Source:NetHack 3.6.1/src/dbridge.c
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Below is the full text to dbridge.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dbridge.c#line123]], for example.
Contents
- 1 Top of file
- 2 is_pool
- 3 is_lava
- 4 is_pool_or_lava
- 5 is_ice
- 6 is_moat
- 7 db_under_typ
- 8 is_drawbridge_wall
- 9 is_db_wall
- 10 find_drawbridge
- 11 get_wall_for_db
- 12 create_drawbridge
- 13 e_at
- 14 m_to_e
- 15 u_to_e
- 16 set_entity
- 17 e_nam
- 18 E_phrase
- 19 e_survives_at
- 20 e_died
- 21 automiss
- 22 e_missed
- 23 e_jumps
- 24 do_entity
- 25 close_drawbridge
- 26 open_drawbridge
- 27 destroy_drawbridge
Top of file
/* NetHack 3.6 dbridge.c $NHDT-Date: 1503355815 2017/08/21 22:50:15 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.39 $ */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
/*
* This file contains the drawbridge manipulation (create, open, close,
* destroy).
*
* Added comprehensive monster-handling, and the "entity" structure to
* deal with players as well. - 11/89
*
* Any traps and/or engravings at either the portcullis or span location
* are destroyed whenever the bridge is lowered, raised, or destroyed.
* (Engraving handling could be extended to flag whether an engraving on
* the DB_UNDER surface is hidden by the lowered bridge, or one on the
* bridge itself is hidden because the bridge has been raised, but that
* seems like an awful lot of effort for very little gain.)
*/
#include "hack.h"
STATIC_DCL void FDECL(get_wall_for_db, (int *, int *));
STATIC_DCL struct entity *FDECL(e_at, (int, int));
STATIC_DCL void FDECL(m_to_e, (struct monst *, int, int, struct entity *));
STATIC_DCL void FDECL(u_to_e, (struct entity *));
STATIC_DCL void FDECL(set_entity, (int, int, struct entity *));
STATIC_DCL const char *FDECL(e_nam, (struct entity *));
STATIC_DCL const char *FDECL(E_phrase, (struct entity *, const char *));
STATIC_DCL boolean FDECL(e_survives_at, (struct entity *, int, int));
STATIC_DCL void FDECL(e_died, (struct entity *, int, int));
STATIC_DCL boolean FDECL(automiss, (struct entity *));
STATIC_DCL boolean FDECL(e_missed, (struct entity *, BOOLEAN_P));
STATIC_DCL boolean FDECL(e_jumps, (struct entity *));
STATIC_DCL void FDECL(do_entity, (struct entity *));
is_pool
boolean
is_pool(x, y)
int x, y;
{
schar ltyp;
if (!isok(x, y))
return FALSE;
ltyp = levl[x][y].typ;
/* The ltyp == MOAT is not redundant with is_moat, because the
* Juiblex level does not have moats, although it has MOATs. There
* is probably a better way to express this. */
if (ltyp == POOL || ltyp == MOAT || ltyp == WATER || is_moat(x, y))
return TRUE;
return FALSE;
}
is_lava
boolean
is_lava(x, y)
int x, y;
{
schar ltyp;
if (!isok(x, y))
return FALSE;
ltyp = levl[x][y].typ;
if (ltyp == LAVAPOOL
|| (ltyp == DRAWBRIDGE_UP
&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_LAVA))
return TRUE;
return FALSE;
}
is_pool_or_lava
boolean
is_pool_or_lava(x, y)
int x, y;
{
if (is_pool(x, y) || is_lava(x, y))
return TRUE;
else
return FALSE;
}
is_ice
boolean
is_ice(x, y)
int x, y;
{
schar ltyp;
if (!isok(x, y))
return FALSE;
ltyp = levl[x][y].typ;
if (ltyp == ICE || (ltyp == DRAWBRIDGE_UP
&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_ICE))
return TRUE;
return FALSE;
}
is_moat
boolean
is_moat(x, y)
int x, y;
{
schar ltyp;
if (!isok(x, y))
return FALSE;
ltyp = levl[x][y].typ;
if (!Is_juiblex_level(&u.uz)
&& (ltyp == MOAT
|| (ltyp == DRAWBRIDGE_UP
&& (levl[x][y].drawbridgemask & DB_UNDER) == DB_MOAT)))
return TRUE;
return FALSE;
}
db_under_typ
schar
db_under_typ(mask)
int mask;
{
switch (mask & DB_UNDER) {
case DB_ICE:
return ICE;
case DB_LAVA:
return LAVAPOOL;
case DB_MOAT:
return MOAT;
default:
return STONE;
}
}
is_drawbridge_wall
/*
* We want to know whether a wall (or a door) is the portcullis (passageway)
* of an eventual drawbridge.
*
* Return value: the direction of the drawbridge.
*/
int
is_drawbridge_wall(x, y)
int x, y;
{
struct rm *lev;
lev = &levl[x][y];
if (lev->typ != DOOR && lev->typ != DBWALL)
return -1;
if (IS_DRAWBRIDGE(levl[x + 1][y].typ)
&& (levl[x + 1][y].drawbridgemask & DB_DIR) == DB_WEST)
return DB_WEST;
if (IS_DRAWBRIDGE(levl[x - 1][y].typ)
&& (levl[x - 1][y].drawbridgemask & DB_DIR) == DB_EAST)
return DB_EAST;
if (IS_DRAWBRIDGE(levl[x][y - 1].typ)
&& (levl[x][y - 1].drawbridgemask & DB_DIR) == DB_SOUTH)
return DB_SOUTH;
if (IS_DRAWBRIDGE(levl[x][y + 1].typ)
&& (levl[x][y + 1].drawbridgemask & DB_DIR) == DB_NORTH)
return DB_NORTH;
return -1;
}
is_db_wall
/*
* Use is_db_wall where you want to verify that a
* drawbridge "wall" is UP in the location x, y
* (instead of UP or DOWN, as with is_drawbridge_wall).
*/
boolean
is_db_wall(x, y)
int x, y;
{
return (boolean) (levl[x][y].typ == DBWALL);
}
find_drawbridge
/*
* Return true with x,y pointing to the drawbridge if x,y initially indicate
* a drawbridge or drawbridge wall.
*/
boolean
find_drawbridge(x, y)
int *x, *y;
{
int dir;
if (IS_DRAWBRIDGE(levl[*x][*y].typ))
return TRUE;
dir = is_drawbridge_wall(*x, *y);
if (dir >= 0) {
switch (dir) {
case DB_NORTH:
(*y)++;
break;
case DB_SOUTH:
(*y)--;
break;
case DB_EAST:
(*x)--;
break;
case DB_WEST:
(*x)++;
break;
}
return TRUE;
}
return FALSE;
}
get_wall_for_db
/*
* Find the drawbridge wall associated with a drawbridge.
*/
STATIC_OVL void
get_wall_for_db(x, y)
int *x, *y;
{
switch (levl[*x][*y].drawbridgemask & DB_DIR) {
case DB_NORTH:
(*y)--;
break;
case DB_SOUTH:
(*y)++;
break;
case DB_EAST:
(*x)++;
break;
case DB_WEST:
(*x)--;
break;
}
}
create_drawbridge
/*
* Creation of a drawbridge at pos x,y.
* dir is the direction.
* flag must be put to TRUE if we want the drawbridge to be opened.
*/
boolean
create_drawbridge(x, y, dir, flag)
int x, y, dir;
boolean flag;
{
int x2, y2;
boolean horiz;
boolean lava = levl[x][y].typ == LAVAPOOL; /* assume initialized map */
x2 = x;
y2 = y;
switch (dir) {
case DB_NORTH:
horiz = TRUE;
y2--;
break;
case DB_SOUTH:
horiz = TRUE;
y2++;
break;
case DB_EAST:
horiz = FALSE;
x2++;
break;
default:
impossible("bad direction in create_drawbridge");
/*FALLTHRU*/
case DB_WEST:
horiz = FALSE;
x2--;
break;
}
if (!IS_WALL(levl[x2][y2].typ))
return FALSE;
if (flag) { /* We want the bridge open */
levl[x][y].typ = DRAWBRIDGE_DOWN;
levl[x2][y2].typ = DOOR;
levl[x2][y2].doormask = D_NODOOR;
} else {
levl[x][y].typ = DRAWBRIDGE_UP;
levl[x2][y2].typ = DBWALL;
/* Drawbridges are non-diggable. */
levl[x2][y2].wall_info = W_NONDIGGABLE;
}
levl[x][y].horizontal = !horiz;
levl[x2][y2].horizontal = horiz;
levl[x][y].drawbridgemask = dir;
if (lava)
levl[x][y].drawbridgemask |= DB_LAVA;
return TRUE;
}
struct entity {
struct monst *emon; /* youmonst for the player */
struct permonst *edata; /* must be non-zero for record to be valid */
int ex, ey;
};
#define ENTITIES 2
static NEARDATA struct entity occupants[ENTITIES];
e_at
STATIC_OVL
struct entity *
e_at(x, y)
int x, y;
{
int entitycnt;
for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++)
if ((occupants[entitycnt].edata) && (occupants[entitycnt].ex == x)
&& (occupants[entitycnt].ey == y))
break;
debugpline1("entitycnt = %d", entitycnt);
#ifdef D_DEBUG
wait_synch();
#endif
return (entitycnt == ENTITIES) ? (struct entity *) 0
: &(occupants[entitycnt]);
}
m_to_e
STATIC_OVL void
m_to_e(mtmp, x, y, etmp)
struct monst *mtmp;
int x, y;
struct entity *etmp;
{
etmp->emon = mtmp;
if (mtmp) {
etmp->ex = x;
etmp->ey = y;
if (mtmp->wormno && (x != mtmp->mx || y != mtmp->my))
etmp->edata = &mons[PM_LONG_WORM_TAIL];
else
etmp->edata = mtmp->data;
} else
etmp->edata = (struct permonst *) 0;
}
u_to_e
STATIC_OVL void
u_to_e(etmp)
struct entity *etmp;
{
etmp->emon = &youmonst;
etmp->ex = u.ux;
etmp->ey = u.uy;
etmp->edata = youmonst.data;
}
set_entity
STATIC_OVL void
set_entity(x, y, etmp)
int x, y;
struct entity *etmp;
{
if ((x == u.ux) && (y == u.uy))
u_to_e(etmp);
else if (MON_AT(x, y))
m_to_e(m_at(x, y), x, y, etmp);
else
etmp->edata = (struct permonst *) 0;
}
#define is_u(etmp) (etmp->emon == &youmonst)
#define e_canseemon(etmp) \
(is_u(etmp) ? (boolean) TRUE : canseemon(etmp->emon))
/*
* e_strg is a utility routine which is not actually in use anywhere, since
* the specialized routines below suffice for all current purposes.
*/
e_nam
/* #define e_strg(etmp, func) (is_u(etmp)? (char *)0 : func(etmp->emon)) */
STATIC_OVL const char *
e_nam(etmp)
struct entity *etmp;
{
return is_u(etmp) ? "you" : mon_nam(etmp->emon);
}
E_phrase
/*
* Generates capitalized entity name, makes 2nd -> 3rd person conversion on
* verb, where necessary.
*/
STATIC_OVL const char *
E_phrase(etmp, verb)
struct entity *etmp;
const char *verb;
{
static char wholebuf[80];
Strcpy(wholebuf, is_u(etmp) ? "You" : Monnam(etmp->emon));
if (!verb || !*verb)
return wholebuf;
Strcat(wholebuf, " ");
if (is_u(etmp))
Strcat(wholebuf, verb);
else
Strcat(wholebuf, vtense((char *) 0, verb));
return wholebuf;
}
e_survives_at
/*
* Simple-minded "can it be here?" routine
*/
STATIC_OVL boolean
e_survives_at(etmp, x, y)
struct entity *etmp;
int x, y;
{
if (noncorporeal(etmp->edata))
return TRUE;
if (is_pool(x, y))
return (boolean) ((is_u(etmp) && (Wwalking || Amphibious || Swimming
|| Flying || Levitation))
|| is_swimmer(etmp->edata)
|| is_flyer(etmp->edata)
|| is_floater(etmp->edata));
/* must force call to lava_effects in e_died if is_u */
if (is_lava(x, y))
return (boolean) ((is_u(etmp) && (Levitation || Flying))
|| likes_lava(etmp->edata)
|| is_flyer(etmp->edata));
if (is_db_wall(x, y))
return (boolean) (is_u(etmp) ? Passes_walls
: passes_walls(etmp->edata));
return TRUE;
}
e_died
STATIC_OVL void
e_died(etmp, xkill_flags, how)
struct entity *etmp;
int xkill_flags, how;
{
if (is_u(etmp)) {
if (how == DROWNING) {
killer.name[0] = 0; /* drown() sets its own killer */
(void) drown();
} else if (how == BURNING) {
killer.name[0] = 0; /* lava_effects() sets own killer */
(void) lava_effects();
} else {
coord xy;
/* use more specific killer if specified */
if (!killer.name[0]) {
killer.format = KILLED_BY_AN;
Strcpy(killer.name, "falling drawbridge");
}
done(how);
/* So, you didn't die */
if (!e_survives_at(etmp, etmp->ex, etmp->ey)) {
if (enexto(&xy, etmp->ex, etmp->ey, etmp->edata)) {
pline("A %s force teleports you away...",
Hallucination ? "normal" : "strange");
teleds(xy.x, xy.y, FALSE);
}
/* otherwise on top of the drawbridge is the
* only viable spot in the dungeon, so stay there
*/
}
}
/* we might have crawled out of the moat to survive */
etmp->ex = u.ux, etmp->ey = u.uy;
} else {
int entitycnt;
killer.name[0] = 0;
/* fake "digested to death" damage-type suppresses corpse */
#define mk_message(dest) (((dest & XKILL_NOMSG) != 0) ? (char *) 0 : "")
#define mk_corpse(dest) (((dest & XKILL_NOCORPSE) != 0) ? AD_DGST : AD_PHYS)
/* if monsters are moving, one of them caused the destruction */
if (context.mon_moving)
monkilled(etmp->emon,
mk_message(xkill_flags), mk_corpse(xkill_flags));
else /* you caused it */
xkilled(etmp->emon, xkill_flags);
etmp->edata = (struct permonst *) 0;
/* dead long worm handling */
for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++) {
if (etmp != &(occupants[entitycnt])
&& etmp->emon == occupants[entitycnt].emon)
occupants[entitycnt].edata = (struct permonst *) 0;
}
#undef mk_message
#undef mk_corpse
}
}
automiss
/*
* These are never directly affected by a bridge or portcullis.
*/
STATIC_OVL boolean
automiss(etmp)
struct entity *etmp;
{
return (boolean) ((is_u(etmp) ? Passes_walls : passes_walls(etmp->edata))
|| noncorporeal(etmp->edata));
}
e_missed
/*
* Does falling drawbridge or portcullis miss etmp?
*/
STATIC_OVL boolean
e_missed(etmp, chunks)
struct entity *etmp;
boolean chunks;
{
int misses;
if (chunks) {
debugpline0("Do chunks miss?");
}
if (automiss(etmp))
return TRUE;
if (is_flyer(etmp->edata)
&& (is_u(etmp) ? !Unaware
: (etmp->emon->mcanmove && !etmp->emon->msleeping)))
/* flying requires mobility */
misses = 5; /* out of 8 */
else if (is_floater(etmp->edata)
|| (is_u(etmp) && Levitation)) /* doesn't require mobility */
misses = 3;
else if (chunks && is_pool(etmp->ex, etmp->ey))
misses = 2; /* sitting ducks */
else
misses = 0;
if (is_db_wall(etmp->ex, etmp->ey))
misses -= 3; /* less airspace */
debugpline1("Miss chance = %d (out of 8)", misses);
return (misses >= rnd(8)) ? TRUE : FALSE;
}
e_jumps
/*
* Can etmp jump from death?
*/
STATIC_OVL boolean
e_jumps(etmp)
struct entity *etmp;
{
int tmp = 4; /* out of 10 */
if (is_u(etmp) ? (Unaware || Fumbling)
: (!etmp->emon->mcanmove || etmp->emon->msleeping
|| !etmp->edata->mmove || etmp->emon->wormno))
return FALSE;
if (is_u(etmp) ? Confusion : etmp->emon->mconf)
tmp -= 2;
if (is_u(etmp) ? Stunned : etmp->emon->mstun)
tmp -= 3;
if (is_db_wall(etmp->ex, etmp->ey))
tmp -= 2; /* less room to maneuver */
debugpline2("%s to jump (%d chances in 10)", E_phrase(etmp, "try"), tmp);
return (tmp >= rnd(10)) ? TRUE : FALSE;
}
do_entity
STATIC_OVL void
do_entity(etmp)
struct entity *etmp;
{
int newx, newy, at_portcullis, oldx, oldy;
boolean must_jump = FALSE, relocates = FALSE, e_inview;
struct rm *crm;
if (!etmp->edata)
return;
e_inview = e_canseemon(etmp);
oldx = etmp->ex;
oldy = etmp->ey;
at_portcullis = is_db_wall(oldx, oldy);
crm = &levl[oldx][oldy];
if (automiss(etmp) && e_survives_at(etmp, oldx, oldy)) {
if (e_inview && (at_portcullis || IS_DRAWBRIDGE(crm->typ)))
pline_The("%s passes through %s!",
at_portcullis ? "portcullis" : "drawbridge",
e_nam(etmp));
if (is_u(etmp))
spoteffects(FALSE);
return;
}
if (e_missed(etmp, FALSE)) {
if (at_portcullis) {
pline_The("portcullis misses %s!", e_nam(etmp));
} else {
debugpline1("The drawbridge misses %s!", e_nam(etmp));
}
if (e_survives_at(etmp, oldx, oldy)) {
return;
} else {
debugpline0("Mon can't survive here");
if (at_portcullis)
must_jump = TRUE;
else
relocates = TRUE; /* just ride drawbridge in */
}
} else {
if (crm->typ == DRAWBRIDGE_DOWN) {
if (is_u(etmp)) {
killer.format = NO_KILLER_PREFIX;
Strcpy(killer.name,
"crushed to death underneath a drawbridge");
}
pline("%s crushed underneath the drawbridge.",
E_phrase(etmp, "are")); /* no jump */
e_died(etmp,
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG : XKILL_NOMSG),
CRUSHING); /* no corpse */
return; /* Note: Beyond this point, we know we're */
} /* not at an opened drawbridge, since all */
must_jump = TRUE; /* *missable* creatures survive on the */
} /* square, and all the unmissed ones die. */
if (must_jump) {
if (at_portcullis) {
if (e_jumps(etmp)) {
relocates = TRUE;
debugpline0("Jump succeeds!");
} else {
if (e_inview)
pline("%s crushed by the falling portcullis!",
E_phrase(etmp, "are"));
else if (!Deaf)
You_hear("a crushing sound.");
e_died(etmp,
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG
: XKILL_NOMSG),
CRUSHING);
/* no corpse */
return;
}
} else { /* tries to jump off bridge to original square */
relocates = !e_jumps(etmp);
debugpline1("Jump %s!", (relocates) ? "fails" : "succeeds");
}
}
/*
* Here's where we try to do relocation. Assumes that etmp is not
* arriving at the portcullis square while the drawbridge is
* falling, since this square would be inaccessible (i.e. etmp
* started on drawbridge square) or unnecessary (i.e. etmp started
* here) in such a situation.
*/
debugpline0("Doing relocation.");
newx = oldx;
newy = oldy;
(void) find_drawbridge(&newx, &newy);
if ((newx == oldx) && (newy == oldy))
get_wall_for_db(&newx, &newy);
debugpline0("Checking new square for occupancy.");
if (relocates && (e_at(newx, newy))) {
/*
* Standoff problem: one or both entities must die, and/or
* both switch places. Avoid infinite recursion by checking
* first whether the other entity is staying put. Clean up if
* we happen to move/die in recursion.
*/
struct entity *other;
other = e_at(newx, newy);
debugpline1("New square is occupied by %s", e_nam(other));
if (e_survives_at(other, newx, newy) && automiss(other)) {
relocates = FALSE; /* "other" won't budge */
debugpline1("%s suicide.", E_phrase(etmp, "commit"));
} else {
debugpline1("Handling %s", e_nam(other));
while ((e_at(newx, newy) != 0) && (e_at(newx, newy) != etmp))
do_entity(other);
debugpline1("Checking existence of %s", e_nam(etmp));
#ifdef D_DEBUG
wait_synch();
#endif
if (e_at(oldx, oldy) != etmp) {
debugpline1("%s moved or died in recursion somewhere",
E_phrase(etmp, "have"));
#ifdef D_DEBUG
wait_synch();
#endif
return;
}
}
}
if (relocates && !e_at(newx, newy)) { /* if e_at() entity = worm tail */
debugpline1("Moving %s", e_nam(etmp));
if (!is_u(etmp)) {
remove_monster(etmp->ex, etmp->ey);
place_monster(etmp->emon, newx, newy);
update_monster_region(etmp->emon);
} else {
u.ux = newx;
u.uy = newy;
}
etmp->ex = newx;
etmp->ey = newy;
e_inview = e_canseemon(etmp);
}
debugpline1("Final disposition of %s", e_nam(etmp));
#ifdef D_DEBUG
wait_synch();
#endif
if (is_db_wall(etmp->ex, etmp->ey)) {
debugpline1("%s in portcullis chamber", E_phrase(etmp, "are"));
#ifdef D_DEBUG
wait_synch();
#endif
if (e_inview) {
if (is_u(etmp)) {
You("tumble towards the closed portcullis!");
if (automiss(etmp))
You("pass through it!");
else
pline_The("drawbridge closes in...");
} else
pline("%s behind the drawbridge.",
E_phrase(etmp, "disappear"));
}
if (!e_survives_at(etmp, etmp->ex, etmp->ey)) {
killer.format = KILLED_BY_AN;
Strcpy(killer.name, "closing drawbridge");
e_died(etmp, XKILL_NOMSG, CRUSHING);
return;
}
debugpline1("%s in here", E_phrase(etmp, "survive"));
} else {
debugpline1("%s on drawbridge square", E_phrase(etmp, "are"));
if (is_pool(etmp->ex, etmp->ey) && !e_inview)
if (!Deaf)
You_hear("a splash.");
if (e_survives_at(etmp, etmp->ex, etmp->ey)) {
if (e_inview && !is_flyer(etmp->edata)
&& !is_floater(etmp->edata))
pline("%s from the bridge.", E_phrase(etmp, "fall"));
return;
}
debugpline1("%s cannot survive on the drawbridge square",
E_phrase(etmp, NULL));
if (is_pool(etmp->ex, etmp->ey) || is_lava(etmp->ex, etmp->ey))
if (e_inview && !is_u(etmp)) {
/* drown() will supply msgs if nec. */
boolean lava = is_lava(etmp->ex, etmp->ey);
if (Hallucination)
pline("%s the %s and disappears.",
E_phrase(etmp, "drink"), lava ? "lava" : "moat");
else
pline("%s into the %s.", E_phrase(etmp, "fall"),
lava ? hliquid("lava") : "moat");
}
killer.format = NO_KILLER_PREFIX;
Strcpy(killer.name, "fell from a drawbridge");
e_died(etmp, /* CRUSHING is arbitrary */
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG : XKILL_NOMSG),
is_pool(etmp->ex, etmp->ey) ? DROWNING
: is_lava(etmp->ex, etmp->ey) ? BURNING
: CRUSHING); /*no corpse*/
return;
}
}
/* clear stale reason for death before returning */
#define nokiller() (killer.name[0] = '\0', killer.format = 0)
close_drawbridge
/*
* Close the drawbridge located at x,y
*/
void
close_drawbridge(x, y)
int x, y;
{
register struct rm *lev1, *lev2;
struct trap *t;
int x2, y2;
lev1 = &levl[x][y];
if (lev1->typ != DRAWBRIDGE_DOWN)
return;
x2 = x;
y2 = y;
get_wall_for_db(&x2, &y2);
if (cansee(x, y) || cansee(x2, y2))
You_see("a drawbridge %s up!",
(((u.ux == x || u.uy == y) && !Underwater)
|| distu(x2, y2) < distu(x, y))
? "coming"
: "going");
else /* "5 gears turn" for castle drawbridge tune */
You_hear("chains rattling and gears turning.");
lev1->typ = DRAWBRIDGE_UP;
lev2 = &levl[x2][y2];
lev2->typ = DBWALL;
switch (lev1->drawbridgemask & DB_DIR) {
case DB_NORTH:
case DB_SOUTH:
lev2->horizontal = TRUE;
break;
case DB_WEST:
case DB_EAST:
lev2->horizontal = FALSE;
break;
}
lev2->wall_info = W_NONDIGGABLE;
set_entity(x, y, &(occupants[0]));
set_entity(x2, y2, &(occupants[1]));
do_entity(&(occupants[0])); /* Do set_entity after first */
set_entity(x2, y2, &(occupants[1])); /* do_entity for worm tail */
do_entity(&(occupants[1]));
if (OBJ_AT(x, y) && !Deaf)
You_hear("smashing and crushing.");
(void) revive_nasty(x, y, (char *) 0);
(void) revive_nasty(x2, y2, (char *) 0);
delallobj(x, y);
delallobj(x2, y2);
if ((t = t_at(x, y)) != 0)
deltrap(t);
if ((t = t_at(x2, y2)) != 0)
deltrap(t);
del_engr_at(x, y);
del_engr_at(x2, y2);
newsym(x, y);
newsym(x2, y2);
block_point(x2, y2); /* vision */
nokiller();
}
open_drawbridge
/*
* Open the drawbridge located at x,y
*/
void
open_drawbridge(x, y)
int x, y;
{
register struct rm *lev1, *lev2;
struct trap *t;
int x2, y2;
lev1 = &levl[x][y];
if (lev1->typ != DRAWBRIDGE_UP)
return;
x2 = x;
y2 = y;
get_wall_for_db(&x2, &y2);
if (cansee(x, y) || cansee(x2, y2))
You_see("a drawbridge %s down!",
(distu(x2, y2) < distu(x, y)) ? "going" : "coming");
else /* "5 gears turn" for castle drawbridge tune */
You_hear("gears turning and chains rattling.");
lev1->typ = DRAWBRIDGE_DOWN;
lev2 = &levl[x2][y2];
lev2->typ = DOOR;
lev2->doormask = D_NODOOR;
set_entity(x, y, &(occupants[0]));
set_entity(x2, y2, &(occupants[1]));
do_entity(&(occupants[0])); /* do set_entity after first */
set_entity(x2, y2, &(occupants[1])); /* do_entity for worm tails */
do_entity(&(occupants[1]));
(void) revive_nasty(x, y, (char *) 0);
delallobj(x, y);
if ((t = t_at(x, y)) != 0)
deltrap(t);
if ((t = t_at(x2, y2)) != 0)
deltrap(t);
del_engr_at(x, y);
del_engr_at(x2, y2);
newsym(x, y);
newsym(x2, y2);
unblock_point(x2, y2); /* vision */
if (Is_stronghold(&u.uz))
u.uevent.uopened_dbridge = TRUE;
nokiller();
}
destroy_drawbridge
/*
* Let's destroy the drawbridge located at x,y
*/
void
destroy_drawbridge(x, y)
int x, y;
{
register struct rm *lev1, *lev2;
struct trap *t;
struct obj *otmp;
int x2, y2, i;
boolean e_inview;
struct entity *etmp1 = &(occupants[0]), *etmp2 = &(occupants[1]);
lev1 = &levl[x][y];
if (!IS_DRAWBRIDGE(lev1->typ))
return;
x2 = x;
y2 = y;
get_wall_for_db(&x2, &y2);
lev2 = &levl[x2][y2];
if ((lev1->drawbridgemask & DB_UNDER) == DB_MOAT
|| (lev1->drawbridgemask & DB_UNDER) == DB_LAVA) {
struct obj *otmp2;
boolean lava = (lev1->drawbridgemask & DB_UNDER) == DB_LAVA;
if (lev1->typ == DRAWBRIDGE_UP) {
if (cansee(x2, y2))
pline_The("portcullis of the drawbridge falls into the %s!",
lava ? hliquid("lava") : "moat");
else if (!Deaf)
You_hear("a loud *SPLASH*!");
} else {
if (cansee(x, y))
pline_The("drawbridge collapses into the %s!",
lava ? hliquid("lava") : "moat");
else if (!Deaf)
You_hear("a loud *SPLASH*!");
}
lev1->typ = lava ? LAVAPOOL : MOAT;
lev1->drawbridgemask = 0;
if ((otmp2 = sobj_at(BOULDER, x, y)) != 0) {
obj_extract_self(otmp2);
(void) flooreffects(otmp2, x, y, "fall");
}
} else {
if (cansee(x, y))
pline_The("drawbridge disintegrates!");
else
You_hear("a loud *CRASH*!");
lev1->typ = ((lev1->drawbridgemask & DB_ICE) ? ICE : ROOM);
lev1->icedpool = ((lev1->drawbridgemask & DB_ICE) ? ICED_MOAT : 0);
}
wake_nearto(x, y, 500);
lev2->typ = DOOR;
lev2->doormask = D_NODOOR;
if ((t = t_at(x, y)) != 0)
deltrap(t);
if ((t = t_at(x2, y2)) != 0)
deltrap(t);
del_engr_at(x, y);
del_engr_at(x2, y2);
for (i = rn2(6); i > 0; --i) { /* scatter some debris */
/* doesn't matter if we happen to pick <x,y2> or <x2,y>;
since drawbridges are never placed diagonally, those
pairings will always match one of <x,y> or <x2,y2> */
otmp = mksobj_at(IRON_CHAIN, rn2(2) ? x : x2, rn2(2) ? y : y2, TRUE,
FALSE);
/* a force of 5 here would yield a radius of 2 for
iron chain; anything less produces a radius of 1 */
(void) scatter(otmp->ox, otmp->oy, 1, MAY_HIT, otmp);
}
newsym(x, y);
newsym(x2, y2);
if (!does_block(x2, y2, lev2))
unblock_point(x2, y2); /* vision */
if (Is_stronghold(&u.uz))
u.uevent.uopened_dbridge = TRUE;
set_entity(x2, y2, etmp2); /* currently only automissers can be here */
if (etmp2->edata) {
e_inview = e_canseemon(etmp2);
if (!automiss(etmp2)) {
if (e_inview)
pline("%s blown apart by flying debris.",
E_phrase(etmp2, "are"));
killer.format = KILLED_BY_AN;
Strcpy(killer.name, "exploding drawbridge");
e_died(etmp2,
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG : XKILL_NOMSG),
CRUSHING); /*no corpse*/
} /* nothing which is vulnerable can survive this */
}
set_entity(x, y, etmp1);
if (etmp1->edata) {
e_inview = e_canseemon(etmp1);
if (e_missed(etmp1, TRUE)) {
debugpline1("%s spared!", E_phrase(etmp1, "are"));
/* if there is water or lava here, fall in now */
if (is_u(etmp1))
spoteffects(FALSE);
else
(void) minliquid(etmp1->emon);
} else {
if (e_inview) {
if (!is_u(etmp1) && Hallucination)
pline("%s into some heavy metal!",
E_phrase(etmp1, "get"));
else
pline("%s hit by a huge chunk of metal!",
E_phrase(etmp1, "are"));
} else {
if (!Deaf && !is_u(etmp1) && !is_pool(x, y)) {
You_hear("a crushing sound.");
} else {
debugpline1("%s from shrapnel", E_phrase(etmp1, "die"));
}
}
killer.format = KILLED_BY_AN;
Strcpy(killer.name, "collapsing drawbridge");
e_died(etmp1,
XKILL_NOCORPSE | (e_inview ? XKILL_GIVEMSG : XKILL_NOMSG),
CRUSHING); /*no corpse*/
if (levl[etmp1->ex][etmp1->ey].typ == MOAT)
do_entity(etmp1);
}
}
nokiller();
}
/*dbridge.c*/