Source:NetHack 3.4.0/dig.c

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Below is the full text to dig.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/dig.c#line123]], for example.

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1.    /*	SCCS Id: @(#)dig.c	3.4	2001/09/06	*/
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, (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.   
22.   STATIC_OVL boolean
23.   rm_waslit()
24.   {
25.       register xchar x, y;
26.   
27.       if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit)
28.   	return(TRUE);
29.       for(x = u.ux-2; x < u.ux+3; x++)
30.   	for(y = u.uy-1; y < u.uy+2; y++)
31.   	    if(isok(x,y) && levl[x][y].waslit) return(TRUE);
32.       return(FALSE);
33.   }
34.   
35.   /* Change level topology.  Messes with vision tables and ignores things like
36.    * boulders in the name of a nice effect.  Vision will get fixed up again
37.    * immediately after the effect is complete.
38.    */
39.   STATIC_OVL void
40.   mkcavepos(x, y, dist, waslit, rockit)
41.       xchar x,y;
42.       int dist;
43.       boolean waslit, rockit;
44.   {
45.       register struct rm *lev;
46.   
47.       if(!isok(x,y)) return;
48.       lev = &levl[x][y];
49.   
50.       if(rockit) {
51.   	register struct monst *mtmp;
52.   
53.   	if(IS_ROCK(lev->typ)) return;
54.   	if(t_at(x, y)) return; /* don't cover the portal */
55.   	if ((mtmp = m_at(x, y)) != 0)	/* make sure crucial monsters survive */
56.   	    if(!passes_walls(mtmp->data)) rloc(mtmp);
57.       } else if(lev->typ == ROOM) return;
58.   
59.       unblock_point(x,y);	/* make sure vision knows this location is open */
60.   
61.       /* fake out saved state */
62.       lev->seenv = 0;
63.       lev->doormask = 0;
64.       if(dist < 3) lev->lit = (rockit ? FALSE : TRUE);
65.       if(waslit) lev->waslit = (rockit ? FALSE : TRUE);
66.       lev->horizontal = FALSE;
67.       viz_array[y][x] = (dist < 3 ) ?
68.   	(IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */
69.   	COULD_SEE;
70.       lev->typ = (rockit ? STONE : ROOM);
71.       if(dist >= 3)
72.   	impossible("mkcavepos called with dist %d", dist);
73.       if(Blind)
74.   	feel_location(x, y);
75.       else newsym(x,y);
76.   }
77.   
78.   STATIC_OVL void
79.   mkcavearea(rockit)
80.   register boolean rockit;
81.   {
82.       int dist;
83.       xchar xmin = u.ux, xmax = u.ux;
84.       xchar ymin = u.uy, ymax = u.uy;
85.       register xchar i;
86.       register boolean waslit = rm_waslit();
87.   
88.       if(rockit) pline("Crash!  The ceiling collapses around you!");
89.       else pline("A mysterious force %s cave around you!",
90.   	     (levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the");
91.       display_nhwindow(WIN_MESSAGE, TRUE);
92.   
93.       for(dist = 1; dist <= 2; dist++) {
94.   	xmin--; xmax++;
95.   
96.   	/* top and bottom */
97.   	if(dist < 2) { /* the area is wider that it is high */
98.   	    ymin--; ymax++;
99.   	    for(i = xmin+1; i < xmax; i++) {
100.  		mkcavepos(i, ymin, dist, waslit, rockit);
101.  		mkcavepos(i, ymax, dist, waslit, rockit);
102.  	    }
103.  	}
104.  
105.  	/* left and right */
106.  	for(i = ymin; i <= ymax; i++) {
107.  	    mkcavepos(xmin, i, dist, waslit, rockit);
108.  	    mkcavepos(xmax, i, dist, waslit, rockit);
109.  	}
110.  
111.  	flush_screen(1);	/* make sure the new glyphs shows up */
112.  	delay_output();
113.      }
114.  
115.      if(!rockit && levl[u.ux][u.uy].typ == CORR) {
116.  	levl[u.ux][u.uy].typ = ROOM;
117.  	if(waslit) levl[u.ux][u.uy].waslit = TRUE;
118.  	newsym(u.ux, u.uy); /* in case player is invisible */
119.      }
120.  
121.      vision_full_recalc = 1;	/* everything changed */
122.  }
123.  
124.  /* When digging into location <x,y>, what are you actually digging into? */
125.  /* result: 1=>statue, 2=>boulder, 3=>door, 0=>other; used as array index */
126.  /* KMH -- Added 4=>tree */
127.  STATIC_OVL int
128.  dig_typ(x, y)
129.  xchar x, y;
130.  {
131.  	return (sobj_at(STATUE, x, y) ? 1 :
132.  		sobj_at(BOULDER, x, y) ? 2 :
133.  		closed_door(x, y) ? 3 :
134.  		IS_TREE(levl[x][y].typ) ? 4: 0);
135.  }
136.  
137.  boolean
138.  is_digging()
139.  {
140.  	if (occupation == dig) {
141.  	    return TRUE;
142.  	}
143.  	return FALSE;
144.  }
145.  
146.  #define BY_YOU		(&youmonst)
147.  #define BY_OBJECT	((struct monst *)0)
148.  
149.  boolean
150.  dig_check(madeby, verbose, x, y)
151.  	struct monst	*madeby;
152.  	boolean		verbose;
153.  	int		x, y;
154.  {
155.  	struct trap *ttmp = t_at(x, y);
156.  
157.  	if (On_stairs(x, y)) {
158.  	    if (x == xdnladder || x == xupladder) {
159.  		if(verbose) pline_The("ladder resists your effort.");
160.  	    } else if(verbose) pline_The("stairs are too hard to dig in.");
161.  	    return(FALSE);
162.  	} else if (IS_THRONE(levl[x][y].typ) && madeby != BY_OBJECT) {
163.  	    if(verbose) pline_The("throne is too hard to break apart.");
164.  	    return(FALSE);
165.  	} else if (IS_ALTAR(levl[x][y].typ) && (madeby != BY_OBJECT ||
166.  				Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) {
167.  	    if(verbose) pline_The("altar is too hard to break apart.");
168.  	    return(FALSE);
169.  	} else if (Is_airlevel(&u.uz)) {
170.  	    if(verbose) You("cannot dig in thin air.");
171.  	    return(FALSE);
172.  	} else if (Is_waterlevel(&u.uz)) {
173.  	    if(verbose) pline_The("water splashes and subsides.");
174.  	    return(FALSE);
175.  	} else if ((IS_WALL(levl[x][y].typ) &&
176.  		      (levl[x][y].wall_info & W_NONDIGGABLE) != 0)
177.  		|| (ttmp &&
178.  		      (ttmp->ttyp == MAGIC_PORTAL || !Can_dig_down(&u.uz)))) {
179.  	    if(verbose) pline_The("%s here is too hard to dig in.",
180.  				  surface(x,y));
181.  	    return(FALSE);
182.  	} else if (sobj_at(BOULDER, x, y)) {
183.  	    if(verbose) There("isn't enough room to dig here.");
184.  	    return(FALSE);
185.  	} else if (madeby == BY_OBJECT &&
186.  		    /* the block against existing traps is mainly to
187.  		       prevent broken wands from turning holes into pits */
188.  		    (ttmp || is_pool(x,y) || is_lava(x,y))) {
189.  	    /* digging by player handles pools separately */
190.  	    return FALSE;
191.  	}
192.  	return(TRUE);
193.  }
194.  
195.  STATIC_OVL int
196.  dig()
197.  {
198.  	register struct rm *lev;
199.  	register xchar dpx = digging.pos.x, dpy = digging.pos.y;
200.  
201.  	lev = &levl[dpx][dpy];
202.  	/* perhaps a nymph stole your pick-axe while you were busy digging */
203.  	/* or perhaps you teleported away */
204.  	if (u.uswallow || !uwep || !is_pick(uwep) ||
205.  	    !on_level(&digging.level, &u.uz) ||
206.  	    ((digging.down ? (dpx != u.ux || dpy != u.uy)
207.  			   : (distu(dpx,dpy) > 2))))
208.  		return(0);
209.  
210.  	if (digging.down) {
211.  	    if(!dig_check(BY_YOU, TRUE, u.ux, u.uy)) return(0);
212.  	} else { /* !digging.down */
213.  	    if (IS_ROCK(lev->typ) && !may_dig(dpx,dpy) && !dig_typ(dpx, dpy)) {
214.  		pline("This wall is too hard to dig into.");
215.  		return(0);
216.  	    }
217.  	    if (IS_TREE(lev->typ) && !may_dig(dpx,dpy) && dig_typ(dpx, dpy) == 4) {
218.  		pline("This tree seems to be petrified.");
219.  		return(0);
220.  	    }
221.  	}
222.  	if(Fumbling && !rn2(3)) {
223.  	    switch(rn2(3)) {
224.  	    case 0:
225.  		if(!welded(uwep)) {
226.  		    You("fumble and drop your %s.", xname(uwep));
227.  		    dropx(uwep);
228.  		} else {
229.  #ifdef STEED
230.  		    if (u.usteed)
231.  			Your("%s %s and %s %s!",
232.  			     xname(uwep),
233.  			     otense(uwep, "bounce"), otense(uwep, "hit"),
234.  			     mon_nam(u.usteed));
235.  		    else
236.  #endif
237.  			pline("Ouch!  Your %s %s and %s you!",
238.  			      xname(uwep),
239.  			      otense(uwep, "bounce"), otense(uwep, "hit"));
240.  		    set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
241.  		}
242.  		break;
243.  	    case 1:
244.  		pline("Bang!  You hit with the broad side of %s!",
245.  		      the(xname(uwep)));
246.  		break;
247.  	    default: Your("swing misses its mark.");
248.  		break;
249.  	    }
250.  	    return(0);
251.  	}
252.  
253.  	digging.effort += 10 + rn2(5) + abon() +
254.  			   uwep->spe - greatest_erosion(uwep) + u.udaminc;
255.  	if (Race_if(PM_DWARF))
256.  	    digging.effort *= 2;
257.  	if (digging.down) {
258.  		register struct trap *ttmp;
259.  
260.  		if (digging.effort > 250) {
261.  		    (void) dighole(FALSE);
262.  		    (void) memset((genericptr_t)&digging, 0, sizeof digging);
263.  		    return(0);	/* done with digging */
264.  		}
265.  
266.  		if (digging.effort <= 50 ||
267.  		    ((ttmp = t_at(dpx,dpy)) != 0 &&
268.  			(ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT ||
269.  			 ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE)))
270.  		    return(1);
271.  
272.  		if (IS_ALTAR(lev->typ)) {
273.  		    altar_wrath(dpx, dpy);
274.  		    angry_priest();
275.  		}
276.  
277.  		if (dighole(TRUE)) {	/* make pit at <u.ux,u.uy> */
278.  		    digging.level.dnum = 0;
279.  		    digging.level.dlevel = -1;
280.  		}
281.  		return(0);
282.  	}
283.  
284.  	if (digging.effort > 100) {
285.  		register const char *digtxt, *dmgtxt = (const char*) 0;
286.  		register struct obj *obj;
287.  		register boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE);
288.  
289.  		if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) {
290.  			if (break_statue(obj))
291.  				digtxt = "The statue shatters.";
292.  			else
293.  				/* it was a statue trap; break_statue()
294.  				 * printed a message and updated the screen
295.  				 */
296.  				digtxt = (char *)0;
297.  		} else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) {
298.  			struct obj *bobj;
299.  
300.  			fracture_rock(obj);
301.  			if ((bobj = sobj_at(BOULDER, dpx, dpy)) != 0) {
302.  			    /* another boulder here, restack it to the top */
303.  			    obj_extract_self(bobj);
304.  			    place_object(bobj, dpx, dpy);
305.  			}
306.  			digtxt = "The boulder falls apart.";
307.  		} else if (lev->typ == STONE || lev->typ == SCORR ||
308.  				IS_TREE(lev->typ)) {
309.  			if(Is_earthlevel(&u.uz)) {
310.  			    if(uwep->blessed && !rn2(3)) {
311.  				mkcavearea(FALSE);
312.  				goto cleanup;
313.  			    } else if((uwep->cursed && !rn2(4)) ||
314.  					  (!uwep->blessed && !rn2(6))) {
315.  				mkcavearea(TRUE);
316.  				goto cleanup;
317.  			    }
318.  			}
319.  			if (IS_TREE(lev->typ)) {
320.  			    digtxt = "You cut down the tree.";
321.  			    lev->typ = ROOM;
322.  			} else {
323.  			    digtxt = "You succeed in cutting away some rock.";
324.  			    lev->typ = CORR;
325.  			}
326.  		} else if(IS_WALL(lev->typ)) {
327.  			if(shopedge) {
328.  			    add_damage(dpx, dpy, 10L * ACURRSTR);
329.  			    dmgtxt = "damage";
330.  			}
331.  			if (level.flags.is_maze_lev) {
332.  			    lev->typ = ROOM;
333.  			} else if (level.flags.is_cavernous_lev) {
334.  			    lev->typ = CORR;
335.  			} else {
336.  			    lev->typ = DOOR;
337.  			    lev->doormask = D_NODOOR;
338.  			}
339.  			digtxt = "You make an opening in the wall.";
340.  		} else if(lev->typ == SDOOR) {
341.  			cvt_sdoor_to_door(lev);	/* ->typ = DOOR */
342.  			digtxt = "You break through a secret door!";
343.  			if(!(lev->doormask & D_TRAPPED))
344.  				lev->doormask = D_BROKEN;
345.  		} else if(closed_door(dpx, dpy)) {
346.  			digtxt = "You break through the door.";
347.  			if(shopedge) {
348.  			    add_damage(dpx, dpy, 400L);
349.  			    dmgtxt = "break";
350.  			}
351.  			if(!(lev->doormask & D_TRAPPED))
352.  				lev->doormask = D_BROKEN;
353.  		} else return(0); /* statue or boulder got taken */
354.  
355.  		if(!does_block(dpx,dpy,&levl[dpx][dpy]))
356.  		    unblock_point(dpx,dpy);	/* vision:  can see through */
357.  		if(Blind)
358.  		    feel_location(dpx, dpy);
359.  		else
360.  		    newsym(dpx, dpy);
361.  		if(digtxt && !digging.quiet) pline(digtxt); /* after newsym */
362.  		if(dmgtxt)
363.  		    pay_for_damage(dmgtxt);
364.  
365.  		if(Is_earthlevel(&u.uz) && !rn2(3)) {
366.  		    register struct monst *mtmp;
367.  
368.  		    switch(rn2(2)) {
369.  		      case 0:
370.  			mtmp = makemon(&mons[PM_EARTH_ELEMENTAL],
371.  					dpx, dpy, NO_MM_FLAGS);
372.  			break;
373.  		      default:
374.  			mtmp = makemon(&mons[PM_XORN],
375.  					dpx, dpy, NO_MM_FLAGS);
376.  			break;
377.  		    }
378.  		    if(mtmp) pline_The("debris from your digging comes to life!");
379.  		}
380.  		if(IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) {
381.  			lev->doormask = D_NODOOR;
382.  			b_trapped("door", 0);
383.  			newsym(dpx, dpy);
384.  		}
385.  cleanup:
386.  		digging.lastdigtime = moves;
387.  		digging.quiet = FALSE;
388.  		digging.level.dnum = 0;
389.  		digging.level.dlevel = -1;
390.  		return(0);
391.  	} else {		/* not enough effort has been spent yet */
392.  		static const char *d_target[5] = {
393.  					"rock", "statue", "boulder", "door", "tree"
394.  		};
395.  		int dig_target = dig_typ(dpx, dpy);
396.  
397.  		if (IS_WALL(lev->typ) || dig_target == 3) {
398.  		    if(*in_rooms(dpx, dpy, SHOPBASE)) {
399.  			pline("This %s seems too hard to dig into.",
400.  			      IS_DOOR(lev->typ) ? "door" : "wall");
401.  			return(0);
402.  		    }
403.  		} else if (!IS_ROCK(lev->typ) && !dig_target)
404.  			return(0); /* statue or boulder got taken */
405.  		if(!did_dig_msg) {
406.  		    You("hit the %s with all your might.",
407.  			d_target[dig_target]);
408.  		    did_dig_msg = TRUE;
409.  		}
410.  	}
411.  	return(1);
412.  }
413.  
414.  /* When will hole be finished? Very rough indication used by shopkeeper. */
415.  int
416.  holetime()
417.  {
418.  	if(occupation != dig || !*u.ushops) return(-1);
419.  	return ((250 - digging.effort) / 20);
420.  }
421.  
422.  /* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */
423.  STATIC_OVL
424.  schar
425.  fillholetyp(x,y)
426.  int x, y;
427.  {
428.      register int x1, y1;
429.      int lo_x = max(1,x-1), hi_x = min(x+1,COLNO-1),
430.  	lo_y = max(0,y-1), hi_y = min(y+1,ROWNO-1);
431.      int pool_cnt = 0, moat_cnt = 0, lava_cnt = 0;
432.  
433.      for (x1 = lo_x; x1 <= hi_x; x1++)
434.  	for (y1 = lo_y; y1 <= hi_y; y1++)
435.  	    if (levl[x1][y1].typ == POOL)
436.  		pool_cnt++;
437.  	    else if (levl[x1][y1].typ == MOAT ||
438.  		    (levl[x1][y1].typ == DRAWBRIDGE_UP &&
439.  			(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_MOAT))
440.  		moat_cnt++;
441.  	    else if (levl[x1][y1].typ == LAVAPOOL ||
442.  		    (levl[x1][y1].typ == DRAWBRIDGE_UP &&
443.  			(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_LAVA))
444.  		lava_cnt++;
445.      pool_cnt /= 3;		/* not as much liquid as the others */
446.  
447.      if (lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1))
448.  	return LAVAPOOL;
449.      else if (moat_cnt > 0 && rn2(moat_cnt + 1))
450.  	return MOAT;
451.      else if (pool_cnt > 0 && rn2(pool_cnt + 1))
452.  	return POOL;
453.      else
454.  	return ROOM;
455.  }
456.  
457.  void
458.  digactualhole(x, y, madeby, ttyp)
459.  register int	x, y;
460.  struct monst	*madeby;
461.  int ttyp;
462.  {
463.  	struct obj *oldobjs, *newobjs;
464.  	register struct trap *ttmp;
465.  	char surface_type[BUFSZ];
466.  	struct rm *lev = &levl[x][y];
467.  	boolean shopdoor;
468.  	struct monst *mtmp = m_at(x, y);	/* may be madeby */
469.  	boolean madeby_u = (madeby == BY_YOU);
470.  	boolean madeby_obj = (madeby == BY_OBJECT);
471.  	boolean at_u = (x == u.ux) && (y == u.uy);
472.  	boolean wont_fall = Levitation || Flying;
473.  
474.  	/* these furniture checks were in dighole(), but wand
475.  	   breaking bypasses that routine and calls us directly */
476.  	if (IS_FOUNTAIN(lev->typ)) {
477.  	    dogushforth(FALSE);
478.  	    lev->looted |= F_WARNED;		/* force dryup */
479.  	    dryup(x, y, madeby_u);
480.  	    return;
481.  #ifdef SINKS
482.  	} else if (IS_SINK(lev->typ)) {
483.  	    breaksink(x, y);
484.  	    return;
485.  #endif
486.  	}
487.  
488.  	if (ttyp != PIT && !Can_dig_down(&u.uz)) {
489.  	    impossible("digactualhole: can't dig %s on this level.",
490.  		       defsyms[trap_to_defsym(ttyp)].explanation);
491.  	    ttyp = PIT;
492.  	}
493.  
494.  	/* maketrap() might change it, also, in this situation,
495.  	   surface() returns an inappropriate string for a grave */
496.  	if (IS_GRAVE(lev->typ))
497.  	    Strcpy(surface_type, "grave");
498.  	else
499.  	    Strcpy(surface_type, surface(x,y));
500.  	shopdoor = IS_DOOR(lev->typ) && *in_rooms(x, y, SHOPBASE);
501.  	oldobjs = level.objects[x][y];
502.  	ttmp = maketrap(x, y, ttyp);
503.  	if (!ttmp) return;
504.  	newobjs = level.objects[x][y];
505.  	ttmp->tseen = (madeby_u || cansee(x,y));
506.  	ttmp->madeby_u = madeby_u;
507.  	newsym(ttmp->tx,ttmp->ty);
508.  
509.  	if (ttyp == PIT) {
510.  
511.  	    if(madeby_u) {
512.  		You("dig a pit in the %s.", surface_type);
513.  		if (shopdoor) pay_for_damage("ruin");
514.  	    } else if (!madeby_obj && canseemon(madeby))
515.  		pline("%s digs a pit in the %s.", Monnam(madeby), surface_type);
516.  	    else if (cansee(x, y) && flags.verbose)
517.  		pline("A pit appears in the %s.", surface_type);
518.  
519.  	    if(at_u) {
520.  		if (!wont_fall) {
521.  			u.utrap = rn1(4,2);
522.  			u.utraptype = TT_PIT;
523.  			vision_full_recalc = 1;	/* vision limits change */
524.  		} else
525.  			u.utrap = 0;
526.  		if (oldobjs != newobjs)	/* something unearthed */
527.  			(void) pickup(1);	/* detects pit */
528.  	    } else if(mtmp) {
529.  		if(is_flyer(mtmp->data) || is_floater(mtmp->data)) {
530.  		    if(canseemon(mtmp))
531.  			pline("%s %s over the pit.", Monnam(mtmp),
532.  						     (is_flyer(mtmp->data)) ?
533.  						     "flies" : "floats");
534.  		} else if(mtmp != madeby)
535.  		    (void) mintrap(mtmp);
536.  	    }
537.  	} else {	/* was TRAPDOOR now a HOLE*/
538.  
539.  	    if(madeby_u)
540.  		You("dig a hole through the %s.", surface_type);
541.  	    else if(!madeby_obj && canseemon(madeby))
542.  		pline("%s digs a hole through the %s.",
543.  		      Monnam(madeby), surface_type);
544.  	    else if(cansee(x, y) && flags.verbose)
545.  		pline("A hole appears in the %s.", surface_type);
546.  
547.  	    if (at_u) {
548.  		if (!u.ustuck && !wont_fall && !next_to_u()) {
549.  		    You("are jerked back by your pet!");
550.  		    wont_fall = TRUE;
551.  		}
552.  
553.  		/* Floor objects get a chance of falling down.  The case where
554.  		 * the hero does NOT fall down is treated here.  The case
555.  		 * where the hero does fall down is treated in goto_level().
556.  		 */
557.  		if (u.ustuck || wont_fall) {
558.  		    if (newobjs)
559.  			impact_drop((struct obj *)0, x, y, 0);
560.  		    if (oldobjs != newobjs)
561.  			(void) pickup(1);
562.  		    if (shopdoor && madeby_u) pay_for_damage("ruin");
563.  
564.  		} else {
565.  		    d_level newlevel;
566.  
567.  		    if (*u.ushops && madeby_u)
568.  			shopdig(1); /* shk might snatch pack */
569.  
570.  		    You("fall through...");
571.  		    /* Earlier checks must ensure that the destination
572.  		     * level exists and is in the present dungeon.
573.  		     */
574.  		    newlevel.dnum = u.uz.dnum;
575.  		    newlevel.dlevel = u.uz.dlevel + 1;
576.  		    goto_level(&newlevel, FALSE, TRUE, FALSE);
577.  		    /* messages for arriving in special rooms */
578.  		    spoteffects(FALSE);
579.  		}
580.  	    } else {
581.  		if (shopdoor && madeby_u) pay_for_damage("ruin");
582.  		if (newobjs)
583.  		    impact_drop((struct obj *)0, x, y, 0);
584.  		if (mtmp) {
585.  		     /*[don't we need special sokoban handling here?]*/
586.  		    if (is_flyer(mtmp->data) || is_floater(mtmp->data) ||
587.  		        mtmp->data == &mons[PM_WUMPUS] ||
588.  			(mtmp->wormno && count_wsegs(mtmp) > 5) ||
589.  			mtmp->data->msize >= MZ_HUGE) return;
590.  		    if (mtmp == u.ustuck)	/* probably a vortex */
591.  			    return;		/* temporary? kludge */
592.  
593.  		    if (teleport_pet(mtmp, FALSE)) {
594.  			d_level tolevel;
595.  
596.  			if (Is_stronghold(&u.uz)) {
597.  			    assign_level(&tolevel, &valley_level);
598.  			} else if (Is_botlevel(&u.uz)) {
599.  			    if (canseemon(mtmp))
600.  				pline("%s avoids the trap.", Monnam(mtmp));
601.  			    return;
602.  			} else {
603.  			    get_level(&tolevel, depth(&u.uz) + 1);
604.  			}
605.  			migrate_to_level(mtmp, ledger_no(&tolevel),
606.  					 MIGR_RANDOM, (coord *)0);
607.  		    }
608.  		}
609.  	    }
610.  	}
611.  }
612.  
613.  /* return TRUE if digging succeeded, FALSE otherwise */
614.  boolean
615.  dighole(pit_only)
616.  boolean pit_only;
617.  {
618.  	register struct trap *ttmp = t_at(u.ux, u.uy);
619.  	struct rm *lev = &levl[u.ux][u.uy];
620.  	struct obj *boulder_here;
621.  	schar typ;
622.  	boolean nohole = !Can_dig_down(&u.uz);
623.  
624.  	if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL || nohole)) ||
625.  	   (IS_WALL(lev->typ) && (lev->wall_info & W_NONDIGGABLE) != 0)) {
626.  		pline_The("%s here is too hard to dig in.", surface(u.ux,u.uy));
627.  
628.  	} else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
629.  		pline_The("%s sloshes furiously for a moment, then subsides.",
630.  			is_lava(u.ux, u.uy) ? "lava" : "water");
631.  		wake_nearby();	/* splashing */
632.  
633.  	} else if (lev->typ == DRAWBRIDGE_DOWN ||
634.  		   (is_drawbridge_wall(u.ux, u.uy) >= 0)) {
635.  		/* drawbridge_down is the platform crossing the moat when the
636.  		   bridge is extended; drawbridge_wall is the open "doorway" or
637.  		   closed "door" where the portcullis/mechanism is located */
638.  		if (pit_only) {
639.  		    pline_The("drawbridge seems too hard to dig through.");
640.  		    return FALSE;
641.  		} else {
642.  		    int x = u.ux, y = u.uy;
643.  		    /* if under the portcullis, the bridge is adjacent */
644.  		    (void) find_drawbridge(&x, &y);
645.  		    destroy_drawbridge(x, y);
646.  		    return TRUE;
647.  		}
648.  
649.  	} else if ((boulder_here = sobj_at(BOULDER, u.ux, u.uy)) != 0) {
650.  		if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) &&
651.  		    rn2(2)) {
652.  			pline_The("boulder settles into the pit.");
653.  			ttmp->ttyp = PIT;	 /* crush spikes */
654.  		} else {
655.  			/*
656.  			 * digging makes a hole, but the boulder immediately
657.  			 * fills it.  Final outcome:  no hole, no boulder.
658.  			 */
659.  			pline("KADOOM! The boulder falls in!");
660.  			(void) delfloortrap(ttmp);
661.  		}
662.  		delobj(boulder_here);
663.  		return TRUE;
664.  
665.  	} else if (IS_GRAVE(lev->typ)) {        
666.  	    digactualhole(u.ux, u.uy, BY_YOU, PIT);
667.  	    dig_up_grave();
668.  	    return TRUE;
669.  	} else if (lev->typ == DRAWBRIDGE_UP) {
670.  		/* must be floor or ice, other cases handled above */
671.  		/* dig "pit" and let fluid flow in (if possible) */
672.  		typ = fillholetyp(u.ux,u.uy);
673.  
674.  		if (typ == ROOM) {
675.  			/*
676.  			 * We can't dig a hole here since that will destroy
677.  			 * the drawbridge.  The following is a cop-out. --dlc
678.  			 */
679.  			pline_The("%s here is too hard to dig in.",
680.  			      surface(u.ux, u.uy));
681.  			return FALSE;
682.  		}
683.  
684.  		lev->drawbridgemask &= ~DB_UNDER;
685.  		lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT;
686.  
687.   liquid_flow:
688.  		if (ttmp) (void) delfloortrap(ttmp);
689.  		/* if any objects were frozen here, they're released now */
690.  		unearth_objs(u.ux, u.uy);
691.  
692.  		pline("As you dig, the hole fills with %s!",
693.  		      typ == LAVAPOOL ? "lava" : "water");
694.  		if (!Levitation && !Flying) {
695.  		    if (typ == LAVAPOOL)
696.  			(void) lava_effects();
697.  		    else if (!Wwalking)
698.  			(void) drown();
699.  		}
700.  		return TRUE;
701.  
702.  	/* the following two are here for the wand of digging */
703.  	} else if (IS_THRONE(lev->typ)) {
704.  		pline_The("throne is too hard to break apart.");
705.  
706.  	} else if (IS_ALTAR(lev->typ)) {
707.  		pline_The("altar is too hard to break apart.");
708.  
709.  	} else {
710.  		typ = fillholetyp(u.ux,u.uy);
711.  
712.  		if (typ != ROOM) {
713.  			lev->typ = typ;
714.  			goto liquid_flow;
715.  		}
716.  
717.  		/* finally we get to make a hole */
718.  		if (nohole || pit_only)
719.  			digactualhole(u.ux, u.uy, BY_YOU, PIT);
720.  		else
721.  			digactualhole(u.ux, u.uy, BY_YOU, HOLE);
722.  
723.  		return TRUE;
724.  	}
725.  
726.  	return FALSE;
727.  }
728.  
729.  STATIC_OVL void
730.  dig_up_grave()
731.  {
732.  	struct obj *otmp;
733.  
734.  
735.  	/* Grave-robbing is frowned upon... */
736.  	exercise(A_WIS, FALSE);
737.  	if (Role_if(PM_ARCHEOLOGIST)) {
738.  	    adjalign(-sgn(u.ualign.type)*3);
739.  	    You_feel("like a despicable grave-robber!");
740.  	} else if (Role_if(PM_SAMURAI)) {
741.  	    adjalign(-sgn(u.ualign.type));
742.  	    You("disturb the honorable dead!");
743.  	} else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
744.  	    adjalign(-sgn(u.ualign.type));
745.  	    You("have violated the sanctity of this grave!");
746.  	}
747.  
748.  	switch (rn2(5)) {
749.  	case 0:
750.  	case 1:
751.  	    You("unearth a corpse.");
752.  	    if (!!(otmp = mk_tt_object(CORPSE, u.ux, u.uy)))
753.  	    	otmp->age -= 100;		/* this is an *OLD* corpse */;
754.  	    break;
755.  	case 2:
756.  	    if (!Blind) pline(Hallucination ? "Dude!  The living dead!" :
757.   			"The grave's owner is very upset!");
758.   	    (void) makemon(mkclass(S_ZOMBIE,0), u.ux, u.uy, NO_MM_FLAGS);
759.  	    break;
760.  	case 3:
761.  	    if (!Blind) pline(Hallucination ? "I want my mummy!" :
762.   			"You've disturbed a tomb!");
763.   	    (void) makemon(mkclass(S_MUMMY,0), u.ux, u.uy, NO_MM_FLAGS);
764.  	    break;
765.  	default:
766.  	    /* No corpse */
767.  	    pline_The("grave seems unused.  Strange....");
768.  	    break;
769.  	}
770.  	levl[u.ux][u.uy].typ = ROOM;
771.  	del_engr_at(u.ux, u.uy);
772.  	newsym(u.ux,u.uy);
773.  	return;
774.  }
775.  
776.  int
777.  use_pick_axe(obj)
778.  struct obj *obj;
779.  {
780.  	char dirsyms[12];
781.  	char qbuf[QBUFSZ];
782.  	register char *dsp = dirsyms;
783.  	register int rx, ry;
784.  	int res = 0;
785.  	register const char *sdp;
786.  	if(iflags.num_pad) sdp = ndir; else sdp = sdir;	/* DICE workaround */
787.  
788.  	if (obj != uwep) {
789.  	    if (!wield_tool(obj)) return(0);
790.  	    else res = 1;
791.  	}
792.  	if (u.utrap && u.utraptype == TT_WEB) {
793.  	    pline("%s you can't dig while entangled in a web.",
794.  		  /* res==0 => no prior message;
795.  		     res==1 => just got "You now wield a pick-axe." message */
796.  		  !res ? "Unfortunately," : "But");
797.  	    return res;
798.  	}
799.  
800.  	while(*sdp) {
801.  		(void) movecmd(*sdp);	/* sets u.dx and u.dy and u.dz */
802.  		rx = u.ux + u.dx;
803.  		ry = u.uy + u.dy;
804.  		if(u.dz > 0 || (u.dz == 0 && isok(rx, ry) &&
805.  		    (IS_ROCK(levl[rx][ry].typ) || dig_typ(rx, ry))))
806.  			*dsp++ = *sdp;
807.  		sdp++;
808.  	}
809.  	*dsp = 0;
810.  	Sprintf(qbuf, "In what direction do you want to dig? [%s]", dirsyms);
811.  	if(!getdir(qbuf))
812.  		return(res);
813.  
814.  	return(use_pick_axe2(obj));
815.  }
816.  
817.  /* MRKR: use_pick_axe() is split in two to allow autodig to bypass */
818.  /*       the "In what direction do you want to dig?" query.        */
819.  /*       use_pick_axe2() uses the existing u.dx, u.dy and u.dz    */
820.  
821.  int
822.  use_pick_axe2(obj) 
823.  struct obj *obj;
824.  {
825.  	register int rx, ry;
826.  	register struct rm *lev;
827.  	int dig_target;
828.  
829.  	if (u.uswallow && attack(u.ustuck)) {
830.  		;  /* return(1) */
831.  	} else if (Underwater) {
832.  		pline("Turbulence torpedoes your digging attempts.");
833.  	} else if(u.dz < 0) {
834.  		if(Levitation)
835.  			You("don't have enough leverage.");
836.  		else
837.  			You_cant("reach the %s.",ceiling(u.ux,u.uy));
838.  	} else if(!u.dx && !u.dy && !u.dz) {
839.  		char buf[BUFSZ];
840.  		int dam;
841.  
842.  		dam = rnd(2) + dbon() + obj->spe;
843.  		if (dam <= 0) dam = 1;
844.  		You("hit yourself with %s.", yname(uwep));
845.  		Sprintf(buf, "%s own %s", uhis(),
846.  				OBJ_NAME(objects[obj->otyp]));
847.  		losehp(dam, buf, KILLED_BY);
848.  		flags.botl=1;
849.  		return(1);
850.  	} else if(u.dz == 0) {
851.  		if(Stunned || (Confusion && !rn2(5))) confdir();
852.  		rx = u.ux + u.dx;
853.  		ry = u.uy + u.dy;
854.  		if(!isok(rx, ry)) {
855.  			pline("Clash!");
856.  			return(1);
857.  		}
858.  		lev = &levl[rx][ry];
859.  		if(MON_AT(rx, ry) && attack(m_at(rx, ry)))
860.  			return(1);
861.  		dig_target = dig_typ(rx, ry);
862.  		if (!IS_ROCK(lev->typ) && !dig_target) {
863.  			/* ACCESSIBLE or POOL */
864.  			struct trap *trap = t_at(rx, ry);
865.  
866.  			if (trap && trap->ttyp == WEB) {
867.  			    if (!trap->tseen) {
868.  				seetrap(trap);
869.  				There("is a spider web there!");
870.  			    }
871.  			    Your("%s entangled in the web.",
872.  				aobjnam(obj, "become"));
873.  			    /* you ought to be able to let go; tough luck */
874.  			    /* (maybe `move_into_trap()' would be better) */
875.  			    nomul(-d(2,2));
876.  			    nomovemsg = "You pull free.";
877.  			} else
878.  			    You("swing your %s through thin air.",
879.  				aobjnam(obj, (char *)0));
880.  		} else {
881.  			static const char *d_action[5] = {
882.  						"digging",
883.  						"chipping the statue",
884.  						"hitting the boulder",
885.  						"chopping at the door",
886.  						"cutting the tree"
887.  			};
888.  			did_dig_msg = FALSE;
889.  			digging.quiet = FALSE;
890.  			if (digging.pos.x != rx || digging.pos.y != ry ||
891.  			    !on_level(&digging.level, &u.uz) || digging.down) {
892.  			    if (flags.autodig && !dig_target && !digging.down &&
893.  				digging.pos.x == u.ux &&
894.  				digging.pos.y == u.uy &&
895.  				(moves <= digging.lastdigtime+2 &&
896.  				 moves >= digging.lastdigtime)) {
897.  				/* avoid messages if repeated autodigging */
898.  				did_dig_msg = TRUE;
899.  				digging.quiet = TRUE;
900.  			    }
901.  			    digging.down = digging.chew = FALSE;
902.  			    digging.warned = FALSE;
903.  			    digging.pos.x = rx;
904.  			    digging.pos.y = ry;
905.  			    assign_level(&digging.level, &u.uz);
906.  			    digging.effort = 0;
907.  			    if (!digging.quiet)
908.  				You("start %s.", d_action[dig_target]);
909.  			} else {
910.  			    You("%s %s.", digging.chew ? "begin" : "continue",
911.  					d_action[dig_target]);
912.  			    digging.chew = FALSE;
913.  			}
914.  			set_occupation(dig, "digging", 0);
915.  		}
916.  	} else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
917.  		/* it must be air -- water checked above */
918.  		You("swing your %s through thin air.", aobjnam(obj, (char *)0));
919.  	} else if (!can_reach_floor()) {
920.  		You_cant("reach the %s.", surface(u.ux,u.uy));
921.  	} else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
922.  		/* Monsters which swim also happen not to be able to dig */
923.  		You("cannot stay under%s long enough.",
924.  				is_pool(u.ux, u.uy) ? "water" : " the lava");
925.  	} else {
926.  		if (digging.pos.x != u.ux || digging.pos.y != u.uy ||
927.  			!on_level(&digging.level, &u.uz) || !digging.down) {
928.  		    digging.chew = FALSE;
929.  		    digging.down = TRUE;
930.  		    digging.warned = FALSE;
931.  		    digging.pos.x = u.ux;
932.  		    digging.pos.y = u.uy;
933.  		    assign_level(&digging.level, &u.uz);
934.  		    digging.effort = 0;
935.  		    You("start digging downward.");
936.  		    if (*u.ushops) shopdig(0);
937.  		} else
938.  		    You("continue digging downward.");
939.  		did_dig_msg = FALSE;
940.  		set_occupation(dig, "digging", 0);
941.  	}
942.  	return(1);
943.  }
944.  
945.  /*
946.   * Town Watchmen frown on damage to the town walls or fountains.
947.   * It's OK to dig holes in the ground, however.
948.   * If mtmp is assumed to be a watchman, a watchman is found if mtmp == 0
949.   * zap == TRUE if wand/spell of digging, FALSE otherwise (chewing)
950.   */
951.  void
952.  watch_dig(mtmp, x, y, zap)
953.      struct monst *mtmp;
954.      xchar x, y;
955.      boolean zap;
956.  {
957.  	s_level *slev = Is_special(&u.uz);
958.  	struct rm *lev = &levl[x][y];
959.  
960.  	if (slev && slev->flags.town &&
961.  	    (closed_door(x, y) || lev->typ == SDOOR ||
962.  	     IS_WALL(lev->typ) || IS_FOUNTAIN(lev->typ))) {
963.  	    if (!mtmp) {
964.  		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
965.  		    if (DEADMONSTER(mtmp)) continue;
966.  		    if ((mtmp->data == &mons[PM_WATCHMAN] ||
967.  			 mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
968.  			mtmp->mcansee && m_canseeu(mtmp) &&
969.  			couldsee(mtmp->mx, mtmp->my) && mtmp->mpeaceful)
970.  			break;
971.  		}
972.  	    }
973.  
974.  	    if (mtmp) {
975.  		if(zap || digging.warned) {
976.  		    verbalize("Halt, vandal!  You're under arrest!");
977.  		    (void) angry_guards(!(flags.soundok));
978.  		} else {
979.  		    char *str;
980.  		    if (IS_DOOR(lev->typ))
981.  			str = "door";
982.  		    else if (IS_WALL(lev->typ))
983.  			str = "wall";
984.  		    else
985.  			str = "fountain";
986.  		    verbalize("Hey, stop damaging that %s!", str);
987.  		    digging.warned = TRUE;
988.  		}
989.  		if (is_digging())
990.  		    stop_occupation();
991.  	    }
992.  	}
993.  }
994.  
995.  #endif /* OVLB */
996.  #ifdef OVL0
997.  
998.  /* Return TRUE if monster died, FALSE otherwise.  Called from m_move(). */
999.  boolean
1000. mdig_tunnel(mtmp)
1001. register struct monst *mtmp;
1002. {
1003. 	register struct rm *here;
1004. 	int pile = rnd(12);
1005. 
1006. 	here = &levl[mtmp->mx][mtmp->my];
1007. 	if (here->typ == SDOOR)
1008. 	    cvt_sdoor_to_door(here);	/* ->typ = DOOR */
1009. 	if (IS_TREE(here->typ))
1010. 		/* KMH -- Trees shouldn't create piles */
1011. 		pile = 0;
1012. 
1013. 	/* Eats away door if present & closed or locked */
1014. 	if (closed_door(mtmp->mx, mtmp->my)) {
1015. 	    if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
1016. 		add_damage(mtmp->mx, mtmp->my, 0L);
1017. 	    unblock_point(mtmp->mx, mtmp->my);	/* vision */
1018. 	    if (here->doormask & D_TRAPPED) {
1019. 		here->doormask = D_NODOOR;
1020. 		if (mb_trapped(mtmp)) {	/* mtmp is killed */
1021. 		    newsym(mtmp->mx, mtmp->my);
1022. 		    return TRUE;
1023. 		}
1024. 	    } else {
1025. 		if (!rn2(3) && flags.verbose)	/* not too often.. */
1026. 		    You_feel("an unexpected draft.");
1027. 		here->doormask = D_BROKEN;
1028. 	    }
1029. 	    newsym(mtmp->mx, mtmp->my);
1030. 	    return FALSE;
1031. 	} else
1032. 	if (!IS_ROCK(here->typ)) /* no dig */
1033. 	    return FALSE;
1034. 
1035. 	/* Only rock and walls fall through to this point. */
1036. 	if ((here->wall_info & W_NONDIGGABLE) != 0) {
1037. 	    impossible("mdig_tunnel:  %s at (%d,%d) is undiggable",
1038. 		       (IS_WALL(here->typ) ? "wall" : "stone"),
1039. 		       (int) mtmp->mx, (int) mtmp->my);
1040. 	    return FALSE;	/* still alive */
1041. 	}
1042. 
1043. 	if (IS_WALL(here->typ)) {
1044. 	    /* KMH -- Okay on arboreal levels (room walls are still stone) */
1045. 	    if (flags.soundok && flags.verbose && !rn2(5))
1046. 		You_hear("crashing rock.");
1047. 	    if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
1048. 		add_damage(mtmp->mx, mtmp->my, 0L);
1049. 	    if (level.flags.is_maze_lev) {
1050. 		here->typ = ROOM;
1051. 	    } else if (level.flags.is_cavernous_lev) {
1052. 		here->typ = CORR;
1053. 	    } else {
1054. 		here->typ = DOOR;
1055. 		here->doormask = D_NODOOR;
1056. 	    }
1057. 	} else
1058. 	    /* KMH -- Added support for trees */
1059. 	    here->typ = level.flags.arboreal ? ROOM : CORR;
1060. 
1061. 	if (pile && pile < 5)   /* leave behind some rocks? */
1062. 	    (void) mksobj_at((pile == 1) ? BOULDER : ROCK,
1063. 			     mtmp->mx, mtmp->my, TRUE, FALSE);
1064. 	newsym(mtmp->mx, mtmp->my);
1065. 	if (!sobj_at(BOULDER, mtmp->mx, mtmp->my))
1066. 	    unblock_point(mtmp->mx, mtmp->my);	/* vision */
1067. 
1068. 	return FALSE;
1069. }
1070. 
1071. #endif /* OVL0 */
1072. #ifdef OVL3
1073. 
1074. /* digging via wand zap or spell cast */
1075. void
1076. zap_dig()
1077. {
1078. 	struct rm *room;
1079. 	struct monst *mtmp;
1080. 	struct obj *otmp;
1081. 	int zx, zy, digdepth;
1082. 	boolean shopdoor, shopwall, maze_dig;
1083. 	/*
1084. 	 * Original effect (approximately):
1085. 	 * from CORR: dig until we pierce a wall
1086. 	 * from ROOM: pierce wall and dig until we reach
1087. 	 * an ACCESSIBLE place.
1088. 	 * Currently: dig for digdepth positions;
1089. 	 * also down on request of Lennart Augustsson.
1090. 	 */
1091. 
1092. 	if (u.uswallow) {
1093. 	    mtmp = u.ustuck;
1094. 
1095. 	    if (!is_whirly(mtmp->data)) {
1096. 		if (is_animal(mtmp->data))
1097. 		    You("pierce %s %s wall!",
1098. 			s_suffix(mon_nam(mtmp)), mbodypart(mtmp, STOMACH));
1099. 		mtmp->mhp = 1;		/* almost dead */
1100. 		expels(mtmp, mtmp->data, !is_animal(mtmp->data));
1101. 	    }
1102. 	    return;
1103. 	} /* swallowed */
1104. 
1105. 	if (u.dz) {
1106. 	    if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !Underwater) {
1107. 		if (u.dz < 0 || On_stairs(u.ux, u.uy)) {
1108. 		    if (On_stairs(u.ux, u.uy))
1109. 			pline_The("beam bounces off the %s and hits the %s.",
1110. 			      (u.ux == xdnladder || u.ux == xupladder) ?
1111. 			      "ladder" : "stairs", ceiling(u.ux, u.uy));
1112. 		    You("loosen a rock from the %s.", ceiling(u.ux, u.uy));
1113. 		    pline("It falls on your %s!", body_part(HEAD));
1114. 		    losehp(rnd((uarmh && is_metallic(uarmh)) ? 2 : 6),
1115. 			   "falling rock", KILLED_BY_AN);
1116. 		    otmp = mksobj_at(ROCK, u.ux, u.uy, FALSE, FALSE);
1117. 		    if (otmp) {
1118. 			(void)xname(otmp);	/* set dknown, maybe bknown */
1119. 			stackobj(otmp);
1120. 		    }
1121. 		    if (Invisible) newsym(u.ux, u.uy);
1122. 		} else {
1123. 		    watch_dig((struct monst *)0, u.ux, u.uy, TRUE);
1124. 		    (void) dighole(FALSE);
1125. 		}
1126. 	    }
1127. 	    return;
1128. 	} /* up or down */
1129. 
1130. 	/* normal case: digging across the level */
1131. 	shopdoor = shopwall = FALSE;
1132. 	maze_dig = level.flags.is_maze_lev && !Is_earthlevel(&u.uz);
1133. 	zx = u.ux + u.dx;
1134. 	zy = u.uy + u.dy;
1135. 	digdepth = rn1(18, 8);
1136. 	tmp_at(DISP_BEAM, cmap_to_glyph(S_digbeam));
1137. 	while (--digdepth >= 0) {
1138. 	    if (!isok(zx,zy)) break;
1139. 	    room = &levl[zx][zy];
1140. 	    tmp_at(zx,zy);
1141. 	    delay_output();	/* wait a little bit */
1142. 	    if (closed_door(zx, zy) || room->typ == SDOOR) {
1143. 		if (*in_rooms(zx,zy,SHOPBASE)) {
1144. 		    add_damage(zx, zy, 400L);
1145. 		    shopdoor = TRUE;
1146. 		}
1147. 		if (room->typ == SDOOR)
1148. 		    room->typ = DOOR;
1149. 		else if (cansee(zx, zy))
1150. 		    pline_The("door is razed!");
1151. 		watch_dig((struct monst *)0, zx, zy, TRUE);
1152. 		room->doormask = D_NODOOR;
1153. 		unblock_point(zx,zy); /* vision */
1154. 		digdepth -= 2;
1155. 		if (maze_dig) break;
1156. 	    } else if (maze_dig) {
1157. 		if (IS_WALL(room->typ)) {
1158. 		    if (!(room->wall_info & W_NONDIGGABLE)) {
1159. 			if (*in_rooms(zx,zy,SHOPBASE)) {
1160. 			    add_damage(zx, zy, 200L);
1161. 			    shopwall = TRUE;
1162. 			}
1163. 			room->typ = ROOM;
1164. 			unblock_point(zx,zy); /* vision */
1165. 		    } else if (!Blind)
1166. 			pline_The("wall glows then fades.");
1167. 		    break;
1168. 		} else if (room->typ == STONE || room->typ == SCORR) {
1169. 		    if (!(room->wall_info & W_NONDIGGABLE)) {
1170. 			room->typ = CORR;
1171. 			unblock_point(zx,zy); /* vision */
1172. 		    } else if (!Blind)
1173. 			pline_The("rock glows then fades.");
1174. 		    break;
1175. 		}
1176. 	    } else if (IS_ROCK(room->typ)) {
1177. 		if (!may_dig(zx,zy)) break;
1178. 		if (IS_WALL(room->typ) || room->typ == SDOOR) {
1179. 		    if (*in_rooms(zx,zy,SHOPBASE)) {
1180. 			add_damage(zx, zy, 200L);
1181. 			shopwall = TRUE;
1182. 		    }
1183. 		    watch_dig((struct monst *)0, zx, zy, TRUE);
1184. 		    if (level.flags.is_cavernous_lev) {
1185. 			room->typ = CORR;
1186. 		    } else {
1187. 			room->typ = DOOR;
1188. 			room->doormask = D_NODOOR;
1189. 		    }
1190. 		    digdepth -= 2;
1191. 		} else {	/* IS_ROCK but not IS_WALL or SDOOR */
1192. 		    room->typ = CORR;
1193. 		    digdepth--;
1194. 		}
1195. 		unblock_point(zx,zy); /* vision */
1196. 	    }
1197. 	    zx += u.dx;
1198. 	    zy += u.dy;
1199. 	} /* while */
1200. 	tmp_at(DISP_END,0);	/* closing call */
1201. 	if (shopdoor || shopwall)
1202. 	    pay_for_damage(shopdoor ? "destroy" : "dig into");
1203. 	return;
1204. }
1205. 
1206. /* move objects from fobj/nexthere lists to buriedobjlist, keeping position */
1207. /* information */
1208. struct obj *
1209. bury_an_obj(otmp)
1210. 	struct obj *otmp;
1211. {
1212. 	struct obj *otmp2;
1213. 	boolean under_ice;
1214. 
1215. #ifdef DEBUG
1216. 	pline("bury_an_obj: %s", xname(otmp));
1217. #endif
1218. 	if (otmp == uball)
1219. 		unpunish();
1220. 	/* after unpunish(), or might get deallocated chain */
1221. 	otmp2 = otmp->nexthere;
1222. 	/*
1223. 	 * obj_resists(,0,0) prevents Rider corpses from being buried.
1224. 	 * It also prevents The Amulet and invocation tools from being
1225. 	 * buried.  Since they can't be confined to bags and statues,
1226. 	 * it makes sense that they can't be buried either, even though
1227. 	 * the real reason there (direct accessibility when carried) is
1228. 	 * completely different.
1229. 	 */
1230. 	if (otmp == uchain || obj_resists(otmp, 0, 0))
1231. 		return(otmp2);
1232. 
1233. 	if (otmp->otyp == LEASH && otmp->leashmon != 0)
1234. 		o_unleash(otmp);
1235. 
1236. 	if (otmp->lamplit && otmp->otyp != POT_OIL)
1237. 		end_burn(otmp, TRUE);
1238. 
1239. 	obj_extract_self(otmp);
1240. 
1241. 	under_ice = is_ice(otmp->ox, otmp->oy);
1242. 	if (otmp->otyp == ROCK && !under_ice) {
1243. 		/* merges into burying material */
1244. 		obfree(otmp, (struct obj *)0);
1245. 		return(otmp2);
1246. 	}
1247. 	/*
1248. 	 * Start a rot on organic material.  Not corpses -- they
1249. 	 * are already handled.
1250. 	 */
1251. 	if (otmp->otyp == CORPSE) {
1252. 	    ;		/* should cancel timer if under_ice */
1253. 	} else if ((under_ice ? otmp->oclass == POTION_CLASS : is_organic(otmp))
1254. 		&& !obj_resists(otmp, 5, 95)) {
1255. 	    (void) start_timer((under_ice ? 0L : 250L) + (long)rnd(250),
1256. 			       TIMER_OBJECT, ROT_ORGANIC, (genericptr_t)otmp);
1257. 	}
1258. 	add_to_buried(otmp);
1259. 	return(otmp2);
1260. }
1261. 
1262. void
1263. bury_objs(x, y)
1264. int x, y;
1265. {
1266. 	struct obj *otmp, *otmp2;
1267. 
1268. #ifdef DEBUG
1269. 	if(level.objects[x][y] != (struct obj *)0)
1270. 		pline("bury_objs: at %d, %d", x, y);
1271. #endif
1272. 	for (otmp = level.objects[x][y]; otmp; otmp = otmp2)
1273. 		otmp2 = bury_an_obj(otmp);
1274. 
1275. 	/* don't expect any engravings here, but just in case */
1276. 	del_engr_at(x, y);
1277. 	newsym(x, y);
1278. }
1279. 
1280. /* move objects from buriedobjlist to fobj/nexthere lists */
1281. void
1282. unearth_objs(x, y)
1283. int x, y;
1284. {
1285. 	struct obj *otmp, *otmp2;
1286. 
1287. #ifdef DEBUG
1288. 	pline("unearth_objs: at %d, %d", x, y);
1289. #endif
1290. 	for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
1291. 		otmp2 = otmp->nobj;
1292. 		if (otmp->ox == x && otmp->oy == y) {
1293. 		    obj_extract_self(otmp);
1294. 		    if (otmp->timed)
1295. 			(void) stop_timer(ROT_ORGANIC, (genericptr_t)otmp);
1296. 		    place_object(otmp, x, y);
1297. 		    stackobj(otmp);
1298. 		}
1299. 	}
1300. 	del_engr_at(x, y);
1301. 	newsym(x, y);
1302. }
1303. 
1304. /*
1305.  * The organic material has rotted away while buried.  As an expansion,
1306.  * we could add add partial damage.  A damage count is kept in the object
1307.  * and every time we are called we increment the count and reschedule another
1308.  * timeout.  Eventually the object rots away.
1309.  *
1310.  * This is used by buried objects other than corpses.  When a container rots
1311.  * away, any contents become newly buried objects.
1312.  */
1313. /* ARGSUSED */
1314. void
1315. rot_organic(arg, timeout)
1316. genericptr_t arg;
1317. long timeout;	/* unused */
1318. {
1319. 	struct obj *obj = (struct obj *) arg;
1320. 
1321. 	while (Has_contents(obj)) {
1322. 	    /* We don't need to place contained object on the floor
1323. 	       first, but we do need to update its map coordinates. */
1324. 	    obj->cobj->ox = obj->ox,  obj->cobj->oy = obj->oy;
1325. 	    /* Everything which can be held in a container can also be
1326. 	       buried, so bury_an_obj's use of obj_extract_self insures
1327. 	       that Has_contents(obj) will eventually become false. */
1328. 	    (void)bury_an_obj(obj->cobj);
1329. 	}
1330. 	obj_extract_self(obj);
1331. 	obfree(obj, (struct obj *) 0);
1332. }
1333. 
1334. /*
1335.  * Called when a corpse has rotted completely away.
1336.  */
1337. void
1338. rot_corpse(arg, timeout)
1339. genericptr_t arg;
1340. long timeout;	/* unused */
1341. {
1342. 	xchar x = 0, y = 0;
1343. 	struct obj *obj = (struct obj *) arg;
1344. 	boolean on_floor = obj->where == OBJ_FLOOR,
1345. 		in_invent = obj->where == OBJ_INVENT;
1346. 
1347. 	if (on_floor) {
1348. 	    x = obj->ox;
1349. 	    y = obj->oy;
1350. 	} else if (in_invent) {
1351. 	    if (flags.verbose) {
1352. 		char *cname = corpse_xname(obj, FALSE);
1353. 		Your("%s%s %s away%c",
1354. 		     obj == uwep ? "wielded " : nul, cname,
1355. 		     vtense(cname, "rot"), obj == uwep ? '!' : '.');
1356. 	    }
1357. 	    if (obj == uwep) {
1358. 		uwepgone();	/* now bare handed */
1359. 		stop_occupation();
1360. 	    } else if (obj == uswapwep) {
1361. 		uswapwepgone();
1362. 		stop_occupation();
1363. 	    } else if (obj == uquiver) {
1364. 		uqwepgone();
1365. 		stop_occupation();
1366. 	    }
1367. 	} else if (obj->where == OBJ_MINVENT && obj->owornmask) {
1368. 	    if (obj == MON_WEP(obj->ocarry)) {
1369. 		setmnotwielded(obj->ocarry,obj);
1370. 		MON_NOWEP(obj->ocarry);
1371. 	    }
1372. 	}
1373. 	rot_organic(arg, timeout);
1374. 	if (on_floor) newsym(x, y);
1375. 	else if (in_invent) update_inventory();
1376. }
1377. 
1378. #if 0
1379. void
1380. bury_monst(mtmp)
1381. struct monst *mtmp;
1382. {
1383. #ifdef DEBUG
1384. 	pline("bury_monst: %s", mon_nam(mtmp));
1385. #endif
1386. 	if(canseemon(mtmp)) {
1387. 	    if(is_flyer(mtmp->data) || is_floater(mtmp->data)) {
1388. 		pline_The("%s opens up, but %s is not swallowed!",
1389. 			surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
1390. 		return;
1391. 	    } else
1392. 	        pline_The("%s opens up and swallows %s!",
1393. 			surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
1394. 	}
1395. 
1396. 	mtmp->mburied = TRUE;
1397. 	wakeup(mtmp);			/* at least give it a chance :-) */
1398. 	newsym(mtmp->mx, mtmp->my);
1399. }
1400. 
1401. void
1402. bury_you()
1403. {
1404. #ifdef DEBUG
1405. 	pline("bury_you");
1406. #endif
1407.     if (!Levitation && !Flying) {
1408. 	if(u.uswallow)
1409. 	    You_feel("a sensation like falling into a trap!");
1410. 	else
1411. 	    pline_The("%s opens beneath you and you fall in!",
1412. 		  surface(u.ux, u.uy));
1413. 
1414. 	u.uburied = TRUE;
1415. 	if(!Strangled && !Breathless) Strangled = 6;
1416. 	under_ground(1);
1417.     }
1418. }
1419. 
1420. void
1421. unearth_you()
1422. {
1423. #ifdef DEBUG
1424. 	pline("unearth_you");
1425. #endif
1426. 	u.uburied = FALSE;
1427. 	under_ground(0);
1428. 	if(!uamul || uamul->otyp != AMULET_OF_STRANGULATION)
1429. 		Strangled = 0;
1430. 	vision_recalc(0);
1431. }
1432. 
1433. void
1434. escape_tomb()
1435. {
1436. #ifdef DEBUG
1437. 	pline("escape_tomb");
1438. #endif
1439. 	if ((Teleportation || can_teleport(youmonst.data)) &&
1440. 	    (Teleport_control || rn2(3) < Luck+2)) {
1441. 		You("attempt a teleport spell.");
1442. 		(void) dotele();	/* calls unearth_you() */
1443. 	} else if(u.uburied) { /* still buried after 'port attempt */
1444. 		boolean good;
1445. 
1446. 		if(amorphous(youmonst.data) || Passes_walls ||
1447. 		   noncorporeal(youmonst.data) || unsolid(youmonst.data) ||
1448. 		   (tunnels(youmonst.data) && !needspick(youmonst.data))) {
1449. 
1450. 		    You("%s up through the %s.",
1451. 			(tunnels(youmonst.data) && !needspick(youmonst.data)) ?
1452. 			 "try to tunnel" : (amorphous(youmonst.data)) ?
1453. 			 "ooze" : "phase", surface(u.ux, u.uy));
1454. 
1455. 		    if(tunnels(youmonst.data) && !needspick(youmonst.data))
1456. 			good = dighole(TRUE);
1457. 		    else good = TRUE;
1458. 		    if(good) unearth_you();
1459. 		}
1460. 	}
1461. }
1462. 
1463. void
1464. bury_obj(otmp)
1465. struct obj *otmp;
1466. {
1467. 
1468. #ifdef DEBUG
1469. 	pline("bury_obj");
1470. #endif
1471. 	if(cansee(otmp->ox, otmp->oy))
1472. 	   pline_The("objects on the %s tumble into a hole!",
1473. 		surface(otmp->ox, otmp->oy));
1474. 
1475. 	bury_objs(otmp->ox, otmp->oy);
1476. }
1477. #endif
1478. 
1479. #ifdef DEBUG
1480. void
1481. wiz_debug_cmd() /* in this case, bury everything at your loc and around */
1482. {
1483. 	int x, y;
1484. 
1485. 	for (x = u.ux - 1; x <= u.ux + 1; x++)
1486. 	    for (y = u.uy - 1; y <= u.uy + 1; y++)
1487. 		if (isok(x,y)) bury_objs(x,y);
1488. }
1489. 
1490. #endif /* DEBUG */
1491. #endif /* OVL3 */
1492. 
1493. /*dig.c*/