Source:SLASH'EM 0.0.7E7F2/dig.c
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1. /* SCCS Id: @(#)dig.c 3.4 2003/03/23 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. #include "edog.h" 7. /* #define DEBUG */ /* turn on for diagnostics */ 8. 9. #ifdef OVLB 10. 11. static NEARDATA boolean did_dig_msg; 12. 13. STATIC_DCL boolean NDECL(rm_waslit); 14. STATIC_DCL void FDECL(mkcavepos, (XCHAR_P,XCHAR_P,int,BOOLEAN_P,BOOLEAN_P)); 15. STATIC_DCL void FDECL(mkcavearea, (BOOLEAN_P)); 16. STATIC_DCL int FDECL(dig_typ, (struct obj *,XCHAR_P,XCHAR_P)); 17. STATIC_DCL int NDECL(dig); 18. STATIC_DCL schar FDECL(fillholetyp, (int, int)); 19. STATIC_DCL void NDECL(dig_up_grave); 20. 21. /* Indices returned by dig_typ() */ 22. #define DIGTYP_UNDIGGABLE 0 23. #define DIGTYP_ROCK 1 24. #define DIGTYP_STATUE 2 25. #define DIGTYP_BOULDER 3 26. #define DIGTYP_DOOR 4 27. #define DIGTYP_TREE 5 28. 29. 30. STATIC_OVL boolean 31. rm_waslit() 32. { 33. register xchar x, y; 34. 35. if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit) 36. return(TRUE); 37. for(x = u.ux-2; x < u.ux+3; x++) 38. for(y = u.uy-1; y < u.uy+2; y++) 39. if(isok(x,y) && levl[x][y].waslit) return(TRUE); 40. return(FALSE); 41. } 42. 43. /* Change level topology. Messes with vision tables and ignores things like 44. * boulders in the name of a nice effect. Vision will get fixed up again 45. * immediately after the effect is complete. 46. */ 47. STATIC_OVL void 48. mkcavepos(x, y, dist, waslit, rockit) 49. xchar x,y; 50. int dist; 51. boolean waslit, rockit; 52. { 53. register struct rm *lev; 54. 55. if(!isok(x,y)) return; 56. lev = &levl[x][y]; 57. 58. if(rockit) { 59. register struct monst *mtmp; 60. 61. if(IS_ROCK(lev->typ)) return; 62. if(t_at(x, y)) return; /* don't cover the portal */ 63. if ((mtmp = m_at(x, y)) != 0) /* make sure crucial monsters survive */ 64. if(!passes_walls(mtmp->data)) (void) rloc(mtmp, FALSE); 65. } else if(lev->typ == ROOM) return; 66. 67. unblock_point(x,y); /* make sure vision knows this location is open */ 68. 69. /* fake out saved state */ 70. lev->seenv = 0; 71. lev->doormask = 0; 72. if(dist < 3) lev->lit = (rockit ? FALSE : TRUE); 73. if(waslit) lev->waslit = (rockit ? FALSE : TRUE); 74. lev->horizontal = FALSE; 75. viz_array[y][x] = (dist < 3 ) ? 76. (IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */ 77. COULD_SEE; 78. lev->typ = (rockit ? STONE : ROOM); 79. if(dist >= 3) 80. impossible("mkcavepos called with dist %d", dist); 81. if(Blind) 82. feel_location(x, y); 83. else newsym(x,y); 84. } 85. 86. STATIC_OVL void 87. mkcavearea(rockit) 88. register boolean rockit; 89. { 90. int dist; 91. xchar xmin = u.ux, xmax = u.ux; 92. xchar ymin = u.uy, ymax = u.uy; 93. register xchar i; 94. register boolean waslit = rm_waslit(); 95. 96. if(rockit) pline("Crash! The ceiling collapses around you!"); 97. else pline("A mysterious force %s cave around you!", 98. (levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the"); 99. display_nhwindow(WIN_MESSAGE, TRUE); 100. 101. for(dist = 1; dist <= 2; dist++) { 102. xmin--; xmax++; 103. 104. /* top and bottom */ 105. if(dist < 2) { /* the area is wider that it is high */ 106. ymin--; ymax++; 107. for(i = xmin+1; i < xmax; i++) { 108. mkcavepos(i, ymin, dist, waslit, rockit); 109. mkcavepos(i, ymax, dist, waslit, rockit); 110. } 111. } 112. 113. /* left and right */ 114. for(i = ymin; i <= ymax; i++) { 115. mkcavepos(xmin, i, dist, waslit, rockit); 116. mkcavepos(xmax, i, dist, waslit, rockit); 117. } 118. 119. flush_screen(1); /* make sure the new glyphs shows up */ 120. delay_output(); 121. } 122. 123. if(!rockit && levl[u.ux][u.uy].typ == CORR) { 124. levl[u.ux][u.uy].typ = ROOM; 125. if(waslit) levl[u.ux][u.uy].waslit = TRUE; 126. newsym(u.ux, u.uy); /* in case player is invisible */ 127. } 128. 129. vision_full_recalc = 1; /* everything changed */ 130. } 131. 132. /* When digging into location <x,y>, what are you actually digging into? */ 133. STATIC_OVL int 134. dig_typ(otmp, x, y) 135. struct obj *otmp; 136. xchar x, y; 137. { 138. boolean ispick = is_pick(otmp); 139. 140. return (ispick && sobj_at(STATUE, x, y) ? DIGTYP_STATUE : 141. ispick && sobj_at(BOULDER, x, y) ? DIGTYP_BOULDER : 142. closed_door(x, y) ? DIGTYP_DOOR : 143. IS_TREE(levl[x][y].typ) ? 144. (ispick ? DIGTYP_UNDIGGABLE : DIGTYP_TREE) : 145. ispick && IS_ROCK(levl[x][y].typ) && 146. (!level.flags.arboreal || IS_WALL(levl[x][y].typ)) ? 147. DIGTYP_ROCK : DIGTYP_UNDIGGABLE); 148. } 149. 150. boolean 151. is_digging() 152. { 153. if (occupation == dig) { 154. return TRUE; 155. } 156. return FALSE; 157. } 158. 159. #define BY_YOU (&youmonst) 160. #define BY_OBJECT ((struct monst *)0) 161. 162. boolean 163. dig_check(madeby, verbose, x, y) 164. struct monst *madeby; 165. boolean verbose; 166. int x, y; 167. { 168. struct trap *ttmp = t_at(x, y); 169. const char *verb = 170. (madeby != BY_YOU || !uwep || is_pick(uwep)) ? "dig in" : 171. #ifdef LIGHTSABERS 172. is_lightsaber(uwep) ? "cut" : 173. #endif 174. "chop"; 175. 176. if (On_stairs(x, y)) { 177. if (x == xdnladder || x == xupladder) { 178. if(verbose) pline_The("ladder resists your effort."); 179. } else if(verbose) pline_The("stairs are too hard to %s.", verb); 180. return(FALSE); 181. /* ALI - Artifact doors */ 182. } else if (IS_DOOR(levl[x][y].typ) && artifact_door(x, y)) { 183. if(verbose) pline_The("%s here is too hard to dig in.", 184. surface(x,y)); 185. return(FALSE); 186. } else if (IS_THRONE(levl[x][y].typ) && madeby != BY_OBJECT) { 187. if(verbose) pline_The("throne is too hard to break apart."); 188. return(FALSE); 189. } else if (IS_ALTAR(levl[x][y].typ) && (madeby != BY_OBJECT || 190. Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) { 191. if(verbose) pline_The("altar is too hard to break apart."); 192. return(FALSE); 193. } else if (Is_airlevel(&u.uz)) { 194. if(verbose) You("cannot %s thin air.", verb); 195. return(FALSE); 196. } else if (Is_waterlevel(&u.uz)) { 197. if(verbose) pline_The("water splashes and subsides."); 198. return(FALSE); 199. } else if ((IS_ROCK(levl[x][y].typ) && levl[x][y].typ != SDOOR && 200. (levl[x][y].wall_info & W_NONDIGGABLE) != 0) 201. || (ttmp && 202. (ttmp->ttyp == MAGIC_PORTAL || !Can_dig_down(&u.uz)))) { 203. if(verbose) pline_The("%s here is too hard to %s.", 204. surface(x,y), verb); 205. return(FALSE); 206. } else if (sobj_at(BOULDER, x, y)) { 207. if(verbose) There("isn't enough room to %s here.", verb); 208. return(FALSE); 209. } else if (madeby == BY_OBJECT && 210. /* the block against existing traps is mainly to 211. prevent broken wands from turning holes into pits */ 212. (ttmp || is_pool(x,y) || is_lava(x,y))) { 213. /* digging by player handles pools separately */ 214. return FALSE; 215. } 216. return(TRUE); 217. } 218. 219. STATIC_OVL int 220. dig() 221. { 222. register struct rm *lev; 223. register xchar dpx = digging.pos.x, dpy = digging.pos.y; 224. register boolean ispick = uwep && is_pick(uwep); 225. const char *verb = 226. (!uwep || is_pick(uwep)) ? "dig into" : 227. #ifdef LIGHTSABERS 228. is_lightsaber(uwep) ? "cut through" : 229. #endif 230. "chop through"; 231. int bonus; 232. 233. lev = &levl[dpx][dpy]; 234. /* perhaps a nymph stole your pick-axe while you were busy digging */ 235. /* or perhaps you teleported away */ 236. /* WAC allow lightsabers */ 237. if (u.uswallow || !uwep || (!ispick && 238. #ifdef LIGHTSABERS 239. (!is_lightsaber(uwep) || !uwep->lamplit) && 240. #endif 241. !is_axe(uwep)) || 242. !on_level(&digging.level, &u.uz) || 243. ((digging.down ? (dpx != u.ux || dpy != u.uy) 244. : (distu(dpx,dpy) > 2)))) 245. return(0); 246. 247. if (digging.down) { 248. if(!dig_check(BY_YOU, TRUE, u.ux, u.uy)) return(0); 249. } else { /* !digging.down */ 250. if (IS_TREE(lev->typ) && !may_dig(dpx,dpy) && 251. dig_typ(uwep, dpx, dpy) == DIGTYP_TREE) { 252. pline("This tree seems to be petrified."); 253. return(0); 254. } 255. /* ALI - Artifact doors */ 256. if (IS_ROCK(lev->typ) && !may_dig(dpx,dpy) && 257. dig_typ(uwep, dpx, dpy) == DIGTYP_ROCK || 258. IS_DOOR(lev->typ) && artifact_door(dpx, dpy)) { 259. pline("This %s is too hard to %s.", 260. IS_DOOR(lev->typ) ? "door" : "wall", verb); 261. return(0); 262. } 263. } 264. if(Fumbling && 265. #ifdef LIGHTSABERS 266. /* Can't exactly miss holding a lightsaber to the wall */ 267. !is_lightsaber(uwep) && 268. #endif 269. !rn2(3)) { 270. switch(rn2(3)) { 271. case 0: 272. if(!welded(uwep)) { 273. You("fumble and drop your %s.", xname(uwep)); 274. dropx(uwep); 275. } else { 276. #ifdef STEED 277. if (u.usteed) 278. Your("%s %s and %s %s!", 279. xname(uwep), 280. otense(uwep, "bounce"), otense(uwep, "hit"), 281. mon_nam(u.usteed)); 282. else 283. #endif 284. pline("Ouch! Your %s %s and %s you!", 285. xname(uwep), 286. otense(uwep, "bounce"), otense(uwep, "hit")); 287. set_wounded_legs(RIGHT_SIDE, 5 + rnd(5)); 288. } 289. break; 290. case 1: 291. pline("Bang! You hit with the broad side of %s!", 292. the(xname(uwep))); 293. break; 294. default: Your("swing misses its mark."); 295. break; 296. } 297. return(0); 298. } 299. 300. bonus = 10 + rn2(5) + abon() + uwep->spe - greatest_erosion(uwep) + u.udaminc; 301. if (Race_if(PM_DWARF)) 302. bonus *= 2; 303. #ifdef LIGHTSABERS 304. if (is_lightsaber(uwep)) 305. bonus -= rn2(20); /* Melting a hole takes longer */ 306. #endif 307. 308. digging.effort += bonus; 309. 310. if (digging.down) { 311. register struct trap *ttmp; 312. 313. if (digging.effort > 250) { 314. (void) dighole(FALSE); 315. (void) memset((genericptr_t)&digging, 0, sizeof digging); 316. return(0); /* done with digging */ 317. } 318. 319. if (digging.effort <= 50 || 320. #ifdef LIGHTSABERS 321. is_lightsaber(uwep) || 322. #endif 323. ((ttmp = t_at(dpx,dpy)) != 0 && 324. (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT || 325. ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE))) 326. return(1); 327. 328. if (IS_ALTAR(lev->typ)) { 329. altar_wrath(dpx, dpy); 330. angry_priest(); 331. } 332. 333. if (dighole(TRUE)) { /* make pit at <u.ux,u.uy> */ 334. digging.level.dnum = 0; 335. digging.level.dlevel = -1; 336. } 337. return(0); 338. } 339. 340. if (digging.effort > 100) { 341. register const char *digtxt, *dmgtxt = (const char*) 0; 342. register struct obj *obj; 343. register boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE); 344. 345. if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) { 346. if (break_statue(obj)) 347. digtxt = "The statue shatters."; 348. else 349. /* it was a statue trap; break_statue() 350. * printed a message and updated the screen 351. */ 352. digtxt = (char *)0; 353. } else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) { 354. struct obj *bobj; 355. 356. fracture_rock(obj); 357. if ((bobj = sobj_at(BOULDER, dpx, dpy)) != 0) { 358. /* another boulder here, restack it to the top */ 359. obj_extract_self(bobj); 360. place_object(bobj, dpx, dpy); 361. } 362. digtxt = "The boulder falls apart."; 363. } else if (lev->typ == STONE || lev->typ == SCORR || 364. IS_TREE(lev->typ)) { 365. if(Is_earthlevel(&u.uz)) { 366. if(uwep->blessed && !rn2(3)) { 367. mkcavearea(FALSE); 368. goto cleanup; 369. } else if((uwep->cursed && !rn2(4)) || 370. (!uwep->blessed && !rn2(6))) { 371. mkcavearea(TRUE); 372. goto cleanup; 373. } 374. } 375. if (IS_TREE(lev->typ)) { 376. digtxt = "You cut down the tree."; 377. lev->typ = ROOM; 378. if (!rn2(5)) (void) rnd_treefruit_at(dpx, dpy); 379. } else { 380. digtxt = "You succeed in cutting away some rock."; 381. lev->typ = CORR; 382. } 383. } else if(IS_WALL(lev->typ)) { 384. if(shopedge) { 385. add_damage(dpx, dpy, 10L * ACURRSTR); 386. dmgtxt = "damage"; 387. } 388. if (level.flags.is_maze_lev) { 389. lev->typ = ROOM; 390. } else if (level.flags.is_cavernous_lev && 391. !in_town(dpx, dpy)) { 392. lev->typ = CORR; 393. } else { 394. lev->typ = DOOR; 395. lev->doormask = D_NODOOR; 396. } 397. digtxt = "You make an opening in the wall."; 398. } else if(lev->typ == SDOOR) { 399. cvt_sdoor_to_door(lev); /* ->typ = DOOR */ 400. digtxt = "You break through a secret door!"; 401. if(!(lev->doormask & D_TRAPPED)) 402. lev->doormask = D_BROKEN; 403. } else if(closed_door(dpx, dpy)) { 404. digtxt = "You break through the door."; 405. if(shopedge) { 406. add_damage(dpx, dpy, 400L); 407. dmgtxt = "break"; 408. } 409. if(!(lev->doormask & D_TRAPPED)) 410. lev->doormask = D_BROKEN; 411. } else return(0); /* statue or boulder got taken */ 412. 413. if(!does_block(dpx,dpy,&levl[dpx][dpy])) 414. unblock_point(dpx,dpy); /* vision: can see through */ 415. if(Blind) 416. feel_location(dpx, dpy); 417. else 418. newsym(dpx, dpy); 419. if(digtxt && !digging.quiet) pline(digtxt); /* after newsym */ 420. if(dmgtxt) 421. pay_for_damage(dmgtxt, FALSE); 422. 423. if(Is_earthlevel(&u.uz) && !rn2(3)) { 424. register struct monst *mtmp; 425. 426. switch(rn2(2)) { 427. case 0: 428. mtmp = makemon(&mons[PM_EARTH_ELEMENTAL], 429. dpx, dpy, NO_MM_FLAGS); 430. break; 431. default: 432. mtmp = makemon(&mons[PM_XORN], 433. dpx, dpy, NO_MM_FLAGS); 434. break; 435. } 436. if(mtmp) pline_The("debris reassembles and comes to life!"); 437. } 438. if(IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) { 439. lev->doormask = D_NODOOR; 440. b_trapped("door", 0); 441. newsym(dpx, dpy); 442. } 443. cleanup: 444. digging.lastdigtime = moves; 445. digging.quiet = FALSE; 446. digging.level.dnum = 0; 447. digging.level.dlevel = -1; 448. return(0); 449. } else { /* not enough effort has been spent yet */ 450. static const char *const d_target[6] = { 451. "", "rock", "statue", "boulder", "door", "tree" 452. }; 453. int dig_target = dig_typ(uwep, dpx, dpy); 454. 455. if (IS_WALL(lev->typ) || dig_target == DIGTYP_DOOR) { 456. if(*in_rooms(dpx, dpy, SHOPBASE)) { 457. pline("This %s seems too hard to %s.", 458. IS_DOOR(lev->typ) ? "door" : "wall", verb); 459. return(0); 460. } 461. } else if (!IS_ROCK(lev->typ) && dig_target == DIGTYP_ROCK) 462. return(0); /* statue or boulder got taken */ 463. if(!did_dig_msg) { 464. #ifdef LIGHTSABERS 465. if (is_lightsaber(uwep)) You("burn steadily through %s.", 466. the(d_target[dig_target])); 467. else 468. #endif 469. You("hit the %s with all your might.", 470. d_target[dig_target]); 471. did_dig_msg = TRUE; 472. } 473. } 474. return(1); 475. } 476. 477. /* When will hole be finished? Very rough indication used by shopkeeper. */ 478. int 479. holetime() 480. { 481. if(occupation != dig || !*u.ushops) return(-1); 482. return ((250 - digging.effort) / 20); 483. } 484. 485. /* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */ 486. STATIC_OVL 487. schar 488. fillholetyp(x,y) 489. int x, y; 490. { 491. register int x1, y1; 492. int lo_x = max(1,x-1), hi_x = min(x+1,COLNO-1), 493. lo_y = max(0,y-1), hi_y = min(y+1,ROWNO-1); 494. int pool_cnt = 0, moat_cnt = 0, lava_cnt = 0; 495. 496. for (x1 = lo_x; x1 <= hi_x; x1++) 497. for (y1 = lo_y; y1 <= hi_y; y1++) 498. if (levl[x1][y1].typ == POOL) 499. pool_cnt++; 500. else if (levl[x1][y1].typ == MOAT || 501. (levl[x1][y1].typ == DRAWBRIDGE_UP && 502. (levl[x1][y1].drawbridgemask & DB_UNDER) == DB_MOAT)) 503. moat_cnt++; 504. else if (levl[x1][y1].typ == LAVAPOOL || 505. (levl[x1][y1].typ == DRAWBRIDGE_UP && 506. (levl[x1][y1].drawbridgemask & DB_UNDER) == DB_LAVA)) 507. lava_cnt++; 508. pool_cnt /= 3; /* not as much liquid as the others */ 509. 510. if (lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1)) 511. return LAVAPOOL; 512. else if (moat_cnt > 0 && rn2(moat_cnt + 1)) 513. return MOAT; 514. else if (pool_cnt > 0 && rn2(pool_cnt + 1)) 515. return POOL; 516. else 517. return ROOM; 518. } 519. 520. void 521. digactualhole(x, y, madeby, ttyp) 522. register int x, y; 523. struct monst *madeby; 524. int ttyp; 525. { 526. struct obj *oldobjs, *newobjs; 527. register struct trap *ttmp; 528. char surface_type[BUFSZ]; 529. struct rm *lev = &levl[x][y]; 530. boolean shopdoor; 531. struct monst *mtmp = m_at(x, y); /* may be madeby */ 532. boolean madeby_u = (madeby == BY_YOU); 533. boolean madeby_obj = (madeby == BY_OBJECT); 534. boolean at_u = (x == u.ux) && (y == u.uy); 535. boolean wont_fall = Levitation || Flying; 536. 537. if (u.utrap && u.utraptype == TT_INFLOOR) u.utrap = 0; 538. 539. /* these furniture checks were in dighole(), but wand 540. breaking bypasses that routine and calls us directly */ 541. if (IS_FOUNTAIN(lev->typ)) { 542. dogushforth(FALSE); 543. SET_FOUNTAIN_WARNED(x,y); /* force dryup */ 544. dryup(x, y, madeby_u); 545. return; 546. #ifdef SINKS 547. } else if (IS_SINK(lev->typ)) { 548. breaksink(x, y); 549. return; 550. } else if (IS_TOILET(lev->typ)) { 551. breaktoilet(u.ux,u.uy); 552. #endif 553. } else if (lev->typ == DRAWBRIDGE_DOWN || 554. (is_drawbridge_wall(x, y) >= 0)) { 555. int bx = x, by = y; 556. /* if under the portcullis, the bridge is adjacent */ 557. (void) find_drawbridge(&bx, &by); 558. destroy_drawbridge(bx, by); 559. return; 560. } 561. 562. if (ttyp != PIT && !Can_dig_down(&u.uz)) { 563. impossible("digactualhole: can't dig %s on this level.", 564. defsyms[trap_to_defsym(ttyp)].explanation); 565. ttyp = PIT; 566. } 567. 568. /* maketrap() might change it, also, in this situation, 569. surface() returns an inappropriate string for a grave */ 570. if (IS_GRAVE(lev->typ)) 571. Strcpy(surface_type, "grave"); 572. else 573. Strcpy(surface_type, surface(x,y)); 574. shopdoor = IS_DOOR(lev->typ) && *in_rooms(x, y, SHOPBASE); 575. oldobjs = level.objects[x][y]; 576. ttmp = maketrap(x, y, ttyp); 577. if (!ttmp) return; 578. newobjs = level.objects[x][y]; 579. ttmp->tseen = (madeby_u || cansee(x,y)); 580. ttmp->madeby_u = madeby_u; 581. newsym(ttmp->tx,ttmp->ty); 582. 583. if (ttyp == PIT) { 584. 585. if(madeby_u) { 586. You("dig a pit in the %s.", surface_type); 587. if (shopdoor) pay_for_damage("ruin", FALSE); 588. } else if (!madeby_obj && canseemon(madeby)) 589. pline("%s digs a pit in the %s.", Monnam(madeby), surface_type); 590. else if (cansee(x, y) && flags.verbose) 591. pline("A pit appears in the %s.", surface_type); 592. 593. if(at_u) { 594. if (!wont_fall) { 595. if (!Passes_walls) 596. u.utrap = rn1(4,2); 597. u.utraptype = TT_PIT; 598. vision_full_recalc = 1; /* vision limits change */ 599. } else 600. u.utrap = 0; 601. if (oldobjs != newobjs) /* something unearthed */ 602. (void) pickup(1); /* detects pit */ 603. } else if(mtmp) { 604. if(is_flyer(mtmp->data) || is_floater(mtmp->data)) { 605. if(canseemon(mtmp)) 606. pline("%s %s over the pit.", Monnam(mtmp), 607. (is_flyer(mtmp->data)) ? 608. "flies" : "floats"); 609. } else if(mtmp != madeby) 610. (void) mintrap(mtmp); 611. } 612. } else { /* was TRAPDOOR now a HOLE*/ 613. 614. if(madeby_u) 615. You("dig a hole through the %s.", surface_type); 616. else if(!madeby_obj && canseemon(madeby)) 617. pline("%s digs a hole through the %s.", 618. Monnam(madeby), surface_type); 619. else if(cansee(x, y) && flags.verbose) 620. pline("A hole appears in the %s.", surface_type); 621. 622. if (at_u) { 623. if (!u.ustuck && !wont_fall && !next_to_u()) { 624. You("are jerked back by your pet!"); 625. wont_fall = TRUE; 626. } 627. 628. /* Floor objects get a chance of falling down. The case where 629. * the hero does NOT fall down is treated here. The case 630. * where the hero does fall down is treated in goto_level(). 631. */ 632. if (u.ustuck || wont_fall) { 633. if (newobjs) 634. impact_drop((struct obj *)0, x, y, 0); 635. if (oldobjs != newobjs) 636. (void) pickup(1); 637. if (shopdoor && madeby_u) pay_for_damage("ruin", FALSE); 638. 639. } else { 640. d_level newlevel; 641. const char *You_fall = "You fall through..."; 642. 643. if (*u.ushops && madeby_u) 644. shopdig(1); /* shk might snatch pack */ 645. /* handle earlier damage, eg breaking wand of digging */ 646. else if (!madeby_u) pay_for_damage("dig into", TRUE); 647. 648. /* Earlier checks must ensure that the destination 649. * level exists and is in the present dungeon. 650. */ 651. newlevel.dnum = u.uz.dnum; 652. newlevel.dlevel = u.uz.dlevel + 1; 653. /* Cope with holes caused by monster's actions -- ALI */ 654. if (flags.mon_moving) { 655. schedule_goto(&newlevel, FALSE, TRUE, FALSE, 656. You_fall, (char *)0); 657. } else { 658. pline(You_fall); 659. goto_level(&newlevel, FALSE, TRUE, FALSE); 660. /* messages for arriving in special rooms */ 661. spoteffects(FALSE); 662. } 663. } 664. } else { 665. if (shopdoor && madeby_u) pay_for_damage("ruin", FALSE); 666. if (newobjs) 667. impact_drop((struct obj *)0, x, y, 0); 668. if (mtmp) { 669. /*[don't we need special sokoban handling here?]*/ 670. if (is_flyer(mtmp->data) || is_floater(mtmp->data) || 671. mtmp->data == &mons[PM_WUMPUS] || 672. (mtmp->wormno && count_wsegs(mtmp) > 5) || 673. mtmp->data->msize >= MZ_HUGE) return; 674. if (mtmp == u.ustuck) /* probably a vortex */ 675. return; /* temporary? kludge */ 676. 677. if (teleport_pet(mtmp, FALSE)) { 678. d_level tolevel; 679. 680. if (Is_stronghold(&u.uz)) { 681. assign_level(&tolevel, &valley_level); 682. } else if (Is_botlevel(&u.uz)) { 683. if (canseemon(mtmp)) 684. pline("%s avoids the trap.", Monnam(mtmp)); 685. return; 686. } else { 687. get_level(&tolevel, depth(&u.uz) + 1); 688. } 689. if (mtmp->isshk) make_angry_shk(mtmp, 0, 0); 690. migrate_to_level(mtmp, ledger_no(&tolevel), 691. MIGR_RANDOM, (coord *)0); 692. } 693. } 694. } 695. } 696. } 697. 698. /* return TRUE if digging succeeded, FALSE otherwise */ 699. boolean 700. dighole(pit_only) 701. boolean pit_only; 702. { 703. register struct trap *ttmp = t_at(u.ux, u.uy); 704. struct rm *lev = &levl[u.ux][u.uy]; 705. struct obj *boulder_here; 706. schar typ; 707. boolean nohole = !Can_dig_down(&u.uz); 708. 709. if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL || nohole)) || 710. /* ALI - artifact doors */ 711. IS_DOOR(levl[u.ux][u.uy].typ) && artifact_door(u.ux, u.uy) || 712. (IS_ROCK(lev->typ) && lev->typ != SDOOR && 713. (lev->wall_info & W_NONDIGGABLE) != 0)) { 714. pline_The("%s here is too hard to dig in.", surface(u.ux,u.uy)); 715. 716. } else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) { 717. pline_The("%s sloshes furiously for a moment, then subsides.", 718. is_lava(u.ux, u.uy) ? "lava" : "water"); 719. wake_nearby(); /* splashing */ 720. 721. } else if (lev->typ == DRAWBRIDGE_DOWN || 722. (is_drawbridge_wall(u.ux, u.uy) >= 0)) { 723. /* drawbridge_down is the platform crossing the moat when the 724. bridge is extended; drawbridge_wall is the open "doorway" or 725. closed "door" where the portcullis/mechanism is located */ 726. if (pit_only) { 727. pline_The("drawbridge seems too hard to dig through."); 728. return FALSE; 729. } else if (IS_GRAVE(lev->typ)) { 730. digactualhole(u.ux, u.uy, BY_YOU, PIT); 731. dig_up_grave(); 732. return TRUE; 733. } else { 734. int x = u.ux, y = u.uy; 735. /* if under the portcullis, the bridge is adjacent */ 736. (void) find_drawbridge(&x, &y); 737. destroy_drawbridge(x, y); 738. return TRUE; 739. } 740. 741. } else if ((boulder_here = sobj_at(BOULDER, u.ux, u.uy)) != 0) { 742. if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) && 743. rn2(2)) { 744. pline_The("boulder settles into the pit."); 745. ttmp->ttyp = PIT; /* crush spikes */ 746. } else { 747. /* 748. * digging makes a hole, but the boulder immediately 749. * fills it. Final outcome: no hole, no boulder. 750. */ 751. pline("KADOOM! The boulder falls in!"); 752. (void) delfloortrap(ttmp); 753. } 754. delobj(boulder_here); 755. return TRUE; 756. 757. } else if (IS_GRAVE(lev->typ)) { 758. dig_up_grave(); 759. digactualhole(u.ux, u.uy, BY_YOU, PIT); 760. return TRUE; 761. } else if (lev->typ == DRAWBRIDGE_UP) { 762. /* must be floor or ice, other cases handled above */ 763. /* dig "pit" and let fluid flow in (if possible) */ 764. typ = fillholetyp(u.ux,u.uy); 765. 766. if (typ == ROOM) { 767. /* 768. * We can't dig a hole here since that will destroy 769. * the drawbridge. The following is a cop-out. --dlc 770. */ 771. pline_The("%s here is too hard to dig in.", 772. surface(u.ux, u.uy)); 773. return FALSE; 774. } 775. 776. lev->drawbridgemask &= ~DB_UNDER; 777. lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT; 778. 779. liquid_flow: 780. if (ttmp) (void) delfloortrap(ttmp); 781. /* if any objects were frozen here, they're released now */ 782. unearth_objs(u.ux, u.uy); 783. 784. pline("As you dig, the hole fills with %s!", 785. typ == LAVAPOOL ? "lava" : "water"); 786. /* KMH, balance patch -- new intrinsic */ 787. if (!Levitation && !Flying) { 788. if (typ == LAVAPOOL) 789. (void) lava_effects(); 790. else if (!Wwalking && !Swimming) 791. (void) drown(); 792. } 793. return TRUE; 794. 795. /* the following two are here for the wand of digging */ 796. } else if (IS_THRONE(lev->typ)) { 797. pline_The("throne is too hard to break apart."); 798. 799. } else if (IS_ALTAR(lev->typ)) { 800. pline_The("altar is too hard to break apart."); 801. 802. } else { 803. typ = fillholetyp(u.ux,u.uy); 804. 805. if (typ != ROOM) { 806. lev->typ = typ; 807. goto liquid_flow; 808. } 809. 810. /* finally we get to make a hole */ 811. if (nohole || pit_only) 812. digactualhole(u.ux, u.uy, BY_YOU, PIT); 813. else 814. digactualhole(u.ux, u.uy, BY_YOU, HOLE); 815. 816. return TRUE; 817. } 818. 819. return FALSE; 820. } 821. 822. STATIC_OVL void 823. dig_up_grave() 824. { 825. struct obj *otmp; 826. 827. /* Grave-robbing is frowned upon... */ 828. exercise(A_WIS, FALSE); 829. if (Role_if(PM_ARCHEOLOGIST)) { 830. adjalign(-sgn(u.ualign.type)*3); 831. You_feel("like a despicable grave-robber!"); 832. } else if (Role_if(PM_SAMURAI)) { 833. adjalign(-sgn(u.ualign.type)); 834. You("disturb the honorable dead!"); 835. } else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) { 836. adjalign(-sgn(u.ualign.type)); 837. You("have violated the sanctity of this grave!"); 838. } 839. 840. switch (rn2(5)) { 841. case 0: 842. case 1: 843. You("unearth a corpse."); 844. if (!!(otmp = mk_tt_object(CORPSE, u.ux, u.uy))) 845. otmp->age -= 100; /* this is an *OLD* corpse */; 846. break; 847. case 2: 848. if (!Blind) pline(Hallucination ? "Dude! The living dead!" : 849. "The grave's owner is very upset!"); 850. (void) makemon(mkclass(S_ZOMBIE,0), u.ux, u.uy, NO_MM_FLAGS); 851. break; 852. case 3: 853. if (!Blind) pline(Hallucination ? "I want my mummy!" : 854. "You've disturbed a tomb!"); 855. (void) makemon(mkclass(S_MUMMY,0), u.ux, u.uy, NO_MM_FLAGS); 856. break; 857. default: 858. /* No corpse */ 859. pline_The("grave seems unused. Strange...."); 860. break; 861. } 862. levl[u.ux][u.uy].typ = ROOM; 863. del_engr_at(u.ux, u.uy); 864. newsym(u.ux,u.uy); 865. return; 866. } 867. 868. int 869. use_pick_axe(obj) 870. struct obj *obj; 871. { 872. boolean ispick; 873. char dirsyms[12]; 874. char qbuf[QBUFSZ]; 875. register char *dsp = dirsyms; 876. register int rx, ry; 877. int res = 0; 878. register const char *sdp, *verb; 879. 880. if(iflags.num_pad) sdp = ndir; else sdp = sdir; /* DICE workaround */ 881. 882. /* Check tool */ 883. if (obj != uwep) { 884. if (!wield_tool(obj, "swing")) return 0; 885. else res = 1; 886. } 887. ispick = is_pick(obj); 888. verb = ispick ? "dig" : "chop"; 889. 890. if (u.utrap && u.utraptype == TT_WEB) { 891. pline("%s you can't %s while entangled in a web.", 892. /* res==0 => no prior message; 893. res==1 => just got "You now wield a pick-axe." message */ 894. !res ? "Unfortunately," : "But", verb); 895. return res; 896. } 897. 898. while(*sdp) { 899. (void) movecmd(*sdp); /* sets u.dx and u.dy and u.dz */ 900. rx = u.ux + u.dx; 901. ry = u.uy + u.dy; 902. /* Include down even with axe, so we have at least one direction */ 903. if (u.dz > 0 || 904. (u.dz == 0 && isok(rx, ry) && 905. dig_typ(obj, rx, ry) != DIGTYP_UNDIGGABLE)) 906. *dsp++ = *sdp; 907. sdp++; 908. } 909. *dsp = 0; 910. Sprintf(qbuf, "In what direction do you want to %s? [%s]", verb, dirsyms); 911. if(!getdir(qbuf)) 912. return(res); 913. 914. return (use_pick_axe2(obj)); 915. } 916. 917. /* general dig through doors/etc. function 918. * Handles pickaxes/lightsabers/axes 919. * called from doforce and use_pick_axe 920. */ 921. 922. /* MRKR: use_pick_axe() is split in two to allow autodig to bypass */ 923. /* the "In what direction do you want to dig?" query. */ 924. /* use_pick_axe2() uses the existing u.dx, u.dy and u.dz */ 925. 926. int use_pick_axe2(obj) 927. struct obj *obj; 928. { 929. register int rx, ry; 930. register struct rm *lev; 931. int dig_target, digtyp; 932. boolean ispick = is_pick(obj); 933. const char *verbing = ispick ? "digging" : 934. #ifdef LIGHTSABERS 935. is_lightsaber(uwep) ? "cutting" : 936. #endif 937. "chopping"; 938. 939. /* 0 = pick, 1 = lightsaber, 2 = axe */ 940. digtyp = (is_pick(uwep) ? 0 : 941. #ifdef LIGHTSABERS 942. is_lightsaber(uwep) ? 1 : 943. #endif 944. 2); 945. 946. if (u.uswallow && attack(u.ustuck)) { 947. ; /* return(1) */ 948. } else if (Underwater) { 949. pline("Turbulence torpedoes your %s attempts.", verbing); 950. } else if(u.dz < 0) { 951. if(Levitation) 952. if (digtyp == 1) 953. pline_The("ceiling is too hard to cut through."); 954. else 955. You("don't have enough leverage."); 956. else 957. You_cant("reach the %s.",ceiling(u.ux,u.uy)); 958. } else if(!u.dx && !u.dy && !u.dz) { 959. /* NOTREACHED for lightsabers/axes called from doforce */ 960. 961. char buf[BUFSZ]; 962. int dam; 963. 964. dam = rnd(2) + dbon() + obj->spe; 965. if (dam <= 0) dam = 1; 966. You("hit yourself with %s.", yname(uwep)); 967. Sprintf(buf, "%s own %s", uhis(), 968. OBJ_NAME(objects[obj->otyp])); 969. losehp(dam, buf, KILLED_BY); 970. flags.botl=1; 971. return(1); 972. } else if(u.dz == 0) { 973. if(Stunned || (Confusion && !rn2(5))) confdir(); 974. rx = u.ux + u.dx; 975. ry = u.uy + u.dy; 976. if(!isok(rx, ry)) { 977. if (digtyp == 1) pline("Your %s bounces off harmlessly.", 978. aobjnam(obj, (char *)0)); 979. else pline("Clash!"); 980. return(1); 981. } 982. lev = &levl[rx][ry]; 983. if(MON_AT(rx, ry) && attack(m_at(rx, ry))) 984. return(1); 985. dig_target = dig_typ(obj, rx, ry); 986. if (dig_target == DIGTYP_UNDIGGABLE) { 987. /* ACCESSIBLE or POOL */ 988. struct trap *trap = t_at(rx, ry); 989. 990. if (trap && trap->ttyp == WEB) { 991. if (!trap->tseen) { 992. seetrap(trap); 993. There("is a spider web there!"); 994. } 995. Your("%s entangled in the web.", 996. aobjnam(obj, "become")); 997. /* you ought to be able to let go; tough luck */ 998. /* (maybe `move_into_trap()' would be better) */ 999. nomul(-d(2,2)); 1000. nomovemsg = "You pull free."; 1001. } else if (lev->typ == IRONBARS) { 1002. pline("Clang!"); 1003. wake_nearby(); 1004. } else if (IS_TREE(lev->typ)) 1005. You("need an axe to cut down a tree."); 1006. else if (IS_ROCK(lev->typ)) 1007. You("need a pick to dig rock."); 1008. else if (!ispick && (sobj_at(STATUE, rx, ry) || 1009. sobj_at(BOULDER, rx, ry))) { 1010. boolean vibrate = !rn2(3); 1011. pline("Sparks fly as you whack the %s.%s", 1012. sobj_at(STATUE, rx, ry) ? "statue" : "boulder", 1013. vibrate ? " The axe-handle vibrates violently!" : ""); 1014. if (vibrate) losehp(2, "axing a hard object", KILLED_BY); 1015. } 1016. else 1017. You("swing your %s through thin air.", 1018. aobjnam(obj, (char *)0)); 1019. } else { 1020. static const char * const d_action[6][2] = { 1021. {"swinging","slicing the air"}, 1022. {"digging","cutting through the wall"}, 1023. {"chipping the statue","cutting the statue"}, 1024. {"hitting the boulder","cutting through the boulder"}, 1025. {"chopping at the door","burning through the door"}, 1026. {"cutting the tree","razing the tree"} 1027. }; 1028. did_dig_msg = FALSE; 1029. digging.quiet = FALSE; 1030. if (digging.pos.x != rx || digging.pos.y != ry || 1031. !on_level(&digging.level, &u.uz) || digging.down) { 1032. if (flags.autodig && 1033. dig_target == DIGTYP_ROCK && !digging.down && 1034. digging.pos.x == u.ux && 1035. digging.pos.y == u.uy && 1036. (moves <= digging.lastdigtime+2 && 1037. moves >= digging.lastdigtime)) { 1038. /* avoid messages if repeated autodigging */ 1039. did_dig_msg = TRUE; 1040. digging.quiet = TRUE; 1041. } 1042. digging.down = digging.chew = FALSE; 1043. digging.warned = FALSE; 1044. digging.pos.x = rx; 1045. digging.pos.y = ry; 1046. assign_level(&digging.level, &u.uz); 1047. digging.effort = 0; 1048. if (!digging.quiet) 1049. You("start %s.", d_action[dig_target][digtyp == 1]); 1050. } else { 1051. You("%s %s.", digging.chew ? "begin" : "continue", 1052. d_action[dig_target][digtyp == 1]); 1053. digging.chew = FALSE; 1054. } 1055. set_occupation(dig, verbing, 0); 1056. } 1057. } else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) { 1058. /* it must be air -- water checked above */ 1059. You("swing your %s through thin air.", aobjnam(obj, (char *)0)); 1060. } else if (!can_reach_floor()) { 1061. You_cant("reach the %s.", surface(u.ux,u.uy)); 1062. } else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) { 1063. /* Monsters which swim also happen not to be able to dig */ 1064. You("cannot stay under%s long enough.", 1065. is_pool(u.ux, u.uy) ? "water" : " the lava"); 1066. } else if (digtyp == 2) { 1067. Your("%s merely scratches the %s.", 1068. aobjnam(obj, (char *)0), surface(u.ux,u.uy)); 1069. u_wipe_engr(3); 1070. } else { 1071. if (digging.pos.x != u.ux || digging.pos.y != u.uy || 1072. !on_level(&digging.level, &u.uz) || !digging.down) { 1073. digging.chew = FALSE; 1074. digging.down = TRUE; 1075. digging.warned = FALSE; 1076. digging.pos.x = u.ux; 1077. digging.pos.y = u.uy; 1078. assign_level(&digging.level, &u.uz); 1079. digging.effort = 0; 1080. You("start %s downward.", verbing); 1081. if (*u.ushops) shopdig(0); 1082. } else 1083. You("continue %s downward.", verbing); 1084. did_dig_msg = FALSE; 1085. set_occupation(dig, verbing, 0); 1086. } 1087. return(1); 1088. } 1089. 1090. /* 1091. * Town Watchmen frown on damage to the town walls, trees or fountains. 1092. * It's OK to dig holes in the ground, however. 1093. * If mtmp is assumed to be a watchman, a watchman is found if mtmp == 0 1094. * zap == TRUE if wand/spell of digging, FALSE otherwise (chewing) 1095. */ 1096. void 1097. watch_dig(mtmp, x, y, zap) 1098. struct monst *mtmp; 1099. xchar x, y; 1100. boolean zap; 1101. { 1102. struct rm *lev = &levl[x][y]; 1103. 1104. if (in_town(x, y) && 1105. (closed_door(x, y) || lev->typ == SDOOR || 1106. IS_WALL(lev->typ) || IS_FOUNTAIN(lev->typ) || IS_TREE(lev->typ))) { 1107. if (!mtmp) { 1108. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) { 1109. if (DEADMONSTER(mtmp)) continue; 1110. if ((mtmp->data == &mons[PM_WATCHMAN] || 1111. mtmp->data == &mons[PM_WATCH_CAPTAIN]) && 1112. mtmp->mcansee && m_canseeu(mtmp) && 1113. couldsee(mtmp->mx, mtmp->my) && mtmp->mpeaceful) 1114. break; 1115. } 1116. } 1117. 1118. if (mtmp) { 1119. if(zap || digging.warned) { 1120. verbalize("Halt, vandal! You're under arrest!"); 1121. (void) angry_guards(!(flags.soundok)); 1122. } else { 1123. const char *str; 1124. 1125. if (IS_DOOR(lev->typ)) 1126. str = "door"; 1127. else if (IS_TREE(lev->typ)) 1128. str = "tree"; 1129. else if (IS_ROCK(lev->typ)) 1130. str = "wall"; 1131. else 1132. str = "fountain"; 1133. verbalize("Hey, stop damaging that %s!", str); 1134. digging.warned = TRUE; 1135. } 1136. if (is_digging()) 1137. stop_occupation(); 1138. } 1139. } 1140. } 1141. 1142. #endif /* OVLB */ 1143. #ifdef OVL0 1144. 1145. /* Return TRUE if monster died, FALSE otherwise. Called from m_move(). */ 1146. boolean 1147. mdig_tunnel(mtmp) 1148. register struct monst *mtmp; 1149. { 1150. register struct rm *here; 1151. int pile = rnd(12); 1152. 1153. here = &levl[mtmp->mx][mtmp->my]; 1154. if (here->typ == SDOOR) 1155. cvt_sdoor_to_door(here); /* ->typ = DOOR */ 1156. 1157. /* Eats away door if present & closed or locked */ 1158. if (closed_door(mtmp->mx, mtmp->my)) { 1159. if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) 1160. add_damage(mtmp->mx, mtmp->my, 0L); 1161. unblock_point(mtmp->mx, mtmp->my); /* vision */ 1162. if (here->doormask & D_TRAPPED) { 1163. here->doormask = D_NODOOR; 1164. if (mb_trapped(mtmp)) { /* mtmp is killed */ 1165. newsym(mtmp->mx, mtmp->my); 1166. return TRUE; 1167. } 1168. } else { 1169. if (!rn2(3) && flags.verbose) /* not too often.. */ 1170. You_feel("an unexpected draft."); 1171. here->doormask = D_BROKEN; 1172. } 1173. newsym(mtmp->mx, mtmp->my); 1174. return FALSE; 1175. } else if (!IS_ROCK(here->typ) && !IS_TREE(here->typ)) /* no dig */ 1176. return FALSE; 1177. 1178. /* Only rock, trees, and walls fall through to this point. */ 1179. if ((here->wall_info & W_NONDIGGABLE) != 0) { 1180. impossible("mdig_tunnel: %s at (%d,%d) is undiggable", 1181. (IS_WALL(here->typ) ? "wall" : "stone"), 1182. (int) mtmp->mx, (int) mtmp->my); 1183. return FALSE; /* still alive */ 1184. } 1185. 1186. if (IS_WALL(here->typ)) { 1187. /* KMH -- Okay on arboreal levels (room walls are still stone) */ 1188. if (flags.soundok && flags.verbose && !rn2(5)) 1189. /* KMH -- Okay on arboreal levels (room walls are still stone) */ 1190. You_hear("crashing rock."); 1191. if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE)) 1192. add_damage(mtmp->mx, mtmp->my, 0L); 1193. if (level.flags.is_maze_lev) { 1194. here->typ = ROOM; 1195. } else if (level.flags.is_cavernous_lev && 1196. !in_town(mtmp->mx, mtmp->my)) { 1197. here->typ = CORR; 1198. } else { 1199. here->typ = DOOR; 1200. here->doormask = D_NODOOR; 1201. } 1202. } else if (IS_TREE(here->typ)) { 1203. here->typ = ROOM; 1204. if (pile && pile < 5) 1205. (void) rnd_treefruit_at(mtmp->mx, mtmp->my); 1206. } else { 1207. here->typ = CORR; 1208. if (pile && pile < 5) 1209. (void) mksobj_at((pile == 1) ? BOULDER : ROCK, 1210. mtmp->mx, mtmp->my, TRUE, FALSE); 1211. } 1212. newsym(mtmp->mx, mtmp->my); 1213. if (!sobj_at(BOULDER, mtmp->mx, mtmp->my)) 1214. unblock_point(mtmp->mx, mtmp->my); /* vision */ 1215. 1216. return FALSE; 1217. } 1218. 1219. #endif /* OVL0 */ 1220. #ifdef OVL3 1221. 1222. /* digging via wand zap or spell cast */ 1223. void 1224. zap_dig() 1225. { 1226. struct rm *room; 1227. struct monst *mtmp; 1228. /* struct obj *otmp;*/ 1229. register struct obj *otmp, *next_obj; 1230. int zx, zy, digdepth; 1231. boolean shopdoor, shopwall, maze_dig; 1232. /* 1233. * Original effect (approximately): 1234. * from CORR: dig until we pierce a wall 1235. * from ROOM: pierce wall and dig until we reach 1236. * an ACCESSIBLE place. 1237. * Currently: dig for digdepth positions; 1238. * also down on request of Lennart Augustsson. 1239. */ 1240. 1241. if (u.uswallow) { 1242. mtmp = u.ustuck; 1243. 1244. if (!is_whirly(mtmp->data)) { 1245. if (is_animal(mtmp->data)) 1246. You("pierce %s %s wall!", 1247. s_suffix(mon_nam(mtmp)), mbodypart(mtmp, STOMACH)); 1248. mtmp->mhp = 1; /* almost dead */ 1249. expels(mtmp, mtmp->data, !is_animal(mtmp->data)); 1250. } 1251. return; 1252. } /* swallowed */ 1253. 1254. if (u.dz) { 1255. if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !Underwater) { 1256. if (u.dz < 0 || On_stairs(u.ux, u.uy)) { 1257. if (On_stairs(u.ux, u.uy)) 1258. pline_The("beam bounces off the %s and hits the %s.", 1259. (u.ux == xdnladder || u.ux == xupladder) ? 1260. "ladder" : "stairs", ceiling(u.ux, u.uy)); 1261. You("loosen a rock from the %s.", ceiling(u.ux, u.uy)); 1262. pline("It falls on your %s!", body_part(HEAD)); 1263. losehp(rnd((uarmh && is_metallic(uarmh)) ? 2 : 6), 1264. "falling rock", KILLED_BY_AN); 1265. otmp = mksobj_at(ROCK, u.ux, u.uy, FALSE, FALSE); 1266. if (otmp) { 1267. (void)xname(otmp); /* set dknown, maybe bknown */ 1268. stackobj(otmp); 1269. } 1270. newsym(u.ux, u.uy); 1271. } else { 1272. watch_dig((struct monst *)0, u.ux, u.uy, TRUE); 1273. (void) dighole(FALSE); 1274. } 1275. } 1276. return; 1277. } /* up or down */ 1278. 1279. /* normal case: digging across the level */ 1280. shopdoor = shopwall = FALSE; 1281. maze_dig = level.flags.is_maze_lev && !Is_earthlevel(&u.uz); 1282. zx = u.ux + u.dx; 1283. zy = u.uy + u.dy; 1284. digdepth = rn1(18, 8); 1285. tmp_at(DISP_BEAM, cmap_to_glyph(S_digbeam)); 1286. while (--digdepth >= 0) { 1287. if (!isok(zx,zy)) break; 1288. room = &levl[zx][zy]; 1289. tmp_at(zx,zy); 1290. delay_output(); /* wait a little bit */ 1291. 1292. /* WAC check for monster, boulder */ 1293. if ((mtmp = m_at(zx, zy)) != 0) { 1294. if (made_of_rock(mtmp->data)) { 1295. You("gouge a hole in %s!", mon_nam(mtmp)); 1296. mtmp->mhp /= 2; 1297. if (mtmp->mhp < 1) mtmp->mhp = 1; 1298. setmangry(mtmp); 1299. } else pline("%s is unaffected!", Monnam(mtmp)); 1300. } 1301. for(otmp = level.objects[zx][zy]; otmp; otmp = next_obj) { 1302. next_obj = otmp->nexthere; 1303. /* vaporize boulders */ 1304. if (otmp->otyp == BOULDER) { 1305. delobj(otmp); 1306. /* A little Sokoban guilt... */ 1307. if (In_sokoban(&u.uz)) 1308. change_luck(-1); 1309. unblock_point(zx, zy); 1310. newsym(zx, zy); 1311. pline_The("boulder is vaporized!"); 1312. } 1313. break; 1314. } 1315. 1316. if (closed_door(zx, zy) || room->typ == SDOOR) { 1317. /* ALI - Artifact doors */ 1318. if (artifact_door(zx, zy)) { 1319. if (cansee(zx, zy)) 1320. pline_The("door glows then fades."); 1321. break; 1322. } 1323. if (*in_rooms(zx,zy,SHOPBASE)) { 1324. add_damage(zx, zy, 400L); 1325. shopdoor = TRUE; 1326. } 1327. if (room->typ == SDOOR) 1328. room->typ = DOOR; 1329. else if (cansee(zx, zy)) 1330. pline_The("door is razed!"); 1331. watch_dig((struct monst *)0, zx, zy, TRUE); 1332. room->doormask = D_NODOOR; 1333. unblock_point(zx,zy); /* vision */ 1334. digdepth -= 2; 1335. if (maze_dig) break; 1336. } else if (maze_dig) { 1337. if (IS_WALL(room->typ)) { 1338. if (!(room->wall_info & W_NONDIGGABLE)) { 1339. if (*in_rooms(zx,zy,SHOPBASE)) { 1340. add_damage(zx, zy, 200L); 1341. shopwall = TRUE; 1342. } 1343. room->typ = ROOM; 1344. unblock_point(zx,zy); /* vision */ 1345. } else if (!Blind) 1346. pline_The("wall glows then fades."); 1347. break; 1348. } else if (IS_TREE(room->typ)) { /* check trees before stone */ 1349. if (!(room->wall_info & W_NONDIGGABLE)) { 1350. room->typ = ROOM; 1351. unblock_point(zx,zy); /* vision */ 1352. } else if (!Blind) 1353. pline_The("tree shudders but is unharmed."); 1354. break; 1355. } else if (room->typ == STONE || room->typ == SCORR) { 1356. if (!(room->wall_info & W_NONDIGGABLE)) { 1357. room->typ = CORR; 1358. unblock_point(zx,zy); /* vision */ 1359. } else if (!Blind) 1360. pline_The("rock glows then fades."); 1361. break; 1362. } 1363. } else if (IS_ROCK(room->typ)) { 1364. if (!may_dig(zx,zy)) break; 1365. if (IS_WALL(room->typ) || room->typ == SDOOR) { 1366. if (*in_rooms(zx,zy,SHOPBASE)) { 1367. add_damage(zx, zy, 200L); 1368. shopwall = TRUE; 1369. } 1370. watch_dig((struct monst *)0, zx, zy, TRUE); 1371. if (level.flags.is_cavernous_lev && !in_town(zx, zy)) { 1372. room->typ = CORR; 1373. } else { 1374. room->typ = DOOR; 1375. room->doormask = D_NODOOR; 1376. } 1377. digdepth -= 2; 1378. } else if (IS_TREE(room->typ)) { 1379. room->typ = ROOM; 1380. digdepth -= 2; 1381. } else { /* IS_ROCK but not IS_WALL or SDOOR */ 1382. room->typ = CORR; 1383. digdepth--; 1384. } 1385. unblock_point(zx,zy); /* vision */ 1386. } 1387. zx += u.dx; 1388. zy += u.dy; 1389. } /* while */ 1390. tmp_at(DISP_END,0); /* closing call */ 1391. if (shopdoor || shopwall) 1392. pay_for_damage(shopdoor ? "destroy" : "dig into", FALSE); 1393. return; 1394. } 1395. 1396. /* move objects from fobj/nexthere lists to buriedobjlist, keeping position */ 1397. /* information */ 1398. struct obj * 1399. bury_an_obj(otmp) 1400. struct obj *otmp; 1401. { 1402. struct obj *otmp2; 1403. boolean under_ice; 1404. 1405. #ifdef DEBUG 1406. pline("bury_an_obj: %s", xname(otmp)); 1407. #endif 1408. if (otmp == uball) 1409. unpunish(); 1410. /* after unpunish(), or might get deallocated chain */ 1411. otmp2 = otmp->nexthere; 1412. /* 1413. * obj_resists(,0,0) prevents Rider corpses from being buried. 1414. * It also prevents The Amulet and invocation tools from being 1415. * buried. Since they can't be confined to bags and statues, 1416. * it makes sense that they can't be buried either, even though 1417. * the real reason there (direct accessibility when carried) is 1418. * completely different. 1419. */ 1420. if (otmp == uchain || obj_resists(otmp, 0, 0)) 1421. return(otmp2); 1422. 1423. if (otmp->otyp == LEASH && otmp->leashmon != 0) 1424. o_unleash(otmp); 1425. 1426. #ifdef STEED 1427. if (otmp == usaddle) 1428. dismount_steed(DISMOUNT_GENERIC); 1429. #endif 1430. 1431. if (otmp->lamplit && otmp->otyp != POT_OIL) 1432. end_burn(otmp, TRUE); 1433. 1434. obj_extract_self(otmp); 1435. 1436. under_ice = is_ice(otmp->ox, otmp->oy); 1437. if (otmp->otyp == ROCK && !under_ice) { 1438. /* merges into burying material */ 1439. obfree(otmp, (struct obj *)0); 1440. return(otmp2); 1441. } 1442. /* 1443. * Start a rot on organic material. Not corpses -- they 1444. * are already handled. 1445. */ 1446. if (otmp->otyp == CORPSE) { 1447. ; /* should cancel timer if under_ice */ 1448. } else if ((under_ice ? otmp->oclass == POTION_CLASS : is_organic(otmp)) 1449. && !obj_resists(otmp, 5, 95)) { 1450. (void) start_timer((under_ice ? 0L : 250L) + (long)rnd(250), 1451. TIMER_OBJECT, ROT_ORGANIC, (genericptr_t)otmp); 1452. } 1453. add_to_buried(otmp); 1454. return(otmp2); 1455. } 1456. 1457. void 1458. bury_objs(x, y) 1459. int x, y; 1460. { 1461. struct obj *otmp, *otmp2; 1462. 1463. #ifdef DEBUG 1464. if(level.objects[x][y] != (struct obj *)0) 1465. pline("bury_objs: at %d, %d", x, y); 1466. #endif 1467. for (otmp = level.objects[x][y]; otmp; otmp = otmp2) 1468. otmp2 = bury_an_obj(otmp); 1469. 1470. /* don't expect any engravings here, but just in case */ 1471. del_engr_at(x, y); 1472. newsym(x, y); 1473. } 1474. 1475. /* move objects from buriedobjlist to fobj/nexthere lists */ 1476. void 1477. unearth_objs(x, y) 1478. int x, y; 1479. { 1480. struct obj *otmp, *otmp2; 1481. 1482. #ifdef DEBUG 1483. pline("unearth_objs: at %d, %d", x, y); 1484. #endif 1485. for (otmp = level.buriedobjlist; otmp; otmp = otmp2) { 1486. otmp2 = otmp->nobj; 1487. if (otmp->ox == x && otmp->oy == y) { 1488. obj_extract_self(otmp); 1489. if (otmp->timed) 1490. (void) stop_timer(ROT_ORGANIC, (genericptr_t)otmp); 1491. place_object(otmp, x, y); 1492. stackobj(otmp); 1493. } 1494. } 1495. del_engr_at(x, y); 1496. newsym(x, y); 1497. } 1498. 1499. /* 1500. * The organic material has rotted away while buried. As an expansion, 1501. * we could add add partial damage. A damage count is kept in the object 1502. * and every time we are called we increment the count and reschedule another 1503. * timeout. Eventually the object rots away. 1504. * 1505. * This is used by buried objects other than corpses. When a container rots 1506. * away, any contents become newly buried objects. 1507. */ 1508. /* ARGSUSED */ 1509. void 1510. rot_organic(arg, timeout) 1511. genericptr_t arg; 1512. long timeout; /* unused */ 1513. { 1514. #if defined(MAC_MPW) 1515. # pragma unused ( timeout ) 1516. #endif 1517. struct obj *obj = (struct obj *) arg; 1518. 1519. while (Has_contents(obj)) { 1520. /* We don't need to place contained object on the floor 1521. first, but we do need to update its map coordinates. */ 1522. obj->cobj->ox = obj->ox, obj->cobj->oy = obj->oy; 1523. /* Everything which can be held in a container can also be 1524. buried, so bury_an_obj's use of obj_extract_self insures 1525. that Has_contents(obj) will eventually become false. */ 1526. (void)bury_an_obj(obj->cobj); 1527. } 1528. obj_extract_self(obj); 1529. obfree(obj, (struct obj *) 0); 1530. } 1531. 1532. /* 1533. * Called when a corpse has rotted completely away. 1534. */ 1535. void 1536. rot_corpse(arg, timeout) 1537. genericptr_t arg; 1538. long timeout; /* unused */ 1539. { 1540. xchar x = 0, y = 0; 1541. struct obj *obj = (struct obj *) arg; 1542. boolean on_floor = obj->where == OBJ_FLOOR, 1543. in_minvent = obj->where == OBJ_MINVENT, 1544. in_invent = obj->where == OBJ_INVENT; 1545. 1546. if (on_floor) { 1547. x = obj->ox; 1548. y = obj->oy; 1549. } else if (in_minvent) { 1550. /* WAC unwield if wielded */ 1551. if (MON_WEP(obj->ocarry) && MON_WEP(obj->ocarry) == obj) { 1552. obj->owornmask &= ~W_WEP; 1553. MON_NOWEP(obj->ocarry); 1554. } 1555. } else if (in_invent) { 1556. if (flags.verbose) { 1557. char *cname = corpse_xname(obj, FALSE); 1558. Your("%s%s %s away%c", 1559. obj == uwep ? "wielded " : nul, cname, 1560. otense(obj, "rot"), obj == uwep ? '!' : '.'); 1561. } 1562. if (obj == uwep) { 1563. uwepgone(); /* now bare handed */ 1564. stop_occupation(); 1565. } else if (obj == uswapwep) { 1566. uswapwepgone(); 1567. stop_occupation(); 1568. } else if (obj == uquiver) { 1569. uqwepgone(); 1570. stop_occupation(); 1571. } else if (obj == uswapwep) { 1572. uswapwepgone(); 1573. stop_occupation(); 1574. } else if (obj == uquiver) { 1575. uqwepgone(); 1576. stop_occupation(); 1577. } 1578. } else if (obj->where == OBJ_MINVENT && obj->owornmask) { 1579. if (obj == MON_WEP(obj->ocarry)) { 1580. setmnotwielded(obj->ocarry,obj); 1581. MON_NOWEP(obj->ocarry); 1582. } 1583. } 1584. rot_organic(arg, timeout); 1585. if (on_floor) newsym(x, y); 1586. else if (in_invent) update_inventory(); 1587. } 1588. 1589. #if 0 1590. void 1591. bury_monst(mtmp) 1592. struct monst *mtmp; 1593. { 1594. #ifdef DEBUG 1595. pline("bury_monst: %s", mon_nam(mtmp)); 1596. #endif 1597. if(canseemon(mtmp)) { 1598. if(is_flyer(mtmp->data) || is_floater(mtmp->data)) { 1599. pline_The("%s opens up, but %s is not swallowed!", 1600. surface(mtmp->mx, mtmp->my), mon_nam(mtmp)); 1601. return; 1602. } else 1603. pline_The("%s opens up and swallows %s!", 1604. surface(mtmp->mx, mtmp->my), mon_nam(mtmp)); 1605. } 1606. 1607. mtmp->mburied = TRUE; 1608. wakeup(mtmp); /* at least give it a chance :-) */ 1609. newsym(mtmp->mx, mtmp->my); 1610. } 1611. 1612. void 1613. bury_you() 1614. { 1615. #ifdef DEBUG 1616. pline("bury_you"); 1617. #endif 1618. /* KMH, balance patch -- new intrinsic */ 1619. if (!Levitation && !Flying) { 1620. if(u.uswallow) 1621. You_feel("a sensation like falling into a trap!"); 1622. else 1623. pline_The("%s opens beneath you and you fall in!", 1624. surface(u.ux, u.uy)); 1625. 1626. u.uburied = TRUE; 1627. if(!Strangled && !Breathless) Strangled = 6; 1628. under_ground(1); 1629. } 1630. } 1631. 1632. void 1633. unearth_you() 1634. { 1635. #ifdef DEBUG 1636. pline("unearth_you"); 1637. #endif 1638. u.uburied = FALSE; 1639. under_ground(0); 1640. if(!uamul || uamul->otyp != AMULET_OF_STRANGULATION) 1641. Strangled = 0; 1642. vision_recalc(0); 1643. } 1644. 1645. void 1646. escape_tomb() 1647. { 1648. #ifdef DEBUG 1649. pline("escape_tomb"); 1650. #endif 1651. if ((Teleportation || can_teleport(youmonst.data)) && 1652. (Teleport_control || rn2(3) < Luck+2)) { 1653. You("attempt a teleport spell."); 1654. (void) dotele(); /* calls unearth_you() */ 1655. } else if(u.uburied) { /* still buried after 'port attempt */ 1656. boolean good; 1657. 1658. if(amorphous(youmonst.data) || Passes_walls || 1659. noncorporeal(youmonst.data) || unsolid(youmonst.data) || 1660. (tunnels(youmonst.data) && !needspick(youmonst.data))) { 1661. 1662. You("%s up through the %s.", 1663. (tunnels(youmonst.data) && !needspick(youmonst.data)) ? 1664. "try to tunnel" : (amorphous(youmonst.data)) ? 1665. "ooze" : "phase", surface(u.ux, u.uy)); 1666. 1667. if(tunnels(youmonst.data) && !needspick(youmonst.data)) 1668. good = dighole(TRUE); 1669. else good = TRUE; 1670. if(good) unearth_you(); 1671. } 1672. } 1673. } 1674. 1675. void 1676. bury_obj(otmp) 1677. struct obj *otmp; 1678. { 1679. 1680. #ifdef DEBUG 1681. pline("bury_obj"); 1682. #endif 1683. if(cansee(otmp->ox, otmp->oy)) 1684. pline_The("objects on the %s tumble into a hole!", 1685. surface(otmp->ox, otmp->oy)); 1686. 1687. bury_objs(otmp->ox, otmp->oy); 1688. } 1689. #endif 1690. 1691. #ifdef DEBUG 1692. int 1693. wiz_debug_cmd() /* in this case, bury everything at your loc and around */ 1694. { 1695. int x, y; 1696. 1697. for (x = u.ux - 1; x <= u.ux + 1; x++) 1698. for (y = u.uy - 1; y <= u.uy + 1; y++) 1699. if (isok(x,y)) bury_objs(x,y); 1700. return 0; 1701. } 1702. 1703. #endif /* DEBUG */ 1704. #endif /* OVL3 */ 1705. 1706. /*dig.c*/