/** * Returns information about objects that can be used for digging. * * `deciturns` will be filled in with the avg number of deciturns it will * take to dig through each type of diggable terrain, and must be at least * [DIGGING_MAX]. * * Returns FALSE if the object has no effect on digging, or if the specifics * are meaningless (i.e. the object is an ego template, not a real item). */ static bool obj_known_digging(struct object *obj, int deciturns[]) { player_state state; int i; int chances[DIGGING_MAX]; int slot = wield_slot(obj); struct object *current = slot_object(player, slot); if (!tval_is_wearable(obj) || (!tval_is_melee_weapon(obj) && (obj->modifiers[OBJ_MOD_TUNNEL] <= 0))) return FALSE; /* Pretend we're wielding the object */ player->body.slots[slot].obj = obj; /* Calculate the player's hypothetical state */ calc_bonuses(player->gear, &state, TRUE); /* Stop pretending */ player->body.slots[slot].obj = current; calc_digging_chances(&state, chances); /* Digging chance is out of 1600 */ for (i = DIGGING_RUBBLE; i < DIGGING_MAX; i++) { int chance = MIN(1600, chances[i]); deciturns[i] = chance ? (16000 / chance) : 0; } return TRUE; }
/** * Perform the basic "tunnel" command * * Assumes that no monster is blocking the destination. * Uses twall() (above) to do all "terrain feature changing". * Returns true if repeated commands may continue. */ static bool do_cmd_tunnel_aux(int y, int x) { bool more = false; int digging_chances[DIGGING_MAX]; bool okay = false; bool gold = square_hasgoldvein(cave, y, x); bool rubble = square_isrubble(cave, y, x); /* Verify legality */ if (!do_cmd_tunnel_test(y, x)) return (false); calc_digging_chances(&player->state, digging_chances); /* Do we succeed? */ okay = (digging_chances[square_digging(cave, y, x) - 1] > randint0(1600)); /* Success */ if (okay && twall(y, x)) { /* Rubble is a special case - could be handled more generally NRM */ if (rubble) { /* Message */ msg("You have removed the rubble."); /* Place an object (except in town) */ if ((randint0(100) < 10) && player->depth) { /* Create a simple object */ place_object(cave, y, x, player->depth, false, false, ORIGIN_RUBBLE, 0); /* Observe the new object */ if (!ignore_item_ok(square_object(cave, y, x)) && square_isseen(cave, y, x)) msg("You have found something!"); } } else if (gold) { /* Found treasure */ place_gold(cave, y, x, player->depth, ORIGIN_FLOOR); msg("You have found something!"); } else { msg("You have finished the tunnel."); } } else { /* Failure, continue digging */ if (rubble) msg("You dig in the rubble."); else msg("You tunnel into the %s.", square_apparent_name(cave, player, y, x)); more = true; if (square_issecretdoor(cave, y, x)) /* Occasional Search XXX XXX */ if (randint0(100) < 25) search(false); } /* Result */ return (more); }
/** * Returns information about objects that can be used for digging. * * `deciturns` will be filled in with the avg number of deciturns it will * take to dig through each type of diggable terrain, and must be at least * [DIGGING_MAX]. * * Returns false if the object has no effect on digging, or if the specifics * are meaningless (i.e. the object is an ego template, not a real item). */ static bool obj_known_digging(struct object *obj, int deciturns[]) { struct player_state state; int i; int chances[DIGGING_MAX]; int slot = wield_slot(obj); struct object *current = slot_object(player, slot); /* Doesn't remotely resemble a digger */ if (!tval_is_wearable(obj) || (!tval_is_melee_weapon(obj) && (obj->modifiers[OBJ_MOD_TUNNEL] <= 0))) return false; /* Player has no digging info */ if (!tval_is_melee_weapon(obj) && !obj->known->modifiers[OBJ_MOD_TUNNEL]) return false; /* Pretend we're wielding the object */ player->body.slots[slot].obj = obj; /* Calculate the player's hypothetical state */ memcpy(&state, &player->state, sizeof(state)); state.stat_ind[STAT_STR] = 0; //Hack - NRM state.stat_ind[STAT_DEX] = 0; //Hack - NRM calc_bonuses(player, &state, true, false); /* Stop pretending */ player->body.slots[slot].obj = current; calc_digging_chances(&state, chances); /* Digging chance is out of 1600 */ for (i = DIGGING_RUBBLE; i < DIGGING_MAX; i++) { int chance = MIN(1600, chances[i]); deciturns[i] = chance ? (16000 / chance) : 0; } return true; }