Source:NetHack 3.4.0/trap.c

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Below is the full text to trap.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/trap.c#line123]], for example.

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1.    /*	SCCS Id: @(#)trap.c	3.4	2001/09/06	*/
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.    extern const char *destroy_strings[];
8.    
9.    STATIC_DCL void FDECL(dofiretrap, (struct obj *));
10.   STATIC_DCL void NDECL(domagictrap);
11.   STATIC_DCL boolean FDECL(emergency_disrobe,(boolean *));
12.   STATIC_DCL int FDECL(untrap_prob, (struct trap *ttmp));
13.   STATIC_DCL void FDECL(cnv_trap_obj, (int, int, struct trap *));
14.   STATIC_DCL void FDECL(move_into_trap, (struct trap *));
15.   STATIC_DCL int FDECL(try_disarm, (struct trap *,BOOLEAN_P));
16.   STATIC_DCL void FDECL(reward_untrap, (struct trap *, struct monst *));
17.   STATIC_DCL int FDECL(disarm_holdingtrap, (struct trap *));
18.   STATIC_DCL int FDECL(disarm_landmine, (struct trap *));
19.   STATIC_DCL int FDECL(disarm_squeaky_board, (struct trap *));
20.   STATIC_DCL int FDECL(disarm_shooting_trap, (struct trap *, int));
21.   STATIC_DCL int FDECL(try_lift, (struct monst *, struct trap *, int, BOOLEAN_P));
22.   STATIC_DCL int FDECL(help_monster_out, (struct monst *, struct trap *));
23.   STATIC_DCL boolean FDECL(thitm, (int, struct monst *, struct obj *, int));
24.   STATIC_DCL int FDECL(mkroll_launch,
25.   			(struct trap *,XCHAR_P,XCHAR_P,SHORT_P,long));
26.   STATIC_DCL boolean FDECL(isclearpath,(coord *, int, SCHAR_P, SCHAR_P));
27.   #ifdef STEED
28.   STATIC_OVL int FDECL(steedintrap, (struct trap *, struct obj *));
29.   #endif
30.   
31.   #ifndef OVLB
32.   STATIC_VAR const char *a_your[2];
33.   STATIC_VAR const char *A_Your[2];
34.   STATIC_VAR const char *the_your[2];
35.   STATIC_VAR const char tower_of_flame[];
36.   STATIC_VAR const char *A_gush_of_water_hits;
37.   
38.   #else
39.   
40.   STATIC_VAR const char *a_your[2] = { "a", "your" };
41.   STATIC_VAR const char *A_Your[2] = { "A", "Your" };
42.   STATIC_VAR const char *the_your[2] = { "the", "your" };
43.   STATIC_VAR const char tower_of_flame[] = "tower of flame";
44.   STATIC_VAR const char *A_gush_of_water_hits = "A gush of water hits";
45.   
46.   #endif /* OVLB */
47.   
48.   #ifdef OVLB
49.   
50.   /* called when you're hit by fire (dofiretrap,buzz,zapyourself,explode) */
51.   boolean			/* returns TRUE if hit on torso */
52.   burnarmor(victim)
53.   struct monst *victim;
54.   {
55.       struct obj *item;
56.       char buf[BUFSZ];
57.       int mat_idx;
58.       
59.       if (!victim) return 0;
60.   #define burn_dmg(obj,descr) rust_dmg(obj, descr, 0, FALSE, victim)
61.       while (1) {
62.   	switch (rn2(5)) {
63.   	case 0:
64.   	    item = (victim == &youmonst) ? uarmh : which_armor(victim, W_ARMH);
65.   	    if (item) {
66.   		mat_idx = objects[item->otyp].oc_material;
67.   	    	Sprintf(buf,"%s helmet", materialnm[mat_idx] );
68.   	    }
69.   	    if (!burn_dmg(item, item ? buf : "helmet")) continue;
70.   	    break;
71.   	case 1:
72.   	    item = (victim == &youmonst) ? uarmc : which_armor(victim, W_ARMC);
73.   	    if (item) {
74.   		(void) burn_dmg(item, cloak_simple_name(item));
75.   		return TRUE;
76.   	    }
77.   	    item = (victim == &youmonst) ? uarm : which_armor(victim, W_ARM);
78.   	    if (item) {
79.   		(void) burn_dmg(item, xname(item));
80.   		return TRUE;
81.   	    }
82.   #ifdef TOURIST
83.   	    item = (victim == &youmonst) ? uarmu : which_armor(victim, W_ARMU);
84.   	    if (item)
85.   		(void) burn_dmg(item, "shirt");
86.   #endif
87.   	    return TRUE;
88.   	case 2:
89.   	    item = (victim == &youmonst) ? uarms : which_armor(victim, W_ARMS);
90.   	    if (!burn_dmg(item, "wooden shield")) continue;
91.   	    break;
92.   	case 3:
93.   	    item = (victim == &youmonst) ? uarmg : which_armor(victim, W_ARMG);
94.   	    if (!burn_dmg(item, "gloves")) continue;
95.   	    break;
96.   	case 4:
97.   	    item = (victim == &youmonst) ? uarmf : which_armor(victim, W_ARMF);
98.   	    if (!burn_dmg(item, "boots")) continue;
99.   	    break;
100.  	}
101.  	break; /* Out of while loop */
102.      }
103.      return FALSE;
104.  #undef burn_dmg
105.  }
106.  
107.  /* Generic rust-armor function.  Returns TRUE if a message was printed;
108.   * "print", if set, means to print a message (and thus to return TRUE) even
109.   * if the item could not be rusted; otherwise a message is printed and TRUE is
110.   * returned only for rustable items.
111.   */
112.  boolean
113.  rust_dmg(otmp, ostr, type, print, victim)
114.  register struct obj *otmp;
115.  register const char *ostr;
116.  int type;
117.  boolean print;
118.  struct monst *victim;
119.  {
120.  	static NEARDATA const char *action[] = { "smoulder", "rust", "rot", "corrode" };
121.  	static NEARDATA const char *msg[] =  { "burnt", "rusted", "rotten", "corroded" };
122.  	boolean vulnerable = FALSE;
123.  	boolean grprot = FALSE;
124.  	boolean is_primary = TRUE;
125.  	boolean vismon = (victim != &youmonst) && canseemon(victim);
126.  	int erosion;
127.  
128.  	if (!otmp) return(FALSE);
129.  	switch(type) {
130.  		case 0: vulnerable = is_flammable(otmp);
131.  			break;
132.  		case 1: vulnerable = is_rustprone(otmp);
133.  			grprot = TRUE;
134.  			break;
135.  		case 2: vulnerable = is_rottable(otmp);
136.  			is_primary = FALSE;
137.  			break;
138.  		case 3: vulnerable = is_corrodeable(otmp);
139.  			grprot = TRUE;
140.  			is_primary = FALSE;
141.  			break;
142.  	}
143.  	erosion = is_primary ? otmp->oeroded : otmp->oeroded2;
144.  
145.  	if (!print && (!vulnerable || otmp->oerodeproof || erosion == MAX_ERODE))
146.  		return FALSE;
147.  
148.  	if (!vulnerable) {
149.  	    if (flags.verbose) {
150.  		if (victim == &youmonst)
151.  		    Your("%s %s not affected.", ostr, vtense(ostr, "are"));
152.  		else if (vismon)
153.  		    pline("%s's %s %s not affected.", Monnam(victim), ostr,
154.  			  vtense(ostr, "are"));
155.  	    }
156.  	} else if (erosion < MAX_ERODE) {
157.  	    if (grprot && otmp->greased) {
158.  		grease_protect(otmp,ostr,victim);
159.  	    } else if (otmp->oerodeproof || (otmp->blessed && !rnl(4))) {
160.  		if (flags.verbose) {
161.  		    if (victim == &youmonst)
162.  			pline("Somehow, your %s %s not affected.",
163.  			      ostr, vtense(ostr, "are"));
164.  		    else if (vismon)
165.  			pline("Somehow, %s's %s %s not affected.",
166.  			      mon_nam(victim), ostr, vtense(ostr, "are"));
167.  		}
168.  	    } else {
169.  		if (victim == &youmonst)
170.  		    Your("%s %s%s!", ostr,
171.  			 vtense(ostr, action[type]),
172.  			 erosion+1 == MAX_ERODE ? " completely" :
173.  			    erosion ? " further" : "");
174.  		else if (vismon)
175.  		    pline("%s's %s %s%s!", Monnam(victim), ostr,
176.  			vtense(ostr, action[type]),
177.  			erosion+1 == MAX_ERODE ? " completely" :
178.  			  erosion ? " further" : "");
179.  		if (is_primary)
180.  		    otmp->oeroded++;
181.  		else
182.  		    otmp->oeroded2++;
183.  		update_inventory();
184.  	    }
185.  	} else {
186.  	    if (flags.verbose) {
187.  		if (victim == &youmonst)
188.  		    Your("%s %s completely %s.", ostr,
189.  			 vtense(ostr, Blind ? "feel" : "look"),
190.  			 msg[type]);
191.  		else if (vismon)
192.  		    pline("%s's %s %s completely %s.",
193.  			  Monnam(victim), ostr,
194.  			  vtense(ostr, "look"), msg[type]);
195.  	    }
196.  	}
197.  	return(TRUE);
198.  }
199.  
200.  void
201.  grease_protect(otmp,ostr,victim)
202.  register struct obj *otmp;
203.  register const char *ostr;
204.  struct monst *victim;
205.  {
206.  	static const char txt[] = "protected by the layer of grease!";
207.  	boolean vismon = victim && (victim != &youmonst) && canseemon(victim);
208.  
209.  	if (ostr) {
210.  	    if (victim == &youmonst)
211.  		Your("%s %s %s", ostr, vtense(ostr, "are"), txt);
212.  	    else if (vismon)
213.  		pline("%s's %s %s %s", Monnam(victim),
214.  		    ostr, vtense(ostr, "are"), txt);
215.  	} else {
216.  	    if (victim == &youmonst)
217.  		Your("%s %s",aobjnam(otmp,"are"), txt);
218.  	    else if (vismon)
219.  		pline("%s's %s %s", Monnam(victim), aobjnam(otmp,"are"), txt);
220.  	}
221.  	if (!rn2(2)) {
222.  	    otmp->greased = 0;
223.  	    if (carried(otmp)) {
224.  		pline_The("grease dissolves.");
225.  		update_inventory();
226.  	    }
227.  	}
228.  }
229.  
230.  struct trap *
231.  maketrap(x,y,typ)
232.  register int x, y, typ;
233.  {
234.  	register struct trap *ttmp;
235.  	register struct rm *lev;
236.  	register boolean oldplace;
237.  
238.  	if ((ttmp = t_at(x,y)) != 0) {
239.  	    if (ttmp->ttyp == MAGIC_PORTAL) return (struct trap *)0;
240.  	    oldplace = TRUE;
241.  	    if (u.utrap && (x == u.ux) && (y == u.uy) &&
242.  	      ((u.utraptype == TT_BEARTRAP && typ != BEAR_TRAP) ||
243.  	      (u.utraptype == TT_WEB && typ != WEB) ||
244.  	      (u.utraptype == TT_PIT && typ != PIT && typ != SPIKED_PIT)))
245.  		    u.utrap = 0;
246.  	} else {
247.  	    oldplace = FALSE;
248.  	    ttmp = newtrap();
249.  	    ttmp->tx = x;
250.  	    ttmp->ty = y;
251.  	    ttmp->launch.x = -1;	/* force error if used before set */
252.  	    ttmp->launch.y = -1;
253.  	}
254.  	ttmp->ttyp = typ;
255.  	switch(typ) {
256.  	    case STATUE_TRAP:	    /* create a "living" statue */
257.  	      { struct monst *mtmp;
258.  		struct obj *otmp, *statue;
259.  
260.  		statue = mkcorpstat(STATUE, (struct monst *)0,
261.  					&mons[rndmonnum()], x, y, FALSE);
262.  		mtmp = makemon(&mons[statue->corpsenm], 0, 0, NO_MM_FLAGS);
263.  		if (!mtmp) break; /* should never happen */
264.  		while(mtmp->minvent) {
265.  		    otmp = mtmp->minvent;
266.  		    otmp->owornmask = 0;
267.  		    obj_extract_self(otmp);
268.  		    (void) add_to_container(statue, otmp);
269.  		}
270.  		statue->owt = weight(statue);
271.  		mongone(mtmp);
272.  		break;
273.  	      }
274.  	    case ROLLING_BOULDER_TRAP:	/* boulder will roll towards trigger */
275.  		(void) mkroll_launch(ttmp, x, y, BOULDER, 1L);
276.  		break;
277.  	    case HOLE:
278.  	    case PIT:
279.  	    case SPIKED_PIT:
280.  	    case TRAPDOOR:
281.  		lev = &levl[x][y];
282.  		if (*in_rooms(x, y, SHOPBASE) &&
283.  			((typ == HOLE || typ == TRAPDOOR) || IS_DOOR(lev->typ)))
284.  		    add_damage(x, y,		/* schedule repair */
285.  			(IS_DOOR(lev->typ) && !flags.mon_moving) ? 200L : 0L);
286.  		lev->doormask = 0;	/* subsumes altarmask, icedpool... */
287.  		if (IS_ROOM(lev->typ)) /* && !IS_AIR(lev->typ) */
288.  		    lev->typ = ROOM;
289.  
290.  		/*
291.  		 * some cases which can happen when digging
292.  		 * down while phazing thru solid areas
293.  		 */
294.  		else if (lev->typ == STONE || lev->typ == SCORR)
295.  		    lev->typ = CORR;
296.  		else if (IS_WALL(lev->typ) || lev->typ == SDOOR)
297.  		    lev->typ = level.flags.is_maze_lev ? ROOM :
298.  			       level.flags.is_cavernous_lev ? CORR : DOOR;
299.  
300.  		unearth_objs(x, y);
301.  		break;
302.  	}
303.  	if (ttmp->ttyp == HOLE) ttmp->tseen = 1;  /* You can't hide a hole */
304.  	else ttmp->tseen = 0;
305.  	ttmp->once = 0;
306.  	ttmp->madeby_u = 0;
307.  	ttmp->dst.dnum = -1;
308.  	ttmp->dst.dlevel = -1;
309.  	if (!oldplace) {
310.  	    ttmp->ntrap = ftrap;
311.  	    ftrap = ttmp;
312.  	}
313.  	return(ttmp);
314.  }
315.  
316.  void
317.  fall_through(td)
318.  boolean td;	/* td == TRUE : trap door or hole */
319.  {
320.  	d_level dtmp;
321.  	char msgbuf[BUFSZ];
322.  	const char *dont_fall = 0;
323.  	register int newlevel = dunlev(&u.uz);
324.  
325.  	/* KMH -- You can't escape the Sokoban level traps */
326.  	if(Blind && Levitation && !In_sokoban(&u.uz)) return;
327.  
328.  	do {
329.  	    newlevel++;
330.  	} while(!rn2(4) && newlevel < dunlevs_in_dungeon(&u.uz));
331.  
332.  	if(td) {
333.  	    struct trap *t=t_at(u.ux,u.uy);
334.  	    if (!In_sokoban(&u.uz)) {
335.  		if (t->ttyp == TRAPDOOR)
336.  			pline("A trap door opens up under you!");
337.  		else 
338.  			pline("There's a gaping hole under you!");
339.  	    }
340.  	} else pline_The("%s opens up under you!", surface(u.ux,u.uy));
341.  
342.  	if (In_sokoban(&u.uz) && Can_fall_thru(&u.uz))
343.  	    ;	/* KMH -- You can't escape the Sokoban level traps */
344.  	else if(Levitation || u.ustuck || !Can_fall_thru(&u.uz)
345.  	   || Flying || is_clinger(youmonst.data)
346.  	   || (Inhell && !u.uevent.invoked &&
347.  					newlevel == dunlevs_in_dungeon(&u.uz))
348.  		) {
349.  	    dont_fall = "don't fall in.";
350.  	} else if (youmonst.data->msize >= MZ_HUGE) {
351.  	    dont_fall = "don't fit through.";
352.  	} else if (!next_to_u()) {
353.  	    dont_fall = "are jerked back by your pet!";
354.  	}
355.  	if (dont_fall) {
356.  	    You(dont_fall);
357.  	    /* hero didn't fall through, but any objects here might */
358.  	    impact_drop((struct obj *)0, u.ux, u.uy, 0);
359.  	    if (!td) {
360.  		display_nhwindow(WIN_MESSAGE, FALSE);
361.  		pline_The("opening under you closes up.");
362.  	    }
363.  	    return;
364.  	}
365.  
366.  	if(*u.ushops) shopdig(1);
367.  	if (Is_stronghold(&u.uz)) {
368.  	    find_hell(&dtmp);
369.  	} else {
370.  	    dtmp.dnum = u.uz.dnum;
371.  	    dtmp.dlevel = newlevel;
372.  	}
373.  	if (!td)
374.  	    Sprintf(msgbuf, "The hole in the %s above you closes up.",
375.  		    ceiling(u.ux,u.uy));
376.  	schedule_goto(&dtmp, FALSE, TRUE, 0,
377.  		      (char *)0, !td ? msgbuf : (char *)0);
378.  }
379.  
380.  /*
381.   * Animate the given statue.  May have been via shatter attempt, trap,
382.   * or stone to flesh spell.  Return a monster if successfully animated.
383.   * If the monster is animated, the object is deleted.  If fail_reason
384.   * is non-null, then fill in the reason for failure (or success).
385.   *
386.   * The cause of animation is:
387.   *
388.   *	ANIMATE_NORMAL  - hero "finds" the monster
389.   *	ANIMATE_SHATTER - hero tries to destroy the statue
390.   *	ANIMATE_SPELL   - stone to flesh spell hits the statue
391.   *
392.   * Perhaps x, y is not needed if we can use get_obj_location() to find
393.   * the statue's location... ???
394.   */
395.  struct monst *
396.  animate_statue(statue, x, y, cause, fail_reason)
397.  struct obj *statue;
398.  xchar x, y;
399.  int cause;
400.  int *fail_reason;
401.  {
402.  	struct permonst *mptr;
403.  	struct monst *mon = 0;
404.  	struct obj *item;
405.  	coord cc;
406.  
407.  	if (statue->oxlth && statue->oattached == OATTACHED_MONST) {
408.  	    cc.x = x,  cc.y = y;
409.  	    mon = montraits(statue, &cc);
410.  	    if (mon && mon->mtame && !mon->isminion)
411.  		wary_dog(mon, TRUE);
412.  	} else {
413.  	    /*
414.  	     * Guard against someone wishing for a statue of a unique monster
415.  	     * (which is allowed in normal play) and then tossing it onto the
416.  	     * [detected or guessed] location of a statue trap.  Normally the
417.  	     * uppermost statue is the one which would be activated.
418.  	     */
419.  	    mptr = &mons[statue->corpsenm];
420.  	    if (mptr->geno & G_UNIQ) {
421.  	        if (fail_reason) *fail_reason = AS_MON_IS_UNIQUE;
422.  	        return (struct monst *)0;
423.  	    }
424.  	    mon = makemon(mptr, x, y, NO_MINVENT);
425.  	}
426.  
427.  	if (!mon) {
428.  	    if (fail_reason) *fail_reason = AS_NO_MON;
429.  	    return (struct monst *)0;
430.  	}
431.  
432.  	/* if statue has been named, give same name to the monster */
433.  	if (statue->onamelth)
434.  	    mon = christen_monst(mon, ONAME(statue));
435.  	/* transfer any statue contents to monster's inventory */
436.  	while ((item = statue->cobj) != 0) {
437.  	    obj_extract_self(item);
438.  	    (void) add_to_minv(mon, item);
439.  	}
440.  	m_dowear(mon, TRUE);
441.  	delobj(statue);
442.  	/* mimic statue becomes seen mimic; other hiders won't be hidden */
443.  	if (mon->m_ap_type) seemimic(mon);
444.  	else mon->mundetected = FALSE;
445.  	if ((x == u.ux && y == u.uy) || cause == ANIMATE_SPELL)
446.  	    pline_The("statue comes to life!");
447.  	else if (cause == ANIMATE_SHATTER)
448.  	    pline("Instead of shattering, the statue suddenly comes alive!");
449.  	else /* cause == ANIMATE_NORMAL */
450.  	    You("find %s posing as a statue.", a_monnam(mon));
451.  	/* avoid hiding under nothing */
452.  	if (x == u.ux && y == u.uy &&
453.  		Upolyd && hides_under(youmonst.data) && !OBJ_AT(x, y))
454.  	    u.uundetected = 0;
455.  
456.  	if (fail_reason) *fail_reason = AS_OK;
457.  	return mon;
458.  }
459.  
460.  /*
461.   * You've either stepped onto a statue trap's location or you've triggered a
462.   * statue trap by searching next to it or by trying to break it with a wand
463.   * or pick-axe.
464.   */
465.  struct monst *
466.  activate_statue_trap(trap, x, y, shatter)
467.  struct trap *trap;
468.  xchar x, y;
469.  boolean shatter;
470.  {
471.  	struct monst *mtmp = (struct monst *)0;
472.  	struct obj *otmp = sobj_at(STATUE, x, y);
473.  	int fail_reason;
474.  
475.  	/*
476.  	 * Try to animate the first valid statue.  Stop the loop when we
477.  	 * actually create something or the failure cause is not because
478.  	 * the mon was unique.
479.  	 */
480.  	deltrap(trap);
481.  	while (otmp) {
482.  	    mtmp = animate_statue(otmp, x, y,
483.  		    shatter ? ANIMATE_SHATTER : ANIMATE_NORMAL, &fail_reason);
484.  	    if (mtmp || fail_reason != AS_MON_IS_UNIQUE) break;
485.  
486.  	    while ((otmp = otmp->nexthere) != 0)
487.  		if (otmp->otyp == STATUE) break;
488.  	}
489.  
490.  	if (Blind) feel_location(x, y);
491.  	else newsym(x, y);
492.  	return mtmp;
493.  }
494.  
495.  void
496.  dotrap(trap, trflags)
497.  register struct trap *trap;
498.  unsigned trflags;
499.  {
500.  	register int ttype = trap->ttyp;
501.  	register struct obj *otmp;
502.  	boolean already_seen = trap->tseen;
503.  	boolean webmsgok = (!(trflags & NOWEBMSG));
504.  	
505.  	nomul(0);
506.  
507.  	/* KMH -- You can't escape the Sokoban level traps */
508.  	if (In_sokoban(&u.uz) &&
509.  			(ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
510.  			ttype == TRAPDOOR)) {
511.  	    /* The "air currents" message is still appropriate -- even when
512.  	     * the hero isn't flying or levitating -- because it conveys the
513.  	     * reason why the player cannot escape the trap with a dexterity
514.  	     * check, clinging to the ceiling, etc.
515.  	     */
516.  	    pline("Air currents pull you down into %s %s!",
517.  	    	a_your[trap->madeby_u],
518.  	    	defsyms[trap_to_defsym(ttype)].explanation);
519.  	    /* then proceed to normal trap effect */
520.  	} else if (already_seen) {
521.  	    if ((Levitation || Flying) &&
522.  		    (ttype == PIT || ttype == SPIKED_PIT || ttype == HOLE ||
523.  		    ttype == BEAR_TRAP)) {
524.  		You("%s over %s %s.",
525.  		    Levitation ? "float" : "fly",
526.  		    a_your[trap->madeby_u],
527.  		    defsyms[trap_to_defsym(ttype)].explanation);
528.  		return;
529.  	    }
530.  	    if(!Fumbling && ttype != MAGIC_PORTAL && ttype != ANTI_MAGIC &&
531.  		(!rn2(5) ||
532.  	    ((ttype == PIT || ttype == SPIKED_PIT) && is_clinger(youmonst.data)))) {
533.  		You("escape %s %s.",
534.  		    (ttype == ARROW_TRAP && !trap->madeby_u) ? "an" :
535.  			a_your[trap->madeby_u],
536.  		    defsyms[trap_to_defsym(ttype)].explanation);
537.  		return;
538.  	    }
539.  	}
540.  
541.  	switch(ttype) {
542.  	    case ARROW_TRAP:
543.  		seetrap(trap);
544.  		pline("An arrow shoots out at you!");
545.  		otmp = mksobj(ARROW, TRUE, FALSE);
546.  		otmp->quan = 1L;
547.  		otmp->owt = weight(otmp);
548.  		otmp->opoisoned = 0;
549.  #ifdef STEED
550.  		if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) /* nothing */;
551.  		else
552.  #endif
553.  		if (thitu(8, dmgval(otmp, &youmonst), otmp, "arrow")) {
554.  		    obfree(otmp, (struct obj *)0);
555.  		} else {
556.  		    place_object(otmp, u.ux, u.uy);
557.  		    if (!Blind) otmp->dknown = 1;
558.  		    stackobj(otmp);
559.  		    newsym(u.ux, u.uy);
560.  		}
561.  		break;
562.  	    case DART_TRAP:
563.  		seetrap(trap);
564.  		pline("A little dart shoots out at you!");
565.  		otmp = mksobj(DART, TRUE, FALSE);
566.  		otmp->quan = 1L;
567.  		otmp->owt = weight(otmp);
568.  		if (!rn2(6)) otmp->opoisoned = 1;
569.  #ifdef STEED
570.  		if (u.usteed && !rn2(2) && steedintrap(trap, otmp)) /* nothing */;
571.  		else
572.  #endif
573.  		if (thitu(7, dmgval(otmp, &youmonst), otmp, "little dart")) {
574.  		    if (otmp->opoisoned)
575.  			poisoned("dart",A_CON,"poison dart",10);
576.  		    obfree(otmp, (struct obj *)0);
577.  		} else {
578.  		    place_object(otmp, u.ux, u.uy);
579.  		    if (!Blind) otmp->dknown = 1;
580.  		    stackobj(otmp);
581.  		    newsym(u.ux, u.uy);
582.  		}
583.  		break;
584.  	    case ROCKTRAP:
585.  		{
586.  		    int dmg = d(2,6); /* should be std ROCK dmg? */
587.  
588.  		    seetrap(trap);
589.  		    otmp = mksobj_at(ROCK, u.ux, u.uy, TRUE, FALSE);
590.  		    otmp->quan = 1L;
591.  		    otmp->owt = weight(otmp);
592.  
593.      pline("A trap door in the %s opens and a rock falls on your %s!",
594.  			    ceiling(u.ux,u.uy),
595.  			    body_part(HEAD));
596.  
597.  		    if (uarmh) {
598.  			if(is_metallic(uarmh)) {
599.  			    pline("Fortunately, you are wearing a hard helmet.");
600.  			    dmg = 2;
601.  			} else if (flags.verbose) {
602.  			    Your("%s does not protect you.", xname(uarmh));
603.  			}
604.  		    }
605.  
606.  		    if (!Blind) otmp->dknown = 1;
607.  		    stackobj(otmp);
608.  		    newsym(u.ux,u.uy);	/* map the rock */
609.  
610.  		    losehp(dmg, "falling rock", KILLED_BY_AN);
611.  		    exercise(A_STR, FALSE);
612.  		}
613.  		break;
614.  
615.  	    case SQKY_BOARD:	    /* stepped on a squeaky board */
616.  		if (Levitation || Flying) {
617.  		    if (!Blind) {
618.  			seetrap(trap);
619.  			if (Hallucination)
620.  				You("notice a crease in the linoleum.");
621.  			else
622.  				You("notice a loose board below you.");
623.  		    }
624.  		} else {
625.  		    seetrap(trap);
626.  		    pline("A board beneath you squeaks loudly.");
627.  		    wake_nearby();
628.  		}
629.  		break;
630.  
631.  	    case BEAR_TRAP:
632.  		if(Levitation || Flying) break;
633.  		seetrap(trap);
634.  		if(amorphous(youmonst.data) || is_whirly(youmonst.data) ||
635.  						    unsolid(youmonst.data)) {
636.  		    pline("%s bear trap closes harmlessly through you.",
637.  			    A_Your[trap->madeby_u]);
638.  		    break;
639.  		}
640.  		if(
641.  #ifdef STEED
642.  		   !u.usteed &&
643.  #endif
644.  		   youmonst.data->msize <= MZ_SMALL) {
645.  		    pline("%s bear trap closes harmlessly over you.",
646.  			    A_Your[trap->madeby_u]);
647.  		    break;
648.  		}
649.  		u.utrap = rn1(4, 4);
650.  		u.utraptype = TT_BEARTRAP;
651.  #ifdef STEED
652.  		if (u.usteed) {
653.  		    pline("%s bear trap closes on %s %s!",
654.  			A_Your[trap->madeby_u], s_suffix(mon_nam(u.usteed)),
655.  			mbodypart(u.usteed, FOOT));
656.  		} else
657.  #endif
658.  		{
659.  		    pline("%s bear trap closes on your %s!",
660.  			    A_Your[trap->madeby_u], body_part(FOOT));
661.  		    if(u.umonnum == PM_OWLBEAR || u.umonnum == PM_BUGBEAR)
662.  			You("howl in anger!");
663.  		}
664.  		exercise(A_DEX, FALSE);
665.  		break;
666.  
667.  	    case SLP_GAS_TRAP:
668.  		seetrap(trap);
669.  		if(Sleep_resistance || breathless(youmonst.data)) {
670.  		    You("are enveloped in a cloud of gas!");
671.  		    break;
672.  		}
673.  		pline("A cloud of gas puts you to sleep!");
674.  		flags.soundok = 0;
675.  		fall_asleep(-rnd(25), TRUE);
676.  		afternmv = Hear_again;
677.  #ifdef STEED
678.  		(void) steedintrap(trap, (struct obj *)0);
679.  #endif
680.  		break;
681.  
682.  	    case RUST_TRAP:
683.  		seetrap(trap);
684.  		if (u.umonnum == PM_IRON_GOLEM) {
685.  		    pline("%s you!", A_gush_of_water_hits);
686.  		    You("are covered with rust!");
687.  		    rehumanize();
688.  		    break;
689.  		} else if (u.umonnum == PM_GREMLIN && rn2(3)) {
690.  		    pline("%s you!", A_gush_of_water_hits);
691.  		    (void)split_mon(&youmonst, (struct monst *)0);
692.  		    break;
693.  		}
694.  
695.  	    /* Unlike monsters, traps cannot aim their rust attacks at
696.  	     * you, so instead of looping through and taking either the
697.  	     * first rustable one or the body, we take whatever we get,
698.  	     * even if it is not rustable.
699.  	     */
700.  		switch (rn2(5)) {
701.  		    case 0:
702.  			pline("%s you on the %s!", A_gush_of_water_hits,
703.  				    body_part(HEAD));
704.  			(void) rust_dmg(uarmh, "helmet", 1, TRUE, &youmonst);
705.  			break;
706.  		    case 1:
707.  			pline("%s your left %s!", A_gush_of_water_hits,
708.  				    body_part(ARM));
709.  			if (rust_dmg(uarms, "shield", 1, TRUE, &youmonst))
710.  			    break;
711.  			if (u.twoweap || (uwep && bimanual(uwep)))
712.  			    erode_obj(u.twoweap ? uswapwep : uwep, FALSE, TRUE);
713.  glovecheck:		(void) rust_dmg(uarmg, "gauntlets", 1, TRUE, &youmonst);
714.  			/* Not "metal gauntlets" since it gets called
715.  			 * even if it's leather for the message
716.  			 */
717.  			break;
718.  		    case 2:
719.  			pline("%s your right %s!", A_gush_of_water_hits,
720.  				    body_part(ARM));
721.  			erode_obj(uwep, FALSE, TRUE);
722.  			goto glovecheck;
723.  		    default:
724.  			pline("%s you!", A_gush_of_water_hits);
725.  			for (otmp=invent; otmp; otmp = otmp->nobj)
726.  				    (void) snuff_lit(otmp);
727.  			if (uarmc)
728.  			    (void) rust_dmg(uarmc, cloak_simple_name(uarmc),
729.  						1, TRUE, &youmonst);
730.  			else if (uarm)
731.  			    (void) rust_dmg(uarm, "armor", 1, TRUE, &youmonst);
732.  #ifdef TOURIST
733.  			else if (uarmu)
734.  			    (void) rust_dmg(uarmu, "shirt", 1, TRUE, &youmonst);
735.  #endif
736.  		}
737.  		update_inventory();
738.  		break;
739.  
740.  	    case FIRE_TRAP:
741.  		seetrap(trap);
742.  		dofiretrap((struct obj *)0);
743.  		break;
744.  
745.  	    case PIT:
746.  	    case SPIKED_PIT:
747.  		/* KMH -- You can't escape the Sokoban level traps */
748.  		if (!In_sokoban(&u.uz) && (Levitation || Flying)) break;
749.  		seetrap(trap);
750.  		if (!In_sokoban(&u.uz) && is_clinger(youmonst.data)) {
751.  		    if(trap->tseen) {
752.  			You("see %s %spit below you.", a_your[trap->madeby_u],
753.  			    ttype == SPIKED_PIT ? "spiked " : "");
754.  		    } else {
755.  			pline("%s pit %sopens up under you!",
756.  			    A_Your[trap->madeby_u],
757.  			    ttype == SPIKED_PIT ? "full of spikes " : "");
758.  			You("don't fall in!");
759.  		    }
760.  		    break;
761.  		}
762.  		if (!In_sokoban(&u.uz)) {
763.  		   char verbbuf[BUFSZ];
764.  #ifdef STEED
765.  		   if (u.usteed)
766.  		   	Sprintf(verbbuf,"lead %s",
767.  				x_monnam(u.usteed,
768.  					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
769.  				 	 "poor", SUPPRESS_SADDLE, FALSE));
770.  		   else
771.  #endif
772.  		    Strcpy(verbbuf,"fall");
773.  		   You("%s into %s pit!", verbbuf, a_your[trap->madeby_u]);
774.  		}
775.  		/* wumpus reference */
776.  		if (Role_if(PM_RANGER) && !trap->madeby_u && !trap->once &&
777.  			In_quest(&u.uz) && Is_qlocate(&u.uz)) {
778.  		    pline("Fortunately it has a bottom after all...");
779.  		    trap->once = 1;
780.  		} else if (u.umonnum == PM_PIT_VIPER ||
781.  			u.umonnum == PM_PIT_FIEND)
782.  		    pline("How pitiful.  Isn't that the pits?");
783.  		if (ttype == SPIKED_PIT) {
784.  		    char *predicament = "on a set of sharp iron spikes";
785.  #ifdef STEED
786.  		    if (u.usteed) {
787.  			pline("%s lands %s!",
788.  				upstart(x_monnam(u.usteed,
789.  					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
790.  				 	 "poor", SUPPRESS_SADDLE, FALSE)), predicament);
791.  		    } else
792.  #endif
793.  		    You("land %s!", predicament);
794.  		}
795.  		if (!Passes_walls)
796.  		    u.utrap = rn1(6,2);
797.  		u.utraptype = TT_PIT;
798.  #ifdef STEED
799.  		if (!steedintrap(trap, (struct obj *)0)) {
800.  #endif
801.  		if (ttype == SPIKED_PIT) {
802.  		    losehp(rnd(10),"fell into a pit of iron spikes",
803.  			NO_KILLER_PREFIX);
804.  		    if (!rn2(6))
805.  			poisoned("spikes", A_STR, "fall onto poison spikes", 8);
806.  		} else
807.  		    losehp(rnd(6),"fell into a pit", NO_KILLER_PREFIX);
808.  		if (Punished && !carried(uball)) {
809.  		    unplacebc();
810.  		    ballfall();
811.  		    placebc();
812.  		}
813.  		selftouch("Falling, you");
814.  		vision_full_recalc = 1;	/* vision limits change */
815.  		exercise(A_STR, FALSE);
816.  		exercise(A_DEX, FALSE);
817.  #ifdef STEED
818.  		}
819.  #endif
820.  		break;
821.  	    case HOLE:
822.  	    case TRAPDOOR:
823.  		seetrap(trap);
824.  		if (!Can_fall_thru(&u.uz)) {
825.  		    impossible("dotrap: %ss cannot exist on this level.",
826.  			       defsyms[trap_to_defsym(ttype)].explanation);
827.  		    break;		/* don't activate it after all */
828.  		}
829.  		fall_through(TRUE);
830.  		break;
831.  
832.  	    case TELEP_TRAP:
833.  		seetrap(trap);
834.  		tele_trap(trap);
835.  		break;
836.  	    case LEVEL_TELEP:
837.  		seetrap(trap);
838.  		level_tele_trap(trap);
839.  		break;
840.  
841.  	    case WEB: /* Our luckless player has stumbled into a web. */
842.  		seetrap(trap);
843.  		if (amorphous(youmonst.data) || is_whirly(youmonst.data) ||
844.  						    unsolid(youmonst.data)) {
845.  		    if (acidic(youmonst.data) || u.umonnum == PM_GELATINOUS_CUBE ||
846.  			u.umonnum == PM_FIRE_ELEMENTAL) {
847.  			if (webmsgok)
848.  			    You("%s %s spider web!",
849.  				(u.umonnum == PM_FIRE_ELEMENTAL) ? "burn" : "dissolve",
850.  				a_your[trap->madeby_u]);
851.  			deltrap(trap);
852.  			newsym(u.ux,u.uy);
853.  			break;
854.  		    }
855.  		    if (webmsgok) You("flow through %s spider web.",
856.  			    a_your[trap->madeby_u]);
857.  		    break;
858.  		}
859.  		if (webmaker(youmonst.data)) {
860.  		    if (webmsgok)
861.  		    	pline(trap->madeby_u ? "You take a walk on your web."
862.  					 : "There is a spider web here.");
863.  		    break;
864.  		}
865.  		if (webmsgok) {
866.  		   char verbbuf[BUFSZ];
867.  		   verbbuf[0] = '\0';
868.  #ifdef STEED
869.  		   if (u.usteed)
870.  		   	Sprintf(verbbuf,"lead %s",
871.  				x_monnam(u.usteed,
872.  					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
873.  				 	 "poor", SUPPRESS_SADDLE, FALSE));
874.  		   else
875.  #endif
876.  			
877.  		    Sprintf(verbbuf, "%s", Levitation ? (const char *)"float" :
878.  		      		locomotion(youmonst.data, "stumble"));
879.  		   You("%s into %s spider web!", verbbuf, a_your[trap->madeby_u]);
880.  		}
881.  		u.utraptype = TT_WEB;
882.  
883.  		/* Time stuck in the web depends on your strength. */
884.  		{
885.  		    register int str = ACURR(A_STR);
886.  
887.  		    if (str <= 3) u.utrap = rn1(6,6);
888.  		    else if (str < 6) u.utrap = rn1(6,4);
889.  		    else if (str < 9) u.utrap = rn1(4,4);
890.  		    else if (str < 12) u.utrap = rn1(4,2);
891.  		    else if (str < 15) u.utrap = rn1(2,2);
892.  		    else if (str < 18) u.utrap = rnd(2);
893.  		    else if (str < 69) u.utrap = 1;
894.  		    else {
895.  			u.utrap = 0;
896.  			if (webmsgok)
897.  				You("tear through %s web!", a_your[trap->madeby_u]);
898.  			deltrap(trap);
899.  			newsym(u.ux,u.uy);	/* get rid of trap symbol */
900.  		    }
901.  		}
902.  		break;
903.  
904.  	    case STATUE_TRAP:
905.  		(void) activate_statue_trap(trap, u.ux, u.uy, FALSE);
906.  		break;
907.  
908.  	    case MAGIC_TRAP:	    /* A magic trap. */
909.  		seetrap(trap);
910.  		if (!rn2(30)) {
911.  		    deltrap(trap);
912.  		    newsym(u.ux,u.uy);	/* update position */
913.  		    You("are caught in a magical explosion!");
914.  		    losehp(rnd(10), "magical explosion", KILLED_BY_AN);
915.  		    Your("body absorbs some of the magical energy!");
916.  		    u.uen = (u.uenmax += 2);
917.  		} else domagictrap();
918.  #ifdef STEED
919.  		(void) steedintrap(trap, (struct obj *)0);
920.  #endif
921.  		break;
922.  
923.  	    case ANTI_MAGIC:
924.  		seetrap(trap);
925.  		if(Antimagic) {
926.  		    shieldeff(u.ux, u.uy);
927.  		    You_feel("momentarily lethargic.");
928.  		} else drain_en(rnd(u.ulevel) + 1);
929.  		break;
930.  
931.  	    case POLY_TRAP: {
932.  	        char verbbuf[BUFSZ];
933.  		seetrap(trap);
934.  #ifdef STEED
935.  		if (u.usteed)
936.  			Sprintf(verbbuf, "lead %s",
937.  				x_monnam(u.usteed,
938.  					 u.usteed->mnamelth ? ARTICLE_NONE : ARTICLE_THE,
939.  				 	 (char *)0, SUPPRESS_SADDLE, FALSE));
940.  		else
941.  #endif
942.  		 Sprintf(verbbuf,"%s",
943.  		    Levitation ? (const char *)"float" :
944.  		    locomotion(youmonst.data, "step"));
945.  		You("%s onto a polymorph trap!", verbbuf);
946.  		if(Antimagic || Unchanging) {
947.  		    shieldeff(u.ux, u.uy);
948.  		    You_feel("momentarily different.");
949.  		    /* Trap did nothing; don't remove it --KAA */
950.  		} else {
951.  #ifdef STEED
952.  		    (void) steedintrap(trap, (struct obj *)0);
953.  #endif
954.  		    deltrap(trap);	/* delete trap before polymorph */
955.  		    newsym(u.ux,u.uy);	/* get rid of trap symbol */
956.  		    You_feel("a change coming over you.");
957.  		    polyself(FALSE);
958.  		}
959.  		break;
960.  	    }
961.  	    case LANDMINE:
962.  		if (Levitation || Flying) {
963.  		    if (!already_seen && rn2(3)) break;
964.  		    seetrap(trap);
965.  		    pline("%s %s in a pile of soil below you.",
966.  			    already_seen ? "There is" : "You discover",
967.  			    trap->madeby_u ? "the trigger of your mine" :
968.  					     "a trigger");
969.  		    if (already_seen && rn2(3)) break;
970.  		    pline("KAABLAMM!!!  The air currents set %s%s off!",
971.  			    already_seen ? a_your[trap->madeby_u] : "",
972.  			    already_seen ? " land mine" : "it");
973.  		} else {
974.  #ifdef STEED
975.  		    /* prevent landmine from killing steed, throwing you to
976.  		     * the ground, and you being affected again by the same
977.  		     * mine because it hasn't been deleted yet
978.  		     */
979.  		    static boolean recursive_mine = FALSE;
980.  
981.  		    if (recursive_mine) break;
982.  #endif
983.  		    seetrap(trap);
984.  		    pline("KAABLAMM!!!  You triggered %s land mine!",
985.  					    a_your[trap->madeby_u]);
986.  #ifdef STEED
987.  		    recursive_mine = TRUE;
988.  		    (void) steedintrap(trap, (struct obj *)0);
989.  		    recursive_mine = FALSE;
990.  #endif
991.  		    set_wounded_legs(LEFT_SIDE, rn1(35, 41));
992.  		    set_wounded_legs(RIGHT_SIDE, rn1(35, 41));
993.  		    exercise(A_DEX, FALSE);
994.  		}
995.  		blow_up_landmine(trap);
996.  		newsym(u.ux,u.uy);		/* update trap symbol */
997.  		losehp(rnd(16), "land mine", KILLED_BY_AN);
998.  		/* fall recursively into the pit... */
999.  		if ((trap = t_at(u.ux, u.uy)) != 0) dotrap(trap, 0);
1000. 		fill_pit(u.ux, u.uy);
1001. 		break;
1002. 
1003. 	    case ROLLING_BOULDER_TRAP:
1004. 		seetrap(trap);
1005. 		pline("Click! You trigger a rolling boulder trap!");
1006. 		if(!launch_obj(BOULDER, trap->launch.x, trap->launch.y,
1007. 		      trap->launch2.x,trap->launch2.y, ROLL)) {
1008. 		    deltrap(trap);
1009. 		    newsym(u.ux,u.uy);	/* get rid of trap symbol */
1010. 		    pline("Fortunately for you, no boulder was released.");
1011. 		}
1012. 		break;
1013. 
1014. 	    case MAGIC_PORTAL:
1015. 		seetrap(trap);
1016. 		domagicportal(trap);
1017. 		break;
1018. 
1019. 	    default:
1020. 		seetrap(trap);
1021. 		impossible("You hit a trap of type %u", trap->ttyp);
1022. 	}
1023. }
1024. 
1025. #ifdef STEED
1026. STATIC_OVL int
1027. steedintrap(trap, otmp)
1028. struct trap *trap;
1029. struct obj *otmp;
1030. {
1031. 	struct monst *mtmp = u.usteed;
1032. 	struct permonst *mptr;
1033. 	int tt;
1034. 	boolean in_sight;
1035. 	boolean trapkilled = FALSE;
1036. 	boolean steedhit = FALSE;
1037. 
1038. 	if (!u.usteed || !trap) return 0;
1039. 	mptr = mtmp->data;
1040. 	tt = trap->ttyp;
1041. 	mtmp->mx = u.ux;
1042. 	mtmp->my = u.uy;
1043. 
1044. 	in_sight = !Blind;
1045. 	switch (tt) {
1046. 		case ARROW_TRAP:
1047. 			if(!otmp) {
1048. 				impossible("steed hit by non-existant arrow?");
1049. 				return 0;
1050. 			}
1051. 			if(thitm(8, mtmp, otmp, 0)) trapkilled = TRUE;
1052. 			steedhit = TRUE;
1053. 			break;
1054. 		case DART_TRAP:
1055. 			if(!otmp) {
1056. 				impossible("steed hit by non-existant dart?");
1057. 				return 0;
1058. 			}
1059. 			if(thitm(7, mtmp, otmp, 0)) trapkilled = TRUE;
1060. 			steedhit = TRUE;
1061. 			break;
1062. 		case SLP_GAS_TRAP:
1063. 		    if (!resists_sleep(mtmp) && !breathless(mptr) &&
1064. 				!mtmp->msleeping && mtmp->mcanmove) {
1065. 			    mtmp->mcanmove = 0;
1066. 			    mtmp->mfrozen = rnd(25);
1067. 			    if (in_sight) {
1068. 				pline("%s suddenly falls asleep!",
1069. 				      Monnam(mtmp));
1070. 			    }
1071. 			}
1072. 			steedhit = TRUE;
1073. 			break;
1074. 		case LANDMINE:
1075. 			if (thitm(0, mtmp, (struct obj *)0, rnd(16)))
1076. 			    trapkilled = TRUE;
1077. 			steedhit = TRUE;
1078. 			break;
1079. 		case PIT:
1080. 		case SPIKED_PIT:
1081. 			if (mtmp->mhp <= 0 ||
1082. 				thitm(0, mtmp, (struct obj *)0,
1083. 				      rnd((tt == PIT) ? 6 : 10)))
1084. 			    trapkilled = TRUE;
1085. 			steedhit = TRUE;
1086. 			break;
1087. 		case POLY_TRAP: 
1088. 		    if (!resists_magm(mtmp)) {
1089. 			if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
1090. 			(void) newcham(mtmp, (struct permonst *)0, FALSE);
1091. 			if (!can_saddle(mtmp) || !can_ride(mtmp)) {
1092. 				dismount_steed(DISMOUNT_POLY);
1093. 			} else {
1094. 				You("have to adjust yourself in the saddle on %s.",
1095. 					x_monnam(mtmp,
1096. 					 mtmp->mnamelth ? ARTICLE_NONE : ARTICLE_A,
1097. 				 	 (char *)0, SUPPRESS_SADDLE, FALSE));
1098. 			}
1099. 				
1100. 		    }
1101. 		    steedhit = TRUE;
1102. 		    break;
1103. 		default:
1104. 			return 0;
1105. 	    }
1106. 	}
1107. 	if(trapkilled) {
1108. 		dismount_steed(DISMOUNT_POLY);
1109. 		return 2;
1110. 	}
1111. 	else if(steedhit) return 1;
1112. 	else return 0;
1113. }
1114. #endif /*STEED*/
1115. 
1116. /* some actions common to both player and monsters for triggered landmine */
1117. void
1118. blow_up_landmine(trap)
1119. struct trap *trap;
1120. {
1121. 	scatter(trap->tx, trap->ty, 4,
1122. 		MAY_DESTROY | MAY_HIT | MAY_FRACTURE | VIS_EFFECTS,
1123. 		(struct obj *)0);
1124. 	del_engr_at(trap->tx, trap->ty);
1125. 	wake_nearto(trap->tx, trap->ty, 400);
1126. 	if (IS_DOOR(levl[trap->tx][trap->ty].typ))
1127. 	    levl[trap->tx][trap->ty].doormask = D_BROKEN;
1128. 	/* TODO: destroy drawbridge if present */
1129. 	/* caller may subsequently fill pit, e.g. with a boulder */
1130. 	trap->ttyp = PIT;		/* explosion creates a pit */
1131. 	trap->madeby_u = FALSE;		/* resulting pit isn't yours */
1132. }
1133. 
1134. #endif /* OVLB */
1135. #ifdef OVL3
1136. 
1137. /*
1138.  * Move obj from (x1,y1) to (x2,y2)
1139.  *
1140.  * Return 0 if no object was launched.
1141.  *        1 if an object was launched and placed somewhere.
1142.  *        2 if an object was launched, but used up.
1143.  */
1144. int
1145. launch_obj(otyp, x1, y1, x2, y2, style)
1146. short otyp;
1147. register int x1,y1,x2,y2;
1148. int style;
1149. {
1150. 	register struct monst *mtmp;
1151. 	register struct obj *otmp, *otmp2;
1152. 	register int dx,dy;
1153. 	struct obj *singleobj;
1154. 	boolean used_up = FALSE;
1155. 	boolean otherside = FALSE;
1156. 	int dist;
1157. 	int tmp;
1158. 	int delaycnt = 0;
1159. 
1160. 	otmp = sobj_at(otyp, x1, y1);
1161. 	/* Try the other side too, for rolling boulder traps */
1162. 	if (!otmp && otyp == BOULDER) {
1163. 		otherside = TRUE;
1164. 		otmp = sobj_at(otyp, x2, y2);
1165. 	}
1166. 	if (!otmp) return 0;
1167. 	if (otherside) {	/* swap 'em */
1168. 		int tx, ty;
1169. 
1170. 		tx = x1; ty = y1;
1171. 		x1 = x2; y1 = y2;
1172. 		x2 = tx; y2 = ty;
1173. 	}
1174. 
1175. 	if (otmp->quan == 1L) {
1176. 	    obj_extract_self(otmp);
1177. 	    singleobj = otmp;
1178. 	    otmp = (struct obj *) 0;
1179. 	} else {
1180. 	    singleobj = splitobj(otmp, 1L);
1181. 	    obj_extract_self(singleobj);
1182. 	}
1183. 	newsym(x1,y1);
1184. 	/* in case you're using a pick-axe to chop the boulder that's being
1185. 	   launched (perhaps a monster triggered it), destroy context so that
1186. 	   next dig attempt never thinks you're resuming previous effort */
1187. 	if ((otyp == BOULDER || otyp == STATUE) &&
1188. 	    singleobj->ox == digging.pos.x && singleobj->oy == digging.pos.y)
1189. 	    (void) memset((genericptr_t)&digging, 0, sizeof digging);
1190. 
1191. 	dist = distmin(x1,y1,x2,y2);
1192. 	bhitpos.x = x1;
1193. 	bhitpos.y = y1;
1194. 	dx = sgn(x2 - x1);
1195. 	dy = sgn(y2 - y1);
1196. 	switch (style) {
1197. 	    case ROLL:
1198. 			delaycnt = 2;
1199. 			/* fall through */
1200. 	    default:
1201. 			if (!delaycnt) delaycnt = 1;
1202. 			if (!cansee(bhitpos.x,bhitpos.y)) curs_on_u();
1203. 			tmp_at(DISP_FLASH, obj_to_glyph(singleobj));
1204. 			tmp_at(bhitpos.x, bhitpos.y);
1205. 	}
1206. 
1207. 	/* Set the object in motion */
1208. 	while(dist-- > 0 && !used_up) {
1209. 		struct trap *t;
1210. 		tmp_at(bhitpos.x, bhitpos.y);
1211. 		tmp = delaycnt;
1212. 
1213. 		/* dstage@u.washington.edu -- Delay only if hero sees it */
1214. 		if (cansee(bhitpos.x, bhitpos.y))
1215. 			while (tmp-- > 0) delay_output();
1216. 
1217. 		bhitpos.x += dx;
1218. 		bhitpos.y += dy;
1219. 		t = t_at(bhitpos.x, bhitpos.y);
1220. 		
1221. 		if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
1222. 			if (otyp == BOULDER && throws_rocks(mtmp->data)) {
1223. 			    if (rn2(3)) {
1224. 				pline("%s snatches the boulder.",
1225. 					Monnam(mtmp));
1226. 				(void) mpickobj(mtmp, singleobj);
1227. 				used_up = TRUE;
1228. 				break;
1229. 			    }
1230. 			}
1231. 			if (ohitmon(mtmp,singleobj,
1232. 					(style==ROLL) ? -1 : dist, FALSE)) {
1233. 				used_up = TRUE;
1234. 				break;
1235. 			}
1236. 		} else if (bhitpos.x == u.ux && bhitpos.y == u.uy) {
1237. 			if (multi) nomul(0);
1238. 			if (thitu(9 + singleobj->spe,
1239. 				  dmgval(singleobj, &youmonst),
1240. 				  singleobj, (char *)0))
1241. 			    stop_occupation();
1242. 		}
1243. 		if (style == ROLL) {
1244. 		    if (down_gate(bhitpos.x, bhitpos.y) != -1) {
1245. 		       if (ship_object(singleobj, bhitpos.x, bhitpos.y, FALSE)){
1246. 				used_up = TRUE;
1247. 				break;
1248. 			}
1249. 		    }
1250. 		    if (t && otyp == BOULDER) {
1251. 			switch(t->ttyp) {
1252. 			case LANDMINE:
1253. 			    if (rn2(10) > 2) {
1254. 			  	pline(
1255. 				  "KAABLAMM!!!%s",
1256. 				  cansee(bhitpos.x, bhitpos.y) ?
1257. 					" The rolling boulder triggers a land mine." : "");
1258. 				deltrap(t);
1259. 				del_engr_at(bhitpos.x,bhitpos.y);
1260. 				place_object(singleobj, bhitpos.x, bhitpos.y);
1261. 				fracture_rock(singleobj);
1262. 				scatter(bhitpos.x,bhitpos.y, 4,
1263. 					MAY_DESTROY|MAY_HIT|MAY_FRACTURE|VIS_EFFECTS,
1264. 					(struct obj *)0);
1265. 				if (cansee(bhitpos.x,bhitpos.y))
1266. 					newsym(bhitpos.x,bhitpos.y);
1267. 			        used_up = TRUE;
1268. 			    }
1269. 			    break;		
1270. 			case LEVEL_TELEP:
1271. 			case TELEP_TRAP:
1272. 			    if (cansee(bhitpos.x, bhitpos.y))
1273. 			    	pline("Suddenly the rolling boulder disappears!");
1274. 			    else
1275. 			    	You_hear("a rumbling stop abruptly.");
1276. 			    if (t->ttyp == TELEP_TRAP)
1277. 				rloco(singleobj);
1278. 			    else {
1279. 				int newlev = random_teleport_level();
1280. 				d_level dest;
1281. 
1282. 				if (newlev == depth(&u.uz) || In_endgame(&u.uz))
1283. 				    continue;
1284. 				add_to_migration(singleobj);
1285. 				get_level(&dest, newlev);
1286. 				singleobj->ox = dest.dnum;
1287. 				singleobj->oy = dest.dlevel;
1288. 				singleobj->owornmask = (long)MIGR_RANDOM;
1289. 			    }
1290. 		    	    seetrap(t);
1291. 			    used_up = TRUE;
1292. 			    break;
1293. 			}
1294. 			if (used_up) break;
1295. 		    }
1296. 		    if (flooreffects(singleobj, bhitpos.x, bhitpos.y, "fall")) {
1297. 			used_up = TRUE;
1298. 			break;
1299. 		    }
1300. 		    if (otyp == BOULDER &&
1301. 		       (otmp2 = sobj_at(BOULDER, bhitpos.x, bhitpos.y)) != 0) {
1302. 			char *bmsg =
1303. 				" as one boulder sets another in motion";
1304. 		    	You_hear("a loud crash%s!",
1305. 				cansee(bhitpos.x, bhitpos.y) ? bmsg : "");
1306. 			obj_extract_self(otmp2);
1307. 			place_object(singleobj, bhitpos.x, bhitpos.y);
1308. 			singleobj = otmp2;
1309. 			otmp2 = (struct obj *)0;
1310. 			wake_nearto(bhitpos.x, bhitpos.y, 10*10);
1311. 		    }
1312. 		}
1313. 		if (otyp == BOULDER && closed_door(bhitpos.x,bhitpos.y)) {
1314. 			if (cansee(bhitpos.x, bhitpos.y))
1315. 				pline_The("boulder crashes through a door.");
1316. 			levl[bhitpos.x][bhitpos.y].doormask = D_BROKEN;
1317. 			if (dist) unblock_point(bhitpos.x, bhitpos.y);
1318. 		}
1319. 	}
1320. 	tmp_at(DISP_END, 0);
1321. 	if (!used_up) {
1322. 		place_object(singleobj, x2,y2);
1323. 		newsym(x2,y2);
1324. 		return 1;
1325. 	} else
1326. 		return 2;
1327. }
1328. #endif /* OVL3 */
1329. #ifdef OVLB
1330. 
1331. void
1332. seetrap(trap)
1333. 	register struct trap *trap;
1334. {
1335. 	if(!trap->tseen) {
1336. 	    trap->tseen = 1;
1337. 	    newsym(trap->tx, trap->ty);
1338. 	}
1339. }
1340. 
1341. #endif /* OVLB */
1342. #ifdef OVL3
1343. 
1344. STATIC_OVL int
1345. mkroll_launch(ttmp, x, y, otyp, ocount)
1346. struct trap *ttmp;
1347. xchar x,y;
1348. short otyp;
1349. long ocount;
1350. {
1351. 	struct obj *otmp;
1352. 	register int tmp;
1353. 	schar dx,dy;
1354. 	int distance;
1355. 	coord cc;
1356. 	coord bcc;
1357. 	int trycount = 0;
1358. 	boolean success = FALSE;
1359. 	int mindist = 4;
1360. 
1361. 	if (ttmp->ttyp == ROLLING_BOULDER_TRAP) mindist = 2;
1362. 	distance = rn1(5,4);    /* 4..8 away */
1363. 	tmp = rn2(8);		/* randomly pick a direction to try first */
1364. 	while (distance >= mindist) {
1365. 		dx = xdir[tmp];
1366. 		dy = ydir[tmp];
1367. 		cc.x = x; cc.y = y;
1368. 		/* Prevent boulder from being placed on water */
1369. 		if (ttmp->ttyp == ROLLING_BOULDER_TRAP
1370. 				&& is_pool(x+distance*dx,y+distance*dy))
1371. 			success = FALSE;
1372. 		else success = isclearpath(&cc, distance, dx, dy);
1373. 		if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
1374. 			boolean success_otherway;
1375. 			bcc.x = x; bcc.y = y;
1376. 			success_otherway = isclearpath(&bcc, distance,
1377. 						-(dx), -(dy));
1378. 			if (!success_otherway) success = FALSE;
1379. 		}
1380. 		if (success) break;
1381. 		if (++tmp > 7) tmp = 0;
1382. 		if ((++trycount % 8) == 0) --distance;
1383. 	}
1384. 	if (!success) {
1385. 	    /* create the trap without any ammo, launch pt at trap location */
1386. 		cc.x = bcc.x = x;
1387. 		cc.y = bcc.y = y;
1388. 	} else {
1389. 		otmp = mksobj(otyp, TRUE, FALSE);
1390. 		otmp->quan = ocount;
1391. 		otmp->owt = weight(otmp);
1392. 		place_object(otmp, cc.x, cc.y);
1393. 		stackobj(otmp);
1394. 	}
1395. 	ttmp->launch.x = cc.x;
1396. 	ttmp->launch.y = cc.y;
1397. 	if (ttmp->ttyp == ROLLING_BOULDER_TRAP) {
1398. 		ttmp->launch2.x = bcc.x;
1399. 		ttmp->launch2.y = bcc.y;
1400. 	} else
1401. 		ttmp->launch_otyp = otyp;
1402. 	newsym(ttmp->launch.x, ttmp->launch.y);
1403. 	return 1;
1404. }
1405. 
1406. STATIC_OVL boolean
1407. isclearpath(cc,distance,dx,dy)
1408. coord *cc;
1409. int distance;
1410. schar dx,dy;
1411. {
1412. 	uchar typ;
1413. 	xchar x, y;
1414. 
1415. 	x = cc->x;
1416. 	y = cc->y;
1417. 	while (distance-- > 0) {
1418. 		x += dx;
1419. 		y += dy;
1420. 		typ = levl[x][y].typ;
1421. 		if (!isok(x,y) || !ZAP_POS(typ) || closed_door(x,y))
1422. 			return FALSE;
1423. 	}
1424. 	cc->x = x;
1425. 	cc->y = y;
1426. 	return TRUE;
1427. }
1428. #endif /* OVL3 */
1429. #ifdef OVL1
1430. 
1431. int
1432. mintrap(mtmp)
1433. register struct monst *mtmp;
1434. {
1435. 	register struct trap *trap = t_at(mtmp->mx, mtmp->my);
1436. 	boolean trapkilled = FALSE;
1437. 	struct permonst *mptr = mtmp->data;
1438. 	struct obj *otmp;
1439. 
1440. 	if (!trap) {
1441. 	    mtmp->mtrapped = 0;	/* perhaps teleported? */
1442. 	} else if (mtmp->mtrapped) {	/* is currently in the trap */
1443. 	    if (!trap->tseen &&
1444. 		cansee(mtmp->mx, mtmp->my) && canseemon(mtmp) &&
1445. 		(trap->ttyp == SPIKED_PIT || trap->ttyp == BEAR_TRAP ||
1446. 		 trap->ttyp == HOLE || trap->ttyp == PIT ||
1447. 		 trap->ttyp == WEB)) {
1448. 		/* If you come upon an obviously trapped monster, then
1449. 		 * you must be able to see the trap it's in too.
1450. 		 */
1451. 		seetrap(trap);
1452. 	    }
1453. 		
1454. 	    if (!rn2(40)) {
1455. 		if (sobj_at(BOULDER, mtmp->mx, mtmp->my) &&
1456. 			(trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) {
1457. 		    if (!rn2(2)) {
1458. 			mtmp->mtrapped = 0;
1459. 			if (canseemon(mtmp))
1460. 			    pline("%s pulls free...", Monnam(mtmp));
1461. 			fill_pit(mtmp->mx, mtmp->my);
1462. 		    }
1463. 		} else {
1464. 		    mtmp->mtrapped = 0;
1465. 		}
1466. 	    } else if (metallivorous(mptr)) {
1467. 		if (trap->ttyp == BEAR_TRAP) {
1468. 		    if (canseemon(mtmp))
1469. 			pline("%s eats a bear trap!", Monnam(mtmp));
1470. 		    deltrap(trap);
1471. 		    mtmp->meating = 5;
1472. 		    mtmp->mtrapped = 0;
1473. 		} else if (trap->ttyp == SPIKED_PIT) {
1474. 		    if (canseemon(mtmp))
1475. 			pline("%s munches on some spikes!", Monnam(mtmp));
1476. 		    trap->ttyp = PIT;
1477. 		    mtmp->meating = 5;
1478. 		}
1479. 	    }
1480. 	} else {
1481. 	    register int tt = trap->ttyp;
1482. 	    boolean in_sight, tear_web, see_it,
1483. 		    inescapable = ((tt == HOLE || tt == PIT) &&
1484. 				   In_sokoban(&u.uz) && !trap->madeby_u);
1485. 	    const char *fallverb;
1486. 
1487. 	    if (!inescapable &&
1488. 		    ((mtmp->mtrapseen & (1 << (tt-1))) != 0 ||
1489. 			(tt == HOLE && !mindless(mtmp->data)))) {
1490. 		/* it has been in such a trap - perhaps it escapes */
1491. 		if(rn2(4)) return(0);
1492. 	    } else {
1493. 		mtmp->mtrapseen |= (1 << (tt-1));
1494. 	    }
1495. 	    /* Monster is aggravated by being trapped by you.
1496. 	       Recognizing who made the trap isn't completely
1497. 	       unreasonable; everybody has their own style. */
1498. 	    if (trap->madeby_u && rnl(5)) setmangry(mtmp);
1499. 
1500. 	    /* bug?  `in_sight' ought to be split to distinguish between
1501. 	       trap_in_sight and can_see_victim to handle invisible monsters */
1502. 	    in_sight = canseemon(mtmp);
1503. 	    switch (tt) {
1504. 		case ARROW_TRAP:
1505. 			otmp = mksobj(ARROW, TRUE, FALSE);
1506. 			otmp->quan = 1L;
1507. 			otmp->owt = weight(otmp);
1508. 			otmp->opoisoned = 0;
1509. 			if (in_sight) seetrap(trap);
1510. 			if(thitm(8, mtmp, otmp, 0)) trapkilled = TRUE;
1511. 			break;
1512. 		case DART_TRAP:
1513. 			otmp = mksobj(DART, TRUE, FALSE);
1514. 			otmp->quan = 1L;
1515. 			otmp->owt = weight(otmp);
1516. 			if (!rn2(6)) otmp->opoisoned = 1;
1517. 			if (in_sight) seetrap(trap);
1518. 			if(thitm(7, mtmp, otmp, 0)) trapkilled = TRUE;
1519. 			break;
1520. 		case ROCKTRAP:
1521. 			otmp = mksobj(ROCK, TRUE, FALSE);
1522. 			otmp->quan = 1L;
1523. 			otmp->owt = weight(otmp);
1524. 			if (in_sight) seetrap(trap);
1525. 			if (thitm(0, mtmp, otmp, d(2, 6)))
1526. 			    trapkilled = TRUE;
1527. 			break;
1528. 
1529. 		case SQKY_BOARD:
1530. 			if(is_flyer(mptr)) break;
1531. 			/* stepped on a squeaky board */
1532. 			if (in_sight) {
1533. 			    pline("A board beneath %s squeaks loudly.", mon_nam(mtmp));
1534. 			    seetrap(trap);
1535. 			} else
1536. 			   You_hear("a distant squeak.");
1537. 			/* wake up nearby monsters */
1538. 			wake_nearto(mtmp->mx, mtmp->my, 40);
1539. 			break;
1540. 
1541. 		case BEAR_TRAP:
1542. 			if(mptr->msize > MZ_SMALL &&
1543. 				!amorphous(mptr) && !is_flyer(mptr) &&
1544. 				!is_whirly(mptr) && !unsolid(mptr)) {
1545. 			    mtmp->mtrapped = 1;
1546. 			    if(in_sight) {
1547. 				pline("%s is caught in %s bear trap!",
1548. 				      Monnam(mtmp), a_your[trap->madeby_u]);
1549. 				seetrap(trap);
1550. 			    } else {
1551. 				if((mptr == &mons[PM_OWLBEAR]
1552. 				    || mptr == &mons[PM_BUGBEAR])
1553. 				   && flags.soundok)
1554. 				    You_hear("the roaring of an angry bear!");
1555. 			    }
1556. 			}
1557. 			break;
1558. 
1559. 		case SLP_GAS_TRAP:
1560. 		    if (!resists_sleep(mtmp) && !breathless(mptr) &&
1561. 				!mtmp->msleeping && mtmp->mcanmove) {
1562. 			    mtmp->mcanmove = 0;
1563. 			    mtmp->mfrozen = rnd(25);
1564. 			    if (in_sight) {
1565. 				pline("%s suddenly falls asleep!",
1566. 				      Monnam(mtmp));
1567. 				seetrap(trap);
1568. 			    }
1569. 			}
1570. 			break;
1571. 
1572. 		case RUST_TRAP:
1573. 		    {
1574. 			struct obj *target;
1575. 
1576. 			if (in_sight)
1577. 			    seetrap(trap);
1578. 			switch (rn2(5)) {
1579. 			case 0:
1580. 			    if (in_sight)
1581. 				pline("%s %s on the %s!", A_gush_of_water_hits,
1582. 				    mon_nam(mtmp), mbodypart(mtmp, HEAD));
1583. 			    target = which_armor(mtmp, W_ARMH);
1584. 			    (void) rust_dmg(target, "helmet", 1, TRUE, mtmp);
1585. 			    break;
1586. 			case 1:
1587. 			    if (in_sight)
1588. 				pline("%s %s's left %s!", A_gush_of_water_hits,
1589. 				    mon_nam(mtmp), mbodypart(mtmp, ARM));
1590. 			    target = which_armor(mtmp, W_ARMS);
1591. 			    if (rust_dmg(target, "shield", 1, TRUE, mtmp))
1592. 				break;
1593. 			    target = MON_WEP(mtmp);
1594. 			    if (target && bimanual(target))
1595. 				erode_obj(target, FALSE, TRUE);
1596. glovecheck:		    target = which_armor(mtmp, W_ARMG);
1597. 			    (void) rust_dmg(target, "gauntlets", 1, TRUE, mtmp);
1598. 			    break;
1599. 			case 2:
1600. 			    if (in_sight)
1601. 				pline("%s %s's right %s!", A_gush_of_water_hits,
1602. 				    mon_nam(mtmp), mbodypart(mtmp, ARM));
1603. 			    erode_obj(MON_WEP(mtmp), FALSE, TRUE);
1604. 			    goto glovecheck;
1605. 			default:
1606. 			    if (in_sight)
1607. 				pline("%s %s!", A_gush_of_water_hits,
1608. 				    mon_nam(mtmp));
1609. 			    for (otmp=mtmp->minvent; otmp; otmp = otmp->nobj)
1610. 				(void) snuff_lit(otmp);
1611. 			    target = which_armor(mtmp, W_ARMC);
1612. 			    if (target)
1613. 				(void) rust_dmg(target, cloak_simple_name(target),
1614. 						 1, TRUE, mtmp);
1615. 			    else {
1616. 				target = which_armor(mtmp, W_ARM);
1617. 				if (target)
1618. 				    (void) rust_dmg(target, "armor", 1, TRUE, mtmp);
1619. #ifdef TOURIST
1620. 				else {
1621. 				    target = which_armor(mtmp, W_ARMU);
1622. 				    (void) rust_dmg(target, "shirt", 1, TRUE, mtmp);
1623. 				}
1624. #endif
1625. 			    }
1626. 			}
1627. 			if (mptr == &mons[PM_IRON_GOLEM]) {
1628. 				if (in_sight)
1629. 				    pline("%s falls to pieces!", Monnam(mtmp));
1630. 				else if(mtmp->mtame)
1631. 				    pline("May %s rust in peace.",
1632. 								mon_nam(mtmp));
1633. 				mondied(mtmp);
1634. 				if (mtmp->mhp <= 0)
1635. 					trapkilled = TRUE;
1636. 			} else if (mptr == &mons[PM_GREMLIN] && rn2(3)) {
1637. 				(void)split_mon(mtmp, (struct monst *)0);
1638. 			}
1639. 			break;
1640. 		    }
1641. 		case FIRE_TRAP:
1642.  mfiretrap:
1643. 			see_it = cansee(mtmp->mx, mtmp->my);
1644. 			if (in_sight)
1645. 			    pline("A %s erupts from the %s under %s!",
1646. 				  tower_of_flame,
1647. 				  surface(mtmp->mx,mtmp->my), mon_nam(mtmp));
1648. 			else if (see_it)  /* evidently `mtmp' is invisible */
1649. 			    You("see a %s erupt from the %s!",
1650. 				tower_of_flame, surface(mtmp->mx,mtmp->my));
1651. 
1652. 			if (resists_fire(mtmp)) {
1653. 			    if (in_sight) {
1654. 				shieldeff(mtmp->mx,mtmp->my);
1655. 				pline("%s is uninjured.", Monnam(mtmp));
1656. 			    }
1657. 			} else {
1658. 			    int num = d(2,4);
1659. 
1660. 			    if (thitm(0, mtmp, (struct obj *)0, num))
1661. 				trapkilled = TRUE;
1662. 			    else
1663. 				/* we know mhp is at least `num' below mhpmax,
1664. 				   so no (mhp > mhpmax) check is needed here */
1665. 				mtmp->mhpmax -= rn2(num + 1);
1666. 			}
1667. 			if (burnarmor(mtmp) || rn2(3)) {
1668. 			    (void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE);
1669. 			    (void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE);
1670. 			    (void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE);
1671. 			}
1672. 			if (burn_floor_paper(mtmp->mx, mtmp->my, see_it, FALSE) &&
1673. 				!see_it && distu(mtmp->mx, mtmp->my) <= 3*3)
1674. 			    You("smell smoke.");
1675. 			if (is_ice(mtmp->mx,mtmp->my))
1676. 			    melt_ice(mtmp->mx,mtmp->my);
1677. 			if (see_it) seetrap(trap);
1678. 			break;
1679. 
1680. 		case PIT:
1681. 		case SPIKED_PIT:
1682. 			fallverb = "falls";
1683. 			if (is_flyer(mptr) || is_floater(mptr) ||
1684. 				(mtmp->wormno && count_wsegs(mtmp) > 5) ||
1685. 				is_clinger(mptr)) {
1686. 			    if (!inescapable) break;	/* avoids trap */
1687. 			    fallverb = "is dragged";	/* sokoban pit */
1688. 			}
1689. 			if (!passes_walls(mptr))
1690. 			    mtmp->mtrapped = 1;
1691. 			if (in_sight) {
1692. 			    pline("%s %s into %s pit!",
1693. 				  Monnam(mtmp), fallverb,
1694. 				  a_your[trap->madeby_u]);
1695. 			    if (mptr == &mons[PM_PIT_VIPER] || mptr == &mons[PM_PIT_FIEND])
1696. 				pline("How pitiful.  Isn't that the pits?");
1697. 			    seetrap(trap);
1698. 			}
1699. 			mselftouch(mtmp, "Falling, ", FALSE);
1700. 			if (mtmp->mhp <= 0 ||
1701. 				thitm(0, mtmp, (struct obj *)0,
1702. 				      rnd((tt == PIT) ? 6 : 10)))
1703. 			    trapkilled = TRUE;
1704. 			break;
1705. 		case HOLE:
1706. 		case TRAPDOOR:
1707. 			if (!Can_fall_thru(&u.uz)) {
1708. 			 impossible("mintrap: %ss cannot exist on this level.",
1709. 				    defsyms[trap_to_defsym(tt)].explanation);
1710. 			    break;	/* don't activate it after all */
1711. 			}
1712. 			if (is_flyer(mptr) || is_floater(mptr) ||
1713. 				mptr == &mons[PM_WUMPUS] ||
1714. 				(mtmp->wormno && count_wsegs(mtmp) > 5) ||
1715. 				mptr->msize >= MZ_HUGE) {
1716. 			    if (inescapable) {	/* sokoban hole */
1717. 				if (in_sight) {
1718. 				    pline("%s seems to be yanked down!",
1719. 					  Monnam(mtmp));
1720. 				    /* suppress message in mlevel_tele_trap() */
1721. 				    in_sight = FALSE;
1722. 				    seetrap(trap);
1723. 				}
1724. 			    } else
1725. 				break;
1726. 			}
1727. 			/* Fall through */
1728. 		case LEVEL_TELEP:
1729. 		case MAGIC_PORTAL:
1730. 			{
1731. 			    int mlev_res;
1732. 			    mlev_res = mlevel_tele_trap(mtmp, trap,
1733. 							inescapable, in_sight);
1734. 			    if (mlev_res) return(mlev_res);
1735. 			}
1736. 			break;
1737. 
1738. 		case TELEP_TRAP:
1739. 			mtele_trap(mtmp, trap, in_sight);
1740. 			break;
1741. 
1742. 		case WEB:
1743. 			/* Monster in a web. */
1744. 			if (webmaker(mptr)) break;
1745. 			if (amorphous(mptr) || is_whirly(mptr) || unsolid(mptr)){
1746. 			    if(acidic(mptr) ||
1747. 			       mptr == &mons[PM_GELATINOUS_CUBE] ||
1748. 			       mptr == &mons[PM_FIRE_ELEMENTAL]) {
1749. 				if (in_sight)
1750. 				    pline("%s %s %s spider web!",
1751. 					  Monnam(mtmp),
1752. 					  (mptr == &mons[PM_FIRE_ELEMENTAL]) ?
1753. 					    "burns" : "dissolves",
1754. 					  a_your[trap->madeby_u]);
1755. 				deltrap(trap);
1756. 				newsym(mtmp->mx, mtmp->my);
1757. 				break;
1758. 			    }
1759. 			    if (in_sight) {
1760. 				pline("%s flows through %s spider web.",
1761. 				      Monnam(mtmp),
1762. 				      a_your[trap->madeby_u]);
1763. 				seetrap(trap);
1764. 			    }
1765. 			    break;
1766. 			}
1767. 			tear_web = FALSE;
1768. 			switch (monsndx(mptr)) {
1769. 			    case PM_OWLBEAR: /* Eric Backus */
1770. 			    case PM_BUGBEAR:
1771. 				if (!in_sight) {
1772. 				    You_hear("the roaring of a confused bear!");
1773. 				    mtmp->mtrapped = 1;
1774. 				    break;
1775. 				}
1776. 				/* fall though */
1777. 			    default:
1778. 				if (mptr->mlet == S_GIANT ||
1779. 				    (mptr->mlet == S_DRAGON &&
1780. 					extra_nasty(mptr)) || /* excl. babies */
1781. 				    (mtmp->wormno && count_wsegs(mtmp) > 5)) {
1782. 				    tear_web = TRUE;
1783. 				} else if (in_sight) {
1784. 				    pline("%s is caught in %s spider web.",
1785. 					  Monnam(mtmp),
1786. 					  a_your[trap->madeby_u]);
1787. 				    seetrap(trap);
1788. 				}
1789. 				mtmp->mtrapped = tear_web ? 0 : 1;
1790. 				break;
1791. 			    /* this list is fairly arbitrary; it deliberately
1792. 			       excludes wumpus & giant/ettin zombies/mummies */
1793. 			    case PM_TITANOTHERE:
1794. 			    case PM_BALUCHITHERIUM:
1795. 			    case PM_PURPLE_WORM:
1796. 			    case PM_JABBERWOCK:
1797. 			    case PM_IRON_GOLEM:
1798. 			    case PM_BALROG:
1799. 			    case PM_KRAKEN:
1800. 			    case PM_MASTODON:
1801. 				tear_web = TRUE;
1802. 				break;
1803. 			}
1804. 			if (tear_web) {
1805. 			    if (in_sight)
1806. 				pline("%s tears through %s spider web!",
1807. 				      Monnam(mtmp), a_your[trap->madeby_u]);
1808. 			    deltrap(trap);
1809. 			    newsym(mtmp->mx, mtmp->my);
1810. 			}
1811. 			break;
1812. 
1813. 		case STATUE_TRAP:
1814. 			break;
1815. 
1816. 		case MAGIC_TRAP:
1817. 			/* A magic trap.  Monsters usually immune. */
1818. 			if (!rn2(21)) goto mfiretrap;
1819. 			break;
1820. 		case ANTI_MAGIC:
1821. 			break;
1822. 
1823. 		case LANDMINE:
1824. 			if(rn2(3))
1825. 				break; /* monsters usually don't set it off */
1826. 			if(is_flyer(mptr)) {
1827. 				boolean already_seen = trap->tseen;
1828. 				if (in_sight && !already_seen) {
1829. 	pline("A trigger appears in a pile of soil below %s.", mon_nam(mtmp));
1830. 					seetrap(trap);
1831. 				}
1832. 				if (rn2(3)) break;
1833. 				if (in_sight) {
1834. 					newsym(mtmp->mx, mtmp->my);
1835. 					pline_The("air currents set %s off!",
1836. 					  already_seen ? "a land mine" : "it");
1837. 				}
1838. 			} else if(in_sight) {
1839. 			    newsym(mtmp->mx, mtmp->my);
1840. 			    pline("KAABLAMM!!!  %s triggers %s land mine!",
1841. 				Monnam(mtmp), a_your[trap->madeby_u]);
1842. 			}
1843. 			if (!in_sight)
1844. 				pline("Kaablamm!  You hear an explosion in the distance!");
1845. 			blow_up_landmine(trap);
1846. 			if(thitm(0, mtmp, (struct obj *)0, rnd(16)))
1847. 				trapkilled = TRUE;
1848. 			else {
1849. 				/* monsters recursively fall into new pit */
1850. 				if (mintrap(mtmp) == 2) trapkilled=TRUE;
1851. 			}
1852. 			/* a boulder may fill the new pit, crushing monster */
1853. 			fill_pit(trap->tx, trap->ty);
1854. 			if (mtmp->mhp <= 0) trapkilled = TRUE;
1855. 			if (unconscious()) {
1856. 				multi = -1;
1857. 				nomovemsg="The explosion awakens you!";
1858. 			}
1859. 			break;
1860. 
1861. 		case POLY_TRAP:
1862. 		    if (resists_magm(mtmp)) {
1863. 			shieldeff(mtmp->mx, mtmp->my);
1864. 		    } else if (!resist(mtmp, WAND_CLASS, 0, NOTELL)) {
1865. 			(void) newcham(mtmp, (struct permonst *)0, FALSE);
1866. 			if (in_sight) seetrap(trap);
1867. 		    }
1868. 		    break;
1869. 
1870. 		case ROLLING_BOULDER_TRAP:
1871. 		    if (!is_flyer(mptr)) {
1872. 		        newsym(mtmp->mx,mtmp->my);
1873. 			if (in_sight)
1874. 			  pline("Click! %s triggers %s.", Monnam(mtmp),
1875. 				  trap->tseen ?
1876. 				  "a rolling boulder trap" :
1877. 				  something);
1878. 			if (launch_obj(BOULDER, trap->launch.x, trap->launch.y,
1879. 				       trap->launch2.x, trap->launch2.y, ROLL)) {
1880. 			  if (in_sight) trap->tseen = TRUE;
1881. 			  else You_hear(Hallucination ?
1882. 					"someone bowling." :
1883. 					"rumbling in the distance.");
1884. 			  if (mtmp->mhp <= 0) trapkilled = TRUE;
1885. 			} else {
1886. 			  deltrap(trap);
1887. 			  newsym(mtmp->mx,mtmp->my);
1888. 			}
1889. 		      }
1890. 		    break;
1891. 
1892. 		default:
1893. 			impossible("Some monster encountered a strange trap of type %d.", tt);
1894. 	    }
1895. 	}
1896. 	if(trapkilled) return 2;
1897. 	return mtmp->mtrapped;
1898. }
1899. 
1900. #endif /* OVL1 */
1901. #ifdef OVLB
1902. 
1903. /* Combine cockatrice checks into single functions to avoid repeating code. */
1904. void
1905. instapetrify(str)
1906. const char *str;
1907. {
1908. 	if (Stone_resistance) return;
1909. 	if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))
1910. 	    return;
1911. 	You("turn to stone...");
1912. 	killer_format = KILLED_BY;
1913. 	killer = str;
1914. 	done(STONING);
1915. }
1916. 
1917. void
1918. minstapetrify(mon,byplayer)
1919. struct monst *mon;
1920. boolean byplayer;
1921. {
1922. 	if (resists_ston(mon)) return;
1923. 	if (cansee(mon->mx, mon->my))
1924. 		pline("%s turns to stone.", Monnam(mon));
1925. 	if (poly_when_stoned(mon->data)) {
1926. 		mon_to_stone(mon);
1927. 		return;
1928. 	}
1929. 	if (byplayer) {
1930. 		stoned = TRUE;
1931. 		xkilled(mon,0);
1932. 	} else monstone(mon);
1933. }
1934. 
1935. void
1936. selftouch(arg)
1937. const char *arg;
1938. {
1939. 	char kbuf[BUFSZ];
1940. 
1941. 	if(uwep && uwep->otyp == CORPSE && touch_petrifies(&mons[uwep->corpsenm])
1942. 			&& !Stone_resistance) {
1943. 		pline("%s touch the %s corpse.", arg,
1944. 		        mons[uwep->corpsenm].mname);
1945. 		Sprintf(kbuf, "%s corpse", an(mons[uwep->corpsenm].mname));
1946. 		instapetrify(kbuf);
1947. 	}
1948. 	/* Or your secondary weapon, if wielded */
1949. 	if(u.twoweap && uswapwep && uswapwep->otyp == CORPSE &&
1950. 			touch_petrifies(&mons[uswapwep->corpsenm]) && !Stone_resistance){
1951. 		pline("%s touch the %s corpse.", arg,
1952. 		        mons[uswapwep->corpsenm].mname);
1953. 		Sprintf(kbuf, "%s corpse", an(mons[uswapwep->corpsenm].mname));
1954. 		instapetrify(kbuf);
1955. 	}
1956. }
1957. 
1958. void
1959. mselftouch(mon,arg,byplayer)
1960. struct monst *mon;
1961. const char *arg;
1962. boolean byplayer;
1963. {
1964. 	struct obj *mwep = MON_WEP(mon);
1965. 
1966. 	if (mwep && mwep->otyp == CORPSE && touch_petrifies(&mons[mwep->corpsenm])) {
1967. 		if (cansee(mon->mx, mon->my)) {
1968. 			pline("%s%s touches the %s corpse.",
1969. 			    arg ? arg : "", arg ? mon_nam(mon) : Monnam(mon),
1970. 			    mons[mwep->corpsenm].mname);
1971. 		}
1972. 		minstapetrify(mon, byplayer);
1973. 	}
1974. }
1975. 
1976. void
1977. float_up()
1978. {
1979. 	if(u.utrap) {
1980. 		if(u.utraptype == TT_PIT) {
1981. 			u.utrap = 0;
1982. 			You("float up, out of the pit!");
1983. 			vision_full_recalc = 1;	/* vision limits change */
1984. 			fill_pit(u.ux, u.uy);
1985. 		} else if (u.utraptype == TT_INFLOOR) {
1986. 			Your("body pulls upward, but your %s are still stuck.",
1987. 			     makeplural(body_part(LEG)));
1988. 		} else {
1989. 			You("float up, only your %s is still stuck.",
1990. 				body_part(LEG));
1991. 		}
1992. 	}
1993. 	else if(Is_waterlevel(&u.uz))
1994. 		pline("It feels as though you've lost some weight.");
1995. 	else if(u.uinwater)
1996. 		spoteffects(TRUE);
1997. 	else if(u.uswallow)
1998. 		You(is_animal(u.ustuck->data) ?
1999. 			"float away from the %s."  :
2000. 			"spiral up into %s.",
2001. 		    is_animal(u.ustuck->data) ?
2002. 			surface(u.ux, u.uy) :
2003. 			mon_nam(u.ustuck));
2004. 	else if (Hallucination)
2005. 		pline("Up, up, and awaaaay!  You're walking on air!");
2006. 	else if(Is_airlevel(&u.uz))
2007. 		You("gain control over your movements.");
2008. 	else
2009. 		You("start to float in the air!");
2010. #ifdef STEED
2011. 	if (u.usteed && !is_floater(u.usteed->data) &&
2012. 						!is_flyer(u.usteed->data)) {
2013. 	    if (Lev_at_will)
2014. 	    	pline("%s magically floats up!", Monnam(u.usteed));
2015. 	    else {
2016. 	    	You("cannot stay on %s.", mon_nam(u.usteed));
2017. 	    	dismount_steed(DISMOUNT_GENERIC);
2018. 	    }
2019. 	}
2020. #endif
2021. 	return;
2022. }
2023. 
2024. void
2025. fill_pit(x, y)
2026. int x, y;
2027. {
2028. 	struct obj *otmp;
2029. 	struct trap *t;
2030. 
2031. 	if ((t = t_at(x, y)) &&
2032. 	    ((t->ttyp == PIT) || (t->ttyp == SPIKED_PIT)) &&
2033. 	    (otmp = sobj_at(BOULDER, x, y))) {
2034. 		obj_extract_self(otmp);
2035. 		(void) flooreffects(otmp, x, y, "settle");
2036. 	}
2037. }
2038. 
2039. int
2040. float_down(hmask, emask)
2041. long hmask, emask;     /* might cancel timeout */
2042. {
2043. 	register struct trap *trap = (struct trap *)0;
2044. 	d_level current_dungeon_level;
2045. 	boolean no_msg = FALSE;
2046. 
2047. 	HLevitation &= ~hmask;
2048. 	ELevitation &= ~emask;
2049. 	if(Levitation) return(0); /* maybe another ring/potion/boots */
2050. 
2051. 	if (Punished && !carried(uball) &&
2052. 	    (is_pool(uball->ox, uball->oy) ||
2053. 	     ((trap = t_at(uball->ox, uball->oy)) &&
2054. 	      ((trap->ttyp == PIT) || (trap->ttyp == SPIKED_PIT) ||
2055. 	       (trap->ttyp == TRAPDOOR) || (trap->ttyp == HOLE))))) {
2056. 			u.ux0 = u.ux;
2057. 			u.uy0 = u.uy;
2058. 			u.ux = uball->ox;
2059. 			u.uy = uball->oy;
2060. 			movobj(uchain, uball->ox, uball->oy);
2061. 			newsym(u.ux0, u.uy0);
2062. 			vision_full_recalc = 1;	/* in case the hero moved. */
2063. 	}
2064. 	/* check for falling into pool - added by GAN 10/20/86 */
2065. 	if(!Flying) {
2066. 		/* kludge alert:
2067. 		 * drown() and lava_effects() print various messages almost
2068. 		 * every time they're called which conflict with the "fall
2069. 		 * into" message below.  Thus, we want to avoid printing
2070. 		 * confusing, duplicate or out-of-order messages.
2071. 		 * Use knowledge of the two routines as a hack -- this
2072. 		 * should really be handled differently -dlc
2073. 		 */
2074. 		if(is_pool(u.ux,u.uy) && !Wwalking && !Swimming && !u.uinwater)
2075. 			no_msg = drown();
2076. 
2077. 		if(is_lava(u.ux,u.uy)) {
2078. 			(void) lava_effects();
2079. 			no_msg = TRUE;
2080. 		}
2081. 	}
2082. 	if (!trap) {
2083. 	    trap = t_at(u.ux,u.uy);
2084. 	    if(Is_airlevel(&u.uz))
2085. 		You("begin to tumble in place.");
2086. 	    else if (Is_waterlevel(&u.uz) && !no_msg)
2087. 		You_feel("heavier.");
2088. 	    /* u.uinwater msgs already in spoteffects()/drown() */
2089. 	    else if (!u.uinwater && !no_msg) {
2090. #ifdef STEED
2091. 		if (!(emask & W_SADDLE))
2092. #endif
2093. 		{
2094. 		    boolean sokoban_trap = (In_sokoban(&u.uz) && trap);
2095. 		    if (Hallucination)
2096. 			pline("Bummer!  You've %s.",
2097. 			      is_pool(u.ux,u.uy) ?
2098. 			      "splashed down" : sokoban_trap ? "crashed" :
2099. 			      "hit the ground");
2100. 		    else {
2101. 			if (!sokoban_trap)
2102. 			    You("float gently to the %s.",
2103. 				surface(u.ux, u.uy));
2104. 			else {
2105. 			    /* Justification elsewhere for Sokoban traps
2106. 			     * is based on air currents. This is
2107. 			     * consistent with that.
2108. 			     * The unexpected additional force of the
2109. 			     * air currents once leviation
2110. 			     * ceases knocks you off your feet.
2111. 			     */
2112. 			    You("fall over.");
2113. 			    losehp(rnd(2), "dangerous winds", KILLED_BY);
2114. #ifdef STEED
2115. 			    if (u.usteed) dismount_steed(DISMOUNT_FELL);
2116. #endif
2117. 			    selftouch("As you fall, you");
2118. 			}
2119. 		    }
2120. 		}
2121. 	    }
2122. 	}
2123. 
2124. 	/* can't rely on u.uz0 for detecting trap door-induced level change;
2125. 	   it gets changed to reflect the new level before we can check it */
2126. 	assign_level(&current_dungeon_level, &u.uz);
2127. 
2128. 	if(trap)
2129. 		switch(trap->ttyp) {
2130. 		case STATUE_TRAP:
2131. 			break;
2132. 		case HOLE:
2133. 		case TRAPDOOR:
2134. 			if(!Can_fall_thru(&u.uz) || u.ustuck)
2135. 				break;
2136. 			/* fall into next case */
2137. 		default:
2138. 			if (!u.utrap) /* not already in the trap */
2139. 				dotrap(trap, 0);
2140. 	}
2141. 
2142. 	if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !u.uswallow &&
2143. 		/* falling through trap door calls goto_level,
2144. 		   and goto_level does its own pickup() call */
2145. 		on_level(&u.uz, &current_dungeon_level))
2146. 	    (void) pickup(1);
2147. 	return 1;
2148. }
2149. 
2150. STATIC_OVL void
2151. dofiretrap(box)
2152. struct obj *box;	/* null for floor trap */
2153. {
2154. 	boolean see_it = !Blind;
2155. 	int num;
2156. 
2157. /* Bug: for box case, the equivalent of burn_floor_paper() ought
2158.  * to be done upon its contents.
2159.  */
2160. 
2161. 	if ((box && !carried(box)) ? is_pool(box->ox, box->oy) : Underwater) {
2162. 	    pline("A cascade of steamy bubbles erupts from %s!",
2163. 		    the(box ? xname(box) : surface(u.ux,u.uy)));
2164. 	    if (Fire_resistance) You("are uninjured.");
2165. 	    else losehp(rnd(3), "boiling water", KILLED_BY);
2166. 	    return;
2167. 	}
2168. 	pline("A %s %s from %s!", tower_of_flame,
2169. 	      box ? "bursts" : "erupts",
2170. 	      the(box ? xname(box) : surface(u.ux,u.uy)));
2171. 	if (Fire_resistance) {
2172. 	    shieldeff(u.ux, u.uy);
2173. 	    num = rn2(2);
2174. 	} else {
2175. 	    num = d(2,4);
2176. 	    if (u.uhpmax > u.ulevel)
2177. 		u.uhpmax -= rn2(min(u.uhpmax,num + 1)), flags.botl = 1;
2178. 	}
2179. 	if (!num)
2180. 	    You("are uninjured.");
2181. 	else
2182. 	    losehp(num, tower_of_flame, KILLED_BY_AN);
2183. 	burn_away_slime();
2184. 
2185. 	if (burnarmor(&youmonst) || rn2(3)) {
2186. 	    destroy_item(SCROLL_CLASS, AD_FIRE);
2187. 	    destroy_item(SPBOOK_CLASS, AD_FIRE);
2188. 	    destroy_item(POTION_CLASS, AD_FIRE);
2189. 	}
2190. 	if (!box && burn_floor_paper(u.ux, u.uy, see_it, TRUE) && !see_it)
2191. 	    You("smell paper burning.");
2192. 	if (is_ice(u.ux, u.uy))
2193. 	    melt_ice(u.ux, u.uy);
2194. }
2195. 
2196. STATIC_OVL void
2197. domagictrap()
2198. {
2199. 	register int fate = rnd(20);
2200. 
2201. 	/* What happened to the poor sucker? */
2202. 
2203. 	if (fate < 10) {
2204. 	  /* Most of the time, it creates some monsters. */
2205. 	  register int cnt = rnd(4);
2206. 
2207. 	  if (!resists_blnd(&youmonst)) {
2208. 		You("are momentarily blinded by a flash of light!");
2209. 		make_blinded((long)rn1(5,10),FALSE);
2210. 		if (!Blind) Your(vision_clears);
2211. 	  } else if (!Blind) {
2212. 		You("see a flash of light!");
2213. 	  }  else
2214. 		You_hear("a deafening roar!");
2215. 	  while(cnt--)
2216. 		(void) makemon((struct permonst *) 0, u.ux, u.uy, NO_MM_FLAGS);
2217. 	}
2218. 	else
2219. 	  switch (fate) {
2220. 
2221. 	     case 10:
2222. 	     case 11:
2223. 		      /* sometimes nothing happens */
2224. 			break;
2225. 	     case 12: /* a flash of fire */
2226. 			dofiretrap((struct obj *)0);
2227. 			break;
2228. 
2229. 	     /* odd feelings */
2230. 	     case 13:	pline("A shiver runs up and down your %s!",
2231. 			      body_part(SPINE));
2232. 			break;
2233. 	     case 14:	You_hear(Hallucination ?
2234. 				"the moon howling at you." :
2235. 				"distant howling.");
2236. 			break;
2237. 	     case 15:	if (on_level(&u.uz, &qstart_level))
2238. 			    You_feel("%slike the prodigal son.",
2239. 			      (flags.female || (Upolyd && is_neuter(youmonst.data))) ?
2240. 				     "oddly " : "");
2241. 			else
2242. 			    You("suddenly yearn for %s.",
2243. 				Hallucination ? "Cleveland" :
2244. 			    (In_quest(&u.uz) || at_dgn_entrance("The Quest")) ?
2245. 						"your nearby homeland" :
2246. 						"your distant homeland");
2247. 			break;
2248. 	     case 16:   Your("pack shakes violently!");
2249. 			break;
2250. 	     case 17:	You(Hallucination ?
2251. 				"smell hamburgers." :
2252. 				"smell charred flesh.");
2253. 			break;
2254. 	     case 18:	You_feel("tired.");
2255. 			break;
2256. 
2257. 	     /* very occasionally something nice happens. */
2258. 
2259. 	     case 19:
2260. 		    /* tame nearby monsters */
2261. 		   {   register int i,j;
2262. 		       register struct monst *mtmp;
2263. 
2264. 		       (void) adjattrib(A_CHA,1,FALSE);
2265. 		       for(i = -1; i <= 1; i++) for(j = -1; j <= 1; j++) {
2266. 			   if(!isok(u.ux+i, u.uy+j)) continue;
2267. 			   mtmp = m_at(u.ux+i, u.uy+j);
2268. 			   if(mtmp)
2269. 			       (void) tamedog(mtmp, (struct obj *)0);
2270. 		       }
2271. 		       break;
2272. 		   }
2273. 
2274. 	     case 20:
2275. 		    /* uncurse stuff */
2276. 		   {	struct obj pseudo;
2277. 			long save_conf = HConfusion;
2278. 
2279. 			pseudo = zeroobj;   /* neither cursed nor blessed */
2280. 			pseudo.otyp = SCR_REMOVE_CURSE;
2281. 			HConfusion = 0L;
2282. 			(void) seffects(&pseudo);
2283. 			HConfusion = save_conf;
2284. 			break;
2285. 		   }
2286. 	     default: break;
2287. 	  }
2288. }
2289. 
2290. /*
2291.  * Scrolls, spellbooks, potions, and flammable items
2292.  * may get affected by the fire.
2293.  *
2294.  * Return number of objects destroyed. --ALI
2295.  */
2296. int
2297. fire_damage(chain, force, here, x, y)
2298. struct obj *chain;
2299. boolean force, here;
2300. xchar x, y;
2301. {
2302.     int chance;
2303.     struct obj *obj, *otmp, *nobj, *ncobj;
2304.     int retval = 0;
2305.     int in_sight = !Blind && couldsee(x, y);	/* Don't care if it's lit */
2306.     int dindx;
2307. 
2308.     for (obj = chain; obj; obj = nobj) {
2309. 	nobj = here ? obj->nexthere : obj->nobj;
2310. 
2311. 	/* object might light in a controlled manner */
2312. 	if (catch_lit(obj))
2313. 	    continue;
2314. 
2315. 	if (Is_container(obj)) {
2316. 	    switch (obj->otyp) {
2317. 	    case ICE_BOX:
2318. 		continue;		/* Immune */
2319. 		/*NOTREACHED*/
2320. 		break;
2321. 	    case CHEST:
2322. 		chance = 40;
2323. 		break;
2324. 	    case LARGE_BOX:
2325. 		chance = 30;
2326. 		break;
2327. 	    default:
2328. 		chance = 20;
2329. 		break;
2330. 	    }
2331. 	    if (!force && (Luck + 5) > rn2(chance))
2332. 		continue;
2333. 	    /* Container is burnt up - dump contents out */
2334. 	    if (in_sight) pline("%s catches fire and burns.", Yname2(obj));
2335. 	    if (Has_contents(obj)) {
2336. 		if (in_sight) pline("Its contents fall out.");
2337. 		for (otmp = obj->cobj; otmp; otmp = ncobj) {
2338. 		    ncobj = otmp->nobj;
2339. 		    obj_extract_self(otmp);
2340. 		    if (!flooreffects(otmp, x, y, ""))
2341. 			place_object(otmp, x, y);
2342. 		}
2343. 	    }
2344. 	    delobj(obj);
2345. 	    retval++;
2346. 	} else if (!force && (Luck + 5) > rn2(20)) {
2347. 	    /*  chance per item of sustaining damage:
2348. 	     *	max luck (full moon):	 5%
2349. 	     *	max luck (elsewhen):	10%
2350. 	     *	avg luck (Luck==0):	75%
2351. 	     *	awful luck (Luck<-4):  100%
2352. 	     */
2353. 	    continue;
2354. 	} else if (obj->oclass == SCROLL_CLASS || obj->oclass == SPBOOK_CLASS) {
2355. 	    if (obj->otyp == SCR_FIRE || obj->otyp == SPE_FIREBALL)
2356. 		continue;
2357. 	    if (obj->otyp == SPE_BOOK_OF_THE_DEAD) {
2358. 		if (in_sight) pline("Smoke rises from %s.", the(xname(obj)));
2359. 		continue;
2360. 	    }
2361. 	    dindx = (obj->oclass == SCROLL_CLASS) ? 2 : 3;
2362. 	    if (in_sight)
2363. 		pline("%s %s.", Yname2(obj), (obj->quan > 1) ?
2364. 		      destroy_strings[dindx*3 + 1] : destroy_strings[dindx*3]);
2365. 	    delobj(obj);
2366. 	    retval++;
2367. 	} else if (obj->oclass == POTION_CLASS) {
2368. 	    dindx = 1;
2369. 	    if (in_sight)
2370. 		pline("%s %s.", Yname2(obj), (obj->quan > 1) ?
2371. 		      destroy_strings[dindx*3 + 1] : destroy_strings[dindx*3]);
2372. 	    delobj(obj);
2373. 	    retval++;
2374. 	} else if (is_flammable(obj) && obj->oeroded < MAX_ERODE &&
2375. 		   !(obj->oerodeproof || (obj->blessed && !rnl(4)))) {
2376. 	    if (in_sight) {
2377. 		pline("%s %s%s.", Yname2(obj), otense(obj, "burn"),
2378. 		      obj->oeroded+1 == MAX_ERODE ? " completely" :
2379. 		      obj->oeroded ? " further" : "");
2380. 	    }
2381. 	    obj->oeroded++;
2382. 	}
2383.     }
2384. 
2385.     if (retval && !in_sight)
2386. 	You("smell smoke.");
2387.     return retval;
2388. }
2389. 
2390. void
2391. water_damage(obj, force, here)
2392. register struct obj *obj;
2393. register boolean force, here;
2394. {
2395. 	/* Scrolls, spellbooks, potions, weapons and
2396. 	   pieces of armor may get affected by the water */
2397. 	for (; obj; obj = (here ? obj->nexthere : obj->nobj)) {
2398. 
2399. 		(void) snuff_lit(obj);
2400. 
2401. 		if(obj->otyp == CAN_OF_GREASE && obj->spe > 0) {
2402. 			continue;
2403. 		} else if(obj->greased) {
2404. 			if (force || !rn2(2)) obj->greased = 0;
2405. 		} else if(Is_container(obj) && !Is_box(obj) &&
2406. 			(obj->otyp != OILSKIN_SACK || (obj->cursed && !rn2(3)))) {
2407. 			water_damage(obj->cobj, force, FALSE);
2408. 		} else if (!force && (Luck + 5) > rn2(20)) {
2409. 			/*  chance per item of sustaining damage:
2410. 			 *	max luck (full moon):	 5%
2411. 			 *	max luck (elsewhen):	10%
2412. 			 *	avg luck (Luck==0):	75%
2413. 			 *	awful luck (Luck<-4):  100%
2414. 			 */
2415. 			continue;
2416. 		} else if (obj->oclass == SCROLL_CLASS) {
2417. #ifdef MAIL
2418. 		    if (obj->otyp != SCR_MAIL)
2419. #endif
2420. 		    {
2421. 			obj->otyp = SCR_BLANK_PAPER;
2422. 			obj->spe = 0;
2423. 		    }
2424. 		} else if (obj->oclass == SPBOOK_CLASS) {
2425. 			if (obj->otyp == SPE_BOOK_OF_THE_DEAD)
2426. 				pline("Steam rises from %s.", the(xname(obj)));
2427. 			else obj->otyp = SPE_BLANK_PAPER;
2428. 		} else if (obj->oclass == POTION_CLASS) {
2429. 			if (obj->odiluted) {
2430. 				obj->otyp = POT_WATER;
2431. 				obj->blessed = obj->cursed = 0;
2432. 				obj->odiluted = 0;
2433. 			} else if (obj->otyp != POT_WATER)
2434. 				obj->odiluted++;
2435. 		} else if (is_rustprone(obj) && obj->oeroded < MAX_ERODE &&
2436. 			  !(obj->oerodeproof || (obj->blessed && !rnl(4)))) {
2437. 			/* all metal stuff and armor except (body armor
2438. 			   protected by oilskin cloak) */
2439. 			if(obj->oclass != ARMOR_CLASS || obj != uarm ||
2440. 			   !uarmc || uarmc->otyp != OILSKIN_CLOAK ||
2441. 			   (uarmc->cursed && !rn2(3)))
2442. 				obj->oeroded++;
2443. 		}
2444. 	}
2445. }
2446. 
2447. /*
2448.  * This function is potentially expensive - rolling
2449.  * inventory list multiple times.  Luckily it's seldom needed.
2450.  * Returns TRUE if disrobing made player unencumbered enough to
2451.  * crawl out of the current predicament.
2452.  */
2453. STATIC_OVL boolean
2454. emergency_disrobe(lostsome)
2455. boolean *lostsome;
2456. {
2457. 	int invc = inv_cnt();
2458. 
2459. 
2460. 	while (near_capacity() > (Punished ? UNENCUMBERED : SLT_ENCUMBER)) {
2461. 		register struct obj *obj, *otmp = (struct obj *)0;
2462. 		register int i;
2463. 
2464. 		/* Pick a random object */
2465. 		if (invc > 0) {
2466. 			i = rn2(invc);
2467. 		for (obj = invent; obj; obj = obj->nobj) {
2468. 			/*
2469. 			 * Undroppables are: body armor, boots, gloves,
2470. 			 * amulets, and rings because of the time and effort
2471. 			 * in removing them + loadstone and other cursed stuff
2472. 			 * for obvious reasons.
2473. 			 */
2474. 			if (!((obj->otyp == LOADSTONE && obj->cursed) ||
2475. 			      obj == uamul || obj == uleft || obj == uright ||
2476. 			      obj == ublindf || obj == uarm || obj == uarmc ||
2477. 			      obj == uarmg || obj == uarmf ||
2478. #ifdef TOURIST
2479. 			      obj == uarmu ||
2480. #endif
2481. 			      (obj->cursed && (obj == uarmh || obj == uarms)) ||
2482. 			      welded(obj)))
2483. 				otmp = obj;
2484. 			/* reached the mark and found some stuff to drop? */
2485. 			if (--i < 0 && otmp) break;
2486. 
2487. 			/* else continue */
2488. 		}
2489. 		}
2490. #ifndef GOLDOBJ
2491. 		if (!otmp) {
2492. 			/* Nothing available left to drop; try gold */
2493. 			if (u.ugold) {
2494. 				pline("In desperation, you drop your purse.");
2495. 				/* Hack: gold is not in the inventory, so make a gold object
2496. 				 * and put it at the head of the inventory list.
2497. 				 */
2498. 				obj = mkgoldobj(u.ugold);    /* removes from u.ugold */
2499. 				u.ugold = obj->quan;         /* put the gold back */
2500. 				assigninvlet(obj);           /* might end up as NOINVSYM */
2501. 				obj->nobj = invent;
2502. 				invent = obj;
2503. 				*lostsome = TRUE;
2504. 				dropx(obj);
2505. 				continue;                    /* Try again */
2506. 			}
2507. 			/* We can't even drop gold! */
2508. 			return (FALSE);
2509. 		}
2510. #else
2511. 		if (!otmp) return (FALSE); /* nothing to drop! */	
2512. #endif
2513. 		if (otmp->owornmask && otmp != uball) remove_worn_item(otmp);
2514. 		*lostsome = TRUE;
2515. 		dropx(otmp);
2516. 		invc--;
2517. 	}
2518. 	return(TRUE);
2519. }
2520. 
2521. /*
2522.  *  return(TRUE) == player relocated
2523.  */
2524. boolean
2525. drown()
2526. {
2527. 	boolean inpool_ok = FALSE, crawl_ok;
2528. 	int i, x, y;
2529. 
2530. 	/* happily wading in the same contiguous pool */
2531. 	if (u.uinwater && is_pool(u.ux-u.dx,u.uy-u.dy) &&
2532. 	    (Swimming || Amphibious)) {
2533. 		/* water effects on objects every now and then */
2534. 		if (!rn2(5)) inpool_ok = TRUE;
2535. 		else return(FALSE);
2536. 	}
2537. 
2538. 	if (!u.uinwater) {
2539. 	    You("%s into the water%c",
2540. 		Is_waterlevel(&u.uz) ? "plunge" : "fall",
2541. 		Amphibious || Swimming ? '.' : '!');
2542. 	    if (!Swimming && !Is_waterlevel(&u.uz))
2543. 		    You("sink like %s.",
2544. 			Hallucination ? "the Titanic" : "a rock");
2545. 	}
2546. 
2547. 	water_damage(invent, FALSE, FALSE);
2548. 
2549. 	if (u.umonnum == PM_GREMLIN && rn2(3))
2550. 	    (void)split_mon(&youmonst, (struct monst *)0);
2551. 	else if (u.umonnum == PM_IRON_GOLEM) {
2552. 	    You("rust!");
2553. 	    i = d(2,6);
2554. 	    if (u.mhmax > i) u.mhmax -= i;
2555. 	    losehp(i, "rusting away", KILLED_BY);
2556. 	}
2557. 	if (inpool_ok) return(FALSE);
2558. 
2559. 	if ((i = number_leashed()) > 0) {
2560. 		pline_The("leash%s slip%s loose.",
2561. 			(i > 1) ? "es" : "",
2562. 			(i > 1) ? "" : "s");
2563. 		unleash_all();
2564. 	}
2565. 
2566. 	if (Amphibious || Swimming) {
2567. 		if (Amphibious) {
2568. 			if (flags.verbose)
2569. 				pline("But you aren't drowning.");
2570. 			if (!Is_waterlevel(&u.uz)) {
2571. 				if (Hallucination)
2572. 					Your("keel hits the bottom.");
2573. 				else
2574. 					You("touch bottom.");
2575. 			}
2576. 		}
2577. 		if (Punished) {
2578. 			unplacebc();
2579. 			placebc();
2580. 		}
2581. 		vision_recalc(2);	/* unsee old position */
2582. 		u.uinwater = 1;
2583. 		under_water(1);
2584. 		vision_full_recalc = 1;
2585. 		return(FALSE);
2586. 	}
2587. 	if((Teleportation || can_teleport(youmonst.data)) &&
2588. 	   (Teleport_control || rn2(3) < Luck+2)) {
2589. 		You("attempt a teleport spell.");	/* utcsri!carroll */
2590. 		(void) dotele();
2591. 		if(!is_pool(u.ux,u.uy))
2592. 			return(TRUE);
2593. 	}
2594. #ifdef STEED
2595. 	if (u.usteed) {
2596. 		dismount_steed(DISMOUNT_GENERIC);
2597. 		if(!is_pool(u.ux,u.uy))
2598. 			return(TRUE);
2599. 	}
2600. #endif
2601. 	crawl_ok = FALSE;
2602. 	/* look around for a place to crawl to */
2603. 	for (i = 0; i < 100; i++) {
2604. 		x = rn1(3,u.ux - 1);
2605. 		y = rn1(3,u.uy - 1);
2606. 		if (goodpos(x, y, &youmonst)) {
2607. 			crawl_ok = TRUE;
2608. 			goto crawl;
2609. 		}
2610. 	}
2611. 	/* one more scan */
2612. 	for (x = u.ux - 1; x <= u.ux + 1; x++)
2613. 		for (y = u.uy - 1; y <= u.uy + 1; y++)
2614. 			if (goodpos(x, y, &youmonst)) {
2615. 				crawl_ok = TRUE;
2616. 				goto crawl;
2617. 			}
2618. crawl:;
2619. 	if (crawl_ok) {
2620. 		boolean lost = FALSE;
2621. 		/* time to do some strip-tease... */
2622. 		boolean succ = Is_waterlevel(&u.uz) ? TRUE :
2623. 				emergency_disrobe(&lost);
2624. 
2625. 		You("try to crawl out of the water.");
2626. 		if (lost)
2627. 			You("dump some of your gear to lose weight...");
2628. 		if (succ) {
2629. 			pline("Pheew!  That was close.");
2630. 			teleds(x,y);
2631. 			return(TRUE);
2632. 		}
2633. 		/* still too much weight */
2634. 		pline("But in vain.");
2635. 	}
2636. 	u.uinwater = 1;
2637. 	You("drown.");
2638. 	killer_format = KILLED_BY_AN;
2639. 	killer = (levl[u.ux][u.uy].typ == POOL || Is_medusa_level(&u.uz)) ?
2640. 	    "pool of water" : "moat";
2641. 	done(DROWNING);
2642. 	/* oops, we're still alive.  better get out of the water. */
2643. 	while (!safe_teleds()) {
2644. 		pline("You're still drowning.");
2645. 		done(DROWNING);
2646. 	}
2647. 	u.uinwater = 0;
2648. 	You("find yourself back %s.", Is_waterlevel(&u.uz) ?
2649. 		"in an air bubble" : "on land");
2650. 	return(TRUE);
2651. }
2652. 
2653. void
2654. drain_en(n)
2655. register int n;
2656. {
2657. 	if (!u.uenmax) return;
2658. 	You_feel("your magical energy drain away!");
2659. 	u.uen -= n;
2660. 	if(u.uen < 0)  {
2661. 		u.uenmax += u.uen;
2662. 		if(u.uenmax < 0) u.uenmax = 0;
2663. 		u.uen = 0;
2664. 	}
2665. 	flags.botl = 1;
2666. }
2667. 
2668. int
2669. dountrap()	/* disarm a trap */
2670. {
2671. 	if (near_capacity() >= HVY_ENCUMBER) {
2672. 	    pline("You're too strained to do that.");
2673. 	    return 0;
2674. 	}
2675. 	if ((nohands(youmonst.data) && !webmaker(youmonst.data)) || !youmonst.data->mmove) {
2676. 	    pline("And just how do you expect to do that?");
2677. 	    return 0;
2678. 	} else if (u.ustuck && sticks(youmonst.data)) {
2679. 	    pline("You'll have to let go of %s first.", mon_nam(u.ustuck));
2680. 	    return 0;
2681. 	}
2682. 	if (u.ustuck || (welded(uwep) && bimanual(uwep))) {
2683. 	    Your("%s seem to be too busy for that.",
2684. 		 makeplural(body_part(HAND)));
2685. 	    return 0;
2686. 	}
2687. 	return untrap(FALSE);
2688. }
2689. #endif /* OVLB */
2690. #ifdef OVL2
2691. 
2692. /* Probability of disabling a trap.  Helge Hafting */
2693. STATIC_OVL int
2694. untrap_prob(ttmp)
2695. struct trap *ttmp;
2696. {
2697. 	int chance = 3;
2698. 
2699. 	/* Only spiders know how to deal with webs reliably */
2700. 	if (ttmp->ttyp == WEB && !webmaker(youmonst.data))
2701. 	 	chance = 30;
2702. 	if (Confusion || Hallucination) chance++;
2703. 	if (Blind) chance++;
2704. 	if (Stunned) chance += 2;
2705. 	if (Fumbling) chance *= 2;
2706. 	/* Your own traps are better known than others. */
2707. 	if (ttmp && ttmp->madeby_u) chance--;
2708. 	if (Role_if(PM_ROGUE)) {
2709. 	    if (rn2(2 * MAXULEV) < u.ulevel) chance--;
2710. 	    if (u.uhave.questart && chance > 1) chance--;
2711. 	} else if (Role_if(PM_RANGER) && chance > 1) chance--;
2712. 	return rn2(chance);
2713. }
2714. 
2715. /* Replace trap with object(s).  Helge Hafting */
2716. STATIC_OVL void
2717. cnv_trap_obj(otyp, cnt, ttmp)
2718. int otyp;
2719. int cnt;
2720. struct trap *ttmp;
2721. {
2722. 	struct obj *otmp = mksobj(otyp, TRUE, FALSE);
2723. 	otmp->quan=cnt;
2724. 	otmp->owt = weight(otmp);
2725. 	/* Only dart traps are capable of being poisonous */
2726. 	if (otyp != DART)
2727. 	    otmp->opoisoned = 0;
2728. 	place_object(otmp, ttmp->tx, ttmp->ty);
2729. 	/* Sell your own traps only... */
2730. 	if (ttmp->madeby_u) sellobj(otmp, ttmp->tx, ttmp->ty);
2731. 	stackobj(otmp);
2732. 	newsym(ttmp->tx, ttmp->ty);
2733. 	deltrap(ttmp);
2734. }
2735. 
2736. /* while attempting to disarm an adjacent trap, we've fallen into it */
2737. STATIC_OVL void
2738. move_into_trap(ttmp)
2739. struct trap *ttmp;
2740. {
2741. 	int bc;
2742. 	xchar x = ttmp->tx, y = ttmp->ty, bx, by, cx, cy;
2743. 	boolean unused;
2744. 
2745. 	/* we know there's no monster in the way, and we're not trapped */
2746. 	if (!Punished || drag_ball(x, y, &bc, &bx, &by, &cx, &cy, &unused)) {
2747. 	    u.ux0 = u.ux,  u.uy0 = u.uy;
2748. 	    u.ux = x,  u.uy = y;
2749. 	    u.umoved = TRUE;
2750. 	    newsym(u.ux0, u.uy0);
2751. 	    vision_recalc(1);
2752. 	    check_leash(u.ux0, u.uy0);
2753. 	    if (Punished) move_bc(0, bc, bx, by, cx, cy);
2754. 	    spoteffects(TRUE);	/* dotrap() */
2755. 	    exercise(A_WIS, FALSE);
2756. 	}
2757. }
2758. 
2759. /* 0: doesn't even try
2760.  * 1: tries and fails
2761.  * 2: succeeds
2762.  */
2763. STATIC_OVL int
2764. try_disarm(ttmp, force_failure)
2765. struct trap *ttmp;
2766. boolean force_failure;
2767. {
2768. 	struct monst *mtmp = m_at(ttmp->tx,ttmp->ty);
2769. 	int ttype = ttmp->ttyp;
2770. 	boolean under_u = (!u.dx && !u.dy);
2771. 	boolean holdingtrap = (ttype == BEAR_TRAP || ttype == WEB);
2772. 	
2773. 	/* Test for monster first, monsters are displayed instead of trap. */
2774. 	if (mtmp && (!mtmp->mtrapped || !holdingtrap)) {
2775. 		pline("%s is in the way.", Monnam(mtmp));
2776. 		return 0;
2777. 	}
2778. 	/* We might be forced to move onto the trap's location. */
2779. 	if (sobj_at(BOULDER, ttmp->tx, ttmp->ty)
2780. 				&& !Passes_walls && !under_u) {
2781. 		There("is a boulder in your way.");
2782. 		return 0;
2783. 	}
2784. 	/* duplicate tight-space checks from test_move */
2785. 	if (u.dx && u.dy &&
2786. 	    bad_rock(youmonst.data,u.ux,ttmp->ty) &&
2787. 	    bad_rock(youmonst.data,ttmp->tx,u.uy)) {
2788. 	    if ((invent && (inv_weight() + weight_cap() > 600)) ||
2789. 		bigmonst(youmonst.data)) {
2790. 		/* don't allow untrap if they can't get thru to it */
2791. 		You("are unable to reach the %s!",
2792. 		    defsyms[trap_to_defsym(ttype)].explanation);
2793. 		return 0;
2794. 	    }
2795. 	}
2796. 	/* untrappable traps are located on the ground. */
2797. 	if (!can_reach_floor()) {
2798. #ifdef STEED
2799. 		if (u.usteed && P_SKILL(P_RIDING) < P_BASIC)
2800. 			You("aren't skilled enough to reach from %s.",
2801. 				mon_nam(u.usteed));
2802. 		else
2803. #endif
2804. 		You("are unable to reach the %s!",
2805. 			defsyms[trap_to_defsym(ttype)].explanation);
2806. 		return 0;
2807. 	}
2808. 
2809. 	/* Will our hero succeed? */
2810. 	if (force_failure || untrap_prob(ttmp)) {
2811. 		if (rnl(5)) {
2812. 		    pline("Whoops...");
2813. 		    if (mtmp) {		/* must be a trap that holds monsters */
2814. 			if (ttype == BEAR_TRAP) {
2815. 			    if (mtmp->mtame) abuse_dog(mtmp);
2816. 			    if ((mtmp->mhp -= rnd(4)) <= 0) killed(mtmp);
2817. 			} else if (ttype == WEB) {
2818. 			    if (!webmaker(youmonst.data)) {
2819. 				struct trap *ttmp2 = maketrap(u.ux, u.uy, WEB);
2820. 				if (ttmp2) {
2821. 				    pline_The("webbing sticks to you. You're caught too!");
2822. 				    dotrap(ttmp2, NOWEBMSG);
2823. 				}
2824. 			    } else
2825. 				pline("%s remains entangled.", Monnam(mtmp));
2826. 			}
2827. 		    } else if (under_u) {
2828. 			dotrap(ttmp, 0);
2829. 		    } else {
2830. 			move_into_trap(ttmp);
2831. 		    }
2832. 		} else {
2833. 		    pline("%s %s is difficult to %s.",
2834. 			  ttmp->madeby_u ? "Your" : under_u ? "This" : "That",
2835. 			  defsyms[trap_to_defsym(ttype)].explanation,
2836. 			  (ttype == WEB) ? "remove" : "disarm");
2837. 		}
2838. 		return 1;
2839. 	}
2840. 	return 2;
2841. }
2842. 
2843. STATIC_OVL void
2844. reward_untrap(ttmp, mtmp)
2845. struct trap *ttmp;
2846. struct monst *mtmp;
2847. {
2848. 	if (!ttmp->madeby_u) {
2849. 	    if (rnl(10) < 8 && !mtmp->mpeaceful &&
2850. 		    !mindless(mtmp->data) &&
2851. 		    mtmp->data->mlet != S_HUMAN) {
2852. 		mtmp->mpeaceful = 1;
2853. 		set_malign(mtmp);	/* reset alignment */
2854. 		pline("%s is grateful.", Monnam(mtmp));
2855. 	    }
2856. 	    /* Helping someone out of a trap is a nice thing to do,
2857. 	     * A lawful may be rewarded, but not too often.  */
2858. 	    if (!rn2(3) && !rnl(8) && u.ualign.type == A_LAWFUL) {
2859. 		adjalign(1);
2860. 		You_feel("that you did the right thing.");
2861. 	    }
2862. 	}
2863. }
2864. 
2865. STATIC_OVL int
2866. disarm_holdingtrap(ttmp) /* Helge Hafting */
2867. struct trap *ttmp;
2868. {
2869. 	struct monst *mtmp;
2870. 	int fails = try_disarm(ttmp, FALSE);
2871. 
2872. 	if (fails < 2) return fails;
2873. 
2874. 	/* ok, disarm it. */
2875. 
2876. 	/* untrap the monster, if any.
2877. 	   There's no need for a cockatrice test, only the trap is touched */
2878. 	if ((mtmp = m_at(ttmp->tx,ttmp->ty)) != 0) {
2879. 		mtmp->mtrapped = 0;
2880. 		You("remove %s %s from %s.", the_your[ttmp->madeby_u],
2881. 			(ttmp->ttyp == BEAR_TRAP) ? "bear trap" : "webbing",
2882. 			mon_nam(mtmp));
2883. 		reward_untrap(ttmp, mtmp);
2884. 	} else {
2885. 		if (ttmp->ttyp == BEAR_TRAP) {
2886. 			You("disarm %s bear trap.", the_your[ttmp->madeby_u]);
2887. 			cnv_trap_obj(BEARTRAP, 1, ttmp);
2888. 		} else /* if (ttmp->ttyp == WEB) */ {
2889. 			You("succeed in removing %s web.", the_your[ttmp->madeby_u]);
2890. 			deltrap(ttmp);
2891. 		}
2892. 	}
2893. 	newsym(u.ux + u.dx, u.uy + u.dy);
2894. 	return 1;
2895. }
2896. 
2897. STATIC_OVL int
2898. disarm_landmine(ttmp) /* Helge Hafting */
2899. struct trap *ttmp;
2900. {
2901. 	int fails = try_disarm(ttmp, FALSE);
2902. 
2903. 	if (fails < 2) return fails;
2904. 	You("disarm %s land mine.", the_your[ttmp->madeby_u]);
2905. 	cnv_trap_obj(LAND_MINE, 1, ttmp);
2906. 	return 1;
2907. }
2908. 
2909. /* getobj will filter down to cans of grease and known potions of oil */
2910. static NEARDATA const char oil[] = { ALL_CLASSES, TOOL_CLASS, POTION_CLASS, 0 };
2911. 
2912. /* it may not make much sense to use grease on floor boards, but so what? */
2913. STATIC_OVL int
2914. disarm_squeaky_board(ttmp)
2915. struct trap *ttmp;
2916. {
2917. 	struct obj *obj;
2918. 	boolean bad_tool;
2919. 	int fails;
2920. 
2921. 	obj = getobj(oil, "untrap with");
2922. 	if (!obj) return 0;
2923. 
2924. 	bad_tool = (obj->cursed ||
2925. 			((obj->otyp != POT_OIL || obj->lamplit) &&
2926. 			 (obj->otyp != CAN_OF_GREASE || !obj->spe)));
2927. 
2928. 	fails = try_disarm(ttmp, bad_tool);
2929. 	if (fails < 2) return fails;
2930. 
2931. 	/* successfully used oil or grease to fix squeaky board */
2932. 	if (obj->otyp == CAN_OF_GREASE) {
2933. 	    check_unpaid(obj);
2934. 	    obj->spe--;
2935. 	} else {
2936. 	    useup(obj);	/* oil */
2937. 	    makeknown(POT_OIL);
2938. 	}
2939. 	You("repair the squeaky board.");	/* no madeby_u */
2940. 	deltrap(ttmp);
2941. 	newsym(u.ux + u.dx, u.uy + u.dy);
2942. 	more_experienced(1, 5);
2943. 	newexplevel();
2944. 	return 1;
2945. }
2946. 
2947. /* removes traps that shoot arrows, darts, etc. */
2948. STATIC_OVL int
2949. disarm_shooting_trap(ttmp, otyp)
2950. struct trap *ttmp;
2951. int otyp;
2952. {
2953. 	int fails = try_disarm(ttmp, FALSE);
2954. 
2955. 	if (fails < 2) return fails;
2956. 	You("disarm %s trap.", the_your[ttmp->madeby_u]);
2957. 	cnv_trap_obj(otyp, 50-rnl(50), ttmp);
2958. 	return 1;
2959. }
2960. 
2961. /* Is the weight too heavy?
2962.  * Formula as in near_capacity() & check_capacity() */
2963. STATIC_OVL int
2964. try_lift(mtmp, ttmp, wt, stuff)
2965. struct monst *mtmp;
2966. struct trap *ttmp;
2967. int wt;
2968. boolean stuff;
2969. {
2970. 	int wc = weight_cap();
2971. 
2972. 	if (((wt * 2) / wc) >= HVY_ENCUMBER) {
2973. 	    pline("%s is %s for you to lift.", Monnam(mtmp),
2974. 		  stuff ? "carrying too much" : "too heavy");
2975. 	    if (!ttmp->madeby_u && !mtmp->mpeaceful && mtmp->mcanmove &&
2976. 		    !mindless(mtmp->data) &&
2977. 		    mtmp->data->mlet != S_HUMAN && rnl(10) < 3) {
2978. 		mtmp->mpeaceful = 1;
2979. 		set_malign(mtmp);		/* reset alignment */
2980. 		pline("%s thinks it was nice of you to try.", Monnam(mtmp));
2981. 	    }
2982. 	    return 0;
2983. 	}
2984. 	return 1;
2985. }
2986. 
2987. /* Help trapped monster (out of a (spiked) pit) */
2988. STATIC_OVL int
2989. help_monster_out(mtmp, ttmp)
2990. struct monst *mtmp;
2991. struct trap *ttmp;
2992. {
2993. 	int wt;
2994. 	struct obj *otmp;
2995. 	boolean uprob;
2996. 
2997. 	/*
2998. 	 * This works when levitating too -- consistent with the ability
2999. 	 * to hit monsters while levitating.
3000. 	 *
3001. 	 * Should perhaps check that our hero has arms/hands at the
3002. 	 * moment.  Helping can also be done by engulfing...
3003. 	 *
3004. 	 * Test the monster first - monsters are displayed before traps.
3005. 	 */
3006. 	if (!mtmp->mtrapped) {
3007. 		pline("%s isn't trapped.", Monnam(mtmp));
3008. 		return 0;
3009. 	}
3010. 	/* Do you have the necessary capacity to lift anything? */
3011. 	if (check_capacity((char *)0)) return 1;
3012. 
3013. 	/* Will our hero succeed? */
3014. 	if ((uprob = untrap_prob(ttmp)) && !mtmp->msleeping && mtmp->mcanmove) {
3015. 		You("try to reach out your %s, but %s backs away skeptically.",
3016. 			makeplural(body_part(ARM)),
3017. 			mon_nam(mtmp));
3018. 		return 1;
3019. 	}
3020. 
3021. 
3022. 	/* is it a cockatrice?... */
3023. 	if (touch_petrifies(mtmp->data) && !uarmg && !Stone_resistance) {
3024. 		You("grab the trapped %s using your bare %s.",
3025. 				mtmp->data->mname, makeplural(body_part(HAND)));
3026. 
3027. 		if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM))
3028. 			display_nhwindow(WIN_MESSAGE, FALSE);
3029. 		else {
3030. 			char kbuf[BUFSZ];
3031. 
3032. 			Sprintf(kbuf, "trying to help %s out of a pit",
3033. 					an(mtmp->data->mname));
3034. 			instapetrify(kbuf);
3035. 			return 1;
3036. 		}
3037. 	}
3038. 	/* need to do cockatrice check first if sleeping or paralyzed */
3039. 	if (uprob) {
3040. 	    You("try to grab %s, but cannot get a firm grasp.",
3041. 		mon_nam(mtmp));
3042. 	    if (mtmp->msleeping) {
3043. 		mtmp->msleeping = 0;
3044. 		pline("%s awakens.", Monnam(mtmp));
3045. 	    }
3046. 	    return 1;
3047. 	}
3048. 
3049. 	You("reach out your %s and grab %s.",
3050. 	    makeplural(body_part(ARM)), mon_nam(mtmp));
3051. 
3052. 	if (mtmp->msleeping) {
3053. 	    mtmp->msleeping = 0;
3054. 	    pline("%s awakens.", Monnam(mtmp));
3055. 	} else if (mtmp->mfrozen && !rn2(mtmp->mfrozen)) {
3056. 	    /* After such manhandling, perhaps the effect wears off */
3057. 	    mtmp->mcanmove = 1;
3058. 	    mtmp->mfrozen = 0;
3059. 	    pline("%s stirs.", Monnam(mtmp));
3060. 	}
3061. 
3062. 	/* is the monster too heavy? */
3063. 	wt = inv_weight() + mtmp->data->cwt;
3064. 	if (!try_lift(mtmp, ttmp, wt, FALSE)) return 1;
3065. 
3066. 	/* is the monster with inventory too heavy? */
3067. 	for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
3068. 		wt += otmp->owt;
3069. 	if (!try_lift(mtmp, ttmp, wt, TRUE)) return 1;
3070. 
3071. 	You("pull %s out of the pit.", mon_nam(mtmp));
3072. 	mtmp->mtrapped = 0;
3073. 	fill_pit(mtmp->mx, mtmp->my);
3074. 	reward_untrap(ttmp, mtmp);
3075. 	return 1;
3076. }
3077. 
3078. int
3079. untrap(force)
3080. boolean force;
3081. {
3082. 	register struct obj *otmp;
3083. 	register boolean confused = (Confusion > 0 || Hallucination > 0);
3084. 	register int x,y;
3085. 	int ch;
3086. 	struct trap *ttmp;
3087. 	struct monst *mtmp;
3088. 	boolean trap_skipped = FALSE;
3089. 
3090. 	if(!getdir((char *)0)) return(0);
3091. 	x = u.ux + u.dx;
3092. 	y = u.uy + u.dy;
3093. 
3094. 	if ((ttmp = t_at(x,y)) && ttmp->tseen) {
3095. 		if (u.utrap) {
3096. 			You("cannot deal with traps while trapped!");
3097. 			return 1;
3098. 		}
3099. 		switch(ttmp->ttyp) {
3100. 			case BEAR_TRAP:
3101. 			case WEB:
3102. 				return disarm_holdingtrap(ttmp);
3103. 			case LANDMINE:
3104. 				return disarm_landmine(ttmp);
3105. 			case SQKY_BOARD:
3106. 				return disarm_squeaky_board(ttmp);
3107. 			case DART_TRAP:
3108. 				return disarm_shooting_trap(ttmp, DART);
3109. 			case ARROW_TRAP:
3110. 				return disarm_shooting_trap(ttmp, ARROW);
3111. 			case PIT:
3112. 			case SPIKED_PIT:
3113. 				if (!u.dx && !u.dy) {
3114. 				    You("are already on the edge of the pit.");
3115. 				    return 0;
3116. 				}
3117. 				if (!(mtmp = m_at(x,y))) {
3118. 				    pline("Try filling the pit instead.");
3119. 				    return 0;
3120. 				}
3121. 				return help_monster_out(mtmp, ttmp);
3122. 			default:
3123. 				You("cannot disable %s trap.", (u.dx || u.dy) ? "that" : "this");
3124. 				return 0;
3125. 		} /* end switch */
3126. 	} /* end if */
3127. 
3128. 	if(!u.dx && !u.dy) {
3129. 	    for(otmp = level.objects[x][y]; otmp; otmp = otmp->nexthere)
3130. 		if(Is_box(otmp)) {
3131. 		    There("is %s here.", doname(otmp));
3132. 
3133. 		    switch (ynq("Check for traps?")) {
3134. 			case 'q': return(0);
3135. 			case 'n': continue;
3136. 		    }
3137. 
3138. 		    if((otmp->otrapped && (force || (!confused
3139. 				&& rn2(MAXULEV + 1 - u.ulevel) < 10)))
3140. 		       || (!force && confused && !rn2(3))) {
3141. 			You("find a trap on %s!", the(xname(otmp)));
3142. 			exercise(A_WIS, TRUE);
3143. 
3144. 			switch (ynq("Disarm it?")) {
3145. 			    case 'q': return(1);
3146. 			    case 'n': trap_skipped = TRUE;  continue;
3147. 			}
3148. 
3149. 			if(otmp->otrapped) {
3150. 			    exercise(A_DEX, TRUE);
3151. 			    ch = ACURR(A_DEX) + u.ulevel;
3152. 			    if (Role_if(PM_ROGUE)) ch *= 2;
3153. 			    if(!force && (confused || Fumbling ||
3154. 				rnd(75+level_difficulty()/2) > ch)) {
3155. 				(void) chest_trap(otmp, FINGER, TRUE);
3156. 			    } else {
3157. 				You("disarm it!");
3158. 				otmp->otrapped = 0;
3159. 			    }
3160. 			} else pline("That %s was not trapped.", xname(otmp));
3161. 			return(1);
3162. 		    } else {
3163. 			You("find no traps on %s.", the(xname(otmp)));
3164. 			return(1);
3165. 		    }
3166. 		}
3167. 
3168. 	    You(trap_skipped ? "find no other traps here."
3169. 			     : "know of no traps here.");
3170. 	    return(0);
3171. 	}
3172. 
3173. 	if ((mtmp = m_at(x,y))				&&
3174. 		mtmp->m_ap_type == M_AP_FURNITURE	&&
3175. 		(mtmp->mappearance == S_hcdoor ||
3176. 			mtmp->mappearance == S_vcdoor)	&&
3177. 		!Protection_from_shape_changers)	 {
3178. 
3179. 	    stumble_onto_mimic(mtmp);
3180. 	    return(1);
3181. 	}
3182. 
3183. 	if (!IS_DOOR(levl[x][y].typ)) {
3184. 	    if ((ttmp = t_at(x,y)) && ttmp->tseen)
3185. 		You("cannot disable that trap.");
3186. 	    else
3187. 		You("know of no traps there.");
3188. 	    return(0);
3189. 	}
3190. 
3191. 	switch (levl[x][y].doormask) {
3192. 	    case D_NODOOR:
3193. 		You("%s no door there.", Blind ? "feel" : "see");
3194. 		return(0);
3195. 	    case D_ISOPEN:
3196. 		pline("This door is safely open.");
3197. 		return(0);
3198. 	    case D_BROKEN:
3199. 		pline("This door is broken.");
3200. 		return(0);
3201. 	}
3202. 
3203. 	if ((levl[x][y].doormask & D_TRAPPED
3204. 	     && (force ||
3205. 		 (!confused && rn2(MAXULEV - u.ulevel + 11) < 10)))
3206. 	    || (!force && confused && !rn2(3))) {
3207. 		You("find a trap on the door!");
3208. 		exercise(A_WIS, TRUE);
3209. 		if (ynq("Disarm it?") != 'y') return(1);
3210. 		if (levl[x][y].doormask & D_TRAPPED) {
3211. 		    ch = 15 + (Role_if(PM_ROGUE) ? u.ulevel*3 : u.ulevel);
3212. 		    exercise(A_DEX, TRUE);
3213. 		    if(!force && (confused || Fumbling ||
3214. 				     rnd(75+level_difficulty()/2) > ch)) {
3215. 			You("set it off!");
3216. 			b_trapped("door", FINGER);
3217. 			levl[x][y].doormask = D_NODOOR;
3218. 			unblock_point(x, y);
3219. 			newsym(x, y);
3220. 			/* (probably ought to charge for this damage...) */
3221. 			if (*in_rooms(x, y, SHOPBASE)) add_damage(x, y, 0L);
3222. 		    } else {
3223. 			You("disarm it!");
3224. 			levl[x][y].doormask &= ~D_TRAPPED;
3225. 		    }
3226. 		} else pline("This door was not trapped.");
3227. 		return(1);
3228. 	} else {
3229. 		You("find no traps on the door.");
3230. 		return(1);
3231. 	}
3232. }
3233. #endif /* OVL2 */
3234. #ifdef OVLB
3235. 
3236. /* only called when the player is doing something to the chest directly */
3237. boolean
3238. chest_trap(obj, bodypart, disarm)
3239. register struct obj *obj;
3240. register int bodypart;
3241. boolean disarm;
3242. {
3243. 	register struct obj *otmp = obj, *otmp2;
3244. 	char	buf[80];
3245. 	const char *msg;
3246. 	coord cc;
3247. 
3248. 	if (get_obj_location(obj, &cc.x, &cc.y, 0))	/* might be carried */
3249. 	    obj->ox = cc.x,  obj->oy = cc.y;
3250. 
3251. 	otmp->otrapped = 0;	/* trap is one-shot; clear flag first in case
3252. 				   chest kills you and ends up in bones file */
3253. 	You(disarm ? "set it off!" : "trigger a trap!");
3254. 	display_nhwindow(WIN_MESSAGE, FALSE);
3255. 	if (Luck > -13 && rn2(13+Luck) > 7) {	/* saved by luck */
3256. 	    /* trap went off, but good luck prevents damage */
3257. 	    switch (rn2(13)) {
3258. 		case 12:
3259. 		case 11:  msg = "explosive charge is a dud";  break;
3260. 		case 10:
3261. 		case  9:  msg = "electric charge is grounded";  break;
3262. 		case  8:
3263. 		case  7:  msg = "flame fizzles out";  break;
3264. 		case  6:
3265. 		case  5:
3266. 		case  4:  msg = "poisoned needle misses";  break;
3267. 		case  3:
3268. 		case  2:
3269. 		case  1:
3270. 		case  0:  msg = "gas cloud blows away";  break;
3271. 		default:  impossible("chest disarm bug");  msg = (char *)0;
3272. 			  break;
3273. 	    }
3274. 	    if (msg) pline("But luckily the %s!", msg);
3275. 	} else {
3276. 	    switch(rn2(20) ? ((Luck >= 13) ? 0 : rn2(13-Luck)) : rn2(26)) {
3277. 		case 25:
3278. 		case 24:
3279. 		case 23:
3280. 		case 22:
3281. 		case 21: {
3282. 			  struct monst *shkp = 0;
3283. 			  long loss = 0L;
3284. 			  boolean costly, insider;
3285. 			  register xchar ox = obj->ox, oy = obj->oy;
3286. 
3287. 			  /* the obj location need not be that of player */
3288. 			  costly = (costly_spot(ox, oy) &&
3289. 				   (shkp = shop_keeper(*in_rooms(ox, oy,
3290. 				    SHOPBASE))) != (struct monst *)0);
3291. 			  insider = (*u.ushops && inside_shop(u.ux, u.uy) &&
3292. 				    *in_rooms(ox, oy, SHOPBASE) == *u.ushops);
3293. 
3294. 			  pline("%s!", Tobjnam(obj, "explode"));
3295. 			  Sprintf(buf, "exploding %s", xname(obj));
3296. 
3297. 			  if(costly)
3298. 			      loss += stolen_value(obj, ox, oy,
3299. 						(boolean)shkp->mpeaceful, TRUE);
3300. 			  delete_contents(obj);
3301. 			  for(otmp = level.objects[u.ux][u.uy];
3302. 							otmp; otmp = otmp2) {
3303. 			      otmp2 = otmp->nexthere;
3304. 			      if(costly)
3305. 				  loss += stolen_value(otmp, otmp->ox,
3306. 					  otmp->oy, (boolean)shkp->mpeaceful,
3307. 					  TRUE);
3308. 			      delobj(otmp);
3309. 			  }
3310. 			  wake_nearby();
3311. 			  losehp(d(6,6), buf, KILLED_BY_AN);
3312. 			  exercise(A_STR, FALSE);
3313. 			  if(costly && loss) {
3314. 			      if(insider)
3315. 			      You("owe %ld %s for objects destroyed.",
3316. 							loss, currency(loss));
3317. 			      else {
3318. 				  You("caused %ld %s worth of damage!",
3319. 							loss, currency(loss));
3320. 				  make_angry_shk(shkp, ox, oy);
3321. 			      }
3322. 			  }
3323. 			  return TRUE;
3324. 			}
3325. 		case 20:
3326. 		case 19:
3327. 		case 18:
3328. 		case 17:
3329. 			pline("A cloud of noxious gas billows from %s.",
3330. 							the(xname(obj)));
3331. 			poisoned("gas cloud", A_STR, "cloud of poison gas",15);
3332. 			exercise(A_CON, FALSE);
3333. 			break;
3334. 		case 16:
3335. 		case 15:
3336. 		case 14:
3337. 		case 13:
3338. 			You_feel("a needle prick your %s.",body_part(bodypart));
3339. 			poisoned("needle", A_CON, "poisoned needle",10);
3340. 			exercise(A_CON, FALSE);
3341. 			break;
3342. 		case 12:
3343. 		case 11:
3344. 		case 10:
3345. 		case 9:
3346. 			dofiretrap(obj);
3347. 			break;
3348. 		case 8:
3349. 		case 7:
3350. 		case 6: {
3351. 			int dmg;
3352. 
3353. 			You("are jolted by a surge of electricity!");
3354. 			if(Shock_resistance)  {
3355. 			    shieldeff(u.ux, u.uy);
3356. 			    You("don't seem to be affected.");
3357. 			    dmg = 0;
3358. 			} else
3359. 			    dmg = d(4, 4);
3360. 			destroy_item(RING_CLASS, AD_ELEC);
3361. 			destroy_item(WAND_CLASS, AD_ELEC);
3362. 			if (dmg) losehp(dmg, "electric shock", KILLED_BY_AN);
3363. 			break;
3364. 		      }
3365. 		case 5:
3366. 		case 4:
3367. 		case 3:
3368. 			if (!Free_action) {                        
3369. 			pline("Suddenly you are frozen in place!");
3370. 			nomul(-d(5, 6));
3371. 			exercise(A_DEX, FALSE);
3372. 			nomovemsg = You_can_move_again;
3373. 			} else You("momentarily stiffen.");
3374. 			break;
3375. 		case 2:
3376. 		case 1:
3377. 		case 0:
3378. 			pline("A cloud of %s gas billows from %s.",
3379. 						hcolor((char *)0),
3380. 						the(xname(obj)));
3381. 			if(!Stunned) {
3382. 			    if (Hallucination)
3383. 				pline("What a groovy feeling!");
3384. 			    else if (Blind)
3385. 				You("%s and get dizzy...",
3386. 				    stagger(youmonst.data, "stagger"));
3387. 			    else
3388. 				You("%s and your vision blurs...",
3389. 				    stagger(youmonst.data, "stagger"));
3390. 			}
3391. 			make_stunned(HStun + rn1(7, 16),FALSE);
3392. 			make_hallucinated(HHallucination + rn1(5, 16),FALSE,0L);
3393. 			break;
3394. 		default: impossible("bad chest trap");
3395. 			break;
3396. 	    }
3397. 	    bot();			/* to get immediate botl re-display */
3398. 	}
3399. 
3400. 	return FALSE;
3401. }
3402. 
3403. #endif /* OVLB */
3404. #ifdef OVL0
3405. 
3406. struct trap *
3407. t_at(x,y)
3408. register int x, y;
3409. {
3410. 	register struct trap *trap = ftrap;
3411. 	while(trap) {
3412. 		if(trap->tx == x && trap->ty == y) return(trap);
3413. 		trap = trap->ntrap;
3414. 	}
3415. 	return((struct trap *)0);
3416. }
3417. 
3418. #endif /* OVL0 */
3419. #ifdef OVLB
3420. 
3421. void
3422. deltrap(trap)
3423. register struct trap *trap;
3424. {
3425. 	register struct trap *ttmp;
3426. 
3427. 	if(trap == ftrap)
3428. 		ftrap = ftrap->ntrap;
3429. 	else {
3430. 		for(ttmp = ftrap; ttmp->ntrap != trap; ttmp = ttmp->ntrap) ;
3431. 		ttmp->ntrap = trap->ntrap;
3432. 	}
3433. 	dealloc_trap(trap);
3434. }
3435. 
3436. boolean delfloortrap(ttmp)
3437. register struct trap *ttmp;
3438. {
3439. 	/* Destroy a trap that emanates from the floor. */
3440. 	/* some of these are arbitrary -dlc */
3441. 	if (ttmp && ((ttmp->ttyp == SQKY_BOARD) ||
3442. 		     (ttmp->ttyp == BEAR_TRAP) ||
3443. 		     (ttmp->ttyp == LANDMINE) ||
3444. 		     (ttmp->ttyp == FIRE_TRAP) ||
3445. 		     (ttmp->ttyp == PIT) ||
3446. 		     (ttmp->ttyp == SPIKED_PIT) ||
3447. 		     (ttmp->ttyp == HOLE) ||
3448. 		     (ttmp->ttyp == TRAPDOOR) ||
3449. 		     (ttmp->ttyp == TELEP_TRAP) ||
3450. 		     (ttmp->ttyp == LEVEL_TELEP) ||
3451. 		     (ttmp->ttyp == WEB) ||
3452. 		     (ttmp->ttyp == MAGIC_TRAP) ||
3453. 		     (ttmp->ttyp == ANTI_MAGIC))) {
3454. 	    register struct monst *mtmp;
3455. 
3456. 	    if (ttmp->tx == u.ux && ttmp->ty == u.uy) {
3457. 		u.utrap = 0;
3458. 		u.utraptype = 0;
3459. 	    } else if ((mtmp = m_at(ttmp->tx, ttmp->ty)) != 0) {
3460. 		mtmp->mtrapped = 0;
3461. 	    }
3462. 	    deltrap(ttmp);
3463. 	    return TRUE;
3464. 	} else
3465. 	    return FALSE;
3466. }
3467. 
3468. /* used for doors (also tins).  can be used for anything else that opens. */
3469. void
3470. b_trapped(item, bodypart)
3471. register const char *item;
3472. register int bodypart;
3473. {
3474. 	register int lvl = level_difficulty();
3475. 	int dmg = rnd(5 + (lvl < 5 ? lvl : 2+lvl/2));
3476. 
3477. 	pline("KABOOM!!  %s was booby-trapped!", The(item));
3478. 	wake_nearby();
3479. 	losehp(dmg, "explosion", KILLED_BY_AN);
3480. 	exercise(A_STR, FALSE);
3481. 	if (bodypart) exercise(A_CON, FALSE);
3482. 	make_stunned(HStun + dmg, TRUE);
3483. }
3484. 
3485. /* Monster is hit by trap. */
3486. /* Note: doesn't work if both obj and d_override are null */
3487. STATIC_OVL boolean
3488. thitm(tlev, mon, obj, d_override)
3489. register int tlev;
3490. register struct monst *mon;
3491. register struct obj *obj;
3492. int d_override;
3493. {
3494. 	register int strike;
3495. 	register boolean trapkilled = FALSE;
3496. 
3497. 	if (d_override) strike = 1;
3498. 	else if (obj) strike = (find_mac(mon) + tlev + obj->spe <= rnd(20));
3499. 	else strike = (find_mac(mon) + tlev <= rnd(20));
3500. 
3501. 	/* Actually more accurate than thitu, which doesn't take
3502. 	 * obj->spe into account.
3503. 	 */
3504. 	if(!strike) {
3505. 		if (obj && cansee(mon->mx, mon->my))
3506. 		    pline("%s is almost hit by %s!", Monnam(mon), doname(obj));
3507. 	} else {
3508. 		int dam = 1;
3509. 
3510. 		if (obj && cansee(mon->mx, mon->my))
3511. 			pline("%s is hit by %s!", Monnam(mon), doname(obj));
3512. 		if (d_override) dam = d_override;
3513. 		else if (obj) {
3514. 			dam = dmgval(obj, mon);
3515. 			if (dam < 1) dam = 1;
3516. 		}
3517. 		if ((mon->mhp -= dam) <= 0) {
3518. 			int xx = mon->mx;
3519. 			int yy = mon->my;
3520. 
3521. 			monkilled(mon, "", AD_PHYS);
3522. 			if (mon->mhp <= 0) {
3523. 				newsym(xx, yy);
3524. 				trapkilled = TRUE;
3525. 			}
3526. 		}
3527. 	}
3528. 	if (obj && (!strike || d_override)) {
3529. 		place_object(obj, mon->mx, mon->my);
3530. 		stackobj(obj);
3531. 	} else if (obj) dealloc_obj(obj);
3532. 
3533. 	return trapkilled;
3534. }
3535. 
3536. boolean
3537. unconscious()
3538. {
3539. 	return((boolean)(multi < 0 && (!nomovemsg ||
3540. 		u.usleep ||
3541. 		!strncmp(nomovemsg,"You regain con", 14) ||
3542. 		!strncmp(nomovemsg,"You are consci", 14))));
3543. }
3544. 
3545. static char lava_killer[] = "molten lava";
3546. 
3547. boolean
3548. lava_effects()
3549. {
3550.     register struct obj *obj, *obj2;
3551.     int dmg;
3552.     boolean usurvive;
3553. 
3554.     burn_away_slime();
3555.     if (likes_lava(youmonst.data)) return FALSE;
3556. 
3557.     if (!Fire_resistance) {
3558. 	if(Wwalking) {
3559. 	    dmg = d(6,6);
3560. 	    pline_The("lava here burns you!");
3561. 	    if(dmg < u.uhp) {
3562. 		losehp(dmg, lava_killer, KILLED_BY);
3563. 		goto burn_stuff;
3564. 	    }
3565. 	} else
3566. 	    You("fall into the lava!");
3567. 
3568. 	usurvive = Lifesaved || discover;
3569. #ifdef WIZARD
3570. 	if (wizard) usurvive = TRUE;
3571. #endif
3572. 	for(obj = invent; obj; obj = obj2) {
3573. 	    obj2 = obj->nobj;
3574. 	    if(is_organic(obj) && !obj->oerodeproof) {
3575. 		if(obj->owornmask) {
3576. 		    if (usurvive)
3577. 			Your("%s into flame!", aobjnam(obj, "burst"));
3578. 
3579. 		    if(obj == uarm) (void) Armor_gone();
3580. 		    else if(obj == uarmc) (void) Cloak_off();
3581. 		    else if(obj == uarmh) (void) Helmet_off();
3582. 		    else if(obj == uarms) (void) Shield_off();
3583. 		    else if(obj == uarmg) (void) Gloves_off();
3584. 		    else if(obj == uarmf) (void) Boots_off();
3585. #ifdef TOURIST
3586. 		    else if(obj == uarmu) setnotworn(obj);
3587. #endif
3588. 		    else if(obj == uleft) Ring_gone(obj);
3589. 		    else if(obj == uright) Ring_gone(obj);
3590. 		    else if(obj == ublindf) Blindf_off(obj);
3591. 		    else if(obj == uamul) Amulet_off();
3592. 		    else if(obj == uwep) uwepgone();
3593. 		    else if (obj == uquiver) uqwepgone();
3594. 		    else if (obj == uswapwep) uswapwepgone();
3595. 		}
3596. 		useupall(obj);
3597. 	    }
3598. 	}
3599. 
3600. 	/* s/he died... */
3601. 	u.uhp = -1;
3602. 	killer_format = KILLED_BY;
3603. 	killer = lava_killer;
3604. 	You("burn to a crisp...");
3605. 	done(BURNING);
3606. 	while (!safe_teleds()) {
3607. 		pline("You're still burning.");
3608. 		done(BURNING);
3609. 	}
3610. 	You("find yourself back on solid %s.", surface(u.ux, u.uy));
3611. 	return(TRUE);
3612.     }
3613. 
3614.     if (!Wwalking) {
3615. 	u.utrap = rn1(4, 4) + (rn1(4, 12) << 8);
3616. 	u.utraptype = TT_LAVA;
3617. 	You("sink into the lava, but it only burns slightly!");
3618. 	if (u.uhp > 1)
3619. 	    losehp(1, lava_killer, KILLED_BY);
3620.     }
3621.     /* just want to burn boots, not all armor; destroy_item doesn't work on
3622.        armor anyway */
3623. burn_stuff:
3624.     if(uarmf && !uarmf->oerodeproof && is_organic(uarmf)) {
3625. 	/* save uarmf value because Boots_off() sets uarmf to null */
3626. 	obj = uarmf;
3627. 	Your("%s bursts into flame!", xname(obj));
3628. 	(void) Boots_off();
3629. 	useup(obj);
3630.     }
3631.     destroy_item(SCROLL_CLASS, AD_FIRE);
3632.     destroy_item(SPBOOK_CLASS, AD_FIRE);
3633.     destroy_item(POTION_CLASS, AD_FIRE);
3634.     return(FALSE);
3635. }
3636. 
3637. #endif /* OVLB */
3638. 
3639. /*trap.c*/