Source:NetHack 3.2.0/teleport.c

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

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

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

1.    /*	SCCS Id: @(#)teleport.c	3.2	96/03/10	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    static boolean FDECL(tele_jump_ok, (int,int,int,int));
8.    static boolean FDECL(teleok, (int,int,BOOLEAN_P));
9.    static void NDECL(vault_tele);
10.   static boolean FDECL(rloc_pos_ok, (int,int,struct monst *));
11.   static void FDECL(mvault_tele, (struct monst *));
12.   
13.   boolean
14.   goodpos(x, y, mtmp, mdat)
15.   int x,y;
16.   struct monst *mtmp;	/* existing monster being moved, if any */
17.   struct permonst *mdat;
18.   {
19.   	struct monst *mtmp2;
20.   
21.   	if (!isok(x, y)) return FALSE;
22.   
23.   	/* in many cases, we're trying to create a new monster, which
24.   	 * can't go on top of the player or any existing monster.
25.   	 * however, occasionally we are relocating engravings or objects,
26.   	 * which could be co-located and thus get restricted a bit too much.
27.   	 * oh well.
28.   	 */
29.   	if ((!mdat || mdat != &playermon) && x == u.ux && y == u.uy)
30.   		return FALSE;
31.   	if ((mtmp || mdat) && (mtmp2 = m_at(x, y)) != 0 && mtmp != mtmp2)
32.   		return FALSE;
33.   
34.   	if (mdat) {
35.   	    if (is_pool(x,y)) {
36.   		if (mdat == &playermon)
37.   			return !!(HLevitation || Wwalking || Amphibious);
38.   		else	return (is_flyer(mdat) || is_swimmer(mdat) ||
39.   							is_clinger(mdat));
40.   	    } else if (mdat->mlet == S_EEL && rn2(13)) {
41.   		return FALSE;
42.   	    } else if (is_lava(x,y)) {
43.   		if (mdat == &playermon)
44.   		    return !!HLevitation;
45.   		else
46.   		    return (is_flyer(mdat) || likes_lava(mdat));
47.   	    }
48.   	    if (passes_walls(mdat) && may_passwall(x,y)) return TRUE;
49.   	}
50.   	if (!ACCESSIBLE(levl[x][y].typ)) return FALSE;
51.   	if (closed_door(x, y) && (!mdat || !amorphous(mdat)))
52.   		return FALSE;
53.   	if (sobj_at(BOULDER, x, y) && (!mdat || !throws_rocks(mdat)))
54.   		return FALSE;
55.   	return TRUE;
56.   }
57.   
58.   /*
59.    * "entity next to"
60.    *
61.    * Attempt to find a good place for the given monster type in the closest
62.    * position to (xx,yy).  Do so in successive square rings around (xx,yy).
63.    * If there is more than one valid positon in the ring, choose one randomly.
64.    * Return TRUE and the position chosen when successful, FALSE otherwise.
65.    */
66.   boolean
67.   enexto(cc, xx, yy, mdat)
68.   coord *cc;
69.   register xchar xx, yy;
70.   struct permonst *mdat;
71.   {
72.   #define MAX_GOOD 15
73.       coord good[MAX_GOOD], *good_ptr;
74.       int x, y, range, i;
75.       int xmin, xmax, ymin, ymax;
76.   
77.       good_ptr = good;
78.       range = 1;
79.       /*
80.        * Walk around the border of the square with center (xx,yy) and
81.        * radius range.  Stop when we find at least one valid position.
82.        */
83.       do {
84.   	xmin = max(1, xx-range);
85.   	xmax = min(COLNO-1, xx+range);
86.   	ymin = max(0, yy-range);
87.   	ymax = min(ROWNO-1, yy+range);
88.   
89.   	for (x = xmin; x <= xmax; x++)
90.   	    if (goodpos(x, ymin, (struct monst *)0, mdat)) {
91.   		good_ptr->x = x;
92.   		good_ptr->y = ymin ;
93.   		/* beware of accessing beyond segment boundaries.. */
94.   		if (good_ptr++ == &good[MAX_GOOD-1]) goto full;
95.   	    }
96.   	for (x = xmin; x <= xmax; x++)
97.   	    if (goodpos(x, ymax, (struct monst *)0, mdat)) {
98.   		good_ptr->x = x;
99.   		good_ptr->y = ymax ;
100.  		/* beware of accessing beyond segment boundaries.. */
101.  		if (good_ptr++ == &good[MAX_GOOD-1]) goto full;
102.  	    }
103.  	for (y = ymin+1; y < ymax; y++)
104.  	    if (goodpos(xmin, y, (struct monst *)0, mdat)) {
105.  		good_ptr->x = xmin;
106.  		good_ptr-> y = y ;
107.  		/* beware of accessing beyond segment boundaries.. */
108.  		if (good_ptr++ == &good[MAX_GOOD-1]) goto full;
109.  	    }
110.  	for (y = ymin+1; y < ymax; y++)
111.  	    if (goodpos(xmax, y, (struct monst *)0, mdat)) {
112.  		good_ptr->x = xmax;
113.  		good_ptr->y = y ;
114.  		/* beware of accessing beyond segment boundaries.. */
115.  		if (good_ptr++ == &good[MAX_GOOD-1]) goto full;
116.  	    }
117.  	range++;
118.  
119.  	/* return if we've grown too big (nothing is valid) */
120.  	if (range > ROWNO && range > COLNO) return FALSE;
121.      } while (good_ptr == good);
122.  
123.  full:
124.      i = rn2((int)(good_ptr - good));
125.      cc->x = good[i].x;
126.      cc->y = good[i].y;
127.      return TRUE;
128.  }
129.  
130.  /*
131.   * Check for restricted areas present in some special levels.  (This might
132.   * need to be augmented to allow deliberate passage in wizard mode, but
133.   * only for explicitly chosen destinations.)
134.   */
135.  static boolean
136.  tele_jump_ok(x1, y1, x2, y2)
137.  int x1, y1, x2, y2;
138.  {
139.  	if (dndest.nlx > 0) {
140.  	    /* if inside a restricted region, can't teleport outside */
141.  	    if (within_bounded_area(x1, y1, dndest.nlx, dndest.nly,
142.  						dndest.nhx, dndest.nhy) &&
143.  		!within_bounded_area(x2, y2, dndest.nlx, dndest.nly,
144.  						dndest.nhx, dndest.nhy))
145.  		return FALSE;
146.  	    /* and if outside, can't teleport inside */
147.  	    if (!within_bounded_area(x1, y1, dndest.nlx, dndest.nly,
148.  						dndest.nhx, dndest.nhy) &&
149.  		within_bounded_area(x2, y2, dndest.nlx, dndest.nly,
150.  						dndest.nhx, dndest.nhy))
151.  		return FALSE;
152.  	}
153.  	if (updest.nlx > 0) {		/* ditto */
154.  	    if (within_bounded_area(x1, y1, updest.nlx, updest.nly,
155.  						updest.nhx, updest.nhy) &&
156.  		!within_bounded_area(x2, y2, updest.nlx, updest.nly,
157.  						updest.nhx, updest.nhy))
158.  		return FALSE;
159.  	    if (!within_bounded_area(x1, y1, updest.nlx, updest.nly,
160.  						updest.nhx, updest.nhy) &&
161.  		within_bounded_area(x2, y2, updest.nlx, updest.nly,
162.  						updest.nhx, updest.nhy))
163.  		return FALSE;
164.  	}
165.  	return TRUE;
166.  }
167.  
168.  static boolean
169.  teleok(x, y, trapok)
170.  register int x, y;
171.  boolean trapok;
172.  {
173.  	if (!trapok && t_at(x, y)) return FALSE;
174.  	if (!goodpos(x, y, (struct monst *)0, &playermon)
175.  			&& !goodpos(x, y, (struct monst *)0, uasmon))
176.  		return FALSE;
177.  	if (!tele_jump_ok(u.ux, u.uy, x, y)) return FALSE;
178.  	return TRUE;
179.  }
180.  
181.  void
182.  teleds(nux, nuy)
183.  register int nux,nuy;
184.  {
185.  	if (Punished) unplacebc();
186.  	u.utrap = 0;
187.  	u.ustuck = 0;
188.  	u.ux0 = u.ux;
189.  	u.uy0 = u.uy;
190.  	u.ux = nux;
191.  	u.uy = nuy;
192.  	fill_pit(u.ux0, u.uy0); /* do this now so that cansee() is correct */
193.  
194.  	if (hides_under(uasmon))
195.  		u.uundetected = OBJ_AT(nux, nuy);
196.  	else if (uasmon->mlet == S_EEL)
197.  		u.uundetected = is_pool(u.ux, u.uy);
198.  	else
199.  		u.uundetected = 0;
200.  	if (u.usym == S_MIMIC_DEF) u.usym = S_MIMIC;
201.  
202.  	if (u.uswallow) {
203.  		u.uswldtim = u.uswallow = 0;
204.  		docrt();
205.  	}
206.  	if (Punished) placebc();
207.  	initrack(); /* teleports mess up tracking monsters without this */
208.  	/*
209.  	 *  Make sure the hero disappears from the old location.  This will
210.  	 *  not happen if she is teleported within sight of her previous
211.  	 *  location.  Force a full vision recalculation because the hero
212.  	 *  is now in a new location.
213.  	 */
214.  	newsym(u.ux0,u.uy0);
215.  	vision_full_recalc = 1;
216.  	nomul(0);
217.  	spoteffects();
218.  }
219.  
220.  boolean
221.  safe_teleds()
222.  {
223.  	register int nux, nuy, tcnt = 0;
224.  
225.  	do {
226.  		nux = rnd(COLNO-1);
227.  		nuy = rn2(ROWNO);
228.  	} while (!teleok(nux, nuy, (boolean)(tcnt > 200)) && ++tcnt <= 400);
229.  
230.  	if (tcnt <= 400) {
231.  		teleds(nux, nuy);
232.  		return TRUE;
233.  	} else
234.  		return FALSE;
235.  }
236.  
237.  static void
238.  vault_tele()
239.  {
240.  	register struct mkroom *croom = search_special(VAULT);
241.  	coord c;
242.  
243.  	if (croom && somexy(croom, &c) && teleok(c.x,c.y,FALSE)) {
244.  		teleds(c.x,c.y);
245.  		return;
246.  	}
247.  	tele();
248.  }
249.  
250.  boolean
251.  teleport_pet(mtmp)
252.  register struct monst *mtmp;
253.  {
254.  	register struct obj *otmp;
255.  
256.  	if (mtmp->mleashed) {
257.  	    otmp = get_mleash(mtmp);
258.  	    if (!otmp) {
259.  		impossible("%s is leashed, without a leash.", Monnam(mtmp));
260.  		goto release_it;
261.  	    }
262.  	    if (otmp->cursed) {
263.  		yelp(mtmp);
264.  		return FALSE;
265.  	    } else {
266.  		Your("leash goes slack.");
267.   release_it:
268.  		m_unleash(mtmp);
269.  		return TRUE;
270.  	    }
271.  	}
272.  	return TRUE;
273.  }
274.  
275.  void
276.  tele()
277.  {
278.  	coord cc;
279.  
280.  	/* Disable teleportation in stronghold && Vlad's Tower */
281.  	if (level.flags.noteleport) {
282.  #ifdef WIZARD
283.  		if (!wizard) {
284.  #endif
285.  		    pline("A mysterious force prevents you from teleporting!");
286.  		    return;
287.  #ifdef WIZARD
288.  		}
289.  #endif
290.  	}
291.  
292.  	/* don't show trap if "Sorry..." */
293.  	if (!Blinded) make_blinded(0L,FALSE);
294.  
295.  	if ((u.uhave.amulet || On_W_tower_level(&u.uz)) && !rn2(3)) {
296.  	    You_feel("disoriented for a moment.");
297.  	    return;
298.  	}
299.  	if (Teleport_control
300.  #ifdef WIZARD
301.  			    || wizard
302.  #endif
303.  					) {
304.  	    if (unconscious()) {
305.  		pline("Being unconscious, you cannot control your teleport.");
306.  	    } else {
307.  		    pline("To what position do you want to be teleported?");
308.  		    cc.x = u.ux;
309.  		    cc.y = u.uy;
310.  		    getpos(&cc, TRUE, "the desired position");/* force valid*/
311.  		    if (cc.x == -10) return; /* abort */
312.  		    /* possible extensions: introduce a small error if
313.  		       magic power is low; allow transfer to solid rock */
314.  		    if (teleok(cc.x, cc.y, FALSE)) {
315.  			teleds(cc.x, cc.y);
316.  			return;
317.  		    }
318.  		    pline("Sorry...");
319.  		}
320.  	}
321.  
322.  	(void) safe_teleds();
323.  }
324.  
325.  int
326.  dotele()
327.  {
328.  	struct trap *trap;
329.  
330.  	trap = t_at(u.ux, u.uy);
331.  	if (trap && (!trap->tseen || trap->ttyp != TELEP_TRAP))
332.  		trap = 0;
333.  
334.  	if (trap) {
335.  		if (trap->once) {
336.  			pline("This is a vault teleport, usable once only.");
337.  			if (yn("Jump in?") == 'n')
338.  				trap = 0;
339.  			else {
340.  				deltrap(trap);
341.  				newsym(u.ux, u.uy);
342.  			}
343.  		}
344.  		if (trap)
345.  			You("%s onto the teleportation trap.",
346.  			    locomotion(uasmon, "jump"));
347.  	}
348.  	if (!trap) {
349.  	    boolean castit = FALSE;
350.  	    register int sp_no = 0, energy = 0;
351.  
352.  	    if (!Teleportation || (u.ulevel < (Role_is('W') ? 8 : 12)
353.  					&& !can_teleport(uasmon))) {
354.  		/* Try to use teleport away spell. */
355.  		if (objects[SPE_TELEPORT_AWAY].oc_name_known && !Confusion)
356.  		    for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
357.  			if (spl_book[sp_no].sp_id == SPE_TELEPORT_AWAY) {
358.  				castit = TRUE;
359.  				break;
360.  			}
361.  #ifdef WIZARD
362.  		if (!wizard) {
363.  #endif
364.  		    if (!castit) {
365.  			if (!Teleportation)
366.  			    You("don't know that spell.");
367.  			else You("are not able to teleport at will.");
368.  			return(0);
369.  		    }
370.  #ifdef WIZARD
371.  		}
372.  #endif
373.  	    }
374.  
375.  	    if (u.uhunger <= 100 || ACURR(A_STR) < 6) {
376.  #ifdef WIZARD
377.  		if (!wizard) {
378.  #endif
379.  			You("lack the strength %s.",
380.  			    castit ? "for a teleport spell" : "to teleport");
381.  			return 1;
382.  #ifdef WIZARD
383.  		}
384.  #endif
385.  	    }
386.  
387.  	    energy = objects[SPE_TELEPORT_AWAY].oc_level * 7 / 2 - 2;
388.  	    if (u.uen <= energy) {
389.  #ifdef WIZARD
390.  		if (wizard)
391.  			energy = u.uen;
392.  		else
393.  #endif
394.  		{
395.  			You("lack the energy %s.",
396.  			    castit ? "for a teleport spell" : "to teleport");
397.  			return 1;
398.  		}
399.  	    }
400.  
401.  	    if (check_capacity(
402.  			"Your concentration falters from carrying so much."))
403.  		return 1;
404.  
405.  	    if (castit) {
406.  		exercise(A_WIS, TRUE);
407.  		if (spelleffects(sp_no, TRUE))
408.  			return(1);
409.  		else
410.  #ifdef WIZARD
411.  		    if (!wizard)
412.  #endif
413.  			return(0);
414.  	    } else {
415.  		u.uen -= energy;
416.  		flags.botl = 1;
417.  	    }
418.  	}
419.  
420.  	if (next_to_u()) {
421.  		if (trap && trap->once) vault_tele();
422.  		else tele();
423.  		(void) next_to_u();
424.  	} else {
425.  		You(shudder_for_moment);
426.  		return(0);
427.  	}
428.  	if (!trap) morehungry(100);
429.  	return(1);
430.  }
431.  
432.  
433.  void
434.  level_tele()
435.  {
436.  	register int newlev;
437.  	d_level newlevel;
438.  
439.  	if ((u.uhave.amulet || In_endgame(&u.uz))
440.  #ifdef WIZARD
441.  						&& !wizard
442.  #endif
443.  							) {
444.  	    You_feel("very disoriented for a moment.");
445.  	    return;
446.  	}
447.  	if (Teleport_control
448.  #ifdef WIZARD
449.  	   || wizard
450.  #endif
451.  		) {
452.  	    char buf[BUFSZ], qbuf[BUFSZ];
453.  	    int trycnt = 0;
454.  
455.  	    Strcpy(qbuf, "To what level do you want to teleport?");
456.  	    do {
457.  		if (++trycnt == 2) Strcat(qbuf, " [type a number]");
458.  		getlin(qbuf, buf);
459.  		if (!strcmp(buf,"\033"))	/* cancelled */
460.  		    return;
461.  		else if (!strcmp(buf,"*"))
462.  		    goto random_levtport;
463.  		if ((newlev = lev_by_name(buf)) == 0) newlev = atoi(buf);
464.  	    } while (!newlev && !digit(buf[0]) &&
465.  		     (buf[0] != '-' || !digit(buf[1])) &&
466.  		     trycnt < 10);
467.  
468.  	    /* no dungeon escape via this route */
469.  	    if (newlev == 0) {
470.  		if (trycnt >= 10)
471.  		    goto random_levtport;
472.  		if (ynq("Go to Nowhere.  Are you sure?") != 'y') return;
473.  		You("scream in agony as your body begins to warp...");
474.  		display_nhwindow(WIN_MESSAGE, FALSE);
475.  		You("cease to exist.");
476.  		killer_format = NO_KILLER_PREFIX;
477.  		killer = "committed suicide";
478.  		done(DIED);
479.  		return;
480.  	    }
481.  
482.  	    /* if in Knox and the requested level > 0, stay put.
483.  	     * we let negative values requests fall into the "heaven" loop.
484.  	     */
485.  	    if (Is_knox(&u.uz) && newlev > 0) {
486.  		You(shudder_for_moment);
487.  		return;
488.  	    }
489.  	    /* if in Quest, the player sees "Home 1", etc., on the status
490.  	     * line, instead of the logical depth of the level.  controlled
491.  	     * level teleport request is likely to be relativized to the
492.  	     * status line, and consequently it should be incremented to
493.  	     * the value of the logical depth of the target level.
494.  	     *
495.  	     * we let negative values requests fall into the "heaven" loop.
496.  	     */
497.  	    if (In_quest(&u.uz) && newlev > 0)
498.  		newlev = newlev + dungeons[u.uz.dnum].depth_start - 1;
499.  	} else { /* involuntary level tele */
500.   random_levtport:
501.  	    newlev = random_teleport_level();
502.  	    if (newlev == depth(&u.uz)) {
503.  		You(shudder_for_moment);
504.  		return;
505.  	    }
506.  	}
507.  
508.  	if (!next_to_u()) {
509.  		You(shudder_for_moment);
510.  		return;
511.  	}
512.  #ifdef WIZARD
513.  	if (In_endgame(&u.uz)) {	/* must already be wizard */
514.  	    int llimit = dunlevs_in_dungeon(&u.uz);
515.  
516.  	    if (newlev >= 0 || newlev <= -llimit) {
517.  		You("can't get there from here.");
518.  		return;
519.  	    }
520.  	    newlevel.dnum = u.uz.dnum;
521.  	    newlevel.dlevel = llimit + newlev;
522.  	    schedule_goto(&newlevel, FALSE, FALSE, 0, (char *)0, (char *)0);
523.  	    return;
524.  	}
525.  #endif
526.  
527.  	if (newlev < 0) {
528.  		if (newlev <= -10) {
529.  			You("arrive in heaven.");
530.  			verbalize("Thou art early, but we'll admit thee.");
531.  			killer_format = NO_KILLER_PREFIX;
532.  			killer = "went to heaven prematurely";
533.  			done(DIED);
534.  			return;
535.  		} else if (newlev == -9) {
536.  			You_feel("deliriously happy. ");
537.  			pline("(In fact, you're on Cloud 9!) ");
538.  			display_nhwindow(WIN_MESSAGE, FALSE);
539.  		} else
540.  			You("are now high above the clouds...");
541.  
542.  		if (Levitation || is_floater(uasmon)) {
543.  		    You("float gently down to earth.");
544.  		    u.uz.dnum = 0; /* he might have been in another dgn */
545.  		    newlev = 1;
546.  		} else if (is_flyer(uasmon)) {
547.  		    You("fly down to earth.");
548.  		    u.uz.dnum = 0; /* he might have been in another dgn */
549.  		    newlev = 1;
550.  		} else {
551.  		    d_level save_dlevel;
552.  
553.  		    assign_level(&save_dlevel, &u.uz);
554.  		    pline("Unfortunately, you don't know how to fly.");
555.  		    You("plummet a few thousand feet to your death.");
556.  		    u.uz.dnum = 0;
557.  		    u.uz.dlevel = 0;
558.  		    killer_format = NO_KILLER_PREFIX;
559.  		    killer =
560.      self_pronoun("teleported out of the dungeon and fell to %s death","his");
561.  		    done(DIED);
562.  		    assign_level(&u.uz, &save_dlevel);
563.  		    flags.botl = 1;
564.  		    return;
565.  		}
566.  	}
567.  
568.  	/* calls done(ESCAPED) if newlevel==0 */
569.  	if (u.uz.dnum == medusa_level.dnum &&
570.  	    newlev >= dungeons[u.uz.dnum].depth_start +
571.  						dunlevs_in_dungeon(&u.uz)) {
572.  	    find_hell(&newlevel);
573.  	} else {
574.  	    /* if invocation did not yet occur, teleporting into
575.  	     * the last level of Gehennom is forbidden.
576.  	     */
577.  	    if (Inhell && !u.uevent.invoked &&
578.  			newlev >= (dungeons[u.uz.dnum].depth_start +
579.  					dunlevs_in_dungeon(&u.uz) - 1)) {
580.  		newlev = dungeons[u.uz.dnum].depth_start +
581.  					dunlevs_in_dungeon(&u.uz) - 2;
582.  		pline("Sorry...");
583.  	    }
584.  	    /* no teleporting out of quest dungeon */
585.  	    if (In_quest(&u.uz) && newlev < depth(&qstart_level))
586.  		newlev = depth(&qstart_level);
587.  	    /* the player thinks of levels purely in logical terms, so
588.  	     * we must translate newlev to a number relative to the
589.  	     * current dungeon.
590.  	     */
591.  	    get_level(&newlevel, newlev);
592.  	}
593.  	schedule_goto(&newlevel, FALSE, FALSE, 0, (char *)0, (char *)0);
594.  }
595.  
596.  void
597.  domagicportal(ttmp)
598.  register struct trap *ttmp;
599.  {
600.  	struct d_level target_level;
601.  
602.  	if (!next_to_u()) {
603.  		You(shudder_for_moment);
604.  		return;
605.  	}
606.  
607.  	/* if landed from another portal, do nothing */
608.  	/* problem: level teleport landing escapes the check */
609.  	if (!on_level(&u.uz, &u.uz0)) return;
610.  
611.  	You("activated a magic portal!");
612.  
613.  	/* prevent the poor shnook, whose amulet was stolen while in
614.  	 * the endgame, from accidently triggering the portal to the
615.  	 * next level, and thus losing the game
616.  	 */
617.  	if (In_endgame(&u.uz) && !u.uhave.amulet) {
618.  	    You_feel("dizzy for a moment, but nothing happens...");
619.  	    return;
620.  	}
621.  
622.  	target_level = ttmp->dst;
623.  	schedule_goto(&target_level, FALSE, FALSE, 1,
624.  		      "You feel dizzy for a moment, but the sensation passes.",
625.  		      (char *)0);
626.  }
627.  
628.  void
629.  tele_trap(trap)
630.  struct trap *trap;
631.  {
632.  	if (In_endgame(&u.uz) || Antimagic) {
633.  		if (Antimagic)
634.  			shieldeff(u.ux, u.uy);
635.  		You_feel("a wrenching sensation.");
636.  	} else if (!next_to_u()) {
637.  		You(shudder_for_moment);
638.  	} else if (trap->once) {
639.  		deltrap(trap);
640.  		newsym(u.ux,u.uy);	/* get rid of trap symbol */
641.  		vault_tele();
642.  	} else
643.  		tele();
644.  }
645.  
646.  void
647.  level_tele_trap(trap)
648.  struct trap *trap;
649.  {
650.  	You("%s onto a level teleport trap!",
651.  		      Levitation ? (const char *)"float" :
652.  				  locomotion(uasmon, "step"));
653.  	if (Antimagic) {
654.  	    shieldeff(u.ux, u.uy);
655.  	}
656.  	if (Antimagic || In_endgame(&u.uz)) {
657.  	    You_feel("a wrenching sensation.");
658.  	    return;
659.  	}
660.  	if (!Blind)
661.  	    You("are momentarily blinded by a flash of light.");
662.  	else
663.  	    You("are momentarily disoriented.");
664.  	deltrap(trap);
665.  	newsym(u.ux,u.uy);	/* get rid of trap symbol */
666.  	level_tele();
667.  }
668.  
669.  /* check whether monster can arrive at location <x,y> via Tport (or fall) */
670.  static boolean
671.  rloc_pos_ok(x, y, mtmp)
672.  register int x, y;		/* coordinates of candidate location */
673.  struct monst *mtmp;
674.  {
675.  	register int xx, yy;
676.  
677.  	if (!goodpos(x, y, mtmp, mtmp->data)) return FALSE;
678.  	/*
679.  	 * Check for restricted areas present in some special levels.
680.  	 *
681.  	 * `xx' is current column; if 0, then `yy' will contain flag bits
682.  	 * rather than row:  bit #0 set => moving upwards; bit #1 set =>
683.  	 * inside the Wizard's tower.
684.  	 */
685.  	xx = mtmp->mx;
686.  	yy = mtmp->my;
687.  	if (!xx) {
688.  	    /* no current location (migrating monster arrival) */
689.  	    if (dndest.nlx && On_W_tower_level(&u.uz))
690.  		return ((yy & 2) != 0) ^	/* inside xor not within */
691.  		       !within_bounded_area(x, y, dndest.nlx, dndest.nly,
692.  						  dndest.nhx, dndest.nhy);
693.  	    if (updest.lx && (yy & 1) != 0)	/* moving up */
694.  		return (within_bounded_area(x, y, updest.lx, updest.ly,
695.  						  updest.hx, updest.hy) &&
696.  		       (!updest.nlx ||
697.  			!within_bounded_area(x, y, updest.nlx, updest.nly,
698.  						   updest.nhx, updest.nhy)));
699.  	    if (dndest.lx && (yy & 1) == 0)	/* moving down */
700.  		return (within_bounded_area(x, y, dndest.lx, dndest.ly,
701.  						  dndest.hx, dndest.hy) &&
702.  		       (!dndest.nlx ||
703.  			!within_bounded_area(x, y, dndest.nlx, dndest.nly,
704.  						   dndest.nhx, dndest.nhy)));
705.  	} else {
706.  	    /* current location is <xx,yy> */
707.  	    if (!tele_jump_ok(xx, yy, x, y)) return FALSE;
708.  	}
709.  	/* <x,y> is ok */
710.  	return TRUE;
711.  }
712.  
713.  /*
714.   * rloc_to()
715.   *
716.   * Pulls a monster from its current position and places a monster at
717.   * a new x and y.  If oldx is 0, then the monster was not in the levels.monsters
718.   * array.  However, if oldx is 0, oldy may still have a value because mtmp is a
719.   * migrating_mon.  Worm tails are always placed randomly around the head of
720.   * the worm.
721.   */
722.  void
723.  rloc_to(mtmp, x, y)
724.  struct monst *mtmp;
725.  register int x, y;
726.  {
727.  	register int oldx = mtmp->mx, oldy = mtmp->my;
728.  
729.  	if (x == mtmp->mx && y == mtmp->my)	/* that was easy */
730.  		return;
731.  
732.  	if (oldx) {				/* "pick up" monster */
733.  	    if (mtmp->wormno)
734.  		remove_worm(mtmp);
735.  	    else {
736.  		remove_monster(oldx, oldy);
737.  		newsym(oldx, oldy);		/* update old location */
738.  	    }
739.  	}
740.  
741.  	place_monster(mtmp, x, y);		/* put monster down */
742.  
743.  	if (mtmp->wormno)			/* now put down tail */
744.  		place_worm_tail_randomly(mtmp, x, y);
745.  
746.  	if (u.ustuck == mtmp) {
747.  		if (u.uswallow) {
748.  			u.ux = x;
749.  			u.uy = y;
750.  			docrt();
751.  		} else	u.ustuck = 0;
752.  	}
753.  
754.  	newsym(x, y);				/* update new location */
755.  	set_apparxy(mtmp);			/* orient monster */
756.  }
757.  
758.  /* place a monster at a random location, typically due to teleport */
759.  void
760.  rloc(mtmp)
761.  struct monst *mtmp;	/* mx==0 implies migrating monster arrival */
762.  {
763.  	register int x, y, trycount;
764.  	xchar omx = mtmp->mx, omy = mtmp->my;
765.  
766.  	if (mtmp->iswiz && omx) {	/* Wizard, not just arriving */
767.  	    if (!In_W_tower(u.ux, u.uy, &u.uz))
768.  		x = xupstair,  y = yupstair;
769.  	    else if (!xdnladder)	/* bottom level of tower */
770.  		x = xupladder,  y = yupladder;
771.  	    else
772.  		x = xdnladder,  y = ydnladder;
773.  	    /* if the wiz teleports away to heal, try the up staircase,
774.  	       to block the player's escaping before he's healed
775.  	       (deliberately use `goodpos' rather than `rloc_pos_ok' here) */
776.  	    if (goodpos(x, y, mtmp, mtmp->data))
777.  		goto found_xy;
778.  	}
779.  
780.  	trycount = 0;
781.  	do {
782.  	    x = rn1(COLNO-3,2);
783.  	    y = rn2(ROWNO);
784.  	    if ((trycount < 500) ? rloc_pos_ok(x, y, mtmp)
785.  				 : goodpos(x, y, mtmp, mtmp->data))
786.  		goto found_xy;
787.  	} while (++trycount < 1000);
788.  
789.  	/* last ditch attempt to find a good place */
790.  	for (x = 2; x < COLNO - 1; x++)
791.  	    for (y = 0; y < ROWNO; y++)
792.  		if (goodpos(x, y, mtmp, mtmp->data))
793.  		    goto found_xy;
794.  
795.  	/* level either full of monsters or somehow faulty */
796.  	impossible("rloc(): couldn't relocate monster");
797.  	return;
798.  
799.   found_xy:
800.  	rloc_to(mtmp, x, y);
801.  	/* shopkeepers will only teleport if you zap them with a wand of
802.  	   teleportation or if they've been transformed into a jumpy monster;
803.  	   the latter only happens if you've attacked them with polymorph */
804.  	if (mtmp->isshk && !inhishop(mtmp)) make_angry_shk(mtmp, omx, omy);
805.  }
806.  
807.  static void
808.  mvault_tele(mtmp)
809.  struct monst *mtmp;
810.  {
811.  	register struct mkroom *croom = search_special(VAULT);
812.  	coord c;
813.  
814.  	if (croom && somexy(croom, &c) &&
815.  				goodpos(c.x, c.y, mtmp, mtmp->data)) {
816.  		rloc_to(mtmp, c.x, c.y);
817.  		return;
818.  	}
819.  	rloc(mtmp);
820.  }
821.  
822.  boolean
823.  tele_restrict(mon)
824.  struct monst *mon;
825.  {
826.  	if (level.flags.noteleport) {
827.  		if (canseemon(mon))
828.  		    pline("A mysterious force prevents %s from teleporting!",
829.  			mon_nam(mon));
830.  		return TRUE;
831.  	}
832.  	return FALSE;
833.  }
834.  
835.  void
836.  mtele_trap(mtmp, trap, in_sight)
837.  struct monst *mtmp;
838.  struct trap *trap;
839.  int in_sight;
840.  {
841.  	char *monname;
842.  
843.  	if (tele_restrict(mtmp)) return;
844.  	if (teleport_pet(mtmp)) {
845.  	    /* save name with pre-movement visibility */
846.  	    monname = Monnam(mtmp);
847.  
848.  	    /* Note: don't remove the trap if a vault.  Other-
849.  	     * wise the monster will be stuck there, since
850.  	     * the guard isn't going to come for it...
851.  	     */
852.  	    if (trap->once) mvault_tele(mtmp);
853.  	    else rloc(mtmp);
854.  
855.  	    if (in_sight) {
856.  		if (canseemon(mtmp))
857.  		    pline("%s seems disoriented.", monname);
858.  		else
859.  		    pline("%s suddenly disappears!", monname);
860.  		seetrap(trap);
861.  	    }
862.  	}
863.  }
864.  
865.  /* return 0 if still on level, 3 if not */
866.  int
867.  mlevel_tele_trap(mtmp, trap, in_sight)
868.  struct monst *mtmp;
869.  struct trap *trap;
870.  int in_sight;
871.  {
872.  	int tt = trap->ttyp;
873.  	struct permonst *mptr = mtmp->data;
874.  
875.  	if (mtmp == u.ustuck)	/* probably a vortex */
876.  	    return 0;		/* temporary? kludge */
877.  	if (teleport_pet(mtmp)) {
878.  	    d_level tolevel;
879.  	    int migrate_typ = MIGR_RANDOM;
880.  
881.  	    if ((tt == HOLE || tt == TRAPDOOR)) {
882.  		if (Is_stronghold(&u.uz)) {
883.  		    assign_level(&tolevel, &valley_level);
884.  		} else if (Is_botlevel(&u.uz)) {
885.  		    if (in_sight && trap->tseen)
886.  			pline("%s avoids the %s.", Monnam(mtmp),
887.  			(tt == HOLE) ? "hole" : "trap");
888.  		    return 0;
889.  		} else {
890.  		    get_level(&tolevel, depth(&u.uz) + 1);
891.  		}
892.  	    } else if (tt == MAGIC_PORTAL) {
893.  		if (In_endgame(&u.uz) &&
894.  		    (mon_has_amulet(mtmp) || is_home_elemental(mptr))) {
895.  		    if (in_sight && mptr->mlet != S_ELEMENTAL) {
896.  			pline("%s seems to shimmer for a moment.",
897.  							Monnam(mtmp));
898.  			seetrap(trap);
899.  		    }
900.  		    return 0;
901.  		} else {
902.  		    assign_level(&tolevel, &trap->dst);
903.  		    migrate_typ = MIGR_PORTAL;
904.  		}
905.  	    } else { /* (tt == LEVEL_TELEP) */
906.  		int nlev;
907.  
908.  		if (mon_has_amulet(mtmp) || In_endgame(&u.uz)) {
909.  		    if (in_sight)
910.  			pline("%s seems very disoriented for a moment.",
911.  				Monnam(mtmp));
912.  		    return 0;
913.  		}
914.  		nlev = random_teleport_level();
915.  		if (nlev == depth(&u.uz)) {
916.  		    if (in_sight)
917.  			pline("%s shudders for a moment.", Monnam(mtmp));
918.  		    return 0;
919.  		}
920.  		get_level(&tolevel, nlev);
921.  	    }
922.  
923.  	    if (in_sight) {
924.  		pline("Suddenly, %s disappears out of sight.", mon_nam(mtmp));
925.  		seetrap(trap);
926.  	    }
927.  	    migrate_to_level(mtmp, ledger_no(&tolevel),
928.  			     migrate_typ, (coord *)0);
929.  	    return 3;	/* no longer on this level */
930.  	}
931.  	return 0;
932.  }
933.  
934.  
935.  void
936.  rloco(obj)
937.  register struct obj *obj;
938.  {
939.  	register xchar tx, ty, otx, oty;
940.  
941.  	obj_extract_self(obj);
942.  
943.  	otx = obj->ox;
944.  	oty = obj->oy;
945.  	do {
946.  		tx = rn1(COLNO-3,2);
947.  		ty = rn2(ROWNO);
948.  	} while (!goodpos(tx, ty, (struct monst *)0, (struct permonst *)0));
949.  
950.  	if (flooreffects(obj, tx, ty, "fall"))
951.  		return;
952.  	if (otx == 0 && oty == 0) {
953.  	    ;	/* fell through a trapdoor; no update of old loc needed */
954.  	} else {
955.  	    if (costly_spot(otx, oty)
956.  	      && (!costly_spot(tx, ty) ||
957.  		  !index(in_rooms(tx, ty, 0), *in_rooms(otx, oty, 0)))) {
958.  		if (costly_spot(u.ux, u.uy) &&
959.  			    index(u.urooms, *in_rooms(otx, oty, 0)))
960.  		    addtobill(obj, FALSE, FALSE, FALSE);
961.  		else (void)stolen_value(obj, otx, oty, FALSE, FALSE);
962.  	    }
963.  	    newsym(otx, oty);	/* update old location */
964.  	}
965.  	place_object(obj, tx, ty);
966.  	newsym(tx, ty);
967.  }
968.  
969.  /* Returns an absolute depth */
970.  int
971.  random_teleport_level()
972.  {
973.  	int nlev, max_depth, min_depth;
974.  
975.  	if (!rn2(5) || Is_knox(&u.uz))
976.  		return (int)depth(&u.uz);
977.  
978.  	/* Get a random value relative to the current dungeon */
979.  	/* Range is 1 to current+3, current not counting */
980.  	nlev = rnd((int)depth(&u.uz) + 2);
981.  	if (nlev >= (int)depth(&u.uz)) nlev++;
982.  
983.  	/* What I really want to do is as follows:
984.  	 * -- If in a dungeon that goes down, the new level is to be restricted
985.  	 *    to [top of parent, bottom of current dungeon]
986.  	 * -- If in a dungeon that goes up, the new level is to be restricted
987.  	 *    to [top of current dungeon, bottom of parent]
988.  	 * -- If in a quest dungeon or similar dungeon entered by portals,
989.  	 *    the new level is to be restricted to [top of current dungeon,
990.  	 *    bottom of current dungeon]
991.  	 * I don't know how to do this, and we need to get the release out, so
992.  	 * I left in the old behavior (the one for players; there were two
993.  	 * different versions, one for players and one for monsters, which is
994.  	 * why it had to be changed to begin with).  With this behavior, we
995.  	 * must explicitly check for special dungeons individually above.
996.  	 * Currently we check for Knox; endgame is handled in the caller due
997.  	 * to its different message ("disoriented").
998.  	 * --KAA
999.  	 */
1000. 	min_depth = 1;
1001. 	max_depth = dunlevs_in_dungeon(&u.uz) + 
1002. 			(dungeons[u.uz.dnum].depth_start - 1);
1003. 
1004. 	if (nlev > max_depth) {
1005. 	    nlev = max_depth;
1006. 	    /* teleport up if already on bottom */
1007. 	    if (Is_botlevel(&u.uz)) nlev -= rnd(3);
1008. 	}
1009. 	if (nlev < min_depth) {
1010. 	    nlev = min_depth;
1011. 	    if ((int)depth(&u.uz) == min_depth) {
1012. 		nlev += rnd(3);
1013. 		if (nlev > max_depth)
1014. 		    nlev = max_depth;
1015. 	    }
1016. 	}
1017. 	return nlev;
1018. }
1019. /*teleport.c*/