Difference between revisions of "Source:NetHack 3.6.0/src/artifact.c"

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m (Fix indents and break functions)
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== Top of file ==
 
== Top of file ==
  
  <span id="line1">1.  /* NetHack 3.6 artifact.c $NHDT-Date: 1446369462 2015/11/01 09:17:42 $  $NHDT-Branch: master $:$NHDT-Revision: 1.96 $ */</span>
+
  <span id="line1">1. /* NetHack 3.6 artifact.c $NHDT-Date: 1446369462 2015/11/01 09:17:42 $  $NHDT-Branch: master $:$NHDT-Revision: 1.96 $ */</span>
  <span id="line2">2.  /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */</span>
+
  <span id="line2">2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */</span>
  <span id="line3">3.  /* NetHack may be freely redistributed.  See license for details. */</span>
+
  <span id="line3">3. /* NetHack may be freely redistributed.  See license for details. */</span>
  <span id="line4">4.  </span>
+
  <span id="line4">4. </span>
  <span id="line5">5.  #include "hack.h"</span>
+
  <span id="line5">5. #include "hack.h"</span>
  <span id="line6">6.  #include "artifact.h"</span>
+
  <span id="line6">6. #include "artifact.h"</span>
  <span id="line7">7.  #include "artilist.h"</span>
+
  <span id="line7">7. #include "artilist.h"</span>
  <span id="line8">8.  </span>
+
  <span id="line8">8. </span>
  <span id="line9">9.  /*</span>
+
  <span id="line9">9. /*</span>
  <span id="line10">10.  * Note:  both artilist[] and artiexist[] have a dummy element #0,</span>
+
  <span id="line10">10.  * Note:  both artilist[] and artiexist[] have a dummy element #0,</span>
  <span id="line11">11.  *        so loops over them should normally start at #1.  The primary</span>
+
  <span id="line11">11.  *        so loops over them should normally start at #1.  The primary</span>
  <span id="line12">12.  *        exception is the save & restore code, which doesn't care about</span>
+
  <span id="line12">12.  *        exception is the save & restore code, which doesn't care about</span>
  <span id="line13">13.  *        the contents, just the total size.</span>
+
  <span id="line13">13.  *        the contents, just the total size.</span>
  <span id="line14">14.  */</span>
+
  <span id="line14">14.  */</span>
  <span id="line15">15.  </span>
+
  <span id="line15">15. </span>
  <span id="line16">16.  extern boolean notonhead; /* for long worms */</span>
+
  <span id="line16">16. extern boolean notonhead; /* for long worms */</span>
  <span id="line17">17.  </span>
+
  <span id="line17">17. </span>
  <span id="line18">18.  #define get_artifact(o) \</span>
+
  <span id="line18">18. #define get_artifact(o) \</span>
  <span id="line19">19.      (((o) && (o)->oartifact) ? &artilist[(int) (o)->oartifact] : 0)</span>
+
  <span id="line19">19.    (((o) && (o)->oartifact) ? &artilist[(int) (o)->oartifact] : 0)</span>
  <span id="line20">20.  </span>
+
  <span id="line20">20. </span>
  <span id="line21">21.  STATIC_DCL boolean</span>
+
  <span id="line21">21. STATIC_DCL boolean</span>
  <span id="line22">22.  FDECL(bane_applies, (const struct artifact *, struct monst *));</span>
+
  <span id="line22">22. FDECL(bane_applies, (const struct artifact *, struct monst *));</span>
  <span id="line23">23.  STATIC_DCL int FDECL(spec_applies, (const struct artifact *, struct monst *));</span>
+
  <span id="line23">23. STATIC_DCL int FDECL(spec_applies, (const struct artifact *, struct monst *));</span>
  <span id="line24">24.  STATIC_DCL int FDECL(arti_invoke, (struct obj *));</span>
+
  <span id="line24">24. STATIC_DCL int FDECL(arti_invoke, (struct obj *));</span>
  <span id="line25">25.  STATIC_DCL boolean</span>
+
  <span id="line25">25. STATIC_DCL boolean</span>
  <span id="line26">26.  FDECL(Mb_hit, (struct monst * magr, struct monst *mdef, struct obj *, int *,</span>
+
  <span id="line26">26. FDECL(Mb_hit, (struct monst * magr, struct monst *mdef, struct obj *, int *,</span>
  <span id="line27">27.                int, BOOLEAN_P, char *));</span>
+
  <span id="line27">27.                int, BOOLEAN_P, char *));</span>
  <span id="line28">28.  STATIC_DCL unsigned long FDECL(abil_to_spfx, (long *));</span>
+
  <span id="line28">28. STATIC_DCL unsigned long FDECL(abil_to_spfx, (long *));</span>
  <span id="line29">29.  STATIC_DCL uchar FDECL(abil_to_adtyp, (long *));</span>
+
  <span id="line29">29. STATIC_DCL uchar FDECL(abil_to_adtyp, (long *));</span>
  <span id="line30">30.  STATIC_DCL boolean FDECL(untouchable, (struct obj *, BOOLEAN_P));</span>
+
  <span id="line30">30. STATIC_DCL boolean FDECL(untouchable, (struct obj *, BOOLEAN_P));</span>
  <span id="line31">31.  </span>
+
  <span id="line31">31. </span>
  <span id="line32">32.  /* The amount added to the victim's total hit points to insure that the</span>
+
  <span id="line32">32. /* The amount added to the victim's total hit points to insure that the</span>
  <span id="line33">33.    victim will be killed even after damage bonus/penalty adjustments.</span>
+
  <span id="line33">33.    victim will be killed even after damage bonus/penalty adjustments.</span>
  <span id="line34">34.    Most such penalties are small, and 200 is plenty; the exception is</span>
+
  <span id="line34">34.    Most such penalties are small, and 200 is plenty; the exception is</span>
  <span id="line35">35.    half physical damage.  3.3.1 and previous versions tried to use a very</span>
+
  <span id="line35">35.    half physical damage.  3.3.1 and previous versions tried to use a very</span>
  <span id="line36">36.    large number to account for this case; now, we just compute the fatal</span>
+
  <span id="line36">36.    large number to account for this case; now, we just compute the fatal</span>
  <span id="line37">37.    damage by adding it to 2 times the total hit points instead of 1 time.</span>
+
  <span id="line37">37.    damage by adding it to 2 times the total hit points instead of 1 time.</span>
  <span id="line38">38.    Note: this will still break if they have more than about half the number</span>
+
  <span id="line38">38.    Note: this will still break if they have more than about half the number</span>
  <span id="line39">39.    of hit points that will fit in a 15 bit integer. */</span>
+
  <span id="line39">39.    of hit points that will fit in a 15 bit integer. */</span>
  <span id="line40">40.  #define FATAL_DAMAGE_MODIFIER 200</span>
+
  <span id="line40">40. #define FATAL_DAMAGE_MODIFIER 200</span>
  <span id="line41">41.  </span>
+
  <span id="line41">41. </span>
  <span id="line42">42.  /* coordinate effects from spec_dbon() with messages in artifact_hit() */</span>
+
  <span id="line42">42. /* coordinate effects from spec_dbon() with messages in artifact_hit() */</span>
  <span id="line43">43.  STATIC_OVL int spec_dbon_applies = 0;</span>
+
  <span id="line43">43. STATIC_OVL int spec_dbon_applies = 0;</span>
  <span id="line44">44.  </span>
+
  <span id="line44">44. </span>
  <span id="line45">45.  /* flags including which artifacts have already been created */</span>
+
  <span id="line45">45. /* flags including which artifacts have already been created */</span>
  <span id="line46">46.  static boolean artiexist[1 + NROFARTIFACTS + 1];</span>
+
  <span id="line46">46. static boolean artiexist[1 + NROFARTIFACTS + 1];</span>
  <span id="line47">47.  /* and a discovery list for them (no dummy first entry here) */</span>
+
  <span id="line47">47. /* and a discovery list for them (no dummy first entry here) */</span>
  <span id="line48">48.  STATIC_OVL xchar artidisco[NROFARTIFACTS];</span>
+
  <span id="line48">48. STATIC_OVL xchar artidisco[NROFARTIFACTS];</span>
  <span id="line49">49.  </span>
+
  <span id="line49">49. </span>
  <span id="line50">50.  STATIC_DCL void NDECL(hack_artifacts);</span>
+
  <span id="line50">50. STATIC_DCL void NDECL(hack_artifacts);</span>
  <span id="line51">51.  STATIC_DCL boolean FDECL(attacks, (int, struct obj *));</span>
+
  <span id="line51">51. STATIC_DCL boolean FDECL(attacks, (int, struct obj *));</span>
  <span id="line52">52.  </span>
+
  <span id="line52">52. </span>
  
 
  == hack_artifacts ==
 
  == hack_artifacts ==
 
      
 
      
  <span id="line53">53.  /* handle some special cases; must be called after u_init() */</span>
+
  <span id="line53">53. /* handle some special cases; must be called after u_init() */</span>
  <span id="line54">54.  STATIC_OVL void</span>
+
  <span id="line54">54. STATIC_OVL void</span>
  <span id="line55">55.  hack_artifacts()</span>
+
  <span id="line55">55. hack_artifacts()</span>
  <span id="line56">56.  {</span>
+
  <span id="line56">56. {</span>
  <span id="line57">57.      struct artifact *art;</span>
+
  <span id="line57">57.    struct artifact *art;</span>
  <span id="line58">58.      int alignmnt = aligns[flags.initalign].value;</span>
+
  <span id="line58">58.    int alignmnt = aligns[flags.initalign].value;</span>
  <span id="line59">59.  </span>
+
  <span id="line59">59. </span>
  <span id="line60">60.      /* Fix up the alignments of "gift" artifacts */</span>
+
  <span id="line60">60.    /* Fix up the alignments of "gift" artifacts */</span>
  <span id="line61">61.      for (art = artilist + 1; art->otyp; art++)</span>
+
  <span id="line61">61.    for (art = artilist + 1; art->otyp; art++)</span>
  <span id="line62">62.          if (art->role == Role_switch && art->alignment != A_NONE)</span>
+
  <span id="line62">62.        if (art->role == Role_switch && art->alignment != A_NONE)</span>
  <span id="line63">63.              art->alignment = alignmnt;</span>
+
  <span id="line63">63.            art->alignment = alignmnt;</span>
  <span id="line64">64.  </span>
+
  <span id="line64">64. </span>
  <span id="line65">65.      /* Excalibur can be used by any lawful character, not just knights */</span>
+
  <span id="line65">65.    /* Excalibur can be used by any lawful character, not just knights */</span>
  <span id="line66">66.      if (!Role_if(PM_KNIGHT))</span>
+
  <span id="line66">66.    if (!Role_if(PM_KNIGHT))</span>
  <span id="line67">67.          artilist[ART_EXCALIBUR].role = NON_PM;</span>
+
  <span id="line67">67.        artilist[ART_EXCALIBUR].role = NON_PM;</span>
  <span id="line68">68.  </span>
+
  <span id="line68">68. </span>
  <span id="line69">69.      /* Fix up the quest artifact */</span>
+
  <span id="line69">69.    /* Fix up the quest artifact */</span>
  <span id="line70">70.      if (urole.questarti) {</span>
+
  <span id="line70">70.    if (urole.questarti) {</span>
  <span id="line71">71.          artilist[urole.questarti].alignment = alignmnt;</span>
+
  <span id="line71">71.        artilist[urole.questarti].alignment = alignmnt;</span>
  <span id="line72">72.          artilist[urole.questarti].role = Role_switch;</span>
+
  <span id="line72">72.        artilist[urole.questarti].role = Role_switch;</span>
  <span id="line73">73.      }</span>
+
  <span id="line73">73.    }</span>
  <span id="line74">74.      return;</span>
+
  <span id="line74">74.    return;</span>
  <span id="line75">75.  }</span>
+
  <span id="line75">75. }</span>
  <span id="line76">76.  </span>
+
  <span id="line76">76. </span>
  
 
== init_artifacts ==
 
== init_artifacts ==
 
      
 
      
  <span id="line77">77.  /* zero out the artifact existence list */</span>
+
  <span id="line77">77. /* zero out the artifact existence list */</span>
  <span id="line78">78.  void</span>
+
  <span id="line78">78. void</span>
  <span id="line79">79.  init_artifacts()</span>
+
  <span id="line79">79. init_artifacts()</span>
  <span id="line80">80.  {</span>
+
  <span id="line80">80. {</span>
  <span id="line81">81.      (void) memset((genericptr_t) artiexist, 0, sizeof artiexist);</span>
+
  <span id="line81">81.    (void) memset((genericptr_t) artiexist, 0, sizeof artiexist);</span>
  <span id="line82">82.      (void) memset((genericptr_t) artidisco, 0, sizeof artidisco);</span>
+
  <span id="line82">82.    (void) memset((genericptr_t) artidisco, 0, sizeof artidisco);</span>
  <span id="line83">83.      hack_artifacts();</span>
+
  <span id="line83">83.    hack_artifacts();</span>
  <span id="line84">84.  }</span>
+
  <span id="line84">84. }</span>
  <span id="line85">85.  </span>
+
  <span id="line85">85. </span>
  
 
== save_artifacts ==
 
== save_artifacts ==
 
      
 
      
  <span id="line86">86.  void</span>
+
  <span id="line86">86. void</span>
  <span id="line87">87.  save_artifacts(fd)</span>
+
  <span id="line87">87. save_artifacts(fd)</span>
  <span id="line88">88.  int fd;</span>
+
  <span id="line88">88. int fd;</span>
  <span id="line89">89.  {</span>
+
  <span id="line89">89. {</span>
  <span id="line90">90.      bwrite(fd, (genericptr_t) artiexist, sizeof artiexist);</span>
+
  <span id="line90">90.    bwrite(fd, (genericptr_t) artiexist, sizeof artiexist);</span>
  <span id="line91">91.      bwrite(fd, (genericptr_t) artidisco, sizeof artidisco);</span>
+
  <span id="line91">91.    bwrite(fd, (genericptr_t) artidisco, sizeof artidisco);</span>
  <span id="line92">92.  }</span>
+
  <span id="line92">92. }</span>
  <span id="line93">93.  </span>
+
  <span id="line93">93. </span>
  
 
== restore_artifacts ==
 
== restore_artifacts ==
 
      
 
      
  <span id="line94">94.  void</span>
+
  <span id="line94">94. void</span>
  <span id="line95">95.  restore_artifacts(fd)</span>
+
  <span id="line95">95. restore_artifacts(fd)</span>
  <span id="line96">96.  int fd;</span>
+
  <span id="line96">96. int fd;</span>
  <span id="line97">97.  {</span>
+
  <span id="line97">97. {</span>
  <span id="line98">98.      mread(fd, (genericptr_t) artiexist, sizeof artiexist);</span>
+
  <span id="line98">98.    mread(fd, (genericptr_t) artiexist, sizeof artiexist);</span>
  <span id="line99">99.      mread(fd, (genericptr_t) artidisco, sizeof artidisco);</span>
+
  <span id="line99">99.    mread(fd, (genericptr_t) artidisco, sizeof artidisco);</span>
  <span id="line100">100.      hack_artifacts(); /* redo non-saved special cases */</span>
+
  <span id="line100">100.    hack_artifacts(); /* redo non-saved special cases */</span>
  <span id="line101">101.  }</span>
+
  <span id="line101">101. }</span>
  <span id="line102">102.  </span>
+
  <span id="line102">102. </span>
  
 
== artiname ==
 
== artiname ==
 
      
 
      
  <span id="line103">103.  const char *</span>
+
  <span id="line103">103. const char *</span>
  <span id="line104">104.  artiname(artinum)</span>
+
  <span id="line104">104. artiname(artinum)</span>
  <span id="line105">105.  int artinum;</span>
+
  <span id="line105">105. int artinum;</span>
  <span id="line106">106.  {</span>
+
  <span id="line106">106. {</span>
  <span id="line107">107.      if (artinum <= 0 || artinum > NROFARTIFACTS)</span>
+
  <span id="line107">107.    if (artinum <= 0 || artinum > NROFARTIFACTS)</span>
  <span id="line108">108.          return "";</span>
+
  <span id="line108">108.        return "";</span>
  <span id="line109">109.      return artilist[artinum].name;</span>
+
  <span id="line109">109.    return artilist[artinum].name;</span>
  <span id="line110">110.  }</span>
+
  <span id="line110">110. }</span>
  <span id="line111">111.  </span>
+
  <span id="line111">111. </span>
  
 
== mk_artifact ==
 
== mk_artifact ==
 
      
 
      
  <span id="line112">112.  /*</span>
+
  <span id="line112">112. /*</span>
  <span id="line113">113.    Make an artifact.  If a specific alignment is specified, then an object of</span>
+
  <span id="line113">113.    Make an artifact.  If a specific alignment is specified, then an object of</span>
  <span id="line114">114.    the appropriate alignment is created from scratch, or 0 is returned if</span>
+
  <span id="line114">114.    the appropriate alignment is created from scratch, or 0 is returned if</span>
  <span id="line115">115.    none is available.  (If at least one aligned artifact has already been</span>
+
  <span id="line115">115.    none is available.  (If at least one aligned artifact has already been</span>
  <span id="line116">116.    given, then unaligned ones also become eligible for this.)</span>
+
  <span id="line116">116.    given, then unaligned ones also become eligible for this.)</span>
  <span id="line117">117.    If no alignment is given, then 'otmp' is converted</span>
+
  <span id="line117">117.    If no alignment is given, then 'otmp' is converted</span>
  <span id="line118">118.    into an artifact of matching type, or returned as-is if that's not</span>
+
  <span id="line118">118.    into an artifact of matching type, or returned as-is if that's not</span>
  <span id="line119">119.    possible.</span>
+
  <span id="line119">119.    possible.</span>
  <span id="line120">120.    For the 2nd case, caller should use ``obj = mk_artifact(obj, A_NONE);''</span>
+
  <span id="line120">120.    For the 2nd case, caller should use ``obj = mk_artifact(obj, A_NONE);''</span>
  <span id="line121">121.    for the 1st, ``obj = mk_artifact((struct obj *)0, some_alignment);''.</span>
+
  <span id="line121">121.    for the 1st, ``obj = mk_artifact((struct obj *)0, some_alignment);''.</span>
  <span id="line122">122.  */</span>
+
  <span id="line122">122.  */</span>
  <span id="line123">123.  struct obj *</span>
+
  <span id="line123">123. struct obj *</span>
  <span id="line124">124.  mk_artifact(otmp, alignment)</span>
+
  <span id="line124">124. mk_artifact(otmp, alignment)</span>
  <span id="line125">125.  struct obj *otmp;  /* existing object; ignored if alignment specified */</span>
+
  <span id="line125">125. struct obj *otmp;  /* existing object; ignored if alignment specified */</span>
  <span id="line126">126.  aligntyp alignment; /* target alignment, or A_NONE */</span>
+
  <span id="line126">126. aligntyp alignment; /* target alignment, or A_NONE */</span>
  <span id="line127">127.  {</span>
+
  <span id="line127">127. {</span>
  <span id="line128">128.      const struct artifact *a;</span>
+
  <span id="line128">128.    const struct artifact *a;</span>
  <span id="line129">129.      int m, n, altn;</span>
+
  <span id="line129">129.    int m, n, altn;</span>
  <span id="line130">130.      boolean by_align = (alignment != A_NONE);</span>
+
  <span id="line130">130.    boolean by_align = (alignment != A_NONE);</span>
  <span id="line131">131.      short o_typ = (by_align || !otmp) ? 0 : otmp->otyp;</span>
+
  <span id="line131">131.    short o_typ = (by_align || !otmp) ? 0 : otmp->otyp;</span>
  <span id="line132">132.      boolean unique = !by_align && otmp && objects[o_typ].oc_unique;</span>
+
  <span id="line132">132.    boolean unique = !by_align && otmp && objects[o_typ].oc_unique;</span>
  <span id="line133">133.      short eligible[NROFARTIFACTS];</span>
+
  <span id="line133">133.    short eligible[NROFARTIFACTS];</span>
  <span id="line134">134.  </span>
+
  <span id="line134">134. </span>
  <span id="line135">135.      n = altn = 0;    /* no candidates found yet */</span>
+
  <span id="line135">135.    n = altn = 0;    /* no candidates found yet */</span>
  <span id="line136">136.      eligible[0] = 0; /* lint suppression */</span>
+
  <span id="line136">136.    eligible[0] = 0; /* lint suppression */</span>
  <span id="line137">137.      /* gather eligible artifacts */</span>
+
  <span id="line137">137.    /* gather eligible artifacts */</span>
  <span id="line138">138.      for (m = 1, a = &artilist[m]; a->otyp; a++, m++) {</span>
+
  <span id="line138">138.    for (m = 1, a = &artilist[m]; a->otyp; a++, m++) {</span>
  <span id="line139">139.          if (artiexist[m])</span>
+
  <span id="line139">139.        if (artiexist[m])</span>
  <span id="line140">140.              continue;</span>
+
  <span id="line140">140.            continue;</span>
  <span id="line141">141.          if ((a->spfx & SPFX_NOGEN) || unique)</span>
+
  <span id="line141">141.        if ((a->spfx & SPFX_NOGEN) || unique)</span>
  <span id="line142">142.              continue;</span>
+
  <span id="line142">142.            continue;</span>
  <span id="line143">143.  </span>
+
  <span id="line143">143. </span>
  <span id="line144">144.          if (!by_align) {</span>
+
  <span id="line144">144.        if (!by_align) {</span>
  <span id="line145">145.              /* looking for a particular type of item; not producing a</span>
+
  <span id="line145">145.            /* looking for a particular type of item; not producing a</span>
  <span id="line146">146.                divine gift so we don't care about role's first choice */</span>
+
  <span id="line146">146.                divine gift so we don't care about role's first choice */</span>
  <span id="line147">147.              if (a->otyp == o_typ)</span>
+
  <span id="line147">147.            if (a->otyp == o_typ)</span>
  <span id="line148">148.                  eligible[n++] = m;</span>
+
  <span id="line148">148.                eligible[n++] = m;</span>
  <span id="line149">149.              continue; /* move on to next possibility */</span>
+
  <span id="line149">149.            continue; /* move on to next possibility */</span>
  <span id="line150">150.          }</span>
+
  <span id="line150">150.        }</span>
  <span id="line151">151.  </span>
+
  <span id="line151">151. </span>
  <span id="line152">152.          /* we're looking for an alignment-specific item</span>
+
  <span id="line152">152.        /* we're looking for an alignment-specific item</span>
  <span id="line153">153.            suitable for hero's role+race */</span>
+
  <span id="line153">153.            suitable for hero's role+race */</span>
  <span id="line154">154.          if ((a->alignment == alignment || a->alignment == A_NONE)</span>
+
  <span id="line154">154.        if ((a->alignment == alignment || a->alignment == A_NONE)</span>
  <span id="line155">155.              /* avoid enemies' equipment */</span>
+
  <span id="line155">155.            /* avoid enemies' equipment */</span>
  <span id="line156">156.              && (a->race == NON_PM || !race_hostile(&mons[a->race]))) {</span>
+
  <span id="line156">156.            && (a->race == NON_PM || !race_hostile(&mons[a->race]))) {</span>
  <span id="line157">157.              /* when a role-specific first choice is available, use it */</span>
+
  <span id="line157">157.            /* when a role-specific first choice is available, use it */</span>
  <span id="line158">158.              if (Role_if(a->role)) {</span>
+
  <span id="line158">158.            if (Role_if(a->role)) {</span>
  <span id="line159">159.                  /* make this be the only possibility in the list */</span>
+
  <span id="line159">159.                /* make this be the only possibility in the list */</span>
  <span id="line160">160.                  eligible[0] = m;</span>
+
  <span id="line160">160.                eligible[0] = m;</span>
  <span id="line161">161.                  n = 1;</span>
+
  <span id="line161">161.                n = 1;</span>
  <span id="line162">162.                  break; /* skip all other candidates */</span>
+
  <span id="line162">162.                break; /* skip all other candidates */</span>
  <span id="line163">163.              }</span>
+
  <span id="line163">163.            }</span>
  <span id="line164">164.              /* found something to consider for random selection */</span>
+
  <span id="line164">164.            /* found something to consider for random selection */</span>
  <span id="line165">165.              if (a->alignment != A_NONE || u.ugifts > 0) {</span>
+
  <span id="line165">165.            if (a->alignment != A_NONE || u.ugifts > 0) {</span>
  <span id="line166">166.                  /* right alignment, or non-aligned with at least 1</span>
+
  <span id="line166">166.                /* right alignment, or non-aligned with at least 1</span>
  <span id="line167">167.                    previous gift bestowed, makes this one viable */</span>
+
  <span id="line167">167.                    previous gift bestowed, makes this one viable */</span>
  <span id="line168">168.                  eligible[n++] = m;</span>
+
  <span id="line168">168.                eligible[n++] = m;</span>
  <span id="line169">169.              } else {</span>
+
  <span id="line169">169.            } else {</span>
  <span id="line170">170.                  /* non-aligned with no previous gifts;</span>
+
  <span id="line170">170.                /* non-aligned with no previous gifts;</span>
  <span id="line171">171.                    if no candidates have been found yet, record</span>
+
  <span id="line171">171.                    if no candidates have been found yet, record</span>
  <span id="line172">172.                    this one as a[nother] fallback possibility in</span>
+
  <span id="line172">172.                    this one as a[nother] fallback possibility in</span>
  <span id="line173">173.                    case all aligned candidates have been used up</span>
+
  <span id="line173">173.                    case all aligned candidates have been used up</span>
  <span id="line174">174.                    (via wishing, naming, bones, random generation) */</span>
+
  <span id="line174">174.                    (via wishing, naming, bones, random generation) */</span>
  <span id="line175">175.                  if (!n)</span>
+
  <span id="line175">175.                if (!n)</span>
  <span id="line176">176.                      eligible[altn++] = m;</span>
+
  <span id="line176">176.                    eligible[altn++] = m;</span>
  <span id="line177">177.                  /* [once a regular candidate is found, the list</span>
+
  <span id="line177">177.                /* [once a regular candidate is found, the list</span>
  <span id="line178">178.                    is overwritten and `altn' becomes irrelevant] */</span>
+
  <span id="line178">178.                    is overwritten and `altn' becomes irrelevant] */</span>
  <span id="line179">179.              }</span>
+
  <span id="line179">179.            }</span>
  <span id="line180">180.          }</span>
+
  <span id="line180">180.        }</span>
  <span id="line181">181.      }</span>
+
  <span id="line181">181.    }</span>
  <span id="line182">182.  </span>
+
  <span id="line182">182. </span>
  <span id="line183">183.      /* resort to fallback list if main list was empty */</span>
+
  <span id="line183">183.    /* resort to fallback list if main list was empty */</span>
  <span id="line184">184.      if (!n)</span>
+
  <span id="line184">184.    if (!n)</span>
  <span id="line185">185.          n = altn;</span>
+
  <span id="line185">185.        n = altn;</span>
  <span id="line186">186.  </span>
+
  <span id="line186">186. </span>
  <span id="line187">187.      if (n) {</span>
+
  <span id="line187">187.    if (n) {</span>
  <span id="line188">188.          /* found at least one candidate; pick one at random */</span>
+
  <span id="line188">188.        /* found at least one candidate; pick one at random */</span>
  <span id="line189">189.          m = eligible[rn2(n)]; /* [0..n-1] */</span>
+
  <span id="line189">189.        m = eligible[rn2(n)]; /* [0..n-1] */</span>
  <span id="line190">190.          a = &artilist[m];</span>
+
  <span id="line190">190.        a = &artilist[m];</span>
  <span id="line191">191.  </span>
+
  <span id="line191">191. </span>
  <span id="line192">192.          /* make an appropriate object if necessary, then christen it */</span>
+
  <span id="line192">192.        /* make an appropriate object if necessary, then christen it */</span>
  <span id="line193">193.          if (by_align)</span>
+
  <span id="line193">193.        if (by_align)</span>
  <span id="line194">194.              otmp = mksobj((int) a->otyp, TRUE, FALSE);</span>
+
  <span id="line194">194.            otmp = mksobj((int) a->otyp, TRUE, FALSE);</span>
  <span id="line195">195.  </span>
+
  <span id="line195">195. </span>
  <span id="line196">196.          if (otmp) {</span>
+
  <span id="line196">196.        if (otmp) {</span>
  <span id="line197">197.              otmp = oname(otmp, a->name);</span>
+
  <span id="line197">197.            otmp = oname(otmp, a->name);</span>
  <span id="line198">198.              otmp->oartifact = m;</span>
+
  <span id="line198">198.            otmp->oartifact = m;</span>
  <span id="line199">199.              artiexist[m] = TRUE;</span>
+
  <span id="line199">199.            artiexist[m] = TRUE;</span>
  <span id="line200">200.          }</span>
+
  <span id="line200">200.        }</span>
  <span id="line201">201.      } else {</span>
+
  <span id="line201">201.    } else {</span>
  <span id="line202">202.          /* nothing appropriate could be found; return original object */</span>
+
  <span id="line202">202.        /* nothing appropriate could be found; return original object */</span>
  <span id="line203">203.          if (by_align)</span>
+
  <span id="line203">203.        if (by_align)</span>
  <span id="line204">204.              otmp = 0; /* (there was no original object) */</span>
+
  <span id="line204">204.            otmp = 0; /* (there was no original object) */</span>
  <span id="line205">205.      }</span>
+
  <span id="line205">205.    }</span>
  <span id="line206">206.      return otmp;</span>
+
  <span id="line206">206.    return otmp;</span>
  <span id="line207">207.  }</span>
+
  <span id="line207">207. }</span>
  <span id="line208">208.  </span>
+
  <span id="line208">208. </span>
  
 
== artifact_name ==
 
== artifact_name ==
 
      
 
      
  <span id="line209">209.  /*</span>
+
  <span id="line209">209. /*</span>
  <span id="line210">210.  * Returns the full name (with articles and correct capitalization) of an</span>
+
  <span id="line210">210.  * Returns the full name (with articles and correct capitalization) of an</span>
  <span id="line211">211.  * artifact named "name" if one exists, or NULL, it not.</span>
+
  <span id="line211">211.  * artifact named "name" if one exists, or NULL, it not.</span>
  <span id="line212">212.  * The given name must be rather close to the real name for it to match.</span>
+
  <span id="line212">212.  * The given name must be rather close to the real name for it to match.</span>
  <span id="line213">213.  * The object type of the artifact is returned in otyp if the return value</span>
+
  <span id="line213">213.  * The object type of the artifact is returned in otyp if the return value</span>
  <span id="line214">214.  * is non-NULL.</span>
+
  <span id="line214">214.  * is non-NULL.</span>
  <span id="line215">215.  */</span>
+
  <span id="line215">215.  */</span>
  <span id="line216">216.  const char *</span>
+
  <span id="line216">216. const char *</span>
  <span id="line217">217.  artifact_name(name, otyp)</span>
+
  <span id="line217">217. artifact_name(name, otyp)</span>
  <span id="line218">218.  const char *name;</span>
+
  <span id="line218">218. const char *name;</span>
  <span id="line219">219.  short *otyp;</span>
+
  <span id="line219">219. short *otyp;</span>
  <span id="line220">220.  {</span>
+
  <span id="line220">220. {</span>
  <span id="line221">221.      register const struct artifact *a;</span>
+
  <span id="line221">221.    register const struct artifact *a;</span>
  <span id="line222">222.      register const char *aname;</span>
+
  <span id="line222">222.    register const char *aname;</span>
  <span id="line223">223.  </span>
+
  <span id="line223">223. </span>
  <span id="line224">224.      if (!strncmpi(name, "the ", 4))</span>
+
  <span id="line224">224.    if (!strncmpi(name, "the ", 4))</span>
  <span id="line225">225.          name += 4;</span>
+
  <span id="line225">225.        name += 4;</span>
  <span id="line226">226.  </span>
+
  <span id="line226">226. </span>
  <span id="line227">227.      for (a = artilist + 1; a->otyp; a++) {</span>
+
  <span id="line227">227.    for (a = artilist + 1; a->otyp; a++) {</span>
  <span id="line228">228.          aname = a->name;</span>
+
  <span id="line228">228.        aname = a->name;</span>
  <span id="line229">229.          if (!strncmpi(aname, "the ", 4))</span>
+
  <span id="line229">229.        if (!strncmpi(aname, "the ", 4))</span>
  <span id="line230">230.              aname += 4;</span>
+
  <span id="line230">230.            aname += 4;</span>
  <span id="line231">231.          if (!strcmpi(name, aname)) {</span>
+
  <span id="line231">231.        if (!strcmpi(name, aname)) {</span>
  <span id="line232">232.              *otyp = a->otyp;</span>
+
  <span id="line232">232.            *otyp = a->otyp;</span>
  <span id="line233">233.              return a->name;</span>
+
  <span id="line233">233.            return a->name;</span>
  <span id="line234">234.          }</span>
+
  <span id="line234">234.        }</span>
  <span id="line235">235.      }</span>
+
  <span id="line235">235.    }</span>
  <span id="line236">236.  </span>
+
  <span id="line236">236. </span>
  <span id="line237">237.      return (char *) 0;</span>
+
  <span id="line237">237.    return (char *) 0;</span>
  <span id="line238">238.  }</span>
+
  <span id="line238">238. }</span>
  <span id="line239">239.  </span>
+
  <span id="line239">239. </span>
  
 
== exist_artifact ==
 
== exist_artifact ==
 
      
 
      
  <span id="line240">240.  boolean</span>
+
  <span id="line240">240. boolean</span>
  <span id="line241">241.  exist_artifact(otyp, name)</span>
+
  <span id="line241">241. exist_artifact(otyp, name)</span>
  <span id="line242">242.  int otyp;</span>
+
  <span id="line242">242. int otyp;</span>
  <span id="line243">243.  const char *name;</span>
+
  <span id="line243">243. const char *name;</span>
  <span id="line244">244.  {</span>
+
  <span id="line244">244. {</span>
  <span id="line245">245.      register const struct artifact *a;</span>
+
  <span id="line245">245.    register const struct artifact *a;</span>
  <span id="line246">246.      boolean *arex;</span>
+
  <span id="line246">246.    boolean *arex;</span>
  <span id="line247">247.  </span>
+
  <span id="line247">247. </span>
  <span id="line248">248.      if (otyp && *name)</span>
+
  <span id="line248">248.    if (otyp && *name)</span>
  <span id="line249">249.          for (a = artilist + 1, arex = artiexist + 1; a->otyp; a++, arex++)</span>
+
  <span id="line249">249.        for (a = artilist + 1, arex = artiexist + 1; a->otyp; a++, arex++)</span>
  <span id="line250">250.              if ((int) a->otyp == otyp && !strcmp(a->name, name))</span>
+
  <span id="line250">250.            if ((int) a->otyp == otyp && !strcmp(a->name, name))</span>
  <span id="line251">251.                  return *arex;</span>
+
  <span id="line251">251.                return *arex;</span>
  <span id="line252">252.      return FALSE;</span>
+
  <span id="line252">252.    return FALSE;</span>
  <span id="line253">253.  }</span>
+
  <span id="line253">253. }</span>
  <span id="line254">254.  </span>
+
  <span id="line254">254. </span>
  
 
== artifact_exists ==
 
== artifact_exists ==
 
      
 
      
  <span id="line255">255.  void</span>
+
  <span id="line255">255. void</span>
  <span id="line256">256.  artifact_exists(otmp, name, mod)</span>
+
  <span id="line256">256. artifact_exists(otmp, name, mod)</span>
  <span id="line257">257.  struct obj *otmp;</span>
+
  <span id="line257">257. struct obj *otmp;</span>
  <span id="line258">258.  const char *name;</span>
+
  <span id="line258">258. const char *name;</span>
  <span id="line259">259.  boolean mod;</span>
+
  <span id="line259">259. boolean mod;</span>
  <span id="line260">260.  {</span>
+
  <span id="line260">260. {</span>
  <span id="line261">261.      register const struct artifact *a;</span>
+
  <span id="line261">261.    register const struct artifact *a;</span>
  <span id="line262">262.  </span>
+
  <span id="line262">262. </span>
  <span id="line263">263.      if (otmp && *name)</span>
+
  <span id="line263">263.    if (otmp && *name)</span>
  <span id="line264">264.          for (a = artilist + 1; a->otyp; a++)</span>
+
  <span id="line264">264.        for (a = artilist + 1; a->otyp; a++)</span>
  <span id="line265">265.              if (a->otyp == otmp->otyp && !strcmp(a->name, name)) {</span>
+
  <span id="line265">265.            if (a->otyp == otmp->otyp && !strcmp(a->name, name)) {</span>
  <span id="line266">266.                  register int m = (int) (a - artilist);</span>
+
  <span id="line266">266.                register int m = (int) (a - artilist);</span>
  <span id="line267">267.                  otmp->oartifact = (char) (mod ? m : 0);</span>
+
  <span id="line267">267.                otmp->oartifact = (char) (mod ? m : 0);</span>
  <span id="line268">268.                  otmp->age = 0;</span>
+
  <span id="line268">268.                otmp->age = 0;</span>
  <span id="line269">269.                  if (otmp->otyp == RIN_INCREASE_DAMAGE)</span>
+
  <span id="line269">269.                if (otmp->otyp == RIN_INCREASE_DAMAGE)</span>
  <span id="line270">270.                      otmp->spe = 0;</span>
+
  <span id="line270">270.                    otmp->spe = 0;</span>
  <span id="line271">271.                  artiexist[m] = mod;</span>
+
  <span id="line271">271.                artiexist[m] = mod;</span>
  <span id="line272">272.                  break;</span>
+
  <span id="line272">272.                break;</span>
  <span id="line273">273.              }</span>
+
  <span id="line273">273.            }</span>
  <span id="line274">274.      return;</span>
+
  <span id="line274">274.    return;</span>
  <span id="line275">275.  }</span>
+
  <span id="line275">275. }</span>
  <span id="line276">276.  </span>
+
  <span id="line276">276. </span>
  
 
== nartifact_exist ==
 
== nartifact_exist ==
 
      
 
      
  <span id="line277">277.  int</span>
+
  <span id="line277">277. int</span>
  <span id="line278">278.  nartifact_exist()</span>
+
  <span id="line278">278. nartifact_exist()</span>
  <span id="line279">279.  {</span>
+
  <span id="line279">279. {</span>
  <span id="line280">280.      int a = 0;</span>
+
  <span id="line280">280.    int a = 0;</span>
  <span id="line281">281.      int n = SIZE(artiexist);</span>
+
  <span id="line281">281.    int n = SIZE(artiexist);</span>
  <span id="line282">282.  </span>
+
  <span id="line282">282. </span>
  <span id="line283">283.      while (n > 1)</span>
+
  <span id="line283">283.    while (n > 1)</span>
  <span id="line284">284.          if (artiexist[--n])</span>
+
  <span id="line284">284.        if (artiexist[--n])</span>
  <span id="line285">285.              a++;</span>
+
  <span id="line285">285.            a++;</span>
  <span id="line286">286.  </span>
+
  <span id="line286">286. </span>
  <span id="line287">287.      return a;</span>
+
  <span id="line287">287.    return a;</span>
  <span id="line288">288.  }</span>
+
  <span id="line288">288. }</span>
  <span id="line289">289.  </span>
+
  <span id="line289">289. </span>
  
 
== spec_ability ==
 
== spec_ability ==
 
      
 
      
  <span id="line290">290.  boolean</span>
+
  <span id="line290">290. boolean</span>
  <span id="line291">291.  spec_ability(otmp, abil)</span>
+
  <span id="line291">291. spec_ability(otmp, abil)</span>
  <span id="line292">292.  struct obj *otmp;</span>
+
  <span id="line292">292. struct obj *otmp;</span>
  <span id="line293">293.  unsigned long abil;</span>
+
  <span id="line293">293. unsigned long abil;</span>
  <span id="line294">294.  {</span>
+
  <span id="line294">294. {</span>
  <span id="line295">295.      const struct artifact *arti = get_artifact(otmp);</span>
+
  <span id="line295">295.    const struct artifact *arti = get_artifact(otmp);</span>
  <span id="line296">296.  </span>
+
  <span id="line296">296. </span>
  <span id="line297">297.      return (boolean) (arti && (arti->spfx & abil) != 0L);</span>
+
  <span id="line297">297.    return (boolean) (arti && (arti->spfx & abil) != 0L);</span>
  <span id="line298">298.  }</span>
+
  <span id="line298">298. }</span>
  <span id="line299">299.  </span>
+
  <span id="line299">299. </span>
  
 
== confers_luck ==
 
== confers_luck ==
 
      
 
      
  <span id="line300">300.  /* used so that callers don't need to known about SPFX_ codes */</span>
+
  <span id="line300">300. /* used so that callers don't need to known about SPFX_ codes */</span>
  <span id="line301">301.  boolean</span>
+
  <span id="line301">301. boolean</span>
  <span id="line302">302.  confers_luck(obj)</span>
+
  <span id="line302">302. confers_luck(obj)</span>
  <span id="line303">303.  struct obj *obj;</span>
+
  <span id="line303">303. struct obj *obj;</span>
  <span id="line304">304.  {</span>
+
  <span id="line304">304. {</span>
  <span id="line305">305.      /* might as well check for this too */</span>
+
  <span id="line305">305.    /* might as well check for this too */</span>
  <span id="line306">306.      if (obj->otyp == LUCKSTONE)</span>
+
  <span id="line306">306.    if (obj->otyp == LUCKSTONE)</span>
  <span id="line307">307.          return TRUE;</span>
+
  <span id="line307">307.        return TRUE;</span>
  <span id="line308">308.  </span>
+
  <span id="line308">308. </span>
  <span id="line309">309.      return (boolean) (obj->oartifact && spec_ability(obj, SPFX_LUCK));</span>
+
  <span id="line309">309.    return (boolean) (obj->oartifact && spec_ability(obj, SPFX_LUCK));</span>
  <span id="line310">310.  }</span>
+
  <span id="line310">310. }</span>
  <span id="line311">311.  </span>
+
  <span id="line311">311. </span>
  
 
== arti_reflects ==
 
== arti_reflects ==
 
      
 
      
  <span id="line312">312.  /* used to check whether a monster is getting reflection from an artifact */</span>
+
  <span id="line312">312. /* used to check whether a monster is getting reflection from an artifact */</span>
  <span id="line313">313.  boolean</span>
+
  <span id="line313">313. boolean</span>
  <span id="line314">314.  arti_reflects(obj)</span>
+
  <span id="line314">314. arti_reflects(obj)</span>
  <span id="line315">315.  struct obj *obj;</span>
+
  <span id="line315">315. struct obj *obj;</span>
  <span id="line316">316.  {</span>
+
  <span id="line316">316. {</span>
  <span id="line317">317.      const struct artifact *arti = get_artifact(obj);</span>
+
  <span id="line317">317.    const struct artifact *arti = get_artifact(obj);</span>
  <span id="line318">318.  </span>
+
  <span id="line318">318. </span>
  <span id="line319">319.      if (arti) {</span>
+
  <span id="line319">319.    if (arti) {</span>
  <span id="line320">320.          /* while being worn */</span>
+
  <span id="line320">320.        /* while being worn */</span>
  <span id="line321">321.          if ((obj->owornmask & ~W_ART) && (arti->spfx & SPFX_REFLECT))</span>
+
  <span id="line321">321.        if ((obj->owornmask & ~W_ART) && (arti->spfx & SPFX_REFLECT))</span>
  <span id="line322">322.              return TRUE;</span>
+
  <span id="line322">322.            return TRUE;</span>
  <span id="line323">323.          /* just being carried */</span>
+
  <span id="line323">323.        /* just being carried */</span>
  <span id="line324">324.          if (arti->cspfx & SPFX_REFLECT)</span>
+
  <span id="line324">324.        if (arti->cspfx & SPFX_REFLECT)</span>
  <span id="line325">325.              return TRUE;</span>
+
  <span id="line325">325.            return TRUE;</span>
  <span id="line326">326.      }</span>
+
  <span id="line326">326.    }</span>
  <span id="line327">327.      return FALSE;</span>
+
  <span id="line327">327.    return FALSE;</span>
  <span id="line328">328.  }</span>
+
  <span id="line328">328. }</span>
  <span id="line329">329.  </span>
+
  <span id="line329">329. </span>
  
 
== shade_glare ==
 
== shade_glare ==
 
      
 
      
  <span id="line330">330.  /* decide whether this obj is effective when attacking against shades;</span>
+
  <span id="line330">330. /* decide whether this obj is effective when attacking against shades;</span>
  <span id="line331">331.    does not consider the bonus for blessed objects versus undead */</span>
+
  <span id="line331">331.    does not consider the bonus for blessed objects versus undead */</span>
  <span id="line332">332.  boolean</span>
+
  <span id="line332">332. boolean</span>
  <span id="line333">333.  shade_glare(obj)</span>
+
  <span id="line333">333. shade_glare(obj)</span>
  <span id="line334">334.  struct obj *obj;</span>
+
  <span id="line334">334. struct obj *obj;</span>
  <span id="line335">335.  {</span>
+
  <span id="line335">335. {</span>
  <span id="line336">336.      const struct artifact *arti;</span>
+
  <span id="line336">336.    const struct artifact *arti;</span>
  <span id="line337">337.  </span>
+
  <span id="line337">337. </span>
  <span id="line338">338.      /* any silver object is effective */</span>
+
  <span id="line338">338.    /* any silver object is effective */</span>
  <span id="line339">339.      if (objects[obj->otyp].oc_material == SILVER)</span>
+
  <span id="line339">339.    if (objects[obj->otyp].oc_material == SILVER)</span>
  <span id="line340">340.          return TRUE;</span>
+
  <span id="line340">340.        return TRUE;</span>
  <span id="line341">341.      /* non-silver artifacts with bonus against undead also are effective */</span>
+
  <span id="line341">341.    /* non-silver artifacts with bonus against undead also are effective */</span>
  <span id="line342">342.      arti = get_artifact(obj);</span>
+
  <span id="line342">342.    arti = get_artifact(obj);</span>
  <span id="line343">343.      if (arti && (arti->spfx & SPFX_DFLAG2) && arti->mtype == M2_UNDEAD)</span>
+
  <span id="line343">343.    if (arti && (arti->spfx & SPFX_DFLAG2) && arti->mtype == M2_UNDEAD)</span>
  <span id="line344">344.          return TRUE;</span>
+
  <span id="line344">344.        return TRUE;</span>
  <span id="line345">345.      /* [if there was anything with special bonus against noncorporeals,</span>
+
  <span id="line345">345.    /* [if there was anything with special bonus against noncorporeals,</span>
  <span id="line346">346.        it would be effective too] */</span>
+
  <span id="line346">346.        it would be effective too] */</span>
  <span id="line347">347.      /* otherwise, harmless to shades */</span>
+
  <span id="line347">347.    /* otherwise, harmless to shades */</span>
  <span id="line348">348.      return FALSE;</span>
+
  <span id="line348">348.    return FALSE;</span>
  <span id="line349">349.  }</span>
+
  <span id="line349">349. }</span>
  <span id="line350">350.  </span>
+
  <span id="line350">350. </span>
  
 
== restrict_name ==
 
== restrict_name ==
 
      
 
      
  <span id="line351">351.  /* returns 1 if name is restricted for otmp->otyp */</span>
+
  <span id="line351">351. /* returns 1 if name is restricted for otmp->otyp */</span>
  <span id="line352">352.  boolean</span>
+
  <span id="line352">352. boolean</span>
  <span id="line353">353.  restrict_name(otmp, name)</span>
+
  <span id="line353">353. restrict_name(otmp, name)</span>
  <span id="line354">354.  struct obj *otmp;</span>
+
  <span id="line354">354. struct obj *otmp;</span>
  <span id="line355">355.  const char *name;</span>
+
  <span id="line355">355. const char *name;</span>
  <span id="line356">356.  {</span>
+
  <span id="line356">356. {</span>
  <span id="line357">357.      register const struct artifact *a;</span>
+
  <span id="line357">357.    register const struct artifact *a;</span>
  <span id="line358">358.      const char *aname, *odesc, *other;</span>
+
  <span id="line358">358.    const char *aname, *odesc, *other;</span>
  <span id="line359">359.      boolean sametype[NUM_OBJECTS];</span>
+
  <span id="line359">359.    boolean sametype[NUM_OBJECTS];</span>
  <span id="line360">360.      int i, lo, hi, otyp = otmp->otyp, ocls = objects[otyp].oc_class;</span>
+
  <span id="line360">360.    int i, lo, hi, otyp = otmp->otyp, ocls = objects[otyp].oc_class;</span>
  <span id="line361">361.  </span>
+
  <span id="line361">361. </span>
  <span id="line362">362.      if (!*name)</span>
+
  <span id="line362">362.    if (!*name)</span>
  <span id="line363">363.          return FALSE;</span>
+
  <span id="line363">363.        return FALSE;</span>
  <span id="line364">364.      if (!strncmpi(name, "the ", 4))</span>
+
  <span id="line364">364.    if (!strncmpi(name, "the ", 4))</span>
  <span id="line365">365.          name += 4;</span>
+
  <span id="line365">365.        name += 4;</span>
  <span id="line366">366.  </span>
+
  <span id="line366">366. </span>
  <span id="line367">367.      /* decide what types of objects are the same as otyp;</span>
+
  <span id="line367">367.    /* decide what types of objects are the same as otyp;</span>
  <span id="line368">368.        if it's been discovered, then only itself matches;</span>
+
  <span id="line368">368.        if it's been discovered, then only itself matches;</span>
  <span id="line369">369.        otherwise, include all other undiscovered objects</span>
+
  <span id="line369">369.        otherwise, include all other undiscovered objects</span>
  <span id="line370">370.        of the same class which have the same description</span>
+
  <span id="line370">370.        of the same class which have the same description</span>
  <span id="line371">371.        or share the same pool of shuffled descriptions */</span>
+
  <span id="line371">371.        or share the same pool of shuffled descriptions */</span>
  <span id="line372">372.      (void) memset((genericptr_t) sametype, 0, sizeof sametype); /* FALSE */</span>
+
  <span id="line372">372.    (void) memset((genericptr_t) sametype, 0, sizeof sametype); /* FALSE */</span>
  <span id="line373">373.      sametype[otyp] = TRUE;</span>
+
  <span id="line373">373.    sametype[otyp] = TRUE;</span>
  <span id="line374">374.      if (!objects[otyp].oc_name_known</span>
+
  <span id="line374">374.    if (!objects[otyp].oc_name_known</span>
  <span id="line375">375.          && (odesc = OBJ_DESCR(objects[otyp])) != 0) {</span>
+
  <span id="line375">375.        && (odesc = OBJ_DESCR(objects[otyp])) != 0) {</span>
  <span id="line376">376.          obj_shuffle_range(otyp, &lo, &hi);</span>
+
  <span id="line376">376.        obj_shuffle_range(otyp, &lo, &hi);</span>
  <span id="line377">377.          for (i = bases[ocls]; i < NUM_OBJECTS; i++) {</span>
+
  <span id="line377">377.        for (i = bases[ocls]; i < NUM_OBJECTS; i++) {</span>
  <span id="line378">378.              if (objects[i].oc_class != ocls)</span>
+
  <span id="line378">378.            if (objects[i].oc_class != ocls)</span>
  <span id="line379">379.                  break;</span>
+
  <span id="line379">379.                break;</span>
  <span id="line380">380.              if (!objects[i].oc_name_known</span>
+
  <span id="line380">380.            if (!objects[i].oc_name_known</span>
  <span id="line381">381.                  && (other = OBJ_DESCR(objects[i])) != 0</span>
+
  <span id="line381">381.                && (other = OBJ_DESCR(objects[i])) != 0</span>
  <span id="line382">382.                  && (!strcmp(odesc, other) || (i >= lo && i <= hi)))</span>
+
  <span id="line382">382.                && (!strcmp(odesc, other) || (i >= lo && i <= hi)))</span>
  <span id="line383">383.                  sametype[i] = TRUE;</span>
+
  <span id="line383">383.                sametype[i] = TRUE;</span>
  <span id="line384">384.          }</span>
+
  <span id="line384">384.        }</span>
  <span id="line385">385.      }</span>
+
  <span id="line385">385.    }</span>
  <span id="line386">386.  </span>
+
  <span id="line386">386. </span>
  <span id="line387">387.      /* Since almost every artifact is SPFX_RESTR, it doesn't cost</span>
+
  <span id="line387">387.    /* Since almost every artifact is SPFX_RESTR, it doesn't cost</span>
  <span id="line388">388.        us much to do the string comparison before the spfx check.</span>
+
  <span id="line388">388.        us much to do the string comparison before the spfx check.</span>
  <span id="line389">389.        Bug fix:  don't name multiple elven daggers "Sting".</span>
+
  <span id="line389">389.        Bug fix:  don't name multiple elven daggers "Sting".</span>
  <span id="line390">390.      */</span>
+
  <span id="line390">390.      */</span>
  <span id="line391">391.      for (a = artilist + 1; a->otyp; a++) {</span>
+
  <span id="line391">391.    for (a = artilist + 1; a->otyp; a++) {</span>
  <span id="line392">392.          if (!sametype[a->otyp])</span>
+
  <span id="line392">392.        if (!sametype[a->otyp])</span>
  <span id="line393">393.              continue;</span>
+
  <span id="line393">393.            continue;</span>
  <span id="line394">394.          aname = a->name;</span>
+
  <span id="line394">394.        aname = a->name;</span>
  <span id="line395">395.          if (!strncmpi(aname, "the ", 4))</span>
+
  <span id="line395">395.        if (!strncmpi(aname, "the ", 4))</span>
  <span id="line396">396.              aname += 4;</span>
+
  <span id="line396">396.            aname += 4;</span>
  <span id="line397">397.          if (!strcmp(aname, name))</span>
+
  <span id="line397">397.        if (!strcmp(aname, name))</span>
  <span id="line398">398.              return (boolean) ((a->spfx & (SPFX_NOGEN | SPFX_RESTR)) != 0</span>
+
  <span id="line398">398.            return (boolean) ((a->spfx & (SPFX_NOGEN | SPFX_RESTR)) != 0</span>
  <span id="line399">399.                                || otmp->quan > 1L);</span>
+
  <span id="line399">399.                              || otmp->quan > 1L);</span>
  <span id="line400">400.      }</span>
+
  <span id="line400">400.    }</span>
  <span id="line401">401.  </span>
+
  <span id="line401">401. </span>
  <span id="line402">402.      return FALSE;</span>
+
  <span id="line402">402.    return FALSE;</span>
  <span id="line403">403.  }</span>
+
  <span id="line403">403. }</span>
  <span id="line404">404.  </span>
+
  <span id="line404">404. </span>
  
 
== attacks ==
 
== attacks ==
 
      
 
      
  <span id="line405">405.  STATIC_OVL boolean</span>
+
  <span id="line405">405. STATIC_OVL boolean</span>
  <span id="line406">406.  attacks(adtyp, otmp)</span>
+
  <span id="line406">406. attacks(adtyp, otmp)</span>
  <span id="line407">407.  int adtyp;</span>
+
  <span id="line407">407. int adtyp;</span>
  <span id="line408">408.  struct obj *otmp;</span>
+
  <span id="line408">408. struct obj *otmp;</span>
  <span id="line409">409.  {</span>
+
  <span id="line409">409. {</span>
  <span id="line410">410.      register const struct artifact *weap;</span>
+
  <span id="line410">410.    register const struct artifact *weap;</span>
  <span id="line411">411.  </span>
+
  <span id="line411">411. </span>
  <span id="line412">412.      if ((weap = get_artifact(otmp)) != 0)</span>
+
  <span id="line412">412.    if ((weap = get_artifact(otmp)) != 0)</span>
  <span id="line413">413.          return (boolean) (weap->attk.adtyp == adtyp);</span>
+
  <span id="line413">413.        return (boolean) (weap->attk.adtyp == adtyp);</span>
  <span id="line414">414.      return FALSE;</span>
+
  <span id="line414">414.    return FALSE;</span>
  <span id="line415">415.  }</span>
+
  <span id="line415">415. }</span>
  <span id="line416">416.  </span>
+
  <span id="line416">416. </span>
  
 
== defends ==
 
== defends ==
 
      
 
      
  <span id="line417">417.  boolean</span>
+
  <span id="line417">417. boolean</span>
  <span id="line418">418.  defends(adtyp, otmp)</span>
+
  <span id="line418">418. defends(adtyp, otmp)</span>
  <span id="line419">419.  int adtyp;</span>
+
  <span id="line419">419. int adtyp;</span>
  <span id="line420">420.  struct obj *otmp;</span>
+
  <span id="line420">420. struct obj *otmp;</span>
  <span id="line421">421.  {</span>
+
  <span id="line421">421. {</span>
  <span id="line422">422.      register const struct artifact *weap;</span>
+
  <span id="line422">422.    register const struct artifact *weap;</span>
  <span id="line423">423.  </span>
+
  <span id="line423">423. </span>
  <span id="line424">424.      if ((weap = get_artifact(otmp)) != 0)</span>
+
  <span id="line424">424.    if ((weap = get_artifact(otmp)) != 0)</span>
  <span id="line425">425.          return (boolean) (weap->defn.adtyp == adtyp);</span>
+
  <span id="line425">425.        return (boolean) (weap->defn.adtyp == adtyp);</span>
  <span id="line426">426.      return FALSE;</span>
+
  <span id="line426">426.    return FALSE;</span>
  <span id="line427">427.  }</span>
+
  <span id="line427">427. }</span>
  <span id="line428">428.  </span>
+
  <span id="line428">428. </span>
  
 
== defends_when_carried ==
 
== defends_when_carried ==
 
      
 
      
  <span id="line429">429.  /* used for monsters */</span>
+
  <span id="line429">429. /* used for monsters */</span>
  <span id="line430">430.  boolean</span>
+
  <span id="line430">430. boolean</span>
  <span id="line431">431.  defends_when_carried(adtyp, otmp)</span>
+
  <span id="line431">431. defends_when_carried(adtyp, otmp)</span>
  <span id="line432">432.  int adtyp;</span>
+
  <span id="line432">432. int adtyp;</span>
  <span id="line433">433.  struct obj *otmp;</span>
+
  <span id="line433">433. struct obj *otmp;</span>
  <span id="line434">434.  {</span>
+
  <span id="line434">434. {</span>
  <span id="line435">435.      register const struct artifact *weap;</span>
+
  <span id="line435">435.    register const struct artifact *weap;</span>
  <span id="line436">436.  </span>
+
  <span id="line436">436. </span>
  <span id="line437">437.      if ((weap = get_artifact(otmp)) != 0)</span>
+
  <span id="line437">437.    if ((weap = get_artifact(otmp)) != 0)</span>
  <span id="line438">438.          return (boolean) (weap->cary.adtyp == adtyp);</span>
+
  <span id="line438">438.        return (boolean) (weap->cary.adtyp == adtyp);</span>
  <span id="line439">439.      return FALSE;</span>
+
  <span id="line439">439.    return FALSE;</span>
  <span id="line440">440.  }</span>
+
  <span id="line440">440. }</span>
  <span id="line441">441.  </span>
+
  <span id="line441">441. </span>
  
 
== protects ==
 
== protects ==
 
      
 
      
  <span id="line442">442.  /* determine whether an item confers Protection */</span>
+
  <span id="line442">442. /* determine whether an item confers Protection */</span>
  <span id="line443">443.  boolean</span>
+
  <span id="line443">443. boolean</span>
  <span id="line444">444.  protects(otmp, being_worn)</span>
+
  <span id="line444">444. protects(otmp, being_worn)</span>
  <span id="line445">445.  struct obj *otmp;</span>
+
  <span id="line445">445. struct obj *otmp;</span>
  <span id="line446">446.  boolean being_worn;</span>
+
  <span id="line446">446. boolean being_worn;</span>
  <span id="line447">447.  {</span>
+
  <span id="line447">447. {</span>
  <span id="line448">448.      const struct artifact *arti;</span>
+
  <span id="line448">448.    const struct artifact *arti;</span>
  <span id="line449">449.  </span>
+
  <span id="line449">449. </span>
  <span id="line450">450.      if (being_worn && objects[otmp->otyp].oc_oprop == PROTECTION)</span>
+
  <span id="line450">450.    if (being_worn && objects[otmp->otyp].oc_oprop == PROTECTION)</span>
  <span id="line451">451.          return TRUE;</span>
+
  <span id="line451">451.        return TRUE;</span>
  <span id="line452">452.      arti = get_artifact(otmp);</span>
+
  <span id="line452">452.    arti = get_artifact(otmp);</span>
  <span id="line453">453.      if (!arti)</span>
+
  <span id="line453">453.    if (!arti)</span>
  <span id="line454">454.          return FALSE;</span>
+
  <span id="line454">454.        return FALSE;</span>
  <span id="line455">455.      return (boolean) ((arti->cspfx & SPFX_PROTECT) != 0</span>
+
  <span id="line455">455.    return (boolean) ((arti->cspfx & SPFX_PROTECT) != 0</span>
  <span id="line456">456.                        || (being_worn && (arti->spfx & SPFX_PROTECT) != 0));</span>
+
  <span id="line456">456.                      || (being_worn && (arti->spfx & SPFX_PROTECT) != 0));</span>
  <span id="line457">457.  }</span>
+
  <span id="line457">457. }</span>
  <span id="line458">458.  </span>
+
  <span id="line458">458. </span>
  
 
== set_artifact_intrinsic ==
 
== set_artifact_intrinsic ==
 
      
 
      
  <span id="line459">459.  /*</span>
+
  <span id="line459">459. /*</span>
  <span id="line460">460.  * a potential artifact has just been worn/wielded/picked-up or</span>
+
  <span id="line460">460.  * a potential artifact has just been worn/wielded/picked-up or</span>
  <span id="line461">461.  * unworn/unwielded/dropped.  Pickup/drop only set/reset the W_ART mask.</span>
+
  <span id="line461">461.  * unworn/unwielded/dropped.  Pickup/drop only set/reset the W_ART mask.</span>
  <span id="line462">462.  */</span>
+
  <span id="line462">462.  */</span>
  <span id="line463">463.  void</span>
+
  <span id="line463">463. void</span>
  <span id="line464">464.  set_artifact_intrinsic(otmp, on, wp_mask)</span>
+
  <span id="line464">464. set_artifact_intrinsic(otmp, on, wp_mask)</span>
  <span id="line465">465.  register struct obj *otmp;</span>
+
  <span id="line465">465. register struct obj *otmp;</span>
  <span id="line466">466.  boolean on;</span>
+
  <span id="line466">466. boolean on;</span>
  <span id="line467">467.  long wp_mask;</span>
+
  <span id="line467">467. long wp_mask;</span>
  <span id="line468">468.  {</span>
+
  <span id="line468">468. {</span>
  <span id="line469">469.      long *mask = 0;</span>
+
  <span id="line469">469.    long *mask = 0;</span>
  <span id="line470">470.      register const struct artifact *oart = get_artifact(otmp);</span>
+
  <span id="line470">470.    register const struct artifact *oart = get_artifact(otmp);</span>
  <span id="line471">471.      register uchar dtyp;</span>
+
  <span id="line471">471.    register uchar dtyp;</span>
  <span id="line472">472.      register long spfx;</span>
+
  <span id="line472">472.    register long spfx;</span>
  <span id="line473">473.  </span>
+
  <span id="line473">473. </span>
  <span id="line474">474.      if (!oart)</span>
+
  <span id="line474">474.    if (!oart)</span>
  <span id="line475">475.          return;</span>
+
  <span id="line475">475.        return;</span>
  <span id="line476">476.  </span>
+
  <span id="line476">476. </span>
  <span id="line477">477.      /* effects from the defn field */</span>
+
  <span id="line477">477.    /* effects from the defn field */</span>
  <span id="line478">478.      dtyp = (wp_mask != W_ART) ? oart->defn.adtyp : oart->cary.adtyp;</span>
+
  <span id="line478">478.    dtyp = (wp_mask != W_ART) ? oart->defn.adtyp : oart->cary.adtyp;</span>
  <span id="line479">479.  </span>
+
  <span id="line479">479. </span>
  <span id="line480">480.      if (dtyp == AD_FIRE)</span>
+
  <span id="line480">480.    if (dtyp == AD_FIRE)</span>
  <span id="line481">481.          mask = &EFire_resistance;</span>
+
  <span id="line481">481.        mask = &EFire_resistance;</span>
  <span id="line482">482.      else if (dtyp == AD_COLD)</span>
+
  <span id="line482">482.    else if (dtyp == AD_COLD)</span>
  <span id="line483">483.          mask = &ECold_resistance;</span>
+
  <span id="line483">483.        mask = &ECold_resistance;</span>
  <span id="line484">484.      else if (dtyp == AD_ELEC)</span>
+
  <span id="line484">484.    else if (dtyp == AD_ELEC)</span>
  <span id="line485">485.          mask = &EShock_resistance;</span>
+
  <span id="line485">485.        mask = &EShock_resistance;</span>
  <span id="line486">486.      else if (dtyp == AD_MAGM)</span>
+
  <span id="line486">486.    else if (dtyp == AD_MAGM)</span>
  <span id="line487">487.          mask = &EAntimagic;</span>
+
  <span id="line487">487.        mask = &EAntimagic;</span>
  <span id="line488">488.      else if (dtyp == AD_DISN)</span>
+
  <span id="line488">488.    else if (dtyp == AD_DISN)</span>
  <span id="line489">489.          mask = &EDisint_resistance;</span>
+
  <span id="line489">489.        mask = &EDisint_resistance;</span>
  <span id="line490">490.      else if (dtyp == AD_DRST)</span>
+
  <span id="line490">490.    else if (dtyp == AD_DRST)</span>
  <span id="line491">491.          mask = &EPoison_resistance;</span>
+
  <span id="line491">491.        mask = &EPoison_resistance;</span>
  <span id="line492">492.  </span>
+
  <span id="line492">492. </span>
  <span id="line493">493.      if (mask && wp_mask == W_ART && !on) {</span>
+
  <span id="line493">493.    if (mask && wp_mask == W_ART && !on) {</span>
  <span id="line494">494.          /* find out if some other artifact also confers this intrinsic */</span>
+
  <span id="line494">494.        /* find out if some other artifact also confers this intrinsic */</span>
  <span id="line495">495.          /* if so, leave the mask alone */</span>
+
  <span id="line495">495.        /* if so, leave the mask alone */</span>
  <span id="line496">496.          register struct obj *obj;</span>
+
  <span id="line496">496.        register struct obj *obj;</span>
  <span id="line497">497.          for (obj = invent; obj; obj = obj->nobj)</span>
+
  <span id="line497">497.        for (obj = invent; obj; obj = obj->nobj)</span>
  <span id="line498">498.              if (obj != otmp && obj->oartifact) {</span>
+
  <span id="line498">498.            if (obj != otmp && obj->oartifact) {</span>
  <span id="line499">499.                  register const struct artifact *art = get_artifact(obj);</span>
+
  <span id="line499">499.                register const struct artifact *art = get_artifact(obj);</span>
  <span id="line500">500.                  if (art->cary.adtyp == dtyp) {</span>
+
  <span id="line500">500.                if (art->cary.adtyp == dtyp) {</span>
  <span id="line501">501.                      mask = (long *) 0;</span>
+
  <span id="line501">501.                    mask = (long *) 0;</span>
  <span id="line502">502.                      break;</span>
+
  <span id="line502">502.                    break;</span>
  <span id="line503">503.                  }</span>
+
  <span id="line503">503.                }</span>
  <span id="line504">504.              }</span>
+
  <span id="line504">504.            }</span>
  <span id="line505">505.      }</span>
+
  <span id="line505">505.    }</span>
  <span id="line506">506.      if (mask) {</span>
+
  <span id="line506">506.    if (mask) {</span>
  <span id="line507">507.          if (on)</span>
+
  <span id="line507">507.        if (on)</span>
  <span id="line508">508.              *mask |= wp_mask;</span>
+
  <span id="line508">508.            *mask |= wp_mask;</span>
  <span id="line509">509.          else</span>
+
  <span id="line509">509.        else</span>
  <span id="line510">510.              *mask &= ~wp_mask;</span>
+
  <span id="line510">510.            *mask &= ~wp_mask;</span>
  <span id="line511">511.      }</span>
+
  <span id="line511">511.    }</span>
  <span id="line512">512.  </span>
+
  <span id="line512">512. </span>
  <span id="line513">513.      /* intrinsics from the spfx field; there could be more than one */</span>
+
  <span id="line513">513.    /* intrinsics from the spfx field; there could be more than one */</span>
  <span id="line514">514.      spfx = (wp_mask != W_ART) ? oart->spfx : oart->cspfx;</span>
+
  <span id="line514">514.    spfx = (wp_mask != W_ART) ? oart->spfx : oart->cspfx;</span>
  <span id="line515">515.      if (spfx && wp_mask == W_ART && !on) {</span>
+
  <span id="line515">515.    if (spfx && wp_mask == W_ART && !on) {</span>
  <span id="line516">516.          /* don't change any spfx also conferred by other artifacts */</span>
+
  <span id="line516">516.        /* don't change any spfx also conferred by other artifacts */</span>
  <span id="line517">517.          register struct obj *obj;</span>
+
  <span id="line517">517.        register struct obj *obj;</span>
  <span id="line518">518.          for (obj = invent; obj; obj = obj->nobj)</span>
+
  <span id="line518">518.        for (obj = invent; obj; obj = obj->nobj)</span>
  <span id="line519">519.              if (obj != otmp && obj->oartifact) {</span>
+
  <span id="line519">519.            if (obj != otmp && obj->oartifact) {</span>
  <span id="line520">520.                  register const struct artifact *art = get_artifact(obj);</span>
+
  <span id="line520">520.                register const struct artifact *art = get_artifact(obj);</span>
  <span id="line521">521.                  spfx &= ~art->cspfx;</span>
+
  <span id="line521">521.                spfx &= ~art->cspfx;</span>
  <span id="line522">522.              }</span>
+
  <span id="line522">522.            }</span>
  <span id="line523">523.      }</span>
+
  <span id="line523">523.    }</span>
  <span id="line524">524.  </span>
+
  <span id="line524">524. </span>
  <span id="line525">525.      if (spfx & SPFX_SEARCH) {</span>
+
  <span id="line525">525.    if (spfx & SPFX_SEARCH) {</span>
  <span id="line526">526.          if (on)</span>
+
  <span id="line526">526.        if (on)</span>
  <span id="line527">527.              ESearching |= wp_mask;</span>
+
  <span id="line527">527.            ESearching |= wp_mask;</span>
  <span id="line528">528.          else</span>
+
  <span id="line528">528.        else</span>
  <span id="line529">529.              ESearching &= ~wp_mask;</span>
+
  <span id="line529">529.            ESearching &= ~wp_mask;</span>
  <span id="line530">530.      }</span>
+
  <span id="line530">530.    }</span>
  <span id="line531">531.      if (spfx & SPFX_HALRES) {</span>
+
  <span id="line531">531.    if (spfx & SPFX_HALRES) {</span>
  <span id="line532">532.          /* make_hallucinated must (re)set the mask itself to get</span>
+
  <span id="line532">532.        /* make_hallucinated must (re)set the mask itself to get</span>
  <span id="line533">533.          * the display right */</span>
+
  <span id="line533">533.          * the display right */</span>
  <span id="line534">534.          /* restoring needed because this is the only artifact intrinsic</span>
+
  <span id="line534">534.        /* restoring needed because this is the only artifact intrinsic</span>
  <span id="line535">535.          * that can print a message--need to guard against being printed</span>
+
  <span id="line535">535.          * that can print a message--need to guard against being printed</span>
  <span id="line536">536.          * when restoring a game</span>
+
  <span id="line536">536.          * when restoring a game</span>
  <span id="line537">537.          */</span>
+
  <span id="line537">537.          */</span>
  <span id="line538">538.          (void) make_hallucinated((long) !on, restoring ? FALSE : TRUE,</span>
+
  <span id="line538">538.        (void) make_hallucinated((long) !on, restoring ? FALSE : TRUE,</span>
  <span id="line539">539.                                  wp_mask);</span>
+
  <span id="line539">539.                                  wp_mask);</span>
  <span id="line540">540.      }</span>
+
  <span id="line540">540.    }</span>
  <span id="line541">541.      if (spfx & SPFX_ESP) {</span>
+
  <span id="line541">541.    if (spfx & SPFX_ESP) {</span>
  <span id="line542">542.          if (on)</span>
+
  <span id="line542">542.        if (on)</span>
  <span id="line543">543.              ETelepat |= wp_mask;</span>
+
  <span id="line543">543.            ETelepat |= wp_mask;</span>
  <span id="line544">544.          else</span>
+
  <span id="line544">544.        else</span>
  <span id="line545">545.              ETelepat &= ~wp_mask;</span>
+
  <span id="line545">545.            ETelepat &= ~wp_mask;</span>
  <span id="line546">546.          see_monsters();</span>
+
  <span id="line546">546.        see_monsters();</span>
  <span id="line547">547.      }</span>
+
  <span id="line547">547.    }</span>
  <span id="line548">548.      if (spfx & SPFX_STLTH) {</span>
+
  <span id="line548">548.    if (spfx & SPFX_STLTH) {</span>
  <span id="line549">549.          if (on)</span>
+
  <span id="line549">549.        if (on)</span>
  <span id="line550">550.              EStealth |= wp_mask;</span>
+
  <span id="line550">550.            EStealth |= wp_mask;</span>
  <span id="line551">551.          else</span>
+
  <span id="line551">551.        else</span>
  <span id="line552">552.              EStealth &= ~wp_mask;</span>
+
  <span id="line552">552.            EStealth &= ~wp_mask;</span>
  <span id="line553">553.      }</span>
+
  <span id="line553">553.    }</span>
  <span id="line554">554.      if (spfx & SPFX_REGEN) {</span>
+
  <span id="line554">554.    if (spfx & SPFX_REGEN) {</span>
  <span id="line555">555.          if (on)</span>
+
  <span id="line555">555.        if (on)</span>
  <span id="line556">556.              ERegeneration |= wp_mask;</span>
+
  <span id="line556">556.            ERegeneration |= wp_mask;</span>
  <span id="line557">557.          else</span>
+
  <span id="line557">557.        else</span>
  <span id="line558">558.              ERegeneration &= ~wp_mask;</span>
+
  <span id="line558">558.            ERegeneration &= ~wp_mask;</span>
  <span id="line559">559.      }</span>
+
  <span id="line559">559.    }</span>
  <span id="line560">560.      if (spfx & SPFX_TCTRL) {</span>
+
  <span id="line560">560.    if (spfx & SPFX_TCTRL) {</span>
  <span id="line561">561.          if (on)</span>
+
  <span id="line561">561.        if (on)</span>
  <span id="line562">562.              ETeleport_control |= wp_mask;</span>
+
  <span id="line562">562.            ETeleport_control |= wp_mask;</span>
  <span id="line563">563.          else</span>
+
  <span id="line563">563.        else</span>
  <span id="line564">564.              ETeleport_control &= ~wp_mask;</span>
+
  <span id="line564">564.            ETeleport_control &= ~wp_mask;</span>
  <span id="line565">565.      }</span>
+
  <span id="line565">565.    }</span>
  <span id="line566">566.      if (spfx & SPFX_WARN) {</span>
+
  <span id="line566">566.    if (spfx & SPFX_WARN) {</span>
  <span id="line567">567.          if (spec_m2(otmp)) {</span>
+
  <span id="line567">567.        if (spec_m2(otmp)) {</span>
  <span id="line568">568.              if (on) {</span>
+
  <span id="line568">568.            if (on) {</span>
  <span id="line569">569.                  EWarn_of_mon |= wp_mask;</span>
+
  <span id="line569">569.                EWarn_of_mon |= wp_mask;</span>
  <span id="line570">570.                  context.warntype.obj |= spec_m2(otmp);</span>
+
  <span id="line570">570.                context.warntype.obj |= spec_m2(otmp);</span>
  <span id="line571">571.              } else {</span>
+
  <span id="line571">571.            } else {</span>
  <span id="line572">572.                  EWarn_of_mon &= ~wp_mask;</span>
+
  <span id="line572">572.                EWarn_of_mon &= ~wp_mask;</span>
  <span id="line573">573.                  context.warntype.obj &= ~spec_m2(otmp);</span>
+
  <span id="line573">573.                context.warntype.obj &= ~spec_m2(otmp);</span>
  <span id="line574">574.              }</span>
+
  <span id="line574">574.            }</span>
  <span id="line575">575.              see_monsters();</span>
+
  <span id="line575">575.            see_monsters();</span>
  <span id="line576">576.          } else {</span>
+
  <span id="line576">576.        } else {</span>
  <span id="line577">577.              if (on)</span>
+
  <span id="line577">577.            if (on)</span>
  <span id="line578">578.                  EWarning |= wp_mask;</span>
+
  <span id="line578">578.                EWarning |= wp_mask;</span>
  <span id="line579">579.              else</span>
+
  <span id="line579">579.            else</span>
  <span id="line580">580.                  EWarning &= ~wp_mask;</span>
+
  <span id="line580">580.                EWarning &= ~wp_mask;</span>
  <span id="line581">581.          }</span>
+
  <span id="line581">581.        }</span>
  <span id="line582">582.      }</span>
+
  <span id="line582">582.    }</span>
  <span id="line583">583.      if (spfx & SPFX_EREGEN) {</span>
+
  <span id="line583">583.    if (spfx & SPFX_EREGEN) {</span>
  <span id="line584">584.          if (on)</span>
+
  <span id="line584">584.        if (on)</span>
  <span id="line585">585.              EEnergy_regeneration |= wp_mask;</span>
+
  <span id="line585">585.            EEnergy_regeneration |= wp_mask;</span>
  <span id="line586">586.          else</span>
+
  <span id="line586">586.        else</span>
  <span id="line587">587.              EEnergy_regeneration &= ~wp_mask;</span>
+
  <span id="line587">587.            EEnergy_regeneration &= ~wp_mask;</span>
  <span id="line588">588.      }</span>
+
  <span id="line588">588.    }</span>
  <span id="line589">589.      if (spfx & SPFX_HSPDAM) {</span>
+
  <span id="line589">589.    if (spfx & SPFX_HSPDAM) {</span>
  <span id="line590">590.          if (on)</span>
+
  <span id="line590">590.        if (on)</span>
  <span id="line591">591.              EHalf_spell_damage |= wp_mask;</span>
+
  <span id="line591">591.            EHalf_spell_damage |= wp_mask;</span>
  <span id="line592">592.          else</span>
+
  <span id="line592">592.        else</span>
  <span id="line593">593.              EHalf_spell_damage &= ~wp_mask;</span>
+
  <span id="line593">593.            EHalf_spell_damage &= ~wp_mask;</span>
  <span id="line594">594.      }</span>
+
  <span id="line594">594.    }</span>
  <span id="line595">595.      if (spfx & SPFX_HPHDAM) {</span>
+
  <span id="line595">595.    if (spfx & SPFX_HPHDAM) {</span>
  <span id="line596">596.          if (on)</span>
+
  <span id="line596">596.        if (on)</span>
  <span id="line597">597.              EHalf_physical_damage |= wp_mask;</span>
+
  <span id="line597">597.            EHalf_physical_damage |= wp_mask;</span>
  <span id="line598">598.          else</span>
+
  <span id="line598">598.        else</span>
  <span id="line599">599.              EHalf_physical_damage &= ~wp_mask;</span>
+
  <span id="line599">599.            EHalf_physical_damage &= ~wp_mask;</span>
  <span id="line600">600.      }</span>
+
  <span id="line600">600.    }</span>
  <span id="line601">601.      if (spfx & SPFX_XRAY) {</span>
+
  <span id="line601">601.    if (spfx & SPFX_XRAY) {</span>
  <span id="line602">602.          /* this assumes that no one else is using xray_range */</span>
+
  <span id="line602">602.        /* this assumes that no one else is using xray_range */</span>
  <span id="line603">603.          if (on)</span>
+
  <span id="line603">603.        if (on)</span>
  <span id="line604">604.              u.xray_range = 3;</span>
+
  <span id="line604">604.            u.xray_range = 3;</span>
  <span id="line605">605.          else</span>
+
  <span id="line605">605.        else</span>
  <span id="line606">606.              u.xray_range = -1;</span>
+
  <span id="line606">606.            u.xray_range = -1;</span>
  <span id="line607">607.          vision_full_recalc = 1;</span>
+
  <span id="line607">607.        vision_full_recalc = 1;</span>
  <span id="line608">608.      }</span>
+
  <span id="line608">608.    }</span>
  <span id="line609">609.      if ((spfx & SPFX_REFLECT) && (wp_mask & W_WEP)) {</span>
+
  <span id="line609">609.    if ((spfx & SPFX_REFLECT) && (wp_mask & W_WEP)) {</span>
  <span id="line610">610.          if (on)</span>
+
  <span id="line610">610.        if (on)</span>
  <span id="line611">611.              EReflecting |= wp_mask;</span>
+
  <span id="line611">611.            EReflecting |= wp_mask;</span>
  <span id="line612">612.          else</span>
+
  <span id="line612">612.        else</span>
  <span id="line613">613.              EReflecting &= ~wp_mask;</span>
+
  <span id="line613">613.            EReflecting &= ~wp_mask;</span>
  <span id="line614">614.      }</span>
+
  <span id="line614">614.    }</span>
  <span id="line615">615.      if (spfx & SPFX_PROTECT) {</span>
+
  <span id="line615">615.    if (spfx & SPFX_PROTECT) {</span>
  <span id="line616">616.          if (on)</span>
+
  <span id="line616">616.        if (on)</span>
  <span id="line617">617.              EProtection |= wp_mask;</span>
+
  <span id="line617">617.            EProtection |= wp_mask;</span>
  <span id="line618">618.          else</span>
+
  <span id="line618">618.        else</span>
  <span id="line619">619.              EProtection &= ~wp_mask;</span>
+
  <span id="line619">619.            EProtection &= ~wp_mask;</span>
  <span id="line620">620.      }</span>
+
  <span id="line620">620.    }</span>
  <span id="line621">621.  </span>
+
  <span id="line621">621. </span>
  <span id="line622">622.      if (wp_mask == W_ART && !on && oart->inv_prop) {</span>
+
  <span id="line622">622.    if (wp_mask == W_ART && !on && oart->inv_prop) {</span>
  <span id="line623">623.          /* might have to turn off invoked power too */</span>
+
  <span id="line623">623.        /* might have to turn off invoked power too */</span>
  <span id="line624">624.          if (oart->inv_prop <= LAST_PROP</span>
+
  <span id="line624">624.        if (oart->inv_prop <= LAST_PROP</span>
  <span id="line625">625.              && (u.uprops[oart->inv_prop].extrinsic & W_ARTI))</span>
+
  <span id="line625">625.            && (u.uprops[oart->inv_prop].extrinsic & W_ARTI))</span>
  <span id="line626">626.              (void) arti_invoke(otmp);</span>
+
  <span id="line626">626.            (void) arti_invoke(otmp);</span>
  <span id="line627">627.      }</span>
+
  <span id="line627">627.    }</span>
  <span id="line628">628.  }</span>
+
  <span id="line628">628. }</span>
  <span id="line629">629.  </span>
+
  <span id="line629">629. </span>
  
 
== touch_artifacts ==
 
== touch_artifacts ==
  
  <span id="line630">630.  /* touch_artifact()'s return value isn't sufficient to tell whether it</span>
+
  <span id="line630">630. /* touch_artifact()'s return value isn't sufficient to tell whether it</span>
  <span id="line631">631.    dished out damage, and tracking changes to u.uhp, u.mh, Lifesaved</span>
+
  <span id="line631">631.    dished out damage, and tracking changes to u.uhp, u.mh, Lifesaved</span>
  <span id="line632">632.    when trying to avoid second wounding is too cumbersome */</span>
+
  <span id="line632">632.    when trying to avoid second wounding is too cumbersome */</span>
  <span id="line633">633.  STATIC_VAR boolean touch_blasted; /* for retouch_object() */</span>
+
  <span id="line633">633. STATIC_VAR boolean touch_blasted; /* for retouch_object() */</span>
  <span id="line634">634.  </span>
+
  <span id="line634">634. </span>
  <span id="line635">635.  /*</span>
+
  <span id="line635">635. /*</span>
  <span id="line636">636.  * creature (usually hero) tries to touch (pick up or wield) an artifact obj.</span>
+
  <span id="line636">636.  * creature (usually hero) tries to touch (pick up or wield) an artifact obj.</span>
  <span id="line637">637.  * Returns 0 if the object refuses to be touched.</span>
+
  <span id="line637">637.  * Returns 0 if the object refuses to be touched.</span>
  <span id="line638">638.  * This routine does not change any object chains.</span>
+
  <span id="line638">638.  * This routine does not change any object chains.</span>
  <span id="line639">639.  * Ignores such things as gauntlets, assuming the artifact is not</span>
+
  <span id="line639">639.  * Ignores such things as gauntlets, assuming the artifact is not</span>
  <span id="line640">640.  * fooled by such trappings.</span>
+
  <span id="line640">640.  * fooled by such trappings.</span>
  <span id="line641">641.  */</span>
+
  <span id="line641">641.  */</span>
  <span id="line642">642.  int</span>
+
  <span id="line642">642. int</span>
  <span id="line643">643.  touch_artifact(obj, mon)</span>
+
  <span id="line643">643. touch_artifact(obj, mon)</span>
  <span id="line644">644.  struct obj *obj;</span>
+
  <span id="line644">644. struct obj *obj;</span>
  <span id="line645">645.  struct monst *mon;</span>
+
  <span id="line645">645. struct monst *mon;</span>
  <span id="line646">646.  {</span>
+
  <span id="line646">646. {</span>
  <span id="line647">647.      register const struct artifact *oart = get_artifact(obj);</span>
+
  <span id="line647">647.    register const struct artifact *oart = get_artifact(obj);</span>
  <span id="line648">648.      boolean badclass, badalign, self_willed, yours;</span>
+
  <span id="line648">648.    boolean badclass, badalign, self_willed, yours;</span>
  <span id="line649">649.  </span>
+
  <span id="line649">649. </span>
  <span id="line650">650.      touch_blasted = FALSE;</span>
+
  <span id="line650">650.    touch_blasted = FALSE;</span>
  <span id="line651">651.      if (!oart)</span>
+
  <span id="line651">651.    if (!oart)</span>
  <span id="line652">652.          return 1;</span>
+
  <span id="line652">652.        return 1;</span>
  <span id="line653">653.  </span>
+
  <span id="line653">653. </span>
  <span id="line654">654.      yours = (mon == &youmonst);</span>
+
  <span id="line654">654.    yours = (mon == &youmonst);</span>
  <span id="line655">655.      /* all quest artifacts are self-willed; it this ever changes, `badclass'</span>
+
  <span id="line655">655.    /* all quest artifacts are self-willed; it this ever changes, `badclass'</span>
  <span id="line656">656.        will have to be extended to explicitly include quest artifacts */</span>
+
  <span id="line656">656.        will have to be extended to explicitly include quest artifacts */</span>
  <span id="line657">657.      self_willed = ((oart->spfx & SPFX_INTEL) != 0);</span>
+
  <span id="line657">657.    self_willed = ((oart->spfx & SPFX_INTEL) != 0);</span>
  <span id="line658">658.      if (yours) {</span>
+
  <span id="line658">658.    if (yours) {</span>
  <span id="line659">659.          badclass = self_willed</span>
+
  <span id="line659">659.        badclass = self_willed</span>
  <span id="line660">660.                    && ((oart->role != NON_PM && !Role_if(oart->role))</span>
+
  <span id="line660">660.                    && ((oart->role != NON_PM && !Role_if(oart->role))</span>
  <span id="line661">661.                        || (oart->race != NON_PM && !Race_if(oart->race)));</span>
+
  <span id="line661">661.                        || (oart->race != NON_PM && !Race_if(oart->race)));</span>
  <span id="line662">662.          badalign =</span>
+
  <span id="line662">662.        badalign =</span>
  <span id="line663">663.              (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE</span>
+
  <span id="line663">663.            (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE</span>
  <span id="line664">664.              && (oart->alignment != u.ualign.type || u.ualign.record < 0);</span>
+
  <span id="line664">664.            && (oart->alignment != u.ualign.type || u.ualign.record < 0);</span>
  <span id="line665">665.      } else if (!is_covetous(mon->data) && !is_mplayer(mon->data)) {</span>
+
  <span id="line665">665.    } else if (!is_covetous(mon->data) && !is_mplayer(mon->data)) {</span>
  <span id="line666">666.          badclass = self_willed && oart->role != NON_PM</span>
+
  <span id="line666">666.        badclass = self_willed && oart->role != NON_PM</span>
  <span id="line667">667.                    && oart != &artilist[ART_EXCALIBUR];</span>
+
  <span id="line667">667.                    && oart != &artilist[ART_EXCALIBUR];</span>
  <span id="line668">668.          badalign = (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE</span>
+
  <span id="line668">668.        badalign = (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE</span>
  <span id="line669">669.                    && (oart->alignment != mon_aligntyp(mon));</span>
+
  <span id="line669">669.                    && (oart->alignment != mon_aligntyp(mon));</span>
  <span id="line670">670.      } else { /* an M3_WANTSxxx monster or a fake player */</span>
+
  <span id="line670">670.    } else { /* an M3_WANTSxxx monster or a fake player */</span>
  <span id="line671">671.          /* special monsters trying to take the Amulet, invocation tools or</span>
+
  <span id="line671">671.        /* special monsters trying to take the Amulet, invocation tools or</span>
  <span id="line672">672.            quest item can touch anything except `spec_applies' artifacts */</span>
+
  <span id="line672">672.            quest item can touch anything except `spec_applies' artifacts */</span>
  <span id="line673">673.          badclass = badalign = FALSE;</span>
+
  <span id="line673">673.        badclass = badalign = FALSE;</span>
  <span id="line674">674.      }</span>
+
  <span id="line674">674.    }</span>
  <span id="line675">675.      /* weapons which attack specific categories of monsters are</span>
+
  <span id="line675">675.    /* weapons which attack specific categories of monsters are</span>
  <span id="line676">676.        bad for them even if their alignments happen to match */</span>
+
  <span id="line676">676.        bad for them even if their alignments happen to match */</span>
  <span id="line677">677.      if (!badalign)</span>
+
  <span id="line677">677.    if (!badalign)</span>
  <span id="line678">678.          badalign = bane_applies(oart, mon);</span>
+
  <span id="line678">678.        badalign = bane_applies(oart, mon);</span>
  <span id="line679">679.  </span>
+
  <span id="line679">679. </span>
  <span id="line680">680.      if (((badclass || badalign) && self_willed)</span>
+
  <span id="line680">680.    if (((badclass || badalign) && self_willed)</span>
  <span id="line681">681.          || (badalign && (!yours || !rn2(4)))) {</span>
+
  <span id="line681">681.        || (badalign && (!yours || !rn2(4)))) {</span>
  <span id="line682">682.          int dmg, tmp;</span>
+
  <span id="line682">682.        int dmg, tmp;</span>
  <span id="line683">683.          char buf[BUFSZ];</span>
+
  <span id="line683">683.        char buf[BUFSZ];</span>
  <span id="line684">684.  </span>
+
  <span id="line684">684. </span>
  <span id="line685">685.          if (!yours)</span>
+
  <span id="line685">685.        if (!yours)</span>
  <span id="line686">686.              return 0;</span>
+
  <span id="line686">686.            return 0;</span>
  <span id="line687">687.          You("are blasted by %s power!", s_suffix(the(xname(obj))));</span>
+
  <span id="line687">687.        You("are blasted by %s power!", s_suffix(the(xname(obj))));</span>
  <span id="line688">688.          touch_blasted = TRUE;</span>
+
  <span id="line688">688.        touch_blasted = TRUE;</span>
  <span id="line689">689.          dmg = d((Antimagic ? 2 : 4), (self_willed ? 10 : 4));</span>
+
  <span id="line689">689.        dmg = d((Antimagic ? 2 : 4), (self_willed ? 10 : 4));</span>
  <span id="line690">690.          /* add half (maybe quarter) of the usual silver damage bonus */</span>
+
  <span id="line690">690.        /* add half (maybe quarter) of the usual silver damage bonus */</span>
  <span id="line691">691.          if (objects[obj->otyp].oc_material == SILVER && Hate_silver)</span>
+
  <span id="line691">691.        if (objects[obj->otyp].oc_material == SILVER && Hate_silver)</span>
  <span id="line692">692.              tmp = rnd(10), dmg += Maybe_Half_Phys(tmp);</span>
+
  <span id="line692">692.            tmp = rnd(10), dmg += Maybe_Half_Phys(tmp);</span>
  <span id="line693">693.          Sprintf(buf, "touching %s", oart->name);</span>
+
  <span id="line693">693.        Sprintf(buf, "touching %s", oart->name);</span>
  <span id="line694">694.          losehp(dmg, buf, KILLED_BY); /* magic damage, not physical */</span>
+
  <span id="line694">694.        losehp(dmg, buf, KILLED_BY); /* magic damage, not physical */</span>
  <span id="line695">695.          exercise(A_WIS, FALSE);</span>
+
  <span id="line695">695.        exercise(A_WIS, FALSE);</span>
  <span id="line696">696.      }</span>
+
  <span id="line696">696.    }</span>
  <span id="line697">697.  </span>
+
  <span id="line697">697. </span>
  <span id="line698">698.      /* can pick it up unless you're totally non-synch'd with the artifact */</span>
+
  <span id="line698">698.    /* can pick it up unless you're totally non-synch'd with the artifact */</span>
  <span id="line699">699.      if (badclass && badalign && self_willed) {</span>
+
  <span id="line699">699.    if (badclass && badalign && self_willed) {</span>
  <span id="line700">700.          if (yours) {</span>
+
  <span id="line700">700.        if (yours) {</span>
  <span id="line701">701.              if (!carried(obj))</span>
+
  <span id="line701">701.            if (!carried(obj))</span>
  <span id="line702">702.                  pline("%s your grasp!", Tobjnam(obj, "evade"));</span>
+
  <span id="line702">702.                pline("%s your grasp!", Tobjnam(obj, "evade"));</span>
  <span id="line703">703.              else</span>
+
  <span id="line703">703.            else</span>
  <span id="line704">704.                  pline("%s beyond your control!", Tobjnam(obj, "are"));</span>
+
  <span id="line704">704.                pline("%s beyond your control!", Tobjnam(obj, "are"));</span>
  <span id="line705">705.          }</span>
+
  <span id="line705">705.        }</span>
  <span id="line706">706.          return 0;</span>
+
  <span id="line706">706.        return 0;</span>
  <span id="line707">707.      }</span>
+
  <span id="line707">707.    }</span>
  <span id="line708">708.  </span>
+
  <span id="line708">708. </span>
  <span id="line709">709.      return 1;</span>
+
  <span id="line709">709.    return 1;</span>
  <span id="line710">710.  }</span>
+
  <span id="line710">710. }</span>
  <span id="line711">711.  </span>
+
  <span id="line711">711. </span>
  
 
== arti_immune ==
 
== arti_immune ==
 
      
 
      
  <span id="line712">712.  /* decide whether an artifact itself is vulnerable to a particular type</span>
+
  <span id="line712">712. /* decide whether an artifact itself is vulnerable to a particular type</span>
  <span id="line713">713.    of erosion damage, independent of the properties of its bearer */</span>
+
  <span id="line713">713.    of erosion damage, independent of the properties of its bearer */</span>
  <span id="line714">714.  boolean</span>
+
  <span id="line714">714. boolean</span>
  <span id="line715">715.  arti_immune(obj, dtyp)</span>
+
  <span id="line715">715. arti_immune(obj, dtyp)</span>
  <span id="line716">716.  struct obj *obj;</span>
+
  <span id="line716">716. struct obj *obj;</span>
  <span id="line717">717.  int dtyp;</span>
+
  <span id="line717">717. int dtyp;</span>
  <span id="line718">718.  {</span>
+
  <span id="line718">718. {</span>
  <span id="line719">719.      register const struct artifact *weap = get_artifact(obj);</span>
+
  <span id="line719">719.    register const struct artifact *weap = get_artifact(obj);</span>
  <span id="line720">720.  </span>
+
  <span id="line720">720. </span>
  <span id="line721">721.      if (!weap)</span>
+
  <span id="line721">721.    if (!weap)</span>
  <span id="line722">722.          return FALSE;</span>
+
  <span id="line722">722.        return FALSE;</span>
  <span id="line723">723.      if (dtyp == AD_PHYS)</span>
+
  <span id="line723">723.    if (dtyp == AD_PHYS)</span>
  <span id="line724">724.          return FALSE; /* nothing is immune to phys dmg */</span>
+
  <span id="line724">724.        return FALSE; /* nothing is immune to phys dmg */</span>
  <span id="line725">725.      return (boolean) (weap->attk.adtyp == dtyp</span>
+
  <span id="line725">725.    return (boolean) (weap->attk.adtyp == dtyp</span>
  <span id="line726">726.                        || weap->defn.adtyp == dtyp</span>
+
  <span id="line726">726.                      || weap->defn.adtyp == dtyp</span>
  <span id="line727">727.                        || weap->cary.adtyp == dtyp);</span>
+
  <span id="line727">727.                      || weap->cary.adtyp == dtyp);</span>
  <span id="line728">728.  }</span>
+
  <span id="line728">728. }</span>
  <span id="line729">729.  </span>
+
  <span id="line729">729. </span>
  
 
== bane_applies ==
 
== bane_applies ==
 
      
 
      
  <span id="line730">730.  STATIC_OVL boolean</span>
+
  <span id="line730">730. STATIC_OVL boolean</span>
  <span id="line731">731.  bane_applies(oart, mon)</span>
+
  <span id="line731">731. bane_applies(oart, mon)</span>
  <span id="line732">732.  const struct artifact *oart;</span>
+
  <span id="line732">732. const struct artifact *oart;</span>
  <span id="line733">733.  struct monst *mon;</span>
+
  <span id="line733">733. struct monst *mon;</span>
  <span id="line734">734.  {</span>
+
  <span id="line734">734. {</span>
  <span id="line735">735.      struct artifact atmp;</span>
+
  <span id="line735">735.    struct artifact atmp;</span>
  <span id="line736">736.  </span>
+
  <span id="line736">736. </span>
  <span id="line737">737.      if (oart && (oart->spfx & SPFX_DBONUS) != 0) {</span>
+
  <span id="line737">737.    if (oart && (oart->spfx & SPFX_DBONUS) != 0) {</span>
  <span id="line738">738.          atmp = *oart;</span>
+
  <span id="line738">738.        atmp = *oart;</span>
  <span id="line739">739.          atmp.spfx &= SPFX_DBONUS; /* clear other spfx fields */</span>
+
  <span id="line739">739.        atmp.spfx &= SPFX_DBONUS; /* clear other spfx fields */</span>
  <span id="line740">740.          if (spec_applies(&atmp, mon))</span>
+
  <span id="line740">740.        if (spec_applies(&atmp, mon))</span>
  <span id="line741">741.              return TRUE;</span>
+
  <span id="line741">741.            return TRUE;</span>
  <span id="line742">742.      }</span>
+
  <span id="line742">742.    }</span>
  <span id="line743">743.      return FALSE;</span>
+
  <span id="line743">743.    return FALSE;</span>
  <span id="line744">744.  }</span>
+
  <span id="line744">744. }</span>
  <span id="line745">745.  </span>
+
  <span id="line745">745. </span>
  
 
== spec_applies ==
 
== spec_applies ==
 
      
 
      
  <span id="line746">746.  /* decide whether an artifact's special attacks apply against mtmp */</span>
+
  <span id="line746">746. /* decide whether an artifact's special attacks apply against mtmp */</span>
  <span id="line747">747.  STATIC_OVL int</span>
+
  <span id="line747">747. STATIC_OVL int</span>
  <span id="line748">748.  spec_applies(weap, mtmp)</span>
+
  <span id="line748">748. spec_applies(weap, mtmp)</span>
  <span id="line749">749.  register const struct artifact *weap;</span>
+
  <span id="line749">749. register const struct artifact *weap;</span>
  <span id="line750">750.  struct monst *mtmp;</span>
+
  <span id="line750">750. struct monst *mtmp;</span>
  <span id="line751">751.  {</span>
+
  <span id="line751">751. {</span>
  <span id="line752">752.      struct permonst *ptr;</span>
+
  <span id="line752">752.    struct permonst *ptr;</span>
  <span id="line753">753.      boolean yours;</span>
+
  <span id="line753">753.    boolean yours;</span>
  <span id="line754">754.  </span>
+
  <span id="line754">754. </span>
  <span id="line755">755.      if (!(weap->spfx & (SPFX_DBONUS | SPFX_ATTK)))</span>
+
  <span id="line755">755.    if (!(weap->spfx & (SPFX_DBONUS | SPFX_ATTK)))</span>
  <span id="line756">756.          return (weap->attk.adtyp == AD_PHYS);</span>
+
  <span id="line756">756.        return (weap->attk.adtyp == AD_PHYS);</span>
  <span id="line757">757.  </span>
+
  <span id="line757">757. </span>
  <span id="line758">758.      yours = (mtmp == &youmonst);</span>
+
  <span id="line758">758.    yours = (mtmp == &youmonst);</span>
  <span id="line759">759.      ptr = mtmp->data;</span>
+
  <span id="line759">759.    ptr = mtmp->data;</span>
  <span id="line760">760.  </span>
+
  <span id="line760">760. </span>
  <span id="line761">761.      if (weap->spfx & SPFX_DMONS) {</span>
+
  <span id="line761">761.    if (weap->spfx & SPFX_DMONS) {</span>
  <span id="line762">762.          return (ptr == &mons[(int) weap->mtype]);</span>
+
  <span id="line762">762.        return (ptr == &mons[(int) weap->mtype]);</span>
  <span id="line763">763.      } else if (weap->spfx & SPFX_DCLAS) {</span>
+
  <span id="line763">763.    } else if (weap->spfx & SPFX_DCLAS) {</span>
  <span id="line764">764.          return (weap->mtype == (unsigned long) ptr->mlet);</span>
+
  <span id="line764">764.        return (weap->mtype == (unsigned long) ptr->mlet);</span>
  <span id="line765">765.      } else if (weap->spfx & SPFX_DFLAG1) {</span>
+
  <span id="line765">765.    } else if (weap->spfx & SPFX_DFLAG1) {</span>
  <span id="line766">766.          return ((ptr->mflags1 & weap->mtype) != 0L);</span>
+
  <span id="line766">766.        return ((ptr->mflags1 & weap->mtype) != 0L);</span>
  <span id="line767">767.      } else if (weap->spfx & SPFX_DFLAG2) {</span>
+
  <span id="line767">767.    } else if (weap->spfx & SPFX_DFLAG2) {</span>
  <span id="line768">768.          return ((ptr->mflags2 & weap->mtype)</span>
+
  <span id="line768">768.        return ((ptr->mflags2 & weap->mtype)</span>
  <span id="line769">769.                  || (yours</span>
+
  <span id="line769">769.                || (yours</span>
  <span id="line770">770.                      && ((!Upolyd && (urace.selfmask & weap->mtype))</span>
+
  <span id="line770">770.                    && ((!Upolyd && (urace.selfmask & weap->mtype))</span>
  <span id="line771">771.                          || ((weap->mtype & M2_WERE) && u.ulycn >= LOW_PM))));</span>
+
  <span id="line771">771.                        || ((weap->mtype & M2_WERE) && u.ulycn >= LOW_PM))));</span>
  <span id="line772">772.      } else if (weap->spfx & SPFX_DALIGN) {</span>
+
  <span id="line772">772.    } else if (weap->spfx & SPFX_DALIGN) {</span>
  <span id="line773">773.          return yours ? (u.ualign.type != weap->alignment)</span>
+
  <span id="line773">773.        return yours ? (u.ualign.type != weap->alignment)</span>
  <span id="line774">774.                      : (ptr->maligntyp == A_NONE</span>
+
  <span id="line774">774.                      : (ptr->maligntyp == A_NONE</span>
  <span id="line775">775.                          || sgn(ptr->maligntyp) != weap->alignment);</span>
+
  <span id="line775">775.                        || sgn(ptr->maligntyp) != weap->alignment);</span>
  <span id="line776">776.      } else if (weap->spfx & SPFX_ATTK) {</span>
+
  <span id="line776">776.    } else if (weap->spfx & SPFX_ATTK) {</span>
  <span id="line777">777.          struct obj *defending_weapon = (yours ? uwep : MON_WEP(mtmp));</span>
+
  <span id="line777">777.        struct obj *defending_weapon = (yours ? uwep : MON_WEP(mtmp));</span>
  <span id="line778">778.  </span>
+
  <span id="line778">778. </span>
  <span id="line779">779.          if (defending_weapon && defending_weapon->oartifact</span>
+
  <span id="line779">779.        if (defending_weapon && defending_weapon->oartifact</span>
  <span id="line780">780.              && defends((int) weap->attk.adtyp, defending_weapon))</span>
+
  <span id="line780">780.            && defends((int) weap->attk.adtyp, defending_weapon))</span>
  <span id="line781">781.              return FALSE;</span>
+
  <span id="line781">781.            return FALSE;</span>
  <span id="line782">782.          switch (weap->attk.adtyp) {</span>
+
  <span id="line782">782.        switch (weap->attk.adtyp) {</span>
  <span id="line783">783.          case AD_FIRE:</span>
+
  <span id="line783">783.        case AD_FIRE:</span>
  <span id="line784">784.              return !(yours ? Fire_resistance : resists_fire(mtmp));</span>
+
  <span id="line784">784.            return !(yours ? Fire_resistance : resists_fire(mtmp));</span>
  <span id="line785">785.          case AD_COLD:</span>
+
  <span id="line785">785.        case AD_COLD:</span>
  <span id="line786">786.              return !(yours ? Cold_resistance : resists_cold(mtmp));</span>
+
  <span id="line786">786.            return !(yours ? Cold_resistance : resists_cold(mtmp));</span>
  <span id="line787">787.          case AD_ELEC:</span>
+
  <span id="line787">787.        case AD_ELEC:</span>
  <span id="line788">788.              return !(yours ? Shock_resistance : resists_elec(mtmp));</span>
+
  <span id="line788">788.            return !(yours ? Shock_resistance : resists_elec(mtmp));</span>
  <span id="line789">789.          case AD_MAGM:</span>
+
  <span id="line789">789.        case AD_MAGM:</span>
  <span id="line790">790.          case AD_STUN:</span>
+
  <span id="line790">790.        case AD_STUN:</span>
  <span id="line791">791.              return !(yours ? Antimagic : (rn2(100) < ptr->mr));</span>
+
  <span id="line791">791.            return !(yours ? Antimagic : (rn2(100) < ptr->mr));</span>
  <span id="line792">792.          case AD_DRST:</span>
+
  <span id="line792">792.        case AD_DRST:</span>
  <span id="line793">793.              return !(yours ? Poison_resistance : resists_poison(mtmp));</span>
+
  <span id="line793">793.            return !(yours ? Poison_resistance : resists_poison(mtmp));</span>
  <span id="line794">794.          case AD_DRLI:</span>
+
  <span id="line794">794.        case AD_DRLI:</span>
  <span id="line795">795.              return !(yours ? Drain_resistance : resists_drli(mtmp));</span>
+
  <span id="line795">795.            return !(yours ? Drain_resistance : resists_drli(mtmp));</span>
  <span id="line796">796.          case AD_STON:</span>
+
  <span id="line796">796.        case AD_STON:</span>
  <span id="line797">797.              return !(yours ? Stone_resistance : resists_ston(mtmp));</span>
+
  <span id="line797">797.            return !(yours ? Stone_resistance : resists_ston(mtmp));</span>
  <span id="line798">798.          default:</span>
+
  <span id="line798">798.        default:</span>
  <span id="line799">799.              impossible("Weird weapon special attack.");</span>
+
  <span id="line799">799.            impossible("Weird weapon special attack.");</span>
  <span id="line800">800.          }</span>
+
  <span id="line800">800.        }</span>
  <span id="line801">801.      }</span>
+
  <span id="line801">801.    }</span>
  <span id="line802">802.      return 0;</span>
+
  <span id="line802">802.    return 0;</span>
  <span id="line803">803.  }</span>
+
  <span id="line803">803. }</span>
  <span id="line804">804.  </span>
+
  <span id="line804">804. </span>
  
 
== spec_m2 ==
 
== spec_m2 ==
 
      
 
      
  <span id="line805">805.  /* return the M2 flags of monster that an artifact's special attacks apply</span>
+
  <span id="line805">805. /* return the M2 flags of monster that an artifact's special attacks apply</span>
  <span id="line806">806.  * against */</span>
+
  <span id="line806">806.  * against */</span>
  <span id="line807">807.  long</span>
+
  <span id="line807">807. long</span>
  <span id="line808">808.  spec_m2(otmp)</span>
+
  <span id="line808">808. spec_m2(otmp)</span>
  <span id="line809">809.  struct obj *otmp;</span>
+
  <span id="line809">809. struct obj *otmp;</span>
  <span id="line810">810.  {</span>
+
  <span id="line810">810. {</span>
  <span id="line811">811.      const struct artifact *artifact = get_artifact(otmp);</span>
+
  <span id="line811">811.    const struct artifact *artifact = get_artifact(otmp);</span>
  <span id="line812">812.  </span>
+
  <span id="line812">812. </span>
  <span id="line813">813.      if (artifact)</span>
+
  <span id="line813">813.    if (artifact)</span>
  <span id="line814">814.          return artifact->mtype;</span>
+
  <span id="line814">814.        return artifact->mtype;</span>
  <span id="line815">815.      return 0L;</span>
+
  <span id="line815">815.    return 0L;</span>
  <span id="line816">816.  }</span>
+
  <span id="line816">816. }</span>
  <span id="line817">817.  </span>
+
  <span id="line817">817. </span>
  
 
== spec_abon ==
 
== spec_abon ==
  
  <span id="line818">818.  /* special attack bonus */</span>
+
  <span id="line818">818. /* special attack bonus */</span>
  <span id="line819">819.  int</span>
+
  <span id="line819">819. int</span>
  <span id="line820">820.  spec_abon(otmp, mon)</span>
+
  <span id="line820">820. spec_abon(otmp, mon)</span>
  <span id="line821">821.  struct obj *otmp;</span>
+
  <span id="line821">821. struct obj *otmp;</span>
  <span id="line822">822.  struct monst *mon;</span>
+
  <span id="line822">822. struct monst *mon;</span>
  <span id="line823">823.  {</span>
+
  <span id="line823">823. {</span>
  <span id="line824">824.      const struct artifact *weap = get_artifact(otmp);</span>
+
  <span id="line824">824.    const struct artifact *weap = get_artifact(otmp);</span>
  <span id="line825">825.  </span>
+
  <span id="line825">825. </span>
  <span id="line826">826.      /* no need for an extra check for `NO_ATTK' because this will</span>
+
  <span id="line826">826.    /* no need for an extra check for `NO_ATTK' because this will</span>
  <span id="line827">827.        always return 0 for any artifact which has that attribute */</span>
+
  <span id="line827">827.        always return 0 for any artifact which has that attribute */</span>
  <span id="line828">828.  </span>
+
  <span id="line828">828. </span>
  <span id="line829">829.      if (weap && weap->attk.damn && spec_applies(weap, mon))</span>
+
  <span id="line829">829.    if (weap && weap->attk.damn && spec_applies(weap, mon))</span>
  <span id="line830">830.          return rnd((int) weap->attk.damn);</span>
+
  <span id="line830">830.        return rnd((int) weap->attk.damn);</span>
  <span id="line831">831.      return 0;</span>
+
  <span id="line831">831.    return 0;</span>
  <span id="line832">832.  }</span>
+
  <span id="line832">832. }</span>
  <span id="line833">833.  </span>
+
  <span id="line833">833. </span>
  
 
== spec_dbon ==
 
== spec_dbon ==
 
      
 
      
  <span id="line834">834.  /* special damage bonus */</span>
+
  <span id="line834">834. /* special damage bonus */</span>
  <span id="line835">835.  int</span>
+
  <span id="line835">835. int</span>
  <span id="line836">836.  spec_dbon(otmp, mon, tmp)</span>
+
  <span id="line836">836. spec_dbon(otmp, mon, tmp)</span>
  <span id="line837">837.  struct obj *otmp;</span>
+
  <span id="line837">837. struct obj *otmp;</span>
  <span id="line838">838.  struct monst *mon;</span>
+
  <span id="line838">838. struct monst *mon;</span>
  <span id="line839">839.  int tmp;</span>
+
  <span id="line839">839. int tmp;</span>
  <span id="line840">840.  {</span>
+
  <span id="line840">840. {</span>
  <span id="line841">841.      register const struct artifact *weap = get_artifact(otmp);</span>
+
  <span id="line841">841.    register const struct artifact *weap = get_artifact(otmp);</span>
  <span id="line842">842.  </span>
+
  <span id="line842">842. </span>
  <span id="line843">843.      if (!weap || (weap->attk.adtyp == AD_PHYS /* check for `NO_ATTK' */</span>
+
  <span id="line843">843.    if (!weap || (weap->attk.adtyp == AD_PHYS /* check for `NO_ATTK' */</span>
  <span id="line844">844.                    && weap->attk.damn == 0 && weap->attk.damd == 0))</span>
+
  <span id="line844">844.                  && weap->attk.damn == 0 && weap->attk.damd == 0))</span>
  <span id="line845">845.          spec_dbon_applies = FALSE;</span>
+
  <span id="line845">845.        spec_dbon_applies = FALSE;</span>
  <span id="line846">846.      else if (otmp->oartifact == ART_GRIMTOOTH)</span>
+
  <span id="line846">846.    else if (otmp->oartifact == ART_GRIMTOOTH)</span>
  <span id="line847">847.          /* Grimtooth has SPFX settings to warn against elves but we want its</span>
+
  <span id="line847">847.        /* Grimtooth has SPFX settings to warn against elves but we want its</span>
  <span id="line848">848.            damage bonus to apply to all targets, so bypass spec_applies() */</span>
+
  <span id="line848">848.            damage bonus to apply to all targets, so bypass spec_applies() */</span>
  <span id="line849">849.          spec_dbon_applies = TRUE;</span>
+
  <span id="line849">849.        spec_dbon_applies = TRUE;</span>
  <span id="line850">850.      else</span>
+
  <span id="line850">850.    else</span>
  <span id="line851">851.          spec_dbon_applies = spec_applies(weap, mon);</span>
+
  <span id="line851">851.        spec_dbon_applies = spec_applies(weap, mon);</span>
  <span id="line852">852.  </span>
+
  <span id="line852">852. </span>
  <span id="line853">853.      if (spec_dbon_applies)</span>
+
  <span id="line853">853.    if (spec_dbon_applies)</span>
  <span id="line854">854.          return weap->attk.damd ? rnd((int) weap->attk.damd) : max(tmp, 1);</span>
+
  <span id="line854">854.        return weap->attk.damd ? rnd((int) weap->attk.damd) : max(tmp, 1);</span>
  <span id="line855">855.      return 0;</span>
+
  <span id="line855">855.    return 0;</span>
  <span id="line856">856.  }</span>
+
  <span id="line856">856. }</span>
  <span id="line857">857.  </span>
+
  <span id="line857">857. </span>
  
 
== discover_artifact ==
 
== discover_artifact ==
 
      
 
      
  <span id="line858">858.  /* add identified artifact to discoveries list */</span>
+
  <span id="line858">858. /* add identified artifact to discoveries list */</span>
  <span id="line859">859.  void</span>
+
  <span id="line859">859. void</span>
  <span id="line860">860.  discover_artifact(m)</span>
+
  <span id="line860">860. discover_artifact(m)</span>
  <span id="line861">861.  xchar m;</span>
+
  <span id="line861">861. xchar m;</span>
  <span id="line862">862.  {</span>
+
  <span id="line862">862. {</span>
  <span id="line863">863.      int i;</span>
+
  <span id="line863">863.    int i;</span>
  <span id="line864">864.  </span>
+
  <span id="line864">864. </span>
  <span id="line865">865.      /* look for this artifact in the discoveries list;</span>
+
  <span id="line865">865.    /* look for this artifact in the discoveries list;</span>
  <span id="line866">866.        if we hit an empty slot then it's not present, so add it */</span>
+
  <span id="line866">866.        if we hit an empty slot then it's not present, so add it */</span>
  <span id="line867">867.      for (i = 0; i < NROFARTIFACTS; i++)</span>
+
  <span id="line867">867.    for (i = 0; i < NROFARTIFACTS; i++)</span>
  <span id="line868">868.          if (artidisco[i] == 0 || artidisco[i] == m) {</span>
+
  <span id="line868">868.        if (artidisco[i] == 0 || artidisco[i] == m) {</span>
  <span id="line869">869.              artidisco[i] = m;</span>
+
  <span id="line869">869.            artidisco[i] = m;</span>
  <span id="line870">870.              return;</span>
+
  <span id="line870">870.            return;</span>
  <span id="line871">871.          }</span>
+
  <span id="line871">871.        }</span>
  <span id="line872">872.      /* there is one slot per artifact, so we should never reach the</span>
+
  <span id="line872">872.    /* there is one slot per artifact, so we should never reach the</span>
  <span id="line873">873.        end without either finding the artifact or an empty slot... */</span>
+
  <span id="line873">873.        end without either finding the artifact or an empty slot... */</span>
  <span id="line874">874.      impossible("couldn't discover artifact (%d)", (int) m);</span>
+
  <span id="line874">874.    impossible("couldn't discover artifact (%d)", (int) m);</span>
  <span id="line875">875.  }</span>
+
  <span id="line875">875. }</span>
  <span id="line876">876.  </span>
+
  <span id="line876">876. </span>
  
 
== undiscovered_artifact ==
 
== undiscovered_artifact ==
 
      
 
      
  <span id="line877">877.  /* used to decide whether an artifact has been fully identified */</span>
+
  <span id="line877">877. /* used to decide whether an artifact has been fully identified */</span>
  <span id="line878">878.  boolean</span>
+
  <span id="line878">878. boolean</span>
  <span id="line879">879.  undiscovered_artifact(m)</span>
+
  <span id="line879">879. undiscovered_artifact(m)</span>
  <span id="line880">880.  xchar m;</span>
+
  <span id="line880">880. xchar m;</span>
  <span id="line881">881.  {</span>
+
  <span id="line881">881. {</span>
  <span id="line882">882.      int i;</span>
+
  <span id="line882">882.    int i;</span>
  <span id="line883">883.  </span>
+
  <span id="line883">883. </span>
  <span id="line884">884.      /* look for this artifact in the discoveries list;</span>
+
  <span id="line884">884.    /* look for this artifact in the discoveries list;</span>
  <span id="line885">885.        if we hit an empty slot then it's undiscovered */</span>
+
  <span id="line885">885.        if we hit an empty slot then it's undiscovered */</span>
  <span id="line886">886.      for (i = 0; i < NROFARTIFACTS; i++)</span>
+
  <span id="line886">886.    for (i = 0; i < NROFARTIFACTS; i++)</span>
  <span id="line887">887.          if (artidisco[i] == m)</span>
+
  <span id="line887">887.        if (artidisco[i] == m)</span>
  <span id="line888">888.              return FALSE;</span>
+
  <span id="line888">888.            return FALSE;</span>
  <span id="line889">889.          else if (artidisco[i] == 0)</span>
+
  <span id="line889">889.        else if (artidisco[i] == 0)</span>
  <span id="line890">890.              break;</span>
+
  <span id="line890">890.            break;</span>
  <span id="line891">891.      return TRUE;</span>
+
  <span id="line891">891.    return TRUE;</span>
  <span id="line892">892.  }</span>
+
  <span id="line892">892. }</span>
  <span id="line893">893.  </span>
+
  <span id="line893">893. </span>
  
 
== disp_artifact_discoveries ==
 
== disp_artifact_discoveries ==
 
      
 
      
  <span id="line894">894.  /* display a list of discovered artifacts; return their count */</span>
+
  <span id="line894">894. /* display a list of discovered artifacts; return their count */</span>
  <span id="line895">895.  int</span>
+
  <span id="line895">895. int</span>
  <span id="line896">896.  disp_artifact_discoveries(tmpwin)</span>
+
  <span id="line896">896. disp_artifact_discoveries(tmpwin)</span>
  <span id="line897">897.  winid tmpwin; /* supplied by dodiscover() */</span>
+
  <span id="line897">897. winid tmpwin; /* supplied by dodiscover() */</span>
  <span id="line898">898.  {</span>
+
  <span id="line898">898. {</span>
  <span id="line899">899.      int i, m, otyp;</span>
+
  <span id="line899">899.    int i, m, otyp;</span>
  <span id="line900">900.      char buf[BUFSZ];</span>
+
  <span id="line900">900.    char buf[BUFSZ];</span>
  <span id="line901">901.  </span>
+
  <span id="line901">901. </span>
  <span id="line902">902.      for (i = 0; i < NROFARTIFACTS; i++) {</span>
+
  <span id="line902">902.    for (i = 0; i < NROFARTIFACTS; i++) {</span>
  <span id="line903">903.          if (artidisco[i] == 0)</span>
+
  <span id="line903">903.        if (artidisco[i] == 0)</span>
  <span id="line904">904.              break; /* empty slot implies end of list */</span>
+
  <span id="line904">904.            break; /* empty slot implies end of list */</span>
  <span id="line905">905.          if (tmpwin == WIN_ERR)</span>
+
  <span id="line905">905.        if (tmpwin == WIN_ERR)</span>
  <span id="line906">906.              continue; /* for WIN_ERR, we just count */</span>
+
  <span id="line906">906.            continue; /* for WIN_ERR, we just count */</span>
  <span id="line907">907.  </span>
+
  <span id="line907">907. </span>
  <span id="line908">908.          if (i == 0)</span>
+
  <span id="line908">908.        if (i == 0)</span>
  <span id="line909">909.              putstr(tmpwin, iflags.menu_headings, "Artifacts");</span>
+
  <span id="line909">909.            putstr(tmpwin, iflags.menu_headings, "Artifacts");</span>
  <span id="line910">910.          m = artidisco[i];</span>
+
  <span id="line910">910.        m = artidisco[i];</span>
  <span id="line911">911.          otyp = artilist[m].otyp;</span>
+
  <span id="line911">911.        otyp = artilist[m].otyp;</span>
  <span id="line912">912.          Sprintf(buf, "  %s [%s %s]", artiname(m),</span>
+
  <span id="line912">912.        Sprintf(buf, "  %s [%s %s]", artiname(m),</span>
  <span id="line913">913.                  align_str(artilist[m].alignment), simple_typename(otyp));</span>
+
  <span id="line913">913.                align_str(artilist[m].alignment), simple_typename(otyp));</span>
  <span id="line914">914.          putstr(tmpwin, 0, buf);</span>
+
  <span id="line914">914.        putstr(tmpwin, 0, buf);</span>
  <span id="line915">915.      }</span>
+
  <span id="line915">915.    }</span>
  <span id="line916">916.      return i;</span>
+
  <span id="line916">916.    return i;</span>
  <span id="line917">917.  }</span>
+
  <span id="line917">917. }</span>
  <span id="line918">918.  </span>
+
  <span id="line918">918. </span>
  
 
== Mb_hit ==
 
== Mb_hit ==
 
      
 
      
  <span id="line919">919.  /*</span>
+
  <span id="line919">919. /*</span>
  <span id="line920">920.  * Magicbane's intrinsic magic is incompatible with normal</span>
+
  <span id="line920">920.  * Magicbane's intrinsic magic is incompatible with normal</span>
  <span id="line921">921.  * enchantment magic.  Thus, its effects have a negative</span>
+
  <span id="line921">921.  * enchantment magic.  Thus, its effects have a negative</span>
  <span id="line922">922.  * dependence on spe.  Against low mr victims, it typically</span>
+
  <span id="line922">922.  * dependence on spe.  Against low mr victims, it typically</span>
  <span id="line923">923.  * does "double athame" damage, 2d4.  Occasionally, it will</span>
+
  <span id="line923">923.  * does "double athame" damage, 2d4.  Occasionally, it will</span>
  <span id="line924">924.  * cast unbalancing magic which effectively averages out to</span>
+
  <span id="line924">924.  * cast unbalancing magic which effectively averages out to</span>
  <span id="line925">925.  * 4d4 damage (3d4 against high mr victims), for spe = 0.</span>
+
  <span id="line925">925.  * 4d4 damage (3d4 against high mr victims), for spe = 0.</span>
  <span id="line926">926.  *</span>
+
  <span id="line926">926.  *</span>
  <span id="line927">927.  * Prior to 3.4.1, the cancel (aka purge) effect always</span>
+
  <span id="line927">927.  * Prior to 3.4.1, the cancel (aka purge) effect always</span>
  <span id="line928">928.  * included the scare effect too; now it's one or the other.</span>
+
  <span id="line928">928.  * included the scare effect too; now it's one or the other.</span>
  <span id="line929">929.  * Likewise, the stun effect won't be combined with either</span>
+
  <span id="line929">929.  * Likewise, the stun effect won't be combined with either</span>
  <span id="line930">930.  * of those two; it will be chosen separately or possibly</span>
+
  <span id="line930">930.  * of those two; it will be chosen separately or possibly</span>
  <span id="line931">931.  * used as a fallback when scare or cancel fails.</span>
+
  <span id="line931">931.  * used as a fallback when scare or cancel fails.</span>
  <span id="line932">932.  *</span>
+
  <span id="line932">932.  *</span>
  <span id="line933">933.  * [Historical note: a change to artifact_hit() for 3.4.0</span>
+
  <span id="line933">933.  * [Historical note: a change to artifact_hit() for 3.4.0</span>
  <span id="line934">934.  * unintentionally made all of Magicbane's special effects</span>
+
  <span id="line934">934.  * unintentionally made all of Magicbane's special effects</span>
  <span id="line935">935.  * be blocked if the defender successfully saved against a</span>
+
  <span id="line935">935.  * be blocked if the defender successfully saved against a</span>
  <span id="line936">936.  * stun attack.  As of 3.4.1, those effects can occur but</span>
+
  <span id="line936">936.  * stun attack.  As of 3.4.1, those effects can occur but</span>
  <span id="line937">937.  * will be slightly less likely than they were in 3.3.x.]</span>
+
  <span id="line937">937.  * will be slightly less likely than they were in 3.3.x.]</span>
  <span id="line938">938.  */</span>
+
  <span id="line938">938.  */</span>
  <span id="line939">939.  #define MB_MAX_DIEROLL 8 /* rolls above this aren't magical */</span>
+
  <span id="line939">939. #define MB_MAX_DIEROLL 8 /* rolls above this aren't magical */</span>
  <span id="line940">940.  static const char *const mb_verb[2][4] = {</span>
+
  <span id="line940">940. static const char *const mb_verb[2][4] = {</span>
  <span id="line941">941.      { "probe", "stun", "scare", "cancel" },</span>
+
  <span id="line941">941.    { "probe", "stun", "scare", "cancel" },</span>
  <span id="line942">942.      { "prod", "amaze", "tickle", "purge" },</span>
+
  <span id="line942">942.    { "prod", "amaze", "tickle", "purge" },</span>
  <span id="line943">943.  };</span>
+
  <span id="line943">943. };</span>
  <span id="line944">944.  #define MB_INDEX_PROBE 0</span>
+
  <span id="line944">944. #define MB_INDEX_PROBE 0</span>
  <span id="line945">945.  #define MB_INDEX_STUN 1</span>
+
  <span id="line945">945. #define MB_INDEX_STUN 1</span>
  <span id="line946">946.  #define MB_INDEX_SCARE 2</span>
+
  <span id="line946">946. #define MB_INDEX_SCARE 2</span>
  <span id="line947">947.  #define MB_INDEX_CANCEL 3</span>
+
  <span id="line947">947. #define MB_INDEX_CANCEL 3</span>
  <span id="line948">948.  </span>
+
  <span id="line948">948. </span>
  <span id="line949">949.  /* called when someone is being hit by Magicbane */</span>
+
  <span id="line949">949. /* called when someone is being hit by Magicbane */</span>
  <span id="line950">950.  STATIC_OVL boolean</span>
+
  <span id="line950">950. STATIC_OVL boolean</span>
  <span id="line951">951.  Mb_hit(magr, mdef, mb, dmgptr, dieroll, vis, hittee)</span>
+
  <span id="line951">951. Mb_hit(magr, mdef, mb, dmgptr, dieroll, vis, hittee)</span>
  <span id="line952">952.  struct monst *magr, *mdef; /* attacker and defender */</span>
+
  <span id="line952">952. struct monst *magr, *mdef; /* attacker and defender */</span>
  <span id="line953">953.  struct obj *mb;            /* Magicbane */</span>
+
  <span id="line953">953. struct obj *mb;            /* Magicbane */</span>
  <span id="line954">954.  int *dmgptr;              /* extra damage target will suffer */</span>
+
  <span id="line954">954. int *dmgptr;              /* extra damage target will suffer */</span>
  <span id="line955">955.  int dieroll;              /* d20 that has already scored a hit */</span>
+
  <span id="line955">955. int dieroll;              /* d20 that has already scored a hit */</span>
  <span id="line956">956.  boolean vis;              /* whether the action can be seen */</span>
+
  <span id="line956">956. boolean vis;              /* whether the action can be seen */</span>
  <span id="line957">957.  char *hittee;              /* target's name: "you" or mon_nam(mdef) */</span>
+
  <span id="line957">957. char *hittee;              /* target's name: "you" or mon_nam(mdef) */</span>
  <span id="line958">958.  {</span>
+
  <span id="line958">958. {</span>
  <span id="line959">959.      struct permonst *old_uasmon;</span>
+
  <span id="line959">959.    struct permonst *old_uasmon;</span>
  <span id="line960">960.      const char *verb, *fakename;</span>
+
  <span id="line960">960.    const char *verb, *fakename;</span>
  <span id="line961">961.      boolean youattack = (magr == &youmonst), youdefend = (mdef == &youmonst),</span>
+
  <span id="line961">961.    boolean youattack = (magr == &youmonst), youdefend = (mdef == &youmonst),</span>
  <span id="line962">962.              resisted = FALSE, do_stun, do_confuse, result;</span>
+
  <span id="line962">962.            resisted = FALSE, do_stun, do_confuse, result;</span>
  <span id="line963">963.      int attack_indx, scare_dieroll = MB_MAX_DIEROLL / 2;</span>
+
  <span id="line963">963.    int attack_indx, scare_dieroll = MB_MAX_DIEROLL / 2;</span>
  <span id="line964">964.  </span>
+
  <span id="line964">964. </span>
  <span id="line965">965.      result = FALSE; /* no message given yet */</span>
+
  <span id="line965">965.    result = FALSE; /* no message given yet */</span>
  <span id="line966">966.      /* the most severe effects are less likely at higher enchantment */</span>
+
  <span id="line966">966.    /* the most severe effects are less likely at higher enchantment */</span>
  <span id="line967">967.      if (mb->spe >= 3)</span>
+
  <span id="line967">967.    if (mb->spe >= 3)</span>
  <span id="line968">968.          scare_dieroll /= (1 << (mb->spe / 3));</span>
+
  <span id="line968">968.        scare_dieroll /= (1 << (mb->spe / 3));</span>
  <span id="line969">969.      /* if target successfully resisted the artifact damage bonus,</span>
+
  <span id="line969">969.    /* if target successfully resisted the artifact damage bonus,</span>
  <span id="line970">970.        reduce overall likelihood of the assorted special effects */</span>
+
  <span id="line970">970.        reduce overall likelihood of the assorted special effects */</span>
  <span id="line971">971.      if (!spec_dbon_applies)</span>
+
  <span id="line971">971.    if (!spec_dbon_applies)</span>
  <span id="line972">972.          dieroll += 1;</span>
+
  <span id="line972">972.        dieroll += 1;</span>
  <span id="line973">973.  </span>
+
  <span id="line973">973. </span>
  <span id="line974">974.      /* might stun even when attempting a more severe effect, but</span>
+
  <span id="line974">974.    /* might stun even when attempting a more severe effect, but</span>
  <span id="line975">975.        in that case it will only happen if the other effect fails;</span>
+
  <span id="line975">975.        in that case it will only happen if the other effect fails;</span>
  <span id="line976">976.        extra damage will apply regardless; 3.4.1: sometimes might</span>
+
  <span id="line976">976.        extra damage will apply regardless; 3.4.1: sometimes might</span>
  <span id="line977">977.        just probe even when it hasn't been enchanted */</span>
+
  <span id="line977">977.        just probe even when it hasn't been enchanted */</span>
  <span id="line978">978.      do_stun = (max(mb->spe, 0) < rn2(spec_dbon_applies ? 11 : 7));</span>
+
  <span id="line978">978.    do_stun = (max(mb->spe, 0) < rn2(spec_dbon_applies ? 11 : 7));</span>
  <span id="line979">979.  </span>
+
  <span id="line979">979. </span>
  <span id="line980">980.      /* the special effects also boost physical damage; increments are</span>
+
  <span id="line980">980.    /* the special effects also boost physical damage; increments are</span>
  <span id="line981">981.        generally cumulative, but since the stun effect is based on a</span>
+
  <span id="line981">981.        generally cumulative, but since the stun effect is based on a</span>
  <span id="line982">982.        different criterium its damage might not be included; the base</span>
+
  <span id="line982">982.        different criterium its damage might not be included; the base</span>
  <span id="line983">983.        damage is either 1d4 (athame) or 2d4 (athame+spec_dbon) depending</span>
+
  <span id="line983">983.        damage is either 1d4 (athame) or 2d4 (athame+spec_dbon) depending</span>
  <span id="line984">984.        on target's resistance check against AD_STUN (handled by caller)</span>
+
  <span id="line984">984.        on target's resistance check against AD_STUN (handled by caller)</span>
  <span id="line985">985.        [note that a successful save against AD_STUN doesn't actually</span>
+
  <span id="line985">985.        [note that a successful save against AD_STUN doesn't actually</span>
  <span id="line986">986.        prevent the target from ending up stunned] */</span>
+
  <span id="line986">986.        prevent the target from ending up stunned] */</span>
  <span id="line987">987.      attack_indx = MB_INDEX_PROBE;</span>
+
  <span id="line987">987.    attack_indx = MB_INDEX_PROBE;</span>
  <span id="line988">988.      *dmgptr += rnd(4); /* (2..3)d4 */</span>
+
  <span id="line988">988.    *dmgptr += rnd(4); /* (2..3)d4 */</span>
  <span id="line989">989.      if (do_stun) {</span>
+
  <span id="line989">989.    if (do_stun) {</span>
  <span id="line990">990.          attack_indx = MB_INDEX_STUN;</span>
+
  <span id="line990">990.        attack_indx = MB_INDEX_STUN;</span>
  <span id="line991">991.          *dmgptr += rnd(4); /* (3..4)d4 */</span>
+
  <span id="line991">991.        *dmgptr += rnd(4); /* (3..4)d4 */</span>
  <span id="line992">992.      }</span>
+
  <span id="line992">992.    }</span>
  <span id="line993">993.      if (dieroll <= scare_dieroll) {</span>
+
  <span id="line993">993.    if (dieroll <= scare_dieroll) {</span>
  <span id="line994">994.          attack_indx = MB_INDEX_SCARE;</span>
+
  <span id="line994">994.        attack_indx = MB_INDEX_SCARE;</span>
  <span id="line995">995.          *dmgptr += rnd(4); /* (3..5)d4 */</span>
+
  <span id="line995">995.        *dmgptr += rnd(4); /* (3..5)d4 */</span>
  <span id="line996">996.      }</span>
+
  <span id="line996">996.    }</span>
  <span id="line997">997.      if (dieroll <= (scare_dieroll / 2)) {</span>
+
  <span id="line997">997.    if (dieroll <= (scare_dieroll / 2)) {</span>
  <span id="line998">998.          attack_indx = MB_INDEX_CANCEL;</span>
+
  <span id="line998">998.        attack_indx = MB_INDEX_CANCEL;</span>
  <span id="line999">999.          *dmgptr += rnd(4); /* (4..6)d4 */</span>
+
  <span id="line999">999.        *dmgptr += rnd(4); /* (4..6)d4 */</span>
  <span id="line1000">1000.      }</span>
+
  <span id="line1000">1000.    }</span>
  <span id="line1001">1001.  </span>
+
  <span id="line1001">1001. </span>
  <span id="line1002">1002.      /* give the hit message prior to inflicting the effects */</span>
+
  <span id="line1002">1002.    /* give the hit message prior to inflicting the effects */</span>
  <span id="line1003">1003.      verb = mb_verb[!!Hallucination][attack_indx];</span>
+
  <span id="line1003">1003.    verb = mb_verb[!!Hallucination][attack_indx];</span>
  <span id="line1004">1004.      if (youattack || youdefend || vis) {</span>
+
  <span id="line1004">1004.    if (youattack || youdefend || vis) {</span>
  <span id="line1005">1005.          result = TRUE;</span>
+
  <span id="line1005">1005.        result = TRUE;</span>
  <span id="line1006">1006.          pline_The("magic-absorbing blade %s %s!",</span>
+
  <span id="line1006">1006.        pline_The("magic-absorbing blade %s %s!",</span>
  <span id="line1007">1007.                    vtense((const char *) 0, verb), hittee);</span>
+
  <span id="line1007">1007.                  vtense((const char *) 0, verb), hittee);</span>
  <span id="line1008">1008.          /* assume probing has some sort of noticeable feedback</span>
+
  <span id="line1008">1008.        /* assume probing has some sort of noticeable feedback</span>
  <span id="line1009">1009.            even if it is being done by one monster to another */</span>
+
  <span id="line1009">1009.            even if it is being done by one monster to another */</span>
  <span id="line1010">1010.          if (attack_indx == MB_INDEX_PROBE && !canspotmon(mdef))</span>
+
  <span id="line1010">1010.        if (attack_indx == MB_INDEX_PROBE && !canspotmon(mdef))</span>
  <span id="line1011">1011.              map_invisible(mdef->mx, mdef->my);</span>
+
  <span id="line1011">1011.            map_invisible(mdef->mx, mdef->my);</span>
  <span id="line1012">1012.      }</span>
+
  <span id="line1012">1012.    }</span>
  <span id="line1013">1013.  </span>
+
  <span id="line1013">1013. </span>
  <span id="line1014">1014.      /* now perform special effects */</span>
+
  <span id="line1014">1014.    /* now perform special effects */</span>
  <span id="line1015">1015.      switch (attack_indx) {</span>
+
  <span id="line1015">1015.    switch (attack_indx) {</span>
  <span id="line1016">1016.      case MB_INDEX_CANCEL:</span>
+
  <span id="line1016">1016.    case MB_INDEX_CANCEL:</span>
  <span id="line1017">1017.          old_uasmon = youmonst.data;</span>
+
  <span id="line1017">1017.        old_uasmon = youmonst.data;</span>
  <span id="line1018">1018.          /* No mdef->mcan check: even a cancelled monster can be polymorphed</span>
+
  <span id="line1018">1018.        /* No mdef->mcan check: even a cancelled monster can be polymorphed</span>
  <span id="line1019">1019.          * into a golem, and the "cancel" effect acts as if some magical</span>
+
  <span id="line1019">1019.          * into a golem, and the "cancel" effect acts as if some magical</span>
  <span id="line1020">1020.          * energy remains in spellcasting defenders to be absorbed later.</span>
+
  <span id="line1020">1020.          * energy remains in spellcasting defenders to be absorbed later.</span>
  <span id="line1021">1021.          */</span>
+
  <span id="line1021">1021.          */</span>
  <span id="line1022">1022.          if (!cancel_monst(mdef, mb, youattack, FALSE, FALSE)) {</span>
+
  <span id="line1022">1022.        if (!cancel_monst(mdef, mb, youattack, FALSE, FALSE)) {</span>
  <span id="line1023">1023.              resisted = TRUE;</span>
+
  <span id="line1023">1023.            resisted = TRUE;</span>
  <span id="line1024">1024.          } else {</span>
+
  <span id="line1024">1024.        } else {</span>
  <span id="line1025">1025.              do_stun = FALSE;</span>
+
  <span id="line1025">1025.            do_stun = FALSE;</span>
  <span id="line1026">1026.              if (youdefend) {</span>
+
  <span id="line1026">1026.            if (youdefend) {</span>
  <span id="line1027">1027.                  if (youmonst.data != old_uasmon)</span>
+
  <span id="line1027">1027.                if (youmonst.data != old_uasmon)</span>
  <span id="line1028">1028.                      *dmgptr = 0; /* rehumanized, so no more damage */</span>
+
  <span id="line1028">1028.                    *dmgptr = 0; /* rehumanized, so no more damage */</span>
  <span id="line1029">1029.                  if (u.uenmax > 0) {</span>
+
  <span id="line1029">1029.                if (u.uenmax > 0) {</span>
  <span id="line1030">1030.                      You("lose magical energy!");</span>
+
  <span id="line1030">1030.                    You("lose magical energy!");</span>
  <span id="line1031">1031.                      u.uenmax--;</span>
+
  <span id="line1031">1031.                    u.uenmax--;</span>
  <span id="line1032">1032.                      if (u.uen > 0)</span>
+
  <span id="line1032">1032.                    if (u.uen > 0)</span>
  <span id="line1033">1033.                          u.uen--;</span>
+
  <span id="line1033">1033.                        u.uen--;</span>
  <span id="line1034">1034.                      context.botl = 1;</span>
+
  <span id="line1034">1034.                    context.botl = 1;</span>
  <span id="line1035">1035.                  }</span>
+
  <span id="line1035">1035.                }</span>
  <span id="line1036">1036.              } else {</span>
+
  <span id="line1036">1036.            } else {</span>
  <span id="line1037">1037.                  if (mdef->data == &mons[PM_CLAY_GOLEM])</span>
+
  <span id="line1037">1037.                if (mdef->data == &mons[PM_CLAY_GOLEM])</span>
  <span id="line1038">1038.                      mdef->mhp = 1; /* cancelled clay golems will die */</span>
+
  <span id="line1038">1038.                    mdef->mhp = 1; /* cancelled clay golems will die */</span>
  <span id="line1039">1039.                  if (youattack && attacktype(mdef->data, AT_MAGC)) {</span>
+
  <span id="line1039">1039.                if (youattack && attacktype(mdef->data, AT_MAGC)) {</span>
  <span id="line1040">1040.                      You("absorb magical energy!");</span>
+
  <span id="line1040">1040.                    You("absorb magical energy!");</span>
  <span id="line1041">1041.                      u.uenmax++;</span>
+
  <span id="line1041">1041.                    u.uenmax++;</span>
  <span id="line1042">1042.                      u.uen++;</span>
+
  <span id="line1042">1042.                    u.uen++;</span>
  <span id="line1043">1043.                      context.botl = 1;</span>
+
  <span id="line1043">1043.                    context.botl = 1;</span>
  <span id="line1044">1044.                  }</span>
+
  <span id="line1044">1044.                }</span>
  <span id="line1045">1045.              }</span>
+
  <span id="line1045">1045.            }</span>
  <span id="line1046">1046.          }</span>
+
  <span id="line1046">1046.        }</span>
  <span id="line1047">1047.          break;</span>
+
  <span id="line1047">1047.        break;</span>
  <span id="line1048">1048.  </span>
+
  <span id="line1048">1048. </span>
  <span id="line1049">1049.      case MB_INDEX_SCARE:</span>
+
  <span id="line1049">1049.    case MB_INDEX_SCARE:</span>
  <span id="line1050">1050.          if (youdefend) {</span>
+
  <span id="line1050">1050.        if (youdefend) {</span>
  <span id="line1051">1051.              if (Antimagic) {</span>
+
  <span id="line1051">1051.            if (Antimagic) {</span>
  <span id="line1052">1052.                  resisted = TRUE;</span>
+
  <span id="line1052">1052.                resisted = TRUE;</span>
  <span id="line1053">1053.              } else {</span>
+
  <span id="line1053">1053.            } else {</span>
  <span id="line1054">1054.                  nomul(-3);</span>
+
  <span id="line1054">1054.                nomul(-3);</span>
  <span id="line1055">1055.                  multi_reason = "being scared stiff";</span>
+
  <span id="line1055">1055.                multi_reason = "being scared stiff";</span>
  <span id="line1056">1056.                  nomovemsg = "";</span>
+
  <span id="line1056">1056.                nomovemsg = "";</span>
  <span id="line1057">1057.                  if (magr && magr == u.ustuck && sticks(youmonst.data)) {</span>
+
  <span id="line1057">1057.                if (magr && magr == u.ustuck && sticks(youmonst.data)) {</span>
  <span id="line1058">1058.                      u.ustuck = (struct monst *) 0;</span>
+
  <span id="line1058">1058.                    u.ustuck = (struct monst *) 0;</span>
  <span id="line1059">1059.                      You("release %s!", mon_nam(magr));</span>
+
  <span id="line1059">1059.                    You("release %s!", mon_nam(magr));</span>
  <span id="line1060">1060.                  }</span>
+
  <span id="line1060">1060.                }</span>
  <span id="line1061">1061.              }</span>
+
  <span id="line1061">1061.            }</span>
  <span id="line1062">1062.          } else {</span>
+
  <span id="line1062">1062.        } else {</span>
  <span id="line1063">1063.              if (rn2(2) && resist(mdef, WEAPON_CLASS, 0, NOTELL))</span>
+
  <span id="line1063">1063.            if (rn2(2) && resist(mdef, WEAPON_CLASS, 0, NOTELL))</span>
  <span id="line1064">1064.                  resisted = TRUE;</span>
+
  <span id="line1064">1064.                resisted = TRUE;</span>
  <span id="line1065">1065.              else</span>
+
  <span id="line1065">1065.            else</span>
  <span id="line1066">1066.                  monflee(mdef, 3, FALSE, (mdef->mhp > *dmgptr));</span>
+
  <span id="line1066">1066.                monflee(mdef, 3, FALSE, (mdef->mhp > *dmgptr));</span>
  <span id="line1067">1067.          }</span>
+
  <span id="line1067">1067.        }</span>
  <span id="line1068">1068.          if (!resisted)</span>
+
  <span id="line1068">1068.        if (!resisted)</span>
  <span id="line1069">1069.              do_stun = FALSE;</span>
+
  <span id="line1069">1069.            do_stun = FALSE;</span>
  <span id="line1070">1070.          break;</span>
+
  <span id="line1070">1070.        break;</span>
  <span id="line1071">1071.  </span>
+
  <span id="line1071">1071. </span>
  <span id="line1072">1072.      case MB_INDEX_STUN:</span>
+
  <span id="line1072">1072.    case MB_INDEX_STUN:</span>
  <span id="line1073">1073.          do_stun = TRUE; /* (this is redundant...) */</span>
+
  <span id="line1073">1073.        do_stun = TRUE; /* (this is redundant...) */</span>
  <span id="line1074">1074.          break;</span>
+
  <span id="line1074">1074.        break;</span>
  <span id="line1075">1075.  </span>
+
  <span id="line1075">1075. </span>
  <span id="line1076">1076.      case MB_INDEX_PROBE:</span>
+
  <span id="line1076">1076.    case MB_INDEX_PROBE:</span>
  <span id="line1077">1077.          if (youattack && (mb->spe == 0 || !rn2(3 * abs(mb->spe)))) {</span>
+
  <span id="line1077">1077.        if (youattack && (mb->spe == 0 || !rn2(3 * abs(mb->spe)))) {</span>
  <span id="line1078">1078.              pline_The("%s is insightful.", verb);</span>
+
  <span id="line1078">1078.            pline_The("%s is insightful.", verb);</span>
  <span id="line1079">1079.              /* pre-damage status */</span>
+
  <span id="line1079">1079.            /* pre-damage status */</span>
  <span id="line1080">1080.              probe_monster(mdef);</span>
+
  <span id="line1080">1080.            probe_monster(mdef);</span>
  <span id="line1081">1081.          }</span>
+
  <span id="line1081">1081.        }</span>
  <span id="line1082">1082.          break;</span>
+
  <span id="line1082">1082.        break;</span>
  <span id="line1083">1083.      }</span>
+
  <span id="line1083">1083.    }</span>
  <span id="line1084">1084.      /* stun if that was selected and a worse effect didn't occur */</span>
+
  <span id="line1084">1084.    /* stun if that was selected and a worse effect didn't occur */</span>
  <span id="line1085">1085.      if (do_stun) {</span>
+
  <span id="line1085">1085.    if (do_stun) {</span>
  <span id="line1086">1086.          if (youdefend)</span>
+
  <span id="line1086">1086.        if (youdefend)</span>
  <span id="line1087">1087.              make_stunned(((HStun & TIMEOUT) + 3L), FALSE);</span>
+
  <span id="line1087">1087.            make_stunned(((HStun & TIMEOUT) + 3L), FALSE);</span>
  <span id="line1088">1088.          else</span>
+
  <span id="line1088">1088.        else</span>
  <span id="line1089">1089.              mdef->mstun = 1;</span>
+
  <span id="line1089">1089.            mdef->mstun = 1;</span>
  <span id="line1090">1090.          /* avoid extra stun message below if we used mb_verb["stun"] above */</span>
+
  <span id="line1090">1090.        /* avoid extra stun message below if we used mb_verb["stun"] above */</span>
  <span id="line1091">1091.          if (attack_indx == MB_INDEX_STUN)</span>
+
  <span id="line1091">1091.        if (attack_indx == MB_INDEX_STUN)</span>
  <span id="line1092">1092.              do_stun = FALSE;</span>
+
  <span id="line1092">1092.            do_stun = FALSE;</span>
  <span id="line1093">1093.      }</span>
+
  <span id="line1093">1093.    }</span>
  <span id="line1094">1094.      /* lastly, all this magic can be confusing... */</span>
+
  <span id="line1094">1094.    /* lastly, all this magic can be confusing... */</span>
  <span id="line1095">1095.      do_confuse = !rn2(12);</span>
+
  <span id="line1095">1095.    do_confuse = !rn2(12);</span>
  <span id="line1096">1096.      if (do_confuse) {</span>
+
  <span id="line1096">1096.    if (do_confuse) {</span>
  <span id="line1097">1097.          if (youdefend)</span>
+
  <span id="line1097">1097.        if (youdefend)</span>
  <span id="line1098">1098.              make_confused((HConfusion & TIMEOUT) + 4L, FALSE);</span>
+
  <span id="line1098">1098.            make_confused((HConfusion & TIMEOUT) + 4L, FALSE);</span>
  <span id="line1099">1099.          else</span>
+
  <span id="line1099">1099.        else</span>
  <span id="line1100">1100.              mdef->mconf = 1;</span>
+
  <span id="line1100">1100.            mdef->mconf = 1;</span>
  <span id="line1101">1101.      }</span>
+
  <span id="line1101">1101.    }</span>
  <span id="line1102">1102.  </span>
+
  <span id="line1102">1102. </span>
  <span id="line1103">1103.      /* now give message(s) describing side-effects;</span>
+
  <span id="line1103">1103.    /* now give message(s) describing side-effects;</span>
  <span id="line1104">1104.        don't let vtense() be fooled by assigned name ending in 's' */</span>
+
  <span id="line1104">1104.        don't let vtense() be fooled by assigned name ending in 's' */</span>
  <span id="line1105">1105.      fakename = youdefend ? "you" : "mon";</span>
+
  <span id="line1105">1105.    fakename = youdefend ? "you" : "mon";</span>
  <span id="line1106">1106.      if (youattack || youdefend || vis) {</span>
+
  <span id="line1106">1106.    if (youattack || youdefend || vis) {</span>
  <span id="line1107">1107.          (void) upstart(hittee); /* capitalize */</span>
+
  <span id="line1107">1107.        (void) upstart(hittee); /* capitalize */</span>
  <span id="line1108">1108.          if (resisted) {</span>
+
  <span id="line1108">1108.        if (resisted) {</span>
  <span id="line1109">1109.              pline("%s %s!", hittee, vtense(fakename, "resist"));</span>
+
  <span id="line1109">1109.            pline("%s %s!", hittee, vtense(fakename, "resist"));</span>
  <span id="line1110">1110.              shieldeff(youdefend ? u.ux : mdef->mx,</span>
+
  <span id="line1110">1110.            shieldeff(youdefend ? u.ux : mdef->mx,</span>
  <span id="line1111">1111.                        youdefend ? u.uy : mdef->my);</span>
+
  <span id="line1111">1111.                      youdefend ? u.uy : mdef->my);</span>
  <span id="line1112">1112.          }</span>
+
  <span id="line1112">1112.        }</span>
  <span id="line1113">1113.          if ((do_stun || do_confuse) && flags.verbose) {</span>
+
  <span id="line1113">1113.        if ((do_stun || do_confuse) && flags.verbose) {</span>
  <span id="line1114">1114.              char buf[BUFSZ];</span>
+
  <span id="line1114">1114.            char buf[BUFSZ];</span>
  <span id="line1115">1115.  </span>
+
  <span id="line1115">1115. </span>
  <span id="line1116">1116.              buf[0] = '\0';</span>
+
  <span id="line1116">1116.            buf[0] = '\0';</span>
  <span id="line1117">1117.              if (do_stun)</span>
+
  <span id="line1117">1117.            if (do_stun)</span>
  <span id="line1118">1118.                  Strcat(buf, "stunned");</span>
+
  <span id="line1118">1118.                Strcat(buf, "stunned");</span>
  <span id="line1119">1119.              if (do_stun && do_confuse)</span>
+
  <span id="line1119">1119.            if (do_stun && do_confuse)</span>
  <span id="line1120">1120.                  Strcat(buf, " and ");</span>
+
  <span id="line1120">1120.                Strcat(buf, " and ");</span>
  <span id="line1121">1121.              if (do_confuse)</span>
+
  <span id="line1121">1121.            if (do_confuse)</span>
  <span id="line1122">1122.                  Strcat(buf, "confused");</span>
+
  <span id="line1122">1122.                Strcat(buf, "confused");</span>
  <span id="line1123">1123.              pline("%s %s %s%c", hittee, vtense(fakename, "are"), buf,</span>
+
  <span id="line1123">1123.            pline("%s %s %s%c", hittee, vtense(fakename, "are"), buf,</span>
  <span id="line1124">1124.                    (do_stun && do_confuse) ? '!' : '.');</span>
+
  <span id="line1124">1124.                  (do_stun && do_confuse) ? '!' : '.');</span>
  <span id="line1125">1125.          }</span>
+
  <span id="line1125">1125.        }</span>
  <span id="line1126">1126.      }</span>
+
  <span id="line1126">1126.    }</span>
  <span id="line1127">1127.  </span>
+
  <span id="line1127">1127. </span>
  <span id="line1128">1128.      return result;</span>
+
  <span id="line1128">1128.    return result;</span>
  <span id="line1129">1129.  }</span>
+
  <span id="line1129">1129. }</span>
  <span id="line1130">1130.  </span>
+
  <span id="line1130">1130. </span>
  
 
== artifact_hit ==
 
== artifact_hit ==
 
      
 
      
<span id="line1131">1131.  /* Function used when someone attacks someone else with an artifact</span>
+
<span id="line1131">1131. /* Function used when someone attacks someone else with an artifact</span>
<span id="line1132">1132.   * weapon.  Only adds the special (artifact) damage, and returns a 1 if it</span>
+
<span id="line1132">1132.  * weapon.  Only adds the special (artifact) damage, and returns a 1 if it</span>
<span id="line1133">1133.   * did something special (in which case the caller won't print the normal</span>
+
<span id="line1133">1133.  * did something special (in which case the caller won't print the normal</span>
<span id="line1134">1134.   * hit message).  This should be called once upon every artifact attack;</span>
+
<span id="line1134">1134.  * hit message).  This should be called once upon every artifact attack;</span>
<span id="line1135">1135.   * dmgval() no longer takes artifact bonuses into account.  Possible</span>
+
<span id="line1135">1135.  * dmgval() no longer takes artifact bonuses into account.  Possible</span>
<span id="line1136">1136.   * extension: change the killer so that when an orc kills you with</span>
+
<span id="line1136">1136.  * extension: change the killer so that when an orc kills you with</span>
<span id="line1137">1137.   * Stormbringer it's "killed by Stormbringer" instead of "killed by an orc".</span>
+
<span id="line1137">1137.  * Stormbringer it's "killed by Stormbringer" instead of "killed by an orc".</span>
<span id="line1138">1138.   */</span
+
<span id="line1138">1138.  */</span>
 +
<span id=
  
 
== doinvoke ==
 
== doinvoke ==
 
      
 
      
  <span id="line1384">1384.  static NEARDATA const char recharge_type[] = { ALLOW_COUNT, ALL_CLASSES, 0 };</span>
+
  <span id="line1384">1384. static NEARDATA const char recharge_type[] = { ALLOW_COUNT, ALL_CLASSES, 0 };</span>
  <span id="line1385">1385.  static NEARDATA const char invoke_types[] = { ALL_CLASSES, 0 };</span>
+
  <span id="line1385">1385. static NEARDATA const char invoke_types[] = { ALL_CLASSES, 0 };</span>
  <span id="line1386">1386.  /* #invoke: an "ugly check" filters out most objects */</span>
+
  <span id="line1386">1386. /* #invoke: an "ugly check" filters out most objects */</span>
  <span id="line1387">1387.  </span>
+
  <span id="line1387">1387. </span>
  <span id="line1388">1388.  /* the #invoke command */</span>
+
  <span id="line1388">1388. /* the #invoke command */</span>
  <span id="line1389">1389.  int</span>
+
  <span id="line1389">1389. int</span>
  <span id="line1390">1390.  doinvoke()</span>
+
  <span id="line1390">1390. doinvoke()</span>
  <span id="line1391">1391.  {</span>
+
  <span id="line1391">1391. {</span>
  <span id="line1392">1392.      struct obj *obj;</span>
+
  <span id="line1392">1392.    struct obj *obj;</span>
  <span id="line1393">1393.  </span>
+
  <span id="line1393">1393. </span>
  <span id="line1394">1394.      obj = getobj(invoke_types, "invoke");</span>
+
  <span id="line1394">1394.    obj = getobj(invoke_types, "invoke");</span>
  <span id="line1395">1395.      if (!obj)</span>
+
  <span id="line1395">1395.    if (!obj)</span>
  <span id="line1396">1396.          return 0;</span>
+
  <span id="line1396">1396.        return 0;</span>
  <span id="line1397">1397.      if (!retouch_object(&obj, FALSE))</span>
+
  <span id="line1397">1397.    if (!retouch_object(&obj, FALSE))</span>
  <span id="line1398">1398.          return 1;</span>
+
  <span id="line1398">1398.        return 1;</span>
  <span id="line1399">1399.      return arti_invoke(obj);</span>
+
  <span id="line1399">1399.    return arti_invoke(obj);</span>
  <span id="line1400">1400.  }</span>
+
  <span id="line1400">1400. }</span>
  <span id="line1401">1401.  </span>
+
  <span id="line1401">1401. </span>
  
 
== arti_invoke ==
 
== arti_invoke ==
 
      
 
      
  <span id="line1402">1402.  STATIC_OVL int</span>
+
  <span id="line1402">1402. STATIC_OVL int</span>
  <span id="line1403">1403.  arti_invoke(obj)</span>
+
  <span id="line1403">1403. arti_invoke(obj)</span>
  <span id="line1404">1404.  struct obj *obj;</span>
+
  <span id="line1404">1404. struct obj *obj;</span>
  <span id="line1405">1405.  {</span>
+
  <span id="line1405">1405. {</span>
  <span id="line1406">1406.      register const struct artifact *oart = get_artifact(obj);</span>
+
  <span id="line1406">1406.    register const struct artifact *oart = get_artifact(obj);</span>
  <span id="line1407">1407.      if (!obj) {</span>
+
  <span id="line1407">1407.    if (!obj) {</span>
  <span id="line1408">1408.          impossible("arti_invoke without obj");</span>
+
  <span id="line1408">1408.        impossible("arti_invoke without obj");</span>
  <span id="line1409">1409.          return 0;</span>
+
  <span id="line1409">1409.        return 0;</span>
  <span id="line1410">1410.      }</span>
+
  <span id="line1410">1410.    }</span>
  <span id="line1411">1411.      if (!oart || !oart->inv_prop) {</span>
+
  <span id="line1411">1411.    if (!oart || !oart->inv_prop) {</span>
  <span id="line1412">1412.          if (obj->otyp == CRYSTAL_BALL)</span>
+
  <span id="line1412">1412.        if (obj->otyp == CRYSTAL_BALL)</span>
  <span id="line1413">1413.              use_crystal_ball(&obj);</span>
+
  <span id="line1413">1413.            use_crystal_ball(&obj);</span>
  <span id="line1414">1414.          else</span>
+
  <span id="line1414">1414.        else</span>
  <span id="line1415">1415.              pline1(nothing_happens);</span>
+
  <span id="line1415">1415.            pline1(nothing_happens);</span>
  <span id="line1416">1416.          return 1;</span>
+
  <span id="line1416">1416.        return 1;</span>
  <span id="line1417">1417.      }</span>
+
  <span id="line1417">1417.    }</span>
  <span id="line1418">1418.  </span>
+
  <span id="line1418">1418. </span>
  <span id="line1419">1419.      if (oart->inv_prop > LAST_PROP) {</span>
+
  <span id="line1419">1419.    if (oart->inv_prop > LAST_PROP) {</span>
  <span id="line1420">1420.          /* It's a special power, not "just" a property */</span>
+
  <span id="line1420">1420.        /* It's a special power, not "just" a property */</span>
  <span id="line1421">1421.          if (obj->age > monstermoves) {</span>
+
  <span id="line1421">1421.        if (obj->age > monstermoves) {</span>
  <span id="line1422">1422.              /* the artifact is tired :-) */</span>
+
  <span id="line1422">1422.            /* the artifact is tired :-) */</span>
  <span id="line1423">1423.              You_feel("that %s %s ignoring you.", the(xname(obj)),</span>
+
  <span id="line1423">1423.            You_feel("that %s %s ignoring you.", the(xname(obj)),</span>
  <span id="line1424">1424.                      otense(obj, "are"));</span>
+
  <span id="line1424">1424.                      otense(obj, "are"));</span>
  <span id="line1425">1425.              /* and just got more so; patience is essential... */</span>
+
  <span id="line1425">1425.            /* and just got more so; patience is essential... */</span>
  <span id="line1426">1426.              obj->age += (long) d(3, 10);</span>
+
  <span id="line1426">1426.            obj->age += (long) d(3, 10);</span>
  <span id="line1427">1427.              return 1;</span>
+
  <span id="line1427">1427.            return 1;</span>
  <span id="line1428">1428.          }</span>
+
  <span id="line1428">1428.        }</span>
  <span id="line1429">1429.          obj->age = monstermoves + rnz(100);</span>
+
  <span id="line1429">1429.        obj->age = monstermoves + rnz(100);</span>
  <span id="line1430">1430.  </span>
+
  <span id="line1430">1430. </span>
  <span id="line1431">1431.          switch (oart->inv_prop) {</span>
+
  <span id="line1431">1431.        switch (oart->inv_prop) {</span>
  <span id="line1432">1432.          case TAMING: {</span>
+
  <span id="line1432">1432.        case TAMING: {</span>
  <span id="line1433">1433.              struct obj pseudo;</span>
+
  <span id="line1433">1433.            struct obj pseudo;</span>
  <span id="line1434">1434.  </span>
+
  <span id="line1434">1434. </span>
  <span id="line1435">1435.              pseudo =</span>
+
  <span id="line1435">1435.            pseudo =</span>
  <span id="line1436">1436.                  zeroobj; /* neither cursed nor blessed, zero oextra too */</span>
+
  <span id="line1436">1436.                zeroobj; /* neither cursed nor blessed, zero oextra too */</span>
  <span id="line1437">1437.              pseudo.otyp = SCR_TAMING;</span>
+
  <span id="line1437">1437.            pseudo.otyp = SCR_TAMING;</span>
  <span id="line1438">1438.              (void) seffects(&pseudo);</span>
+
  <span id="line1438">1438.            (void) seffects(&pseudo);</span>
  <span id="line1439">1439.              break;</span>
+
  <span id="line1439">1439.            break;</span>
  <span id="line1440">1440.          }</span>
+
  <span id="line1440">1440.        }</span>
  <span id="line1441">1441.          case HEALING: {</span>
+
  <span id="line1441">1441.        case HEALING: {</span>
  <span id="line1442">1442.              int healamt = (u.uhpmax + 1 - u.uhp) / 2;</span>
+
  <span id="line1442">1442.            int healamt = (u.uhpmax + 1 - u.uhp) / 2;</span>
  <span id="line1443">1443.              long creamed = (long) u.ucreamed;</span>
+
  <span id="line1443">1443.            long creamed = (long) u.ucreamed;</span>
  <span id="line1444">1444.  </span>
+
  <span id="line1444">1444. </span>
  <span id="line1445">1445.              if (Upolyd)</span>
+
  <span id="line1445">1445.            if (Upolyd)</span>
  <span id="line1446">1446.                  healamt = (u.mhmax + 1 - u.mh) / 2;</span>
+
  <span id="line1446">1446.                healamt = (u.mhmax + 1 - u.mh) / 2;</span>
  <span id="line1447">1447.              if (healamt || Sick || Slimed || Blinded > creamed)</span>
+
  <span id="line1447">1447.            if (healamt || Sick || Slimed || Blinded > creamed)</span>
  <span id="line1448">1448.                  You_feel("better.");</span>
+
  <span id="line1448">1448.                You_feel("better.");</span>
  <span id="line1449">1449.              else</span>
+
  <span id="line1449">1449.            else</span>
  <span id="line1450">1450.                  goto nothing_special;</span>
+
  <span id="line1450">1450.                goto nothing_special;</span>
  <span id="line1451">1451.              if (healamt > 0) {</span>
+
  <span id="line1451">1451.            if (healamt > 0) {</span>
  <span id="line1452">1452.                  if (Upolyd)</span>
+
  <span id="line1452">1452.                if (Upolyd)</span>
  <span id="line1453">1453.                      u.mh += healamt;</span>
+
  <span id="line1453">1453.                    u.mh += healamt;</span>
  <span id="line1454">1454.                  else</span>
+
  <span id="line1454">1454.                else</span>
  <span id="line1455">1455.                      u.uhp += healamt;</span>
+
  <span id="line1455">1455.                    u.uhp += healamt;</span>
  <span id="line1456">1456.              }</span>
+
  <span id="line1456">1456.            }</span>
  <span id="line1457">1457.              if (Sick)</span>
+
  <span id="line1457">1457.            if (Sick)</span>
  <span id="line1458">1458.                  make_sick(0L, (char *) 0, FALSE, SICK_ALL);</span>
+
  <span id="line1458">1458.                make_sick(0L, (char *) 0, FALSE, SICK_ALL);</span>
  <span id="line1459">1459.              if (Slimed)</span>
+
  <span id="line1459">1459.            if (Slimed)</span>
  <span id="line1460">1460.                  make_slimed(0L, (char *) 0);</span>
+
  <span id="line1460">1460.                make_slimed(0L, (char *) 0);</span>
  <span id="line1461">1461.              if (Blinded > creamed)</span>
+
  <span id="line1461">1461.            if (Blinded > creamed)</span>
  <span id="line1462">1462.                  make_blinded(creamed, FALSE);</span>
+
  <span id="line1462">1462.                make_blinded(creamed, FALSE);</span>
  <span id="line1463">1463.              context.botl = 1;</span>
+
  <span id="line1463">1463.            context.botl = 1;</span>
  <span id="line1464">1464.              break;</span>
+
  <span id="line1464">1464.            break;</span>
  <span id="line1465">1465.          }</span>
+
  <span id="line1465">1465.        }</span>
  <span id="line1466">1466.          case ENERGY_BOOST: {</span>
+
  <span id="line1466">1466.        case ENERGY_BOOST: {</span>
  <span id="line1467">1467.              int epboost = (u.uenmax + 1 - u.uen) / 2;</span>
+
  <span id="line1467">1467.            int epboost = (u.uenmax + 1 - u.uen) / 2;</span>
  <span id="line1468">1468.              if (epboost > 120)</span>
+
  <span id="line1468">1468.            if (epboost > 120)</span>
  <span id="line1469">1469.                  epboost = 120; /* arbitrary */</span>
+
  <span id="line1469">1469.                epboost = 120; /* arbitrary */</span>
  <span id="line1470">1470.              else if (epboost < 12)</span>
+
  <span id="line1470">1470.            else if (epboost < 12)</span>
  <span id="line1471">1471.                  epboost = u.uenmax - u.uen;</span>
+
  <span id="line1471">1471.                epboost = u.uenmax - u.uen;</span>
  <span id="line1472">1472.              if (epboost) {</span>
+
  <span id="line1472">1472.            if (epboost) {</span>
  <span id="line1473">1473.                  You_feel("re-energized.");</span>
+
  <span id="line1473">1473.                You_feel("re-energized.");</span>
  <span id="line1474">1474.                  u.uen += epboost;</span>
+
  <span id="line1474">1474.                u.uen += epboost;</span>
  <span id="line1475">1475.                  context.botl = 1;</span>
+
  <span id="line1475">1475.                context.botl = 1;</span>
  <span id="line1476">1476.              } else</span>
+
  <span id="line1476">1476.            } else</span>
  <span id="line1477">1477.                  goto nothing_special;</span>
+
  <span id="line1477">1477.                goto nothing_special;</span>
  <span id="line1478">1478.              break;</span>
+
  <span id="line1478">1478.            break;</span>
  <span id="line1479">1479.          }</span>
+
  <span id="line1479">1479.        }</span>
  <span id="line1480">1480.          case UNTRAP: {</span>
+
  <span id="line1480">1480.        case UNTRAP: {</span>
  <span id="line1481">1481.              if (!untrap(TRUE)) {</span>
+
  <span id="line1481">1481.            if (!untrap(TRUE)) {</span>
  <span id="line1482">1482.                  obj->age = 0; /* don't charge for changing their mind */</span>
+
  <span id="line1482">1482.                obj->age = 0; /* don't charge for changing their mind */</span>
  <span id="line1483">1483.                  return 0;</span>
+
  <span id="line1483">1483.                return 0;</span>
  <span id="line1484">1484.              }</span>
+
  <span id="line1484">1484.            }</span>
  <span id="line1485">1485.              break;</span>
+
  <span id="line1485">1485.            break;</span>
  <span id="line1486">1486.          }</span>
+
  <span id="line1486">1486.        }</span>
  <span id="line1487">1487.          case CHARGE_OBJ: {</span>
+
  <span id="line1487">1487.        case CHARGE_OBJ: {</span>
  <span id="line1488">1488.              struct obj *otmp = getobj(recharge_type, "charge");</span>
+
  <span id="line1488">1488.            struct obj *otmp = getobj(recharge_type, "charge");</span>
  <span id="line1489">1489.              boolean b_effect;</span>
+
  <span id="line1489">1489.            boolean b_effect;</span>
  <span id="line1490">1490.  </span>
+
  <span id="line1490">1490. </span>
  <span id="line1491">1491.              if (!otmp) {</span>
+
  <span id="line1491">1491.            if (!otmp) {</span>
  <span id="line1492">1492.                  obj->age = 0;</span>
+
  <span id="line1492">1492.                obj->age = 0;</span>
  <span id="line1493">1493.                  return 0;</span>
+
  <span id="line1493">1493.                return 0;</span>
  <span id="line1494">1494.              }</span>
+
  <span id="line1494">1494.            }</span>
  <span id="line1495">1495.              b_effect =</span>
+
  <span id="line1495">1495.            b_effect =</span>
  <span id="line1496">1496.                  obj->blessed && (Role_switch == oart->role || !oart->role);</span>
+
  <span id="line1496">1496.                obj->blessed && (Role_switch == oart->role || !oart->role);</span>
  <span id="line1497">1497.              recharge(otmp, b_effect ? 1 : obj->cursed ? -1 : 0);</span>
+
  <span id="line1497">1497.            recharge(otmp, b_effect ? 1 : obj->cursed ? -1 : 0);</span>
  <span id="line1498">1498.              update_inventory();</span>
+
  <span id="line1498">1498.            update_inventory();</span>
  <span id="line1499">1499.              break;</span>
+
  <span id="line1499">1499.            break;</span>
  <span id="line1500">1500.          }</span>
+
  <span id="line1500">1500.        }</span>
  <span id="line1501">1501.          case LEV_TELE:</span>
+
  <span id="line1501">1501.        case LEV_TELE:</span>
  <span id="line1502">1502.              level_tele();</span>
+
  <span id="line1502">1502.            level_tele();</span>
  <span id="line1503">1503.              break;</span>
+
  <span id="line1503">1503.            break;</span>
  <span id="line1504">1504.          case CREATE_PORTAL: {</span>
+
  <span id="line1504">1504.        case CREATE_PORTAL: {</span>
  <span id="line1505">1505.              int i, num_ok_dungeons, last_ok_dungeon = 0;</span>
+
  <span id="line1505">1505.            int i, num_ok_dungeons, last_ok_dungeon = 0;</span>
  <span id="line1506">1506.              d_level newlev;</span>
+
  <span id="line1506">1506.            d_level newlev;</span>
  <span id="line1507">1507.              extern int n_dgns; /* from dungeon.c */</span>
+
  <span id="line1507">1507.            extern int n_dgns; /* from dungeon.c */</span>
  <span id="line1508">1508.              winid tmpwin = create_nhwindow(NHW_MENU);</span>
+
  <span id="line1508">1508.            winid tmpwin = create_nhwindow(NHW_MENU);</span>
  <span id="line1509">1509.              anything any;</span>
+
  <span id="line1509">1509.            anything any;</span>
  <span id="line1510">1510.  </span>
+
  <span id="line1510">1510. </span>
  <span id="line1511">1511.              any = zeroany; /* set all bits to zero */</span>
+
  <span id="line1511">1511.            any = zeroany; /* set all bits to zero */</span>
  <span id="line1512">1512.              start_menu(tmpwin);</span>
+
  <span id="line1512">1512.            start_menu(tmpwin);</span>
  <span id="line1513">1513.              /* use index+1 (cant use 0) as identifier */</span>
+
  <span id="line1513">1513.            /* use index+1 (cant use 0) as identifier */</span>
  <span id="line1514">1514.              for (i = num_ok_dungeons = 0; i < n_dgns; i++) {</span>
+
  <span id="line1514">1514.            for (i = num_ok_dungeons = 0; i < n_dgns; i++) {</span>
  <span id="line1515">1515.                  if (!dungeons[i].dunlev_ureached)</span>
+
  <span id="line1515">1515.                if (!dungeons[i].dunlev_ureached)</span>
  <span id="line1516">1516.                      continue;</span>
+
  <span id="line1516">1516.                    continue;</span>
  <span id="line1517">1517.                  any.a_int = i + 1;</span>
+
  <span id="line1517">1517.                any.a_int = i + 1;</span>
  <span id="line1518">1518.                  add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE,</span>
+
  <span id="line1518">1518.                add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE,</span>
  <span id="line1519">1519.                          dungeons[i].dname, MENU_UNSELECTED);</span>
+
  <span id="line1519">1519.                          dungeons[i].dname, MENU_UNSELECTED);</span>
  <span id="line1520">1520.                  num_ok_dungeons++;</span>
+
  <span id="line1520">1520.                num_ok_dungeons++;</span>
  <span id="line1521">1521.                  last_ok_dungeon = i;</span>
+
  <span id="line1521">1521.                last_ok_dungeon = i;</span>
  <span id="line1522">1522.              }</span>
+
  <span id="line1522">1522.            }</span>
  <span id="line1523">1523.              end_menu(tmpwin, "Open a portal to which dungeon?");</span>
+
  <span id="line1523">1523.            end_menu(tmpwin, "Open a portal to which dungeon?");</span>
  <span id="line1524">1524.              if (num_ok_dungeons > 1) {</span>
+
  <span id="line1524">1524.            if (num_ok_dungeons > 1) {</span>
  <span id="line1525">1525.                  /* more than one entry; display menu for choices */</span>
+
  <span id="line1525">1525.                /* more than one entry; display menu for choices */</span>
  <span id="line1526">1526.                  menu_item *selected;</span>
+
  <span id="line1526">1526.                menu_item *selected;</span>
  <span id="line1527">1527.                  int n;</span>
+
  <span id="line1527">1527.                int n;</span>
  <span id="line1528">1528.  </span>
+
  <span id="line1528">1528. </span>
  <span id="line1529">1529.                  n = select_menu(tmpwin, PICK_ONE, &selected);</span>
+
  <span id="line1529">1529.                n = select_menu(tmpwin, PICK_ONE, &selected);</span>
  <span id="line1530">1530.                  if (n <= 0) {</span>
+
  <span id="line1530">1530.                if (n <= 0) {</span>
  <span id="line1531">1531.                      destroy_nhwindow(tmpwin);</span>
+
  <span id="line1531">1531.                    destroy_nhwindow(tmpwin);</span>
  <span id="line1532">1532.                      goto nothing_special;</span>
+
  <span id="line1532">1532.                    goto nothing_special;</span>
  <span id="line1533">1533.                  }</span>
+
  <span id="line1533">1533.                }</span>
  <span id="line1534">1534.                  i = selected[0].item.a_int - 1;</span>
+
  <span id="line1534">1534.                i = selected[0].item.a_int - 1;</span>
  <span id="line1535">1535.                  free((genericptr_t) selected);</span>
+
  <span id="line1535">1535.                free((genericptr_t) selected);</span>
  <span id="line1536">1536.              } else</span>
+
  <span id="line1536">1536.            } else</span>
  <span id="line1537">1537.                  i = last_ok_dungeon; /* also first & only OK dungeon */</span>
+
  <span id="line1537">1537.                i = last_ok_dungeon; /* also first & only OK dungeon */</span>
  <span id="line1538">1538.              destroy_nhwindow(tmpwin);</span>
+
  <span id="line1538">1538.            destroy_nhwindow(tmpwin);</span>
  <span id="line1539">1539.  </span>
+
  <span id="line1539">1539. </span>
  <span id="line1540">1540.              /*</span>
+
  <span id="line1540">1540.            /*</span>
  <span id="line1541">1541.              * i is now index into dungeon structure for the new dungeon.</span>
+
  <span id="line1541">1541.              * i is now index into dungeon structure for the new dungeon.</span>
  <span id="line1542">1542.              * Find the closest level in the given dungeon, open</span>
+
  <span id="line1542">1542.              * Find the closest level in the given dungeon, open</span>
  <span id="line1543">1543.              * a use-once portal to that dungeon and go there.</span>
+
  <span id="line1543">1543.              * a use-once portal to that dungeon and go there.</span>
  <span id="line1544">1544.              * The closest level is either the entry or dunlev_ureached.</span>
+
  <span id="line1544">1544.              * The closest level is either the entry or dunlev_ureached.</span>
  <span id="line1545">1545.              */</span>
+
  <span id="line1545">1545.              */</span>
  <span id="line1546">1546.              newlev.dnum = i;</span>
+
  <span id="line1546">1546.            newlev.dnum = i;</span>
  <span id="line1547">1547.              if (dungeons[i].depth_start >= depth(&u.uz))</span>
+
  <span id="line1547">1547.            if (dungeons[i].depth_start >= depth(&u.uz))</span>
  <span id="line1548">1548.                  newlev.dlevel = dungeons[i].entry_lev;</span>
+
  <span id="line1548">1548.                newlev.dlevel = dungeons[i].entry_lev;</span>
  <span id="line1549">1549.              else</span>
+
  <span id="line1549">1549.            else</span>
  <span id="line1550">1550.                  newlev.dlevel = dungeons[i].dunlev_ureached;</span>
+
  <span id="line1550">1550.                newlev.dlevel = dungeons[i].dunlev_ureached;</span>
  <span id="line1551">1551.  </span>
+
  <span id="line1551">1551. </span>
  <span id="line1552">1552.              if (u.uhave.amulet || In_endgame(&u.uz) || In_endgame(&newlev)</span>
+
  <span id="line1552">1552.            if (u.uhave.amulet || In_endgame(&u.uz) || In_endgame(&newlev)</span>
  <span id="line1553">1553.                  || newlev.dnum == u.uz.dnum || !next_to_u()) {</span>
+
  <span id="line1553">1553.                || newlev.dnum == u.uz.dnum || !next_to_u()) {</span>
  <span id="line1554">1554.                  You_feel("very disoriented for a moment.");</span>
+
  <span id="line1554">1554.                You_feel("very disoriented for a moment.");</span>
  <span id="line1555">1555.              } else {</span>
+
  <span id="line1555">1555.            } else {</span>
  <span id="line1556">1556.                  if (!Blind)</span>
+
  <span id="line1556">1556.                if (!Blind)</span>
  <span id="line1557">1557.                      You("are surrounded by a shimmering sphere!");</span>
+
  <span id="line1557">1557.                    You("are surrounded by a shimmering sphere!");</span>
  <span id="line1558">1558.                  else</span>
+
  <span id="line1558">1558.                else</span>
  <span id="line1559">1559.                      You_feel("weightless for a moment.");</span>
+
  <span id="line1559">1559.                    You_feel("weightless for a moment.");</span>
  <span id="line1560">1560.                  goto_level(&newlev, FALSE, FALSE, FALSE);</span>
+
  <span id="line1560">1560.                goto_level(&newlev, FALSE, FALSE, FALSE);</span>
  <span id="line1561">1561.              }</span>
+
  <span id="line1561">1561.            }</span>
  <span id="line1562">1562.              break;</span>
+
  <span id="line1562">1562.            break;</span>
  <span id="line1563">1563.          }</span>
+
  <span id="line1563">1563.        }</span>
  <span id="line1564">1564.          case ENLIGHTENING:</span>
+
  <span id="line1564">1564.        case ENLIGHTENING:</span>
  <span id="line1565">1565.              enlightenment(MAGICENLIGHTENMENT, ENL_GAMEINPROGRESS);</span>
+
  <span id="line1565">1565.            enlightenment(MAGICENLIGHTENMENT, ENL_GAMEINPROGRESS);</span>
  <span id="line1566">1566.              break;</span>
+
  <span id="line1566">1566.            break;</span>
  <span id="line1567">1567.          case CREATE_AMMO: {</span>
+
  <span id="line1567">1567.        case CREATE_AMMO: {</span>
  <span id="line1568">1568.              struct obj *otmp = mksobj(ARROW, TRUE, FALSE);</span>
+
  <span id="line1568">1568.            struct obj *otmp = mksobj(ARROW, TRUE, FALSE);</span>
  <span id="line1569">1569.  </span>
+
  <span id="line1569">1569. </span>
  <span id="line1570">1570.              if (!otmp)</span>
+
  <span id="line1570">1570.            if (!otmp)</span>
  <span id="line1571">1571.                  goto nothing_special;</span>
+
  <span id="line1571">1571.                goto nothing_special;</span>
  <span id="line1572">1572.              otmp->blessed = obj->blessed;</span>
+
  <span id="line1572">1572.            otmp->blessed = obj->blessed;</span>
  <span id="line1573">1573.              otmp->cursed = obj->cursed;</span>
+
  <span id="line1573">1573.            otmp->cursed = obj->cursed;</span>
  <span id="line1574">1574.              otmp->bknown = obj->bknown;</span>
+
  <span id="line1574">1574.            otmp->bknown = obj->bknown;</span>
  <span id="line1575">1575.              if (obj->blessed) {</span>
+
  <span id="line1575">1575.            if (obj->blessed) {</span>
  <span id="line1576">1576.                  if (otmp->spe < 0)</span>
+
  <span id="line1576">1576.                if (otmp->spe < 0)</span>
  <span id="line1577">1577.                      otmp->spe = 0;</span>
+
  <span id="line1577">1577.                    otmp->spe = 0;</span>
  <span id="line1578">1578.                  otmp->quan += rnd(10);</span>
+
  <span id="line1578">1578.                otmp->quan += rnd(10);</span>
  <span id="line1579">1579.              } else if (obj->cursed) {</span>
+
  <span id="line1579">1579.            } else if (obj->cursed) {</span>
  <span id="line1580">1580.                  if (otmp->spe > 0)</span>
+
  <span id="line1580">1580.                if (otmp->spe > 0)</span>
  <span id="line1581">1581.                      otmp->spe = 0;</span>
+
  <span id="line1581">1581.                    otmp->spe = 0;</span>
  <span id="line1582">1582.              } else</span>
+
  <span id="line1582">1582.            } else</span>
  <span id="line1583">1583.                  otmp->quan += rnd(5);</span>
+
  <span id="line1583">1583.                otmp->quan += rnd(5);</span>
  <span id="line1584">1584.              otmp->owt = weight(otmp);</span>
+
  <span id="line1584">1584.            otmp->owt = weight(otmp);</span>
  <span id="line1585">1585.              otmp =</span>
+
  <span id="line1585">1585.            otmp =</span>
  <span id="line1586">1586.                  hold_another_object(otmp, "Suddenly %s out.",</span>
+
  <span id="line1586">1586.                hold_another_object(otmp, "Suddenly %s out.",</span>
  <span id="line1587">1587.                                      aobjnam(otmp, "fall"), (const char *) 0);</span>
+
  <span id="line1587">1587.                                    aobjnam(otmp, "fall"), (const char *) 0);</span>
  <span id="line1588">1588.              break;</span>
+
  <span id="line1588">1588.            break;</span>
  <span id="line1589">1589.          }</span>
+
  <span id="line1589">1589.        }</span>
  <span id="line1590">1590.          }</span>
+
  <span id="line1590">1590.        }</span>
  <span id="line1591">1591.      } else {</span>
+
  <span id="line1591">1591.    } else {</span>
  <span id="line1592">1592.          long eprop = (u.uprops[oart->inv_prop].extrinsic ^= W_ARTI),</span>
+
  <span id="line1592">1592.        long eprop = (u.uprops[oart->inv_prop].extrinsic ^= W_ARTI),</span>
  <span id="line1593">1593.              iprop = u.uprops[oart->inv_prop].intrinsic;</span>
+
  <span id="line1593">1593.              iprop = u.uprops[oart->inv_prop].intrinsic;</span>
  <span id="line1594">1594.          boolean on = (eprop & W_ARTI) != 0; /* true if prop just set */</span>
+
  <span id="line1594">1594.        boolean on = (eprop & W_ARTI) != 0; /* true if prop just set */</span>
  <span id="line1595">1595.  </span>
+
  <span id="line1595">1595. </span>
  <span id="line1596">1596.          if (on && obj->age > monstermoves) {</span>
+
  <span id="line1596">1596.        if (on && obj->age > monstermoves) {</span>
  <span id="line1597">1597.              /* the artifact is tired :-) */</span>
+
  <span id="line1597">1597.            /* the artifact is tired :-) */</span>
  <span id="line1598">1598.              u.uprops[oart->inv_prop].extrinsic ^= W_ARTI;</span>
+
  <span id="line1598">1598.            u.uprops[oart->inv_prop].extrinsic ^= W_ARTI;</span>
  <span id="line1599">1599.              You_feel("that %s %s ignoring you.", the(xname(obj)),</span>
+
  <span id="line1599">1599.            You_feel("that %s %s ignoring you.", the(xname(obj)),</span>
  <span id="line1600">1600.                      otense(obj, "are"));</span>
+
  <span id="line1600">1600.                      otense(obj, "are"));</span>
  <span id="line1601">1601.              /* can't just keep repeatedly trying */</span>
+
  <span id="line1601">1601.            /* can't just keep repeatedly trying */</span>
  <span id="line1602">1602.              obj->age += (long) d(3, 10);</span>
+
  <span id="line1602">1602.            obj->age += (long) d(3, 10);</span>
  <span id="line1603">1603.              return 1;</span>
+
  <span id="line1603">1603.            return 1;</span>
  <span id="line1604">1604.          } else if (!on) {</span>
+
  <span id="line1604">1604.        } else if (!on) {</span>
  <span id="line1605">1605.              /* when turning off property, determine downtime */</span>
+
  <span id="line1605">1605.            /* when turning off property, determine downtime */</span>
  <span id="line1606">1606.              /* arbitrary for now until we can tune this -dlc */</span>
+
  <span id="line1606">1606.            /* arbitrary for now until we can tune this -dlc */</span>
  <span id="line1607">1607.              obj->age = monstermoves + rnz(100);</span>
+
  <span id="line1607">1607.            obj->age = monstermoves + rnz(100);</span>
  <span id="line1608">1608.          }</span>
+
  <span id="line1608">1608.        }</span>
  <span id="line1609">1609.  </span>
+
  <span id="line1609">1609. </span>
  <span id="line1610">1610.          if ((eprop & ~W_ARTI) || iprop) {</span>
+
  <span id="line1610">1610.        if ((eprop & ~W_ARTI) || iprop) {</span>
  <span id="line1611">1611.          nothing_special:</span>
+
  <span id="line1611">1611.        nothing_special:</span>
  <span id="line1612">1612.              /* you had the property from some other source too */</span>
+
  <span id="line1612">1612.            /* you had the property from some other source too */</span>
  <span id="line1613">1613.              if (carried(obj))</span>
+
  <span id="line1613">1613.            if (carried(obj))</span>
  <span id="line1614">1614.                  You_feel("a surge of power, but nothing seems to happen.");</span>
+
  <span id="line1614">1614.                You_feel("a surge of power, but nothing seems to happen.");</span>
  <span id="line1615">1615.              return 1;</span>
+
  <span id="line1615">1615.            return 1;</span>
  <span id="line1616">1616.          }</span>
+
  <span id="line1616">1616.        }</span>
  <span id="line1617">1617.          switch (oart->inv_prop) {</span>
+
  <span id="line1617">1617.        switch (oart->inv_prop) {</span>
  <span id="line1618">1618.          case CONFLICT:</span>
+
  <span id="line1618">1618.        case CONFLICT:</span>
  <span id="line1619">1619.              if (on)</span>
+
  <span id="line1619">1619.            if (on)</span>
  <span id="line1620">1620.                  You_feel("like a rabble-rouser.");</span>
+
  <span id="line1620">1620.                You_feel("like a rabble-rouser.");</span>
  <span id="line1621">1621.              else</span>
+
  <span id="line1621">1621.            else</span>
  <span id="line1622">1622.                  You_feel("the tension decrease around you.");</span>
+
  <span id="line1622">1622.                You_feel("the tension decrease around you.");</span>
  <span id="line1623">1623.              break;</span>
+
  <span id="line1623">1623.            break;</span>
  <span id="line1624">1624.          case LEVITATION:</span>
+
  <span id="line1624">1624.        case LEVITATION:</span>
  <span id="line1625">1625.              if (on) {</span>
+
  <span id="line1625">1625.            if (on) {</span>
  <span id="line1626">1626.                  float_up();</span>
+
  <span id="line1626">1626.                float_up();</span>
  <span id="line1627">1627.                  spoteffects(FALSE);</span>
+
  <span id="line1627">1627.                spoteffects(FALSE);</span>
  <span id="line1628">1628.              } else</span>
+
  <span id="line1628">1628.            } else</span>
  <span id="line1629">1629.                  (void) float_down(I_SPECIAL | TIMEOUT, W_ARTI);</span>
+
  <span id="line1629">1629.                (void) float_down(I_SPECIAL | TIMEOUT, W_ARTI);</span>
  <span id="line1630">1630.              break;</span>
+
  <span id="line1630">1630.            break;</span>
  <span id="line1631">1631.          case INVIS:</span>
+
  <span id="line1631">1631.        case INVIS:</span>
  <span id="line1632">1632.              if (BInvis || Blind)</span>
+
  <span id="line1632">1632.            if (BInvis || Blind)</span>
  <span id="line1633">1633.                  goto nothing_special;</span>
+
  <span id="line1633">1633.                goto nothing_special;</span>
  <span id="line1634">1634.              newsym(u.ux, u.uy);</span>
+
  <span id="line1634">1634.            newsym(u.ux, u.uy);</span>
  <span id="line1635">1635.              if (on)</span>
+
  <span id="line1635">1635.            if (on)</span>
  <span id="line1636">1636.                  Your("body takes on a %s transparency...",</span>
+
  <span id="line1636">1636.                Your("body takes on a %s transparency...",</span>
  <span id="line1637">1637.                      Hallucination ? "normal" : "strange");</span>
+
  <span id="line1637">1637.                      Hallucination ? "normal" : "strange");</span>
  <span id="line1638">1638.              else</span>
+
  <span id="line1638">1638.            else</span>
  <span id="line1639">1639.                  Your("body seems to unfade...");</span>
+
  <span id="line1639">1639.                Your("body seems to unfade...");</span>
  <span id="line1640">1640.              break;</span>
+
  <span id="line1640">1640.            break;</span>
  <span id="line1641">1641.          }</span>
+
  <span id="line1641">1641.        }</span>
  <span id="line1642">1642.      }</span>
+
  <span id="line1642">1642.    }</span>
  <span id="line1643">1643.  </span>
+
  <span id="line1643">1643. </span>
  <span id="line1644">1644.      return 1;</span>
+
  <span id="line1644">1644.    return 1;</span>
  <span id="line1645">1645.  }</span>
+
  <span id="line1645">1645. }</span>
  <span id="line1646">1646.  </span>
+
  <span id="line1646">1646. </span>
  
 
== finesse_ahriman ==
 
== finesse_ahriman ==
  
  <span id="line1647">1647.  /* will freeing this object from inventory cause levitation to end? */</span>
+
  <span id="line1647">1647. /* will freeing this object from inventory cause levitation to end? */</span>
  <span id="line1648">1648.  boolean</span>
+
  <span id="line1648">1648. boolean</span>
  <span id="line1649">1649.  finesse_ahriman(obj)</span>
+
  <span id="line1649">1649. finesse_ahriman(obj)</span>
  <span id="line1650">1650.  struct obj *obj;</span>
+
  <span id="line1650">1650. struct obj *obj;</span>
  <span id="line1651">1651.  {</span>
+
  <span id="line1651">1651. {</span>
  <span id="line1652">1652.      const struct artifact *oart;</span>
+
  <span id="line1652">1652.    const struct artifact *oart;</span>
  <span id="line1653">1653.      struct prop save_Lev;</span>
+
  <span id="line1653">1653.    struct prop save_Lev;</span>
  <span id="line1654">1654.      boolean result;</span>
+
  <span id="line1654">1654.    boolean result;</span>
  <span id="line1655">1655.  </span>
+
  <span id="line1655">1655. </span>
  <span id="line1656">1656.      /* if we aren't levitating or this isn't an artifact which confers</span>
+
  <span id="line1656">1656.    /* if we aren't levitating or this isn't an artifact which confers</span>
  <span id="line1657">1657.        levitation via #invoke then freeinv() won't toggle levitation */</span>
+
  <span id="line1657">1657.        levitation via #invoke then freeinv() won't toggle levitation */</span>
  <span id="line1658">1658.      if (!Levitation || (oart = get_artifact(obj)) == 0</span>
+
  <span id="line1658">1658.    if (!Levitation || (oart = get_artifact(obj)) == 0</span>
  <span id="line1659">1659.          || oart->inv_prop != LEVITATION || !(ELevitation & W_ARTI))</span>
+
  <span id="line1659">1659.        || oart->inv_prop != LEVITATION || !(ELevitation & W_ARTI))</span>
  <span id="line1660">1660.          return FALSE;</span>
+
  <span id="line1660">1660.        return FALSE;</span>
  <span id="line1661">1661.  </span>
+
  <span id="line1661">1661. </span>
  <span id="line1662">1662.      /* arti_invoke(off) -> float_down() clears I_SPECIAL|TIMEOUT & W_ARTI;</span>
+
  <span id="line1662">1662.    /* arti_invoke(off) -> float_down() clears I_SPECIAL|TIMEOUT & W_ARTI;</span>
  <span id="line1663">1663.        probe ahead to see whether that actually results in floating down;</span>
+
  <span id="line1663">1663.        probe ahead to see whether that actually results in floating down;</span>
  <span id="line1664">1664.        (this assumes that there aren't two simultaneously invoked artifacts</span>
+
  <span id="line1664">1664.        (this assumes that there aren't two simultaneously invoked artifacts</span>
  <span id="line1665">1665.        both conferring levitation--safe, since if there were two of them,</span>
+
  <span id="line1665">1665.        both conferring levitation--safe, since if there were two of them,</span>
  <span id="line1666">1666.        invoking the 2nd would negate the 1st rather than stack with it) */</span>
+
  <span id="line1666">1666.        invoking the 2nd would negate the 1st rather than stack with it) */</span>
  <span id="line1667">1667.      save_Lev = u.uprops[LEVITATION];</span>
+
  <span id="line1667">1667.    save_Lev = u.uprops[LEVITATION];</span>
  <span id="line1668">1668.      HLevitation &= ~(I_SPECIAL | TIMEOUT);</span>
+
  <span id="line1668">1668.    HLevitation &= ~(I_SPECIAL | TIMEOUT);</span>
  <span id="line1669">1669.      ELevitation &= ~W_ARTI;</span>
+
  <span id="line1669">1669.    ELevitation &= ~W_ARTI;</span>
  <span id="line1670">1670.      result = (boolean) !Levitation;</span>
+
  <span id="line1670">1670.    result = (boolean) !Levitation;</span>
  <span id="line1671">1671.      u.uprops[LEVITATION] = save_Lev;</span>
+
  <span id="line1671">1671.    u.uprops[LEVITATION] = save_Lev;</span>
  <span id="line1672">1672.      return result;</span>
+
  <span id="line1672">1672.    return result;</span>
  <span id="line1673">1673.  }</span>
+
  <span id="line1673">1673. }</span>
  <span id="line1674">1674.  </span>
+
  <span id="line1674">1674. </span>
  
 
== artifact_light ==
 
== artifact_light ==
 
      
 
      
  <span id="line1675">1675.  /* WAC return TRUE if artifact is always lit */</span>
+
  <span id="line1675">1675. /* WAC return TRUE if artifact is always lit */</span>
  <span id="line1676">1676.  boolean</span>
+
  <span id="line1676">1676. boolean</span>
  <span id="line1677">1677.  artifact_light(obj)</span>
+
  <span id="line1677">1677. artifact_light(obj)</span>
  <span id="line1678">1678.  struct obj *obj;</span>
+
  <span id="line1678">1678. struct obj *obj;</span>
  <span id="line1679">1679.  {</span>
+
  <span id="line1679">1679. {</span>
  <span id="line1680">1680.      return (boolean) (get_artifact(obj) && obj->oartifact == ART_SUNSWORD);</span>
+
  <span id="line1680">1680.    return (boolean) (get_artifact(obj) && obj->oartifact == ART_SUNSWORD);</span>
  <span id="line1681">1681.  }</span>
+
  <span id="line1681">1681. }</span>
  <span id="line1682">1682.  </span>
+
  <span id="line1682">1682. </span>
  
 
== arti_speak ==
 
== arti_speak ==
 
      
 
      
  <span id="line1683">1683.  /* KMH -- Talking artifacts are finally implemented */</span>
+
  <span id="line1683">1683. /* KMH -- Talking artifacts are finally implemented */</span>
  <span id="line1684">1684.  void</span>
+
  <span id="line1684">1684. void</span>
  <span id="line1685">1685.  arti_speak(obj)</span>
+
  <span id="line1685">1685. arti_speak(obj)</span>
  <span id="line1686">1686.  struct obj *obj;</span>
+
  <span id="line1686">1686. struct obj *obj;</span>
  <span id="line1687">1687.  {</span>
+
  <span id="line1687">1687. {</span>
  <span id="line1688">1688.      register const struct artifact *oart = get_artifact(obj);</span>
+
  <span id="line1688">1688.    register const struct artifact *oart = get_artifact(obj);</span>
  <span id="line1689">1689.      const char *line;</span>
+
  <span id="line1689">1689.    const char *line;</span>
  <span id="line1690">1690.      char buf[BUFSZ];</span>
+
  <span id="line1690">1690.    char buf[BUFSZ];</span>
  <span id="line1691">1691.  </span>
+
  <span id="line1691">1691. </span>
  <span id="line1692">1692.      /* Is this a speaking artifact? */</span>
+
  <span id="line1692">1692.    /* Is this a speaking artifact? */</span>
  <span id="line1693">1693.      if (!oart || !(oart->spfx & SPFX_SPEAK))</span>
+
  <span id="line1693">1693.    if (!oart || !(oart->spfx & SPFX_SPEAK))</span>
  <span id="line1694">1694.          return;</span>
+
  <span id="line1694">1694.        return;</span>
  <span id="line1695">1695.  </span>
+
  <span id="line1695">1695. </span>
  <span id="line1696">1696.      line = getrumor(bcsign(obj), buf, TRUE);</span>
+
  <span id="line1696">1696.    line = getrumor(bcsign(obj), buf, TRUE);</span>
  <span id="line1697">1697.      if (!*line)</span>
+
  <span id="line1697">1697.    if (!*line)</span>
  <span id="line1698">1698.          line = "NetHack rumors file closed for renovation.";</span>
+
  <span id="line1698">1698.        line = "NetHack rumors file closed for renovation.";</span>
  <span id="line1699">1699.      pline("%s:", Tobjnam(obj, "whisper"));</span>
+
  <span id="line1699">1699.    pline("%s:", Tobjnam(obj, "whisper"));</span>
  <span id="line1700">1700.      verbalize1(line);</span>
+
  <span id="line1700">1700.    verbalize1(line);</span>
  <span id="line1701">1701.      return;</span>
+
  <span id="line1701">1701.    return;</span>
  <span id="line1702">1702.  }</span>
+
  <span id="line1702">1702. }</span>
  <span id="line1703">1703.  </span>
+
  <span id="line1703">1703. </span>
  
 
== artifact_has_invprop ==
 
== artifact_has_invprop ==
 
      
 
      
  <span id="line1704">1704.  boolean</span>
+
  <span id="line1704">1704. boolean</span>
  <span id="line1705">1705.  artifact_has_invprop(otmp, inv_prop)</span>
+
  <span id="line1705">1705. artifact_has_invprop(otmp, inv_prop)</span>
  <span id="line1706">1706.  struct obj *otmp;</span>
+
  <span id="line1706">1706. struct obj *otmp;</span>
  <span id="line1707">1707.  uchar inv_prop;</span>
+
  <span id="line1707">1707. uchar inv_prop;</span>
  <span id="line1708">1708.  {</span>
+
  <span id="line1708">1708. {</span>
  <span id="line1709">1709.      const struct artifact *arti = get_artifact(otmp);</span>
+
  <span id="line1709">1709.    const struct artifact *arti = get_artifact(otmp);</span>
  <span id="line1710">1710.  </span>
+
  <span id="line1710">1710. </span>
  <span id="line1711">1711.      return (boolean) (arti && (arti->inv_prop == inv_prop));</span>
+
  <span id="line1711">1711.    return (boolean) (arti && (arti->inv_prop == inv_prop));</span>
  <span id="line1712">1712.  }</span>
+
  <span id="line1712">1712. }</span>
  <span id="line1713">1713.  </span>
+
  <span id="line1713">1713. </span>
  
 
== arti_cost ==
 
== arti_cost ==
 
      
 
      
  <span id="line1714">1714.  /* Return the price sold to the hero of a given artifact or unique item */</span>
+
  <span id="line1714">1714. /* Return the price sold to the hero of a given artifact or unique item */</span>
  <span id="line1715">1715.  long</span>
+
  <span id="line1715">1715. long</span>
  <span id="line1716">1716.  arti_cost(otmp)</span>
+
  <span id="line1716">1716. arti_cost(otmp)</span>
  <span id="line1717">1717.  struct obj *otmp;</span>
+
  <span id="line1717">1717. struct obj *otmp;</span>
  <span id="line1718">1718.  {</span>
+
  <span id="line1718">1718. {</span>
  <span id="line1719">1719.      if (!otmp->oartifact)</span>
+
  <span id="line1719">1719.    if (!otmp->oartifact)</span>
  <span id="line1720">1720.          return (long) objects[otmp->otyp].oc_cost;</span>
+
  <span id="line1720">1720.        return (long) objects[otmp->otyp].oc_cost;</span>
  <span id="line1721">1721.      else if (artilist[(int) otmp->oartifact].cost)</span>
+
  <span id="line1721">1721.    else if (artilist[(int) otmp->oartifact].cost)</span>
  <span id="line1722">1722.          return artilist[(int) otmp->oartifact].cost;</span>
+
  <span id="line1722">1722.        return artilist[(int) otmp->oartifact].cost;</span>
  <span id="line1723">1723.      else</span>
+
  <span id="line1723">1723.    else</span>
  <span id="line1724">1724.          return (100L * (long) objects[otmp->otyp].oc_cost);</span>
+
  <span id="line1724">1724.        return (100L * (long) objects[otmp->otyp].oc_cost);</span>
  <span id="line1725">1725.  }</span>
+
  <span id="line1725">1725. }</span>
  <span id="line1726">1726.  </span>
+
  <span id="line1726">1726. </span>
  
 
== abil_to_adtyp ==
 
== abil_to_adtyp ==
 
      
 
      
  <span id="line1727">1727.  STATIC_OVL uchar</span>
+
  <span id="line1727">1727. STATIC_OVL uchar</span>
  <span id="line1728">1728.  abil_to_adtyp(abil)</span>
+
  <span id="line1728">1728. abil_to_adtyp(abil)</span>
  <span id="line1729">1729.  long *abil;</span>
+
  <span id="line1729">1729. long *abil;</span>
  <span id="line1730">1730.  {</span>
+
  <span id="line1730">1730. {</span>
  <span id="line1731">1731.      struct abil2adtyp_tag {</span>
+
  <span id="line1731">1731.    struct abil2adtyp_tag {</span>
  <span id="line1732">1732.          long *abil;</span>
+
  <span id="line1732">1732.        long *abil;</span>
  <span id="line1733">1733.          uchar adtyp;</span>
+
  <span id="line1733">1733.        uchar adtyp;</span>
  <span id="line1734">1734.      } abil2adtyp[] = {</span>
+
  <span id="line1734">1734.    } abil2adtyp[] = {</span>
  <span id="line1735">1735.          { &EFire_resistance, AD_FIRE },</span>
+
  <span id="line1735">1735.        { &EFire_resistance, AD_FIRE },</span>
  <span id="line1736">1736.          { &ECold_resistance, AD_COLD },</span>
+
  <span id="line1736">1736.        { &ECold_resistance, AD_COLD },</span>
  <span id="line1737">1737.          { &EShock_resistance, AD_ELEC },</span>
+
  <span id="line1737">1737.        { &EShock_resistance, AD_ELEC },</span>
  <span id="line1738">1738.          { &EAntimagic, AD_MAGM },</span>
+
  <span id="line1738">1738.        { &EAntimagic, AD_MAGM },</span>
  <span id="line1739">1739.          { &EDisint_resistance, AD_DISN },</span>
+
  <span id="line1739">1739.        { &EDisint_resistance, AD_DISN },</span>
  <span id="line1740">1740.          { &EPoison_resistance, AD_DRST },</span>
+
  <span id="line1740">1740.        { &EPoison_resistance, AD_DRST },</span>
  <span id="line1741">1741.      };</span>
+
  <span id="line1741">1741.    };</span>
  <span id="line1742">1742.      int k;</span>
+
  <span id="line1742">1742.    int k;</span>
  <span id="line1743">1743.  </span>
+
  <span id="line1743">1743. </span>
  <span id="line1744">1744.      for (k = 0; k < SIZE(abil2adtyp); k++) {</span>
+
  <span id="line1744">1744.    for (k = 0; k < SIZE(abil2adtyp); k++) {</span>
  <span id="line1745">1745.          if (abil2adtyp[k].abil == abil)</span>
+
  <span id="line1745">1745.        if (abil2adtyp[k].abil == abil)</span>
  <span id="line1746">1746.              return abil2adtyp[k].adtyp;</span>
+
  <span id="line1746">1746.            return abil2adtyp[k].adtyp;</span>
  <span id="line1747">1747.      }</span>
+
  <span id="line1747">1747.    }</span>
  <span id="line1748">1748.      return 0;</span>
+
  <span id="line1748">1748.    return 0;</span>
  <span id="line1749">1749.  }</span>
+
  <span id="line1749">1749. }</span>
  <span id="line1750">1750.  </span>
+
  <span id="line1750">1750. </span>
  
 
== abil_to_spfx ==
 
== abil_to_spfx ==
 
      
 
      
  <span id="line1751">1751.  STATIC_OVL unsigned long</span>
+
  <span id="line1751">1751. STATIC_OVL unsigned long</span>
  <span id="line1752">1752.  abil_to_spfx(abil)</span>
+
  <span id="line1752">1752. abil_to_spfx(abil)</span>
  <span id="line1753">1753.  long *abil;</span>
+
  <span id="line1753">1753. long *abil;</span>
  <span id="line1754">1754.  {</span>
+
  <span id="line1754">1754. {</span>
  <span id="line1755">1755.      static const struct abil2spfx_tag {</span>
+
  <span id="line1755">1755.    static const struct abil2spfx_tag {</span>
  <span id="line1756">1756.          long *abil;</span>
+
  <span id="line1756">1756.        long *abil;</span>
  <span id="line1757">1757.          unsigned long spfx;</span>
+
  <span id="line1757">1757.        unsigned long spfx;</span>
  <span id="line1758">1758.      } abil2spfx[] = {</span>
+
  <span id="line1758">1758.    } abil2spfx[] = {</span>
  <span id="line1759">1759.          { &ESearching, SPFX_SEARCH },</span>
+
  <span id="line1759">1759.        { &ESearching, SPFX_SEARCH },</span>
  <span id="line1760">1760.          { &EHalluc_resistance, SPFX_HALRES },</span>
+
  <span id="line1760">1760.        { &EHalluc_resistance, SPFX_HALRES },</span>
  <span id="line1761">1761.          { &ETelepat, SPFX_ESP },</span>
+
  <span id="line1761">1761.        { &ETelepat, SPFX_ESP },</span>
  <span id="line1762">1762.          { &EStealth, SPFX_STLTH },</span>
+
  <span id="line1762">1762.        { &EStealth, SPFX_STLTH },</span>
  <span id="line1763">1763.          { &ERegeneration, SPFX_REGEN },</span>
+
  <span id="line1763">1763.        { &ERegeneration, SPFX_REGEN },</span>
  <span id="line1764">1764.          { &ETeleport_control, SPFX_TCTRL },</span>
+
  <span id="line1764">1764.        { &ETeleport_control, SPFX_TCTRL },</span>
  <span id="line1765">1765.          { &EWarn_of_mon, SPFX_WARN },</span>
+
  <span id="line1765">1765.        { &EWarn_of_mon, SPFX_WARN },</span>
  <span id="line1766">1766.          { &EWarning, SPFX_WARN },</span>
+
  <span id="line1766">1766.        { &EWarning, SPFX_WARN },</span>
  <span id="line1767">1767.          { &EEnergy_regeneration, SPFX_EREGEN },</span>
+
  <span id="line1767">1767.        { &EEnergy_regeneration, SPFX_EREGEN },</span>
  <span id="line1768">1768.          { &EHalf_spell_damage, SPFX_HSPDAM },</span>
+
  <span id="line1768">1768.        { &EHalf_spell_damage, SPFX_HSPDAM },</span>
  <span id="line1769">1769.          { &EHalf_physical_damage, SPFX_HPHDAM },</span>
+
  <span id="line1769">1769.        { &EHalf_physical_damage, SPFX_HPHDAM },</span>
  <span id="line1770">1770.          { &EReflecting, SPFX_REFLECT },</span>
+
  <span id="line1770">1770.        { &EReflecting, SPFX_REFLECT },</span>
  <span id="line1771">1771.      };</span>
+
  <span id="line1771">1771.    };</span>
  <span id="line1772">1772.      int k;</span>
+
  <span id="line1772">1772.    int k;</span>
  <span id="line1773">1773.  </span>
+
  <span id="line1773">1773. </span>
  <span id="line1774">1774.      for (k = 0; k < SIZE(abil2spfx); k++) {</span>
+
  <span id="line1774">1774.    for (k = 0; k < SIZE(abil2spfx); k++) {</span>
  <span id="line1775">1775.          if (abil2spfx[k].abil == abil)</span>
+
  <span id="line1775">1775.        if (abil2spfx[k].abil == abil)</span>
  <span id="line1776">1776.              return abil2spfx[k].spfx;</span>
+
  <span id="line1776">1776.            return abil2spfx[k].spfx;</span>
  <span id="line1777">1777.      }</span>
+
  <span id="line1777">1777.    }</span>
  <span id="line1778">1778.      return 0L;</span>
+
  <span id="line1778">1778.    return 0L;</span>
  <span id="line1779">1779.  }</span>
+
  <span id="line1779">1779. }</span>
  <span id="line1780">1780.  </span>
+
  <span id="line1780">1780. </span>
  
 
== what_gives ==
 
== what_gives ==
 
      
 
      
  <span id="line1781">1781.  /*</span>
+
  <span id="line1781">1781. /*</span>
  <span id="line1782">1782.  * Return the first item that is conveying a particular intrinsic.</span>
+
  <span id="line1782">1782.  * Return the first item that is conveying a particular intrinsic.</span>
  <span id="line1783">1783.  */</span>
+
  <span id="line1783">1783.  */</span>
  <span id="line1784">1784.  struct obj *</span>
+
  <span id="line1784">1784. struct obj *</span>
  <span id="line1785">1785.  what_gives(abil)</span>
+
  <span id="line1785">1785. what_gives(abil)</span>
  <span id="line1786">1786.  long *abil;</span>
+
  <span id="line1786">1786. long *abil;</span>
  <span id="line1787">1787.  {</span>
+
  <span id="line1787">1787. {</span>
  <span id="line1788">1788.      struct obj *obj;</span>
+
  <span id="line1788">1788.    struct obj *obj;</span>
  <span id="line1789">1789.      uchar dtyp;</span>
+
  <span id="line1789">1789.    uchar dtyp;</span>
  <span id="line1790">1790.      unsigned long spfx;</span>
+
  <span id="line1790">1790.    unsigned long spfx;</span>
  <span id="line1791">1791.      long wornbits;</span>
+
  <span id="line1791">1791.    long wornbits;</span>
  <span id="line1792">1792.      long wornmask = (W_ARM | W_ARMC | W_ARMH | W_ARMS</span>
+
  <span id="line1792">1792.    long wornmask = (W_ARM | W_ARMC | W_ARMH | W_ARMS</span>
  <span id="line1793">1793.                      | W_ARMG | W_ARMF | W_ARMU</span>
+
  <span id="line1793">1793.                      | W_ARMG | W_ARMF | W_ARMU</span>
  <span id="line1794">1794.                      | W_AMUL | W_RINGL | W_RINGR | W_TOOL</span>
+
  <span id="line1794">1794.                      | W_AMUL | W_RINGL | W_RINGR | W_TOOL</span>
  <span id="line1795">1795.                      /* [do W_ART and W_ARTI actually belong here?] */</span>
+
  <span id="line1795">1795.                      /* [do W_ART and W_ARTI actually belong here?] */</span>
  <span id="line1796">1796.                      | W_ART | W_ARTI);</span>
+
  <span id="line1796">1796.                      | W_ART | W_ARTI);</span>
  <span id="line1797">1797.  </span>
+
  <span id="line1797">1797. </span>
  <span id="line1798">1798.      if (u.twoweap)</span>
+
  <span id="line1798">1798.    if (u.twoweap)</span>
  <span id="line1799">1799.          wornmask |= W_SWAPWEP;</span>
+
  <span id="line1799">1799.        wornmask |= W_SWAPWEP;</span>
  <span id="line1800">1800.      dtyp = abil_to_adtyp(abil);</span>
+
  <span id="line1800">1800.    dtyp = abil_to_adtyp(abil);</span>
  <span id="line1801">1801.      spfx = abil_to_spfx(abil);</span>
+
  <span id="line1801">1801.    spfx = abil_to_spfx(abil);</span>
  <span id="line1802">1802.      wornbits = (wornmask & *abil);</span>
+
  <span id="line1802">1802.    wornbits = (wornmask & *abil);</span>
  <span id="line1803">1803.  </span>
+
  <span id="line1803">1803. </span>
  <span id="line1804">1804.      for (obj = invent; obj; obj = obj->nobj) {</span>
+
  <span id="line1804">1804.    for (obj = invent; obj; obj = obj->nobj) {</span>
  <span id="line1805">1805.          if (obj->oartifact</span>
+
  <span id="line1805">1805.        if (obj->oartifact</span>
  <span id="line1806">1806.              && (abil != &EWarn_of_mon || context.warntype.obj)) {</span>
+
  <span id="line1806">1806.            && (abil != &EWarn_of_mon || context.warntype.obj)) {</span>
  <span id="line1807">1807.              const struct artifact *art = get_artifact(obj);</span>
+
  <span id="line1807">1807.            const struct artifact *art = get_artifact(obj);</span>
  <span id="line1808">1808.  </span>
+
  <span id="line1808">1808. </span>
  <span id="line1809">1809.              if (art) {</span>
+
  <span id="line1809">1809.            if (art) {</span>
  <span id="line1810">1810.                  if (dtyp) {</span>
+
  <span id="line1810">1810.                if (dtyp) {</span>
  <span id="line1811">1811.                      if (art->cary.adtyp == dtyp || art->defn.adtyp == dtyp)</span>
+
  <span id="line1811">1811.                    if (art->cary.adtyp == dtyp || art->defn.adtyp == dtyp)</span>
  <span id="line1812">1812.                          return obj;</span>
+
  <span id="line1812">1812.                        return obj;</span>
  <span id="line1813">1813.                  }</span>
+
  <span id="line1813">1813.                }</span>
  <span id="line1814">1814.                  if (spfx) {</span>
+
  <span id="line1814">1814.                if (spfx) {</span>
  <span id="line1815">1815.                      /* property conferred when carried */</span>
+
  <span id="line1815">1815.                    /* property conferred when carried */</span>
  <span id="line1816">1816.                      if ((art->cspfx & spfx) == spfx)</span>
+
  <span id="line1816">1816.                    if ((art->cspfx & spfx) == spfx)</span>
  <span id="line1817">1817.                          return obj;</span>
+
  <span id="line1817">1817.                        return obj;</span>
  <span id="line1818">1818.                      /* property conferred when wielded or worn */</span>
+
  <span id="line1818">1818.                    /* property conferred when wielded or worn */</span>
  <span id="line1819">1819.                      if ((art->spfx & spfx) == spfx && obj->owornmask)</span>
+
  <span id="line1819">1819.                    if ((art->spfx & spfx) == spfx && obj->owornmask)</span>
  <span id="line1820">1820.                          return obj;</span>
+
  <span id="line1820">1820.                        return obj;</span>
  <span id="line1821">1821.                  }</span>
+
  <span id="line1821">1821.                }</span>
  <span id="line1822">1822.              }</span>
+
  <span id="line1822">1822.            }</span>
  <span id="line1823">1823.          } else {</span>
+
  <span id="line1823">1823.        } else {</span>
  <span id="line1824">1824.              if (wornbits && wornbits == (wornmask & obj->owornmask))</span>
+
  <span id="line1824">1824.            if (wornbits && wornbits == (wornmask & obj->owornmask))</span>
  <span id="line1825">1825.                  return obj;</span>
+
  <span id="line1825">1825.                return obj;</span>
  <span id="line1826">1826.          }</span>
+
  <span id="line1826">1826.        }</span>
  <span id="line1827">1827.      }</span>
+
  <span id="line1827">1827.    }</span>
  <span id="line1828">1828.      return (struct obj *) 0;</span>
+
  <span id="line1828">1828.    return (struct obj *) 0;</span>
  <span id="line1829">1829.  }</span>
+
  <span id="line1829">1829. }</span>
  <span id="line1830">1830.  </span>
+
  <span id="line1830">1830. </span>
  
 
== glow_color ==
 
== glow_color ==
 
      
 
      
  <span id="line1831">1831.  const char *</span>
+
  <span id="line1831">1831. const char *</span>
  <span id="line1832">1832.  glow_color(arti_indx)</span>
+
  <span id="line1832">1832. glow_color(arti_indx)</span>
  <span id="line1833">1833.  int arti_indx;</span>
+
  <span id="line1833">1833. int arti_indx;</span>
  <span id="line1834">1834.  {</span>
+
  <span id="line1834">1834. {</span>
  <span id="line1835">1835.      int colornum = artilist[arti_indx].acolor;</span>
+
  <span id="line1835">1835.    int colornum = artilist[arti_indx].acolor;</span>
  <span id="line1836">1836.      const char *colorstr = clr2colorname(colornum);</span>
+
  <span id="line1836">1836.    const char *colorstr = clr2colorname(colornum);</span>
  <span id="line1837">1837.  </span>
+
  <span id="line1837">1837. </span>
  <span id="line1838">1838.      return hcolor(colorstr);</span>
+
  <span id="line1838">1838.    return hcolor(colorstr);</span>
  <span id="line1839">1839.  }</span>
+
  <span id="line1839">1839. }</span>
  <span id="line1840">1840.  </span>
+
  <span id="line1840">1840. </span>
  
 
== Sting_effects ==
 
== Sting_effects ==
 
      
 
      
  <span id="line1841">1841.  /* use for warning "glow" for Sting, Orcrist, and Grimtooth */</span>
+
  <span id="line1841">1841. /* use for warning "glow" for Sting, Orcrist, and Grimtooth */</span>
  <span id="line1842">1842.  void</span>
+
  <span id="line1842">1842. void</span>
  <span id="line1843">1843.  Sting_effects(orc_count)</span>
+
  <span id="line1843">1843. Sting_effects(orc_count)</span>
  <span id="line1844">1844.  int orc_count; /* new count (warn_obj_cnt is old count); -1 is a flag value */</span>
+
  <span id="line1844">1844. int orc_count; /* new count (warn_obj_cnt is old count); -1 is a flag value */</span>
  <span id="line1845">1845.  {</span>
+
  <span id="line1845">1845. {</span>
  <span id="line1846">1846.      if (uwep</span>
+
  <span id="line1846">1846.    if (uwep</span>
  <span id="line1847">1847.          && (uwep->oartifact == ART_STING</span>
+
  <span id="line1847">1847.        && (uwep->oartifact == ART_STING</span>
  <span id="line1848">1848.              || uwep->oartifact == ART_ORCRIST</span>
+
  <span id="line1848">1848.            || uwep->oartifact == ART_ORCRIST</span>
  <span id="line1849">1849.              || uwep->oartifact == ART_GRIMTOOTH)) {</span>
+
  <span id="line1849">1849.            || uwep->oartifact == ART_GRIMTOOTH)) {</span>
  <span id="line1850">1850.          if (orc_count == -1 && warn_obj_cnt > 0) {</span>
+
  <span id="line1850">1850.        if (orc_count == -1 && warn_obj_cnt > 0) {</span>
  <span id="line1851">1851.              /* -1 means that blindness has just been toggled; give a</span>
+
  <span id="line1851">1851.            /* -1 means that blindness has just been toggled; give a</span>
  <span id="line1852">1852.                'continue' message that eventual 'stop' message will match */</span>
+
  <span id="line1852">1852.                'continue' message that eventual 'stop' message will match */</span>
  <span id="line1853">1853.              pline("%s is %s.", bare_artifactname(uwep),</span>
+
  <span id="line1853">1853.            pline("%s is %s.", bare_artifactname(uwep),</span>
  <span id="line1854">1854.                    !Blind ? "glowing" : "quivering");</span>
+
  <span id="line1854">1854.                  !Blind ? "glowing" : "quivering");</span>
  <span id="line1855">1855.          } else if (orc_count > 0 && warn_obj_cnt == 0) {</span>
+
  <span id="line1855">1855.        } else if (orc_count > 0 && warn_obj_cnt == 0) {</span>
  <span id="line1856">1856.              /* 'start' message */</span>
+
  <span id="line1856">1856.            /* 'start' message */</span>
  <span id="line1857">1857.              if (!Blind)</span>
+
  <span id="line1857">1857.            if (!Blind)</span>
  <span id="line1858">1858.                  pline("%s %s %s!", bare_artifactname(uwep),</span>
+
  <span id="line1858">1858.                pline("%s %s %s!", bare_artifactname(uwep),</span>
  <span id="line1859">1859.                        otense(uwep, "glow"), glow_color(uwep->oartifact));</span>
+
  <span id="line1859">1859.                      otense(uwep, "glow"), glow_color(uwep->oartifact));</span>
  <span id="line1860">1860.              else</span>
+
  <span id="line1860">1860.            else</span>
  <span id="line1861">1861.                  pline("%s quivers slightly.", bare_artifactname(uwep));</span>
+
  <span id="line1861">1861.                pline("%s quivers slightly.", bare_artifactname(uwep));</span>
  <span id="line1862">1862.          } else if (orc_count == 0 && warn_obj_cnt > 0) {</span>
+
  <span id="line1862">1862.        } else if (orc_count == 0 && warn_obj_cnt > 0) {</span>
  <span id="line1863">1863.              /* 'stop' message */</span>
+
  <span id="line1863">1863.            /* 'stop' message */</span>
  <span id="line1864">1864.              pline("%s stops %s.", bare_artifactname(uwep),</span>
+
  <span id="line1864">1864.            pline("%s stops %s.", bare_artifactname(uwep),</span>
  <span id="line1865">1865.                    !Blind ? "glowing" : "quivering");</span>
+
  <span id="line1865">1865.                  !Blind ? "glowing" : "quivering");</span>
  <span id="line1866">1866.          }</span>
+
  <span id="line1866">1866.        }</span>
  <span id="line1867">1867.      }</span>
+
  <span id="line1867">1867.    }</span>
  <span id="line1868">1868.  }</span>
+
  <span id="line1868">1868. }</span>
  <span id="line1869">1869.  </span>
+
  <span id="line1869">1869. </span>
  
 
== retouch_object ==
 
== retouch_object ==
 
      
 
      
  <span id="line1870">1870.  /* called when hero is wielding/applying/invoking a carried item, or</span>
+
  <span id="line1870">1870. /* called when hero is wielding/applying/invoking a carried item, or</span>
  <span id="line1871">1871.    after undergoing a transformation (alignment change, lycanthropy,</span>
+
  <span id="line1871">1871.    after undergoing a transformation (alignment change, lycanthropy,</span>
  <span id="line1872">1872.    polymorph) which might affect item access */</span>
+
  <span id="line1872">1872.    polymorph) which might affect item access */</span>
  <span id="line1873">1873.  int</span>
+
  <span id="line1873">1873. int</span>
  <span id="line1874">1874.  retouch_object(objp, loseit)</span>
+
  <span id="line1874">1874. retouch_object(objp, loseit)</span>
  <span id="line1875">1875.  struct obj **objp; /* might be destroyed or unintentionally dropped */</span>
+
  <span id="line1875">1875. struct obj **objp; /* might be destroyed or unintentionally dropped */</span>
  <span id="line1876">1876.  boolean loseit;    /* whether to drop it if hero can longer touch it */</span>
+
  <span id="line1876">1876. boolean loseit;    /* whether to drop it if hero can longer touch it */</span>
  <span id="line1877">1877.  {</span>
+
  <span id="line1877">1877. {</span>
  <span id="line1878">1878.      struct obj *obj = *objp;</span>
+
  <span id="line1878">1878.    struct obj *obj = *objp;</span>
  <span id="line1879">1879.  </span>
+
  <span id="line1879">1879. </span>
  <span id="line1880">1880.      if (touch_artifact(obj, &youmonst)) {</span>
+
  <span id="line1880">1880.    if (touch_artifact(obj, &youmonst)) {</span>
  <span id="line1881">1881.          char buf[BUFSZ];</span>
+
  <span id="line1881">1881.        char buf[BUFSZ];</span>
  <span id="line1882">1882.          int dmg = 0, tmp;</span>
+
  <span id="line1882">1882.        int dmg = 0, tmp;</span>
  <span id="line1883">1883.          boolean ag =</span>
+
  <span id="line1883">1883.        boolean ag =</span>
  <span id="line1884">1884.                      (objects[obj->otyp].oc_material == SILVER && Hate_silver),</span>
+
  <span id="line1884">1884.                    (objects[obj->otyp].oc_material == SILVER && Hate_silver),</span>
  <span id="line1885">1885.                  bane = bane_applies(get_artifact(obj), &youmonst);</span>
+
  <span id="line1885">1885.                bane = bane_applies(get_artifact(obj), &youmonst);</span>
  <span id="line1886">1886.  </span>
+
  <span id="line1886">1886. </span>
  <span id="line1887">1887.          /* nothing else to do if hero can successfully handle this object */</span>
+
  <span id="line1887">1887.        /* nothing else to do if hero can successfully handle this object */</span>
  <span id="line1888">1888.          if (!ag && !bane)</span>
+
  <span id="line1888">1888.        if (!ag && !bane)</span>
  <span id="line1889">1889.              return 1;</span>
+
  <span id="line1889">1889.            return 1;</span>
  <span id="line1890">1890.  </span>
+
  <span id="line1890">1890. </span>
  <span id="line1891">1891.          /* hero can't handle this object, but didn't get touch_artifact()'s</span>
+
  <span id="line1891">1891.        /* hero can't handle this object, but didn't get touch_artifact()'s</span>
  <span id="line1892">1892.            "<obj> evades your grasp|control" message; give an alternate one */</span>
+
  <span id="line1892">1892.            "<obj> evades your grasp|control" message; give an alternate one */</span>
  <span id="line1893">1893.          You_cant("handle %s%s!", yname(obj),</span>
+
  <span id="line1893">1893.        You_cant("handle %s%s!", yname(obj),</span>
  <span id="line1894">1894.                  obj->owornmask ? " anymore" : "");</span>
+
  <span id="line1894">1894.                  obj->owornmask ? " anymore" : "");</span>
  <span id="line1895">1895.          /* also inflict damage unless touch_artifact() already did so */</span>
+
  <span id="line1895">1895.        /* also inflict damage unless touch_artifact() already did so */</span>
  <span id="line1896">1896.          if (!touch_blasted) {</span>
+
  <span id="line1896">1896.        if (!touch_blasted) {</span>
  <span id="line1897">1897.              /* damage is somewhat arbitrary; half the usual 1d20 physical</span>
+
  <span id="line1897">1897.            /* damage is somewhat arbitrary; half the usual 1d20 physical</span>
  <span id="line1898">1898.                for silver, 1d10 magical for <foo>bane, potentially both */</span>
+
  <span id="line1898">1898.                for silver, 1d10 magical for <foo>bane, potentially both */</span>
  <span id="line1899">1899.              if (ag)</span>
+
  <span id="line1899">1899.            if (ag)</span>
  <span id="line1900">1900.                  tmp = rnd(10), dmg += Maybe_Half_Phys(tmp);</span>
+
  <span id="line1900">1900.                tmp = rnd(10), dmg += Maybe_Half_Phys(tmp);</span>
  <span id="line1901">1901.              if (bane)</span>
+
  <span id="line1901">1901.            if (bane)</span>
  <span id="line1902">1902.                  dmg += rnd(10);</span>
+
  <span id="line1902">1902.                dmg += rnd(10);</span>
  <span id="line1903">1903.              Sprintf(buf, "handling %s", killer_xname(obj));</span>
+
  <span id="line1903">1903.            Sprintf(buf, "handling %s", killer_xname(obj));</span>
  <span id="line1904">1904.              losehp(dmg, buf, KILLED_BY);</span>
+
  <span id="line1904">1904.            losehp(dmg, buf, KILLED_BY);</span>
  <span id="line1905">1905.              exercise(A_CON, FALSE);</span>
+
  <span id="line1905">1905.            exercise(A_CON, FALSE);</span>
  <span id="line1906">1906.          }</span>
+
  <span id="line1906">1906.        }</span>
  <span id="line1907">1907.      }</span>
+
  <span id="line1907">1907.    }</span>
  <span id="line1908">1908.  </span>
+
  <span id="line1908">1908. </span>
  <span id="line1909">1909.      /* removing a worn item might result in loss of levitation,</span>
+
  <span id="line1909">1909.    /* removing a worn item might result in loss of levitation,</span>
  <span id="line1910">1910.        dropping the hero onto a polymorph trap or into water or</span>
+
  <span id="line1910">1910.        dropping the hero onto a polymorph trap or into water or</span>
  <span id="line1911">1911.        lava and potentially dropping or destroying the item */</span>
+
  <span id="line1911">1911.        lava and potentially dropping or destroying the item */</span>
  <span id="line1912">1912.      if (obj->owornmask) {</span>
+
  <span id="line1912">1912.    if (obj->owornmask) {</span>
  <span id="line1913">1913.          struct obj *otmp;</span>
+
  <span id="line1913">1913.        struct obj *otmp;</span>
  <span id="line1914">1914.  </span>
+
  <span id="line1914">1914. </span>
  <span id="line1915">1915.          remove_worn_item(obj, FALSE);</span>
+
  <span id="line1915">1915.        remove_worn_item(obj, FALSE);</span>
  <span id="line1916">1916.          for (otmp = invent; otmp; otmp = otmp->nobj)</span>
+
  <span id="line1916">1916.        for (otmp = invent; otmp; otmp = otmp->nobj)</span>
  <span id="line1917">1917.              if (otmp == obj)</span>
+
  <span id="line1917">1917.            if (otmp == obj)</span>
  <span id="line1918">1918.                  break;</span>
+
  <span id="line1918">1918.                break;</span>
  <span id="line1919">1919.          if (!otmp)</span>
+
  <span id="line1919">1919.        if (!otmp)</span>
  <span id="line1920">1920.              *objp = obj = 0;</span>
+
  <span id="line1920">1920.            *objp = obj = 0;</span>
  <span id="line1921">1921.      }</span>
+
  <span id="line1921">1921.    }</span>
  <span id="line1922">1922.  </span>
+
  <span id="line1922">1922. </span>
  <span id="line1923">1923.      /* if we still have it and caller wants us to drop it, do so now */</span>
+
  <span id="line1923">1923.    /* if we still have it and caller wants us to drop it, do so now */</span>
  <span id="line1924">1924.      if (loseit && obj) {</span>
+
  <span id="line1924">1924.    if (loseit && obj) {</span>
  <span id="line1925">1925.          if (Levitation) {</span>
+
  <span id="line1925">1925.        if (Levitation) {</span>
  <span id="line1926">1926.              freeinv(obj);</span>
+
  <span id="line1926">1926.            freeinv(obj);</span>
  <span id="line1927">1927.              hitfloor(obj);</span>
+
  <span id="line1927">1927.            hitfloor(obj);</span>
  <span id="line1928">1928.          } else {</span>
+
  <span id="line1928">1928.        } else {</span>
  <span id="line1929">1929.              /* dropx gives a message iff item lands on an altar */</span>
+
  <span id="line1929">1929.            /* dropx gives a message iff item lands on an altar */</span>
  <span id="line1930">1930.              if (!IS_ALTAR(levl[u.ux][u.uy].typ))</span>
+
  <span id="line1930">1930.            if (!IS_ALTAR(levl[u.ux][u.uy].typ))</span>
  <span id="line1931">1931.                  pline("%s to the %s.", Tobjnam(obj, "fall"),</span>
+
  <span id="line1931">1931.                pline("%s to the %s.", Tobjnam(obj, "fall"),</span>
  <span id="line1932">1932.                        surface(u.ux, u.uy));</span>
+
  <span id="line1932">1932.                      surface(u.ux, u.uy));</span>
  <span id="line1933">1933.              dropx(obj);</span>
+
  <span id="line1933">1933.            dropx(obj);</span>
  <span id="line1934">1934.          }</span>
+
  <span id="line1934">1934.        }</span>
  <span id="line1935">1935.          *objp = obj = 0; /* no longer in inventory */</span>
+
  <span id="line1935">1935.        *objp = obj = 0; /* no longer in inventory */</span>
  <span id="line1936">1936.      }</span>
+
  <span id="line1936">1936.    }</span>
  <span id="line1937">1937.      return 0;</span>
+
  <span id="line1937">1937.    return 0;</span>
  <span id="line1938">1938.  }</span>
+
  <span id="line1938">1938. }</span>
  <span id="line1939">1939.  </span>
+
  <span id="line1939">1939. </span>
  
 
== untouchable ==
 
== untouchable ==
 
      
 
      
  <span id="line1940">1940.  /* an item which is worn/wielded or an artifact which conveys</span>
+
  <span id="line1940">1940. /* an item which is worn/wielded or an artifact which conveys</span>
  <span id="line1941">1941.    something via being carried or which has an #invoke effect</span>
+
  <span id="line1941">1941.    something via being carried or which has an #invoke effect</span>
  <span id="line1942">1942.    currently in operation undergoes a touch test; if it fails,</span>
+
  <span id="line1942">1942.    currently in operation undergoes a touch test; if it fails,</span>
  <span id="line1943">1943.    it will be unworn/unwielded and revoked but not dropped */</span>
+
  <span id="line1943">1943.    it will be unworn/unwielded and revoked but not dropped */</span>
  <span id="line1944">1944.  STATIC_OVL boolean</span>
+
  <span id="line1944">1944. STATIC_OVL boolean</span>
  <span id="line1945">1945.  untouchable(obj, drop_untouchable)</span>
+
  <span id="line1945">1945. untouchable(obj, drop_untouchable)</span>
  <span id="line1946">1946.  struct obj *obj;</span>
+
  <span id="line1946">1946. struct obj *obj;</span>
  <span id="line1947">1947.  boolean drop_untouchable;</span>
+
  <span id="line1947">1947. boolean drop_untouchable;</span>
  <span id="line1948">1948.  {</span>
+
  <span id="line1948">1948. {</span>
  <span id="line1949">1949.      struct artifact *art;</span>
+
  <span id="line1949">1949.    struct artifact *art;</span>
  <span id="line1950">1950.      boolean beingworn, carryeffect, invoked;</span>
+
  <span id="line1950">1950.    boolean beingworn, carryeffect, invoked;</span>
  <span id="line1951">1951.      long wearmask = ~(W_QUIVER | (u.twoweap ? 0L : W_SWAPWEP) | W_BALL);</span>
+
  <span id="line1951">1951.    long wearmask = ~(W_QUIVER | (u.twoweap ? 0L : W_SWAPWEP) | W_BALL);</span>
  <span id="line1952">1952.  </span>
+
  <span id="line1952">1952. </span>
  <span id="line1953">1953.      beingworn = ((obj->owornmask & wearmask) != 0L</span>
+
  <span id="line1953">1953.    beingworn = ((obj->owornmask & wearmask) != 0L</span>
  <span id="line1954">1954.                  /* some items in use don't have any wornmask setting */</span>
+
  <span id="line1954">1954.                  /* some items in use don't have any wornmask setting */</span>
  <span id="line1955">1955.                  || (obj->oclass == TOOL_CLASS</span>
+
  <span id="line1955">1955.                  || (obj->oclass == TOOL_CLASS</span>
  <span id="line1956">1956.                      && (obj->lamplit || (obj->otyp == LEASH && obj->leashmon)</span>
+
  <span id="line1956">1956.                      && (obj->lamplit || (obj->otyp == LEASH && obj->leashmon)</span>
  <span id="line1957">1957.                          || (Is_container(obj) && Has_contents(obj)))));</span>
+
  <span id="line1957">1957.                          || (Is_container(obj) && Has_contents(obj)))));</span>
  <span id="line1958">1958.  </span>
+
  <span id="line1958">1958. </span>
  <span id="line1959">1959.      if ((art = get_artifact(obj)) != 0) {</span>
+
  <span id="line1959">1959.    if ((art = get_artifact(obj)) != 0) {</span>
  <span id="line1960">1960.          carryeffect = (art->cary.adtyp || art->cspfx);</span>
+
  <span id="line1960">1960.        carryeffect = (art->cary.adtyp || art->cspfx);</span>
  <span id="line1961">1961.          invoked = (art->inv_prop > 0 && art->inv_prop <= LAST_PROP</span>
+
  <span id="line1961">1961.        invoked = (art->inv_prop > 0 && art->inv_prop <= LAST_PROP</span>
  <span id="line1962">1962.                    && (u.uprops[art->inv_prop].extrinsic & W_ARTI) != 0L);</span>
+
  <span id="line1962">1962.                    && (u.uprops[art->inv_prop].extrinsic & W_ARTI) != 0L);</span>
  <span id="line1963">1963.      } else {</span>
+
  <span id="line1963">1963.    } else {</span>
  <span id="line1964">1964.          carryeffect = invoked = FALSE;</span>
+
  <span id="line1964">1964.        carryeffect = invoked = FALSE;</span>
  <span id="line1965">1965.      }</span>
+
  <span id="line1965">1965.    }</span>
  <span id="line1966">1966.  </span>
+
  <span id="line1966">1966. </span>
  <span id="line1967">1967.      if (beingworn || carryeffect || invoked) {</span>
+
  <span id="line1967">1967.    if (beingworn || carryeffect || invoked) {</span>
  <span id="line1968">1968.          if (!retouch_object(&obj, drop_untouchable)) {</span>
+
  <span id="line1968">1968.        if (!retouch_object(&obj, drop_untouchable)) {</span>
  <span id="line1969">1969.              /* "<artifact> is beyond your control" or "you can't handle</span>
+
  <span id="line1969">1969.            /* "<artifact> is beyond your control" or "you can't handle</span>
  <span id="line1970">1970.                <object>" has been given and it is now unworn/unwielded</span>
+
  <span id="line1970">1970.                <object>" has been given and it is now unworn/unwielded</span>
  <span id="line1971">1971.                and possibly dropped (depending upon caller); if dropped,</span>
+
  <span id="line1971">1971.                and possibly dropped (depending upon caller); if dropped,</span>
  <span id="line1972">1972.                carried effect was turned off, else we leave that alone;</span>
+
  <span id="line1972">1972.                carried effect was turned off, else we leave that alone;</span>
  <span id="line1973">1973.                we turn off invocation property here if still carried */</span>
+
  <span id="line1973">1973.                we turn off invocation property here if still carried */</span>
  <span id="line1974">1974.              if (invoked && obj)</span>
+
  <span id="line1974">1974.            if (invoked && obj)</span>
  <span id="line1975">1975.                  arti_invoke(obj); /* reverse #invoke */</span>
+
  <span id="line1975">1975.                arti_invoke(obj); /* reverse #invoke */</span>
  <span id="line1976">1976.              return TRUE;</span>
+
  <span id="line1976">1976.            return TRUE;</span>
  <span id="line1977">1977.          }</span>
+
  <span id="line1977">1977.        }</span>
  <span id="line1978">1978.      }</span>
+
  <span id="line1978">1978.    }</span>
  <span id="line1979">1979.      return FALSE;</span>
+
  <span id="line1979">1979.    return FALSE;</span>
  <span id="line1980">1980.  }</span>
+
  <span id="line1980">1980. }</span>
  <span id="line1981">1981.  </span>
+
  <span id="line1981">1981. </span>
  <span id="line1982">1982.  /* check all items currently in use (mostly worn) for touchability */</span>
+
  <span id="line1982">1982. /* check all items currently in use (mostly worn) for touchability */</span>
  
 
== retouch_equipment ==
 
== retouch_equipment ==
 
      
 
      
  <span id="line1983">1983.  void</span>
+
  <span id="line1983">1983. void</span>
  <span id="line1984">1984.  retouch_equipment(dropflag)</span>
+
  <span id="line1984">1984. retouch_equipment(dropflag)</span>
  <span id="line1985">1985.  int dropflag; /* 0==don't drop, 1==drop all, 2==drop weapon */</span>
+
  <span id="line1985">1985. int dropflag; /* 0==don't drop, 1==drop all, 2==drop weapon */</span>
  <span id="line1986">1986.  {</span>
+
  <span id="line1986">1986. {</span>
  <span id="line1987">1987.      static int nesting = 0; /* recursion control */</span>
+
  <span id="line1987">1987.    static int nesting = 0; /* recursion control */</span>
  <span id="line1988">1988.      struct obj *obj;</span>
+
  <span id="line1988">1988.    struct obj *obj;</span>
  <span id="line1989">1989.      boolean dropit, had_gloves = (uarmg != 0);</span>
+
  <span id="line1989">1989.    boolean dropit, had_gloves = (uarmg != 0);</span>
  <span id="line1990">1990.      int had_rings = (!!uleft + !!uright);</span>
+
  <span id="line1990">1990.    int had_rings = (!!uleft + !!uright);</span>
  <span id="line1991">1991.  </span>
+
  <span id="line1991">1991. </span>
  <span id="line1992">1992.      /*</span>
+
  <span id="line1992">1992.    /*</span>
  <span id="line1993">1993.      * We can potentially be called recursively if losing/unwearing</span>
+
  <span id="line1993">1993.      * We can potentially be called recursively if losing/unwearing</span>
  <span id="line1994">1994.      * an item causes worn helm of opposite alignment to come off or</span>
+
  <span id="line1994">1994.      * an item causes worn helm of opposite alignment to come off or</span>
  <span id="line1995">1995.      * be destroyed.</span>
+
  <span id="line1995">1995.      * be destroyed.</span>
  <span id="line1996">1996.      *</span>
+
  <span id="line1996">1996.      *</span>
  <span id="line1997">1997.      * BUG: if the initial call was due to putting on a helm of</span>
+
  <span id="line1997">1997.      * BUG: if the initial call was due to putting on a helm of</span>
  <span id="line1998">1998.      * opposite alignment and it does come off to trigger recursion,</span>
+
  <span id="line1998">1998.      * opposite alignment and it does come off to trigger recursion,</span>
  <span id="line1999">1999.      * after the inner call executes, the outer call will finish</span>
+
  <span id="line1999">1999.      * after the inner call executes, the outer call will finish</span>
  <span id="line2000">2000.      * using the non-helm alignment rather than the helm alignment</span>
+
  <span id="line2000">2000.      * using the non-helm alignment rather than the helm alignment</span>
  <span id="line2001">2001.      * which triggered this in the first place.</span>
+
  <span id="line2001">2001.      * which triggered this in the first place.</span>
  <span id="line2002">2002.      */</span>
+
  <span id="line2002">2002.      */</span>
  <span id="line2003">2003.      if (!nesting++)</span>
+
  <span id="line2003">2003.    if (!nesting++)</span>
  <span id="line2004">2004.          clear_bypasses(); /* init upon initial entry */</span>
+
  <span id="line2004">2004.        clear_bypasses(); /* init upon initial entry */</span>
  <span id="line2005">2005.  </span>
+
  <span id="line2005">2005. </span>
  <span id="line2006">2006.      dropit = (dropflag > 0); /* drop all or drop weapon */</span>
+
  <span id="line2006">2006.    dropit = (dropflag > 0); /* drop all or drop weapon */</span>
  <span id="line2007">2007.      /* check secondary weapon first, before possibly unwielding primary */</span>
+
  <span id="line2007">2007.    /* check secondary weapon first, before possibly unwielding primary */</span>
  <span id="line2008">2008.      if (u.twoweap)</span>
+
  <span id="line2008">2008.    if (u.twoweap)</span>
  <span id="line2009">2009.          (void) untouchable(uswapwep, dropit);</span>
+
  <span id="line2009">2009.        (void) untouchable(uswapwep, dropit);</span>
  <span id="line2010">2010.      /* check primary weapon next so that they're handled together */</span>
+
  <span id="line2010">2010.    /* check primary weapon next so that they're handled together */</span>
  <span id="line2011">2011.      if (uwep)</span>
+
  <span id="line2011">2011.    if (uwep)</span>
  <span id="line2012">2012.          (void) untouchable(uwep, dropit);</span>
+
  <span id="line2012">2012.        (void) untouchable(uwep, dropit);</span>
  <span id="line2013">2013.  </span>
+
  <span id="line2013">2013. </span>
  <span id="line2014">2014.      /* in case someone is daft enough to add artifact or silver saddle */</span>
+
  <span id="line2014">2014.    /* in case someone is daft enough to add artifact or silver saddle */</span>
  <span id="line2015">2015.      if (u.usteed && (obj = which_armor(u.usteed, W_SADDLE)) != 0) {</span>
+
  <span id="line2015">2015.    if (u.usteed && (obj = which_armor(u.usteed, W_SADDLE)) != 0) {</span>
  <span id="line2016">2016.          /* untouchable() calls retouch_object() which expects an object in</span>
+
  <span id="line2016">2016.        /* untouchable() calls retouch_object() which expects an object in</span>
  <span id="line2017">2017.            hero's inventory, but remove_worn_item() will be harmless for</span>
+
  <span id="line2017">2017.            hero's inventory, but remove_worn_item() will be harmless for</span>
  <span id="line2018">2018.            saddle and we're suppressing drop, so this works as intended */</span>
+
  <span id="line2018">2018.            saddle and we're suppressing drop, so this works as intended */</span>
  <span id="line2019">2019.          if (untouchable(obj, FALSE))</span>
+
  <span id="line2019">2019.        if (untouchable(obj, FALSE))</span>
  <span id="line2020">2020.              dismount_steed(DISMOUNT_THROWN);</span>
+
  <span id="line2020">2020.            dismount_steed(DISMOUNT_THROWN);</span>
  <span id="line2021">2021.      }</span>
+
  <span id="line2021">2021.    }</span>
  <span id="line2022">2022.      /*</span>
+
  <span id="line2022">2022.    /*</span>
  <span id="line2023">2023.      * TODO?  Force off gloves if either or both rings are going to</span>
+
  <span id="line2023">2023.      * TODO?  Force off gloves if either or both rings are going to</span>
  <span id="line2024">2024.      * become unworn; force off cloak [suit] before suit [shirt].</span>
+
  <span id="line2024">2024.      * become unworn; force off cloak [suit] before suit [shirt].</span>
  <span id="line2025">2025.      * The torso handling is hypothetical; the case for gloves is</span>
+
  <span id="line2025">2025.      * The torso handling is hypothetical; the case for gloves is</span>
  <span id="line2026">2026.      * not, due to the possibility of unwearing silver rings.</span>
+
  <span id="line2026">2026.      * not, due to the possibility of unwearing silver rings.</span>
  <span id="line2027">2027.      */</span>
+
  <span id="line2027">2027.      */</span>
  <span id="line2028">2028.  </span>
+
  <span id="line2028">2028. </span>
  <span id="line2029">2029.      dropit = (dropflag == 1); /* all untouchable items */</span>
+
  <span id="line2029">2029.    dropit = (dropflag == 1); /* all untouchable items */</span>
  <span id="line2030">2030.      /* loss of levitation (silver ring, or Heart of Ahriman invocation)</span>
+
  <span id="line2030">2030.    /* loss of levitation (silver ring, or Heart of Ahriman invocation)</span>
  <span id="line2031">2031.        might cause hero to lose inventory items (by dropping into lava,</span>
+
  <span id="line2031">2031.        might cause hero to lose inventory items (by dropping into lava,</span>
  <span id="line2032">2032.        for instance), so inventory traversal needs to rescan the whole</span>
+
  <span id="line2032">2032.        for instance), so inventory traversal needs to rescan the whole</span>
  <span id="line2033">2033.        invent chain each time it moves on to another object; we use bypass</span>
+
  <span id="line2033">2033.        invent chain each time it moves on to another object; we use bypass</span>
  <span id="line2034">2034.        handling to keep track of which items have already been processed */</span>
+
  <span id="line2034">2034.        handling to keep track of which items have already been processed */</span>
  <span id="line2035">2035.      while ((obj = nxt_unbypassed_obj(invent)) != 0)</span>
+
  <span id="line2035">2035.    while ((obj = nxt_unbypassed_obj(invent)) != 0)</span>
  <span id="line2036">2036.          (void) untouchable(obj, dropit);</span>
+
  <span id="line2036">2036.        (void) untouchable(obj, dropit);</span>
  <span id="line2037">2037.  </span>
+
  <span id="line2037">2037. </span>
  <span id="line2038">2038.      if (had_rings != (!!uleft + !!uright) && uarmg && uarmg->cursed)</span>
+
  <span id="line2038">2038.    if (had_rings != (!!uleft + !!uright) && uarmg && uarmg->cursed)</span>
  <span id="line2039">2039.          uncurse(uarmg); /* temporary? hack for ring removal plausibility */</span>
+
  <span id="line2039">2039.        uncurse(uarmg); /* temporary? hack for ring removal plausibility */</span>
  <span id="line2040">2040.      if (had_gloves && !uarmg)</span>
+
  <span id="line2040">2040.    if (had_gloves && !uarmg)</span>
  <span id="line2041">2041.          selftouch("After losing your gloves, you");</span>
+
  <span id="line2041">2041.        selftouch("After losing your gloves, you");</span>
  <span id="line2042">2042.  </span>
+
  <span id="line2042">2042. </span>
  <span id="line2043">2043.      if (!--nesting)</span>
+
  <span id="line2043">2043.    if (!--nesting)</span>
  <span id="line2044">2044.          clear_bypasses(); /* reset upon final exit */</span>
+
  <span id="line2044">2044.        clear_bypasses(); /* reset upon final exit */</span>
  <span id="line2045">2045.  }</span>
+
  <span id="line2045">2045. }</span>
  <span id="line2046">2046.  </span>
+
  <span id="line2046">2046. </span>
  <span id="line2047">2047.  /*artifact.c*/</span>
+
  <span id="line2047">2047. /*artifact.c*/</span>
 
[[Category:NetHack 3.6.0 source code|src/artifact.c]]
 
[[Category:NetHack 3.6.0 source code|src/artifact.c]]

Revision as of 14:04, 15 December 2015

Below is the full text to artifact.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/artifact.c#line123]], for example.

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.

Top of file

 /* NetHack 3.6	artifact.c	$NHDT-Date: 1446369462 2015/11/01 09:17:42 $  $NHDT-Branch: master $:$NHDT-Revision: 1.96 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #include "hack.h"
 #include "artifact.h"
 #include "artilist.h"
 
 /*
  * Note:  both artilist[] and artiexist[] have a dummy element #0,
  *        so loops over them should normally start at #1.  The primary
  *        exception is the save & restore code, which doesn't care about
  *        the contents, just the total size.
  */
 
 extern boolean notonhead; /* for long worms */
 
 #define get_artifact(o) \
     (((o) && (o)->oartifact) ? &artilist[(int) (o)->oartifact] : 0)
 
 STATIC_DCL boolean
 FDECL(bane_applies, (const struct artifact *, struct monst *));
 STATIC_DCL int FDECL(spec_applies, (const struct artifact *, struct monst *));
 STATIC_DCL int FDECL(arti_invoke, (struct obj *));
 STATIC_DCL boolean
 FDECL(Mb_hit, (struct monst * magr, struct monst *mdef, struct obj *, int *,
                int, BOOLEAN_P, char *));
 STATIC_DCL unsigned long FDECL(abil_to_spfx, (long *));
 STATIC_DCL uchar FDECL(abil_to_adtyp, (long *));
 STATIC_DCL boolean FDECL(untouchable, (struct obj *, BOOLEAN_P));
 
 /* The amount added to the victim's total hit points to insure that the
    victim will be killed even after damage bonus/penalty adjustments.
    Most such penalties are small, and 200 is plenty; the exception is
    half physical damage.  3.3.1 and previous versions tried to use a very
    large number to account for this case; now, we just compute the fatal
    damage by adding it to 2 times the total hit points instead of 1 time.
    Note: this will still break if they have more than about half the number
    of hit points that will fit in a 15 bit integer. */
 #define FATAL_DAMAGE_MODIFIER 200
 
 /* coordinate effects from spec_dbon() with messages in artifact_hit() */
 STATIC_OVL int spec_dbon_applies = 0;
 
 /* flags including which artifacts have already been created */
 static boolean artiexist[1 + NROFARTIFACTS + 1];
 /* and a discovery list for them (no dummy first entry here) */
 STATIC_OVL xchar artidisco[NROFARTIFACTS];
 
 STATIC_DCL void NDECL(hack_artifacts);
 STATIC_DCL boolean FDECL(attacks, (int, struct obj *));
 
== hack_artifacts ==
   
 /* handle some special cases; must be called after u_init() */
 STATIC_OVL void
 hack_artifacts()
 {
     struct artifact *art;
     int alignmnt = aligns[flags.initalign].value;
 
     /* Fix up the alignments of "gift" artifacts */
     for (art = artilist + 1; art->otyp; art++)
         if (art->role == Role_switch && art->alignment != A_NONE)
             art->alignment = alignmnt;
 
     /* Excalibur can be used by any lawful character, not just knights */
     if (!Role_if(PM_KNIGHT))
         artilist[ART_EXCALIBUR].role = NON_PM;
 
     /* Fix up the quest artifact */
     if (urole.questarti) {
         artilist[urole.questarti].alignment = alignmnt;
         artilist[urole.questarti].role = Role_switch;
     }
     return;
 }
 

init_artifacts

 /* zero out the artifact existence list */
 void
 init_artifacts()
 {
     (void) memset((genericptr_t) artiexist, 0, sizeof artiexist);
     (void) memset((genericptr_t) artidisco, 0, sizeof artidisco);
     hack_artifacts();
 }
 

save_artifacts

 void
 save_artifacts(fd)
 int fd;
 {
     bwrite(fd, (genericptr_t) artiexist, sizeof artiexist);
     bwrite(fd, (genericptr_t) artidisco, sizeof artidisco);
 }
 

restore_artifacts

 void
 restore_artifacts(fd)
 int fd;
 {
     mread(fd, (genericptr_t) artiexist, sizeof artiexist);
     mread(fd, (genericptr_t) artidisco, sizeof artidisco);
     hack_artifacts(); /* redo non-saved special cases */
 }
 

artiname

 const char *
 artiname(artinum)
 int artinum;
 {
     if (artinum <= 0 || artinum > NROFARTIFACTS)
         return "";
     return artilist[artinum].name;
 }
 

mk_artifact

 /*
    Make an artifact.  If a specific alignment is specified, then an object of
    the appropriate alignment is created from scratch, or 0 is returned if
    none is available.  (If at least one aligned artifact has already been
    given, then unaligned ones also become eligible for this.)
    If no alignment is given, then 'otmp' is converted
    into an artifact of matching type, or returned as-is if that's not
    possible.
    For the 2nd case, caller should use ``obj = mk_artifact(obj, A_NONE);''
    for the 1st, ``obj = mk_artifact((struct obj *)0, some_alignment);''.
  */
 struct obj *
 mk_artifact(otmp, alignment)
 struct obj *otmp;   /* existing object; ignored if alignment specified */
 aligntyp alignment; /* target alignment, or A_NONE */
 {
     const struct artifact *a;
     int m, n, altn;
     boolean by_align = (alignment != A_NONE);
     short o_typ = (by_align || !otmp) ? 0 : otmp->otyp;
     boolean unique = !by_align && otmp && objects[o_typ].oc_unique;
     short eligible[NROFARTIFACTS];
 
     n = altn = 0;    /* no candidates found yet */
     eligible[0] = 0; /* lint suppression */
     /* gather eligible artifacts */
     for (m = 1, a = &artilist[m]; a->otyp; a++, m++) {
         if (artiexist[m])
             continue;
         if ((a->spfx & SPFX_NOGEN) || unique)
             continue;
 
         if (!by_align) {
             /* looking for a particular type of item; not producing a
                divine gift so we don't care about role's first choice */
             if (a->otyp == o_typ)
                 eligible[n++] = m;
             continue; /* move on to next possibility */
         }
 
         /* we're looking for an alignment-specific item
            suitable for hero's role+race */
         if ((a->alignment == alignment || a->alignment == A_NONE)
             /* avoid enemies' equipment */
             && (a->race == NON_PM || !race_hostile(&mons[a->race]))) {
             /* when a role-specific first choice is available, use it */
             if (Role_if(a->role)) {
                 /* make this be the only possibility in the list */
                 eligible[0] = m;
                 n = 1;
                 break; /* skip all other candidates */
             }
             /* found something to consider for random selection */
             if (a->alignment != A_NONE || u.ugifts > 0) {
                 /* right alignment, or non-aligned with at least 1
                    previous gift bestowed, makes this one viable */
                 eligible[n++] = m;
             } else {
                 /* non-aligned with no previous gifts;
                    if no candidates have been found yet, record
                    this one as a[nother] fallback possibility in
                    case all aligned candidates have been used up
                    (via wishing, naming, bones, random generation) */
                 if (!n)
                     eligible[altn++] = m;
                 /* [once a regular candidate is found, the list
                    is overwritten and `altn' becomes irrelevant] */
             }
         }
     }
 
     /* resort to fallback list if main list was empty */
     if (!n)
         n = altn;
 
     if (n) {
         /* found at least one candidate; pick one at random */
         m = eligible[rn2(n)]; /* [0..n-1] */
         a = &artilist[m];
 
         /* make an appropriate object if necessary, then christen it */
         if (by_align)
             otmp = mksobj((int) a->otyp, TRUE, FALSE);
 
         if (otmp) {
             otmp = oname(otmp, a->name);
             otmp->oartifact = m;
             artiexist[m] = TRUE;
         }
     } else {
         /* nothing appropriate could be found; return original object */
         if (by_align)
             otmp = 0; /* (there was no original object) */
     }
     return otmp;
 }
 

artifact_name

 /*
  * Returns the full name (with articles and correct capitalization) of an
  * artifact named "name" if one exists, or NULL, it not.
  * The given name must be rather close to the real name for it to match.
  * The object type of the artifact is returned in otyp if the return value
  * is non-NULL.
  */
 const char *
 artifact_name(name, otyp)
 const char *name;
 short *otyp;
 {
     register const struct artifact *a;
     register const char *aname;
 
     if (!strncmpi(name, "the ", 4))
         name += 4;
 
     for (a = artilist + 1; a->otyp; a++) {
         aname = a->name;
         if (!strncmpi(aname, "the ", 4))
             aname += 4;
         if (!strcmpi(name, aname)) {
             *otyp = a->otyp;
             return a->name;
         }
     }
 
     return (char *) 0;
 }
 

exist_artifact

 boolean
 exist_artifact(otyp, name)
 int otyp;
 const char *name;
 {
     register const struct artifact *a;
     boolean *arex;
 
     if (otyp && *name)
         for (a = artilist + 1, arex = artiexist + 1; a->otyp; a++, arex++)
             if ((int) a->otyp == otyp && !strcmp(a->name, name))
                 return *arex;
     return FALSE;
 }
 

artifact_exists

 void
 artifact_exists(otmp, name, mod)
 struct obj *otmp;
 const char *name;
 boolean mod;
 {
     register const struct artifact *a;
 
     if (otmp && *name)
         for (a = artilist + 1; a->otyp; a++)
             if (a->otyp == otmp->otyp && !strcmp(a->name, name)) {
                 register int m = (int) (a - artilist);
                 otmp->oartifact = (char) (mod ? m : 0);
                 otmp->age = 0;
                 if (otmp->otyp == RIN_INCREASE_DAMAGE)
                     otmp->spe = 0;
                 artiexist[m] = mod;
                 break;
             }
     return;
 }
 

nartifact_exist

 int
 nartifact_exist()
 {
     int a = 0;
     int n = SIZE(artiexist);
 
     while (n > 1)
         if (artiexist[--n])
             a++;
 
     return a;
 }
 

spec_ability

 boolean
 spec_ability(otmp, abil)
 struct obj *otmp;
 unsigned long abil;
 {
     const struct artifact *arti = get_artifact(otmp);
 
     return (boolean) (arti && (arti->spfx & abil) != 0L);
 }
 

confers_luck

 /* used so that callers don't need to known about SPFX_ codes */
 boolean
 confers_luck(obj)
 struct obj *obj;
 {
     /* might as well check for this too */
     if (obj->otyp == LUCKSTONE)
         return TRUE;
 
     return (boolean) (obj->oartifact && spec_ability(obj, SPFX_LUCK));
 }
 

arti_reflects

 /* used to check whether a monster is getting reflection from an artifact */
 boolean
 arti_reflects(obj)
 struct obj *obj;
 {
     const struct artifact *arti = get_artifact(obj);
 
     if (arti) {
         /* while being worn */
         if ((obj->owornmask & ~W_ART) && (arti->spfx & SPFX_REFLECT))
             return TRUE;
         /* just being carried */
         if (arti->cspfx & SPFX_REFLECT)
             return TRUE;
     }
     return FALSE;
 }
 

shade_glare

 /* decide whether this obj is effective when attacking against shades;
    does not consider the bonus for blessed objects versus undead */
 boolean
 shade_glare(obj)
 struct obj *obj;
 {
     const struct artifact *arti;
 
     /* any silver object is effective */
     if (objects[obj->otyp].oc_material == SILVER)
         return TRUE;
     /* non-silver artifacts with bonus against undead also are effective */
     arti = get_artifact(obj);
     if (arti && (arti->spfx & SPFX_DFLAG2) && arti->mtype == M2_UNDEAD)
         return TRUE;
     /* [if there was anything with special bonus against noncorporeals,
        it would be effective too] */
     /* otherwise, harmless to shades */
     return FALSE;
 }
 

restrict_name

 /* returns 1 if name is restricted for otmp->otyp */
 boolean
 restrict_name(otmp, name)
 struct obj *otmp;
 const char *name;
 {
     register const struct artifact *a;
     const char *aname, *odesc, *other;
     boolean sametype[NUM_OBJECTS];
     int i, lo, hi, otyp = otmp->otyp, ocls = objects[otyp].oc_class;
 
     if (!*name)
         return FALSE;
     if (!strncmpi(name, "the ", 4))
         name += 4;
 
     /* decide what types of objects are the same as otyp;
        if it's been discovered, then only itself matches;
        otherwise, include all other undiscovered objects
        of the same class which have the same description
        or share the same pool of shuffled descriptions */
     (void) memset((genericptr_t) sametype, 0, sizeof sametype); /* FALSE */
     sametype[otyp] = TRUE;
     if (!objects[otyp].oc_name_known
         && (odesc = OBJ_DESCR(objects[otyp])) != 0) {
         obj_shuffle_range(otyp, &lo, &hi);
         for (i = bases[ocls]; i < NUM_OBJECTS; i++) {
             if (objects[i].oc_class != ocls)
                 break;
             if (!objects[i].oc_name_known
                 && (other = OBJ_DESCR(objects[i])) != 0
                 && (!strcmp(odesc, other) || (i >= lo && i <= hi)))
                 sametype[i] = TRUE;
         }
     }
 
     /* Since almost every artifact is SPFX_RESTR, it doesn't cost
        us much to do the string comparison before the spfx check.
        Bug fix:  don't name multiple elven daggers "Sting".
      */
     for (a = artilist + 1; a->otyp; a++) {
         if (!sametype[a->otyp])
             continue;
         aname = a->name;
         if (!strncmpi(aname, "the ", 4))
             aname += 4;
         if (!strcmp(aname, name))
             return (boolean) ((a->spfx & (SPFX_NOGEN | SPFX_RESTR)) != 0
                               || otmp->quan > 1L);
     }
 
     return FALSE;
 }
 

attacks

 STATIC_OVL boolean
 attacks(adtyp, otmp)
 int adtyp;
 struct obj *otmp;
 {
     register const struct artifact *weap;
 
     if ((weap = get_artifact(otmp)) != 0)
         return (boolean) (weap->attk.adtyp == adtyp);
     return FALSE;
 }
 

defends

 boolean
 defends(adtyp, otmp)
 int adtyp;
 struct obj *otmp;
 {
     register const struct artifact *weap;
 
     if ((weap = get_artifact(otmp)) != 0)
         return (boolean) (weap->defn.adtyp == adtyp);
     return FALSE;
 }
 

defends_when_carried

 /* used for monsters */
 boolean
 defends_when_carried(adtyp, otmp)
 int adtyp;
 struct obj *otmp;
 {
     register const struct artifact *weap;
 
     if ((weap = get_artifact(otmp)) != 0)
         return (boolean) (weap->cary.adtyp == adtyp);
     return FALSE;
 }
 

protects

 /* determine whether an item confers Protection */
 boolean
 protects(otmp, being_worn)
 struct obj *otmp;
 boolean being_worn;
 {
     const struct artifact *arti;
 
     if (being_worn && objects[otmp->otyp].oc_oprop == PROTECTION)
         return TRUE;
     arti = get_artifact(otmp);
     if (!arti)
         return FALSE;
     return (boolean) ((arti->cspfx & SPFX_PROTECT) != 0
                       || (being_worn && (arti->spfx & SPFX_PROTECT) != 0));
 }
 

set_artifact_intrinsic

 /*
  * a potential artifact has just been worn/wielded/picked-up or
  * unworn/unwielded/dropped.  Pickup/drop only set/reset the W_ART mask.
  */
 void
 set_artifact_intrinsic(otmp, on, wp_mask)
 register struct obj *otmp;
 boolean on;
 long wp_mask;
 {
     long *mask = 0;
     register const struct artifact *oart = get_artifact(otmp);
     register uchar dtyp;
     register long spfx;
 
     if (!oart)
         return;
 
     /* effects from the defn field */
     dtyp = (wp_mask != W_ART) ? oart->defn.adtyp : oart->cary.adtyp;
 
     if (dtyp == AD_FIRE)
         mask = &EFire_resistance;
     else if (dtyp == AD_COLD)
         mask = &ECold_resistance;
     else if (dtyp == AD_ELEC)
         mask = &EShock_resistance;
     else if (dtyp == AD_MAGM)
         mask = &EAntimagic;
     else if (dtyp == AD_DISN)
         mask = &EDisint_resistance;
     else if (dtyp == AD_DRST)
         mask = &EPoison_resistance;
 
     if (mask && wp_mask == W_ART && !on) {
         /* find out if some other artifact also confers this intrinsic */
         /* if so, leave the mask alone */
         register struct obj *obj;
         for (obj = invent; obj; obj = obj->nobj)
             if (obj != otmp && obj->oartifact) {
                 register const struct artifact *art = get_artifact(obj);
                 if (art->cary.adtyp == dtyp) {
                     mask = (long *) 0;
                     break;
                 }
             }
     }
     if (mask) {
         if (on)
             *mask |= wp_mask;
         else
             *mask &= ~wp_mask;
     }
 
     /* intrinsics from the spfx field; there could be more than one */
     spfx = (wp_mask != W_ART) ? oart->spfx : oart->cspfx;
     if (spfx && wp_mask == W_ART && !on) {
         /* don't change any spfx also conferred by other artifacts */
         register struct obj *obj;
         for (obj = invent; obj; obj = obj->nobj)
             if (obj != otmp && obj->oartifact) {
                 register const struct artifact *art = get_artifact(obj);
                 spfx &= ~art->cspfx;
             }
     }
 
     if (spfx & SPFX_SEARCH) {
         if (on)
             ESearching |= wp_mask;
         else
             ESearching &= ~wp_mask;
     }
     if (spfx & SPFX_HALRES) {
         /* make_hallucinated must (re)set the mask itself to get
          * the display right */
         /* restoring needed because this is the only artifact intrinsic
          * that can print a message--need to guard against being printed
          * when restoring a game
          */
         (void) make_hallucinated((long) !on, restoring ? FALSE : TRUE,
                                  wp_mask);
     }
     if (spfx & SPFX_ESP) {
         if (on)
             ETelepat |= wp_mask;
         else
             ETelepat &= ~wp_mask;
         see_monsters();
     }
     if (spfx & SPFX_STLTH) {
         if (on)
             EStealth |= wp_mask;
         else
             EStealth &= ~wp_mask;
     }
     if (spfx & SPFX_REGEN) {
         if (on)
             ERegeneration |= wp_mask;
         else
             ERegeneration &= ~wp_mask;
     }
     if (spfx & SPFX_TCTRL) {
         if (on)
             ETeleport_control |= wp_mask;
         else
             ETeleport_control &= ~wp_mask;
     }
     if (spfx & SPFX_WARN) {
         if (spec_m2(otmp)) {
             if (on) {
                 EWarn_of_mon |= wp_mask;
                 context.warntype.obj |= spec_m2(otmp);
             } else {
                 EWarn_of_mon &= ~wp_mask;
                 context.warntype.obj &= ~spec_m2(otmp);
             }
             see_monsters();
         } else {
             if (on)
                 EWarning |= wp_mask;
             else
                 EWarning &= ~wp_mask;
         }
     }
     if (spfx & SPFX_EREGEN) {
         if (on)
             EEnergy_regeneration |= wp_mask;
         else
             EEnergy_regeneration &= ~wp_mask;
     }
     if (spfx & SPFX_HSPDAM) {
         if (on)
             EHalf_spell_damage |= wp_mask;
         else
             EHalf_spell_damage &= ~wp_mask;
     }
     if (spfx & SPFX_HPHDAM) {
         if (on)
             EHalf_physical_damage |= wp_mask;
         else
             EHalf_physical_damage &= ~wp_mask;
     }
     if (spfx & SPFX_XRAY) {
         /* this assumes that no one else is using xray_range */
         if (on)
             u.xray_range = 3;
         else
             u.xray_range = -1;
         vision_full_recalc = 1;
     }
     if ((spfx & SPFX_REFLECT) && (wp_mask & W_WEP)) {
         if (on)
             EReflecting |= wp_mask;
         else
             EReflecting &= ~wp_mask;
     }
     if (spfx & SPFX_PROTECT) {
         if (on)
             EProtection |= wp_mask;
         else
             EProtection &= ~wp_mask;
     }
 
     if (wp_mask == W_ART && !on && oart->inv_prop) {
         /* might have to turn off invoked power too */
         if (oart->inv_prop <= LAST_PROP
             && (u.uprops[oart->inv_prop].extrinsic & W_ARTI))
             (void) arti_invoke(otmp);
     }
 }
 

touch_artifacts

 /* touch_artifact()'s return value isn't sufficient to tell whether it
    dished out damage, and tracking changes to u.uhp, u.mh, Lifesaved
    when trying to avoid second wounding is too cumbersome */
 STATIC_VAR boolean touch_blasted; /* for retouch_object() */
 
 /*
  * creature (usually hero) tries to touch (pick up or wield) an artifact obj.
  * Returns 0 if the object refuses to be touched.
  * This routine does not change any object chains.
  * Ignores such things as gauntlets, assuming the artifact is not
  * fooled by such trappings.
  */
 int
 touch_artifact(obj, mon)
 struct obj *obj;
 struct monst *mon;
 {
     register const struct artifact *oart = get_artifact(obj);
     boolean badclass, badalign, self_willed, yours;
 
     touch_blasted = FALSE;
     if (!oart)
         return 1;
 
     yours = (mon == &youmonst);
     /* all quest artifacts are self-willed; it this ever changes, `badclass'
        will have to be extended to explicitly include quest artifacts */
     self_willed = ((oart->spfx & SPFX_INTEL) != 0);
     if (yours) {
         badclass = self_willed
                    && ((oart->role != NON_PM && !Role_if(oart->role))
                        || (oart->race != NON_PM && !Race_if(oart->race)));
         badalign =
             (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE
             && (oart->alignment != u.ualign.type || u.ualign.record < 0);
     } else if (!is_covetous(mon->data) && !is_mplayer(mon->data)) {
         badclass = self_willed && oart->role != NON_PM
                    && oart != &artilist[ART_EXCALIBUR];
         badalign = (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE
                    && (oart->alignment != mon_aligntyp(mon));
     } else { /* an M3_WANTSxxx monster or a fake player */
         /* special monsters trying to take the Amulet, invocation tools or
            quest item can touch anything except `spec_applies' artifacts */
         badclass = badalign = FALSE;
     }
     /* weapons which attack specific categories of monsters are
        bad for them even if their alignments happen to match */
     if (!badalign)
         badalign = bane_applies(oart, mon);
 
     if (((badclass || badalign) && self_willed)
         || (badalign && (!yours || !rn2(4)))) {
         int dmg, tmp;
         char buf[BUFSZ];
 
         if (!yours)
             return 0;
         You("are blasted by %s power!", s_suffix(the(xname(obj))));
         touch_blasted = TRUE;
         dmg = d((Antimagic ? 2 : 4), (self_willed ? 10 : 4));
         /* add half (maybe quarter) of the usual silver damage bonus */
         if (objects[obj->otyp].oc_material == SILVER && Hate_silver)
             tmp = rnd(10), dmg += Maybe_Half_Phys(tmp);
         Sprintf(buf, "touching %s", oart->name);
         losehp(dmg, buf, KILLED_BY); /* magic damage, not physical */
         exercise(A_WIS, FALSE);
     }
 
     /* can pick it up unless you're totally non-synch'd with the artifact */
     if (badclass && badalign && self_willed) {
         if (yours) {
             if (!carried(obj))
                 pline("%s your grasp!", Tobjnam(obj, "evade"));
             else
                 pline("%s beyond your control!", Tobjnam(obj, "are"));
         }
         return 0;
     }
 
     return 1;
 }
 

arti_immune

 /* decide whether an artifact itself is vulnerable to a particular type
    of erosion damage, independent of the properties of its bearer */
 boolean
 arti_immune(obj, dtyp)
 struct obj *obj;
 int dtyp;
 {
     register const struct artifact *weap = get_artifact(obj);
 
     if (!weap)
         return FALSE;
     if (dtyp == AD_PHYS)
         return FALSE; /* nothing is immune to phys dmg */
     return (boolean) (weap->attk.adtyp == dtyp
                       || weap->defn.adtyp == dtyp
                       || weap->cary.adtyp == dtyp);
 }
 

bane_applies

 STATIC_OVL boolean
 bane_applies(oart, mon)
 const struct artifact *oart;
 struct monst *mon;
 {
     struct artifact atmp;
 
     if (oart && (oart->spfx & SPFX_DBONUS) != 0) {
         atmp = *oart;
         atmp.spfx &= SPFX_DBONUS; /* clear other spfx fields */
         if (spec_applies(&atmp, mon))
             return TRUE;
     }
     return FALSE;
 }
 

spec_applies

 /* decide whether an artifact's special attacks apply against mtmp */
 STATIC_OVL int
 spec_applies(weap, mtmp)
 register const struct artifact *weap;
 struct monst *mtmp;
 {
     struct permonst *ptr;
     boolean yours;
 
     if (!(weap->spfx & (SPFX_DBONUS | SPFX_ATTK)))
         return (weap->attk.adtyp == AD_PHYS);
 
     yours = (mtmp == &youmonst);
     ptr = mtmp->data;
 
     if (weap->spfx & SPFX_DMONS) {
         return (ptr == &mons[(int) weap->mtype]);
     } else if (weap->spfx & SPFX_DCLAS) {
         return (weap->mtype == (unsigned long) ptr->mlet);
     } else if (weap->spfx & SPFX_DFLAG1) {
         return ((ptr->mflags1 & weap->mtype) != 0L);
     } else if (weap->spfx & SPFX_DFLAG2) {
         return ((ptr->mflags2 & weap->mtype)
                 || (yours
                     && ((!Upolyd && (urace.selfmask & weap->mtype))
                         || ((weap->mtype & M2_WERE) && u.ulycn >= LOW_PM))));
     } else if (weap->spfx & SPFX_DALIGN) {
         return yours ? (u.ualign.type != weap->alignment)
                      : (ptr->maligntyp == A_NONE
                         || sgn(ptr->maligntyp) != weap->alignment);
     } else if (weap->spfx & SPFX_ATTK) {
         struct obj *defending_weapon = (yours ? uwep : MON_WEP(mtmp));
 
         if (defending_weapon && defending_weapon->oartifact
             && defends((int) weap->attk.adtyp, defending_weapon))
             return FALSE;
         switch (weap->attk.adtyp) {
         case AD_FIRE:
             return !(yours ? Fire_resistance : resists_fire(mtmp));
         case AD_COLD:
             return !(yours ? Cold_resistance : resists_cold(mtmp));
         case AD_ELEC:
             return !(yours ? Shock_resistance : resists_elec(mtmp));
         case AD_MAGM:
         case AD_STUN:
             return !(yours ? Antimagic : (rn2(100) < ptr->mr));
         case AD_DRST:
             return !(yours ? Poison_resistance : resists_poison(mtmp));
         case AD_DRLI:
             return !(yours ? Drain_resistance : resists_drli(mtmp));
         case AD_STON:
             return !(yours ? Stone_resistance : resists_ston(mtmp));
         default:
             impossible("Weird weapon special attack.");
         }
     }
     return 0;
 }
 

spec_m2

 /* return the M2 flags of monster that an artifact's special attacks apply
  * against */
 long
 spec_m2(otmp)
 struct obj *otmp;
 {
     const struct artifact *artifact = get_artifact(otmp);
 
     if (artifact)
         return artifact->mtype;
     return 0L;
 }
 

spec_abon

 /* special attack bonus */
 int
 spec_abon(otmp, mon)
 struct obj *otmp;
 struct monst *mon;
 {
     const struct artifact *weap = get_artifact(otmp);
 
     /* no need for an extra check for `NO_ATTK' because this will
        always return 0 for any artifact which has that attribute */
 
     if (weap && weap->attk.damn && spec_applies(weap, mon))
         return rnd((int) weap->attk.damn);
     return 0;
 }
 

spec_dbon

 /* special damage bonus */
 int
 spec_dbon(otmp, mon, tmp)
 struct obj *otmp;
 struct monst *mon;
 int tmp;
 {
     register const struct artifact *weap = get_artifact(otmp);
 
     if (!weap || (weap->attk.adtyp == AD_PHYS /* check for `NO_ATTK' */
                   && weap->attk.damn == 0 && weap->attk.damd == 0))
         spec_dbon_applies = FALSE;
     else if (otmp->oartifact == ART_GRIMTOOTH)
         /* Grimtooth has SPFX settings to warn against elves but we want its
            damage bonus to apply to all targets, so bypass spec_applies() */
         spec_dbon_applies = TRUE;
     else
         spec_dbon_applies = spec_applies(weap, mon);
 
     if (spec_dbon_applies)
         return weap->attk.damd ? rnd((int) weap->attk.damd) : max(tmp, 1);
     return 0;
 }
 

discover_artifact

 /* add identified artifact to discoveries list */
 void
 discover_artifact(m)
 xchar m;
 {
     int i;
 
     /* look for this artifact in the discoveries list;
        if we hit an empty slot then it's not present, so add it */
     for (i = 0; i < NROFARTIFACTS; i++)
         if (artidisco[i] == 0 || artidisco[i] == m) {
             artidisco[i] = m;
             return;
         }
     /* there is one slot per artifact, so we should never reach the
        end without either finding the artifact or an empty slot... */
     impossible("couldn't discover artifact (%d)", (int) m);
 }
 

undiscovered_artifact

 /* used to decide whether an artifact has been fully identified */
 boolean
 undiscovered_artifact(m)
 xchar m;
 {
     int i;
 
     /* look for this artifact in the discoveries list;
        if we hit an empty slot then it's undiscovered */
     for (i = 0; i < NROFARTIFACTS; i++)
         if (artidisco[i] == m)
             return FALSE;
         else if (artidisco[i] == 0)
             break;
     return TRUE;
 }
 

disp_artifact_discoveries

 /* display a list of discovered artifacts; return their count */
 int
 disp_artifact_discoveries(tmpwin)
 winid tmpwin; /* supplied by dodiscover() */
 {
     int i, m, otyp;
     char buf[BUFSZ];
 
     for (i = 0; i < NROFARTIFACTS; i++) {
         if (artidisco[i] == 0)
             break; /* empty slot implies end of list */
         if (tmpwin == WIN_ERR)
             continue; /* for WIN_ERR, we just count */
 
         if (i == 0)
             putstr(tmpwin, iflags.menu_headings, "Artifacts");
         m = artidisco[i];
         otyp = artilist[m].otyp;
         Sprintf(buf, "  %s [%s %s]", artiname(m),
                 align_str(artilist[m].alignment), simple_typename(otyp));
         putstr(tmpwin, 0, buf);
     }
     return i;
 }
 

Mb_hit

 /*
  * Magicbane's intrinsic magic is incompatible with normal
  * enchantment magic.  Thus, its effects have a negative
  * dependence on spe.  Against low mr victims, it typically
  * does "double athame" damage, 2d4.  Occasionally, it will
  * cast unbalancing magic which effectively averages out to
  * 4d4 damage (3d4 against high mr victims), for spe = 0.
  *
  * Prior to 3.4.1, the cancel (aka purge) effect always
  * included the scare effect too; now it's one or the other.
  * Likewise, the stun effect won't be combined with either
  * of those two; it will be chosen separately or possibly
  * used as a fallback when scare or cancel fails.
  *
  * [Historical note: a change to artifact_hit() for 3.4.0
  * unintentionally made all of Magicbane's special effects
  * be blocked if the defender successfully saved against a
  * stun attack.  As of 3.4.1, those effects can occur but
  * will be slightly less likely than they were in 3.3.x.]
  */
 #define MB_MAX_DIEROLL 8 /* rolls above this aren't magical */
 static const char *const mb_verb[2][4] = {
     { "probe", "stun", "scare", "cancel" },
     { "prod", "amaze", "tickle", "purge" },
 };
 #define MB_INDEX_PROBE 0
 #define MB_INDEX_STUN 1
 #define MB_INDEX_SCARE 2
 #define MB_INDEX_CANCEL 3
 
 /* called when someone is being hit by Magicbane */
 STATIC_OVL boolean
 Mb_hit(magr, mdef, mb, dmgptr, dieroll, vis, hittee)
 struct monst *magr, *mdef; /* attacker and defender */
 struct obj *mb;            /* Magicbane */
 int *dmgptr;               /* extra damage target will suffer */
 int dieroll;               /* d20 that has already scored a hit */
 boolean vis;               /* whether the action can be seen */
 char *hittee;              /* target's name: "you" or mon_nam(mdef) */
 {
     struct permonst *old_uasmon;
     const char *verb, *fakename;
     boolean youattack = (magr == &youmonst), youdefend = (mdef == &youmonst),
             resisted = FALSE, do_stun, do_confuse, result;
     int attack_indx, scare_dieroll = MB_MAX_DIEROLL / 2;
 
     result = FALSE; /* no message given yet */
     /* the most severe effects are less likely at higher enchantment */
     if (mb->spe >= 3)
         scare_dieroll /= (1 << (mb->spe / 3));
     /* if target successfully resisted the artifact damage bonus,
        reduce overall likelihood of the assorted special effects */
     if (!spec_dbon_applies)
         dieroll += 1;
 
     /* might stun even when attempting a more severe effect, but
        in that case it will only happen if the other effect fails;
        extra damage will apply regardless; 3.4.1: sometimes might
        just probe even when it hasn't been enchanted */
     do_stun = (max(mb->spe, 0) < rn2(spec_dbon_applies ? 11 : 7));
 
     /* the special effects also boost physical damage; increments are
        generally cumulative, but since the stun effect is based on a
        different criterium its damage might not be included; the base
        damage is either 1d4 (athame) or 2d4 (athame+spec_dbon) depending
        on target's resistance check against AD_STUN (handled by caller)
        [note that a successful save against AD_STUN doesn't actually
        prevent the target from ending up stunned] */
     attack_indx = MB_INDEX_PROBE;
     *dmgptr += rnd(4); /* (2..3)d4 */
     if (do_stun) {
         attack_indx = MB_INDEX_STUN;
         *dmgptr += rnd(4); /* (3..4)d4 */
     }
     if (dieroll <= scare_dieroll) {
         attack_indx = MB_INDEX_SCARE;
         *dmgptr += rnd(4); /* (3..5)d4 */
     }
     if (dieroll <= (scare_dieroll / 2)) {
         attack_indx = MB_INDEX_CANCEL;
         *dmgptr += rnd(4); /* (4..6)d4 */
     }
 
     /* give the hit message prior to inflicting the effects */
     verb = mb_verb[!!Hallucination][attack_indx];
     if (youattack || youdefend || vis) {
         result = TRUE;
         pline_The("magic-absorbing blade %s %s!",
                   vtense((const char *) 0, verb), hittee);
         /* assume probing has some sort of noticeable feedback
            even if it is being done by one monster to another */
         if (attack_indx == MB_INDEX_PROBE && !canspotmon(mdef))
             map_invisible(mdef->mx, mdef->my);
     }
 
     /* now perform special effects */
     switch (attack_indx) {
     case MB_INDEX_CANCEL:
         old_uasmon = youmonst.data;
         /* No mdef->mcan check: even a cancelled monster can be polymorphed
          * into a golem, and the "cancel" effect acts as if some magical
          * energy remains in spellcasting defenders to be absorbed later.
          */
         if (!cancel_monst(mdef, mb, youattack, FALSE, FALSE)) {
             resisted = TRUE;
         } else {
             do_stun = FALSE;
             if (youdefend) {
                 if (youmonst.data != old_uasmon)
                     *dmgptr = 0; /* rehumanized, so no more damage */
                 if (u.uenmax > 0) {
                     You("lose magical energy!");
                     u.uenmax--;
                     if (u.uen > 0)
                         u.uen--;
                     context.botl = 1;
                 }
             } else {
                 if (mdef->data == &mons[PM_CLAY_GOLEM])
                     mdef->mhp = 1; /* cancelled clay golems will die */
                 if (youattack && attacktype(mdef->data, AT_MAGC)) {
                     You("absorb magical energy!");
                     u.uenmax++;
                     u.uen++;
                     context.botl = 1;
                 }
             }
         }
         break;
 
     case MB_INDEX_SCARE:
         if (youdefend) {
             if (Antimagic) {
                 resisted = TRUE;
             } else {
                 nomul(-3);
                 multi_reason = "being scared stiff";
                 nomovemsg = "";
                 if (magr && magr == u.ustuck && sticks(youmonst.data)) {
                     u.ustuck = (struct monst *) 0;
                     You("release %s!", mon_nam(magr));
                 }
             }
         } else {
             if (rn2(2) && resist(mdef, WEAPON_CLASS, 0, NOTELL))
                 resisted = TRUE;
             else
                 monflee(mdef, 3, FALSE, (mdef->mhp > *dmgptr));
         }
         if (!resisted)
             do_stun = FALSE;
         break;
 
     case MB_INDEX_STUN:
         do_stun = TRUE; /* (this is redundant...) */
         break;
 
     case MB_INDEX_PROBE:
         if (youattack && (mb->spe == 0 || !rn2(3 * abs(mb->spe)))) {
             pline_The("%s is insightful.", verb);
             /* pre-damage status */
             probe_monster(mdef);
         }
         break;
     }
     /* stun if that was selected and a worse effect didn't occur */
     if (do_stun) {
         if (youdefend)
             make_stunned(((HStun & TIMEOUT) + 3L), FALSE);
         else
             mdef->mstun = 1;
         /* avoid extra stun message below if we used mb_verb["stun"] above */
         if (attack_indx == MB_INDEX_STUN)
             do_stun = FALSE;
     }
     /* lastly, all this magic can be confusing... */
     do_confuse = !rn2(12);
     if (do_confuse) {
         if (youdefend)
             make_confused((HConfusion & TIMEOUT) + 4L, FALSE);
         else
             mdef->mconf = 1;
     }
 
     /* now give message(s) describing side-effects;
        don't let vtense() be fooled by assigned name ending in 's' */
     fakename = youdefend ? "you" : "mon";
     if (youattack || youdefend || vis) {
         (void) upstart(hittee); /* capitalize */
         if (resisted) {
             pline("%s %s!", hittee, vtense(fakename, "resist"));
             shieldeff(youdefend ? u.ux : mdef->mx,
                       youdefend ? u.uy : mdef->my);
         }
         if ((do_stun || do_confuse) && flags.verbose) {
             char buf[BUFSZ];
 
             buf[0] = '\0';
             if (do_stun)
                 Strcat(buf, "stunned");
             if (do_stun && do_confuse)
                 Strcat(buf, " and ");
             if (do_confuse)
                 Strcat(buf, "confused");
             pline("%s %s %s%c", hittee, vtense(fakename, "are"), buf,
                   (do_stun && do_confuse) ? '!' : '.');
         }
     }
 
     return result;
 }
 

artifact_hit

 /* Function used when someone attacks someone else with an artifact
  * weapon.  Only adds the special (artifact) damage, and returns a 1 if it
  * did something special (in which case the caller won't print the normal
  * hit message).  This should be called once upon every artifact attack;
  * dmgval() no longer takes artifact bonuses into account.  Possible
  * extension: change the killer so that when an orc kills you with
  * Stormbringer it's "killed by Stormbringer" instead of "killed by an orc".
  */
 boolean
 artifact_hit(magr, mdef, otmp, dmgptr, dieroll)
 struct monst *magr, *mdef;
 struct obj *otmp;
 int *dmgptr;
 int dieroll; /* needed for Magicbane and vorpal blades */
 {
     boolean youattack = (magr == &youmonst);
     boolean youdefend = (mdef == &youmonst);
     boolean vis = (!youattack && magr && cansee(magr->mx, magr->my))
                   || (!youdefend && cansee(mdef->mx, mdef->my))
                   || (youattack && u.uswallow && mdef == u.ustuck && !Blind);
     boolean realizes_damage;
     const char *wepdesc;
     static const char you[] = "you";
     char hittee[BUFSZ];
 
     Strcpy(hittee, youdefend ? you : mon_nam(mdef));
 
     /* The following takes care of most of the damage, but not all--
      * the exception being for level draining, which is specially
      * handled.  Messages are done in this function, however.
      */
     *dmgptr += spec_dbon(otmp, mdef, *dmgptr);
 
     if (youattack && youdefend) {
         impossible("attacking yourself with weapon?");
         return FALSE;
     }
 
     realizes_damage = (youdefend || vis
                        /* feel the effect even if not seen */
                        || (youattack && mdef == u.ustuck));
 
     /* the four basic attacks: fire, cold, shock and missiles */
     if (attacks(AD_FIRE, otmp)) {
         if (realizes_damage)
             pline_The("fiery blade %s %s%c",
                       !spec_dbon_applies
                           ? "hits"
                           : (mdef->data == &mons[PM_WATER_ELEMENTAL])
                                 ? "vaporizes part of"
                                 : "burns",
                       hittee, !spec_dbon_applies ? '.' : '!');
         if (!rn2(4))
             (void) destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
         if (!rn2(4))
             (void) destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
         if (!rn2(7))
             (void) destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
         if (youdefend && Slimed)
             burn_away_slime();
         return realizes_damage;
     }
     if (attacks(AD_COLD, otmp)) {
         if (realizes_damage)
             pline_The("ice-cold blade %s %s%c",
                       !spec_dbon_applies ? "hits" : "freezes", hittee,
                       !spec_dbon_applies ? '.' : '!');
         if (!rn2(4))
             (void) destroy_mitem(mdef, POTION_CLASS, AD_COLD);
         return realizes_damage;
     }
     if (attacks(AD_ELEC, otmp)) {
         if (realizes_damage)
             pline_The("massive hammer hits%s %s%c",
                       !spec_dbon_applies ? "" : "!  Lightning strikes",
                       hittee, !spec_dbon_applies ? '.' : '!');
         if (!rn2(5))
             (void) destroy_mitem(mdef, RING_CLASS, AD_ELEC);
         if (!rn2(5))
             (void) destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
         return realizes_damage;
     }
     if (attacks(AD_MAGM, otmp)) {
         if (realizes_damage)
             pline_The("imaginary widget hits%s %s%c",
                       !spec_dbon_applies
                           ? ""
                           : "!  A hail of magic missiles strikes",
                       hittee, !spec_dbon_applies ? '.' : '!');
         return realizes_damage;
     }
 
     if (attacks(AD_STUN, otmp) && dieroll <= MB_MAX_DIEROLL) {
         /* Magicbane's special attacks (possibly modifies hittee[]) */
         return Mb_hit(magr, mdef, otmp, dmgptr, dieroll, vis, hittee);
     }
 
     if (!spec_dbon_applies) {
         /* since damage bonus didn't apply, nothing more to do;
            no further attacks have side-effects on inventory */
         return FALSE;
     }
 
     /* We really want "on a natural 20" but Nethack does it in */
     /* reverse from AD&D. */
     if (spec_ability(otmp, SPFX_BEHEAD)) {
         if (otmp->oartifact == ART_TSURUGI_OF_MURAMASA && dieroll == 1) {
             wepdesc = "The razor-sharp blade";
             /* not really beheading, but so close, why add another SPFX */
             if (youattack && u.uswallow && mdef == u.ustuck) {
                 You("slice %s wide open!", mon_nam(mdef));
                 *dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
                 return TRUE;
             }
             if (!youdefend) {
                 /* allow normal cutworm() call to add extra damage */
                 if (notonhead)
                     return FALSE;
 
                 if (bigmonst(mdef->data)) {
                     if (youattack)
                         You("slice deeply into %s!", mon_nam(mdef));
                     else if (vis)
                         pline("%s cuts deeply into %s!", Monnam(magr),
                               hittee);
                     *dmgptr *= 2;
                     return TRUE;
                 }
                 *dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
                 pline("%s cuts %s in half!", wepdesc, mon_nam(mdef));
                 otmp->dknown = TRUE;
                 return TRUE;
             } else {
                 if (bigmonst(youmonst.data)) {
                     pline("%s cuts deeply into you!",
                           magr ? Monnam(magr) : wepdesc);
                     *dmgptr *= 2;
                     return TRUE;
                 }
 
                 /* Players with negative AC's take less damage instead
                  * of just not getting hit.  We must add a large enough
                  * value to the damage so that this reduction in
                  * damage does not prevent death.
                  */
                 *dmgptr = 2 * (Upolyd ? u.mh : u.uhp) + FATAL_DAMAGE_MODIFIER;
                 pline("%s cuts you in half!", wepdesc);
                 otmp->dknown = TRUE;
                 return TRUE;
             }
         } else if (otmp->oartifact == ART_VORPAL_BLADE
                    && (dieroll == 1 || mdef->data == &mons[PM_JABBERWOCK])) {
             static const char *const behead_msg[2] = { "%s beheads %s!",
                                                        "%s decapitates %s!" };
 
             if (youattack && u.uswallow && mdef == u.ustuck)
                 return FALSE;
             wepdesc = artilist[ART_VORPAL_BLADE].name;
             if (!youdefend) {
                 if (!has_head(mdef->data) || notonhead || u.uswallow) {
                     if (youattack)
                         pline("Somehow, you miss %s wildly.", mon_nam(mdef));
                     else if (vis)
                         pline("Somehow, %s misses wildly.", mon_nam(magr));
                     *dmgptr = 0;
                     return (boolean) (youattack || vis);
                 }
                 if (noncorporeal(mdef->data) || amorphous(mdef->data)) {
                     pline("%s slices through %s %s.", wepdesc,
                           s_suffix(mon_nam(mdef)), mbodypart(mdef, NECK));
                     return TRUE;
                 }
                 *dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
                 pline(behead_msg[rn2(SIZE(behead_msg))], wepdesc,
                       mon_nam(mdef));
                 if (Hallucination && !flags.female)
                     pline("Good job Henry, but that wasn't Anne.");
                 otmp->dknown = TRUE;
                 return TRUE;
             } else {
                 if (!has_head(youmonst.data)) {
                     pline("Somehow, %s misses you wildly.",
                           magr ? mon_nam(magr) : wepdesc);
                     *dmgptr = 0;
                     return TRUE;
                 }
                 if (noncorporeal(youmonst.data) || amorphous(youmonst.data)) {
                     pline("%s slices through your %s.", wepdesc,
                           body_part(NECK));
                     return TRUE;
                 }
                 *dmgptr = 2 * (Upolyd ? u.mh : u.uhp) + FATAL_DAMAGE_MODIFIER;
                 pline(behead_msg[rn2(SIZE(behead_msg))], wepdesc, "you");
                 otmp->dknown = TRUE;
                 /* Should amulets fall off? */
                 return TRUE;
             }
         }
     }
     if (spec_ability(otmp, SPFX_DRLI)) {
         /* some non-living creatures (golems, vortices) are
            vulnerable to life drain effects */
         const char *life = nonliving(mdef->data) ? "animating force" : "life";
 
         if (!youdefend) {
             if (vis) {
                 if (otmp->oartifact == ART_STORMBRINGER)
                     pline_The("%s blade draws the %s from %s!",
                               hcolor(NH_BLACK), life, mon_nam(mdef));
                 else
                     pline("%s draws the %s from %s!",
                           The(distant_name(otmp, xname)), life,
                           mon_nam(mdef));
             }
             if (mdef->m_lev == 0) {
                 *dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
             } else {
                 int drain = monhp_per_lvl(mdef);
 
                 *dmgptr += drain;
                 mdef->mhpmax -= drain;
                 mdef->m_lev--;
                 drain /= 2;
                 if (drain)
                     healup(drain, 0, FALSE, FALSE);
             }
             return vis;
         } else { /* youdefend */
             int oldhpmax = u.uhpmax;
 
             if (Blind)
                 You_feel("an %s drain your %s!",
                          (otmp->oartifact == ART_STORMBRINGER)
                             ? "unholy blade"
                             : "object",
                          life);
             else if (otmp->oartifact == ART_STORMBRINGER)
                 pline_The("%s blade drains your %s!", hcolor(NH_BLACK), life);
             else
                 pline("%s drains your %s!", The(distant_name(otmp, xname)),
                       life);
             losexp("life drainage");
             if (magr && magr->mhp < magr->mhpmax) {
                 magr->mhp += (oldhpmax - u.uhpmax) / 2;
                 if (magr->mhp > magr->mhpmax)
                     magr->mhp = magr->mhpmax;
             }
             return TRUE;
         }
     }
     return FALSE;
 }
 

doinvoke

 static NEARDATA const char recharge_type[] = { ALLOW_COUNT, ALL_CLASSES, 0 };
 static NEARDATA const char invoke_types[] = { ALL_CLASSES, 0 };
 /* #invoke: an "ugly check" filters out most objects */
 
 /* the #invoke command */
 int
 doinvoke()
 {
     struct obj *obj;
 
     obj = getobj(invoke_types, "invoke");
     if (!obj)
         return 0;
     if (!retouch_object(&obj, FALSE))
         return 1;
     return arti_invoke(obj);
 }
 

arti_invoke

 STATIC_OVL int
 arti_invoke(obj)
 struct obj *obj;
 {
     register const struct artifact *oart = get_artifact(obj);
     if (!obj) {
         impossible("arti_invoke without obj");
         return 0;
     }
     if (!oart || !oart->inv_prop) {
         if (obj->otyp == CRYSTAL_BALL)
             use_crystal_ball(&obj);
         else
             pline1(nothing_happens);
         return 1;
     }
 
     if (oart->inv_prop > LAST_PROP) {
         /* It's a special power, not "just" a property */
         if (obj->age > monstermoves) {
             /* the artifact is tired :-) */
             You_feel("that %s %s ignoring you.", the(xname(obj)),
                      otense(obj, "are"));
             /* and just got more so; patience is essential... */
             obj->age += (long) d(3, 10);
             return 1;
         }
         obj->age = monstermoves + rnz(100);
 
         switch (oart->inv_prop) {
         case TAMING: {
             struct obj pseudo;
 
             pseudo =
                 zeroobj; /* neither cursed nor blessed, zero oextra too */
             pseudo.otyp = SCR_TAMING;
             (void) seffects(&pseudo);
             break;
         }
         case HEALING: {
             int healamt = (u.uhpmax + 1 - u.uhp) / 2;
             long creamed = (long) u.ucreamed;
 
             if (Upolyd)
                 healamt = (u.mhmax + 1 - u.mh) / 2;
             if (healamt || Sick || Slimed || Blinded > creamed)
                 You_feel("better.");
             else
                 goto nothing_special;
             if (healamt > 0) {
                 if (Upolyd)
                     u.mh += healamt;
                 else
                     u.uhp += healamt;
             }
             if (Sick)
                 make_sick(0L, (char *) 0, FALSE, SICK_ALL);
             if (Slimed)
                 make_slimed(0L, (char *) 0);
             if (Blinded > creamed)
                 make_blinded(creamed, FALSE);
             context.botl = 1;
             break;
         }
         case ENERGY_BOOST: {
             int epboost = (u.uenmax + 1 - u.uen) / 2;
             if (epboost > 120)
                 epboost = 120; /* arbitrary */
             else if (epboost < 12)
                 epboost = u.uenmax - u.uen;
             if (epboost) {
                 You_feel("re-energized.");
                 u.uen += epboost;
                 context.botl = 1;
             } else
                 goto nothing_special;
             break;
         }
         case UNTRAP: {
             if (!untrap(TRUE)) {
                 obj->age = 0; /* don't charge for changing their mind */
                 return 0;
             }
             break;
         }
         case CHARGE_OBJ: {
             struct obj *otmp = getobj(recharge_type, "charge");
             boolean b_effect;
 
             if (!otmp) {
                 obj->age = 0;
                 return 0;
             }
             b_effect =
                 obj->blessed && (Role_switch == oart->role || !oart->role);
             recharge(otmp, b_effect ? 1 : obj->cursed ? -1 : 0);
             update_inventory();
             break;
         }
         case LEV_TELE:
             level_tele();
             break;
         case CREATE_PORTAL: {
             int i, num_ok_dungeons, last_ok_dungeon = 0;
             d_level newlev;
             extern int n_dgns; /* from dungeon.c */
             winid tmpwin = create_nhwindow(NHW_MENU);
             anything any;
 
             any = zeroany; /* set all bits to zero */
             start_menu(tmpwin);
             /* use index+1 (cant use 0) as identifier */
             for (i = num_ok_dungeons = 0; i < n_dgns; i++) {
                 if (!dungeons[i].dunlev_ureached)
                     continue;
                 any.a_int = i + 1;
                 add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE,
                          dungeons[i].dname, MENU_UNSELECTED);
                 num_ok_dungeons++;
                 last_ok_dungeon = i;
             }
             end_menu(tmpwin, "Open a portal to which dungeon?");
             if (num_ok_dungeons > 1) {
                 /* more than one entry; display menu for choices */
                 menu_item *selected;
                 int n;
 
                 n = select_menu(tmpwin, PICK_ONE, &selected);
                 if (n <= 0) {
                     destroy_nhwindow(tmpwin);
                     goto nothing_special;
                 }
                 i = selected[0].item.a_int - 1;
                 free((genericptr_t) selected);
             } else
                 i = last_ok_dungeon; /* also first & only OK dungeon */
             destroy_nhwindow(tmpwin);
 
             /*
              * i is now index into dungeon structure for the new dungeon.
              * Find the closest level in the given dungeon, open
              * a use-once portal to that dungeon and go there.
              * The closest level is either the entry or dunlev_ureached.
              */
             newlev.dnum = i;
             if (dungeons[i].depth_start >= depth(&u.uz))
                 newlev.dlevel = dungeons[i].entry_lev;
             else
                 newlev.dlevel = dungeons[i].dunlev_ureached;
 
             if (u.uhave.amulet || In_endgame(&u.uz) || In_endgame(&newlev)
                 || newlev.dnum == u.uz.dnum || !next_to_u()) {
                 You_feel("very disoriented for a moment.");
             } else {
                 if (!Blind)
                     You("are surrounded by a shimmering sphere!");
                 else
                     You_feel("weightless for a moment.");
                 goto_level(&newlev, FALSE, FALSE, FALSE);
             }
             break;
         }
         case ENLIGHTENING:
             enlightenment(MAGICENLIGHTENMENT, ENL_GAMEINPROGRESS);
             break;
         case CREATE_AMMO: {
             struct obj *otmp = mksobj(ARROW, TRUE, FALSE);
 
             if (!otmp)
                 goto nothing_special;
             otmp->blessed = obj->blessed;
             otmp->cursed = obj->cursed;
             otmp->bknown = obj->bknown;
             if (obj->blessed) {
                 if (otmp->spe < 0)
                     otmp->spe = 0;
                 otmp->quan += rnd(10);
             } else if (obj->cursed) {
                 if (otmp->spe > 0)
                     otmp->spe = 0;
             } else
                 otmp->quan += rnd(5);
             otmp->owt = weight(otmp);
             otmp =
                 hold_another_object(otmp, "Suddenly %s out.",
                                     aobjnam(otmp, "fall"), (const char *) 0);
             break;
         }
         }
     } else {
         long eprop = (u.uprops[oart->inv_prop].extrinsic ^= W_ARTI),
              iprop = u.uprops[oart->inv_prop].intrinsic;
         boolean on = (eprop & W_ARTI) != 0; /* true if prop just set */
 
         if (on && obj->age > monstermoves) {
             /* the artifact is tired :-) */
             u.uprops[oart->inv_prop].extrinsic ^= W_ARTI;
             You_feel("that %s %s ignoring you.", the(xname(obj)),
                      otense(obj, "are"));
             /* can't just keep repeatedly trying */
             obj->age += (long) d(3, 10);
             return 1;
         } else if (!on) {
             /* when turning off property, determine downtime */
             /* arbitrary for now until we can tune this -dlc */
             obj->age = monstermoves + rnz(100);
         }
 
         if ((eprop & ~W_ARTI) || iprop) {
         nothing_special:
             /* you had the property from some other source too */
             if (carried(obj))
                 You_feel("a surge of power, but nothing seems to happen.");
             return 1;
         }
         switch (oart->inv_prop) {
         case CONFLICT:
             if (on)
                 You_feel("like a rabble-rouser.");
             else
                 You_feel("the tension decrease around you.");
             break;
         case LEVITATION:
             if (on) {
                 float_up();
                 spoteffects(FALSE);
             } else
                 (void) float_down(I_SPECIAL | TIMEOUT, W_ARTI);
             break;
         case INVIS:
             if (BInvis || Blind)
                 goto nothing_special;
             newsym(u.ux, u.uy);
             if (on)
                 Your("body takes on a %s transparency...",
                      Hallucination ? "normal" : "strange");
             else
                 Your("body seems to unfade...");
             break;
         }
     }
 
     return 1;
 }
 

finesse_ahriman

 /* will freeing this object from inventory cause levitation to end? */
 boolean
 finesse_ahriman(obj)
 struct obj *obj;
 {
     const struct artifact *oart;
     struct prop save_Lev;
     boolean result;
 
     /* if we aren't levitating or this isn't an artifact which confers
        levitation via #invoke then freeinv() won't toggle levitation */
     if (!Levitation || (oart = get_artifact(obj)) == 0
         || oart->inv_prop != LEVITATION || !(ELevitation & W_ARTI))
         return FALSE;
 
     /* arti_invoke(off) -> float_down() clears I_SPECIAL|TIMEOUT & W_ARTI;
        probe ahead to see whether that actually results in floating down;
        (this assumes that there aren't two simultaneously invoked artifacts
        both conferring levitation--safe, since if there were two of them,
        invoking the 2nd would negate the 1st rather than stack with it) */
     save_Lev = u.uprops[LEVITATION];
     HLevitation &= ~(I_SPECIAL | TIMEOUT);
     ELevitation &= ~W_ARTI;
     result = (boolean) !Levitation;
     u.uprops[LEVITATION] = save_Lev;
     return result;
 }
 

artifact_light

 /* WAC return TRUE if artifact is always lit */
 boolean
 artifact_light(obj)
 struct obj *obj;
 {
     return (boolean) (get_artifact(obj) && obj->oartifact == ART_SUNSWORD);
 }
 

arti_speak

 /* KMH -- Talking artifacts are finally implemented */
 void
 arti_speak(obj)
 struct obj *obj;
 {
     register const struct artifact *oart = get_artifact(obj);
     const char *line;
     char buf[BUFSZ];
 
     /* Is this a speaking artifact? */
     if (!oart || !(oart->spfx & SPFX_SPEAK))
         return;
 
     line = getrumor(bcsign(obj), buf, TRUE);
     if (!*line)
         line = "NetHack rumors file closed for renovation.";
     pline("%s:", Tobjnam(obj, "whisper"));
     verbalize1(line);
     return;
 }
 

artifact_has_invprop

 boolean
 artifact_has_invprop(otmp, inv_prop)
 struct obj *otmp;
 uchar inv_prop;
 {
     const struct artifact *arti = get_artifact(otmp);
 
     return (boolean) (arti && (arti->inv_prop == inv_prop));
 }
 

arti_cost

 /* Return the price sold to the hero of a given artifact or unique item */
 long
 arti_cost(otmp)
 struct obj *otmp;
 {
     if (!otmp->oartifact)
         return (long) objects[otmp->otyp].oc_cost;
     else if (artilist[(int) otmp->oartifact].cost)
         return artilist[(int) otmp->oartifact].cost;
     else
         return (100L * (long) objects[otmp->otyp].oc_cost);
 }
 

abil_to_adtyp

 STATIC_OVL uchar
 abil_to_adtyp(abil)
 long *abil;
 {
     struct abil2adtyp_tag {
         long *abil;
         uchar adtyp;
     } abil2adtyp[] = {
         { &EFire_resistance, AD_FIRE },
         { &ECold_resistance, AD_COLD },
         { &EShock_resistance, AD_ELEC },
         { &EAntimagic, AD_MAGM },
         { &EDisint_resistance, AD_DISN },
         { &EPoison_resistance, AD_DRST },
     };
     int k;
 
     for (k = 0; k < SIZE(abil2adtyp); k++) {
         if (abil2adtyp[k].abil == abil)
             return abil2adtyp[k].adtyp;
     }
     return 0;
 }
 

abil_to_spfx

 STATIC_OVL unsigned long
 abil_to_spfx(abil)
 long *abil;
 {
     static const struct abil2spfx_tag {
         long *abil;
         unsigned long spfx;
     } abil2spfx[] = {
         { &ESearching, SPFX_SEARCH },
         { &EHalluc_resistance, SPFX_HALRES },
         { &ETelepat, SPFX_ESP },
         { &EStealth, SPFX_STLTH },
         { &ERegeneration, SPFX_REGEN },
         { &ETeleport_control, SPFX_TCTRL },
         { &EWarn_of_mon, SPFX_WARN },
         { &EWarning, SPFX_WARN },
         { &EEnergy_regeneration, SPFX_EREGEN },
         { &EHalf_spell_damage, SPFX_HSPDAM },
         { &EHalf_physical_damage, SPFX_HPHDAM },
         { &EReflecting, SPFX_REFLECT },
     };
     int k;
 
     for (k = 0; k < SIZE(abil2spfx); k++) {
         if (abil2spfx[k].abil == abil)
             return abil2spfx[k].spfx;
     }
     return 0L;
 }
 

what_gives

 /*
  * Return the first item that is conveying a particular intrinsic.
  */
 struct obj *
 what_gives(abil)
 long *abil;
 {
     struct obj *obj;
     uchar dtyp;
     unsigned long spfx;
     long wornbits;
     long wornmask = (W_ARM | W_ARMC | W_ARMH | W_ARMS
                      | W_ARMG | W_ARMF | W_ARMU
                      | W_AMUL | W_RINGL | W_RINGR | W_TOOL
                      /* [do W_ART and W_ARTI actually belong here?] */
                      | W_ART | W_ARTI);
 
     if (u.twoweap)
         wornmask |= W_SWAPWEP;
     dtyp = abil_to_adtyp(abil);
     spfx = abil_to_spfx(abil);
     wornbits = (wornmask & *abil);
 
     for (obj = invent; obj; obj = obj->nobj) {
         if (obj->oartifact
             && (abil != &EWarn_of_mon || context.warntype.obj)) {
             const struct artifact *art = get_artifact(obj);
 
             if (art) {
                 if (dtyp) {
                     if (art->cary.adtyp == dtyp || art->defn.adtyp == dtyp)
                         return obj;
                 }
                 if (spfx) {
                     /* property conferred when carried */
                     if ((art->cspfx & spfx) == spfx)
                         return obj;
                     /* property conferred when wielded or worn */
                     if ((art->spfx & spfx) == spfx && obj->owornmask)
                         return obj;
                 }
             }
         } else {
             if (wornbits && wornbits == (wornmask & obj->owornmask))
                 return obj;
         }
     }
     return (struct obj *) 0;
 }
 

glow_color

 const char *
 glow_color(arti_indx)
 int arti_indx;
 {
     int colornum = artilist[arti_indx].acolor;
     const char *colorstr = clr2colorname(colornum);
 
     return hcolor(colorstr);
 }
 

Sting_effects

 /* use for warning "glow" for Sting, Orcrist, and Grimtooth */
 void
 Sting_effects(orc_count)
 int orc_count; /* new count (warn_obj_cnt is old count); -1 is a flag value */
 {
     if (uwep
         && (uwep->oartifact == ART_STING
             || uwep->oartifact == ART_ORCRIST
             || uwep->oartifact == ART_GRIMTOOTH)) {
         if (orc_count == -1 && warn_obj_cnt > 0) {
             /* -1 means that blindness has just been toggled; give a
                'continue' message that eventual 'stop' message will match */
             pline("%s is %s.", bare_artifactname(uwep),
                   !Blind ? "glowing" : "quivering");
         } else if (orc_count > 0 && warn_obj_cnt == 0) {
             /* 'start' message */
             if (!Blind)
                 pline("%s %s %s!", bare_artifactname(uwep),
                       otense(uwep, "glow"), glow_color(uwep->oartifact));
             else
                 pline("%s quivers slightly.", bare_artifactname(uwep));
         } else if (orc_count == 0 && warn_obj_cnt > 0) {
             /* 'stop' message */
             pline("%s stops %s.", bare_artifactname(uwep),
                   !Blind ? "glowing" : "quivering");
         }
     }
 }
 

retouch_object

 /* called when hero is wielding/applying/invoking a carried item, or
    after undergoing a transformation (alignment change, lycanthropy,
    polymorph) which might affect item access */
 int
 retouch_object(objp, loseit)
 struct obj **objp; /* might be destroyed or unintentionally dropped */
 boolean loseit;    /* whether to drop it if hero can longer touch it */
 {
     struct obj *obj = *objp;
 
     if (touch_artifact(obj, &youmonst)) {
         char buf[BUFSZ];
         int dmg = 0, tmp;
         boolean ag =
                     (objects[obj->otyp].oc_material == SILVER && Hate_silver),
                 bane = bane_applies(get_artifact(obj), &youmonst);
 
         /* nothing else to do if hero can successfully handle this object */
         if (!ag && !bane)
             return 1;
 
         /* hero can't handle this object, but didn't get touch_artifact()'s
            "<obj> evades your grasp|control" message; give an alternate one */
         You_cant("handle %s%s!", yname(obj),
                  obj->owornmask ? " anymore" : "");
         /* also inflict damage unless touch_artifact() already did so */
         if (!touch_blasted) {
             /* damage is somewhat arbitrary; half the usual 1d20 physical
                for silver, 1d10 magical for <foo>bane, potentially both */
             if (ag)
                 tmp = rnd(10), dmg += Maybe_Half_Phys(tmp);
             if (bane)
                 dmg += rnd(10);
             Sprintf(buf, "handling %s", killer_xname(obj));
             losehp(dmg, buf, KILLED_BY);
             exercise(A_CON, FALSE);
         }
     }
 
     /* removing a worn item might result in loss of levitation,
        dropping the hero onto a polymorph trap or into water or
        lava and potentially dropping or destroying the item */
     if (obj->owornmask) {
         struct obj *otmp;
 
         remove_worn_item(obj, FALSE);
         for (otmp = invent; otmp; otmp = otmp->nobj)
             if (otmp == obj)
                 break;
         if (!otmp)
             *objp = obj = 0;
     }
 
     /* if we still have it and caller wants us to drop it, do so now */
     if (loseit && obj) {
         if (Levitation) {
             freeinv(obj);
             hitfloor(obj);
         } else {
             /* dropx gives a message iff item lands on an altar */
             if (!IS_ALTAR(levl[u.ux][u.uy].typ))
                 pline("%s to the %s.", Tobjnam(obj, "fall"),
                       surface(u.ux, u.uy));
             dropx(obj);
         }
         *objp = obj = 0; /* no longer in inventory */
     }
     return 0;
 }
 

untouchable

 /* an item which is worn/wielded or an artifact which conveys
    something via being carried or which has an #invoke effect
    currently in operation undergoes a touch test; if it fails,
    it will be unworn/unwielded and revoked but not dropped */
 STATIC_OVL boolean
 untouchable(obj, drop_untouchable)
 struct obj *obj;
 boolean drop_untouchable;
 {
     struct artifact *art;
     boolean beingworn, carryeffect, invoked;
     long wearmask = ~(W_QUIVER | (u.twoweap ? 0L : W_SWAPWEP) | W_BALL);
 
     beingworn = ((obj->owornmask & wearmask) != 0L
                  /* some items in use don't have any wornmask setting */
                  || (obj->oclass == TOOL_CLASS
                      && (obj->lamplit || (obj->otyp == LEASH && obj->leashmon)
                          || (Is_container(obj) && Has_contents(obj)))));
 
     if ((art = get_artifact(obj)) != 0) {
         carryeffect = (art->cary.adtyp || art->cspfx);
         invoked = (art->inv_prop > 0 && art->inv_prop <= LAST_PROP
                    && (u.uprops[art->inv_prop].extrinsic & W_ARTI) != 0L);
     } else {
         carryeffect = invoked = FALSE;
     }
 
     if (beingworn || carryeffect || invoked) {
         if (!retouch_object(&obj, drop_untouchable)) {
             /* "<artifact> is beyond your control" or "you can't handle
                <object>" has been given and it is now unworn/unwielded
                and possibly dropped (depending upon caller); if dropped,
                carried effect was turned off, else we leave that alone;
                we turn off invocation property here if still carried */
             if (invoked && obj)
                 arti_invoke(obj); /* reverse #invoke */
             return TRUE;
         }
     }
     return FALSE;
 }
 
 /* check all items currently in use (mostly worn) for touchability */

retouch_equipment

 void
 retouch_equipment(dropflag)
 int dropflag; /* 0==don't drop, 1==drop all, 2==drop weapon */
 {
     static int nesting = 0; /* recursion control */
     struct obj *obj;
     boolean dropit, had_gloves = (uarmg != 0);
     int had_rings = (!!uleft + !!uright);
 
     /*
      * We can potentially be called recursively if losing/unwearing
      * an item causes worn helm of opposite alignment to come off or
      * be destroyed.
      *
      * BUG: if the initial call was due to putting on a helm of
      * opposite alignment and it does come off to trigger recursion,
      * after the inner call executes, the outer call will finish
      * using the non-helm alignment rather than the helm alignment
      * which triggered this in the first place.
      */
     if (!nesting++)
         clear_bypasses(); /* init upon initial entry */
 
     dropit = (dropflag > 0); /* drop all or drop weapon */
     /* check secondary weapon first, before possibly unwielding primary */
     if (u.twoweap)
         (void) untouchable(uswapwep, dropit);
     /* check primary weapon next so that they're handled together */
     if (uwep)
         (void) untouchable(uwep, dropit);
 
     /* in case someone is daft enough to add artifact or silver saddle */
     if (u.usteed && (obj = which_armor(u.usteed, W_SADDLE)) != 0) {
         /* untouchable() calls retouch_object() which expects an object in
            hero's inventory, but remove_worn_item() will be harmless for
            saddle and we're suppressing drop, so this works as intended */
         if (untouchable(obj, FALSE))
             dismount_steed(DISMOUNT_THROWN);
     }
     /*
      * TODO?  Force off gloves if either or both rings are going to
      * become unworn; force off cloak [suit] before suit [shirt].
      * The torso handling is hypothetical; the case for gloves is
      * not, due to the possibility of unwearing silver rings.
      */
 
     dropit = (dropflag == 1); /* all untouchable items */
     /* loss of levitation (silver ring, or Heart of Ahriman invocation)
        might cause hero to lose inventory items (by dropping into lava,
        for instance), so inventory traversal needs to rescan the whole
        invent chain each time it moves on to another object; we use bypass
        handling to keep track of which items have already been processed */
     while ((obj = nxt_unbypassed_obj(invent)) != 0)
         (void) untouchable(obj, dropit);
 
     if (had_rings != (!!uleft + !!uright) && uarmg && uarmg->cursed)
         uncurse(uarmg); /* temporary? hack for ring removal plausibility */
     if (had_gloves && !uarmg)
         selftouch("After losing your gloves, you");
 
     if (!--nesting)
         clear_bypasses(); /* reset upon final exit */
 }
 
 /*artifact.c*/