Source:NetHack 3.2.0/do.c

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Below is the full text to do.c from the source code of NetHack 3.2.0.

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

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)do.c	3.2	96/03/09	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    /* Contains code for 'd', 'D' (drop), '>', '<' (up, down) */
6.    
7.    #include "hack.h"
8.    #include "lev.h"
9.    
10.   #include <errno.h>
11.   #ifdef _MSC_VER	/* MSC 6.0 defines errno quite differently */
12.   # if (_MSC_VER >= 600)
13.   #  define SKIP_ERRNO
14.   # endif
15.   #endif
16.   #ifndef SKIP_ERRNO
17.   #ifdef _DCC
18.   const
19.   #endif
20.   extern int errno;
21.   #endif
22.   
23.   #ifdef USE_TILES
24.   # ifdef MSDOS
25.   extern boolean tiles_on;				/* video.c */
26.   # endif
27.   #endif
28.   
29.   
30.   #ifdef SINKS
31.   # ifdef OVLB
32.   static void FDECL(trycall, (struct obj *));
33.   # endif /* OVLB */
34.   STATIC_DCL void FDECL(dosinkring, (struct obj *));
35.   #endif /* SINKS */
36.   
37.   STATIC_PTR int FDECL(drop, (struct obj *));
38.   STATIC_PTR int NDECL(wipeoff);
39.   
40.   #ifdef OVL0
41.   static int FDECL(menu_drop, (int));
42.   #endif
43.   #ifdef OVL2
44.   static int NDECL(currentlevel_rewrite);
45.   /* static boolean FDECL(badspot, (XCHAR_P,XCHAR_P)); */
46.   #endif
47.   
48.   #ifdef OVLB
49.   
50.   static NEARDATA const char drop_types[] =
51.   	{ ALLOW_COUNT, GOLD_CLASS, ALL_CLASSES, 0 };
52.   
53.   /* 'd' command: drop one inventory item */
54.   int
55.   dodrop()
56.   {
57.   	int result, i = (invent || u.ugold) ? 0 : (SIZE(drop_types) - 1);
58.   
59.   	if (*u.ushops) sellobj_state(TRUE);
60.   	result = drop(getobj(&drop_types[i], "drop"));
61.   	if (*u.ushops) sellobj_state(FALSE);
62.   	reset_occupations();
63.   
64.   	return result;
65.   }
66.   
67.   #endif /* OVLB */
68.   #ifdef OVL0
69.   
70.   /* Called when a boulder is dropped, thrown, or pushed.  If it ends up
71.    * in a pool, it either fills the pool up or sinks away.  In either case,
72.    * it's gone for good...  If the destination is not a pool, returns FALSE.
73.    */
74.   boolean
75.   boulder_hits_pool(otmp, rx, ry, pushing)
76.   struct obj *otmp;
77.   register int rx, ry;
78.   boolean pushing;
79.   {
80.   	if (!otmp || otmp->otyp != BOULDER)
81.   	    impossible("Not a boulder?");
82.   	else if (!Is_waterlevel(&u.uz) && (is_pool(rx,ry) || is_lava(rx,ry))) {
83.   	    boolean lava = is_lava(rx,ry), fills_up;
84.   	    const char *what = lava ? "lava" : "water";
85.   	    schar ltyp = levl[rx][ry].typ;
86.   	    int chance = rn2(10);		/* water: 90%; lava: 10% */
87.   	    fills_up = lava ? chance == 0 : chance != 0;
88.   
89.   	    if (fills_up) {
90.   		if (ltyp == DRAWBRIDGE_UP) {
91.   		    levl[rx][ry].drawbridgemask &= ~DB_UNDER; /* clear lava */
92.   		    levl[rx][ry].drawbridgemask |= DB_FLOOR;
93.   		} else
94.   		    levl[rx][ry].typ = ROOM;
95.   
96.   		bury_objs(rx, ry);
97.   		newsym(rx,ry);
98.   		if (pushing) {
99.   		    You("push %s into the %s.", the(xname(otmp)), what);
100.  		    if (flags.verbose && !Blind)
101.  			pline("Now you can cross it!");
102.  		    /* no splashing in this case */
103.  		}
104.  	    }
105.  	    if (!fills_up || !pushing) {	/* splashing occurs */
106.  		if (!u.uinwater) {
107.  		    if (pushing ? !Blind : cansee(rx,ry)) {
108.  			boolean moat = (ltyp != WATER) &&
109.  			    !Is_medusa_level(&u.uz) && !Is_waterlevel(&u.uz);
110.  
111.  			pline("There is a large splash as %s %s the %s.",
112.  			      the(xname(otmp)), fills_up? "fills":"falls into",
113.  			      lava ? "lava" : ltyp==POOL ? "pool" :
114.  			      moat ? "moat" : "water");
115.  		    } else if (flags.soundok)
116.  			You_hear("a%s splash.", lava ? " sizzling" : "");
117.  		    wake_nearto(rx, ry, 40);
118.  		}
119.  
120.  		if (fills_up && u.uinwater && distu(rx,ry) == 0) {
121.  		    u.uinwater = 0;
122.  		    docrt();
123.  		    vision_full_recalc = 1;
124.  		    You("find yourself on dry land again!");
125.  		} else if (lava && distu(rx,ry) <= 2) {
126.  		    You("are hit by molten lava%c",
127.  			Fire_resistance ? '.' : '!');
128.  		    losehp(d((Fire_resistance ? 1 : 3), 6),
129.  			   "molten lava", KILLED_BY);
130.  		} else if (!fills_up && flags.verbose &&
131.  			   (pushing ? !Blind : cansee(rx,ry)))
132.  		    pline("It sinks without a trace!");
133.  	    }
134.  
135.  	    /* boulder is now gone */
136.  	    if (pushing) delobj(otmp);
137.  	    else obfree(otmp, (struct obj *)0);
138.  	    return TRUE;
139.  	}
140.  	return FALSE;
141.  }
142.  
143.  /* Used for objects which sometimes do special things when dropped; must be
144.   * called with the object not in any chain.  Returns TRUE if the object goes
145.   * away.
146.   */
147.  boolean
148.  flooreffects(obj,x,y,verb)
149.  struct obj *obj;
150.  int x,y;
151.  const char *verb;
152.  {
153.  	struct trap *t;
154.  	struct monst *mtmp;
155.  
156.  	if (obj->where != OBJ_FREE)
157.  	    panic("flooreffects: obj not free");
158.  
159.  	/* make sure things like water_damage() have no pointers to follow */
160.  	obj->nobj = obj->nexthere = (struct obj *)0;
161.  
162.  	if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE))
163.  		return TRUE;
164.  	else if (obj->otyp == BOULDER && (t = t_at(x,y)) != 0 &&
165.  		 (t->ttyp==PIT || t->ttyp==SPIKED_PIT
166.  			|| t->ttyp==TRAPDOOR || t->ttyp==HOLE)) {
167.  		if (((mtmp = m_at(x, y)) && mtmp->mtrapped) ||
168.  			(u.utrap && u.ux == x && u.uy == y)) {
169.  		    if (*verb)
170.  			pline_The("boulder %ss into the pit%s.", verb,
171.  				(mtmp) ? "" : " with you");
172.  		    if (mtmp) {
173.  			if (!passes_walls(mtmp->data) &&
174.  				!throws_rocks(mtmp->data)) {
175.  			    if (hmon(mtmp, obj, TRUE))
176.  				return FALSE;	/* still alive */
177.  			} else mtmp->mtrapped = 0;
178.  		    } else {
179.  			if (!passes_walls(uasmon) && !throws_rocks(uasmon)) {
180.  			    losehp(rnd(15), "squished under a boulder",
181.  				   NO_KILLER_PREFIX);
182.  			    return FALSE;	/* player remains trapped */
183.  			} else u.utrap = 0;
184.  		    }
185.  		}
186.  		if (*verb) {
187.  			if (Blind) {
188.  				if ((x == u.ux) && (y == u.uy))
189.  					You_hear("a CRASH! beneath you.");
190.  				else
191.  					You_hear("the boulder %s.", verb);
192.  			} else if (cansee(x, y)) {
193.  				pline_The("boulder %s%s.",
194.  				    t->tseen ? "" : "triggers and ",
195.  				    t->ttyp == TRAPDOOR ? "plugs a trap door" :
196.  				    t->ttyp == HOLE ? "plugs a hole" :
197.  				    "fills a pit");
198.  			}
199.  		}
200.  		deltrap(t);
201.  		obfree(obj, (struct obj *)0);
202.  		bury_objs(x, y);
203.  		newsym(x,y);
204.  		return TRUE;
205.  	} else if (is_pool(x, y)) {
206.  		water_damage(obj, FALSE, FALSE);
207.  	}
208.  	return FALSE;
209.  }
210.  
211.  #endif /* OVL0 */
212.  #ifdef OVLB
213.  
214.  void
215.  doaltarobj(obj)  /* obj is an object dropped on an altar */
216.  	register struct obj *obj;
217.  {
218.  	if (Blind) return;
219.  	if (obj->blessed || obj->cursed) {
220.  		pline("There is %s flash as %s hit%s the altar.",
221.  			an(hcolor(obj->blessed ? amber : Black)),
222.  			doname(obj),
223.  			(obj->quan == 1L) ? "s" : "");
224.  		if (!Hallucination) obj->bknown = 1;
225.  	} else {
226.  		pline("%s land%s on the altar.", Doname2(obj),
227.  			(obj->quan == 1L) ? "s" : "");
228.  		obj->bknown = 1;
229.  	}
230.  }
231.  
232.  #ifdef SINKS
233.  static
234.  void
235.  trycall(obj)
236.  register struct obj *obj;
237.  {
238.  	if(!objects[obj->otyp].oc_name_known &&
239.  	   !objects[obj->otyp].oc_uname)
240.  	   docall(obj);
241.  }
242.  
243.  STATIC_OVL
244.  void
245.  dosinkring(obj)  /* obj is a ring being dropped over a kitchen sink */
246.  register struct obj *obj;
247.  {
248.  	register struct obj *otmp,*otmp2;
249.  	register boolean ideed = TRUE;
250.  
251.  	You("drop %s down the drain.", doname(obj));
252.  #ifndef NO_SIGNAL
253.  	obj->in_use = TRUE;	/* block free identification via interrupt */
254.  #endif
255.  	switch(obj->otyp) {	/* effects that can be noticed without eyes */
256.  	    case RIN_SEARCHING:
257.  		You("thought your %s got lost in the sink, but there it is!",
258.  			xname(obj));
259.  #ifndef NO_SIGNAL
260.  		obj->in_use = FALSE;
261.  #endif
262.  		dropx(obj);
263.  		trycall(obj);
264.  		return;
265.  	    case RIN_LEVITATION:
266.  		pline_The("sink quivers upward for a moment.");
267.  		break;
268.  	    case RIN_POISON_RESISTANCE:
269.  		You("smell rotten %s.", makeplural(pl_fruit));
270.  		break;
271.  	    case RIN_AGGRAVATE_MONSTER:
272.  		pline("Several flies buzz angrily around the sink.");
273.  		break;
274.  	    case RIN_SHOCK_RESISTANCE:
275.  		pline("Static electricity surrounds the sink.");
276.  		break;
277.  	    case RIN_CONFLICT:
278.  		You_hear("loud noises coming from the drain.");
279.  		break;
280.  	    case RIN_GAIN_STRENGTH:
281.  		pline_The("water flow seems %ser now.",
282.  			(obj->spe<0) ? "weak" : "strong");
283.  		break;
284.  	    case RIN_INCREASE_DAMAGE:
285.  		pline_The("water's force seems %ser now.",
286.  			(obj->spe<0) ? "small" : "great");
287.  		break;
288.  	    default:
289.  		ideed = FALSE;
290.  		break;
291.  	}
292.  	if(!Blind && !ideed) {
293.  	    ideed = TRUE;
294.  	    switch(obj->otyp) {		/* effects that need eyes */
295.  		case RIN_ADORNMENT:
296.  		    pline_The("faucets flash brightly for a moment.");
297.  		    break;
298.  		case RIN_REGENERATION:
299.  		    pline_The("sink looks as good as new.");
300.  		    break;
301.  		case RIN_INVISIBILITY:
302.  		    You("don't see anything happen to the sink.");
303.  		    break;
304.  		case RIN_SEE_INVISIBLE:
305.  		    You("see some air in the sink.");
306.  		    break;
307.  		case RIN_STEALTH:
308.  		pline_The("sink seems to blend into the floor for a moment.");
309.  		    break;
310.  		case RIN_HUNGER:
311.  		    ideed = FALSE;
312.  		    for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp2) {
313.  			otmp2 = otmp->nexthere;
314.  			if(otmp != uball && otmp != uchain) {
315.  			    pline("Suddenly, %s vanishes from the sink!",
316.  							doname(otmp));
317.  			    delobj(otmp);
318.  			    ideed = TRUE;
319.  			}
320.  		    }
321.  		    break;
322.  		case RIN_FIRE_RESISTANCE:
323.  		pline_The("hot water faucet flashes brightly for a moment.");
324.  		    break;
325.  		case RIN_COLD_RESISTANCE:
326.  		pline_The("cold water faucet flashes brightly for a moment.");
327.  		    break;
328.  		case RIN_PROTECTION_FROM_SHAPE_CHAN:
329.  		    pline_The("sink looks nothing like a fountain.");
330.  		    break;
331.  		case RIN_PROTECTION:
332.  		    pline_The("sink glows %s for a moment.",
333.  			    hcolor((obj->spe<0) ? Black : silver));
334.  		    break;
335.  		case RIN_WARNING:
336.  		    pline_The("sink glows %s for a moment.", hcolor(White));
337.  		    break;
338.  		case RIN_TELEPORTATION:
339.  		    pline_The("sink momentarily vanishes.");
340.  		    break;
341.  		case RIN_TELEPORT_CONTROL:
342.  	    pline_The("sink looks like it is being beamed aboard somewhere.");
343.  		    break;
344.  		case RIN_POLYMORPH:
345.  		    pline_The("sink momentarily looks like a fountain.");
346.  		    break;
347.  		case RIN_POLYMORPH_CONTROL:
348.  	pline_The("sink momentarily looks like a regularly erupting geyser.");
349.  		    break;
350.  	    }
351.  	}
352.  	if(ideed)
353.  	    trycall(obj);
354.  	else
355.  	    You_hear("the ring bouncing down the drainpipe.");
356.  	if (!rn2(20)) {
357.  		pline_The("sink backs up, leaving %s.", doname(obj));
358.  #ifndef NO_SIGNAL
359.  		obj->in_use = FALSE;
360.  #endif
361.  		dropx(obj);
362.  	}
363.  	else
364.  		useup(obj);
365.  }
366.  #endif
367.  
368.  #endif /* OVLB */
369.  #ifdef OVL0
370.  
371.  /* some common tests when trying to drop or throw items */
372.  boolean
373.  canletgo(obj,word)
374.  register struct obj *obj;
375.  register const char *word;
376.  {
377.  	if(obj->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL)){
378.  		if (*word)
379.  			Norep("You cannot %s %s you are wearing.",word,
380.  				something);
381.  		return(FALSE);
382.  	}
383.  	if (obj->otyp == LOADSTONE && obj->cursed) {
384.  		if (*word)
385.  			pline("For some reason, you cannot %s the stone%s!",
386.  				word, plur(obj->quan));
387.  		/* Kludge -- see invent.c */
388.  		if (obj->corpsenm) {
389.  			struct obj *otmp;
390.  
391.  			otmp = obj;
392.  			obj = obj->nobj;
393.  			obj->quan += otmp->quan;
394.  			obj->owt = weight(obj);
395.  			freeinv(otmp);
396.  			obfree(otmp, obj);
397.  		}
398.  		obj->bknown = 1;
399.  		return(FALSE);
400.  	}
401.  	if (obj->otyp == LEASH && obj->leashmon != 0) {
402.  		if (*word)
403.  			pline ("The leash is tied around your %s.",
404.  					body_part(HAND));
405.  		return(FALSE);
406.  	}
407.  	return(TRUE);
408.  }
409.  
410.  STATIC_PTR
411.  int
412.  drop(obj)
413.  register struct obj *obj;
414.  {
415.  	if(!obj) return(0);
416.  	if(!canletgo(obj,"drop"))
417.  		return(0);
418.  	if(obj == uwep) {
419.  		if(welded(uwep)) {
420.  			weldmsg(obj, FALSE);
421.  			return(0);
422.  		}
423.  		setuwep((struct obj *)0);
424.  		if(uwep) return 0; /* lifesaved and rewielded */
425.  	}
426.  
427.  	if (u.uswallow) {
428.  		/* barrier between you and the floor */
429.  		if(flags.verbose)
430.  			You("drop %s into %s %s.", doname(obj),
431.  				s_suffix(mon_nam(u.ustuck)),
432.  				is_animal(u.ustuck->data) ?
433.  				"stomach" : "interior");
434.  	} else {
435.  #ifdef SINKS
436.  	    if((obj->oclass == RING_CLASS) && IS_SINK(levl[u.ux][u.uy].typ)) {
437.  		dosinkring(obj);
438.  		return(1);
439.  	    }
440.  #endif
441.  	    if (!can_reach_floor()) {
442.  		if(flags.verbose) You("drop %s.", doname(obj));
443.  		if (obj->oclass != GOLD_CLASS || obj == invent) freeinv(obj);
444.  		hitfloor(obj);
445.  		return(1);
446.  	    }
447.  	    if (IS_ALTAR(levl[u.ux][u.uy].typ)) {
448.  		doaltarobj(obj);	/* set bknown */
449.  	    } else
450.  		if(flags.verbose) You("drop %s.", doname(obj));
451.  	}
452.  	dropx(obj);
453.  	return(1);
454.  }
455.  
456.  /* Called in several places - should not produce texts */
457.  void
458.  dropx(obj)
459.  register struct obj *obj;
460.  {
461.  	/* Money is usually not in our inventory */
462.  	if (obj->oclass != GOLD_CLASS || obj == invent) freeinv(obj);
463.  	if (!u.uswallow && ship_object(obj, u.ux, u.uy, FALSE)) return;
464.  	dropy(obj);
465.  }
466.  
467.  void
468.  dropy(obj)
469.  register struct obj *obj;
470.  {
471.  	if (!u.uswallow && flooreffects(obj,u.ux,u.uy,"drop")) return;
472.  	if(obj->otyp == CRYSKNIFE)
473.  		obj->otyp = WORM_TOOTH;
474.  	/* uswallow check done by GAN 01/29/87 */
475.  	if(u.uswallow) {
476.  		if (obj != uball) {		/* mon doesn't pick up ball */
477.  		    mpickobj(u.ustuck,obj);
478.  		}
479.  	} else  {
480.  		place_object(obj, u.ux, u.uy);
481.  		if (obj == uball)
482.  		    drop_ball(u.ux,u.uy);
483.  		else
484.  		    sellobj(obj, u.ux, u.uy);
485.  		stackobj(obj);
486.  		if(Blind && Levitation)
487.  		    map_object(obj, 0);
488.  		newsym(u.ux,u.uy);	/* remap location under self */
489.  	}
490.  }
491.  
492.  /* 'D' command: drop several things */
493.  int
494.  doddrop()
495.  {
496.  	int result = 0;
497.  
498.  	add_valid_menu_class(0); /* clear any classes already there */
499.  	if (*u.ushops) sellobj_state(TRUE);
500.  	if (flags.menu_style != MENU_TRADITIONAL ||
501.  		(result = ggetobj("drop", drop, 0, FALSE)) < -1)
502.  	    result = menu_drop(result);
503.  	if (*u.ushops) sellobj_state(FALSE);
504.  	reset_occupations();
505.  
506.  	return result;
507.  }
508.  
509.  /* Drop things from the hero's inventory, using a menu. */
510.  static int
511.  menu_drop(retry)
512.  int retry;
513.  {
514.      int n, i, n_dropped = 0;
515.      long cnt;
516.      struct obj *otmp, *otmp2, *u_gold = 0;
517.      menu_item *pick_list;
518.      boolean all_categories = TRUE;
519.      boolean drop_everything = FALSE;
520.  
521.      if (u.ugold) {
522.  	/* Hack: gold is not in the inventory, so make a gold object
523.  	   and put it at the head of the inventory list. */
524.  	u_gold = mkgoldobj(u.ugold);	/* removes from u.ugold */
525.  	u.ugold = u_gold->quan;		/* put the gold back */
526.  	assigninvlet(u_gold);		/* might end up as NOINVSYM */
527.  	u_gold->nobj = invent;
528.  	invent = u_gold;
529.      }
530.      
531.      if (retry) {
532.  	all_categories = (retry == -2);
533.      } else if (flags.menu_style == MENU_FULL) {
534.  	all_categories = FALSE;
535.  	n = query_category("Drop what type of items?",
536.  			invent,
537.  			UNPAID_TYPES | ALL_TYPES | CHOOSE_ALL,
538.  			&pick_list, PICK_ANY);
539.  	if (!n) goto drop_done;
540.  	for (i = 0; i < n; i++) {
541.  	    if (pick_list[i].item.a_int == ALL_TYPES_SELECTED)
542.  		all_categories = TRUE;
543.  	    else if (pick_list[i].item.a_int == 'A')
544.  		drop_everything = TRUE;
545.  	    else
546.  		add_valid_menu_class(pick_list[i].item.a_int);
547.  	}
548.  	free((genericptr_t) pick_list);
549.      } else if (flags.menu_style == MENU_COMBINATION) {
550.  	all_categories = FALSE;
551.  	/* Gather valid classes via traditional NetHack method */
552.  	i = ggetobj("drop", drop, 0, TRUE);
553.  	if (i == -2) all_categories = TRUE;
554.      }
555.  
556.      if (drop_everything) {
557.  	for(otmp = invent; otmp; otmp = otmp2) {
558.  	    otmp2 = otmp->nobj;
559.  	    n_dropped += drop(otmp);
560.  	}
561.      } else {
562.  	/* should coordinate with perm invent, maybe not show worn items */
563.  	n = query_objlist("What would you like to drop?", invent,
564.  			USE_INVLET|INVORDER_SORT, &pick_list,
565.  			PICK_ANY, all_categories ? allow_all : allow_category);
566.  	if (n > 0) {
567.  	    for (i = 0; i < n; i++) {
568.  		otmp = pick_list[i].item.a_obj;
569.  		cnt = pick_list[i].count;
570.  		if (cnt < otmp->quan && !welded(otmp) &&
571.  			(!otmp->cursed || otmp->otyp != LOADSTONE)) {
572.  		    otmp2 = splitobj(otmp, cnt);
573.  		    /* assume other worn items aren't mergable */
574.  		    if (otmp == uwep) setuwep(otmp2);
575.  		}
576.  		n_dropped += drop(otmp);
577.  	    }
578.  	    free((genericptr_t) pick_list);
579.  	}
580.      }
581.  
582.   drop_done:
583.      if (u_gold && invent && invent->oclass == GOLD_CLASS) {
584.  	/* didn't drop [all of] it */
585.  	u_gold = invent;
586.  	invent = u_gold->nobj;
587.  	dealloc_obj(u_gold);
588.      }
589.      return n_dropped;
590.  }
591.  
592.  #endif /* OVL0 */
593.  #ifdef OVL2
594.  
595.  /* on a ladder, used in goto_level */
596.  static NEARDATA boolean at_ladder = FALSE;
597.  
598.  int
599.  dodown()
600.  {
601.  	struct trap *trap = 0;
602.  	boolean stairs_down = ((u.ux == xdnstair && u.uy == ydnstair) ||
603.  		    (u.ux == sstairs.sx && u.uy == sstairs.sy && !sstairs.up)),
604.  		ladder_down = (u.ux == xdnladder && u.uy == ydnladder);
605.  
606.  	if (Levitation) {
607.  	    if ((HLevitation & (I_SPECIAL|W_ARTI)) != 0) {
608.  		/* end controlled levitation */
609.  		if (float_down(I_SPECIAL|W_ARTI|TIMEOUT))
610.  		    return 1;	/* came down, so moved */
611.  	    }
612.  	    floating_above(stairs_down ? "stairs" : ladder_down ?
613.  			   "ladder" : surface(u.ux, u.uy));
614.  	    return 0;	/* didn't move */
615.  	}
616.  	if (!stairs_down && !ladder_down) {
617.  		if (!(trap = t_at(u.ux,u.uy)) ||
618.  			(trap->ttyp != TRAPDOOR && trap->ttyp != HOLE)
619.  			|| !Can_fall_thru(&u.uz) || !trap->tseen) {
620.  			You_cant("go down here.");
621.  			return(0);
622.  		}
623.  	}
624.  	if(u.ustuck) {
625.  		You("are being held, and cannot go down.");
626.  		return(1);
627.  	}
628.  	if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) {
629.  		You("are standing at the gate to Gehennom.");
630.  		pline("Unspeakable cruelty and harm lurk down there.");
631.  		if (yn("Are you sure you want to enter?") != 'y')
632.  			return(0);
633.  		else pline("So be it.");
634.  		u.uevent.gehennom_entered = 1;	/* don't ask again */
635.  	}
636.  
637.  	if(!next_to_u()) {
638.  		You("are held back by your pet!");
639.  		return(0);
640.  	}
641.  
642.  	if (trap)
643.  	    You("%s %s.", locomotion(uasmon, "jump"),
644.  		trap->ttyp == HOLE ? "down the hole" : "through the trap door");
645.  
646.  	if (trap && Is_stronghold(&u.uz)) {
647.  		goto_hell(TRUE, TRUE);
648.  	} else {
649.  		at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
650.  		next_level(!trap);
651.  		at_ladder = FALSE;
652.  	}
653.  	return(1);
654.  }
655.  
656.  int
657.  doup()
658.  {
659.  	if( (u.ux != xupstair || u.uy != yupstair)
660.  	     && (!xupladder || u.ux != xupladder || u.uy != yupladder)
661.  	     && (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy
662.  			|| !sstairs.up)
663.  	  ) {
664.  		You_cant("go up here.");
665.  		return(0);
666.  	}
667.  	if(u.ustuck) {
668.  		You("are being held, and cannot go up.");
669.  		return(1);
670.  	}
671.  	if(near_capacity() > SLT_ENCUMBER) {
672.  		/* No levitation check; inv_weight() already allows for it */
673.  		Your("load is too heavy to climb the %s.",
674.  			levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder");
675.  		return(1);
676.  	}
677.  	if(ledger_no(&u.uz) == 1) {
678.  		if (yn("Beware, there will be no return! Still climb?") != 'y')
679.  			return(0);
680.  	}
681.  	if(!next_to_u()) {
682.  		You("are held back by your pet!");
683.  		return(0);
684.  	}
685.  	if (levl[u.ux][u.uy].typ == LADDER) at_ladder = TRUE;
686.  	prev_level(TRUE);
687.  	at_ladder = FALSE;
688.  	return(1);
689.  }
690.  
691.  d_level save_dlevel = {0, 0};
692.  
693.  /* check that we can write out the current level */
694.  static int
695.  currentlevel_rewrite()
696.  {
697.  	register int fd;
698.  
699.  	/* since level change might be a bit slow, flush any buffered screen
700.  	 *  output (like "you fall through a trapdoor") */
701.  	mark_synch();
702.  
703.  	fd = create_levelfile(ledger_no(&u.uz));
704.  
705.  	if(fd < 0) {
706.  		/*
707.  		 * This is not quite impossible: e.g., we may have
708.  		 * exceeded our quota. If that is the case then we
709.  		 * cannot leave this level, and cannot save either.
710.  		 * Another possibility is that the directory was not
711.  		 * writable.
712.  		 */
713.  		pline("Cannot create level file for level %d.",
714.  						ledger_no(&u.uz));
715.  		return -1;
716.  	}
717.  
718.  #ifdef MFLOPPY
719.  	if (!savelev(fd, ledger_no(&u.uz), COUNT_SAVE)) {
720.  		(void) close(fd);
721.  		delete_levelfile(ledger_no(&u.uz));
722.  		pline("NetHack is out of disk space for making levels!");
723.  		You("can save, quit, or continue playing.");
724.  		return -1;
725.  	}
726.  #endif
727.  	return fd;
728.  }
729.  
730.  #ifdef INSURANCE
731.  void
732.  save_currentstate()
733.  {
734.  	int fd;
735.  
736.  	if (flags.ins_chkpt) {
737.  		/* write out just-attained level, with pets and everything */
738.  		fd = currentlevel_rewrite();
739.  		if(fd < 0) return;
740.  		bufon(fd);
741.  		savelev(fd,ledger_no(&u.uz), WRITE_SAVE);
742.  		bclose(fd);
743.  	}
744.  
745.  	/* write out non-level state */
746.  	savestateinlock();
747.  }
748.  #endif
749.  
750.  /*
751.  static boolean
752.  badspot(x, y)
753.  register xchar x, y;
754.  {
755.  	return((levl[x][y].typ != ROOM && levl[x][y].typ != AIR &&
756.  			 levl[x][y].typ != CORR) || MON_AT(x, y));
757.  }
758.  */
759.  
760.  void
761.  goto_level(newlevel, at_stairs, falling, portal)
762.  d_level *newlevel;
763.  boolean at_stairs, falling, portal;
764.  {
765.  	int fd, l_idx;
766.  	xchar new_ledger;
767.  	boolean cant_go_back,
768.  		up = (depth(newlevel) < depth(&u.uz)),
769.  		newdungeon = (u.uz.dnum != newlevel->dnum),
770.  		was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz),
771.  		familiar = FALSE;
772.  	boolean new = FALSE;	/* made a new level? */
773.  
774.  	if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel))
775.  		newlevel->dlevel = dunlevs_in_dungeon(newlevel);
776.  	if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */
777.  		if (u.uhave.amulet)
778.  		    assign_level(newlevel, &earth_level);
779.  		else return;
780.  	}
781.  	new_ledger = ledger_no(newlevel);
782.  	if (new_ledger <= 0)
783.  		done(ESCAPED);	/* in fact < 0 is impossible */
784.  
785.  	/* If you have the amulet and are trying to get out of Gehennom, going
786.  	 * up a set of stairs sometimes does some very strange things!
787.  	 * Biased against law and towards chaos, but not nearly as strongly
788.  	 * as it used to be (prior to 3.2.0).
789.  	 * Odds:	    old				    new
790.  	 *	"up"    L      N      C		"up"    L      N      C
791.  	 *	 +1   75.0   75.0   75.0	 +1   75.0   75.0   75.0
792.  	 *	  0    0.0   12.5   25.0	  0    6.25   8.33  12.5
793.  	 *	 -1    8.33   4.17   0.0	 -1    6.25   8.33  12.5
794.  	 *	 -2    8.33   4.17   0.0	 -2    6.25   8.33   0.0
795.  	 *	 -3    8.33   4.17   0.0	 -3    6.25   0.0    0.0
796.  	 */
797.  	if (Inhell && up && u.uhave.amulet && !newdungeon && !portal &&
798.  				(dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz)-3)) {
799.  		if (!rn2(4)) {
800.  		    int odds = 3 + (int)u.ualign.type,		/* 2..4 */
801.  			diff = odds <= 1 ? 0 : rn2(odds);	/* paranoia */
802.  
803.  		    if (diff != 0) {
804.  			assign_rnd_level(newlevel, &u.uz, diff);
805.  			/* if inside the tower, stay inside */
806.  			if (was_in_W_tower &&
807.  			    !On_W_tower_level(newlevel)) diff = 0;
808.  		    }
809.  		    if (diff == 0)
810.  			assign_level(newlevel, &u.uz);
811.  
812.  		    new_ledger = ledger_no(newlevel);
813.  
814.  		    pline("A mysterious force momentarily surrounds you...");
815.  		    if (on_level(newlevel, &u.uz)) {
816.  			(void) safe_teleds();
817.  			(void) next_to_u();
818.  			return;
819.  		    } else
820.  			at_stairs = at_ladder = FALSE;
821.  		}
822.  	}
823.  
824.  	/* Prevent the player from going past the first quest level unless
825.  	 * (s)he has been given the go-ahead by the leader.
826.  	 */
827.  	if (on_level(&u.uz, &qstart_level) && !newdungeon && !ok_to_quest()) {
828.  		pline("A mysterious force prevents you from descending.");
829.  		return;
830.  	}
831.  
832.  	if (on_level(newlevel, &u.uz)) return;		/* this can happen */
833.  
834.  	fd = currentlevel_rewrite();
835.  	if (fd < 0) return;
836.  
837.  	if (falling) /* assuming this is only trapdoor or hole */
838.  	    impact_drop((struct obj *)0, u.ux, u.uy, newlevel->dlevel);
839.  
840.  	check_special_room(TRUE);		/* probably was a trap door */
841.  	if (Punished) unplacebc();
842.  	u.utrap = 0;				/* needed in level_tele */
843.  	fill_pit(u.ux, u.uy);
844.  	u.ustuck = 0;				/* idem */
845.  	u.uinwater = 0;
846.  	keepdogs(FALSE);
847.  	if (u.uswallow)				/* idem */
848.  		u.uswldtim = u.uswallow = 0;
849.  	/*
850.  	 *  We no longer see anything on the level.  Make sure that this
851.  	 *  follows u.uswallow set to null since uswallow overrides all
852.  	 *  normal vision.
853.  	 */
854.  	vision_recalc(2);
855.  
856.  	/*
857.  	 * Save the level we're leaving.  If we're entering the endgame,
858.  	 * we can get rid of all existing levels because they cannot be
859.  	 * reached any more.  We still need to use savelev()'s cleanup
860.  	 * for the level being left, to recover dynamic memory in use and
861.  	 * to avoid dangling timers and light sources.
862.  	 */
863.  	cant_go_back = (newdungeon && In_endgame(newlevel));
864.  	if (!cant_go_back) bufon(fd);		/* use buffered output */
865.  	savelev(fd, ledger_no(&u.uz),
866.  		cant_go_back ? FREE_SAVE : (WRITE_SAVE | FREE_SAVE));
867.  	bclose(fd);
868.  	if (cant_go_back) {
869.  	    /* discard unreachable levels; keep #0 */
870.  	    for (l_idx = maxledgerno(); l_idx > 0; --l_idx)
871.  		delete_levelfile(l_idx);
872.  	}
873.  
874.  #ifdef REINCARNATION
875.  	if (Is_rogue_level(newlevel) || Is_rogue_level(&u.uz))
876.  		assign_rogue_graphics(Is_rogue_level(newlevel));
877.  #endif
878.  #ifdef USE_TILES
879.  # if defined(MSDOS)
880.  	if (flags.grmode) {
881.  		if (Is_rogue_level(newlevel) && tiles_on)
882.  			tiles_on = FALSE;
883.  		else tiles_on = TRUE;
884.  	}
885.  # endif
886.  	substitute_tiles(newlevel);
887.  #endif
888.  	assign_level(&u.uz0, &u.uz);
889.  	assign_level(&u.uz, newlevel);
890.  	assign_level(&u.utolev, newlevel);
891.  	u.utotype = 0;
892.  	if (dunlev_reached(&u.uz) < dunlev(&u.uz))
893.  		dunlev_reached(&u.uz) = dunlev(&u.uz);
894.  	reset_rndmonst(NON_PM);   /* u.uz change affects monster generation */
895.  
896.  	/* set default level change destination areas */
897.  	/* the special level code may override these */
898.  	(void) memset((genericptr_t) &updest, 0, sizeof updest);
899.  	(void) memset((genericptr_t) &dndest, 0, sizeof dndest);
900.  
901.  	if (!(level_info[new_ledger].flags & LFILE_EXISTS)) {
902.  		/* entering this level for first time; make it now */
903.  		if (level_info[new_ledger].flags & (FORGOTTEN|VISITED)) {
904.  		    impossible("goto_level: returning to discarded level?");
905.  		    level_info[new_ledger].flags &= ~(FORGOTTEN|VISITED);
906.  		}
907.  		mklev();
908.  		new = TRUE;	/* made the level */
909.  	} else {
910.  		/* returning to previously visited level; reload it */
911.  		fd = open_levelfile(new_ledger);
912.  		if (fd < 0) {
913.  			pline("Cannot open file (#%d) for level %d (errno %d).",
914.  					(int) new_ledger, depth(&u.uz), errno);
915.  			pline("Probably someone removed it.");
916.  			done(TRICKED);
917.  		}
918.  		minit();	/* ZEROCOMP */
919.  		getlev(fd, hackpid, new_ledger, FALSE);
920.  		(void) close(fd);
921.  	}
922.  
923.  	if (portal && !In_endgame(&u.uz)) {
924.  	    /* find the portal on the new level */
925.  	    register struct trap *ttrap;
926.  
927.  	    for (ttrap = ftrap; ttrap; ttrap = ttrap->ntrap)
928.  		if (ttrap->ttyp == MAGIC_PORTAL) break;
929.  
930.  	    if (!ttrap) panic("goto_level: no corresponding portal!");
931.  	    u_on_newpos(ttrap->tx, ttrap->ty);
932.  	} else if (at_stairs && !In_endgame(&u.uz)) {
933.  	    if (up) {
934.  		if (at_ladder) {
935.  		    u_on_newpos(xdnladder, ydnladder);
936.  		} else {
937.  		    if (newdungeon) {
938.  			if (Is_stronghold(&u.uz)) {
939.  			    register xchar x, y;
940.  
941.  			    do {
942.  				x = (COLNO - 2 - rnd(5));
943.  				y = rn1(ROWNO - 4, 3);
944.  			    } while(occupied(x, y) ||
945.  				    IS_WALL(levl[x][y].typ));
946.  			    u_on_newpos(x, y);
947.  			} else u_on_sstairs();
948.  		    } else u_on_dnstairs();
949.  		}
950.  		/* Remove bug which crashes with levitation/punishment  KAA */
951.  		if (Punished && !Levitation) {
952.  			pline("With great effort you climb the %s.",
953.  				at_ladder ? "ladder" : "stairs");
954.  		} else if (at_ladder)
955.  		    You("climb up the ladder.");
956.  	    } else {	/* down */
957.  		if (at_ladder) {
958.  		    u_on_newpos(xupladder, yupladder);
959.  		} else {
960.  		    if (newdungeon) u_on_sstairs();
961.  		    else u_on_upstairs();
962.  		}
963.  		if (u.dz &&
964.  		    (near_capacity() > UNENCUMBERED || Punished || Fumbling)) {
965.  		    You("fall down the %s.", at_ladder ? "ladder" : "stairs");
966.  		    if (Punished) {
967.  			drag_down();
968.  			if (carried(uball)) {
969.  			    if (uwep == uball)
970.  				setuwep((struct obj *)0);
971.  			    freeinv(uball);
972.  			}
973.  		    }
974.  		    losehp(rnd(3), "falling downstairs", KILLED_BY);
975.  		    selftouch("Falling, you");
976.  		} else if (u.dz && at_ladder)
977.  		    You("climb down the ladder.");
978.  	    }
979.  	} else {	/* trap door or level_tele or In_endgame */
980.  	    if (was_in_W_tower && On_W_tower_level(&u.uz))
981.  		/* Stay inside the Wizard's tower when feasible.	*/
982.  		/* Note: up vs down doesn't really matter in this case. */
983.  		place_lregion(dndest.nlx, dndest.nly,
984.  				dndest.nhx, dndest.nhy,
985.  				0,0, 0,0, LR_DOWNTELE, (d_level *) 0);
986.  	    else if (up)
987.  		place_lregion(updest.lx, updest.ly,
988.  				updest.hx, updest.hy,
989.  				updest.nlx, updest.nly,
990.  				updest.nhx, updest.nhy,
991.  				LR_UPTELE, (d_level *) 0);
992.  	    else
993.  		place_lregion(dndest.lx, dndest.ly,
994.  				dndest.hx, dndest.hy,
995.  				dndest.nlx, dndest.nly,
996.  				dndest.nhx, dndest.nhy,
997.  				LR_DOWNTELE, (d_level *) 0);
998.  	    if (falling) {
999.  		if (Punished) ballfall();
1000. 		selftouch("Falling, you");
1001. 	    }
1002. 	}
1003. 
1004. 	if (Punished) placebc();
1005. 	obj_delivery();		/* before killing geno'd monsters' eggs */
1006. 	losedogs();
1007. 	kill_genocided_monsters();  /* for those wiped out while in limbo */
1008. 	/*
1009. 	 * Expire all timers that have gone off while away.  Must be
1010. 	 * after migrating monsters and objects are delivered
1011. 	 * (losedogs and obj_delivery).
1012. 	 */
1013. 	run_timers();
1014. 
1015. 	initrack();
1016. 
1017. 	if(MON_AT(u.ux, u.uy)) mnexto(m_at(u.ux, u.uy));
1018. 	if(MON_AT(u.ux, u.uy)) {
1019. 		impossible("mnexto failed (do.c)?");
1020. 		rloc(m_at(u.ux, u.uy));
1021. 	}
1022. 
1023. 	/* initial movement of bubbles just before vision_recalc */
1024. 	if (Is_waterlevel(&u.uz))
1025. 		movebubbles();
1026. 
1027. 	if (level_info[new_ledger].flags & FORGOTTEN) {
1028. 	    forget_map(ALL_MAP);	/* forget the map */
1029. 	    forget_traps();		/* forget all traps too */
1030. 	    familiar = TRUE;
1031. 	    level_info[new_ledger].flags &= ~FORGOTTEN;
1032. 	}
1033. 
1034. 	/* Reset the screen. */
1035. 	vision_reset();		/* reset the blockages */
1036. 	docrt();		/* does a full vision recalc */
1037. 
1038. 	/*
1039. 	 *  Move all plines beyond the screen reset.
1040. 	 */
1041. 
1042. 	/* give room entrance message, if any */
1043. 	check_special_room(FALSE);
1044. 
1045. 	/* Check whether we just entered Gehennom. */
1046. 	if (!In_hell(&u.uz0) && Inhell) {
1047. 	    if (Is_valley(&u.uz)) {
1048. 		You("arrive at the Valley of the Dead...");
1049. 		pline_The("odor of burnt flesh and decay pervades the air.");
1050. #ifdef MICRO
1051. 		display_nhwindow(WIN_MESSAGE, FALSE);
1052. #endif
1053. 		You_hear("groans and moans everywhere.");
1054. 	    } else pline("It is hot here.  You smell smoke...");
1055. 	}
1056. 
1057. 	if (familiar) {
1058. 	    static const char *fam_msgs[4] = {
1059. 		"You have a sense of deja vu.",
1060. 		"You feel like you've been here before.",
1061. 		"This place looks familiar...",
1062. 		0	/* no message */
1063. 	    };
1064. 	    static const char *halu_fam_msgs[4] = {
1065. 		"Whoa!  Everything looks different.",
1066. 		"You are surrounded by twisty little passages, all alike.",
1067. 		"Gee, this looks like uncle Conan's place...",
1068. 		0	/* no message */
1069. 	    };
1070. 	    const char *mesg;
1071. 	    int which = rn2(4);
1072. 
1073. 	    if (Hallucination)
1074. 		mesg = halu_fam_msgs[which];
1075. 	    else
1076. 		mesg = fam_msgs[which];
1077. 	    if (mesg) pline(mesg);
1078. 	}
1079. 
1080. #ifdef REINCARNATION
1081. 	if (new && Is_rogue_level(&u.uz))
1082. 	    You("enter what seems to be an older, more primitive world.");
1083. #endif
1084. 	/* Final confrontation */
1085. 	if (In_endgame(&u.uz) && newdungeon && u.uhave.amulet)
1086. 		resurrect();
1087. 	if (newdungeon && In_V_tower(&u.uz) && In_hell(&u.uz0))
1088. 		pline_The("heat and smoke are gone.");
1089. 
1090. 	/* the message from your quest leader */
1091. 	if (!In_quest(&u.uz0) && at_dgn_entrance("The Quest") &&
1092. 		!(u.uevent.qexpelled || u.uevent.qcompleted || leaderless())) {
1093. 
1094. 		if (u.uevent.qcalled) {
1095. 			com_pager(Role_is('R') ? 4 : 3);
1096. 		} else {
1097. 			com_pager(2);
1098. 			u.uevent.qcalled = TRUE;
1099. 		}
1100. 	}
1101. 
1102. 	/* once Croesus is dead, his alarm doesn't work any more */
1103. 	if (Is_knox(&u.uz) && (new || !mvitals[PM_CROESUS].died)) {
1104. 		register struct monst *mtmp;
1105. 
1106. 		You("penetrated a high security area!");
1107. 		pline("An alarm sounds!");
1108. 		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
1109. 		    if(mtmp->msleep) mtmp->msleep = 0;
1110. 	}
1111. 
1112. 	if(on_level(&u.uz, &astral_level)) {
1113. 		register struct monst *mtmp;
1114. 
1115. 		/* reset monster hostility relative to player */
1116. 		for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
1117. 		    reset_hostility(mtmp);
1118. 
1119. 		/* create some player-monsters */
1120. 		create_mplayers(rn1(4, 3), TRUE);
1121. 
1122. 		/* create a guardian angel next to player, if worthy */
1123. 		if (Conflict) {
1124. 		    coord mm;
1125. 		    int i = rnd(4);
1126. 	pline("A voice booms: \"Thy desire for conflict shall be fulfilled!\"");
1127. 		    while(i--) {
1128. 			mm.x = u.ux;
1129. 			mm.y = u.uy;
1130. 			if(enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL]))
1131. 			    (void) mk_roamer(&mons[PM_ANGEL], u.ualign.type,
1132. 						mm.x, mm.y, FALSE);
1133. 		    }
1134. 
1135. 		} else if(u.ualign.record > 8 /* fervent */) {
1136. 		    coord mm;
1137. 
1138. 		pline("A voice whispers: \"Thou hast been worthy of me!\"");
1139. 		    mm.x = u.ux;
1140. 		    mm.y = u.uy;
1141. 		    if (enexto(&mm, mm.x, mm.y, &mons[PM_ANGEL])) {
1142. 			if ((mtmp = mk_roamer(&mons[PM_ANGEL], u.ualign.type,
1143. 					   mm.x, mm.y, TRUE)) != 0) {
1144. 			    register struct obj *otmp;
1145. 
1146. 			    if (!Blind)
1147. 				pline("An angel appears near you.");
1148. 			    else
1149. 			You_feel("the presence of a friendly angel near you.");
1150. 			    /* guardian angel -- the one case mtame doesn't
1151. 			     * imply an edog structure, so we don't want to
1152. 			     * call tamedog().
1153. 			     */
1154. 			    mtmp->mtame = 10;
1155. 			    /* make him strong enough vs. endgame foes */
1156. 			    mtmp->m_lev = rn1(8,15);
1157. 			    mtmp->mhp = mtmp->mhpmax =
1158. 					d((int)mtmp->m_lev,10) + 30 + rnd(30);
1159. 			    if ((otmp = select_hwep(mtmp)) == 0) {
1160. 				otmp = mksobj(SILVER_SABER, FALSE, FALSE);
1161. 				mpickobj(mtmp, otmp);
1162. 			    }
1163. 			    bless(otmp);
1164. 			    if (otmp->spe < 4) otmp->spe += rnd(4);
1165. 			    if ((otmp = which_armor(mtmp, W_ARMS)) == 0
1166. 			      || otmp->otyp != SHIELD_OF_REFLECTION) {
1167. 				(void) mongets(mtmp, AMULET_OF_REFLECTION);
1168. 				m_dowear(mtmp, TRUE);
1169. 			    }
1170. 			}
1171. 		    }
1172. 		}
1173. 	}
1174. 
1175. 	onquest();
1176. 	assign_level(&u.uz0, &u.uz); /* reset u.uz0 */
1177. 
1178. #ifdef INSURANCE
1179. 	save_currentstate();
1180. #endif
1181. 
1182. 	pickup(1);
1183. }
1184. 
1185. static char *dfr_pre_msg = 0,	/* pline() before level change */
1186. 	    *dfr_post_msg = 0;	/* pline() after level change */
1187. 
1188. /* change levels at the end of this turn, after monsters finish moving */
1189. void
1190. schedule_goto(tolev, at_stairs, falling, portal_flag, pre_msg, post_msg)
1191. d_level *tolev;
1192. boolean at_stairs, falling;
1193. int portal_flag;
1194. const char *pre_msg, *post_msg;
1195. {
1196. 	int typmask = 0100;		/* non-zero triggers `deferred_goto' */
1197. 
1198. 	/* destination flags (`goto_level' args) */
1199. 	if (at_stairs)	 typmask |= 1;
1200. 	if (falling)	 typmask |= 2;
1201. 	if (portal_flag) typmask |= 4;
1202. 	if (portal_flag < 0) typmask |= 0200;	/* flag for portal removal */
1203. 	u.utotype = typmask;
1204. 	/* destination level */
1205. 	assign_level(&u.utolev, tolev);
1206. 
1207. 	if (pre_msg)
1208. 	    dfr_pre_msg = strcpy((char *)alloc(strlen(pre_msg) + 1), pre_msg);
1209. 	if (post_msg)
1210. 	    dfr_post_msg = strcpy((char *)alloc(strlen(post_msg)+1), post_msg);
1211. 
1212. 	/* we don't actually have to wait unless this is a monster's move */
1213. 	if (!flags.mon_moving) deferred_goto();
1214. }
1215. 
1216. /* handle something like portal ejection */
1217. void
1218. deferred_goto()
1219. {
1220. 	if (!on_level(&u.uz, &u.utolev)) {
1221. 	    d_level dest;
1222. 	    int typmask = u.utotype; /* save it; goto_level zeroes u.utotype */
1223. 
1224. 	    assign_level(&dest, &u.utolev);
1225. 	    if (dfr_pre_msg) pline(dfr_pre_msg);
1226. 	    goto_level(&dest, !!(typmask&1), !!(typmask&2), !!(typmask&4));
1227. 	    if (typmask & 0200) {	/* remove portal */
1228. 		struct trap *t = t_at(u.ux, u.uy);
1229. 
1230. 		if (t) {
1231. 		    deltrap(t);
1232. 		    newsym(u.ux, u.uy);
1233. 		}
1234. 	    }
1235. 	    if (dfr_post_msg) pline(dfr_post_msg);
1236. 	}
1237. 	u.utotype = 0;		/* our caller keys off of this */
1238. 	if (dfr_pre_msg)
1239. 	    free((genericptr_t)dfr_pre_msg),  dfr_pre_msg = 0;
1240. 	if (dfr_post_msg)
1241. 	    free((genericptr_t)dfr_post_msg),  dfr_post_msg = 0;
1242. }
1243. 
1244. #endif /* OVL2 */
1245. #ifdef OVL3
1246. 
1247. /*
1248.  * Return TRUE if we created a monster for the corpse.  If successful, the
1249.  * corpse is gone.
1250.  */
1251. boolean
1252. revive_corpse(corpse)
1253. struct obj *corpse;
1254. {
1255.     struct monst *mtmp, *mcarry;
1256.     boolean is_uwep, chewed;
1257.     xchar where;
1258.     char *cname, cname_buf[BUFSZ];
1259. 
1260.     where = corpse->where;
1261.     is_uwep = corpse == uwep;
1262.     cname = eos(strcpy(cname_buf, "bite-covered "));
1263.     Strcpy(cname, corpse_xname(corpse, TRUE));
1264.     mcarry = (where == OBJ_MINVENT) ? corpse->ocarry : 0;
1265.     mtmp = revive(corpse);	/* corpse is gone if successful */
1266. 
1267.     if (mtmp) {
1268. 	chewed = (mtmp->mhp < mtmp->mhpmax);
1269. 	if (chewed) cname = cname_buf;	/* include "bite-covered" prefix */
1270. 	switch (where) {
1271. 	    case OBJ_INVENT:
1272. 		if (is_uwep)
1273. 		    pline_The("%s writhes out of your grasp!", cname);
1274. 		else
1275. 		    You_feel("squirming in your backpack!");
1276. 		break;
1277. 
1278. 	    case OBJ_FLOOR:
1279. 		if (cansee(mtmp->mx, mtmp->my))
1280. 		    pline("%s rises from the dead!", chewed ?
1281. 			  Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp));
1282. 		break;
1283. 
1284. 	    case OBJ_MINVENT:		/* probably a nymph's */
1285. 		if (cansee(mtmp->mx, mtmp->my)) {
1286. 		    if (canseemon(mcarry))
1287. 			pline("Startled, %s drops %s as it revives!",
1288. 			      mon_nam(mcarry), an(cname));
1289. 		    else
1290. 			pline("%s suddenly appears!", chewed ?
1291. 			      Adjmonnam(mtmp, "bite-covered") : Monnam(mtmp));
1292. 		}
1293. 		break;
1294. 
1295. 	    default:
1296. 		/* we should be able to handle the other cases... */
1297. 		impossible("revive_corpse: lost corpse @ %d", where);
1298. 		break;
1299. 	}
1300. 	return TRUE;
1301.     }
1302.     return FALSE;
1303. }
1304. 
1305. /* Revive the corpse via a timeout. */
1306. /*ARGSUSED*/
1307. void
1308. revive_mon(arg, timeout)
1309. genericptr_t arg;
1310. long timeout;
1311. {
1312.     struct obj *body = (struct obj *) arg;
1313. 
1314.     /* if we succeed, the corpse is gone, otherwise, rot it away */
1315.     if (!revive_corpse(body)) {
1316. 	if (is_rider(&mons[body->corpsenm]))
1317. 	    You_feel("less hassled.");
1318. 	(void) start_timer(250L - (monstermoves-body->age),
1319. 					TIMER_OBJECT, ROT_CORPSE, arg);
1320.     }
1321. }
1322. 
1323. int
1324. donull()
1325. {
1326. 	return(1);	/* Do nothing, but let other things happen */
1327. }
1328. 
1329. #endif /* OVL3 */
1330. #ifdef OVLB
1331. 
1332. STATIC_PTR int
1333. wipeoff()
1334. {
1335. 	if(u.ucreamed < 4)	u.ucreamed = 0;
1336. 	else			u.ucreamed -= 4;
1337. 	if (Blinded < 4)	Blinded = 0;
1338. 	else			Blinded -= 4;
1339. 	if (!Blinded) {
1340. 		pline("You've got the glop off.");
1341. 		u.ucreamed = 0;
1342. 		Blinded = 1;
1343. 		make_blinded(0L,TRUE);
1344. 		return(0);
1345. 	} else if (!u.ucreamed) {
1346. 		Your("%s feels clean now.", body_part(FACE));
1347. 		return(0);
1348. 	}
1349. 	return(1);		/* still busy */
1350. }
1351. 
1352. int
1353. dowipe()
1354. {
1355. 	if(u.ucreamed)  {
1356. 		static NEARDATA char buf[39];
1357. 
1358. 		Sprintf(buf, "wiping off your %s", body_part(FACE));
1359. 		set_occupation(wipeoff, buf, 0);
1360. 		/* Not totally correct; what if they change back after now
1361. 		 * but before they're finished wiping?
1362. 		 */
1363. 		return(1);
1364. 	}
1365. 	Your("%s is already clean.", body_part(FACE));
1366. 	return(1);
1367. }
1368. 
1369. void
1370. set_wounded_legs(side, timex)
1371. register long side;
1372. register int timex;
1373. {
1374. 	if(!Wounded_legs) {
1375. 		ATEMP(A_DEX)--;
1376. 		flags.botl = 1;
1377. 	}
1378. 
1379. 	if(!Wounded_legs || (Wounded_legs & TIMEOUT))
1380. 		Wounded_legs |= side + timex;
1381. 	else
1382. 		Wounded_legs |= side;
1383. 	(void)encumber_msg();
1384. }
1385. 
1386. void
1387. heal_legs()
1388. {
1389. 	if(Wounded_legs) {
1390. 		if (ATEMP(A_DEX) < 0) {
1391. 			ATEMP(A_DEX)++;
1392. 			flags.botl = 1;
1393. 		}
1394. 
1395. 		if((Wounded_legs & BOTH_SIDES) == BOTH_SIDES) {
1396. 			Your("%s feel somewhat better.",
1397. 				makeplural(body_part(LEG)));
1398. 		} else {
1399. 			Your("%s feels somewhat better.",
1400. 				body_part(LEG));
1401. 		}
1402. 		Wounded_legs = 0;
1403. 	}
1404. 	(void)encumber_msg();
1405. }
1406. 
1407. #endif /* OVLB */
1408. 
1409. /*do.c*/