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trap.c

/*    SCCS Id: @(#)trap.c     3.3   2000/07/07  */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

#include "hack.h"

STATIC_DCL void FDECL(dofiretrap, (struct obj *));
STATIC_DCL void NDECL(domagictrap);
STATIC_DCL boolean FDECL(emergency_disrobe,(boolean *));
STATIC_DCL int FDECL(untrap_prob, (struct trap *ttmp));
STATIC_DCL void FDECL(cnv_trap_obj, (int, int, struct trap *));
STATIC_DCL void FDECL(move_into_trap, (struct trap *));
STATIC_DCL int FDECL(try_disarm, (struct trap *,BOOLEAN_P));
STATIC_DCL void FDECL(reward_untrap, (struct trap *, struct monst *));
STATIC_DCL int FDECL(disarm_beartrap, (struct trap *));
STATIC_DCL int FDECL(disarm_landmine, (struct trap *));
STATIC_DCL int FDECL(disarm_squeaky_board, (struct trap *));
STATIC_DCL int FDECL(disarm_shooting_trap, (struct trap *, int));
STATIC_DCL int FDECL(try_lift, (struct monst *, struct trap *, int, BOOLEAN_P));
STATIC_DCL int FDECL(help_monster_out, (struct monst *, struct trap *));
STATIC_DCL boolean FDECL(thitm, (int, struct monst *, struct obj *, int));
STATIC_DCL int FDECL(mkroll_launch,
                  (struct trap *,XCHAR_P,XCHAR_P,SHORT_P,long));
STATIC_DCL boolean FDECL(isclearpath,(coord *, int, SCHAR_P, SCHAR_P));
STATIC_DCL void FDECL(blow_up_landmine, (struct trap *));

#ifndef OVLB
STATIC_VAR const char *a_your[2];
STATIC_VAR const char *A_Your[2];
STATIC_VAR const char *the_your[2];
STATIC_VAR const char tower_of_flame[];
STATIC_VAR const char *A_gush_of_water_hits;

#else

STATIC_VAR const char *a_your[2] = { "a", "your" };
STATIC_VAR const char *A_Your[2] = { "A", "Your" };
STATIC_VAR const char *the_your[2] = { "the", "your" };
STATIC_VAR const char tower_of_flame[] = "tower of flame";
STATIC_VAR const char *A_gush_of_water_hits = "A gush of water hits";

#endif /* OVLB */

#ifdef OVLB

/* called when you're hit by fire (dofiretrap,buzz,zapyourself,explode) */
boolean                 /* returns TRUE if hit on torso */
burnarmor(victim)
struct monst *victim;
{
    struct obj *item;
    char buf[BUFSZ];
    int mat_idx;
    
    if (!victim) return 0;
#define burn_dmg(obj,descr) rust_dmg(obj, descr, 0, FALSE, victim)
    while (1) {
      switch (rn2(5)) {
      case 0:
          item = (victim == &youmonst) ? uarmh : which_armor(victim, W_ARMH);
          if (item) {
            mat_idx = objects[item->otyp].oc_material;
            Sprintf(buf,"%s helmet", materialnm[mat_idx] );
          }
          if (!burn_dmg(item, item ? buf : "helmet")) continue;
          break;
      case 1:
          item = (victim == &youmonst) ? uarmc : which_armor(victim, W_ARMC);
          if (item) {
            (void) burn_dmg(item, "cloak");
            return TRUE;
          }
          item = (victim == &youmonst) ? uarm : which_armor(victim, W_ARM);
          if (item) {
            (void) burn_dmg(item, xname(item));
            return TRUE;
          }
#ifdef TOURIST
          item = (victim == &youmonst) ? uarmu : which_armor(victim, W_ARMU);
          if (item)
            (void) burn_dmg(item, "shirt");
#endif
          return TRUE;
      case 2:
          item = (victim == &youmonst) ? uarms : which_armor(victim, W_ARMS);
          if (!burn_dmg(item, "wooden shield")) continue;
          break;
      case 3:
          item = (victim == &youmonst) ? uarmg : which_armor(victim, W_ARMG);
          if (!burn_dmg(item, "gloves")) continue;
          break;
      case 4:
          item = (victim == &youmonst) ? uarmf : which_armor(victim, W_ARMF);
          if (!burn_dmg(item, "boots")) continue;
          break;
      }
      break; /* Out of while loop */
    }
    return FALSE;
#undef burn_dmg
}

/* Generic rust-armor function.  Returns TRUE if a message was printed;
 * "print", if set, means to print a message (and thus to return TRUE) even
 * if the item could not be rusted; otherwise a message is printed and TRUE is
 * returned only for rustable items.
 */
boolean
rust_dmg(otmp, ostr, type, print, victim)
register struct obj *otmp;
register const char *ostr;
int type;
boolean print;
struct monst *victim;
{
      static NEARDATA const char *action[] = { "smoulder", "rust", "rot", "corrode" };
      static NEARDATA const char *msg[] =  { "burnt", "rusted", "rotten", "corroded" };
      boolean vulnerable = FALSE;
      boolean plural;
      boolean grprot = FALSE;
      boolean is_primary = TRUE;
      boolean vismon = (victim != &youmonst) && canseemon(victim);
      int erosion;

      if (!otmp) return(FALSE);
      switch(type) {
            case 0: vulnerable = is_flammable(otmp);
                  break;
            case 1: vulnerable = is_rustprone(otmp);
                  grprot = TRUE;
                  break;
            case 2: vulnerable = is_rottable(otmp);
                  is_primary = FALSE;
                  break;
            case 3: vulnerable = is_corrodeable(otmp);
                  grprot = TRUE;
                  is_primary = FALSE;
                  break;
      }
      erosion = is_primary ? otmp->oeroded : otmp->oeroded2;

      if (!print && (!vulnerable || otmp->oerodeproof || erosion == MAX_ERODE))
            return FALSE;

      plural = (is_gloves(otmp) || is_boots(otmp)) &&
            !strstri(ostr, "pair of ");   /* "pair of *s" is singular */

      if (!vulnerable) {
          if (flags.verbose) {
            if (victim == &youmonst)
                Your("%s %s not affected.", ostr, plural ? "are" : "is");
            else if (vismon)
                pline("%s's %s %s not affected.", Monnam(victim), ostr,
                  plural ? "are" : "is");
          }
      } else if (erosion < MAX_ERODE) {
          if (grprot && otmp->greased) {
            grease_protect(otmp,ostr,plural,victim);
          } else if (otmp->oerodeproof || (otmp->blessed && !rnl(4))) {
            if (flags.verbose) {
                if (victim == &youmonst)
                  pline("Somehow, your %s %s not affected.",
                        ostr, plural ? "are" : "is");
                else if (vismon)
                  pline("Somehow, %s's %s %s not affected.",
                        mon_nam(victim), ostr, plural ? "are" : "is");
            }
          } else {
            if (victim == &youmonst)
                Your("%s %s%s%s!", ostr, action[type],
                  plural ? "" : "s",
                  erosion+1 == MAX_ERODE ? " completely" :
                  erosion ? " further" : "");
            else if (vismon)
                pline("%s's %s %s%s%s!", Monnam(victim), ostr, action[type],
                  plural ? "" : "s",
                  erosion+1 == MAX_ERODE ? " completely" :
                  erosion ? " further" : "");
            if (is_primary)
                otmp->oeroded++;
            else
                otmp->oeroded2++;
          }
      } else {
          if (flags.verbose) {
            if (victim == &youmonst)
                Your("%s %s%s completely %s.", ostr,
                  Blind ? "feel" : "look",
                  plural ? "" : "s", msg[type]);
            else if (vismon)
                pline("%s's %s look%s completely %s.",
                  Monnam(victim), ostr,
                  plural ? "" : "s", msg[type]);
          }
      }
      return(TRUE);
}

void
grease_protect(otmp,ostr,plu,victim)
register struct obj *otmp;
register const char *ostr;
register boolean plu;
struct monst *victim;
{
      static const char txt[] = "protected by the layer of grease!";
      boolean vismon = (victim != &youmonst) && canseemon(victim);

      if (ostr) {
          if (victim == &youmonst)
            Your("%s %s %s",ostr,plu ? "are" : "is", txt);
          else if (vismon)
            pline("%s's %s %s %s", Monnam(victim),
                ostr, plu ? "are" : "is", txt);
      } else {
          if (victim == &youmonst)
            Your("%s %s",aobjnam(otmp,"are"), txt);
          else if (vismon)
            pline("%s's %s %s", Monnam(victim), aobjnam(otmp,"are"), txt);
      }
      if (!rn2(2)) {
          pline_The("grease dissolves.");
          otmp->greased = 0;
          update_inventory();
      }
}

struct trap *
maketrap(x,y,typ)
register int x, y, typ;
{
      register struct trap *ttmp;
      register struct rm *lev;
      register boolean oldplace;

      if ((ttmp = t_at(x,y)) != 0) {
          if (ttmp->ttyp == MAGIC_PORTAL) return (struct trap *)0;
          oldplace = TRUE;
          if (u.utrap && (x == u.ux) && (y == u.uy) &&
            ((u.utraptype == TT_BEARTRAP && typ != BEAR_TRAP) ||
            (u.utraptype == TT_WEB && typ != WEB) ||
            (u.utraptype == TT_PIT && typ != PIT && typ != SPIKED_PIT)))
                u.utrap = 0;
      } else {
          oldplace = FALSE;
          ttmp = newtrap();
          ttmp->tx = x;
          ttmp->ty = y;
          ttmp->launch.x = -1;      /* force error if used before set */
          ttmp->launch.y = -1;
      }
      ttmp->ttyp = typ;
      switch(typ) {
          case STATUE_TRAP:       /* create a "living" statue */
            { struct monst *mtmp;
            struct obj *otmp, *statue;

            statue = mkcorpstat(STATUE, (struct monst *)0,
                              &mons[rndmonnum()], x, y, FALSE);
            mtmp = makemon(&mons[statue->corpsenm], 0, 0, NO_MM_FLAGS);
            if (!mtmp) break; /* should never happen */
            while(mtmp->minvent) {
                otmp = mtmp->minvent;
                otmp->owornmask = 0;
                obj_extract_self(otmp);
                add_to_container(statue, otmp);
            }
            mongone(mtmp);
            break;
            }
          case ROLLING_BOULDER_TRAP:      /* boulder will roll towards trigger */
            (void) mkroll_launch(ttmp, x, y, BOULDER, 1L);
            break;
          case HOLE:
          case PIT:
          case SPIKED_PIT:
          case TRAPDOOR:
            lev = &levl[x][y];
            if (*in_rooms(x, y, SHOPBASE) &&
                  ((typ == HOLE || typ == TRAPDOOR) || IS_DOOR(lev->typ)))
                add_damage(x, y,          /* schedule repair */
                  (IS_DOOR(lev->typ) && !flags.mon_moving) ? 200L : 0L);
            lev->doormask = 0;      /* subsumes altarmask, icedpool... */
            if (IS_ROOM(lev->typ)) /* && !IS_AIR(lev->typ) */
                lev->typ = ROOM;

            /*
             * some cases which can happen when digging
             * down while phazing thru solid areas
             */
            else if (lev->typ == STONE || lev->typ == SCORR)
                lev->typ = CORR;
            else if (IS_WALL(lev->typ) || lev->typ == SDOOR)
                lev->typ = level.flags.is_maze_lev ? ROOM :
                         level.flags.is_cavernous_lev ? CORR : DOOR;

            unearth_objs(x, y);
            break;
      }
      if (ttmp->ttyp == HOLE) ttmp->tseen = 1;  /* You can't hide a hole */
      else ttmp->tseen = 0;
      ttmp->once = 0;
      ttmp->madeby_u = 0;
      ttmp->dst.dnum = -1;
      ttmp->dst.dlevel = -1;
      if (!oldplace) {
          ttmp->ntrap = ftrap;
          ftrap = ttmp;
      }
      return(ttmp);
}

void
fall_through(td)
boolean td; /* td == TRUE : trap door or hole */
{
      d_level dtmp;
      char msgbuf[BUFSZ];
      const char *dont_fall = 0;
      register int newlevel = dunlev(&u.uz);

      /* KMH -- You can't escape the Sokoban level traps */
      if(Blind && Levitation && !In_sokoban(&u.uz)) return;

      do {
          newlevel++;
      } while(!rn2(4) && newlevel < dunlevs_in_dungeon(&u.uz));

      if(td) {
          struct trap *t=t_at(u.ux,u.uy);
          if (!In_sokoban(&u.uz)) {
            if (t->ttyp == TRAPDOOR)
                  pline("A trap door opens up under you!");
            else 
                  pline("There's a gaping hole under you!");
          }
      } else pline_The("%s opens up under you!", surface(u.ux,u.uy));

      if (In_sokoban(&u.uz) && Can_fall_thru(&u.uz))
          ; /* KMH -- You can't escape the Sokoban level traps */
      else if(Levitation || u.ustuck || !Can_fall_thru(&u.uz)
         || Flying || is_clinger(youmonst.data)
         || (Inhell && !u.uevent.invoked &&
                              newlevel == dunlevs_in_dungeon(&u.uz))
            ) {
          dont_fall = "don't fall in.";
      } else if (youmonst.data->msize >= MZ_HUGE) {
          dont_fall = "don't fit through.";
      } else if (!next_to_u()) {
          dont_fall = "are jerked back by your pet!";
      }
      if (dont_fall) {
          You(dont_fall);
          /* hero didn't fall through, but any objects here might */
          impact_drop((struct obj *)0, u.ux, u.uy, 0);
          if (!td) {
            display_nhwindow(WIN_MESSAGE, FALSE);
            pline_The("opening under you closes up.");
          }
          return;
      }

      if(*u.ushops) shopdig(1);
      if (Is_stronghold(&u.uz)) {
          find_hell(&dtmp);
      } else {
          dtmp.dnum = u.uz.dnum;
          dtmp.dlevel = newlevel;
      }
      if (!td)
          Sprintf(msgbuf, "The hole in the %s above you closes up.",
                ceiling(u.ux,u.uy));
      schedule_goto(&dtmp, FALSE, TRUE, 0,
                  (char *)0, !td ? msgbuf : (char *)0);
}

/*
 * Animate the given statue.  May have been via shatter attempt, trap,
 * or stone to flesh spell.  Return a monster if successfully animated.
 * If the monster is animated, the object is deleted.  If fail_reason
 * is non-null, then fill in the reason for failure (or success).
 *
 * The cause of animation is:
 *
 *    ANIMATE_NORMAL  - hero "finds" the monster
 *    ANIMATE_SHATTER - hero tries to destroy the statue
 *    ANIMATE_SPELL   - stone to flesh spell hits the statue
 *
 * Perhaps x, y is not needed if we can use get_obj_location() to find
 * the statue's location... ???
 */
struct monst *
animate_statue(statue, x, y, cause, fail_reason)
struct obj *statue;
xchar x, y;
int cause;
int *fail_reason;
{
      struct permonst *mptr;
      struct monst *mon = 0;
      struct obj *item;
      coord cc;

      if (statue->oxlth && statue->oattached == OATTACHED_MONST) {
          cc.x = x,  cc.y = y;
          mon = montraits(statue, &cc);
          if (mon && mon->mtame && !mon->isminion)
            wary_dog(mon, TRUE);
      } else {
          /*
           * Guard against someone wishing for a statue of a unique monster
           * (which is allowed in normal play) and then tossing it onto the
           * [detected or guessed] location of a statue trap.  Normally the
           * uppermost statue is the one which would be activated.
           */
          mptr = &mons[statue->corpsenm];
          if (mptr->geno & G_UNIQ) {
              if (fail_reason) *fail_reason = AS_MON_IS_UNIQUE;
              return (struct monst *)0;
          }
          mon = makemon(mptr, x, y, NO_MINVENT);
      }

      if (!mon) {
          if (fail_reason) *fail_reason = AS_NO_MON;
          return (struct monst *)0;
      }

      /* if statue has been named, give same name to the monster */
      if (statue->onamelth)
          mon = christen_monst(mon, ONAME(statue));
      /* transfer any statue contents to monster's inventory */
      while ((item = statue->cobj) != 0) {
          obj_extract_self(item);
          (void) add_to_minv(mon, item);
      }
      m_dowear(mon, TRUE);
      delobj(statue);
      /* mimic statue becomes seen mimic; other hiders won't be hidden */
      if (mon->m_ap_type) seemimic(mon);
      else mon->mundetected = FALSE;
      if ((x == u.ux && y == u.uy) || cause == ANIMATE_SPELL)
          pline_The("statue comes to life!");
      else if (cause == ANIMATE_SHATTER)
          pline("Instead of shattering, the statue suddenly comes alive!");
      else /* cause == ANIMATE_NORMAL */
          You("find %s posing as a statue.", a_monnam(mon));
      /* avoid hiding under nothing */
      if (x == u.ux && y == u.uy &&
            Upolyd && hides_under(youmonst.data) && !OBJ_AT(x, y))
          u.uundetected = 0;

      if (fail_reason) *fail_reason = AS_OK;
      return mon;
}

/*
 * You've either stepped onto a statue trap's location or you've triggered a
 * statue trap by searching next to it or by trying to break it with a wand
 * or pick-axe.
 */
struct monst *
activate_statue_trap(trap, x, y, shatter)
struct trap *trap;
xchar x, y;
boolean shatter;
{
      struct monst *mtmp = (struct monst *)0;
      struct obj *otmp = sobj_at(STATUE, x, y);
      int fail_reason;

      /*
       * Try to animate the first valid statue.  Stop the loop when we
       * actually create something or the failure cause is not because
       * the mon was unique.
       */
      deltrap(trap);
      while (otmp) {
          mtmp = animate_statue(otmp, x, y,
                shatter ? ANIMATE_SHATTER : ANIMATE_NORMAL, &fail_reason);
          if (mtmp || fail_reason != AS_MON_IS_UNIQUE) break;

          while ((otmp = otmp->nexthere) != 0)
            if (otmp->otyp == STATUE) break;
      }

      if (Blind) feel_location(x, y);
      else newsym(x, y);
      return mtmp;
}

void
dotrap(trap)
register struct trap *trap;
{
      register int ttype = trap->ttyp;
      register struct obj *otmp;
      boolean already_seen = trap->tseen;
      
      nomul(0);

      /* KMH -- You can't escape the Sokoban level traps */
      if (In_sokoban(&u.uz) &&
                  (ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
                  ttype == TRAPDOOR)) {
          /* The "air currents" message is still appropriate -- even when
           * the hero isn't flying or levitating -- because it conveys the
           * reason why the player cannot escape the trap with a dexterity
           * check, clinging to the ceiling, etc.
           */
          pline("Air currents pull you down into %s %s!",
            a_your[trap->madeby_u],
            defsyms[trap_to_defsym(ttype)].explanation);
          /* then proceed to normal trap effect */
      } else if (already_seen) {
          if ((Levitation || Flying) &&
                (ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
                ttype == BEAR_TRAP)) {
            You("%s over %s %s.",
                Levitation ? "float" : "fly",
                a_your[trap->madeby_u],
                defsyms[trap_to_defsym(ttype)].explanation);
            return;
          }
          if(!Fumbling && ttype != MAGIC_PORTAL && ttype != ANTI_MAGIC &&
            (!rn2(5) ||
          ((ttype == PIT || ttype == SPIKED_PIT) && is_clinger(youmonst.data)))) {
            You("escape %s %s.",
                (ttype == ARROW_TRAP && !trap->madeby_u) ? "an" :
                  a_your[trap->madeby_u],
                defsyms[trap_to_defsym(ttype)].explanation);
            return;
          }
      }

      switch(ttype) {
          case ARROW_TRAP:
            seetrap(trap);
            pline("An arrow shoots out at you!");
            otmp = mksobj(ARROW, TRUE, FALSE);
            otmp->quan = 1L;
            otmp->owt = weight(otmp);
            if (thitu(8, dmgval(otmp, &youmonst), otmp, "arrow")) {
                obfree(otmp, (struct obj *)0);
            } else {
                place_object(otmp, u.ux, u.uy);
                if (!Blind) otmp->dknown = 1;
                stackobj(otmp);
                newsym(u.ux, u.uy);
            }
            break;
          case DART_TRAP:
            seetrap(trap);
            pline("A little dart shoots out at you!");
            otmp = mksobj(DART, TRUE, FALSE);
            otmp->quan = 1L;
            otmp->owt = weight(otmp);
            if (!rn2(6)) otmp->opoisoned = 1;
            if (thitu(7, dmgval(otmp, &youmonst), otmp, "little dart")) {
                if (otmp->opoisoned)
                  poisoned("dart",A_CON,"poison dart",10);
                obfree(otmp, (struct obj *)0);
            } else {
                place_object(otmp, u.ux, u.uy);
                if (!Blind) otmp->dknown = 1;
                stackobj(otmp);
                newsym(u.ux, u.uy);
            }
            break;
          case ROCKTRAP:
            {
                int dmg = d(2,6); /* should be std ROCK dmg? */

                seetrap(trap);
                otmp = mksobj_at(ROCK, u.ux, u.uy, TRUE);
                otmp->quan = 1L;
                otmp->owt = weight(otmp);

    pline("A trap door in the %s opens and a rock falls on your %s!",
                      ceiling(u.ux,u.uy),
                      body_part(HEAD));

                if (uarmh) {
                  if(is_metallic(uarmh)) {
                      pline("Fortunately, you are wearing a hard helmet.");
                      dmg = 2;
                  } else if (flags.verbose) {
                      Your("%s does not protect you.", xname(uarmh));
                  }
                }

                if (!Blind) otmp->dknown = 1;
                stackobj(otmp);
                newsym(u.ux,u.uy);  /* map the rock */

                losehp(dmg, "falling rock", KILLED_BY_AN);
                exercise(A_STR, FALSE);
            }
            break;

          case SQKY_BOARD:        /* stepped on a squeaky board */
            if (Levitation || Flying) {
                if (!Blind) {
                  seetrap(trap);
                  if (Hallucination)
                        You("notice a crease in the linoleum.");
                  else
                        You("notice a loose board below you.");
                }
            } else {
                seetrap(trap);
                pline("A board beneath you squeaks loudly.");
                wake_nearby();
            }
            break;

          case BEAR_TRAP:
            if(Levitation || Flying) break;
            seetrap(trap);
            if(amorphous(youmonst.data) || is_whirly(youmonst.data) ||
                                        unsolid(youmonst.data)) {
                pline("%s bear trap closes harmlessly through you.",
                      A_Your[trap->madeby_u]);
                break;
            }
            if(youmonst.data->msize <= MZ_SMALL) {
                pline("%s bear trap closes harmlessly over you.",
                      A_Your[trap->madeby_u]);
                break;
            }
            u.utrap = rn1(4, 4);
            u.utraptype = TT_BEARTRAP;
#ifdef STEED
            if (u.usteed) {
                pline("%s bear trap closes on %s %s!",
                  A_Your[trap->madeby_u], s_suffix(mon_nam(u.usteed)),
                  body_part(FOOT));
            } else
#endif
            {
                pline("%s bear trap closes on your %s!",
                      A_Your[trap->madeby_u], body_part(FOOT));
                if(u.umonnum == PM_OWLBEAR || u.umonnum == PM_BUGBEAR)
                  You("howl in anger!");
            }
            exercise(A_DEX, FALSE);
            break;

          case SLP_GAS_TRAP:
            seetrap(trap);
            if(Sleep_resistance) {
                You("are enveloped in a cloud of gas!");
                break;
            }
            pline("A cloud of gas puts you to sleep!");
            flags.soundok = 0;
            fall_asleep(-rnd(25), TRUE);
            afternmv = Hear_again;
            break;

          case RUST_TRAP:
            seetrap(trap);
            if (u.umonnum == PM_IRON_GOLEM) {
                pline("%s you!", A_gush_of_water_hits);
                You("are covered with rust!");
                rehumanize();
                break;
            } else if (u.umonnum == PM_GREMLIN && rn2(3)) {
                pline("%s you!", A_gush_of_water_hits);
                (void)split_mon(&youmonst, (struct monst *)0);
                break;
            }

          /* Unlike monsters, traps cannot aim their rust attacks at
           * you, so instead of looping through and taking either the
           * first rustable one or the body, we take whatever we get,
           * even if it is not rustable.
           */
            switch (rn2(5)) {
                case 0:
                  pline("%s you on the %s!", A_gush_of_water_hits,
                            body_part(HEAD));
                  (void) rust_dmg(uarmh, "helmet", 1, TRUE, &youmonst);
                  break;
                case 1:
                  pline("%s your left %s!", A_gush_of_water_hits,
                            body_part(ARM));
                  if (rust_dmg(uarms, "shield", 1, TRUE, &youmonst))
                      break;
                  if (u.twoweap || (uwep && bimanual(uwep)))
                      erode_weapon(u.twoweap ? uswapwep : uwep, FALSE);
glovecheck:       (void) rust_dmg(uarmg, "gauntlets", 1, TRUE, &youmonst);
                  /* Not "metal gauntlets" since it gets called
                   * even if it's leather for the message
                   */
                  break;
                case 2:
                  pline("%s your right %s!", A_gush_of_water_hits,
                            body_part(ARM));
                  erode_weapon(uwep, FALSE);
                  goto glovecheck;
                default:
                  pline("%s you!", A_gush_of_water_hits);
                  for (otmp=invent; otmp; otmp = otmp->nobj)
                            (void) snuff_lit(otmp);
                  if (uarmc)
                      (void) rust_dmg(uarmc, "cloak", 1, TRUE, &youmonst);
                  else if (uarm)
                      (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
#ifdef TOURIST
                  else if (uarmu)
                      (void) rust_dmg(uarmu, "shirt", 1, TRUE, &youmonst);
#endif
            }
            break;

          case FIRE_TRAP:
            seetrap(trap);
            dofiretrap((struct obj *)0);
            break;

          case PIT:
          case SPIKED_PIT:
            /* KMH -- You can't escape the Sokoban level traps */
            if (!In_sokoban(&u.uz) && (Levitation || Flying)) break;
            seetrap(trap);
            if (is_clinger(youmonst.data)) {
                if(trap->tseen) {
                  You("see %s %spit below you.", a_your[trap->madeby_u],
                      ttype == SPIKED_PIT ? "spiked " : "");
                } else {
                  pline("%s pit %sopens up under you!",
                      A_Your[trap->madeby_u],
                      ttype == SPIKED_PIT ? "full of spikes " : "");
                  You("don't fall in!");
                }
                break;
            }
            if (!In_sokoban(&u.uz))
                You("fall into %s pit!", a_your[trap->madeby_u]);
            /* wumpus reference */
            if (Role_if(PM_RANGER) && !trap->madeby_u && !trap->once &&
                  In_quest(&u.uz) && Is_qlocate(&u.uz)) {
                pline("Fortunately it has a bottom after all...");
                trap->once = 1;
            } else if (u.umonnum == PM_PIT_VIPER ||
                  u.umonnum == PM_PIT_FIEND)
                pline("How pitiful.  Isn't that the pits?");
            if (ttype == SPIKED_PIT)
                You("land on a set of sharp iron spikes!");
            if (!Passes_walls)
                u.utrap = rn1(6,2);
            u.utraptype = TT_PIT;
            if (ttype == SPIKED_PIT) {
                losehp(rnd(10),"fell into a pit of iron spikes",
                  NO_KILLER_PREFIX);
                if (!rn2(6))
                  poisoned("spikes", A_STR, "fall onto poison spikes", 8);
            } else
                losehp(rnd(6),"fell into a pit", NO_KILLER_PREFIX);
            if (Punished && !carried(uball)) {
                unplacebc();
                ballfall();
                placebc();
            }
            selftouch("Falling, you");
            vision_full_recalc = 1; /* vision limits change */
            exercise(A_STR, FALSE);
            exercise(A_DEX, FALSE);
            break;
          case HOLE:
          case TRAPDOOR:
            seetrap(trap);
            if (!Can_fall_thru(&u.uz)) {
                impossible("dotrap: %ss cannot exist on this level.",
                         defsyms[trap_to_defsym(ttype)].explanation);
                break;        /* don't activate it after all */
            }
            fall_through(TRUE);
            break;

          case TELEP_TRAP:
            seetrap(trap);
            tele_trap(trap);
            break;
          case LEVEL_TELEP:
            seetrap(trap);
            level_tele_trap(trap);
            break;

          case WEB: /* Our luckless player has stumbled into a web. */
            seetrap(trap);
            if (amorphous(youmonst.data) || is_whirly(youmonst.data) ||
                                        unsolid(youmonst.data)) {
                if (acidic(youmonst.data) || u.umonnum == PM_GELATINOUS_CUBE ||
                  u.umonnum == PM_FIRE_ELEMENTAL) {
                  You("%s %s spider web!",
                      (u.umonnum == PM_FIRE_ELEMENTAL) ? "burn" : "dissolve",
                      a_your[trap->madeby_u]);
                  deltrap(trap);
                  newsym(u.ux,u.uy);
                  break;
                }
                You("flow through %s spider web.",
                      a_your[trap->madeby_u]);
                break;
            }
            if (webmaker(youmonst.data)) {
                pline(trap->madeby_u ? "You take a walk on your web."
                               : "There is a spider web here.");
                break;
            }
            You("%s into %s spider web!",
                  Levitation ? (const char *)"float" :
                  locomotion(youmonst.data, "stumble"),
                  a_your[trap->madeby_u]);
            u.utraptype = TT_WEB;

            /* Time stuck in the web depends on your strength. */
            {
                register int str = ACURR(A_STR);

                if (str <= 3) u.utrap = rn1(6,6);
                else if (str < 6) u.utrap = rn1(6,4);
                else if (str < 9) u.utrap = rn1(4,4);
                else if (str < 12) u.utrap = rn1(4,2);
                else if (str < 15) u.utrap = rn1(2,2);
                else if (str < 18) u.utrap = rnd(2);
                else if (str < 69) u.utrap = 1;
                else {
                  u.utrap = 0;
                  You("tear through %s web!", a_your[trap->madeby_u]);
                  deltrap(trap);
                  newsym(u.ux,u.uy);      /* get rid of trap symbol */
                }
            }
            break;

          case STATUE_TRAP:
            (void) activate_statue_trap(trap, u.ux, u.uy, FALSE);
            break;

          case MAGIC_TRAP:        /* A magic trap. */
            seetrap(trap);
            if (!rn2(30)) {
                deltrap(trap);
                newsym(u.ux,u.uy);  /* update position */
                You("are caught in a magical explosion!");
                losehp(rnd(10), "magical explosion", KILLED_BY_AN);
                Your("body absorbs some of the magical energy!");
                u.uen = (u.uenmax += 2);
            } else domagictrap();
            break;

          case ANTI_MAGIC:
            seetrap(trap);
            if(Antimagic) {
                shieldeff(u.ux, u.uy);
                You_feel("momentarily lethargic.");
            } else drain_en(rnd(u.ulevel) + 1);
            break;

          case POLY_TRAP:
            seetrap(trap);
            You("%s onto a polymorph trap!",
                Levitation ? (const char *)"float" :
                locomotion(youmonst.data, "step"));
            if(Antimagic || Unchanging) {
                shieldeff(u.ux, u.uy);
                You_feel("momentarily different.");
                /* Trap did nothing; don't remove it --KAA */
            } else {
                deltrap(trap);      /* delete trap before polymorph */
                newsym(u.ux,u.uy);  /* get rid of trap symbol */
                You_feel("a change coming over you.");
                polyself();
            }
            break;

          case LANDMINE:
            if (Levitation || Flying) {
                if (!already_seen && rn2(3)) break;
                seetrap(trap);
                pline("%s %s in a pile of soil below you.",
                      already_seen ? "There is" : "You discover",
                      trap->madeby_u ? "the trigger of your mine" :
                                   "a trigger");
                if (already_seen && rn2(3)) break;
                pline("KAABLAMM!!!  The air currents set %s%s off!",
                      already_seen ? a_your[trap->madeby_u] : "",
                      already_seen ? " land mine" : "it");
            } else {
                seetrap(trap);
                pline("KAABLAMM!!!  You triggered %s land mine!",
                                  a_your[trap->madeby_u]);
                set_wounded_legs(LEFT_SIDE, rn1(35, 41));
                set_wounded_legs(RIGHT_SIDE, rn1(35, 41));
                exercise(A_DEX, FALSE);
            }
            blow_up_landmine(trap);
            newsym(u.ux,u.uy);            /* update trap symbol */
            losehp(rnd(16), "land mine", KILLED_BY_AN);
            /* fall recursively into the pit... */
            if ((trap = t_at(u.ux, u.uy)) != 0) dotrap(trap);
            break;

          case ROLLING_BOULDER_TRAP:
            seetrap(trap);
            pline("Click! You trigger a rolling boulder trap!");
            if(!launch_obj(BOULDER, trap->launch.x, trap->launch.y,
                  trap->launch2.x,trap->launch2.y, ROLL)) {
                deltrap(trap);
                newsym(u.ux,u.uy);  /* get rid of trap symbol */
                pline("Fortunately for you, no boulder was released.");
            }
            break;

          case MAGIC_PORTAL:
            seetrap(trap);
            domagicportal(trap);
            break;

          default:
            seetrap(trap);
            impossible("You hit a trap of type %u", trap->ttyp);
      }
}

/* some actions common to both player and monsters for triggered landmine */
STATIC_OVL void
blow_up_landmine(trap)
struct trap *trap;
{
      scatter(trap->tx, trap->ty, 4,
            MAY_DESTROY | MAY_HIT | MAY_FRACTURE | VIS_EFFECTS,
            (struct obj *)0);
      del_engr_at(trap->tx, trap->ty);
      wake_nearto(trap->tx, trap->ty, 400);
      if (IS_DOOR(levl[trap->tx][trap->ty].typ))
          levl[trap->tx][trap->ty].doormask = D_BROKEN;
      /* TODO: destroy drawbridge if present;
             sometimes delete trap instead of always leaving a pit */
      trap->ttyp = PIT;       /* explosion creates a pit */
      trap->madeby_u = FALSE;       /* resulting pit isn't yours */
}

#endif /* OVLB */
#ifdef OVL3

/*
 * Move obj from (x1,y1) to (x2,y2)
 *
 * Return 0 if no object was launched.
 *        1 if an object was launched and placed somewhere.
 *        2 if an object was launched, but used up.
 */
int
launch_obj(otyp, x1, y1, x2, y2, style)
short otyp;
register int x1,y1,x2,y2;
int style;
{
      register struct monst *mtmp;
      register struct obj *otmp;
      register int dx,dy;
      struct obj *singleobj;
      boolean used_up = FALSE;
      boolean otherside = FALSE;
      int dist;
      int tmp;
      int delaycnt = 0;

      otmp = sobj_at(otyp, x1, y1);
      /* Try the other side too, for rolling boulder traps */
      if (!otmp && otyp == BOULDER) {
            otherside = TRUE;
            otmp = sobj_at(otyp, x2, y2);
      }
      if (!otmp) return 0;
      if (otherside) {  /* swap 'em */
            int tx, ty;

            tx = x1; ty = y1;
            x1 = x2; y1 = y2;
            x2 = tx; y2 = ty;
      }

      if (otmp->quan == 1L) {
          obj_extract_self(otmp);
          singleobj = otmp;
          otmp = (struct obj *) 0;
      } else {
          singleobj = splitobj(otmp, otmp->quan - 1L);
          obj_extract_self(singleobj);
      }
      newsym(x1,y1);
      /* in case you're using a pick-axe to chop the boulder that's being
         launched (perhaps a monster triggered it), destroy context so that
         next dig attempt never thinks you're resuming previous effort */
      if ((otyp == BOULDER || otyp == STATUE) &&
          singleobj->ox == digging.pos.x && singleobj->oy == digging.pos.y)
          (void) memset((genericptr_t)&digging, 0, sizeof digging);

      dist = distmin(x1,y1,x2,y2);
      bhitpos.x = x1;
      bhitpos.y = y1;
      dx = sgn(x2 - x1);
      dy = sgn(y2 - y1);
      switch (style) {
          case ROLL:
                  delaycnt = 2;
                  /* fall through */
          default:
                  if (!delaycnt) delaycnt = 1;
                  if (!cansee(bhitpos.x,bhitpos.y)) curs_on_u();
                  tmp_at(DISP_FLASH, obj_to_glyph(singleobj));
                  tmp_at(bhitpos.x, bhitpos.y);
      }

      /* Set the object in motion */
      while(dist-- > 0 && !used_up) {
            tmp_at(bhitpos.x, bhitpos.y);
            tmp = delaycnt;

            /* dstage@u.washington.edu -- Delay only if hero sees it */
            if (cansee(bhitpos.x, bhitpos.y))
                  while (tmp-- > 0) delay_output();

            bhitpos.x += dx;
            bhitpos.y += dy;

            if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
                  if (otyp == BOULDER && throws_rocks(mtmp->data)) {
                      if (rn2(3)) {
                        pline("%s snatches the boulder.",
                              Monnam(mtmp));
                        (void) mpickobj(mtmp, singleobj);
                        used_up = TRUE;
                        break;
                      }
                  }
                  if (ohitmon(mtmp,singleobj,
                              (style==ROLL) ? -1 : dist, FALSE)) {
                        used_up = TRUE;
                        break;
                  }
            } else if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
                  if (multi) nomul(0);
                  if (thitu(9 + singleobj->spe,
                          dmgval(singleobj, &youmonst),
                          singleobj, (char *)0))
                      stop_occupation();
            }
            if (style == ROLL) {
                if (down_gate(bhitpos.x, bhitpos.y) != -1) {
                   if (ship_object(singleobj, bhitpos.x, bhitpos.y, FALSE)){
                        used_up = TRUE;
                        break;
                  }
                }
                if (flooreffects(singleobj, bhitpos.x, bhitpos.y, "fall")) {
                  used_up = TRUE;
                  break;
                }
            }
            if (otyp == BOULDER && closed_door(bhitpos.x,bhitpos.y)) {
                  if (cansee(bhitpos.x, bhitpos.y))
                        pline_The("boulder crashes through a door.");
                  levl[bhitpos.x][bhitpos.y].doormask = D_BROKEN;
            }
      }
      tmp_at(DISP_END, 0);
      if (!used_up) {
            place_object(singleobj, x2,y2);
            newsym(x2,y2);
            return 1;
      } else
            return 2;
}
#endif /* OVL3 */
#ifdef OVLB

void
seetrap(trap)
      register struct trap *trap;
{
      if(!trap->tseen) {
          trap->tseen = 1;
          newsym(trap->tx, trap->ty);
      }
}

#endif /* OVLB */
#ifdef OVL3

STATIC_OVL int
mkroll_launch(ttmp, x, y, otyp, ocount)
struct trap *ttmp;
xchar x,y;
short otyp;
long ocount;
{
      struct obj *otmp;
      register int tmp;
      schar dx,dy;
      int distance;
      coord cc;
      coord bcc;
      int trycount = 0;
      boolean success = FALSE;
      int mindist = 4;

      if (ttmp->ttyp == ROLLING_BOULDER_TRAP) mindist = 2;
      distance = rn1(5,4);    /* 4..8 away */
      tmp = rn2(8);           /* randomly pick a direction to try first */
      while (distance >= mindist) {
            dx = xdir[tmp];
            dy = ydir[tmp];
            cc.x = x; cc.y = y;
            /* Prevent boulder from being placed on water */
            if (ttmp->ttyp == ROLLING_BOULDER_TRAP
                        && is_pool(x+distance*dx,y+distance*dy))
                  success = FALSE;
            else success = isclearpath(&cc, distance, dx, dy);
            if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
                  boolean success_otherway;
                  bcc.x = x; bcc.y = y;
                  success_otherway = isclearpath(&bcc, distance,
                                    -(dx), -(dy));
                  if (!success_otherway) success = FALSE;
            }
            if (success) break;
            if (++tmp > 7) tmp = 0;
            if ((++trycount % 8) == 0) --distance;
      }
      if (!success) {
          /* create the trap without any ammo, launch pt at trap location */
            cc.x = bcc.x = x;
            cc.y = bcc.y = y;
      } else {
            otmp = mksobj(otyp, TRUE, FALSE);
            otmp->quan = ocount;
            otmp->owt = weight(otmp);
            place_object(otmp, cc.x, cc.y);
            stackobj(otmp);
      }
      ttmp->launch.x = cc.x;
      ttmp->launch.y = cc.y;
      if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
            ttmp->launch2.x = bcc.x;
            ttmp->launch2.y = bcc.y;
      } else
            ttmp->launch_otyp = otyp;
      newsym(ttmp->launch.x, ttmp->launch.y);
      return 1;
}

STATIC_OVL boolean
isclearpath(cc,distance,dx,dy)
coord *cc;
int distance;
schar dx,dy;
{
      uchar typ;
      xchar x, y;

      x = cc->x;
      y = cc->y;
      while (distance-- > 0) {
            x += dx;
            y += dy;
            typ = levl[x][y].typ;
            if (!isok(x,y) || !ZAP_POS(typ) || closed_door(x,y))
                  return FALSE;
      }
      cc->x = x;
      cc->y = y;
      return TRUE;
}
#endif /* OVL3 */
#ifdef OVL1

int
mintrap(mtmp)
register struct monst *mtmp;
{
      register struct trap *trap = t_at(mtmp->mx, mtmp->my);
      boolean trapkilled = FALSE;
      struct permonst *mptr = mtmp->data;
      struct obj *otmp;

      if (!trap) {
          mtmp->mtrapped = 0; /* perhaps teleported? */
      } else if (mtmp->mtrapped) {  /* is currently in the trap */
          if (!rn2(40)) {
            if (sobj_at(BOULDER, mtmp->mx, mtmp->my) &&
                  (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) {
                if (!rn2(2)) {
                  mtmp->mtrapped = 0;
                  if (canseemon(mtmp))
                      pline("%s pulls free...", Monnam(mtmp));
                  fill_pit(mtmp->mx, mtmp->my);
                }
            } else {
                mtmp->mtrapped = 0;
            }
          } else if (metallivorous(mptr)) {
            if (trap->ttyp == BEAR_TRAP) {
                if (canseemon(mtmp))
                  pline("%s eats a bear trap!", Monnam(mtmp));
                deltrap(trap);
                mtmp->meating = 5;
                mtmp->mtrapped = 0;
            } else if (trap->ttyp == SPIKED_PIT) {
                if (canseemon(mtmp))
                  pline("%s munches on some spikes!", Monnam(mtmp));
                trap->ttyp = PIT;
                mtmp->meating = 5;
            }
          }
      } else {
          register int tt = trap->ttyp;
          boolean in_sight, tear_web, see_it,
                inescapable = ((tt == HOLE || tt == PIT) &&
                           In_sokoban(&u.uz) && !trap->madeby_u);
          const char *fallverb;

          if (!inescapable &&
                ((mtmp->mtrapseen & (1 << (tt-1))) != 0 ||
                  (tt == HOLE && !mindless(mtmp->data)))) {
            /* it has been in such a trap - perhaps it escapes */
            if(rn2(4)) return(0);
          } else {
            mtmp->mtrapseen |= (1 << (tt-1));
          }
          /* Monster is aggravated by being trapped by you.
             Recognizing who made the trap isn't completely
             unreasonable; everybody has their own style. */
          if (trap->madeby_u && rnl(5)) setmangry(mtmp);

          /* bug?  `in_sight' ought to be split to distinguish between
             trap_in_sight and can_see_victim to handle invisible monsters */
          in_sight = canseemon(mtmp);
          switch (tt) {
            case ARROW_TRAP:
                  otmp = mksobj(ARROW, TRUE, FALSE);
                  otmp->quan = 1L;
                  otmp->owt = weight(otmp);
                  if (in_sight) seetrap(trap);
                  if(thitm(8, mtmp, otmp, 0)) trapkilled = TRUE;
                  break;
            case DART_TRAP:
                  otmp = mksobj(DART, TRUE, FALSE);
                  otmp->quan = 1L;
                  otmp->owt = weight(otmp);
                  if (!rn2(6)) otmp->opoisoned = 1;
                  if (in_sight) seetrap(trap);
                  if(thitm(7, mtmp, otmp, 0)) trapkilled = TRUE;
                  break;
            case ROCKTRAP:
                  otmp = mksobj(ROCK, TRUE, FALSE);
                  otmp->quan = 1L;
                  otmp->owt = weight(otmp);
                  if (in_sight) seetrap(trap);
                  if (thitm(0, mtmp, otmp, d(2, 6)))
                      trapkilled = TRUE;
                  break;

            case SQKY_BOARD:
                  if(is_flyer(mptr)) break;
                  /* stepped on a squeaky board */
                  if (in_sight) {
                      pline("A board beneath %s squeaks loudly.", mon_nam(mtmp));
                      seetrap(trap);
                  } else
                     You_hear("a distant squeak.");
                  /* wake up nearby monsters */
                  wake_nearto(mtmp->mx, mtmp->my, 40);
                  break;

            case BEAR_TRAP:
                  if(mptr->msize > MZ_SMALL &&
                        !amorphous(mptr) && !is_flyer(mptr) &&
                        !is_whirly(mptr) && !unsolid(mptr)) {
                      mtmp->mtrapped = 1;
                      if(in_sight) {
                        pline("%s is caught in %s bear trap!",
                              Monnam(mtmp), a_your[trap->madeby_u]);
                        seetrap(trap);
                      } else {
                        if((mptr == &mons[PM_OWLBEAR]
                            || mptr == &mons[PM_BUGBEAR])
                           && flags.soundok)
                            You_hear("the roaring of an angry bear!");
                      }
                  }
                  break;

            case SLP_GAS_TRAP:
                  if (!resists_sleep(mtmp) &&
                        !mtmp->msleeping && mtmp->mcanmove) {
                      mtmp->mcanmove = 0;
                      mtmp->mfrozen = rnd(25);
                      if (in_sight) {
                        pline("%s suddenly falls asleep!",
                              Monnam(mtmp));
                        seetrap(trap);
                      }
                  }
                  break;

            case RUST_TRAP:
                {
                  struct obj *target;

                  if (in_sight)
                      seetrap(trap);
                  switch (rn2(5)) {
                  case 0:
                      if (in_sight)
                        pline("%s %s on the %s!", A_gush_of_water_hits,
                            mon_nam(mtmp), mbodypart(mtmp, HEAD));
                      target = which_armor(mtmp, W_ARMH);
                      (void) rust_dmg(target, "helmet", 1, TRUE, mtmp);
                      break;
                  case 1:
                      if (in_sight)
                        pline("%s %s's left %s!", A_gush_of_water_hits,
                            mon_nam(mtmp), mbodypart(mtmp, ARM));
                      target = which_armor(mtmp, W_ARMS);
                      if (rust_dmg(target, "shield", 1, TRUE, mtmp))
                        break;
                      target = MON_WEP(mtmp);
                      if (target && bimanual(target))
                        erode_weapon(target, FALSE);
glovecheck:           target = which_armor(mtmp, W_ARMG);
                      (void) rust_dmg(target, "gauntlets", 1, TRUE, mtmp);
                      break;
                  case 2:
                      if (in_sight)
                        pline("%s %s's right %s!", A_gush_of_water_hits,
                            mon_nam(mtmp), mbodypart(mtmp, ARM));
                      erode_weapon(MON_WEP(mtmp), FALSE);
                      goto glovecheck;
                  default:
                      if (in_sight)
                        pline("%s %s!", A_gush_of_water_hits,
                            mon_nam(mtmp));
                      for (otmp=mtmp->minvent; otmp; otmp = otmp->nobj)
                        (void) snuff_lit(otmp);
                      target = which_armor(mtmp, W_ARMC);
                      if (target)
                        (void) rust_dmg(target, "cloak", 1, TRUE, mtmp);
                      else {
                        target = which_armor(mtmp, W_ARM);
                        if (target)
                            (void) rust_dmg(target, "armor", 1, TRUE, mtmp);
#ifdef TOURIST
                        else {
                            target = which_armor(mtmp, W_ARMU);
                            (void) rust_dmg(target, "shirt", 1, TRUE, mtmp);
                        }
#endif
                      }
                  }
                  if (mptr == &mons[PM_IRON_GOLEM]) {
                        if (in_sight)
                            pline("%s falls to pieces!", Monnam(mtmp));
                        else if(mtmp->mtame)
                            pline("May %s rust in peace.",
                                                mon_nam(mtmp));
                        mondied(mtmp);
                        if (mtmp->mhp <= 0)
                              trapkilled = TRUE;
                  } else if (mptr == &mons[PM_GREMLIN] && rn2(3)) {
                        (void)split_mon(mtmp, (struct monst *)0);
                  }
                  break;
                }
            case FIRE_TRAP:
 mfiretrap:
                  see_it = cansee(mtmp->mx, mtmp->my);
                  if (in_sight)
                      pline("A %s erupts from the %s under %s!",
                          tower_of_flame,
                          surface(mtmp->mx,mtmp->my), mon_nam(mtmp));
                  else if (see_it)  /* evidently `mtmp' is invisible */
                      You("see a %s erupt from the %s!",
                        tower_of_flame, surface(mtmp->mx,mtmp->my));

                  if (resists_fire(mtmp)) {
                      if (in_sight) {
                        shieldeff(mtmp->mx,mtmp->my);
                        pline("%s is uninjured.", Monnam(mtmp));
                      }
                  } else {
                      int num = d(2,4);

                      if (thitm(0, mtmp, (struct obj *)0, num))
                        trapkilled = TRUE;
                      else
                        /* we know mhp is at least `num' below mhpmax,
                           so no (mhp > mhpmax) check is needed here */
                        mtmp->mhpmax -= rn2(num + 1);
                  }
                  if (burnarmor(mtmp) || rn2(3)) {
                      (void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE);
                      (void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE);
                      (void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE);
                  }
                  if (burn_floor_paper(mtmp->mx, mtmp->my, see_it) &&
                        !see_it && distu(mtmp->mx, mtmp->my) <= 3*3)
                      You("smell smoke.");
                  if (is_ice(mtmp->mx,mtmp->my))
                      melt_ice(mtmp->mx,mtmp->my);
                  if (see_it) seetrap(trap);
                  break;

            case PIT:
            case SPIKED_PIT:
                  fallverb = "falls";
                  if (is_flyer(mptr) || is_floater(mptr) ||
                        (mtmp->wormno && count_wsegs(mtmp) > 5) ||
                        is_clinger(mptr)) {
                      if (!inescapable) break;  /* avoids trap */
                      fallverb = "is dragged";  /* sokoban pit */
                  }
                  if (!passes_walls(mptr))
                      mtmp->mtrapped = 1;
                  if (in_sight) {
                      pline("%s %s into %s pit!",
                          Monnam(mtmp), fallverb,
                          a_your[trap->madeby_u]);
                      seetrap(trap);
                  }
                  if (mptr == &mons[PM_PIT_VIPER] || mptr == &mons[PM_PIT_FIEND])
                      pline("How pitiful.  Isn't that the pits?");
                  mselftouch(mtmp, "Falling, ", FALSE);
                  if (mtmp->mhp <= 0 ||
                        thitm(0, mtmp, (struct obj *)0,
                              rnd((tt == PIT) ? 6 : 10)))
                      trapkilled = TRUE;
                  break;
            case HOLE:
            case TRAPDOOR:
                  if (!Can_fall_thru(&u.uz)) {
                   impossible("mintrap: %ss cannot exist on this level.",
                            defsyms[trap_to_defsym(tt)].explanation);
                      break;  /* don't activate it after all */
                  }
                  if (is_flyer(mptr) || is_floater(mptr) ||
                        mptr == &mons[PM_WUMPUS] ||
                        (mtmp->wormno && count_wsegs(mtmp) > 5) ||
                        mptr->msize >= MZ_HUGE) {
                      if (inescapable) {  /* sokoban hole */
                        if (in_sight) {
                            pline("%s seems to be yanked down!",
                                Monnam(mtmp));
                            /* suppress message in mlevel_tele_trap() */
                            in_sight = FALSE;
                            seetrap(trap);
                        }
                      } else
                        break;
                  }
                  /* Fall through */
            case LEVEL_TELEP:
            case MAGIC_PORTAL:
                  {
                      int mlev_res;
                      mlev_res = mlevel_tele_trap(mtmp, trap,
                                          inescapable, in_sight);
                      if (mlev_res) return(mlev_res);
                  }
                  break;

            case TELEP_TRAP:
                  mtele_trap(mtmp, trap, in_sight);
                  break;

            case WEB:
                  /* Monster in a web. */
                  if (webmaker(mptr)) break;
                  if (amorphous(mptr) || is_whirly(mptr) || unsolid(mptr)){
                      if(acidic(mptr) ||
                         mptr == &mons[PM_GELATINOUS_CUBE] ||
                         mptr == &mons[PM_FIRE_ELEMENTAL]) {
                        if (in_sight)
                            pline("%s %s %s spider web!",
                                Monnam(mtmp),
                                (mptr == &mons[PM_FIRE_ELEMENTAL]) ?
                                  "burns" : "dissolves",
                                a_your[trap->madeby_u]);
                        deltrap(trap);
                        newsym(mtmp->mx, mtmp->my);
                        break;
                      }
                      if (in_sight) {
                        pline("%s flows through %s spider web.",
                              Monnam(mtmp),
                              a_your[trap->madeby_u]);
                        seetrap(trap);
                      }
                      break;
                  }
                  tear_web = FALSE;
                  switch (monsndx(mptr)) {
                      case PM_OWLBEAR: /* Eric Backus */
                      case PM_BUGBEAR:
                        if (!in_sight) {
                            You_hear("the roaring of a confused bear!");
                            mtmp->mtrapped = 1;
                            break;
                        }
                        /* fall though */
                      default:
                        if (mptr->mlet == S_GIANT ||
                            (mptr->mlet == S_DRAGON &&
                              extra_nasty(mptr)) || /* excl. babies */
                            (mtmp->wormno && count_wsegs(mtmp) > 5)) {
                            tear_web = TRUE;
                        } else if (in_sight) {
                            pline("%s is caught in %s spider web.",
                                Monnam(mtmp),
                                a_your[trap->madeby_u]);
                            seetrap(trap);
                        }
                        mtmp->mtrapped = tear_web ? 0 : 1;
                        break;
                      /* this list is fairly arbitrary; it deliberately
                         excludes wumpus & giant/ettin zombies/mummies */
                      case PM_TITANOTHERE:
                      case PM_BALUCHITHERIUM:
                      case PM_PURPLE_WORM:
                      case PM_JABBERWOCK:
                      case PM_IRON_GOLEM:
                      case PM_BALROG:
                      case PM_KRAKEN:
                        tear_web = TRUE;
                        break;
                  }
                  if (tear_web) {
                      if (in_sight)
                        pline("%s tears through %s spider web!",
                              Monnam(mtmp), a_your[trap->madeby_u]);
                      deltrap(trap);
                      newsym(mtmp->mx, mtmp->my);
                  }
                  break;

            case STATUE_TRAP:
                  break;

            case MAGIC_TRAP:
                  /* A magic trap.  Monsters usually immune. */
                  if (!rn2(21)) goto mfiretrap;
                  break;
            case ANTI_MAGIC:
                  break;

            case LANDMINE:
                  if(rn2(3))
                        break; /* monsters usually don't set it off */
                  if(is_flyer(mptr)) {
                        boolean already_seen = trap->tseen;
                        if (in_sight && !already_seen) {
      pline("A trigger appears in a pile of soil below %s.", mon_nam(mtmp));
                              seetrap(trap);
                        }
                        if (rn2(3)) break;
                        if (in_sight) {
                              newsym(mtmp->mx, mtmp->my);
                              pline_The("air currents set %s off!",
                                already_seen ? "a land mine" : "it");
                        }
                  } else if(in_sight) {
                      newsym(mtmp->mx, mtmp->my);
                      pline("KAABLAMM!!!  %s triggers %s land mine!",
                        Monnam(mtmp), a_your[trap->madeby_u]);
                  }
                  if (!in_sight)
                        pline("Kaablamm!  You hear an explosion in the distance!");
                  blow_up_landmine(trap);
                  if(thitm(0, mtmp, (struct obj *)0, rnd(16)))
                        trapkilled = TRUE;
                  else {
                        /* monsters recursively fall into new pit */
                        if (mintrap(mtmp) == 2) trapkilled=TRUE;
                  }
                  if (unconscious()) {
                        multi = -1;
                        nomovemsg="The explosion awakens you!";
                  }
                  break;

            case POLY_TRAP:
                if (resists_magm(mtmp)) {
                  shieldeff(mtmp->mx, mtmp->my);
                } else if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
                  (void) newcham(mtmp, (struct permonst *)0);
                  if (in_sight) seetrap(trap);
                }
                break;

            case ROLLING_BOULDER_TRAP:
                if (!is_flyer(mptr)) {
                    newsym(mtmp->mx,mtmp->my);
                  if (in_sight)
                    pline("Click! %s triggers %s.", Monnam(mtmp),
                          trap->tseen ?
                          "a rolling boulder trap" :
                          something);
                  if (launch_obj(BOULDER, trap->launch.x, trap->launch.y,
                               trap->launch2.x, trap->launch2.y, ROLL)) {
                    if (in_sight) trap->tseen = TRUE;
                    else You_hear(Hallucination ?
                              "someone bowling." :
                              "rumbling in the distance.");
                    if (mtmp->mhp <= 0) trapkilled = TRUE;
                  } else {
                    deltrap(trap);
                    newsym(mtmp->mx,mtmp->my);
                  }
                  }
                break;

            default:
                  impossible("Some monster encountered a strange trap of type %d.", tt);
          }
      }
      if(trapkilled) return 2;
      return mtmp->mtrapped;
}

#endif /* OVL1 */
#ifdef OVLB

/* Combine cockatrice checks into single functions to avoid repeating code. */
void
instapetrify(str)
const char *str;
{
      if (Stone_resistance) return;
      if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))
          return;
      You("turn to stone...");
      killer_format = KILLED_BY;
      killer = str;
      done(STONING);
}

void
minstapetrify(mon,byplayer)
struct monst *mon;
boolean byplayer;
{
      if (resists_ston(mon)) return;
      if (cansee(mon->mx, mon->my))
            pline("%s turns to stone.", Monnam(mon));
      if (poly_when_stoned(mon->data)) {
            mon_to_stone(mon);
            return;
      }
      if (byplayer) {
            stoned = TRUE;
            xkilled(mon,0);
      } else monstone(mon);
}

void
selftouch(arg)
const char *arg;
{
      char kbuf[BUFSZ];

      if(uwep && uwep->otyp == CORPSE && touch_petrifies(&mons[uwep->corpsenm])
                  && !Stone_resistance) {
            pline("%s touch the %s corpse.", arg,
                    mons[uwep->corpsenm].mname);
            Sprintf(kbuf, "%s corpse", an(mons[uwep->corpsenm].mname));
            instapetrify(kbuf);
      }
      /* Or your secondary weapon, if wielded */
      if(u.twoweap && uswapwep && uswapwep->otyp == CORPSE &&
                  touch_petrifies(&mons[uswapwep->corpsenm]) && !Stone_resistance){
            pline("%s touch the %s corpse.", arg,
                    mons[uswapwep->corpsenm].mname);
            Sprintf(kbuf, "%s corpse", an(mons[uswapwep->corpsenm].mname));
            instapetrify(kbuf);
      }
}

void
mselftouch(mon,arg,byplayer)
struct monst *mon;
const char *arg;
boolean byplayer;
{
      struct obj *mwep = MON_WEP(mon);

      if (mwep && mwep->otyp == CORPSE && touch_petrifies(&mons[mwep->corpsenm])) {
            if (cansee(mon->mx, mon->my)) {
                  pline("%s%s touches the %s corpse.",
                      arg ? arg : "", arg ? mon_nam(mon) : Monnam(mon),
                      mons[mwep->corpsenm].mname);
            }
            minstapetrify(mon, byplayer);
      }
}

void
float_up()
{
      if(u.utrap) {
            if(u.utraptype == TT_PIT) {
                  u.utrap = 0;
                  You("float up, out of the pit!");
                  vision_full_recalc = 1; /* vision limits change */
                  fill_pit(u.ux, u.uy);
            } else if (u.utraptype == TT_INFLOOR) {
                  Your("body pulls upward, but your %s are still stuck.",
                       makeplural(body_part(LEG)));
            } else {
                  You("float up, only your %s is still stuck.",
                        body_part(LEG));
            }
      }
      else if(Is_waterlevel(&u.uz))
            pline("It feels as though you've lost some weight.");
      else if(u.uinwater)
            spoteffects(TRUE);
      else if(u.uswallow)
            You(is_animal(u.ustuck->data) ?
                  "float away from the %s."  :
                  "spiral up into %s.",
                is_animal(u.ustuck->data) ?
                  surface(u.ux, u.uy) :
                  mon_nam(u.ustuck));
      else if (Hallucination)
            pline("Up, up, and awaaaay!  You're walking on air!");
      else if(Is_airlevel(&u.uz))
            You("gain control over your movements.");
      else
            You("start to float in the air!");
#ifdef STEED
      if (u.usteed && !is_floater(u.usteed->data) &&
                                    !is_flyer(u.usteed->data)) {
          if (Lev_at_will)
            pline("%s magically floats up!", Monnam(u.usteed));
          else {
            You("cannot stay on %s.", mon_nam(u.usteed));
            dismount_steed(DISMOUNT_GENERIC);
          }
      }
#endif
      return;
}

void
fill_pit(x, y)
int x, y;
{
      struct obj *otmp;
      struct trap *t;

      if ((t = t_at(x, y)) &&
          ((t->ttyp == PIT) || (t->ttyp == SPIKED_PIT)) &&
          (otmp = sobj_at(BOULDER, x, y))) {
            obj_extract_self(otmp);
            (void) flooreffects(otmp, x, y, "settle");
      }
}

int
float_down(hmask, emask)
long hmask, emask;     /* might cancel timeout */
{
      register struct trap *trap = (struct trap *)0;
      d_level current_dungeon_level;
      boolean no_msg = FALSE;

      HLevitation &= ~hmask;
      ELevitation &= ~emask;
      if(Levitation) return(0); /* maybe another ring/potion/boots */

      if (Punished && !carried(uball) &&
          (is_pool(uball->ox, uball->oy) ||
           ((trap = t_at(uball->ox, uball->oy)) &&
            ((trap->ttyp == PIT) || (trap->ttyp == SPIKED_PIT) ||
             (trap->ttyp == TRAPDOOR) || (trap->ttyp == HOLE))))) {
                  u.ux0 = u.ux;
                  u.uy0 = u.uy;
                  u.ux = uball->ox;
                  u.uy = uball->oy;
                  movobj(uchain, uball->ox, uball->oy);
                  newsym(u.ux0, u.uy0);
                  vision_full_recalc = 1; /* in case the hero moved. */
      }
      /* check for falling into pool - added by GAN 10/20/86 */
      if(!Flying) {
            /* kludge alert:
             * drown() and lava_effects() print various messages almost
             * every time they're called which conflict with the "fall
             * into" message below.  Thus, we want to avoid printing
             * confusing, duplicate or out-of-order messages.
             * Use knowledge of the two routines as a hack -- this
             * should really be handled differently -dlc
             */
            if(is_pool(u.ux,u.uy) && !Wwalking && !Swimming && !u.uinwater)
                  no_msg = drown();

            if(is_lava(u.ux,u.uy)) {
                  (void) lava_effects();
                  no_msg = TRUE;
            }
      }
      if (!trap) {
            trap = t_at(u.ux,u.uy);
            if(Is_airlevel(&u.uz))
                  You("begin to tumble in place.");
            else if (Is_waterlevel(&u.uz) && !no_msg)
                  You_feel("heavier.");
            /* u.uinwater msgs already in spoteffects()/drown() */
            else if (!u.uinwater && !no_msg) {
#ifdef STEED
                if (!(emask & W_SADDLE))
#endif
                {
                  boolean sokoban_trap = (In_sokoban(&u.uz) && trap);
                  if (Hallucination)
                        pline("Bummer!  You've %s.",
                              is_pool(u.ux,u.uy) ?
                              "splashed down" : sokoban_trap ? "crashed" :
                              "hit the ground");
                  else {
                        if (!sokoban_trap)
                              You("float gently to the %s.",
                                  surface(u.ux, u.uy));
                        else {
                              /* Justification elsewhere for Sokoban traps
                               * is based on air currents. This is
                               * consistent with that.
                               * The unexpected additional force of the
                               * air currents once leviation
                               * ceases knocks you off your feet.
                               */
                              You("fall over.");
                              losehp(rnd(2), "wind swept", KILLED_BY);
#ifdef STEED
                              if (u.usteed) dismount_steed(DISMOUNT_FELL);
#endif
                              selftouch("As you fall, you");
                        }
                  }
                }
            }
      }

      /* can't rely on u.uz0 for detecting trap door-induced level change;
         it gets changed to reflect the new level before we can check it */
      assign_level(&current_dungeon_level, &u.uz);

      if(trap)
            switch(trap->ttyp) {
            case STATUE_TRAP:
                  break;
            case HOLE:
            case TRAPDOOR:
                  if(!Can_fall_thru(&u.uz) || u.ustuck)
                        break;
                  /* fall into next case */
            default:
                  dotrap(trap);
      }

      if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !u.uswallow &&
            /* falling through trap door calls goto_level,
               and goto_level does its own pickup() call */
            on_level(&u.uz, &current_dungeon_level))
          (void) pickup(1);
      return 1;
}

STATIC_OVL void
dofiretrap(box)
struct obj *box;  /* null for floor trap */
{
      boolean see_it = !Blind;
      int num;

/* Bug: for box case, the equivalent of burn_floor_paper() ought
 * to be done upon its contents.
 */

      if ((box && !carried(box)) ? is_pool(box->ox, box->oy) : Underwater) {
          pline("A cascade of steamy bubbles erupts from %s!",
                the(box ? xname(box) : surface(u.ux,u.uy)));
          if (Fire_resistance) You("are uninjured.");
          else losehp(rnd(3), "boiling water", KILLED_BY);
          return;
      }
      pline("A %s %s from %s!", tower_of_flame,
            box ? "bursts" : "erupts",
            the(box ? xname(box) : surface(u.ux,u.uy)));
      if (Fire_resistance) {
          shieldeff(u.ux, u.uy);
          num = rn2(2);
      } else {
          num = d(2,4);
          if (u.uhpmax > u.ulevel)
            u.uhpmax -= rn2(min(u.uhpmax,num + 1)), flags.botl = 1;
      }
      if (!num)
          You("are uninjured.");
      else
          losehp(num, tower_of_flame, KILLED_BY_AN);
      burn_away_slime();

      if (burnarmor(&youmonst) || rn2(3)) {
          destroy_item(SCROLL_CLASS, AD_FIRE);
          destroy_item(SPBOOK_CLASS, AD_FIRE);
          destroy_item(POTION_CLASS, AD_FIRE);
      }
      if (!box && burn_floor_paper(u.ux, u.uy, see_it) && !see_it)
          You("smell paper burning.");
      if (is_ice(u.ux, u.uy))
          melt_ice(u.ux, u.uy);
}

STATIC_OVL void
domagictrap()
{
      register int fate = rnd(20);

      /* What happened to the poor sucker? */

      if (fate < 10) {
        /* Most of the time, it creates some monsters. */
        register int cnt = rnd(4);

        if (!resists_blnd(&youmonst)) {
            You("are momentarily blinded by a flash of light!");
            make_blinded((long)rn1(5,10),FALSE);
        } else if (!Blind) {
            You("see a flash of light!");
        }  else
            You_hear("a deafening roar!");
        while(cnt--)
            (void) makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS);
      }
      else
        switch (fate) {

           case 10:
           case 11:
                  /* sometimes nothing happens */
                  break;
           case 12: /* a flash of fire */
                  dofiretrap((struct obj *)0);
                  break;

           /* odd feelings */
           case 13:     pline("A shiver runs up and down your %s!",
                        body_part(SPINE));
                  break;
           case 14:     You_hear(Hallucination ?
                        "the moon howling at you." :
                        "distant howling.");
                  break;
           case 15:     if (on_level(&u.uz, &qstart_level))
                      You_feel("%slike the prodigal son.",
                        (flags.female || (Upolyd && is_neuter(youmonst.data))) ?
                             "oddly " : "");
                  else
                      You("suddenly yearn for %s.",
                        Hallucination ? "Cleveland" :
                      (In_quest(&u.uz) || at_dgn_entrance("The Quest")) ?
                                    "your nearby homeland" :
                                    "your distant homeland");
                  break;
           case 16:   Your("pack shakes violently!");
                  break;
           case 17:     You(Hallucination ?
                        "smell hamburgers." :
                        "smell charred flesh.");
                  break;
           case 18:     You_feel("tired.");
                  break;

           /* very occasionally something nice happens. */

           case 19:
                /* tame nearby monsters */
               {   register int i,j;
                   register struct monst *mtmp;

                   (void) adjattrib(A_CHA,1,FALSE);
                   for(i = -1; i <= 1; i++) for(j = -1; j <= 1; j++) {
                     if(!isok(u.ux+i, u.uy+j)) continue;
                     mtmp = m_at(u.ux+i, u.uy+j);
                     if(mtmp)
                         (void) tamedog(mtmp, (struct obj *)0);
                   }
                   break;
               }

           case 20:
                /* uncurse stuff */
               {  register struct obj *obj;

                  /* below plines added by GAN 10/30/86 */
                  You_feel(Hallucination ?
                        "in touch with the Universal Oneness." :
                        "like someone is helping you.");
                  for(obj = invent; obj ; obj = obj->nobj)
                         if(obj->owornmask || obj->otyp == LOADSTONE)
                              uncurse(obj);
                   if(Punished) unpunish();
                   break;
               }
           default: break;
        }
}

void
water_damage(obj, force, here)
register struct obj *obj;
register boolean force, here;
{
      /* Scrolls, spellbooks, potions, weapons and
         pieces of armor may get affected by the water */
      for (; obj; obj = (here ? obj->nexthere : obj->nobj)) {

            (void) snuff_lit(obj);

            if(obj->otyp == CAN_OF_GREASE && obj->spe > 0) {
                  continue;
            } else if(obj->greased) {
                  if (force || !rn2(2)) obj->greased = 0;
            } else if(Is_container(obj) && !Is_box(obj) &&
                  (obj->otyp != OILSKIN_SACK || (obj->cursed && !rn2(3)))) {
                  water_damage(obj->cobj, force, FALSE);
            } else if (!force && (Luck + 5) > rn2(20)) {
                  /*  chance per item of sustaining damage:
                   *    max luck (full moon):    5%
                   *    max luck (elsewhen):    10%
                   *    avg luck (Luck==0):     75%
                   *    awful luck (Luck<-4):  100%
                   */
                  continue;
            } else if (obj->oclass == SCROLL_CLASS) {
#ifdef MAIL
                if (obj->otyp != SCR_MAIL)
#endif
                {
                  obj->otyp = SCR_BLANK_PAPER;
                  obj->spe = 0;
                }
            } else if (obj->oclass == SPBOOK_CLASS) {
                  if (obj->otyp == SPE_BOOK_OF_THE_DEAD)
                        pline("Steam rises from %s.", the(xname(obj)));
                  else obj->otyp = SPE_BLANK_PAPER;
            } else if (obj->oclass == POTION_CLASS) {
                  if (obj->odiluted) {
                        obj->otyp = POT_WATER;
                        obj->blessed = obj->cursed = 0;
                        obj->odiluted = 0;
                  } else if (obj->otyp != POT_WATER)
                        obj->odiluted++;
            } else if (is_rustprone(obj) && obj->oeroded < MAX_ERODE &&
                    !(obj->oerodeproof || (obj->blessed && !rnl(4)))) {
                  /* all metal stuff and armor except (body armor
                     protected by oilskin cloak) */
                  if(obj->oclass != ARMOR_CLASS || obj != uarm ||
                     !uarmc || uarmc->otyp != OILSKIN_CLOAK ||
                     (uarmc->cursed && !rn2(3)))
                        obj->oeroded++;
            }
      }
}

/*
 * This function is potentially expensive - rolling
 * inventory list multiple times.  Luckily it's seldom needed.
 * Returns TRUE if disrobing made player unencumbered enough to
 * crawl out of the current predicament.
 */
STATIC_OVL boolean
emergency_disrobe(lostsome)
boolean *lostsome;
{
      int invc = inv_cnt();


      while (near_capacity() > (Punished ? UNENCUMBERED : SLT_ENCUMBER)) {
            register struct obj *obj, *otmp = (struct obj *)0;
            register int i;

            /* Pick a random object */
            if (invc > 0) {
                  i = rn2(invc);
            for (obj = invent; obj; obj = obj->nobj) {
                  /*
                   * Undroppables are: body armor, boots, gloves,
                   * amulets, and rings because of the time and effort
                   * in removing them + loadstone and other cursed stuff
                   * for obvious reasons.
                   */
                  if (!((obj->otyp == LOADSTONE && obj->cursed) ||
                        obj == uamul || obj == uleft || obj == uright ||
                        obj == ublindf || obj == uarm || obj == uarmc ||
                        obj == uarmg || obj == uarmf ||
#ifdef TOURIST
                        obj == uarmu ||
#endif
                        (obj->cursed && (obj == uarmh || obj == uarms)) ||
                        welded(obj)))
                        otmp = obj;
                  /* reached the mark and found some stuff to drop? */
                  if (--i < 0 && otmp) break;

                  /* else continue */
            }
            }

            if (!otmp) {
                  /* Nothing available left to drop; try gold */
                  if (u.ugold) {
                        pline("In desperation, you drop your purse.");
                        /* Hack: gold is not in the inventory, so make a gold object
                         * and put it at the head of the inventory list.
                         */
                        obj = mkgoldobj(u.ugold);    /* removes from u.ugold */
                        u.ugold = obj->quan;         /* put the gold back */
                        assigninvlet(obj);           /* might end up as NOINVSYM */
                        obj->nobj = invent;
                        invent = obj;
                        dropx(obj);
                        continue;                    /* Try again */
                  }
                  /* We can't even drop gold! */
                  return (FALSE);
            }

            if (otmp == uarmh) (void) Helmet_off();
            else if (otmp == uarms) (void) Shield_off();
            else if (otmp == uwep) setuwep((struct obj *)0);
            *lostsome = TRUE;
            dropx(otmp);
            invc--;
      }
      return(TRUE);
}

/*
 *  return(TRUE) == player relocated
 */
boolean
drown()
{
      boolean inpool_ok = FALSE, crawl_ok;
      int i, x, y;

      /* happily wading in the same contiguous pool */
      if (u.uinwater && is_pool(u.ux-u.dx,u.uy-u.dy) &&
          (Swimming || Amphibious)) {
            /* water effects on objects every now and then */
            if (!rn2(5)) inpool_ok = TRUE;
            else return(FALSE);
      }

      if (!u.uinwater) {
          You("%s into the water%c",
            Is_waterlevel(&u.uz) ? "plunge" : "fall",
            Amphibious || Swimming ? '.' : '!');
          if (!Swimming && !Is_waterlevel(&u.uz))
                You("sink like %s.",
                  Hallucination ? "the Titanic" : "a rock");
      }

      water_damage(invent, FALSE, FALSE);

      if (u.umonnum == PM_GREMLIN && rn2(3))
          (void)split_mon(&youmonst, (struct monst *)0);
      else if (u.umonnum == PM_IRON_GOLEM) {
          You("rust!");
          i = d(2,6);
          if (u.mhmax > i) u.mhmax -= i;
          losehp(i, "rusting away", KILLED_BY);
      }
      if (inpool_ok) return(FALSE);

      if ((i = number_leashed()) > 0) {
            pline_The("leash%s slip%s loose.",
                  (i > 1) ? "es" : "",
                  (i > 1) ? "" : "s");
            unleash_all();
      }

      if (Amphibious || Swimming) {
            if (Amphibious) {
                  if (flags.verbose)
                        pline("But you aren't drowning.");
                  if (!Is_waterlevel(&u.uz)) {
                        if (Hallucination)
                              Your("keel hits the bottom.");
                        else
                              You("touch bottom.");
                  }
            }
            if (Punished) {
                  unplacebc();
                  placebc();
            }
            vision_recalc(2); /* unsee old position */
            u.uinwater = 1;
            under_water(1);
            vision_full_recalc = 1;
            return(FALSE);
      }
      if((Teleportation || can_teleport(youmonst.data)) &&
         (Teleport_control || rn2(3) < Luck+2)) {
            You("attempt a teleport spell.");   /* utcsri!carroll */
            (void) dotele();
            if(!is_pool(u.ux,u.uy))
                  return(TRUE);
      }
#ifdef STEED
      if (u.usteed) {
            dismount_steed(DISMOUNT_GENERIC);
            if(!is_pool(u.ux,u.uy))
                  return(TRUE);
      }
#endif
      crawl_ok = FALSE;
      /* look around for a place to crawl to */
      for (i = 0; i < 100; i++) {
            x = rn1(3,u.ux - 1);
            y = rn1(3,u.uy - 1);
            if (goodpos(x, y, &youmonst)) {
                  crawl_ok = TRUE;
                  goto crawl;
            }
      }
      /* one more scan */
      for (x = u.ux - 1; x <= u.ux + 1; x++)
            for (y = u.uy - 1; y <= u.uy + 1; y++)
                  if (goodpos(x, y, &youmonst)) {
                        crawl_ok = TRUE;
                        goto crawl;
                  }
crawl:;
      if (crawl_ok) {
            boolean lost = FALSE;
            /* time to do some strip-tease... */
            boolean succ = Is_waterlevel(&u.uz) ? TRUE :
                        emergency_disrobe(&lost);

            You("try to crawl out of the water.");
            if (lost)
                  You("dump some of your gear to lose weight...");
            if (succ) {
                  pline("Pheew!  That was close.");
                  teleds(x,y);
                  return(TRUE);
            }
            /* still too much weight */
            pline("But in vain.");
      }
      u.uinwater = 1;
      You("drown.");
      killer_format = KILLED_BY_AN;
      killer = (levl[u.ux][u.uy].typ == POOL || Is_medusa_level(&u.uz)) ?
          "pool of water" : "moat";
      done(DROWNING);
      /* oops, we're still alive.  better get out of the water. */
      while (!safe_teleds()) {
            pline("You're still drowning.");
            done(DROWNING);
      }
      u.uinwater = 0;
      You("find yourself back %s.", Is_waterlevel(&u.uz) ?
            "in an air bubble" : "on land");
      return(TRUE);
}

void
drain_en(n)
register int n;
{
      if (!u.uenmax) return;
      You_feel("your magical energy drain away!");
      u.uen -= n;
      if(u.uen < 0)  {
            u.uenmax += u.uen;
            if(u.uenmax < 0) u.uenmax = 0;
            u.uen = 0;
      }
      flags.botl = 1;
}

int
dountrap()  /* disarm a trap */
{
      if (near_capacity() >= HVY_ENCUMBER) {
          pline("You're too strained to do that.");
          return 0;
      }
      if (nohands(youmonst.data) || !youmonst.data->mmove) {
          pline("And just how do you expect to do that?");
          return 0;
      } else if (u.ustuck && sticks(youmonst.data)) {
          pline("You'll have to let go of %s first.", mon_nam(u.ustuck));
          return 0;
      }
      if (u.ustuck || (welded(uwep) && bimanual(uwep))) {
          Your("%s seem to be too busy for that.",
             makeplural(body_part(HAND)));
          return 0;
      }
      return untrap(FALSE);
}
#endif /* OVLB */
#ifdef OVL2

/* Probability of disabling a trap.  Helge Hafting */
STATIC_OVL int
untrap_prob(ttmp)
struct trap *ttmp;
{
      int chance = 3;

      if (Confusion || Hallucination) chance++;
      if (Blind) chance++;
      if (Stunned) chance += 2;
      if (Fumbling) chance *= 2;
      /* Your own traps are better known than others. */
      if (ttmp && ttmp->madeby_u) chance--;
      if (Role_if(PM_ROGUE)) {
          if (rn2(2 * MAXULEV) < u.ulevel) chance--;
          if (u.uhave.questart && chance > 1) chance--;
      } else if (Role_if(PM_RANGER)) chance--;
      return rn2(chance);
}

/* Replace trap with object(s).  Helge Hafting */
STATIC_OVL void
cnv_trap_obj(otyp, cnt, ttmp)
int otyp;
int cnt;
struct trap *ttmp;
{
      struct obj *otmp = mksobj(otyp, TRUE, FALSE);
      otmp->quan=cnt;
      otmp->owt = weight(otmp);
      place_object(otmp, ttmp->tx, ttmp->ty);
      /* Sell your own traps only... */
      if (ttmp->madeby_u) sellobj(otmp, ttmp->tx, ttmp->ty);
      stackobj(otmp);
      newsym(ttmp->tx, ttmp->ty);
      deltrap(ttmp);
}

/* while attempting to disarm an adjacent trap, we've fallen into it */
STATIC_OVL void
move_into_trap(ttmp)
struct trap *ttmp;
{
      int bc;
      xchar x = ttmp->tx, y = ttmp->ty, bx, by, cx, cy;
      boolean unused;

      /* we know there's no monster in the way, and we're not trapped */
      if (!Punished || drag_ball(x, y, &bc, &bx, &by, &cx, &cy, &unused)) {
          u.ux0 = u.ux,  u.uy0 = u.uy;
          u.ux = x,  u.uy = y;
          u.umoved = TRUE;
          newsym(u.ux0, u.uy0);
          vision_recalc(1);
          check_leash(u.ux0, u.uy0);
          if (Punished) move_bc(0, bc, bx, by, cx, cy);
          spoteffects(TRUE);  /* dotrap() */
          exercise(A_WIS, FALSE);
      }
}

/* 0: doesn't even try
 * 1: tries and fails
 * 2: succeeds
 */
STATIC_OVL int
try_disarm(ttmp, force_failure)
struct trap *ttmp;
boolean force_failure;
{
      struct monst *mtmp = m_at(ttmp->tx,ttmp->ty);
      int ttype = ttmp->ttyp;
      boolean under_u = (!u.dx && !u.dy);

      /* Test for monster first, monsters are displayed instead of trap. */
      if (mtmp && (!mtmp->mtrapped || ttype != BEAR_TRAP)) {
            pline("%s is in the way.", Monnam(mtmp));
            return 0;
      }
      /* We might be forced to move onto the trap's location. */
      if (sobj_at(BOULDER, ttmp->tx, ttmp->ty)
                        && !Passes_walls && !under_u) {
            There("is a boulder in your way.");
            return 0;
      }
      /* untrappable traps are located on the ground. */
      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("are unable to reach the %s!",
                  defsyms[trap_to_defsym(ttype)].explanation);
            return 0;
      }

      /* Will our hero succeed? */
      if (force_failure || untrap_prob(ttmp)) {
            if (rnl(5)) {
                pline("Whoops...");
                if (mtmp) {         /* must be a bear trap */
                  if (mtmp->mtame) abuse_dog(mtmp);
                  if ((mtmp->mhp -= rnd(4)) <= 0) killed(mtmp);
                } else if (under_u) {
                  dotrap(ttmp);
                } else {
                  move_into_trap(ttmp);
                }
            } else {
                pline("%s %s is difficult to disarm.",
                    ttmp->madeby_u ? "Your" : under_u ? "This" : "That",
                    defsyms[trap_to_defsym(ttype)].explanation);
            }
            return 1;
      }
      return 2;
}

STATIC_OVL void
reward_untrap(ttmp, mtmp)
struct trap *ttmp;
struct monst *mtmp;
{
      if (!ttmp->madeby_u) {
            if (rnl(10)<8 && !mtmp->mpeaceful &&
                                    mtmp->data->mlet != S_HUMAN) {
                  mtmp->mpeaceful = 1;
                  set_malign(mtmp); /* reset alignment */
                  pline("%s is grateful.", Monnam(mtmp));
            }
            /* Helping someone out of a trap is a nice thing to do,
             * A lawful may be rewarded, but not too often.  */
            if (!rn2(3) && !rnl(8) && u.ualign.type == A_LAWFUL) {
                  adjalign(1);
                  You_feel("that you did the right thing.");
            }
      }
}

STATIC_OVL int
disarm_beartrap(ttmp) /* Helge Hafting */
struct trap *ttmp;
{
      struct monst *mtmp;
      int fails = try_disarm(ttmp, FALSE);

      if (fails < 2) return fails;

      /* ok, disarm it. */

      /* untrap the monster, if any.
         There's no need for a cockatrice test, only the trap is touched */
      if ((mtmp = m_at(ttmp->tx,ttmp->ty)) != 0) {
            mtmp->mtrapped = 0;
            You("remove %s bear trap from %s.", the_your[ttmp->madeby_u],
                  mon_nam(mtmp));
            reward_untrap(ttmp, mtmp);
      } else You("disarm %s bear trap.", the_your[ttmp->madeby_u]);
      cnv_trap_obj(BEARTRAP, 1, ttmp);
      return 1;
}

STATIC_OVL int
disarm_landmine(ttmp) /* Helge Hafting */
struct trap *ttmp;
{
      int fails = try_disarm(ttmp, FALSE);

      if (fails < 2) return fails;
      You("disarm %s land mine.", the_your[ttmp->madeby_u]);
      cnv_trap_obj(LAND_MINE, 1, ttmp);
      return 1;
}

/* getobj will filter down to cans of grease and known potions of oil */
static NEARDATA const char oil[] = { ALL_CLASSES, TOOL_CLASS, POTION_CLASS, 0 };

/* it may not make much sense to use grease on floor boards, but so what? */
STATIC_OVL int
disarm_squeaky_board(ttmp)
struct trap *ttmp;
{
      struct obj *obj;
      boolean bad_tool;
      int fails;

      obj = getobj(oil, "untrap with");
      if (!obj) return 0;

      bad_tool = (obj->cursed ||
                  ((obj->otyp != POT_OIL || obj->lamplit) &&
                   (obj->otyp != CAN_OF_GREASE || !obj->spe)));

      fails = try_disarm(ttmp, bad_tool);
      if (fails < 2) return fails;

      /* successfully used oil or grease to fix squeaky board */
      if (obj->otyp == CAN_OF_GREASE) {
          check_unpaid(obj);
          obj->spe--;
      } else {
          useup(obj);   /* oil */
          makeknown(POT_OIL);
      }
      You("repair the squeaky board.");   /* no madeby_u */
      deltrap(ttmp);
      newsym(u.ux + u.dx, u.uy + u.dy);
      more_experienced(1, 5);
      return 1;
}

/* removes traps that shoot arrows, darts, etc. */
STATIC_OVL int
disarm_shooting_trap(ttmp, otyp)
struct trap *ttmp;
int otyp;
{
      int fails = try_disarm(ttmp, FALSE);

      if (fails < 2) return fails;
      You("disarm %s trap.", the_your[ttmp->madeby_u]);
      cnv_trap_obj(otyp, 50-rnl(50), ttmp);
      return 1;
}

/* Is the weight too heavy?
 * Formula as in near_capacity() & check_capacity() */
STATIC_OVL int
try_lift(mtmp, ttmp, wt, stuff)
struct monst *mtmp;
struct trap *ttmp;
int wt;
boolean stuff;
{
      int wc = weight_cap();

      if ((((wt<<1) / wc)+1) >= EXT_ENCUMBER) {
            pline("%s is %s for you to lift.", Monnam(mtmp),
                  stuff ? "carrying too much" : "too heavy");
            if (!ttmp->madeby_u && !mtmp->mpeaceful
                  && mtmp->data->mlet != S_HUMAN && rnl(10) < 3) {
                mtmp->mpeaceful = 1;
                set_malign(mtmp);         /* reset alignment */
                pline("%s thinks it was nice of you to try.", Monnam(mtmp));
            }
            return 0;
      }
      return 1;
}

/* Help trapped monster (out of a (spiked) pit) */
STATIC_OVL int
help_monster_out(mtmp, ttmp)
struct monst *mtmp;
struct trap *ttmp;
{
      int wt;
      struct obj *otmp;

      /*
       * This works when levitating too -- consistent with the ability
       * to hit monsters while levitating.
       *
       * Should perhaps check that our hero has arms/hands at the
       * moment.  Helping can also be done by engulfing...
       *
       * Test the monster first - monsters are displayed before traps.
       */
      if (!mtmp->mtrapped) {
            pline("%s isn't trapped.", Monnam(mtmp));
            return 0;
      }
      /* Do you have the necessary capacity to lift anything? */
      if (check_capacity((char *)0)) return 1;

      /* Will our hero succeed? */
      if (untrap_prob(ttmp)) {
            You("try to reach out your %s, but %s backs away skeptically.",
                  makeplural(body_part(ARM)),
                  mon_nam(mtmp));
            return 1;
      }


      /* is it a cockatrice?... */
      if (touch_petrifies(mtmp->data) && !uarmg && !Stone_resistance) {
            You("grab the trapped %s using your bare %s.",
                        mtmp->data->mname, makeplural(body_part(HAND)));

            if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))
                  display_nhwindow(WIN_MESSAGE, FALSE);
            else {
                  char kbuf[BUFSZ];

                  Sprintf(kbuf, "trying to help %s out of a pit",
                              an(mtmp->data->mname));
                  instapetrify(kbuf);
                  return 1;
            }
      }
      You("reach out your %s and grab %s.",
          makeplural(body_part(ARM)), mon_nam(mtmp));

      /* is the monster too heavy? */
      wt = inv_weight() + mtmp->data->cwt;
      if (!try_lift(mtmp, ttmp, wt, FALSE)) return 1;

      /* is the monster with inventory too heavy? */
      for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
            wt += otmp->owt;
      if (!try_lift(mtmp, ttmp, wt, TRUE)) return 1;

      You("pull %s out of the pit.", mon_nam(mtmp));
      mtmp->mtrapped = 0;
      fill_pit(mtmp->mx, mtmp->my);
      reward_untrap(ttmp, mtmp);
      return 1;
}

int
untrap(force)
boolean force;
{
      register struct obj *otmp;
      register boolean confused = (Confusion > 0 || Hallucination > 0);
      register int x,y;
      int ch;
      struct trap *ttmp;
      struct monst *mtmp;
      boolean trap_skipped = FALSE;

      if(!getdir((char *)0)) return(0);
      x = u.ux + u.dx;
      y = u.uy + u.dy;

      if ((ttmp = t_at(x,y)) && ttmp->tseen) {
            if (u.utrap) {
                  You("cannot deal with traps while trapped!");
                  return 1;
            }
            switch(ttmp->ttyp) {
                  case BEAR_TRAP:
                        return disarm_beartrap(ttmp);
                  case LANDMINE:
                        return disarm_landmine(ttmp);
                  case SQKY_BOARD:
                        return disarm_squeaky_board(ttmp);
                  case DART_TRAP:
                        return disarm_shooting_trap(ttmp, DART);
                  case ARROW_TRAP:
                        return disarm_shooting_trap(ttmp, ARROW);
                  case PIT:
                  case SPIKED_PIT:
                        if (!u.dx && !u.dy) {
                            You("are already on the edge of the pit.");
                            return 0;
                        }
                        if (!(mtmp = m_at(x,y))) {
                            pline("Try filling the pit instead.");
                            return 0;
                        }
                        return help_monster_out(mtmp, ttmp);
                  default:
                        You("cannot disable %s trap.", (u.dx || u.dy) ? "that" : "this");
                        return 0;
            } /* end switch */
      } /* end if */

      if(!u.dx && !u.dy) {
          for(otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
            if(Is_box(otmp)) {
                There("is %s here.", doname(otmp));

                switch (ynq("Check for traps?")) {
                  case 'q': return(0);
                  case 'n': continue;
                }

                if((otmp->otrapped && (force || (!confused
                        && rn2(MAXULEV + 1 - u.ulevel) < 10)))
                   || (!force && confused && !rn2(3))) {
                  You("find a trap on %s!", the(xname(otmp)));
                  exercise(A_WIS, TRUE);

                  switch (ynq("Disarm it?")) {
                      case 'q': return(1);
                      case 'n': trap_skipped = TRUE;  continue;
                  }

                  if(otmp->otrapped) {
                      exercise(A_DEX, TRUE);
                      ch = ACURR(A_DEX) + u.ulevel;
                      if (Role_if(PM_ROGUE)) ch *= 2;
                      if(!force && (confused || Fumbling ||
                        rnd(75+level_difficulty()/2) > ch)) {
                        (void) chest_trap(otmp, FINGER, TRUE);
                      } else {
                        You("disarm it!");
                        otmp->otrapped = 0;
                      }
                  } else pline("That %s was not trapped.", xname(otmp));
                  return(1);
                } else {
                  You("find no traps on %s.", the(xname(otmp)));
                  return(1);
                }
            }

          You(trap_skipped ? "find no other traps here."
                       : "know of no traps here.");
          return(0);
      }

      if ((mtmp = m_at(x,y))                    &&
            mtmp->m_ap_type == M_AP_FURNITURE   &&
            (mtmp->mappearance == S_hcdoor ||
                  mtmp->mappearance == S_vcdoor)      &&
            !Protection_from_shape_changers)     {

          stumble_onto_mimic(mtmp);
          return(1);
      }

      if (!IS_DOOR(levl[x][y].typ)) {
          if ((ttmp = t_at(x,y)) && ttmp->tseen)
            You("cannot disable that trap.");
          else
            You("know of no traps there.");
          return(0);
      }

      switch (levl[x][y].doormask) {
          case D_NODOOR:
            You("%s no door there.", Blind ? "feel" : "see");
            return(0);
          case D_ISOPEN:
            pline("This door is safely open.");
            return(0);
          case D_BROKEN:
            pline("This door is broken.");
            return(0);
      }

      if ((levl[x][y].doormask & D_TRAPPED
           && (force ||
             (!confused && rn2(MAXULEV - u.ulevel + 11) < 10)))
          || (!force && confused && !rn2(3))) {
            You("find a trap on the door!");
            exercise(A_WIS, TRUE);
            if (ynq("Disarm it?") != 'y') return(1);
            if (levl[x][y].doormask & D_TRAPPED) {
                ch = 15 + (Role_if(PM_ROGUE) ? u.ulevel*3 : u.ulevel);
                exercise(A_DEX, TRUE);
                if(!force && (confused || Fumbling ||
                             rnd(75+level_difficulty()/2) > ch)) {
                  You("set it off!");
                  b_trapped("door", FINGER);
                  levl[x][y].doormask = D_NODOOR;
                  unblock_point(x, y);
                  newsym(x, y);
                  /* (probably ought to charge for this damage...) */
                  if (*in_rooms(x, y, SHOPBASE)) add_damage(x, y, 0L);
                } else {
                  You("disarm it!");
                  levl[x][y].doormask &= ~D_TRAPPED;
                }
            } else pline("This door was not trapped.");
            return(1);
      } else {
            You("find no traps on the door.");
            return(1);
      }
}
#endif /* OVL2 */
#ifdef OVLB

/* only called when the player is doing something to the chest directly */
boolean
chest_trap(obj, bodypart, disarm)
register struct obj *obj;
register int bodypart;
boolean disarm;
{
      register struct obj *otmp = obj, *otmp2;
      char  buf[80];
      const char *msg;
      coord cc;

      if (get_obj_location(obj, &cc.x, &cc.y, 0))     /* might be carried */
          obj->ox = cc.x,  obj->oy = cc.y;

      otmp->otrapped = 0;     /* trap is one-shot; clear flag first in case
                           chest kills you and ends up in bones file */
      You(disarm ? "set it off!" : "trigger a trap!");
      display_nhwindow(WIN_MESSAGE, FALSE);
      if (Luck > -13 && rn2(13+Luck) > 7) {     /* saved by luck */
          /* trap went off, but good luck prevents damage */
          switch (rn2(13)) {
            case 12:
            case 11:  msg = "explosive charge is a dud";  break;
            case 10:
            case  9:  msg = "electric charge is grounded";  break;
            case  8:
            case  7:  msg = "flame fizzles out";  break;
            case  6:
            case  5:
            case  4:  msg = "poisoned needle misses";  break;
            case  3:
            case  2:
            case  1:
            case  0:  msg = "gas cloud blows away";  break;
            default:  impossible("chest disarm bug");  msg = (char *)0;
                    break;
          }
          if (msg) pline("But luckily the %s!", msg);
      } else {
          switch(rn2(20) ? ((Luck >= 13) ? 0 : rn2(13-Luck)) : rn2(26)) {
            case 25:
            case 24:
            case 23:
            case 22:
            case 21: {
                    struct monst *shkp = 0;
                    long loss = 0L;
                    boolean costly, insider;
                    register xchar ox = obj->ox, oy = obj->oy;

                    /* the obj location need not be that of player */
                    costly = (costly_spot(ox, oy) &&
                           (shkp = shop_keeper(*in_rooms(ox, oy,
                            SHOPBASE))) != (struct monst *)0);
                    insider = (*u.ushops && inside_shop(u.ux, u.uy) &&
                            *in_rooms(ox, oy, SHOPBASE) == *u.ushops);

                    pline("%s explodes!", The(xname(obj)));
                    Sprintf(buf, "exploding %s", xname(obj));

                    if(costly)
                        loss += stolen_value(obj, ox, oy,
                                    (boolean)shkp->mpeaceful, TRUE);
                    delete_contents(obj);
                    for(otmp = level.objects[u.ux][u.uy];
                                          otmp; otmp = otmp2) {
                        otmp2 = otmp->nexthere;
                        if(costly)
                          loss += stolen_value(otmp, otmp->ox,
                                otmp->oy, (boolean)shkp->mpeaceful,
                                TRUE);
                        delobj(otmp);
                    }
                    wake_nearby();
                    losehp(d(6,6), buf, KILLED_BY_AN);
                    exercise(A_STR, FALSE);
                    if(costly && loss) {
                        if(insider)
                        You("owe %ld zorkmids for objects destroyed.",
                                          loss);
                        else {
                          You("caused %ld zorkmids worth of damage!",
                                          loss);
                          make_angry_shk(shkp, ox, oy);
                        }
                    }
                    return TRUE;
                  }
            case 20:
            case 19:
            case 18:
            case 17:
                  pline("A cloud of noxious gas billows from %s.",
                                          the(xname(obj)));
                  poisoned("gas cloud", A_STR, "cloud of poison gas",15);
                  exercise(A_CON, FALSE);
                  break;
            case 16:
            case 15:
            case 14:
            case 13:
                  You_feel("a needle prick your %s.",body_part(bodypart));
                  poisoned("needle", A_CON, "poisoned needle",10);
                  exercise(A_CON, FALSE);
                  break;
            case 12:
            case 11:
            case 10:
            case 9:
                  dofiretrap(obj);
                  break;
            case 8:
            case 7:
            case 6: {
                  int dmg;

                  You("are jolted by a surge of electricity!");
                  if(Shock_resistance)  {
                      shieldeff(u.ux, u.uy);
                      You("don't seem to be affected.");
                      dmg = 0;
                  } else
                      dmg = d(4, 4);
                  destroy_item(RING_CLASS, AD_ELEC);
                  destroy_item(WAND_CLASS, AD_ELEC);
                  if (dmg) losehp(dmg, "electric shock", KILLED_BY_AN);
                  break;
                  }
            case 5:
            case 4:
            case 3:
                  if (!Free_action) {                        
                  pline("Suddenly you are frozen in place!");
                  nomul(-d(5, 6));
                  exercise(A_DEX, FALSE);
                  nomovemsg = You_can_move_again;
                  } else You("momentarily stiffen.");
                  break;
            case 2:
            case 1:
            case 0:
                  pline("A cloud of %s gas billows from %s.",
                                    hcolor((char *)0),
                                    the(xname(obj)));
                  if(!Stunned) {
                      if (Hallucination)
                        pline("What a groovy feeling!");
                      else if (Blind)
                        You("stagger and get dizzy...");
                      else
                        You("stagger and your vision blurs...");
                  }
                  make_stunned(HStun + rn1(7, 16),FALSE);
                  make_hallucinated(HHallucination + rn1(5, 16),FALSE,0L);
                  break;
            default: impossible("bad chest trap");
                  break;
          }
          bot();              /* to get immediate botl re-display */
      }

      return FALSE;
}

#endif /* OVLB */
#ifdef OVL0

struct trap *
t_at(x,y)
register int x, y;
{
      register struct trap *trap = ftrap;
      while(trap) {
            if(trap->tx == x && trap->ty == y) return(trap);
            trap = trap->ntrap;
      }
      return((struct trap *)0);
}

#endif /* OVL0 */
#ifdef OVLB

void
deltrap(trap)
register struct trap *trap;
{
      register struct trap *ttmp;

      if(trap == ftrap)
            ftrap = ftrap->ntrap;
      else {
            for(ttmp = ftrap; ttmp->ntrap != trap; ttmp = ttmp->ntrap) ;
            ttmp->ntrap = trap->ntrap;
      }
      dealloc_trap(trap);
}

boolean delfloortrap(ttmp)
register struct trap *ttmp;
{
      /* Destroy a trap that emanates from the floor. */
      /* some of these are arbitrary -dlc */
      if (ttmp && ((ttmp->ttyp == SQKY_BOARD) ||
                 (ttmp->ttyp == BEAR_TRAP) ||
                 (ttmp->ttyp == LANDMINE) ||
                 (ttmp->ttyp == FIRE_TRAP) ||
                 (ttmp->ttyp == PIT) ||
                 (ttmp->ttyp == SPIKED_PIT) ||
                 (ttmp->ttyp == HOLE) ||
                 (ttmp->ttyp == TRAPDOOR) ||
                 (ttmp->ttyp == TELEP_TRAP) ||
                 (ttmp->ttyp == LEVEL_TELEP) ||
                 (ttmp->ttyp == WEB) ||
                 (ttmp->ttyp == MAGIC_TRAP) ||
                 (ttmp->ttyp == ANTI_MAGIC))) {
          register struct monst *mtmp;

          if (ttmp->tx == u.ux && ttmp->ty == u.uy) {
            u.utrap = 0;
            u.utraptype = 0;
          } else if ((mtmp = m_at(ttmp->tx, ttmp->ty)) != 0) {
            mtmp->mtrapped = 0;
          }
          deltrap(ttmp);
          return TRUE;
      } else
          return FALSE;
}

/* used for doors (also tins).  can be used for anything else that opens. */
void
b_trapped(item, bodypart)
register const char *item;
register int bodypart;
{
      register int lvl = level_difficulty();
      int dmg = rnd(5 + (lvl < 5 ? lvl : 2+lvl/2));

      pline("KABOOM!!  %s was booby-trapped!", The(item));
      wake_nearby();
      losehp(dmg, "explosion", KILLED_BY_AN);
      exercise(A_STR, FALSE);
      if (bodypart) exercise(A_CON, FALSE);
      make_stunned(HStun + dmg, TRUE);
}

/* Monster is hit by trap. */
/* Note: doesn't work if both obj and d_override are null */
STATIC_OVL boolean
thitm(tlev, mon, obj, d_override)
register int tlev;
register struct monst *mon;
register struct obj *obj;
int d_override;
{
      register int strike;
      register boolean trapkilled = FALSE;

      if (d_override) strike = 1;
      else if (obj) strike = (find_mac(mon) + tlev + obj->spe <= rnd(20));
      else strike = (find_mac(mon) + tlev <= rnd(20));

      /* Actually more accurate than thitu, which doesn't take
       * obj->spe into account.
       */
      if(!strike) {
            if (cansee(mon->mx, mon->my))
                  pline("%s is almost hit by %s!", Monnam(mon),
                                                doname(obj));
      } else {
            int dam = 1;

            if (obj && cansee(mon->mx, mon->my))
                  pline("%s is hit by %s!", Monnam(mon), doname(obj));
            if (d_override) dam = d_override;
            else if (obj) {
                  dam = dmgval(obj, mon);
                  if (dam < 1) dam = 1;
            }
            if ((mon->mhp -= dam) <= 0) {
                  int xx = mon->mx;
                  int yy = mon->my;

                  monkilled(mon, "", AD_PHYS);
                  if (mon->mhp <= 0) {
                        newsym(xx, yy);
                        trapkilled = TRUE;
                  }
            }
      }
      if (obj && (!strike || d_override)) {
            place_object(obj, mon->mx, mon->my);
            stackobj(obj);
      } else if (obj) dealloc_obj(obj);

      return trapkilled;
}

boolean
unconscious()
{
      return((boolean)(multi < 0 && (!nomovemsg ||
            u.usleep ||
            !strncmp(nomovemsg,"You regain con", 15) ||
            !strncmp(nomovemsg,"You are consci", 15))));
}

static char lava_killer[] = "molten lava";

boolean
lava_effects()
{
    register struct obj *obj, *obj2;
    int dmg;
    boolean usurvive;

    burn_away_slime();
    if (likes_lava(youmonst.data)) return FALSE;

    if (!Fire_resistance) {
      if(Wwalking) {
          dmg = d(6,6);
          pline_The("lava here burns you!");
          if(dmg < u.uhp) {
            losehp(dmg, lava_killer, KILLED_BY);
            goto burn_stuff;
          }
      } else
          You("fall into the lava!");

      usurvive = Lifesaved || discover;
#ifdef WIZARD
      if (wizard) usurvive = TRUE;
#endif
      for(obj = invent; obj; obj = obj2) {
          obj2 = obj->nobj;
          if(is_organic(obj) && !obj->oerodeproof) {
            if(obj->owornmask) {
                if (usurvive)
                  Your("%s into flame!", aobjnam(obj, "burst"));

                if(obj == uarm) (void) Armor_gone();
                else if(obj == uarmc) (void) Cloak_off();
                else if(obj == uarmh) (void) Helmet_off();
                else if(obj == uarms) (void) Shield_off();
                else if(obj == uarmg) (void) Gloves_off();
                else if(obj == uarmf) (void) Boots_off();
#ifdef TOURIST
                else if(obj == uarmu) setnotworn(obj);
#endif
                else if(obj == uleft) Ring_gone(obj);
                else if(obj == uright) Ring_gone(obj);
                else if(obj == ublindf) Blindf_off(obj);
                else if(obj == uamul) Amulet_off();
                else if(obj == uwep) uwepgone();
                else if (obj == uquiver) uqwepgone();
                else if (obj == uswapwep) uswapwepgone();
            }
            useupall(obj);
          }
      }

      /* s/he died... */
      u.uhp = -1;
      killer_format = KILLED_BY;
      killer = lava_killer;
      You("burn to a crisp...");
      done(BURNING);
      while (!safe_teleds()) {
            pline("You're still burning.");
            done(BURNING);
      }
      You("find yourself back on solid %s.", surface(u.ux, u.uy));
      return(TRUE);
    }

    if (!Wwalking) {
      u.utrap = rn1(4, 4) + (rn1(4, 12) << 8);
      u.utraptype = TT_LAVA;
      You("sink into the lava, but it only burns slightly!");
      if (u.uhp > 1)
          losehp(1, lava_killer, KILLED_BY);
    }
    /* just want to burn boots, not all armor; destroy_item doesn't work on
       armor anyway */
burn_stuff:
    if(uarmf && !uarmf->oerodeproof && is_organic(uarmf)) {
      /* save uarmf value because Boots_off() sets uarmf to null */
      obj = uarmf;
      Your("%s bursts into flame!", xname(obj));
      (void) Boots_off();
      useup(obj);
    }
    destroy_item(SCROLL_CLASS, AD_FIRE);
    destroy_item(SPBOOK_CLASS, AD_FIRE);
    destroy_item(POTION_CLASS, AD_FIRE);
    return(FALSE);
}

#endif /* OVLB */

/*trap.c*/

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