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 
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 
30 STATIC_OVL boolean
rm_waslit()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 
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
mkcavepos(x,y,dist,waslit,rockit)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 
86 STATIC_OVL void
mkcavearea(rockit)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 
132 /* When digging into location <x,y>, what are you actually digging into? */
133 STATIC_OVL int
dig_typ(otmp,x,y)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 
150 boolean
is_digging()151 is_digging()
152 {
153 	if (occupation == dig) {
154 	    return TRUE;
155 	}
156 	return FALSE;
157 }
158 
159 #define BY_YOU		(&youmonst)
160 #define BY_OBJECT	((struct monst *)0)
161 
162 boolean
dig_check(madeby,verbose,x,y)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 
209 STATIC_OVL int
dig()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 
435 /* When will hole be finished? Very rough indication used by shopkeeper. */
436 int
holetime()437 holetime()
438 {
439 	if(occupation != dig || !*u.ushops) return(-1);
440 	return ((250 - digging.effort) / 20);
441 }
442 
443 /* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */
444 STATIC_OVL
445 schar
fillholetyp(x,y)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 
478 void
digactualhole(x,y,madeby,ttyp)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 
647 /* return TRUE if digging succeeded, FALSE otherwise */
648 boolean
dighole(pit_only)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 
764 STATIC_OVL void
dig_up_grave()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 
810 int
use_pick_axe(obj)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 
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
use_pick_axe2(obj)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 
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
watch_dig(mtmp,x,y,zap)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 */
1063 #ifdef OVL0
1064 
1065 /* Return TRUE if monster died, FALSE otherwise.  Called from m_move(). */
1066 boolean
mdig_tunnel(mtmp)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 */
1139 #ifdef OVL3
1140 
1141 /* digging via wand zap or spell cast */
1142 void
zap_dig()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 
1283 /* move objects from fobj/nexthere lists to buriedobjlist, keeping position */
1284 /* information */
1285 struct obj *
bury_an_obj(otmp)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 
1339 void
bury_objs(x,y)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 
1357 /* move objects from buriedobjlist to fobj/nexthere lists */
1358 void
unearth_objs(x,y)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 
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
rot_organic(arg,timeout)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 
1411 /*
1412  * Called when a corpse has rotted completely away.
1413  */
1414 void
rot_corpse(arg,timeout)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 
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 
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 
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 
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 
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 
1556 #ifdef DEBUG
1557 int
wiz_debug_cmd()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*/
1572