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dbridge.c
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1992-12-22
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/* SCCS Id: @(#)dbridge.c 3.1 92/10/24 */
/* Copyright (c) 1989 by Jean-Christophe Collet */
/* NetHack may be freely redistributed. See license for details. */
/*
* This file contains the drawbridge manipulation (create, open, close,
* destroy).
*
* Added comprehensive monster-handling, and the "entity" structure to
* deal with players as well. - 11/89
*/
#include "hack.h"
#ifdef OVLB
static void FDECL(get_wall_for_db, (int *, int *));
static struct entity *FDECL(e_at, (int, int));
static void FDECL(m_to_e, (struct monst *, XCHAR_P, XCHAR_P, struct entity *));
static void FDECL(u_to_e, (struct entity *));
static void FDECL(set_entity, (int, int, struct entity *));
static char *FDECL(e_nam, (struct entity *));
#ifdef D_DEBUG
static char *FDECL(Enam, (struct entity *)); /* unused */
#endif
static char *FDECL(E_phrase, (struct entity *, const char *));
static boolean FDECL(e_survives_at, (struct entity *, int, int));
static void FDECL(e_died, (struct entity *, int, int));
static boolean FDECL(automiss, (struct entity *));
static boolean FDECL(e_missed, (struct entity *, BOOLEAN_P));
static boolean FDECL(e_jumps, (struct entity *));
static void FDECL(do_entity, (struct entity *));
#endif /* OVLB */
#ifdef OVL0
boolean
is_pool(x,y)
int x,y;
{
register schar ltyp = levl[x][y].typ;
if(ltyp == POOL || ltyp == MOAT || ltyp == WATER) return TRUE;
if(ltyp == DRAWBRIDGE_UP &&
(levl[x][y].drawbridgemask & DB_UNDER) == DB_MOAT) return TRUE;
return FALSE;
}
boolean
is_lava(x,y)
int x,y;
{
register schar ltyp = levl[x][y].typ;
if(ltyp == LAVAPOOL ||
(ltyp == DRAWBRIDGE_UP &&
(levl[x][y].drawbridgemask & DB_UNDER) == DB_LAVA)) return TRUE;
return FALSE;
}
boolean
is_ice(x,y)
int x,y;
{
register schar ltyp = levl[x][y].typ;
if (ltyp == ICE ||
(ltyp == DRAWBRIDGE_UP &&
(levl[x][y].drawbridgemask & DB_UNDER) == DB_ICE)) return TRUE;
return FALSE;
}
#endif /* OVL0 */
#ifdef OVL1
/*
* We want to know whether a wall (or a door) is the portcullis (passageway)
* of an eventual drawbridge.
*
* Return value: the direction of the drawbridge.
*/
int
is_drawbridge_wall(x,y)
int x,y;
{
struct rm *lev;
lev = &levl[x][y];
if (lev->typ != DOOR && lev->typ != DBWALL)
return (-1);
if (IS_DRAWBRIDGE(levl[x+1][y].typ) &&
(levl[x+1][y].drawbridgemask & DB_DIR) == DB_WEST)
return (DB_WEST);
if (IS_DRAWBRIDGE(levl[x-1][y].typ) &&
(levl[x-1][y].drawbridgemask & DB_DIR) == DB_EAST)
return (DB_EAST);
if (IS_DRAWBRIDGE(levl[x][y-1].typ) &&
(levl[x][y-1].drawbridgemask & DB_DIR) == DB_SOUTH)
return (DB_SOUTH);
if (IS_DRAWBRIDGE(levl[x][y+1].typ) &&
(levl[x][y+1].drawbridgemask & DB_DIR) == DB_NORTH)
return (DB_NORTH);
return (-1);
}
/*
* Use is_db_wall where you want to verify that a
* drawbridge "wall" is UP in the location x, y
* (instead of UP or DOWN, as with is_drawbridge_wall).
*/
boolean
is_db_wall(x,y)
int x,y;
{
return( levl[x][y].typ == DBWALL );
}
/*
* Return true with x,y pointing to the drawbridge if x,y initially indicate
* a drawbridge or drawbridge wall.
*/
boolean
find_drawbridge(x,y)
int *x,*y;
{
int dir;
if (IS_DRAWBRIDGE(levl[*x][*y].typ))
return TRUE;
dir = is_drawbridge_wall(*x,*y);
if (dir >= 0) {
switch(dir) {
case DB_NORTH: (*y)++; break;
case DB_SOUTH: (*y)--; break;
case DB_EAST: (*x)--; break;
case DB_WEST: (*x)++; break;
}
return TRUE;
}
return FALSE;
}
#endif /* OVL1 */
#ifdef OVLB
/*
* Find the drawbridge wall associated with a drawbridge.
*/
static void
get_wall_for_db(x,y)
int *x,*y;
{
switch (levl[*x][*y].drawbridgemask & DB_DIR) {
case DB_NORTH: (*y)--; break;
case DB_SOUTH: (*y)++; break;
case DB_EAST: (*x)++; break;
case DB_WEST: (*x)--; break;
}
}
/*
* Creation of a drawbridge at pos x,y.
* dir is the direction.
* flag must be put to TRUE if we want the drawbridge to be opened.
*/
boolean
create_drawbridge(x,y,dir,flag)
int x,y,dir;
boolean flag;
{
int x2,y2;
boolean horiz;
boolean lava = levl[x][y].typ == LAVAPOOL; /* assume initialized map */
x2 = x; y2 = y;
switch(dir) {
case DB_NORTH:
horiz = TRUE;
y2--;
break;
case DB_SOUTH:
horiz = TRUE;
y2++;
break;
case DB_EAST:
horiz = FALSE;
x2++;
break;
default:
impossible("bad direction in create_drawbridge");
/* fall through */
case DB_WEST:
horiz = FALSE;
x2--;
break;
}
if (!IS_WALL(levl[x2][y2].typ))
return(FALSE);
if (flag) { /* We want the bridge open */
levl[x][y].typ = DRAWBRIDGE_DOWN;
levl[x2][y2].typ = DOOR;
levl[x2][y2].doormask = D_NODOOR;
} else {
levl[x][y].typ = DRAWBRIDGE_UP;
levl[x2][y2].typ = DBWALL;
/* Drawbridges are non-diggable. */
levl[x2][y2].diggable = W_NONDIGGABLE;
}
levl[x][y].horizontal = !horiz;
levl[x2][y2].horizontal = horiz;
levl[x][y].drawbridgemask = dir;
if(lava) levl[x][y].drawbridgemask |= DB_LAVA;
return(TRUE);
}
struct entity {
struct monst *emon; /* youmonst for the player */
struct permonst *edata; /* must be non-zero for record to be valid */
int ex, ey;
};
#define ENTITIES 2
static struct entity NEARDATA occupants[ENTITIES];
static
struct entity *
e_at(x, y)
int x, y;
{
int entitycnt;
for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++)
if ((occupants[entitycnt].edata) &&
(occupants[entitycnt].ex == x) &&
(occupants[entitycnt].ey == y))
break;
#ifdef D_DEBUG
pline("entitycnt = %d", entitycnt);
wait_synch();
#endif
return((entitycnt == ENTITIES)?
(struct entity *)0 : &(occupants[entitycnt]));
}
static void
m_to_e(mtmp, x, y, etmp)
struct monst *mtmp;
xchar x, y;
struct entity *etmp;
{
etmp->emon = mtmp;
if (mtmp) {
etmp->ex = x;
etmp->ey = y;
if (mtmp->wormno && (x != mtmp->mx || y != mtmp->my))
etmp->edata = &mons[PM_LONG_WORM_TAIL];
else
etmp->edata = mtmp->data;
} else
etmp->edata = (struct permonst *)0;
}
static void
u_to_e(etmp)
struct entity *etmp;
{
etmp->emon = &youmonst;
etmp->ex = u.ux;
etmp->ey = u.uy;
etmp->edata = uasmon;
}
static void
set_entity(x, y, etmp)
int x, y;
struct entity *etmp;
{
if ((x == u.ux) && (y == u.uy))
u_to_e(etmp);
else
if (MON_AT(x, y))
m_to_e(m_at(x, y), x, y, etmp);
else
etmp->edata = (struct permonst *)0;
}
#define is_u(etmp) (etmp->emon == &youmonst)
#define e_canseemon(etmp) (is_u(etmp) ? (boolean)TRUE : canseemon(etmp->emon))
/*
* e_strg is a utility routine which is not actually in use anywhere, since
* the specialized routines below suffice for all current purposes.
*/
/* #define e_strg(etmp, func) (is_u(etmp)? (char *)0 : func(etmp->emon)) */
static char *
e_nam(etmp)
struct entity *etmp;
{
return(is_u(etmp)? "you" : mon_nam(etmp->emon));
}
#ifdef D_DEBUG
/*
* Enam is another unused utility routine: E_phrase is preferable.
*/
static char *
Enam(etmp)
struct entity *etmp;
{
return(is_u(etmp)? "You" : Monnam(etmp->emon));
}
#endif /* D_DEBUG */
/*
* Generates capitalized entity name, makes 2nd -> 3rd person conversion on
* verb, where necessary.
*/
static char *
E_phrase(etmp, verb)
struct entity *etmp;
const char *verb;
{
static char wholebuf[80];
char verbbuf[30];
if (is_u(etmp))
Strcpy(wholebuf, "You");
else
Strcpy(wholebuf, Monnam(etmp->emon));
if (!*verb)
return(wholebuf);
Strcat(wholebuf, " ");
verbbuf[0] = '\0';
if (is_u(etmp))
Strcpy(verbbuf, verb);
else {
if (!strcmp(verb, "are"))
Strcpy(verbbuf, "is");
if (!strcmp(verb, "have"))
Strcpy(verbbuf, "has");
if (!verbbuf[0]) {
Strcpy(verbbuf, verb);
switch (verbbuf[strlen(verbbuf) - 1]) {
case 'y':
verbbuf[strlen(verbbuf) - 1] = '\0';
Strcat(verbbuf, "ies");
break;
case 'h':
case 'o':
case 's':
Strcat(verbbuf, "es");
break;
default:
Strcat(verbbuf, "s");
break;
}
}
}
Strcat(wholebuf, verbbuf);
return(wholebuf);
}
/*
* Simple-minded "can it be here?" routine
*/
static boolean
e_survives_at(etmp, x, y)
struct entity *etmp;
int x, y;
{
if (noncorporeal(etmp->edata))
return(TRUE);
if (is_pool(x, y))
return((is_u(etmp) && (Wwalking || Magical_breathing || Levitation)) ||
is_swimmer(etmp->edata) || is_flyer(etmp->edata) ||
is_floater(etmp->edata));
/* must force call to lava_effects in e_died if is_u */
if (is_lava(x, y))
return(is_u(etmp) ? !!Levitation : resists_fire(etmp->edata));
if (is_db_wall(x, y))
return(passes_walls(etmp->edata));
return(TRUE);
}
static void
e_died(etmp, dest, how)
struct entity *etmp;
int dest, how;
{
if (is_u(etmp)) {
if (how == DROWNING)
(void) drown();
if (how == BURNING)
(void) lava_effects();
else {
coord xy;
killer_format = KILLED_BY_AN;
killer = "falling drawbridge";
done(how);
/* So, you didn't die */
if (!e_survives_at(etmp, etmp->ex, etmp->ey)) {
if (enexto(&xy, etmp->ex, etmp->ey,
etmp->edata)) {
pline("A %s force teleports you away...",
Hallucination ? "normal" : "strange");
teleds(xy.x, xy.y);
}
/* otherwise on top of the drawbridge is the
* only viable spot in the dungeon, so stay there
*/
}
}
} else {
xkilled(etmp->emon, dest);
etmp->edata = (struct permonst *)0;
}
}
/*
* These are never directly affected by a bridge or portcullis.
*/
static boolean
automiss(etmp)
struct entity *etmp;
{
return(passes_walls(etmp->edata) || noncorporeal(etmp->edata));
}
/*
* Does falling drawbridge or portcullis miss etmp?
*/
static boolean
e_missed(etmp, chunks)
struct entity *etmp;
boolean chunks;
{
int misses;
#ifdef D_DEBUG
if (chunks)
pline("Do chunks miss?");
#endif
if (automiss(etmp))
return(TRUE);
if (is_flyer(etmp->edata) &&
(is_u(etmp)? !Sleeping :
(etmp->emon->mcanmove && !etmp->emon->msleep)))
/* flying requires mobility */
misses = 5; /* out of 8 */
else
if (is_floater(etmp->edata) ||
(is_u(etmp) && Levitation)) /* doesn't require mobility */
misses = 3;
else
if (chunks && is_pool(etmp->ex, etmp->ey))
misses = 2; /* sitting ducks */
else
misses = 0;
if (is_db_wall(etmp->ex, etmp->ey))
misses -= 3; /* less airspace */
#ifdef D_DEBUG
pline("Miss chance = %d (out of 8)", misses);
#endif
return((misses >= rnd(8))? TRUE : FALSE);
}
/*
* Can etmp jump from death?
*/
static boolean
e_jumps(etmp)
struct entity *etmp;
{
int tmp = 4; /* out of 10 */
if (is_u(etmp)? (Sleeping || Fumbling) :
(!etmp->emon->mcanmove || etmp->emon->msleep ||
!etmp->edata->mmove || etmp->emon->wormno))
return(FALSE);
if (is_u(etmp)? Confusion : etmp->emon->mconf)
tmp -= 2;
if (is_u(etmp)? Stunned : etmp->emon->mstun)
tmp -= 3;
if (is_db_wall(etmp->ex, etmp->ey))
tmp -= 2; /* less room to maneuver */
#ifdef D_DEBUG
pline("%s to jump (%d chances in 10)", E_phrase(etmp, "try"), tmp);
#endif
return((tmp >= rnd(10))? TRUE : FALSE);
}
static void
do_entity(etmp)
struct entity *etmp;
{
int newx, newy, at_portcullis, oldx, oldy;
boolean must_jump = FALSE, relocates = FALSE, e_inview;
struct rm *crm;
if (!etmp->edata)
return;
e_inview = e_canseemon(etmp);
oldx = etmp->ex;
oldy = etmp->ey;
at_portcullis = is_db_wall(oldx, oldy);
crm = &levl[oldx][oldy];
if (automiss(etmp) && e_survives_at(etmp, oldx, oldy)) {
char edifice[20];
if (e_inview) {
*edifice = '\0';
if ((crm->typ == DRAWBRIDGE_DOWN) ||
(crm->typ == DRAWBRIDGE_UP))
Strcpy(edifice, "drawbridge");
else
if (at_portcullis)
Strcpy(edifice, "portcullis");
if (*edifice)
pline("The %s passes through %s!", edifice,
e_nam(etmp));
}
return;
}
if (e_missed(etmp, FALSE)) {
if (at_portcullis)
pline("The portcullis misses %s!",
e_nam(etmp));
#ifdef D_DEBUG
else
pline("The drawbridge misses %s!",
e_nam(etmp));
#endif
if (e_survives_at(etmp, oldx, oldy))
return;
else {
#ifdef D_DEBUG
pline("Mon can't survive here");
#endif
if (at_portcullis)
must_jump = TRUE;
else
relocates = TRUE; /* just ride drawbridge in */
}
} else {
if (crm->typ == DRAWBRIDGE_DOWN) {
pline("%s crushed underneath the drawbridge.",
E_phrase(etmp, "are")); /* no jump */
e_died(etmp, e_inview? 3 : 2, CRUSHING);/* no corpse */
return; /* Note: Beyond this point, we know we're */
} /* not at an opened drawbridge, since all */
must_jump = TRUE; /* *missable* creatures survive on the */
} /* square, and all the unmissed ones die. */
if (must_jump) {
if (at_portcullis) {
if (e_jumps(etmp)) {
relocates = TRUE;
#ifdef D_DEBUG
pline("Jump succeeds!");
#endif
} else {
if (e_inview)
pline("%s crushed by the falling portcullis!",
E_phrase(etmp, "are"));
else if (flags.soundok)
You("hear a crushing sound.");
e_died(etmp, e_inview? 3 : 2, CRUSHING);
/* no corpse */
return;
}
} else { /* tries to jump off bridge to original square */
relocates = !e_jumps(etmp);
#ifdef D_DEBUG
pline("Jump %s!", (relocates)? "fails" : "succeeds");
#endif
}
}
/*
* Here's where we try to do relocation. Assumes that etmp is not arriving
* at the portcullis square while the drawbridge is falling, since this square
* would be inaccessible (i.e. etmp started on drawbridge square) or
* unnecessary (i.e. etmp started here) in such a situation.
*/
#ifdef D_DEBUG
pline("Doing relocation.");
#endif
newx = oldx;
newy = oldy;
(void)find_drawbridge(&newx, &newy);
if ((newx == oldx) && (newy == oldy))
get_wall_for_db(&newx, &newy);
#ifdef D_DEBUG
pline("Checking new square for occupancy.");
#endif
if (relocates && (e_at(newx, newy))) {
/*
* Standoff problem: one or both entities must die, and/or both switch
* places. Avoid infinite recursion by checking first whether the other
* entity is staying put. Clean up if we happen to move/die in recursion.
*/
struct entity *other;
other = e_at(newx, newy);
#ifdef D_DEBUG
pline("New square is occupied by %s", e_nam(other));
#endif
if (e_survives_at(other, newx, newy) && automiss(other)) {
relocates = FALSE; /* "other" won't budge */
#ifdef D_DEBUG
pline("%s suicide.", E_phrase(etmp, "commit"));
#endif
} else {
#ifdef D_DEBUG
pline("Handling %s", e_nam(other));
#endif
while ((e_at(newx, newy)) &&
(e_at(newx, newy) != etmp))
do_entity(other);
#ifdef D_DEBUG
pline("Checking existence of %s", e_nam(etmp));
wait_synch();
#endif
if (e_at(oldx, oldy) != etmp) {
#ifdef D_DEBUG
pline("%s moved or died in recursion somewhere",
E_phrase(etmp, "have"));
wait_synch();
#endif
return;
}
}
}
if (relocates && !e_at(newx, newy)) {/* if e_at() entity = worm tail */
#ifdef D_DEBUG
pline("Moving %s", e_nam(etmp));
#endif
if (!is_u(etmp)) {
remove_monster(etmp->ex, etmp->ey);
place_monster(etmp->emon, newx, newy);
} else {
u.ux = newx;
u.uy = newy;
}
etmp->ex = newx;
etmp->ey = newy;
e_inview = e_canseemon(etmp);
}
#ifdef D_DEBUG
pline("Final disposition of %s", e_nam(etmp));
wait_synch();
#endif
if (is_db_wall(etmp->ex, etmp->ey)) {
#ifdef D_DEBUG
pline("%s in portcullis chamber", E_phrase(etmp, "are"));
wait_synch();
#endif
if (e_inview) {
if (is_u(etmp)) {
You("tumble towards the closed portcullis!");
if (automiss(etmp))
You("pass through it!");
else
pline("The drawbridge closes in...");
} else
pline("%s behind the drawbridge.",
E_phrase(etmp, "disappear"));
}
if (!e_survives_at(etmp, etmp->ex, etmp->ey)) {
killer_format = KILLED_BY_AN;
killer = "closing drawbridge";
e_died(etmp, 0, CRUSHING); /* no message */
return;
}
#ifdef D_DEBUG
pline("%s in here", E_phrase(etmp, "survive"));
#endif
} else {
#ifdef D_DEBUG
pline("%s on drawbridge square", E_phrase(etmp, "are"));
#endif
if (is_pool(etmp->ex, etmp->ey) && !e_inview)
if (flags.soundok)
You("hear a splash.");
if (e_survives_at(etmp, etmp->ex, etmp->ey)) {
if (e_inview && !is_flyer(etmp->edata) &&
!is_floater(etmp->edata))
pline("%s from the bridge.",
E_phrase(etmp, "fall"));
return;
}
#ifdef D_DEBUG
pline("%s cannot survive on the drawbridge square",Enam(etmp));
#endif
if (is_pool(etmp->ex, etmp->ey) || is_lava(etmp->ex, etmp->ey))
if (e_inview && !is_u(etmp)) {
/* drown() will supply msgs if nec. */
boolean lava = is_lava(etmp->ex, etmp->ey);
if (Hallucination)
pline("%s the %s and disappears.",
E_phrase(etmp, "drink"),
lava ? "lava" : "moat");
else
pline("%s into the %s.",
E_phrase(etmp, "fall"),
lava ? "lava" : "moat");
}
killer_format = NO_KILLER_PREFIX;
killer = "fell from a drawbridge";
e_died(etmp, e_inview ? 3 : 2, /* CRUSHING is arbitrary */
(is_pool(etmp->ex, etmp->ey)) ? DROWNING :
(is_lava(etmp->ex, etmp->ey)) ? BURNING :
CRUSHING); /*no corpse*/
return;
}
}
/*
* Close the drawbridge located at x,y
*/
void
close_drawbridge(x,y)
int x,y;
{
register struct rm *lev1, *lev2;
int x2, y2;
lev1 = &levl[x][y];
if (lev1->typ != DRAWBRIDGE_DOWN) return;
x2 = x; y2 = y;
get_wall_for_db(&x2,&y2);
if (cansee(x,y)) /* change msgs if you are a w-walker at portcullis */
You("see a drawbridge %s up!",
((u.ux == x2) && (u.uy == y2))? "coming" : "going");
lev1->typ = DRAWBRIDGE_UP;
lev2 = &levl[x2][y2];
lev2->typ = DBWALL;
switch (lev1->drawbridgemask & DB_DIR) {
case DB_NORTH:
case DB_SOUTH:
lev2->horizontal = TRUE;
break;
case DB_WEST:
case DB_EAST:
lev2->horizontal = FALSE;
break;
}
lev2->diggable = W_NONDIGGABLE;
set_entity(x, y, &(occupants[0]));
set_entity(x2, y2, &(occupants[1]));
do_entity(&(occupants[0])); /* Do set_entity after first */
set_entity(x2, y2, &(occupants[1])); /* do_entity for worm tail */
do_entity(&(occupants[1]));
if(OBJ_AT(x,y) && flags.soundok)
You("hear smashing and crushing.");
(void) revive_nasty(x,y,NULL);
(void) revive_nasty(x2,y2,NULL);
delallobj(x, y);
newsym(x, y);
delallobj(x2, y2);
newsym(x2, y2);
block_point(x2,y2); /* vision */
}
/*
* Open the drawbridge located at x,y
*/
void
open_drawbridge(x,y)
int x,y;
{
register struct rm *lev1, *lev2;
int x2, y2;
lev1 = &levl[x][y];
if (lev1->typ != DRAWBRIDGE_UP) return;
x2 = x; y2 = y;
get_wall_for_db(&x2,&y2);
if (cansee(x,y)) /* change msgs if you are a w-walker at portcullis */
You("see a drawbridge %s down!",
((x2 == u.ux) && (y2 == u.uy))? "going" : "coming");
lev1->typ = DRAWBRIDGE_DOWN;
lev2 = &levl[x2][y2];
lev2->typ = DOOR;
lev2->doormask = D_NODOOR;
set_entity(x, y, &(occupants[0]));
set_entity(x2, y2, &(occupants[1]));
do_entity(&(occupants[0])); /* do set_entity after first */
set_entity(x2, y2, &(occupants[1])); /* do_entity for worm tails */
do_entity(&(occupants[1]));
spoteffects(); /* if underwater, hero is now on solid ground */
(void) revive_nasty(x,y,NULL);
delallobj(x, y);
newsym(x, y);
newsym(x2, y2);
unblock_point(x2,y2); /* vision */
if (Is_stronghold(&u.uz)) u.uevent.uopened_dbridge = TRUE;
}
/*
* Let's destroy the drawbridge located at x,y
*/
void
destroy_drawbridge(x,y)
int x,y;
{
register struct rm *lev1, *lev2;
int x2, y2;
boolean e_inview;
struct entity *etmp1 = &(occupants[0]), *etmp2 = &(occupants[1]);
lev1 = &levl[x][y];
if (!IS_DRAWBRIDGE(lev1->typ))
return;
x2 = x; y2 = y;
get_wall_for_db(&x2,&y2);
lev2 = &levl[x2][y2];
if ((lev1->drawbridgemask & DB_UNDER) == DB_MOAT ||
(lev1->drawbridgemask & DB_UNDER) == DB_LAVA) {
struct obj *otmp;
boolean lava = (lev1->drawbridgemask & DB_UNDER) == DB_LAVA;
if (lev1->typ == DRAWBRIDGE_UP) {
if (cansee(x2,y2))
pline("The portcullis of the drawbridge falls into the %s!",
lava ? "lava" : "moat");
else if (flags.soundok)
You("hear a loud *SPLASH*!");
} else {
if (cansee(x,y))
pline("The drawbridge collapses into the %s!",
lava ? "lava" : "moat");
else if (flags.soundok)
You("hear a loud *SPLASH*!");
}
lev1->typ = lava ? LAVAPOOL : MOAT;
lev1->drawbridgemask = 0;
if(otmp = sobj_at(BOULDER,x,y)) {
freeobj(otmp);
(void) flooreffects(otmp,x,y,"fall");
}
} else {
if (cansee(x,y))
pline("The drawbridge disintegrates!");
else
You("hear a loud *CRASH*!");
lev1->typ =
((lev1->drawbridgemask & DB_ICE) ? ICE : ROOM);
lev1->icedpool =
((lev1->drawbridgemask & DB_ICE) ? ICED_MOAT : 0);
}
wake_nearby();
lev2->typ = DOOR;
lev2->doormask = D_NODOOR;
newsym(x,y);
newsym(x2,y2);
if (!does_block(x2,y2,lev2)) unblock_point(x2,y2); /* vision */
if (Is_stronghold(&u.uz)) u.uevent.uopened_dbridge = TRUE;
set_entity(x2, y2, etmp2); /* currently only automissers can be here */
if (etmp2->edata) {
e_inview = e_canseemon(etmp2);
if (!automiss(etmp2)) {
if (e_inview)
pline("%s blown apart by flying debris.",
E_phrase(etmp2, "are"));
killer_format = KILLED_BY_AN;
killer = "exploding drawbridge";
e_died(etmp2, e_inview? 3 : 2, CRUSHING); /*no corpse*/
} /* nothing which is vulnerable can survive this */
}
set_entity(x, y, etmp1);
if (etmp1->edata) {
e_inview = e_canseemon(etmp1);
if (e_missed(etmp1, TRUE)) {
#ifdef D_DEBUG
pline("%s spared!", E_phrase(etmp1, "are"));
#endif
} else {
if (e_inview) {
if (!is_u(etmp1) && Hallucination)
pline("%s into some heavy metal",
E_phrase(etmp1, "get"));
else
pline("%s hit by a huge chunk of metal!",
E_phrase(etmp1, "are"));
} else {
if (flags.soundok && !is_u(etmp1) && !is_pool(x,y))
You("hear a crushing sound");
#ifdef D_DEBUG
else
pline("%s from shrapnel",
E_phrase(etmp1, "die"));
#endif
}
killer_format = KILLED_BY_AN;
killer = "collapsing drawbridge";
e_died(etmp1, e_inview? 3 : 2, CRUSHING); /*no corpse*/
if(lev1->typ == MOAT) do_entity(etmp1);
}
}
}
#endif /* OVLB */
/*dbridge.c*/