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/* SCCS Id: @(#)dig.c 3.4 2003/03/23 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "edog.h"
/* #define DEBUG */ /* turn on for diagnostics */
#ifdef OVLB
static NEARDATA boolean did_dig_msg;
STATIC_DCL boolean NDECL(rm_waslit);
STATIC_DCL void FDECL(mkcavepos, (XCHAR_P,XCHAR_P,int,BOOLEAN_P,BOOLEAN_P));
STATIC_DCL void FDECL(mkcavearea, (BOOLEAN_P));
STATIC_DCL int FDECL(dig_typ, (struct obj *,XCHAR_P,XCHAR_P));
STATIC_DCL int NDECL(dig);
STATIC_DCL schar FDECL(fillholetyp, (int, int));
STATIC_DCL void NDECL(dig_up_grave);
/* Indices returned by dig_typ() */
#define DIGTYP_UNDIGGABLE 0
#define DIGTYP_ROCK 1
#define DIGTYP_STATUE 2
#define DIGTYP_BOULDER 3
#define DIGTYP_DOOR 4
#define DIGTYP_TREE 5
STATIC_OVL boolean
rm_waslit()
{
register xchar x, y;
if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit)
return(TRUE);
for(x = u.ux-2; x < u.ux+3; x++)
for(y = u.uy-1; y < u.uy+2; y++)
if(isok(x,y) && levl[x][y].waslit) return(TRUE);
return(FALSE);
}
/* Change level topology. Messes with vision tables and ignores things like
* boulders in the name of a nice effect. Vision will get fixed up again
* immediately after the effect is complete.
*/
STATIC_OVL void
mkcavepos(x, y, dist, waslit, rockit)
xchar x,y;
int dist;
boolean waslit, rockit;
{
register struct rm *lev;
if(!isok(x,y)) return;
lev = &levl[x][y];
if(rockit) {
register struct monst *mtmp;
if(IS_ROCK(lev->typ)) return;
if(t_at(x, y)) return; /* don't cover the portal */
if ((mtmp = m_at(x, y)) != 0) /* make sure crucial monsters survive */
if(!passes_walls(mtmp->data)) (void) rloc(mtmp, FALSE);
} else if(lev->typ == ROOM) return;
unblock_point(x,y); /* make sure vision knows this location is open */
/* fake out saved state */
lev->seenv = 0;
lev->doormask = 0;
if(dist < 3) lev->lit = (rockit ? FALSE : TRUE);
if(waslit) lev->waslit = (rockit ? FALSE : TRUE);
lev->horizontal = FALSE;
viz_array[y][x] = (dist < 3 ) ?
(IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */
COULD_SEE;
lev->typ = (rockit ? STONE : ROOM);
if(dist >= 3)
impossible("mkcavepos called with dist %d", dist);
if(Blind)
feel_location(x, y);
else newsym(x,y);
}
STATIC_OVL void
mkcavearea(rockit)
register boolean rockit;
{
int dist;
xchar xmin = u.ux, xmax = u.ux;
xchar ymin = u.uy, ymax = u.uy;
register xchar i;
register boolean waslit = rm_waslit();
if(rockit) pline("Crash! The ceiling collapses around you!");
else pline("A mysterious force %s cave around you!",
(levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the");
display_nhwindow(WIN_MESSAGE, TRUE);
for(dist = 1; dist <= 2; dist++) {
xmin--; xmax++;
/* top and bottom */
if(dist < 2) { /* the area is wider that it is high */
ymin--; ymax++;
for(i = xmin+1; i < xmax; i++) {
mkcavepos(i, ymin, dist, waslit, rockit);
mkcavepos(i, ymax, dist, waslit, rockit);
}
}
/* left and right */
for(i = ymin; i <= ymax; i++) {
mkcavepos(xmin, i, dist, waslit, rockit);
mkcavepos(xmax, i, dist, waslit, rockit);
}
flush_screen(1); /* make sure the new glyphs shows up */
delay_output();
}
if(!rockit && levl[u.ux][u.uy].typ == CORR) {
levl[u.ux][u.uy].typ = ROOM;
if(waslit) levl[u.ux][u.uy].waslit = TRUE;
newsym(u.ux, u.uy); /* in case player is invisible */
}
vision_full_recalc = 1; /* everything changed */
}
/* When digging into location <x,y>, what are you actually digging into? */
STATIC_OVL int
dig_typ(otmp, x, y)
struct obj *otmp;
xchar x, y;
{
boolean ispick = is_pick(otmp);
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);
}
boolean
is_digging()
{
if (occupation == dig) {
return TRUE;
}
return FALSE;
}
#define BY_YOU (&youmonst)
#define BY_OBJECT ((struct monst *)0)
boolean
dig_check(madeby, verbose, x, y)
struct monst *madeby;
boolean verbose;
int x, y;
{
struct trap *ttmp = t_at(x, y);
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("water splashes and subsides.");
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 || !Can_dig_down(&u.uz)))) {
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(x,y) || is_lava(x,y))) {
/* digging by player handles pools separately */
return FALSE;
}
return(TRUE);
}
STATIC_OVL int
dig()
{
register struct rm *lev;
register xchar dpx = digging.pos.x, dpy = digging.pos.y;
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(&digging.level, &u.uz) ||
((digging.down ? (dpx != u.ux || dpy != u.uy)
: (distu(dpx,dpy) > 2))))
return(0);
if (digging.down) {
if(!dig_check(BY_YOU, TRUE, u.ux, u.uy)) return(0);
} else { /* !digging.down */
if (IS_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 wall is too hard to %s.", verb);
return(0);
}
}
if(Fumbling && !rn2(3)) {
switch(rn2(3)) {
case 0:
if(!welded(uwep)) {
You("fumble and drop your %s.", xname(uwep));
dropx(uwep);
} else {
#ifdef STEED
if (u.usteed)
Your("%s %s and %s %s!",
xname(uwep),
otense(uwep, "bounce"), otense(uwep, "hit"),
mon_nam(u.usteed));
else
#endif
pline("Ouch! Your %s %s and %s you!",
xname(uwep),
otense(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);
}
digging.effort += 10 + rn2(5) + abon() +
uwep->spe - greatest_erosion(uwep) + u.udaminc;
if (Race_if(PM_DWARF))
digging.effort *= 2;
if (digging.down) {
register struct trap *ttmp;
if (digging.effort > 250) {
(void) dighole(FALSE);
(void) memset((genericptr_t)&digging, 0, sizeof digging);
return(0); /* done with digging */
}
if (digging.effort <= 50 ||
((ttmp = t_at(dpx,dpy)) != 0 &&
(ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT ||
ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE)))
return(1);
if (IS_ALTAR(lev->typ)) {
altar_wrath(dpx, dpy);
angry_priest();
}
if (dighole(TRUE)) { /* make pit at <u.ux,u.uy> */
digging.level.dnum = 0;
digging.level.dlevel = -1;
}
return(0);
}
if (digging.effort > 100) {
register const char *digtxt, *dmgtxt = (const char*) 0;
register struct obj *obj;
register boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE);
if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) {
if (break_statue(obj))
digtxt = "The statue shatters.";
else
/* it was a statue trap; break_statue()
* printed a message and updated the screen
*/
digtxt = (char *)0;
} else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) {
struct obj *bobj;
fracture_rock(obj);
if ((bobj = sobj_at(BOULDER, dpx, dpy)) != 0) {
/* another boulder here, restack it to the top */
obj_extract_self(bobj);
place_object(bobj, dpx, dpy);
}
digtxt = "The boulder falls apart.";
} else if (lev->typ == STONE || lev->typ == SCORR ||
IS_TREE(lev->typ)) {
if(Is_earthlevel(&u.uz)) {
if(uwep->blessed && !rn2(3)) {
mkcavearea(FALSE);
goto cleanup;
} else if((uwep->cursed && !rn2(4)) ||
(!uwep->blessed && !rn2(6))) {
mkcavearea(TRUE);
goto cleanup;
}
}
if (IS_TREE(lev->typ)) {
digtxt = "You cut down the tree.";
lev->typ = ROOM;
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, 10L * ACURRSTR);
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, 400L);
dmgtxt = "break";
}
if(!(lev->doormask & D_TRAPPED))
lev->doormask = D_BROKEN;
} else return(0); /* statue or boulder got taken */
if(!does_block(dpx,dpy,&levl[dpx][dpy]))
unblock_point(dpx,dpy); /* vision: can see through */
if(Blind)
feel_location(dpx, dpy);
else
newsym(dpx, dpy);
if(digtxt && !digging.quiet) pline(digtxt); /* after newsym */
if(dmgtxt)
pay_for_damage(dmgtxt, 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:
digging.lastdigtime = moves;
digging.quiet = FALSE;
digging.level.dnum = 0;
digging.level.dlevel = -1;
return(0);
} else { /* not enough effort has been spent yet */
static const char *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 (!IS_ROCK(lev->typ) && dig_target == DIGTYP_ROCK)
return(0); /* statue or boulder got taken */
if(!did_dig_msg) {
You("hit the %s with all your might.",
d_target[dig_target]);
did_dig_msg = TRUE;
}
}
return(1);
}
/* When will hole be finished? Very rough indication used by shopkeeper. */
int
holetime()
{
if(occupation != dig || !*u.ushops) return(-1);
return ((250 - digging.effort) / 20);
}
/* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */
STATIC_OVL
schar
fillholetyp(x,y)
int x, y;
{
register int x1, y1;
int lo_x = max(1,x-1), hi_x = min(x+1,COLNO-1),
lo_y = max(0,y-1), hi_y = min(y+1,ROWNO-1);
int pool_cnt = 0, moat_cnt = 0, lava_cnt = 0;
for (x1 = lo_x; x1 <= hi_x; x1++)
for (y1 = lo_y; y1 <= hi_y; y1++)
if (levl[x1][y1].typ == POOL)
pool_cnt++;
else if (levl[x1][y1].typ == MOAT ||
(levl[x1][y1].typ == DRAWBRIDGE_UP &&
(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_MOAT))
moat_cnt++;
else if (levl[x1][y1].typ == LAVAPOOL ||
(levl[x1][y1].typ == DRAWBRIDGE_UP &&
(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_LAVA))
lava_cnt++;
pool_cnt /= 3; /* not as much liquid as the others */
if (lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1))
return LAVAPOOL;
else if (moat_cnt > 0 && rn2(moat_cnt + 1))
return MOAT;
else if (pool_cnt > 0 && rn2(pool_cnt + 1))
return POOL;
else
return ROOM;
}
void
digactualhole(x, y, madeby, ttyp)
register int x, y;
struct monst *madeby;
int ttyp;
{
struct obj *oldobjs, *newobjs;
register struct trap *ttmp;
char surface_type[BUFSZ];
struct rm *lev = &levl[x][y];
boolean shopdoor;
struct monst *mtmp = m_at(x, y); /* may be madeby */
boolean madeby_u = (madeby == BY_YOU);
boolean madeby_obj = (madeby == BY_OBJECT);
boolean at_u = (x == u.ux) && (y == u.uy);
boolean wont_fall = Levitation || Flying;
if (u.utrap && 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;
#ifdef SINKS
} else if (IS_SINK(lev->typ)) {
breaksink(x, y);
return;
#endif
} 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)) {
impossible("digactualhole: can't dig %s on this level.",
defsyms[trap_to_defsym(ttyp)].explanation);
ttyp = PIT;
}
/* maketrap() might change it, also, in this situation,
surface() returns an inappropriate string for a grave */
if (IS_GRAVE(lev->typ))
Strcpy(surface_type, "grave");
else
Strcpy(surface_type, surface(x,y));
shopdoor = IS_DOOR(lev->typ) && *in_rooms(x, y, SHOPBASE);
oldobjs = level.objects[x][y];
ttmp = maketrap(x, y, ttyp);
if (!ttmp) return;
newobjs = level.objects[x][y];
ttmp->tseen = (madeby_u || cansee(x,y));
ttmp->madeby_u = madeby_u;
newsym(ttmp->tx,ttmp->ty);
if (ttyp == PIT) {
if(madeby_u) {
You("dig a pit in the %s.", surface_type);
if (shopdoor) pay_for_damage("ruin", 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) {
if (!Passes_walls)
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);
}
}
}
}
}
/* return TRUE if digging succeeded, FALSE otherwise */
boolean
dighole(pit_only)
boolean pit_only;
{
register struct trap *ttmp = t_at(u.ux, u.uy);
struct rm *lev = &levl[u.ux][u.uy];
struct obj *boulder_here;
schar typ;
boolean nohole = !Can_dig_down(&u.uz);
if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL || nohole)) ||
(IS_ROCK(lev->typ) && lev->typ != SDOOR &&
(lev->wall_info & W_NONDIGGABLE) != 0)) {
pline_The("%s here is too hard to dig in.", surface(u.ux,u.uy));
} else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
pline_The("%s sloshes furiously for a moment, then subsides.",
is_lava(u.ux, u.uy) ? "lava" : "water");
wake_nearby(); /* splashing */
} else if (lev->typ == DRAWBRIDGE_DOWN ||
(is_drawbridge_wall(u.ux, u.uy) >= 0)) {
/* drawbridge_down is the platform crossing the moat when the
bridge is extended; drawbridge_wall is the open "doorway" or
closed "door" where the portcullis/mechanism is located */
if (pit_only) {
pline_The("drawbridge seems too hard to dig through.");
return FALSE;
} else {
int x = u.ux, y = u.uy;
/* if under the portcullis, the bridge is adjacent */
(void) find_drawbridge(&x, &y);
destroy_drawbridge(x, y);
return TRUE;
}
} else if ((boulder_here = sobj_at(BOULDER, u.ux, u.uy)) != 0) {
if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) &&
rn2(2)) {
pline_The("boulder settles into the pit.");
ttmp->ttyp = PIT; /* crush spikes */
} else {
/*
* digging makes a hole, but the boulder immediately
* fills it. Final outcome: no hole, no boulder.
*/
pline("KADOOM! The boulder falls in!");
(void) delfloortrap(ttmp);
}
delobj(boulder_here);
return TRUE;
} else if (IS_GRAVE(lev->typ)) {
digactualhole(u.ux, u.uy, BY_YOU, PIT);
dig_up_grave();
return TRUE;
} else if (lev->typ == DRAWBRIDGE_UP) {
/* must be floor or ice, other cases handled above */
/* dig "pit" and let fluid flow in (if possible) */
typ = fillholetyp(u.ux,u.uy);
if (typ == ROOM) {
/*
* We can't dig a hole here since that will destroy
* the drawbridge. The following is a cop-out. --dlc
*/
pline_The("%s here is too hard to dig in.",
surface(u.ux, u.uy));
return FALSE;
}
lev->drawbridgemask &= ~DB_UNDER;
lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT;
liquid_flow:
if (ttmp) (void) delfloortrap(ttmp);
/* if any objects were frozen here, they're released now */
unearth_objs(u.ux, u.uy);
pline("As you dig, the hole fills with %s!",
typ == LAVAPOOL ? "lava" : "water");
if (!Levitation && !Flying) {
if (typ == LAVAPOOL)
(void) lava_effects();
else if (!Wwalking)
(void) drown();
}
return TRUE;
/* the following two are here for the wand of digging */
} else if (IS_THRONE(lev->typ)) {
pline_The("throne is too hard to break apart.");
} else if (IS_ALTAR(lev->typ)) {
pline_The("altar is too hard to break apart.");
} else {
typ = fillholetyp(u.ux,u.uy);
if (typ != ROOM) {
lev->typ = typ;
goto liquid_flow;
}
/* finally we get to make a hole */
if (nohole || pit_only)
digactualhole(u.ux, u.uy, BY_YOU, PIT);
else
digactualhole(u.ux, u.uy, BY_YOU, HOLE);
return TRUE;
}
return FALSE;
}
STATIC_OVL void
dig_up_grave()
{
struct obj *otmp;
/* Grave-robbing is frowned upon... */
exercise(A_WIS, FALSE);
if (Role_if(PM_ARCHEOLOGIST)) {
adjalign(-sgn(u.ualign.type)*3);
You_feel("like a despicable grave-robber!");
} else if (Role_if(PM_SAMURAI)) {
adjalign(-sgn(u.ualign.type));
You("disturb the honorable dead!");
} else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
adjalign(-sgn(u.ualign.type));
You("have violated the sanctity of this grave!");
}
switch (rn2(5)) {
case 0:
case 1:
You("unearth a corpse.");
if (!!(otmp = mk_tt_object(CORPSE, u.ux, u.uy)))
otmp->age -= 100; /* this is an *OLD* corpse */;
break;
case 2:
if (!Blind) pline(Hallucination ? "Dude! The living dead!" :
"The grave's owner is very upset!");
(void) makemon(mkclass(S_ZOMBIE,0), u.ux, u.uy, NO_MM_FLAGS);
break;
case 3:
if (!Blind) pline(Hallucination ? "I want my mummy!" :
"You've disturbed a tomb!");
(void) makemon(mkclass(S_MUMMY,0), u.ux, u.uy, NO_MM_FLAGS);
break;
default:
/* No corpse */
pline_The("grave seems unused. Strange....");
break;
}
levl[u.ux][u.uy].typ = ROOM;
del_engr_at(u.ux, u.uy);
newsym(u.ux,u.uy);
return;
}
int
use_pick_axe(obj)
struct obj *obj;
{
boolean ispick;
char dirsyms[12];
char qbuf[QBUFSZ];
register char *dsp = dirsyms;
register int rx, ry;
int res = 0;
register const char *sdp, *verb;
if(iflags.num_pad) sdp = ndir; else sdp = sdir; /* DICE workaround */
/* 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;
}
while(*sdp) {
(void) movecmd(*sdp); /* sets u.dx and u.dy and u.dz */
rx = u.ux + u.dx;
ry = u.uy + u.dy;
/* Include down even with axe, so we have at least one direction */
if (u.dz > 0 ||
(u.dz == 0 && isok(rx, ry) &&
dig_typ(obj, rx, ry) != DIGTYP_UNDIGGABLE))
*dsp++ = *sdp;
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));
}
/* MRKR: use_pick_axe() is split in two to allow autodig to bypass */
/* the "In what direction do you want to dig?" query. */
/* use_pick_axe2() uses the existing u.dx, u.dy and u.dz */
int
use_pick_axe2(obj)
struct obj *obj;
{
register int rx, ry;
register struct rm *lev;
int dig_target;
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(dam, buf, KILLED_BY);
flags.botl=1;
return(1);
} else if(u.dz == 0) {
if(Stunned || (Confusion && !rn2(5))) confdir();
rx = u.ux + u.dx;
ry = u.uy + u.dy;
if(!isok(rx, ry)) {
pline("Clash!");
return(1);
}
lev = &levl[rx][ry];
if(MON_AT(rx, ry) && attack(m_at(rx, ry)))
return(1);
dig_target = dig_typ(obj, rx, ry);
if (dig_target == DIGTYP_UNDIGGABLE) {
/* ACCESSIBLE or POOL */
struct trap *trap = t_at(rx, ry);
if (trap && trap->ttyp == WEB) {
if (!trap->tseen) {
seetrap(trap);
There("is a spider web there!");
}
Your("%s entangled in the web.",
aobjnam(obj, "become"));
/* you ought to be able to let go; tough luck */
/* (maybe `move_into_trap()' would be better) */
nomul(-d(2,2));
nomovemsg = "You pull free.";
} else 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(2, "axing a hard object", KILLED_BY);
}
else
You("swing your %s through thin air.",
aobjnam(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;
digging.quiet = FALSE;
if (digging.pos.x != rx || digging.pos.y != ry ||
!on_level(&digging.level, &u.uz) || digging.down) {
if (flags.autodig &&
dig_target == DIGTYP_ROCK && !digging.down &&
digging.pos.x == u.ux &&
digging.pos.y == u.uy &&
(moves <= digging.lastdigtime+2 &&
moves >= digging.lastdigtime)) {
/* avoid messages if repeated autodigging */
did_dig_msg = TRUE;
digging.quiet = TRUE;
}
digging.down = digging.chew = FALSE;
digging.warned = FALSE;
digging.pos.x = rx;
digging.pos.y = ry;
assign_level(&digging.level, &u.uz);
digging.effort = 0;
if (!digging.quiet)
You("start %s.", d_action[dig_target]);
} else {
You("%s %s.", digging.chew ? "begin" : "continue",
d_action[dig_target]);
digging.chew = FALSE;
}
set_occupation(dig, verbing, 0);
}
} else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
/* it must be air -- water checked above */
You("swing your %s through thin air.", aobjnam(obj, (char *)0));
} else if (!can_reach_floor()) {
You_cant("reach the %s.", surface(u.ux,u.uy));
} else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
/* Monsters which swim also happen not to be able to dig */
You("cannot stay under%s long enough.",
is_pool(u.ux, u.uy) ? "water" : " the lava");
} else if (!ispick) {
Your("%s merely scratches the %s.",
aobjnam(obj, (char *)0), surface(u.ux,u.uy));
u_wipe_engr(3);
} else {
if (digging.pos.x != u.ux || digging.pos.y != u.uy ||
!on_level(&digging.level, &u.uz) || !digging.down) {
digging.chew = FALSE;
digging.down = TRUE;
digging.warned = FALSE;
digging.pos.x = u.ux;
digging.pos.y = u.uy;
assign_level(&digging.level, &u.uz);
digging.effort = 0;
You("start %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);
}
/*
* 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 ((mtmp->data == &mons[PM_WATCHMAN] ||
mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
mtmp->mcansee && m_canseeu(mtmp) &&
couldsee(mtmp->mx, mtmp->my) && mtmp->mpeaceful)
break;
}
}
if (mtmp) {
if(zap || digging.warned) {
verbalize("Halt, vandal! You're under arrest!");
(void) angry_guards(!(flags.soundok));
} else {
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);
digging.warned = TRUE;
}
if (is_digging())
stop_occupation();
}
}
}
#endif /* OVLB */
#ifdef OVL0
/* Return TRUE if monster died, FALSE otherwise. Called from m_move(). */
boolean
mdig_tunnel(mtmp)
register struct monst *mtmp;
{
register struct rm *here;
int pile = rnd(12);
here = &levl[mtmp->mx][mtmp->my];
if (here->typ == SDOOR)
cvt_sdoor_to_door(here); /* ->typ = DOOR */
/* Eats away door if present & closed or locked */
if (closed_door(mtmp->mx, mtmp->my)) {
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
add_damage(mtmp->mx, mtmp->my, 0L);
unblock_point(mtmp->mx, mtmp->my); /* vision */
if (here->doormask & D_TRAPPED) {
here->doormask = D_NODOOR;
if (mb_trapped(mtmp)) { /* mtmp is killed */
newsym(mtmp->mx, mtmp->my);
return TRUE;
}
} else {
if (!rn2(3) && flags.verbose) /* not too often.. */
You_feel("an unexpected draft.");
here->doormask = D_BROKEN;
}
newsym(mtmp->mx, mtmp->my);
return FALSE;
} else if (!IS_ROCK(here->typ) && !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" : "stone"),
(int) mtmp->mx, (int) mtmp->my);
return FALSE; /* still alive */
}
if (IS_WALL(here->typ)) {
/* KMH -- Okay on arboreal levels (room walls are still stone) */
if (flags.soundok && flags.verbose && !rn2(5))
You_hear("crashing rock.");
if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
add_damage(mtmp->mx, mtmp->my, 0L);
if (level.flags.is_maze_lev) {
here->typ = ROOM;
} else if (level.flags.is_cavernous_lev &&
!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;
}
#endif /* OVL0 */
#ifdef OVL3
/* digging via wand zap or spell cast */
void
zap_dig()
{
struct rm *room;
struct monst *mtmp;
struct obj *otmp;
int zx, zy, digdepth;
boolean shopdoor, shopwall, maze_dig;
/*
* Original effect (approximately):
* from CORR: dig until we pierce a wall
* from ROOM: pierce wall and dig until we reach
* an ACCESSIBLE place.
* Currently: dig for digdepth positions;
* also down on request of Lennart Augustsson.
*/
if (u.uswallow) {
mtmp = u.ustuck;
if (!is_whirly(mtmp->data)) {
if (is_animal(mtmp->data))
You("pierce %s %s wall!",
s_suffix(mon_nam(mtmp)), mbodypart(mtmp, STOMACH));
mtmp->mhp = 1; /* almost dead */
expels(mtmp, mtmp->data, !is_animal(mtmp->data));
}
return;
} /* swallowed */
if (u.dz) {
if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !Underwater) {
if (u.dz < 0 || On_stairs(u.ux, u.uy)) {
if (On_stairs(u.ux, u.uy))
pline_The("beam bounces off the %s and hits the %s.",
(u.ux == xdnladder || u.ux == xupladder) ?
"ladder" : "stairs", ceiling(u.ux, u.uy));
You("loosen a rock from the %s.", ceiling(u.ux, u.uy));
pline("It falls on your %s!", body_part(HEAD));
losehp(rnd((uarmh && is_metallic(uarmh)) ? 2 : 6),
"falling rock", KILLED_BY_AN);
otmp = mksobj_at(ROCK, u.ux, u.uy, FALSE, FALSE);
if (otmp) {
(void)xname(otmp); /* set dknown, maybe bknown */
stackobj(otmp);
}
newsym(u.ux, u.uy);
} else {
watch_dig((struct monst *)0, u.ux, u.uy, TRUE);
(void) dighole(FALSE);
}
}
return;
} /* up or down */
/* normal case: digging across the level */
shopdoor = shopwall = FALSE;
maze_dig = level.flags.is_maze_lev && !Is_earthlevel(&u.uz);
zx = u.ux + u.dx;
zy = u.uy + u.dy;
digdepth = rn1(18, 8);
tmp_at(DISP_BEAM, cmap_to_glyph(S_digbeam));
while (--digdepth >= 0) {
if (!isok(zx,zy)) break;
room = &levl[zx][zy];
tmp_at(zx,zy);
delay_output(); /* wait a little bit */
if (closed_door(zx, zy) || room->typ == SDOOR) {
if (*in_rooms(zx,zy,SHOPBASE)) {
add_damage(zx, zy, 400L);
shopdoor = TRUE;
}
if (room->typ == SDOOR)
room->typ = DOOR;
else if (cansee(zx, zy))
pline_The("door is razed!");
watch_dig((struct monst *)0, zx, zy, TRUE);
room->doormask = D_NODOOR;
unblock_point(zx,zy); /* vision */
digdepth -= 2;
if (maze_dig) break;
} else if (maze_dig) {
if (IS_WALL(room->typ)) {
if (!(room->wall_info & W_NONDIGGABLE)) {
if (*in_rooms(zx,zy,SHOPBASE)) {
add_damage(zx, zy, 200L);
shopwall = TRUE;
}
room->typ = ROOM;
unblock_point(zx,zy); /* vision */
} else if (!Blind)
pline_The("wall glows then fades.");
break;
} else if (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, 200L);
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 (shopdoor || shopwall)
pay_for_damage(shopdoor ? "destroy" : "dig into", FALSE);
return;
}
/* move objects from fobj/nexthere lists to buriedobjlist, keeping position */
/* information */
struct obj *
bury_an_obj(otmp)
struct obj *otmp;
{
struct obj *otmp2;
boolean under_ice;
#ifdef DEBUG
pline("bury_an_obj: %s", xname(otmp));
#endif
if (otmp == uball)
unpunish();
/* after unpunish(), or might get deallocated chain */
otmp2 = otmp->nexthere;
/*
* obj_resists(,0,0) prevents Rider corpses from being buried.
* It also prevents The Amulet and invocation tools from being
* buried. Since they can't be confined to bags and statues,
* it makes sense that they can't be buried either, even though
* the real reason there (direct accessibility when carried) is
* completely different.
*/
if (otmp == uchain || obj_resists(otmp, 0, 0))
return(otmp2);
if (otmp->otyp == LEASH && otmp->leashmon != 0)
o_unleash(otmp);
if (otmp->lamplit && otmp->otyp != POT_OIL)
end_burn(otmp, TRUE);
obj_extract_self(otmp);
under_ice = is_ice(otmp->ox, otmp->oy);
if (otmp->otyp == ROCK && !under_ice) {
/* merges into burying material */
obfree(otmp, (struct obj *)0);
return(otmp2);
}
/*
* Start a rot on organic material. Not corpses -- they
* are already handled.
*/
if (otmp->otyp == CORPSE) {
; /* should cancel timer if under_ice */
} else if ((under_ice ? otmp->oclass == POTION_CLASS : is_organic(otmp))
&& !obj_resists(otmp, 5, 95)) {
(void) start_timer((under_ice ? 0L : 250L) + (long)rnd(250),
TIMER_OBJECT, ROT_ORGANIC, (genericptr_t)otmp);
}
add_to_buried(otmp);
return(otmp2);
}
void
bury_objs(x, y)
int x, y;
{
struct obj *otmp, *otmp2;
#ifdef DEBUG
if(level.objects[x][y] != (struct obj *)0)
pline("bury_objs: at %d, %d", x, y);
#endif
for (otmp = level.objects[x][y]; otmp; otmp = otmp2)
otmp2 = bury_an_obj(otmp);
/* don't expect any engravings here, but just in case */
del_engr_at(x, y);
newsym(x, y);
}
/* move objects from buriedobjlist to fobj/nexthere lists */
void
unearth_objs(x, y)
int x, y;
{
struct obj *otmp, *otmp2;
#ifdef DEBUG
pline("unearth_objs: at %d, %d", x, y);
#endif
for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
otmp2 = otmp->nobj;
if (otmp->ox == x && otmp->oy == y) {
obj_extract_self(otmp);
if (otmp->timed)
(void) stop_timer(ROT_ORGANIC, (genericptr_t)otmp);
place_object(otmp, x, y);
stackobj(otmp);
}
}
del_engr_at(x, y);
newsym(x, y);
}
/*
* The organic material has rotted away while buried. As an expansion,
* we could add add partial damage. A damage count is kept in the object
* and every time we are called we increment the count and reschedule another
* timeout. Eventually the object rots away.
*
* This is used by buried objects other than corpses. When a container rots
* away, any contents become newly buried objects.
*/
/* ARGSUSED */
void
rot_organic(arg, timeout)
genericptr_t arg;
long timeout; /* unused */
{
struct obj *obj = (struct obj *) arg;
while (Has_contents(obj)) {
/* We don't need to place contained object on the floor
first, but we do need to update its map coordinates. */
obj->cobj->ox = obj->ox, obj->cobj->oy = obj->oy;
/* Everything which can be held in a container can also be
buried, so bury_an_obj's use of obj_extract_self insures
that Has_contents(obj) will eventually become false. */
(void)bury_an_obj(obj->cobj);
}
obj_extract_self(obj);
obfree(obj, (struct obj *) 0);
}
/*
* Called when a corpse has rotted completely away.
*/
void
rot_corpse(arg, timeout)
genericptr_t arg;
long timeout; /* unused */
{
xchar x = 0, y = 0;
struct obj *obj = (struct obj *) arg;
boolean on_floor = obj->where == OBJ_FLOOR,
in_invent = obj->where == OBJ_INVENT;
if (on_floor) {
x = obj->ox;
y = obj->oy;
} else if (in_invent) {
if (flags.verbose) {
char *cname = corpse_xname(obj, FALSE);
Your("%s%s %s away%c",
obj == uwep ? "wielded " : nul, 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);
MON_NOWEP(obj->ocarry);
}
}
rot_organic(arg, timeout);
if (on_floor) newsym(x, y);
else if (in_invent) update_inventory();
}
#if 0
void
bury_monst(mtmp)
struct monst *mtmp;
{
#ifdef DEBUG
pline("bury_monst: %s", mon_nam(mtmp));
#endif
if(canseemon(mtmp)) {
if(is_flyer(mtmp->data) || is_floater(mtmp->data)) {
pline_The("%s opens up, but %s is not swallowed!",
surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
return;
} else
pline_The("%s opens up and swallows %s!",
surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
}
mtmp->mburied = TRUE;
wakeup(mtmp); /* at least give it a chance :-) */
newsym(mtmp->mx, mtmp->my);
}
void
bury_you()
{
#ifdef DEBUG
pline("bury_you");
#endif
if (!Levitation && !Flying) {
if(u.uswallow)
You_feel("a sensation like falling into a trap!");
else
pline_The("%s opens beneath you and you fall in!",
surface(u.ux, u.uy));
u.uburied = TRUE;
if(!Strangled && !Breathless) Strangled = 6;
under_ground(1);
}
}
void
unearth_you()
{
#ifdef DEBUG
pline("unearth_you");
#endif
u.uburied = FALSE;
under_ground(0);
if(!uamul || uamul->otyp != AMULET_OF_STRANGULATION)
Strangled = 0;
vision_recalc(0);
}
void
escape_tomb()
{
#ifdef DEBUG
pline("escape_tomb");
#endif
if ((Teleportation || can_teleport(youmonst.data)) &&
(Teleport_control || rn2(3) < Luck+2)) {
You("attempt a teleport spell.");
(void) dotele(); /* calls unearth_you() */
} else if(u.uburied) { /* still buried after 'port attempt */
boolean good;
if(amorphous(youmonst.data) || Passes_walls ||
noncorporeal(youmonst.data) || unsolid(youmonst.data) ||
(tunnels(youmonst.data) && !needspick(youmonst.data))) {
You("%s up through the %s.",
(tunnels(youmonst.data) && !needspick(youmonst.data)) ?
"try to tunnel" : (amorphous(youmonst.data)) ?
"ooze" : "phase", surface(u.ux, u.uy));
if(tunnels(youmonst.data) && !needspick(youmonst.data))
good = dighole(TRUE);
else good = TRUE;
if(good) unearth_you();
}
}
}
void
bury_obj(otmp)
struct obj *otmp;
{
#ifdef DEBUG
pline("bury_obj");
#endif
if(cansee(otmp->ox, otmp->oy))
pline_The("objects on the %s tumble into a hole!",
surface(otmp->ox, otmp->oy));
bury_objs(otmp->ox, otmp->oy);
}
#endif
#ifdef DEBUG
int
wiz_debug_cmd() /* in this case, bury everything at your loc and around */
{
int x, y;
for (x = u.ux - 1; x <= u.ux + 1; x++)
for (y = u.uy - 1; y <= u.uy + 1; y++)
if (isok(x,y)) bury_objs(x,y);
return 0;
}
#endif /* DEBUG */
#endif /* OVL3 */
/*dig.c*/
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