Source:NetHack 3.2.0/mthrowu.c

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Below is the full text to mthrowu.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/mthrowu.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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1.    /*	SCCS Id: @(#)mthrowu.c	3.2	96/03/15	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    STATIC_DCL int FDECL(drop_throw,(struct obj *,BOOLEAN_P,int,int));
8.    
9.    #define URETREATING(x,y) (distmin(u.ux,u.uy,x,y) > distmin(u.ux0,u.uy0,x,y))
10.   
11.   #ifndef OVLB
12.   
13.   STATIC_DCL const char *breathwep[];
14.   
15.   #else /* OVLB */
16.   
17.   /*
18.    * Keep consistent with breath weapons in zap.c, and AD_* in monattk.h.
19.    */
20.   STATIC_OVL NEARDATA const char *breathwep[] = {
21.   				"fragments",
22.   				"fire",
23.   				"frost",
24.   				"sleep gas",
25.   				"a disintegration blast",
26.   				"lightning",
27.   				"poison gas",
28.   				"acid",
29.   				"strange breath #8",
30.   				"strange breath #9"
31.   };
32.   
33.   int
34.   thitu(tlev, dam, obj, name)	/* u is hit by sth, but not a monster */
35.   	register int tlev, dam;
36.   	struct obj *obj;
37.   	register const char *name;
38.   {
39.   	const char *onm = (obj && obj_is_pname(obj)) ? the(name) : an(name);
40.   	boolean is_acid = (obj && obj->otyp == ACID_VENOM);
41.   
42.   	if(u.uac + tlev <= rnd(20)) {
43.   		if(Blind || !flags.verbose) pline("It misses.");
44.   		else You("are almost hit by %s!", onm);
45.   		return(0);
46.   	} else {
47.   		if(Blind || !flags.verbose) You("are hit!");
48.   		else You("are hit by %s!", onm);
49.   
50.   		if (obj && objects[obj->otyp].oc_material == SILVER
51.   				&& hates_silver(uasmon)) {
52.   			dam += rnd(20);
53.   			pline_The("silver sears your flesh!");
54.   			exercise(A_CON, FALSE);
55.   		}
56.   		if (is_acid && resists_acid(&youmonst))
57.   			pline("It doesn't seem to hurt you.");
58.   		else {
59.   			if (is_acid) pline("It burns!");
60.   			if (Half_physical_damage) dam = (dam+1) / 2;
61.   			losehp(dam, name, (obj && obj_is_pname(obj)) ?
62.   			       KILLED_BY : KILLED_BY_AN);
63.   			exercise(A_STR, FALSE);
64.   		}
65.   		return(1);
66.   	}
67.   }
68.   
69.   /* Be sure this corresponds with what happens to player-thrown objects in
70.    * dothrow.c (for consistency). --KAA
71.    * Returns 0 if object still exists (not destroyed).
72.    */
73.   
74.   STATIC_OVL int
75.   drop_throw(obj, ohit, x, y)
76.   register struct obj *obj;
77.   boolean ohit;
78.   int x,y;
79.   {
80.   	int retvalu = 1;
81.   	int create;
82.   	struct monst *mtmp;
83.   	struct trap *t;
84.   
85.   	if (obj->otyp == CREAM_PIE || obj->oclass == VENOM_CLASS ||
86.   		    (ohit && obj->otyp == EGG))
87.   		create = 0;
88.   	else if (ohit &&
89.   		 ((obj->otyp >= ARROW && obj->otyp <= SHURIKEN) ||
90.   		  obj->otyp == ROCK))
91.   		create = !rn2(3);
92.   	else create = 1;
93.   
94.   	if (create && !((mtmp = m_at(x, y)) && (mtmp->mtrapped) &&
95.   			(t = t_at(x, y)) && ((t->ttyp == PIT) ||
96.   			(t->ttyp == SPIKED_PIT)))) {
97.   		int objgone = 0;
98.   
99.   		if (down_gate(x, y) != -1)
100.  			objgone = ship_object(obj, x, y, FALSE);
101.  		if (!objgone) {
102.  			if (!flooreffects(obj,x,y,"fall")) { /* don't double-dip on damage */
103.  			    place_object(obj, x, y);
104.  			    stackobj(obj);
105.  			    retvalu = 0;
106.  			}
107.  		}
108.  	} else obfree(obj, (struct obj*) 0);
109.  	return retvalu;
110.  }
111.  
112.  #endif /* OVLB */
113.  #ifdef OVL1
114.  
115.  /* an object launched by someone/thing other than player attacks a monster;
116.     return 1 if the object has stopped moving (hit or its range used up) */
117.  int
118.  ohitmon(mtmp, otmp, range, verbose)
119.  struct monst *mtmp;	/* accidental target */
120.  struct obj *otmp;	/* missile; might be destroyed by drop_throw */
121.  int range;		/* how much farther will object travel if it misses */
122.  			/* Use -1 to signify to keep going even after hit, */
123.  			/* unless its gone (used for rolling_boulder_traps) */
124.  boolean verbose;  /* give message(s) even when you can't see what happened */
125.  {
126.  	int damage, tmp;
127.  	boolean vis, ismimic;
128.  	int objgone = 1;
129.  
130.  	ismimic = mtmp->m_ap_type && mtmp->m_ap_type != M_AP_MONSTER;
131.  	vis = cansee(bhitpos.x, bhitpos.y);
132.  
133.  	tmp = 5 + find_mac(mtmp) + omon_adj(mtmp, otmp, FALSE);
134.  	if (tmp < rnd(20)) {
135.  	    if (!ismimic) {
136.  		if (vis) miss(distant_name(otmp, xname), mtmp);
137.  		else if (verbose) pline("It is missed.");
138.  	    }
139.  	    if (!range) { /* Last position; object drops */
140.  		(void) drop_throw(otmp, 0, mtmp->mx, mtmp->my);
141.  		return 1;
142.  	    }
143.  	} else if (otmp->oclass == POTION_CLASS) {
144.  	    if (ismimic) seemimic(mtmp);
145.  	    mtmp->msleep = 0;
146.  	    if (vis) otmp->dknown = 1;
147.  	    potionhit(mtmp, otmp);
148.  	    return 1;
149.  	} else {
150.  	    damage = dmgval(otmp, mtmp);
151.  	    if (damage < 1) damage = 1;
152.  	    if (otmp->otyp == ACID_VENOM && resists_acid(mtmp))
153.  		damage = 0;
154.  	    if (ismimic) seemimic(mtmp);
155.  	    mtmp->msleep = 0;
156.  	    if (vis) hit(distant_name(otmp,xname), mtmp, exclam(damage));
157.  	    else if (verbose) pline("It is hit%s", exclam(damage));
158.  
159.  	    if (otmp->opoisoned) {
160.  		if (resists_poison(mtmp)) {
161.  		    if (vis) pline_The("poison doesn't seem to affect %s.",
162.  				   mon_nam(mtmp));
163.  		} else {
164.  		    if (rn2(30)) {
165.  			damage += rnd(6);
166.  		    } else {
167.  			if (vis) pline_The("poison was deadly...");
168.  			damage = mtmp->mhp;
169.  		    }
170.  		}
171.  	    }
172.  	    if (objects[otmp->otyp].oc_material == SILVER &&
173.  		    hates_silver(mtmp->data)) {
174.  		if (vis) pline_The("silver sears %s flesh!",
175.  				s_suffix(mon_nam(mtmp)));
176.  		else if (verbose) pline("Its flesh is seared!");
177.  	    }
178.  	    if (otmp->otyp == ACID_VENOM && cansee(mtmp->mx,mtmp->my)) {
179.  		if (resists_acid(mtmp)) {
180.  		    if (vis || verbose)
181.  			pline("%s is unaffected.", Monnam(mtmp));
182.  		    damage = 0;
183.  		} else {
184.  		    if (vis) pline_The("acid burns %s!", mon_nam(mtmp));
185.  		    else if (verbose) pline("It is burned!");
186.  		}
187.  	    }
188.  	    mtmp->mhp -= damage;
189.  	    if (mtmp->mhp < 1) {
190.  		if (vis || verbose)
191.  		    pline("%s is %s!", Monnam(mtmp),
192.  			(nonliving(mtmp->data) || !vis)
193.  			? "destroyed" : "killed");
194.  		mondied(mtmp);
195.  	    }
196.  
197.  	    if ((otmp->otyp == CREAM_PIE || otmp->otyp == BLINDING_VENOM) &&
198.  		   haseyes(mtmp->data)) {
199.  		if (vis) pline("%s is blinded by %s.",
200.  				Monnam(mtmp), the(xname(otmp)));
201.  		mtmp->mcansee = 0;
202.  		tmp = (int)mtmp->mblinded + rnd(25) + 20;
203.  		if (tmp > 127) tmp = 127;
204.  		mtmp->mblinded = tmp;
205.  	    }
206.  
207.  	    objgone = drop_throw(otmp, 1, bhitpos.x, bhitpos.y);
208.  	    if (!objgone && range == -1) {  /* special case */
209.  		    obj_extract_self(otmp); /* free it for motion again */
210.  		    return 0;
211.  	    }
212.  	    return 1;
213.  	}
214.  	return 0;
215.  }
216.  
217.  void
218.  m_throw(mon, x, y, dx, dy, range, obj)
219.  	register struct monst *mon;
220.  	register int x,y,dx,dy,range;		/* direction and range */
221.  	register struct obj *obj;
222.  {
223.  	register struct monst *mtmp;
224.  	struct obj *singleobj;
225.  	char sym = obj->oclass;
226.  	int hitu, blindinc = 0;
227.  
228.  	bhitpos.x = x;
229.  	bhitpos.y = y;
230.  
231.  	if (obj->quan == 1L) {
232.  	    /*
233.  	     * Remove object from minvent.  This cannot be done later on;
234.  	     * what if the player dies before then, leaving the monster
235.  	     * with 0 daggers?  (This caused the infamous 2^32-1 orcish
236.  	     * dagger bug).
237.  	     *
238.  	     * VENOM is not in minvent - it should already be OBJ_FREE.
239.  	     * The extract below does nothing.
240.  	     */
241.  
242.  	    /* not possibly_unwield, which checks the object's */
243.  	    /* location, not its existence */
244.  	    if (MON_WEP(mon) == obj) {
245.  		    obj->owornmask &= ~W_WEP;
246.  		    MON_NOWEP(mon);
247.  	    }
248.  	    obj_extract_self(obj);
249.  	    singleobj = obj;
250.  	    obj = (struct obj *) 0;
251.  	} else {
252.  	    singleobj = splitobj(obj, obj->quan - 1L);
253.  	    obj_extract_self(singleobj);
254.  	}
255.  
256.  	singleobj->owornmask = 0; /* threw one of multiple weapons in hand? */
257.  
258.  	if (singleobj->cursed && (dx || dy) && !rn2(7)) {
259.  	    if(canseemon(mon) && flags.verbose) {
260.  		if((singleobj->oclass == WEAPON_CLASS ||
261.  						singleobj->oclass == GEM_CLASS)
262.  		   && objects[singleobj->otyp].w_propellor)
263.  		    pline("%s misfires!", Monnam(mon));
264.  		else
265.  		    pline("%s slips as %s throws it!",
266.  			  The(xname(singleobj)), mon_nam(mon));
267.  	    }
268.  	    dx = rn2(3)-1;
269.  	    dy = rn2(3)-1;
270.  	    /* pre-check validity of new direction */
271.  	    if((!dx && !dy)
272.  	       || !isok(bhitpos.x+dx,bhitpos.y+dy)
273.  	       /* missile hits the wall */
274.  	       || IS_ROCK(levl[bhitpos.x+dx][bhitpos.y+dy].typ)) {
275.  		(void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
276.  		return;
277.  	    }
278.  	}
279.  
280.  	/* Note: drop_throw may destroy singleobj.  Since obj must be destroyed
281.  	 * early to avoid the dagger bug, anyone who modifies this code should
282.  	 * be careful not to use either one after it's been freed.
283.  	 */
284.  	if (sym) tmp_at(DISP_FLASH, obj_to_glyph(singleobj));
285.  	while(range-- > 0) { /* Actually the loop is always exited by break */
286.  		bhitpos.x += dx;
287.  		bhitpos.y += dy;
288.  		if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
289.  		    if (ohitmon(mtmp, singleobj, range, TRUE))
290.  			break;
291.  		} else if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
292.  			if (multi) nomul(0);
293.  
294.  			if (singleobj->oclass == POTION_CLASS) {
295.  			    if (!Blind) singleobj->dknown = 1;
296.  			    potionhit(&youmonst, singleobj);
297.  			    break;
298.  			}
299.  			switch(singleobj->otyp) {
300.  			    int dam, hitv;
301.  			    case CREAM_PIE:
302.  			    case BLINDING_VENOM:
303.  				hitu = thitu(8, 0, singleobj, xname(singleobj));
304.  				break;
305.  			    default:
306.  				dam = dmgval(singleobj, &youmonst);
307.  				hitv = 3 - distmin(u.ux,u.uy, mon->mx,mon->my);
308.  				if (hitv < -4) hitv = -4;
309.  				if (is_elf(mon->data) &&
310.  				    objects[singleobj->otyp].w_propellor
311.  								== WP_BOW) {
312.  				    hitv++;
313.  				    if (MON_WEP(mon) &&
314.  					MON_WEP(mon)->otyp == ELVEN_BOW)
315.  					hitv++;
316.  				    if(singleobj->otyp == ELVEN_ARROW) dam++;
317.  				}
318.  				if (bigmonst(uasmon)) hitv++;
319.  				hitv += 8+singleobj->spe;
320.  
321.  				if (dam < 1) dam = 1;
322.  				hitu = thitu(hitv, dam,
323.  					singleobj, xname(singleobj));
324.  			}
325.  			if (hitu && singleobj->opoisoned) {
326.  			    char *singlename = xname(singleobj);
327.  			    poisoned(singlename, A_STR, singlename, 10);
328.  			}
329.  			if(hitu && (singleobj->otyp == CREAM_PIE ||
330.  				     singleobj->otyp == BLINDING_VENOM)) {
331.  			    blindinc = rnd(25);
332.  			    if(singleobj->otyp == CREAM_PIE) {
333.  				if(!Blind) pline("Yecch!  You've been creamed.");
334.  				else	pline("There's %s sticky all over your %s.",
335.  						something,
336.  						body_part(FACE));
337.  			    } else {	/* venom in the eyes */
338.  				if(Blindfolded) /* nothing */ ;
339.  				else if(!Blind) pline_The("venom blinds you.");
340.  				else	Your("%s sting.",
341.  					makeplural(body_part(EYE)));
342.  			    }
343.  			}
344.  			stop_occupation();
345.  			if (hitu || !range) {
346.  			    (void) drop_throw(singleobj, hitu, u.ux, u.uy);
347.  			    break;
348.  			}
349.  		} else if (!range	/* reached end of path */
350.  			/* missile hits edge of screen */
351.  			|| !isok(bhitpos.x+dx,bhitpos.y+dy)
352.  			/* missile hits the wall */
353.  			|| IS_ROCK(levl[bhitpos.x+dx][bhitpos.y+dy].typ)
354.  #ifdef SINKS
355.  			/* Thrown objects "sink" */
356.  			|| IS_SINK(levl[bhitpos.x][bhitpos.y].typ)
357.  #endif
358.  								) {
359.  		    (void) drop_throw(singleobj, 0, bhitpos.x, bhitpos.y);
360.  		    break;
361.  		}
362.  		tmp_at(bhitpos.x, bhitpos.y);
363.  		delay_output();
364.  	}
365.  	tmp_at(bhitpos.x, bhitpos.y);
366.  	delay_output();
367.  	tmp_at(DISP_END, 0);
368.  	/* blindfold keeps substances out of your eyes */
369.  	if (blindinc && !Blindfolded) {
370.  		u.ucreamed += blindinc;
371.  		make_blinded(Blinded + blindinc,FALSE);
372.  	}
373.  }
374.  
375.  #endif /* OVL1 */
376.  #ifdef OVLB
377.  
378.  /* Remove an item from the monster's inventory and destroy it. */
379.  void
380.  m_useup(mon, obj)
381.  struct monst *mon;
382.  struct obj *obj;
383.  {
384.  	if (obj->quan > 1L) {
385.  		obj->quan--;
386.  	} else {
387.  		obj_extract_self(obj);
388.  		possibly_unwield(mon);
389.  		if (obj->owornmask) {
390.  		    mon->misc_worn_check &= ~obj->owornmask;
391.  		    update_mon_intrinsics(mon, obj, FALSE);
392.  		}
393.  		dealloc_obj(obj);
394.  	}
395.  }
396.  
397.  #endif /* OVLB */
398.  #ifdef OVL1
399.  
400.  void
401.  thrwmu(mtmp)	/* monster throws item at you */
402.  register struct monst *mtmp;
403.  {
404.  	struct obj *otmp;
405.  	register xchar x, y;
406.  
407.  	if(lined_up(mtmp)) {
408.  	    if (mtmp->weapon_check == NEED_WEAPON || !MON_WEP(mtmp)) {
409.  		mtmp->weapon_check = NEED_RANGED_WEAPON;
410.  		/* mon_wield_item resets weapon_check as appropriate */
411.  		if(mon_wield_item(mtmp) != 0) return;
412.  	    }
413.  	    otmp = select_rwep(mtmp);
414.  	    if (otmp) {
415.  		/* If you are coming toward the monster, the monster
416.  		 * should try to soften you up with missiles.  If you are
417.  		 * going away, you are probably hurt or running.  Give
418.  		 * chase, but if you are getting too far away, throw.
419.  		 */
420.  		x = mtmp->mx;
421.  		y = mtmp->my;
422.  		if(!URETREATING(x,y) ||
423.  		   !rn2(BOLT_LIM-distmin(x,y,mtmp->mux,mtmp->muy)))
424.  		{
425.  		    const char *verb = "throws";
426.  
427.  		    if (otmp->otyp == ARROW
428.  			|| otmp->otyp == ELVEN_ARROW
429.  			|| otmp->otyp == ORCISH_ARROW
430.  			|| otmp->otyp == CROSSBOW_BOLT) verb = "shoots";
431.  		    if (canseemon(mtmp)) {
432.  			pline("%s %s %s!", Monnam(mtmp), verb,
433.  			      obj_is_pname(otmp) ?
434.  			      the(singular(otmp, xname)) :
435.  			      an(singular(otmp, xname)));
436.  		    }
437.  		    m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
438.  			distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy), otmp);
439.  		    nomul(0);
440.  		    return;
441.  		}
442.  	    }
443.  	}
444.  }
445.  
446.  #endif /* OVL1 */
447.  #ifdef OVLB
448.  
449.  int
450.  spitmu(mtmp, mattk)		/* monster spits substance at you */
451.  register struct monst *mtmp;
452.  register struct attack *mattk;
453.  {
454.  	register struct obj *otmp;
455.  
456.  	if(mtmp->mcan) {
457.  
458.  	    if(flags.soundok)
459.  		pline("A dry rattle comes from %s throat",
460.  		                      s_suffix(mon_nam(mtmp)));
461.  	    return 0;
462.  	}
463.  	if(lined_up(mtmp)) {
464.  		switch (mattk->adtyp) {
465.  		    case AD_BLND:
466.  		    case AD_DRST:
467.  			otmp = mksobj(BLINDING_VENOM, TRUE, FALSE);
468.  			break;
469.  		    default:
470.  			impossible("bad attack type in spitmu");
471.  				/* fall through */
472.  		    case AD_ACID:
473.  			otmp = mksobj(ACID_VENOM, TRUE, FALSE);
474.  			break;
475.  		}
476.  		if(!rn2(BOLT_LIM-distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy))) {
477.  		    if (canseemon(mtmp))
478.  			pline("%s spits venom!", Monnam(mtmp));
479.  		    m_throw(mtmp, mtmp->mx, mtmp->my, sgn(tbx), sgn(tby),
480.  			distmin(mtmp->mx,mtmp->my,mtmp->mux,mtmp->muy), otmp);
481.  		    nomul(0);
482.  		    return 0;
483.  		}
484.  	}
485.  	return 0;
486.  }
487.  
488.  #endif /* OVLB */
489.  #ifdef OVL1
490.  
491.  int
492.  breamu(mtmp, mattk)			/* monster breathes at you (ranged) */
493.  	register struct monst *mtmp;
494.  	register struct attack  *mattk;
495.  {
496.  	/* if new breath types are added, change AD_ACID to max type */
497.  	int typ = (mattk->adtyp == AD_RBRE) ? rnd(AD_ACID) : mattk->adtyp ;
498.  
499.  	if(lined_up(mtmp)) {
500.  
501.  	    if(mtmp->mcan) {
502.  		if(flags.soundok) {
503.  		    if(canseemon(mtmp))
504.  			pline("%s coughs.", Monnam(mtmp));
505.  		    else
506.  			You_hear("a cough.");
507.  		}
508.  		return(0);
509.  	    }
510.  	    if(!mtmp->mspec_used && rn2(3)) {
511.  
512.  		if((typ >= AD_MAGM) && (typ <= AD_ACID)) {
513.  
514.  		    if(canseemon(mtmp))
515.  			pline("%s breathes %s!", Monnam(mtmp),
516.  			      breathwep[typ-1]);
517.  		    buzz((int) (-20 - (typ-1)), (int)mattk->damn,
518.  			 mtmp->mx, mtmp->my, sgn(tbx), sgn(tby));
519.  		    nomul(0);
520.  		    /* breath runs out sometimes. Also, give monster some
521.  		     * cunning; don't breath if the player fell asleep.
522.  		     */
523.  		    if(!rn2(3))
524.  			mtmp->mspec_used = 10+rn2(20);
525.  		    if(typ == AD_SLEE && !Sleep_resistance)
526.  			mtmp->mspec_used += rnd(20);
527.  		} else impossible("Breath weapon %d used", typ-1);
528.  	    }
529.  	}
530.  	return(1);
531.  }
532.  
533.  boolean
534.  linedup(ax, ay, bx, by)
535.  register xchar ax, ay, bx, by;
536.  {
537.  	tbx = ax - bx;	/* These two values are set for use */
538.  	tby = ay - by;	/* after successful return.	    */
539.  
540.  	/* sometimes displacement makes a monster think that you're at its
541.  	   own location; prevent it from throwing and zapping in that case */
542.  	if (!tbx && !tby) return FALSE;
543.  
544.  	if((!tbx || !tby || abs(tbx) == abs(tby)) /* straight line or diagonal */
545.  	   && distmin(tbx, tby, 0, 0) < BOLT_LIM) {
546.  	    if(ax == u.ux && ay == u.uy) return((boolean)(couldsee(bx,by)));
547.  	    else if(clear_path(ax,ay,bx,by)) return TRUE;
548.  	}
549.  	return FALSE;
550.  }
551.  
552.  boolean
553.  lined_up(mtmp)		/* is mtmp in position to use ranged attack? */
554.  	register struct monst *mtmp;
555.  {
556.  	return(linedup(mtmp->mux,mtmp->muy,mtmp->mx,mtmp->my));
557.  }
558.  
559.  #endif /* OVL1 */
560.  #ifdef OVL0
561.  
562.  /* Check if a monster is carrying a particular item.
563.   */
564.  struct obj *
565.  m_carrying(mtmp, type)
566.  struct monst *mtmp;
567.  int type;
568.  {
569.  	register struct obj *otmp;
570.  
571.  	for(otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
572.  		if(otmp->otyp == type)
573.  			return(otmp);
574.  	return((struct obj *) 0);
575.  }
576.  
577.  #endif /* OVL0 */
578.  
579.  /*mthrowu.c*/