Source:NetHack 3.4.3/src/do.c

From NetHackWiki
Jump to navigation Jump to search

Below is the full text to src/do.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/do.c#line123, for example.

Top of file

/*	SCCS Id: @(#)do.c	3.4	2003/12/02	*/
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

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.

/* Contains code for 'd', 'D' (drop), '>', '<' (up, down) */

#include "hack.h"
#include "lev.h"

#ifdef SINKS
# ifdef OVLB
STATIC_DCL void FDECL(trycall, (struct obj *));
# endif /* OVLB */
STATIC_DCL void FDECL(dosinkring, (struct obj *));
#endif /* SINKS */

STATIC_PTR int FDECL(drop, (struct obj *));
STATIC_PTR int NDECL(wipeoff);

#ifdef OVL0
STATIC_DCL int FDECL(menu_drop, (int));
#endif
#ifdef OVL2
STATIC_DCL int NDECL(currentlevel_rewrite);
STATIC_DCL void NDECL(final_level);
/* static boolean FDECL(badspot, (XCHAR_P,XCHAR_P)); */
#endif

#ifdef OVLB

static NEARDATA const char drop_types[] =
	{ ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, 0 };

dodrop

/* 'd' command: drop one inventory item */
int
dodrop()
{
#ifndef GOLDOBJ
	int result, i = (invent || u.ugold) ? 0 : (SIZE(drop_types) - 1);
#else
	int result, i = (invent) ? 0 : (SIZE(drop_types) - 1);
#endif

	if (*u.ushops) sellobj_state(SELL_DELIBERATE);
	result = drop(getobj(&drop_types[i], "drop"));
	if (*u.ushops) sellobj_state(SELL_NORMAL);
	reset_occupations();

	return result;
}

#endif /* OVLB */

boulder_hits_pool

#ifdef OVL0

/* Called when a boulder is dropped, thrown, or pushed.  If it ends up
* in a pool, it either fills the pool up or sinks away.  In either case,
* it's gone for good...  If the destination is not a pool, returns FALSE.
*/
boolean
boulder_hits_pool(otmp, rx, ry, pushing)
struct obj *otmp;
register int rx, ry;
boolean pushing;
{
	if (!otmp || otmp->otyp != BOULDER)
	    impossible("Not a boulder?");
	else if (!Is_waterlevel(&u.uz) && (is_pool(rx,ry) || is_lava(rx,ry))) {
	    boolean lava = is_lava(rx,ry), fills_up;
	    const char *what = waterbody_name(rx,ry);
	    schar ltyp = levl[rx][ry].typ;
	    int chance = rn2(10);		/* water: 90%; lava: 10% */
	    fills_up = lava ? chance == 0 : chance != 0;

	    if (fills_up) {
		struct trap *ttmp = t_at(rx, ry);

		if (ltyp == DRAWBRIDGE_UP) {
		    levl[rx][ry].drawbridgemask &= ~DB_UNDER; /* clear lava */
		    levl[rx][ry].drawbridgemask |= DB_FLOOR;
		} else
		    levl[rx][ry].typ = ROOM;

		if (ttmp) (void) delfloortrap(ttmp);
		bury_objs(rx, ry);
		
		newsym(rx,ry);
		if (pushing) {
		    You("push %s into the %s.", the(xname(otmp)), what);
		    if (flags.verbose && !Blind)
			pline("Now you can cross it!");
		    /* no splashing in this case */
		}
	    }
	    if (!fills_up || !pushing) {	/* splashing occurs */
		if (!u.uinwater) {
		    if (pushing ? !Blind : cansee(rx,ry)) {
			There("is a large splash as %s %s the %s.",
			      the(xname(otmp)), fills_up? "fills":"falls into",
			      what);
		    } else if (flags.soundok)
			You_hear("a%s splash.", lava ? " sizzling" : "");
		    wake_nearto(rx, ry, 40);
		}

		if (fills_up && u.uinwater && distu(rx,ry) == 0) {
		    u.uinwater = 0;
		    docrt();
		    vision_full_recalc = 1;
		    You("find yourself on dry land again!");
		} else if (lava && distu(rx,ry) <= 2) {
		    You("are hit by molten lava%c",
			Fire_resistance ? '.' : '!');
			burn_away_slime();
		    losehp(d((Fire_resistance ? 1 : 3), 6),
			   "molten lava", KILLED_BY);
		} else if (!fills_up && flags.verbose &&
			   (pushing ? !Blind : cansee(rx,ry)))
		    pline("It sinks without a trace!");
	    }

	    /* boulder is now gone */
	    if (pushing) delobj(otmp);
	    else obfree(otmp, (struct obj *)0);
	    return TRUE;
	}
	return FALSE;
}

flooreffects

/* Used for objects which sometimes do special things when dropped; must be
* called with the object not in any chain.  Returns TRUE if the object goes
* away.
*/
boolean
flooreffects(obj,x,y,verb)
struct obj *obj;
int x,y;
const char *verb;
{
	struct trap *t;
	struct monst *mtmp;

	if (obj->where != OBJ_FREE)
	    panic("flooreffects: obj not free");

	/* make sure things like water_damage() have no pointers to follow */
	obj->nobj = obj->nexthere = (struct obj *)0;

	if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE))
		return TRUE;
	else if (obj->otyp == BOULDER && (t = t_at(x,y)) != 0 &&
		 (t->ttyp==PIT || t->ttyp==SPIKED_PIT
			|| t->ttyp==TRAPDOOR || t->ttyp==HOLE)) {
		if (((mtmp = m_at(x, y)) && mtmp->mtrapped) ||
			(u.utrap && u.ux == x && u.uy == y)) {
		    if (*verb)
			pline_The("boulder %s into the pit%s.",
				vtense((const char *)0, verb),
				(mtmp) ? "" : " with you");
		    if (mtmp) {
			if (!passes_walls(mtmp->data) &&
				!throws_rocks(mtmp->data)) {
			    if (hmon(mtmp, obj, TRUE) && !is_whirly(mtmp->data))
				return FALSE;	/* still alive */
			}
			mtmp->mtrapped = 0;
		    } else {
			if (!Passes_walls && !throws_rocks(youmonst.data)) {
			    losehp(rnd(15), "squished under a boulder",
				   NO_KILLER_PREFIX);
			    return FALSE;	/* player remains trapped */
			} else u.utrap = 0;
		    }
		}
		if (*verb) {
			if (Blind) {
				if ((x == u.ux) && (y == u.uy))
					You_hear("a CRASH! beneath you.");
				else
					You_hear("the boulder %s.", verb);
			} else if (cansee(x, y)) {
				pline_The("boulder %s%s.",
				    t->tseen ? "" : "triggers and ",
				    t->ttyp == TRAPDOOR ? "plugs a trap door" :
				    t->ttyp == HOLE ? "plugs a hole" :
				    "fills a pit");
			}
		}
		deltrap(t);
		obfree(obj, (struct obj *)0);
		bury_objs(x, y);
		newsym(x,y);
		return TRUE;
	} else if (is_lava(x, y)) {
		return fire_damage(obj, FALSE, FALSE, x, y);
	} else if (is_pool(x, y)) {
		/* Reasonably bulky objects (arbitrary) splash when dropped.
		 * If you're floating above the water even small things make noise.
		 * Stuff dropped near fountains always misses */
		if ((Blind || (Levitation || Flying)) && flags.soundok &&
		    ((x == u.ux) && (y == u.uy))) {
		    if (!Underwater) {
			if (weight(obj) > 9) {
				pline("Splash!");
		        } else if (Levitation || Flying) {
				pline("Plop!");
		        }
		    }
		    map_background(x, y, 0);
		    newsym(x, y);
		}
		water_damage(obj, FALSE, FALSE);
	} else if (u.ux == x && u.uy == y &&
		(!u.utrap || u.utraptype != TT_PIT) &&
		(t = t_at(x,y)) != 0 && t->tseen &&
			(t->ttyp==PIT || t->ttyp==SPIKED_PIT)) {
		/* you escaped a pit and are standing on the precipice */
		if (Blind && flags.soundok)
			You_hear("%s %s downwards.",
				The(xname(obj)), otense(obj, "tumble"));
		else
			pline("%s %s into %s pit.",
				The(xname(obj)), otense(obj, "tumble"),
				the_your[t->madeby_u]);
	}
	return FALSE;
}

#endif /* OVL0 */

doaltarobj

#ifdef OVLB

void
doaltarobj(obj)  /* obj is an object dropped on an altar */
	register struct obj *obj;
{
	if (Blind)
		return;

	/* KMH, conduct */
	u.uconduct.gnostic++;

	if ((obj->blessed || obj->cursed) && obj->oclass != COIN_CLASS) {
		There("is %s flash as %s %s the altar.",
			an(hcolor(obj->blessed ? NH_AMBER : NH_BLACK)),
			doname(obj), otense(obj, "hit"));
		if (!Hallucination) obj->bknown = 1;
	} else {
		pline("%s %s on the altar.", Doname2(obj),
			otense(obj, "land"));
		obj->bknown = 1;
	}
}

trycall

#ifdef SINKS
STATIC_OVL
void
trycall(obj)
register struct obj *obj;
{
	if(!objects[obj->otyp].oc_name_known &&
	   !objects[obj->otyp].oc_uname)
	   docall(obj);
}

dosinkring

STATIC_OVL
void
dosinkring(obj)  /* obj is a ring being dropped over a kitchen sink */
register struct obj *obj;
{
	register struct obj *otmp,*otmp2;
	register boolean ideed = TRUE;

	You("drop %s down the drain.", doname(obj));
	obj->in_use = TRUE;	/* block free identification via interrupt */
	switch(obj->otyp) {	/* effects that can be noticed without eyes */
	    case RIN_SEARCHING:
		You("thought your %s got lost in the sink, but there it is!",
			xname(obj));
		goto giveback;
	    case RIN_SLOW_DIGESTION:
		pline_The("ring is regurgitated!");
giveback:
		obj->in_use = FALSE;
		dropx(obj);
		trycall(obj);
		return;
	    case RIN_LEVITATION:
		pline_The("sink quivers upward for a moment.");
		break;
	    case RIN_POISON_RESISTANCE:
		You("smell rotten %s.", makeplural(fruitname(FALSE)));
		break;
	    case RIN_AGGRAVATE_MONSTER:
		pline("Several flies buzz angrily around the sink.");
		break;
	    case RIN_SHOCK_RESISTANCE:
		pline("Static electricity surrounds the sink.");
		break;
	    case RIN_CONFLICT:
		You_hear("loud noises coming from the drain.");
		break;
	    case RIN_SUSTAIN_ABILITY:	/* KMH */
		pline_The("water flow seems fixed.");
		break;
	    case RIN_GAIN_STRENGTH:
		pline_The("water flow seems %ser now.",
			(obj->spe<0) ? "weak" : "strong");
		break;
	    case RIN_GAIN_CONSTITUTION:
		pline_The("water flow seems %ser now.",
			(obj->spe<0) ? "less" : "great");
		break;
	    case RIN_INCREASE_ACCURACY:	/* KMH */
		pline_The("water flow %s the drain.",
			(obj->spe<0) ? "misses" : "hits");
		break;
	    case RIN_INCREASE_DAMAGE:
		pline_The("water's force seems %ser now.",
			(obj->spe<0) ? "small" : "great");
		break;
	    case RIN_HUNGER:
		ideed = FALSE;
		for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp2) {
		    otmp2 = otmp->nexthere;
		    if (otmp != uball && otmp != uchain &&
			    !obj_resists(otmp, 1, 99)) {
			if (!Blind) {
			    pline("Suddenly, %s %s from the sink!",
				  doname(otmp), otense(otmp, "vanish"));
			    ideed = TRUE;
			}
			delobj(otmp);
		    }
		}
		break;
	    case MEAT_RING:
		/* Not the same as aggravate monster; besides, it's obvious. */
		pline("Several flies buzz around the sink.");
		break;
	    default:
		ideed = FALSE;
		break;
	}
	if(!Blind && !ideed && obj->otyp != RIN_HUNGER) {
	    ideed = TRUE;
	    switch(obj->otyp) {		/* effects that need eyes */
		case RIN_ADORNMENT:
		    pline_The("faucets flash brightly for a moment.");
		    break;
		case RIN_REGENERATION:
		    pline_The("sink looks as good as new.");
		    break;
		case RIN_INVISIBILITY:
		    You("don't see anything happen to the sink.");
		    break;
		case RIN_FREE_ACTION:
		    You("see the ring slide right down the drain!");
		    break;
		case RIN_SEE_INVISIBLE:
		    You("see some air in the sink.");
		    break;
		case RIN_STEALTH:
		pline_The("sink seems to blend into the floor for a moment.");
		    break;
		case RIN_FIRE_RESISTANCE:
		pline_The("hot water faucet flashes brightly for a moment.");
		    break;
		case RIN_COLD_RESISTANCE:
		pline_The("cold water faucet flashes brightly for a moment.");
		    break;
		case RIN_PROTECTION_FROM_SHAPE_CHAN:
		    pline_The("sink looks nothing like a fountain.");
		    break;
		case RIN_PROTECTION:
		    pline_The("sink glows %s for a moment.",
			    hcolor((obj->spe<0) ? NH_BLACK : NH_SILVER));
		    break;
		case RIN_WARNING:
		    pline_The("sink glows %s for a moment.", hcolor(NH_WHITE));
		    break;
		case RIN_TELEPORTATION:
		    pline_The("sink momentarily vanishes.");
		    break;
		case RIN_TELEPORT_CONTROL:
	    pline_The("sink looks like it is being beamed aboard somewhere.");
		    break;
		case RIN_POLYMORPH:
		    pline_The("sink momentarily looks like a fountain.");
		    break;
		case RIN_POLYMORPH_CONTROL:
	pline_The("sink momentarily looks like a regularly erupting geyser.");
		    break;
	    }
	}
	if(ideed)
	    trycall(obj);
	else
	    You_hear("the ring bouncing down the drainpipe.");
	if (!rn2(20)) {
		pline_The("sink backs up, leaving %s.", doname(obj));
		obj->in_use = FALSE;
		dropx(obj);
	} else
		useup(obj);
}
#endif

#endif /* OVLB */

canletgo

#ifdef OVL0

/* some common tests when trying to drop or throw items */
boolean
canletgo(obj,word)
register struct obj *obj;
register const char *word;
{
	if(obj->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)){
		if (*word)
			Norep("You cannot %s %s you are wearing.",word,
				something);
		return(FALSE);
	}
	if (obj->otyp == LOADSTONE && obj->cursed) {
		/* getobj() kludge sets corpsenm to user's specified count
		   when refusing to split a stack of cursed loadstones */
		if (*word) {
			/* getobj() ignores a count for throwing since that is
			   implicitly forced to be 1; replicate its kludge... */
			if (!strcmp(word, "throw") && obj->quan > 1L)
			    obj->corpsenm = 1;
			pline("For some reason, you cannot %s%s the stone%s!",
			      word, obj->corpsenm ? " any of" : "",
			      plur(obj->quan));
		}
		obj->corpsenm = 0;		/* reset */
		obj->bknown = 1;
		return(FALSE);
	}
	if (obj->otyp == LEASH && obj->leashmon != 0) {
		if (*word)
			pline_The("leash is tied around your %s.",
					body_part(HAND));
		return(FALSE);
	}
#ifdef STEED
	if (obj->owornmask & W_SADDLE) {
		if (*word)
			You("cannot %s %s you are sitting on.", word,
				something);
		return (FALSE);
	}
#endif
	return(TRUE);
}

drop

STATIC_PTR
int
drop(obj)
register struct obj *obj;
{
	if(!obj) return(0);
	if(!canletgo(obj,"drop"))
		return(0);
	if(obj == uwep) {
		if(welded(uwep)) {
			weldmsg(obj);
			return(0);
		}
		setuwep((struct obj *)0);
	}
	if(obj == uquiver) {
		setuqwep((struct obj *)0);
	}
	if (obj == uswapwep) {
		setuswapwep((struct obj *)0);
	}

	if (u.uswallow) {
		/* barrier between you and the floor */
		if(flags.verbose)
		{
			char buf[BUFSZ];

			/* doname can call s_suffix, reusing its buffer */
			Strcpy(buf, s_suffix(mon_nam(u.ustuck)));
			You("drop %s into %s %s.", doname(obj), buf,
				mbodypart(u.ustuck, STOMACH));
		}
	} else {
#ifdef SINKS
	    if((obj->oclass == RING_CLASS || obj->otyp == MEAT_RING) &&
			IS_SINK(levl[u.ux][u.uy].typ)) {
		dosinkring(obj);
		return(1);
	    }
#endif
	    if (!can_reach_floor()) {
		if(flags.verbose) You("drop %s.", doname(obj));
#ifndef GOLDOBJ
		if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj);
#else
		/* Ensure update when we drop gold objects */
		if (obj->oclass == COIN_CLASS) flags.botl = 1;
		freeinv(obj);
#endif
		hitfloor(obj);
		return(1);
	    }
	    if (!IS_ALTAR(levl[u.ux][u.uy].typ) && flags.verbose)
		You("drop %s.", doname(obj));
	}
	dropx(obj);
	return(1);
}

dropx

/* Called in several places - may produce output */
/* eg ship_object() and dropy() -> sellobj() both produce output */
void
dropx(obj)
register struct obj *obj;
{
#ifndef GOLDOBJ
	if (obj->oclass != COIN_CLASS || obj == invent) freeinv(obj);
#else
/* Ensure update when we drop gold objects */
if (obj->oclass == COIN_CLASS) flags.botl = 1;
freeinv(obj);
#endif
	if (!u.uswallow) {
	    if (ship_object(obj, u.ux, u.uy, FALSE)) return;
	    if (IS_ALTAR(levl[u.ux][u.uy].typ))
		doaltarobj(obj); /* set bknown */
	}
	dropy(obj);
}

dropy

void
dropy(obj)
register struct obj *obj;
{
	if (obj == uwep) setuwep((struct obj *)0);
	if (obj == uquiver) setuqwep((struct obj *)0);
	if (obj == uswapwep) setuswapwep((struct obj *)0);

	if (!u.uswallow && flooreffects(obj,u.ux,u.uy,"drop")) return;
	/* uswallow check done by GAN 01/29/87 */
	if(u.uswallow) {
	    boolean could_petrify = FALSE;
	    boolean could_poly = FALSE;
	    boolean could_slime = FALSE;
	    boolean could_grow = FALSE;
	    boolean could_heal = FALSE;

	    if (obj != uball) {		/* mon doesn't pick up ball */
		if (obj->otyp == CORPSE) {
		    could_petrify = touch_petrifies(&mons[obj->corpsenm]);
		    could_poly = polyfodder(obj);
		    could_slime = (obj->corpsenm == PM_GREEN_SLIME);
		    could_grow = (obj->corpsenm == PM_WRAITH);
		    could_heal = (obj->corpsenm == PM_NURSE);
		}
		(void) mpickobj(u.ustuck,obj);
		if (is_animal(u.ustuck->data)) {
		    if (could_poly || could_slime) {
			(void) newcham(u.ustuck,
				       could_poly ? (struct permonst *)0 :
				       &mons[PM_GREEN_SLIME],
				       FALSE, could_slime);
			delobj(obj);	/* corpse is digested */
		    } else if (could_petrify) {
			minstapetrify(u.ustuck, TRUE);
			/* Don't leave a cockatrice corpse in a statue */
			if (!u.uswallow) delobj(obj);
		    } else if (could_grow) {
			(void) grow_up(u.ustuck, (struct monst *)0);
			delobj(obj);	/* corpse is digested */
		    } else if (could_heal) {
			u.ustuck->mhp = u.ustuck->mhpmax;
			delobj(obj);	/* corpse is digested */
		    }
		}
	    }
	} else  {
	    place_object(obj, u.ux, u.uy);
	    if (obj == uball)
		drop_ball(u.ux,u.uy);
	    else
		sellobj(obj, u.ux, u.uy);
	    stackobj(obj);
	    if(Blind && Levitation)
		map_object(obj, 0);
	    newsym(u.ux,u.uy);	/* remap location under self */
	}
}

obj_no_longer_held

/* things that must change when not held; recurse into containers.
Called for both player and monsters */
void
obj_no_longer_held(obj)
struct obj *obj;
{
	if (!obj) {
	    return;
	} else if ((Is_container(obj) || obj->otyp == STATUE) && obj->cobj) {
	    struct obj *contents;
	    for(contents=obj->cobj; contents; contents=contents->nobj)
		obj_no_longer_held(contents);
	}
	switch(obj->otyp) {
	case CRYSKNIFE:
	    /* KMH -- Fixed crysknives have only 10% chance of reverting */
	    /* only changes when not held by player or monster */
	    if (!obj->oerodeproof || !rn2(10)) {
		obj->otyp = WORM_TOOTH;
		obj->oerodeproof = 0;
	    }
	    break;
	}
}

doddrop

/* 'D' command: drop several things */
int
doddrop()
{
	int result = 0;

	add_valid_menu_class(0); /* clear any classes already there */
	if (*u.ushops) sellobj_state(SELL_DELIBERATE);
	if (flags.menu_style != MENU_TRADITIONAL ||
		(result = ggetobj("drop", drop, 0, FALSE, (unsigned *)0)) < -1)
	    result = menu_drop(result);
	if (*u.ushops) sellobj_state(SELL_NORMAL);
	reset_occupations();

	return result;
}

menu_drop

/* Drop things from the hero's inventory, using a menu. */
STATIC_OVL int
menu_drop(retry)
int retry;
{
int n, i, n_dropped = 0;
long cnt;
struct obj *otmp, *otmp2;
#ifndef GOLDOBJ
struct obj *u_gold = 0;
#endif
menu_item *pick_list;
boolean all_categories = TRUE;
boolean drop_everything = FALSE;

#ifndef GOLDOBJ
if (u.ugold) {
	/* Hack: gold is not in the inventory, so make a gold object
	   and put it at the head of the inventory list. */
	u_gold = mkgoldobj(u.ugold);	/* removes from u.ugold */
	u_gold->in_use = TRUE;
	u.ugold = u_gold->quan;		/* put the gold back */
	assigninvlet(u_gold);		/* might end up as NOINVSYM */
	u_gold->nobj = invent;
	invent = u_gold;
}
#endif
if (retry) {
	all_categories = (retry == -2);
} else if (flags.menu_style == MENU_FULL) {
	all_categories = FALSE;
	n = query_category("Drop what type of items?",
			invent,
			UNPAID_TYPES | ALL_TYPES | CHOOSE_ALL |
			BUC_BLESSED | BUC_CURSED | BUC_UNCURSED | BUC_UNKNOWN,
			&pick_list, PICK_ANY);
	if (!n) goto drop_done;
	for (i = 0; i < n; i++) {
	    if (pick_list[i].item.a_int == ALL_TYPES_SELECTED)
		all_categories = TRUE;
	    else if (pick_list[i].item.a_int == 'A')
		drop_everything = TRUE;
	    else
		add_valid_menu_class(pick_list[i].item.a_int);
	}
	free((genericptr_t) pick_list);
} else if (flags.menu_style == MENU_COMBINATION) {
	unsigned ggoresults = 0;
	all_categories = FALSE;
	/* Gather valid classes via traditional NetHack method */
	i = ggetobj("drop", drop, 0, TRUE, &ggoresults);
	if (i == -2) all_categories = TRUE;
	if (ggoresults & ALL_FINISHED) {
		n_dropped = i;
		goto drop_done;
	}
}

if (drop_everything) {
	for(otmp = invent; otmp; otmp = otmp2) {
	    otmp2 = otmp->nobj;
	    n_dropped += drop(otmp);
	}
} else {
	/* should coordinate with perm invent, maybe not show worn items */
	n = query_objlist("What would you like to drop?", invent,
			USE_INVLET|INVORDER_SORT, &pick_list,
			PICK_ANY, all_categories ? allow_all : allow_category);
	if (n > 0) {
	    for (i = 0; i < n; i++) {
		otmp = pick_list[i].item.a_obj;
		cnt = pick_list[i].count;
		if (cnt < otmp->quan) {
		    if (welded(otmp)) {
			;	/* don't split */
		    } else if (otmp->otyp == LOADSTONE && otmp->cursed) {
			/* same kludge as getobj(), for canletgo()'s use */
			otmp->corpsenm = (int) cnt;	/* don't split */
		    } else {
#ifndef GOLDOBJ
			if (otmp->oclass == COIN_CLASS)
			    (void) splitobj(otmp, otmp->quan - cnt);
			else
#endif
			    otmp = splitobj(otmp, cnt);
		    }
		}
		n_dropped += drop(otmp);
	    }
	    free((genericptr_t) pick_list);
	}
}

drop_done:
#ifndef GOLDOBJ
if (u_gold && invent && invent->oclass == COIN_CLASS) {
	/* didn't drop [all of] it */
	u_gold = invent;
	invent = u_gold->nobj;
	u_gold->in_use = FALSE;
	dealloc_obj(u_gold);
	update_inventory();
}
#endif
return n_dropped;
}

#endif /* OVL0 */

dodown

#ifdef OVL2

/* on a ladder, used in goto_level */
static NEARDATA boolean at_ladder = FALSE;

int
dodown()
{
	struct trap *trap = 0;
	boolean stairs_down = ((u.ux == xdnstair && u.uy == ydnstair) ||
		    (u.ux == sstairs.sx && u.uy == sstairs.sy && !sstairs.up)),
		ladder_down = (u.ux == xdnladder && u.uy == ydnladder);

#ifdef STEED
	if (u.usteed && !u.usteed->mcanmove) {
		pline("%s won't move!", Monnam(u.usteed));
		return(0);
	} else if (u.usteed && u.usteed->meating) {
		pline("%s is still eating.", Monnam(u.usteed));
		return(0);
	} else
#endif
	if (Levitation) {
	    if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) {
		/* end controlled levitation */
		if (ELevitation & W_ARTI) {
		    struct obj *obj;

		    for(obj = invent; obj; obj = obj->nobj) {
			if (obj->oartifact &&
					artifact_has_invprop(obj,LEVITATION)) {
			    if (obj->age < monstermoves)
				obj->age = monstermoves + rnz(100);
			    else
				obj->age += rnz(100);
			}
		    }
		}
		if (float_down(I_SPECIAL|TIMEOUT, W_ARTI))
		    return (1);   /* came down, so moved */
	    }
	    floating_above(stairs_down ? "stairs" : ladder_down ?
			   "ladder" : surface(u.ux, u.uy));
	    return (0);   /* didn't move */
	}
	if (!stairs_down && !ladder_down) {
		if (!(trap = t_at(u.ux,u.uy)) ||
			(trap->ttyp != TRAPDOOR && trap->ttyp != HOLE)
			|| !Can_fall_thru(&u.uz) || !trap->tseen) {

			if (flags.autodig && !flags.nopick &&
				uwep && is_pick(uwep)) {
				return use_pick_axe2(uwep);
			} else {
				You_cant("go down here.");
				return(0);
			}
		}
	}
	if(u.ustuck) {
		You("are %s, and cannot go down.",
			!u.uswallow ? "being held" : is_animal(u.ustuck->data) ?
			"swallowed" : "engulfed");
		return(1);
	}
	if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) {
		You("are standing at the gate to Gehennom.");
		pline("Unspeakable cruelty and harm lurk down there.");
		if (yn("Are you sure you want to enter?") != 'y')
			return(0);
		else pline("So be it.");
		u.uevent.gehennom_entered = 1;	/* don't ask again */
	}

	if(!next_to_u()) {
		You("are held back by your pet!");
		return(0);
	}

	if (trap)
	    You("%s %s.", locomotion(youmonst.data, "jump"),
		trap->ttyp == HOLE ? "down the hole" : "through the trap door");

	if (trap && Is_stronghold(&u.uz)) {
		goto_hell(FALSE, TRUE);
	} else {
		at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
		next_level(!trap);
		at_ladder = FALSE;
	}
	return(1);
}

doup

int
doup()
{
	if( (u.ux != xupstair || u.uy != yupstair)
	     && (!xupladder || u.ux != xupladder || u.uy != yupladder)
	     && (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy
			|| !sstairs.up)
	  ) {
		You_cant("go up here.");
		return(0);
	}
#ifdef STEED
	if (u.usteed && !u.usteed->mcanmove) {
		pline("%s won't move!", Monnam(u.usteed));
		return(0);
	} else if (u.usteed && u.usteed->meating) {
		pline("%s is still eating.", Monnam(u.usteed));
		return(0);
	} else
#endif
	if(u.ustuck) {
		You("are %s, and cannot go up.",
			!u.uswallow ? "being held" : is_animal(u.ustuck->data) ?
			"swallowed" : "engulfed");
		return(1);
	}
	if(near_capacity() > SLT_ENCUMBER) {
		/* No levitation check; inv_weight() already allows for it */
		Your("load is too heavy to climb the %s.",
			levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder");
		return(1);
	}
	if(ledger_no(&u.uz) == 1) {
		if (yn("Beware, there will be no return! Still climb?") != 'y')
			return(0);
	}
	if(!next_to_u()) {
		You("are held back by your pet!");
		return(0);
	}
	at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
	prev_level(TRUE);
	at_ladder = FALSE;
	return(1);
}

currentlevel_rewrite

d_level save_dlevel = {0, 0};

/* check that we can write out the current level */
STATIC_OVL int
currentlevel_rewrite()
{
	register int fd;
	char whynot[BUFSZ];

	/* since level change might be a bit slow, flush any buffered screen
	 *  output (like "you fall through a trap door") */
	mark_synch();

	fd = create_levelfile(ledger_no(&u.uz), whynot);
	if (fd < 0) {
		/*
		 * This is not quite impossible: e.g., we may have
		 * exceeded our quota. If that is the case then we
		 * cannot leave this level, and cannot save either.
		 * Another possibility is that the directory was not
		 * writable.
		 */
		pline("%s", whynot);
		return -1;
	}

#ifdef MFLOPPY
	if (!savelev(fd, ledger_no(&u.uz), COUNT_SAVE)) {
		(void) close(fd);
		delete_levelfile(ledger_no(&u.uz));
		pline("NetHack is out of disk space for making levels!");
		You("can save, quit, or continue playing.");
		return -1;
	}
#endif
	return fd;
}

save_currentstate

#ifdef INSURANCE
void
save_currentstate()
{
	int fd;

	if (flags.ins_chkpt) {
		/* write out just-attained level, with pets and everything */
		fd = currentlevel_rewrite();
		if(fd < 0) return;
		bufon(fd);
		savelev(fd,ledger_no(&u.uz), WRITE_SAVE);
		bclose(fd);
	}

	/* write out non-level state */
	savestateinlock();
}
#endif

badspot

/*
static boolean
badspot(x, y)
register xchar x, y;
{
	return((levl[x][y].typ != ROOM && levl[x][y].typ != AIR &&
			 levl[x][y].typ != CORR) || MON_AT(x, y));
}
*/

goto_level

void
goto_level(newlevel, at_stairs, falling, portal)
d_level *newlevel;
boolean at_stairs, falling, portal;
{
	int fd, l_idx;
	xchar new_ledger;
	boolean cant_go_back,
		up = (depth(newlevel) < depth(&u.uz)),
		newdungeon = (u.uz.dnum != newlevel->dnum),
		was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz),
		familiar = FALSE;
	boolean new = FALSE;	/* made a new level? */
	struct monst *mtmp;
	char whynot[BUFSZ];

	if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel))
		newlevel->dlevel = dunlevs_in_dungeon(newlevel);
	if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */
		if (u.uhave.amulet)
		    assign_level(newlevel, &earth_level);
		else return;
	}
	new_ledger = ledger_no(newlevel);
	if (new_ledger <= 0)
		done(ESCAPED);	/* in fact < 0 is impossible */

	/* If you have the amulet and are trying to get out of Gehennom, going
	 * up a set of stairs sometimes does some very strange things!
	 * Biased against law and towards chaos, but not nearly as strongly
	 * as it used to be (prior to 3.2.0).
	 * Odds:	    old				    new
	 *	"up"    L      N      C		"up"    L      N      C
	 *	 +1   75.0   75.0   75.0	 +1   75.0   75.0   75.0
	 *	  0    0.0   12.5   25.0	  0    6.25   8.33  12.5
	 *	 -1    8.33   4.17   0.0	 -1    6.25   8.33  12.5
	 *	 -2    8.33   4.17   0.0	 -2    6.25   8.33   0.0
	 *	 -3    8.33   4.17   0.0	 -3    6.25   0.0    0.0
	 */
	if (Inhell && up && u.uhave.amulet && !newdungeon && !portal &&
				(dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)-3)) {
		if (!rn2(4)) {
		    int odds = 3 + (int)u.ualign.type,		/* 2..4 */
			diff = odds <= 1 ? 0 : rn2(odds);	/* paranoia */

		    if (diff != 0) {
			assign_rnd_level(newlevel, &u.uz, diff);
			/* if inside the tower, stay inside */
			if (was_in_W_tower &&
			    !On_W_tower_level(newlevel)) diff = 0;
		    }
		    if (diff == 0)
			assign_level(newlevel, &u.uz);

		    new_ledger = ledger_no(newlevel);

		    pline("A mysterious force momentarily surrounds you...");
		    if (on_level(newlevel, &u.uz)) {
			(void) safe_teleds(FALSE);
			(void) next_to_u();
			return;
		    } else
			at_stairs = at_ladder = FALSE;
		}
	}

	/* Prevent the player from going past the first quest level unless
	 * (s)he has been given the go-ahead by the leader.
	 */
	if (on_level(&u.uz, &qstart_level) && !newdungeon && !ok_to_quest()) {
		pline("A mysterious force prevents you from descending.");
		return;
	}

	if (on_level(newlevel, &u.uz)) return;		/* this can happen */

	fd = currentlevel_rewrite();
	if (fd < 0) return;

	if (falling) /* assuming this is only trap door or hole */
	    impact_drop((struct obj *)0, u.ux, u.uy, newlevel->dlevel);

	check_special_room(TRUE);		/* probably was a trap door */
	if (Punished) unplacebc();
	u.utrap = 0;				/* needed in level_tele */
	fill_pit(u.ux, u.uy);
	u.ustuck = 0;				/* idem */
	u.uinwater = 0;
	u.uundetected = 0;	/* not hidden, even if means are available */
	keepdogs(FALSE);
	if (u.uswallow)				/* idem */
		u.uswldtim = u.uswallow = 0;
	/*
	 *  We no longer see anything on the level.  Make sure that this
	 *  follows u.uswallow set to null since uswallow overrides all
	 *  normal vision.
	 */
	vision_recalc(2);

	/*
	 * Save the level we're leaving.  If we're entering the endgame,
	 * we can get rid of all existing levels because they cannot be
	 * reached any more.  We still need to use savelev()'s cleanup
	 * for the level being left, to recover dynamic memory in use and
	 * to avoid dangling timers and light sources.
	 */
	cant_go_back = (newdungeon && In_endgame(newlevel));
	if (!cant_go_back) {
	    update_mlstmv();	/* current monsters are becoming inactive */
	    bufon(fd);		/* use buffered output */
	}
	savelev(fd, ledger_no(&u.uz),
		cant_go_back ? FREE_SAVE : (WRITE_SAVE | FREE_SAVE));
	bclose(fd);
	if (cant_go_back) {
	    /* discard unreachable levels; keep #0 */
	    for (l_idx = maxledgerno(); l_idx > 0; --l_idx)
		delete_levelfile(l_idx);
	}

#ifdef REINCARNATION
	if (Is_rogue_level(newlevel) || Is_rogue_level(&u.uz))
		assign_rogue_graphics(Is_rogue_level(newlevel));
#endif
#ifdef USE_TILES
	substitute_tiles(newlevel);
#endif
	assign_level(&u.uz0, &u.uz);
	assign_level(&u.uz, newlevel);
	assign_level(&u.utolev, newlevel);
	u.utotype = 0;
	if (dunlev_reached(&u.uz) < dunlev(&u.uz))
		dunlev_reached(&u.uz) = dunlev(&u.uz);
	reset_rndmonst(NON_PM);   /* u.uz change affects monster generation */

	/* set default level change destination areas */
	/* the special level code may override these */
	(void) memset((genericptr_t) &updest, 0, sizeof updest);
	(void) memset((genericptr_t) &dndest, 0, sizeof dndest);

	if (!(level_info[new_ledger].flags & LFILE_EXISTS)) {
		/* entering this level for first time; make it now */
		if (level_info[new_ledger].flags & (FORGOTTEN|VISITED)) {
		    impossible("goto_level: returning to discarded level?");
		    level_info[new_ledger].flags &= ~(FORGOTTEN|VISITED);
		}
		mklev();
		new = TRUE;	/* made the level */
	} else {
		/* returning to previously visited level; reload it */
		fd = open_levelfile(new_ledger, whynot);
		if (fd < 0) {
			pline("%s", whynot);
			pline("Probably someone removed it.");
			killer = whynot;
			done(TRICKED);
			/* we'll reach here if running in wizard mode */
			error("Cannot continue this game.");
		}
		minit();	/* ZEROCOMP */
		getlev(fd, hackpid, new_ledger, FALSE);
		(void) close(fd);
	}
	/* do this prior to level-change pline messages */
	vision_reset();		/* clear old level's line-of-sight */
	vision_full_recalc = 0;	/* don't let that reenable vision yet */
	flush_screen(-1);	/* ensure all map flushes are postponed */

	if (portal && !In_endgame(&u.uz)) {
	    /* find the portal on the new level */
	    register struct trap *ttrap;

	    for (ttrap = ftrap; ttrap; ttrap = ttrap->ntrap)
		if (ttrap->ttyp == MAGIC_PORTAL) break;

	    if (!ttrap) panic("goto_level: no corresponding portal!");
	    seetrap(ttrap);
	    u_on_newpos(ttrap->tx, ttrap->ty);
	} else if (at_stairs && !In_endgame(&u.uz)) {
	    if (up) {
		if (at_ladder) {
		    u_on_newpos(xdnladder, ydnladder);
		} else {
		    if (newdungeon) {
			if (Is_stronghold(&u.uz)) {
			    register xchar x, y;

			    do {
				x = (COLNO - 2 - rnd(5));
				y = rn1(ROWNO - 4, 3);
			    } while(occupied(x, y) ||
				    IS_WALL(levl[x][y].typ));
			    u_on_newpos(x, y);
			} else u_on_sstairs();
		    } else u_on_dnstairs();
		}
		/* Remove bug which crashes with levitation/punishment  KAA */
		if (Punished && !Levitation) {
			pline("With great effort you climb the %s.",
				at_ladder ? "ladder" : "stairs");
		} else if (at_ladder)
		    You("climb up the ladder.");
	    } else {	/* down */
		if (at_ladder) {
		    u_on_newpos(xupladder, yupladder);
		} else {
		    if (newdungeon) u_on_sstairs();
		    else u_on_upstairs();
		}
		if (u.dz && Flying)
		    You("fly down along the %s.",
			at_ladder ? "ladder" : "stairs");
		else if (u.dz &&
		    (near_capacity() > UNENCUMBERED || Punished || Fumbling)) {
		    You("fall down the %s.", at_ladder ? "ladder" : "stairs");
		    if (Punished) {
			drag_down();
			if (carried(uball)) {
			    if (uwep == uball)
				setuwep((struct obj *)0);
			    if (uswapwep == uball)
				setuswapwep((struct obj *)0);
			    if (uquiver == uball)
				setuqwep((struct obj *)0);
			    freeinv(uball);
			}
		    }
#ifdef STEED
		    /* falling off steed has its own losehp() call */
		    if (u.usteed)
			dismount_steed(DISMOUNT_FELL);
		    else
#endif
			losehp(rnd(3), "falling downstairs", KILLED_BY);
		    selftouch("Falling, you");
		} else if (u.dz && at_ladder)
		    You("climb down the ladder.");
	    }
	} else {	/* trap door or level_tele or In_endgame */
	    if (was_in_W_tower && On_W_tower_level(&u.uz))
		/* Stay inside the Wizard's tower when feasible.	*/
		/* Note: up vs down doesn't really matter in this case. */
		place_lregion(dndest.nlx, dndest.nly,
				dndest.nhx, dndest.nhy,
				0,0, 0,0, LR_DOWNTELE, (d_level *) 0);
	    else if (up)
		place_lregion(updest.lx, updest.ly,
				updest.hx, updest.hy,
				updest.nlx, updest.nly,
				updest.nhx, updest.nhy,
				LR_UPTELE, (d_level *) 0);
	    else
		place_lregion(dndest.lx, dndest.ly,
				dndest.hx, dndest.hy,
				dndest.nlx, dndest.nly,
				dndest.nhx, dndest.nhy,
				LR_DOWNTELE, (d_level *) 0);
	    if (falling) {
		if (Punished) ballfall();
		selftouch("Falling, you");
	    }
	}

	if (Punished) placebc();
	obj_delivery();		/* before killing geno'd monsters' eggs */
	losedogs();
	kill_genocided_monsters();  /* for those wiped out while in limbo */
	/*
	 * Expire all timers that have gone off while away.  Must be
	 * after migrating monsters and objects are delivered
	 * (losedogs and obj_delivery).
	 */
	run_timers();

	initrack();

	if ((mtmp = m_at(u.ux, u.uy)) != 0
#ifdef STEED
		&& mtmp != u.usteed
#endif
		) {
	    /* There's a monster at your target destination; it might be one
	       which accompanied you--see mon_arrive(dogmove.c)--or perhaps
	       it was already here.  Randomly move you to an adjacent spot
	       or else the monster to any nearby location.  Prior to 3.3.0
	       the latter was done unconditionally. */
	    coord cc;

	    if (!rn2(2) &&
		    enexto(&cc, u.ux, u.uy, youmonst.data) &&
		    distu(cc.x, cc.y) <= 2)
		u_on_newpos(cc.x, cc.y);	/*[maybe give message here?]*/
	    else
		mnexto(mtmp);

	    if ((mtmp = m_at(u.ux, u.uy)) != 0) {
		impossible("mnexto failed (do.c)?");
		(void) rloc(mtmp, FALSE);
	    }
	}

	/* initial movement of bubbles just before vision_recalc */
	if (Is_waterlevel(&u.uz))
		movebubbles();

	if (level_info[new_ledger].flags & FORGOTTEN) {
	    forget_map(ALL_MAP);	/* forget the map */
	    forget_traps();		/* forget all traps too */
	    familiar = TRUE;
	    level_info[new_ledger].flags &= ~FORGOTTEN;
	}

	/* Reset the screen. */
	vision_reset();		/* reset the blockages */
	docrt();		/* does a full vision recalc */
	flush_screen(-1);

	/*
	 *  Move all plines beyond the screen reset.
	 */

	/* give room entrance message, if any */
	check_special_room(FALSE);

	/* Check whether we just entered Gehennom. */
	if (!In_hell(&u.uz0) && Inhell) {
	    if (Is_valley(&u.uz)) {
		You("arrive at the Valley of the Dead...");
		pline_The("odor of burnt flesh and decay pervades the air.");
#ifdef MICRO
		display_nhwindow(WIN_MESSAGE, FALSE);
#endif
		You_hear("groans and moans everywhere.");
	    } else pline("It is hot here.  You smell smoke...");
	}

	if (familiar) {
	    static const char * const fam_msgs[4] = {
		"You have a sense of deja vu.",
		"You feel like you've been here before.",
		"This place %s familiar...",
		0	/* no message */
	    };
	    static const char * const halu_fam_msgs[4] = {
		"Whoa!  Everything %s different.",
		"You are surrounded by twisty little passages, all alike.",
		"Gee, this %s like uncle Conan's place...",
		0	/* no message */
	    };
	    const char *mesg;
	    char buf[BUFSZ];
	    int which = rn2(4);

	    if (Hallucination)
		mesg = halu_fam_msgs[which];
	    else
		mesg = fam_msgs[which];
	    if (mesg && index(mesg, '%')) {
		Sprintf(buf, mesg, !Blind ? "looks" : "seems");
		mesg = buf;
	    }
	    if (mesg) pline(mesg);
	}

#ifdef REINCARNATION
	if (new && Is_rogue_level(&u.uz))
	    You("enter what seems to be an older, more primitive world.");
#endif
	/* Final confrontation */
	if (In_endgame(&u.uz) && newdungeon && u.uhave.amulet)
		resurrect();
	if (newdungeon && In_V_tower(&u.uz) && In_hell(&u.uz0))
		pline_The("heat and smoke are gone.");

	/* the message from your quest leader */
	if (!In_quest(&u.uz0) && at_dgn_entrance("The Quest") &&
		!(u.uevent.qexpelled || u.uevent.qcompleted || quest_status.leader_is_dead)) {

		if (u.uevent.qcalled) {
			com_pager(Role_if(PM_ROGUE) ? 4 : 3);
		} else {
			com_pager(2);
			u.uevent.qcalled = TRUE;
		}
	}

	/* once Croesus is dead, his alarm doesn't work any more */
	if (Is_knox(&u.uz) && (new || !mvitals[PM_CROESUS].died)) {
		You("penetrated a high security area!");
		pline("An alarm sounds!");
		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
		    if (!DEADMONSTER(mtmp) && mtmp->msleeping) mtmp->msleeping = 0;
	}

	if (on_level(&u.uz, &astral_level))
	    final_level();
	else
	    onquest();
	assign_level(&u.uz0, &u.uz); /* reset u.uz0 */

#ifdef INSURANCE
	save_currentstate();
#endif

	/* assume this will always return TRUE when changing level */
	(void) in_out_region(u.ux, u.uy);
	(void) pickup(1);
}

final_level

STATIC_OVL void
final_level()
{
	struct monst *mtmp;
	struct obj *otmp;
	coord mm;
	int i;

	/* reset monster hostility relative to player */
	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
	    if (!DEADMONSTER(mtmp)) reset_hostility(mtmp);

	/* create some player-monsters */
	create_mplayers(rn1(4, 3), TRUE);

	/* create a guardian angel next to player, if worthy */
	if (Conflict) {
	    pline(
	     "A voice booms: \"Thy desire for conflict shall be fulfilled!\"");
	    for (i = rnd(4); i > 0; --i) {
		mm.x = u.ux;
		mm.y = u.uy;
		if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL]))
		    (void) mk_roamer(&mons[PM_ANGEL], u.ualign.type,
				     mm.x, mm.y, FALSE);
	    }

	} else if (u.ualign.record > 8) {	/* fervent */
	    pline("A voice whispers: \"Thou hast been worthy of me!\"");
	    mm.x = u.ux;
	    mm.y = u.uy;
	    if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL])) {
		if ((mtmp = mk_roamer(&mons[PM_ANGEL], u.ualign.type,
				      mm.x, mm.y, TRUE)) != 0) {
		    if (!Blind)
			pline("An angel appears near you.");
		    else
			You_feel("the presence of a friendly angel near you.");
		    /* guardian angel -- the one case mtame doesn't
		     * imply an edog structure, so we don't want to
		     * call tamedog().
		     */
		    mtmp->mtame = 10;
		    /* make him strong enough vs. endgame foes */
		    mtmp->m_lev = rn1(8,15);
		    mtmp->mhp = mtmp->mhpmax =
					d((int)mtmp->m_lev,10) + 30 + rnd(30);
		    if ((otmp = select_hwep(mtmp)) == 0) {
			otmp = mksobj(SILVER_SABER, FALSE, FALSE);
			if (mpickobj(mtmp, otmp))
			    panic("merged weapon?");
		    }
		    bless(otmp);
		    if (otmp->spe < 4) otmp->spe += rnd(4);
		    if ((otmp = which_armor(mtmp, W_ARMS)) == 0 ||
			    otmp->otyp != SHIELD_OF_REFLECTION) {
			(void) mongets(mtmp, AMULET_OF_REFLECTION);
			m_dowear(mtmp, TRUE);
		    }
		}
	    }
	}
}

schedule_goto

static char *dfr_pre_msg = 0,	/* pline() before level change */
	    *dfr_post_msg = 0;	/* pline() after level change */

/* change levels at the end of this turn, after monsters finish moving */
void
schedule_goto(tolev, at_stairs, falling, portal_flag, pre_msg, post_msg)
d_level *tolev;
boolean at_stairs, falling;
int portal_flag;
const char *pre_msg, *post_msg;
{
	int typmask = 0100;		/* non-zero triggers `deferred_goto' */

	/* destination flags (`goto_level' args) */
	if (at_stairs)	 typmask |= 1;
	if (falling)	 typmask |= 2;
	if (portal_flag) typmask |= 4;
	if (portal_flag < 0) typmask |= 0200;	/* flag for portal removal */
	u.utotype = typmask;
	/* destination level */
	assign_level(&u.utolev, tolev);

	if (pre_msg)
	    dfr_pre_msg = strcpy((char *)alloc(strlen(pre_msg) + 1), pre_msg);
	if (post_msg)
	    dfr_post_msg = strcpy((char *)alloc(strlen(post_msg)+1), post_msg);
}

deferred_goto

/* handle something like portal ejection */
void
deferred_goto()
{
	if (!on_level(&u.uz, &u.utolev)) {
	    d_level dest;
	    int typmask = u.utotype; /* save it; goto_level zeroes u.utotype */

	    assign_level(&dest, &u.utolev);
	    if (dfr_pre_msg) pline(dfr_pre_msg);
	    goto_level(&dest, !!(typmask&1), !!(typmask&2), !!(typmask&4));
	    if (typmask & 0200) {	/* remove portal */
		struct trap *t = t_at(u.ux, u.uy);

		if (t) {
		    deltrap(t);
		    newsym(u.ux, u.uy);
		}
	    }
	    if (dfr_post_msg) pline(dfr_post_msg);
	}
	u.utotype = 0;		/* our caller keys off of this */
	if (dfr_pre_msg)
	    free((genericptr_t)dfr_pre_msg),  dfr_pre_msg = 0;
	if (dfr_post_msg)
	    free((genericptr_t)dfr_post_msg),  dfr_post_msg = 0;
}

#endif /* OVL2 */

revive_corpse

#ifdef OVL3

/*
* Return TRUE if we created a monster for the corpse.  If successful, the
* corpse is gone.
*/
boolean
revive_corpse(corpse)
struct obj *corpse;
{
struct monst *mtmp, *mcarry;
boolean is_uwep, chewed;
xchar where;
char *cname, cname_buf[BUFSZ];
struct obj *container = (struct obj *)0;
int container_where = 0;

where = corpse->where;
is_uwep = corpse == uwep;
cname = eos(strcpy(cname_buf, "bite-covered "));
Strcpy(cname, corpse_xname(corpse, TRUE));
mcarry = (where == OBJ_MINVENT) ? corpse->ocarry : 0;

if (where == OBJ_CONTAINED) {
	struct monst *mtmp2 = (struct monst *)0;
	container = corpse->ocontainer;
	mtmp2 = get_container_location(container, &container_where, (int *)0);
	/* container_where is the outermost container's location even if nested */
	if (container_where == OBJ_MINVENT && mtmp2) mcarry = mtmp2;
}
mtmp = revive(corpse);	/* corpse is gone if successful */

if (mtmp) {
	chewed = (mtmp->mhp < mtmp->mhpmax);
	if (chewed) cname = cname_buf;	/* include "bite-covered" prefix */
	switch (where) {
	    case OBJ_INVENT:
		if (is_uwep)
		    pline_The("%s writhes out of your grasp!", cname);
		else
		    You_feel("squirming in your backpack!");
		break;

	    case OBJ_FLOOR:
		if (cansee(mtmp->mx, mtmp->my))
		    pline("%s rises from the dead!", chewed ?
			  Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp));
		break;

	    case OBJ_MINVENT:		/* probably a nymph's */
		if (cansee(mtmp->mx, mtmp->my)) {
		    if (canseemon(mcarry))
			pline("Startled, %s drops %s as it revives!",
			      mon_nam(mcarry), an(cname));
		    else
			pline("%s suddenly appears!", chewed ?
			      Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp));
		}
		break;
	   case OBJ_CONTAINED:
	   	if (container_where == OBJ_MINVENT && cansee(mtmp->mx, mtmp->my) &&
		    mcarry && canseemon(mcarry) && container) {
		        char sackname[BUFSZ];
		        Sprintf(sackname, "%s %s", s_suffix(mon_nam(mcarry)),
				xname(container)); 
	   		pline("%s writhes out of %s!", Amonnam(mtmp), sackname);
	   	} else if (container_where == OBJ_INVENT && container) {
		        char sackname[BUFSZ];
		        Strcpy(sackname, an(xname(container)));
	   		pline("%s %s out of %s in your pack!",
	   			Blind ? Something : Amonnam(mtmp),
				locomotion(mtmp->data,"writhes"),
	   			sackname);
	   	} else if (container_where == OBJ_FLOOR && container &&
		            cansee(mtmp->mx, mtmp->my)) {
		        char sackname[BUFSZ];
		        Strcpy(sackname, an(xname(container)));
			pline("%s escapes from %s!", Amonnam(mtmp), sackname);
		}
		break;
	    default:
		/* we should be able to handle the other cases... */
		impossible("revive_corpse: lost corpse @ %d", where);
		break;
	}
	return TRUE;
}
return FALSE;
}

revive_mon

/* Revive the corpse via a timeout. */
/*ARGSUSED*/
void
revive_mon(arg, timeout)
genericptr_t arg;
long timeout;
{
struct obj *body = (struct obj *) arg;

/* if we succeed, the corpse is gone, otherwise, rot it away */
if (!revive_corpse(body)) {
	if (is_rider(&mons[body->corpsenm]))
	    You_feel("less hassled.");
	(void) start_timer(250L - (monstermoves-body->age),
					TIMER_OBJECT, ROT_CORPSE, arg);
}
}

donull

int
donull()
{
	return(1);	/* Do nothing, but let other things happen */
}

#endif /* OVL3 */

wipeoff

#ifdef OVLB

STATIC_PTR int
wipeoff()
{
	if(u.ucreamed < 4)	u.ucreamed = 0;
	else			u.ucreamed -= 4;
	if (Blinded < 4)	Blinded = 0;
	else			Blinded -= 4;
	if (!Blinded) {
		pline("You've got the glop off.");
		u.ucreamed = 0;
		Blinded = 1;
		make_blinded(0L,TRUE);
		return(0);
	} else if (!u.ucreamed) {
		Your("%s feels clean now.", body_part(FACE));
		return(0);
	}
	return(1);		/* still busy */
}

dowipe

int
dowipe()
{
	if(u.ucreamed)  {
		static NEARDATA char buf[39];

		Sprintf(buf, "wiping off your %s", body_part(FACE));
		set_occupation(wipeoff, buf, 0);
		/* Not totally correct; what if they change back after now
		 * but before they're finished wiping?
		 */
		return(1);
	}
	Your("%s is already clean.", body_part(FACE));
	return(1);
}

set_wounded_legs

void
set_wounded_legs(side, timex)
register long side;
register int timex;
{
	/* KMH -- STEED
	 * If you are riding, your steed gets the wounded legs instead.
	 * You still call this function, but don't lose hp.
	 * Caller is also responsible for adjusting messages.
	 */

	if(!Wounded_legs) {
		ATEMP(A_DEX)--;
		flags.botl = 1;
	}

	if(!Wounded_legs || (HWounded_legs & TIMEOUT))
		HWounded_legs = timex;
	EWounded_legs = side;
	(void)encumber_msg();
}

heal_legs

void
heal_legs()
{
	if(Wounded_legs) {
		if (ATEMP(A_DEX) < 0) {
			ATEMP(A_DEX)++;
			flags.botl = 1;
		}

#ifdef STEED
		if (!u.usteed)
#endif
		{
			/* KMH, intrinsics patch */
			if((EWounded_legs & BOTH_SIDES) == BOTH_SIDES) {
			Your("%s feel somewhat better.",
				makeplural(body_part(LEG)));
		} else {
			Your("%s feels somewhat better.",
				body_part(LEG));
		}
		}
		HWounded_legs = EWounded_legs = 0;
	}
	(void)encumber_msg();
}

#endif /* OVLB */

/*do.c*/