(otmp->ox, otmp->oy, 1, MAY_HIT, otmp);
|
|
}
|
|
newsym(x, y);
|
|
newsym(x2, y2);
|
|
if (!does_block(x2, y2, lev2))
|
|
unblock_point(x2, y2); /* vision */
|
|
vision_recalc(0);
|
|
if (Is_stronghold(&u.uz))
|
|
u.uevent.uopened_dbridge = TRUE;
|
|
|
|
set_entity(x2, y2, etmp2); /* currently only automissers can be here */
|
|
if (etmp2->edata) {
|
|
e_inview = e_canseemon(etmp2);
|
|
if (!automiss(etmp2)) {
|
|
if (e_inview)
|
|
pline("%s blown apart by flying debris.",
|
|
E_phrase(etmp2, "are"));
|
|
gk.killer.format = KILLED_BY_AN;
|
|
Strcpy(gk.killer.name, "exploding drawbridge");
|
|
e_died(etmp2,
|
|
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG : XKILL_NOMSG),
|
|
CRUSHING); /*no corpse*/
|
|
} /* nothing which is vulnerable can survive this */
|
|
}
|
|
set_entity(x, y, etmp1);
|
|
if (etmp1->edata) {
|
|
e_inview = e_canseemon(etmp1);
|
|
if (e_missed(etmp1, TRUE)) {
|
|
debugpline1("%s spared!", E_phrase(etmp1, "are"));
|
|
/* if there is water or lava here, fall in now */
|
|
if (is_u(etmp1))
|
|
spoteffects(FALSE);
|
|
else
|
|
(void) minliquid(etmp1->emon);
|
|
} else {
|
|
if (e_inview) {
|
|
if (!is_u(etmp1) && Hallucination)
|
|
pline("%s into some heavy metal!",
|
|
E_phrase(etmp1, "get"));
|
|
else
|
|
pline("%s hit by a huge chunk of metal!",
|
|
E_phrase(etmp1, "are"));
|
|
} else {
|
|
if (!Deaf && !is_u(etmp1) && !is_pool(x, y)) {
|
|
Soundeffect(se_crushing_sound, 75);
|
|
You_hear("a crushing sound.");
|
|
} else {
|
|
debugpline1("%s from shrapnel", E_phrase(etmp1, "die"));
|
|
}
|
|
}
|
|
gk.killer.format = KILLED_BY_AN;
|
|
Strcpy(gk.killer.name, "collapsing drawbridge");
|
|
e_died(etmp1,
|
|
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG : XKILL_NOMSG),
|
|
CRUSHING); /*no corpse*/
|
|
if (levl[etmp1->ex][etmp1->ey].typ == MOAT)
|
|
do_entity(etmp1);
|
|
}
|
|
}
|
|
nokiller();
|
|
}
|
|
|
|
/*dbridge.c*/
|