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Below is the full text to src/dig.c from NetHack 3.4.3. To link to a particular line, write [[dig.c#line123]], for example.

Top of file Edit

1.    /*	SCCS Id: @(#)dig.c	3.4	2003/03/23	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
5.    #include "hack.h"
6.    #include "edog.h"
7.    /* #define DEBUG */	/* turn on for diagnostics */
8.    
9.    #ifdef OVLB
10.   
11.   static NEARDATA boolean did_dig_msg;
12.   
13.   STATIC_DCL boolean NDECL(rm_waslit);
14.   STATIC_DCL void FDECL(mkcavepos, (XCHAR_P,XCHAR_P,int,BOOLEAN_P,BOOLEAN_P));
15.   STATIC_DCL void FDECL(mkcavearea, (BOOLEAN_P));
16.   STATIC_DCL int FDECL(dig_typ, (struct obj *,XCHAR_P,XCHAR_P));
17.   STATIC_DCL int NDECL(dig);
18.   STATIC_DCL schar FDECL(fillholetyp, (int, int));
19.   STATIC_DCL void NDECL(dig_up_grave);
20.   
21.   /* Indices returned by dig_typ() */
22.   #define DIGTYP_UNDIGGABLE 0
23.   #define DIGTYP_ROCK       1
24.   #define DIGTYP_STATUE     2
25.   #define DIGTYP_BOULDER    3
26.   #define DIGTYP_DOOR       4
27.   #define DIGTYP_TREE       5
28.   
29.   

rm_waslit Edit

30.   STATIC_OVL boolean
31.   rm_waslit()
32.   {
33.       register xchar x, y;
34.   
35.       if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit)
36.   	return(TRUE);
37.       for(x = u.ux-2; x < u.ux+3; x++)
38.   	for(y = u.uy-1; y < u.uy+2; y++)
39.   	    if(isok(x,y) && levl[x][y].waslit) return(TRUE);
40.       return(FALSE);
41.   }
42.   

mkcavepos Edit

43.   /* Change level topology.  Messes with vision tables and ignores things like
44.    * boulders in the name of a nice effect.  Vision will get fixed up again
45.    * immediately after the effect is complete.
46.    */
47.   STATIC_OVL void
48.   mkcavepos(x, y, dist, waslit, rockit)
49.       xchar x,y;
50.       int dist;
51.       boolean waslit, rockit;
52.   {
53.       register struct rm *lev;
54.   
55.       if(!isok(x,y)) return;
56.       lev = &levl[x][y];
57.   
58.       if(rockit) {
59.   	register struct monst *mtmp;
60.   
61.   	if(IS_ROCK(lev->typ)) return;
62.   	if(t_at(x, y)) return; /* don't cover the portal */
63.   	if ((mtmp = m_at(x, y)) != 0)	/* make sure crucial monsters survive */
64.   	    if(!passes_walls(mtmp->data)) (void) rloc(mtmp, FALSE);
65.       } else if(lev->typ == ROOM) return;
66.   
67.       unblock_point(x,y);	/* make sure vision knows this location is open */
68.   
69.       /* fake out saved state */
70.       lev->seenv = 0;
71.       lev->doormask = 0;
72.       if(dist < 3) lev->lit = (rockit ? FALSE : TRUE);
73.       if(waslit) lev->waslit = (rockit ? FALSE : TRUE);
74.       lev->horizontal = FALSE;
75.       viz_array[y][x] = (dist < 3 ) ?
76.   	(IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */
77.   	COULD_SEE;
78.       lev->typ = (rockit ? STONE : ROOM);
79.       if(dist >= 3)
80.   	impossible("mkcavepos called with dist %d", dist);
81.       if(Blind)
82.   	feel_location(x, y);
83.       else newsym(x,y);
84.   }
85.   

mkcavearea Edit

86.   STATIC_OVL void
87.   mkcavearea(rockit)
88.   register boolean rockit;
89.   {
90.       int dist;
91.       xchar xmin = u.ux, xmax = u.ux;
92.       xchar ymin = u.uy, ymax = u.uy;
93.       register xchar i;
94.       register boolean waslit = rm_waslit();
95.   
96.       if(rockit) pline("Crash!  The ceiling collapses around you!");
97.       else pline("A mysterious force %s cave around you!",
98.   	     (levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the");
99.       display_nhwindow(WIN_MESSAGE, TRUE);
100.  
101.      for(dist = 1; dist <= 2; dist++) {
102.  	xmin--; xmax++;
103.  
104.  	/* top and bottom */
105.  	if(dist < 2) { /* the area is wider that it is high */
106.  	    ymin--; ymax++;
107.  	    for(i = xmin+1; i < xmax; i++) {
108.  		mkcavepos(i, ymin, dist, waslit, rockit);
109.  		mkcavepos(i, ymax, dist, waslit, rockit);
110.  	    }
111.  	}
112.  
113.  	/* left and right */
114.  	for(i = ymin; i <= ymax; i++) {
115.  	    mkcavepos(xmin, i, dist, waslit, rockit);
116.  	    mkcavepos(xmax, i, dist, waslit, rockit);
117.  	}
118.  
119.  	flush_screen(1);	/* make sure the new glyphs shows up */
120.  	delay_output();
121.      }
122.  
123.      if(!rockit && levl[u.ux][u.uy].typ == CORR) {
124.  	levl[u.ux][u.uy].typ = ROOM;
125.  	if(waslit) levl[u.ux][u.uy].waslit = TRUE;
126.  	newsym(u.ux, u.uy); /* in case player is invisible */
127.      }
128.  
129.      vision_full_recalc = 1;	/* everything changed */
130.  }
131.  

dig_typ Edit

132.  /* When digging into location <x,y>, what are you actually digging into? */
133.  STATIC_OVL int
134.  dig_typ(otmp, x, y)
135.  struct obj *otmp;
136.  xchar x, y;
137.  {
138.  	boolean ispick = is_pick(otmp);
139.  
140.  	return (ispick && sobj_at(STATUE, x, y) ? DIGTYP_STATUE :
141.  		ispick && sobj_at(BOULDER, x, y) ? DIGTYP_BOULDER :
142.  		closed_door(x, y) ? DIGTYP_DOOR :
143.  		IS_TREE(levl[x][y].typ) ?
144.  			(ispick ? DIGTYP_UNDIGGABLE : DIGTYP_TREE) :
145.  		ispick && IS_ROCK(levl[x][y].typ) &&
146.  			(!level.flags.arboreal || IS_WALL(levl[x][y].typ)) ?
147.  			DIGTYP_ROCK : DIGTYP_UNDIGGABLE);
148.  }
149.  

is_digging Edit

150.  boolean
151.  is_digging()
152.  {
153.  	if (occupation == dig) {
154.  	    return TRUE;
155.  	}
156.  	return FALSE;
157.  }
158.  

dig_check Edit

159.  #define BY_YOU		(&youmonst)
160.  #define BY_OBJECT	((struct monst *)0)
161.  
162.  boolean
163.  dig_check(madeby, verbose, x, y)
164.  	struct monst	*madeby;
165.  	boolean		verbose;
166.  	int		x, y;
167.  {
168.  	struct trap *ttmp = t_at(x, y);
169.  	const char *verb = (madeby == BY_YOU && uwep && is_axe(uwep)) ? "chop" : "dig in";
170.  
171.  	if (On_stairs(x, y)) {
172.  	    if (x == xdnladder || x == xupladder) {
173.  		if(verbose) pline_The("ladder resists your effort.");
174.  	    } else if(verbose) pline_The("stairs are too hard to %s.", verb);
175.  	    return(FALSE);
176.  	} else if (IS_THRONE(levl[x][y].typ) && madeby != BY_OBJECT) {
177.  	    if(verbose) pline_The("throne is too hard to break apart.");
178.  	    return(FALSE);
179.  	} else if (IS_ALTAR(levl[x][y].typ) && (madeby != BY_OBJECT ||
180.  				Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) {
181.  	    if(verbose) pline_The("altar is too hard to break apart.");
182.  	    return(FALSE);
183.  	} else if (Is_airlevel(&u.uz)) {
184.  	    if(verbose) You("cannot %s thin air.", verb);
185.  	    return(FALSE);
186.  	} else if (Is_waterlevel(&u.uz)) {
187.  	    if(verbose) pline_The("water splashes and subsides.");
188.  	    return(FALSE);
189.  	} else if ((IS_ROCK(levl[x][y].typ) && levl[x][y].typ != SDOOR &&
190.  		      (levl[x][y].wall_info & W_NONDIGGABLE) != 0)
191.  		|| (ttmp &&
192.  		      (ttmp->ttyp == MAGIC_PORTAL || !Can_dig_down(&u.uz)))) {
193.  	    if(verbose) pline_The("%s here is too hard to %s.",
194.  				  surface(x,y), verb);
195.  	    return(FALSE);
196.  	} else if (sobj_at(BOULDER, x, y)) {
197.  	    if(verbose) There("isn't enough room to %s here.", verb);
198.  	    return(FALSE);
199.  	} else if (madeby == BY_OBJECT &&
200.  		    /* the block against existing traps is mainly to
201.  		       prevent broken wands from turning holes into pits */
202.  		    (ttmp || is_pool(x,y) || is_lava(x,y))) {
203.  	    /* digging by player handles pools separately */
204.  	    return FALSE;
205.  	}
206.  	return(TRUE);
207.  }
208.  

dig Edit

209.  STATIC_OVL int
210.  dig()
211.  {
212.  	register struct rm *lev;
213.  	register xchar dpx = digging.pos.x, dpy = digging.pos.y;
214.  	register boolean ispick = uwep && is_pick(uwep);
215.  	const char *verb =
216.  	    (!uwep || is_pick(uwep)) ? "dig into" : "chop through";
217.  
218.  	lev = &levl[dpx][dpy];
219.  	/* perhaps a nymph stole your pick-axe while you were busy digging */
220.  	/* or perhaps you teleported away */
221.  	if (u.uswallow || !uwep || (!ispick && !is_axe(uwep)) ||
222.  	    !on_level(&digging.level, &u.uz) ||
223.  	    ((digging.down ? (dpx != u.ux || dpy != u.uy)
224.  			   : (distu(dpx,dpy) > 2))))
225.  		return(0);
226.  
227.  	if (digging.down) {
228.  	    if(!dig_check(BY_YOU, TRUE, u.ux, u.uy)) return(0);
229.  	} else { /* !digging.down */
230.  	    if (IS_TREE(lev->typ) && !may_dig(dpx,dpy) &&
231.  			dig_typ(uwep, dpx, dpy) == DIGTYP_TREE) {
232.  		pline("This tree seems to be petrified.");
233.  		return(0);
234.  	    }
235.  	    if (IS_ROCK(lev->typ) && !may_dig(dpx,dpy) &&
236.  			dig_typ(uwep, dpx, dpy) == DIGTYP_ROCK) {
237.  		pline("This wall is too hard to %s.", verb);
238.  		return(0);
239.  	    }
240.  	}
241.  	if(Fumbling && !rn2(3)) {
242.  	    switch(rn2(3)) {
243.  	    case 0:
244.  		if(!welded(uwep)) {
245.  		    You("fumble and drop your %s.", xname(uwep));
246.  		    dropx(uwep);
247.  		} else {
248.  #ifdef STEED
249.  		    if (u.usteed)
250.  			Your("%s %s and %s %s!",
251.  			     xname(uwep),
252.  			     otense(uwep, "bounce"), otense(uwep, "hit"),
253.  			     mon_nam(u.usteed));
254.  		    else
255.  #endif
256.  			pline("Ouch!  Your %s %s and %s you!",
257.  			      xname(uwep),
258.  			      otense(uwep, "bounce"), otense(uwep, "hit"));
259.  		    set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
260.  		}
261.  		break;
262.  	    case 1:
263.  		pline("Bang!  You hit with the broad side of %s!",
264.  		      the(xname(uwep)));
265.  		break;
266.  	    default: Your("swing misses its mark.");
267.  		break;
268.  	    }
269.  	    return(0);
270.  	}
271.  
272.  	digging.effort += 10 + rn2(5) + abon() +
273.  			   uwep->spe - greatest_erosion(uwep) + u.udaminc;
274.  	if (Race_if(PM_DWARF))
275.  	    digging.effort *= 2;
276.  	if (digging.down) {
277.  		register struct trap *ttmp;
278.  
279.  		if (digging.effort > 250) {
280.  		    (void) dighole(FALSE);
281.  		    (void) memset((genericptr_t)&digging, 0, sizeof digging);
282.  		    return(0);	/* done with digging */
283.  		}
284.  
285.  		if (digging.effort <= 50 ||
286.  		    ((ttmp = t_at(dpx,dpy)) != 0 &&
287.  			(ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT ||
288.  			 ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE)))
289.  		    return(1);
290.  
291.  		if (IS_ALTAR(lev->typ)) {
292.  		    altar_wrath(dpx, dpy);
293.  		    angry_priest();
294.  		}
295.  
296.  		if (dighole(TRUE)) {	/* make pit at <u.ux,u.uy> */
297.  		    digging.level.dnum = 0;
298.  		    digging.level.dlevel = -1;
299.  		}
300.  		return(0);
301.  	}
302.  
303.  	if (digging.effort > 100) {
304.  		register const char *digtxt, *dmgtxt = (const char*) 0;
305.  		register struct obj *obj;
306.  		register boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE);
307.  
308.  		if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) {
309.  			if (break_statue(obj))
310.  				digtxt = "The statue shatters.";
311.  			else
312.  				/* it was a statue trap; break_statue()
313.  				 * printed a message and updated the screen
314.  				 */
315.  				digtxt = (char *)0;
316.  		} else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) {
317.  			struct obj *bobj;
318.  
319.  			fracture_rock(obj);
320.  			if ((bobj = sobj_at(BOULDER, dpx, dpy)) != 0) {
321.  			    /* another boulder here, restack it to the top */
322.  			    obj_extract_self(bobj);
323.  			    place_object(bobj, dpx, dpy);
324.  			}
325.  			digtxt = "The boulder falls apart.";
326.  		} else if (lev->typ == STONE || lev->typ == SCORR ||
327.  				IS_TREE(lev->typ)) {
328.  			if(Is_earthlevel(&u.uz)) {
329.  			    if(uwep->blessed && !rn2(3)) {
330.  				mkcavearea(FALSE);
331.  				goto cleanup;
332.  			    } else if((uwep->cursed && !rn2(4)) ||
333.  					  (!uwep->blessed && !rn2(6))) {
334.  				mkcavearea(TRUE);
335.  				goto cleanup;
336.  			    }
337.  			}
338.  			if (IS_TREE(lev->typ)) {
339.  			    digtxt = "You cut down the tree.";
340.  			    lev->typ = ROOM;
341.  			    if (!rn2(5)) (void) rnd_treefruit_at(dpx, dpy);
342.  			} else {
343.  			    digtxt = "You succeed in cutting away some rock.";
344.  			    lev->typ = CORR;
345.  			}
346.  		} else if(IS_WALL(lev->typ)) {
347.  			if(shopedge) {
348.  			    add_damage(dpx, dpy, 10L * ACURRSTR);
349.  			    dmgtxt = "damage";
350.  			}
351.  			if (level.flags.is_maze_lev) {
352.  			    lev->typ = ROOM;
353.  			} else if (level.flags.is_cavernous_lev &&
354.  				   !in_town(dpx, dpy)) {
355.  			    lev->typ = CORR;
356.  			} else {
357.  			    lev->typ = DOOR;
358.  			    lev->doormask = D_NODOOR;
359.  			}
360.  			digtxt = "You make an opening in the wall.";
361.  		} else if(lev->typ == SDOOR) {
362.  			cvt_sdoor_to_door(lev);	/* ->typ = DOOR */
363.  			digtxt = "You break through a secret door!";
364.  			if(!(lev->doormask & D_TRAPPED))
365.  				lev->doormask = D_BROKEN;
366.  		} else if(closed_door(dpx, dpy)) {
367.  			digtxt = "You break through the door.";
368.  			if(shopedge) {
369.  			    add_damage(dpx, dpy, 400L);
370.  			    dmgtxt = "break";
371.  			}
372.  			if(!(lev->doormask & D_TRAPPED))
373.  				lev->doormask = D_BROKEN;
374.  		} else return(0); /* statue or boulder got taken */
375.  
376.  		if(!does_block(dpx,dpy,&levl[dpx][dpy]))
377.  		    unblock_point(dpx,dpy);	/* vision:  can see through */
378.  		if(Blind)
379.  		    feel_location(dpx, dpy);
380.  		else
381.  		    newsym(dpx, dpy);
382.  		if(digtxt && !digging.quiet) pline(digtxt); /* after newsym */
383.  		if(dmgtxt)
384.  		    pay_for_damage(dmgtxt, FALSE);
385.  
386.  		if(Is_earthlevel(&u.uz) && !rn2(3)) {
387.  		    register struct monst *mtmp;
388.  
389.  		    switch(rn2(2)) {
390.  		      case 0:
391.  			mtmp = makemon(&mons[PM_EARTH_ELEMENTAL],
392.  					dpx, dpy, NO_MM_FLAGS);
393.  			break;
394.  		      default:
395.  			mtmp = makemon(&mons[PM_XORN],
396.  					dpx, dpy, NO_MM_FLAGS);
397.  			break;
398.  		    }
399.  		    if(mtmp) pline_The("debris from your digging comes to life!");
400.  		}
401.  		if(IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) {
402.  			lev->doormask = D_NODOOR;
403.  			b_trapped("door", 0);
404.  			newsym(dpx, dpy);
405.  		}
406.  cleanup:
407.  		digging.lastdigtime = moves;
408.  		digging.quiet = FALSE;
409.  		digging.level.dnum = 0;
410.  		digging.level.dlevel = -1;
411.  		return(0);
412.  	} else {		/* not enough effort has been spent yet */
413.  		static const char *const d_target[6] = {
414.  			"", "rock", "statue", "boulder", "door", "tree"
415.  		};
416.  		int dig_target = dig_typ(uwep, dpx, dpy);
417.  
418.  		if (IS_WALL(lev->typ) || dig_target == DIGTYP_DOOR) {
419.  		    if(*in_rooms(dpx, dpy, SHOPBASE)) {
420.  			pline("This %s seems too hard to %s.",
421.  			      IS_DOOR(lev->typ) ? "door" : "wall", verb);
422.  			return(0);
423.  		    }
424.  		} else if (!IS_ROCK(lev->typ) && dig_target == DIGTYP_ROCK)
425.  		    return(0); /* statue or boulder got taken */
426.  		if(!did_dig_msg) {
427.  		    You("hit the %s with all your might.",
428.  			d_target[dig_target]);
429.  		    did_dig_msg = TRUE;
430.  		}
431.  	}
432.  	return(1);
433.  }
434.  

holetime Edit

435.  /* When will hole be finished? Very rough indication used by shopkeeper. */
436.  int
437.  holetime()
438.  {
439.  	if(occupation != dig || !*u.ushops) return(-1);
440.  	return ((250 - digging.effort) / 20);
441.  }
442.  

fillholetyp Edit

443.  /* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */
444.  STATIC_OVL
445.  schar
446.  fillholetyp(x,y)
447.  int x, y;
448.  {
449.      register int x1, y1;
450.      int lo_x = max(1,x-1), hi_x = min(x+1,COLNO-1),
451.  	lo_y = max(0,y-1), hi_y = min(y+1,ROWNO-1);
452.      int pool_cnt = 0, moat_cnt = 0, lava_cnt = 0;
453.  
454.      for (x1 = lo_x; x1 <= hi_x; x1++)
455.  	for (y1 = lo_y; y1 <= hi_y; y1++)
456.  	    if (levl[x1][y1].typ == POOL)
457.  		pool_cnt++;
458.  	    else if (levl[x1][y1].typ == MOAT ||
459.  		    (levl[x1][y1].typ == DRAWBRIDGE_UP &&
460.  			(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_MOAT))
461.  		moat_cnt++;
462.  	    else if (levl[x1][y1].typ == LAVAPOOL ||
463.  		    (levl[x1][y1].typ == DRAWBRIDGE_UP &&
464.  			(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_LAVA))
465.  		lava_cnt++;
466.      pool_cnt /= 3;		/* not as much liquid as the others */
467.  
468.      if (lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1))
469.  	return LAVAPOOL;
470.      else if (moat_cnt > 0 && rn2(moat_cnt + 1))
471.  	return MOAT;
472.      else if (pool_cnt > 0 && rn2(pool_cnt + 1))
473.  	return POOL;
474.      else
475.  	return ROOM;
476.  }
477.  

digactualhole Edit

478.  void
479.  digactualhole(x, y, madeby, ttyp)
480.  register int	x, y;
481.  struct monst	*madeby;
482.  int ttyp;
483.  {
484.  	struct obj *oldobjs, *newobjs;
485.  	register struct trap *ttmp;
486.  	char surface_type[BUFSZ];
487.  	struct rm *lev = &levl[x][y];
488.  	boolean shopdoor;
489.  	struct monst *mtmp = m_at(x, y);	/* may be madeby */
490.  	boolean madeby_u = (madeby == BY_YOU);
491.  	boolean madeby_obj = (madeby == BY_OBJECT);
492.  	boolean at_u = (x == u.ux) && (y == u.uy);
493.  	boolean wont_fall = Levitation || Flying;
494.  
495.  	if (u.utrap && u.utraptype == TT_INFLOOR) u.utrap = 0;
496.  
497.  	/* these furniture checks were in dighole(), but wand
498.  	   breaking bypasses that routine and calls us directly */
499.  	if (IS_FOUNTAIN(lev->typ)) {
500.  	    dogushforth(FALSE);
501.  	    SET_FOUNTAIN_WARNED(x,y);		/* force dryup */
502.  	    dryup(x, y, madeby_u);
503.  	    return;
504.  #ifdef SINKS
505.  	} else if (IS_SINK(lev->typ)) {
506.  	    breaksink(x, y);
507.  	    return;
508.  #endif
509.  	} else if (lev->typ == DRAWBRIDGE_DOWN ||
510.  		   (is_drawbridge_wall(x, y) >= 0)) {
511.  	    int bx = x, by = y;
512.  	    /* if under the portcullis, the bridge is adjacent */
513.  	    (void) find_drawbridge(&bx, &by);
514.  	    destroy_drawbridge(bx, by);
515.  	    return;
516.  	}
517.  
518.  	if (ttyp != PIT && !Can_dig_down(&u.uz)) {
519.  	    impossible("digactualhole: can't dig %s on this level.",
520.  		       defsyms[trap_to_defsym(ttyp)].explanation);
521.  	    ttyp = PIT;
522.  	}
523.  
524.  	/* maketrap() might change it, also, in this situation,
525.  	   surface() returns an inappropriate string for a grave */
526.  	if (IS_GRAVE(lev->typ))
527.  	    Strcpy(surface_type, "grave");
528.  	else
529.  	    Strcpy(surface_type, surface(x,y));
530.  	shopdoor = IS_DOOR(lev->typ) && *in_rooms(x, y, SHOPBASE);
531.  	oldobjs = level.objects[x][y];
532.  	ttmp = maketrap(x, y, ttyp);
533.  	if (!ttmp) return;
534.  	newobjs = level.objects[x][y];
535.  	ttmp->tseen = (madeby_u || cansee(x,y));
536.  	ttmp->madeby_u = madeby_u;
537.  	newsym(ttmp->tx,ttmp->ty);
538.  
539.  	if (ttyp == PIT) {
540.  
541.  	    if(madeby_u) {
542.  		You("dig a pit in the %s.", surface_type);
543.  		if (shopdoor) pay_for_damage("ruin", FALSE);
544.  	    } else if (!madeby_obj && canseemon(madeby))
545.  		pline("%s digs a pit in the %s.", Monnam(madeby), surface_type);
546.  	    else if (cansee(x, y) && flags.verbose)
547.  		pline("A pit appears in the %s.", surface_type);
548.  
549.  	    if(at_u) {
550.  		if (!wont_fall) {
551.  		    if (!Passes_walls)
552.  			u.utrap = rn1(4,2);
553.  		    u.utraptype = TT_PIT;
554.  		    vision_full_recalc = 1;	/* vision limits change */
555.  		} else
556.  		    u.utrap = 0;
557.  		if (oldobjs != newobjs)	/* something unearthed */
558.  			(void) pickup(1);	/* detects pit */
559.  	    } else if(mtmp) {
560.  		if(is_flyer(mtmp->data) || is_floater(mtmp->data)) {
561.  		    if(canseemon(mtmp))
562.  			pline("%s %s over the pit.", Monnam(mtmp),
563.  						     (is_flyer(mtmp->data)) ?
564.  						     "flies" : "floats");
565.  		} else if(mtmp != madeby)
566.  		    (void) mintrap(mtmp);
567.  	    }
568.  	} else {	/* was TRAPDOOR now a HOLE*/
569.  
570.  	    if(madeby_u)
571.  		You("dig a hole through the %s.", surface_type);
572.  	    else if(!madeby_obj && canseemon(madeby))
573.  		pline("%s digs a hole through the %s.",
574.  		      Monnam(madeby), surface_type);
575.  	    else if(cansee(x, y) && flags.verbose)
576.  		pline("A hole appears in the %s.", surface_type);
577.  
578.  	    if (at_u) {
579.  		if (!u.ustuck && !wont_fall && !next_to_u()) {
580.  		    You("are jerked back by your pet!");
581.  		    wont_fall = TRUE;
582.  		}
583.  
584.  		/* Floor objects get a chance of falling down.  The case where
585.  		 * the hero does NOT fall down is treated here.  The case
586.  		 * where the hero does fall down is treated in goto_level().
587.  		 */
588.  		if (u.ustuck || wont_fall) {
589.  		    if (newobjs)
590.  			impact_drop((struct obj *)0, x, y, 0);
591.  		    if (oldobjs != newobjs)
592.  			(void) pickup(1);
593.  		    if (shopdoor && madeby_u) pay_for_damage("ruin", FALSE);
594.  
595.  		} else {
596.  		    d_level newlevel;
597.  
598.  		    if (*u.ushops && madeby_u)
599.  			shopdig(1); /* shk might snatch pack */
600.  		    /* handle earlier damage, eg breaking wand of digging */
601.  		    else if (!madeby_u) pay_for_damage("dig into", TRUE);
602.  
603.  		    You("fall through...");
604.  		    /* Earlier checks must ensure that the destination
605.  		     * level exists and is in the present dungeon.
606.  		     */
607.  		    newlevel.dnum = u.uz.dnum;
608.  		    newlevel.dlevel = u.uz.dlevel + 1;
609.  		    goto_level(&newlevel, FALSE, TRUE, FALSE);
610.  		    /* messages for arriving in special rooms */
611.  		    spoteffects(FALSE);
612.  		}
613.  	    } else {
614.  		if (shopdoor && madeby_u) pay_for_damage("ruin", FALSE);
615.  		if (newobjs)
616.  		    impact_drop((struct obj *)0, x, y, 0);
617.  		if (mtmp) {
618.  		     /*[don't we need special sokoban handling here?]*/
619.  		    if (is_flyer(mtmp->data) || is_floater(mtmp->data) ||
620.  		        mtmp->data == &mons[PM_WUMPUS] ||
621.  			(mtmp->wormno && count_wsegs(mtmp) > 5) ||
622.  			mtmp->data->msize >= MZ_HUGE) return;
623.  		    if (mtmp == u.ustuck)	/* probably a vortex */
624.  			    return;		/* temporary? kludge */
625.  
626.  		    if (teleport_pet(mtmp, FALSE)) {
627.  			d_level tolevel;
628.  
629.  			if (Is_stronghold(&u.uz)) {
630.  			    assign_level(&tolevel, &valley_level);
631.  			} else if (Is_botlevel(&u.uz)) {
632.  			    if (canseemon(mtmp))
633.  				pline("%s avoids the trap.", Monnam(mtmp));
634.  			    return;
635.  			} else {
636.  			    get_level(&tolevel, depth(&u.uz) + 1);
637.  			}
638.  			if (mtmp->isshk) make_angry_shk(mtmp, 0, 0);
639.  			migrate_to_level(mtmp, ledger_no(&tolevel),
640.  					 MIGR_RANDOM, (coord *)0);
641.  		    }
642.  		}
643.  	    }
644.  	}
645.  }
646.  

dighole Edit

647.  /* return TRUE if digging succeeded, FALSE otherwise */
648.  boolean
649.  dighole(pit_only)
650.  boolean pit_only;
651.  {
652.  	register struct trap *ttmp = t_at(u.ux, u.uy);
653.  	struct rm *lev = &levl[u.ux][u.uy];
654.  	struct obj *boulder_here;
655.  	schar typ;
656.  	boolean nohole = !Can_dig_down(&u.uz);
657.  
658.  	if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL || nohole)) ||
659.  	   (IS_ROCK(lev->typ) && lev->typ != SDOOR &&
660.  	    (lev->wall_info & W_NONDIGGABLE) != 0)) {
661.  		pline_The("%s here is too hard to dig in.", surface(u.ux,u.uy));
662.  
663.  	} else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
664.  		pline_The("%s sloshes furiously for a moment, then subsides.",
665.  			is_lava(u.ux, u.uy) ? "lava" : "water");
666.  		wake_nearby();	/* splashing */
667.  
668.  	} else if (lev->typ == DRAWBRIDGE_DOWN ||
669.  		   (is_drawbridge_wall(u.ux, u.uy) >= 0)) {
670.  		/* drawbridge_down is the platform crossing the moat when the
671.  		   bridge is extended; drawbridge_wall is the open "doorway" or
672.  		   closed "door" where the portcullis/mechanism is located */
673.  		if (pit_only) {
674.  		    pline_The("drawbridge seems too hard to dig through.");
675.  		    return FALSE;
676.  		} else {
677.  		    int x = u.ux, y = u.uy;
678.  		    /* if under the portcullis, the bridge is adjacent */
679.  		    (void) find_drawbridge(&x, &y);
680.  		    destroy_drawbridge(x, y);
681.  		    return TRUE;
682.  		}
683.  
684.  	} else if ((boulder_here = sobj_at(BOULDER, u.ux, u.uy)) != 0) {
685.  		if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) &&
686.  		    rn2(2)) {
687.  			pline_The("boulder settles into the pit.");
688.  			ttmp->ttyp = PIT;	 /* crush spikes */
689.  		} else {
690.  			/*
691.  			 * digging makes a hole, but the boulder immediately
692.  			 * fills it.  Final outcome:  no hole, no boulder.
693.  			 */
694.  			pline("KADOOM! The boulder falls in!");
695.  			(void) delfloortrap(ttmp);
696.  		}
697.  		delobj(boulder_here);
698.  		return TRUE;
699.  
700.  	} else if (IS_GRAVE(lev->typ)) {        
701.  	    digactualhole(u.ux, u.uy, BY_YOU, PIT);
702.  	    dig_up_grave();
703.  	    return TRUE;
704.  	} else if (lev->typ == DRAWBRIDGE_UP) {
705.  		/* must be floor or ice, other cases handled above */
706.  		/* dig "pit" and let fluid flow in (if possible) */
707.  		typ = fillholetyp(u.ux,u.uy);
708.  
709.  		if (typ == ROOM) {
710.  			/*
711.  			 * We can't dig a hole here since that will destroy
712.  			 * the drawbridge.  The following is a cop-out. --dlc
713.  			 */
714.  			pline_The("%s here is too hard to dig in.",
715.  			      surface(u.ux, u.uy));
716.  			return FALSE;
717.  		}
718.  
719.  		lev->drawbridgemask &= ~DB_UNDER;
720.  		lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT;
721.  
722.   liquid_flow:
723.  		if (ttmp) (void) delfloortrap(ttmp);
724.  		/* if any objects were frozen here, they're released now */
725.  		unearth_objs(u.ux, u.uy);
726.  
727.  		pline("As you dig, the hole fills with %s!",
728.  		      typ == LAVAPOOL ? "lava" : "water");
729.  		if (!Levitation && !Flying) {
730.  		    if (typ == LAVAPOOL)
731.  			(void) lava_effects();
732.  		    else if (!Wwalking)
733.  			(void) drown();
734.  		}
735.  		return TRUE;
736.  
737.  	/* the following two are here for the wand of digging */
738.  	} else if (IS_THRONE(lev->typ)) {
739.  		pline_The("throne is too hard to break apart.");
740.  
741.  	} else if (IS_ALTAR(lev->typ)) {
742.  		pline_The("altar is too hard to break apart.");
743.  
744.  	} else {
745.  		typ = fillholetyp(u.ux,u.uy);
746.  
747.  		if (typ != ROOM) {
748.  			lev->typ = typ;
749.  			goto liquid_flow;
750.  		}
751.  
752.  		/* finally we get to make a hole */
753.  		if (nohole || pit_only)
754.  			digactualhole(u.ux, u.uy, BY_YOU, PIT);
755.  		else
756.  			digactualhole(u.ux, u.uy, BY_YOU, HOLE);
757.  
758.  		return TRUE;
759.  	}
760.  
761.  	return FALSE;
762.  }
763.  

dig_up_grave Edit

764.  STATIC_OVL void
765.  dig_up_grave()
766.  {
767.  	struct obj *otmp;
768.  
769.  	/* Grave-robbing is frowned upon... */
770.  	exercise(A_WIS, FALSE);
771.  	if (Role_if(PM_ARCHEOLOGIST)) {
772.  	    adjalign(-sgn(u.ualign.type)*3);
773.  	    You_feel("like a despicable grave-robber!");
774.  	} else if (Role_if(PM_SAMURAI)) {
775.  	    adjalign(-sgn(u.ualign.type));
776.  	    You("disturb the honorable dead!");
777.  	} else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
778.  	    adjalign(-sgn(u.ualign.type));
779.  	    You("have violated the sanctity of this grave!");
780.  	}
781.  
782.  	switch (rn2(5)) {
783.  	case 0:
784.  	case 1:
785.  	    You("unearth a corpse.");
786.  	    if (!!(otmp = mk_tt_object(CORPSE, u.ux, u.uy)))
787.  	    	otmp->age -= 100;		/* this is an *OLD* corpse */;
788.  	    break;
789.  	case 2:
790.  	    if (!Blind) pline(Hallucination ? "Dude!  The living dead!" :
791.   			"The grave's owner is very upset!");
792.   	    (void) makemon(mkclass(S_ZOMBIE,0), u.ux, u.uy, NO_MM_FLAGS);
793.  	    break;
794.  	case 3:
795.  	    if (!Blind) pline(Hallucination ? "I want my mummy!" :
796.   			"You've disturbed a tomb!");
797.   	    (void) makemon(mkclass(S_MUMMY,0), u.ux, u.uy, NO_MM_FLAGS);
798.  	    break;
799.  	default:
800.  	    /* No corpse */
801.  	    pline_The("grave seems unused.  Strange....");
802.  	    break;
803.  	}
804.  	levl[u.ux][u.uy].typ = ROOM;
805.  	del_engr_at(u.ux, u.uy);
806.  	newsym(u.ux,u.uy);
807.  	return;
808.  }
809.  

use_pick_axe Edit

810.  int
811.  use_pick_axe(obj)
812.  struct obj *obj;
813.  {
814.  	boolean ispick;
815.  	char dirsyms[12];
816.  	char qbuf[QBUFSZ];
817.  	register char *dsp = dirsyms;
818.  	register int rx, ry;
819.  	int res = 0;
820.  	register const char *sdp, *verb;
821.  
822.  	if(iflags.num_pad) sdp = ndir; else sdp = sdir;	/* DICE workaround */
823.  
824.  	/* Check tool */
825.  	if (obj != uwep) {
826.  	    if (!wield_tool(obj, "swing")) return 0;
827.  	    else res = 1;
828.  	}
829.  	ispick = is_pick(obj);
830.  	verb = ispick ? "dig" : "chop";
831.  
832.  	if (u.utrap && u.utraptype == TT_WEB) {
833.  	    pline("%s you can't %s while entangled in a web.",
834.  		  /* res==0 => no prior message;
835.  		     res==1 => just got "You now wield a pick-axe." message */
836.  		  !res ? "Unfortunately," : "But", verb);
837.  	    return res;
838.  	}
839.  
840.  	while(*sdp) {
841.  		(void) movecmd(*sdp);	/* sets u.dx and u.dy and u.dz */
842.  		rx = u.ux + u.dx;
843.  		ry = u.uy + u.dy;
844.  		/* Include down even with axe, so we have at least one direction */
845.  		if (u.dz > 0 ||
846.  		    (u.dz == 0 && isok(rx, ry) &&
847.  		     dig_typ(obj, rx, ry) != DIGTYP_UNDIGGABLE))
848.  			*dsp++ = *sdp;
849.  		sdp++;
850.  	}
851.  	*dsp = 0;
852.  	Sprintf(qbuf, "In what direction do you want to %s? [%s]", verb, dirsyms);
853.  	if(!getdir(qbuf))
854.  		return(res);
855.  
856.  	return(use_pick_axe2(obj));
857.  }
858.  

use_pick_axe2 Edit

859.  /* MRKR: use_pick_axe() is split in two to allow autodig to bypass */
860.  /*       the "In what direction do you want to dig?" query.        */
861.  /*       use_pick_axe2() uses the existing u.dx, u.dy and u.dz    */
862.  
863.  int
864.  use_pick_axe2(obj) 
865.  struct obj *obj;
866.  {
867.  	register int rx, ry;
868.  	register struct rm *lev;
869.  	int dig_target;
870.  	boolean ispick = is_pick(obj);
871.  	const char *verbing = ispick ? "digging" : "chopping";
872.  
873.  	if (u.uswallow && attack(u.ustuck)) {
874.  		;  /* return(1) */
875.  	} else if (Underwater) {
876.  		pline("Turbulence torpedoes your %s attempts.", verbing);
877.  	} else if(u.dz < 0) {
878.  		if(Levitation)
879.  			You("don't have enough leverage.");
880.  		else
881.  			You_cant("reach the %s.",ceiling(u.ux,u.uy));
882.  	} else if(!u.dx && !u.dy && !u.dz) {
883.  		char buf[BUFSZ];
884.  		int dam;
885.  
886.  		dam = rnd(2) + dbon() + obj->spe;
887.  		if (dam <= 0) dam = 1;
888.  		You("hit yourself with %s.", yname(uwep));
889.  		Sprintf(buf, "%s own %s", uhis(),
890.  				OBJ_NAME(objects[obj->otyp]));
891.  		losehp(dam, buf, KILLED_BY);
892.  		flags.botl=1;
893.  		return(1);
894.  	} else if(u.dz == 0) {
895.  		if(Stunned || (Confusion && !rn2(5))) confdir();
896.  		rx = u.ux + u.dx;
897.  		ry = u.uy + u.dy;
898.  		if(!isok(rx, ry)) {
899.  			pline("Clash!");
900.  			return(1);
901.  		}
902.  		lev = &levl[rx][ry];
903.  		if(MON_AT(rx, ry) && attack(m_at(rx, ry)))
904.  			return(1);
905.  		dig_target = dig_typ(obj, rx, ry);
906.  		if (dig_target == DIGTYP_UNDIGGABLE) {
907.  			/* ACCESSIBLE or POOL */
908.  			struct trap *trap = t_at(rx, ry);
909.  
910.  			if (trap && trap->ttyp == WEB) {
911.  			    if (!trap->tseen) {
912.  				seetrap(trap);
913.  				There("is a spider web there!");
914.  			    }
915.  			    Your("%s entangled in the web.",
916.  				aobjnam(obj, "become"));
917.  			    /* you ought to be able to let go; tough luck */
918.  			    /* (maybe `move_into_trap()' would be better) */
919.  			    nomul(-d(2,2));
920.  			    nomovemsg = "You pull free.";
921.  			} else if (lev->typ == IRONBARS) {
922.  			    pline("Clang!");
923.  			    wake_nearby();
924.  			} else if (IS_TREE(lev->typ))
925.  			    You("need an axe to cut down a tree.");
926.  			else if (IS_ROCK(lev->typ))
927.  			    You("need a pick to dig rock.");
928.  			else if (!ispick && (sobj_at(STATUE, rx, ry) ||
929.  					     sobj_at(BOULDER, rx, ry))) {
930.  			    boolean vibrate = !rn2(3);
931.  			    pline("Sparks fly as you whack the %s.%s",
932.  				sobj_at(STATUE, rx, ry) ? "statue" : "boulder",
933.  				vibrate ? " The axe-handle vibrates violently!" : "");
934.  			    if (vibrate) losehp(2, "axing a hard object", KILLED_BY);
935.  			}
936.  			else
937.  			    You("swing your %s through thin air.",
938.  				aobjnam(obj, (char *)0));
939.  		} else {
940.  			static const char * const d_action[6] = {
941.  						"swinging",
942.  						"digging",
943.  						"chipping the statue",
944.  						"hitting the boulder",
945.  						"chopping at the door",
946.  						"cutting the tree"
947.  			};
948.  			did_dig_msg = FALSE;
949.  			digging.quiet = FALSE;
950.  			if (digging.pos.x != rx || digging.pos.y != ry ||
951.  			    !on_level(&digging.level, &u.uz) || digging.down) {
952.  			    if (flags.autodig &&
953.  				dig_target == DIGTYP_ROCK && !digging.down &&
954.  				digging.pos.x == u.ux &&
955.  				digging.pos.y == u.uy &&
956.  				(moves <= digging.lastdigtime+2 &&
957.  				 moves >= digging.lastdigtime)) {
958.  				/* avoid messages if repeated autodigging */
959.  				did_dig_msg = TRUE;
960.  				digging.quiet = TRUE;
961.  			    }
962.  			    digging.down = digging.chew = FALSE;
963.  			    digging.warned = FALSE;
964.  			    digging.pos.x = rx;
965.  			    digging.pos.y = ry;
966.  			    assign_level(&digging.level, &u.uz);
967.  			    digging.effort = 0;
968.  			    if (!digging.quiet)
969.  				You("start %s.", d_action[dig_target]);
970.  			} else {
971.  			    You("%s %s.", digging.chew ? "begin" : "continue",
972.  					d_action[dig_target]);
973.  			    digging.chew = FALSE;
974.  			}
975.  			set_occupation(dig, verbing, 0);
976.  		}
977.  	} else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
978.  		/* it must be air -- water checked above */
979.  		You("swing your %s through thin air.", aobjnam(obj, (char *)0));
980.  	} else if (!can_reach_floor()) {
981.  		You_cant("reach the %s.", surface(u.ux,u.uy));
982.  	} else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
983.  		/* Monsters which swim also happen not to be able to dig */
984.  		You("cannot stay under%s long enough.",
985.  				is_pool(u.ux, u.uy) ? "water" : " the lava");
986.  	} else if (!ispick) {
987.  		Your("%s merely scratches the %s.",
988.  				aobjnam(obj, (char *)0), surface(u.ux,u.uy));
989.  		u_wipe_engr(3);
990.  	} else {
991.  		if (digging.pos.x != u.ux || digging.pos.y != u.uy ||
992.  			!on_level(&digging.level, &u.uz) || !digging.down) {
993.  		    digging.chew = FALSE;
994.  		    digging.down = TRUE;
995.  		    digging.warned = FALSE;
996.  		    digging.pos.x = u.ux;
997.  		    digging.pos.y = u.uy;
998.  		    assign_level(&digging.level, &u.uz);
999.  		    digging.effort = 0;
1000. 		    You("start %s downward.", verbing);
1001. 		    if (*u.ushops) shopdig(0);
1002. 		} else
1003. 		    You("continue %s downward.", verbing);
1004. 		did_dig_msg = FALSE;
1005. 		set_occupation(dig, verbing, 0);
1006. 	}
1007. 	return(1);
1008. }
1009. 

watch_dig Edit

1010. /*
1011.  * Town Watchmen frown on damage to the town walls, trees or fountains.
1012.  * It's OK to dig holes in the ground, however.
1013.  * If mtmp is assumed to be a watchman, a watchman is found if mtmp == 0
1014.  * zap == TRUE if wand/spell of digging, FALSE otherwise (chewing)
1015.  */
1016. void
1017. watch_dig(mtmp, x, y, zap)
1018.     struct monst *mtmp;
1019.     xchar x, y;
1020.     boolean zap;
1021. {
1022. 	struct rm *lev = &levl[x][y];
1023. 
1024. 	if (in_town(x, y) &&
1025. 	    (closed_door(x, y) || lev->typ == SDOOR ||
1026. 	     IS_WALL(lev->typ) || IS_FOUNTAIN(lev->typ) || IS_TREE(lev->typ))) {
1027. 	    if (!mtmp) {
1028. 		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
1029. 		    if (DEADMONSTER(mtmp)) continue;
1030. 		    if ((mtmp->data == &mons[PM_WATCHMAN] ||
1031. 			 mtmp->data == &mons[PM_WATCH_CAPTAIN]) &&
1032. 			mtmp->mcansee && m_canseeu(mtmp) &&
1033. 			couldsee(mtmp->mx, mtmp->my) && mtmp->mpeaceful)
1034. 			break;
1035. 		}
1036. 	    }
1037. 
1038. 	    if (mtmp) {
1039. 		if(zap || digging.warned) {
1040. 		    verbalize("Halt, vandal!  You're under arrest!");
1041. 		    (void) angry_guards(!(flags.soundok));
1042. 		} else {
1043. 		    const char *str;
1044. 
1045. 		    if (IS_DOOR(lev->typ))
1046. 			str = "door";
1047. 		    else if (IS_TREE(lev->typ))
1048. 			str = "tree";
1049. 		    else if (IS_ROCK(lev->typ))
1050. 			str = "wall";
1051. 		    else
1052. 			str = "fountain";
1053. 		    verbalize("Hey, stop damaging that %s!", str);
1054. 		    digging.warned = TRUE;
1055. 		}
1056. 		if (is_digging())
1057. 		    stop_occupation();
1058. 	    }
1059. 	}
1060. }
1061. 
1062. #endif /* OVLB */

mdig_tunnel Edit

1063. #ifdef OVL0
1064. 
1065. /* Return TRUE if monster died, FALSE otherwise.  Called from m_move(). */
1066. boolean
1067. mdig_tunnel(mtmp)
1068. register struct monst *mtmp;
1069. {
1070. 	register struct rm *here;
1071. 	int pile = rnd(12);
1072. 
1073. 	here = &levl[mtmp->mx][mtmp->my];
1074. 	if (here->typ == SDOOR)
1075. 	    cvt_sdoor_to_door(here);	/* ->typ = DOOR */
1076. 
1077. 	/* Eats away door if present & closed or locked */
1078. 	if (closed_door(mtmp->mx, mtmp->my)) {
1079. 	    if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
1080. 		add_damage(mtmp->mx, mtmp->my, 0L);
1081. 	    unblock_point(mtmp->mx, mtmp->my);	/* vision */
1082. 	    if (here->doormask & D_TRAPPED) {
1083. 		here->doormask = D_NODOOR;
1084. 		if (mb_trapped(mtmp)) {	/* mtmp is killed */
1085. 		    newsym(mtmp->mx, mtmp->my);
1086. 		    return TRUE;
1087. 		}
1088. 	    } else {
1089. 		if (!rn2(3) && flags.verbose)	/* not too often.. */
1090. 		    You_feel("an unexpected draft.");
1091. 		here->doormask = D_BROKEN;
1092. 	    }
1093. 	    newsym(mtmp->mx, mtmp->my);
1094. 	    return FALSE;
1095. 	} else if (!IS_ROCK(here->typ) && !IS_TREE(here->typ)) /* no dig */
1096. 	    return FALSE;
1097. 
1098. 	/* Only rock, trees, and walls fall through to this point. */
1099. 	if ((here->wall_info & W_NONDIGGABLE) != 0) {
1100. 	    impossible("mdig_tunnel:  %s at (%d,%d) is undiggable",
1101. 		       (IS_WALL(here->typ) ? "wall" : "stone"),
1102. 		       (int) mtmp->mx, (int) mtmp->my);
1103. 	    return FALSE;	/* still alive */
1104. 	}
1105. 
1106. 	if (IS_WALL(here->typ)) {
1107. 	    /* KMH -- Okay on arboreal levels (room walls are still stone) */
1108. 	    if (flags.soundok && flags.verbose && !rn2(5))
1109. 		You_hear("crashing rock.");
1110. 	    if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
1111. 		add_damage(mtmp->mx, mtmp->my, 0L);
1112. 	    if (level.flags.is_maze_lev) {
1113. 		here->typ = ROOM;
1114. 	    } else if (level.flags.is_cavernous_lev &&
1115. 		       !in_town(mtmp->mx, mtmp->my)) {
1116. 		here->typ = CORR;
1117. 	    } else {
1118. 		here->typ = DOOR;
1119. 		here->doormask = D_NODOOR;
1120. 	    }
1121. 	} else if (IS_TREE(here->typ)) {
1122. 	    here->typ = ROOM;
1123. 	    if (pile && pile < 5)
1124. 		(void) rnd_treefruit_at(mtmp->mx, mtmp->my);
1125. 	} else {
1126. 	    here->typ = CORR;
1127. 	    if (pile && pile < 5)
1128. 		(void) mksobj_at((pile == 1) ? BOULDER : ROCK,
1129. 			     mtmp->mx, mtmp->my, TRUE, FALSE);
1130. 	}
1131. 	newsym(mtmp->mx, mtmp->my);
1132. 	if (!sobj_at(BOULDER, mtmp->mx, mtmp->my))
1133. 	    unblock_point(mtmp->mx, mtmp->my);	/* vision */
1134. 
1135. 	return FALSE;
1136. }
1137. 
1138. #endif /* OVL0 */

zap_dig Edit

1139. #ifdef OVL3
1140. 
1141. /* digging via wand zap or spell cast */
1142. void
1143. zap_dig()
1144. {
1145. 	struct rm *room;
1146. 	struct monst *mtmp;
1147. 	struct obj *otmp;
1148. 	int zx, zy, digdepth;
1149. 	boolean shopdoor, shopwall, maze_dig;
1150. 	/*
1151. 	 * Original effect (approximately):
1152. 	 * from CORR: dig until we pierce a wall
1153. 	 * from ROOM: pierce wall and dig until we reach
1154. 	 * an ACCESSIBLE place.
1155. 	 * Currently: dig for digdepth positions;
1156. 	 * also down on request of Lennart Augustsson.
1157. 	 */
1158. 
1159. 	if (u.uswallow) {
1160. 	    mtmp = u.ustuck;
1161. 
1162. 	    if (!is_whirly(mtmp->data)) {
1163. 		if (is_animal(mtmp->data))
1164. 		    You("pierce %s %s wall!",
1165. 			s_suffix(mon_nam(mtmp)), mbodypart(mtmp, STOMACH));
1166. 		mtmp->mhp = 1;		/* almost dead */
1167. 		expels(mtmp, mtmp->data, !is_animal(mtmp->data));
1168. 	    }
1169. 	    return;
1170. 	} /* swallowed */
1171. 
1172. 	if (u.dz) {
1173. 	    if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !Underwater) {
1174. 		if (u.dz < 0 || On_stairs(u.ux, u.uy)) {
1175. 		    if (On_stairs(u.ux, u.uy))
1176. 			pline_The("beam bounces off the %s and hits the %s.",
1177. 			      (u.ux == xdnladder || u.ux == xupladder) ?
1178. 			      "ladder" : "stairs", ceiling(u.ux, u.uy));
1179. 		    You("loosen a rock from the %s.", ceiling(u.ux, u.uy));
1180. 		    pline("It falls on your %s!", body_part(HEAD));
1181. 		    losehp(rnd((uarmh && is_metallic(uarmh)) ? 2 : 6),
1182. 			   "falling rock", KILLED_BY_AN);
1183. 		    otmp = mksobj_at(ROCK, u.ux, u.uy, FALSE, FALSE);
1184. 		    if (otmp) {
1185. 			(void)xname(otmp);	/* set dknown, maybe bknown */
1186. 			stackobj(otmp);
1187. 		    }
1188. 		    newsym(u.ux, u.uy);
1189. 		} else {
1190. 		    watch_dig((struct monst *)0, u.ux, u.uy, TRUE);
1191. 		    (void) dighole(FALSE);
1192. 		}
1193. 	    }
1194. 	    return;
1195. 	} /* up or down */
1196. 
1197. 	/* normal case: digging across the level */
1198. 	shopdoor = shopwall = FALSE;
1199. 	maze_dig = level.flags.is_maze_lev && !Is_earthlevel(&u.uz);
1200. 	zx = u.ux + u.dx;
1201. 	zy = u.uy + u.dy;
1202. 	digdepth = rn1(18, 8);
1203. 	tmp_at(DISP_BEAM, cmap_to_glyph(S_digbeam));
1204. 	while (--digdepth >= 0) {
1205. 	    if (!isok(zx,zy)) break;
1206. 	    room = &levl[zx][zy];
1207. 	    tmp_at(zx,zy);
1208. 	    delay_output();	/* wait a little bit */
1209. 	    if (closed_door(zx, zy) || room->typ == SDOOR) {
1210. 		if (*in_rooms(zx,zy,SHOPBASE)) {
1211. 		    add_damage(zx, zy, 400L);
1212. 		    shopdoor = TRUE;
1213. 		}
1214. 		if (room->typ == SDOOR)
1215. 		    room->typ = DOOR;
1216. 		else if (cansee(zx, zy))
1217. 		    pline_The("door is razed!");
1218. 		watch_dig((struct monst *)0, zx, zy, TRUE);
1219. 		room->doormask = D_NODOOR;
1220. 		unblock_point(zx,zy); /* vision */
1221. 		digdepth -= 2;
1222. 		if (maze_dig) break;
1223. 	    } else if (maze_dig) {
1224. 		if (IS_WALL(room->typ)) {
1225. 		    if (!(room->wall_info & W_NONDIGGABLE)) {
1226. 			if (*in_rooms(zx,zy,SHOPBASE)) {
1227. 			    add_damage(zx, zy, 200L);
1228. 			    shopwall = TRUE;
1229. 			}
1230. 			room->typ = ROOM;
1231. 			unblock_point(zx,zy); /* vision */
1232. 		    } else if (!Blind)
1233. 			pline_The("wall glows then fades.");
1234. 		    break;
1235. 		} else if (IS_TREE(room->typ)) { /* check trees before stone */
1236. 		    if (!(room->wall_info & W_NONDIGGABLE)) {
1237. 			room->typ = ROOM;
1238. 			unblock_point(zx,zy); /* vision */
1239. 		    } else if (!Blind)
1240. 			pline_The("tree shudders but is unharmed.");
1241. 		    break;
1242. 		} else if (room->typ == STONE || room->typ == SCORR) {
1243. 		    if (!(room->wall_info & W_NONDIGGABLE)) {
1244. 			room->typ = CORR;
1245. 			unblock_point(zx,zy); /* vision */
1246. 		    } else if (!Blind)
1247. 			pline_The("rock glows then fades.");
1248. 		    break;
1249. 		}
1250. 	    } else if (IS_ROCK(room->typ)) {
1251. 		if (!may_dig(zx,zy)) break;
1252. 		if (IS_WALL(room->typ) || room->typ == SDOOR) {
1253. 		    if (*in_rooms(zx,zy,SHOPBASE)) {
1254. 			add_damage(zx, zy, 200L);
1255. 			shopwall = TRUE;
1256. 		    }
1257. 		    watch_dig((struct monst *)0, zx, zy, TRUE);
1258. 		    if (level.flags.is_cavernous_lev && !in_town(zx, zy)) {
1259. 			room->typ = CORR;
1260. 		    } else {
1261. 			room->typ = DOOR;
1262. 			room->doormask = D_NODOOR;
1263. 		    }
1264. 		    digdepth -= 2;
1265. 		} else if (IS_TREE(room->typ)) {
1266. 		    room->typ = ROOM;
1267. 		    digdepth -= 2;
1268. 		} else {	/* IS_ROCK but not IS_WALL or SDOOR */
1269. 		    room->typ = CORR;
1270. 		    digdepth--;
1271. 		}
1272. 		unblock_point(zx,zy); /* vision */
1273. 	    }
1274. 	    zx += u.dx;
1275. 	    zy += u.dy;
1276. 	} /* while */
1277. 	tmp_at(DISP_END,0);	/* closing call */
1278. 	if (shopdoor || shopwall)
1279. 	    pay_for_damage(shopdoor ? "destroy" : "dig into", FALSE);
1280. 	return;
1281. }
1282. 

bury_an_obj Edit

1283. /* move objects from fobj/nexthere lists to buriedobjlist, keeping position */
1284. /* information */
1285. struct obj *
1286. bury_an_obj(otmp)
1287. 	struct obj *otmp;
1288. {
1289. 	struct obj *otmp2;
1290. 	boolean under_ice;
1291. 
1292. #ifdef DEBUG
1293. 	pline("bury_an_obj: %s", xname(otmp));
1294. #endif
1295. 	if (otmp == uball)
1296. 		unpunish();
1297. 	/* after unpunish(), or might get deallocated chain */
1298. 	otmp2 = otmp->nexthere;
1299. 	/*
1300. 	 * obj_resists(,0,0) prevents Rider corpses from being buried.
1301. 	 * It also prevents The Amulet and invocation tools from being
1302. 	 * buried.  Since they can't be confined to bags and statues,
1303. 	 * it makes sense that they can't be buried either, even though
1304. 	 * the real reason there (direct accessibility when carried) is
1305. 	 * completely different.
1306. 	 */
1307. 	if (otmp == uchain || obj_resists(otmp, 0, 0))
1308. 		return(otmp2);
1309. 
1310. 	if (otmp->otyp == LEASH && otmp->leashmon != 0)
1311. 		o_unleash(otmp);
1312. 
1313. 	if (otmp->lamplit && otmp->otyp != POT_OIL)
1314. 		end_burn(otmp, TRUE);
1315. 
1316. 	obj_extract_self(otmp);
1317. 
1318. 	under_ice = is_ice(otmp->ox, otmp->oy);
1319. 	if (otmp->otyp == ROCK && !under_ice) {
1320. 		/* merges into burying material */
1321. 		obfree(otmp, (struct obj *)0);
1322. 		return(otmp2);
1323. 	}
1324. 	/*
1325. 	 * Start a rot on organic material.  Not corpses -- they
1326. 	 * are already handled.
1327. 	 */
1328. 	if (otmp->otyp == CORPSE) {
1329. 	    ;		/* should cancel timer if under_ice */
1330. 	} else if ((under_ice ? otmp->oclass == POTION_CLASS : is_organic(otmp))
1331. 		&& !obj_resists(otmp, 5, 95)) {
1332. 	    (void) start_timer((under_ice ? 0L : 250L) + (long)rnd(250),
1333. 			       TIMER_OBJECT, ROT_ORGANIC, (genericptr_t)otmp);
1334. 	}
1335. 	add_to_buried(otmp);
1336. 	return(otmp2);
1337. }
1338. 

bury_objs Edit

bury_objs() takes two parameters, an x,y coordinate, and buries all objects on the floor at the location.

1339. void
1340. bury_objs(x, y)
1341. int x, y;
1342. {
1343. 	struct obj *otmp, *otmp2;
1344. 
1345. #ifdef DEBUG
1346. 	if(level.objects[x][y] != (struct obj *)0)
1347. 		pline("bury_objs: at %d, %d", x, y);
1348. #endif
1349. 	for (otmp = level.objects[x][y]; otmp; otmp = otmp2)
1350. 		otmp2 = bury_an_obj(otmp);
1351. 
1352. 	/* don't expect any engravings here, but just in case */
1353. 	del_engr_at(x, y);
1354. 	newsym(x, y);
1355. }
1356. 

unearth_objs Edit

unearth_objs() takes two parameters, an x,y coordinate, and unearths all objects buried at that location.

1357. /* move objects from buriedobjlist to fobj/nexthere lists */
1358. void
1359. unearth_objs(x, y)
1360. int x, y;
1361. {
1362. 	struct obj *otmp, *otmp2;
1363. 
1364. #ifdef DEBUG
1365. 	pline("unearth_objs: at %d, %d", x, y);
1366. #endif
1367. 	for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
1368. 		otmp2 = otmp->nobj;
1369. 		if (otmp->ox == x && otmp->oy == y) {
1370. 		    obj_extract_self(otmp);
1371. 		    if (otmp->timed)
1372. 			(void) stop_timer(ROT_ORGANIC, (genericptr_t)otmp);
1373. 		    place_object(otmp, x, y);
1374. 		    stackobj(otmp);
1375. 		}
1376. 	}
1377. 	del_engr_at(x, y);
1378. 	newsym(x, y);
1379. }
1380. 

rot_organic Edit

1381. /*
1382.  * The organic material has rotted away while buried.  As an expansion,
1383.  * we could add add partial damage.  A damage count is kept in the object
1384.  * and every time we are called we increment the count and reschedule another
1385.  * timeout.  Eventually the object rots away.
1386.  *
1387.  * This is used by buried objects other than corpses.  When a container rots
1388.  * away, any contents become newly buried objects.
1389.  */
1390. /* ARGSUSED */
1391. void
1392. rot_organic(arg, timeout)
1393. genericptr_t arg;
1394. long timeout;	/* unused */
1395. {
1396. 	struct obj *obj = (struct obj *) arg;
1397. 
1398. 	while (Has_contents(obj)) {
1399. 	    /* We don't need to place contained object on the floor
1400. 	       first, but we do need to update its map coordinates. */
1401. 	    obj->cobj->ox = obj->ox,  obj->cobj->oy = obj->oy;
1402. 	    /* Everything which can be held in a container can also be
1403. 	       buried, so bury_an_obj's use of obj_extract_self insures
1404. 	       that Has_contents(obj) will eventually become false. */
1405. 	    (void)bury_an_obj(obj->cobj);
1406. 	}
1407. 	obj_extract_self(obj);
1408. 	obfree(obj, (struct obj *) 0);
1409. }
1410. 

rot_corpse Edit

1411. /*
1412.  * Called when a corpse has rotted completely away.
1413.  */
1414. void
1415. rot_corpse(arg, timeout)
1416. genericptr_t arg;
1417. long timeout;	/* unused */
1418. {
1419. 	xchar x = 0, y = 0;
1420. 	struct obj *obj = (struct obj *) arg;
1421. 	boolean on_floor = obj->where == OBJ_FLOOR,
1422. 		in_invent = obj->where == OBJ_INVENT;
1423. 
1424. 	if (on_floor) {
1425. 	    x = obj->ox;
1426. 	    y = obj->oy;
1427. 	} else if (in_invent) {
1428. 	    if (flags.verbose) {
1429. 		char *cname = corpse_xname(obj, FALSE);
1430. 		Your("%s%s %s away%c",
1431. 		     obj == uwep ? "wielded " : nul, cname,
1432. 		     otense(obj, "rot"), obj == uwep ? '!' : '.');
1433. 	    }
1434. 	    if (obj == uwep) {
1435. 		uwepgone();	/* now bare handed */
1436. 		stop_occupation();
1437. 	    } else if (obj == uswapwep) {
1438. 		uswapwepgone();
1439. 		stop_occupation();
1440. 	    } else if (obj == uquiver) {
1441. 		uqwepgone();
1442. 		stop_occupation();
1443. 	    }
1444. 	} else if (obj->where == OBJ_MINVENT && obj->owornmask) {
1445. 	    if (obj == MON_WEP(obj->ocarry)) {
1446. 		setmnotwielded(obj->ocarry,obj);
1447. 		MON_NOWEP(obj->ocarry);
1448. 	    }
1449. 	}
1450. 	rot_organic(arg, timeout);
1451. 	if (on_floor) newsym(x, y);
1452. 	else if (in_invent) update_inventory();
1453. }
1454. 

bury_monst Edit

1455. #if 0
1456. void
1457. bury_monst(mtmp)
1458. struct monst *mtmp;
1459. {
1460. #ifdef DEBUG
1461. 	pline("bury_monst: %s", mon_nam(mtmp));
1462. #endif
1463. 	if(canseemon(mtmp)) {
1464. 	    if(is_flyer(mtmp->data) || is_floater(mtmp->data)) {
1465. 		pline_The("%s opens up, but %s is not swallowed!",
1466. 			surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
1467. 		return;
1468. 	    } else
1469. 	        pline_The("%s opens up and swallows %s!",
1470. 			surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
1471. 	}
1472. 
1473. 	mtmp->mburied = TRUE;
1474. 	wakeup(mtmp);			/* at least give it a chance :-) */
1475. 	newsym(mtmp->mx, mtmp->my);
1476. }
1477. 

bury_you Edit

1478. void
1479. bury_you()
1480. {
1481. #ifdef DEBUG
1482. 	pline("bury_you");
1483. #endif
1484.     if (!Levitation && !Flying) {
1485. 	if(u.uswallow)
1486. 	    You_feel("a sensation like falling into a trap!");
1487. 	else
1488. 	    pline_The("%s opens beneath you and you fall in!",
1489. 		  surface(u.ux, u.uy));
1490. 
1491. 	u.uburied = TRUE;
1492. 	if(!Strangled && !Breathless) Strangled = 6;
1493. 	under_ground(1);
1494.     }
1495. }
1496. 

unearth_you Edit

1497. void
1498. unearth_you()
1499. {
1500. #ifdef DEBUG
1501. 	pline("unearth_you");
1502. #endif
1503. 	u.uburied = FALSE;
1504. 	under_ground(0);
1505. 	if(!uamul || uamul->otyp != AMULET_OF_STRANGULATION)
1506. 		Strangled = 0;
1507. 	vision_recalc(0);
1508. }
1509. 

escape_tomb Edit

1510. void
1511. escape_tomb()
1512. {
1513. #ifdef DEBUG
1514. 	pline("escape_tomb");
1515. #endif
1516. 	if ((Teleportation || can_teleport(youmonst.data)) &&
1517. 	    (Teleport_control || rn2(3) < Luck+2)) {
1518. 		You("attempt a teleport spell.");
1519. 		(void) dotele();	/* calls unearth_you() */
1520. 	} else if(u.uburied) { /* still buried after 'port attempt */
1521. 		boolean good;
1522. 
1523. 		if(amorphous(youmonst.data) || Passes_walls ||
1524. 		   noncorporeal(youmonst.data) || unsolid(youmonst.data) ||
1525. 		   (tunnels(youmonst.data) && !needspick(youmonst.data))) {
1526. 
1527. 		    You("%s up through the %s.",
1528. 			(tunnels(youmonst.data) && !needspick(youmonst.data)) ?
1529. 			 "try to tunnel" : (amorphous(youmonst.data)) ?
1530. 			 "ooze" : "phase", surface(u.ux, u.uy));
1531. 
1532. 		    if(tunnels(youmonst.data) && !needspick(youmonst.data))
1533. 			good = dighole(TRUE);
1534. 		    else good = TRUE;
1535. 		    if(good) unearth_you();
1536. 		}
1537. 	}
1538. }
1539. 

bury_obj Edit

1540. void
1541. bury_obj(otmp)
1542. struct obj *otmp;
1543. {
1544. 
1545. #ifdef DEBUG
1546. 	pline("bury_obj");
1547. #endif
1548. 	if(cansee(otmp->ox, otmp->oy))
1549. 	   pline_The("objects on the %s tumble into a hole!",
1550. 		surface(otmp->ox, otmp->oy));
1551. 
1552. 	bury_objs(otmp->ox, otmp->oy);
1553. }
1554. #endif
1555. 

wiz_debug_cmd Edit

1556. #ifdef DEBUG
1557. int
1558. wiz_debug_cmd() /* in this case, bury everything at your loc and around */
1559. {
1560. 	int x, y;
1561. 
1562. 	for (x = u.ux - 1; x <= u.ux + 1; x++)
1563. 	    for (y = u.uy - 1; y <= u.uy + 1; y++)
1564. 		if (isok(x,y)) bury_objs(x,y);
1565. 	return 0;
1566. }
1567. 
1568. #endif /* DEBUG */
1569. #endif /* OVL3 */
1570. 
1571. /*dig.c*/

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