/* SCCS Id: @(#)dbridge.c 3.4 2003/02/08 */ /* 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_DCL void FDECL(get_wall_for_db, (int *, int *)); STATIC_DCL struct entity *FDECL(e_at, (int, int)); STATIC_DCL void FDECL(m_to_e, (struct monst *, int, int, struct entity *)); STATIC_DCL void FDECL(u_to_e, (struct entity *)); STATIC_DCL void FDECL(set_entity, (int, int, struct entity *)); STATIC_DCL const char *FDECL(e_nam, (struct entity *)); #ifdef D_DEBUG static const char *FDECL(Enam, (struct entity *)); /* unused */ #endif STATIC_DCL const char *FDECL(E_phrase, (struct entity *, const char *)); STATIC_DCL boolean FDECL(e_survives_at, (struct entity *, int, int)); STATIC_DCL void FDECL(e_died, (struct entity *, int, int)); STATIC_DCL boolean FDECL(automiss, (struct entity *)); STATIC_DCL boolean FDECL(e_missed, (struct entity *, BOOLEAN_P)); STATIC_DCL boolean FDECL(e_jumps, (struct entity *)); STATIC_DCL void FDECL(do_entity, (struct entity *)); #endif /* OVLB */ #ifdef OVL0 boolean is_pool(x,y) int x,y; { schar ltyp; if (!isok(x,y)) return FALSE; 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; { schar ltyp; if (!isok(x,y)) return FALSE; 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; { schar ltyp; if (!isok(x,y)) return FALSE; 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((boolean)( 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_OVL 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].wall_info = 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 NEARDATA struct entity occupants[ENTITIES]; STATIC_OVL 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_OVL void m_to_e(mtmp, x, y, etmp) struct monst *mtmp; int 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_OVL void u_to_e(etmp) struct entity *etmp; { etmp->emon = &youmonst; etmp->ex = u.ux; etmp->ey = u.uy; etmp->edata = youmonst.data; } STATIC_OVL 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_OVL const 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 const 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_OVL const char * E_phrase(etmp, verb) struct entity *etmp; const char *verb; { static char wholebuf[80]; Strcpy(wholebuf, is_u(etmp) ? "You" : Monnam(etmp->emon)); if (!*verb) return(wholebuf); Strcat(wholebuf, " "); if (is_u(etmp)) Strcat(wholebuf, verb); else Strcat(wholebuf, vtense((char *)0, verb)); return(wholebuf); } /* * Simple-minded "can it be here?" routine */ STATIC_OVL 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 (boolean)((is_u(etmp) && (Wwalking || Amphibious || Swimming || Flying || 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 (boolean)((is_u(etmp) && (Levitation || Flying)) || likes_lava(etmp->edata) || is_flyer(etmp->edata)); if (is_db_wall(x, y)) return((boolean)(is_u(etmp) ? Passes_walls : passes_walls(etmp->edata))); return(TRUE); } STATIC_OVL void e_died(etmp, dest, how) struct entity *etmp; int dest, how; { if (is_u(etmp)) { if (how == DROWNING) { killer = 0; /* drown() sets its own killer */ (void) drown(); } else if (how == BURNING) { killer = 0; /* lava_effects() sets its own killer */ (void) lava_effects(); } else { coord xy; /* use more specific killer if specified */ if (!killer) { 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, FALSE); } /* otherwise on top of the drawbridge is the * only viable spot in the dungeon, so stay there */ } } /* we might have crawled out of the moat to survive */ etmp->ex = u.ux, etmp->ey = u.uy; } else { int entitycnt; killer = 0; /* fake "digested to death" damage-type suppresses corpse */ #define mk_message(dest) ((dest & 1) ? "" : (char *)0) #define mk_corpse(dest) ((dest & 2) ? AD_DGST : AD_PHYS) /* if monsters are moving, one of them caused the destruction */ if (flags.mon_moving) monkilled(etmp->emon, mk_message(dest), mk_corpse(dest)); else /* you caused it */ xkilled(etmp->emon, dest); etmp->edata = (struct permonst *)0; /* dead long worm handling */ for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++) { if (etmp != &(occupants[entitycnt]) && etmp->emon == occupants[entitycnt].emon) occupants[entitycnt].edata = (struct permonst *)0; } #undef mk_message #undef mk_corpse } } /* * These are never directly affected by a bridge or portcullis. */ STATIC_OVL boolean automiss(etmp) struct entity *etmp; { return (boolean)((is_u(etmp) ? Passes_walls : passes_walls(etmp->edata)) || noncorporeal(etmp->edata)); } /* * Does falling drawbridge or portcullis miss etmp? */ STATIC_OVL 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->msleeping))) /* 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((boolean)((misses >= rnd(8))? TRUE : FALSE)); } /* * Can etmp jump from death? */ STATIC_OVL boolean e_jumps(etmp) struct entity *etmp; { int tmp = 4; /* out of 10 */ if (is_u(etmp)? (Sleeping || Fumbling) : (!etmp->emon->mcanmove || etmp->emon->msleeping || !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((boolean)((tmp >= rnd(10))? TRUE : FALSE)); } STATIC_OVL 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)) { if (e_inview && (at_portcullis || IS_DRAWBRIDGE(crm->typ))) pline_The("%s passes through %s!", at_portcullis ? "portcullis" : "drawbridge", e_nam(etmp)); if (is_u(etmp)) spoteffects(FALSE); 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) != 0) && (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); update_monster_region(etmp->emon); } 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; struct trap *t; 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) || cansee(x2,y2)) You("see a drawbridge %s up!", (((u.ux == x || u.uy == y) && !Underwater) || distu(x2,y2) < distu(x,y)) ? "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->wall_info = 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,(char *)0); (void) revive_nasty(x2,y2,(char *)0); delallobj(x, y); delallobj(x2, y2); if ((t = t_at(x, y)) != 0) deltrap(t); if ((t = t_at(x2, y2)) != 0) deltrap(t); newsym(x, y); 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; struct trap *t; 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) || cansee(x2,y2)) You("see a drawbridge %s down!", (distu(x2,y2) < distu(x,y)) ? "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])); (void) revive_nasty(x,y,(char *)0); delallobj(x, y); if ((t = t_at(x, y)) != 0) deltrap(t); if ((t = t_at(x2, y2)) != 0) deltrap(t); 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; struct trap *t; 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)) != 0) { obj_extract_self(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_nearto(x, y, 500); lev2->typ = DOOR; lev2->doormask = D_NODOOR; if ((t = t_at(x, y)) != 0) deltrap(t); if ((t = t_at(x2, y2)) != 0) deltrap(t); 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*/