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Source:NetHack 3.3.0/dig.c

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Below is the full text to dig.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/dig.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)dig.c	3.3	1999/12/05	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    #include "edog.h"
7.    /* #define DEBUG */	/* turn on for diagnostics */
8.    
9.    #ifdef OVLB
10.   
11.   static NEARDATA boolean did_dig_msg;
12.   
13.   STATIC_DCL boolean NDECL(rm_waslit);
14.   STATIC_DCL void FDECL(mkcavepos, (XCHAR_P,XCHAR_P,int,BOOLEAN_P,BOOLEAN_P));
15.   STATIC_DCL void FDECL(mkcavearea, (BOOLEAN_P));
16.   STATIC_DCL int FDECL(dig_typ, (XCHAR_P,XCHAR_P));
17.   STATIC_DCL int NDECL(dig);
18.   STATIC_DCL schar FDECL(fillholetyp, (int, int));
19.   STATIC_DCL void NDECL(dig_up_grave);
20.   
21.   
22.   STATIC_OVL boolean
23.   rm_waslit()
24.   {
25.       register xchar x, y;
26.   
27.       if(levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit)
28.   	return(TRUE);
29.       for(x = u.ux-2; x < u.ux+3; x++)
30.   	for(y = u.uy-1; y < u.uy+2; y++)
31.   	    if(isok(x,y) && levl[x][y].waslit) return(TRUE);
32.       return(FALSE);
33.   }
34.   
35.   /* Change level topology.  Messes with vision tables and ignores things like
36.    * boulders in the name of a nice effect.  Vision will get fixed up again
37.    * immediately after the effect is complete.
38.    */
39.   STATIC_OVL void
40.   mkcavepos(x, y, dist, waslit, rockit)
41.       xchar x,y;
42.       int dist;
43.       boolean waslit, rockit;
44.   {
45.       register struct rm *lev;
46.   
47.       if(!isok(x,y)) return;
48.       lev = &levl[x][y];
49.   
50.       if(rockit) {
51.   	register struct monst *mtmp;
52.   
53.   	if(IS_ROCK(lev->typ)) return;
54.   	if(t_at(x, y)) return; /* don't cover the portal */
55.   	if ((mtmp = m_at(x, y)) != 0)	/* make sure crucial monsters survive */
56.   	    if(!passes_walls(mtmp->data)) rloc(mtmp);
57.       } else if(lev->typ == ROOM) return;
58.   
59.       unblock_point(x,y);	/* make sure vision knows this location is open */
60.   
61.       /* fake out saved state */
62.       lev->seenv = 0;
63.       lev->doormask = 0;
64.       if(dist < 3) lev->lit = (rockit ? FALSE : TRUE);
65.       if(waslit) lev->waslit = (rockit ? FALSE : TRUE);
66.       lev->horizontal = FALSE;
67.       viz_array[y][x] = (dist < 3 ) ?
68.   	(IN_SIGHT|COULD_SEE) : /* short-circuit vision recalc */
69.   	COULD_SEE;
70.       lev->typ = (rockit ? STONE : ROOM);
71.       if(dist >= 3)
72.   	impossible("mkcavepos called with dist %d", dist);
73.       if(Blind)
74.   	feel_location(x, y);
75.       else newsym(x,y);
76.   }
77.   
78.   STATIC_OVL void
79.   mkcavearea(rockit)
80.   register boolean rockit;
81.   {
82.       int dist;
83.       xchar xmin = u.ux, xmax = u.ux;
84.       xchar ymin = u.uy, ymax = u.uy;
85.       register xchar i;
86.       register boolean waslit = rm_waslit();
87.   
88.       if(rockit) pline("Crash!  The ceiling collapses around you!");
89.       else pline("A mysterious force %s cave around you!",
90.   	     (levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the");
91.       display_nhwindow(WIN_MESSAGE, TRUE);
92.   
93.       for(dist = 1; dist <= 2; dist++) {
94.   	xmin--; xmax++;
95.   
96.   	/* top and bottom */
97.   	if(dist < 2) { /* the area is wider that it is high */
98.   	    ymin--; ymax++;
99.   	    for(i = xmin+1; i < xmax; i++) {
100.  		mkcavepos(i, ymin, dist, waslit, rockit);
101.  		mkcavepos(i, ymax, dist, waslit, rockit);
102.  	    }
103.  	}
104.  
105.  	/* left and right */
106.  	for(i = ymin; i <= ymax; i++) {
107.  	    mkcavepos(xmin, i, dist, waslit, rockit);
108.  	    mkcavepos(xmax, i, dist, waslit, rockit);
109.  	}
110.  
111.  	flush_screen(1);	/* make sure the new glyphs shows up */
112.  	delay_output();
113.      }
114.  
115.      if(!rockit && levl[u.ux][u.uy].typ == CORR) {
116.  	levl[u.ux][u.uy].typ = ROOM;
117.  	if(waslit) levl[u.ux][u.uy].waslit = TRUE;
118.  	newsym(u.ux, u.uy); /* in case player is invisible */
119.      }
120.  
121.      vision_full_recalc = 1;	/* everything changed */
122.  }
123.  
124.  /* When digging into location <x,y>, what are you actually digging into? */
125.  /* result: 1=>statue, 2=>boulder, 3=>door, 0=>other; used as array index */
126.  /* KMH -- Added 4=>tree */
127.  STATIC_OVL int
128.  dig_typ(x, y)
129.  xchar x, y;
130.  {
131.  	return (sobj_at(STATUE, x, y) ? 1 :
132.  		sobj_at(BOULDER, x, y) ? 2 :
133.  		closed_door(x, y) ? 3 :
134.  		IS_TREE(levl[x][y].typ) ? 4: 0);
135.  }
136.  
137.  #define BY_YOU		(&youmonst)
138.  #define BY_OBJECT	((struct monst *)0)
139.  
140.  boolean
141.  dig_check(madeby, verbose, x, y)
142.  	struct monst	*madeby;
143.  	boolean		verbose;
144.  	int		x, y;
145.  {
146.  	struct trap *ttmp = t_at(x, y);
147.  
148.  	if (On_stairs(x, y)) {
149.  	    if (x == xdnladder || x == xupladder) {
150.  		if(verbose) pline_The("ladder resists your effort.");
151.  	    } else if(verbose) pline_The("stairs are too hard to dig in.");
152.  	    return(FALSE);
153.  	} else if (IS_THRONE(levl[x][y].typ) && madeby != BY_OBJECT) {
154.  	    if(verbose) pline_The("throne is too hard to break apart.");
155.  	    return(FALSE);
156.  	} else if (IS_ALTAR(levl[x][y].typ) && (madeby != BY_OBJECT ||
157.  				Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) {
158.  	    if(verbose) pline_The("altar is too hard to break apart.");
159.  	    return(FALSE);
160.  	} else if (Is_airlevel(&u.uz)) {
161.  	    if(verbose) You("cannot dig in thin air.");
162.  	    return(FALSE);
163.  	} else if (Is_waterlevel(&u.uz)) {
164.  	    if(verbose) pline_The("water splashes and subsides.");
165.  	    return(FALSE);
166.  	} else if ((IS_WALL(levl[x][y].typ) &&
167.  		      (levl[x][y].wall_info & W_NONDIGGABLE) != 0)
168.  		|| (ttmp &&
169.  		      (ttmp->ttyp == MAGIC_PORTAL || !Can_dig_down(&u.uz)))) {
170.  	    if(verbose) pline_The("%s here is too hard to dig in.",
171.  				  surface(x,y));
172.  	    return(FALSE);
173.  	} else if (sobj_at(BOULDER, x, y)) {
174.  	    if(verbose) pline("There isn't enough room to dig here.");
175.  	    return(FALSE);
176.  	} else if (madeby == BY_OBJECT &&
177.  		    /* the block against existing traps is mainly to
178.  		       prevent broken wands from turning holes into pits */
179.  		    (ttmp || is_pool(x,y) || is_lava(x,y))) {
180.  	    /* digging by player handles pools separately */
181.  	    return FALSE;
182.  	}
183.  	return(TRUE);
184.  }
185.  
186.  STATIC_OVL int
187.  dig()
188.  {
189.  	register struct rm *lev;
190.  	register xchar dpx = digging.pos.x, dpy = digging.pos.y;
191.  
192.  	lev = &levl[dpx][dpy];
193.  	/* perhaps a nymph stole your pick-axe while you were busy digging */
194.  	/* or perhaps you teleported away */
195.  	if (u.uswallow || !uwep || !is_pick(uwep) ||
196.  	    !on_level(&digging.level, &u.uz) ||
197.  	    ((digging.down ? (dpx != u.ux || dpy != u.uy)
198.  			   : (distu(dpx,dpy) > 2))))
199.  		return(0);
200.  
201.  	if (digging.down) {
202.  	    if(!dig_check(BY_YOU, TRUE, u.ux, u.uy)) return(0);
203.  	} else { /* !digging.down */
204.  	    if (IS_ROCK(lev->typ) && !may_dig(dpx,dpy) && !dig_typ(dpx, dpy)) {
205.  		pline("This wall is too hard to dig into.");
206.  		return(0);
207.  	    }
208.  	    if (IS_TREE(lev->typ) && !may_dig(dpx,dpy) && dig_typ(dpx, dpy) == 4) {
209.  		pline("This tree seems to be petrified.");
210.  		return(0);
211.  	    }
212.  	}
213.  	if(Fumbling && !rn2(3)) {
214.  		switch(rn2(3)) {
215.  		case 0:  if(!welded(uwep)) {
216.  			     You("fumble and drop your %s.", xname(uwep));
217.  			     dropx(uwep);
218.  			     setuwep((struct obj *)0);
219.  			 } else {
220.  			     pline("Ouch!  Your %s bounces and hits you!",
221.  				xname(uwep));
222.  			     set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
223.  			 }
224.  			 break;
225.  		case 1:  pline("Bang!  You hit with the broad side of %s!",
226.  			       the(xname(uwep)));
227.  			 break;
228.  		default: Your("swing misses its mark.");
229.  			 break;
230.  		}
231.  		return(0);
232.  	}
233.  
234.  	digging.effort += 10 + rn2(5) + abon() +
235.  			   uwep->spe - greatest_erosion(uwep) + u.udaminc;
236.  	if (Race_if(PM_DWARF))
237.  	    digging.effort *= 2;
238.  	if (digging.down) {
239.  		register struct trap *ttmp;
240.  
241.  		if (digging.effort > 250) {
242.  		    (void) dighole(FALSE);
243.  		    (void) memset((genericptr_t)&digging, 0, sizeof digging);
244.  		    return(0);	/* done with digging */
245.  		}
246.  
247.  		if (digging.effort <= 50 ||
248.  		    ((ttmp = t_at(dpx,dpy)) != 0 &&
249.  			(ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT ||
250.  			 ttmp->ttyp == TRAPDOOR || ttmp->ttyp == HOLE)))
251.  		    return(1);
252.  
253.  		if (IS_ALTAR(lev->typ)) {
254.  		    altar_wrath(dpx, dpy);
255.  		    angry_priest();
256.  		}
257.  
258.  		if (dighole(TRUE)) {	/* make pit at  */</span>
259.  		    digging.level.dnum = 0;
260.  		    digging.level.dlevel = -1;
261.  		}
262.  		return(0);
263.  	}
264.  
265.  	if (digging.effort > 100) {
266.  		register const char *digtxt, *dmgtxt = (const char*) 0;
267.  		register struct obj *obj;
268.  		register boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE);
269.  
270.  		if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) {
271.  			if (break_statue(obj))
272.  				digtxt = "The statue shatters.";
273.  			else
274.  				/* it was a statue trap; break_statue()
275.  				 * printed a message and updated the screen
276.  				 */
277.  				digtxt = (char *)0;
278.  		} else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) {
279.  			fracture_rock(obj);
280.  			digtxt = "The boulder falls apart.";
281.  		} else if (lev->typ == STONE || lev->typ == SCORR ||
282.  				IS_TREE(lev->typ)) {
283.  			if(Is_earthlevel(&u.uz)) {
284.  			    if(uwep->blessed && !rn2(3)) {
285.  				mkcavearea(FALSE);
286.  				goto cleanup;
287.  			    } else if((uwep->cursed && !rn2(4)) ||
288.  					  (!uwep->blessed && !rn2(6))) {
289.  				mkcavearea(TRUE);
290.  				goto cleanup;
291.  			    }
292.  			}
293.  			if (IS_TREE(lev->typ)) {
294.  			    digtxt = "You cut down the tree.";
295.  			    lev->typ = ROOM;
296.  			} else {
297.  			    digtxt = "You succeed in cutting away some rock.";
298.  			    lev->typ = CORR;
299.  			}
300.  		} else if(IS_WALL(lev->typ)) {
301.  			if(shopedge) {
302.  			    add_damage(dpx, dpy, 10L * ACURRSTR);
303.  			    dmgtxt = "damage";
304.  			}
305.  			if (level.flags.is_maze_lev) {
306.  			    lev->typ = ROOM;
307.  			} else if (level.flags.is_cavernous_lev) {
308.  			    lev->typ = CORR;
309.  			} else {
310.  			    lev->typ = DOOR;
311.  			    lev->doormask = D_NODOOR;
312.  			}
313.  			digtxt = "You make an opening in the wall.";
314.  		} else if(lev->typ == SDOOR) {
315.  			cvt_sdoor_to_door(lev);	/* ->typ = DOOR */
316.  			digtxt = "You break through a secret door!";
317.  			if(!(lev->doormask & D_TRAPPED))
318.  				lev->doormask = D_BROKEN;
319.  		} else if(closed_door(dpx, dpy)) {
320.  			digtxt = "You break through the door.";
321.  			if(shopedge) {
322.  			    add_damage(dpx, dpy, 400L);
323.  			    dmgtxt = "break";
324.  			}
325.  			if(!(lev->doormask & D_TRAPPED))
326.  				lev->doormask = D_BROKEN;
327.  		} else return(0); /* statue or boulder got taken */
328.  
329.  		unblock_point(dpx,dpy);	/* vision:  can see through */
330.  		if(Blind)
331.  		    feel_location(dpx, dpy);
332.  		else
333.  		    newsym(dpx, dpy);
334.  		if(digtxt) pline(digtxt);	/* after newsym */
335.  		if(dmgtxt)
336.  		    pay_for_damage(dmgtxt);
337.  
338.  		if(Is_earthlevel(&u.uz) && !rn2(3)) {
339.  		    register struct monst *mtmp;
340.  
341.  		    switch(rn2(2)) {
342.  		      case 0:
343.  			mtmp = makemon(&mons[PM_EARTH_ELEMENTAL],
344.  					dpx, dpy, NO_MM_FLAGS);
345.  			break;
346.  		      default:
347.  			mtmp = makemon(&mons[PM_XORN],
348.  					dpx, dpy, NO_MM_FLAGS);
349.  			break;
350.  		    }
351.  		    if(mtmp) pline_The("debris from your digging comes to life!");
352.  		}
353.  		if(IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) {
354.  			lev->doormask = D_NODOOR;
355.  			b_trapped("door", 0);
356.  			newsym(dpx, dpy);
357.  		}
358.  cleanup:
359.  		digging.level.dnum = 0;
360.  		digging.level.dlevel = -1;
361.  		return(0);
362.  	} else {		/* not enough effort has been spent yet */
363.  		static const char *d_target[5] = {
364.  					"rock", "statue", "boulder", "door", "tree"
365.  		};
366.  		int dig_target = dig_typ(dpx, dpy);
367.  
368.  		if (IS_WALL(lev->typ) || dig_target == 3) {
369.  		    if(*in_rooms(dpx, dpy, SHOPBASE)) {
370.  			pline("This %s seems too hard to dig into.",
371.  			      IS_DOOR(lev->typ) ? "door" : "wall");
372.  			return(0);
373.  		    }
374.  		} else if (!IS_ROCK(lev->typ) && !dig_target)
375.  			return(0); /* statue or boulder got taken */
376.  		if(!did_dig_msg) {
377.  		    You("hit the %s with all your might.",
378.  			d_target[dig_target]);
379.  		    did_dig_msg = TRUE;
380.  		}
381.  	}
382.  	return(1);
383.  }
384.  
385.  /* When will hole be finished? Very rough indication used by shopkeeper. */
386.  int
387.  holetime()
388.  {
389.  	if(occupation != dig || !*u.ushops) return(-1);
390.  	return ((250 - digging.effort) / 20);
391.  }
392.  
393.  /* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */
394.  STATIC_OVL
395.  schar
396.  fillholetyp(x,y)
397.  int x, y;
398.  {
399.      register int x1, y1;
400.      int lo_x = max(1,x-1), hi_x = min(x+1,COLNO-1),
401.  	lo_y = max(0,y-1), hi_y = min(y+1,ROWNO-1);
402.      int pool_cnt = 0, moat_cnt = 0, lava_cnt = 0;
403.  
404.      for (x1 = lo_x; x1 <= hi_x; x1++)
405.  	for (y1 = lo_y; y1 <= hi_y; y1++)
406.  	    if (levl[x1][y1].typ == POOL)
407.  		pool_cnt++;
408.  	    else if (levl[x1][y1].typ == MOAT ||
409.  		    (levl[x1][y1].typ == DRAWBRIDGE_UP &&
410.  			(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_MOAT))
411.  		moat_cnt++;
412.  	    else if (levl[x1][y1].typ == LAVAPOOL ||
413.  		    (levl[x1][y1].typ == DRAWBRIDGE_UP &&
414.  			(levl[x1][y1].drawbridgemask & DB_UNDER) == DB_LAVA))
415.  		lava_cnt++;
416.      pool_cnt /= 3;		/* not as much liquid as the others */
417.  
418.      if (lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1))
419.  	return LAVAPOOL;
420.      else if (moat_cnt > 0 && rn2(moat_cnt + 1))
421.  	return MOAT;
422.      else if (pool_cnt > 0 && rn2(pool_cnt + 1))
423.  	return POOL;
424.      else
425.  	return ROOM;
426.  }
427.  
428.  void
429.  digactualhole(x, y, madeby, ttyp)
430.  register int	x, y;
431.  struct monst	*madeby;
432.  int ttyp;
433.  {
434.  	struct obj *oldobjs, *newobjs;
435.  	register struct trap *ttmp;
436.  	char surface_type[BUFSZ];
437.  	struct rm *lev = &levl[x][y];
438.  	boolean shopdoor;
439.  	struct monst *mtmp = m_at(x, y);	/* may be madeby */
440.  	boolean madeby_u = (madeby == BY_YOU);
441.  	boolean madeby_obj = (madeby == BY_OBJECT);
442.  	boolean at_u = (x == u.ux) && (y == u.uy);
443.  	boolean wont_fall = Levitation || Flying;
444.  
445.  	/* these furniture checks were in dighole(), but wand
446.  	   breaking bypasses that routine and calls us directly */
447.  	if (IS_FOUNTAIN(lev->typ)) {
448.  	    dogushforth(FALSE);
449.  	    lev->looted |= F_WARNED;		/* force dryup */
450.  	    dryup(x, y);
451.  	    return;
452.  #ifdef SINKS
453.  	} else if (IS_SINK(lev->typ)) {
454.  	    breaksink(x, y);
455.  	    return;
456.  #endif
457.  	}
458.  
459.  	if (ttyp != PIT && !Can_dig_down(&u.uz)) {
460.  	    impossible("digactualhole: can't dig %s on this level.",
461.  		       defsyms[trap_to_defsym(ttyp)].explanation);
462.  	    ttyp = PIT;
463.  	}
464.  
465.  	Strcpy(surface_type, surface(x,y));	/* maketrap() might change it */
466.  	shopdoor = IS_DOOR(lev->typ) && *in_rooms(x, y, SHOPBASE);
467.  	oldobjs = level.objects[x][y];
468.  	ttmp = maketrap(x, y, ttyp);
469.  	if (!ttmp) return;
470.  	newobjs = level.objects[x][y];
471.  	ttmp->tseen = (madeby_u || cansee(x,y));
472.  	ttmp->madeby_u = madeby_u;
473.  	newsym(ttmp->tx,ttmp->ty);
474.  
475.  	if (ttyp == PIT) {
476.  
477.  	    if(madeby_u) {
478.  		You("dig a pit in the %s.", surface_type);
479.  		if (shopdoor) pay_for_damage("ruin");
480.  	    } else if (!madeby_obj && canseemon(madeby))
481.  		pline("%s digs a pit in the %s.", Monnam(madeby), surface_type);
482.  	    else if (cansee(x, y) && flags.verbose)
483.  		pline("A pit appears in the %s.", surface_type);
484.  
485.  	    if(at_u) {
486.  		if (!wont_fall) {
487.  			u.utrap = rn1(4,2);
488.  			u.utraptype = TT_PIT;
489.  			vision_full_recalc = 1;	/* vision limits change */
490.  		} else
491.  			u.utrap = 0;
492.  		if (oldobjs != newobjs)	/* something unearthed */
493.  			pickup(1);	/* detects pit */
494.  	    } else if(mtmp) {
495.  		if(is_flyer(mtmp->data) || is_floater(mtmp->data)) {
496.  		    if(canseemon(mtmp))
497.  			pline("%s %s over the pit.", Monnam(mtmp),
498.  						     (is_flyer(mtmp->data)) ?
499.  						     "flies" : "floats");
500.  		} else if(mtmp != madeby)
501.  		    (void) mintrap(mtmp);
502.  	    }
503.  	} else {	/* was TRAPDOOR now a HOLE*/
504.  
505.  	    if(madeby_u)
506.  		You("dig a hole through the %s.", surface_type);
507.  	    else if(!madeby_obj && canseemon(madeby))
508.  		pline("%s digs a hole through the %s.",
509.  		      Monnam(madeby), surface_type);
510.  	    else if(cansee(x, y) && flags.verbose)
511.  		pline("A hole appears in the %s.", surface_type);
512.  
513.  	    if (at_u) {
514.  		if (!u.ustuck && !wont_fall && !next_to_u()) {
515.  		    You("are jerked back by your pet!");
516.  		    wont_fall = TRUE;
517.  		}
518.  
519.  		/* Floor objects get a chance of falling down.  The case where
520.  		 * the hero does NOT fall down is treated here.  The case
521.  		 * where the hero does fall down is treated in goto_level().
522.  		 */
523.  		if (u.ustuck || wont_fall) {
524.  		    if (newobjs)
525.  			impact_drop((struct obj *)0, x, y, 0);
526.  		    if (oldobjs != newobjs)
527.  			pickup(1);
528.  		    if (shopdoor && madeby_u) pay_for_damage("ruin");
529.  
530.  		} else {
531.  		    d_level newlevel;
532.  
533.  		    if (*u.ushops && madeby_u)
534.  			shopdig(1); /* shk might snatch pack */
535.  
536.  		    You("fall through...");
537.  		    /* Earlier checks must ensure that the destination
538.  		     * level exists and is in the present dungeon.
539.  		     */
540.  		    newlevel.dnum = u.uz.dnum;
541.  		    newlevel.dlevel = u.uz.dlevel + 1;
542.  		    goto_level(&newlevel, FALSE, TRUE, FALSE);
543.  		    /* messages for arriving in special rooms, landing on stuff */
544.  		    spoteffects();
545.  		}
546.  	    } else {
547.  		if (shopdoor && madeby_u) pay_for_damage("ruin");
548.  		if (newobjs)
549.  		    impact_drop((struct obj *)0, x, y, 0);
550.  		if (mtmp) {
551.  		     /*[don't we need special sokoban handling here?]*/
552.  		    if (is_flyer(mtmp->data) || is_floater(mtmp->data) ||
553.  		        mtmp->data == &mons[PM_WUMPUS] ||
554.  			(mtmp->wormno && count_wsegs(mtmp) > 5) ||
555.  			mtmp->data->msize >= MZ_HUGE) return;
556.  		    if (mtmp == u.ustuck)	/* probably a vortex */
557.  			    return;		/* temporary? kludge */
558.  
559.  		    if (teleport_pet(mtmp, FALSE)) {
560.  			d_level tolevel;
561.  
562.  			if (Is_stronghold(&u.uz)) {
563.  			    assign_level(&tolevel, &valley_level);
564.  			} else if (Is_botlevel(&u.uz)) {
565.  			    if (canseemon(mtmp))
566.  				pline("%s avoids the trap.", Monnam(mtmp));
567.  			    return;
568.  			} else {
569.  			    get_level(&tolevel, depth(&u.uz) + 1);
570.  			}
571.  			migrate_to_level(mtmp, ledger_no(&tolevel),
572.  					 MIGR_RANDOM, (coord *)0);
573.  		    }
574.  		}
575.  	    }
576.  	}
577.  }
578.  
579.  /* return TRUE if digging succeeded, FALSE otherwise */
580.  boolean
581.  dighole(pit_only)
582.  boolean pit_only;
583.  {
584.  	register struct trap *ttmp = t_at(u.ux, u.uy);
585.  	struct rm *lev = &levl[u.ux][u.uy];
586.  	struct obj *boulder_here;
587.  	schar typ;
588.  	boolean nohole = !Can_dig_down(&u.uz);
589.  
590.  	if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL || nohole)) ||
591.  	   (IS_WALL(lev->typ) && (lev->wall_info & W_NONDIGGABLE) != 0)) {
592.  		pline_The("%s here is too hard to dig in.", surface(u.ux,u.uy));
593.  
594.  	} else if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
595.  		pline_The("%s sloshes furiously for a moment, then subsides.",
596.  			is_lava(u.ux, u.uy) ? "lava" : "water");
597.  		wake_nearby();	/* splashing */
598.  
599.  	} else if (lev->typ == DRAWBRIDGE_DOWN ||
600.  		   (is_drawbridge_wall(u.ux, u.uy) >= 0)) {
601.  		/* drawbridge_down is the platform crossing the moat when the
602.  		   bridge is extended; drawbridge_wall is the open "doorway" or
603.  		   closed "door" where the portcullis/mechanism is located */
604.  		if (pit_only) {
605.  		    pline_The("drawbridge seems too hard to dig through.");
606.  		    return FALSE;
607.  		} else {
608.  		    int x = u.ux, y = u.uy;
609.  		    /* if under the portcullis, the bridge is adjacent */
610.  		    (void) find_drawbridge(&x, &y);
611.  		    destroy_drawbridge(x, y);
612.  		    return TRUE;
613.  		}
614.  
615.  	} else if ((boulder_here = sobj_at(BOULDER, u.ux, u.uy)) != 0) {
616.  		if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT) &&
617.  		    rn2(2)) {
618.  			pline_The("boulder settles into the pit.");
619.  			ttmp->ttyp = PIT;	 /* crush spikes */
620.  		} else {
621.  			/*
622.  			 * digging makes a hole, but the boulder immediately
623.  			 * fills it.  Final outcome:  no hole, no boulder.
624.  			 */
625.  			pline("KADOOM! The boulder falls in!");
626.  			(void) delfloortrap(ttmp);
627.  		}
628.  		delobj(boulder_here);
629.  		return TRUE;
630.  
631.  	} else if (IS_GRAVE(lev->typ)) {        
632.  	    digactualhole(u.ux, u.uy, BY_YOU, PIT);
633.  	    dig_up_grave();
634.  	    return TRUE;
635.  	} else if (lev->typ == DRAWBRIDGE_UP) {
636.  		/* must be floor or ice, other cases handled above */
637.  		/* dig "pit" and let fluid flow in (if possible) */
638.  		typ = fillholetyp(u.ux,u.uy);
639.  
640.  		if (typ == ROOM) {
641.  			/*
642.  			 * We can't dig a hole here since that will destroy
643.  			 * the drawbridge.  The following is a cop-out. --dlc
644.  			 */
645.  			pline_The("%s here is too hard to dig in.",
646.  			      surface(u.ux, u.uy));
647.  			return FALSE;
648.  		}
649.  
650.  		lev->drawbridgemask &= ~DB_UNDER;
651.  		lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT;
652.  
653.   liquid_flow:
654.  		if (ttmp) (void) delfloortrap(ttmp);
655.  		/* if any objects were frozen here, they're released now */
656.  		unearth_objs(u.ux, u.uy);
657.  
658.  		pline("As you dig, the hole fills with %s!",
659.  		      typ == LAVAPOOL ? "lava" : "water");
660.  		if (!Levitation && !Flying) {
661.  		    if (typ == LAVAPOOL)
662.  			(void) lava_effects();
663.  		    else if (!Wwalking)
664.  			(void) drown();
665.  		}
666.  		return TRUE;
667.  
668.  	/* the following two are here for the wand of digging */
669.  	} else if (IS_THRONE(lev->typ)) {
670.  		pline_The("throne is too hard to break apart.");
671.  
672.  	} else if (IS_ALTAR(lev->typ)) {
673.  		pline_The("altar is too hard to break apart.");
674.  
675.  	} else {
676.  		typ = fillholetyp(u.ux,u.uy);
677.  
678.  		if (typ != ROOM) {
679.  			lev->typ = typ;
680.  			goto liquid_flow;
681.  		}
682.  
683.  		/* finally we get to make a hole */
684.  		if (nohole || pit_only)
685.  			digactualhole(u.ux, u.uy, BY_YOU, PIT);
686.  		else
687.  			digactualhole(u.ux, u.uy, BY_YOU, HOLE);
688.  
689.  		return TRUE;
690.  	}
691.  
692.  	return FALSE;
693.  }
694.  
695.  STATIC_OVL void
696.  dig_up_grave()
697.  {
698.  	struct obj *otmp;
699.  
700.  
701.  	/* Grave-robbing is frowned upon... */
702.  	exercise(A_WIS, FALSE);
703.  	if (Role_if(PM_ARCHEOLOGIST)) {
704.  	    adjalign(-sgn(u.ualign.type)*3);
705.  	    You_feel("like a despicable grave-robber!");
706.  	} else if (Role_if(PM_SAMURAI)) {
707.  	    adjalign(-sgn(u.ualign.type));
708.  	    You("disturb the honorable dead!");
709.  	} else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
710.  	    adjalign(-sgn(u.ualign.type));
711.  	    You("have violated the sanctity of this grave!");
712.  	}
713.  
714.  	switch (rn2(5)) {
715.  	case 0:
716.  	case 1:
717.  	    You("unearth a corpse.");
718.  	    if (!!(otmp = mk_tt_object(CORPSE, u.ux, u.uy)))
719.  	    	otmp->age -= 100;		/* this is an *OLD* corpse */;
720.  	    break;
721.  	case 2:
722.  	    if (!Blind) pline(Hallucination ? "Dude!  The living dead!" :
723.   			"The grave's owner is very upset!");
724.   	    (void) makemon(mkclass(S_ZOMBIE,0), u.ux, u.uy, NO_MM_FLAGS);
725.  	    break;
726.  	case 3:
727.  	    if (!Blind) pline(Hallucination ? "I want my mummy!" :
728.   			"You've disturbed a tomb!");
729.   	    (void) makemon(mkclass(S_MUMMY,0), u.ux, u.uy, NO_MM_FLAGS);
730.  	    break;
731.  	default:
732.  	    /* No corpse */
733.  	    pline("The grave seems unused.  Strange....");
734.  	    break;
735.  	}
736.  	levl[u.ux][u.uy].typ = ROOM;
737.  	newsym(u.ux,u.uy);
738.  	return;
739.  }
740.  
741.  int
742.  use_pick_axe(obj)
743.  struct obj *obj;
744.  {
745.  	char dirsyms[12];
746.  	char qbuf[QBUFSZ];
747.  	register char *dsp = dirsyms;
748.  	register struct rm *lev;
749.  	register int rx, ry;
750.  	int dig_target, res = 0;
751.  	register const char *sdp;
752.  	if(iflags.num_pad) sdp = ndir; else sdp = sdir;	/* DICE workaround */
753.  
754.  	if (obj != uwep) {
755.  	    if (!wield_tool(obj)) return(0);
756.  	    else res = 1;
757.  	}
758.  	if (u.utrap && u.utraptype == TT_WEB) {
759.  	    pline("%s you can't dig while entangled in a web.",
760.  		  /* res==0 => no prior message;
761.  		     res==1 => just got "You now wield a pick-axe." message */
762.  		  !res ? "Unfortunately," : "But");
763.  	    return res;
764.  	}
765.  
766.  	while(*sdp) {
767.  		(void) movecmd(*sdp);	/* sets u.dx and u.dy and u.dz */
768.  		rx = u.ux + u.dx;
769.  		ry = u.uy + u.dy;
770.  		if(u.dz > 0 || (u.dz == 0 && isok(rx, ry) &&
771.  		    (IS_ROCK(levl[rx][ry].typ) || dig_typ(rx, ry))))
772.  			*dsp++ = *sdp;
773.  		sdp++;
774.  	}
775.  	*dsp = 0;
776.  	Sprintf(qbuf, "In what direction do you want to dig? [%s]", dirsyms);
777.  	if(!getdir(qbuf))
778.  		return(res);
779.  	if (u.uswallow && attack(u.ustuck)) {
780.  		;  /* return(1) */
781.  	} else if (Underwater) {
782.  		pline("Turbulence torpedoes your digging attempts.");
783.  	} else if(u.dz < 0) {
784.  		if(Levitation)
785.  			You("don't have enough leverage.");
786.  		else
787.  			You_cant("reach the %s.",ceiling(u.ux,u.uy));
788.  	} else if(!u.dx && !u.dy && !u.dz) {
789.  		char buf[BUFSZ];
790.  		int dam;
791.  
792.  		dam = rnd(2) + dbon() + obj->spe;
793.  		if (dam <= 0) dam = 1;
794.  		You("hit yourself with %s.", yname(uwep));
795.  		/* self_pronoun() won't work twice in a sentence */
796.  		Strcpy(buf, self_pronoun("killed %sself with %%s pick-axe",
797.  			"him"));
798.  		losehp(dam, self_pronoun(buf, "his"), NO_KILLER_PREFIX);
799.  		flags.botl=1;
800.  		return(1);
801.  	} else if(u.dz == 0) {
802.  		if(Stunned || (Confusion && !rn2(5))) confdir();
803.  		rx = u.ux + u.dx;
804.  		ry = u.uy + u.dy;
805.  		if(!isok(rx, ry)) {
806.  			pline("Clash!");
807.  			return(1);
808.  		}
809.  		lev = &levl[rx][ry];
810.  		if(MON_AT(rx, ry) && attack(m_at(rx, ry)))
811.  			return(1);
812.  		dig_target = dig_typ(rx, ry);
813.  		if (!IS_ROCK(lev->typ) && !dig_target) {
814.  			/* ACCESSIBLE or POOL */
815.  			struct trap *trap = t_at(rx, ry);
816.  
817.  			if (trap && trap->ttyp == WEB) {
818.  			    if (!trap->tseen) {
819.  				seetrap(trap);
820.  				pline("There is a spider web there!");
821.  			    }
822.  			    Your("%s becomes entangled in the web.",
823.  				aobjnam(obj, (char *)0));
824.  			    /* you ought to be able to let go; tough luck */
825.  			    /* (maybe `move_into_trap()' would be better) */
826.  			    nomul(-d(2,2));
827.  			    nomovemsg = "You pull free.";
828.  			} else
829.  			    You("swing your %s through thin air.",
830.  				aobjnam(obj, (char *)0));
831.  		} else {
832.  			static const char *d_action[5] = {
833.  						"digging",
834.  						"chipping the statue",
835.  						"hitting the boulder",
836.  						"chopping at the door",
837.  						"cutting the tree"
838.  			};
839.  			if (digging.pos.x != rx || digging.pos.y != ry ||
840.  			    !on_level(&digging.level, &u.uz) || digging.down) {
841.  			    digging.down = digging.chew = FALSE;
842.  			    digging.pos.x = rx;
843.  			    digging.pos.y = ry;
844.  			    assign_level(&digging.level, &u.uz);
845.  			    digging.effort = 0;
846.  			    You("start %s.", d_action[dig_target]);
847.  			} else {
848.  			    You("%s %s.", digging.chew ? "begin" : "continue",
849.  					d_action[dig_target]);
850.  			    digging.chew = FALSE;
851.  			}
852.  			did_dig_msg = FALSE;
853.  			set_occupation(dig, "digging", 0);
854.  		}
855.  	} else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
856.  		/* it must be air -- water checked above */
857.  		You("swing your %s through thin air.", aobjnam(obj, (char *)0));
858.  	} else if (!can_reach_floor()) {
859.  		You_cant("reach the %s.", surface(u.ux,u.uy));
860.  	} else if (is_pool(u.ux, u.uy)) {
861.  		/* Monsters which swim also happen not to be able to dig */
862.  		You("cannot stay underwater long enough.");
863.  	} else {
864.  		if (digging.pos.x != u.ux || digging.pos.y != u.uy ||
865.  			!on_level(&digging.level, &u.uz) || !digging.down) {
866.  		    digging.chew = FALSE;
867.  		    digging.down = TRUE;
868.  		    digging.pos.x = u.ux;
869.  		    digging.pos.y = u.uy;
870.  		    assign_level(&digging.level, &u.uz);
871.  		    digging.effort = 0;
872.  		    You("start digging downward.");
873.  		    if (*u.ushops) shopdig(0);
874.  		} else
875.  		    You("continue digging downward.");
876.  		did_dig_msg = FALSE;
877.  		set_occupation(dig, "digging", 0);
878.  	}
879.  	return(1);
880.  }
881.  
882.  #endif /* OVLB */
883.  #ifdef OVL0
884.  
885.  /* Return TRUE if monster died, FALSE otherwise.  Called from m_move(). */
886.  boolean
887.  mdig_tunnel(mtmp)
888.  register struct monst *mtmp;
889.  {
890.  	register struct rm *here;
891.  	int pile = rnd(12);
892.  
893.  	here = &levl[mtmp->mx][mtmp->my];
894.  	if (here->typ == SDOOR)
895.  	    cvt_sdoor_to_door(here);	/* ->typ = DOOR */
896.  	if (IS_TREE(here->typ))
897.  		/* KMH -- Trees shouldn't create piles */
898.  		pile = 0;
899.  
900.  	/* Eats away door if present & closed or locked */
901.  	if (closed_door(mtmp->mx, mtmp->my)) {
902.  	    if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
903.  		add_damage(mtmp->mx, mtmp->my, 0L);
904.  	    unblock_point(mtmp->mx, mtmp->my);	/* vision */
905.  	    if (here->doormask & D_TRAPPED) {
906.  		here->doormask = D_NODOOR;
907.  		if (mb_trapped(mtmp)) {	/* mtmp is killed */
908.  		    newsym(mtmp->mx, mtmp->my);
909.  		    return TRUE;
910.  		}
911.  	    } else {
912.  		if (!rn2(3) && flags.verbose)	/* not too often.. */
913.  		    You_feel("an unexpected draft.");
914.  		here->doormask = D_BROKEN;
915.  	    }
916.  	    newsym(mtmp->mx, mtmp->my);
917.  	    return FALSE;
918.  	} else
919.  	if (!IS_ROCK(here->typ)) /* no dig */
920.  	    return FALSE;
921.  
922.  	/* Only rock and walls fall through to this point. */
923.  	if ((here->wall_info & W_NONDIGGABLE) != 0) {
924.  	    impossible("mdig_tunnel:  %s at (%d,%d) is undiggable",
925.  		       (IS_WALL(here->typ) ? "wall" : "stone"),
926.  		       (int) mtmp->mx, (int) mtmp->my);
927.  	    return FALSE;	/* still alive */
928.  	}
929.  
930.  	if (IS_WALL(here->typ)) {
931.  	    /* KMH -- Okay on arboreal levels (room walls are still stone) */
932.  	    if (flags.soundok && flags.verbose && !rn2(5))
933.  		You_hear("crashing rock.");
934.  	    if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
935.  		add_damage(mtmp->mx, mtmp->my, 0L);
936.  	    if (level.flags.is_maze_lev) {
937.  		here->typ = ROOM;
938.  	    } else if (level.flags.is_cavernous_lev) {
939.  		here->typ = CORR;
940.  	    } else {
941.  		here->typ = DOOR;
942.  		here->doormask = D_NODOOR;
943.  	    }
944.  	} else
945.  	    /* KMH -- Added support for trees */
946.  	    here->typ = level.flags.arboreal ? ROOM : CORR;
947.  
948.  	if (pile && pile < 5)   /* leave behind some rocks? */
949.  	    (void) mksobj_at((pile == 1) ? BOULDER : ROCK,
950.  			     mtmp->mx, mtmp->my, TRUE);
951.  	newsym(mtmp->mx, mtmp->my);
952.  	if (!sobj_at(BOULDER, mtmp->mx, mtmp->my))
953.  	    unblock_point(mtmp->mx, mtmp->my);	/* vision */
954.  
955.  	return FALSE;
956.  }
957.  
958.  #endif /* OVL0 */
959.  #ifdef OVL3
960.  
961.  /* digging via wand zap or spell cast */
962.  void
963.  zap_dig()
964.  {
965.  	struct rm *room;
966.  	struct monst *mtmp;
967.  	struct obj *otmp;
968.  	int zx, zy, digdepth;
969.  	boolean shopdoor, shopwall, maze_dig;
970.  	/*
971.  	 * Original effect (approximately):
972.  	 * from CORR: dig until we pierce a wall
973.  	 * from ROOM: pierce wall and dig until we reach
974.  	 * an ACCESSIBLE place.
975.  	 * Currently: dig for digdepth positions;
976.  	 * also down on request of Lennart Augustsson.
977.  	 */
978.  
979.  	if (u.uswallow) {
980.  	    mtmp = u.ustuck;
981.  
982.  	    if (!is_whirly(mtmp->data)) {
983.  		if (is_animal(mtmp->data))
984.  		    You("pierce %s stomach wall!", s_suffix(mon_nam(mtmp)));
985.  		mtmp->mhp = 1;		/* almost dead */
986.  		expels(mtmp, mtmp->data, !is_animal(mtmp->data));
987.  	    }
988.  	    return;
989.  	} /* swallowed */
990.  
991.  	if (u.dz) {
992.  	    if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !Underwater) {
993.  		if (u.dz < 0 || On_stairs(u.ux, u.uy)) {
994.  		    if (On_stairs(u.ux, u.uy))
995.  			pline_The("beam bounces off the %s and hits the %s.",
996.  			      (u.ux == xdnladder || u.ux == xupladder) ?
997.  			      "ladder" : "stairs", ceiling(u.ux, u.uy));
998.  		    You("loosen a rock from the %s.", ceiling(u.ux, u.uy));
999.  		    pline("It falls on your %s!", body_part(HEAD));
1000. 		    losehp(rnd((uarmh && is_metallic(uarmh)) ? 2 : 6),
1001. 			   "falling rock", KILLED_BY_AN);
1002. 		    if ((otmp = mksobj_at(ROCK, u.ux, u.uy, FALSE)) != 0) {
1003. 			(void)xname(otmp);	/* set dknown, maybe bknown */
1004. 			stackobj(otmp);
1005. 		    }
1006. 		    if (Invisible) newsym(u.ux, u.uy);
1007. 		} else {
1008. 		    (void) dighole(FALSE);
1009. 		}
1010. 	    }
1011. 	    return;
1012. 	} /* up or down */
1013. 
1014. 	/* normal case: digging across the level */
1015. 	shopdoor = shopwall = FALSE;
1016. 	maze_dig = level.flags.is_maze_lev && !Is_earthlevel(&u.uz);
1017. 	zx = u.ux + u.dx;
1018. 	zy = u.uy + u.dy;
1019. 	digdepth = rn1(18, 8);
1020. 	tmp_at(DISP_BEAM, cmap_to_glyph(S_digbeam));
1021. 	while (--digdepth >= 0) {
1022. 	    if (!isok(zx,zy)) break;
1023. 	    room = &levl[zx][zy];
1024. 	    tmp_at(zx,zy);
1025. 	    delay_output();	/* wait a little bit */
1026. 	    if (closed_door(zx, zy) || room->typ == SDOOR) {
1027. 		if (*in_rooms(zx,zy,SHOPBASE)) {
1028. 		    add_damage(zx, zy, 400L);
1029. 		    shopdoor = TRUE;
1030. 		}
1031. 		if (room->typ == SDOOR)
1032. 		    room->typ = DOOR;
1033. 		else if (cansee(zx, zy))
1034. 		    pline_The("door is razed!");
1035. 		room->doormask = D_NODOOR;
1036. 		unblock_point(zx,zy); /* vision */
1037. 		digdepth -= 2;
1038. 		if (maze_dig) break;
1039. 	    } else if (maze_dig) {
1040. 		if (IS_WALL(room->typ)) {
1041. 		    if (!(room->wall_info & W_NONDIGGABLE)) {
1042. 			if (*in_rooms(zx,zy,SHOPBASE)) {
1043. 			    add_damage(zx, zy, 200L);
1044. 			    shopwall = TRUE;
1045. 			}
1046. 			room->typ = ROOM;
1047. 			unblock_point(zx,zy); /* vision */
1048. 		    } else if (!Blind)
1049. 			pline_The("wall glows then fades.");
1050. 		    break;
1051. 		} else if (room->typ == STONE || room->typ == SCORR) {
1052. 		    if (!(room->wall_info & W_NONDIGGABLE)) {
1053. 			room->typ = CORR;
1054. 			unblock_point(zx,zy); /* vision */
1055. 		    } else if (!Blind)
1056. 			pline_The("rock glows then fades.");
1057. 		    break;
1058. 		}
1059. 	    } else if (IS_ROCK(room->typ)) {
1060. 		if (!may_dig(zx,zy)) break;
1061. 		if (IS_WALL(room->typ) || room->typ == SDOOR) {
1062. 		    if (*in_rooms(zx,zy,SHOPBASE)) {
1063. 			add_damage(zx, zy, 200L);
1064. 			shopwall = TRUE;
1065. 		    }
1066. 		    if (level.flags.is_cavernous_lev) {
1067. 			room->typ = CORR;
1068. 		    } else {
1069. 			room->typ = DOOR;
1070. 			room->doormask = D_NODOOR;
1071. 		    }
1072. 		    digdepth -= 2;
1073. 		} else {	/* IS_ROCK but not IS_WALL or SDOOR */
1074. 		    room->typ = CORR;
1075. 		    digdepth--;
1076. 		}
1077. 		unblock_point(zx,zy); /* vision */
1078. 	    }
1079. 	    zx += u.dx;
1080. 	    zy += u.dy;
1081. 	} /* while */
1082. 	tmp_at(DISP_END,0);	/* closing call */
1083. 	if (shopdoor || shopwall)
1084. 	    pay_for_damage(shopdoor ? "destroy" : "dig into");
1085. 	return;
1086. }
1087. 
1088. /* move objects from fobj/nexthere lists to buriedobjlist, keeping position */
1089. /* information */
1090. struct obj *
1091. bury_an_obj(otmp)
1092. 	struct obj *otmp;
1093. {
1094. 	struct obj *otmp2;
1095. 	boolean under_ice;
1096. 
1097. #ifdef DEBUG
1098. 	pline("bury_an_obj: %s", xname(otmp));
1099. #endif
1100. 	if (otmp == uball)
1101. 		unpunish();
1102. 	/* after unpunish(), or might get deallocated chain */
1103. 	otmp2 = otmp->nexthere;
1104. 	/*
1105. 	 * obj_resists(,0,0) prevents Rider corpses from being buried.
1106. 	 * It also prevents The Amulet and invocation tools from being
1107. 	 * buried.  Since they can't be confined to bags and statues,
1108. 	 * it makes sense that they can't be buried either, even though
1109. 	 * the real reason there (direct accessibility when carried) is
1110. 	 * completely different.
1111. 	 */
1112. 	if (otmp == uchain || obj_resists(otmp, 0, 0))
1113. 		return(otmp2);
1114. 
1115. 	if (otmp->otyp == LEASH && otmp->leashmon != 0)
1116. 		o_unleash(otmp);
1117. 
1118. 	if (otmp->lamplit && otmp->otyp != POT_OIL)
1119. 		end_burn(otmp, TRUE);
1120. 
1121. 	obj_extract_self(otmp);
1122. 
1123. 	under_ice = is_ice(otmp->ox, otmp->oy);
1124. 	if (otmp->otyp == ROCK && !under_ice) {
1125. 		/* merges into burying material */
1126. 		obfree(otmp, (struct obj *)0);
1127. 		return(otmp2);
1128. 	}
1129. 	/*
1130. 	 * Start a rot on organic material.  Not corpses -- they
1131. 	 * are already handled.
1132. 	 */
1133. 	if (otmp->otyp == CORPSE) {
1134. 	    ;		/* should cancel timer if under_ice */
1135. 	} else if ((under_ice ? otmp->oclass == POTION_CLASS : is_organic(otmp))
1136. 		&& !obj_resists(otmp, 5, 95)) {
1137. 	    (void) start_timer((under_ice ? 0L : 250L) + (long)rnd(250),
1138. 			       TIMER_OBJECT, ROT_ORGANIC, (genericptr_t)otmp);
1139. 	}
1140. 	add_to_buried(otmp);
1141. 	return(otmp2);
1142. }
1143. 
1144. void
1145. bury_objs(x, y)
1146. int x, y;
1147. {
1148. 	struct obj *otmp, *otmp2;
1149. 
1150. #ifdef DEBUG
1151. 	if(level.objects[x][y] != (struct obj *)0)
1152. 		pline("bury_objs: at %d, %d", x, y);
1153. #endif
1154. 	for (otmp = level.objects[x][y]; otmp; otmp = otmp2)
1155. 		otmp2 = bury_an_obj(otmp);
1156. 
1157. 	/* don't expect any engravings here, but just in case */
1158. 	del_engr_at(x, y);
1159. 	newsym(x, y);
1160. }
1161. 
1162. /* move objects from buriedobjlist to fobj/nexthere lists */
1163. void
1164. unearth_objs(x, y)
1165. int x, y;
1166. {
1167. 	struct obj *otmp, *otmp2;
1168. 
1169. #ifdef DEBUG
1170. 	pline("unearth_objs: at %d, %d", x, y);
1171. #endif
1172. 	for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
1173. 		otmp2 = otmp->nobj;
1174. 		if (otmp->ox == x && otmp->oy == y) {
1175. 		    obj_extract_self(otmp);
1176. 		    if (otmp->timed)
1177. 			(void) stop_timer(ROT_ORGANIC, (genericptr_t)otmp);
1178. 		    place_object(otmp, x, y);
1179. 		    stackobj(otmp);
1180. 		}
1181. 	}
1182. 	del_engr_at(x, y);
1183. 	newsym(x, y);
1184. }
1185. 
1186. /*
1187.  * The organic material has rotted away while buried.  As an expansion,
1188.  * we could add add partial damage.  A damage count is kept in the object
1189.  * and every time we are called we increment the count and reschedule another
1190.  * timeout.  Eventually the object rots away.
1191.  *
1192.  * This is used by buried objects other than corpses.  When a container rots
1193.  * away, any contents become newly buried objects.
1194.  */
1195. /* ARGSUSED */
1196. void
1197. rot_organic(arg, timeout)
1198. genericptr_t arg;
1199. long timeout;	/* unused */
1200. {
1201. 	struct obj *obj = (struct obj *) arg;
1202. 
1203. 	while (Has_contents(obj)) {
1204. 	    /* We don't need to place contained object on the floor
1205. 	       first, but we do need to update its map coordinates. */
1206. 	    obj->cobj->ox = obj->ox,  obj->cobj->oy = obj->oy;
1207. 	    /* Everything which can be held in a container can also be
1208. 	       buried, so bury_an_obj's use of obj_extract_self insures
1209. 	       that Has_contents(obj) will eventually become false. */
1210. 	    (void)bury_an_obj(obj->cobj);
1211. 	}
1212. 	obj_extract_self(obj);
1213. 	obfree(obj, (struct obj *) 0);
1214. }
1215. 
1216. /*
1217.  * Called when a corpse has rotted completely away.
1218.  */
1219. void
1220. rot_corpse(arg, timeout)
1221. genericptr_t arg;
1222. long timeout;	/* unused */
1223. {
1224. 	xchar x = 0, y = 0;
1225. 	struct obj *obj = (struct obj *) arg;
1226. 	boolean on_floor = obj->where == OBJ_FLOOR,
1227. 		in_invent = obj->where == OBJ_INVENT;
1228. 
1229. 	if (on_floor) {
1230. 	    x = obj->ox;
1231. 	    y = obj->oy;
1232. 	} else if (in_invent) {
1233. 	    if (flags.verbose)
1234. 		Your("%s%s rot%s away%c",
1235. 		     obj == uwep ? "wielded " : "", corpse_xname(obj, FALSE),
1236. 		     obj->quan == 1L ? "s" : "", obj == uwep ? '!' : '.');
1237. 	    if (obj == uwep) {
1238. 		uwepgone();	/* now bare handed */
1239. 		stop_occupation();
1240. 	    } else if (obj == uswapwep) {
1241. 		uswapwepgone();
1242. 		stop_occupation();
1243. 	    } else if (obj == uquiver) {
1244. 		uqwepgone();
1245. 		stop_occupation();
1246. 	    }
1247. 	} else if (obj->where == OBJ_MINVENT && obj->owornmask) {
1248. 	    if (obj == MON_WEP(obj->ocarry)) {
1249. 		obj->owornmask &= ~W_WEP;
1250. 		MON_NOWEP(obj->ocarry);
1251. 	    }
1252. 	}
1253. 	rot_organic(arg, timeout);
1254. 	if (on_floor) newsym(x, y);
1255. 	else if (in_invent) update_inventory();
1256. }
1257. 
1258. #if 0
1259. void
1260. bury_monst(mtmp)
1261. struct monst *mtmp;
1262. {
1263. #ifdef DEBUG
1264. 	pline("bury_monst: %s", mon_nam(mtmp));
1265. #endif
1266. 	if(canseemon(mtmp)) {
1267. 	    if(is_flyer(mtmp->data) || is_floater(mtmp->data)) {
1268. 		pline_The("%s opens up, but %s is not swallowed!",
1269. 			surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
1270. 		return;
1271. 	    } else
1272. 	        pline_The("%s opens up and swallows %s!",
1273. 			surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
1274. 	}
1275. 
1276. 	mtmp->mburied = TRUE;
1277. 	wakeup(mtmp);			/* at least give it a chance :-) */
1278. 	newsym(mtmp->mx, mtmp->my);
1279. }
1280. 
1281. void
1282. bury_you()
1283. {
1284. #ifdef DEBUG
1285. 	pline("bury_you");
1286. #endif
1287.     if (!Levitation && !Flying) {
1288. 	if(u.uswallow)
1289. 	    You_feel("a sensation like falling into a trap!");
1290. 	else
1291. 	    pline_The("%s opens beneath you and you fall in!",
1292. 		  surface(u.ux, u.uy));
1293. 
1294. 	u.uburied = TRUE;
1295. 	if(!Strangled && !Breathless) Strangled = 6;
1296. 	under_ground(1);
1297.     }
1298. }
1299. 
1300. void
1301. unearth_you()
1302. {
1303. #ifdef DEBUG
1304. 	pline("unearth_you");
1305. #endif
1306. 	u.uburied = FALSE;
1307. 	under_ground(0);
1308. 	if(!uamul || uamul->otyp != AMULET_OF_STRANGULATION)
1309. 		Strangled = 0;
1310. 	vision_recalc(0);
1311. }
1312. 
1313. void
1314. escape_tomb()
1315. {
1316. #ifdef DEBUG
1317. 	pline("escape_tomb");
1318. #endif
1319. 	if ((Teleportation || can_teleport(youmonst.data)) &&
1320. 	    (Teleport_control || rn2(3) < Luck+2)) {
1321. 		You("attempt a teleport spell.");
1322. 		(void) dotele();	/* calls unearth_you() */
1323. 	} else if(u.uburied) { /* still buried after 'port attempt */
1324. 		boolean good;
1325. 
1326. 		if(amorphous(youmonst.data) || Passes_walls ||
1327. 		   noncorporeal(youmonst.data) || unsolid(youmonst.data) ||
1328. 		   (tunnels(youmonst.data) && !needspick(youmonst.data))) {
1329. 
1330. 		    You("%s up through the floor.",
1331. 			(tunnels(youmonst.data) && !needspick(youmonst.data)) ?
1332. 			 "try to tunnel" : (amorphous(youmonst.data)) ?
1333. 			 "ooze" : "phase");
1334. 
1335. 		    if(tunnels(youmonst.data) && !needspick(youmonst.data))
1336. 			good = dighole(TRUE);
1337. 		    else good = TRUE;
1338. 		    if(good) unearth_you();
1339. 		}
1340. 	}
1341. }
1342. 
1343. void
1344. bury_obj(otmp)
1345. struct obj *otmp;
1346. {
1347. 
1348. #ifdef DEBUG
1349. 	pline("bury_obj");
1350. #endif
1351. 	if(cansee(otmp->ox, otmp->oy))
1352. 	   pline_The("objects on the %s tumble into a hole!",
1353. 		surface(otmp->ox, otmp->oy));
1354. 
1355. 	bury_objs(otmp->ox, otmp->oy);
1356. }
1357. #endif
1358. 
1359. #ifdef DEBUG
1360. void
1361. wiz_debug_cmd() /* in this case, bury everything at your loc and around */
1362. {
1363. 	int x, y;
1364. 
1365. 	for (x = u.ux - 1; x <= u.ux + 1; x++)
1366. 	    for (y = u.uy - 1; y <= u.uy + 1; y++)
1367. 		if (isok(x,y)) bury_objs(x,y);
1368. }
1369. 
1370. #endif /* DEBUG */
1371. #endif /* OVL3 */
1372. 
1373. /*dig.c*/

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