Files
nethack/src/dig.c
cohrs 00cfa4a9f8 autodig chattiness
The autodig code still requires lots of interaction, because of all the
digging messages.  Make these messages behave more like boulder pushing
messages, where they only display if the previous move wasn't a push.
2002-01-27 23:45:47 +00:00

1487 lines
40 KiB
C

/* SCCS Id: @(#)dig.c 3.3 2001/09/06 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "edog.h"
/* #define DEBUG */ /* turn on for diagnostics */
#ifdef OVLB
static NEARDATA boolean did_dig_msg;
STATIC_DCL boolean NDECL(rm_waslit);
STATIC_DCL void FDECL(mkcavepos, (XCHAR_P,XCHAR_P,int,BOOLEAN_P,BOOLEAN_P));
STATIC_DCL void FDECL(mkcavearea, (BOOLEAN_P));
STATIC_DCL int FDECL(dig_typ, (XCHAR_P,XCHAR_P));
STATIC_DCL int NDECL(dig);
STATIC_DCL schar FDECL(fillholetyp, (int, int));
STATIC_DCL void NDECL(dig_up_grave);
STATIC_OVL boolean
rm_waslit()
{
register xchar x, y;
if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit)
return(TRUE);
for(x = u.ux-2; x < u.ux+3; x++)
for(y = u.uy-1; y < u.uy+2; y++)
if(isok(x,y) && levl[x][y].waslit) return(TRUE);
return(FALSE);
}
/* Change level topology. Messes with vision tables and ignores things like
* boulders in the name of a nice effect. Vision will get fixed up again
* immediately after the effect is complete.
*/
STATIC_OVL void
mkcavepos(x, y, dist, waslit, rockit)
xchar x,y;
int dist;
boolean waslit, rockit;
{
register struct rm *lev;
if(!isok(x,y)) return;
lev = &levl[x][y];
if(rockit) {
register struct monst *mtmp;
if(IS_ROCK(lev->typ)) return;
if(t_at(x, y)) return; /* don't cover the portal */
if ((mtmp = m_at(x, y)) != 0) /* make sure crucial monsters survive */
if(!passes_walls(mtmp->data)) rloc(mtmp);
} else if(lev->typ == ROOM) return;
unblock_point(x,y); /* make sure vision knows this location is open */
/* fake out saved state */
lev->seenv = 0;
lev->doormask = 0;
if(dist < 3) lev->lit = (rockit ? FALSE : TRUE);
if(waslit) lev->waslit = (rockit ? FALSE : TRUE);
lev->horizontal = FALSE;
viz_array[y][x] = (dist < 3 ) ?
(IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */
COULD_SEE;
lev->typ = (rockit ? STONE : ROOM);
if(dist >= 3)
impossible("mkcavepos called with dist %d", dist);
if(Blind)
feel_location(x, y);
else newsym(x,y);
}
STATIC_OVL void
mkcavearea(rockit)
register boolean rockit;
{
int dist;
xchar xmin = u.ux, xmax = u.ux;
xchar ymin = u.uy, ymax = u.uy;
register xchar i;
register boolean waslit = rm_waslit();
if(rockit) pline("Crash! The ceiling collapses around you!");
else pline("A mysterious force %s cave around you!",
(levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the");
display_nhwindow(WIN_MESSAGE, TRUE);
for(dist = 1; dist <= 2; dist++) {
xmin--; xmax++;
/* top and bottom */
if(dist < 2) { /* the area is wider that it is high */
ymin--; ymax++;
for(i = xmin+1; i < xmax; i++) {
mkcavepos(i, ymin, dist, waslit, rockit);
mkcavepos(i, ymax, dist, waslit, rockit);
}
}
/* left and right */
for(i = ymin; i <= ymax; i++) {
mkcavepos(xmin, i, dist, waslit, rockit);
mkcavepos(xmax, i, dist, waslit, rockit);
}
flush_screen(1); /* make sure the new glyphs shows up */
delay_output();
}
if(!rockit && levl[u.ux][u.uy].typ == CORR) {
levl[u.ux][u.uy].typ = ROOM;
if(waslit) levl[u.ux][u.uy].waslit = TRUE;
newsym(u.ux, u.uy); /* in case player is invisible */
}
vision_full_recalc = 1; /* everything changed */
}
/* When digging into location <x,y>, what are you actually digging into? */
/* result: 1=>statue, 2=>boulder, 3=>door, 0=>other; used as array index */
/* KMH -- Added 4=>tree */
STATIC_OVL int
dig_typ(x, y)
xchar x, y;
{
return (sobj_at(STATUE, x, y) ? 1 :
sobj_at(BOULDER, x, y) ? 2 :
closed_door(x, y) ? 3 :
IS_TREE(levl[x][y].typ) ? 4: 0);
}
boolean
is_digging()
{
if (occupation == dig) {
return TRUE;
}
return FALSE;
}
#define BY_YOU (&youmonst)
#define BY_OBJECT ((struct monst *)0)
boolean
dig_check(madeby, verbose, x, y)
struct monst *madeby;
boolean verbose;
int x, y;
{
struct trap *ttmp = t_at(x, y);
if (On_stairs(x, y)) {
if (x == xdnladder || x == xupladder) {
if(verbose) pline_The("ladder resists your effort.");
} else if(verbose) pline_The("stairs are too hard to dig in.");
return(FALSE);
} else if (IS_THRONE(levl[x][y].typ) && madeby != BY_OBJECT) {
if(verbose) pline_The("throne is too hard to break apart.");
return(FALSE);
} else if (IS_ALTAR(levl[x][y].typ) && (madeby != BY_OBJECT ||
Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) {
if(verbose) pline_The("altar is too hard to break apart.");
return(FALSE);
} else if (Is_airlevel(&u.uz)) {
if(verbose) You("cannot dig in thin air.");
return(FALSE);
} else if (Is_waterlevel(&u.uz)) {
if(verbose) pline_The("water splashes and subsides.");
return(FALSE);
} else if ((IS_WALL(levl[x][y].typ) &&
(levl[x][y].wall_info & W_NONDIGGABLE) != 0)
|| (ttmp &&
(ttmp->ttyp == MAGIC_PORTAL || !Can_dig_down(&u.uz)))) {
if(verbose) pline_The("%s here is too hard to dig in.",
surface(x,y));
return(FALSE);
} else if (sobj_at(BOULDER, x, y)) {
if(verbose) There("isn't enough room to dig here.");
return(FALSE);
} else if (madeby == BY_OBJECT &&
/* the block against existing traps is mainly to
prevent broken wands from turning holes into pits */
(ttmp || is_pool(x,y) || is_lava(x,y))) {
/* digging by player handles pools separately */
return FALSE;
}
return(TRUE);
}
STATIC_OVL int
dig()
{
register struct rm *lev;
register xchar dpx = digging.pos.x, dpy = digging.pos.y;
lev = &levl[dpx][dpy];
/* perhaps a nymph stole your pick-axe while you were busy digging */
/* or perhaps you teleported away */
if (u.uswallow || !uwep || !is_pick(uwep) ||
!on_level(&digging.level, &u.uz) ||
((digging.down ? (dpx != u.ux || dpy != u.uy)
: (distu(dpx,dpy) > 2))))
return(0);
if (digging.down) {
if(!dig_check(BY_YOU, TRUE, u.ux, u.uy)) return(0);
} else { /* !digging.down */
if (IS_ROCK(lev->typ) && !may_dig(dpx,dpy) && !dig_typ(dpx, dpy)) {
pline("This wall is too hard to dig into.");
return(0);
}
if (IS_TREE(lev->typ) && !may_dig(dpx,dpy) && dig_typ(dpx, dpy) == 4) {
pline("This tree seems to be petrified.");
return(0);
}
}
if(Fumbling && !rn2(3)) {
switch(rn2(3)) {
case 0: if(!welded(uwep)) {
You("fumble and drop your %s.", xname(uwep));
dropx(uwep);
} else {
#ifdef STEED
if (u.usteed)
Your("%s bounces and hits %s!",
xname(uwep), mon_nam(u.usteed));
else
#endif
pline("Ouch! Your %s bounces and hits you!",
xname(uwep));
set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
}
break;
case 1: pline("Bang! You hit with the broad side of %s!",
the(xname(uwep)));
break;
default: Your("swing misses its mark.");
break;
}
return(0);
}
digging.effort += 10 + rn2(5) + abon() +
uwep->spe - greatest_erosion(uwep) + u.udaminc;
if (Race_if(PM_DWARF))
digging.effort *= 2;
if (digging.down) {
register struct trap *ttmp;
if (digging.effort > 250) {
(void) dighole(FALSE);
(void) memset((genericptr_t)&digging, 0, sizeof digging);
return(0); /* done with digging */
}
if (digging.effort <= 50 ||
((ttmp = t_at(dpx,dpy)) != 0 &&
(ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT ||
ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE)))
return(1);
if (IS_ALTAR(lev->typ)) {
altar_wrath(dpx, dpy);
angry_priest();
}
if (dighole(TRUE)) { /* make pit at <u.ux,u.uy> */
digging.level.dnum = 0;
digging.level.dlevel = -1;
}
return(0);
}
if (digging.effort > 100) {
register const char *digtxt, *dmgtxt = (const char*) 0;
register struct obj *obj;
register boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE);
if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) {
if (break_statue(obj))
digtxt = "The statue shatters.";
else
/* it was a statue trap; break_statue()
* printed a message and updated the screen
*/
digtxt = (char *)0;
} else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) {
struct obj *bobj;
fracture_rock(obj);
if ((bobj = sobj_at(BOULDER, dpx, dpy)) != 0) {
/* another boulder here, restack it to the top */
obj_extract_self(bobj);
place_object(bobj, dpx, dpy);
}
digtxt = "The boulder falls apart.";
} else if (lev->typ == STONE || lev->typ == SCORR ||
IS_TREE(lev->typ)) {
if(Is_earthlevel(&u.uz)) {
if(uwep->blessed && !rn2(3)) {
mkcavearea(FALSE);
goto cleanup;
} else if((uwep->cursed && !rn2(4)) ||
(!uwep->blessed && !rn2(6))) {
mkcavearea(TRUE);
goto cleanup;
}
}
if (IS_TREE(lev->typ)) {
digtxt = "You cut down the tree.";
lev->typ = ROOM;
} else {
digtxt = "You succeed in cutting away some rock.";
lev->typ = CORR;
}
} else if(IS_WALL(lev->typ)) {
if(shopedge) {
add_damage(dpx, dpy, 10L * ACURRSTR);
dmgtxt = "damage";
}
if (level.flags.is_maze_lev) {
lev->typ = ROOM;
} else if (level.flags.is_cavernous_lev) {
lev->typ = CORR;
} else {
lev->typ = DOOR;
lev->doormask = D_NODOOR;
}
digtxt = "You make an opening in the wall.";
} else if(lev->typ == SDOOR) {
cvt_sdoor_to_door(lev); /* ->typ = DOOR */
digtxt = "You break through a secret door!";
if(!(lev->doormask & D_TRAPPED))
lev->doormask = D_BROKEN;
} else if(closed_door(dpx, dpy)) {
digtxt = "You break through the door.";
if(shopedge) {
add_damage(dpx, dpy, 400L);
dmgtxt = "break";
}
if(!(lev->doormask & D_TRAPPED))
lev->doormask = D_BROKEN;
} else return(0); /* statue or boulder got taken */
if(!does_block(dpx,dpy,&levl[dpx][dpy]))
unblock_point(dpx,dpy); /* vision: can see through */
if(Blind)
feel_location(dpx, dpy);
else
newsym(dpx, dpy);
if(digtxt && !digging.quiet) pline(digtxt); /* after newsym */
if(dmgtxt)
pay_for_damage(dmgtxt);
if(Is_earthlevel(&u.uz) && !rn2(3)) {
register struct monst *mtmp;
switch(rn2(2)) {
case 0:
mtmp = makemon(&mons[PM_EARTH_ELEMENTAL],
dpx, dpy, NO_MM_FLAGS);
break;
default:
mtmp = makemon(&mons[PM_XORN],
dpx, dpy, NO_MM_FLAGS);
break;
}
if(mtmp) pline_The("debris from your digging comes to life!");
}
if(IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) {
lev->doormask = D_NODOOR;
b_trapped("door", 0);
newsym(dpx, dpy);
}
cleanup:
digging.lastdigtime = moves;
digging.quiet = FALSE;
digging.level.dnum = 0;
digging.level.dlevel = -1;
return(0);
} else { /* not enough effort has been spent yet */
static const char *d_target[5] = {
"rock", "statue", "boulder", "door", "tree"
};
int dig_target = dig_typ(dpx, dpy);
if (IS_WALL(lev->typ) || dig_target == 3) {
if(*in_rooms(dpx, dpy, SHOPBASE)) {
pline("This %s seems too hard to dig into.",
IS_DOOR(lev->typ) ? "door" : "wall");
return(0);
}
} else if (!IS_ROCK(lev->typ) && !dig_target)
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 - digging.effort) / 20);
}
/* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */
STATIC_OVL
schar
fillholetyp(x,y)
int x, y;
{
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++;
pool_cnt /= 3; /* not as much liquid as the others */
if (lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1))
return LAVAPOOL;
else if (moat_cnt > 0 && rn2(moat_cnt + 1))
return MOAT;
else if (pool_cnt > 0 && rn2(pool_cnt + 1))
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;
/* these furniture checks were in dighole(), but wand
breaking bypasses that routine and calls us directly */
if (IS_FOUNTAIN(lev->typ)) {
dogushforth(FALSE);
lev->looted |= F_WARNED; /* force dryup */
dryup(x, y, madeby_u);
return;
#ifdef SINKS
} else if (IS_SINK(lev->typ)) {
breaksink(x, y);
return;
#endif
}
if (ttyp != PIT && !Can_dig_down(&u.uz)) {
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->tseen = (madeby_u || cansee(x,y));
ttmp->madeby_u = madeby_u;
newsym(ttmp->tx,ttmp->ty);
if (ttyp == PIT) {
if(madeby_u) {
You("dig a pit in the %s.", surface_type);
if (shopdoor) pay_for_damage("ruin");
} 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");
} else {
d_level newlevel;
if (*u.ushops && madeby_u)
shopdig(1); /* shk might snatch pack */
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");
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);
}
migrate_to_level(mtmp, ledger_no(&tolevel),
MIGR_RANDOM, (coord *)0);
}
}
}
}
}
/* return TRUE if digging succeeded, FALSE otherwise */
boolean
dighole(pit_only)
boolean pit_only;
{
register struct trap *ttmp = t_at(u.ux, u.uy);
struct rm *lev = &levl[u.ux][u.uy];
struct obj *boulder_here;
schar typ;
boolean nohole = !Can_dig_down(&u.uz);
if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL || nohole)) ||
(IS_WALL(lev->typ) && (lev->wall_info & W_NONDIGGABLE) != 0)) {
pline_The("%s here is too hard to dig in.", surface(u.ux,u.uy));
} else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
pline_The("%s sloshes furiously for a moment, then subsides.",
is_lava(u.ux, u.uy) ? "lava" : "water");
wake_nearby(); /* splashing */
} else if (lev->typ == DRAWBRIDGE_DOWN ||
(is_drawbridge_wall(u.ux, u.uy) >= 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 = u.ux, y = u.uy;
/* 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, u.ux, u.uy)) != 0) {
if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) &&
rn2(2)) {
pline_The("boulder settles into the pit.");
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(u.ux, u.uy, BY_YOU, PIT);
dig_up_grave();
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(u.ux,u.uy);
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 here is too hard to dig in.",
surface(u.ux, u.uy));
return FALSE;
}
lev->drawbridgemask &= ~DB_UNDER;
lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT;
liquid_flow:
if (ttmp) (void) delfloortrap(ttmp);
/* if any objects were frozen here, they're released now */
unearth_objs(u.ux, u.uy);
pline("As you dig, the hole fills with %s!",
typ == LAVAPOOL ? "lava" : "water");
if (!Levitation && !Flying) {
if (typ == LAVAPOOL)
(void) lava_effects();
else if (!Wwalking)
(void) drown();
}
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(u.ux,u.uy);
if (typ != ROOM) {
lev->typ = typ;
goto liquid_flow;
}
/* finally we get to make a hole */
if (nohole || pit_only)
digactualhole(u.ux, u.uy, BY_YOU, PIT);
else
digactualhole(u.ux, u.uy, BY_YOU, HOLE);
return TRUE;
}
return FALSE;
}
STATIC_OVL void
dig_up_grave()
{
struct obj *otmp;
/* 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, u.ux, u.uy)))
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), u.ux, u.uy, 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), u.ux, u.uy, NO_MM_FLAGS);
break;
default:
/* No corpse */
pline_The("grave seems unused. Strange....");
break;
}
levl[u.ux][u.uy].typ = ROOM;
del_engr_at(u.ux, u.uy);
newsym(u.ux,u.uy);
return;
}
int
use_pick_axe(obj)
struct obj *obj;
{
char dirsyms[12];
char qbuf[QBUFSZ];
register char *dsp = dirsyms;
register int rx, ry;
int res = 0;
register const char *sdp;
if(iflags.num_pad) sdp = ndir; else sdp = sdir; /* DICE workaround */
if (obj != uwep) {
if (!wield_tool(obj)) return(0);
else res = 1;
}
if (u.utrap && u.utraptype == TT_WEB) {
pline("%s you can't dig while entangled in a web.",
/* res==0 => no prior message;
res==1 => just got "You now wield a pick-axe." message */
!res ? "Unfortunately," : "But");
return res;
}
while(*sdp) {
(void) movecmd(*sdp); /* sets u.dx and u.dy and u.dz */
rx = u.ux + u.dx;
ry = u.uy + u.dy;
if(u.dz > 0 || (u.dz == 0 && isok(rx, ry) &&
(IS_ROCK(levl[rx][ry].typ) || dig_typ(rx, ry))))
*dsp++ = *sdp;
sdp++;
}
*dsp = 0;
Sprintf(qbuf, "In what direction do you want to dig? [%s]", 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;
int dig_target;
if (u.uswallow && attack(u.ustuck)) {
; /* return(1) */
} else if (Underwater) {
pline("Turbulence torpedoes your digging attempts.");
} 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(dam, buf, KILLED_BY);
flags.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(rx, ry);
if (!IS_ROCK(lev->typ) && !dig_target) {
/* ACCESSIBLE or POOL */
struct trap *trap = t_at(rx, ry);
if (trap && trap->ttyp == WEB) {
if (!trap->tseen) {
seetrap(trap);
There("is a spider web there!");
}
Your("%s becomes entangled in the web.",
aobjnam(obj, (char *)0));
/* 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
You("swing your %s through thin air.",
aobjnam(obj, (char *)0));
} else {
static const char *d_action[5] = {
"digging",
"chipping the statue",
"hitting the boulder",
"chopping at the door",
"cutting the tree"
};
did_dig_msg = FALSE;
digging.quiet = FALSE;
if (digging.pos.x != rx || digging.pos.y != ry ||
!on_level(&digging.level, &u.uz) || digging.down) {
if (flags.autodig && !dig_target && !digging.down &&
digging.pos.x == u.ux &&
digging.pos.y == u.uy &&
(moves <= digging.lastdigtime+2 &&
moves >= digging.lastdigtime)) {
/* avoid messages if repeated autodigging */
did_dig_msg = TRUE;
digging.quiet = TRUE;
}
digging.down = digging.chew = FALSE;
digging.warned = FALSE;
digging.pos.x = rx;
digging.pos.y = ry;
assign_level(&digging.level, &u.uz);
digging.effort = 0;
if (!digging.quiet)
You("start %s.", d_action[dig_target]);
} else {
You("%s %s.", digging.chew ? "begin" : "continue",
d_action[dig_target]);
digging.chew = FALSE;
}
set_occupation(dig, "digging", 0);
}
} else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
/* it must be air -- water checked above */
You("swing your %s through thin air.", aobjnam(obj, (char *)0));
} else if (!can_reach_floor()) {
You_cant("reach the %s.", surface(u.ux,u.uy));
} else if (is_pool(u.ux, u.uy) || is_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 (digging.pos.x != u.ux || digging.pos.y != u.uy ||
!on_level(&digging.level, &u.uz) || !digging.down) {
digging.chew = FALSE;
digging.down = TRUE;
digging.warned = FALSE;
digging.pos.x = u.ux;
digging.pos.y = u.uy;
assign_level(&digging.level, &u.uz);
digging.effort = 0;
You("start digging downward.");
if (*u.ushops) shopdig(0);
} else
You("continue digging downward.");
did_dig_msg = FALSE;
set_occupation(dig, "digging", 0);
}
return(1);
}
/*
* Town Watchmen frown on damage to the town walls 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;
{
s_level *slev = Is_special(&u.uz);
struct rm *lev = &levl[x][y];
if (slev && slev->flags.town &&
(closed_door(x, y) || lev->typ == SDOOR ||
IS_WALL(lev->typ) || IS_FOUNTAIN(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 || digging.warned) {
verbalize("Halt, vandal! You're under arrest!");
(void) angry_guards(!(flags.soundok));
} else {
char *str;
if (IS_DOOR(lev->typ))
str = "door";
else if (IS_WALL(lev->typ))
str = "wall";
else
str = "fountain";
verbalize("Hey, stop damaging that %s!", str);
digging.warned = TRUE;
}
if (is_digging())
stop_occupation();
}
}
}
#endif /* OVLB */
#ifdef OVL0
/* 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 */
if (IS_TREE(here->typ))
/* KMH -- Trees shouldn't create piles */
pile = 0;
/* 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)) /* no dig */
return FALSE;
/* Only rock 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 (flags.soundok && 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) {
here->typ = CORR;
} else {
here->typ = DOOR;
here->doormask = D_NODOOR;
}
} else
/* KMH -- Added support for trees */
here->typ = level.flags.arboreal ? ROOM : CORR;
if (pile && pile < 5) /* leave behind some rocks? */
(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;
}
#endif /* OVL0 */
#ifdef OVL3
/* digging via wand zap or spell cast */
void
zap_dig()
{
struct rm *room;
struct monst *mtmp;
struct obj *otmp;
int zx, zy, digdepth;
boolean shopdoor, shopwall, maze_dig;
/*
* 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.
*/
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)) {
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));
losehp(rnd((uarmh && is_metallic(uarmh)) ? 2 : 6),
"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);
}
if (Invisible) newsym(u.ux, u.uy);
} else {
watch_dig((struct monst *)0, u.ux, u.uy, TRUE);
(void) dighole(FALSE);
}
}
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;
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 (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 (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) {
room->typ = CORR;
} else {
room->typ = DOOR;
room->doormask = D_NODOOR;
}
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 (shopdoor || shopwall)
pay_for_damage(shopdoor ? "destroy" : "dig into");
return;
}
/* 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;
#ifdef DEBUG
pline("bury_an_obj: %s", xname(otmp));
#endif
if (otmp == uball)
unpunish();
/* 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, (genericptr_t)otmp);
}
add_to_buried(otmp);
return(otmp2);
}
void
bury_objs(x, y)
int x, y;
{
struct obj *otmp, *otmp2;
#ifdef DEBUG
if(level.objects[x][y] != (struct obj *)0)
pline("bury_objs: at %d, %d", x, y);
#endif
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;
#ifdef DEBUG
pline("unearth_objs: at %d, %d", x, y);
#endif
for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
otmp2 = otmp->nobj;
if (otmp->ox == x && otmp->oy == y) {
obj_extract_self(otmp);
if (otmp->timed)
(void) stop_timer(ROT_ORGANIC, (genericptr_t)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)
genericptr_t arg;
long timeout; /* unused */
{
struct obj *obj = (struct obj *) arg;
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)
genericptr_t arg;
long timeout; /* unused */
{
xchar x = 0, y = 0;
struct obj *obj = (struct obj *) arg;
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)
Your("%s%s rot%s away%c",
obj == uwep ? "wielded " : "", corpse_xname(obj, FALSE),
obj->quan == 1L ? "s" : "", 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) newsym(x, y);
else if (in_invent) update_inventory();
}
#if 0
void
bury_monst(mtmp)
struct monst *mtmp;
{
#ifdef DEBUG
pline("bury_monst: %s", mon_nam(mtmp));
#endif
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()
{
#ifdef DEBUG
pline("bury_you");
#endif
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()
{
#ifdef DEBUG
pline("unearth_you");
#endif
u.uburied = FALSE;
under_ground(0);
if(!uamul || uamul->otyp != AMULET_OF_STRANGULATION)
Strangled = 0;
vision_recalc(0);
}
void
escape_tomb()
{
#ifdef DEBUG
pline("escape_tomb");
#endif
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) ||
(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);
else good = TRUE;
if(good) unearth_you();
}
}
}
void
bury_obj(otmp)
struct obj *otmp;
{
#ifdef DEBUG
pline("bury_obj");
#endif
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
void
wiz_debug_cmd() /* 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);
}
#endif /* DEBUG */
#endif /* OVL3 */
/*dig.c*/