Source:NetHack 3.3.0/hack.c

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Below is the full text to hack.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/hack.c#line123]], for example.

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1.    /*	SCCS Id: @(#)hack.c	3.3	1999/08/16	*/
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 NDECL(moverock);
8.    STATIC_DCL int FDECL(still_chewing,(XCHAR_P,XCHAR_P));
9.    #ifdef SINKS
10.   STATIC_DCL void NDECL(dosinkfall);
11.   #endif
12.   STATIC_DCL boolean FDECL(monstinroom, (struct permonst *,int));
13.   
14.   STATIC_DCL void FDECL(move_update, (BOOLEAN_P));
15.   
16.   #define IS_SHOP(x)	(rooms[x].rtype >= SHOPBASE)
17.   
18.   #ifdef OVL2
19.   
20.   boolean
21.   revive_nasty(x, y, msg)
22.   int x,y;
23.   const char *msg;
24.   {
25.       register struct obj *otmp, *otmp2;
26.       struct monst *mtmp;
27.       coord cc;
28.       boolean revived = FALSE;
29.   
30.       for(otmp = level.objects[x][y]; otmp; otmp = otmp2) {
31.   	otmp2 = otmp->nexthere;
32.   	if (otmp->otyp == CORPSE &&
33.   	    (is_rider(&mons[otmp->corpsenm]) ||
34.   	     otmp->corpsenm == PM_WIZARD_OF_YENDOR)) {
35.   	    /* move any living monster already at that location */
36.   	    if((mtmp = m_at(x,y)) && enexto(&cc, x, y, mtmp->data))
37.   		rloc_to(mtmp, cc.x, cc.y);
38.   	    if(msg) Norep("%s", msg);
39.   	    revived = revive_corpse(otmp);
40.   	}
41.       }
42.   
43.       /* this location might not be safe, if not, move revived monster */
44.       if (revived) {
45.   	mtmp = m_at(x,y);
46.   	if (mtmp && !goodpos(x, y, mtmp) &&
47.   	    enexto(&cc, x, y, mtmp->data)) {
48.   	    rloc_to(mtmp, cc.x, cc.y);
49.   	}
50.   	/* else impossible? */
51.       }
52.   
53.       return (revived);
54.   }
55.   
56.   STATIC_OVL int
57.   moverock()
58.   {
59.       register xchar rx, ry, sx, sy;
60.       register struct obj *otmp;
61.       register struct trap *ttmp;
62.       register struct monst *mtmp;
63.   
64.       sx = u.ux + u.dx,  sy = u.uy + u.dy;	/* boulder starting position */
65.       while ((otmp = sobj_at(BOULDER, sx, sy)) != 0) {
66.   	/* make sure that this boulder is visible as the top object */
67.   	if (otmp != level.objects[sx][sy]) movobj(otmp, sx, sy);
68.   
69.   	rx = u.ux + 2 * u.dx;	/* boulder destination position */
70.   	ry = u.uy + 2 * u.dy;
71.   	nomul(0);
72.   	if (Levitation || Is_airlevel(&u.uz)) {
73.   	    if (Blind) feel_location(sx, sy);
74.   	    You("don't have enough leverage to push %s.", the(xname(otmp)));
75.   	    /* Give them a chance to climb over it? */
76.   	    return -1;
77.   	}
78.   	if (verysmall(youmonst.data)
79.   #ifdef STEED
80.   		 && !u.usteed
81.   #endif
82.   				    ) {
83.   	    if (Blind) feel_location(sx, sy);
84.   	    pline("You're too small to push that %s.", xname(otmp));
85.   	    goto cannot_push;
86.   	}
87.   	if (isok(rx,ry) && !IS_ROCK(levl[rx][ry].typ) &&
88.   	    (!IS_DOOR(levl[rx][ry].typ) || !(u.dx && u.dy) || (
89.   #ifdef REINCARNATION
90.   		!Is_rogue_level(&u.uz) &&
91.   #endif
92.   		(levl[rx][ry].doormask & ~D_BROKEN) == D_NODOOR)) &&
93.   	    !sobj_at(BOULDER, rx, ry)) {
94.   	    ttmp = t_at(rx, ry);
95.   	    mtmp = m_at(rx, ry);
96.   
97.   		/* KMH -- Sokoban doesn't let you push boulders diagonally */
98.   	    if (In_sokoban(&u.uz) && u.dx && u.dy) {
99.   	    	if (Blind) feel_location(sx,sy);
100.  	    	pline("%s won't roll diagonally on this %s.",
101.  	        		The(xname(otmp)), surface(sx, sy));
102.  	    	goto cannot_push;
103.  	    }
104.  
105.  	    if (revive_nasty(rx, ry, "You sense movement on the other side."))
106.  		return (-1);
107.  
108.  	    if (mtmp && !noncorporeal(mtmp->data) &&
109.  		    (!mtmp->mtrapped ||
110.  			 !(ttmp && ((ttmp->ttyp == PIT) ||
111.  				    (ttmp->ttyp == SPIKED_PIT))))) {
112.  		if (canspotmon(mtmp))
113.  		    pline("There's %s on the other side.", mon_nam(mtmp));
114.  		else {
115.  		    if (Blind) feel_location(sx, sy);
116.  		    You_hear("a monster behind %s.", the(xname(otmp)));
117.  		    map_invisible(rx, ry);
118.  		}
119.  		if (flags.verbose)
120.  		    pline("Perhaps that's why %s cannot move it.",
121.  #ifdef STEED
122.  				u.usteed ? mon_nam(u.usteed) :
123.  #endif
124.  				"you");
125.  		goto cannot_push;
126.  	    }
127.  
128.  	    if (ttmp)
129.  		switch(ttmp->ttyp) {
130.  		case LANDMINE:
131.  		    if (rn2(10)) {
132.  			pline("KAABLAMM!!!  %s triggers %s land mine.",
133.  				The(xname(otmp)),
134.  				ttmp->madeby_u ? "your" : "a");
135.  			obj_extract_self(otmp);
136.  			place_object(otmp, rx, ry);
137.  			deltrap(ttmp);
138.  			del_engr_at(rx,ry);
139.  			scatter(rx,ry, 4,
140.  				MAY_DESTROY|MAY_HIT|MAY_FRACTURE|VIS_EFFECTS,
141.  				(struct obj *)0);
142.  			if (cansee(rx,ry)) newsym(rx,ry);
143.  			continue;
144.  		    }
145.  		    break;
146.  		case SPIKED_PIT:
147.  		case PIT:
148.  		    obj_extract_self(otmp);
149.  		    /* vision kludge to get messages right;
150.  		       the pit will temporarily be seen even
151.  		       if this is one among multiple boulders */
152.  		    if (!Blind) viz_array[ry][rx] |= IN_SIGHT;
153.  		    if (!flooreffects(otmp, rx, ry, "fall")) {
154.  			place_object(otmp, rx, ry);
155.  		    }
156.  		    if (mtmp && !Blind) newsym(rx, ry);
157.  		    continue;
158.  		case HOLE:
159.  		case TRAPDOOR:
160.  		    pline("%s %s and plugs a %s in the %s!",
161.  			  The(xname(otmp)),
162.  			  (ttmp->ttyp == TRAPDOOR) ? "triggers" : "falls into",
163.  			  (ttmp->ttyp == TRAPDOOR) ? "trap door" : "hole",
164.  			  surface(rx, ry));
165.  		    deltrap(ttmp);
166.  		    delobj(otmp);
167.  		    bury_objs(rx, ry);
168.  		    if (cansee(rx,ry)) newsym(rx,ry);
169.  		    continue;
170.  		case LEVEL_TELEP:
171.  		case TELEP_TRAP:
172.  #ifdef STEED
173.  		    if (u.usteed)
174.  			pline("%s pushes %s and suddenly it disappears!",
175.  				Monnam(u.usteed), the(xname(otmp)));
176.  		    else
177.  #endif
178.  		    You("push %s and suddenly it disappears!",
179.  			the(xname(otmp)));
180.  		    if (ttmp->ttyp == TELEP_TRAP)
181.  			rloco(otmp);
182.  		    else {
183.  			int newlev = random_teleport_level();
184.  			d_level dest;
185.  
186.  			if (newlev == depth(&u.uz) || In_endgame(&u.uz))
187.  			    continue;
188.  			obj_extract_self(otmp);
189.  			add_to_migration(otmp);
190.  			get_level(&dest, newlev);
191.  			otmp->ox = dest.dnum;
192.  			otmp->oy = dest.dlevel;
193.  			otmp->owornmask = (long)MIGR_RANDOM;
194.  		    }
195.  		    seetrap(ttmp);
196.  		    continue;
197.  		}
198.  	    if (closed_door(rx, ry))
199.  		goto nopushmsg;
200.  	    if (boulder_hits_pool(otmp, rx, ry, TRUE))
201.  		continue;
202.  	    /*
203.  	     * Re-link at top of fobj chain so that pile order is preserved
204.  	     * when level is restored.
205.  	     */
206.  	    if (otmp != fobj) {
207.  		remove_object(otmp);
208.  		place_object(otmp, otmp->ox, otmp->oy);
209.  	    }
210.  
211.  	    {
212.  #ifdef LINT /* static long lastmovetime; */
213.  		long lastmovetime;
214.  		lastmovetime = 0;
215.  #else
216.  		static NEARDATA long lastmovetime;
217.  #endif
218.  		/* note: this var contains garbage initially and
219.  		   after a restore */
220.  #ifdef STEED
221.  		if (!u.usteed) {
222.  #endif
223.  		  if (moves > lastmovetime+2 || moves < lastmovetime)
224.  		    pline("With %s effort you move %s.",
225.  			  throws_rocks(youmonst.data) ? "little" : "great",
226.  			  the(xname(otmp)));
227.  		  exercise(A_STR, TRUE);
228.  #ifdef STEED
229.  		} else 
230.  		    pline("%s moves %s.", Monnam(u.usteed), the(xname(otmp)));
231.  #endif
232.  		lastmovetime = moves;
233.  	    }
234.  
235.  	    /* Move the boulder *after* the message. */
236.  	    if (glyph_is_invisible(levl[rx][ry].glyph))
237.  		unmap_object(rx, ry);
238.  	    movobj(otmp, rx, ry);	/* does newsym(rx,ry) */
239.  	    if (Blind) {
240.  		feel_location(rx,ry);
241.  		feel_location(sx, sy);
242.  	    } else {
243.  		newsym(sx, sy);
244.  	    }
245.  	} else {
246.  	nopushmsg:
247.  #ifdef STEED
248.  	  if (u.usteed)
249.  	    pline("%s tries to move %s, but cannot.",
250.  		  	Monnam(u.usteed), the(xname(otmp)));
251.  	  else
252.  #endif
253.  	    You("try to move %s, but in vain.", the(xname(otmp)));
254.  	    if (Blind) feel_location(sx, sy);
255.  	cannot_push:
256.  	    if (throws_rocks(youmonst.data)) {
257.  #ifdef STEED
258.  		if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
259.  			You("aren't skilled enough to %s %s from %s.",
260.  				flags.pickup ? "pick up" : "push aside",
261.  				the(xname(otmp)), mon_nam(u.usteed));
262.  		else
263.  #endif
264.  		  pline("However, you can easily %s.",
265.  			flags.pickup ? "pick it up" : "push it aside");
266.  		break;
267.  	    }
268.  
269.  	    if (
270.  #ifdef STEED
271.  		!u.usteed &&
272.  #endif	    
273.  		(((!invent || inv_weight() <= -850) &&
274.  		 (!u.dx || !u.dy || (IS_ROCK(levl[u.ux][sy].typ)
275.  				     && IS_ROCK(levl[sx][u.uy].typ))))
276.  		|| verysmall(youmonst.data))) {
277.  		pline("However, you can squeeze yourself into a small opening.");
278.  		break;
279.  	    } else
280.  		return (-1);
281.  	}
282.      }
283.      return (0);
284.  }
285.  
286.  /*
287.   *  still_chewing()
288.   *
289.   *  Chew on a wall, door, or boulder.  Returns TRUE if still eating, FALSE
290.   *  when done.
291.   */
292.  STATIC_OVL int
293.  still_chewing(x,y)
294.      xchar x, y;
295.  {
296.      struct rm *lev = &levl[x][y];
297.      struct obj *boulder = sobj_at(BOULDER,x,y);
298.      const char *digtxt = (char *)0, *dmgtxt = (char *)0;
299.  
300.      if (digging.down)		/* not continuing previous dig (w/ pick-axe) */
301.  	(void) memset((genericptr_t)&digging, 0, sizeof digging);
302.  
303.      if (!boulder && IS_ROCK(lev->typ) && !may_dig(x,y)) {
304.  	You("hurt your teeth on the hard stone.");
305.  	nomul(0);
306.  	return 1;
307.      } else if (digging.pos.x != x || digging.pos.y != y ||
308.  		!on_level(&digging.level, &u.uz)) {
309.  	digging.down = FALSE;
310.  	digging.chew = TRUE;
311.  	digging.pos.x = x;
312.  	digging.pos.y = y;
313.  	assign_level(&digging.level, &u.uz);
314.  	/* solid rock takes more work & time to dig through */
315.  	digging.effort = (IS_ROCK(lev->typ) ? 30 : 60) + u.udaminc;
316.  	You("start chewing %s %s.",
317.  	    boulder ? "on a" : "a hole in the",
318.  	    boulder ? "boulder" : IS_ROCK(lev->typ) ? "rock" : "door");
319.  	return 1;
320.      } else if ((digging.effort += (30 + u.udaminc)) <= 100)  {
321.  	if (flags.verbose)
322.  	    You("%s chewing on the %s.",
323.  		digging.chew ? "continue" : "begin",
324.  		boulder ? "boulder" : IS_ROCK(lev->typ) ? "rock" : "door");
325.  	digging.chew = TRUE;
326.  	return 1;
327.      }
328.  
329.      if (boulder) {
330.  	delobj(boulder);		/* boulder goes bye-bye */
331.  	You("eat the boulder.");	/* yum */
332.  
333.  	/*
334.  	 *  The location could still block because of
335.  	 *	1. More than one boulder
336.  	 *	2. Boulder stuck in a wall/stone/door.
337.  	 *
338.  	 *  [perhaps use does_block() below (from vision.c)]
339.  	 */
340.  	if (IS_ROCK(lev->typ) || closed_door(x,y) || sobj_at(BOULDER,x,y)) {
341.  	    block_point(x,y);	/* delobj will unblock the point */
342.  	    /* reset dig state */
343.  	    (void) memset((genericptr_t)&digging, 0, sizeof digging);
344.  	    return 1;
345.  	}
346.  
347.      } else if (IS_WALL(lev->typ)) {
348.  	if (*in_rooms(x, y, SHOPBASE)) {
349.  	    add_damage(x, y, 10L * ACURRSTR);
350.  	    dmgtxt = "damage";
351.  	}
352.  	digtxt = "chew a hole in the wall.";
353.  	if (level.flags.is_maze_lev) {
354.  	    lev->typ = ROOM;
355.  	} else if (level.flags.is_cavernous_lev) {
356.  	    lev->typ = CORR;
357.  	} else {
358.  	    lev->typ = DOOR;
359.  	    lev->doormask = D_NODOOR;
360.  	}
361.      } else if (lev->typ == SDOOR) {
362.  	if (lev->doormask & D_TRAPPED) {
363.  	    lev->doormask = D_NODOOR;
364.  	    b_trapped("secret door", 0);
365.  	} else {
366.  	    digtxt = "chew through the secret door.";
367.  	    lev->doormask = D_BROKEN;
368.  	}
369.  	lev->typ = DOOR;
370.  
371.      } else if (IS_DOOR(lev->typ)) {
372.  	if (*in_rooms(x, y, SHOPBASE)) {
373.  	    add_damage(x, y, 400L);
374.  	    dmgtxt = "break";
375.  	}
376.  	if (lev->doormask & D_TRAPPED) {
377.  	    lev->doormask = D_NODOOR;
378.  	    b_trapped("door", 0);
379.  	} else {
380.  	    digtxt = "chew through the door.";
381.  	    lev->doormask = D_BROKEN;
382.  	}
383.  
384.      } else { /* STONE or SCORR */
385.  	digtxt = "chew a passage through the rock.";
386.  	lev->typ = CORR;
387.      }
388.  
389.      unblock_point(x, y);	/* vision */
390.      newsym(x, y);
391.      if (digtxt) You(digtxt);	/* after newsym */
392.      if (dmgtxt) pay_for_damage(dmgtxt);
393.      (void) memset((genericptr_t)&digging, 0, sizeof digging);
394.      return 0;
395.  }
396.  
397.  #endif /* OVL2 */
398.  #ifdef OVLB
399.  
400.  void
401.  movobj(obj, ox, oy)
402.  register struct obj *obj;
403.  register xchar ox, oy;
404.  {
405.  	/* optimize by leaving on the fobj chain? */
406.  	remove_object(obj);
407.  	newsym(obj->ox, obj->oy);
408.  	place_object(obj, ox, oy);
409.  	newsym(ox, oy);
410.  }
411.  
412.  #ifdef SINKS
413.  static NEARDATA const char fell_on_sink[] = "fell onto a sink";
414.  
415.  STATIC_OVL void
416.  dosinkfall()
417.  {
418.  	register struct obj *obj;
419.  
420.  	if (is_floater(youmonst.data) || (HLevitation & FROMOUTSIDE)) {
421.  		You("wobble unsteadily for a moment.");
422.  	} else {
423.  		You("crash to the floor!");
424.  		losehp((rn1(10, 20 - (int)ACURR(A_CON))),
425.  			fell_on_sink, NO_KILLER_PREFIX);
426.  		exercise(A_DEX, FALSE);
427.  		for(obj = level.objects[u.ux][u.uy]; obj; obj = obj->nexthere)
428.  		    if(obj->oclass == WEAPON_CLASS) {
429.  			You("fell on %s.",doname(obj));
430.  			losehp(rnd(3), fell_on_sink, NO_KILLER_PREFIX);
431.  			exercise(A_CON, FALSE);
432.  		    }
433.  	}
434.  
435.  	ELevitation &= ~W_ARTI;
436.  	HLevitation &= ~(I_SPECIAL|TIMEOUT);
437.  	HLevitation++;
438.  	if(uleft && uleft->otyp == RIN_LEVITATION) {
439.  	    obj = uleft;
440.  	    Ring_off(obj);
441.  	    off_msg(obj);
442.  	}
443.  	if(uright && uright->otyp == RIN_LEVITATION) {
444.  	    obj = uright;
445.  	    Ring_off(obj);
446.  	    off_msg(obj);
447.  	}
448.  	if(uarmf && uarmf->otyp == LEVITATION_BOOTS) {
449.  	    obj = uarmf;
450.  	    (void)Boots_off();
451.  	    off_msg(obj);
452.  	}
453.  	HLevitation--;
454.  }
455.  #endif
456.  
457.  boolean
458.  may_dig(x,y)
459.  register xchar x,y;
460.  /* intended to be called only on ROCKs */
461.  {
462.      return (boolean)(!(IS_STWALL(levl[x][y].typ) &&
463.  			(levl[x][y].wall_info & W_NONDIGGABLE)));
464.  }
465.  
466.  boolean
467.  may_passwall(x,y)
468.  register xchar x,y;
469.  {
470.     return (boolean)(!(IS_STWALL(levl[x][y].typ) &&
471.  			(levl[x][y].wall_info & W_NONPASSWALL)));
472.  }
473.  
474.  #endif /* OVLB */
475.  #ifdef OVL1
476.  
477.  boolean
478.  bad_rock(mdat,x,y)
479.  struct permonst *mdat;
480.  register xchar x,y;
481.  {
482.  	return((boolean) ((In_sokoban(&u.uz) && sobj_at(BOULDER,x,y)) ||
483.  	       (IS_ROCK(levl[x][y].typ)
484.  		    && (!tunnels(mdat) || needspick(mdat) || !may_dig(x,y))
485.  		    && !(passes_walls(mdat) && may_passwall(x,y)))));
486.  }
487.  
488.  boolean
489.  invocation_pos(x, y)
490.  xchar x, y;
491.  {
492.  	return((boolean)(Invocation_lev(&u.uz) && x == inv_pos.x && y == inv_pos.y));
493.  }
494.  
495.  #endif /* OVL1 */
496.  #ifdef OVL3
497.  
498.  void
499.  domove()
500.  {
501.  	register struct monst *mtmp;
502.  	register struct rm *tmpr,*ust;
503.  	register xchar x,y;
504.  	struct trap *trap;
505.  	int wtcap;
506.  	boolean on_ice;
507.  	xchar chainx, chainy, ballx, bally;	/* ball&chain new positions */
508.  	int bc_control;				/* control for ball&chain */
509.  	boolean cause_delay = FALSE;	/* dragging ball will skip a move */
510.  
511.  	u_wipe_engr(rnd(5));
512.  
513.  	if(((wtcap = near_capacity()) >= OVERLOADED
514.  	    || (wtcap > SLT_ENCUMBER &&
515.  		(Upolyd ? (u.mh < 5 && u.mh != u.mhmax)
516.  			: (u.uhp < 10 && u.uhp != u.uhpmax))))
517.  	   && !Is_airlevel(&u.uz)) {
518.  	    if(wtcap < OVERLOADED) {
519.  		You("don't have enough stamina to move.");
520.  		exercise(A_CON, FALSE);
521.  	    } else
522.  		You("collapse under your load.");
523.  	    nomul(0);
524.  	    return;
525.  	}
526.  	if(u.uswallow) {
527.  		u.dx = u.dy = 0;
528.  		u.ux = x = u.ustuck->mx;
529.  		u.uy = y = u.ustuck->my;
530.  		mtmp = u.ustuck;
531.  	} else {
532.  		if (Is_airlevel(&u.uz) && rn2(4) &&
533.  			!Levitation && !Flying) {
534.  		    switch(rn2(3)) {
535.  		    case 0:
536.  			You("tumble in place.");
537.  			exercise(A_DEX, FALSE);
538.  			break;
539.  		    case 1:
540.  			You_cant("control your movements very well."); break;
541.  		    case 2:
542.  			pline("It's hard to walk in thin air.");
543.  			exercise(A_DEX, TRUE);
544.  			break;
545.  		    }
546.  		    return;
547.  		}
548.  
549.  		/* check slippery ice */
550.  		on_ice = !Levitation && is_ice(u.ux, u.uy);
551.  		if (on_ice) {
552.  		    static int skates = 0;
553.  		    if (!skates) skates = find_skates();
554.  		    if ((uarmf && uarmf->otyp == skates)
555.  			    || resists_cold(&youmonst) || Flying
556.  			    || is_floater(youmonst.data) || is_clinger(youmonst.data)
557.  			    || is_whirly(youmonst.data))
558.  			on_ice = FALSE;
559.  		    else if (!rn2(Cold_resistance ? 3 : 2)) {
560.  			HFumbling |= FROMOUTSIDE;
561.  			HFumbling &= ~TIMEOUT;
562.  			HFumbling += 1;  /* slip on next move */
563.  		    }
564.  		}
565.  		if (!on_ice && (HFumbling & FROMOUTSIDE))
566.  		    HFumbling &= ~FROMOUTSIDE;
567.  
568.  		x = u.ux + u.dx;
569.  		y = u.uy + u.dy;
570.  		if(Stunned || (Confusion && !rn2(5))) {
571.  			register int tries = 0;
572.  
573.  			do {
574.  				if(tries++ > 50) {
575.  					nomul(0);
576.  					return;
577.  				}
578.  				confdir();
579.  				x = u.ux + u.dx;
580.  				y = u.uy + u.dy;
581.  			} while(!isok(x, y) || bad_rock(youmonst.data, x, y));
582.  		}
583.  		/* turbulence might alter your actual destination */
584.  		if (u.uinwater) {
585.  			water_friction();
586.  			if (!u.dx && !u.dy) {
587.  				nomul(0);
588.  				return;
589.  			}
590.  			x = u.ux + u.dx;
591.  			y = u.uy + u.dy;
592.  		}
593.  		if(!isok(x, y)) {
594.  			nomul(0);
595.  			return;
596.  		}
597.  		if((trap = t_at(x, y)) && trap->tseen) {
598.  			if(flags.run >= 2) {
599.  				nomul(0);
600.  				flags.move = 0;
601.  				return;
602.  			} else
603.  				nomul(0);
604.  		}
605.  
606.  		if (u.ustuck && (x != u.ustuck->mx || y != u.ustuck->my)) {
607.  		    if (distu(u.ustuck->mx, u.ustuck->my) > 2) {
608.  			/* perhaps it fled (or was teleported or ... ) */
609.  			u.ustuck = 0;
610.  		    } else if (sticks(youmonst.data)) {
611.  			/* When polymorphed into a sticking monster,
612.  			 * u.ustuck means it's stuck to you, not you to it.
613.  			 */
614.  			You("release %s.", mon_nam(u.ustuck));
615.  			u.ustuck = 0;
616.  		    } else {
617.  			/* If holder is asleep or paralyzed:
618.  			 *	37.5% chance of getting away,
619.  			 *	12.5% chance of waking/releasing it;
620.  			 * otherwise:
621.  			 *	 7.5% chance of getting away.
622.  			 * [strength ought to be a factor]
623.  			 */
624.  			switch (rn2(!u.ustuck->mcanmove ? 8 : 40)) {
625.  			case 0: case 1: case 2:
626.  			    You("pull free from %s.", mon_nam(u.ustuck));
627.  			    u.ustuck = 0;
628.  			    break;
629.  			case 3:
630.  			    if (!u.ustuck->mcanmove) {
631.  				/* it's free to move on next turn */
632.  				u.ustuck->mfrozen = 1;
633.  				u.ustuck->msleeping = 0;
634.  			    }
635.  			    /*FALLTHRU*/
636.  			default:
637.  			    You("cannot escape from %s!", mon_nam(u.ustuck));
638.  			    nomul(0);
639.  			    return;
640.  			}
641.  		    }
642.  		}
643.  
644.  		mtmp = m_at(x,y);
645.  		if (mtmp) {
646.  			/* Don't attack if you're running, and can see it */
647.  			/* We should never get here if forcefight */
648.  			if (flags.run &&
649.  			    ((!Blind && mon_visible(mtmp) &&
650.  			      ((mtmp->m_ap_type != M_AP_FURNITURE &&
651.  				mtmp->m_ap_type != M_AP_OBJECT) ||
652.  			       Protection_from_shape_changers)) ||
653.  			     sensemon(mtmp))) {
654.  				nomul(0);
655.  				flags.move = 0;
656.  				return;
657.  			}
658.  		}
659.  	}
660.  
661.  	u.ux0 = u.ux;
662.  	u.uy0 = u.uy;
663.  	bhitpos.x = x;
664.  	bhitpos.y = y;
665.  	tmpr = &levl[x][y];
666.  
667.  	/* attack monster */
668.  	if(mtmp) {
669.  	    nomul(0);
670.  	    /* only attack if we know it's there */
671.  	    /* or if we used the 'F' command to fight blindly */
672.  	    /* or if it hides_under, in which case we call attack() to print
673.  	     * the Wait! message.
674.  	     * This is different from ceiling hiders, who aren't handled in
675.  	     * attack().
676.  	     */
677.  
678.  	    /* If they used a 'm' command, trying to move onto a monster
679.  	     * prints the below message and wastes a turn.  The exception is
680.  	     * if the monster is unseen and the player doesn't remember an
681.  	     * invisible monster--then, we fall through to attack() and
682.  	     * attack_check(), which still wastes a turn, but prints a
683.  	     * different message and makes the player remember the monster.		     */
684.  	    if(flags.nopick &&
685.  		  (canspotmon(mtmp) || glyph_is_invisible(levl[x][y].glyph))){
686.  		if(mtmp->m_ap_type && !Protection_from_shape_changers
687.  						    && !sensemon(mtmp))
688.  		    stumble_onto_mimic(mtmp);
689.  		else
690.  		    You("move right into %s.", mon_nam(mtmp));
691.  		return;
692.  	    }
693.  	    if(flags.forcefight || !mtmp->mundetected || sensemon(mtmp) ||
694.  		    ((hides_under(mtmp->data) || mtmp->data->mlet == S_EEL) &&
695.  			!is_safepet(mtmp))){
696.  		gethungry();
697.  		if(wtcap >= HVY_ENCUMBER && moves%3) {
698.  		    if (Upolyd && u.mh > 1) {
699.  			u.mh--;
700.  		    } else if (!Upolyd && u.uhp > 1) {
701.  			u.uhp--;
702.  		    } else {
703.  			You("pass out from exertion!");
704.  			exercise(A_CON, FALSE);
705.  			fall_asleep(-10, FALSE);
706.  		    }
707.  		}
708.  		if(multi < 0) return;	/* we just fainted */
709.  
710.  		/* try to attack; note that it might evade */
711.  		/* also, we don't attack tame when _safepet_ */
712.  		if(attack(mtmp)) return;
713.  	    }
714.  	}
715.  
716.  	/* specifying 'F' with no monster wastes a turn */
717.  	if (flags.forcefight ||
718.  	    /* remembered an 'I' && didn't use a move command */
719.  	    (glyph_is_invisible(levl[x][y].glyph) && !flags.nopick)) {
720.  		You("attack %s.", Underwater ? "empty water" : "thin air");
721.  		unmap_object(x, y); /* known empty -- remove 'I' if present */
722.  		newsym(x, y);
723.  		nomul(0);
724.  		return;
725.  	}
726.  	if (glyph_is_invisible(levl[x][y].glyph)) {
727.  	    unmap_object(x, y);
728.  	    newsym(x, y);
729.  	}
730.  
731.  	/* not attacking an animal, so we try to move */
732.  #ifdef STEED
733.  	if (u.usteed && !u.usteed->mcanmove && (u.dx || u.dy)) {
734.  		pline("%s won't move!", Monnam(u.usteed));
735.  		nomul(0);
736.  		return;
737.  	} else
738.  #endif
739.  	if(!youmonst.data->mmove) {
740.  		You("are rooted %s.",
741.  		    Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ?
742.  		    "in place" : "to the ground");
743.  		nomul(0);
744.  		return;
745.  	}
746.  	if(u.utrap) {
747.  		if(u.utraptype == TT_PIT) {
748.  		    if (!rn2(2) && sobj_at(BOULDER, u.ux, u.uy)) {
749.  			Your("%s gets stuck in a crevice.", body_part(LEG));
750.  			display_nhwindow(WIN_MESSAGE, FALSE);
751.  			clear_nhwindow(WIN_MESSAGE);
752.  			You("free your %s.", body_part(LEG));
753.  		    } else if (!(--u.utrap)) {
754.  			You("crawl to the edge of the pit.");
755.  			fill_pit(u.ux, u.uy);
756.  			vision_full_recalc = 1;	/* vision limits change */
757.  		    } else if (flags.verbose)
758.  			Norep( (Hallucination && !rn2(5)) ?
759.  				"You've fallen, and you can't get up." :
760.  				"You are still in a pit." );
761.  		} else if (u.utraptype == TT_LAVA) {
762.  		    if(flags.verbose)
763.  			Norep("You are stuck in the lava.");
764.  		    if(!is_lava(x,y)) {
765.  			u.utrap--;
766.  			if((u.utrap & 0xff) == 0) {
767.  			    You("pull yourself to the edge of the lava.");
768.  			    u.utrap = 0;
769.  			}
770.  		    }
771.  		    u.umoved = TRUE;
772.  		} else if (u.utraptype == TT_WEB) {
773.  		    if(uwep && uwep->oartifact == ART_STING) {
774.  			u.utrap = 0;
775.  			pline("Sting cuts through the web!");
776.  			return;
777.  		    }
778.  		    if(--u.utrap) {
779.  			if(flags.verbose)
780.  			    Norep("You are stuck to the web.");
781.  		    } else You("disentangle yourself.");
782.  		} else if (u.utraptype == TT_INFLOOR) {
783.  		    if(--u.utrap) {
784.  			if(flags.verbose)
785.  			    Norep("You are stuck in the floor.");
786.  		    } else You("finally wiggle free.");
787.  		} else {
788.  		    if(flags.verbose)
789.  			Norep("You are caught in a bear trap.");
790.  		    if((u.dx && u.dy) || !rn2(5)) u.utrap--;
791.  		}
792.  		return;
793.  	}
794.  
795.  
796.  	/*
797.  	 *  Check for physical obstacles.  First, the place we are going.
798.  	 */
799.  	if (IS_ROCK(tmpr->typ) || tmpr->typ == IRONBARS) {
800.  	    if (Blind) feel_location(x,y);
801.  	    if (Passes_walls && may_passwall(x,y)) {
802.  		;	/* do nothing */
803.  	    } else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
804.  		/* Eat the rock. */
805.  		if (still_chewing(x,y)) return;
806.  	    } else {
807.  		if (Is_stronghold(&u.uz) && is_db_wall(x,y))
808.  		    pline_The("drawbridge is up!");
809.  		flags.move = 0;
810.  		nomul(0);
811.  		return;
812.  	    }
813.  	} else if (IS_DOOR(tmpr->typ)) {
814.  	    if (closed_door(x,y)) {
815.  		if (Blind) feel_location(x,y);
816.  		if (Passes_walls)
817.  		    ;	/* do nothing */
818.  		else if (can_ooze(&youmonst))
819.  		    You("ooze under the door.");
820.  		else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
821.  		    /* Eat the door. */
822.  		    if (still_chewing(x,y)) return;
823.  		} else {
824.  		    flags.move = 0;
825.  		    if (amorphous(youmonst.data))
826.  			You("try to ooze under the door, but can't squeeze your possessions through.");
827.  		    else if (x == u.ux || y == u.uy) {
828.  			if (Blind || Stunned || ACURR(A_DEX) < 10 || Fumbling) {
829.  			    pline("Ouch!  You bump into a door.");
830.  			    exercise(A_DEX, FALSE);
831.  			} else pline("That door is closed.");
832.  		    }
833.  		    nomul(0);
834.  		    return;
835.  		}
836.  	    } else if (u.dx && u.dy && !Passes_walls
837.  			&& ((tmpr->doormask & ~D_BROKEN)
838.  #ifdef REINCARNATION
839.  					|| Is_rogue_level(&u.uz)
840.  #endif
841.  					|| block_door(x,y))) {
842.  		/* Diagonal moves into a door are not allowed. */
843.  		if (Blind) feel_location(x,y);	/* ?? */
844.  		flags.move = 0;
845.  		nomul(0);
846.  		return;
847.  	    }
848.  	}
849.  	if (u.dx && u.dy
850.  		&& bad_rock(youmonst.data,u.ux,y) && bad_rock(youmonst.data,x,u.uy)) {
851.  	    /* Move at a diagonal. */
852.  	    if (In_sokoban(&u.uz)) {
853.  	    	You("cannot pass that way.");
854.  	    	nomul(0);
855.  	    	return;
856.  	    }
857.  	    if (bigmonst(youmonst.data)) {
858.  		Your("body is too large to fit through.");
859.  		nomul(0);
860.  		return;
861.  	    }
862.  	    if (invent && (inv_weight() + weight_cap() > 600)) {
863.  		You("are carrying too much to get through.");
864.  		nomul(0);
865.  		return;
866.  	    }
867.  	}
868.  
869.  	ust = &levl[u.ux][u.uy];
870.  
871.  	/* Now see if other things block our way . . */
872.  	if (u.dx && u.dy && !Passes_walls
873.  			 && (IS_DOOR(ust->typ) && ((ust->doormask & ~D_BROKEN)
874.  #ifdef REINCARNATION
875.  				 || Is_rogue_level(&u.uz)
876.  #endif
877.  				 || block_entry(x, y))
878.  			     )) {
879.  	    /* Can't move at a diagonal out of a doorway with door. */
880.  	    flags.move = 0;
881.  	    nomul(0);
882.  	    return;
883.  	}
884.  
885.  	if (sobj_at(BOULDER,x,y) && (In_sokoban(&u.uz) || !Passes_walls)) {
886.  	    if (!(Blind || Hallucination) && (flags.run >= 2)) {
887.  		nomul(0);
888.  		flags.move = 0;
889.  		return;
890.  	    }
891.  	    /* tunneling monsters will chew before pushing */
892.  	    if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
893.  		if (still_chewing(x,y)) return;
894.  	    } else
895.  		if (moverock() < 0) return;
896.  	}
897.  
898.  	/* OK, it is a legal place to move. */
899.  
900.  	/* Move ball and chain.  */
901.  	if (Punished)
902.  	    if (!drag_ball(x,y, &bc_control, &ballx, &bally, &chainx, &chainy,
903.  			&cause_delay))
904.  		return;
905.  
906.  	/* Check regions entering/leaving */
907.  	if (!in_out_region(x,y))
908.  	    return;
909.  
910.   	/* now move the hero */
911.  	mtmp = m_at(x, y);
912.  	u.ux += u.dx;
913.  	u.uy += u.dy;
914.  #ifdef STEED
915.  	/* Move your steed, too */
916.  	if (u.usteed) {
917.  		u.usteed->mx = u.ux;
918.  		u.usteed->my = u.uy;
919.  		exercise_steed();
920.  	}
921.  #endif
922.  
923.  	/*
924.  	 * If safepet at destination then move the pet to the hero's
925.  	 * previous location using the same conditions as in attack().
926.  	 * there are special extenuating circumstances:
927.  	 * (1) if the pet dies then your god angers,
928.  	 * (2) if the pet gets trapped then your god may disapprove,
929.  	 * (3) if the pet was already trapped and you attempt to free it
930.  	 * not only do you encounter the trap but you may frighten your
931.  	 * pet causing it to go wild!  moral: don't abuse this privilege.
932.  	 *
933.  	 * Ceiling-hiding pets are skipped by this section of code, to
934.  	 * be caught by the normal falling-monster code.
935.  	 */
936.  	if (is_safepet(mtmp) && !(is_hider(mtmp->data) && mtmp->mundetected)) {
937.  	    /* if trapped, there's a chance the pet goes wild */
938.  	    if (mtmp->mtrapped) {
939.  		if (!rn2(mtmp->mtame)) {
940.  		    mtmp->mtame = mtmp->mpeaceful = mtmp->msleeping = 0;
941.  		    growl(mtmp);
942.  		} else {
943.  		    yelp(mtmp);
944.  		}
945.  	    }
946.  	    mtmp->mundetected = 0;
947.  	    if (mtmp->m_ap_type) seemimic(mtmp);
948.  	    else if (!mtmp->mtame) newsym(mtmp->mx, mtmp->my);
949.  
950.  	    if (mtmp->mtrapped &&
951.  		    (trap = t_at(mtmp->mx, mtmp->my)) != 0 &&
952.  		    (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT) &&
953.  		    sobj_at(BOULDER, trap->tx, trap->ty)) {
954.  		/* can't swap places with pet pinned in a pit by a boulder */
955.  		u.ux = u.ux0,  u.uy = u.uy0;	/* didn't move after all */
956.  	    } else {
957.  		mtmp->mtrapped = 0;
958.  		remove_monster(x, y);
959.  		place_monster(mtmp, u.ux0, u.uy0);
960.  
961.  		/* check for displacing it into pools and traps */
962.  		switch (minwater(mtmp) ? 2 : mintrap(mtmp)) {
963.  		case 0:
964.  		    You("%s %s.", mtmp->mtame ? "displaced" : "frightened",
965.  			y_monnam(mtmp));
966.  		    break;
967.  		case 1:		/* trapped */
968.  		case 3:		/* changed levels */
969.  		    /* there's already been a trap message, reinforce it */
970.  		    abuse_dog(mtmp);
971.  		    adjalign(-3);
972.  		    break;
973.  		case 2:
974.  		    /* it may have drowned or died.  that's no way to
975.  		     * treat a pet!  your god gets angry.
976.  		     */
977.  		    if (rn2(4)) {
978.  			You_feel("guilty about losing your pet like this.");
979.  			u.ugangr++;
980.  			adjalign(-15);
981.  		    }
982.  		    break;
983.  		default:
984.  		    pline("that's strange, unknown mintrap result!");
985.  		    break;
986.  		}
987.  	    }
988.  	}
989.  
990.  	reset_occupations();
991.  	if (flags.run) {
992.  		if (IS_DOOR(tmpr->typ) || IS_ROCK(tmpr->typ) ||
993.  			IS_FURNITURE(tmpr->typ))
994.  		    nomul(0);
995.  	}
996.  
997.  	if (hides_under(youmonst.data))
998.  	    u.uundetected = OBJ_AT(u.ux, u.uy);
999.  	else if (youmonst.data->mlet == S_EEL)
1000. 	    u.uundetected = is_pool(u.ux, u.uy) && !Is_waterlevel(&u.uz);
1001. 	else if (u.dx || u.dy)
1002. 	    u.uundetected = 0;
1003. 
1004. 	/*
1005. 	 * Mimics (or whatever) become noticeable if they move and are
1006. 	 * imitating something that doesn't move.  We could extend this
1007. 	 * to non-moving monsters...
1008. 	 */
1009. 	if ((u.dx || u.dy) && (youmonst.m_ap_type == M_AP_OBJECT
1010. 				|| youmonst.m_ap_type == M_AP_FURNITURE))
1011. 	    youmonst.m_ap_type = M_AP_NOTHING;
1012. 
1013. 	check_leash(u.ux0,u.uy0);
1014. 
1015. 	if(u.ux0 != u.ux || u.uy0 != u.uy) {
1016. 	    u.umoved = TRUE;
1017. 	    /* Clean old position -- vision_recalc() will print our new one. */
1018. 	    newsym(u.ux0,u.uy0);
1019. 	    /* Since the hero has moved, adjust what can be seen/unseen. */
1020. 	    vision_recalc(1);	/* Do the work now in the recover time. */
1021. 	    invocation_message();
1022. 	}
1023. 
1024. 	if (Punished)				/* put back ball and chain */
1025. 	    move_bc(0,bc_control,ballx,bally,chainx,chainy);
1026. 
1027. 	spoteffects();
1028. 
1029. 	/* delay next move because of ball dragging */
1030. 	/* must come after we finished picking up, in spoteffects() */
1031. 	if (cause_delay) {
1032. 	    nomul(-2);
1033. 	    nomovemsg = "";
1034. 	}
1035. }
1036. 
1037. void
1038. invocation_message()
1039. {
1040. 	/* a special clue-msg when on the Invocation position */
1041. 	if(invocation_pos(u.ux, u.uy) && !On_stairs(u.ux, u.uy)) {
1042. 	    struct obj *otmp = carrying(CANDELABRUM_OF_INVOCATION);
1043. 
1044. 	    You_feel("a strange vibration under your %s.",
1045. 		    makeplural(body_part(FOOT)));
1046. 	    if (otmp && otmp->spe == 7 && otmp->lamplit)
1047. 		pline("%s %s!", The(xname(otmp)),
1048. 		    Blind ? "throbs palpably" : "glows with a strange light");
1049. 	}
1050. }
1051. 
1052. #endif /* OVL3 */
1053. #ifdef OVL2
1054. 
1055. void
1056. spoteffects()
1057. {
1058. 	register struct trap *trap;
1059. 	register struct monst *mtmp;
1060. 
1061. 	if(u.uinwater) {
1062. 		int was_underwater;
1063. 
1064. 		if (!is_pool(u.ux,u.uy)) {
1065. 			if (Is_waterlevel(&u.uz))
1066. 				You("pop into an air bubble.");
1067. 			else if (is_lava(u.ux, u.uy))
1068. 				You("leave the water...");	/* oops! */
1069. 			else
1070. 				You("are on solid %s again.",
1071. 				    is_ice(u.ux, u.uy) ? "ice" : "land");
1072. 		}
1073. 		else if (Is_waterlevel(&u.uz))
1074. 			goto stillinwater;
1075. 		else if (Levitation)
1076. 			You("pop out of the water like a cork!");
1077. 		else if (Flying)
1078. 			You("fly out of the water.");
1079. 		else if (Wwalking)
1080. 			You("slowly rise above the surface.");
1081. 		else
1082. 			goto stillinwater;
1083. 		was_underwater = Underwater && !Is_waterlevel(&u.uz);
1084. 		u.uinwater = 0;		/* leave the water */
1085. 		if (was_underwater) {	/* restore vision */
1086. 			docrt();
1087. 			vision_full_recalc = 1;
1088. 		}
1089. 	}
1090. stillinwater:;
1091. 	if (!Levitation && !u.ustuck && !Flying) {
1092. 	    /* limit recursive calls through teleds() */
1093. 	    if(is_lava(u.ux,u.uy) && lava_effects())
1094. 		    return;
1095. 	    if(is_pool(u.ux,u.uy) && !Wwalking && drown())
1096. 		    return;
1097. 	}
1098. 	check_special_room(FALSE);
1099. #ifdef SINKS
1100. 	if(IS_SINK(levl[u.ux][u.uy].typ) && Levitation)
1101. 		dosinkfall();
1102. #endif
1103. 	if (!in_steed_dismounting)
1104. 		pickup(1);
1105. 	if ((trap = t_at(u.ux,u.uy)) != 0)
1106. 		dotrap(trap);	/* fall into pit, arrow trap, etc. */
1107. 	if((mtmp = m_at(u.ux, u.uy)) && !u.uswallow) {
1108. 		mtmp->mundetected = mtmp->msleeping = 0;
1109. 		switch(mtmp->data->mlet) {
1110. 		    case S_PIERCER:
1111. 			pline("%s suddenly drops from the %s!",
1112. 			      Amonnam(mtmp), ceiling(u.ux,u.uy));
1113. 			if(mtmp->mtame) /* jumps to greet you, not attack */
1114. 			    ;
1115. 			else if(uarmh)
1116. 			    pline("Its blow glances off your helmet.");
1117. 			else if (u.uac + 3 <= rnd(20))
1118. 			    You("are almost hit by %s!",
1119. 				x_monnam(mtmp, 2, "falling", 1));
1120. 			else {
1121. 			    int dmg;
1122. 			    You("are hit by %s!",
1123. 				x_monnam(mtmp, 2, "falling", 1));
1124. 			    dmg = d(4,6);
1125. 			    if(Half_physical_damage) dmg = (dmg+1) / 2;
1126. 			    mdamageu(mtmp, dmg);
1127. 			}
1128. 			break;
1129. 		    default:	/* monster surprises you. */
1130. 			if(mtmp->mtame)
1131. 			    pline("%s jumps near you from the %s.",
1132. 					Amonnam(mtmp), ceiling(u.ux,u.uy));
1133. 			else if(mtmp->mpeaceful) {
1134. 				You("surprise %s!",
1135. 				    Blind && !sensemon(mtmp) ?
1136. 				    something : a_monnam(mtmp));
1137. 				mtmp->mpeaceful = 0;
1138. 			} else
1139. 			    pline("%s attacks you by surprise!",
1140. 					Amonnam(mtmp));
1141. 			break;
1142. 		}
1143. 		mnexto(mtmp); /* have to move the monster */
1144. 	}
1145. }
1146. 
1147. STATIC_OVL boolean
1148. monstinroom(mdat,roomno)
1149. struct permonst *mdat;
1150. int roomno;
1151. {
1152. 	register struct monst *mtmp;
1153. 
1154. 	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
1155. 		if(mtmp->data == mdat &&
1156. 		   index(in_rooms(mtmp->mx, mtmp->my, 0), roomno + ROOMOFFSET))
1157. 			return(TRUE);
1158. 	return(FALSE);
1159. }
1160. 
1161. char *
1162. in_rooms(x, y, typewanted)
1163. register xchar x, y;
1164. register int typewanted;
1165. {
1166. 	static char buf[5];
1167. 	char rno, *ptr = &buf[4];
1168. 	int typefound, min_x, min_y, max_x, max_y_offset, step;
1169. 	register struct rm *lev;
1170. 
1171. #define goodtype(rno) (!typewanted || \
1172. 	     ((typefound = rooms[rno - ROOMOFFSET].rtype) == typewanted) || \
1173. 	     ((typewanted == SHOPBASE) && (typefound > SHOPBASE))) \
1174. 
1175. 	switch (rno = levl[x][y].roomno) {
1176. 		case NO_ROOM:
1177. 			return(ptr);
1178. 		case SHARED:
1179. 			step = 2;
1180. 			break;
1181. 		case SHARED_PLUS:
1182. 			step = 1;
1183. 			break;
1184. 		default:			/* i.e. a regular room # */
1185. 			if (goodtype(rno))
1186. 				*(--ptr) = rno;
1187. 			return(ptr);
1188. 	}
1189. 
1190. 	min_x = x - 1;
1191. 	max_x = x + 1;
1192. 	if (x < 1)
1193. 		min_x += step;
1194. 	else
1195. 	if (x >= COLNO)
1196. 		max_x -= step;
1197. 
1198. 	min_y = y - 1;
1199. 	max_y_offset = 2;
1200. 	if (min_y < 0) {
1201. 		min_y += step;
1202. 		max_y_offset -= step;
1203. 	} else
1204. 	if ((min_y + max_y_offset) >= ROWNO)
1205. 		max_y_offset -= step;
1206. 
1207. 	for (x = min_x; x <= max_x; x += step) {
1208. 		lev = &levl[x][min_y];
1209. 		y = 0;
1210. 		if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
1211. 		    !index(ptr, rno) && goodtype(rno))
1212. 			*(--ptr) = rno;
1213. 		y += step;
1214. 		if (y > max_y_offset)
1215. 			continue;
1216. 		if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
1217. 		    !index(ptr, rno) && goodtype(rno))
1218. 			*(--ptr) = rno;
1219. 		y += step;
1220. 		if (y > max_y_offset)
1221. 			continue;
1222. 		if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
1223. 		    !index(ptr, rno) && goodtype(rno))
1224. 			*(--ptr) = rno;
1225. 	}
1226. 	return(ptr);
1227. }
1228. 
1229. STATIC_OVL void
1230. move_update(newlev)
1231. register boolean newlev;
1232. {
1233. 	char *ptr1, *ptr2, *ptr3, *ptr4;
1234. 
1235. 	Strcpy(u.urooms0, u.urooms);
1236. 	Strcpy(u.ushops0, u.ushops);
1237. 	if (newlev) {
1238. 		u.urooms[0] = '\0';
1239. 		u.uentered[0] = '\0';
1240. 		u.ushops[0] = '\0';
1241. 		u.ushops_entered[0] = '\0';
1242. 		Strcpy(u.ushops_left, u.ushops0);
1243. 		return;
1244. 	}
1245. 	Strcpy(u.urooms, in_rooms(u.ux, u.uy, 0));
1246. 
1247. 	for (ptr1 = &u.urooms[0],
1248. 	     ptr2 = &u.uentered[0],
1249. 	     ptr3 = &u.ushops[0],
1250. 	     ptr4 = &u.ushops_entered[0];
1251. 	     *ptr1; ptr1++) {
1252. 		if (!index(u.urooms0, *ptr1))
1253. 			*(ptr2++) = *ptr1;
1254. 		if (IS_SHOP(*ptr1 - ROOMOFFSET)) {
1255. 			*(ptr3++) = *ptr1;
1256. 			if (!index(u.ushops0, *ptr1))
1257. 				*(ptr4++) = *ptr1;
1258. 		}
1259. 	}
1260. 	*ptr2 = '\0';
1261. 	*ptr3 = '\0';
1262. 	*ptr4 = '\0';
1263. 
1264. 	/* filter u.ushops0 -> u.ushops_left */
1265. 	for (ptr1 = &u.ushops0[0], ptr2 = &u.ushops_left[0]; *ptr1; ptr1++)
1266. 		if (!index(u.ushops, *ptr1))
1267. 			*(ptr2++) = *ptr1;
1268. 	*ptr2 = '\0';
1269. }
1270. 
1271. void
1272. check_special_room(newlev)
1273. register boolean newlev;
1274. {
1275. 	register struct monst *mtmp;
1276. 	char *ptr;
1277. 
1278. 	move_update(newlev);
1279. 
1280. 	if (*u.ushops0)
1281. 	    u_left_shop(u.ushops_left, newlev);
1282. 
1283. 	if (!*u.uentered && !*u.ushops_entered)		/* implied by newlev */
1284. 	    return;		/* no entrance messages necessary */
1285. 
1286. 	/* Did we just enter a shop? */
1287. 	if (*u.ushops_entered)
1288. 	    u_entered_shop(u.ushops_entered);
1289. 
1290. 	for (ptr = &u.uentered[0]; *ptr; ptr++) {
1291. 	    register int roomno = *ptr - ROOMOFFSET, rt = rooms[roomno].rtype;
1292. 
1293. 	    /* Did we just enter some other special room? */
1294. 	    /* vault.c insists that a vault remain a VAULT,
1295. 	     * and temples should remain TEMPLEs,
1296. 	     * but everything else gives a message only the first time */
1297. 	    switch (rt) {
1298. 		case ZOO:
1299. 		    pline("Welcome to David's treasure zoo!");
1300. 		    break;
1301. 		case SWAMP:
1302. 		    pline("It %s rather %s down here.",
1303. 			  Blind ? "feels" : "looks",
1304. 			  Blind ? "humid" : "muddy");
1305. 		    break;
1306. 		case COURT:
1307. 		    You("enter an opulent throne room!");
1308. 		    break;
1309. 		case LEPREHALL:
1310. 		    You("enter a leprechaun hall!");
1311. 		    break;
1312. 		case MORGUE:
1313. 		    if(midnight()) {
1314. 			const char *run = locomotion(youmonst.data, "Run");
1315. 			pline("%s away!  %s away!", run, run);
1316. 		    } else
1317. 			You("have an uncanny feeling...");
1318. 		    break;
1319. 		case BEEHIVE:
1320. 		    You("enter a giant beehive!");
1321. 		    break;
1322. 		case COCKNEST:
1323. 		    You("enter a disgusting nest!");
1324. 		    break;
1325. 		case ANTHOLE:
1326. 		    You("enter an anthole!");
1327. 		    break;
1328. 		case BARRACKS:
1329. 		    if(monstinroom(&mons[PM_SOLDIER], roomno) ||
1330. 			monstinroom(&mons[PM_SERGEANT], roomno) ||
1331. 			monstinroom(&mons[PM_LIEUTENANT], roomno) ||
1332. 			monstinroom(&mons[PM_CAPTAIN], roomno))
1333. 			You("enter a military barracks!");
1334. 		    else
1335. 			You("enter an abandoned barracks.");
1336. 		    break;
1337. 		case DELPHI:
1338. 		    if(monstinroom(&mons[PM_ORACLE], roomno))
1339. 			verbalize("%s, %s, welcome to Delphi!", Hello(), plname);
1340. 		    break;
1341. 		case TEMPLE:
1342. 		    intemple(roomno + ROOMOFFSET);
1343. 		    /* fall through */
1344. 		default:
1345. 		    rt = 0;
1346. 	    }
1347. 
1348. 	    if (rt != 0) {
1349. 		rooms[roomno].rtype = OROOM;
1350. 		if (!search_special(rt)) {
1351. 			/* No more room of that type */
1352. 			switch(rt) {
1353. 			    case COURT:
1354. 				level.flags.has_court = 0;
1355. 				break;
1356. 			    case SWAMP:
1357. 				level.flags.has_swamp = 0;
1358. 				break;
1359. 			    case MORGUE:
1360. 				level.flags.has_morgue = 0;
1361. 				break;
1362. 			    case ZOO:
1363. 				level.flags.has_zoo = 0;
1364. 				break;
1365. 			    case BARRACKS:
1366. 				level.flags.has_barracks = 0;
1367. 				break;
1368. 			    case TEMPLE:
1369. 				level.flags.has_temple = 0;
1370. 				break;
1371. 			    case BEEHIVE:
1372. 				level.flags.has_beehive = 0;
1373. 				break;
1374. 			}
1375. 		}
1376. 		if (rt == COURT || rt == SWAMP || rt == MORGUE || rt == ZOO)
1377. 		    for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
1378. 			if (!Stealth && !rn2(3)) mtmp->msleeping = 0;
1379. 	    }
1380. 	}
1381. 
1382. 	return;
1383. }
1384. 
1385. #endif /* OVL2 */
1386. #ifdef OVLB
1387. 
1388. int
1389. dopickup()
1390. {
1391. 	int count;
1392. 	/* awful kludge to work around parse()'s pre-decrement */
1393. 	count = (multi || (save_cm && *save_cm == ',')) ? multi + 1 : 0;
1394. 	multi = 0;	/* always reset */
1395. 	/* uswallow case added by GAN 01/29/87 */
1396. 	if(u.uswallow) {
1397. 		if (is_animal(u.ustuck->data)) {
1398. 		    You("pick up %s tongue.", s_suffix(mon_nam(u.ustuck)));
1399. 		    pline("But it's kind of slimy, so you drop it.");
1400. 		} else
1401. 		    You("don't %s anything in here to pick up.",
1402. 			  Blind ? "feel" : "see");
1403. 		return(1);
1404. 	}
1405. 	if(is_pool(u.ux, u.uy)) {
1406. 	    if (Wwalking || is_floater(youmonst.data) || is_clinger(youmonst.data)
1407. 			|| (Flying && !Breathless)) {
1408. 		You("cannot dive into the water to pick things up.");
1409. 		return(1);
1410. 	    } else if (!Underwater) {
1411. 		You_cant("even see the bottom, let alone pick up %s.",
1412. 				something);
1413. 		return(1);
1414. 	    }
1415. 	}
1416. 	if(!OBJ_AT(u.ux, u.uy)) {
1417. 		pline("There is nothing here to pick up.");
1418. 		return(0);
1419. 	}
1420. 	if (!can_reach_floor()) {
1421. #ifdef STEED
1422. 		if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
1423. 			You("aren't skilled enough to reach from %s.",
1424. 					mon_nam(u.usteed));
1425. 		else
1426. #endif
1427. 		You("cannot reach the %s.", surface(u.ux,u.uy));
1428. 		return(1);
1429. 	}
1430. 	pickup(-count);
1431. 	return(1);
1432. }
1433. 
1434. #endif /* OVLB */
1435. #ifdef OVL2
1436. 
1437. /* stop running if we see something interesting */
1438. /* turn around a corner if that is the only way we can proceed */
1439. /* do not turn left or right twice */
1440. void
1441. lookaround()
1442. {
1443.     register int x, y, i, x0 = 0, y0 = 0, m0 = 1, i0 = 9;
1444.     register int corrct = 0, noturn = 0;
1445.     register struct monst *mtmp;
1446.     register struct trap *trap;
1447. 
1448. 	/* Grid bugs stop if trying to move diagonal, even if blind.  Maybe */
1449. 	/* they polymorphed while in the middle of a long move. */
1450. 	if (u.umonnum == PM_GRID_BUG && u.dx && u.dy) {
1451. 		nomul(0);
1452. 		return;
1453. 	}
1454. 
1455. 	if(Blind || flags.run == 0) return;
1456. 	for(x = u.ux-1; x <= u.ux+1; x++) for(y = u.uy-1; y <= u.uy+1; y++) {
1457. 		if(!isok(x,y)) continue;
1458. 
1459. 	if(u.umonnum == PM_GRID_BUG && x != u.ux && y != u.uy) continue;
1460. 
1461. 	if(x == u.ux && y == u.uy) continue;
1462. 
1463. 	if((mtmp = m_at(x,y)) &&
1464. 		    mtmp->m_ap_type != M_AP_FURNITURE &&
1465. 		    mtmp->m_ap_type != M_AP_OBJECT &&
1466. 		    (!mtmp->minvis || See_invisible) && !mtmp->mundetected) {
1467. 	    if((flags.run != 1 && !mtmp->mtame)
1468. 					|| (x == u.ux+u.dx && y == u.uy+u.dy))
1469. 		goto stop;
1470. 	}
1471. 
1472. 	if (levl[x][y].typ == STONE) continue;
1473. 	if (x == u.ux-u.dx && y == u.uy-u.dy) continue;
1474. 
1475. 	if (IS_ROCK(levl[x][y].typ) || (levl[x][y].typ == ROOM) ||
1476. 	    IS_AIR(levl[x][y].typ))
1477. 	    continue;
1478. 	else if (closed_door(x,y)) {
1479. 	    if(x != u.ux && y != u.uy) continue;
1480. 	    if(flags.run != 1) goto stop;
1481. 	    goto bcorr;
1482. 	} else if (levl[x][y].typ == CORR) {
1483. bcorr:
1484. 	    if(levl[u.ux][u.uy].typ != ROOM) {
1485. 		if(flags.run == 1 || flags.run == 3) {
1486. 		    i = dist2(x,y,u.ux+u.dx,u.uy+u.dy);
1487. 		    if(i > 2) continue;
1488. 		    if(corrct == 1 && dist2(x,y,x0,y0) != 1)
1489. 			noturn = 1;
1490. 		    if(i < i0) {
1491. 			i0 = i;
1492. 			x0 = x;
1493. 			y0 = y;
1494. 			m0 = mtmp ? 1 : 0;
1495. 		    }
1496. 		}
1497. 		corrct++;
1498. 	    }
1499. 	    continue;
1500. 	} else if ((trap = t_at(x,y)) && trap->tseen) {
1501. 	    if(flags.run == 1) goto bcorr;	/* if you must */
1502. 	    if(x == u.ux+u.dx && y == u.uy+u.dy) goto stop;
1503. 	    continue;
1504. 	} else if (is_pool(x,y) || is_lava(x,y)) {
1505. 	    /* water and lava only stop you if directly in front, and stop
1506. 	     * you even if you are running
1507. 	     */
1508. 	    if(!Levitation && !Flying && !is_clinger(youmonst.data) &&
1509. 				x == u.ux+u.dx && y == u.uy+u.dy)
1510. 			/* No Wwalking check; otherwise they'd be able
1511. 			 * to test boots by trying to SHIFT-direction
1512. 			 * into a pool and seeing if the game allowed it
1513. 			 */
1514. 			goto stop;
1515. 	    continue;
1516. 	} else {		/* e.g. objects or trap or stairs */
1517. 	    if(flags.run == 1) goto bcorr;
1518. 	    if(mtmp) continue;		/* d */
1519. 	    if(((x == u.ux - u.dx) && (y != u.uy + u.dy)) ||
1520. 	       ((y == u.uy - u.dy) && (x != u.ux + u.dx)))
1521. 	       continue;
1522. 	}
1523. stop:
1524. 	nomul(0);
1525. 	return;
1526.     } /* end for loops */
1527. 
1528.     if(corrct > 1 && flags.run == 2) goto stop;
1529.     if((flags.run == 1 || flags.run == 3) && !noturn && !m0 && i0 &&
1530. 				(corrct == 1 || (corrct == 2 && i0 == 1))) {
1531. 	/* make sure that we do not turn too far */
1532. 	if(i0 == 2) {
1533. 	    if(u.dx == y0-u.uy && u.dy == u.ux-x0)
1534. 		i = 2;		/* straight turn right */
1535. 	    else
1536. 		i = -2;		/* straight turn left */
1537. 	} else if(u.dx && u.dy) {
1538. 	    if((u.dx == u.dy && y0 == u.uy) || (u.dx != u.dy && y0 != u.uy))
1539. 		i = -1;		/* half turn left */
1540. 	    else
1541. 		i = 1;		/* half turn right */
1542. 	} else {
1543. 	    if((x0-u.ux == y0-u.uy && !u.dy) || (x0-u.ux != y0-u.uy && u.dy))
1544. 		i = 1;		/* half turn right */
1545. 	    else
1546. 		i = -1;		/* half turn left */
1547. 	}
1548. 
1549. 	i += u.last_str_turn;
1550. 	if(i <= 2 && i >= -2) {
1551. 	    u.last_str_turn = i;
1552. 	    u.dx = x0-u.ux;
1553. 	    u.dy = y0-u.uy;
1554. 	}
1555.     }
1556. }
1557. 
1558. /* something like lookaround, but we are not running */
1559. /* react only to monsters that might hit us */
1560. int
1561. monster_nearby()
1562. {
1563. 	register int x,y;
1564. 	register struct monst *mtmp;
1565. 
1566. 	/* Also see the similar check in dochugw() in monmove.c */
1567. 	for(x = u.ux-1; x <= u.ux+1; x++)
1568. 	    for(y = u.uy-1; y <= u.uy+1; y++) {
1569. 		if(!isok(x,y)) continue;
1570. 		if(x == u.ux && y == u.uy) continue;
1571. 		if((mtmp = m_at(x,y)) &&
1572. 		   mtmp->m_ap_type != M_AP_FURNITURE &&
1573. 		   mtmp->m_ap_type != M_AP_OBJECT &&
1574. 		   (!mtmp->mpeaceful || Hallucination) &&
1575. 		   (!is_hider(mtmp->data) || !mtmp->mundetected) &&
1576. 		   !noattacks(mtmp->data) &&
1577. 		   mtmp->mcanmove && !mtmp->msleeping &&  /* aplvax!jcn */
1578. 		   !onscary(u.ux, u.uy, mtmp) &&
1579. 		   canspotmon(mtmp))
1580. 			return(1);
1581. 	}
1582. 	return(0);
1583. }
1584. 
1585. void
1586. nomul(nval)
1587. 	register int nval;
1588. {
1589. 	if(multi < nval) return;	/* This is a bug fix by ab@unido */
1590. 	u.uinvulnerable = FALSE;	/* Kludge to avoid ctrl-C bug -dlc */
1591. 	u.usleep = 0;
1592. 	multi = nval;
1593. 	flags.mv = flags.run = 0;
1594. }
1595. 
1596. /* called when a non-movement, multi-turn action has completed */
1597. void unmul(msg_override)
1598. const char *msg_override;
1599. {
1600. 	multi = 0;	/* caller will usually have done this already */
1601. 	if (msg_override) nomovemsg = msg_override;
1602. 	else if (!nomovemsg) nomovemsg = You_can_move_again;
1603. 	if (*nomovemsg) pline(nomovemsg);
1604. 	nomovemsg = 0;
1605. 	u.usleep = 0;
1606. 	if (afternmv) (*afternmv)();
1607. 	afternmv = 0;
1608. }
1609. 
1610. #endif /* OVL2 */
1611. #ifdef OVL1
1612. 
1613. void
1614. losehp(n, knam, k_format)
1615. register int n;
1616. register const char *knam;
1617. boolean k_format;
1618. {
1619. 	if (Upolyd) {
1620. 		u.mh -= n;
1621. 		if (u.mhmax < u.mh) u.mhmax = u.mh;
1622. 		flags.botl = 1;
1623. 		if (u.mh < 1) rehumanize();
1624. 		return;
1625. 	}
1626. 
1627. 	u.uhp -= n;
1628. 	if(u.uhp > u.uhpmax)
1629. 		u.uhpmax = u.uhp;	/* perhaps n was negative */
1630. 	flags.botl = 1;
1631. 	if(u.uhp < 1) {
1632. 		killer_format = k_format;
1633. 		killer = knam;		/* the thing that killed you */
1634. 		You("die...");
1635. 		done(DIED);
1636. 	} else if (u.uhp*10 < u.uhpmax && moves-wailmsg > 50 && n > 0) {
1637. 		wailmsg = moves;
1638. 		if (Role_if(PM_WIZARD) || Race_if(PM_ELF) || Role_if(PM_VALKYRIE)) {
1639. 			if (u.uhp == 1)
1640. 				pline("%s is about to die.",
1641. 			    		(Role_if(PM_WIZARD) || Role_if(PM_VALKYRIE)) ?
1642. 			    		urole.name.m : "Elf");
1643. 			else if (4 <= (!!(HTeleportation & INTRINSIC)) +
1644. 				    (!!(HSee_invisible & INTRINSIC)) +
1645. 				    (!!(HPoison_resistance & INTRINSIC)) +
1646. 				    (!!(HCold_resistance & INTRINSIC)) +
1647. 				    (!!(HShock_resistance & INTRINSIC)) +
1648. 				    (!!(HFire_resistance & INTRINSIC)) +
1649. 				    (!!(HSleep_resistance & INTRINSIC)) +
1650. 				    (!!(HDisint_resistance & INTRINSIC)) +
1651. 				    (!!(HTeleport_control & INTRINSIC)) +
1652. 				    (!!(HStealth & INTRINSIC)) +
1653. 				    (!!(HFast & INTRINSIC)) +
1654. 				    (!!(HInvis & INTRINSIC)))
1655. 				pline("%s, all your powers will be lost...",
1656. 			    		(Role_if(PM_WIZARD) || Role_if(PM_VALKYRIE)) ?
1657. 			    		urole.name.m : "Elf");
1658. 			else
1659. 				pline("%s, your life force is running out.",
1660. 			    		(Role_if(PM_WIZARD) || Role_if(PM_VALKYRIE)) ?
1661. 			    		urole.name.m : "Elf");
1662. 		} else {
1663. 			if(u.uhp == 1)
1664. 				You_hear("the wailing of the Banshee...");
1665. 			else
1666. 				You_hear("the howling of the CwnAnnwn...");
1667. 		}
1668. 	}
1669. }
1670. 
1671. int
1672. weight_cap()
1673. {
1674. 	register long carrcap;
1675. 
1676. 	carrcap = (((ACURRSTR + ACURR(A_CON))/2)+1)*50;
1677. 	if (Upolyd) {
1678. 		/* consistent with can_carry() in mon.c */
1679. 		if (youmonst.data->mlet == S_NYMPH)
1680. 			carrcap = MAX_CARR_CAP;
1681. 		else if (!youmonst.data->cwt)
1682. 			carrcap = (carrcap * (long)youmonst.data->msize) / MZ_HUMAN;
1683. 		else if (!strongmonst(youmonst.data)
1684. 			|| (strongmonst(youmonst.data) && (youmonst.data->cwt > WT_HUMAN)))
1685. 			carrcap = (carrcap * (long)youmonst.data->cwt / WT_HUMAN);
1686. 	}
1687. 
1688. 	if (Levitation || Is_airlevel(&u.uz)    /* pugh@cornell */
1689. #ifdef STEED
1690. 			|| (u.usteed && strongmonst(u.usteed->data))
1691. #endif
1692. 	)
1693. 		carrcap = MAX_CARR_CAP;
1694. 	else {
1695. 		if(carrcap > MAX_CARR_CAP) carrcap = MAX_CARR_CAP;
1696. 		if (!Flying) {
1697. 			if(EWounded_legs & LEFT_SIDE) carrcap -= 100;
1698. 			if(EWounded_legs & RIGHT_SIDE) carrcap -= 100;
1699. 		}
1700. 		if (carrcap < 0) carrcap = 0;
1701. 	}
1702. 	return((int) carrcap);
1703. }
1704. 
1705. static int wc;	/* current weight_cap(); valid after call to inv_weight() */
1706. 
1707. /* returns how far beyond the normal capacity the player is currently. */
1708. /* inv_weight() is negative if the player is below normal capacity. */
1709. int
1710. inv_weight()
1711. {
1712. 	register struct obj *otmp = invent;
1713. 	register int wt;
1714. 
1715. 	/* when putting stuff into containers, gold is inserted at the head
1716. 	   of invent for easier manipulation by askchain & co, but it's also
1717. 	   retained in u.ugold in order to keep the status line accurate; we
1718. 	   mustn't add its weight in twice under that circumstance */
1719. 	wt = (otmp && otmp->oclass == GOLD_CLASS) ? 0 :
1720. 		(int)((u.ugold + 50L) / 100L);
1721. 
1722. 	while (otmp) {
1723. 		if (otmp->otyp != BOULDER || !throws_rocks(youmonst.data))
1724. 			wt += otmp->owt;
1725. 		otmp = otmp->nobj;
1726. 	}
1727. 	wc = weight_cap();
1728. 	return (wt - wc);
1729. }
1730. 
1731. /*
1732.  * Returns 0 if below normal capacity, or the number of "capacity units"
1733.  * over the normal capacity the player is loaded.  Max is 5.
1734.  */
1735. int
1736. calc_capacity(xtra_wt)
1737. int xtra_wt;
1738. {
1739.     int cap, wt = inv_weight() + xtra_wt;
1740. 
1741.     if (wt <= 0) return UNENCUMBERED;
1742.     if (wc <= 1) return OVERLOADED;
1743.     cap = (wt*2 / wc) + 1;
1744.     return min(cap, OVERLOADED);
1745. }
1746. 
1747. int
1748. near_capacity()
1749. {
1750.     return calc_capacity(0);
1751. }
1752. 
1753. int
1754. max_capacity()
1755. {
1756.     int wt = inv_weight();
1757. 
1758.     return (wt - (2 * wc));
1759. }
1760. 
1761. boolean
1762. check_capacity(str)
1763. const char *str;
1764. {
1765.     if(near_capacity() >= EXT_ENCUMBER) {
1766. 	if(str)
1767. 	    pline(str);
1768. 	else
1769. 	    You_cant("do that while carrying so much stuff.");
1770. 	return 1;
1771.     }
1772.     return 0;
1773. }
1774. 
1775. #endif /* OVL1 */
1776. #ifdef OVLB
1777. 
1778. int
1779. inv_cnt()
1780. {
1781. 	register struct obj *otmp = invent;
1782. 	register int ct = 0;
1783. 
1784. 	while(otmp){
1785. 		ct++;
1786. 		otmp = otmp->nobj;
1787. 	}
1788. 	return(ct);
1789. }
1790. 
1791. #endif /* OVLB */
1792. 
1793. /*hack.c*/