Files
nethack/src/dbridge.c
copperwater dad1c3f8b7 Fix: breathless monsters always generate in water in special levels
... 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.)
2023-04-16 09:57:41 +03:00

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 $ */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
/*
* This file contains the drawbridge manipulation (create, open, close,
* destroy).
*
* Added comprehensive monster-handling, and the "entity" structure to
* deal with players as well. - 11/89
*
* Any traps and/or engravings at either the portcullis or span location
* are destroyed whenever the bridge is lowered, raised, or destroyed.
* (Engraving handling could be extended to flag whether an engraving on
* the DB_UNDER surface is hidden by the lowered bridge, or one on the
* bridge itself is hidden because the bridge has been raised, but that
* seems like an awful lot of effort for very little gain.)
*/
#include "hack.h"
static void get_wall_for_db(coordxy *, coordxy *);
static struct entity *e_at(coordxy, coordxy);
static void m_to_e(struct monst *, coordxy, coordxy, struct entity *);
static void u_to_e(struct entity *);
static void set_entity(coordxy, coordxy, struct entity *);
static const char *e_nam(struct entity *);
static const char *E_phrase(struct entity *, const char *);
static boolean e_survives_at(struct entity *, coordxy, coordxy);
static void e_died(struct entity *, int, int);
static boolean automiss(struct entity *);
static boolean e_missed(struct entity *, boolean);
static boolean e_jumps(struct entity *);
static void do_entity(struct entity *);
static void nokiller(void);
boolean
is_waterwall(coordxy x, coordxy y)
{
if (isok(x, y) && IS_WATERWALL(levl[x][y].typ))
return TRUE;
return FALSE;
}
boolean
is_pool(coordxy x, coordxy y)
{
schar ltyp;
if (!isok(x, y))
return FALSE;
ltyp = levl[x][y].typ;
/* The ltyp == MOAT is not redundant with is_moat, because the
* Juiblex level does not have moats, although it has MOATs. There
* is probably a better way to express this. */
if (ltyp == POOL || ltyp == MOAT || ltyp == WATER || is_moat(x, y))
return TRUE;
return FALSE;
}
boolean
is_lava(coordxy x, coordxy y)
{
schar ltyp;
if (!isok(x, y))
return FALSE;
ltyp = levl[x][y].typ;
if (ltyp == LAVAPOOL || ltyp == LAVAWALL
|| (ltyp == DRAWBRIDGE_UP
&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_LAVA))
return TRUE;
return FALSE;
}
boolean
is_pool_or_lava(coordxy x, coordxy y)
{
if (is_pool(x, y) || is_lava(x, y))
return TRUE;
else
return FALSE;
}
boolean
is_ice(coordxy x, coordxy y)
{
schar ltyp;
if (!isok(x, y))
return FALSE;
ltyp = levl[x][y].typ;
if (ltyp == ICE || (ltyp == DRAWBRIDGE_UP
&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_ICE))
return TRUE;
return FALSE;
}
boolean
is_moat(coordxy x, coordxy y)
{
schar ltyp;
if (!isok(x, y))
return FALSE;
ltyp = levl[x][y].typ;
if (!Is_juiblex_level(&u.uz)
&& (ltyp == MOAT
|| (ltyp == DRAWBRIDGE_UP
&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_MOAT)))
return TRUE;
return FALSE;
}
schar
db_under_typ(int mask)
{
switch (mask & DB_UNDER) {
case DB_ICE:
return ICE;
case DB_LAVA:
return LAVAPOOL;
case DB_MOAT:
return MOAT;
default:
return STONE;
}
}
/*
* We want to know whether a wall (or a door) is the portcullis (passageway)
* of an eventual drawbridge.
*
* Return value: the direction of the drawbridge.
*/
int
is_drawbridge_wall(coordxy x, coordxy y)
{
struct rm *lev;
lev = &levl[x][y];
if (lev->typ != DOOR && lev->typ != DBWALL)
return -1;
if (IS_DRAWBRIDGE(levl[x + 1][y].typ)
&& (levl[x + 1][y].drawbridgemask & DB_DIR) == DB_WEST)
return DB_WEST;
if (IS_DRAWBRIDGE(levl[x - 1][y].typ)
&& (levl[x - 1][y].drawbridgemask & DB_DIR) == DB_EAST)
return DB_EAST;
if (IS_DRAWBRIDGE(levl[x][y - 1].typ)
&& (levl[x][y - 1].drawbridgemask & DB_DIR) == DB_SOUTH)
return DB_SOUTH;
if (IS_DRAWBRIDGE(levl[x][y + 1].typ)
&& (levl[x][y + 1].drawbridgemask & DB_DIR) == DB_NORTH)
return DB_NORTH;
return -1;
}
/*
* Use is_db_wall where you want to verify that a
* drawbridge "wall" is UP in the location x, y
* (instead of UP or DOWN, as with is_drawbridge_wall).
*/
boolean
is_db_wall(coordxy x, coordxy y)
{
return (boolean) (levl[x][y].typ == DBWALL);
}
/*
* Return true with x,y pointing to the drawbridge if x,y initially indicate
* a drawbridge or drawbridge wall.
*/
boolean
find_drawbridge(coordxy *x, coordxy *y)
{
int dir;
if (IS_DRAWBRIDGE(levl[*x][*y].typ))
return TRUE;
dir = is_drawbridge_wall(*x, *y);
if (dir >= 0) {
switch (dir) {
case DB_NORTH:
(*y)++;
break;
case DB_SOUTH:
(*y)--;
break;
case DB_EAST:
(*x)--;
break;
case DB_WEST:
(*x)++;
break;
}
return TRUE;
}
return FALSE;
}
/*
* Find the drawbridge wall associated with a drawbridge.
*/
static void
get_wall_for_db(coordxy *x, coordxy *y)
{
switch (levl[*x][*y].drawbridgemask & DB_DIR) {
case DB_NORTH:
(*y)--;
break;
case DB_SOUTH:
(*y)++;
break;
case DB_EAST:
(*x)++;
break;
case DB_WEST:
(*x)--;
break;
}
}
/*
* Creation of a drawbridge at pos x,y.
* dir is the direction.
* flag must be put to TRUE if we want the drawbridge to be opened.
*/
boolean
create_drawbridge(coordxy x, coordxy y, int dir, boolean flag)
{
coordxy x2, y2;
boolean horiz;
boolean lava = levl[x][y].typ == LAVAPOOL; /* assume initialized map */
x2 = x;
y2 = y;
switch (dir) {
case DB_NORTH:
horiz = TRUE;
y2--;
break;
case DB_SOUTH:
horiz = TRUE;
y2++;
break;
case DB_EAST:
horiz = FALSE;
x2++;
break;
default:
impossible("bad direction in create_drawbridge");
/*FALLTHRU*/
case DB_WEST:
horiz = FALSE;
x2--;
break;
}
if (!IS_WALL(levl[x2][y2].typ))
return FALSE;
if (flag) { /* We want the bridge open */
levl[x][y].typ = DRAWBRIDGE_DOWN;
levl[x2][y2].typ = DOOR;
levl[x2][y2].doormask = D_NODOOR;
} else {
levl[x][y].typ = DRAWBRIDGE_UP;
levl[x2][y2].typ = DBWALL;
/* Drawbridges are non-diggable. */
levl[x2][y2].wall_info = W_NONDIGGABLE;
}
levl[x][y].horizontal = !horiz;
levl[x2][y2].horizontal = horiz;
levl[x][y].drawbridgemask = dir;
if (lava)
levl[x][y].drawbridgemask |= DB_LAVA;
return TRUE;
}
static struct entity *
e_at(coordxy x, coordxy y)
{
int entitycnt;
for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++)
if ((go.occupants[entitycnt].edata) && (go.occupants[entitycnt].ex == x)
&& (go.occupants[entitycnt].ey == y))
break;
debugpline1("entitycnt = %d", entitycnt);
#ifdef D_DEBUG
wait_synch();
#endif
return (entitycnt == ENTITIES) ? (struct entity *) 0
: &(go.occupants[entitycnt]);
}
static void
m_to_e(struct monst *mtmp, coordxy x, coordxy y, struct entity *etmp)
{
etmp->emon = mtmp;
if (mtmp) {
etmp->ex = x;
etmp->ey = y;
if (mtmp->wormno && (x != mtmp->mx || y != mtmp->my))
etmp->edata = &mons[PM_LONG_WORM_TAIL];
else
etmp->edata = mtmp->data;
} else {
etmp->edata = (struct permonst *) 0;
etmp->ex = etmp->ey = 0;
}
}
static void
u_to_e(struct entity *etmp)
{
etmp->emon = &gy.youmonst;
etmp->ex = u.ux;
etmp->ey = u.uy;
etmp->edata = gy.youmonst.data;
}
static void
set_entity(
coordxy x, coordxy y, /* location of span or portcullis */
struct entity *etmp) /* pointer to occupants[0] or occupants[1] */
{
if (u_at(x, y))
u_to_e(etmp);
else /* m_at() might yield Null; that's ok */
m_to_e(m_at(x, y), x, y, etmp);
}
#define is_u(etmp) (etmp->emon == &gy.youmonst)
#define e_canseemon(etmp) (is_u(etmp) || canseemon(etmp->emon))
/*
* e_strg is a utility routine which is not actually in use anywhere, since
* the specialized routines below suffice for all current purposes.
*/
/* #define e_strg(etmp, func) (is_u(etmp) ? (char *) 0 : func(etmp->emon)) */
static const char *
e_nam(struct entity *etmp)
{
return is_u(etmp) ? "you" : mon_nam(etmp->emon);
}
/*
* Generates capitalized entity name, makes 2nd -> 3rd person conversion on
* verb, where necessary.
*/
static const char *
E_phrase(struct entity *etmp, const char *verb)
{
static char wholebuf[80];
Strcpy(wholebuf, is_u(etmp) ? "You" : Monnam(etmp->emon));
if (!verb || !*verb)
return wholebuf;
Strcat(wholebuf, " ");
if (is_u(etmp))
Strcat(wholebuf, verb);
else
Strcat(wholebuf, vtense((char *) 0, verb));
return wholebuf;
}
/*
* Simple-minded "can it be here?" routine
*/
static boolean
e_survives_at(struct entity *etmp, coordxy x, coordxy y)
{
if (noncorporeal(etmp->edata))
return TRUE;
if (is_pool(x, y))
return (boolean) ((is_u(etmp) && (Wwalking || Amphibious || Breathless
|| Swimming || Flying || Levitation))
|| is_swimmer(etmp->edata)
|| is_flyer(etmp->edata)
|| is_floater(etmp->edata));
/* must force call to lava_effects in e_died if is_u */
if (is_lava(x, y))
return (boolean) ((is_u(etmp) && (Levitation || Flying))
|| likes_lava(etmp->edata)
|| is_flyer(etmp->edata));
if (is_db_wall(x, y))
return (boolean) (is_u(etmp) ? Passes_walls
: passes_walls(etmp->edata));
return TRUE;
}
static void
e_died(struct entity *etmp, int xkill_flags, int how)
{
if (is_u(etmp)) {
if (how == DROWNING) {
gk.killer.name[0] = 0; /* drown() sets its own killer */
(void) drown();
} else if (how == BURNING) {
gk.killer.name[0] = 0; /* lava_effects() sets own killer */
(void) lava_effects();
} else {
coord xy;
/* use more specific killer if specified */
if (!gk.killer.name[0]) {
gk.killer.format = KILLED_BY_AN;
Strcpy(gk.killer.name, "falling drawbridge");
}
done(how);
/* So, you didn't die */
if (!e_survives_at(etmp, etmp->ex, etmp->ey)) {
if (enexto(&xy, etmp->ex, etmp->ey, etmp->edata)) {
pline("A %s force teleports you away...",
Hallucination ? "normal" : "strange");
teleds(xy.x, xy.y, TELEDS_NO_FLAGS);
}
/* otherwise on top of the drawbridge is the
* only viable spot in the dungeon, so stay there
*/
}
}
/* we might have crawled out of the moat to survive */
etmp->ex = u.ux, etmp->ey = u.uy;
} else {
int entitycnt;
gk.killer.name[0] = 0;
/* fake "digested to death" damage-type suppresses corpse */
#define mk_message(dest) (((dest & XKILL_NOMSG) != 0) ? (char *) 0 : "")
#define mk_corpse(dest) (((dest & XKILL_NOCORPSE) != 0) ? AD_DGST : AD_PHYS)
/* if monsters are moving, one of them caused the destruction */
if (gc.context.mon_moving)
monkilled(etmp->emon,
mk_message(xkill_flags), mk_corpse(xkill_flags));
else /* you caused it */
xkilled(etmp->emon, xkill_flags);
etmp->edata = (struct permonst *) 0;
/* dead long worm handling */
for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++) {
if (etmp != &(go.occupants[entitycnt])
&& etmp->emon == go.occupants[entitycnt].emon)
go.occupants[entitycnt].edata = (struct permonst *) 0;
}
#undef mk_message
#undef mk_corpse
}
}
/*
* These are never directly affected by a bridge or portcullis.
*/
static boolean
automiss(struct entity *etmp)
{
return (boolean) ((is_u(etmp) ? Passes_walls : passes_walls(etmp->edata))
|| noncorporeal(etmp->edata));
}
/*
* Does falling drawbridge or portcullis miss etmp?
*/
static boolean
e_missed(struct entity *etmp, boolean chunks)
{
int misses;
if (chunks) {
debugpline0("Do chunks miss?");
}
if (automiss(etmp))
return TRUE;
if (is_flyer(etmp->edata)
&& (is_u(etmp) ? !Unaware
: !helpless(etmp->emon)))
/* flying requires mobility */
misses = 5; /* out of 8 */
else if (is_floater(etmp->edata)
|| (is_u(etmp) && Levitation)) /* doesn't require mobility */
misses = 3;
else if (chunks && is_pool(etmp->ex, etmp->ey))
misses = 2; /* sitting ducks */
else
misses = 0;
if (is_db_wall(etmp->ex, etmp->ey))
misses -= 3; /* less airspace */
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*/