Source:NetHack 3.4.3/src/do.c
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Below is the full text to src/do.c from NetHack 3.4.3. To link to a particular line, write [[do.c#line123]], for example.
Contents
- 1 Top of file
- 2 dodrop
- 3 boulder_hits_pool
- 4 flooreffects
- 5 doaltarobj
- 6 trycall
- 7 dosinkring
- 8 canletgo
- 9 drop
- 10 dropx
- 11 dropy
- 12 obj_no_longer_held
- 13 doddrop
- 14 menu_drop
- 15 dodown
- 16 doup
- 17 currentlevel_rewrite
- 18 save_currentstate
- 19 badspot
- 20 goto_level
- 21 final_level
- 22 schedule_goto
- 23 deferred_goto
- 24 revive_corpse
- 25 revive_mon
- 26 donull
- 27 wipeoff
- 28 dowipe
- 29 set_wounded_legs
- 30 heal_legs
Top of file
1. /* SCCS Id: @(#)do.c 3.4 2003/12/02 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4.
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
5. /* Contains code for 'd', 'D' (drop), '>', '<' (up, down) */ 6. 7. #include "hack.h" 8. #include "lev.h" 9. 10. #ifdef SINKS 11. # ifdef OVLB 12. STATIC_DCL void FDECL(trycall, (struct obj *)); 13. # endif /* OVLB */ 14. STATIC_DCL void FDECL(dosinkring, (struct obj *)); 15. #endif /* SINKS */ 16. 17. STATIC_PTR int FDECL(drop, (struct obj *)); 18. STATIC_PTR int NDECL(wipeoff); 19. 20. #ifdef OVL0 21. STATIC_DCL int FDECL(menu_drop, (int)); 22. #endif 23. #ifdef OVL2 24. STATIC_DCL int NDECL(currentlevel_rewrite); 25. STATIC_DCL void NDECL(final_level); 26. /* static boolean FDECL(badspot, (XCHAR_P,XCHAR_P)); */ 27. #endif 28. 29. #ifdef OVLB 30. 31. static NEARDATA const char drop_types[] = 32. { ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, 0 }; 33.
dodrop
34. /* 'd' command: drop one inventory item */ 35. int 36. dodrop() 37. { 38. #ifndef GOLDOBJ 39. int result, i = (invent || u.ugold) ? 0 : (SIZE(drop_types) - 1); 40. #else 41. int result, i = (invent) ? 0 : (SIZE(drop_types) - 1); 42. #endif 43. 44. if (*u.ushops) sellobj_state(SELL_DELIBERATE); 45. result = drop(getobj(&drop_types[i], "drop")); 46. if (*u.ushops) sellobj_state(SELL_NORMAL); 47. reset_occupations(); 48. 49. return result; 50. } 51. 52. #endif /* OVLB */
boulder_hits_pool
53. #ifdef OVL0 54. 55. /* Called when a boulder is dropped, thrown, or pushed. If it ends up 56. * in a pool, it either fills the pool up or sinks away. In either case, 57. * it's gone for good... If the destination is not a pool, returns FALSE. 58. */ 59. boolean 60. boulder_hits_pool(otmp, rx, ry, pushing) 61. struct obj *otmp; 62. register int rx, ry; 63. boolean pushing; 64. { 65. if (!otmp || otmp->otyp != BOULDER) 66. impossible("Not a boulder?"); 67. else if (!Is_waterlevel(&u.uz) && (is_pool(rx,ry) || is_lava(rx,ry))) { 68. boolean lava = is_lava(rx,ry), fills_up; 69. const char *what = waterbody_name(rx,ry); 70. schar ltyp = levl[rx][ry].typ; 71. int chance = rn2(10); /* water: 90%; lava: 10% */ 72. fills_up = lava ? chance == 0 : chance != 0; 73. 74. if (fills_up) { 75. struct trap *ttmp = t_at(rx, ry); 76. 77. if (ltyp == DRAWBRIDGE_UP) { 78. levl[rx][ry].drawbridgemask &= ~DB_UNDER; /* clear lava */ 79. levl[rx][ry].drawbridgemask |= DB_FLOOR; 80. } else 81. levl[rx][ry].typ = ROOM; 82. 83. if (ttmp) (void) delfloortrap(ttmp); 84. bury_objs(rx, ry); 85. 86. newsym(rx,ry); 87. if (pushing) { 88. You("push %s into the %s.", the(xname(otmp)), what); 89. if (flags.verbose && !Blind) 90. pline("Now you can cross it!"); 91. /* no splashing in this case */ 92. } 93. } 94. if (!fills_up || !pushing) { /* splashing occurs */ 95. if (!u.uinwater) { 96. if (pushing ? !Blind : cansee(rx,ry)) { 97. There("is a large splash as %s %s the %s.", 98. the(xname(otmp)), fills_up? "fills":"falls into", 99. what); 100. } else if (flags.soundok) 101. You_hear("a%s splash.", lava ? " sizzling" : ""); 102. wake_nearto(rx, ry, 40); 103. } 104. 105. if (fills_up && u.uinwater && distu(rx,ry) == 0) { 106. u.uinwater = 0; 107. docrt(); 108. vision_full_recalc = 1; 109. You("find yourself on dry land again!"); 110. } else if (lava && distu(rx,ry) <= 2) { 111. You("are hit by molten lava%c", 112. Fire_resistance ? '.' : '!'); 113. burn_away_slime(); 114. losehp(d((Fire_resistance ? 1 : 3), 6), 115. "molten lava", KILLED_BY); 116. } else if (!fills_up && flags.verbose && 117. (pushing ? !Blind : cansee(rx,ry))) 118. pline("It sinks without a trace!"); 119. } 120. 121. /* boulder is now gone */ 122. if (pushing) delobj(otmp); 123. else obfree(otmp, (struct obj *)0); 124. return TRUE; 125. } 126. return FALSE; 127. } 128.
flooreffects
129. /* Used for objects which sometimes do special things when dropped; must be 130. * called with the object not in any chain. Returns TRUE if the object goes 131. * away. 132. */ 133. boolean 134. flooreffects(obj,x,y,verb) 135. struct obj *obj; 136. int x,y; 137. const char *verb; 138. { 139. struct trap *t; 140. struct monst *mtmp; 141. 142. if (obj->where != OBJ_FREE) 143. panic("flooreffects: obj not free"); 144. 145. /* make sure things like water_damage() have no pointers to follow */ 146. obj->nobj = obj->nexthere = (struct obj *)0; 147. 148. if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE)) 149. return TRUE; 150. else if (obj->otyp == BOULDER && (t = t_at(x,y)) != 0 && 151. (t->ttyp==PIT || t->ttyp==SPIKED_PIT 152. || t->ttyp==TRAPDOOR || t->ttyp==HOLE)) { 153. if (((mtmp = m_at(x, y)) && mtmp->mtrapped) || 154. (u.utrap && u.ux == x && u.uy == y)) { 155. if (*verb) 156. pline_The("boulder %s into the pit%s.", 157. vtense((const char *)0, verb), 158. (mtmp) ? "" : " with you"); 159. if (mtmp) { 160. if (!passes_walls(mtmp->data) && 161. !throws_rocks(mtmp->data)) { 162. if (hmon(mtmp, obj, TRUE) && !is_whirly(mtmp->data)) 163. return FALSE; /* still alive */ 164. } 165. mtmp->mtrapped = 0; 166. } else { 167. if (!Passes_walls && !throws_rocks(youmonst.data)) { 168. losehp(rnd(15), "squished under a boulder", 169. NO_KILLER_PREFIX); 170. return FALSE; /* player remains trapped */ 171. } else u.utrap = 0; 172. } 173. } 174. if (*verb) { 175. if (Blind) { 176. if ((x == u.ux) && (y == u.uy)) 177. You_hear("a CRASH! beneath you."); 178. else 179. You_hear("the boulder %s.", verb); 180. } else if (cansee(x, y)) { 181. pline_The("boulder %s%s.", 182. t->tseen ? "" : "triggers and ", 183. t->ttyp == TRAPDOOR ? "plugs a trap door" : 184. t->ttyp == HOLE ? "plugs a hole" : 185. "fills a pit"); 186. } 187. } 188. deltrap(t); 189. obfree(obj, (struct obj *)0); 190. bury_objs(x, y); 191. newsym(x,y); 192. return TRUE; 193. } else if (is_lava(x, y)) { 194. return fire_damage(obj, FALSE, FALSE, x, y); 195. } else if (is_pool(x, y)) { 196. /* Reasonably bulky objects (arbitrary) splash when dropped. 197. * If you're floating above the water even small things make noise. 198. * Stuff dropped near fountains always misses */ 199. if ((Blind || (Levitation || Flying)) && flags.soundok && 200. ((x == u.ux) && (y == u.uy))) { 201. if (!Underwater) { 202. if (weight(obj) > 9) { 203. pline("Splash!"); 204. } else if (Levitation || Flying) { 205. pline("Plop!"); 206. } 207. } 208. map_background(x, y, 0); 209. newsym(x, y); 210. } 211. water_damage(obj, FALSE, FALSE); 212. } else if (u.ux == x && u.uy == y && 213. (!u.utrap || u.utraptype != TT_PIT) && 214. (t = t_at(x,y)) != 0 && t->tseen && 215. (t->ttyp==PIT || t->ttyp==SPIKED_PIT)) { 216. /* you escaped a pit and are standing on the precipice */ 217. if (Blind && flags.soundok) 218. You_hear("%s %s downwards.", 219. The(xname(obj)), otense(obj, "tumble")); 220. else 221. pline("%s %s into %s pit.", 222. The(xname(obj)), otense(obj, "tumble"), 223. the_your[t->madeby_u]); 224. } 225. return FALSE; 226. } 227. 228. #endif /* OVL0 */
doaltarobj
229. #ifdef OVLB 230. 231. void 232. doaltarobj(obj) /* obj is an object dropped on an altar */ 233. register struct obj *obj; 234. { 235. if (Blind) 236. return; 237. 238. /* KMH, conduct */ 239. u.uconduct.gnostic++; 240. 241. if ((obj->blessed || obj->cursed) && obj->oclass != COIN_CLASS) { 242. There("is %s flash as %s %s the altar.", 243. an(hcolor(obj->blessed ? NH_AMBER : NH_BLACK)), 244. doname(obj), otense(obj, "hit")); 245. if (!Hallucination) obj->bknown = 1; 246. } else { 247. pline("%s %s on the altar.", Doname2(obj), 248. otense(obj, "land")); 249. obj->bknown = 1; 250. } 251. } 252.
trycall
253. #ifdef SINKS 254. STATIC_OVL 255. void 256. trycall(obj) 257. register struct obj *obj; 258. { 259. if(!objects[obj->otyp].oc_name_known && 260. !objects[obj->otyp].oc_uname) 261. docall(obj); 262. } 263.
dosinkring
264. STATIC_OVL 265. void 266. dosinkring(obj) /* obj is a ring being dropped over a kitchen sink */ 267. register struct obj *obj; 268. { 269. register struct obj *otmp,*otmp2; 270. register boolean ideed = TRUE; 271. 272. You("drop %s down the drain.", doname(obj)); 273. obj->in_use = TRUE; /* block free identification via interrupt */ 274. switch(obj->otyp) { /* effects that can be noticed without eyes */ 275. case RIN_SEARCHING: 276. You("thought your %s got lost in the sink, but there it is!", 277. xname(obj)); 278. goto giveback; 279. case RIN_SLOW_DIGESTION: 280. pline_The("ring is regurgitated!"); 281. giveback: 282. obj->in_use = FALSE; 283. dropx(obj); 284. trycall(obj); 285. return; 286. case RIN_LEVITATION: 287. pline_The("sink quivers upward for a moment."); 288. break; 289. case RIN_POISON_RESISTANCE: 290. You("smell rotten %s.", makeplural(fruitname(FALSE))); 291. break; 292. case RIN_AGGRAVATE_MONSTER: 293. pline("Several flies buzz angrily around the sink."); 294. break; 295. case RIN_SHOCK_RESISTANCE: 296. pline("Static electricity surrounds the sink."); 297. break; 298. case RIN_CONFLICT: 299. You_hear("loud noises coming from the drain."); 300. break; 301. case RIN_SUSTAIN_ABILITY: /* KMH */ 302. pline_The("water flow seems fixed."); 303. break; 304. case RIN_GAIN_STRENGTH: 305. pline_The("water flow seems %ser now.", 306. (obj->spe<0) ? "weak" : "strong"); 307. break; 308. case RIN_GAIN_CONSTITUTION: 309. pline_The("water flow seems %ser now.", 310. (obj->spe<0) ? "less" : "great"); 311. break; 312. case RIN_INCREASE_ACCURACY: /* KMH */ 313. pline_The("water flow %s the drain.", 314. (obj->spe<0) ? "misses" : "hits"); 315. break; 316. case RIN_INCREASE_DAMAGE: 317. pline_The("water's force seems %ser now.", 318. (obj->spe<0) ? "small" : "great"); 319. break; 320. case RIN_HUNGER: 321. ideed = FALSE; 322. for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp2) { 323. otmp2 = otmp->nexthere; 324. if (otmp != uball && otmp != uchain && 325. !obj_resists(otmp, 1, 99)) { 326. if (!Blind) { 327. pline("Suddenly, %s %s from the sink!", 328. doname(otmp), otense(otmp, "vanish")); 329. ideed = TRUE; 330. } 331. delobj(otmp); 332. } 333. } 334. break; 335. case MEAT_RING: 336. /* Not the same as aggravate monster; besides, it's obvious. */ 337. pline("Several flies buzz around the sink."); 338. break; 339. default: 340. ideed = FALSE; 341. break; 342. } 343. if(!Blind && !ideed && obj->otyp != RIN_HUNGER) { 344. ideed = TRUE; 345. switch(obj->otyp) { /* effects that need eyes */ 346. case RIN_ADORNMENT: 347. pline_The("faucets flash brightly for a moment."); 348. break; 349. case RIN_REGENERATION: 350. pline_The("sink looks as good as new."); 351. break; 352. case RIN_INVISIBILITY: 353. You("don't see anything happen to the sink."); 354. break; 355. case RIN_FREE_ACTION: 356. You("see the ring slide right down the drain!"); 357. break; 358. case RIN_SEE_INVISIBLE: 359. You("see some air in the sink."); 360. break; 361. case RIN_STEALTH: 362. pline_The("sink seems to blend into the floor for a moment."); 363. break; 364. case RIN_FIRE_RESISTANCE: 365. pline_The("hot water faucet flashes brightly for a moment."); 366. break; 367. case RIN_COLD_RESISTANCE: 368. pline_The("cold water faucet flashes brightly for a moment."); 369. break; 370. case RIN_PROTECTION_FROM_SHAPE_CHAN: 371. pline_The("sink looks nothing like a fountain."); 372. break; 373. case RIN_PROTECTION: 374. pline_The("sink glows %s for a moment.", 375. hcolor((obj->spe<0) ? NH_BLACK : NH_SILVER)); 376. break; 377. case RIN_WARNING: 378. pline_The("sink glows %s for a moment.", hcolor(NH_WHITE)); 379. break; 380. case RIN_TELEPORTATION: 381. pline_The("sink momentarily vanishes."); 382. break; 383. case RIN_TELEPORT_CONTROL: 384. pline_The("sink looks like it is being beamed aboard somewhere."); 385. break; 386. case RIN_POLYMORPH: 387. pline_The("sink momentarily looks like a fountain."); 388. break; 389. case RIN_POLYMORPH_CONTROL: 390. pline_The("sink momentarily looks like a regularly erupting geyser."); 391. break; 392. } 393. } 394. if(ideed) 395. trycall(obj); 396. else 397. You_hear("the ring bouncing down the drainpipe."); 398. if (!rn2(20)) { 399. pline_The("sink backs up, leaving %s.", doname(obj)); 400. obj->in_use = FALSE; 401. dropx(obj); 402. } else 403. useup(obj); 404. } 405. #endif 406. 407. #endif /* OVLB */
canletgo
408. #ifdef OVL0 409. 410. /* some common tests when trying to drop or throw items */ 411. boolean 412. canletgo(obj,word) 413. register struct obj *obj; 414. register const char *word; 415. { 416. if(obj->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)){ 417. if (*word) 418. Norep("You cannot %s %s you are wearing.",word, 419. something); 420. return(FALSE); 421. } 422. if (obj->otyp == LOADSTONE && obj->cursed) { 423. /* getobj() kludge sets corpsenm to user's specified count 424. when refusing to split a stack of cursed loadstones */ 425. if (*word) { 426. /* getobj() ignores a count for throwing since that is 427. implicitly forced to be 1; replicate its kludge... */ 428. if (!strcmp(word, "throw") && obj->quan > 1L) 429. obj->corpsenm = 1; 430. pline("For some reason, you cannot %s%s the stone%s!", 431. word, obj->corpsenm ? " any of" : "", 432. plur(obj->quan)); 433. } 434. obj->corpsenm = 0; /* reset */ 435. obj->bknown = 1; 436. return(FALSE); 437. } 438. if (obj->otyp == LEASH && obj->leashmon != 0) { 439. if (*word) 440. pline_The("leash is tied around your %s.", 441. body_part(HAND)); 442. return(FALSE); 443. } 444. #ifdef STEED 445. if (obj->owornmask & W_SADDLE) { 446. if (*word) 447. You("cannot %s %s you are sitting on.", word, 448. something); 449. return (FALSE); 450. } 451. #endif 452. return(TRUE); 453. } 454.
drop
455. STATIC_PTR 456. int 457. drop(obj) 458. register struct obj *obj; 459. { 460. if(!obj) return(0); 461. if(!canletgo(obj,"drop")) 462. return(0); 463. if(obj == uwep) { 464. if(welded(uwep)) { 465. weldmsg(obj); 466. return(0); 467. } 468. setuwep((struct obj *)0); 469. } 470. if(obj == uquiver) { 471. setuqwep((struct obj *)0); 472. } 473. if (obj == uswapwep) { 474. setuswapwep((struct obj *)0); 475. } 476. 477. if (u.uswallow) { 478. /* barrier between you and the floor */ 479. if(flags.verbose) 480. { 481. char buf[BUFSZ]; 482. 483. /* doname can call s_suffix, reusing its buffer */ 484. Strcpy(buf, s_suffix(mon_nam(u.ustuck))); 485. You("drop %s into %s %s.", doname(obj), buf, 486. mbodypart(u.ustuck, STOMACH)); 487. } 488. } else { 489. #ifdef SINKS 490. if((obj->oclass == RING_CLASS || obj->otyp == MEAT_RING) && 491. IS_SINK(levl[u.ux][u.uy].typ)) { 492. dosinkring(obj); 493. return(1); 494. } 495. #endif 496. if (!can_reach_floor()) { 497. if(flags.verbose) You("drop %s.", doname(obj)); 498. #ifndef GOLDOBJ 499. if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj); 500. #else 501. /* Ensure update when we drop gold objects */ 502. if (obj->oclass == COIN_CLASS) flags.botl = 1; 503. freeinv(obj); 504. #endif 505. hitfloor(obj); 506. return(1); 507. } 508. if (!IS_ALTAR(levl[u.ux][u.uy].typ) && flags.verbose) 509. You("drop %s.", doname(obj)); 510. } 511. dropx(obj); 512. return(1); 513. } 514.
dropx
515. /* Called in several places - may produce output */ 516. /* eg ship_object() and dropy() -> sellobj() both produce output */ 517. void 518. dropx(obj) 519. register struct obj *obj; 520. { 521. #ifndef GOLDOBJ 522. if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj); 523. #else 524. /* Ensure update when we drop gold objects */ 525. if (obj->oclass == COIN_CLASS) flags.botl = 1; 526. freeinv(obj); 527. #endif 528. if (!u.uswallow) { 529. if (ship_object(obj, u.ux, u.uy, FALSE)) return; 530. if (IS_ALTAR(levl[u.ux][u.uy].typ)) 531. doaltarobj(obj); /* set bknown */ 532. } 533. dropy(obj); 534. } 535.
dropy
536. void 537. dropy(obj) 538. register struct obj *obj; 539. { 540. if (obj == uwep) setuwep((struct obj *)0); 541. if (obj == uquiver) setuqwep((struct obj *)0); 542. if (obj == uswapwep) setuswapwep((struct obj *)0); 543. 544. if (!u.uswallow && flooreffects(obj,u.ux,u.uy,"drop")) return; 545. /* uswallow check done by GAN 01/29/87 */ 546. if(u.uswallow) { 547. boolean could_petrify = FALSE; 548. boolean could_poly = FALSE; 549. boolean could_slime = FALSE; 550. boolean could_grow = FALSE; 551. boolean could_heal = FALSE; 552. 553. if (obj != uball) { /* mon doesn't pick up ball */ 554. if (obj->otyp == CORPSE) { 555. could_petrify = touch_petrifies(&mons[obj->corpsenm]); 556. could_poly = polyfodder(obj); 557. could_slime = (obj->corpsenm == PM_GREEN_SLIME); 558. could_grow = (obj->corpsenm == PM_WRAITH); 559. could_heal = (obj->corpsenm == PM_NURSE); 560. } 561. (void) mpickobj(u.ustuck,obj); 562. if (is_animal(u.ustuck->data)) { 563. if (could_poly || could_slime) { 564. (void) newcham(u.ustuck, 565. could_poly ? (struct permonst *)0 : 566. &mons[PM_GREEN_SLIME], 567. FALSE, could_slime); 568. delobj(obj); /* corpse is digested */ 569. } else if (could_petrify) { 570. minstapetrify(u.ustuck, TRUE); 571. /* Don't leave a cockatrice corpse in a statue */ 572. if (!u.uswallow) delobj(obj); 573. } else if (could_grow) { 574. (void) grow_up(u.ustuck, (struct monst *)0); 575. delobj(obj); /* corpse is digested */ 576. } else if (could_heal) { 577. u.ustuck->mhp = u.ustuck->mhpmax; 578. delobj(obj); /* corpse is digested */ 579. } 580. } 581. } 582. } else { 583. place_object(obj, u.ux, u.uy); 584. if (obj == uball) 585. drop_ball(u.ux,u.uy); 586. else 587. sellobj(obj, u.ux, u.uy); 588. stackobj(obj); 589. if(Blind && Levitation) 590. map_object(obj, 0); 591. newsym(u.ux,u.uy); /* remap location under self */ 592. } 593. } 594.
obj_no_longer_held
595. /* things that must change when not held; recurse into containers. 596. Called for both player and monsters */ 597. void 598. obj_no_longer_held(obj) 599. struct obj *obj; 600. { 601. if (!obj) { 602. return; 603. } else if ((Is_container(obj) || obj->otyp == STATUE) && obj->cobj) { 604. struct obj *contents; 605. for(contents=obj->cobj; contents; contents=contents->nobj) 606. obj_no_longer_held(contents); 607. } 608. switch(obj->otyp) { 609. case CRYSKNIFE: 610. /* KMH -- Fixed crysknives have only 10% chance of reverting */ 611. /* only changes when not held by player or monster */ 612. if (!obj->oerodeproof || !rn2(10)) { 613. obj->otyp = WORM_TOOTH; 614. obj->oerodeproof = 0; 615. } 616. break; 617. } 618. } 619.
doddrop
620. /* 'D' command: drop several things */ 621. int 622. doddrop() 623. { 624. int result = 0; 625. 626. add_valid_menu_class(0); /* clear any classes already there */ 627. if (*u.ushops) sellobj_state(SELL_DELIBERATE); 628. if (flags.menu_style != MENU_TRADITIONAL || 629. (result = ggetobj("drop", drop, 0, FALSE, (unsigned *)0)) < -1) 630. result = menu_drop(result); 631. if (*u.ushops) sellobj_state(SELL_NORMAL); 632. reset_occupations(); 633. 634. return result; 635. } 636.
637. /* Drop things from the hero's inventory, using a menu. */ 638. STATIC_OVL int 639. menu_drop(retry) 640. int retry; 641. { 642. int n, i, n_dropped = 0; 643. long cnt; 644. struct obj *otmp, *otmp2; 645. #ifndef GOLDOBJ 646. struct obj *u_gold = 0; 647. #endif 648. menu_item *pick_list; 649. boolean all_categories = TRUE; 650. boolean drop_everything = FALSE; 651. 652. #ifndef GOLDOBJ 653. if (u.ugold) { 654. /* Hack: gold is not in the inventory, so make a gold object 655. and put it at the head of the inventory list. */ 656. u_gold = mkgoldobj(u.ugold); /* removes from u.ugold */ 657. u_gold->in_use = TRUE; 658. u.ugold = u_gold->quan; /* put the gold back */ 659. assigninvlet(u_gold); /* might end up as NOINVSYM */ 660. u_gold->nobj = invent; 661. invent = u_gold; 662. } 663. #endif 664. if (retry) { 665. all_categories = (retry == -2); 666. } else if (flags.menu_style == MENU_FULL) { 667. all_categories = FALSE; 668. n = query_category("Drop what type of items?", 669. invent, 670. UNPAID_TYPES | ALL_TYPES | CHOOSE_ALL | 671. BUC_BLESSED | BUC_CURSED | BUC_UNCURSED | BUC_UNKNOWN, 672. &pick_list, PICK_ANY); 673. if (!n) goto drop_done; 674. for (i = 0; i < n; i++) { 675. if (pick_list[i].item.a_int == ALL_TYPES_SELECTED) 676. all_categories = TRUE; 677. else if (pick_list[i].item.a_int == 'A') 678. drop_everything = TRUE; 679. else 680. add_valid_menu_class(pick_list[i].item.a_int); 681. } 682. free((genericptr_t) pick_list); 683. } else if (flags.menu_style == MENU_COMBINATION) { 684. unsigned ggoresults = 0; 685. all_categories = FALSE; 686. /* Gather valid classes via traditional NetHack method */ 687. i = ggetobj("drop", drop, 0, TRUE, &ggoresults); 688. if (i == -2) all_categories = TRUE; 689. if (ggoresults & ALL_FINISHED) { 690. n_dropped = i; 691. goto drop_done; 692. } 693. } 694. 695. if (drop_everything) { 696. for(otmp = invent; otmp; otmp = otmp2) { 697. otmp2 = otmp->nobj; 698. n_dropped += drop(otmp); 699. } 700. } else { 701. /* should coordinate with perm invent, maybe not show worn items */ 702. n = query_objlist("What would you like to drop?", invent, 703. USE_INVLET|INVORDER_SORT, &pick_list, 704. PICK_ANY, all_categories ? allow_all : allow_category); 705. if (n > 0) { 706. for (i = 0; i < n; i++) { 707. otmp = pick_list[i].item.a_obj; 708. cnt = pick_list[i].count; 709. if (cnt < otmp->quan) { 710. if (welded(otmp)) { 711. ; /* don't split */ 712. } else if (otmp->otyp == LOADSTONE && otmp->cursed) { 713. /* same kludge as getobj(), for canletgo()'s use */ 714. otmp->corpsenm = (int) cnt; /* don't split */ 715. } else { 716. #ifndef GOLDOBJ 717. if (otmp->oclass == COIN_CLASS) 718. (void) splitobj(otmp, otmp->quan - cnt); 719. else 720. #endif 721. otmp = splitobj(otmp, cnt); 722. } 723. } 724. n_dropped += drop(otmp); 725. } 726. free((genericptr_t) pick_list); 727. } 728. } 729. 730. drop_done: 731. #ifndef GOLDOBJ 732. if (u_gold && invent && invent->oclass == COIN_CLASS) { 733. /* didn't drop [all of] it */ 734. u_gold = invent; 735. invent = u_gold->nobj; 736. u_gold->in_use = FALSE; 737. dealloc_obj(u_gold); 738. update_inventory(); 739. } 740. #endif 741. return n_dropped; 742. } 743. 744. #endif /* OVL0 */
dodown
745. #ifdef OVL2 746. 747. /* on a ladder, used in goto_level */ 748. static NEARDATA boolean at_ladder = FALSE; 749. 750. int 751. dodown() 752. { 753. struct trap *trap = 0; 754. boolean stairs_down = ((u.ux == xdnstair && u.uy == ydnstair) || 755. (u.ux == sstairs.sx && u.uy == sstairs.sy && !sstairs.up)), 756. ladder_down = (u.ux == xdnladder && u.uy == ydnladder); 757. 758. #ifdef STEED 759. if (u.usteed && !u.usteed->mcanmove) { 760. pline("%s won't move!", Monnam(u.usteed)); 761. return(0); 762. } else if (u.usteed && u.usteed->meating) { 763. pline("%s is still eating.", Monnam(u.usteed)); 764. return(0); 765. } else 766. #endif 767. if (Levitation) { 768. if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) { 769. /* end controlled levitation */ 770. if (ELevitation & W_ARTI) { 771. struct obj *obj; 772. 773. for(obj = invent; obj; obj = obj->nobj) { 774. if (obj->oartifact && 775. artifact_has_invprop(obj,LEVITATION)) { 776. if (obj->age < monstermoves) 777. obj->age = monstermoves + rnz(100); 778. else 779. obj->age += rnz(100); 780. } 781. } 782. } 783. if (float_down(I_SPECIAL|TIMEOUT, W_ARTI)) 784. return (1); /* came down, so moved */ 785. } 786. floating_above(stairs_down ? "stairs" : ladder_down ? 787. "ladder" : surface(u.ux, u.uy)); 788. return (0); /* didn't move */ 789. } 790. if (!stairs_down && !ladder_down) { 791. if (!(trap = t_at(u.ux,u.uy)) || 792. (trap->ttyp != TRAPDOOR && trap->ttyp != HOLE) 793. || !Can_fall_thru(&u.uz) || !trap->tseen) { 794. 795. if (flags.autodig && !flags.nopick && 796. uwep && is_pick(uwep)) { 797. return use_pick_axe2(uwep); 798. } else { 799. You_cant("go down here."); 800. return(0); 801. } 802. } 803. } 804. if(u.ustuck) { 805. You("are %s, and cannot go down.", 806. !u.uswallow ? "being held" : is_animal(u.ustuck->data) ? 807. "swallowed" : "engulfed"); 808. return(1); 809. } 810. if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) { 811. You("are standing at the gate to Gehennom."); 812. pline("Unspeakable cruelty and harm lurk down there."); 813. if (yn("Are you sure you want to enter?") != 'y') 814. return(0); 815. else pline("So be it."); 816. u.uevent.gehennom_entered = 1; /* don't ask again */ 817. } 818. 819. if(!next_to_u()) { 820. You("are held back by your pet!"); 821. return(0); 822. } 823. 824. if (trap) 825. You("%s %s.", locomotion(youmonst.data, "jump"), 826. trap->ttyp == HOLE ? "down the hole" : "through the trap door"); 827. 828. if (trap && Is_stronghold(&u.uz)) { 829. goto_hell(FALSE, TRUE); 830. } else { 831. at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER); 832. next_level(!trap); 833. at_ladder = FALSE; 834. } 835. return(1); 836. } 837.
doup
838. int 839. doup() 840. { 841. if( (u.ux != xupstair || u.uy != yupstair) 842. && (!xupladder || u.ux != xupladder || u.uy != yupladder) 843. && (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy 844. || !sstairs.up) 845. ) { 846. You_cant("go up here."); 847. return(0); 848. } 849. #ifdef STEED 850. if (u.usteed && !u.usteed->mcanmove) { 851. pline("%s won't move!", Monnam(u.usteed)); 852. return(0); 853. } else if (u.usteed && u.usteed->meating) { 854. pline("%s is still eating.", Monnam(u.usteed)); 855. return(0); 856. } else 857. #endif 858. if(u.ustuck) { 859. You("are %s, and cannot go up.", 860. !u.uswallow ? "being held" : is_animal(u.ustuck->data) ? 861. "swallowed" : "engulfed"); 862. return(1); 863. } 864. if(near_capacity() > SLT_ENCUMBER) { 865. /* No levitation check; inv_weight() already allows for it */ 866. Your("load is too heavy to climb the %s.", 867. levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder"); 868. return(1); 869. } 870. if(ledger_no(&u.uz) == 1) { 871. if (yn("Beware, there will be no return! Still climb?") != 'y') 872. return(0); 873. } 874. if(!next_to_u()) { 875. You("are held back by your pet!"); 876. return(0); 877. } 878. at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER); 879. prev_level(TRUE); 880. at_ladder = FALSE; 881. return(1); 882. } 883.
currentlevel_rewrite
884. d_level save_dlevel = {0, 0}; 885. 886. /* check that we can write out the current level */ 887. STATIC_OVL int 888. currentlevel_rewrite() 889. { 890. register int fd; 891. char whynot[BUFSZ]; 892. 893. /* since level change might be a bit slow, flush any buffered screen 894. * output (like "you fall through a trap door") */ 895. mark_synch(); 896. 897. fd = create_levelfile(ledger_no(&u.uz), whynot); 898. if (fd < 0) { 899. /* 900. * This is not quite impossible: e.g., we may have 901. * exceeded our quota. If that is the case then we 902. * cannot leave this level, and cannot save either. 903. * Another possibility is that the directory was not 904. * writable. 905. */ 906. pline("%s", whynot); 907. return -1; 908. } 909. 910. #ifdef MFLOPPY 911. if (!savelev(fd, ledger_no(&u.uz), COUNT_SAVE)) { 912. (void) close(fd); 913. delete_levelfile(ledger_no(&u.uz)); 914. pline("NetHack is out of disk space for making levels!"); 915. You("can save, quit, or continue playing."); 916. return -1; 917. } 918. #endif 919. return fd; 920. } 921.
save_currentstate
922. #ifdef INSURANCE 923. void 924. save_currentstate() 925. { 926. int fd; 927. 928. if (flags.ins_chkpt) { 929. /* write out just-attained level, with pets and everything */ 930. fd = currentlevel_rewrite(); 931. if(fd < 0) return; 932. bufon(fd); 933. savelev(fd,ledger_no(&u.uz), WRITE_SAVE); 934. bclose(fd); 935. } 936. 937. /* write out non-level state */ 938. savestateinlock(); 939. } 940. #endif 941.
badspot
942. /* 943. static boolean 944. badspot(x, y) 945. register xchar x, y; 946. { 947. return((levl[x][y].typ != ROOM && levl[x][y].typ != AIR && 948. levl[x][y].typ != CORR) || MON_AT(x, y)); 949. } 950. */ 951.
goto_level
952. void 953. goto_level(newlevel, at_stairs, falling, portal) 954. d_level *newlevel; 955. boolean at_stairs, falling, portal; 956. { 957. int fd, l_idx; 958. xchar new_ledger; 959. boolean cant_go_back, 960. up = (depth(newlevel) < depth(&u.uz)), 961. newdungeon = (u.uz.dnum != newlevel->dnum), 962. was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz), 963. familiar = FALSE; 964. boolean new = FALSE; /* made a new level? */ 965. struct monst *mtmp; 966. char whynot[BUFSZ]; 967. 968. if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel)) 969. newlevel->dlevel = dunlevs_in_dungeon(newlevel); 970. if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */ 971. if (u.uhave.amulet) 972. assign_level(newlevel, &earth_level); 973. else return; 974. } 975. new_ledger = ledger_no(newlevel); 976. if (new_ledger <= 0) 977. done(ESCAPED); /* in fact < 0 is impossible */ 978. 979. /* If you have the amulet and are trying to get out of Gehennom, going 980. * up a set of stairs sometimes does some very strange things! 981. * Biased against law and towards chaos, but not nearly as strongly 982. * as it used to be (prior to 3.2.0). 983. * Odds: old new 984. * "up" L N C "up" L N C 985. * +1 75.0 75.0 75.0 +1 75.0 75.0 75.0 986. * 0 0.0 12.5 25.0 0 6.25 8.33 12.5 987. * -1 8.33 4.17 0.0 -1 6.25 8.33 12.5 988. * -2 8.33 4.17 0.0 -2 6.25 8.33 0.0 989. * -3 8.33 4.17 0.0 -3 6.25 0.0 0.0 990. */ 991. if (Inhell && up && u.uhave.amulet && !newdungeon && !portal && 992. (dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)-3)) { 993. if (!rn2(4)) { 994. int odds = 3 + (int)u.ualign.type, /* 2..4 */ 995. diff = odds <= 1 ? 0 : rn2(odds); /* paranoia */ 996. 997. if (diff != 0) { 998. assign_rnd_level(newlevel, &u.uz, diff); 999. /* if inside the tower, stay inside */ 1000. if (was_in_W_tower && 1001. !On_W_tower_level(newlevel)) diff = 0; 1002. } 1003. if (diff == 0) 1004. assign_level(newlevel, &u.uz); 1005. 1006. new_ledger = ledger_no(newlevel); 1007. 1008. pline("A mysterious force momentarily surrounds you..."); 1009. if (on_level(newlevel, &u.uz)) { 1010. (void) safe_teleds(FALSE); 1011. (void) next_to_u(); 1012. return; 1013. } else 1014. at_stairs = at_ladder = FALSE; 1015. } 1016. } 1017. 1018. /* Prevent the player from going past the first quest level unless 1019. * (s)he has been given the go-ahead by the leader. 1020. */ 1021. if (on_level(&u.uz, &qstart_level) && !newdungeon && !ok_to_quest()) { 1022. pline("A mysterious force prevents you from descending."); 1023. return; 1024. } 1025. 1026. if (on_level(newlevel, &u.uz)) return; /* this can happen */ 1027. 1028. fd = currentlevel_rewrite(); 1029. if (fd < 0) return; 1030. 1031. if (falling) /* assuming this is only trap door or hole */ 1032. impact_drop((struct obj *)0, u.ux, u.uy, newlevel->dlevel); 1033. 1034. check_special_room(TRUE); /* probably was a trap door */ 1035. if (Punished) unplacebc(); 1036. u.utrap = 0; /* needed in level_tele */ 1037. fill_pit(u.ux, u.uy); 1038. u.ustuck = 0; /* idem */ 1039. u.uinwater = 0; 1040. u.uundetected = 0; /* not hidden, even if means are available */ 1041. keepdogs(FALSE); 1042. if (u.uswallow) /* idem */ 1043. u.uswldtim = u.uswallow = 0; 1044. /* 1045. * We no longer see anything on the level. Make sure that this 1046. * follows u.uswallow set to null since uswallow overrides all 1047. * normal vision. 1048. */ 1049. vision_recalc(2); 1050. 1051. /* 1052. * Save the level we're leaving. If we're entering the endgame, 1053. * we can get rid of all existing levels because they cannot be 1054. * reached any more. We still need to use savelev()'s cleanup 1055. * for the level being left, to recover dynamic memory in use and 1056. * to avoid dangling timers and light sources. 1057. */ 1058. cant_go_back = (newdungeon && In_endgame(newlevel)); 1059. if (!cant_go_back) { 1060. update_mlstmv(); /* current monsters are becoming inactive */ 1061. bufon(fd); /* use buffered output */ 1062. } 1063. savelev(fd, ledger_no(&u.uz), 1064. cant_go_back ? FREE_SAVE : (WRITE_SAVE | FREE_SAVE)); 1065. bclose(fd); 1066. if (cant_go_back) { 1067. /* discard unreachable levels; keep #0 */ 1068. for (l_idx = maxledgerno(); l_idx > 0; --l_idx) 1069. delete_levelfile(l_idx); 1070. } 1071. 1072. #ifdef REINCARNATION 1073. if (Is_rogue_level(newlevel) || Is_rogue_level(&u.uz)) 1074. assign_rogue_graphics(Is_rogue_level(newlevel)); 1075. #endif 1076. #ifdef USE_TILES 1077. substitute_tiles(newlevel); 1078. #endif 1079. assign_level(&u.uz0, &u.uz); 1080. assign_level(&u.uz, newlevel); 1081. assign_level(&u.utolev, newlevel); 1082. u.utotype = 0; 1083. if (dunlev_reached(&u.uz) < dunlev(&u.uz)) 1084. dunlev_reached(&u.uz) = dunlev(&u.uz); 1085. reset_rndmonst(NON_PM); /* u.uz change affects monster generation */ 1086. 1087. /* set default level change destination areas */ 1088. /* the special level code may override these */ 1089. (void) memset((genericptr_t) &updest, 0, sizeof updest); 1090. (void) memset((genericptr_t) &dndest, 0, sizeof dndest); 1091. 1092. if (!(level_info[new_ledger].flags & LFILE_EXISTS)) { 1093. /* entering this level for first time; make it now */ 1094. if (level_info[new_ledger].flags & (FORGOTTEN|VISITED)) { 1095. impossible("goto_level: returning to discarded level?"); 1096. level_info[new_ledger].flags &= ~(FORGOTTEN|VISITED); 1097. } 1098. mklev(); 1099. new = TRUE; /* made the level */ 1100. } else { 1101. /* returning to previously visited level; reload it */ 1102. fd = open_levelfile(new_ledger, whynot); 1103. if (fd < 0) { 1104. pline("%s", whynot); 1105. pline("Probably someone removed it."); 1106. killer = whynot; 1107. done(TRICKED); 1108. /* we'll reach here if running in wizard mode */ 1109. error("Cannot continue this game."); 1110. } 1111. minit(); /* ZEROCOMP */ 1112. getlev(fd, hackpid, new_ledger, FALSE); 1113. (void) close(fd); 1114. } 1115. /* do this prior to level-change pline messages */ 1116. vision_reset(); /* clear old level's line-of-sight */ 1117. vision_full_recalc = 0; /* don't let that reenable vision yet */ 1118. flush_screen(-1); /* ensure all map flushes are postponed */ 1119. 1120. if (portal && !In_endgame(&u.uz)) { 1121. /* find the portal on the new level */ 1122. register struct trap *ttrap; 1123. 1124. for (ttrap = ftrap; ttrap; ttrap = ttrap->ntrap) 1125. if (ttrap->ttyp == MAGIC_PORTAL) break; 1126. 1127. if (!ttrap) panic("goto_level: no corresponding portal!"); 1128. seetrap(ttrap); 1129. u_on_newpos(ttrap->tx, ttrap->ty); 1130. } else if (at_stairs && !In_endgame(&u.uz)) { 1131. if (up) { 1132. if (at_ladder) { 1133. u_on_newpos(xdnladder, ydnladder); 1134. } else { 1135. if (newdungeon) { 1136. if (Is_stronghold(&u.uz)) { 1137. register xchar x, y; 1138. 1139. do { 1140. x = (COLNO - 2 - rnd(5)); 1141. y = rn1(ROWNO - 4, 3); 1142. } while(occupied(x, y) || 1143. IS_WALL(levl[x][y].typ)); 1144. u_on_newpos(x, y); 1145. } else u_on_sstairs(); 1146. } else u_on_dnstairs(); 1147. } 1148. /* Remove bug which crashes with levitation/punishment KAA */ 1149. if (Punished && !Levitation) { 1150. pline("With great effort you climb the %s.", 1151. at_ladder ? "ladder" : "stairs"); 1152. } else if (at_ladder) 1153. You("climb up the ladder."); 1154. } else { /* down */ 1155. if (at_ladder) { 1156. u_on_newpos(xupladder, yupladder); 1157. } else { 1158. if (newdungeon) u_on_sstairs(); 1159. else u_on_upstairs(); 1160. } 1161. if (u.dz && Flying) 1162. You("fly down along the %s.", 1163. at_ladder ? "ladder" : "stairs"); 1164. else if (u.dz && 1165. (near_capacity() > UNENCUMBERED || Punished || Fumbling)) { 1166. You("fall down the %s.", at_ladder ? "ladder" : "stairs"); 1167. if (Punished) { 1168. drag_down(); 1169. if (carried(uball)) { 1170. if (uwep == uball) 1171. setuwep((struct obj *)0); 1172. if (uswapwep == uball) 1173. setuswapwep((struct obj *)0); 1174. if (uquiver == uball) 1175. setuqwep((struct obj *)0); 1176. freeinv(uball); 1177. } 1178. } 1179. #ifdef STEED 1180. /* falling off steed has its own losehp() call */ 1181. if (u.usteed) 1182. dismount_steed(DISMOUNT_FELL); 1183. else 1184. #endif 1185. losehp(rnd(3), "falling downstairs", KILLED_BY); 1186. selftouch("Falling, you"); 1187. } else if (u.dz && at_ladder) 1188. You("climb down the ladder."); 1189. } 1190. } else { /* trap door or level_tele or In_endgame */ 1191. if (was_in_W_tower && On_W_tower_level(&u.uz)) 1192. /* Stay inside the Wizard's tower when feasible. */ 1193. /* Note: up vs down doesn't really matter in this case. */ 1194. place_lregion(dndest.nlx, dndest.nly, 1195. dndest.nhx, dndest.nhy, 1196. 0,0, 0,0, LR_DOWNTELE, (d_level *) 0); 1197. else if (up) 1198. place_lregion(updest.lx, updest.ly, 1199. updest.hx, updest.hy, 1200. updest.nlx, updest.nly, 1201. updest.nhx, updest.nhy, 1202. LR_UPTELE, (d_level *) 0); 1203. else 1204. place_lregion(dndest.lx, dndest.ly, 1205. dndest.hx, dndest.hy, 1206. dndest.nlx, dndest.nly, 1207. dndest.nhx, dndest.nhy, 1208. LR_DOWNTELE, (d_level *) 0); 1209. if (falling) { 1210. if (Punished) ballfall(); 1211. selftouch("Falling, you"); 1212. } 1213. } 1214. 1215. if (Punished) placebc(); 1216. obj_delivery(); /* before killing geno'd monsters' eggs */ 1217. losedogs(); 1218. kill_genocided_monsters(); /* for those wiped out while in limbo */ 1219. /* 1220. * Expire all timers that have gone off while away. Must be 1221. * after migrating monsters and objects are delivered 1222. * (losedogs and obj_delivery). 1223. */ 1224. run_timers(); 1225. 1226. initrack(); 1227. 1228. if ((mtmp = m_at(u.ux, u.uy)) != 0 1229. #ifdef STEED 1230. && mtmp != u.usteed 1231. #endif 1232. ) { 1233. /* There's a monster at your target destination; it might be one 1234. which accompanied you--see mon_arrive(dogmove.c)--or perhaps 1235. it was already here. Randomly move you to an adjacent spot 1236. or else the monster to any nearby location. Prior to 3.3.0 1237. the latter was done unconditionally. */ 1238. coord cc; 1239. 1240. if (!rn2(2) && 1241. enexto(&cc, u.ux, u.uy, youmonst.data) && 1242. distu(cc.x, cc.y) <= 2) 1243. u_on_newpos(cc.x, cc.y); /*[maybe give message here?]*/ 1244. else 1245. mnexto(mtmp); 1246. 1247. if ((mtmp = m_at(u.ux, u.uy)) != 0) { 1248. impossible("mnexto failed (do.c)?"); 1249. (void) rloc(mtmp, FALSE); 1250. } 1251. } 1252. 1253. /* initial movement of bubbles just before vision_recalc */ 1254. if (Is_waterlevel(&u.uz)) 1255. movebubbles(); 1256. 1257. if (level_info[new_ledger].flags & FORGOTTEN) { 1258. forget_map(ALL_MAP); /* forget the map */ 1259. forget_traps(); /* forget all traps too */ 1260. familiar = TRUE; 1261. level_info[new_ledger].flags &= ~FORGOTTEN; 1262. } 1263. 1264. /* Reset the screen. */ 1265. vision_reset(); /* reset the blockages */ 1266. docrt(); /* does a full vision recalc */ 1267. flush_screen(-1); 1268. 1269. /* 1270. * Move all plines beyond the screen reset. 1271. */ 1272. 1273. /* give room entrance message, if any */ 1274. check_special_room(FALSE); 1275. 1276. /* Check whether we just entered Gehennom. */ 1277. if (!In_hell(&u.uz0) && Inhell) { 1278. if (Is_valley(&u.uz)) { 1279. You("arrive at the Valley of the Dead..."); 1280. pline_The("odor of burnt flesh and decay pervades the air."); 1281. #ifdef MICRO 1282. display_nhwindow(WIN_MESSAGE, FALSE); 1283. #endif 1284. You_hear("groans and moans everywhere."); 1285. } else pline("It is hot here. You smell smoke..."); 1286. } 1287. 1288. if (familiar) { 1289. static const char * const fam_msgs[4] = { 1290. "You have a sense of deja vu.", 1291. "You feel like you've been here before.", 1292. "This place %s familiar...", 1293. 0 /* no message */ 1294. }; 1295. static const char * const halu_fam_msgs[4] = { 1296. "Whoa! Everything %s different.", 1297. "You are surrounded by twisty little passages, all alike.", 1298. "Gee, this %s like uncle Conan's place...", 1299. 0 /* no message */ 1300. }; 1301. const char *mesg; 1302. char buf[BUFSZ]; 1303. int which = rn2(4); 1304. 1305. if (Hallucination) 1306. mesg = halu_fam_msgs[which]; 1307. else 1308. mesg = fam_msgs[which]; 1309. if (mesg && index(mesg, '%')) { 1310. Sprintf(buf, mesg, !Blind ? "looks" : "seems"); 1311. mesg = buf; 1312. } 1313. if (mesg) pline(mesg); 1314. } 1315. 1316. #ifdef REINCARNATION 1317. if (new && Is_rogue_level(&u.uz)) 1318. You("enter what seems to be an older, more primitive world."); 1319. #endif 1320. /* Final confrontation */ 1321. if (In_endgame(&u.uz) && newdungeon && u.uhave.amulet) 1322. resurrect(); 1323. if (newdungeon && In_V_tower(&u.uz) && In_hell(&u.uz0)) 1324. pline_The("heat and smoke are gone."); 1325. 1326. /* the message from your quest leader */ 1327. if (!In_quest(&u.uz0) && at_dgn_entrance("The Quest") && 1328. !(u.uevent.qexpelled || u.uevent.qcompleted || quest_status.leader_is_dead)) { 1329. 1330. if (u.uevent.qcalled) { 1331. com_pager(Role_if(PM_ROGUE) ? 4 : 3); 1332. } else { 1333. com_pager(2); 1334. u.uevent.qcalled = TRUE; 1335. } 1336. } 1337. 1338. /* once Croesus is dead, his alarm doesn't work any more */ 1339. if (Is_knox(&u.uz) && (new || !mvitals[PM_CROESUS].died)) { 1340. You("penetrated a high security area!"); 1341. pline("An alarm sounds!"); 1342. for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) 1343. if (!DEADMONSTER(mtmp) && mtmp->msleeping) mtmp->msleeping = 0; 1344. } 1345. 1346. if (on_level(&u.uz, &astral_level)) 1347. final_level(); 1348. else 1349. onquest(); 1350. assign_level(&u.uz0, &u.uz); /* reset u.uz0 */ 1351. 1352. #ifdef INSURANCE 1353. save_currentstate(); 1354. #endif 1355. 1356. /* assume this will always return TRUE when changing level */ 1357. (void) in_out_region(u.ux, u.uy); 1358. (void) pickup(1); 1359. } 1360.
final_level
1361. STATIC_OVL void 1362. final_level() 1363. { 1364. struct monst *mtmp; 1365. struct obj *otmp; 1366. coord mm; 1367. int i; 1368. 1369. /* reset monster hostility relative to player */ 1370. for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) 1371. if (!DEADMONSTER(mtmp)) reset_hostility(mtmp); 1372. 1373. /* create some player-monsters */ 1374. create_mplayers(rn1(4, 3), TRUE); 1375. 1376. /* create a guardian angel next to player, if worthy */ 1377. if (Conflict) { 1378. pline( 1379. "A voice booms: \"Thy desire for conflict shall be fulfilled!\""); 1380. for (i = rnd(4); i > 0; --i) { 1381. mm.x = u.ux; 1382. mm.y = u.uy; 1383. if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL])) 1384. (void) mk_roamer(&mons[PM_ANGEL], u.ualign.type, 1385. mm.x, mm.y, FALSE); 1386. } 1387. 1388. } else if (u.ualign.record > 8) { /* fervent */ 1389. pline("A voice whispers: \"Thou hast been worthy of me!\""); 1390. mm.x = u.ux; 1391. mm.y = u.uy; 1392. if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL])) { 1393. if ((mtmp = mk_roamer(&mons[PM_ANGEL], u.ualign.type, 1394. mm.x, mm.y, TRUE)) != 0) { 1395. if (!Blind) 1396. pline("An angel appears near you."); 1397. else 1398. You_feel("the presence of a friendly angel near you."); 1399. /* guardian angel -- the one case mtame doesn't 1400. * imply an edog structure, so we don't want to 1401. * call tamedog(). 1402. */ 1403. mtmp->mtame = 10; 1404. /* make him strong enough vs. endgame foes */ 1405. mtmp->m_lev = rn1(8,15); 1406. mtmp->mhp = mtmp->mhpmax = 1407. d((int)mtmp->m_lev,10) + 30 + rnd(30); 1408. if ((otmp = select_hwep(mtmp)) == 0) { 1409. otmp = mksobj(SILVER_SABER, FALSE, FALSE); 1410. if (mpickobj(mtmp, otmp)) 1411. panic("merged weapon?"); 1412. } 1413. bless(otmp); 1414. if (otmp->spe < 4) otmp->spe += rnd(4); 1415. if ((otmp = which_armor(mtmp, W_ARMS)) == 0 || 1416. otmp->otyp != SHIELD_OF_REFLECTION) { 1417. (void) mongets(mtmp, AMULET_OF_REFLECTION); 1418. m_dowear(mtmp, TRUE); 1419. } 1420. } 1421. } 1422. } 1423. } 1424.
schedule_goto
1425. static char *dfr_pre_msg = 0, /* pline() before level change */ 1426. *dfr_post_msg = 0; /* pline() after level change */ 1427. 1428. /* change levels at the end of this turn, after monsters finish moving */ 1429. void 1430. schedule_goto(tolev, at_stairs, falling, portal_flag, pre_msg, post_msg) 1431. d_level *tolev; 1432. boolean at_stairs, falling; 1433. int portal_flag; 1434. const char *pre_msg, *post_msg; 1435. { 1436. int typmask = 0100; /* non-zero triggers `deferred_goto' */ 1437. 1438. /* destination flags (`goto_level' args) */ 1439. if (at_stairs) typmask |= 1; 1440. if (falling) typmask |= 2; 1441. if (portal_flag) typmask |= 4; 1442. if (portal_flag < 0) typmask |= 0200; /* flag for portal removal */ 1443. u.utotype = typmask; 1444. /* destination level */ 1445. assign_level(&u.utolev, tolev); 1446. 1447. if (pre_msg) 1448. dfr_pre_msg = strcpy((char *)alloc(strlen(pre_msg) + 1), pre_msg); 1449. if (post_msg) 1450. dfr_post_msg = strcpy((char *)alloc(strlen(post_msg)+1), post_msg); 1451. } 1452.
deferred_goto
1453. /* handle something like portal ejection */ 1454. void 1455. deferred_goto() 1456. { 1457. if (!on_level(&u.uz, &u.utolev)) { 1458. d_level dest; 1459. int typmask = u.utotype; /* save it; goto_level zeroes u.utotype */ 1460. 1461. assign_level(&dest, &u.utolev); 1462. if (dfr_pre_msg) pline(dfr_pre_msg); 1463. goto_level(&dest, !!(typmask&1), !!(typmask&2), !!(typmask&4)); 1464. if (typmask & 0200) { /* remove portal */ 1465. struct trap *t = t_at(u.ux, u.uy); 1466. 1467. if (t) { 1468. deltrap(t); 1469. newsym(u.ux, u.uy); 1470. } 1471. } 1472. if (dfr_post_msg) pline(dfr_post_msg); 1473. } 1474. u.utotype = 0; /* our caller keys off of this */ 1475. if (dfr_pre_msg) 1476. free((genericptr_t)dfr_pre_msg), dfr_pre_msg = 0; 1477. if (dfr_post_msg) 1478. free((genericptr_t)dfr_post_msg), dfr_post_msg = 0; 1479. } 1480. 1481. #endif /* OVL2 */
revive_corpse
1482. #ifdef OVL3 1483. 1484. /* 1485. * Return TRUE if we created a monster for the corpse. If successful, the 1486. * corpse is gone. 1487. */ 1488. boolean 1489. revive_corpse(corpse) 1490. struct obj *corpse; 1491. { 1492. struct monst *mtmp, *mcarry; 1493. boolean is_uwep, chewed; 1494. xchar where; 1495. char *cname, cname_buf[BUFSZ]; 1496. struct obj *container = (struct obj *)0; 1497. int container_where = 0; 1498. 1499. where = corpse->where; 1500. is_uwep = corpse == uwep; 1501. cname = eos(strcpy(cname_buf, "bite-covered ")); 1502. Strcpy(cname, corpse_xname(corpse, TRUE)); 1503. mcarry = (where == OBJ_MINVENT) ? corpse->ocarry : 0; 1504. 1505. if (where == OBJ_CONTAINED) { 1506. struct monst *mtmp2 = (struct monst *)0; 1507. container = corpse->ocontainer; 1508. mtmp2 = get_container_location(container, &container_where, (int *)0); 1509. /* container_where is the outermost container's location even if nested */ 1510. if (container_where == OBJ_MINVENT && mtmp2) mcarry = mtmp2; 1511. } 1512. mtmp = revive(corpse); /* corpse is gone if successful */ 1513. 1514. if (mtmp) { 1515. chewed = (mtmp->mhp < mtmp->mhpmax); 1516. if (chewed) cname = cname_buf; /* include "bite-covered" prefix */ 1517. switch (where) { 1518. case OBJ_INVENT: 1519. if (is_uwep) 1520. pline_The("%s writhes out of your grasp!", cname); 1521. else 1522. You_feel("squirming in your backpack!"); 1523. break; 1524. 1525. case OBJ_FLOOR: 1526. if (cansee(mtmp->mx, mtmp->my)) 1527. pline("%s rises from the dead!", chewed ? 1528. Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp)); 1529. break; 1530. 1531. case OBJ_MINVENT: /* probably a nymph's */ 1532. if (cansee(mtmp->mx, mtmp->my)) { 1533. if (canseemon(mcarry)) 1534. pline("Startled, %s drops %s as it revives!", 1535. mon_nam(mcarry), an(cname)); 1536. else 1537. pline("%s suddenly appears!", chewed ? 1538. Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp)); 1539. } 1540. break; 1541. case OBJ_CONTAINED: 1542. if (container_where == OBJ_MINVENT && cansee(mtmp->mx, mtmp->my) && 1543. mcarry && canseemon(mcarry) && container) { 1544. char sackname[BUFSZ]; 1545. Sprintf(sackname, "%s %s", s_suffix(mon_nam(mcarry)), 1546. xname(container)); 1547. pline("%s writhes out of %s!", Amonnam(mtmp), sackname); 1548. } else if (container_where == OBJ_INVENT && container) { 1549. char sackname[BUFSZ]; 1550. Strcpy(sackname, an(xname(container))); 1551. pline("%s %s out of %s in your pack!", 1552. Blind ? Something : Amonnam(mtmp), 1553. locomotion(mtmp->data,"writhes"), 1554. sackname); 1555. } else if (container_where == OBJ_FLOOR && container && 1556. cansee(mtmp->mx, mtmp->my)) { 1557. char sackname[BUFSZ]; 1558. Strcpy(sackname, an(xname(container))); 1559. pline("%s escapes from %s!", Amonnam(mtmp), sackname); 1560. } 1561. break; 1562. default: 1563. /* we should be able to handle the other cases... */ 1564. impossible("revive_corpse: lost corpse @ %d", where); 1565. break; 1566. } 1567. return TRUE; 1568. } 1569. return FALSE; 1570. } 1571.
revive_mon
1572. /* Revive the corpse via a timeout. */ 1573. /*ARGSUSED*/ 1574. void 1575. revive_mon(arg, timeout) 1576. genericptr_t arg; 1577. long timeout; 1578. { 1579. struct obj *body = (struct obj *) arg; 1580. 1581. /* if we succeed, the corpse is gone, otherwise, rot it away */ 1582. if (!revive_corpse(body)) { 1583. if (is_rider(&mons[body->corpsenm])) 1584. You_feel("less hassled."); 1585. (void) start_timer(250L - (monstermoves-body->age), 1586. TIMER_OBJECT, ROT_CORPSE, arg); 1587. } 1588. } 1589.
donull
1590. int 1591. donull() 1592. { 1593. return(1); /* Do nothing, but let other things happen */ 1594. } 1595. 1596. #endif /* OVL3 */
wipeoff
1597. #ifdef OVLB 1598. 1599. STATIC_PTR int 1600. wipeoff() 1601. { 1602. if(u.ucreamed < 4) u.ucreamed = 0; 1603. else u.ucreamed -= 4; 1604. if (Blinded < 4) Blinded = 0; 1605. else Blinded -= 4; 1606. if (!Blinded) { 1607. pline("You've got the glop off."); 1608. u.ucreamed = 0; 1609. Blinded = 1; 1610. make_blinded(0L,TRUE); 1611. return(0); 1612. } else if (!u.ucreamed) { 1613. Your("%s feels clean now.", body_part(FACE)); 1614. return(0); 1615. } 1616. return(1); /* still busy */ 1617. } 1618.
dowipe
1619. int 1620. dowipe() 1621. { 1622. if(u.ucreamed) { 1623. static NEARDATA char buf[39]; 1624. 1625. Sprintf(buf, "wiping off your %s", body_part(FACE)); 1626. set_occupation(wipeoff, buf, 0); 1627. /* Not totally correct; what if they change back after now 1628. * but before they're finished wiping? 1629. */ 1630. return(1); 1631. } 1632. Your("%s is already clean.", body_part(FACE)); 1633. return(1); 1634. } 1635.
set_wounded_legs
1636. void 1637. set_wounded_legs(side, timex) 1638. register long side; 1639. register int timex; 1640. { 1641. /* KMH -- STEED 1642. * If you are riding, your steed gets the wounded legs instead. 1643. * You still call this function, but don't lose hp. 1644. * Caller is also responsible for adjusting messages. 1645. */ 1646. 1647. if(!Wounded_legs) { 1648. ATEMP(A_DEX)--; 1649. flags.botl = 1; 1650. } 1651. 1652. if(!Wounded_legs || (HWounded_legs & TIMEOUT)) 1653. HWounded_legs = timex; 1654. EWounded_legs = side; 1655. (void)encumber_msg(); 1656. } 1657.
heal_legs
1658. void 1659. heal_legs() 1660. { 1661. if(Wounded_legs) { 1662. if (ATEMP(A_DEX) < 0) { 1663. ATEMP(A_DEX)++; 1664. flags.botl = 1; 1665. } 1666. 1667. #ifdef STEED 1668. if (!u.usteed) 1669. #endif 1670. { 1671. /* KMH, intrinsics patch */ 1672. if((EWounded_legs & BOTH_SIDES) == BOTH_SIDES) { 1673. Your("%s feel somewhat better.", 1674. makeplural(body_part(LEG))); 1675. } else { 1676. Your("%s feels somewhat better.", 1677. body_part(LEG)); 1678. } 1679. } 1680. HWounded_legs = EWounded_legs = 0; 1681. } 1682. (void)encumber_msg(); 1683. } 1684. 1685. #endif /* OVLB */ 1686. 1687. /*do.c*/