Source:NetHack 3.4.0/hack.c

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Below is the full text to hack.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/hack.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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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.

1.    /*	SCCS Id: @(#)hack.c	3.4	2002/03/09	*/
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.    #ifdef OVL1
8.    STATIC_DCL void NDECL(maybe_wail);
9.    #endif /*OVL1*/
10.   STATIC_DCL int NDECL(moverock);
11.   STATIC_DCL int FDECL(still_chewing,(XCHAR_P,XCHAR_P));
12.   #ifdef SINKS
13.   STATIC_DCL void NDECL(dosinkfall);
14.   #endif
15.   STATIC_DCL void NDECL(findtravelpath);
16.   STATIC_DCL boolean FDECL(monstinroom, (struct permonst *,int));
17.   
18.   STATIC_DCL void FDECL(move_update, (BOOLEAN_P));
19.   
20.   #define IS_SHOP(x)	(rooms[x].rtype >= SHOPBASE)
21.   
22.   #ifdef OVL2
23.   
24.   boolean
25.   revive_nasty(x, y, msg)
26.   int x,y;
27.   const char *msg;
28.   {
29.       register struct obj *otmp, *otmp2;
30.       struct monst *mtmp;
31.       coord cc;
32.       boolean revived = FALSE;
33.   
34.       for(otmp = level.objects[x][y]; otmp; otmp = otmp2) {
35.   	otmp2 = otmp->nexthere;
36.   	if (otmp->otyp == CORPSE &&
37.   	    (is_rider(&mons[otmp->corpsenm]) ||
38.   	     otmp->corpsenm == PM_WIZARD_OF_YENDOR)) {
39.   	    /* move any living monster already at that location */
40.   	    if((mtmp = m_at(x,y)) && enexto(&cc, x, y, mtmp->data))
41.   		rloc_to(mtmp, cc.x, cc.y);
42.   	    if(msg) Norep("%s", msg);
43.   	    revived = revive_corpse(otmp);
44.   	}
45.       }
46.   
47.       /* this location might not be safe, if not, move revived monster */
48.       if (revived) {
49.   	mtmp = m_at(x,y);
50.   	if (mtmp && !goodpos(x, y, mtmp) &&
51.   	    enexto(&cc, x, y, mtmp->data)) {
52.   	    rloc_to(mtmp, cc.x, cc.y);
53.   	}
54.   	/* else impossible? */
55.       }
56.   
57.       return (revived);
58.   }
59.   
60.   STATIC_OVL int
61.   moverock()
62.   {
63.       register xchar rx, ry, sx, sy;
64.       register struct obj *otmp;
65.       register struct trap *ttmp;
66.       register struct monst *mtmp;
67.   
68.       sx = u.ux + u.dx,  sy = u.uy + u.dy;	/* boulder starting position */
69.       while ((otmp = sobj_at(BOULDER, sx, sy)) != 0) {
70.   	/* make sure that this boulder is visible as the top object */
71.   	if (otmp != level.objects[sx][sy]) movobj(otmp, sx, sy);
72.   
73.   	rx = u.ux + 2 * u.dx;	/* boulder destination position */
74.   	ry = u.uy + 2 * u.dy;
75.   	nomul(0);
76.   	if (Levitation || Is_airlevel(&u.uz)) {
77.   	    if (Blind) feel_location(sx, sy);
78.   	    You("don't have enough leverage to push %s.", the(xname(otmp)));
79.   	    /* Give them a chance to climb over it? */
80.   	    return -1;
81.   	}
82.   	if (verysmall(youmonst.data)
83.   #ifdef STEED
84.   		 && !u.usteed
85.   #endif
86.   				    ) {
87.   	    if (Blind) feel_location(sx, sy);
88.   	    pline("You're too small to push that %s.", xname(otmp));
89.   	    goto cannot_push;
90.   	}
91.   	if (isok(rx,ry) && !IS_ROCK(levl[rx][ry].typ) &&
92.   	    (!IS_DOOR(levl[rx][ry].typ) || !(u.dx && u.dy) || (
93.   #ifdef REINCARNATION
94.   		!Is_rogue_level(&u.uz) &&
95.   #endif
96.   		(levl[rx][ry].doormask & ~D_BROKEN) == D_NODOOR)) &&
97.   	    !sobj_at(BOULDER, rx, ry)) {
98.   	    ttmp = t_at(rx, ry);
99.   	    mtmp = m_at(rx, ry);
100.  
101.  		/* KMH -- Sokoban doesn't let you push boulders diagonally */
102.  	    if (In_sokoban(&u.uz) && u.dx && u.dy) {
103.  	    	if (Blind) feel_location(sx,sy);
104.  	    	pline("%s won't roll diagonally on this %s.",
105.  	        		The(xname(otmp)), surface(sx, sy));
106.  	    	goto cannot_push;
107.  	    }
108.  
109.  	    if (revive_nasty(rx, ry, "You sense movement on the other side."))
110.  		return (-1);
111.  
112.  	    if (mtmp && !noncorporeal(mtmp->data) &&
113.  		    (!mtmp->mtrapped ||
114.  			 !(ttmp && ((ttmp->ttyp == PIT) ||
115.  				    (ttmp->ttyp == SPIKED_PIT))))) {
116.  		if (canspotmon(mtmp))
117.  		    pline("There's %s on the other side.", mon_nam(mtmp));
118.  		else {
119.  		    if (Blind) feel_location(sx, sy);
120.  		    You_hear("a monster behind %s.", the(xname(otmp)));
121.  		    map_invisible(rx, ry);
122.  		}
123.  		if (flags.verbose)
124.  		    pline("Perhaps that's why %s cannot move it.",
125.  #ifdef STEED
126.  				u.usteed ? mon_nam(u.usteed) :
127.  #endif
128.  				"you");
129.  		goto cannot_push;
130.  	    }
131.  
132.  	    if (ttmp)
133.  		switch(ttmp->ttyp) {
134.  		case LANDMINE:
135.  		    if (rn2(10)) {
136.  			pline("KAABLAMM!!!  %s %s land mine.",
137.  				Tobjnam(otmp, "trigger"),
138.  				ttmp->madeby_u ? "your" : "a");
139.  			obj_extract_self(otmp);
140.  			place_object(otmp, rx, ry);
141.  			blow_up_landmine(ttmp);
142.  			/* if the boulder remains, it should fill the pit */
143.  			fill_pit(u.ux, u.uy);
144.  			if (cansee(rx,ry)) newsym(rx,ry);
145.  			continue;
146.  		    }
147.  		    break;
148.  		case SPIKED_PIT:
149.  		case PIT:
150.  		    obj_extract_self(otmp);
151.  		    /* vision kludge to get messages right;
152.  		       the pit will temporarily be seen even
153.  		       if this is one among multiple boulders */
154.  		    if (!Blind) viz_array[ry][rx] |= IN_SIGHT;
155.  		    if (!flooreffects(otmp, rx, ry, "fall")) {
156.  			place_object(otmp, rx, ry);
157.  		    }
158.  		    if (mtmp && !Blind) newsym(rx, ry);
159.  		    continue;
160.  		case HOLE:
161.  		case TRAPDOOR:
162.  		    if (Blind)
163.  			pline("Kerplunk!  You no longer feel %s.",
164.  				the(xname(otmp)));
165.  		    else
166.  			pline("%s%s and %s a %s in the %s!",
167.  			  Tobjnam(otmp,
168.  			   (ttmp->ttyp == TRAPDOOR) ? "trigger" : "fall"),
169.  			  (ttmp->ttyp == TRAPDOOR) ? nul : " into",
170.  			  otense(otmp, "plug"),
171.  			  (ttmp->ttyp == TRAPDOOR) ? "trap door" : "hole",
172.  			  surface(rx, ry));
173.  		    deltrap(ttmp);
174.  		    delobj(otmp);
175.  		    bury_objs(rx, ry);
176.  		    if (cansee(rx,ry)) newsym(rx,ry);
177.  		    continue;
178.  		case LEVEL_TELEP:
179.  		case TELEP_TRAP:
180.  #ifdef STEED
181.  		    if (u.usteed)
182.  			pline("%s pushes %s and suddenly it disappears!",
183.  				Monnam(u.usteed), the(xname(otmp)));
184.  		    else
185.  #endif
186.  		    You("push %s and suddenly it disappears!",
187.  			the(xname(otmp)));
188.  		    if (ttmp->ttyp == TELEP_TRAP)
189.  			rloco(otmp);
190.  		    else {
191.  			int newlev = random_teleport_level();
192.  			d_level dest;
193.  
194.  			if (newlev == depth(&u.uz) || In_endgame(&u.uz))
195.  			    continue;
196.  			obj_extract_self(otmp);
197.  			add_to_migration(otmp);
198.  			get_level(&dest, newlev);
199.  			otmp->ox = dest.dnum;
200.  			otmp->oy = dest.dlevel;
201.  			otmp->owornmask = (long)MIGR_RANDOM;
202.  		    }
203.  		    seetrap(ttmp);
204.  		    continue;
205.  		}
206.  	    if (closed_door(rx, ry))
207.  		goto nopushmsg;
208.  	    if (boulder_hits_pool(otmp, rx, ry, TRUE))
209.  		continue;
210.  	    /*
211.  	     * Re-link at top of fobj chain so that pile order is preserved
212.  	     * when level is restored.
213.  	     */
214.  	    if (otmp != fobj) {
215.  		remove_object(otmp);
216.  		place_object(otmp, otmp->ox, otmp->oy);
217.  	    }
218.  
219.  	    {
220.  #ifdef LINT /* static long lastmovetime; */
221.  		long lastmovetime;
222.  		lastmovetime = 0;
223.  #else
224.  		static NEARDATA long lastmovetime;
225.  #endif
226.  		/* note: this var contains garbage initially and
227.  		   after a restore */
228.  #ifdef STEED
229.  		if (!u.usteed) {
230.  #endif
231.  		  if (moves > lastmovetime+2 || moves < lastmovetime)
232.  		    pline("With %s effort you move %s.",
233.  			  throws_rocks(youmonst.data) ? "little" : "great",
234.  			  the(xname(otmp)));
235.  		  exercise(A_STR, TRUE);
236.  #ifdef STEED
237.  		} else 
238.  		    pline("%s moves %s.", Monnam(u.usteed), the(xname(otmp)));
239.  #endif
240.  		lastmovetime = moves;
241.  	    }
242.  
243.  	    /* Move the boulder *after* the message. */
244.  	    if (glyph_is_invisible(levl[rx][ry].glyph))
245.  		unmap_object(rx, ry);
246.  	    movobj(otmp, rx, ry);	/* does newsym(rx,ry) */
247.  	    if (Blind) {
248.  		feel_location(rx,ry);
249.  		feel_location(sx, sy);
250.  	    } else {
251.  		newsym(sx, sy);
252.  	    }
253.  	} else {
254.  	nopushmsg:
255.  #ifdef STEED
256.  	  if (u.usteed)
257.  	    pline("%s tries to move %s, but cannot.",
258.  		  	Monnam(u.usteed), the(xname(otmp)));
259.  	  else
260.  #endif
261.  	    You("try to move %s, but in vain.", the(xname(otmp)));
262.  	    if (Blind) feel_location(sx, sy);
263.  	cannot_push:
264.  	    if (throws_rocks(youmonst.data)) {
265.  #ifdef STEED
266.  		if (u.usteed && P_SKILL(P_RIDING) < P_BASIC) {
267.  		    You("aren't skilled enough to %s %s from %s.",
268.  			(flags.pickup && !In_sokoban(&u.uz))
269.  			    ? "pick up" : "push aside",
270.  			the(xname(otmp)), mon_nam(u.usteed));
271.  		} else
272.  #endif
273.  		{
274.  		    pline("However, you can easily %s.",
275.  			(flags.pickup && !In_sokoban(&u.uz))
276.  			    ? "pick it up" : "push it aside");
277.  		    if (In_sokoban(&u.uz))
278.  			change_luck(-1);	/* Sokoban guilt */
279.  		    break;
280.  		}
281.  		break;
282.  	    }
283.  
284.  	    if (
285.  #ifdef STEED
286.  		!u.usteed &&
287.  #endif	    
288.  		(((!invent || inv_weight() <= -850) &&
289.  		 (!u.dx || !u.dy || (IS_ROCK(levl[u.ux][sy].typ)
290.  				     && IS_ROCK(levl[sx][u.uy].typ))))
291.  		|| verysmall(youmonst.data))) {
292.  		pline("However, you can squeeze yourself into a small opening.");
293.  		if (In_sokoban(&u.uz))
294.  		    change_luck(-1);	/* Sokoban guilt */
295.  		break;
296.  	    } else
297.  		return (-1);
298.  	}
299.      }
300.      return (0);
301.  }
302.  
303.  /*
304.   *  still_chewing()
305.   *
306.   *  Chew on a wall, door, or boulder.  Returns TRUE if still eating, FALSE
307.   *  when done.
308.   */
309.  STATIC_OVL int
310.  still_chewing(x,y)
311.      xchar x, y;
312.  {
313.      struct rm *lev = &levl[x][y];
314.      struct obj *boulder = sobj_at(BOULDER,x,y);
315.      const char *digtxt = (char *)0, *dmgtxt = (char *)0;
316.  
317.      if (digging.down)		/* not continuing previous dig (w/ pick-axe) */
318.  	(void) memset((genericptr_t)&digging, 0, sizeof digging);
319.  
320.      if (!boulder && IS_ROCK(lev->typ) && !may_dig(x,y)) {
321.  	You("hurt your teeth on the %s.",
322.  	    IS_TREE(lev->typ) ? "tree" : "hard stone");
323.  	nomul(0);
324.  	return 1;
325.      } else if (digging.pos.x != x || digging.pos.y != y ||
326.  		!on_level(&digging.level, &u.uz)) {
327.  	digging.down = FALSE;
328.  	digging.chew = TRUE;
329.  	digging.warned = FALSE;
330.  	digging.pos.x = x;
331.  	digging.pos.y = y;
332.  	assign_level(&digging.level, &u.uz);
333.  	/* solid rock takes more work & time to dig through */
334.  	digging.effort =
335.  	    (IS_ROCK(lev->typ) && !IS_TREE(lev->typ) ? 30 : 60) + u.udaminc;
336.  	You("start chewing %s %s.",
337.  	    (boulder || IS_TREE(lev->typ)) ? "on a" : "a hole in the",
338.  	    boulder ? "boulder" :
339.  	    IS_TREE(lev->typ) ? "tree" : IS_ROCK(lev->typ) ? "rock" : "door");
340.  	watch_dig((struct monst *)0, x, y, FALSE);
341.  	return 1;
342.      } else if ((digging.effort += (30 + u.udaminc)) <= 100)  {
343.  	if (flags.verbose)
344.  	    You("%s chewing on the %s.",
345.  		digging.chew ? "continue" : "begin",
346.  		boulder ? "boulder" :
347.  		IS_TREE(lev->typ) ? "tree" :
348.  		IS_ROCK(lev->typ) ? "rock" : "door");
349.  	digging.chew = TRUE;
350.  	watch_dig((struct monst *)0, x, y, FALSE);
351.  	return 1;
352.      }
353.  
354.      /* Okay, you've chewed through something */
355.      u.uconduct.food++;
356.      u.uhunger += rnd(20);
357.  
358.      if (boulder) {
359.  	delobj(boulder);		/* boulder goes bye-bye */
360.  	You("eat the boulder.");	/* yum */
361.  
362.  	/*
363.  	 *  The location could still block because of
364.  	 *	1. More than one boulder
365.  	 *	2. Boulder stuck in a wall/stone/door.
366.  	 *
367.  	 *  [perhaps use does_block() below (from vision.c)]
368.  	 */
369.  	if (IS_ROCK(lev->typ) || closed_door(x,y) || sobj_at(BOULDER,x,y)) {
370.  	    block_point(x,y);	/* delobj will unblock the point */
371.  	    /* reset dig state */
372.  	    (void) memset((genericptr_t)&digging, 0, sizeof digging);
373.  	    return 1;
374.  	}
375.  
376.      } else if (IS_WALL(lev->typ)) {
377.  	if (*in_rooms(x, y, SHOPBASE)) {
378.  	    add_damage(x, y, 10L * ACURRSTR);
379.  	    dmgtxt = "damage";
380.  	}
381.  	digtxt = "chew a hole in the wall.";
382.  	if (level.flags.is_maze_lev) {
383.  	    lev->typ = ROOM;
384.  	} else if (level.flags.is_cavernous_lev) {
385.  	    lev->typ = CORR;
386.  	} else {
387.  	    lev->typ = DOOR;
388.  	    lev->doormask = D_NODOOR;
389.  	}
390.      } else if (lev->typ == SDOOR) {
391.  	if (lev->doormask & D_TRAPPED) {
392.  	    lev->doormask = D_NODOOR;
393.  	    b_trapped("secret door", 0);
394.  	} else {
395.  	    digtxt = "chew through the secret door.";
396.  	    lev->doormask = D_BROKEN;
397.  	}
398.  	lev->typ = DOOR;
399.  
400.      } else if (IS_DOOR(lev->typ)) {
401.  	if (*in_rooms(x, y, SHOPBASE)) {
402.  	    add_damage(x, y, 400L);
403.  	    dmgtxt = "break";
404.  	}
405.  	if (lev->doormask & D_TRAPPED) {
406.  	    lev->doormask = D_NODOOR;
407.  	    b_trapped("door", 0);
408.  	} else {
409.  	    digtxt = "chew through the door.";
410.  	    lev->doormask = D_BROKEN;
411.  	}
412.  
413.      } else { /* STONE or SCORR */
414.  	digtxt = "chew a passage through the rock.";
415.  	lev->typ = CORR;
416.      }
417.  
418.      unblock_point(x, y);	/* vision */
419.      newsym(x, y);
420.      if (digtxt) You(digtxt);	/* after newsym */
421.      if (dmgtxt) pay_for_damage(dmgtxt);
422.      (void) memset((genericptr_t)&digging, 0, sizeof digging);
423.      return 0;
424.  }
425.  
426.  #endif /* OVL2 */
427.  #ifdef OVLB
428.  
429.  void
430.  movobj(obj, ox, oy)
431.  register struct obj *obj;
432.  register xchar ox, oy;
433.  {
434.  	/* optimize by leaving on the fobj chain? */
435.  	remove_object(obj);
436.  	newsym(obj->ox, obj->oy);
437.  	place_object(obj, ox, oy);
438.  	newsym(ox, oy);
439.  }
440.  
441.  #ifdef SINKS
442.  static NEARDATA const char fell_on_sink[] = "fell onto a sink";
443.  
444.  STATIC_OVL void
445.  dosinkfall()
446.  {
447.  	register struct obj *obj;
448.  
449.  	if (is_floater(youmonst.data) || (HLevitation & FROMOUTSIDE)) {
450.  	    You("wobble unsteadily for a moment.");
451.  	} else {
452.  	    You("crash to the floor!");
453.  	    losehp(rn1(8, 25 - (int)ACURR(A_CON)),
454.  		   fell_on_sink, NO_KILLER_PREFIX);
455.  	    exercise(A_DEX, FALSE);
456.  	    selftouch("Falling, you");
457.  	    for (obj = level.objects[u.ux][u.uy]; obj; obj = obj->nexthere)
458.  		if (obj->oclass == WEAPON_CLASS || is_weptool(obj)) {
459.  		    You("fell on %s.", doname(obj));
460.  		    losehp(rnd(3), fell_on_sink, NO_KILLER_PREFIX);
461.  		    exercise(A_CON, FALSE);
462.  		}
463.  	}
464.  
465.  	ELevitation &= ~W_ARTI;
466.  	HLevitation &= ~(I_SPECIAL|TIMEOUT);
467.  	HLevitation++;
468.  	if(uleft && uleft->otyp == RIN_LEVITATION) {
469.  	    obj = uleft;
470.  	    Ring_off(obj);
471.  	    off_msg(obj);
472.  	}
473.  	if(uright && uright->otyp == RIN_LEVITATION) {
474.  	    obj = uright;
475.  	    Ring_off(obj);
476.  	    off_msg(obj);
477.  	}
478.  	if(uarmf && uarmf->otyp == LEVITATION_BOOTS) {
479.  	    obj = uarmf;
480.  	    (void)Boots_off();
481.  	    off_msg(obj);
482.  	}
483.  	HLevitation--;
484.  }
485.  #endif
486.  
487.  boolean
488.  may_dig(x,y)
489.  register xchar x,y;
490.  /* intended to be called only on ROCKs */
491.  {
492.      return (boolean)(!(IS_STWALL(levl[x][y].typ) &&
493.  			(levl[x][y].wall_info & W_NONDIGGABLE)));
494.  }
495.  
496.  boolean
497.  may_passwall(x,y)
498.  register xchar x,y;
499.  {
500.     return (boolean)(!(IS_STWALL(levl[x][y].typ) &&
501.  			(levl[x][y].wall_info & W_NONPASSWALL)));
502.  }
503.  
504.  #endif /* OVLB */
505.  #ifdef OVL1
506.  
507.  boolean
508.  bad_rock(mdat,x,y)
509.  struct permonst *mdat;
510.  register xchar x,y;
511.  {
512.  	return((boolean) ((In_sokoban(&u.uz) && sobj_at(BOULDER,x,y)) ||
513.  	       (IS_ROCK(levl[x][y].typ)
514.  		    && (!tunnels(mdat) || needspick(mdat) || !may_dig(x,y))
515.  		    && !(passes_walls(mdat) && may_passwall(x,y)))));
516.  }
517.  
518.  boolean
519.  invocation_pos(x, y)
520.  xchar x, y;
521.  {
522.  	return((boolean)(Invocation_lev(&u.uz) && x == inv_pos.x && y == inv_pos.y));
523.  }
524.  
525.  #endif /* OVL1 */
526.  #ifdef OVL3
527.  
528.  /* return TRUE if (dx,dy) is an OK place to move */
529.  boolean 
530.  test_move(ux, uy, dx, dy, test_only)
531.  int ux, uy, dx, dy;
532.  boolean test_only;
533.  {
534.      int x = ux+dx;
535.      int y = uy+dy;
536.      register struct rm *tmpr = &levl[x][y];
537.      register struct rm *ust;
538.  
539.      /*
540.       *  Check for physical obstacles.  First, the place we are going.
541.       */
542.      if (IS_ROCK(tmpr->typ) || tmpr->typ == IRONBARS) {
543.  	if (Blind && !test_only) feel_location(x,y);
544.  	if (Passes_walls && may_passwall(x,y)) {
545.  	    ;	/* do nothing */
546.  	} else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
547.  	    /* Eat the rock. */
548.  	    if (!test_only && still_chewing(x,y)) return FALSE;
549.  	} else if (flags.autodig && !flags.run && !flags.nopick &&
550.  		   uwep && is_pick(uwep)) {
551.  	/* MRKR: Automatic digging when wielding the appropriate tool */
552.  	    if (!test_only)
553.  		(void) use_pick_axe2(uwep);
554.  	    return FALSE;
555.  	} else {
556.  	    if ( !test_only ) {
557.  		if (Is_stronghold(&u.uz) && is_db_wall(x,y))
558.  		    pline_The("drawbridge is up!");
559.  		if (Passes_walls && !may_passwall(x,y) && In_sokoban(&u.uz))
560.  	    		pline_The("Sokoban walls resist your ability.");
561.  	    }
562.  	    return FALSE;
563.  	}
564.      } else if (IS_DOOR(tmpr->typ)) {
565.  	if (closed_door(x,y)) {
566.  	    if (Blind && !test_only) feel_location(x,y);
567.  	    if (Passes_walls)
568.  		;	/* do nothing */
569.  	    else if (can_ooze(&youmonst)) {
570.  		if ( !test_only ) You("ooze under the door.");
571.  	    } else if (tunnels(youmonst.data) && !needspick(youmonst.data)) {
572.  		/* Eat the door. */
573.  		if (!test_only && still_chewing(x,y)) return FALSE;
574.  	    } else {
575.  		if ( !test_only ) {
576.  		    if (amorphous(youmonst.data))
577.  			You("try to ooze under the door, but can't squeeze your possessions through.");
578.  		    else if (x == ux || y == uy) {
579.  			if (Blind || Stunned || ACURR(A_DEX) < 10 || Fumbling) {
580.  #ifdef STEED
581.  			    if (u.usteed)
582.  				You_cant("lead %s through that closed door.",
583.  				      x_monnam(u.usteed,
584.  					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
585.  				 	 (char *)0, SUPPRESS_SADDLE, FALSE));
586.  		 	    else {
587.  #else
588.  			        pline("Ouch!  You bump into a door.");
589.  			        exercise(A_DEX, FALSE);
590.  #endif
591.  #ifdef STEED
592.  			    }
593.  #endif
594.  			} else pline("That door is closed.");
595.  		    }
596.  		}
597.  		return FALSE;
598.  	    }
599.  	} else if (dx && dy && !Passes_walls
600.  		    && ((tmpr->doormask & ~D_BROKEN)
601.  #ifdef REINCARNATION
602.  				    || Is_rogue_level(&u.uz)
603.  #endif
604.  				    || block_door(x,y))) {
605.  	    /* Diagonal moves into a door are not allowed. */
606.  	    if ( Blind && !test_only )
607.  		feel_location(x,y);
608.  	    return FALSE;
609.  	}
610.      }
611.      if (dx && dy
612.  	    && bad_rock(youmonst.data,ux,y) && bad_rock(youmonst.data,x,uy)) {
613.  	/* Move at a diagonal. */
614.  	if (In_sokoban(&u.uz)) {
615.  	    if ( !test_only )
616.  		You("cannot pass that way.");
617.  	    return FALSE;
618.  	}
619.  	if (bigmonst(youmonst.data)) {
620.  	    if ( !test_only )
621.  		Your("body is too large to fit through.");
622.  	    return FALSE;
623.  	}
624.  	if (invent && (inv_weight() + weight_cap() > 600)) {
625.  	    if ( !test_only )
626.  		You("are carrying too much to get through.");
627.  	    return FALSE;
628.  	}
629.      }
630.  
631.      ust = &levl[ux][uy];
632.  
633.      /* Now see if other things block our way . . */
634.      if (dx && dy && !Passes_walls
635.  		     && (IS_DOOR(ust->typ) && ((ust->doormask & ~D_BROKEN)
636.  #ifdef REINCARNATION
637.  			     || Is_rogue_level(&u.uz)
638.  #endif
639.  			     || block_entry(x, y))
640.  			 )) {
641.  	/* Can't move at a diagonal out of a doorway with door. */
642.  	return FALSE;
643.      }
644.  
645.      if (sobj_at(BOULDER,x,y) && (In_sokoban(&u.uz) || !Passes_walls)) {
646.  	if (!(Blind || Hallucination) && (flags.run >= 2))
647.  	    return FALSE;
648.  	if (!test_only) {
649.  	    /* tunneling monsters will chew before pushing */
650.  	    if (tunnels(youmonst.data) && !needspick(youmonst.data) &&
651.  		!In_sokoban(&u.uz)) {
652.  		if (still_chewing(x,y)) return FALSE;
653.  	    } else
654.  		if (moverock() < 0) return FALSE;
655.  	}
656.  	/* test_only will assume you'll be able to push it when you get there... */
657.      }
658.  
659.      /* OK, it is a legal place to move. */
660.      return TRUE;
661.  }
662.  
663.  static void findtravelpath()
664.  {
665.      if ( u.tx != u.ux || u.ty != u.uy ) {
666.  	xchar travel[COLNO][ROWNO];
667.  	xchar travelstepx[2][COLNO*ROWNO];
668.  	xchar travelstepy[2][COLNO*ROWNO];
669.  	int n=1;
670.  	int set=0;
671.  	int dia=1;
672.  
673.  	(void) memset((genericptr_t)travel,0,sizeof(travel));
674.  
675.  	travelstepx[0][0] = u.tx;
676.  	travelstepy[0][0] = u.ty;
677.  	while ( n ) {
678.  	    int i;
679.  	    int nn=0;
680.  	    for (i=0; i<n; i++) {
681.  		int dir;
682.  		int x = travelstepx[set][i];
683.  		int y = travelstepy[set][i];
684.  		static int ordered[] = { 0, 2, 4, 6, 1, 3, 5, 7 };
685.  		for (dir=0; dir<8; dir++) {
686.  		    int nx = x+xdir[ordered[dir]];
687.  		    int ny = y+ydir[ordered[dir]];
688.      /*printf("try %d,%d\n",nx,ny);*/
689.  		    if ( isok(nx,ny) && test_move( x, y, nx-x, ny-y, 1 ) ) {
690.  			if ( nx == u.ux && ny == u.uy ) {
691.  			    u.dx = x-u.ux;
692.  			    u.dy = y-u.uy;
693.  	/*printf("found\n");*/
694.  	/*printf("findtravelpath %d,%d -> %d,%d by %d,%d\n",u.ux,u.uy,u.tx,u.ty,u.dx,u.dy);
695.  	*/
696.  			    return;
697.  			} else {
698.  	/*printf("%d %d %d",isok(nx,ny), !travel[nx][ny], ACCESSIBLE(levl[nx][ny].typ));*/
699.  			    if ( !travel[nx][ny] ) {
700.  				travelstepx[1-set][nn]=nx;
701.  				travelstepy[1-set][nn]=ny;
702.  				travel[nx][ny]=dia;
703.  				nn++;
704.  			    }
705.  			}
706.  		    }
707.  		}
708.  	    }
709.  	    n = nn;
710.  	    set = 1-set;
711.  	    dia++;
712.  	}
713.  
714.  	/* give up */
715.      }
716.  
717.      u.dx = 0;
718.      u.dy = 0;
719.      nomul(0);
720.  }
721.  
722.  void
723.  domove()
724.  {
725.  	register struct monst *mtmp;
726.  	register struct rm *tmpr;
727.  	register xchar x,y;
728.  	struct trap *trap;
729.  	int wtcap;
730.  	boolean on_ice;
731.  	xchar chainx, chainy, ballx, bally;	/* ball&chain new positions */
732.  	int bc_control;				/* control for ball&chain */
733.  	boolean cause_delay = FALSE;	/* dragging ball will skip a move */
734.  
735.  	u_wipe_engr(rnd(5));
736.  
737.  	if ( flags.travel )
738.  	    findtravelpath();
739.  
740.  	if(((wtcap = near_capacity()) >= OVERLOADED
741.  	    || (wtcap > SLT_ENCUMBER &&
742.  		(Upolyd ? (u.mh < 5 && u.mh != u.mhmax)
743.  			: (u.uhp < 10 && u.uhp != u.uhpmax))))
744.  	   && !Is_airlevel(&u.uz)) {
745.  	    if(wtcap < OVERLOADED) {
746.  		You("don't have enough stamina to move.");
747.  		exercise(A_CON, FALSE);
748.  	    } else
749.  		You("collapse under your load.");
750.  	    nomul(0);
751.  	    return;
752.  	}
753.  	if(u.uswallow) {
754.  		u.dx = u.dy = 0;
755.  		u.ux = x = u.ustuck->mx;
756.  		u.uy = y = u.ustuck->my;
757.  		mtmp = u.ustuck;
758.  	} else {
759.  		if (Is_airlevel(&u.uz) && rn2(4) &&
760.  			!Levitation && !Flying) {
761.  		    switch(rn2(3)) {
762.  		    case 0:
763.  			You("tumble in place.");
764.  			exercise(A_DEX, FALSE);
765.  			break;
766.  		    case 1:
767.  			You_cant("control your movements very well."); break;
768.  		    case 2:
769.  			pline("It's hard to walk in thin air.");
770.  			exercise(A_DEX, TRUE);
771.  			break;
772.  		    }
773.  		    return;
774.  		}
775.  
776.  		/* check slippery ice */
777.  		on_ice = !Levitation && is_ice(u.ux, u.uy);
778.  		if (on_ice) {
779.  		    static int skates = 0;
780.  		    if (!skates) skates = find_skates();
781.  		    if ((uarmf && uarmf->otyp == skates)
782.  			    || resists_cold(&youmonst) || Flying
783.  			    || is_floater(youmonst.data) || is_clinger(youmonst.data)
784.  			    || is_whirly(youmonst.data))
785.  			on_ice = FALSE;
786.  		    else if (!rn2(Cold_resistance ? 3 : 2)) {
787.  			HFumbling |= FROMOUTSIDE;
788.  			HFumbling &= ~TIMEOUT;
789.  			HFumbling += 1;  /* slip on next move */
790.  		    }
791.  		}
792.  		if (!on_ice && (HFumbling & FROMOUTSIDE))
793.  		    HFumbling &= ~FROMOUTSIDE;
794.  
795.  		x = u.ux + u.dx;
796.  		y = u.uy + u.dy;
797.  		if(Stunned || (Confusion && !rn2(5))) {
798.  			register int tries = 0;
799.  
800.  			do {
801.  				if(tries++ > 50) {
802.  					nomul(0);
803.  					return;
804.  				}
805.  				confdir();
806.  				x = u.ux + u.dx;
807.  				y = u.uy + u.dy;
808.  			} while(!isok(x, y) || bad_rock(youmonst.data, x, y));
809.  		}
810.  		/* turbulence might alter your actual destination */
811.  		if (u.uinwater) {
812.  			water_friction();
813.  			if (!u.dx && !u.dy) {
814.  				nomul(0);
815.  				return;
816.  			}
817.  			x = u.ux + u.dx;
818.  			y = u.uy + u.dy;
819.  		}
820.  		if(!isok(x, y)) {
821.  			nomul(0);
822.  			return;
823.  		}
824.  		if((trap = t_at(x, y)) && trap->tseen) {
825.  			if(flags.run >= 2) {
826.  				nomul(0);
827.  				flags.move = 0;
828.  				return;
829.  			} else
830.  				nomul(0);
831.  		}
832.  
833.  		if (u.ustuck && (x != u.ustuck->mx || y != u.ustuck->my)) {
834.  		    if (distu(u.ustuck->mx, u.ustuck->my) > 2) {
835.  			/* perhaps it fled (or was teleported or ... ) */
836.  			u.ustuck = 0;
837.  		    } else if (sticks(youmonst.data)) {
838.  			/* When polymorphed into a sticking monster,
839.  			 * u.ustuck means it's stuck to you, not you to it.
840.  			 */
841.  			You("release %s.", mon_nam(u.ustuck));
842.  			u.ustuck = 0;
843.  		    } else {
844.  			/* If holder is asleep or paralyzed:
845.  			 *	37.5% chance of getting away,
846.  			 *	12.5% chance of waking/releasing it;
847.  			 * otherwise:
848.  			 *	 7.5% chance of getting away.
849.  			 * [strength ought to be a factor]
850.  			 * If holder is tame and there is no conflict,
851.  			 * guaranteed escape.
852.  			 */
853.  			switch (rn2(!u.ustuck->mcanmove ? 8 : 40)) {
854.  			case 0: case 1: case 2:
855.  			pull_free:
856.  			    You("pull free from %s.", mon_nam(u.ustuck));
857.  			    u.ustuck = 0;
858.  			    break;
859.  			case 3:
860.  			    if (!u.ustuck->mcanmove) {
861.  				/* it's free to move on next turn */
862.  				u.ustuck->mfrozen = 1;
863.  				u.ustuck->msleeping = 0;
864.  			    }
865.  			    /*FALLTHRU*/
866.  			default:
867.  			    if (u.ustuck->mtame &&
868.  				!Conflict && !u.ustuck->mconf)
869.  				goto pull_free;
870.  			    You("cannot escape from %s!", mon_nam(u.ustuck));
871.  			    nomul(0);
872.  			    return;
873.  			}
874.  		    }
875.  		}
876.  
877.  		mtmp = m_at(x,y);
878.  		if (mtmp) {
879.  			/* Don't attack if you're running, and can see it */
880.  			/* We should never get here if forcefight */
881.  			if (flags.run &&
882.  			    ((!Blind && mon_visible(mtmp) &&
883.  			      ((mtmp->m_ap_type != M_AP_FURNITURE &&
884.  				mtmp->m_ap_type != M_AP_OBJECT) ||
885.  			       Protection_from_shape_changers)) ||
886.  			     sensemon(mtmp))) {
887.  				nomul(0);
888.  				flags.move = 0;
889.  				return;
890.  			}
891.  		}
892.  	}
893.  
894.  	u.ux0 = u.ux;
895.  	u.uy0 = u.uy;
896.  	bhitpos.x = x;
897.  	bhitpos.y = y;
898.  	tmpr = &levl[x][y];
899.  
900.  	/* attack monster */
901.  	if(mtmp) {
902.  	    nomul(0);
903.  	    /* only attack if we know it's there */
904.  	    /* or if we used the 'F' command to fight blindly */
905.  	    /* or if it hides_under, in which case we call attack() to print
906.  	     * the Wait! message.
907.  	     * This is different from ceiling hiders, who aren't handled in
908.  	     * attack().
909.  	     */
910.  
911.  	    /* If they used a 'm' command, trying to move onto a monster
912.  	     * prints the below message and wastes a turn.  The exception is
913.  	     * if the monster is unseen and the player doesn't remember an
914.  	     * invisible monster--then, we fall through to attack() and
915.  	     * attack_check(), which still wastes a turn, but prints a
916.  	     * different message and makes the player remember the monster.		     */
917.  	    if(flags.nopick &&
918.  		  (canspotmon(mtmp) || glyph_is_invisible(levl[x][y].glyph))){
919.  		if(mtmp->m_ap_type && !Protection_from_shape_changers
920.  						    && !sensemon(mtmp))
921.  		    stumble_onto_mimic(mtmp);
922.  		else if (mtmp->mpeaceful && !Hallucination)
923.  		    pline("Pardon me, %s.", m_monnam(mtmp));
924.  		else
925.  		    You("move right into %s.", mon_nam(mtmp));
926.  		return;
927.  	    }
928.  	    if(flags.forcefight || !mtmp->mundetected || sensemon(mtmp) ||
929.  		    ((hides_under(mtmp->data) || mtmp->data->mlet == S_EEL) &&
930.  			!is_safepet(mtmp))){
931.  		gethungry();
932.  		if(wtcap >= HVY_ENCUMBER && moves%3) {
933.  		    if (Upolyd && u.mh > 1) {
934.  			u.mh--;
935.  		    } else if (!Upolyd && u.uhp > 1) {
936.  			u.uhp--;
937.  		    } else {
938.  			You("pass out from exertion!");
939.  			exercise(A_CON, FALSE);
940.  			fall_asleep(-10, FALSE);
941.  		    }
942.  		}
943.  		if(multi < 0) return;	/* we just fainted */
944.  
945.  		/* try to attack; note that it might evade */
946.  		/* also, we don't attack tame when _safepet_ */
947.  		if(attack(mtmp)) return;
948.  	    }
949.  	}
950.  
951.  	/* specifying 'F' with no monster wastes a turn */
952.  	if (flags.forcefight ||
953.  	    /* remembered an 'I' && didn't use a move command */
954.  	    (glyph_is_invisible(levl[x][y].glyph) && !flags.nopick)) {
955.  	    	char buf[BUFSZ];
956.  		Sprintf(buf,"a vacant spot on the %s", surface(x,y));
957.  		You("attack %s.",
958.  		    !Underwater ? "thin air" : is_pool(x,y) ? "empty water" : buf);
959.  		unmap_object(x, y); /* known empty -- remove 'I' if present */
960.  		newsym(x, y);
961.  		nomul(0);
962.  		return;
963.  	}
964.  	if (glyph_is_invisible(levl[x][y].glyph)) {
965.  	    unmap_object(x, y);
966.  	    newsym(x, y);
967.  	}
968.  	/* not attacking an animal, so we try to move */
969.  #ifdef STEED
970.  	if (u.usteed && !u.usteed->mcanmove && (u.dx || u.dy)) {
971.  		pline("%s won't move!",
972.  			upstart(x_monnam(u.usteed,
973.  					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
974.  				 	 (char *)0, SUPPRESS_SADDLE, FALSE)));
975.  		nomul(0);
976.  		return;
977.  	} else
978.  #endif
979.  	if(!youmonst.data->mmove) {
980.  		You("are rooted %s.",
981.  		    Levitation || Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ?
982.  		    "in place" : "to the ground");
983.  		nomul(0);
984.  		return;
985.  	}
986.  	if(u.utrap) {
987.  		if(u.utraptype == TT_PIT) {
988.  		    if (!rn2(2) && sobj_at(BOULDER, u.ux, u.uy)) {
989.  			Your("%s gets stuck in a crevice.", body_part(LEG));
990.  			display_nhwindow(WIN_MESSAGE, FALSE);
991.  			clear_nhwindow(WIN_MESSAGE);
992.  			You("free your %s.", body_part(LEG));
993.  		    } else if (!(--u.utrap)) {
994.  			You("%s to the edge of the pit.",
995.  				(In_sokoban(&u.uz) && Levitation) ?
996.  				"struggle against the air currents and float" :
997.  #ifdef STEED
998.  				u.usteed ? "ride" :
999.  #endif
1000. 				"crawl");
1001. 			fill_pit(u.ux, u.uy);
1002. 			vision_full_recalc = 1;	/* vision limits change */
1003. 		    } else if (flags.verbose) {
1004. #ifdef STEED
1005. 			if (u.usteed)
1006. 			    	Norep("%s is still in a pit.",
1007. 				      upstart(x_monnam(u.usteed,
1008. 					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1009. 				 	 (char *)0, SUPPRESS_SADDLE, FALSE)));
1010. 			else
1011. #endif
1012. 			Norep( (Hallucination && !rn2(5)) ?
1013. 				"You've fallen, and you can't get up." :
1014. 				"You are still in a pit." );
1015. 		    }
1016. 		} else if (u.utraptype == TT_LAVA) {
1017. 		    if(flags.verbose) {
1018. 			char *predicament = "stuck in the lava";
1019. #ifdef STEED
1020. 			if (u.usteed)
1021. 			    	Norep("%s is %s.",
1022. 				      upstart(x_monnam(u.usteed,
1023. 					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1024. 				 	 (char *)0, SUPPRESS_SADDLE, FALSE)),
1025. 					 predicament);
1026. 			else
1027. #endif
1028. 			Norep("You are %s.", predicament);
1029. 		    }
1030. 		    if(!is_lava(x,y)) {
1031. 			u.utrap--;
1032. 			if((u.utrap & 0xff) == 0) {
1033. #ifdef STEED
1034. 			    if (u.usteed)
1035. 				You("lead %s to the edge of the lava.",
1036. 				      x_monnam(u.usteed,
1037. 					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1038. 				 	 (char *)0, SUPPRESS_SADDLE, FALSE));
1039. 			    else
1040. #endif
1041. 			     You("pull yourself to the edge of the lava.");
1042. 			    u.utrap = 0;
1043. 			}
1044. 		    }
1045. 		    u.umoved = TRUE;
1046. 		} else if (u.utraptype == TT_WEB) {
1047. 		    if(uwep && uwep->oartifact == ART_STING) {
1048. 			u.utrap = 0;
1049. 			pline("Sting cuts through the web!");
1050. 			return;
1051. 		    }
1052. 		    if(--u.utrap) {
1053. 			if(flags.verbose) {
1054. 			    char *predicament = "stuck to the web";
1055. #ifdef STEED
1056. 			    if (u.usteed)
1057. 			    	Norep("%s is %s.",
1058. 				      upstart(x_monnam(u.usteed,
1059. 					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1060. 				 	 (char *)0, SUPPRESS_SADDLE, FALSE)),
1061. 					 predicament);
1062. 			    else
1063. #endif
1064. 			    Norep("You are %s.", predicament);
1065. 			}
1066. 		    } else {
1067. #ifdef STEED
1068. 			if (u.usteed)
1069. 				pline("%s breaks out of the web.",
1070. 				      upstart(x_monnam(u.usteed,
1071. 					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1072. 				 	 (char *)0, SUPPRESS_SADDLE, FALSE)));
1073. 			else
1074. #endif
1075. 			You("disentangle yourself.");
1076. 		    }
1077. 		} else if (u.utraptype == TT_INFLOOR) {
1078. 		    if(--u.utrap) {
1079. 			if(flags.verbose) {
1080. 			    char *predicament = "stuck in the";
1081. #ifdef STEED
1082. 			    if (u.usteed)
1083. 			    	Norep("%s is %s %s.",
1084. 				      upstart(x_monnam(u.usteed,
1085. 					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1086. 				 	 (char *)0, SUPPRESS_SADDLE, FALSE)),
1087. 					 predicament, surface(u.ux, u.uy));
1088. 			    else
1089. #endif
1090. 			    Norep("You are %s %s.", predicament, surface(u.ux, u.uy));
1091. 			}
1092. 		    } else {
1093. #ifdef STEED
1094. 			if (u.usteed)
1095. 				pline("%s finally wiggles free.",
1096. 				      upstart(x_monnam(u.usteed,
1097. 					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1098. 				 	 (char *)0, SUPPRESS_SADDLE, FALSE)));
1099. 			else
1100. #endif
1101. 			You("finally wiggle free.");
1102. 		    }
1103. 		} else {
1104. 		    if(flags.verbose) {
1105. 			char *predicament = "caught in a bear trap";
1106. #ifdef STEED
1107. 			if (u.usteed)
1108. 			    	Norep("%s is %s.",
1109. 				      upstart(x_monnam(u.usteed,
1110. 					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
1111. 				 	 (char *)0, SUPPRESS_SADDLE, FALSE)),
1112. 					 predicament);
1113. 			else
1114. #endif
1115. 			Norep("You are %s.", predicament);
1116. 		    }
1117. 		    if((u.dx && u.dy) || !rn2(5)) u.utrap--;
1118. 		}
1119. 		return;
1120. 	}
1121. 
1122. 	if ( !test_move( u.ux, u.uy, x-u.ux, y-u.uy, 0 ) ) {
1123. 	    flags.move = 0;
1124. 	    nomul(0);
1125. 	    return;
1126. 	}
1127. 
1128. 	/* Move ball and chain.  */
1129. 	if (Punished)
1130. 	    if (!drag_ball(x,y, &bc_control, &ballx, &bally, &chainx, &chainy,
1131. 			&cause_delay))
1132. 		return;
1133. 
1134. 	/* Check regions entering/leaving */
1135. 	if (!in_out_region(x,y))
1136. 	    return;
1137. 
1138.  	/* now move the hero */
1139. 	mtmp = m_at(x, y);
1140. 	u.ux += u.dx;
1141. 	u.uy += u.dy;
1142. #ifdef STEED
1143. 	/* Move your steed, too */
1144. 	if (u.usteed) {
1145. 		u.usteed->mx = u.ux;
1146. 		u.usteed->my = u.uy;
1147. 		exercise_steed();
1148. 	}
1149. #endif
1150. 
1151. 	/*
1152. 	 * If safepet at destination then move the pet to the hero's
1153. 	 * previous location using the same conditions as in attack().
1154. 	 * there are special extenuating circumstances:
1155. 	 * (1) if the pet dies then your god angers,
1156. 	 * (2) if the pet gets trapped then your god may disapprove,
1157. 	 * (3) if the pet was already trapped and you attempt to free it
1158. 	 * not only do you encounter the trap but you may frighten your
1159. 	 * pet causing it to go wild!  moral: don't abuse this privilege.
1160. 	 *
1161. 	 * Ceiling-hiding pets are skipped by this section of code, to
1162. 	 * be caught by the normal falling-monster code.
1163. 	 */
1164. 	if (is_safepet(mtmp) && !(is_hider(mtmp->data) && mtmp->mundetected)) {
1165. 	    /* if trapped, there's a chance the pet goes wild */
1166. 	    if (mtmp->mtrapped) {
1167. 		if (!rn2(mtmp->mtame)) {
1168. 		    mtmp->mtame = mtmp->mpeaceful = mtmp->msleeping = 0;
1169. 		    if (mtmp->mleashed) m_unleash(mtmp, TRUE);
1170. 		    growl(mtmp);
1171. 		} else {
1172. 		    yelp(mtmp);
1173. 		}
1174. 	    }
1175. 	    mtmp->mundetected = 0;
1176. 	    if (mtmp->m_ap_type) seemimic(mtmp);
1177. 	    else if (!mtmp->mtame) newsym(mtmp->mx, mtmp->my);
1178. 
1179. 	    if (mtmp->mtrapped &&
1180. 		    (trap = t_at(mtmp->mx, mtmp->my)) != 0 &&
1181. 		    (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT) &&
1182. 		    sobj_at(BOULDER, trap->tx, trap->ty)) {
1183. 		/* can't swap places with pet pinned in a pit by a boulder */
1184. 		u.ux = u.ux0,  u.uy = u.uy0;	/* didn't move after all */
1185. 	    } else {
1186. 		char pnambuf[BUFSZ];
1187. 
1188. 		/* save its current description in case of polymorph */
1189. 		Strcpy(pnambuf, y_monnam(mtmp));
1190. 		mtmp->mtrapped = 0;
1191. 		remove_monster(x, y);
1192. 		place_monster(mtmp, u.ux0, u.uy0);
1193. 
1194. 		/* check for displacing it into pools and traps */
1195. 		switch (minliquid(mtmp) ? 2 : mintrap(mtmp)) {
1196. 		case 0:
1197. 		    You("%s %s.", mtmp->mtame ? "displaced" : "frightened",
1198. 			pnambuf);
1199. 		    break;
1200. 		case 1:		/* trapped */
1201. 		case 3:		/* changed levels */
1202. 		    /* there's already been a trap message, reinforce it */
1203. 		    abuse_dog(mtmp);
1204. 		    adjalign(-3);
1205. 		    break;
1206. 		case 2:
1207. 		    /* it may have drowned or died.  that's no way to
1208. 		     * treat a pet!  your god gets angry.
1209. 		     */
1210. 		    if (rn2(4)) {
1211. 			You_feel("guilty about losing your pet like this.");
1212. 			u.ugangr++;
1213. 			adjalign(-15);
1214. 		    }
1215. 
1216. 		    /* you killed your pet by direct action.
1217. 		     * minliquid and mintrap don't know to do this
1218. 		     */
1219. 		    u.uconduct.killer++;
1220. 		    break;
1221. 		default:
1222. 		    pline("that's strange, unknown mintrap result!");
1223. 		    break;
1224. 		}
1225. 	    }
1226. 	}
1227. 
1228. 	reset_occupations();
1229. 	if (flags.run) {
1230. 	    if ( flags.run < 8 )
1231. 		if (IS_DOOR(tmpr->typ) || IS_ROCK(tmpr->typ) ||
1232. 			IS_FURNITURE(tmpr->typ))
1233. 		    nomul(0);
1234. 	}
1235. 
1236. 	if (hides_under(youmonst.data))
1237. 	    u.uundetected = OBJ_AT(u.ux, u.uy);
1238. 	else if (youmonst.data->mlet == S_EEL)
1239. 	    u.uundetected = is_pool(u.ux, u.uy) && !Is_waterlevel(&u.uz);
1240. 	else if (u.dx || u.dy)
1241. 	    u.uundetected = 0;
1242. 
1243. 	/*
1244. 	 * Mimics (or whatever) become noticeable if they move and are
1245. 	 * imitating something that doesn't move.  We could extend this
1246. 	 * to non-moving monsters...
1247. 	 */
1248. 	if ((u.dx || u.dy) && (youmonst.m_ap_type == M_AP_OBJECT
1249. 				|| youmonst.m_ap_type == M_AP_FURNITURE))
1250. 	    youmonst.m_ap_type = M_AP_NOTHING;
1251. 
1252. 	check_leash(u.ux0,u.uy0);
1253. 
1254. 	if(u.ux0 != u.ux || u.uy0 != u.uy) {
1255. 	    u.umoved = TRUE;
1256. 	    /* Clean old position -- vision_recalc() will print our new one. */
1257. 	    newsym(u.ux0,u.uy0);
1258. 	    /* Since the hero has moved, adjust what can be seen/unseen. */
1259. 	    vision_recalc(1);	/* Do the work now in the recover time. */
1260. 	    invocation_message();
1261. 	}
1262. 
1263. 	if (Punished)				/* put back ball and chain */
1264. 	    move_bc(0,bc_control,ballx,bally,chainx,chainy);
1265. 
1266. 	spoteffects(TRUE);
1267. 
1268. 	/* delay next move because of ball dragging */
1269. 	/* must come after we finished picking up, in spoteffects() */
1270. 	if (cause_delay) {
1271. 	    nomul(-2);
1272. 	    nomovemsg = "";
1273. 	}
1274. }
1275. 
1276. void
1277. invocation_message()
1278. {
1279. 	/* a special clue-msg when on the Invocation position */
1280. 	if(invocation_pos(u.ux, u.uy) && !On_stairs(u.ux, u.uy)) {
1281. 	    struct obj *otmp = carrying(CANDELABRUM_OF_INVOCATION);
1282. 
1283. 	    You_feel("a strange vibration under your %s.",
1284. 		    makeplural(body_part(FOOT)));
1285. 	    if (otmp && otmp->spe == 7 && otmp->lamplit)
1286. 		pline("%s %s!", The(xname(otmp)),
1287. 		    Blind ? "throbs palpably" : "glows with a strange light");
1288. 	}
1289. }
1290. 
1291. #endif /* OVL3 */
1292. #ifdef OVL2
1293. 
1294. void
1295. spoteffects(pick)
1296. boolean pick;
1297. {
1298. 	register struct trap *trap;
1299. 	register struct monst *mtmp;
1300. 
1301. 	if(u.uinwater) {
1302. 		int was_underwater;
1303. 
1304. 		if (!is_pool(u.ux,u.uy)) {
1305. 			if (Is_waterlevel(&u.uz))
1306. 				You("pop into an air bubble.");
1307. 			else if (is_lava(u.ux, u.uy))
1308. 				You("leave the water...");	/* oops! */
1309. 			else
1310. 				You("are on solid %s again.",
1311. 				    is_ice(u.ux, u.uy) ? "ice" : "land");
1312. 		}
1313. 		else if (Is_waterlevel(&u.uz))
1314. 			goto stillinwater;
1315. 		else if (Levitation)
1316. 			You("pop out of the water like a cork!");
1317. 		else if (Flying)
1318. 			You("fly out of the water.");
1319. 		else if (Wwalking)
1320. 			You("slowly rise above the surface.");
1321. 		else
1322. 			goto stillinwater;
1323. 		was_underwater = Underwater && !Is_waterlevel(&u.uz);
1324. 		u.uinwater = 0;		/* leave the water */
1325. 		if (was_underwater) {	/* restore vision */
1326. 			docrt();
1327. 			vision_full_recalc = 1;
1328. 		}
1329. 	}
1330. stillinwater:;
1331. 	if (!Levitation && !u.ustuck && !Flying) {
1332. 	    /* limit recursive calls through teleds() */
1333. 	    if (is_pool(u.ux, u.uy) || is_lava(u.ux, u.uy)) {
1334. #ifdef STEED
1335. 		if (u.usteed && !is_flyer(u.usteed->data) &&
1336. 			!is_floater(u.usteed->data) &&
1337. 			!is_clinger(u.usteed->data)) {
1338. 		    dismount_steed(Underwater ?
1339. 			    DISMOUNT_FELL : DISMOUNT_GENERIC);
1340. 		    /* dismount_steed() -> float_down() -> pickup() */
1341. 		    if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz))
1342. 			pick = FALSE;
1343. 		} else
1344. #endif
1345. 		if (is_lava(u.ux, u.uy)) {
1346. 		    if (lava_effects()) return;
1347. 		} else if (!Wwalking && drown())
1348. 		    return;
1349. 	    }
1350. 	}
1351. 	check_special_room(FALSE);
1352. #ifdef SINKS
1353. 	if(IS_SINK(levl[u.ux][u.uy].typ) && Levitation)
1354. 		dosinkfall();
1355. #endif
1356. 	if (pick && !in_steed_dismounting)
1357. 		(void) pickup(1);
1358. 	/* if dismounting, we'll check again later */
1359. 	if ((trap = t_at(u.ux,u.uy)) != 0 && !in_steed_dismounting)
1360. 		dotrap(trap, 0);	/* fall into pit, arrow trap, etc. */
1361. 	if((mtmp = m_at(u.ux, u.uy)) && !u.uswallow) {
1362. 		mtmp->mundetected = mtmp->msleeping = 0;
1363. 		switch(mtmp->data->mlet) {
1364. 		    case S_PIERCER:
1365. 			pline("%s suddenly drops from the %s!",
1366. 			      Amonnam(mtmp), ceiling(u.ux,u.uy));
1367. 			if(mtmp->mtame) /* jumps to greet you, not attack */
1368. 			    ;
1369. 			else if(uarmh)
1370. 			    pline("Its blow glances off your helmet.");
1371. 			else if (u.uac + 3 <= rnd(20))
1372. 			    You("are almost hit by %s!",
1373. 				x_monnam(mtmp, ARTICLE_A, "falling", 0, TRUE));
1374. 			else {
1375. 			    int dmg;
1376. 			    You("are hit by %s!",
1377. 				x_monnam(mtmp, ARTICLE_A, "falling", 0, TRUE));
1378. 			    dmg = d(4,6);
1379. 			    if(Half_physical_damage) dmg = (dmg+1) / 2;
1380. 			    mdamageu(mtmp, dmg);
1381. 			}
1382. 			break;
1383. 		    default:	/* monster surprises you. */
1384. 			if(mtmp->mtame)
1385. 			    pline("%s jumps near you from the %s.",
1386. 					Amonnam(mtmp), ceiling(u.ux,u.uy));
1387. 			else if(mtmp->mpeaceful) {
1388. 				You("surprise %s!",
1389. 				    Blind && !sensemon(mtmp) ?
1390. 				    something : a_monnam(mtmp));
1391. 				mtmp->mpeaceful = 0;
1392. 			} else
1393. 			    pline("%s attacks you by surprise!",
1394. 					Amonnam(mtmp));
1395. 			break;
1396. 		}
1397. 		mnexto(mtmp); /* have to move the monster */
1398. 	}
1399. }
1400. 
1401. STATIC_OVL boolean
1402. monstinroom(mdat,roomno)
1403. struct permonst *mdat;
1404. int roomno;
1405. {
1406. 	register struct monst *mtmp;
1407. 
1408. 	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
1409. 		if(!DEADMONSTER(mtmp) && mtmp->data == mdat &&
1410. 		   index(in_rooms(mtmp->mx, mtmp->my, 0), roomno + ROOMOFFSET))
1411. 			return(TRUE);
1412. 	return(FALSE);
1413. }
1414. 
1415. char *
1416. in_rooms(x, y, typewanted)
1417. register xchar x, y;
1418. register int typewanted;
1419. {
1420. 	static char buf[5];
1421. 	char rno, *ptr = &buf[4];
1422. 	int typefound, min_x, min_y, max_x, max_y_offset, step;
1423. 	register struct rm *lev;
1424. 
1425. #define goodtype(rno) (!typewanted || \
1426. 	     ((typefound = rooms[rno - ROOMOFFSET].rtype) == typewanted) || \
1427. 	     ((typewanted == SHOPBASE) && (typefound > SHOPBASE))) \
1428. 
1429. 	switch (rno = levl[x][y].roomno) {
1430. 		case NO_ROOM:
1431. 			return(ptr);
1432. 		case SHARED:
1433. 			step = 2;
1434. 			break;
1435. 		case SHARED_PLUS:
1436. 			step = 1;
1437. 			break;
1438. 		default:			/* i.e. a regular room # */
1439. 			if (goodtype(rno))
1440. 				*(--ptr) = rno;
1441. 			return(ptr);
1442. 	}
1443. 
1444. 	min_x = x - 1;
1445. 	max_x = x + 1;
1446. 	if (x < 1)
1447. 		min_x += step;
1448. 	else
1449. 	if (x >= COLNO)
1450. 		max_x -= step;
1451. 
1452. 	min_y = y - 1;
1453. 	max_y_offset = 2;
1454. 	if (min_y < 0) {
1455. 		min_y += step;
1456. 		max_y_offset -= step;
1457. 	} else
1458. 	if ((min_y + max_y_offset) >= ROWNO)
1459. 		max_y_offset -= step;
1460. 
1461. 	for (x = min_x; x <= max_x; x += step) {
1462. 		lev = &levl[x][min_y];
1463. 		y = 0;
1464. 		if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
1465. 		    !index(ptr, rno) && goodtype(rno))
1466. 			*(--ptr) = rno;
1467. 		y += step;
1468. 		if (y > max_y_offset)
1469. 			continue;
1470. 		if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
1471. 		    !index(ptr, rno) && goodtype(rno))
1472. 			*(--ptr) = rno;
1473. 		y += step;
1474. 		if (y > max_y_offset)
1475. 			continue;
1476. 		if (((rno = lev[y].roomno) >= ROOMOFFSET) &&
1477. 		    !index(ptr, rno) && goodtype(rno))
1478. 			*(--ptr) = rno;
1479. 	}
1480. 	return(ptr);
1481. }
1482. 
1483. STATIC_OVL void
1484. move_update(newlev)
1485. register boolean newlev;
1486. {
1487. 	char *ptr1, *ptr2, *ptr3, *ptr4;
1488. 
1489. 	Strcpy(u.urooms0, u.urooms);
1490. 	Strcpy(u.ushops0, u.ushops);
1491. 	if (newlev) {
1492. 		u.urooms[0] = '\0';
1493. 		u.uentered[0] = '\0';
1494. 		u.ushops[0] = '\0';
1495. 		u.ushops_entered[0] = '\0';
1496. 		Strcpy(u.ushops_left, u.ushops0);
1497. 		return;
1498. 	}
1499. 	Strcpy(u.urooms, in_rooms(u.ux, u.uy, 0));
1500. 
1501. 	for (ptr1 = &u.urooms[0],
1502. 	     ptr2 = &u.uentered[0],
1503. 	     ptr3 = &u.ushops[0],
1504. 	     ptr4 = &u.ushops_entered[0];
1505. 	     *ptr1; ptr1++) {
1506. 		if (!index(u.urooms0, *ptr1))
1507. 			*(ptr2++) = *ptr1;
1508. 		if (IS_SHOP(*ptr1 - ROOMOFFSET)) {
1509. 			*(ptr3++) = *ptr1;
1510. 			if (!index(u.ushops0, *ptr1))
1511. 				*(ptr4++) = *ptr1;
1512. 		}
1513. 	}
1514. 	*ptr2 = '\0';
1515. 	*ptr3 = '\0';
1516. 	*ptr4 = '\0';
1517. 
1518. 	/* filter u.ushops0 -> u.ushops_left */
1519. 	for (ptr1 = &u.ushops0[0], ptr2 = &u.ushops_left[0]; *ptr1; ptr1++)
1520. 		if (!index(u.ushops, *ptr1))
1521. 			*(ptr2++) = *ptr1;
1522. 	*ptr2 = '\0';
1523. }
1524. 
1525. void
1526. check_special_room(newlev)
1527. register boolean newlev;
1528. {
1529. 	register struct monst *mtmp;
1530. 	char *ptr;
1531. 
1532. 	move_update(newlev);
1533. 
1534. 	if (*u.ushops0)
1535. 	    u_left_shop(u.ushops_left, newlev);
1536. 
1537. 	if (!*u.uentered && !*u.ushops_entered)		/* implied by newlev */
1538. 	    return;		/* no entrance messages necessary */
1539. 
1540. 	/* Did we just enter a shop? */
1541. 	if (*u.ushops_entered)
1542. 	    u_entered_shop(u.ushops_entered);
1543. 
1544. 	for (ptr = &u.uentered[0]; *ptr; ptr++) {
1545. 	    register int roomno = *ptr - ROOMOFFSET, rt = rooms[roomno].rtype;
1546. 
1547. 	    /* Did we just enter some other special room? */
1548. 	    /* vault.c insists that a vault remain a VAULT,
1549. 	     * and temples should remain TEMPLEs,
1550. 	     * but everything else gives a message only the first time */
1551. 	    switch (rt) {
1552. 		case ZOO:
1553. 		    pline("Welcome to David's treasure zoo!");
1554. 		    break;
1555. 		case SWAMP:
1556. 		    pline("It %s rather %s down here.",
1557. 			  Blind ? "feels" : "looks",
1558. 			  Blind ? "humid" : "muddy");
1559. 		    break;
1560. 		case COURT:
1561. 		    You("enter an opulent throne room!");
1562. 		    break;
1563. 		case LEPREHALL:
1564. 		    You("enter a leprechaun hall!");
1565. 		    break;
1566. 		case MORGUE:
1567. 		    if(midnight()) {
1568. 			const char *run = locomotion(youmonst.data, "Run");
1569. 			pline("%s away!  %s away!", run, run);
1570. 		    } else
1571. 			You("have an uncanny feeling...");
1572. 		    break;
1573. 		case BEEHIVE:
1574. 		    You("enter a giant beehive!");
1575. 		    break;
1576. 		case COCKNEST:
1577. 		    You("enter a disgusting nest!");
1578. 		    break;
1579. 		case ANTHOLE:
1580. 		    You("enter an anthole!");
1581. 		    break;
1582. 		case BARRACKS:
1583. 		    if(monstinroom(&mons[PM_SOLDIER], roomno) ||
1584. 			monstinroom(&mons[PM_SERGEANT], roomno) ||
1585. 			monstinroom(&mons[PM_LIEUTENANT], roomno) ||
1586. 			monstinroom(&mons[PM_CAPTAIN], roomno))
1587. 			You("enter a military barracks!");
1588. 		    else
1589. 			You("enter an abandoned barracks.");
1590. 		    break;
1591. 		case DELPHI:
1592. 		    if(monstinroom(&mons[PM_ORACLE], roomno))
1593. 			verbalize("%s, %s, welcome to Delphi!",
1594. 					Hello((struct monst *) 0), plname);
1595. 		    break;
1596. 		case TEMPLE:
1597. 		    intemple(roomno + ROOMOFFSET);
1598. 		    /* fall through */
1599. 		default:
1600. 		    rt = 0;
1601. 	    }
1602. 
1603. 	    if (rt != 0) {
1604. 		rooms[roomno].rtype = OROOM;
1605. 		if (!search_special(rt)) {
1606. 			/* No more room of that type */
1607. 			switch(rt) {
1608. 			    case COURT:
1609. 				level.flags.has_court = 0;
1610. 				break;
1611. 			    case SWAMP:
1612. 				level.flags.has_swamp = 0;
1613. 				break;
1614. 			    case MORGUE:
1615. 				level.flags.has_morgue = 0;
1616. 				break;
1617. 			    case ZOO:
1618. 				level.flags.has_zoo = 0;
1619. 				break;
1620. 			    case BARRACKS:
1621. 				level.flags.has_barracks = 0;
1622. 				break;
1623. 			    case TEMPLE:
1624. 				level.flags.has_temple = 0;
1625. 				break;
1626. 			    case BEEHIVE:
1627. 				level.flags.has_beehive = 0;
1628. 				break;
1629. 			}
1630. 		}
1631. 		if (rt == COURT || rt == SWAMP || rt == MORGUE || rt == ZOO)
1632. 		    for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
1633. 			if (!DEADMONSTER(mtmp) && !Stealth && !rn2(3)) mtmp->msleeping = 0;
1634. 	    }
1635. 	}
1636. 
1637. 	return;
1638. }
1639. 
1640. #endif /* OVL2 */
1641. #ifdef OVLB
1642. 
1643. int
1644. dopickup()
1645. {
1646. 	int count;
1647. 	/* awful kludge to work around parse()'s pre-decrement */
1648. 	count = (multi || (save_cm && *save_cm == ',')) ? multi + 1 : 0;
1649. 	multi = 0;	/* always reset */
1650. 	/* uswallow case added by GAN 01/29/87 */
1651. 	if(u.uswallow) {
1652. 	    if (!u.ustuck->minvent) {
1653. 		if (is_animal(u.ustuck->data)) {
1654. 		    You("pick up %s tongue.", s_suffix(mon_nam(u.ustuck)));
1655. 		    pline("But it's kind of slimy, so you drop it.");
1656. 		} else
1657. 		    You("don't %s anything in here to pick up.",
1658. 			  Blind ? "feel" : "see");
1659. 		return(1);
1660. 	    } else {
1661. 	    	int tmpcount = -count;
1662. 		return loot_mon(u.ustuck, &tmpcount, (boolean *)0);
1663. 	    }
1664. 	}
1665. 	if(is_pool(u.ux, u.uy)) {
1666. 	    if (Wwalking || is_floater(youmonst.data) || is_clinger(youmonst.data)
1667. 			|| (Flying && !Breathless)) {
1668. 		You("cannot dive into the water to pick things up.");
1669. 		return(0);
1670. 	    } else if (!Underwater) {
1671. 		You_cant("even see the bottom, let alone pick up %s.",
1672. 				something);
1673. 		return(0);
1674. 	    }
1675. 	}
1676. 	if (is_lava(u.ux, u.uy)) {
1677. 	    if (Wwalking || is_floater(youmonst.data) || is_clinger(youmonst.data)
1678. 			|| (Flying && !Breathless)) {
1679. 		You_cant("reach the bottom to pick things up.");
1680. 		return(0);
1681. 	    } else if (!likes_lava(youmonst.data)) {
1682. 		You("would burn to a crisp trying to pick things up.");
1683. 		return(0);
1684. 	    }
1685. 	}
1686. 	if(!OBJ_AT(u.ux, u.uy)) {
1687. 		There("is nothing here to pick up.");
1688. 		return(0);
1689. 	}
1690. 	if (!can_reach_floor()) {
1691. #ifdef STEED
1692. 		if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
1693. 			You("aren't skilled enough to reach from %s.",
1694. 					mon_nam(u.usteed));
1695. 		else
1696. #endif
1697. 		You("cannot reach the %s.", surface(u.ux,u.uy));
1698. 		return(0);
1699. 	}
1700. 	return (pickup(-count));
1701. }
1702. 
1703. #endif /* OVLB */
1704. #ifdef OVL2
1705. 
1706. /* stop running if we see something interesting */
1707. /* turn around a corner if that is the only way we can proceed */
1708. /* do not turn left or right twice */
1709. void
1710. lookaround()
1711. {
1712.     register int x, y, i, x0 = 0, y0 = 0, m0 = 1, i0 = 9;
1713.     register int corrct = 0, noturn = 0;
1714.     register struct monst *mtmp;
1715.     register struct trap *trap;
1716. 
1717.     /* Grid bugs stop if trying to move diagonal, even if blind.  Maybe */
1718.     /* they polymorphed while in the middle of a long move. */
1719.     if (u.umonnum == PM_GRID_BUG && u.dx && u.dy) {
1720. 	nomul(0);
1721. 	return;
1722.     }
1723. 
1724.     if(Blind || flags.run == 0) return;
1725.     for(x = u.ux-1; x <= u.ux+1; x++) for(y = u.uy-1; y <= u.uy+1; y++) {
1726. 	if(!isok(x,y)) continue;
1727. 
1728. 	if(u.umonnum == PM_GRID_BUG && x != u.ux && y != u.uy) continue;
1729. 
1730. 	if(x == u.ux && y == u.uy) continue;
1731. 
1732. 	if((mtmp = m_at(x,y)) &&
1733. 		    mtmp->m_ap_type != M_AP_FURNITURE &&
1734. 		    mtmp->m_ap_type != M_AP_OBJECT &&
1735. 		    (!mtmp->minvis || See_invisible) && !mtmp->mundetected) {
1736. 	    if((flags.run != 1 && !mtmp->mtame)
1737. 					|| (x == u.ux+u.dx && y == u.uy+u.dy))
1738. 		goto stop;
1739. 	}
1740. 
1741. 	if (levl[x][y].typ == STONE) continue;
1742. 	if (x == u.ux-u.dx && y == u.uy-u.dy) continue;
1743. 
1744. 	if (IS_ROCK(levl[x][y].typ) || (levl[x][y].typ == ROOM) ||
1745. 	    IS_AIR(levl[x][y].typ))
1746. 	    continue;
1747. 	else if (closed_door(x,y)) {
1748. 	    if(x != u.ux && y != u.uy) continue;
1749. 	    if(flags.run != 1) goto stop;
1750. 	    goto bcorr;
1751. 	} else if (levl[x][y].typ == CORR) {
1752. bcorr:
1753. 	    if(levl[u.ux][u.uy].typ != ROOM) {
1754. 		if(flags.run == 1 || flags.run == 3 || flags.run == 8) {
1755. 		    i = dist2(x,y,u.ux+u.dx,u.uy+u.dy);
1756. 		    if(i > 2) continue;
1757. 		    if(corrct == 1 && dist2(x,y,x0,y0) != 1)
1758. 			noturn = 1;
1759. 		    if(i < i0) {
1760. 			i0 = i;
1761. 			x0 = x;
1762. 			y0 = y;
1763. 			m0 = mtmp ? 1 : 0;
1764. 		    }
1765. 		}
1766. 		corrct++;
1767. 	    }
1768. 	    continue;
1769. 	} else if ((trap = t_at(x,y)) && trap->tseen) {
1770. 	    if(flags.run == 1) goto bcorr;	/* if you must */
1771. 	    if(x == u.ux+u.dx && y == u.uy+u.dy) goto stop;
1772. 	    continue;
1773. 	} else if (is_pool(x,y) || is_lava(x,y)) {
1774. 	    /* water and lava only stop you if directly in front, and stop
1775. 	     * you even if you are running
1776. 	     */
1777. 	    if(!Levitation && !Flying && !is_clinger(youmonst.data) &&
1778. 				x == u.ux+u.dx && y == u.uy+u.dy)
1779. 			/* No Wwalking check; otherwise they'd be able
1780. 			 * to test boots by trying to SHIFT-direction
1781. 			 * into a pool and seeing if the game allowed it
1782. 			 */
1783. 			goto stop;
1784. 	    continue;
1785. 	} else {		/* e.g. objects or trap or stairs */
1786. 	    if(flags.run == 1) goto bcorr;
1787. 	    if(flags.run == 8) continue;
1788. 	    if(mtmp) continue;		/* d */
1789. 	    if(((x == u.ux - u.dx) && (y != u.uy + u.dy)) ||
1790. 	       ((y == u.uy - u.dy) && (x != u.ux + u.dx)))
1791. 	       continue;
1792. 	}
1793. stop:
1794. 	nomul(0);
1795. 	return;
1796.     } /* end for loops */
1797. 
1798.     if(corrct > 1 && flags.run == 2) goto stop;
1799.     if((flags.run == 1 || flags.run == 3 || flags.run == 8) &&
1800. 	!noturn && !m0 && i0 && (corrct == 1 || (corrct == 2 && i0 == 1)))
1801.     {
1802. 	/* make sure that we do not turn too far */
1803. 	if(i0 == 2) {
1804. 	    if(u.dx == y0-u.uy && u.dy == u.ux-x0)
1805. 		i = 2;		/* straight turn right */
1806. 	    else
1807. 		i = -2;		/* straight turn left */
1808. 	} else if(u.dx && u.dy) {
1809. 	    if((u.dx == u.dy && y0 == u.uy) || (u.dx != u.dy && y0 != u.uy))
1810. 		i = -1;		/* half turn left */
1811. 	    else
1812. 		i = 1;		/* half turn right */
1813. 	} else {
1814. 	    if((x0-u.ux == y0-u.uy && !u.dy) || (x0-u.ux != y0-u.uy && u.dy))
1815. 		i = 1;		/* half turn right */
1816. 	    else
1817. 		i = -1;		/* half turn left */
1818. 	}
1819. 
1820. 	i += u.last_str_turn;
1821. 	if(i <= 2 && i >= -2) {
1822. 	    u.last_str_turn = i;
1823. 	    u.dx = x0-u.ux;
1824. 	    u.dy = y0-u.uy;
1825. 	}
1826.     }
1827. }
1828. 
1829. /* something like lookaround, but we are not running */
1830. /* react only to monsters that might hit us */
1831. int
1832. monster_nearby()
1833. {
1834. 	register int x,y;
1835. 	register struct monst *mtmp;
1836. 
1837. 	/* Also see the similar check in dochugw() in monmove.c */
1838. 	for(x = u.ux-1; x <= u.ux+1; x++)
1839. 	    for(y = u.uy-1; y <= u.uy+1; y++) {
1840. 		if(!isok(x,y)) continue;
1841. 		if(x == u.ux && y == u.uy) continue;
1842. 		if((mtmp = m_at(x,y)) &&
1843. 		   mtmp->m_ap_type != M_AP_FURNITURE &&
1844. 		   mtmp->m_ap_type != M_AP_OBJECT &&
1845. 		   (!mtmp->mpeaceful || Hallucination) &&
1846. 		   (!is_hider(mtmp->data) || !mtmp->mundetected) &&
1847. 		   !noattacks(mtmp->data) &&
1848. 		   mtmp->mcanmove && !mtmp->msleeping &&  /* aplvax!jcn */
1849. 		   !onscary(u.ux, u.uy, mtmp) &&
1850. 		   canspotmon(mtmp))
1851. 			return(1);
1852. 	}
1853. 	return(0);
1854. }
1855. 
1856. void
1857. nomul(nval)
1858. 	register int nval;
1859. {
1860. 	if(multi < nval) return;	/* This is a bug fix by ab@unido */
1861. 	u.uinvulnerable = FALSE;	/* Kludge to avoid ctrl-C bug -dlc */
1862. 	u.usleep = 0;
1863. 	multi = nval;
1864. 	flags.travel = flags.mv = flags.run = 0;
1865. }
1866. 
1867. /* called when a non-movement, multi-turn action has completed */
1868. void unmul(msg_override)
1869. const char *msg_override;
1870. {
1871. 	multi = 0;	/* caller will usually have done this already */
1872. 	if (msg_override) nomovemsg = msg_override;
1873. 	else if (!nomovemsg) nomovemsg = You_can_move_again;
1874. 	if (*nomovemsg) pline(nomovemsg);
1875. 	nomovemsg = 0;
1876. 	u.usleep = 0;
1877. 	if (afternmv) (*afternmv)();
1878. 	afternmv = 0;
1879. }
1880. 
1881. #endif /* OVL2 */
1882. #ifdef OVL1
1883. 
1884. STATIC_OVL void
1885. maybe_wail()
1886. {
1887.     static short powers[] = { TELEPORT, SEE_INVIS, POISON_RES, COLD_RES,
1888. 			      SHOCK_RES, FIRE_RES, SLEEP_RES, DISINT_RES,
1889. 			      TELEPORT_CONTROL, STEALTH, FAST, INVIS };
1890. 
1891.     if (moves <= wailmsg + 50) return;
1892. 
1893.     wailmsg = moves;
1894.     if (Role_if(PM_WIZARD) || Race_if(PM_ELF) || Role_if(PM_VALKYRIE)) {
1895. 	const char *who;
1896. 	int i, powercnt;
1897. 
1898. 	who = (Role_if(PM_WIZARD) || Role_if(PM_VALKYRIE)) ?
1899. 		urole.name.m : "Elf";
1900. 	if (u.uhp == 1) {
1901. 	    pline("%s is about to die.", who);
1902. 	} else {
1903. 	    for (i = 0, powercnt = 0; i < SIZE(powers); ++i)
1904. 		if (u.uprops[powers[i]].intrinsic & INTRINSIC) ++powercnt;
1905. 
1906. 	    pline(powercnt >= 4 ? "%s, all your powers will be lost..."
1907. 				: "%s, your life force is running out.", who);
1908. 	}
1909.     } else {
1910. 	You_hear(u.uhp == 1 ? "the wailing of the Banshee..."
1911. 			    : "the howling of the CwnAnnwn...");
1912.     }
1913. }
1914. 
1915. void
1916. losehp(n, knam, k_format)
1917. register int n;
1918. register const char *knam;
1919. boolean k_format;
1920. {
1921. 	if (Upolyd) {
1922. 		u.mh -= n;
1923. 		if (u.mhmax < u.mh) u.mhmax = u.mh;
1924. 		flags.botl = 1;
1925. 		if (u.mh < 1)
1926. 		    rehumanize();
1927. 		else if (n > 0 && u.mh*10 < u.mhmax && Unchanging)
1928. 		    maybe_wail();
1929. 		return;
1930. 	}
1931. 
1932. 	u.uhp -= n;
1933. 	if(u.uhp > u.uhpmax)
1934. 		u.uhpmax = u.uhp;	/* perhaps n was negative */
1935. 	flags.botl = 1;
1936. 	if(u.uhp < 1) {
1937. 		killer_format = k_format;
1938. 		killer = knam;		/* the thing that killed you */
1939. 		You("die...");
1940. 		done(DIED);
1941. 	} else if (n > 0 && u.uhp*10 < u.uhpmax) {
1942. 		maybe_wail();
1943. 	}
1944. }
1945. 
1946. int
1947. weight_cap()
1948. {
1949. 	register long carrcap;
1950. 
1951. 	carrcap = (((ACURRSTR + ACURR(A_CON))/2)+1)*50;
1952. 	if (Upolyd) {
1953. 		/* consistent with can_carry() in mon.c */
1954. 		if (youmonst.data->mlet == S_NYMPH)
1955. 			carrcap = MAX_CARR_CAP;
1956. 		else if (!youmonst.data->cwt)
1957. 			carrcap = (carrcap * (long)youmonst.data->msize) / MZ_HUMAN;
1958. 		else if (!strongmonst(youmonst.data)
1959. 			|| (strongmonst(youmonst.data) && (youmonst.data->cwt > WT_HUMAN)))
1960. 			carrcap = (carrcap * (long)youmonst.data->cwt / WT_HUMAN);
1961. 	}
1962. 
1963. 	if (Levitation || Is_airlevel(&u.uz)    /* pugh@cornell */
1964. #ifdef STEED
1965. 			|| (u.usteed && strongmonst(u.usteed->data))
1966. #endif
1967. 	)
1968. 		carrcap = MAX_CARR_CAP;
1969. 	else {
1970. 		if(carrcap > MAX_CARR_CAP) carrcap = MAX_CARR_CAP;
1971. 		if (!Flying) {
1972. 			if(EWounded_legs & LEFT_SIDE) carrcap -= 100;
1973. 			if(EWounded_legs & RIGHT_SIDE) carrcap -= 100;
1974. 		}
1975. 		if (carrcap < 0) carrcap = 0;
1976. 	}
1977. 	return((int) carrcap);
1978. }
1979. 
1980. static int wc;	/* current weight_cap(); valid after call to inv_weight() */
1981. 
1982. /* returns how far beyond the normal capacity the player is currently. */
1983. /* inv_weight() is negative if the player is below normal capacity. */
1984. int
1985. inv_weight()
1986. {
1987. 	register struct obj *otmp = invent;
1988. 	register int wt = 0;
1989. 
1990. #ifndef GOLDOBJ
1991. 	/* when putting stuff into containers, gold is inserted at the head
1992. 	   of invent for easier manipulation by askchain & co, but it's also
1993. 	   retained in u.ugold in order to keep the status line accurate; we
1994. 	   mustn't add its weight in twice under that circumstance */
1995. 	wt = (otmp && otmp->oclass == GOLD_CLASS) ? 0 :
1996. 		(int)((u.ugold + 50L) / 100L);
1997. #endif
1998. 	while (otmp) {
1999. #ifndef GOLDOBJ
2000. 		if (otmp->otyp != BOULDER || !throws_rocks(youmonst.data))
2001. #else
2002. 		if (otmp->oclass == GOLD_CLASS)
2003. 			wt += (int)(((long)otmp->quan + 50L) / 100L);
2004. 		else if (otmp->otyp != BOULDER || !throws_rocks(youmonst.data))
2005. #endif
2006. 			wt += otmp->owt;
2007. 		otmp = otmp->nobj;
2008. 	}
2009. 	wc = weight_cap();
2010. 	return (wt - wc);
2011. }
2012. 
2013. /*
2014.  * Returns 0 if below normal capacity, or the number of "capacity units"
2015.  * over the normal capacity the player is loaded.  Max is 5.
2016.  */
2017. int
2018. calc_capacity(xtra_wt)
2019. int xtra_wt;
2020. {
2021.     int cap, wt = inv_weight() + xtra_wt;
2022. 
2023.     if (wt <= 0) return UNENCUMBERED;
2024.     if (wc <= 1) return OVERLOADED;
2025.     cap = (wt*2 / wc) + 1;
2026.     return min(cap, OVERLOADED);
2027. }
2028. 
2029. int
2030. near_capacity()
2031. {
2032.     return calc_capacity(0);
2033. }
2034. 
2035. int
2036. max_capacity()
2037. {
2038.     int wt = inv_weight();
2039. 
2040.     return (wt - (2 * wc));
2041. }
2042. 
2043. boolean
2044. check_capacity(str)
2045. const char *str;
2046. {
2047.     if(near_capacity() >= EXT_ENCUMBER) {
2048. 	if(str)
2049. 	    pline(str);
2050. 	else
2051. 	    You_cant("do that while carrying so much stuff.");
2052. 	return 1;
2053.     }
2054.     return 0;
2055. }
2056. 
2057. #endif /* OVL1 */
2058. #ifdef OVLB
2059. 
2060. int
2061. inv_cnt()
2062. {
2063. 	register struct obj *otmp = invent;
2064. 	register int ct = 0;
2065. 
2066. 	while(otmp){
2067. 		ct++;
2068. 		otmp = otmp->nobj;
2069. 	}
2070. 	return(ct);
2071. }
2072. 
2073. #ifdef GOLDOBJ
2074. /* Counts the money in an object chain. */
2075. /* Intended use is for your or some monsters inventory, */
2076. /* now that u.gold/m.gold is gone.*/
2077. /* Counting money in a container might be possible too. */
2078. long money_cnt(otmp)
2079. struct obj *otmp;
2080. {
2081.         while(otmp) {
2082. 	        /* Must change when silver & copper is implemented: */
2083.  	        if (otmp->oclass == GOLD_CLASS) return otmp->quan;
2084.   	        otmp = otmp->nobj;
2085. 	}
2086. 	return 0;
2087. }
2088. #endif
2089. #endif /* OVLB */
2090. 
2091. /*hack.c*/