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hack.c

/*    SCCS Id: @(#)hack.c     3.3   2000/04/22  */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"

#ifdef OVL1
static void NDECL(maybe_wail);
#endif /*OVL1*/
STATIC_DCL int NDECL(moverock);
STATIC_DCL int FDECL(still_chewing,(XCHAR_P,XCHAR_P));
#ifdef SINKS
STATIC_DCL void NDECL(dosinkfall);
#endif
STATIC_DCL boolean FDECL(monstinroom, (struct permonst *,int));

STATIC_DCL void FDECL(move_update, (BOOLEAN_P));

#define IS_SHOP(x)      (rooms[x].rtype >= SHOPBASE)

#ifdef OVL2

boolean
revive_nasty(x, y, msg)
int x,y;
const char *msg;
{
    register struct obj *otmp, *otmp2;
    struct monst *mtmp;
    coord cc;
    boolean revived = FALSE;

    for(otmp = level.objects[x][y]; otmp; otmp = otmp2) {
      otmp2 = otmp->nexthere;
      if (otmp->otyp == CORPSE &&
          (is_rider(&mons[otmp->corpsenm]) ||
           otmp->corpsenm == PM_WIZARD_OF_YENDOR)) {
          /* move any living monster already at that location */
          if((mtmp = m_at(x,y)) && enexto(&cc, x, y, mtmp->data))
            rloc_to(mtmp, cc.x, cc.y);
          if(msg) Norep("%s", msg);
          revived = revive_corpse(otmp);
      }
    }

    /* this location might not be safe, if not, move revived monster */
    if (revived) {
      mtmp = m_at(x,y);
      if (mtmp && !goodpos(x, y, mtmp) &&
          enexto(&cc, x, y, mtmp->data)) {
          rloc_to(mtmp, cc.x, cc.y);
      }
      /* else impossible? */
    }

    return (revived);
}

STATIC_OVL int
moverock()
{
    register xchar rx, ry, sx, sy;
    register struct obj *otmp;
    register struct trap *ttmp;
    register struct monst *mtmp;

    sx = u.ux + u.dx,  sy = u.uy + u.dy;  /* boulder starting position */
    while ((otmp = sobj_at(BOULDER, sx, sy)) != 0) {
      /* make sure that this boulder is visible as the top object */
      if (otmp != level.objects[sx][sy]) movobj(otmp, sx, sy);

      rx = u.ux + 2 * u.dx;   /* boulder destination position */
      ry = u.uy + 2 * u.dy;
      nomul(0);
      if (Levitation || Is_airlevel(&u.uz)) {
          if (Blind) feel_location(sx, sy);
          You("don't have enough leverage to push %s.", the(xname(otmp)));
          /* Give them a chance to climb over it? */
          return -1;
      }
      if (verysmall(youmonst.data)
#ifdef STEED
             && !u.usteed
#endif
                            ) {
          if (Blind) feel_location(sx, sy);
          pline("You're too small to push that %s.", xname(otmp));
          goto cannot_push;
      }
      if (isok(rx,ry) && !IS_ROCK(levl[rx][ry].typ) &&
          (!IS_DOOR(levl[rx][ry].typ) || !(u.dx && u.dy) || (
#ifdef REINCARNATION
            !Is_rogue_level(&u.uz) &&
#endif
            (levl[rx][ry].doormask & ~D_BROKEN) == D_NODOOR)) &&
          !sobj_at(BOULDER, rx, ry)) {
          ttmp = t_at(rx, ry);
          mtmp = m_at(rx, ry);

            /* KMH -- Sokoban doesn't let you push boulders diagonally */
          if (In_sokoban(&u.uz) && u.dx && u.dy) {
            if (Blind) feel_location(sx,sy);
            pline("%s won't roll diagonally on this %s.",
                        The(xname(otmp)), surface(sx, sy));
            goto cannot_push;
          }

          if (revive_nasty(rx, ry, "You sense movement on the other side."))
            return (-1);

          if (mtmp && !noncorporeal(mtmp->data) &&
                (!mtmp->mtrapped ||
                   !(ttmp && ((ttmp->ttyp == PIT) ||
                            (ttmp->ttyp == SPIKED_PIT))))) {
            if (canspotmon(mtmp))
                pline("There's %s on the other side.", mon_nam(mtmp));
            else {
                if (Blind) feel_location(sx, sy);
                You_hear("a monster behind %s.", the(xname(otmp)));
                map_invisible(rx, ry);
            }
            if (flags.verbose)
                pline("Perhaps that's why %s cannot move it.",
#ifdef STEED
                        u.usteed ? mon_nam(u.usteed) :
#endif
                        "you");
            goto cannot_push;
          }

          if (ttmp)
            switch(ttmp->ttyp) {
            case LANDMINE:
                if (rn2(10)) {
                  pline("KAABLAMM!!!  %s triggers %s land mine.",
                        The(xname(otmp)),
                        ttmp->madeby_u ? "your" : "a");
                  obj_extract_self(otmp);
                  place_object(otmp, rx, ry);
                  deltrap(ttmp);
                  del_engr_at(rx,ry);
                  scatter(rx,ry, 4,
                        MAY_DESTROY|MAY_HIT|MAY_FRACTURE|VIS_EFFECTS,
                        (struct obj *)0);
                  if (cansee(rx,ry)) newsym(rx,ry);
                  continue;
                }
                break;
            case SPIKED_PIT:
            case PIT:
                obj_extract_self(otmp);
                /* vision kludge to get messages right;
                   the pit will temporarily be seen even
                   if this is one among multiple boulders */
                if (!Blind) viz_array[ry][rx] |= IN_SIGHT;
                if (!flooreffects(otmp, rx, ry, "fall")) {
                  place_object(otmp, rx, ry);
                }
                if (mtmp && !Blind) newsym(rx, ry);
                continue;
            case HOLE:
            case TRAPDOOR:
                pline("%s %s and plugs a %s in the %s!",
                    The(xname(otmp)),
                    (ttmp->ttyp == TRAPDOOR) ? "triggers" : "falls into",
                    (ttmp->ttyp == TRAPDOOR) ? "trap door" : "hole",
                    surface(rx, ry));
                deltrap(ttmp);
                delobj(otmp);
                bury_objs(rx, ry);
                if (cansee(rx,ry)) newsym(rx,ry);
                continue;
            case LEVEL_TELEP:
            case TELEP_TRAP:
#ifdef STEED
                if (u.usteed)
                  pline("%s pushes %s and suddenly it disappears!",
                        Monnam(u.usteed), the(xname(otmp)));
                else
#endif
                You("push %s and suddenly it disappears!",
                  the(xname(otmp)));
                if (ttmp->ttyp == TELEP_TRAP)
                  rloco(otmp);
                else {
                  int newlev = random_teleport_level();
                  d_level dest;

                  if (newlev == depth(&u.uz) || In_endgame(&u.uz))
                      continue;
                  obj_extract_self(otmp);
                  add_to_migration(otmp);
                  get_level(&dest, newlev);
                  otmp->ox = dest.dnum;
                  otmp->oy = dest.dlevel;
                  otmp->owornmask = (long)MIGR_RANDOM;
                }
                seetrap(ttmp);
                continue;
            }
          if (closed_door(rx, ry))
            goto nopushmsg;
          if (boulder_hits_pool(otmp, rx, ry, TRUE))
            continue;
          /*
           * Re-link at top of fobj chain so that pile order is preserved
           * when level is restored.
           */
          if (otmp != fobj) {
            remove_object(otmp);
            place_object(otmp, otmp->ox, otmp->oy);
          }

          {
#ifdef LINT /* static long lastmovetime; */
            long lastmovetime;
            lastmovetime = 0;
#else
            static NEARDATA long lastmovetime;
#endif
            /* note: this var contains garbage initially and
               after a restore */
#ifdef STEED
            if (!u.usteed) {
#endif
              if (moves > lastmovetime+2 || moves < lastmovetime)
                pline("With %s effort you move %s.",
                    throws_rocks(youmonst.data) ? "little" : "great",
                    the(xname(otmp)));
              exercise(A_STR, TRUE);
#ifdef STEED
            } else 
                pline("%s moves %s.", Monnam(u.usteed), the(xname(otmp)));
#endif
            lastmovetime = moves;
          }

          /* Move the boulder *after* the message. */
          if (glyph_is_invisible(levl[rx][ry].glyph))
            unmap_object(rx, ry);
          movobj(otmp, rx, ry);     /* does newsym(rx,ry) */
          if (Blind) {
            feel_location(rx,ry);
            feel_location(sx, sy);
          } else {
            newsym(sx, sy);
          }
      } else {
      nopushmsg:
#ifdef STEED
        if (u.usteed)
          pline("%s tries to move %s, but cannot.",
                  Monnam(u.usteed), the(xname(otmp)));
        else
#endif
          You("try to move %s, but in vain.", the(xname(otmp)));
          if (Blind) feel_location(sx, sy);
      cannot_push:
          if (throws_rocks(youmonst.data)) {
#ifdef STEED
            if (u.usteed && P_SKILL(P_RIDING) < P_BASIC) {
                You("aren't skilled enough to %s %s from %s.",
                  (flags.pickup && !In_sokoban(&u.uz))
                      ? "pick up" : "push aside",
                  the(xname(otmp)), mon_nam(u.usteed));
            } else
#endif
            {
                pline("However, you can easily %s.",
                  (flags.pickup && !In_sokoban(&u.uz))
                      ? "pick it up" : "push it aside");
                if (In_sokoban(&u.uz))
                  change_luck(-1);  /* Sokoban guilt */
                break;
            }
            break;
          }

          if (
#ifdef STEED
            !u.usteed &&
#endif          
            (((!invent || inv_weight() <= -850) &&
             (!u.dx || !u.dy || (IS_ROCK(levl[u.ux][sy].typ)
                             && IS_ROCK(levl[sx][u.uy].typ))))
            || verysmall(youmonst.data))) {
            pline("However, you can squeeze yourself into a small opening.");
            if (In_sokoban(&u.uz))
                change_luck(-1);    /* Sokoban guilt */
            break;
          } else
            return (-1);
      }
    }
    return (0);
}

/*
 *  still_chewing()
 *
 *  Chew on a wall, door, or boulder.  Returns TRUE if still eating, FALSE
 *  when done.
 */
STATIC_OVL int
still_chewing(x,y)
    xchar x, y;
{
    struct rm *lev = &levl[x][y];
    struct obj *boulder = sobj_at(BOULDER,x,y);
    const char *digtxt = (char *)0, *dmgtxt = (char *)0;

    if (digging.down)         /* not continuing previous dig (w/ pick-axe) */
      (void) memset((genericptr_t)&digging, 0, sizeof digging);

    if (!boulder && IS_ROCK(lev->typ) && !may_dig(x,y)) {
      You("hurt your teeth on the hard stone.");
      nomul(0);
      return 1;
    } else if (digging.pos.x != x || digging.pos.y != y ||
            !on_level(&digging.level, &u.uz)) {
      digging.down = FALSE;
      digging.chew = TRUE;
      digging.pos.x = x;
      digging.pos.y = y;
      assign_level(&digging.level, &u.uz);
      /* solid rock takes more work & time to dig through */
      digging.effort = (IS_ROCK(lev->typ) ? 30 : 60) + u.udaminc;
      You("start chewing %s %s.",
          boulder ? "on a" : "a hole in the",
          boulder ? "boulder" : IS_ROCK(lev->typ) ? "rock" : "door");
      return 1;
    } else if ((digging.effort += (30 + u.udaminc)) <= 100)  {
      if (flags.verbose)
          You("%s chewing on the %s.",
            digging.chew ? "continue" : "begin",
            boulder ? "boulder" : IS_ROCK(lev->typ) ? "rock" : "door");
      digging.chew = TRUE;
      return 1;
    }

    /* Okay, you've chewed through something */
    u.uconduct.food++;
    u.uhunger += rnd(20);

    if (boulder) {
      delobj(boulder);        /* boulder goes bye-bye */
      You("eat the boulder.");      /* yum */

      /*
       *  The location could still block because of
       *    1. More than one boulder
       *    2. Boulder stuck in a wall/stone/door.
       *
       *  [perhaps use does_block() below (from vision.c)]
       */
      if (IS_ROCK(lev->typ) || closed_door(x,y) || sobj_at(BOULDER,x,y)) {
          block_point(x,y);   /* delobj will unblock the point */
          /* reset dig state */
          (void) memset((genericptr_t)&digging, 0, sizeof digging);
          return 1;
      }

    } else if (IS_WALL(lev->typ)) {
      if (*in_rooms(x, y, SHOPBASE)) {
          add_damage(x, y, 10L * ACURRSTR);
          dmgtxt = "damage";
      }
      digtxt = "chew a hole in the wall.";
      if (level.flags.is_maze_lev) {
          lev->typ = ROOM;
      } else if (level.flags.is_cavernous_lev) {
          lev->typ = CORR;
      } else {
          lev->typ = DOOR;
          lev->doormask = D_NODOOR;
      }
    } else if (lev->typ == SDOOR) {
      if (lev->doormask & D_TRAPPED) {
          lev->doormask = D_NODOOR;
          b_trapped("secret door", 0);
      } else {
          digtxt = "chew through the secret door.";
          lev->doormask = D_BROKEN;
      }
      lev->typ = DOOR;

    } else if (IS_DOOR(lev->typ)) {
      if (*in_rooms(x, y, SHOPBASE)) {
          add_damage(x, y, 400L);
          dmgtxt = "break";
      }
      if (lev->doormask & D_TRAPPED) {
          lev->doormask = D_NODOOR;
          b_trapped("door", 0);
      } else {
          digtxt = "chew through the door.";
          lev->doormask = D_BROKEN;
      }

    } else { /* STONE or SCORR */
      digtxt = "chew a passage through the rock.";
      lev->typ = CORR;
    }

    unblock_point(x, y);      /* vision */
    newsym(x, y);
    if (digtxt) You(digtxt);  /* after newsym */
    if (dmgtxt) pay_for_damage(dmgtxt);
    (void) memset((genericptr_t)&digging, 0, sizeof digging);
    return 0;
}

#endif /* OVL2 */
#ifdef OVLB

void
movobj(obj, ox, oy)
register struct obj *obj;
register xchar ox, oy;
{
      /* optimize by leaving on the fobj chain? */
      remove_object(obj);
      newsym(obj->ox, obj->oy);
      place_object(obj, ox, oy);
      newsym(ox, oy);
}

#ifdef SINKS
static NEARDATA const char fell_on_sink[] = "fell onto a sink";

STATIC_OVL void
dosinkfall()
{
      register struct obj *obj;

      if (is_floater(youmonst.data) || (HLevitation & FROMOUTSIDE)) {
            You("wobble unsteadily for a moment.");
      } else {
            You("crash to the floor!");
            losehp((rn1(10, 20 - (int)ACURR(A_CON))),
                  fell_on_sink, NO_KILLER_PREFIX);
            exercise(A_DEX, FALSE);
            for(obj = level.objects[u.ux][u.uy]; obj; obj = obj->nexthere)
                if(obj->oclass == WEAPON_CLASS) {
                  You("fell on %s.",doname(obj));
                  losehp(rnd(3), fell_on_sink, NO_KILLER_PREFIX);
                  exercise(A_CON, FALSE);
                }
      }

      ELevitation &= ~W_ARTI;
      HLevitation &= ~(I_SPECIAL|TIMEOUT);
      HLevitation++;
      if(uleft && uleft->otyp == RIN_LEVITATION) {
          obj = uleft;
          Ring_off(obj);
          off_msg(obj);
      }
      if(uright && uright->otyp == RIN_LEVITATION) {
          obj = uright;
          Ring_off(obj);
          off_msg(obj);
      }
      if(uarmf && uarmf->otyp == LEVITATION_BOOTS) {
          obj = uarmf;
          (void)Boots_off();
          off_msg(obj);
      }
      HLevitation--;
}
#endif

boolean
may_dig(x,y)
register xchar x,y;
/* intended to be called only on ROCKs */
{
    return (boolean)(!(IS_STWALL(levl[x][y].typ) &&
                  (levl[x][y].wall_info & W_NONDIGGABLE)));
}

boolean
may_passwall(x,y)
register xchar x,y;
{
   return (boolean)(!(IS_STWALL(levl[x][y].typ) &&
                  (levl[x][y].wall_info & W_NONPASSWALL)));
}

#endif /* OVLB */
#ifdef OVL1

boolean
bad_rock(mdat,x,y)
struct permonst *mdat;
register xchar x,y;
{
      return((boolean) ((In_sokoban(&u.uz) && sobj_at(BOULDER,x,y)) ||
             (IS_ROCK(levl[x][y].typ)
                && (!tunnels(mdat) || needspick(mdat) || !may_dig(x,y))
                && !(passes_walls(mdat) && may_passwall(x,y)))));
}

boolean
invocation_pos(x, y)
xchar x, y;
{
      return((boolean)(Invocation_lev(&u.uz) && x == inv_pos.x && y == inv_pos.y));
}

#endif /* OVL1 */
#ifdef OVL3

void
domove()
{
      register struct monst *mtmp;
      register struct rm *tmpr,*ust;
      register xchar x,y;
      struct trap *trap;
      int wtcap;
      boolean on_ice;
      xchar chainx, chainy, ballx, bally; /* ball&chain new positions */
      int bc_control;                     /* control for ball&chain */
      boolean cause_delay = FALSE;  /* dragging ball will skip a move */

      u_wipe_engr(rnd(5));

      if(((wtcap = near_capacity()) >= OVERLOADED
          || (wtcap > SLT_ENCUMBER &&
            (Upolyd ? (u.mh < 5 && u.mh != u.mhmax)
                  : (u.uhp < 10 && u.uhp != u.uhpmax))))
         && !Is_airlevel(&u.uz)) {
          if(wtcap < OVERLOADED) {
            You("don't have enough stamina to move.");
            exercise(A_CON, FALSE);
          } else
            You("collapse under your load.");
          nomul(0);
          return;
      }
      if(u.uswallow) {
            u.dx = u.dy = 0;
            u.ux = x = u.ustuck->mx;
            u.uy = y = u.ustuck->my;
            mtmp = u.ustuck;
      } else {
            if (Is_airlevel(&u.uz) && rn2(4) &&
                  !Levitation && !Flying) {
                switch(rn2(3)) {
                case 0:
                  You("tumble in place.");
                  exercise(A_DEX, FALSE);
                  break;
                case 1:
                  You_cant("control your movements very well."); break;
                case 2:
                  pline("It's hard to walk in thin air.");
                  exercise(A_DEX, TRUE);
                  break;
                }
                return;
            }

            /* check slippery ice */
            on_ice = !Levitation && is_ice(u.ux, u.uy);
            if (on_ice) {
                static int skates = 0;
                if (!skates) skates = find_skates();
                if ((uarmf && uarmf->otyp == skates)
                      || resists_cold(&youmonst) || Flying
                      || is_floater(youmonst.data) || is_clinger(youmonst.data)
                      || is_whirly(youmonst.data))
                  on_ice = FALSE;
                else if (!rn2(Cold_resistance ? 3 : 2)) {
                  HFumbling |= FROMOUTSIDE;
                  HFumbling &= ~TIMEOUT;
                  HFumbling += 1;  /* slip on next move */
                }
            }
            if (!on_ice && (HFumbling & FROMOUTSIDE))
                HFumbling &= ~FROMOUTSIDE;

            x = u.ux + u.dx;
            y = u.uy + u.dy;
            if(Stunned || (Confusion && !rn2(5))) {
                  register int tries = 0;

                  do {
                        if(tries++ > 50) {
                              nomul(0);
                              return;
                        }
                        confdir();
                        x = u.ux + u.dx;
                        y = u.uy + u.dy;
                  } while(!isok(x, y) || bad_rock(youmonst.data, x, y));
            }
            /* turbulence might alter your actual destination */
            if (u.uinwater) {
                  water_friction();
                  if (!u.dx && !u.dy) {
                        nomul(0);
                        return;
                  }
                  x = u.ux + u.dx;
                  y = u.uy + u.dy;
            }
            if(!isok(x, y)) {
                  nomul(0);
                  return;
            }
            if((trap = t_at(x, y)) && trap->tseen) {
                  if(flags.run >= 2) {
                        nomul(0);
                        flags.move = 0;
                        return;
                  } else
                        nomul(0);
            }

            if (u.ustuck && (x != u.ustuck->mx || y != u.ustuck->my)) {
                if (distu(u.ustuck->mx, u.ustuck->my) > 2) {
                  /* perhaps it fled (or was teleported or ... ) */
                  u.ustuck = 0;
                } else if (sticks(youmonst.data)) {
                  /* When polymorphed into a sticking monster,
                   * u.ustuck means it's stuck to you, not you to it.
                   */
                  You("release %s.", mon_nam(u.ustuck));
                  u.ustuck = 0;
                } else {
                  /* If holder is asleep or paralyzed:
                   *    37.5% chance of getting away,
                   *    12.5% chance of waking/releasing it;
                   * otherwise:
                   *     7.5% chance of getting away.
                   * [strength ought to be a factor]
                   */
                  switch (rn2(!u.ustuck->mcanmove ? 8 : 40)) {
                  case 0: case 1: case 2:
                      You("pull free from %s.", mon_nam(u.ustuck));
                      u.ustuck = 0;
                      break;
                  case 3:
                      if (!u.ustuck->mcanmove) {
                        /* it's free to move on next turn */
                        u.ustuck->mfrozen = 1;
                        u.ustuck->msleeping = 0;
                      }
                      /*FALLTHRU*/
                  default:
                      You("cannot escape from %s!", mon_nam(u.ustuck));
                      nomul(0);
                      return;
                  }
                }
            }

            mtmp = m_at(x,y);
            if (mtmp) {
                  /* Don't attack if you're running, and can see it */
                  /* We should never get here if forcefight */
                  if (flags.run &&
                      ((!Blind && mon_visible(mtmp) &&
                        ((mtmp->m_ap_type != M_AP_FURNITURE &&
                        mtmp->m_ap_type != M_AP_OBJECT) ||
                         Protection_from_shape_changers)) ||
                       sensemon(mtmp))) {
                        nomul(0);
                        flags.move = 0;
                        return;
                  }
            }
      }

      u.ux0 = u.ux;
      u.uy0 = u.uy;
      bhitpos.x = x;
      bhitpos.y = y;
      tmpr = &levl[x][y];

      /* attack monster */
      if(mtmp) {
          nomul(0);
          /* only attack if we know it's there */
          /* or if we used the 'F' command to fight blindly */
          /* or if it hides_under, in which case we call attack() to print
           * the Wait! message.
           * This is different from ceiling hiders, who aren't handled in
           * attack().
           */

          /* If they used a 'm' command, trying to move onto a monster
           * prints the below message and wastes a turn.  The exception is
           * if the monster is unseen and the player doesn't remember an
           * invisible monster--then, we fall through to attack() and
           * attack_check(), which still wastes a turn, but prints a
           * different message and makes the player remember the monster.                */
          if(flags.nopick &&
              (canspotmon(mtmp) || glyph_is_invisible(levl[x][y].glyph))){
            if(mtmp->m_ap_type && !Protection_from_shape_changers
                                        && !sensemon(mtmp))
                stumble_onto_mimic(mtmp);
            else if (mtmp->mpeaceful)
                pline("Pardon me, %s.", m_monnam(mtmp));
            else
                You("move right into %s.", mon_nam(mtmp));
            return;
          }
          if(flags.forcefight || !mtmp->mundetected || sensemon(mtmp) ||
                ((hides_under(mtmp->data) || mtmp->data->mlet == S_EEL) &&
                  !is_safepet(mtmp))){
            gethungry();
            if(wtcap >= HVY_ENCUMBER && moves%3) {
                if (Upolyd && u.mh > 1) {
                  u.mh--;
                } else if (!Upolyd && u.uhp > 1) {
                  u.uhp--;
                } else {
                  You("pass out from exertion!");
                  exercise(A_CON, FALSE);
                  fall_asleep(-10, FALSE);
                }
            }
            if(multi < 0) return;   /* we just fainted */

            /* try to attack; note that it might evade */
            /* also, we don't attack tame when _safepet_ */
            if(attack(mtmp)) return;
          }
      }

      /* specifying 'F' with no monster wastes a turn */
      if (flags.forcefight ||
          /* remembered an 'I' && didn't use a move command */
          (glyph_is_invisible(levl[x][y].glyph) && !flags.nopick)) {
            You("attack %s.", Underwater ? "empty water" : "thin air");
            unmap_object(x, y); /* known empty -- remove 'I' if present */
            newsym(x, y);
            nomul(0);
            return;
      }
      if (glyph_is_invisible(levl[x][y].glyph)) {
          unmap_object(x, y);
          newsym(x, y);
      }
      /* not attacking an animal, so we try to move */
#ifdef STEED
      if (u.usteed && !u.usteed->mcanmove && (u.dx || u.dy)) {
            pline("%s won't move!", Monnam(u.usteed));
            nomul(0);
            return;
      } else
#endif
      if(!youmonst.data->mmove) {
            You("are rooted %s.",
                Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ?
                "in place" : "to the ground");
            nomul(0);
            return;
      }
      if(u.utrap) {
            if(u.utraptype == TT_PIT) {
                if (!rn2(2) && sobj_at(BOULDER, u.ux, u.uy)) {
                  Your("%s gets stuck in a crevice.", body_part(LEG));
                  display_nhwindow(WIN_MESSAGE, FALSE);
                  clear_nhwindow(WIN_MESSAGE);
                  You("free your %s.", body_part(LEG));
                } else if (!(--u.utrap)) {
                  You("%s to the edge of the pit.",
                        (In_sokoban(&u.uz) && Levitation) ?
                        "struggle against the air currents and float" : "crawl");
                  fill_pit(u.ux, u.uy);
                  vision_full_recalc = 1; /* vision limits change */
                } else if (flags.verbose)
                  Norep( (Hallucination && !rn2(5)) ?
                        "You've fallen, and you can't get up." :
                        "You are still in a pit." );
            } else if (u.utraptype == TT_LAVA) {
                if(flags.verbose)
                  Norep("You are stuck in the lava.");
                if(!is_lava(x,y)) {
                  u.utrap--;
                  if((u.utrap & 0xff) == 0) {
                      You("pull yourself to the edge of the lava.");
                      u.utrap = 0;
                  }
                }
                u.umoved = TRUE;
            } else if (u.utraptype == TT_WEB) {
                if(uwep && uwep->oartifact == ART_STING) {
                  u.utrap = 0;
                  pline("Sting cuts through the web!");
                  return;
                }
                if(--u.utrap) {
                  if(flags.verbose)
                      Norep("You are stuck to the web.");
                } else You("disentangle yourself.");
            } else if (u.utraptype == TT_INFLOOR) {
                if(--u.utrap) {
                  if(flags.verbose)
                      Norep("You are stuck in the %s.",
                              surface(u.ux, u.uy));
                } else You("finally wiggle free.");
            } else {
                if(flags.verbose)
                  Norep("You are caught in a bear trap.");
                if((u.dx && u.dy) || !rn2(5)) u.utrap--;
            }
            return;
      }


      /*
       *  Check for physical obstacles.  First, the place we are going.
       */
      if (IS_ROCK(tmpr->typ) || tmpr->typ == IRONBARS) {
          if (Blind) feel_location(x,y);
          if (Passes_walls && may_passwall(x,y)) {
            ;     /* do nothing */
          } else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
            /* Eat the rock. */
            if (still_chewing(x,y)) return;
          } else {
            if (Is_stronghold(&u.uz) && is_db_wall(x,y))
                pline_The("drawbridge is up!");
            flags.move = 0;
            nomul(0);
            return;
          }
      } else if (IS_DOOR(tmpr->typ)) {
          if (closed_door(x,y)) {
            if (Blind) feel_location(x,y);
            if (Passes_walls)
                ; /* do nothing */
            else if (can_ooze(&youmonst))
                You("ooze under the door.");
            else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
                /* Eat the door. */
                if (still_chewing(x,y)) return;
            } else {
                flags.move = 0;
                if (amorphous(youmonst.data))
                  You("try to ooze under the door, but can't squeeze your possessions through.");
                else if (x == u.ux || y == u.uy) {
                  if (Blind || Stunned || ACURR(A_DEX) < 10 || Fumbling) {
                      pline("Ouch!  You bump into a door.");
                      exercise(A_DEX, FALSE);
                  } else pline("That door is closed.");
                }
                nomul(0);
                return;
            }
          } else if (u.dx && u.dy && !Passes_walls
                  && ((tmpr->doormask & ~D_BROKEN)
#ifdef REINCARNATION
                              || Is_rogue_level(&u.uz)
#endif
                              || block_door(x,y))) {
            /* Diagonal moves into a door are not allowed. */
            if (Blind) feel_location(x,y);      /* ?? */
            flags.move = 0;
            nomul(0);
            return;
          }
      }
      if (u.dx && u.dy
            && bad_rock(youmonst.data,u.ux,y) && bad_rock(youmonst.data,x,u.uy)) {
          /* Move at a diagonal. */
          if (In_sokoban(&u.uz)) {
            You("cannot pass that way.");
            nomul(0);
            return;
          }
          if (bigmonst(youmonst.data)) {
            Your("body is too large to fit through.");
            nomul(0);
            return;
          }
          if (invent && (inv_weight() + weight_cap() > 600)) {
            You("are carrying too much to get through.");
            nomul(0);
            return;
          }
      }

      ust = &levl[u.ux][u.uy];

      /* Now see if other things block our way . . */
      if (u.dx && u.dy && !Passes_walls
                   && (IS_DOOR(ust->typ) && ((ust->doormask & ~D_BROKEN)
#ifdef REINCARNATION
                         || Is_rogue_level(&u.uz)
#endif
                         || block_entry(x, y))
                       )) {
          /* Can't move at a diagonal out of a doorway with door. */
          flags.move = 0;
          nomul(0);
          return;
      }

      if (sobj_at(BOULDER,x,y) && (In_sokoban(&u.uz) || !Passes_walls)) {
          if (!(Blind || Hallucination) && (flags.run >= 2)) {
            nomul(0);
            flags.move = 0;
            return;
          }
          /* tunneling monsters will chew before pushing */
          if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
            if (still_chewing(x,y)) return;
          } else
            if (moverock() < 0) return;
      }

      /* OK, it is a legal place to move. */

      /* Move ball and chain.  */
      if (Punished)
          if (!drag_ball(x,y, &bc_control, &ballx, &bally, &chainx, &chainy,
                  &cause_delay))
            return;

      /* Check regions entering/leaving */
      if (!in_out_region(x,y))
          return;

      /* now move the hero */
      mtmp = m_at(x, y);
      u.ux += u.dx;
      u.uy += u.dy;
#ifdef STEED
      /* Move your steed, too */
      if (u.usteed) {
            u.usteed->mx = u.ux;
            u.usteed->my = u.uy;
            exercise_steed();
      }
#endif

      /*
       * If safepet at destination then move the pet to the hero's
       * previous location using the same conditions as in attack().
       * there are special extenuating circumstances:
       * (1) if the pet dies then your god angers,
       * (2) if the pet gets trapped then your god may disapprove,
       * (3) if the pet was already trapped and you attempt to free it
       * not only do you encounter the trap but you may frighten your
       * pet causing it to go wild!  moral: don't abuse this privilege.
       *
       * Ceiling-hiding pets are skipped by this section of code, to
       * be caught by the normal falling-monster code.
       */
      if (is_safepet(mtmp) && !(is_hider(mtmp->data) && mtmp->mundetected)) {
          /* if trapped, there's a chance the pet goes wild */
          if (mtmp->mtrapped) {
            if (!rn2(mtmp->mtame)) {
                mtmp->mtame = mtmp->mpeaceful = mtmp->msleeping = 0;
                growl(mtmp);
            } else {
                yelp(mtmp);
            }
          }
          mtmp->mundetected = 0;
          if (mtmp->m_ap_type) seemimic(mtmp);
          else if (!mtmp->mtame) newsym(mtmp->mx, mtmp->my);

          if (mtmp->mtrapped &&
                (trap = t_at(mtmp->mx, mtmp->my)) != 0 &&
                (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT) &&
                sobj_at(BOULDER, trap->tx, trap->ty)) {
            /* can't swap places with pet pinned in a pit by a boulder */
            u.ux = u.ux0,  u.uy = u.uy0;  /* didn't move after all */
          } else {
            mtmp->mtrapped = 0;
            remove_monster(x, y);
            place_monster(mtmp, u.ux0, u.uy0);

            /* check for displacing it into pools and traps */
            switch (minwater(mtmp) ? 2 : mintrap(mtmp)) {
            case 0:
                You("%s %s.", mtmp->mtame ? "displaced" : "frightened",
                  y_monnam(mtmp));
                break;
            case 1:           /* trapped */
            case 3:           /* changed levels */
                /* there's already been a trap message, reinforce it */
                abuse_dog(mtmp);
                adjalign(-3);
                break;
            case 2:
                /* it may have drowned or died.  that's no way to
                 * treat a pet!  your god gets angry.
                 */
                if (rn2(4)) {
                  You_feel("guilty about losing your pet like this.");
                  u.ugangr++;
                  adjalign(-15);
                }
                break;
            default:
                pline("that's strange, unknown mintrap result!");
                break;
            }
          }
      }

      reset_occupations();
      if (flags.run) {
            if (IS_DOOR(tmpr->typ) || IS_ROCK(tmpr->typ) ||
                  IS_FURNITURE(tmpr->typ))
                nomul(0);
      }

      if (hides_under(youmonst.data))
          u.uundetected = OBJ_AT(u.ux, u.uy);
      else if (youmonst.data->mlet == S_EEL)
          u.uundetected = is_pool(u.ux, u.uy) && !Is_waterlevel(&u.uz);
      else if (u.dx || u.dy)
          u.uundetected = 0;

      /*
       * Mimics (or whatever) become noticeable if they move and are
       * imitating something that doesn't move.  We could extend this
       * to non-moving monsters...
       */
      if ((u.dx || u.dy) && (youmonst.m_ap_type == M_AP_OBJECT
                        || youmonst.m_ap_type == M_AP_FURNITURE))
          youmonst.m_ap_type = M_AP_NOTHING;

      check_leash(u.ux0,u.uy0);

      if(u.ux0 != u.ux || u.uy0 != u.uy) {
          u.umoved = TRUE;
          /* Clean old position -- vision_recalc() will print our new one. */
          newsym(u.ux0,u.uy0);
          /* Since the hero has moved, adjust what can be seen/unseen. */
          vision_recalc(1);   /* Do the work now in the recover time. */
          invocation_message();
      }

      if (Punished)                       /* put back ball and chain */
          move_bc(0,bc_control,ballx,bally,chainx,chainy);

      spoteffects(TRUE);

      /* delay next move because of ball dragging */
      /* must come after we finished picking up, in spoteffects() */
      if (cause_delay) {
          nomul(-2);
          nomovemsg = "";
      }
}

void
invocation_message()
{
      /* a special clue-msg when on the Invocation position */
      if(invocation_pos(u.ux, u.uy) && !On_stairs(u.ux, u.uy)) {
          struct obj *otmp = carrying(CANDELABRUM_OF_INVOCATION);

          You_feel("a strange vibration under your %s.",
                makeplural(body_part(FOOT)));
          if (otmp && otmp->spe == 7 && otmp->lamplit)
            pline("%s %s!", The(xname(otmp)),
                Blind ? "throbs palpably" : "glows with a strange light");
      }
}

#endif /* OVL3 */
#ifdef OVL2

void
spoteffects(pick)
boolean pick;
{
      register struct trap *trap;
      register struct monst *mtmp;

      if(u.uinwater) {
            int was_underwater;

            if (!is_pool(u.ux,u.uy)) {
                  if (Is_waterlevel(&u.uz))
                        You("pop into an air bubble.");
                  else if (is_lava(u.ux, u.uy))
                        You("leave the water...");    /* oops! */
                  else
                        You("are on solid %s again.",
                            is_ice(u.ux, u.uy) ? "ice" : "land");
            }
            else if (Is_waterlevel(&u.uz))
                  goto stillinwater;
            else if (Levitation)
                  You("pop out of the water like a cork!");
            else if (Flying)
                  You("fly out of the water.");
            else if (Wwalking)
                  You("slowly rise above the surface.");
            else
                  goto stillinwater;
            was_underwater = Underwater && !Is_waterlevel(&u.uz);
            u.uinwater = 0;         /* leave the water */
            if (was_underwater) {   /* restore vision */
                  docrt();
                  vision_full_recalc = 1;
            }
      }
stillinwater:;
      if (!Levitation && !u.ustuck && !Flying) {
          /* limit recursive calls through teleds() */
          if(is_lava(u.ux,u.uy) && lava_effects())
                return;
          if(is_pool(u.ux,u.uy) && !Wwalking && drown())
                return;
      }
      check_special_room(FALSE);
#ifdef SINKS
      if(IS_SINK(levl[u.ux][u.uy].typ) && Levitation)
            dosinkfall();
#endif
      if (pick && !in_steed_dismounting)
            (void) pickup(1);
      if ((trap = t_at(u.ux,u.uy)) != 0)
            dotrap(trap);     /* fall into pit, arrow trap, etc. */
      if((mtmp = m_at(u.ux, u.uy)) && !u.uswallow) {
            mtmp->mundetected = mtmp->msleeping = 0;
            switch(mtmp->data->mlet) {
                case S_PIERCER:
                  pline("%s suddenly drops from the %s!",
                        Amonnam(mtmp), ceiling(u.ux,u.uy));
                  if(mtmp->mtame) /* jumps to greet you, not attack */
                      ;
                  else if(uarmh)
                      pline("Its blow glances off your helmet.");
                  else if (u.uac + 3 <= rnd(20))
                      You("are almost hit by %s!",
                        x_monnam(mtmp, ARTICLE_A, "falling", 0, TRUE));
                  else {
                      int dmg;
                      You("are hit by %s!",
                        x_monnam(mtmp, ARTICLE_A, "falling", 0, TRUE));
                      dmg = d(4,6);
                      if(Half_physical_damage) dmg = (dmg+1) / 2;
                      mdamageu(mtmp, dmg);
                  }
                  break;
                default:      /* monster surprises you. */
                  if(mtmp->mtame)
                      pline("%s jumps near you from the %s.",
                              Amonnam(mtmp), ceiling(u.ux,u.uy));
                  else if(mtmp->mpeaceful) {
                        You("surprise %s!",
                            Blind && !sensemon(mtmp) ?
                            something : a_monnam(mtmp));
                        mtmp->mpeaceful = 0;
                  } else
                      pline("%s attacks you by surprise!",
                              Amonnam(mtmp));
                  break;
            }
            mnexto(mtmp); /* have to move the monster */
      }
}

STATIC_OVL boolean
monstinroom(mdat,roomno)
struct permonst *mdat;
int roomno;
{
      register struct monst *mtmp;

      for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
            if(!DEADMONSTER(mtmp) && mtmp->data == mdat &&
               index(in_rooms(mtmp->mx, mtmp->my, 0), roomno + ROOMOFFSET))
                  return(TRUE);
      return(FALSE);
}

char *
in_rooms(x, y, typewanted)
register xchar x, y;
register int typewanted;
{
      static char buf[5];
      char rno, *ptr = &buf[4];
      int typefound, min_x, min_y, max_x, max_y_offset, step;
      register struct rm *lev;

#define goodtype(rno) (!typewanted || \
           ((typefound = rooms[rno - ROOMOFFSET].rtype) == typewanted) || \
           ((typewanted == SHOPBASE) && (typefound > SHOPBASE))) \

      switch (rno = levl[x][y].roomno) {
            case NO_ROOM:
                  return(ptr);
            case SHARED:
                  step = 2;
                  break;
            case SHARED_PLUS:
                  step = 1;
                  break;
            default:                /* i.e. a regular room # */
                  if (goodtype(rno))
                        *(--ptr) = rno;
                  return(ptr);
      }

      min_x = x - 1;
      max_x = x + 1;
      if (x < 1)
            min_x += step;
      else
      if (x >= COLNO)
            max_x -= step;

      min_y = y - 1;
      max_y_offset = 2;
      if (min_y < 0) {
            min_y += step;
            max_y_offset -= step;
      } else
      if ((min_y + max_y_offset) >= ROWNO)
            max_y_offset -= step;

      for (x = min_x; x <= max_x; x += step) {
            lev = &levl[x][min_y];
            y = 0;
            if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
                !index(ptr, rno) && goodtype(rno))
                  *(--ptr) = rno;
            y += step;
            if (y > max_y_offset)
                  continue;
            if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
                !index(ptr, rno) && goodtype(rno))
                  *(--ptr) = rno;
            y += step;
            if (y > max_y_offset)
                  continue;
            if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
                !index(ptr, rno) && goodtype(rno))
                  *(--ptr) = rno;
      }
      return(ptr);
}

STATIC_OVL void
move_update(newlev)
register boolean newlev;
{
      char *ptr1, *ptr2, *ptr3, *ptr4;

      Strcpy(u.urooms0, u.urooms);
      Strcpy(u.ushops0, u.ushops);
      if (newlev) {
            u.urooms[0] = '\0';
            u.uentered[0] = '\0';
            u.ushops[0] = '\0';
            u.ushops_entered[0] = '\0';
            Strcpy(u.ushops_left, u.ushops0);
            return;
      }
      Strcpy(u.urooms, in_rooms(u.ux, u.uy, 0));

      for (ptr1 = &u.urooms[0],
           ptr2 = &u.uentered[0],
           ptr3 = &u.ushops[0],
           ptr4 = &u.ushops_entered[0];
           *ptr1; ptr1++) {
            if (!index(u.urooms0, *ptr1))
                  *(ptr2++) = *ptr1;
            if (IS_SHOP(*ptr1 - ROOMOFFSET)) {
                  *(ptr3++) = *ptr1;
                  if (!index(u.ushops0, *ptr1))
                        *(ptr4++) = *ptr1;
            }
      }
      *ptr2 = '\0';
      *ptr3 = '\0';
      *ptr4 = '\0';

      /* filter u.ushops0 -> u.ushops_left */
      for (ptr1 = &u.ushops0[0], ptr2 = &u.ushops_left[0]; *ptr1; ptr1++)
            if (!index(u.ushops, *ptr1))
                  *(ptr2++) = *ptr1;
      *ptr2 = '\0';
}

void
check_special_room(newlev)
register boolean newlev;
{
      register struct monst *mtmp;
      char *ptr;

      move_update(newlev);

      if (*u.ushops0)
          u_left_shop(u.ushops_left, newlev);

      if (!*u.uentered && !*u.ushops_entered)         /* implied by newlev */
          return;       /* no entrance messages necessary */

      /* Did we just enter a shop? */
      if (*u.ushops_entered)
          u_entered_shop(u.ushops_entered);

      for (ptr = &u.uentered[0]; *ptr; ptr++) {
          register int roomno = *ptr - ROOMOFFSET, rt = rooms[roomno].rtype;

          /* Did we just enter some other special room? */
          /* vault.c insists that a vault remain a VAULT,
           * and temples should remain TEMPLEs,
           * but everything else gives a message only the first time */
          switch (rt) {
            case ZOO:
                pline("Welcome to David's treasure zoo!");
                break;
            case SWAMP:
                pline("It %s rather %s down here.",
                    Blind ? "feels" : "looks",
                    Blind ? "humid" : "muddy");
                break;
            case COURT:
                You("enter an opulent throne room!");
                break;
            case LEPREHALL:
                You("enter a leprechaun hall!");
                break;
            case MORGUE:
                if(midnight()) {
                  const char *run = locomotion(youmonst.data, "Run");
                  pline("%s away!  %s away!", run, run);
                } else
                  You("have an uncanny feeling...");
                break;
            case BEEHIVE:
                You("enter a giant beehive!");
                break;
            case COCKNEST:
                You("enter a disgusting nest!");
                break;
            case ANTHOLE:
                You("enter an anthole!");
                break;
            case BARRACKS:
                if(monstinroom(&mons[PM_SOLDIER], roomno) ||
                  monstinroom(&mons[PM_SERGEANT], roomno) ||
                  monstinroom(&mons[PM_LIEUTENANT], roomno) ||
                  monstinroom(&mons[PM_CAPTAIN], roomno))
                  You("enter a military barracks!");
                else
                  You("enter an abandoned barracks.");
                break;
            case DELPHI:
                if(monstinroom(&mons[PM_ORACLE], roomno))
                  verbalize("%s, %s, welcome to Delphi!",
                              Hello((struct monst *) 0), plname);
                break;
            case TEMPLE:
                intemple(roomno + ROOMOFFSET);
                /* fall through */
            default:
                rt = 0;
          }

          if (rt != 0) {
            rooms[roomno].rtype = OROOM;
            if (!search_special(rt)) {
                  /* No more room of that type */
                  switch(rt) {
                      case COURT:
                        level.flags.has_court = 0;
                        break;
                      case SWAMP:
                        level.flags.has_swamp = 0;
                        break;
                      case MORGUE:
                        level.flags.has_morgue = 0;
                        break;
                      case ZOO:
                        level.flags.has_zoo = 0;
                        break;
                      case BARRACKS:
                        level.flags.has_barracks = 0;
                        break;
                      case TEMPLE:
                        level.flags.has_temple = 0;
                        break;
                      case BEEHIVE:
                        level.flags.has_beehive = 0;
                        break;
                  }
            }
            if (rt == COURT || rt == SWAMP || rt == MORGUE || rt == ZOO)
                for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
                  if (!DEADMONSTER(mtmp) && !Stealth && !rn2(3)) mtmp->msleeping = 0;
          }
      }

      return;
}

#endif /* OVL2 */
#ifdef OVLB

int
dopickup()
{
      int count;
      /* awful kludge to work around parse()'s pre-decrement */
      count = (multi || (save_cm && *save_cm == ',')) ? multi + 1 : 0;
      multi = 0;  /* always reset */
      /* uswallow case added by GAN 01/29/87 */
      if(u.uswallow) {
            if (is_animal(u.ustuck->data)) {
                You("pick up %s tongue.", s_suffix(mon_nam(u.ustuck)));
                pline("But it's kind of slimy, so you drop it.");
            } else
                You("don't %s anything in here to pick up.",
                    Blind ? "feel" : "see");
            return(1);
      }
      if(is_pool(u.ux, u.uy)) {
          if (Wwalking || is_floater(youmonst.data) || is_clinger(youmonst.data)
                  || (Flying && !Breathless)) {
            You("cannot dive into the water to pick things up.");
            return(0);
          } else if (!Underwater) {
            You_cant("even see the bottom, let alone pick up %s.",
                        something);
            return(0);
          }
      }
      if (is_lava(u.ux, u.uy)) {
          if (Wwalking || is_floater(youmonst.data) || is_clinger(youmonst.data)
                  || (Flying && !Breathless)) {
            You_cant("reach the bottom to pick things up.");
            return(0);
          } else if (!likes_lava(youmonst.data)) {
            You("would burn to a crisp trying to pick things up.");
            return(0);
          }
      }
      if(!OBJ_AT(u.ux, u.uy)) {
            There("is nothing here to pick up.");
            return(0);
      }
      if (!can_reach_floor()) {
#ifdef STEED
            if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
                  You("aren't skilled enough to reach from %s.",
                              mon_nam(u.usteed));
            else
#endif
            You("cannot reach the %s.", surface(u.ux,u.uy));
            return(0);
      }
      return (pickup(-count));
}

#endif /* OVLB */
#ifdef OVL2

/* stop running if we see something interesting */
/* turn around a corner if that is the only way we can proceed */
/* do not turn left or right twice */
void
lookaround()
{
    register int x, y, i, x0 = 0, y0 = 0, m0 = 1, i0 = 9;
    register int corrct = 0, noturn = 0;
    register struct monst *mtmp;
    register struct trap *trap;

      /* Grid bugs stop if trying to move diagonal, even if blind.  Maybe */
      /* they polymorphed while in the middle of a long move. */
      if (u.umonnum == PM_GRID_BUG && u.dx && u.dy) {
            nomul(0);
            return;
      }

      if(Blind || flags.run == 0) return;
      for(x = u.ux-1; x <= u.ux+1; x++) for(y = u.uy-1; y <= u.uy+1; y++) {
            if(!isok(x,y)) continue;

      if(u.umonnum == PM_GRID_BUG && x != u.ux && y != u.uy) continue;

      if(x == u.ux && y == u.uy) continue;

      if((mtmp = m_at(x,y)) &&
                mtmp->m_ap_type != M_AP_FURNITURE &&
                mtmp->m_ap_type != M_AP_OBJECT &&
                (!mtmp->minvis || See_invisible) && !mtmp->mundetected) {
          if((flags.run != 1 && !mtmp->mtame)
                              || (x == u.ux+u.dx && y == u.uy+u.dy))
            goto stop;
      }

      if (levl[x][y].typ == STONE) continue;
      if (x == u.ux-u.dx && y == u.uy-u.dy) continue;

      if (IS_ROCK(levl[x][y].typ) || (levl[x][y].typ == ROOM) ||
          IS_AIR(levl[x][y].typ))
          continue;
      else if (closed_door(x,y)) {
          if(x != u.ux && y != u.uy) continue;
          if(flags.run != 1) goto stop;
          goto bcorr;
      } else if (levl[x][y].typ == CORR) {
bcorr:
          if(levl[u.ux][u.uy].typ != ROOM) {
            if(flags.run == 1 || flags.run == 3) {
                i = dist2(x,y,u.ux+u.dx,u.uy+u.dy);
                if(i > 2) continue;
                if(corrct == 1 && dist2(x,y,x0,y0) != 1)
                  noturn = 1;
                if(i < i0) {
                  i0 = i;
                  x0 = x;
                  y0 = y;
                  m0 = mtmp ? 1 : 0;
                }
            }
            corrct++;
          }
          continue;
      } else if ((trap = t_at(x,y)) && trap->tseen) {
          if(flags.run == 1) goto bcorr;  /* if you must */
          if(x == u.ux+u.dx && y == u.uy+u.dy) goto stop;
          continue;
      } else if (is_pool(x,y) || is_lava(x,y)) {
          /* water and lava only stop you if directly in front, and stop
           * you even if you are running
           */
          if(!Levitation && !Flying && !is_clinger(youmonst.data) &&
                        x == u.ux+u.dx && y == u.uy+u.dy)
                  /* No Wwalking check; otherwise they'd be able
                   * to test boots by trying to SHIFT-direction
                   * into a pool and seeing if the game allowed it
                   */
                  goto stop;
          continue;
      } else {          /* e.g. objects or trap or stairs */
          if(flags.run == 1) goto bcorr;
          if(mtmp) continue;        /* d */
          if(((x == u.ux - u.dx) && (y != u.uy + u.dy)) ||
             ((y == u.uy - u.dy) && (x != u.ux + u.dx)))
             continue;
      }
stop:
      nomul(0);
      return;
    } /* end for loops */

    if(corrct > 1 && flags.run == 2) goto stop;
    if((flags.run == 1 || flags.run == 3) && !noturn && !m0 && i0 &&
                        (corrct == 1 || (corrct == 2 && i0 == 1))) {
      /* make sure that we do not turn too far */
      if(i0 == 2) {
          if(u.dx == y0-u.uy && u.dy == u.ux-x0)
            i = 2;            /* straight turn right */
          else
            i = -2;           /* straight turn left */
      } else if(u.dx && u.dy) {
          if((u.dx == u.dy && y0 == u.uy) || (u.dx != u.dy && y0 != u.uy))
            i = -1;           /* half turn left */
          else
            i = 1;            /* half turn right */
      } else {
          if((x0-u.ux == y0-u.uy && !u.dy) || (x0-u.ux != y0-u.uy && u.dy))
            i = 1;            /* half turn right */
          else
            i = -1;           /* half turn left */
      }

      i += u.last_str_turn;
      if(i <= 2 && i >= -2) {
          u.last_str_turn = i;
          u.dx = x0-u.ux;
          u.dy = y0-u.uy;
      }
    }
}

/* something like lookaround, but we are not running */
/* react only to monsters that might hit us */
int
monster_nearby()
{
      register int x,y;
      register struct monst *mtmp;

      /* Also see the similar check in dochugw() in monmove.c */
      for(x = u.ux-1; x <= u.ux+1; x++)
          for(y = u.uy-1; y <= u.uy+1; y++) {
            if(!isok(x,y)) continue;
            if(x == u.ux && y == u.uy) continue;
            if((mtmp = m_at(x,y)) &&
               mtmp->m_ap_type != M_AP_FURNITURE &&
               mtmp->m_ap_type != M_AP_OBJECT &&
               (!mtmp->mpeaceful || Hallucination) &&
               (!is_hider(mtmp->data) || !mtmp->mundetected) &&
               !noattacks(mtmp->data) &&
               mtmp->mcanmove && !mtmp->msleeping &&  /* aplvax!jcn */
               !onscary(u.ux, u.uy, mtmp) &&
               canspotmon(mtmp))
                  return(1);
      }
      return(0);
}

void
nomul(nval)
      register int nval;
{
      if(multi < nval) return;      /* This is a bug fix by ab@unido */
      u.uinvulnerable = FALSE;      /* Kludge to avoid ctrl-C bug -dlc */
      u.usleep = 0;
      multi = nval;
      flags.mv = flags.run = 0;
}

/* called when a non-movement, multi-turn action has completed */
void unmul(msg_override)
const char *msg_override;
{
      multi = 0;  /* caller will usually have done this already */
      if (msg_override) nomovemsg = msg_override;
      else if (!nomovemsg) nomovemsg = You_can_move_again;
      if (*nomovemsg) pline(nomovemsg);
      nomovemsg = 0;
      u.usleep = 0;
      if (afternmv) (*afternmv)();
      afternmv = 0;
}

#endif /* OVL2 */
#ifdef OVL1

static void
maybe_wail()
{
    static short powers[] = { TELEPORT, SEE_INVIS, POISON_RES, COLD_RES,
                        SHOCK_RES, FIRE_RES, SLEEP_RES, DISINT_RES,
                        TELEPORT_CONTROL, STEALTH, FAST, INVIS };

    if (moves <= wailmsg + 50) return;

    wailmsg = moves;
    if (Role_if(PM_WIZARD) || Race_if(PM_ELF) || Role_if(PM_VALKYRIE)) {
      const char *who;
      int i, powercnt;

      who = (Role_if(PM_WIZARD) || Role_if(PM_VALKYRIE)) ?
            urole.name.m : "Elf";
      if (u.uhp == 1) {
          pline("%s is about to die.", who);
      } else {
          for (i = 0, powercnt = 0; i < SIZE(powers); ++i)
            if (u.uprops[powers[i]].intrinsic & INTRINSIC) ++powercnt;

          pline(powercnt >= 4 ? "%s, all your powers will be lost..."
                        : "%s, your life force is running out.", who);
      }
    } else {
      You_hear(u.uhp == 1 ? "the wailing of the Banshee..."
                      : "the howling of the CwnAnnwn...");
    }
}

void
losehp(n, knam, k_format)
register int n;
register const char *knam;
boolean k_format;
{
      if (Upolyd) {
            u.mh -= n;
            if (u.mhmax < u.mh) u.mhmax = u.mh;
            flags.botl = 1;
            if (u.mh < 1)
                rehumanize();
            else if (n > 0 && u.mh*10 < u.mhmax && Unchanging)
                maybe_wail();
            return;
      }

      u.uhp -= n;
      if(u.uhp > u.uhpmax)
            u.uhpmax = u.uhp; /* perhaps n was negative */
      flags.botl = 1;
      if(u.uhp < 1) {
            killer_format = k_format;
            killer = knam;          /* the thing that killed you */
            You("die...");
            done(DIED);
      } else if (n > 0 && u.uhp*10 < u.uhpmax) {
            maybe_wail();
      }
}

int
weight_cap()
{
      register long carrcap;

      carrcap = (((ACURRSTR + ACURR(A_CON))/2)+1)*50;
      if (Upolyd) {
            /* consistent with can_carry() in mon.c */
            if (youmonst.data->mlet == S_NYMPH)
                  carrcap = MAX_CARR_CAP;
            else if (!youmonst.data->cwt)
                  carrcap = (carrcap * (long)youmonst.data->msize) / MZ_HUMAN;
            else if (!strongmonst(youmonst.data)
                  || (strongmonst(youmonst.data) && (youmonst.data->cwt > WT_HUMAN)))
                  carrcap = (carrcap * (long)youmonst.data->cwt / WT_HUMAN);
      }

      if (Levitation || Is_airlevel(&u.uz)    /* pugh@cornell */
#ifdef STEED
                  || (u.usteed && strongmonst(u.usteed->data))
#endif
      )
            carrcap = MAX_CARR_CAP;
      else {
            if(carrcap > MAX_CARR_CAP) carrcap = MAX_CARR_CAP;
            if (!Flying) {
                  if(EWounded_legs & LEFT_SIDE) carrcap -= 100;
                  if(EWounded_legs & RIGHT_SIDE) carrcap -= 100;
            }
            if (carrcap < 0) carrcap = 0;
      }
      return((int) carrcap);
}

static int wc;    /* current weight_cap(); valid after call to inv_weight() */

/* returns how far beyond the normal capacity the player is currently. */
/* inv_weight() is negative if the player is below normal capacity. */
int
inv_weight()
{
      register struct obj *otmp = invent;
      register int wt;

      /* when putting stuff into containers, gold is inserted at the head
         of invent for easier manipulation by askchain & co, but it's also
         retained in u.ugold in order to keep the status line accurate; we
         mustn't add its weight in twice under that circumstance */
      wt = (otmp && otmp->oclass == GOLD_CLASS) ? 0 :
            (int)((u.ugold + 50L) / 100L);

      while (otmp) {
            if (otmp->otyp != BOULDER || !throws_rocks(youmonst.data))
                  wt += otmp->owt;
            otmp = otmp->nobj;
      }
      wc = weight_cap();
      return (wt - wc);
}

/*
 * Returns 0 if below normal capacity, or the number of "capacity units"
 * over the normal capacity the player is loaded.  Max is 5.
 */
int
calc_capacity(xtra_wt)
int xtra_wt;
{
    int cap, wt = inv_weight() + xtra_wt;

    if (wt <= 0) return UNENCUMBERED;
    if (wc <= 1) return OVERLOADED;
    cap = (wt*2 / wc) + 1;
    return min(cap, OVERLOADED);
}

int
near_capacity()
{
    return calc_capacity(0);
}

int
max_capacity()
{
    int wt = inv_weight();

    return (wt - (2 * wc));
}

boolean
check_capacity(str)
const char *str;
{
    if(near_capacity() >= EXT_ENCUMBER) {
      if(str)
          pline(str);
      else
          You_cant("do that while carrying so much stuff.");
      return 1;
    }
    return 0;
}

#endif /* OVL1 */
#ifdef OVLB

int
inv_cnt()
{
      register struct obj *otmp = invent;
      register int ct = 0;

      while(otmp){
            ct++;
            otmp = otmp->nobj;
      }
      return(ct);
}

#endif /* OVLB */

/*hack.c*/

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