Source:NetHack 3.6.1/src/dig.c
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Below is the full text to dig.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/dig.c#line123]], for example.
Contents
- 1 Top of file
- 2 rm_waslit
- 3 mkcavepos
- 4 mkcavearea
- 5 dig_typ
- 6 is_digging
- 7 dig_check
- 8 dig
- 9 holetime
- 10 fillholetyp
- 11 digactualhole
- 12 liquid_flow
- 13 dighole
- 14 dig_up_grave
- 15 use_pick_axe
- 16 use_pick_axe2
- 17 watch_dig
- 18 mdig_tunnel
- 19 draft_message
- 20 zap_dig
- 21 adj_pit_checks
- 22 pit_flow
- 23 buried_ball
- 24 buried_ball_to_punishment
- 25 buried_ball_to_freedom
- 26 bury_an_obj
- 27 bury_objs
- 28 unearth_objs
- 29 rot_organic
- 30 rot_corpse
- 31 bury_monst
- 32 bury_you
- 33 unearth_you
- 34 escape_tomb
- 35 bury_obj
- 36 wiz_debug_cmd_bury
Top of file
/* NetHack 3.6 dig.c $NHDT-Date: 1517913682 2018/02/06 10:41:22 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.108 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Michael Allison, 2012. */
/* 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.
#include "hack.h"
static NEARDATA boolean did_dig_msg;
STATIC_DCL boolean NDECL(rm_waslit);
STATIC_DCL void FDECL(mkcavepos,
(XCHAR_P, XCHAR_P, int, BOOLEAN_P, BOOLEAN_P));
STATIC_DCL void FDECL(mkcavearea, (BOOLEAN_P));
STATIC_DCL int NDECL(dig);
STATIC_DCL void FDECL(dig_up_grave, (coord *));
STATIC_DCL int FDECL(adj_pit_checks, (coord *, char *));
STATIC_DCL void FDECL(pit_flow, (struct trap *, SCHAR_P));
/* Indices returned by dig_typ() */
enum dig_types {
DIGTYP_UNDIGGABLE = 0,
DIGTYP_ROCK,
DIGTYP_STATUE,
DIGTYP_BOULDER,
DIGTYP_DOOR,
DIGTYP_TREE
};
rm_waslit
STATIC_OVL boolean
rm_waslit()
{
register xchar x, y;
if (levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit)
return TRUE;
for (x = u.ux - 2; x < u.ux + 3; x++)
for (y = u.uy - 1; y < u.uy + 2; y++)
if (isok(x, y) && levl[x][y].waslit)
return TRUE;
return FALSE;
}
mkcavepos
/* Change level topology. Messes with vision tables and ignores things like
* boulders in the name of a nice effect. Vision will get fixed up again
* immediately after the effect is complete.
*/
STATIC_OVL void
mkcavepos(x, y, dist, waslit, rockit)
xchar x, y;
int dist;
boolean waslit, rockit;
{
register struct rm *lev;
if (!isok(x, y))
return;
lev = &levl[x][y];
if (rockit) {
register struct monst *mtmp;
if (IS_ROCK(lev->typ))
return;
if (t_at(x, y))
return; /* don't cover the portal */
if ((mtmp = m_at(x, y)) != 0) /* make sure crucial monsters survive */
if (!passes_walls(mtmp->data))
(void) rloc(mtmp, TRUE);
} else if (lev->typ == ROOM)
return;
unblock_point(x, y); /* make sure vision knows this location is open */
/* fake out saved state */
lev->seenv = 0;
lev->doormask = 0;
if (dist < 3)
lev->lit = (rockit ? FALSE : TRUE);
if (waslit)
lev->waslit = (rockit ? FALSE : TRUE);
lev->horizontal = FALSE;
/* short-circuit vision recalc */
viz_array[y][x] = (dist < 3) ? (IN_SIGHT | COULD_SEE) : COULD_SEE;
lev->typ = (rockit ? STONE : ROOM);
if (dist >= 3)
impossible("mkcavepos called with dist %d", dist);
feel_newsym(x, y);
}
mkcavearea
STATIC_OVL void
mkcavearea(rockit)
register boolean rockit;
{
int dist;
xchar xmin = u.ux, xmax = u.ux;
xchar ymin = u.uy, ymax = u.uy;
register xchar i;
register boolean waslit = rm_waslit();
if (rockit)
pline("Crash! The ceiling collapses around you!");
else
pline("A mysterious force %s cave around you!",
(levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the");
display_nhwindow(WIN_MESSAGE, TRUE);
for (dist = 1; dist <= 2; dist++) {
xmin--;
xmax++;
/* top and bottom */
if (dist < 2) { /* the area is wider that it is high */
ymin--;
ymax++;
for (i = xmin + 1; i < xmax; i++) {
mkcavepos(i, ymin, dist, waslit, rockit);
mkcavepos(i, ymax, dist, waslit, rockit);
}
}
/* left and right */
for (i = ymin; i <= ymax; i++) {
mkcavepos(xmin, i, dist, waslit, rockit);
mkcavepos(xmax, i, dist, waslit, rockit);
}
flush_screen(1); /* make sure the new glyphs shows up */
delay_output();
}
if (!rockit && levl[u.ux][u.uy].typ == CORR) {
levl[u.ux][u.uy].typ = ROOM;
if (waslit)
levl[u.ux][u.uy].waslit = TRUE;
newsym(u.ux, u.uy); /* in case player is invisible */
}
vision_full_recalc = 1; /* everything changed */
}
dig_typ
/* When digging into location <x,y>, what are you actually digging into? */
int
dig_typ(otmp, x, y)
struct obj *otmp;
xchar x, y;
{
boolean ispick;
if (!otmp)
return DIGTYP_UNDIGGABLE;
ispick = is_pick(otmp);
if (!ispick && !is_axe(otmp))
return DIGTYP_UNDIGGABLE;
return ((ispick && sobj_at(STATUE, x, y))
? DIGTYP_STATUE
: (ispick && sobj_at(BOULDER, x, y))
? DIGTYP_BOULDER
: closed_door(x, y)
? DIGTYP_DOOR
: IS_TREE(levl[x][y].typ)
? (ispick ? DIGTYP_UNDIGGABLE : DIGTYP_TREE)
: (ispick && IS_ROCK(levl[x][y].typ)
&& (!level.flags.arboreal
|| IS_WALL(levl[x][y].typ)))
? DIGTYP_ROCK
: DIGTYP_UNDIGGABLE);
}
is_digging
boolean
is_digging()
{
if (occupation == dig) {
return TRUE;
}
return FALSE;
}
#define BY_YOU (&youmonst)
#define BY_OBJECT ((struct monst *) 0)
dig_check
boolean
dig_check(madeby, verbose, x, y)
struct monst *madeby;
boolean verbose;
int x, y;
{
struct trap *ttmp = t_at(x, y);
const char *verb =
(madeby == BY_YOU && uwep && is_axe(uwep)) ? "chop" : "dig in";
if (On_stairs(x, y)) {
if (x == xdnladder || x == xupladder) {
if (verbose)
pline_The("ladder resists your effort.");
} else if (verbose)
pline_The("stairs are too hard to %s.", verb);
return FALSE;
} else if (IS_THRONE(levl[x][y].typ) && madeby != BY_OBJECT) {
if (verbose)
pline_The("throne is too hard to break apart.");
return FALSE;
} else if (IS_ALTAR(levl[x][y].typ)
&& (madeby != BY_OBJECT || Is_astralevel(&u.uz)
|| Is_sanctum(&u.uz))) {
if (verbose)
pline_The("altar is too hard to break apart.");
return FALSE;
} else if (Is_airlevel(&u.uz)) {
if (verbose)
You("cannot %s thin air.", verb);
return FALSE;
} else if (Is_waterlevel(&u.uz)) {
if (verbose)
pline_The("%s splashes and subsides.", hliquid("water"));
return FALSE;
} else if ((IS_ROCK(levl[x][y].typ) && levl[x][y].typ != SDOOR
&& (levl[x][y].wall_info & W_NONDIGGABLE) != 0)
|| (ttmp
&& (ttmp->ttyp == MAGIC_PORTAL
|| ttmp->ttyp == VIBRATING_SQUARE
|| (!Can_dig_down(&u.uz) && !levl[x][y].candig)))) {
if (verbose)
pline_The("%s here is too hard to %s.", surface(x, y), verb);
return FALSE;
} else if (sobj_at(BOULDER, x, y)) {
if (verbose)
There("isn't enough room to %s here.", verb);
return FALSE;
} else if (madeby == BY_OBJECT
/* the block against existing traps is mainly to
prevent broken wands from turning holes into pits */
&& (ttmp || is_pool_or_lava(x, y))) {
/* digging by player handles pools separately */
return FALSE;
}
return TRUE;
}
dig
STATIC_OVL int
dig(VOID_ARGS)
{
register struct rm *lev;
register xchar dpx = context.digging.pos.x, dpy = context.digging.pos.y;
register boolean ispick = uwep && is_pick(uwep);
const char *verb = (!uwep || is_pick(uwep)) ? "dig into" : "chop through";
lev = &levl[dpx][dpy];
/* perhaps a nymph stole your pick-axe while you were busy digging */
/* or perhaps you teleported away */
if (u.uswallow || !uwep || (!ispick && !is_axe(uwep))
|| !on_level(&context.digging.level, &u.uz)
|| ((context.digging.down ? (dpx != u.ux || dpy != u.uy)
: (distu(dpx, dpy) > 2))))
return 0;
if (context.digging.down) {
if (!dig_check(BY_YOU, TRUE, u.ux, u.uy))
return 0;
} else { /* !context.digging.down */
if (IS_TREE(lev->typ) && !may_dig(dpx, dpy)
&& dig_typ(uwep, dpx, dpy) == DIGTYP_TREE) {
pline("This tree seems to be petrified.");
return 0;
}
if (IS_ROCK(lev->typ) && !may_dig(dpx, dpy)
&& dig_typ(uwep, dpx, dpy) == DIGTYP_ROCK) {
pline("This %s is too hard to %s.",
is_db_wall(dpx, dpy) ? "drawbridge" : "wall", verb);
return 0;
}
}
if (Fumbling && !rn2(3)) {
switch (rn2(3)) {
case 0:
if (!welded(uwep)) {
You("fumble and drop %s.", yname(uwep));
dropx(uwep);
} else {
if (u.usteed)
pline("%s and %s %s!", Yobjnam2(uwep, "bounce"),
otense(uwep, "hit"), mon_nam(u.usteed));
else
pline("Ouch! %s and %s you!", Yobjnam2(uwep, "bounce"),
otense(uwep, "hit"));
set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
}
break;
case 1:
pline("Bang! You hit with the broad side of %s!",
the(xname(uwep)));
break;
default:
Your("swing misses its mark.");
break;
}
return 0;
}
context.digging.effort +=
10 + rn2(5) + abon() + uwep->spe - greatest_erosion(uwep) + u.udaminc;
if (Race_if(PM_DWARF))
context.digging.effort *= 2;
if (context.digging.down) {
struct trap *ttmp = t_at(dpx, dpy);
if (context.digging.effort > 250 || (ttmp && ttmp->ttyp == HOLE)) {
(void) dighole(FALSE, FALSE, (coord *) 0);
(void) memset((genericptr_t) &context.digging, 0,
sizeof context.digging);
return 0; /* done with digging */
}
if (context.digging.effort <= 50
|| (ttmp && (ttmp->ttyp == TRAPDOOR || ttmp->ttyp == PIT
|| ttmp->ttyp == SPIKED_PIT))) {
return 1;
} else if (ttmp && (ttmp->ttyp == LANDMINE
|| (ttmp->ttyp == BEAR_TRAP && !u.utrap))) {
/* digging onto a set object trap triggers it;
hero should have used #untrap first */
dotrap(ttmp, FORCETRAP);
/* restart completely from scratch if we resume digging */
(void) memset((genericptr_t) &context.digging, 0,
sizeof context.digging);
return 0;
} else if (ttmp && ttmp->ttyp == BEAR_TRAP && u.utrap) {
if (rnl(7) > (Fumbling ? 1 : 4)) {
char kbuf[BUFSZ];
int dmg = dmgval(uwep, &youmonst) + dbon();
if (dmg < 1)
dmg = 1;
else if (uarmf)
dmg = (dmg + 1) / 2;
You("hit yourself in the %s.", body_part(FOOT));
Sprintf(kbuf, "chopping off %s own %s", uhis(),
body_part(FOOT));
losehp(Maybe_Half_Phys(dmg), kbuf, KILLED_BY);
} else {
You("destroy the bear trap with %s.",
yobjnam(uwep, (const char *) 0));
u.utrap = 0; /* release from trap */
deltrap(ttmp);
}
/* we haven't made any progress toward a pit yet */
context.digging.effort = 0;
return 0;
}
if (IS_ALTAR(lev->typ)) {
altar_wrath(dpx, dpy);
angry_priest();
}
/* make pit at <u.ux,u.uy> */
if (dighole(TRUE, FALSE, (coord *) 0)) {
context.digging.level.dnum = 0;
context.digging.level.dlevel = -1;
}
return 0;
}
if (context.digging.effort > 100) {
register const char *digtxt, *dmgtxt = (const char *) 0;
register struct obj *obj;
register boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE);
if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) {
if (break_statue(obj))
digtxt = "The statue shatters.";
else
/* it was a statue trap; break_statue()
* printed a message and updated the screen
*/
digtxt = (char *) 0;
} else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) {
struct obj *bobj;
fracture_rock(obj);
if ((bobj = sobj_at(BOULDER, dpx, dpy)) != 0) {
/* another boulder here, restack it to the top */
obj_extract_self(bobj);
place_object(bobj, dpx, dpy);
}
digtxt = "The boulder falls apart.";
} else if (lev->typ == STONE || lev->typ == SCORR
|| IS_TREE(lev->typ)) {
if (Is_earthlevel(&u.uz)) {
if (uwep->blessed && !rn2(3)) {
mkcavearea(FALSE);
goto cleanup;
} else if ((uwep->cursed && !rn2(4))
|| (!uwep->blessed && !rn2(6))) {
mkcavearea(TRUE);
goto cleanup;
}
}
if (IS_TREE(lev->typ)) {
digtxt = "You cut down the tree.";
lev->typ = ROOM;
if (!rn2(5))
(void) rnd_treefruit_at(dpx, dpy);
} else {
digtxt = "You succeed in cutting away some rock.";
lev->typ = CORR;
}
} else if (IS_WALL(lev->typ)) {
if (shopedge) {
add_damage(dpx, dpy, SHOP_WALL_DMG);
dmgtxt = "damage";
}
if (level.flags.is_maze_lev) {
lev->typ = ROOM;
} else if (level.flags.is_cavernous_lev && !in_town(dpx, dpy)) {
lev->typ = CORR;
} else {
lev->typ = DOOR;
lev->doormask = D_NODOOR;
}
digtxt = "You make an opening in the wall.";
} else if (lev->typ == SDOOR) {
cvt_sdoor_to_door(lev); /* ->typ = DOOR */
digtxt = "You break through a secret door!";
if (!(lev->doormask & D_TRAPPED))
lev->doormask = D_BROKEN;
} else if (closed_door(dpx, dpy)) {
digtxt = "You break through the door.";
if (shopedge) {
add_damage(dpx, dpy, SHOP_DOOR_COST);
dmgtxt = "break";
}
if (!(lev->doormask & D_TRAPPED))
lev->doormask = D_BROKEN;
} else
return 0; /* statue or boulder got taken */
if (!does_block(dpx, dpy, &levl[dpx][dpy]))
unblock_point(dpx, dpy); /* vision: can see through */
feel_newsym(dpx, dpy);
if (digtxt && !context.digging.quiet)
pline1(digtxt); /* after newsym */
if (dmgtxt)
pay_for_damage(dmgtxt, FALSE);
if (Is_earthlevel(&u.uz) && !rn2(3)) {
register struct monst *mtmp;
switch (rn2(2)) {
case 0:
mtmp = makemon(&mons[PM_EARTH_ELEMENTAL], dpx, dpy,
NO_MM_FLAGS);
break;
default:
mtmp = makemon(&mons[PM_XORN], dpx, dpy, NO_MM_FLAGS);
break;
}
if (mtmp)
pline_The("debris from your digging comes to life!");
}
if (IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) {
lev->doormask = D_NODOOR;
b_trapped("door", 0);
newsym(dpx, dpy);
}
cleanup:
context.digging.lastdigtime = moves;
context.digging.quiet = FALSE;
context.digging.level.dnum = 0;
context.digging.level.dlevel = -1;
return 0;
} else { /* not enough effort has been spent yet */
static const char *const d_target[6] = { "", "rock", "statue",
"boulder", "door", "tree" };
int dig_target = dig_typ(uwep, dpx, dpy);
if (IS_WALL(lev->typ) || dig_target == DIGTYP_DOOR) {
if (*in_rooms(dpx, dpy, SHOPBASE)) {
pline("This %s seems too hard to %s.",
IS_DOOR(lev->typ) ? "door" : "wall", verb);
return 0;
}
} else if (dig_target == DIGTYP_UNDIGGABLE
|| (dig_target == DIGTYP_ROCK && !IS_ROCK(lev->typ)))
return 0; /* statue or boulder got taken */
if (!did_dig_msg) {
You("hit the %s with all your might.", d_target[dig_target]);
did_dig_msg = TRUE;
}
}
return 1;
}
holetime
/* When will hole be finished? Very rough indication used by shopkeeper. */
int
holetime()
{
if (occupation != dig || !*u.ushops)
return -1;
return ((250 - context.digging.effort) / 20);
}
fillholetyp
/* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */
schar
fillholetyp(x, y, fill_if_any)
int x, y;
boolean fill_if_any; /* force filling if it exists at all */
{
register int x1, y1;
int lo_x = max(1, x - 1), hi_x = min(x + 1, COLNO - 1),
lo_y = max(0, y - 1), hi_y = min(y + 1, ROWNO - 1);
int pool_cnt = 0, moat_cnt = 0, lava_cnt = 0;
for (x1 = lo_x; x1 <= hi_x; x1++)
for (y1 = lo_y; y1 <= hi_y; y1++)
if (is_moat(x1, y1))
moat_cnt++;
else if (is_pool(x1, y1))
/* This must come after is_moat since moats are pools
* but not vice-versa. */
pool_cnt++;
else if (is_lava(x1, y1))
lava_cnt++;
if (!fill_if_any)
pool_cnt /= 3; /* not as much liquid as the others */
if ((lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1))
|| (lava_cnt && fill_if_any))
return LAVAPOOL;
else if ((moat_cnt > 0 && rn2(moat_cnt + 1)) || (moat_cnt && fill_if_any))
return MOAT;
else if ((pool_cnt > 0 && rn2(pool_cnt + 1)) || (pool_cnt && fill_if_any))
return POOL;
else
return ROOM;
}
digactualhole
void
digactualhole(x, y, madeby, ttyp)
register int x, y;
struct monst *madeby;
int ttyp;
{
struct obj *oldobjs, *newobjs;
register struct trap *ttmp;
char surface_type[BUFSZ];
struct rm *lev = &levl[x][y];
boolean shopdoor;
struct monst *mtmp = m_at(x, y); /* may be madeby */
boolean madeby_u = (madeby == BY_YOU);
boolean madeby_obj = (madeby == BY_OBJECT);
boolean at_u = (x == u.ux) && (y == u.uy);
boolean wont_fall = Levitation || Flying;
if (at_u && u.utrap) {
if (u.utraptype == TT_BURIEDBALL)
buried_ball_to_punishment();
else if (u.utraptype == TT_INFLOOR)
u.utrap = 0;
}
/* these furniture checks were in dighole(), but wand
breaking bypasses that routine and calls us directly */
if (IS_FOUNTAIN(lev->typ)) {
dogushforth(FALSE);
SET_FOUNTAIN_WARNED(x, y); /* force dryup */
dryup(x, y, madeby_u);
return;
} else if (IS_SINK(lev->typ)) {
breaksink(x, y);
return;
} else if (lev->typ == DRAWBRIDGE_DOWN
|| (is_drawbridge_wall(x, y) >= 0)) {
int bx = x, by = y;
/* if under the portcullis, the bridge is adjacent */
(void) find_drawbridge(&bx, &by);
destroy_drawbridge(bx, by);
return;
}
if (ttyp != PIT && (!Can_dig_down(&u.uz) && !lev->candig)) {
impossible("digactualhole: can't dig %s on this level.",
defsyms[trap_to_defsym(ttyp)].explanation);
ttyp = PIT;
}
/* maketrap() might change it, also, in this situation,
surface() returns an inappropriate string for a grave */
if (IS_GRAVE(lev->typ))
Strcpy(surface_type, "grave");
else
Strcpy(surface_type, surface(x, y));
shopdoor = IS_DOOR(lev->typ) && *in_rooms(x, y, SHOPBASE);
oldobjs = level.objects[x][y];
ttmp = maketrap(x, y, ttyp);
if (!ttmp)
return;
newobjs = level.objects[x][y];
ttmp->madeby_u = madeby_u;
ttmp->tseen = 0;
if (cansee(x, y))
seetrap(ttmp);
else if (madeby_u)
feeltrap(ttmp);
if (ttyp == PIT) {
if (madeby_u) {
if (x != u.ux || y != u.uy)
You("dig an adjacent pit.");
else
You("dig a pit in the %s.", surface_type);
if (shopdoor)
pay_for_damage("ruin", FALSE);
} else if (!madeby_obj && canseemon(madeby))
pline("%s digs a pit in the %s.", Monnam(madeby), surface_type);
else if (cansee(x, y) && flags.verbose)
pline("A pit appears in the %s.", surface_type);
if (at_u) {
if (!wont_fall) {
u.utrap = rn1(4, 2);
u.utraptype = TT_PIT;
vision_full_recalc = 1; /* vision limits change */
} else
u.utrap = 0;
if (oldobjs != newobjs) /* something unearthed */
(void) pickup(1); /* detects pit */
} else if (mtmp) {
if (is_flyer(mtmp->data) || is_floater(mtmp->data)) {
if (canseemon(mtmp))
pline("%s %s over the pit.", Monnam(mtmp),
(is_flyer(mtmp->data)) ? "flies" : "floats");
} else if (mtmp != madeby)
(void) mintrap(mtmp);
}
} else { /* was TRAPDOOR now a HOLE*/
if (madeby_u)
You("dig a hole through the %s.", surface_type);
else if (!madeby_obj && canseemon(madeby))
pline("%s digs a hole through the %s.", Monnam(madeby),
surface_type);
else if (cansee(x, y) && flags.verbose)
pline("A hole appears in the %s.", surface_type);
if (at_u) {
if (!u.ustuck && !wont_fall && !next_to_u()) {
You("are jerked back by your pet!");
wont_fall = TRUE;
}
/* Floor objects get a chance of falling down. The case where
* the hero does NOT fall down is treated here. The case
* where the hero does fall down is treated in goto_level().
*/
if (u.ustuck || wont_fall) {
if (newobjs)
impact_drop((struct obj *) 0, x, y, 0);
if (oldobjs != newobjs)
(void) pickup(1);
if (shopdoor && madeby_u)
pay_for_damage("ruin", FALSE);
} else {
d_level newlevel;
if (*u.ushops && madeby_u)
shopdig(1); /* shk might snatch pack */
/* handle earlier damage, eg breaking wand of digging */
else if (!madeby_u)
pay_for_damage("dig into", TRUE);
You("fall through...");
/* Earlier checks must ensure that the destination
* level exists and is in the present dungeon.
*/
newlevel.dnum = u.uz.dnum;
newlevel.dlevel = u.uz.dlevel + 1;
goto_level(&newlevel, FALSE, TRUE, FALSE);
/* messages for arriving in special rooms */
spoteffects(FALSE);
}
} else {
if (shopdoor && madeby_u)
pay_for_damage("ruin", FALSE);
if (newobjs)
impact_drop((struct obj *) 0, x, y, 0);
if (mtmp) {
/*[don't we need special sokoban handling here?]*/
if (is_flyer(mtmp->data) || is_floater(mtmp->data)
|| mtmp->data == &mons[PM_WUMPUS]
|| (mtmp->wormno && count_wsegs(mtmp) > 5)
|| mtmp->data->msize >= MZ_HUGE)
return;
if (mtmp == u.ustuck) /* probably a vortex */
return; /* temporary? kludge */
if (teleport_pet(mtmp, FALSE)) {
d_level tolevel;
if (Is_stronghold(&u.uz)) {
assign_level(&tolevel, &valley_level);
} else if (Is_botlevel(&u.uz)) {
if (canseemon(mtmp))
pline("%s avoids the trap.", Monnam(mtmp));
return;
} else {
get_level(&tolevel, depth(&u.uz) + 1);
}
if (mtmp->isshk)
make_angry_shk(mtmp, 0, 0);
migrate_to_level(mtmp, ledger_no(&tolevel),
MIGR_RANDOM, (coord *) 0);
}
}
}
}
}
liquid_flow
/*
* Called from dighole(), but also from do_break_wand()
* in apply.c.
*/
void
liquid_flow(x, y, typ, ttmp, fillmsg)
xchar x, y;
schar typ;
struct trap *ttmp;
const char *fillmsg;
{
boolean u_spot = (x == u.ux && y == u.uy);
if (ttmp)
(void) delfloortrap(ttmp);
/* if any objects were frozen here, they're released now */
unearth_objs(x, y);
if (fillmsg)
pline(fillmsg, hliquid(typ == LAVAPOOL ? "lava" : "water"));
if (u_spot && !(Levitation || Flying)) {
if (typ == LAVAPOOL)
(void) lava_effects();
else if (!Wwalking)
(void) drown();
}
}
dighole
/* return TRUE if digging succeeded, FALSE otherwise */
boolean
dighole(pit_only, by_magic, cc)
boolean pit_only, by_magic;
coord *cc;
{
register struct trap *ttmp;
struct rm *lev;
struct obj *boulder_here;
schar typ;
xchar dig_x, dig_y;
boolean nohole;
if (!cc) {
dig_x = u.ux;
dig_y = u.uy;
} else {
dig_x = cc->x;
dig_y = cc->y;
if (!isok(dig_x, dig_y))
return FALSE;
}
ttmp = t_at(dig_x, dig_y);
lev = &levl[dig_x][dig_y];
nohole = (!Can_dig_down(&u.uz) && !lev->candig);
if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL
|| ttmp->ttyp == VIBRATING_SQUARE || nohole))
|| (IS_ROCK(lev->typ) && lev->typ != SDOOR
&& (lev->wall_info & W_NONDIGGABLE) != 0)) {
pline_The("%s %shere is too hard to dig in.", surface(dig_x, dig_y),
(dig_x != u.ux || dig_y != u.uy) ? "t" : "");
} else if (is_pool_or_lava(dig_x, dig_y)) {
pline_The("%s sloshes furiously for a moment, then subsides.",
hliquid(is_lava(dig_x, dig_y) ? "lava" : "water"));
wake_nearby(); /* splashing */
} else if (lev->typ == DRAWBRIDGE_DOWN
|| (is_drawbridge_wall(dig_x, dig_y) >= 0)) {
/* drawbridge_down is the platform crossing the moat when the
bridge is extended; drawbridge_wall is the open "doorway" or
closed "door" where the portcullis/mechanism is located */
if (pit_only) {
pline_The("drawbridge seems too hard to dig through.");
return FALSE;
} else {
int x = dig_x, y = dig_y;
/* if under the portcullis, the bridge is adjacent */
(void) find_drawbridge(&x, &y);
destroy_drawbridge(x, y);
return TRUE;
}
} else if ((boulder_here = sobj_at(BOULDER, dig_x, dig_y)) != 0) {
if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT)
&& rn2(2)) {
pline_The("boulder settles into the %spit.",
(dig_x != u.ux || dig_y != u.uy) ? "adjacent " : "");
ttmp->ttyp = PIT; /* crush spikes */
} else {
/*
* digging makes a hole, but the boulder immediately
* fills it. Final outcome: no hole, no boulder.
*/
pline("KADOOM! The boulder falls in!");
(void) delfloortrap(ttmp);
}
delobj(boulder_here);
return TRUE;
} else if (IS_GRAVE(lev->typ)) {
digactualhole(dig_x, dig_y, BY_YOU, PIT);
dig_up_grave(cc);
return TRUE;
} else if (lev->typ == DRAWBRIDGE_UP) {
/* must be floor or ice, other cases handled above */
/* dig "pit" and let fluid flow in (if possible) */
typ = fillholetyp(dig_x, dig_y, FALSE);
if (typ == ROOM) {
/*
* We can't dig a hole here since that will destroy
* the drawbridge. The following is a cop-out. --dlc
*/
pline_The("%s %shere is too hard to dig in.",
surface(dig_x, dig_y),
(dig_x != u.ux || dig_y != u.uy) ? "t" : "");
return FALSE;
}
lev->drawbridgemask &= ~DB_UNDER;
lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT;
liquid_flow(dig_x, dig_y, typ, ttmp,
"As you dig, the hole fills with %s!");
return TRUE;
/* the following two are here for the wand of digging */
} else if (IS_THRONE(lev->typ)) {
pline_The("throne is too hard to break apart.");
} else if (IS_ALTAR(lev->typ)) {
pline_The("altar is too hard to break apart.");
} else {
typ = fillholetyp(dig_x, dig_y, FALSE);
if (typ != ROOM) {
lev->typ = typ;
liquid_flow(dig_x, dig_y, typ, ttmp,
"As you dig, the hole fills with %s!");
return TRUE;
}
/* magical digging disarms settable traps */
if (by_magic && ttmp
&& (ttmp->ttyp == LANDMINE || ttmp->ttyp == BEAR_TRAP)) {
int otyp = (ttmp->ttyp == LANDMINE) ? LAND_MINE : BEARTRAP;
/* convert trap into buried object (deletes trap) */
cnv_trap_obj(otyp, 1, ttmp, TRUE);
}
/* finally we get to make a hole */
if (nohole || pit_only)
digactualhole(dig_x, dig_y, BY_YOU, PIT);
else
digactualhole(dig_x, dig_y, BY_YOU, HOLE);
return TRUE;
}
return FALSE;
}
dig_up_grave
STATIC_OVL void
dig_up_grave(cc)
coord *cc;
{
struct obj *otmp;
xchar dig_x, dig_y;
if (!cc) {
dig_x = u.ux;
dig_y = u.uy;
} else {
dig_x = cc->x;
dig_y = cc->y;
if (!isok(dig_x, dig_y))
return;
}
/* Grave-robbing is frowned upon... */
exercise(A_WIS, FALSE);
if (Role_if(PM_ARCHEOLOGIST)) {
adjalign(-sgn(u.ualign.type) * 3);
You_feel("like a despicable grave-robber!");
} else if (Role_if(PM_SAMURAI)) {
adjalign(-sgn(u.ualign.type));
You("disturb the honorable dead!");
} else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
adjalign(-sgn(u.ualign.type));
You("have violated the sanctity of this grave!");
}
switch (rn2(5)) {
case 0:
case 1:
You("unearth a corpse.");
if ((otmp = mk_tt_object(CORPSE, dig_x, dig_y)) != 0)
otmp->age -= 100; /* this is an *OLD* corpse */
break;
case 2:
if (!Blind)
pline(Hallucination ? "Dude! The living dead!"
: "The grave's owner is very upset!");
(void) makemon(mkclass(S_ZOMBIE, 0), dig_x, dig_y, NO_MM_FLAGS);
break;
case 3:
if (!Blind)
pline(Hallucination ? "I want my mummy!"
: "You've disturbed a tomb!");
(void) makemon(mkclass(S_MUMMY, 0), dig_x, dig_y, NO_MM_FLAGS);
break;
default:
/* No corpse */
pline_The("grave seems unused. Strange....");
break;
}
levl[dig_x][dig_y].typ = ROOM;
del_engr_at(dig_x, dig_y);
newsym(dig_x, dig_y);
return;
}
use_pick_axe
int
use_pick_axe(obj)
struct obj *obj;
{
const char *sdp, *verb;
char *dsp, dirsyms[12], qbuf[BUFSZ];
boolean ispick;
int rx, ry, downok, res = 0;
/* Check tool */
if (obj != uwep) {
if (!wield_tool(obj, "swing"))
return 0;
else
res = 1;
}
ispick = is_pick(obj);
verb = ispick ? "dig" : "chop";
if (u.utrap && u.utraptype == TT_WEB) {
pline("%s you can't %s while entangled in a web.",
/* res==0 => no prior message;
res==1 => just got "You now wield a pick-axe." message */
!res ? "Unfortunately," : "But", verb);
return res;
}
/* construct list of directions to show player for likely choices */
downok = !!can_reach_floor(FALSE);
dsp = dirsyms;
for (sdp = Cmd.dirchars; *sdp; ++sdp) {
/* filter out useless directions */
if (u.uswallow) {
; /* all directions are viable when swallowed */
} else if (movecmd(*sdp)) {
/* normal direction, within plane of the level map;
movecmd() sets u.dx, u.dy, u.dz and returns !u.dz */
if (!dxdy_moveok())
continue; /* handle NODIAG */
rx = u.ux + u.dx;
ry = u.uy + u.dy;
if (!isok(rx, ry) || dig_typ(obj, rx, ry) == DIGTYP_UNDIGGABLE)
continue;
} else {
/* up or down; we used to always include down, so that
there would always be at least one choice shown, but
it shouldn't be a likely candidate when floating high
above the floor; include up instead in that situation
(as a silly candidate rather than a likely one...) */
if ((u.dz > 0) ^ downok)
continue;
}
/* include this direction */
*dsp++ = *sdp;
}
*dsp = 0;
Sprintf(qbuf, "In what direction do you want to %s? [%s]", verb, dirsyms);
if (!getdir(qbuf))
return res;
return use_pick_axe2(obj);
}
use_pick_axe2
/* MRKR: use_pick_axe() is split in two to allow autodig to bypass */
/* the "In what direction do you want to dig?" query. */
/* use_pick_axe2() uses the existing u.dx, u.dy and u.dz */
int
use_pick_axe2(obj)
struct obj *obj;
{
register int rx, ry;
register struct rm *lev;
struct trap *trap, *trap_with_u;
int dig_target;
boolean ispick = is_pick(obj);
const char *verbing = ispick ? "digging" : "chopping";
if (u.uswallow && attack(u.ustuck)) {
; /* return 1 */
} else if (Underwater) {
pline("Turbulence torpedoes your %s attempts.", verbing);
} else if (u.dz < 0) {
if (Levitation)
You("don't have enough leverage.");
else
You_cant("reach the %s.", ceiling(u.ux, u.uy));
} else if (!u.dx && !u.dy && !u.dz) {
char buf[BUFSZ];
int dam;
dam = rnd(2) + dbon() + obj->spe;
if (dam <= 0)
dam = 1;
You("hit yourself with %s.", yname(uwep));
Sprintf(buf, "%s own %s", uhis(), OBJ_NAME(objects[obj->otyp]));
losehp(Maybe_Half_Phys(dam), buf, KILLED_BY);
context.botl = 1;
return 1;
} else if (u.dz == 0) {
if (Stunned || (Confusion && !rn2(5)))
confdir();
rx = u.ux + u.dx;
ry = u.uy + u.dy;
if (!isok(rx, ry)) {
pline("Clash!");
return 1;
}
lev = &levl[rx][ry];
if (MON_AT(rx, ry) && attack(m_at(rx, ry)))
return 1;
dig_target = dig_typ(obj, rx, ry);
if (dig_target == DIGTYP_UNDIGGABLE) {
/* ACCESSIBLE or POOL */
trap = t_at(rx, ry);
if (trap && trap->ttyp == WEB) {
if (!trap->tseen) {
seetrap(trap);
There("is a spider web there!");
}
pline("%s entangled in the web.", Yobjnam2(obj, "become"));
/* you ought to be able to let go; tough luck */
/* (maybe `move_into_trap()' would be better) */
nomul(-d(2, 2));
multi_reason = "stuck in a spider web";
nomovemsg = "You pull free.";
} else if (lev->typ == IRONBARS) {
pline("Clang!");
wake_nearby();
} else if (IS_TREE(lev->typ)) {
You("need an axe to cut down a tree.");
} else if (IS_ROCK(lev->typ)) {
You("need a pick to dig rock.");
} else if (!ispick && (sobj_at(STATUE, rx, ry)
|| sobj_at(BOULDER, rx, ry))) {
boolean vibrate = !rn2(3);
pline("Sparks fly as you whack the %s.%s",
sobj_at(STATUE, rx, ry) ? "statue" : "boulder",
vibrate ? " The axe-handle vibrates violently!" : "");
if (vibrate)
losehp(Maybe_Half_Phys(2), "axing a hard object",
KILLED_BY);
} else if (u.utrap && u.utraptype == TT_PIT && trap
&& (trap_with_u = t_at(u.ux, u.uy))
&& (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)
&& !conjoined_pits(trap, trap_with_u, FALSE)) {
int idx;
for (idx = 0; idx < 8; idx++) {
if (xdir[idx] == u.dx && ydir[idx] == u.dy)
break;
}
/* idx is valid if < 8 */
if (idx < 8) {
int adjidx = (idx + 4) % 8;
trap_with_u->conjoined |= (1 << idx);
trap->conjoined |= (1 << adjidx);
pline("You clear some debris from between the pits.");
}
} else if (u.utrap && u.utraptype == TT_PIT
&& (trap_with_u = t_at(u.ux, u.uy))) {
You("swing %s, but the rubble has no place to go.",
yobjnam(obj, (char *) 0));
} else {
You("swing %s through thin air.", yobjnam(obj, (char *) 0));
}
} else {
static const char *const d_action[6] = { "swinging", "digging",
"chipping the statue",
"hitting the boulder",
"chopping at the door",
"cutting the tree" };
did_dig_msg = FALSE;
context.digging.quiet = FALSE;
if (context.digging.pos.x != rx || context.digging.pos.y != ry
|| !on_level(&context.digging.level, &u.uz)
|| context.digging.down) {
if (flags.autodig && dig_target == DIGTYP_ROCK
&& !context.digging.down
&& context.digging.pos.x == u.ux
&& context.digging.pos.y == u.uy
&& (moves <= context.digging.lastdigtime + 2
&& moves >= context.digging.lastdigtime)) {
/* avoid messages if repeated autodigging */
did_dig_msg = TRUE;
context.digging.quiet = TRUE;
}
context.digging.down = context.digging.chew = FALSE;
context.digging.warned = FALSE;
context.digging.pos.x = rx;
context.digging.pos.y = ry;
assign_level(&context.digging.level, &u.uz);
context.digging.effort = 0;
if (!context.digging.quiet)
You("start %s.", d_action[dig_target]);
} else {
You("%s %s.", context.digging.chew ? "begin" : "continue",
d_action[dig_target]);
context.digging.chew = FALSE;
}
set_occupation(dig, verbing, 0);
}
} else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
/* it must be air -- water checked above */
You("swing %s through thin air.", yobjnam(obj, (char *) 0));
} else if (!can_reach_floor(FALSE)) {
cant_reach_floor(u.ux, u.uy, FALSE, FALSE);
} else if (is_pool_or_lava(u.ux, u.uy)) {
/* Monsters which swim also happen not to be able to dig */
You("cannot stay under%s long enough.",
is_pool(u.ux, u.uy) ? "water" : " the lava");
} else if ((trap = t_at(u.ux, u.uy)) != 0
&& uteetering_at_seen_pit(trap)) {
dotrap(trap, FORCEBUNGLE);
/* might escape trap and still be teetering at brink */
if (!u.utrap)
cant_reach_floor(u.ux, u.uy, FALSE, TRUE);
} else if (!ispick
/* can only dig down with an axe when doing so will
trigger or disarm a trap here */
&& (!trap || (trap->ttyp != LANDMINE
&& trap->ttyp != BEAR_TRAP))) {
pline("%s merely scratches the %s.", Yobjnam2(obj, (char *) 0),
surface(u.ux, u.uy));
u_wipe_engr(3);
} else {
if (context.digging.pos.x != u.ux || context.digging.pos.y != u.uy
|| !on_level(&context.digging.level, &u.uz)
|| !context.digging.down) {
context.digging.chew = FALSE;
context.digging.down = TRUE;
context.digging.warned = FALSE;
context.digging.pos.x = u.ux;
context.digging.pos.y = u.uy;
assign_level(&context.digging.level, &u.uz);
context.digging.effort = 0;
You("start %s downward.", verbing);
if (*u.ushops)
shopdig(0);
} else
You("continue %s downward.", verbing);
did_dig_msg = FALSE;
set_occupation(dig, verbing, 0);
}
return 1;
}
watch_dig
/*
* Town Watchmen frown on damage to the town walls, trees or fountains.
* It's OK to dig holes in the ground, however.
* If mtmp is assumed to be a watchman, a watchman is found if mtmp == 0
* zap == TRUE if wand/spell of digging, FALSE otherwise (chewing)
*/
void
watch_dig(mtmp, x, y, zap)
struct monst *mtmp;
xchar x, y;
boolean zap;
{
struct rm *lev = &levl[x][y];
if (in_town(x, y)
&& (closed_door(x, y) || lev->typ == SDOOR || IS_WALL(lev->typ)
|| IS_FOUNTAIN(lev->typ) || IS_TREE(lev->typ))) {
if (!mtmp) {
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (is_watch(mtmp->data) && mtmp->mcansee && m_canseeu(mtmp)
&& couldsee(mtmp->mx, mtmp->my) && mtmp->mpeaceful)
break;
}
}
if (mtmp) {
if (zap || context.digging.warned) {
verbalize("Halt, vandal! You're under arrest!");
(void) angry_guards(!!Deaf);
} else {
const char *str;
if (IS_DOOR(lev->typ))
str = "door";
else if (IS_TREE(lev->typ))
str = "tree";
else if (IS_ROCK(lev->typ))
str = "wall";
else
str = "fountain";
verbalize("Hey, stop damaging that %s!", str);
context.digging.warned = TRUE;
}
if (is_digging())
stop_occupation();
}
}
}
mdig_tunnel
/* Return TRUE if monster died, FALSE otherwise. Called from m_move(). */
boolean
mdig_tunnel(mtmp)
register struct monst *mtmp;
{
register struct rm *here;
int pile = rnd(12);
here = &levl[mtmp->mx][mtmp->my];
if (here->typ == SDOOR)
cvt_sdoor_to_door(here); /* ->typ = DOOR */
/* Eats away door if present & closed or locked */
if (closed_door(mtmp->mx, mtmp->my)) {
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
add_damage(mtmp->mx, mtmp->my, 0L);
unblock_point(mtmp->mx, mtmp->my); /* vision */
if (here->doormask & D_TRAPPED) {
here->doormask = D_NODOOR;
if (mb_trapped(mtmp)) { /* mtmp is killed */
newsym(mtmp->mx, mtmp->my);
return TRUE;
}
} else {
if (!rn2(3) && flags.verbose) /* not too often.. */
draft_message(TRUE); /* "You feel an unexpected draft." */
here->doormask = D_BROKEN;
}
newsym(mtmp->mx, mtmp->my);
return FALSE;
} else if (here->typ == SCORR) {
here->typ = CORR;
unblock_point(mtmp->mx, mtmp->my);
newsym(mtmp->mx, mtmp->my);
draft_message(FALSE); /* "You feel a draft." */
return FALSE;
} else if (!IS_ROCK(here->typ) && !IS_TREE(here->typ)) { /* no dig */
return FALSE;
}
/* Only rock, trees, and walls fall through to this point. */
if ((here->wall_info & W_NONDIGGABLE) != 0) {
impossible("mdig_tunnel: %s at (%d,%d) is undiggable",
(IS_WALL(here->typ) ? "wall"
: IS_TREE(here->typ) ? "tree" : "stone"),
(int) mtmp->mx, (int) mtmp->my);
return FALSE; /* still alive */
}
if (IS_WALL(here->typ)) {
/* KMH -- Okay on arboreal levels (room walls are still stone) */
if (flags.verbose && !rn2(5))
You_hear("crashing rock.");
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
add_damage(mtmp->mx, mtmp->my, 0L);
if (level.flags.is_maze_lev) {
here->typ = ROOM;
} else if (level.flags.is_cavernous_lev
&& !in_town(mtmp->mx, mtmp->my)) {
here->typ = CORR;
} else {
here->typ = DOOR;
here->doormask = D_NODOOR;
}
} else if (IS_TREE(here->typ)) {
here->typ = ROOM;
if (pile && pile < 5)
(void) rnd_treefruit_at(mtmp->mx, mtmp->my);
} else {
here->typ = CORR;
if (pile && pile < 5)
(void) mksobj_at((pile == 1) ? BOULDER : ROCK, mtmp->mx, mtmp->my,
TRUE, FALSE);
}
newsym(mtmp->mx, mtmp->my);
if (!sobj_at(BOULDER, mtmp->mx, mtmp->my))
unblock_point(mtmp->mx, mtmp->my); /* vision */
return FALSE;
}
#define STRIDENT 4 /* from pray.c */
draft_message
/* draft refers to air currents, but can be a pun on "draft" as conscription
for military service (probably not a good pun if it has to be explained) */
void
draft_message(unexpected)
boolean unexpected;
{
/*
* [Bug or TODO? Have caller pass coordinates and use the travel
* mechanism to determine whether there is a path between
* destroyed door (or exposed secret corridor) and hero's location.
* When there is no such path, no draft should be felt.]
*/
if (unexpected) {
if (!Hallucination)
You_feel("an unexpected draft.");
else
/* U.S. classification system uses 1-A for eligible to serve
and 4-F for ineligible due to physical or mental defect;
some intermediate values exist but are rarely seen */
You_feel("like you are %s.",
(ACURR(A_STR) < 6 || ACURR(A_DEX) < 6
|| ACURR(A_CON) < 6 || ACURR(A_CHA) < 6
|| ACURR(A_INT) < 6 || ACURR(A_WIS) < 6) ? "4-F"
: "1-A");
} else {
if (!Hallucination) {
You_feel("a draft.");
} else {
/* "marching" is deliberately ambiguous; it might mean drills
after entering military service or mean engaging in protests */
static const char *draft_reaction[] = {
"enlisting", "marching", "protesting", "fleeing",
};
int dridx;
/* Lawful: 0..1, Neutral: 1..2, Chaotic: 2..3 */
dridx = rn1(2, 1 - sgn(u.ualign.type));
if (u.ualign.record < STRIDENT)
/* L: +(0..2), N: +(-1..1), C: +(-2..0); all: 0..3 */
dridx += rn1(3, sgn(u.ualign.type) - 1);
You_feel("like %s.", draft_reaction[dridx]);
}
}
}
zap_dig
/* digging via wand zap or spell cast */
void
zap_dig()
{
struct rm *room;
struct monst *mtmp;
struct obj *otmp;
struct trap *trap_with_u = (struct trap *) 0;
int zx, zy, diridx = 8, digdepth, flow_x = -1, flow_y = -1;
boolean shopdoor, shopwall, maze_dig, pitdig = FALSE, pitflow = FALSE;
/*
* Original effect (approximately):
* from CORR: dig until we pierce a wall
* from ROOM: pierce wall and dig until we reach
* an ACCESSIBLE place.
* Currently: dig for digdepth positions;
* also down on request of Lennart Augustsson.
* 3.6.0: from a PIT: dig one adjacent pit.
*/
if (u.uswallow) {
mtmp = u.ustuck;
if (!is_whirly(mtmp->data)) {
if (is_animal(mtmp->data))
You("pierce %s %s wall!", s_suffix(mon_nam(mtmp)),
mbodypart(mtmp, STOMACH));
mtmp->mhp = 1; /* almost dead */
expels(mtmp, mtmp->data, !is_animal(mtmp->data));
}
return;
} /* swallowed */
if (u.dz) {
if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !Underwater) {
if (u.dz < 0 || On_stairs(u.ux, u.uy)) {
int dmg;
if (On_stairs(u.ux, u.uy))
pline_The("beam bounces off the %s and hits the %s.",
(u.ux == xdnladder || u.ux == xupladder)
? "ladder"
: "stairs",
ceiling(u.ux, u.uy));
You("loosen a rock from the %s.", ceiling(u.ux, u.uy));
pline("It falls on your %s!", body_part(HEAD));
dmg = rnd((uarmh && is_metallic(uarmh)) ? 2 : 6);
losehp(Maybe_Half_Phys(dmg), "falling rock", KILLED_BY_AN);
otmp = mksobj_at(ROCK, u.ux, u.uy, FALSE, FALSE);
if (otmp) {
(void) xname(otmp); /* set dknown, maybe bknown */
stackobj(otmp);
}
newsym(u.ux, u.uy);
} else {
watch_dig((struct monst *) 0, u.ux, u.uy, TRUE);
(void) dighole(FALSE, TRUE, (coord *) 0);
}
}
return;
} /* up or down */
/* normal case: digging across the level */
shopdoor = shopwall = FALSE;
maze_dig = level.flags.is_maze_lev && !Is_earthlevel(&u.uz);
zx = u.ux + u.dx;
zy = u.uy + u.dy;
if (u.utrap && u.utraptype == TT_PIT
&& (trap_with_u = t_at(u.ux, u.uy))) {
pitdig = TRUE;
for (diridx = 0; diridx < 8; diridx++) {
if (xdir[diridx] == u.dx && ydir[diridx] == u.dy)
break;
/* diridx is valid if < 8 */
}
}
digdepth = rn1(18, 8);
tmp_at(DISP_BEAM, cmap_to_glyph(S_digbeam));
while (--digdepth >= 0) {
if (!isok(zx, zy))
break;
room = &levl[zx][zy];
tmp_at(zx, zy);
delay_output(); /* wait a little bit */
if (pitdig) { /* we are already in a pit if this is true */
coord cc;
struct trap *adjpit = t_at(zx, zy);
if ((diridx < 8) && !conjoined_pits(adjpit, trap_with_u, FALSE)) {
digdepth = 0; /* limited to the adjacent location only */
if (!(adjpit && (adjpit->ttyp == PIT
|| adjpit->ttyp == SPIKED_PIT))) {
char buf[BUFSZ];
cc.x = zx;
cc.y = zy;
if (!adj_pit_checks(&cc, buf)) {
if (buf[0])
pline1(buf);
} else {
/* this can also result in a pool at zx,zy */
dighole(TRUE, TRUE, &cc);
adjpit = t_at(zx, zy);
}
}
if (adjpit
&& (adjpit->ttyp == PIT || adjpit->ttyp == SPIKED_PIT)) {
int adjidx = (diridx + 4) % 8;
trap_with_u->conjoined |= (1 << diridx);
adjpit->conjoined |= (1 << adjidx);
flow_x = zx;
flow_y = zy;
pitflow = TRUE;
}
if (is_pool(zx, zy) || is_lava(zx, zy)) {
flow_x = zx - u.dx;
flow_y = zy - u.dy;
pitflow = TRUE;
}
break;
}
} else if (closed_door(zx, zy) || room->typ == SDOOR) {
if (*in_rooms(zx, zy, SHOPBASE)) {
add_damage(zx, zy, SHOP_DOOR_COST);
shopdoor = TRUE;
}
if (room->typ == SDOOR)
room->typ = DOOR;
else if (cansee(zx, zy))
pline_The("door is razed!");
watch_dig((struct monst *) 0, zx, zy, TRUE);
room->doormask = D_NODOOR;
unblock_point(zx, zy); /* vision */
digdepth -= 2;
if (maze_dig)
break;
} else if (maze_dig) {
if (IS_WALL(room->typ)) {
if (!(room->wall_info & W_NONDIGGABLE)) {
if (*in_rooms(zx, zy, SHOPBASE)) {
add_damage(zx, zy, SHOP_WALL_COST);
shopwall = TRUE;
}
room->typ = ROOM;
unblock_point(zx, zy); /* vision */
} else if (!Blind)
pline_The("wall glows then fades.");
break;
} else if (IS_TREE(room->typ)) { /* check trees before stone */
if (!(room->wall_info & W_NONDIGGABLE)) {
room->typ = ROOM;
unblock_point(zx, zy); /* vision */
} else if (!Blind)
pline_The("tree shudders but is unharmed.");
break;
} else if (room->typ == STONE || room->typ == SCORR) {
if (!(room->wall_info & W_NONDIGGABLE)) {
room->typ = CORR;
unblock_point(zx, zy); /* vision */
} else if (!Blind)
pline_The("rock glows then fades.");
break;
}
} else if (IS_ROCK(room->typ)) {
if (!may_dig(zx, zy))
break;
if (IS_WALL(room->typ) || room->typ == SDOOR) {
if (*in_rooms(zx, zy, SHOPBASE)) {
add_damage(zx, zy, SHOP_WALL_COST);
shopwall = TRUE;
}
watch_dig((struct monst *) 0, zx, zy, TRUE);
if (level.flags.is_cavernous_lev && !in_town(zx, zy)) {
room->typ = CORR;
} else {
room->typ = DOOR;
room->doormask = D_NODOOR;
}
digdepth -= 2;
} else if (IS_TREE(room->typ)) {
room->typ = ROOM;
digdepth -= 2;
} else { /* IS_ROCK but not IS_WALL or SDOOR */
room->typ = CORR;
digdepth--;
}
unblock_point(zx, zy); /* vision */
}
zx += u.dx;
zy += u.dy;
} /* while */
tmp_at(DISP_END, 0); /* closing call */
if (pitflow && isok(flow_x, flow_y)) {
struct trap *ttmp = t_at(flow_x, flow_y);
if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT)) {
schar filltyp = fillholetyp(ttmp->tx, ttmp->ty, TRUE);
if (filltyp != ROOM)
pit_flow(ttmp, filltyp);
}
}
if (shopdoor || shopwall)
pay_for_damage(shopdoor ? "destroy" : "dig into", FALSE);
return;
}
adj_pit_checks
/*
* This checks what is on the surface above the
* location where an adjacent pit might be created if
* you're zapping a wand of digging laterally while
* down in the pit.
*/
STATIC_OVL int
adj_pit_checks(cc, msg)
coord *cc;
char *msg;
{
int ltyp;
struct rm *room;
const char *foundation_msg =
"The foundation is too hard to dig through from this angle.";
if (!cc)
return FALSE;
if (!isok(cc->x, cc->y))
return FALSE;
*msg = '\0';
room = &levl[cc->x][cc->y];
ltyp = room->typ;
if (is_pool(cc->x, cc->y) || is_lava(cc->x, cc->y)) {
/* this is handled by the caller after we return FALSE */
return FALSE;
} else if (closed_door(cc->x, cc->y) || room->typ == SDOOR) {
/* We reject this here because dighole() isn't
prepared to deal with this case */
Strcpy(msg, foundation_msg);
return FALSE;
} else if (IS_WALL(ltyp)) {
/* if (room->wall_info & W_NONDIGGABLE) */
Strcpy(msg, foundation_msg);
return FALSE;
} else if (IS_TREE(ltyp)) { /* check trees before stone */
/* if (room->wall_info & W_NONDIGGABLE) */
Strcpy(msg, "The tree's roots glow then fade.");
return FALSE;
} else if (ltyp == STONE || ltyp == SCORR) {
if (room->wall_info & W_NONDIGGABLE) {
Strcpy(msg, "The rock glows then fades.");
return FALSE;
}
} else if (ltyp == IRONBARS) {
/* "set of iron bars" */
Strcpy(msg, "The bars go much deeper than your pit.");
#if 0
} else if (is_lava(cc->x, cc->y)) {
} else if (is_ice(cc->x, cc->y)) {
} else if (is_pool(cc->x, cc->y)) {
} else if (IS_GRAVE(ltyp)) {
#endif
} else if (IS_SINK(ltyp)) {
Strcpy(msg, "A tangled mass of plumbing remains below the sink.");
return FALSE;
} else if ((cc->x == xupladder && cc->y == yupladder) /* ladder up */
|| (cc->x == xdnladder && cc->y == ydnladder)) { /* " down */
Strcpy(msg, "The ladder is unaffected.");
return FALSE;
} else {
const char *supporting = (const char *) 0;
if (IS_FOUNTAIN(ltyp))
supporting = "fountain";
else if (IS_THRONE(ltyp))
supporting = "throne";
else if (IS_ALTAR(ltyp))
supporting = "altar";
else if ((cc->x == xupstair && cc->y == yupstair)
|| (cc->x == sstairs.sx && cc->y == sstairs.sy
&& sstairs.up))
/* "staircase up" */
supporting = "stairs";
else if ((cc->x == xdnstair && cc->y == ydnstair)
|| (cc->x == sstairs.sx && cc->y == sstairs.sy
&& !sstairs.up))
/* "staircase down" */
supporting = "stairs";
else if (ltyp == DRAWBRIDGE_DOWN /* "lowered drawbridge" */
|| ltyp == DBWALL) /* "raised drawbridge" */
supporting = "drawbridge";
if (supporting) {
Sprintf(msg, "The %s%ssupporting structures remain intact.",
supporting ? s_suffix(supporting) : "",
supporting ? " " : "");
return FALSE;
}
}
return TRUE;
}
pit_flow
/*
* Ensure that all conjoined pits fill up.
*/
STATIC_OVL void
pit_flow(trap, filltyp)
struct trap *trap;
schar filltyp;
{
if (trap && (filltyp != ROOM)
&& (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) {
struct trap t;
int idx;
t = *trap;
levl[trap->tx][trap->ty].typ = filltyp;
liquid_flow(trap->tx, trap->ty, filltyp, trap,
(trap->tx == u.ux && trap->ty == u.uy)
? "Suddenly %s flows in from the adjacent pit!"
: (char *) 0);
for (idx = 0; idx < 8; ++idx) {
if (t.conjoined & (1 << idx)) {
int x, y;
struct trap *t2;
x = t.tx + xdir[idx];
y = t.ty + ydir[idx];
t2 = t_at(x, y);
#if 0
/* cannot do this back-check; liquid_flow()
* called deltrap() which cleaned up the
* conjoined fields on both pits.
*/
if (t2 && (t2->conjoined & (1 << ((idx + 4) % 8))))
#endif
/* recursion */
pit_flow(t2, filltyp);
}
}
}
}
buried_ball
struct obj *
buried_ball(cc)
coord *cc;
{
int odist, bdist = COLNO;
struct obj *otmp, *ball = 0;
/* FIXME:
* This is just approximate; if multiple buried balls meet the
* criterium (within 2 steps of tethered hero's present location)
* it will find an arbitrary one rather than the one which used
* to be uball. Once 3.6.{0,1} save file compatibility is broken,
* we should add context.buriedball_oid and then we can find the
* actual former uball, which might be extra heavy or christened
* or not the one buried directly underneath the target spot.
*
* [Why does this search within a radius of two when trapmove()
* only lets hero get one step away from the buried ball?]
*/
if (u.utrap && u.utraptype == TT_BURIEDBALL)
for (otmp = level.buriedobjlist; otmp; otmp = otmp->nobj) {
if (otmp->otyp != HEAVY_IRON_BALL)
continue;
/* if found at the target spot, we're done */
if (otmp->ox == cc->x && otmp->oy == cc->y)
return otmp;
/* find nearest within allowable vicinity: +/-2
* 4 5 8
* 1 2 5
* 0 1 4
*/
odist = dist2(otmp->ox, otmp->oy, cc->x, cc->y);
if (odist <= 8 && (!ball || odist < bdist)) {
/* remember nearest buried ball but keep checking others */
ball = otmp;
bdist = odist;
}
}
if (ball) {
/* found, but not at < cc->x, cc->y > */
cc->x = ball->ox;
cc->y = ball->oy;
}
return ball;
}
buried_ball_to_punishment
void
buried_ball_to_punishment()
{
coord cc;
struct obj *ball;
cc.x = u.ux;
cc.y = u.uy;
ball = buried_ball(&cc);
if (ball) {
obj_extract_self(ball);
#if 0
/* rusting buried metallic objects is not implemented yet */
if (ball->timed)
(void) stop_timer(RUST_METAL, obj_to_any(ball));
#endif
punish(ball); /* use ball as flag for unearthed buried ball */
u.utrap = 0;
u.utraptype = 0;
del_engr_at(cc.x, cc.y);
newsym(cc.x, cc.y);
}
}
buried_ball_to_freedom
void
buried_ball_to_freedom()
{
coord cc;
struct obj *ball;
cc.x = u.ux;
cc.y = u.uy;
ball = buried_ball(&cc);
if (ball) {
obj_extract_self(ball);
#if 0
/* rusting buried metallic objects is not implemented yet */
if (ball->timed)
(void) stop_timer(RUST_METAL, obj_to_any(ball));
#endif
place_object(ball, cc.x, cc.y);
stackobj(ball);
u.utrap = 0;
u.utraptype = 0;
del_engr_at(cc.x, cc.y);
newsym(cc.x, cc.y);
}
}
bury_an_obj
/* move objects from fobj/nexthere lists to buriedobjlist, keeping position
information */
struct obj *
bury_an_obj(otmp, dealloced)
struct obj *otmp;
boolean *dealloced;
{
struct obj *otmp2;
boolean under_ice;
debugpline1("bury_an_obj: %s", xname(otmp));
if (dealloced)
*dealloced = FALSE;
if (otmp == uball) {
unpunish();
u.utrap = rn1(50, 20);
u.utraptype = TT_BURIEDBALL;
pline_The("iron ball gets buried!");
}
/* after unpunish(), or might get deallocated chain */
otmp2 = otmp->nexthere;
/*
* obj_resists(,0,0) prevents Rider corpses from being buried.
* It also prevents The Amulet and invocation tools from being
* buried. Since they can't be confined to bags and statues,
* it makes sense that they can't be buried either, even though
* the real reason there (direct accessibility when carried) is
* completely different.
*/
if (otmp == uchain || obj_resists(otmp, 0, 0))
return otmp2;
if (otmp->otyp == LEASH && otmp->leashmon != 0)
o_unleash(otmp);
if (otmp->lamplit && otmp->otyp != POT_OIL)
end_burn(otmp, TRUE);
obj_extract_self(otmp);
under_ice = is_ice(otmp->ox, otmp->oy);
if (otmp->otyp == ROCK && !under_ice) {
/* merges into burying material */
if (dealloced)
*dealloced = TRUE;
obfree(otmp, (struct obj *) 0);
return otmp2;
}
/*
* Start a rot on organic material. Not corpses -- they
* are already handled.
*/
if (otmp->otyp == CORPSE) {
; /* should cancel timer if under_ice */
} else if ((under_ice ? otmp->oclass == POTION_CLASS : is_organic(otmp))
&& !obj_resists(otmp, 5, 95)) {
(void) start_timer((under_ice ? 0L : 250L) + (long) rnd(250),
TIMER_OBJECT, ROT_ORGANIC, obj_to_any(otmp));
#if 0
/* rusting of buried metal not yet implemented */
} else if (is_rustprone(otmp)) {
(void) start_timer((long) rnd((otmp->otyp == HEAVY_IRON_BALL)
? 1500
: 250),
TIMER_OBJECT, RUST_METAL, obj_to_any(otmp));
#endif
}
add_to_buried(otmp);
return otmp2;
}
bury_objs
void
bury_objs(x, y)
int x, y;
{
struct obj *otmp, *otmp2;
struct monst *shkp;
long loss = 0L;
boolean costly;
costly = ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE)))
&& costly_spot(x, y));
if (level.objects[x][y] != (struct obj *) 0) {
debugpline2("bury_objs: at <%d,%d>", x, y);
}
for (otmp = level.objects[x][y]; otmp; otmp = otmp2) {
if (costly) {
loss += stolen_value(otmp, x, y, (boolean) shkp->mpeaceful, TRUE);
if (otmp->oclass != COIN_CLASS)
otmp->no_charge = 1;
}
otmp2 = bury_an_obj(otmp, (boolean *) 0);
}
/* don't expect any engravings here, but just in case */
del_engr_at(x, y);
newsym(x, y);
if (costly && loss) {
You("owe %s %ld %s for burying merchandise.", mon_nam(shkp), loss,
currency(loss));
}
}
unearth_objs
/* move objects from buriedobjlist to fobj/nexthere lists */
void
unearth_objs(x, y)
int x, y;
{
struct obj *otmp, *otmp2, *bball;
coord cc;
debugpline2("unearth_objs: at <%d,%d>", x, y);
cc.x = x;
cc.y = y;
bball = buried_ball(&cc);
for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
otmp2 = otmp->nobj;
if (otmp->ox == x && otmp->oy == y) {
if (bball && otmp == bball
&& u.utrap && u.utraptype == TT_BURIEDBALL) {
buried_ball_to_punishment();
} else {
obj_extract_self(otmp);
if (otmp->timed)
(void) stop_timer(ROT_ORGANIC, obj_to_any(otmp));
place_object(otmp, x, y);
stackobj(otmp);
}
}
}
del_engr_at(x, y);
newsym(x, y);
}
rot_organic
/*
* The organic material has rotted away while buried. As an expansion,
* we could add add partial damage. A damage count is kept in the object
* and every time we are called we increment the count and reschedule another
* timeout. Eventually the object rots away.
*
* This is used by buried objects other than corpses. When a container rots
* away, any contents become newly buried objects.
*/
/* ARGSUSED */
void
rot_organic(arg, timeout)
anything *arg;
long timeout UNUSED;
{
struct obj *obj = arg->a_obj;
while (Has_contents(obj)) {
/* We don't need to place contained object on the floor
first, but we do need to update its map coordinates. */
obj->cobj->ox = obj->ox, obj->cobj->oy = obj->oy;
/* Everything which can be held in a container can also be
buried, so bury_an_obj's use of obj_extract_self insures
that Has_contents(obj) will eventually become false. */
(void) bury_an_obj(obj->cobj, (boolean *) 0);
}
obj_extract_self(obj);
obfree(obj, (struct obj *) 0);
}
rot_corpse
/*
* Called when a corpse has rotted completely away.
*/
void
rot_corpse(arg, timeout)
anything *arg;
long timeout;
{
xchar x = 0, y = 0;
struct obj *obj = arg->a_obj;
boolean on_floor = obj->where == OBJ_FLOOR,
in_invent = obj->where == OBJ_INVENT;
if (on_floor) {
x = obj->ox;
y = obj->oy;
} else if (in_invent) {
if (flags.verbose) {
char *cname = corpse_xname(obj, (const char *) 0, CXN_NO_PFX);
Your("%s%s %s away%c", obj == uwep ? "wielded " : "", cname,
otense(obj, "rot"), obj == uwep ? '!' : '.');
}
if (obj == uwep) {
uwepgone(); /* now bare handed */
stop_occupation();
} else if (obj == uswapwep) {
uswapwepgone();
stop_occupation();
} else if (obj == uquiver) {
uqwepgone();
stop_occupation();
}
} else if (obj->where == OBJ_MINVENT && obj->owornmask) {
if (obj == MON_WEP(obj->ocarry))
setmnotwielded(obj->ocarry, obj);
} else if (obj->where == OBJ_MIGRATING) {
/* clear destination flag so that obfree()'s check for
freeing a worn object doesn't get a false hit */
obj->owornmask = 0L;
}
rot_organic(arg, timeout);
if (on_floor) {
struct monst *mtmp = m_at(x, y);
/* a hiding monster may be exposed */
if (mtmp && !OBJ_AT(x, y) && mtmp->mundetected
&& hides_under(mtmp->data)) {
mtmp->mundetected = 0;
} else if (x == u.ux && y == u.uy && u.uundetected && hides_under(youmonst.data))
(void) hideunder(&youmonst);
newsym(x, y);
} else if (in_invent)
update_inventory();
}
bury_monst
#if 0
void
bury_monst(mtmp)
struct monst *mtmp;
{
debugpline1("bury_monst: %s", mon_nam(mtmp));
if (canseemon(mtmp)) {
if (is_flyer(mtmp->data) || is_floater(mtmp->data)) {
pline_The("%s opens up, but %s is not swallowed!",
surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
return;
} else
pline_The("%s opens up and swallows %s!",
surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
}
mtmp->mburied = TRUE;
wakeup(mtmp, FALSE); /* at least give it a chance :-) */
newsym(mtmp->mx, mtmp->my);
}
bury_you
void
bury_you()
{
debugpline0("bury_you");
if (!Levitation && !Flying) {
if (u.uswallow)
You_feel("a sensation like falling into a trap!");
else
pline_The("%s opens beneath you and you fall in!",
surface(u.ux, u.uy));
u.uburied = TRUE;
if (!Strangled && !Breathless)
Strangled = 6;
under_ground(1);
}
}
unearth_you
void
unearth_you()
{
debugpline0("unearth_you");
u.uburied = FALSE;
under_ground(0);
if (!uamul || uamul->otyp != AMULET_OF_STRANGULATION)
Strangled = 0;
vision_recalc(0);
}
escape_tomb
void
escape_tomb()
{
debugpline0("escape_tomb");
if ((Teleportation || can_teleport(youmonst.data))
&& (Teleport_control || rn2(3) < Luck+2)) {
You("attempt a teleport spell.");
(void) dotele(); /* calls unearth_you() */
} else if (u.uburied) { /* still buried after 'port attempt */
boolean good;
if (amorphous(youmonst.data) || Passes_walls
|| noncorporeal(youmonst.data)
|| (unsolid(youmonst.data)
&& youmonst.data != &mons[PM_WATER_ELEMENTAL])
|| (tunnels(youmonst.data) && !needspick(youmonst.data))) {
You("%s up through the %s.",
(tunnels(youmonst.data) && !needspick(youmonst.data))
? "try to tunnel"
: (amorphous(youmonst.data))
? "ooze"
: "phase",
surface(u.ux, u.uy));
good = (tunnels(youmonst.data) && !needspick(youmonst.data))
? dighole(TRUE, FALSE, (coord *)0) : TRUE;
if (good)
unearth_you();
}
}
}
bury_obj
void
bury_obj(otmp)
struct obj *otmp;
{
debugpline0("bury_obj");
if (cansee(otmp->ox, otmp->oy))
pline_The("objects on the %s tumble into a hole!",
surface(otmp->ox, otmp->oy));
bury_objs(otmp->ox, otmp->oy);
}
#endif /*0*/
wiz_debug_cmd_bury
#ifdef DEBUG
/* bury everything at your loc and around */
int
wiz_debug_cmd_bury()
{
int x, y;
for (x = u.ux - 1; x <= u.ux + 1; x++)
for (y = u.uy - 1; y <= u.uy + 1; y++)
if (isok(x, y))
bury_objs(x, y);
return 0;
}
#endif /* DEBUG */
/*dig.c*/